Arena Champion Oblivion. Oblivion Walkthrough: Side Quests

This mod radically improves the Arena of the Imperial City, adding an inside view of the outer environment of the Arena building, changing all the locations of the arena, making them the same, which gives the impression that this is really one location, and also adding a lot more new.

In version 0.9:
- Added missing statues above the gate of the Yellow Team to the arena for betting - the ones with spears and leather shields.
- Added missing columns with chains to the betting arena.
- Fixed columns in arenas for battles - now they are planted a little deeper in the sand, which looks more realistic.
- Now the balconies in all arena locations are the same (even in the battle arena, the balcony on the BLU side is now the same as in the betting arena).
- Fixed the starting positions of the fighters for bets, the rivals of the player and the beast - now they should not spawn outside the gates directly in the arena (80-90 percent checked, if there are bugs, please report in the comments or on the contacts provided on my profile).
- The sweetest - added the outer surroundings of the Arena building. Now, when fighting or watching combat, you will see the White Gold Tower, city walls and corner watchtowers located in an area called the "Imperial City Arena".

In version 1.0:
- Fixed a bug of the previous version with the appearance in the arena, in addition to the fighters for betting, Eliza Pierrand, looking for her gambling husband. Now she appears on the balcony for the audience, as it should be.
- Fixed the balcony above the side of the Yellow team - the balcony was not "omitted" by the developers, because of which a "gap" was visible between the joining surfaces of the balcony and the stands.
- Fixed the placement of the external environment in height.
- More outdoor environment - previously there were only walls, White Gold Tower, corner watchtowers and one tree. Both statues and all remaining trees have now been added.
- Added burning lamps to the balcony above the BLU gate, and added a candle flame to extinguished lamps. Also added a torch flame to the iron torches on the Grand Champion's balcony (watch out for burns!).
- Fix models of lamps, carpets and torches - now they are "nailed" to the wall, and not to the air.
- Added a buffet, a barrel of vegetables and a wine rack to the balcony of the betting arena.



In version 1.5:
- Fully functional Yellow Team Bloody Hall, with its own trainer and its fighters. They also have their own pet in the cage with a funny name.
- Replacement of yellow banners on the balcony of the Grand Champion / Emperor with imperial ones.
- Now absolutely all the inhabitants of the Blood Halls, except Isabelle, sleep at night. In the next version, they will eat two or three times a day (some already do it), and the grumpy trainer of the Great Champion will catch up with them in this.
- The rapturous admirer from now on will not resurrect again and again after you killed him.

And also many more minor changes.

In version 1.6:
- From now on, if you are not a fighter in the Arena, everything in the Blood Halls ceases to be available to you.
- The coach of the Yellow team, Owin and Isabelle are now watching absolutely all the battles in the Arena. The BLU Gladiator oversees the protagonist's progress until the moment he defeats the Gray Prince. After that, the success of the newly-made Great Champion does not interest him. Agronak also monitors the progress of the protagonist in the battles against the Yellow Team. During the battle for the title of Grand Champion, you can see the Enthusiastic Admirer on the balcony.
- Registered AI-packages for absolutely all inhabitants of the Arena. Now in the Bloody Halls strict discipline is established: everyone goes to bed at 11:00 pm. The coaches go to bed at midnight. Of course, the main character is not a decree, so this schedule does not apply to him. It was decided to refuse food intake for the characters due to the increased load on the PC and, as a result, crashes from the game when loading the location of the BLU Team Blood Hall. At the same time, the realism has not suffered at all, unless you plan to hang around in the Bloody Hall without getting out.
- The Yellow Team Champion will now sleep in their team's Bloody Hall.
- Now gold of gambling losers will accumulate in the Arena safe over time.
- Backlog for future versions: under the imperial balcony, a wall with five niches has been fixed, through which the door arches were visible. Who cares, they can compare what happened before the installation of the mod, with what happened after, or remove the brick wall with the "disable" command. When implementing collisions in the stands, this jamb of developers would immediately catch the eye. Now in place of these five niches is a notice wall.

And also many more minor changes.

Expected changes:
- Ability to walk through all the stands of the Arena while observing the battle.
- "Real" spectators - NPCs, instead of moving dolls.
- Exit from the stands to the balcony of the Grand Champion upon reaching this title (for now - tcl to help).

The "Optional" folder contains the plugin esp file for joint installation withUnofficial Oblivion Patch ... Extract it from it if you are using this patch. With the main version of the modDO NOT INSTALL ... About conflicts when connecting this file along with UOP, if any, and any others, please inform me in full details.

Requirements: Oblivion Gold Edition

Have a good game!

Updated to v1.6!

This mod radically improves the Arena of the Imperial City, changing all the locations of the arena, making them the same, which gives the impression that this is really one location, as well as adding new rooms, characters and a lot more new.

In version 0.9:
- Added missing statues above the gate of the Yellow Team to the arena for betting - the ones with spears and leather shields.
- Added missing columns with chains to the betting arena.
- Fixed columns in arenas for battles - now they are set a little deeper in the sand, which looks more realistic.
- Now the balconies in all arena locations are the same (even in the battle arena, the balcony on the BLU side is now the same as in the betting arena).
- Fixed the starting positions of the fighters for bets, the player's rivals and the beast - now they should not spawn outside the gates directly in the arena (50-60 percent checked, if there are bugs, please report in the comments or on the contacts provided on my profile).
- The sweetest - added the outer surroundings of the Arena building. Now, when fighting or watching combat, you will see the White Gold Tower, city walls and corner watchtowers located in an area called the "Imperial City Arena".

In version 1.0:
- Fixed a bug of the previous version with the appearance in the arena, in addition to the fighters for betting, Eliza Pierrand, looking for her gambling husband. Now she appears on the balcony for the audience, as it should be.
- Fixed the balcony above the side of the Yellow team - the balcony was not "omitted" by the developers, because of which a "gap" was visible between the joining surfaces of the balcony and the stands.
- Fixed the placement of the external environment in height.
- More outdoor environments - previously there were only walls, White Gold Tower, corner watchtowers and one tree. Both statues and all remaining trees have now been added.
- Added burning lamps to the balcony above the BLU gate, and added a candle flame to the extinct lamps. Also added a torch flame to the iron torches on the Grand Champion's balcony (watch out, you might burn yourself!).
- Fixed models of lamps, carpets and torches - now they are "nailed" to the wall, and not to the air.
- Added a buffet, a barrel of vegetables and a wine rack to the balcony of the betting arena.

In version 1.5:
- Fully functional Yellow Team Bloody Hall, with its own trainer and its fighters. They also have their own pet in the cage with a funny name.
- Replacing the yellow banners on the balcony of the Grand Champion / Emperor with imperial ones.
- Now absolutely all the inhabitants of the Blood Halls, except Isabelle, sleep at night. In the next version, they will eat two or three times a day (some already do), and the grumpy trainer of the Great Champion will catch up with them in this.
- The rapturous admirer from now on will not resurrect again and again after you killed him.
And also many more minor changes.

In version 1.6:
- From now on, if you are not a fighter in the Arena, everything in the Blood Halls ceases to be available to you.
- The coach of the Yellow team, Owen and Isabelle are now watching absolutely all the battles in the Arena. The BLU Gladiator oversees the protagonist's progress until the moment he defeats the Gray Prince. After that, the success of the newly-made Great Champion does not interest him. Agronak also monitors the progress of the protagonist in the battles against the Yellow Team. During the battle for the title of Grand Champion, you can see the Enthusiastic Fan on the balcony
- Registered AI-packages for absolutely all inhabitants of the Arena. Now in the Bloody Halls strict discipline is established: everyone goes to bed at 23:00. The coaches go to bed at midnight. Of course, the main character is not a decree, so this schedule does not apply to him. It was decided to refuse food intake for the characters due to the increased load on the PC and, as a result, crashes from the game when loading the location of the BLU Team Blood Hall. At the same time, the realism has not suffered at all, unless you plan to hang around in the Bloody Hall without getting out.
- The Yellow Team Champion will now sleep in their team's Bloody Hall.
- Now gold of gambling losers will accumulate in the Arena safe over time.
- Backlog for future versions: under the imperial balcony, a wall with five niches has been fixed, through which the door arches were visible. Who cares, they can compare what happened before the installation of the mod, with what happened after, or remove the brick wall with the "disable" command. When implementing collisions in the stands, this jamb of developers would immediately catch the eye. Now in place of these five niches is a notice wall.
And also many more minor changes.




Expected changes:
- Ability to walk through all the stands of the Arena while observing the battle.
- "Real" spectators - NPCs, instead of moving dolls.
- Exit from the stands to the balcony of the Grand Champion upon reaching this title (for now - tcl to help).

The "Optional" folder contains the plugin esp file for joint installation with Unofficial Oblivion Patch ... Extract it from it if you are using this patch. With the main version of the mod DO NOT INSTALL ... About conflicts when connecting this file along with UOP, if any, and any others, please inform me in full details.

Requirements: Oblivion Gold Edition

The arena is located in the eastern part of the Imperial City. Here the people of Cyrodiil watch brave warriors fight to the death for glory and gold. The arena was conceived and faked by Gaiden Shinji of the Order of Diagna. It was supposed to be a place where warriors could prove their worth. Although he died shortly after construction was completed, the arena owes its existence to him.

Introduction

To obtain the Arena gladiatorial titles, speak with Owen, the swordmaster found in the Bloody Hall. You will automatically become a member of the blue team.

Benefits

Each match won is paid according to your rating in the Arena, ranging from 50 to 500 gold. This gold is level independent, unrelated to other quests, making Arena a good starting quest for low level characters.

After each battle, fighters can use the Renewal Pool inside the "Red Room" (as they say, this room got this name because the blood from the Arena above flows down the walls) to restore health.

When you become the champion of the blue team, you will receive a title of your choice, which will be known throughout Cyrodiil.

After you defeat the Gray Prince and become the Grand Champion, an enthusiastic admirer will come to you who wants to become your squire.

Once you earn the prestigious title of Grand Champion, you will also receive the Raiment of Valor. Make sure to grab the Armor of Agronak from the Gray Prince when you defeat him. Give them to Isabelle Andronicus to receive the Arena Grand Champion Armor in return.
- Alternatively, if you decide not to give up the armor, you can keep the Agronak Armor, which is a quest item and therefore has no weight. This is not recommended, however, as the armor you receive from Isabelle will have the same stats, and besides, you will not be able to benefit from the title of Grand Champion.

In addition to gold, you will receive +31 Fame Points (+10 for defeating the Gray Prince) for completing the entire Arena mission.

Arena awaits

Arena restrictions and rules

You must wear the armor provided by Owen. This rule does not apply to Grand Champion battles.
- There are additional armor sets in two cabinets (5 light and 5 heavy armor each) so you don't have to worry about repairs.
- You can wear any helmets, shields or jewelry.

You cannot loot the corpses of your enemies. This rule does not apply to Grand Champion battles.
- This prohibition applies to weapons and shields that have been knocked out of the hands of the enemy. The only exception to this rule is arrows: they can be collected during or after a match. Attempting to remove from a corpse will not result in a penalty, but a message will appear stating that this action is not allowed.

You can only fight from 9 am to 9 pm.
- This is the time when you can request a fight.
- The great champion is not related to time.

You cannot bet and fight at the same time.
- Talk to Handolin to cancel any outstanding bets.

You can use any weapon or use any spell in battles and are free to use potions, poisons, scrolls, or hidden attacks.

An exception

If you remove your armor during a match, the fight will end and you will be disqualified. This effectively allows you to skip the fight. However, if you do this a second time, your career as an Arena fighter will end. It is impossible to return to the Arena after being expelled.

If you hit an opponent after being disqualified, your attack won't hurt them, unless it deals enough damage to kill. You will receive a message: “You are disqualified and must return to Owen! Don't disgrace yourself further ... "

Ranks and careers

Rank Opponent (s) Reward (Gold)
Fighting dog Bosmer 50
Imperial
Argonian 100
Brawler North
Bosmer (2)
Kajit 150
Bloodletter Redguard
Breton
Dunmer 200
Myrmidon Bosmer
Altmer
Orc 250
Warrior North
Altmer
Orc 300
Gladiator Argonians (3)
Kajit
Breton 350
Hero Imperial
Altmer
Dunmer (2), Yellow Team Champion 500
Champion Agronak gro-Malog 1000
Great Champion Various creatures Leveled

Titles

As soon as you challenge Agronak for the title of Grand Champion, Isabelle will tell you that you need your own title. She gives you twelve options to choose from; two special for a certain gender of your character and ten general.


