Walkthrough Oblivion: Paranoia. Walkthrough The Elder Scrolls IV: Oblivion: Paranoia Oblivion paranoia walkthrough

  1. Glarthir will approach you outside and offer to meet him behind the Great Chapel of Julianos at midnight.
  2. Follow the chapel at midnight and the elf will share his thoughts on the plot against him. Glarthir asks you to watch the movements of the "conspirators" during the day.
  3. Optional: Follow the person Glarthir points to.
  4. Return to Glarthir the next night with your findings:
    - If you report that they are not acting suspiciously, he will give you 150 gold.
    - If you report that the person was indeed spying on him, he will give you 200 gold.
  5. Repeat this process for the other two potential conspirators.
  6. After the third report, if you say that they are all innocent, Glarthir will not believe. He will attack you and you must kill him. If you said that at least one was guilty, Glarthir will instruct you to kill the accused. You can:
    - Kill marked targets and get 1000 gold from Glarthir.
    - Turn Glarthir in to the authorities and get +1 Glory.
    - If you accused David Surili: tell him or his brother that Glarthir wants them dead and they will kill him himself.
Description

Enter Skingrad and you will encounter a wood elf named Glarthir who is behaving strangely. He will stop you in the street and ask you to meet him behind the Great Chapel of Julianos at midnight. The Great Chapel is located in the southern walls of Skingrad. There he will explain to you that he believes that a conspiracy is being prepared against him. If you don't meet him right away, he will appear every night around midnight until you talk to him there.

The first "spy" is Bernadette Penelis, who lives right in front of his house. You are instructed to follow her movements.

Glarthir asks you to be near his house at 6am the next morning and monitor Bernadette's activities. She goes to church in the morning, then works in the vineyard (sometimes you can see a thief trying to rob her, but she runs away screaming), talks to other residents, and works at her house before going to bed. You do not have to follow the woman and other suspects, this will not affect the mission. Glarthir holds another meeting with you at midnight.

If you refuse the initial request for help with Bernadette, the quest will be completed and Glarthir will attempt to resolve the issues on his own. He will go to his house and in an hour he will come out with his battle axe, enter Bernadette's house and attack her. She can run outside and the guards will kill him. Alternatively, he can kill her in a house or church and leave after about an hour. Follow him and the next guard he meets will kill him. Either way, you can search his corpse for a key, then enter his house and take 800 gold from the wastebasket.

Public opinion

The guards won't do anything until you get a list from Glarthir of those to kill. You can tell the guards about your suspicions about Glarthir, but they will say that he is "getting better" and ask you to keep an eye on him. Apparently, his precarious mental state is well known in the city and many citizens will comment on it.