Great Champion

Once you have killed the Gray Prince, talk to Isabelle Andronicus. After well-deserved congratulations, she will talk about organizing weekly battles against various creatures. You can choose between three different variants of creatures to fight once a week. As a Grand Champion, you can fight with any weapon / armor you like and whenever you want.

The maximum reward you can get for each creature is 40+ (player level-1) × 50 gold. The actual amount is somewhat random as it comes from the leveled list. So at level 30, you can get anywhere from 40 to 1490 gold, although higher values \u200b\u200bare more likely. Gold is calculated for each creature you fight, so the maximum reward you can get is 4,470 gold. If the amount of gold you receive from Grand Champion matches starts to decrease, try waiting two weeks instead of one between fights. This will increase the amount of gold you receive for the next battle, possibly even up to a maximum of 4,470.

Notes

Killing opponents in the Arena can potentially count as murder. This happens if the enemy is killed without his hostility; for example, you immediately use the spell "Demoralization". The murder will appear in your stats and the "Dark Brotherhood" quest will begin if you haven't started it yet.

If you complete the quest "The Origin of the Gray Prince" and inform Agronak about his "bloodline", he will simply stop during the battle, and you can attack him with impunity. This counts as murder and is one of the ways to enter the Dark Brotherhood.
- If you don't like the idea of \u200b\u200bkilling the Gray Prince while he stands still and asks for death, wait until he speaks to you, and then cast a powerful Frenzy spell on him. Once you attack him, he will fight back.

The chest next to Handolin at the entrance to the Arena contains 500 gold, which is a good source of cash for a resourceful thief.

In casual dialogue, some NPCs will claim that the fights in the Arena are bogus: “Do you really think these guys are being killed? Seriously? It's just berry syrup and actors. "

There is another Arena rank image available in the Constructor called "Challenger". This is probably a remote rank as it cannot be reached.

Your difficulty settings do not affect the amount of gold you earn from each battle as Grand Champion.

Bugs

Completing the quest "The Origin of the Gray Prince" may make it impossible to obtain the rank of Grand Champion if the quest is completed in a certain way.
- [PC] This bug was fixed by the "Unofficial Oblivion Patch".
- This can be solved using the console. Go to the Arena to fight Gro-Malog. Don't attack him, let him run up and beg you to kill him. Kill him. Take his armor and then use the console command SetStage MS52 100 and then SetStage ArenaDialogue 50. Then go downstairs and talk to Isabelle. The quest will be completed.
- This error can be resolved by fast approach to Agronak after the Arena gates are down. First talk to him and he will ask you to kill him. Then you can finish off the poor half-orc. Once he dies, take his armor and return to Isabelle to complete the quest.

Sometimes the game will prevent you from leaving the Arena after killing Gro-Malog - again, the Origin of the Gray Prince quest seems to be at the heart of the problem. Use the same console codes as above to continue.

It is possible to fall through the wall in the Arena, which prevents your opponent from dealing damage to you, but still allows him to attack. From the entrance tunnel, head back down the tunnel. On the left side, between the edge of the tunnel and the wall, you should see a slight slope in the wall. First jump back into the wall so that you stand on the slope facing the gate. Jump repeatedly, pushing yourself against the wall, and as you do so, face the slope, making sure you stay on top. You will fall through the wall. As you fall through the wall, you should notice a ledge that protrudes from the normal game boundaries, where a ladder climbs up the tunnel. Try to land on this ledge. Don't worry if you miss the first couple of attempts, you will simply be returned to the Arena without damage.
Once you are on the ledge, your opponent will go down the tunnel and try to hit you, but will not be able to go through the wall and will constantly collide with him. You, on the other hand, will be able to punch your opponent through a wall using sword, magic, or arrows. Once you get rid of the enemy, simply jump off the edge and return to the Arena.
It looks like this is the only wall in the Arena where you can do this.

There is also an error that occurs if you have the official "Thieves Den" plugin installed. The quest in your journal can never be continued or completed. This is because the plugin overrides the standard quest through several steps:
- [PC] This bug was fixed by an unofficial patch.
- To remove this entry from your log, use the console command: CompleteQuest 0002991F or CompleteQuest Arena

If you kill Gro-Malog without even talking to him, then his corpse will ask you to kill him when you try to strip his body.

Diary entries

room
stages
KZDiary entry
10 If I want to fight in the Arena, I need to talk to Owin, the sword master. He can be found in the Bloody Hall.
20 Now I am a fighter in the Arena. To take part in the battle, you need to talk to Owen. You can find him in the Bloody Hall of the Imperial City Arena. After the battle, you should once again approach Ovin, so that he recorded the results of the battle and issued a reward. While I am participating in battles, I cannot place bets on their results.
40 Now I am the champion of the Arena. Now I have to challenge the Greatest Champion, Agronak Gro-Malog, if I want to challenge that title.
50 I managed to defeat the Gray Prince. Now I am the new Grand Arena Champion! Isabelle Andronicus asked me to return to her when I was resting so that we could calmly discuss my future.
100 As the Grand Champion of the Arena, I can fight various amazing creatures on a weekly basis. All that is needed for this is to come to the Bloody Hall of the Arena and tell Isabelle Andronicus about his desire to participate in the battle.

Notes

  • Not all entries may appear in your quest diary; which entries appear and which do not appear depends on how the task is completed.
  • The stages are not always in order of passage. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be performed in a random order.
  • A check mark in the "KZ" (End of Task) column means that the task disappears from the active list, but you can still get new records for it.
  • You can use the console to progress through the quest by entering the code setstage ArenaDialogue stage, where stage is the number of the stage you want to complete. Please note that it is impossible to undo (i.e. go back) stages of the quest. See SetStage for more information.

To get this task, talk to Gogan or Maelona. Gogan's house will be the second to the left of the "Anvil Dock Gate". Talk to his wife Maelona first, she will tell you that her husband was robbed by a gang of all women. Then talk to Gogan, and he will tell you where it happened, and what those women approximately look like. After his story, we go to the "Spirits" tavern, which is located immediately to the left, as soon as you leave the "gate of Anvil docks". In the tavern, talk to the owner Maenlorn, who will tell you that criminals periodically appear in his establishment, but he cannot do anything with them, since they do not violate anything. After waiting literally 10 seconds after the conversation, you will see two pretty women (Signy Razvalyukha and Faustina Kartia) enter the tavern, one of whom will come up to you and offer you an unforgettable night of pleasure. All that is required of you is to arrive at 11 o'clock in the evening at the "Gweden farm", which is located in the southeast of the city. Enter the house, there you will be met by Faustina Kartia, and will offer to get down to business, that is, undress until her friend came up. You will accordingly refuse, after which three women will attack you. As soon as you deal with them, Gogan and Maelona will appear in the house in the form of guards. In principle, they will not tell you anything particularly important, they will pay 500 septims for the mission and say "Thank you".

This quest goes through two categories at once. For non-plot tasks and for buying houses. First, find Velvin Benyrus, he usually spends time in the Count's Coat of Arms tavern. Velvin will tell you that he is selling the Anvil mansion for only 5,000 septims. Given the size of the mansion, the deal looks tempting. If you have such a sum of money, give it to Velvin, and in exchange you will receive a bill of sale for the house and a key to it. The house is called "Benirus' mansion", inside you will see complete devastation and chaos and gradually begin to understand that since it was sold to you for only 5000, it is not so simple. Come in the evening to this house and sleep a little, you will wake up either yourself or from the ghosts attacking you. There will be three of them in total and you will need to kill them, the ghosts attack mainly with frost balls. After killing them, go downstairs to the first floor and carefully examine the place near the cabinet near the front door. There should be a broken pot and among its fragments a small piece of paper and a skeleton hand. Take your hand and read what is written on the piece of paper. Then you will finally understand that you got the house at a well-deserved price, if not at an inflated price. The diary will describe how the necromancer Lorgren Benyrus was engaged in necromancy in order to make himself immortal, and you will also find there a description of a certain portal that can only be opened by the one in whom the blood of Beniruses flows. You don't have many such friends, so go in search of Velvin Benirus. In the tavern "Count's Coat of Arms" you will be told that Velvin has already left for the Imperial City, and you need to look for him there. To be precise, in the Imperial City you can find him in the "Elven Gardens" area, in the "King and Queen" tavern. Velvin will tell you a story about his grandfather Lorgren Benirus and agree to help you clear the house of ghosts. He will appoint a new meeting for you in the already familiar place in the tavern "Count's coat of arms", from there you will take a leisurely walk with him to the house of Benirus. Before going into the house, it is advisable to stock up on some potions or artifacts that protect from the cold. In the house, you will need to reach the door to the basement, killing ghosts along the way, and then do the same in the basement itself, until you and Velvin reach the closed portal. At the portal, Velvin will make various passes with his hands, and as soon as the portal opens, he shamefully throws you alone to deal with the ghosts further. Opening the portal will mean that a secret door will open in the wall, behind which another room will be discovered, in which you will see the remains of Lorgren Benirus lying on the altar. Then his spirit will speak to you, tell a tearful story that he repented, and now the only thing he would want is to rest in peace. For the rest, he needs a mere trifle, namely the "skeleton hand" (his hand), which you found next to the note from his diary. You, of course, will give Lorgren his "hand" and you will be immediately punished for gullibility. The vile necromancer will rise from the dead, laughing in the best traditions of Hollywood horror stories. What else can I say, "swing kazla". As soon as you kill him, then return to the tavern "Earl's Coat of Arms" and talk to Velvin. He will apologize for escaping and say that he is leaving for the Imperial City. After that, the mansion really becomes yours, and the furniture of the house returns to its normal state. This completes the task.

In the Guild of Mages, the head of the Kud-Ei guild asks you to help his friend Enantir get out of the world of dreams, where he accidentally left and has not returned for three days. As soon as you are ready, she will take you to his house, where you will see Enantir sleeping on the bed. After a short briefing, she will hand you the "Dream World Amulet", after which you will have to go to bed and go to bed. As soon as you fall asleep, you will find yourself in the dream of Enanatir, without armor, without weapons and the ability to use magic. After talking with Enantir, you find out that he could get out of sleep, if only he was not afraid of the tests that must be passed for this. Let's start with a test of tolerance. You will find yourself on a stone platform, and in front you will see posts with holes, from which small arrows will fly out. You will need to jump over the posts, and then walk along the sides of the posts. At first glance, everything is simple, but in fact, after the second column you will not be allowed to jump, you will have to wait and constantly try alternative ways, after a certain time some of them will be available. In general, you have to poke around an invisible wall, waiting for the path to open. That is, you have to endure. At the end you will see a luminous ball, go up to it and activate it, after which you will return to the room to Enantir. Take some healing potions in the closet on the first floor. We now turn to the test of determination. You will find yourself in the Arena, only without weapons. Unfortunately, you will find enemies here, and they themselves are formidable and armed. But they are not really dangerous if done correctly. As you enter the Arena, jump onto one of the side ledges near the exits to the Arena. Then from there you jump onto one of the columns that stand in the Arena, and from there you have to jump over to the balcony where the corresponding stone stands. As you activate the stone, you will again find yourself in the room with Enantir. It remains to pass the test of courage. It is actually very simple - after drinking a bottle of breath potion under water for 30 seconds, swim along a long underwater and rather winding corridor. As soon as you emerge, you will see a stone of courage in front of you, activate it and move back to Enantine. After that, the path will open to the fourth and final test of perception. Here you will need to go along a road consisting of many traps. Immediately you will have to take a fast pace, you cannot stop. At the end, the corresponding stone will be waiting for you, by activating it, you will again return to the room to Enantin. Now talk to him, after which you will return with him back to the real world, and he will reward you with a scroll.

This quest can be obtained by talking to someone from Bravil about the "Lone Guardian" topic. You will be sent for more information to the innkeeper Gilgondorian, owner of the Silver House-on-the-Water. He will tell you about the ghost of a sailor who appears every evening at eight o'clock in the Bownwatch camp, and then walks along the coast. This has been going on for quite some time and annoys local residents a little. To find out all the features of this phenomenon, Gilgondorian suggests that you yourself go to the Bownwatch camp, which is located southeast of Bravil on a small island not far from the coast, slightly north of the Ayleid ruins of Bown. There are even conditions for a comfortable waiting on the island - a tent with a bed. At exactly eight o'clock, the ghost of a certain sailor Grantham Blackley will appear on the island. He will stand a little on the island, and then he will go to the coast along the bridge connecting the island with the mainland, then he will walk along the coast a little further than Fort Ironia and stop. Here you can approach him and talk. He will ask you to release him in Panther's Oscar. By "Panther's Grinding" Blackley refers to the remains of a ship located on the opposite side of the Niben River at the confluence of the Panther River. The ship is hard not to notice, but the entrance to it is not clearly marked. The entrance to the interior of the ship is not made through a hatch on the deck, but directly from its starboard side. Inside you will immediately be greeted by a couple of ghosts, as you deal with them, then go to the cabin and find the ship's log on the table, then go downstairs, kill a couple more ghosts and after that go down into the hold of the ship. There you will be greeted by a particularly strong ghost. As it turns out it will be the spirit of a certain Gable the Traitor, who raised a riot on the ship. After dealing with the ghost, take the key from his remains and free the chained skeleton. Then the ghost of Grantham Blackley will appear, he will thank you for your release and give you a map on which it is drawn where his treasures are kept. This place is located underwater on the Panther River, where BlackDog Camp is located on the banks of the river. There you will find a chest with Grantham's belongings, but nothing of particular value is stored in the chest. This completes the task.

This quest can be obtained by talking to the inhabitants of Bravil, who will tell you that Ursanna Losh has lost her husband. For details, we go to Ursanna herself. She will tell you that her husband Aleron Losh was an avid gambler and owed a large sum of 500 coins to the local orc moneylender Kurdan gro-Dragol. The last time she saw her husband, he was just about to go to this moneylender. Also, Ursanna will warn you to be careful with this orc and will tell you that he can be found at the Lone Petitioner Inn. Go to the "Lonely Petitioner", Kurdana gro-Dragola, you will find on the second floor of the inn. In conversation, he will not in the least deny his involvement in the disappearance of Aleron Losh, and will even begin to set conditions. If you so want to free poor Aleron, then you must get Kurdan's heirloom from Fort Grif - "Dragol's ax", and he will even kindly provide his boat so that you can quickly get to the fort. Exit the tavern, go down at the city pier, there you will see a boat. You just need to click on it to move to Fort Vulture. Go to the entrance to the fort and open the door using the inconspicuous lever located below to the right of the door. As soon as you enter the fort, the doors will immediately close behind you (don't worry, this is a common trap). Inside the fort you will meet Aleron Losh safe and sound, he will initiate you into the true essence of the matter. It turns out that our wonderful orc is not as simple as it seems. He receives his main income not even from usury, but from organizing a hunt for people. You and Aleron, respectively, are victims, and you will be hunted in the fort's dungeons, and if you survive, you will even have to be released. True, Aleron will immediately ask you to go into the dungeon yourself, since he still cannot fight and is not your assistant. Nothing to do, you have to go to the dungeon. In the dungeon, you will immediately notice a locked door on the left, you can not try to open it, you will be given a key to it, only at the very end. Go ahead and destroy the hunters who are hunting you. After the bridge (which you yourself will understand), or rather on the bridge itself, traps will begin, so look very carefully around the sides and at your feet (there is also a pit with stakes among the traps). In total, the dungeons consist of two locations, in the first there are two hunters, in the second - one. As you kill everyone, then return to the surface. In the fresh air you will be "paralyzed" at first, and you will watch the sad scene of Aleron Losh being killed by Kurdan gro-Dragol. Then Dragol, without hesitation, will attack you. Kill the bastard, take the real key from him and return inside the dungeons, there open the door on the left with the real key and turn the lever inside. After that, the door of the Fort will open, and you can finally get out. But do not rush to leave the Fort. Climb to the very top of Fort Vulture, there you will find a chest containing two bottles of "Wine of Exorcism". Do not drink wine and do not sell it, it will come in handy for one of the settlement quests called "Ancient Wine". Now go to the boat and return to Bravil to Urasanna Losh. Tell her about the deaths of her husband and Kurdan gro-Dragol. She, of course, will be very upset with her husband's death, but she will be comforted by the fact that Aleron is at least avenged. In gratitude for this, she will give you the book "Biography of the She-Wolf Queen", which increases your Speech skill by one point. This completes the task.

I want to warn you right away that this task is not for a noble knight on a white horse, but rather for a hardened thief, and get ready for the fact that in the process of passing it you will definitely have to go to jail. The quest can only be obtained by talking to the locals of Bruma about rumors, the characters of this quest themselves do not give the quest. In the city you will be told that Arnora Auria wants someone to return the money stolen from her. Arnora will tell you a whiny story about how her accomplice forced her to commit crimes, and on the last one he even killed a man, but before he was caught by Bruma's guard, he took and hid all their money somewhere, and now she remains penniless. Now she asks you to somehow find out from her accomplice, whose name is Yorundr, where did he hide the stolen goods, for this she promises you half of the spoils. Arnora will also tell you where Jorundr is, he is in Bruma's prison. You don't have to try to find out from him where the stolen money is, he still won't believe you and think that one of the guards sent you. To gain confidence in him, you yourself will have to go to jail. When you find yourself in the same cell with Jorundr, talk to him about the stolen gold, and he will tell you a completely different story. According to Jorundr, it was Arnora who persuaded him to commit the last crime, and it was she who killed the tax collector. She handed it over to the Bruma guards, but fortunately Yorundr managed to hide the stolen money. Now he wants revenge and asks you to kill Arnora, and in return he promises to tell you where the stolen goods are hidden. As proof of Arnora's death, Jorundr asks you to bring him her amulet. Now return to Arnora's house, and then you have two options to choose from: kill Arnora and take all the money for yourself, or tell Arnora about everything and agree to her proposal. Arnora is ready to give you the amulet, but in return wants half of the stolen money, and if you want to hide with the money, she promises to put you on the wanted list. The choice is yours. If you agree to her terms, then she will give the key to the chest where her true amulet lies, and not the one that hangs on her neck. Return to Jorundr in the prison (now you can come there as a visitor) and show him proof of Arnora's death. He will tell you where the money is hidden, and you just have to go for it. The money chest lies literally ten meters from the North Gate of Bruma, but as it turns out, you are not the only one who knew about all the twists and turns of this story. A man named Turelius Logellus, who serves as a guard at Bruma Castle, will approach you. He overheard your conversation with Jorundr and also wanted to profit from the stolen gold. While you went to Jorundr, he killed Arnora and now wants to get rid of you as the last contender for gold. There is nothing to do, kill him and take the gold that is in the chest. You just have to check if Turelius really killed Arnora. Return to Arnora's house, where you will find her corpse. All the gold is now yours, but you are advised to quickly leave the city before you were suspected of all these crimes. This is where the story with the stolen money ends.

This quest can be obtained in Cheydenhaal by talking to the locals. The new chief of the guard, Captain Ulrich Leland, began to collect large fines from the inhabitants of the city for all sorts of trifles. It seems that there is nothing criminal, but the people are very dissatisfied. You are tasked with sorting out the situation. Accordingly, you are sent to begin with one of the most dissatisfied citizens, Levana Nedaren, who lives in a house on the square near the Arkey chapel. It is not always possible to find her at home, Levana can walk along the city streets. She will not tell you anything particularly valuable, she will mention a certain poor fellow Aldos Otran, who was recently kicked out of the house for fines, and will send him to Ulrich's deputy, Garros Darreliun, who is unhappy with his boss, and, accordingly, can somehow help with his exposure. You will find Garros in the central hall of Chadenhall Castle. Garros will inform you that he suspects his boss of embezzling money that comes from fines, and will ask you to help find a person who could give any evidence against Ulrich. This is where you remember about Aldos Otran. Since he is homeless thanks to the efforts of Ulrich, then, accordingly, he can only be found on the street. Aldos Otran will immediately complain about fate and call you "to his" home. Near his former house, he will quarrel with the guard, and he will quickly hack to death. After this sad event, you will be asked (with a sign) to go and tell Levane Nedaren about this case. She will be outraged by what happened and ask to lure Ulrich to her house, after which she will deal with him herself. But you, being a law-abiding citizen and just a prudent person, go first to Garros and ask for advice from him. He, too, will be outraged by the death of Aldos Othran, however, he will offer to do without bloodshed. To do this, you will need to get some evidence from the house of Ulrich Leland. The difficulty lies in the fact that you will have to do it illegally, so if you are caught, it will be exclusively your problems. But Garros will make it a little easier for you by giving you the key to Ulrich's house. Ulrich lives in a small room in the Cheydenhall guard barracks, which are located to the left of the entrance to the castle. As you enter his room, on the right you will see a chest of drawers on which a book lies, and on it a small square of paper, that's what you need. This is Ulrich's letter to his relatives. Take it and return to Garros. Garros will be infinitely happy and will say that he will immediately deliver the letter to the Count, and he will tell you to wait for him near the Cheidenhaal Bridge Hotel. Two hours later, he will come to you at the appointed place and say that Ulrich Leland was arrested, and he was appointed head of the guard. He will thank you with a good amount of gold.

This quest can be obtained by talking about rumors in Broome, or by going to Bradon Lirrian's house. Let's start with Bradon's house, since you will be sent there anyway. As soon as you get into the house, the brave guard Karius Runellius will immediately approach you. And if you raise a little his attitude towards yourself, he will tell you what happened in the house of Bradon Lirrian. The fact is that the murder of the owner of the house took place in the house and happened on completely legal grounds, because the investigation has every reason to believe that Bradon Lirrian was a vampire and himself recently dealt with a couple of beggars. By the way, the body of one of them was found right there in the house, in the basement. Karius tells you that the matter is clear, that a certain vampire hunter Rainil Dralas did everything right and there is actually nothing to investigate. However, if you go, for example, to Olav's tavern and talk to local patrons, they will tell you that they don't really believe in the official version of the investigation. Talk to Bradon's wife, Erlene, and she will give you additional information that makes the evidence base of the investigation very fragile. The greatest suspicion is caused by the killer of Bradon, the vampire hunter Rainil Dralas. To complete the picture, it would be nice to hear what he has to say about Bradon's murder. Go to Olav's tavern and talk to its owner, Olav himself, about Rainil. He will tell you that Raynil stayed with him for a couple of days, but recently left the tavern, and he will also give you the key to the room where Raynil lived, since he himself really wants to know the truth about what happened after all. In Raynil's room, behind the chest of drawers, you will find Geleburn's diary. From it you will learn that Rainil, Geleburn and Bradon knew each other in their youth, and also organized a brotherhood of adventurers and were looking for various artifacts. In the end, they found some valuable artifact and hid it with the intention of studying the artifact later. After talking again with the owner of the tavern, you learn that Geleburn was recently killed in Skingard by the same Rainil and according to exactly the same scenario, that is, the justification for killing Geleburn was that Geleburn was a vampire. Go now to the guard Carius, who is conducting the investigation, and try to convince him. He will agree with you surprisingly easily, immediately put Reinil on the wanted list and offer you to meet him at Olav's tavern in an hour. An hour later, in Olav's tavern, he will inform you that Reinil was seen on the way to the North Stone cave, and will offer you to deal with Reinil, as he is afraid to frighten him away. Go to this cave, it is located northwest of Bruma, slightly northwest of the Eplotch farm. In the cave you will find Raynil, he will not want to surrender and will attack you. He is a strong opponent, but not extraordinary, so you can handle him quite calmly. After that, you can take an artifact called "Earth Amulet" from the chest and return to Bruma to the wife of the deceased Bradon. Erlyn will say that the artifact does not manifest its properties until a secret word is uttered over it, which she knows after the death of all three members of the Brotherhood, only she. Erlyn will ask you for an amulet to activate it, and after uttering a simple word, the amulet will become truly valuable. In gratitude for the vengeance of her husband and the whitewashing of his name, she will give you an amulet. This completes the task, but if you want, you can still look into the tavern to Olav and talk to Carius.

Most likely, you will receive this task from the manager of the Countess of Bruma, Talgan. He will give you an invitation from the Countess, who wants to meet you at her castle. The Countess receives visitors from 8 am to 6 pm. When you meet, the Countess will tell you that she is a collector of Akavirian artifacts. Quite a few artifacts are already in her collection, but recently she got her hands on information about the approximate location of one very valuable Akavirian artifact - "Dragonstone of Madness". In general, the stone should be in the ruins of the "White Passage", but where these ruins are located, no one knows. Her scouts could only establish one of the landmarks leading there, this is the top of the "Dragon's Claw". We also managed to find a key to the ruins of the "White Passage", she will give this key to you, because it may come in handy if you are lucky to find these ruins. She will also give you a "Map of the White Passage" with landmarks, which she managed to copy from an old Akavirian diary, and a fragment of the legible text of this very diary. It is with such initial data that you go on a task. Dragonclaw Summit is northeast of Bruma, and there is a clearly marked road leading from the eastern gate of the city. You will not see the rock as such, it is just a small rocky rise. Now is the time to get out a map and check other landmarks. After the "Dragon's Claw", this is the statue of the warrior that is located west of the claw. If you walk a little west, you will indeed find a statue of a sentry. From it, go north until you find the "Serpentine Passage" cave. There is nothing particularly interesting in it, just just in case, pick up the plate lying next to the skeleton. Leaving the cave, you will again find yourself in the fresh air. Follow the path (along the way you will meet quite a few ogres) until you reach the fort. The fort itself is teeming with skeletons, so calculate your strength. From the first location of the fort there are two exits in the location "Eyes of the Serpent" and "Scales of the Serpent", whichever of them you go, you will still find yourself in the location "Fangs of the Serpent", and from there you will find yourself in the location "Poison of the Serpent". There you will immediately meet the ghost of the Commander Akaviri Mishahkhi. He will mistake you for a fighter tasked with delivering orders to him. Here you have a choice of what to answer him, but I would advise you to say that the orders have been delivered to him. After that, a hidden passage will open to the room where the "Dragonstone of Madness" amulet lies. Take it and return to Bruma to the Countess. In gratitude for the artifact delivered to her, she will give you the "Eyes of the Viper" ring. This completes the task.

This task is given to you during the passage of one of the stages of the main Quest. The assignment will be given either by Count Andel Indarus, or by one of the guards near the Oblivion gate, which will be opened near the western gate of Cheydenhall. The young, hot and rather arrogant son of the local count, seeing that the gates to Oblivion had opened near the city, decided to close them together with his friends. This company of local "golden youth" called themselves "Knights of the Thorn" and they climbed into the gates to gain glory and honor for themselves. At the time of your arrival, there has been no news from them for two days. The guards are afraid to pry into the Oblivion gates, so there is no one to pull them out except you. Before you climb into Oblivion for the young count and his friends, get the spell restore health "on target" or "on touch", it will be very useful to you in the future. Now you can step into the gates of Oblivion. As soon as you appear in the Oblivion plan, you will see the dead body of one of the thorn knights. Go down the road down. Of course, the road will not be clean, you will constantly come across various Daedra along the way. When you go down the road, you will see an inconspicuous door, that's where you go. In the floor you will see a hole, jump into it, then again and again find the body of the dead knight. Go outside and go down the road until you reach another dead knight. Look for the door again, go inside, then jump into the hole in the floor and go down until you go outside. There you will be greeted by the young Earl Farwil Indarus and the only surviving of his friends. You will need to get to the Sigil Stone with them and close the gates. Despite the fact that the count will say that he and his friend will go from behind, when they meet the first enemy they will run to attack the enemy. Unlike many other quest NPCs in the game, which are protected from death, these two are deprived of such protection, so for this you will need a spell to restore life when "touching" or "on the target". You will need to constantly monitor that they do not die during the next battle, and periodically heal them. If the count nevertheless dies, take the signet ring from his body in order to give it to the count later. After you meet them, a little ahead you will see the beginning of a monolithic slab going forward, this is the road to the tower. The tower itself is pretty standard, so there is no point in describing it. When you free the young count from the world of Oblivion and close the gates, talk to him. Farvil Indarus will award you the title of "Knight of Honor" of the Order of the Thorn and present you with a Medallion of the Knights of the Thorn, which increases your eloquence by 15 points. Go and talk to his father Count Indarus, he will also offer you a gift for saving his son. This will be a choice of either the "staff of Indarus" or "the blade of the Thorn". The staff has the effect of decreasing strength by 10 points plus an electric shock of 30 points, and the blade has the effect of destroying armor of 120 points on impact. Choose a gift to your liking, and the task will end there.

You can either find out about this task from city rumors, or go to the house of Rita Lithandas. There you will meet his wife Tivela Lithandas, who will tell you that her husband is a pretty good artist, and that Rit usually works for a very long time in her workshop, leaving only to eat. But a few days ago, he never left the workshop. After waiting a few hours, Tivela still decided to enter there, but her husband disappeared from the workshop, and now you are her only hope to find him. After this story, she will give you the key to his workshop, so that you can yourself examine the place of her husband's disappearance. You don't have to look for anything in the workshop, just go straight to the painting to the left of the entrance and climb into it (everything is fine, my head is all right). Further you will find yourself in the drawn world, where you will meet Rita Lithandas. He will immediately grieve you with the fact that it is very difficult to do from the drawn world, because you can return to the normal world only with the help of the "Brush of True Mastery" (Rit himself will tell you everything in detail about this brush), which some Bosmer stole from Rita ... This Bosmer turned out to be an extremely bad creature, because with the help of a brush he painted trolls, who attacked him. The brush remained with the Bosmer, but there is no way to meet with him, because Rith cannot reach the Bosmer, since the painted trolls block his way, and Rith does not know how to fight at all. Well, since Rith can't make it to the Bosmer, then you must. Rith will give you 6 bottles of turpentine to help you, which adds an additional +250 points to your attack when fighting painted trolls. Further, the task is quite simple for a hero above level 20 (then turpentine is not required), you need to walk through the drawn forest, sequentially fill up 6 trolls. At the end of the path you will find a dead Bosmer from whom you will take the "Brush of True Mastery". Return to Rita, he will draw a portal to his workshop, and you will be transported there with him. In gratitude for taking him out of the painted world, he will give you the "Agility Apron", which adds +10 to Agility and Intelligence. At this point, the task is considered completed.

In Chorrol, they will tell you about the suspicious behavior of Raynald Jamen. He walks the streets and does not recognize his acquaintances, in addition, he suddenly became a teetotaler, although he was previously known as a drunkard, and you will also be informed that he was seen several times in Cheidenhaal, which is also suspicious. First of all, you need to find Raynald Jamen himself and talk to him. Reynald can be found at the Gray Mare Tavern, which is to the right of the south gate of Chorrol. He will most likely be drunk, but still able to tell you that he has never been to Cheydenhall and will ask you to deal with the person who pretends to be him. In Cheydenhall, ask the first person you meet about Raynald Jayman, and he will tell you that he only knows Gilbert Jayman, who lives at the Newlands Asylum Hotel. It is to the left of the west gate of Cheydenhaal. After talking with Gilbert, you will learn about a family tragedy. It turns out that Raynald is his brother, whom he considered dead. Gilbert will ask you to go to his brother and say that he will soon come to him. Return to Cheidenhaal, talk to Raynald, and soon his brother will enter the tavern, after a while a sign will appear that the brothers are reunited. Then talk to Gilbert, and he will thank you 500 gold. The first part of the assignment ends here. Next, Gilbert will ask you to cleanse the man-eating ogre estate "Weatherlich", which once belonged to his father. The whole problem is that he does not know where it is, as they had to leave him at a very early age. He only knows that it lies south of Chorrol and north of "Fort Camarla". You can walk around and look for it in the surroundings yourself, or you can ask someone in the city about this estate. You will be redirected to Sabile Lol, who will tell and show you where it is. Sabila herself can be found either in the fighters guild or in the Fire and Steel forge. Walk strictly south from Chorrol to "Fort Camarla", then southwest until you reach an estate, or rather a farmhouse. There you kill three ogres and the task is actually completed, just do not forget to walk around the house so that two signs appear in front of you in succession stating that you have found this house and that you have killed the ogres. Return back to Chorrol and tell the good news to Gilbert Jaymen. Then he will ask you to deliver him and his brother to the "Weatherlich". Talk to him again when you are ready to complete this mission, and lead the brothers with you. As soon as you deliver them to "Weatherlich", talk again with Gilbert, he will complain about the precarious financial situation, but will thank you with 375 septims. The second part of the assignment ends here. Returning to Chorrol, most likely, you will stumble on the street on a certain Fathis Ules. He must come to you himself. Fathis will tell you that Albert Jamen, the father of the Jamen brothers, at one time deceived him by not returning him one valuable thing, which he stole by order of Fathis. With this little thing, Albert Jamen escaped from him and settled in the wilderness called "Wetherlich", but this thing was not found there after his death, from which it follows that the ogres most likely dragged her to their lair, which is located in the cave "Valley of the Redguards. ". It lies far south of Chorrol, in fact between Chorrol Skingrad, a little east of Weatherlich. In general, you need to go there and kill all the ogres. About a dozen ogres are stationed in the cave, one of them has a wanted item and is called "Chorrol's Sword of Honor", for you it does not represent much combat value, but some other than Fathis Ules can thank you for returning this sword. If you don't want to get the despicable metal in the amount of 1500 septims, but something more memorable, then go to the castle and find Let Wavrik in it. During the day, Vavrik usually stands next to Countess Arianna Valga. Give him the sword, and in return you will receive "Chorrol's Shield of Arms", which is given for special services to the city. You don't need to go to Fathis Ules, he still won't talk to you. You need to actually go back to the Weatherlich Estate and talk to Gilbert Jamen about his father. Gilbert, of course, will be a little upset, but, in general, he will be pleased and will give you 4 great soul stones as a reward. This is the third, it is the last, part of the task ends.

In the King's tavern "Gray Horse" an old man named Valus Odiel will come to you with lamentations that his two sons are going to hunt monsters in the forest near Chorrol. He himself is too old to somehow protect them, so he asks you about it. The sons must wait for him just west of the Weynon Monastery. Go there and you will really see two guys with weapons in the appointed place. Their names are Rallus and Antus. From a conversation with the sons of Odiel, you learn that monsters are attacking their farm from the side of the forest, and they were just about to go to repel one of such attacks. Only now they thought that their father would go with them, not you. But they will not be particularly upset with your company and will lead you to the farm. On the farm in the middle of the vegetable garden, Rallus and Antus will take a fighting stance and wait for an attack. I want to warn you right away that you don't really rely on the guys, but rather protect them from the attackers, since the quest protection is removed from them at this moment. The enemy will not wait, and soon a small group of attackers from three monsters (I had goblins) will run out at you. You kill all three, and after a while the attack will be repeated on the right. The last attack will come from the left, but this time there will be four attackers. This will stop the attacks, and you will need to return back to the "Gray Horse" tavern to Valus Odiel. His sons will also arrive in time, Valus, in gratitude for their protection, will give you a sword called "Cooler", which strikes with cold, while also imposing vulnerability to cold. This completes the task.

You get this task by finding one of the Ayleid statuettes. There are ten figurines in total, all of them are in various Ayleid ruins, one in each location. These statuettes are sought by a very rich man whose name is Umbakano, he is a well-known collector of Ayleid artifacts. If you have not received a note from him, then you can come to visit him yourself, his mansion is located in Talos Plaza in the Imperial City. Only first you will have to talk to his butler Yolring and show the Ayleid statuette to him. After that you can talk to Umbacano himself. He will pay you 500 gold for the statuette, and also inform you that if you find all 10 statuettes for him, he will double the amount of your reward. After you find the second statuette for him, he will tell you that he has information about five Ayleid ruins, where you can find similar figurines. These are Moranda, Makamentane, Venyandavik, Ninendava and Fanakas. When you get the third statuette for Umbakano, he will tell you that he has one more task for you. This task is called "The Thirst for Possession", you can read about it a little lower in the text. The list of Ayleid ruins below will help you find the other seven figurines:

1. Vilverin - located northeast of the Imperial City on an island located on Lake Rumar (Lake Rumar refers to the body of water surrounding the Imperial City). Ayleid Ruins of Vilverin consists of four locations (Vilverin, Vilverin Canosel, Vilverin Wendezel, Vilverin Sel Sankremati). In the first location there are bandits, in the rest there are evil spirits, and also in all locations there are various kinds of traps. In the second location, it may be difficult to move further, since no obvious doors or moves are indicated. In order to open them, you must press the button in the floor. The statuette that you are looking for is located in the last location of Vilverin Sel Sankremati, from there there is also a passage directly to the first location almost to the exit, but for this you will need to kill the necromancer.

2. Fanakas - located north of Chaidenhall and east of Lake Arrius. These are small Ayleid ruins inhabited by vampires. Finding a statuette in them will not be difficult. The only unusual detail is that in one of the places you will have to swim under water to get to it.

3. Vendir - located south of Chorrol. The ruins consist of two locations (Vendir and Vendir Nogasel) inhabited by various evil spirits. The statuette is located in the Vendir Nogasel location.

4. Ninendava - located between Chorrol and Bruma, northeast of Sankr Tor. Vampires and some undead live in these Ayleid ruins. To get the figurine, at the first fork, turn left in the direction that leads up.

5. Moranda - located slightly north of the Orange Road, between Chorrol and Bruma, a little south of Ninendava. Your opponents in these ruins will be mainly northern monsters. The ruins consist of three locations (Moranda, Moranda Abaspania and Moranda Aratazel). From the location of Moranda, you can go to two locations at once: in Moranda Abaspania and Moranda Aratazel \u200b\u200bThe statuette is located in the location of Moranda Abaspania. 6. Venyandavik - Located northwest of Bravil and south of the Imperial City. The ruins consist of two locations (Venyandavik, Venyandavik Edesel), the statuette is located in the Venyandavik Edesel location. The ruins are inhabited by undead, and there are also traps in small numbers.

7. Kulott - located southeast of the Imperial City, on the banks of the Niben River. You can safely go into the ruins and walk through them. In Kulotte you will not meet anyone until you enter the room where the Ayleid statuette is located. As you exit it, you will find that the ruins are now filled with zombies of all kinds. Then you act as you like, you can arrange a sweep, or you can quickly retreat from Kulott, taking advantage of the slowness of the zombies. Most importantly, do not forget to take the statuette with you.

8. Macamentane - located southeast of the Imperial City, between the rivers "Reed" and "Silverfish", east of the Yellow Road, near a small lake. There are three locations in these ruins (Macamentane, Crypts of the Undead, Necromancer's Refuge). Basically, your enemies there will be necromancers, but you will also have to fight against the undead. The statuette is located in the last location "The Necromancer's Refuge", from which there is a secret exit immediately to the first location.

9. Velke - located far southeast of Bravil, on the southern bank of the Panther River. These Ayleid ruins consist of three locations (Velke, Velke Seyed, Velke Edesel), your opponents in the ruins of Velke will be the undead. The statuette is in the last location of Velke Edesel.

10. Wendelbeck - is located southeast of Bravil, on the banks of the Panther River, northeast of the Ailed ruins of Velke. In terms of their internal location, these ruins are very similar to Macamentane. Opponents by the way are the same - necromancers. And the statuette is located in the same place, only the location is called differently - Wendelbek Aran Matmedli.

After you bring Umbacano the last statuette, he will pay you its cost of 500 septims, plus another 2,500 gold for the fact that you were able to collect for him a complete collection of these statuettes. At this point, the task is considered completed.

This quest is given to you after you get the third Ayleid statuette for a high elf named Umbakano. The task of finding Ayleid figurines is described a little above, it is called "The Collector". Now Umbakano asks you to find a "carved panel" from the "High Cathedral" and gives you an Ayleid stone, which is some kind of key in this "High Cathedral", but Umbakano does not know where the "High Cathedral" itself is. After the end of the conversation, leave his house, and a man named Claude Maris will come up to you. He will introduce himself to you as a treasure hunter and say that he also works for Umbakano, and also hints that he knows where the "High Cathedral" is, but to continue the conversation further, he will offer you to go to the Tiber Septim tavern. There he will tell you everything he knows about the "High Cathedral" and about where it is and what it is now called, and will also try to dissuade you from further travel to this place. In addition, he will mention the book "The Cleansing of the Temple", in which you can read about the events that took place in the "High Cathedral" earlier. You can go and buy the book at the First Edition store, which is located in the shopping area of \u200b\u200bthe Imperial City, or you can go directly to the Island ruins called Malada, which is the Old Elven word for the High Cathedral. Malada is located in the Valus Mountains, far east of Bravil, in fact, on the border with Morrowind, north of Lake Canulus. In Malada, your opponents will be mostly undead, but at the beginning you will most likely be met by the usual representatives of the fauna of Cyrodiil. In fact, you will not have to walk along Malada for a long time; in fact, the "carved panel" will be right behind the door, from which Umbacano gave the key. Take it and return back to the exit from Malada (although, if you wish, you can also explore these Ayleid ruins). As soon as you find yourself on the surface, Claude Maris will immediately approach you with an offer to give the "carved socket". I do not even consider the possibility of transferring the panel to him. Therefore, you have two options: action, either run or fight. Mind you, Claude is not alone, there are three or four assistants with him, one of whom is even on horseback. If you decide to run, then not far from the entrance you can be met by the Argonian C "Razirr and offer his help in eliminating Claude Maris in exchange for a part of the reward for the" carved panel. "I leave the decision at your discretion, I myself would suggest" make legs "so that do not waste time on these racketeers (well, it will be better for the next assignment). Umbacano will pay you a pretty decent sum for this "carved panel" and will want to give you another task. It's called "The Secrets of the Ayleids" and will be described somewhere here.

In the Temple District (although it is possible that in the Waterfront area) of the Imperial City, a woman named Ralsa Norvalo will run up to you. She will say that her husband, Ghyslaine Norvalo, sent her. He has some urgent business for you, and he wants to meet with you at the house of a certain Seredur. There are two reasons for accepting the assignment. First, this is a simple curiosity - with what fright they run up to you, ask you to go to the devil knows where and meet someone who is not clear. The second is that you cannot complete this quest later if you refuse now. Therefore, I continue to describe further the passage of the task. Seredur's house is located right there in the Temple District, go inside and chat with Seredur himself. He will take you to his basement and inform you about the events. The fact is that he, Gehlen Norvalo and Gray Throat form the "Order of the Virtuous Blood", whose goal is to destroy vampires. The other day, Comrade Seredur just noticed how one of the vampires sucked blood from his victim. Now they want to kill the vapier, but the fact is that they are too old for such feats, and your reputation is quite trustworthy to entrust this task to you. The vampire you need to find is Roland Genseric and he lives nearby in the Temple District, but the fact is that he is on the run and you have yet to find him. Seredur advises starting the search from his house. We'll have to break open the door to Roland's apartment and carry out a small search. Be careful, the area is actively patrolled by guards. There is no need to search the apartment for a long time, you need a small piece of paper lying on the table in the hallway. It follows that Roland is most likely hiding near the Imperial City in his hut in the Great Forest. The hut is located northeast of the Imperial City, just north of the Blue Road. Roland will at first be indignant at your appearance, but if you talk to him in detail, it turns out that he is not a vampire, but Seredur slandered him, and in fact Seredur himself is a vampire who chose a very unusual, but nevertheless very effective cover for yourself, this is an order for fighting vampires. To test his words, Roland sends you to the First Edition store, which is located in the shopping district of the imperial city, to the bookseller Fintias. The bookseller will tell you many interesting things about Seredur, including the fact that Seredur loves to walk southeast of the Imperial City to the Memorial Cave area to visit the grave of his ancestor. Fintias will even mark this location on your map. As you understand, you need the cave itself, it is located slightly south of Fort Magia, on the coast opposite to the Imperial City. A bunch of vampires are wandering in the cave, which must be killed, and at the end Seredur himself is waiting for you. Kill the reptile, return to Roland Genserik in the hut and tell how it all ended. Roland will be glad that everything was resolved, and will tell you that he considers it necessary to take up the business of destroying the vampires. He will also invite you to visit the basement of Seredur's house to present you with an award at the headquarters of the Order of the Virtuous Blood. Go to the basement of Seredur, there you will be met by Roland and he will give you the "Ring of Solar Fire" with pretty good characteristics of reflecting magic and resistance to disease. In addition, if you talk to Roland about Vampires, he will offer you to pay 250 gold for each killed vampire. Vampire Ashes can serve as proof of killing a vampire. Given that the maximum cost of Vampire Ashes as an ingredient is 50 septims, this is a very generous offer. This quest is considered complete.

You can get this task in the Imperial City from one of two people, either from the Redguard Ruslan, or from the orc Luronk gro-Glurzog. Orc and Redgarl will tell you that when they were visiting the Jensin Nearly New Goods store in the Imperial City shopping district, a guard entered, accused them of theft and demanded a fine from them. Any convictions on their part that they did not commit theft did not affect him. The owner of the store could not say anything either, since the guard had long frightened all the traders in the city, and they could not say a word to him. After this conversation, go to Jensin's store and talk to her. She will confirm everything told by Ruslan and Luronk and also tell the name of the racketeer guard, they will turn out to be not just a guard, but the captain of the Imperial guard Audens Avidius. She will also casually say that the captain of the Imperial Guard can only be arrested by another guard captain. There are three such captains in the city, in addition to Audens Avidius, these are also Servantius Quintilis and Itrius Gain. Cervantius will refuse to help you, arguing that he was only recently appointed to this position, and he is afraid to arrange such investigations. Itrius Gain will tell you that he can help you, but only if two witnesses testify against Audens Avidius. You will need to find Luronka and Ruslan again and convince them to give such testimony. They are reluctant, but will still agree to testify (if not, use your eloquence). Then you will need to wait about a day, after which you will be told that Audens Avidius has been arrested. At this point, the task is considered completed.

This quest is given to you by a wealthy aristocrat named Umbakano after completing the Thirst for Possession quest, which I described above. This time he asks you to get him the "Crown of the Last King of the Ayleids", but now not in some ruins, but from another collector, Herminia Kinna. Umbakano says that he himself will not be able to redeem this crown in any way, since Germany will not give the crown to him on principle, and you can succeed. He will pay you the reward for the crown in advance. The amount that remains after completing this task will be yours. Before proceeding with its implementation, I would very strongly advise you to get for Umbakano all the Ayleid figurines that he asked to find you on the assignment "Collector". Returning to the quest with the crown, I can suggest several ways to complete it. The most effective, simplest and fastest is to steal the crown from Herminia. Her house is located in the Imperial City in the "Elven Gardens" area. The crown is locked, on the second floor of the house, in an Ayleid container. Alternatively, there is another way to fulfill Umbacano's errand. It is longer, but more correct (conscious) from the point of view of the game. If you talk to Herminia herself, she will tell you that Umbakano wants to get the crown not just as another Ayleid trinket, but as a powerful magical artifact, the misuse of which can lead to disastrous consequences. In return for the "Ayleid Crown of Nenalath", which she keeps, Hermine offers you to get the "Ayleid Crown of Lindai". She is convinced that Umbacano will not notice the change, since she has not seen any of them. Germina will give you the key to the royal tomb of Lindai, in which you can find the crown. Now your path leads to the Ayleid ruins of Lindai. To reach them, you must go strictly east of Chorrol. These ruins are nothing special, they consist of two locations, in which your opponents will be ordinary undead. "Ayleid Crown of Lindai" is located in the second location "Lindai, Inner Crypts" in an Ayleid container. Collect it, return to Umbakano and give Lindai's Ayleid Crown to him. Umbacano will be a little surprised that the crown does not quite fit the description, but he will not notice the forgery. He will offer you to complete one more of his tasks, but now you will not have to look for anything for him, you just need to be a guard for him when he himself goes to the Ayleid ruins of Nenalath. Umbacano will make an appointment for you near these ruins in three days and will ask you not to be late. Nenalata is located east of Bravil on the banks of the Niben River at the confluence of the Silver Fish River. Umbacano will meet you at the entrance to the ruins, and if you haven't killed Claude Maric, he will also keep you company. The ruins consist of three locations and are inhabited by common undead. Take care of Umbakano, since the quest protection will be removed from him, I would even advise you to clean up Nenalat alone, and then lead Umbakano there. At the end of the last location "Sel Aran Arpena" there will be a hall in which you will see a rectangular recess in the wall. As you guessed, to go further into it you need to insert a key, namely the same "carved panel" that you got for Umbacano earlier. Since Umbacano has the panel, he will do it himself. So you will find yourself in the throne room of Nenalat. Umbacano will walk to the throne, utter some words and sit on it. After that, you will see a beautiful light performance, and then, depending on which crown Umbacano wears, he will either die or turn into a monster. In addition, hidden niches will open on the sides, and from there all kinds of evil spirits will climb on you. A diary entry will advise you to run. If you decide to follow this advice, then it is better to run away along the opened side passage, which will lead you immediately to the exit from the ruins, and if you decide to stay, then the battle will not be so difficult, you will have to fill up only a dozen units of various undead. On this, in principle, the task ends.

Speak with Trader Jensine, who runs Jensine's Nearly New Goods store in the Imperial City Shopping District, about Toronir. She will tell you that Thoronir is the owner of a shop in the shopping area of \u200b\u200bthe Imperial City, which has fallen on suspicion that he is doing dishonest trade. His wares are suspiciously below the value at which they are sold by other merchants. Jensin of the Society of Conscious Traders will hire you to investigate why Toronir's merchandise is cheap. She suggests starting an investigation by spying on Thoronir to find out where he gets the goods from. Toronir's store is called Bottomless Wallet and is located opposite the First Edition bookstore. If you talk to Toronir himself on this topic, then you will only waste your time, since he will still be unlocking. Better track where Toronir goes after the end of the working day. At first, he will go to the "Merchant Tavern", where almost all the shopping malls of the shopping area really hang out, but at 11 pm Toronir will unexpectedly leave this wonderful establishment and go to a secluded place in the shopping area. There he will meet with a certain Agamir, and you will listen to their dialogue (to listen, you need to come close to them). From the conversation it will become clear that it is Agamir who supplies Toronir with things and now your task is to find out where Agamir himself gets these things. Follow him to his apartment in Talos Plaza, then wait until he leaves it (approximately at nine in the morning), and then enter Agamir's apartment and search it. You will need to get into his basement, and there it will become clear where Agamir gets things for the Toronir store. It turns out he's just digging up graves. Grab from the basement a book called "Spooky List" and return with it to Thoronir for a detailed conversation. He will be terribly upset upon learning all these facts, and will say that he was not aware of where Agamir gets things for his store from. He will also want to provide all possible assistance on his part to your investigation and will tell you everything he remembers from recent conversations with Agamir. From what Thoronir will tell you, the fact that Agamir is going to excavate a new grave again today, and you, of course, will have to catch him behind this dirty business and stop him. So the road to you straight to the cemetery, and it is not like in all normal cities on the outskirts, but right in the center of the city. Go around the cemetery in a circle and near the "Trentius Family Mausoleum" you will notice that the seal has been broken on it. This is where you need it. In the mausoleum you will be met by Agamir and his friend Rolgarel. After a short conversation, they will attack you. Kill both of them, take the keys from the corpse of Agamir and take with you evidence, namely "Agamir's shovel". Now return to Thoronir and tell him everything. This will finish him off, he will repent of all his sins and say that he will give the dishonestly earned money as a donation to the Temple, and also tell that he has already gone to Jensin and told her everything. In the end, in gratitude for the fact that you saved his life (Agamir would have killed him if not for you) and for guidance on the true path, Toronir will give you a "Ring of Weather Protection", which gives you protection from fire and cold. After visiting Toronir, go to Jensin for the promised reward. She, on behalf of the society, will thank you with the sum of 600 gold. At this point, the task is considered completed.

In the Waterfront, there is a ship called the Floating Tavern near the pier. In principle, there is nothing special about it. Just a ship converted by an enterprising businessman into a diner. Go to the boat and go to sleep. After sleep you will want to leave the cabin for a walk on the deck, but then some bandit named Lynch will block your way. Your presence will be a complete surprise to him. During the conversation with Lynch, it turns out that the ship was captured by a gang of bandits and taken to the open sea. You don't have to stand on ceremony with him, since Lynch will attack you anyway, just remember from your conversation with him the phrase "... three months." By the way, you will find a key to the warehouse and a paper called "instructions to Lynch". Once you open the warehouse, you will find the local helmsman and bouncer, Graman gro-Marada. He will not mind returning the "Floating Tavern" back to the Imperial City, but on condition that you kill all the bandits on the ship. Climb to the deck above and there you will meet another bandit (or rather a bandit), whose name is Minh. Before you start fighting her, it's better to talk first and remember what the conversation was about. In the end, you will have to fight, but the information from the conversations will still be useful to you. This time, remember the snippet of the phrase "... Golden Galleon". You will also find a key with her, but this time from the upper deck. Go upstairs to the stern and there you will meet another bandit with an interesting name Rage. It will be useful to talk to him before getting into a fight, this time remember the word "Bravil". Then you can kill "Rage", but do not forget to search the body to find another key. This time, it's the key to Ormil's (innkeeper's) cabin. Go there to meet the leader of the "Black Water Gang" elf Selene. Do not rush to kill her, like the rest of the gang members, this is where the point in long conversations will be. First, inform that you took the key from the "Rage", after which questions will begin. Then consistently answer about "three months", "Golden Galleon" and "Bravil". Your last answer should finish her off, Selena will understand that you have killed all the other members of the gang and will surrender. She will give you a sword called "Blade of Black Water" with the effect of absorbing stamina. Ormil will ask you to escort Selene to the cabin on the lower deck and lock her there. Further, he urges you to sleep, and after sleep you will again find yourself in the Imperial City in the Waterfront. Before leaving the ship, talk to Ormil, and he will tell you that he handed Selene into the hands of justice, for which a good reward was paid, which is due to you. He will give you 450 gold awards for Selenium, and then you can go outside. This completes the task.

This quest will be given to you by C "Drassa, a member of the Ljavin Mages Guild. He will tell you that he collects rare crystals called" Garridan's Tears "and that he is willing to pay you quite a lot of money for each such crystal. Also C" Drassa will tell you a part of the origin story. this name. It is said that these crystals are indeed the frozen tears of the Knight Garridan Stalrus. For more information, he will direct you to his friend Julien Fanis, head of the department of alchemy at the University of Mysteries in the Imperial City. Go to the Imperial City at the University, in the "Archmage's Reception" Julien will be waiting for you. She will tell a beautiful but sad story of the Knight Garridan, but again for a more detailed study of the material will direct you to another source, the book "The End of Chivalry", which you can buy in the Trade District of the Imperial City in the bookstore "First Edition". By purchasing the book and reading it, you will recognize the place where such sad events took place with the knight Garridan, this is a cave called "Glade of frosty fire". You will also learn that in order to get into this cave, you must have with you "Refined Frosty Salt", which you can buy from Julien Fanis. Return to her, buy salt and head to this cave. It is located southeast of Bruma, east of the Silver Road, northeast of the Sanctuary of Mephala. The first part of the cave will be completely ordinary, and the most ordinary animals will be opponents there, but to get into the second part of the cave, you just need refined frosty salt. Entering the frosty door, you will find yourself on the very Glade of frosty fire. Closer to the center of the clearing, you will see a frozen area, where you will encounter a frosty atronach, which you can safely kill. Next, your task is to strain your eyes and collect five pieces of Garridan's Tears. By the way, Garridan himself will show off in a block of ice at the time of the fight against the ice atronach (the picture is beautiful, you can also make a screenshot for memory). It is better to look out for tears from a hill, for some reason they are better seen from there. After collecting five tears, return to Ljavin to S. Drass. For them he will give you more than a generous reward in gold, one of the largest in the game. This completes the task.

In Skingrad, a forest elf named Glarthir will come up to you and, with a feeling of obvious fear for his health and life, will offer to meet at midnight at the Skingrad Chapel, while insisting that you will not regret this meeting. At the meeting, he will tell you that he is constantly being followed in order to silence him, since he knows some information about the affairs of influential people in the city. There are many options for completing this task, so I will reveal the main intrigue. Glarthir has a severe paranoia, no surveillance of him, so you can not strain too much. Following his standard instructions implies that you follow three personalities in sequence: Bernadette Penelis, Tutius Sektius and David Surili. If you want to play spies, you can go after them around the clock, but you are unlikely to see anything interesting. You can also immediately hand it over to the guards (more specifically, to Captain Dion), giving them the showdown. There is also a very mercantile option, to go with Glarthir on a leash and receive from him as a result an order to kill all three. For each he will be ready to pay 1000 septims. I also want to warn you that when you inform Glarthir that he is not being followed by all three suspects, Glarthir will attack you, not believing in the information you provided. A relatively peaceful option can be only in one case, if Glarthir is informed that one of the suspects is following him (or report the death of one of the three, if this happens). The task is actually too invariant to recommend you any particular ending, so decide for yourself.

This quest starts with finding your first Nirn root. Next, you need to go to the nearest alchemist and tell him about your find. The alchemist will send you to Skingrad to see his colleague Cinderion, who specializes in herbal alchemical ingredients. Sinderion's residence is located in the Western Forest Tavern, in the basement. Sinderion will tell you that he needs 10 Nirn roots to prepare the "Elixir of Research", which is used primarily for exploring various kinds of dungeons. He will also give you the "Notes on the Root of Nirn" and besides, Sinderion will tell you the place where it is better to start your search, this is the Great Forest, and more specifically, the "Grove of Shady Leaves" northeast of Skingrad. In the grove, you will only find one root near a small lake. In order for your searches to progress further more fruitfully, I will tell you a brief essence of all the useful information about Nirnrut. It boils down to one thesis - Nirnrut always grows near water, so if you set yourself the goal of certainly completing the task as quickly as possible, then go to the Imperial City and start exploring both shores of Lake Rumar. I think you will even find more than 10 Nirn roots there. As soon as you collect the required number of Nirnuruts, return to Cinderion. He will tell you that in a day he will prepare a "Weak Elixir of Research" for you, and will ask you to bring him 20 more roots of Nirn to prepare a more powerful elixir. If the stocks of roots near Lake Rumar have exhausted themselves, then I can advise you to go to the Niben River and collect Nirnrut on its banks. Return in a day to the alchemist and take the "Weak Elixir of Research" from him, and Sinderion will also give you the opportunity to buy an elixir from him if you need it in the future. Now give twenty roots of Nirn to Cinderion, from which he will prepare you the "Medium Elixir of Research", and go for the next batch of Nirnroots, this time in the amount of 30 pieces. The Niben River has a fairly large number of tributaries, so you can grab roots by going around their banks. In addition, Nirnrut also grows on the coast of the province of Cyrodiil. Come to Cinderion in a day or as soon as you find 30 roots and get a ready-made "Medium Research Elixir". Then you can give him 30 found roots of Nirn so that he prepares for you the "Strong elixir of research". The first test portion, as usual, will be ready in a day, but for now you can start looking for a new batch of Nirnruts, this time forty pieces. From the experience of communicating on thematic forums, I know that many people are shocked by this figure, but I want to assure you that there are a lot of Ninroots in the game, the developers have laid more than 300 roots in it, and it is quite possible to find them. Personally, I have already found 180 roots, so do not give up, I will tell you where else you can find the roots of Nirn. In the southeast of the province there is a swampy area, and if you walk carefully there, then at least 20 roots can be collected. There are also small lakes scattered throughout Cyrodiil, on the banks of each of which one or two Nirnrut grows, and it is quite common to find the root of Nirn growing in flower pots, especially among wealthy city dwellers and in guild branches. After the expiration of the term, return for the "Strong Elixir of Research" to Cinderion, he, as always, will give you one bottle for free. If by this time you have been able to collect forty Nirnroots, then you can give them to the alchemist, and he will begin to prepare the "Great Elixir of Research", the first portion of which you can pick up in a day. At this point, the task of collecting the roots is considered complete, but Cinderion will gladly buy the roots of Nirnrut from you in the future, in batches of 10 roots at a price of 250 gold per batch.

You will most likely get this task by talking to someone from the Liavinians about Rosentia Gallenus. You will be informed that a strong stench has been emanating from her house for several days now, and strange sounds are heard. Go visit her to see what happened to her. In the house you will see Rosentia walking around the house with a staff behind her back, accompanied by four scamps. Talk to Rosentia and hear a rather entertaining story from her. It turns out that Rosentia collects Daedric artifacts, and a few days ago, when a warrior-magician passed through the city, he heard about Rosentia's hobby and offered her to buy a Daedric staff from him for a fairly low price. Rosentia gladly agreed and recently decided to study a new Daedric acquisition. As a result, she found a runic inscription on the staff, translated it, but did not understand the meaning of this word, and when she uttered this word out loud, scamps appeared next to her. She simply could not throw the staff away, because every time she tried to get rid of it, Rosentia immediately lost her desire to do it. Now she cannot leave the house with this staff and scamps as an entourage. However, Rosentia was able to convey a letter to her friend from the Ljavin Mages Guild, so that she would find out more about this staff. Rosentia asks you to go to your friend Alves Uvenim in the guild of magicians and ask her what information she could get. Alves will tell you that this staff is a joke of the god Shigorata. It is called the "Staff of the Eternal Scamp" and can only be given to someone at his will. In addition, if the staff is activated, then four scampas will appear, which will begin to accompany the owner of the staff everywhere. It is useless to kill the scamps, since a new one immediately appears in the place of the killed scamp. You can get rid of the staff only if you take it to the Black Fatum cave to the Shigorata shrine. She will also add that the staff significantly slows down the movement speed of its owner. Return to Rosenetia with these sad news for you (well, it has already become clear to you that you will carry the staff). Take the staff and go to the North-East gate of Ljavin. You are in luck, the Black Fatum cave is located not far from Ljavin to the southeast. In the cave, you will meet various Daedra as opponents. So that you do not wander too much along the forks of Black Fatum, I advise you to turn right all the time. When you go to the Shigorata shrine, just throw out the staff next to the altar and you can go back to Rosentia Gallenus. In gratitude for getting rid of the staff, Rosentia will give you the "Borders of Eidolon" ring, which increases the "Parry" and "Swords" skills. At this point, the task is considered completed.

The task will be given to you by the Argoninian Sid-Nius from the Northern Goods store in Chorrol. She will tell you that a few days ago she sent her daughter Dar-Ma to take goods to the small settlement of Hakdirt to the merchant Etira Moslin, but several days have passed, and Dar-Ma has not returned. She will also say that Dar-ma was with her horse, which was called "Flower". Sid-Nius asks you to go to Hakdirt and try to find her daughter. Hakdirt can be reached as follows: exit through the southern gate of Chorrol and head straight south. I think it will be hard for you to miss such an unusual settlement in the forest. Upon arrival in Hakdirt you will have the opportunity to conduct an investigation, but you can immediately head to the final goal of the assignment. For lovers of detective stories, I will describe the sequence of the investigation, and those who have little time will simply skip this part and immediately go to the place of Dar-Ma's imprisonment. First of all, go to the "Moslin's tavern" and talk to its owner, Vlanander Moslin. He will say that he knows nothing about Dar-Ma, but it will be clear that Moslin is lying. Next, go to Ethyra Moslin in the Moslin Manufactory store and talk to her. You really will not achieve anything new, except for the understanding that you are not welcome here and that everyone here is doing nothing but trying to deceive you, to put it mildly. You can go back to the hotel and look for "Dar-Ma's Diary" there or walk around Hakdirt and find Dar-Ma's horse named "Flower", but this will not give you anything, Aethyra and Vlanonder Moslin will say they know nothing. You can talk to Jiv Hiriel to make things go forward. He will ask you to meet after dark at his house. Come at the appointed time and Jiv will tell you that Dar-Ma is being held captive in the caves near Hakdirt to sacrifice her. He will also give you a key to these dungeons, which you can get into from any house in Hakdirt (even from those that burned down). He advises the Argonian to be released at night, when everyone will gather for prayer in the catacombs. In one of the burnt houses there is a hatch into these caves, the safest for you will be to go down from there. The hatch is opened with a master key or with a "key to Hakdirt". Below, you will most likely be met by dirty brothers, kill them and search the catacombs to find a cage with Dar-Ma. Open the cage and take the prisoner to the surface. Here a cruel surprise awaits you, Dar-Ma will not follow you obediently further, but will go on autopilot to his horse. Here you have to protect her from all the crazy city fraternity. When Dar-Ma gets to the horse, he will finally begin to obey your commands. After that, it is enough to take her out a little to the side of the city, and she will again switch to her travel program. You can leave Dar-Ma alone and return to Chorrol to her mother. Sid-Nius will thank you for saving her daughter's life and in gratitude increase your trading skills by 5 points. This completes the task.

This task, due to its specificity, should generally be attributed to the settlement quests. You can get it from Barthel Gernand at the Crestbridge camp, which is located southeast of the Imperial City on the Yellow Road. Bartel will tell you that he and his family bought a piece of land in order to establish a settlement of Cropsford to the north of the camp in which they are now, but the fact is that this place is located right between the lands of two warring groups of goblins. As a result, at the site of the alleged settlement, there were clashes of goblins all the time, which did not allow the Gernand family to live normally. Bartel asks you to end the war between the goblin tribes and will advise you to talk to Ranger Mirisa, who led his family from High Rock to a new settlement. Mirisa will tell you that the tribes of goblins live in the Wooded Cliff and Broken Tree caves (both caves are located northeast of Camp Crestbridge) and are called respectively "Rock Gnawers" and "Bloody Hands", and will also suggest two a way to end their enmity. The first option provides for the murder of the shaman of the Blood Hands tribe, and the second - the withdrawal of the "Goblin Totem Staff" from the "Rock Gnawers" tribe. Whichever option you choose, it will boil down to going into one of the caves and killing almost all the goblins in it. If you decide to act according to the second option, then take the obtained "Goblin Totem Staff" to Mirisa so that she can make sure that the war between the goblins is over. Then go to Barthel and tell him the good news that the goblins are no longer fighting, and he and his family can return back to the construction site of "Cropsford". I would not like to upset you, but he will not give you any reward, he will only say that if you look into the settlement in a month, you will be greeted as a hero. At this point, the task is considered completed.

This quest can be obtained in the settlement of Elswell, which is located north of the Imperial City on the Red Ring Road. Go to the tavern of Alswell, and Diram Sereti will start talking to you. Do not be surprised at his invisibility, he will soon explain the situation to you. Diram will tell you that a couple of years ago a magician settled near the village and began to conduct some magical experiments. As a result of one of these experiments, all of the villagers of Elswell became invisible. At first, invisibility was even interesting for the villagers, but then various bad rumors about Elswell began to spread. As a result, the prerequisites appeared that soon invisibility will start scaring away travelers and traders from the village, which will harm the commercial activities of Diram. Therefore, he asks you to go to this magician, whose name is Ancotar, and to make the magician remove invisibility from the inhabitants of Aleswell. Ancotar lives near the southeast of the village in Fort Karaktakus. On the approaches to this fort, invisible animals will start attacking you, so be on your guard. You should not defend especially aggressively, since the magician Ancotar can come to your aid, but since he is also invisible, you can hook him too. It is not worth going inside the fort (into the dungeon), Ancotar is located outside the fort, as a rule, on the second floor. Of course, it will be difficult to search for it due to invisibility, but all invisibles are not completely invisible, and they can still be seen by a slight optical distortion. After talking with Ancotar, you will learn that the villagers fell under the influence of his spell by accident, and he is quite ready to rid them of invisibility. To do this, he will give you a scroll with the appropriate spell and say that this scroll will need to be used strictly in the middle of the village. He will also give you the "Ring of Protection from Ancotar's Weapons", which will protect you if suddenly the spell in the scroll does not work as it should. After this conversation, return back to the village and stand in the middle of the vegetable garden, which is located in front of the "Elswell tavern". Cast a spell at this place and the invisibility spell should dissipate. Go to the tavern and talk to Diram Sereti, he will thank you for removing the spell from the villagers and say that now you are always a welcome guest in his tavern and all services in the tavern are free for you. This is actually all his reward. At this point, the task is considered completed.

The task is given by Savlian Matius. He will offer you to take part in lifting the siege of the Daedric army from Kvatch. To do this, you must close the gates of Oblivion. The gate will be right in front of you. You can enter them by coming close and pressing activation when the door icon appears. After that, you will find yourself in the Oblivion plane, where various types of Daedra will immediately begin to attack you. When you beat them off, then carefully look around. Ahead, you will be blocked by a gate, this time quite ordinary. In order to go further you will have to make a detour. I managed to go around them on the right, although there may be other ways around. But be that as it may, everywhere in the Oblivion plan you will have to fight various Daedra in order to advance even a little further. Your main goal now is to go to the central tower, which will have a gate leading to the "Bloody feast" location, that is, inside the tower. In the interior, you will also not be able to walk calmly, in each new room you will have about two Daedra waiting for you. Your goal in the tower is to climb as high as possible. Approximately halfway you will come across a room with doors that are locked with a key, to get the key you need to go to the neighboring tower of a smaller size, into which one of the doors in the same room leads. The crossing is carried out over a long bridge at a high altitude. In the small tower, go to the very top, and you will see a man named Menyen Goneld in the cage. After talking with him, you will learn that your ultimate goal is the Sigil Stone, located at the top of the main tower. After this conversation, the Daedra will suddenly appear and attack you, kill him and take the key from him. Go back to the main tower and open the locked doors. Go up again. In the tower you will come across Blood and Magic springs, in which you can replenish your health and magic. Also you will come across "punished", these are simple containers in which you can find quite a lot of useful scrolls, potions and weapons. In one of the locations to move will have to resort to teleportation services using a round platform called the "Runic portal". When you climb to the very top of the tower, you will see a shining sphere, this is the Sigil stone. Take it (or rather activate it) and wait a little, after a while you should be moved to the place where you entered the Oblivion gate. Go to Savlian Matius, and he will offer you to join the liberators of the city. Together with the liberators of the city, you will need to clear the South Square from the remnants of the Daedra. When all the Daedra are killed, talk to Savlian again and then go with him to the temple of Akatosh. There he will talk to a warrior named Thiers and send people with him outside the city, to a safer place, to a temporary refugee camp from Kvatch. After that, talk to Savlian Matius again, and he will say that although the siege from the city has been lifted, he will need your help again. Therefore, if you have a desire to help Savlian in the future, you just need to talk to him again.

This mission is a logical continuation of the previous mission. To start its implementation you need to talk to Savlian Matius after completing the quest "Breaking the Siege of Kvatch". He will tell you that it is necessary to help free the castle of Kvatch from the Daedra. After Savlian is confident in your readiness, he will rush through the door of the Akatosh temple to the square in front of the castle (until you talk to him, you will not be allowed through this door). There you will be greeted by a crowd of Daedra, after killing them, talk to Savlian again. Then it turns out that the castle gates are closed from the inside, and you can only open them from there. Soon he will have a plan of action. In one of the towers of the city wall there is a passage leading to the castle, so through it you need to get inside the castle and open the gate. Go back to the temple of Akatosh and find the warrior Berich Inian there, who will agree to lead you through the cellars of the chapel to the northern city tower. By the way, reinforcements of imperial soldiers will arrive at the temple, they will not interfere with you either, so take these warriors with you. In the basement, the Daedra are waiting for you again, but this is basically their rearguard compared to the army that is waiting for you on the street. After leaving the Temple, a tough battle awaits you, most likely a dozen different Daedra will attack you at once. When you kill them, move along the destroyed streets further until you come to a ruined tower full of boxes and barrels. In the floor of the tower you will find a hatch, so get down into it. Follow the corridor to the end, and then go upstairs. So you will find yourself near the gate itself next to the mechanism for their lifting. Turn the wheel near the wall and let Savlian Matius in. Here you will again have a difficult battle with the Daedra, but this time in the courtyard of the castle. Further, following the instructions of Savlian, you will go inside the castle to clear its inner chambers from the Daedra and find the count of the city of Kvatch. After the "Great Hall" of the castle, Savlian will direct you in search of the Count. Along the corridor leaving the Great Hall, go straight to the Earl's Apartments. In the apartment you will find Count Ormellius Cordwein dead. Search the corpse, take a ring with a signet from it and return to Savlian to give him a valuable ring. In gratitude for your help, Savlian will hand you the Cuirass of Kvatch, enchanted with a couple of useful effects. This concludes the task.

This task is given to you by the Countess of Chorrol Arriana Valga. The fact is that a painting was stolen from her, or rather, a portrait of her husband, the late Count Charus Valga. You are given the task to find this picture, and also the initial data for finding the thief are given. There are only two suspects: the porter Orgnolf and the court magician Chanel. There are also three people who may have seen anything suspicious: the herald Leith Wavrik, the majordomo Orok gro-Ghot, and the captain of the guard Bittneldom. In addition, you will need to find material evidence and get a frank confession of the offender. First you need to interview the Orgnolf and Chanel suspects. Of course, they won't tell you anything interesting, both have stories about what they were doing at the time when the theft was committed. Next, we turn to the survey of persons who could accidentally see something. Herald Leith Wavrik will tell you that Orgnolf has been behaving in a strange way lately, for example, he often asks for money for a drink. Majordomo Orok gro-Ghot says he recently found Orgnolf drinking in the western tower, but after Orok's remark to him, Orgnolf seemed to be on the right track. Guard Captain Bittneldom will tell you that Chanel spends a suspiciously long time in the west tower. After the survey, we proceed to the search for evidence. The first piece of evidence is paint stains in the castle dining room. The second piece of evidence is pretty well hidden, in order to find it, you will have to look into the western tower of the castle and look for a hatch (it is hidden behind boxes) leading to its lower rooms. There you will see a painting and painting supplies, from which it will be possible to conclude that someone in the castle is painting. Next, go to Chanel's private chambers, and when she is gone, examine her room. On the table you will find a music stand in which you will find brushes and paint, this will be the last third piece of evidence. After that, you can go to Chanel and charge her, she will confess everything and explain the reasons for her action, and also give you the stolen portrait. Return to Arriana Valga and report the results of your investigation to her. Here you have three options. The first is to hand over Chanel to Countess Valga, and then get a decent amount of gold, plus 8 precious stones in addition. Option number two is to say that nothing was found, but to receive money 4-5 times less. Although if you later return to Chanel and tell her about your nobility, she will say that in three weeks she will paint a very good picture for you and allow you to train the "Destruction" skill with her. Come back in three weeks and receive a painting of Chorrol Oak worth over 500 septims. Well, the third option is to blame the innocent Orgnolf for everything, having received about half the amount from the first option, but without the gems. This is where the detective task ends.

If you have not yet killed the Great Champion of the Imperial Arena Agronak gro-Malog, then you have the opportunity to take from Agronak the task of finding evidence of his noble origin. You can find Agronak gro-Malog in the arena building in the premises where the fighters train. He will tell you where to start when looking for evidence, and will also give you a key, the purpose of which he will not know himself. You will need to go to the fort called "Raven's Refuge", which is located in the very west of the province, north of Anvil. The fort consists of two locations, in the first of the opponents you will only meet wolves, and in the second you do not have to go at all (vampires live there), since the goal of your journey is in the first part of the fort. Your task will be to find the door to which the key given by Agronak will fit. Opening it, you will find yourself in the chambers of Lord Lovidicus, after examining which you will find his diary. Now you can return back to Agronak with evidence of his noble origin. In return for the information he has obtained, he will increase your Swords, Parry and Athletics skills by three points. At this point, the task is considered completed.

The task is given to you by Count Marius Caro. He is very interested in the orc woman named Mazoga. Some time ago, Mazoga arrived at the castle of Ljavin, claiming that she was a knight. At the same time, her purpose of being in the castle is not very clear. The count asks to collect as much information as possible about the orc and tell him. After talking with Mazoga, one gets the impression that she is not all right with her head, since the orc will claim that she was born from a rock and is a free knight. It will be very arrogant to hold on to Mazog. The only thing she will be able to learn from her is that she needs the Argonian hunter Weebam-Na, and Mazoga wants you to bring him to her. You can start looking for this hunter, the count will not mind. You will find Vibam-Na in his house in Ljavin, he will agree to meet with Mazoga (if he does not agree, then raise his attitude towards yourself). At the meeting, Mazoga will ask Weebam-Na to escort her to a place called Fisherman's Rock. Weebam-Na will set a condition that he must know why he is taking Mazoga there. She will refuse to say anything, as a result, Vibam-Na will not lead Mazoga anywhere and will go for a walk about his business. Approach Mazoga and offer her your help as a guide. By the way, if you ask her why she needs to go to the Fisherman's Rock camp, then she will slightly open the veil of mystery for you. In the camp "Fisherman's Rock" there must be a certain Mogens the Master of the Winds, from whom she wants to find out some information. This camp is located on the right bank of the Niben River, north of Ljavin. When you bring Mazoga to the camp, she will immediately start a conversation with Mogens. The Orch will blame Mogens for the murder of her friend Ra "Vindra, and although Mogens will deny everything, Mazoga will attack him. You have nothing to do but help her deal with Mogens and his comrades. After all the bandits are destroyed, talk to Mazoga. and learn the details of the story of the murder of Ra "Vindra and how Mazoga decided to become a knight. Return to Marius Caro and tell him everything that happened. He will be very inspired by the story of Mazoga's nobility and will offer you and her the title of knights, if you and Mazoga carry out one of his orders, however, this is the beginning of the next quest.

To become the wandering knights of the White Stallion, you and Mazoga must eliminate the Black Bow gang led by a certain Black Brugo. This gang terrorizes the neighborhood of Llavin, and Count Marius Caro really needs your help in ridding his county of these criminals. For the details of finding the Black Bow gang, Count Karo sends you back to Mazoga, because she must know the location of this group. Mazoga will be waiting for you at the castle of Ljavin. She will tell you that Black Brugo usually comes to collect the proceeds at midnight at the Ayleid ruins of Telepe, which are located not far northwest of Ljavin. Approaching the ruins, you will have to fight the Black Bow bandits a little, and several bandits will also be waiting for you inside. The Telepe ruins themselves are rather small, so you will have nothing to do while waiting for Black Brugo. Although it will be useful to collect all the black bows that you find at the bandits in your backpack. Black Brugo may arrive a little earlier than midnight, at nine o'clock in the evening, so be on your guard. He will not appear alone, but with assistants, but I think this is not a problem for a real hero. Kill all three, collect black bows and return to Marius Caro. For the murder of Black Brugo he will consecrate you and Mazog (if she is still alive) to the Knights of the White Stallion, give the key to the White Stallion inn (located north of Ljavin on the banks of the Niben River), and also promise a reward of 100 gold for every dead bandit from the "Black Bow" gang, that is, virtually for every black bow brought to him. At this point, the task is considered completed.

This task is given to you by the sorceress Varula, who is in the port of Anvil on the ship "Awakening the Serpent". She will ask you to retrieve her Crystal Ball from the hold of the ship, which Varula brought from Summerset Isle. She herself cannot do this, since all the interior of the ship is teeming with ghosts. After all the explanations, Varula will give you a key to the premises of the Serpent Awakening ship. As soon as you find yourself inside the ship, you can immediately go down, there a couple of ghosts will attack you. Having dealt with them, get down still to the deck below, into the hold. There you will also be greeted by a couple of ghosts, after which you can calmly search for the Crystal Ball, it is located in one of the chests. Pick it up and return upstairs, and if you want extra profit, you can look into the captain's cabin. There you will be greeted by a ghost, but after killing him, you can loot the treasure chest in the cabin. Return the Crystal Ball to Varula and she will reward you with the Blood Wave saber with the effect of draining health. This will complete the task.

This mod radically improves the Arena of the Imperial City, changing all the locations of the arenas, making them the same, which gives the impression that this is really one location,
as well as adding new rooms, characters and much more new.

In version 0.9:
- Added missing statues above the gate of the Yellow team to the arena for betting - the ones with spears and leather shields.
- Added missing columns with chains to the betting arena.
- Fixed columns in arenas for battles - now they are planted a little deeper in the sand, which looks more realistic.
- Now the balconies in all arena locations are the same (even in the battle arena, the balcony on the BLU side is now the same as in the betting arena).
- Fixed the starting positions of the fighters for bets, the rivals of the player and the beast - now they should not spawn outside the gates directly in the arena (80-90 percent checked, if there are bugs, please report in the comments or on the contacts provided on my profile).
- The sweetest - added the outer surroundings of the Arena building. Now, when fighting or watching combat, you will see the White Gold Tower, city walls and corner watchtowers located in an area called the "Imperial City Arena".

In version 1.0:
- Fixed a bug in the previous version with the appearance in the arena, in addition to the fighters for betting, Eliza Pierrand, looking for her gambling husband. Now she appears on the balcony for the audience, as it should be.
- Fixed the balcony above the side of the Yellow team - the balcony was not "omitted" by the developers, because of which a "gap" was visible between the joining surfaces of the balcony and the stands.
- Fixed the placement of the external environment in height.
- More outdoor environment - previously there were only walls, White Gold Tower, corner watchtowers and one tree. Both statues and all remaining trees have now been added.
- Added burning lamps to the balcony above the BLU gate, and added a candle flame to the extinct lamps. Also added a torch flame to the iron torches on the Grand Champion's balcony (be careful, you might burn yourself!).
- Fix models of lamps, carpets and torches - now they are "nailed" to the wall, and not to the air.
- Added a buffet, a vegetable barrel and a wine rack to the balcony of the betting arena.

In version 1.5:
- Fully functional Yellow Team Bloody Hall, with its own trainer and its fighters. They also have their own pet in the cage with a funny name.
- Replacement of yellow banners on the Emperor's balcony with imperial ones.
- The rapturous admirer from now on will not revive again and again after you killed him.

In version 1.6:
- From now on, if you are not a fighter in the Arena, everything in the Blood Halls ceases to be available to you.
- The coach of the Yellow team, Owen and Isabelle are now watching absolutely all the battles in the Arena. The Blue Team Gladiator oversees the protagonist's progress until the moment he defeats the Gray Prince. After that, the success of the newly-made Great Champion does not interest him. Agronak also monitors the progress of the protagonist in the battles against the Yellow Team. During the battle for the title of Grand Champion, you can see the Enthusiastic Admirer on the balcony.
- Registered AI-packages absolutely for all inhabitants of the Arena. Now in the Bloody Halls strict discipline is established: everyone goes to bed at 11:00 pm. The coaches go to bed at midnight. Of course, the main character is not a decree, so this schedule does not apply to him. It was decided to abandon the meal packages due to the increased load on the PC and, as a result, crashes from the game when loading the BLU Blood Hall location. At the same time, the realism has not suffered at all, unless you plan to hang around in the Bloody Hall without getting out.
- The Champion of the Yellow Team will now sleep in their team's Bloody Hall.
- Now gold of gambling losers will accumulate in the Arena safe over time.

Expected changes:
- Ability to walk through all the stands of the Arena while observing the battle.
- Real spectators - NPCs, instead of moving dolls.
- Exit from the stands to the balcony of the Grand Champion upon reaching this title (for now - tcl to help).

The "Optional" folder contains the plugin esp file for joint installation with Unofficial Oblivion Patch... Extract it from it if you are using this patch. With the main version of the mod DO NOT INSTALL ... About conflicts when connecting this file along with UOP, if any, and any others, please inform me in full details.

Requirements: Oblivion Gold Edition

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