Notes
  • If any of the targets (Bernadette Penelis, Tutius Sextius, or David Surili) are killed before this quest is started, this quest becomes permanently unavailable (resurrecting them with console codes won't help).
  • Whether you've been following the suspects or not, the quest will continue.
  • You can tell the guards about Glarthir's note at any time, even if you have killed all the "conspirators".
  • In the basement of Glarthir's house, you will find several notes in which he described his thoughts on the conspiracy. These notes will update as you progress through the quest based on the choices you make.
  • Bernadette Penelis and David Surili have an infinite amount of bread in their inventory. Because they will always eat their bread (even if it doesn't appear in their inventory), you can't use Poisoned Apple to kill them. You can kill Tutius Sextius in his house with the Poisoned Apple after he rides the horse, but be sure to pick up any food or drink he already has in his house and any food or drink he has in his inventory.
  • If you perform any of the kills for Glarthir, they will count as a kill and you will be visited by the Dark Brotherhood the next time you sleep. However, Glarthir himself is an ideal NPC candidate to kill in order to initiate a visit. Dark Brotherhood. Complete his three tasks, get the note, then inform the Surili brothers of Glarthir's plans and intercept Glarthir before they get to him. Kill Glarthir yourself (by attacking before he can start a conversation) and you'll be eligible for an "innocent" kill. You will not receive Infamy for killing Glarthir, and the Dark Brotherhood quest will start after sleeping.
Bugs
  • This quest may conflict with " " due to script appearance guards.
  • If you killed Glarthir, and later killed one of the people on his list, an entry will appear in the diary that you need to meet with Glarthir at midnight to receive a reward. However, it is impossible to receive the reward, given that Glarthir is dead.
    This bug has been fixed unofficial patch for Oblivion.
  • After the meeting behind the church, Glarthir may constantly say that he cannot speak to you in public.
    If this happens, reload from an older save, or advance the quest step through the console.
  • If you kill all three suspects while Glarthir is already on his way to kill them, you will receive a journal entry saying that you have killed the suspects and should meet Glarthir behind the chapel at midnight. If you do this without the guards and Glarthir himself noticing, he will enter an endless loop, muttering to himself that he is already dealing with the situation himself. Although all three suspects are dead. For Glarthir, it is written that you have already spoken to Glarthir and decided not to participate in the murder of the suspects; though due to recent journal entries, he will still meet you at midnight behind the chapel. He offers no new dialogue and only says that he will take matters into his own hands.
    The only way to complete the quest is to give the list of assassins to the guards or kill Glarthir.
  • If Glarthir gets stuck in a level, use the prid 000294C8 command followed by moveto player .

Diary entries

Number
stages
KZDiary entry
5 In Skingrad, a wood elf named Glarthir approached me and offered to meet me outside the great chapel at midnight. He did not say why, but promised that I would not regret it.
8 Dion, the captain of the Skingrad Guard warned me not to mess with Glarthir. Dion says that Glarthir is crazy and possibly dangerous. Also, the captain asked me to let him know if Glarthir asks me to do something weird.
9 Glarthir and I met behind the great chapel, just as he wanted. He's asking me to collect evidence of a conspiracy against him. I don't want to get involved in this business.
10 Glarthir claims that the people of Skingrad have plotted against him. He did not say why, but hinted that he knew the secrets of powerful people and they wanted to silence him. I'll help him figure out if he's being followed, and for that he'll pay me 150 gold.
10 Glarthir is convinced that Bernadette Penelis is watching him. I need to be at her house at 6 o'clock in the morning and find out what she does during the day. At midnight, I will meet Glarthir outside the great chapel and report what I have seen.
20 Glarthir now knows that Bernadette Penelis is watching him, just as he suspected.
20 Now Glarthir knows that Bernadette Penelis is not watching him. He was surprised, but seemed to believe it.
20 Now Glarthir asks me to observe the behavior of Tutius Sextius, another of the supposed conspirators. Glarthir says that if I wait outside Tutius Sextius's house this morning, I'll see Sextius watching Glarthir. That way I can find out who Sextius is reporting the surveillance results to. At midnight, as usual, I will meet with Glarthir outside the great chapel and tell you what I have found out.
30 Glarthir now knows that Tutius Sextius is watching him, just as he thought.
30 Glarthir now knows that Tutius Sextius is not watching him. I hardly managed to convince Glarthir of this, it seems that he began to trust me less.
30 Glarthir now knows that Tutius Sextius is not watching him. He was surprised, but seemed to believe it.
30 Glarthir asks me to follow another person, the last of the suspects. Glarthir believes that David Surili is watching his house. I'm to keep an eye on Surili for one day, then meet with Glarthir at midnight behind the great chapel and report back on what I've learned.
40 Now Glarthir knows that David Surili is not following him.
40 Now Glarthir knows that David Surili is watching him, just as he suspected.
45 Glarthir seems pleased with the results of my investigation. He paid me well for my work.
50 Glarthir asked me to kill David Surili, who I said was following him. When I kill David, I need to meet with Glarthir at midnight behind the great chapel, and he will pay me 1000 septims.
50 Glarthir asked me to kill Tutius Sextius, who I said was following him. When I kill Tutius, I need to meet Glarthir at midnight outside the great chapel and he will pay me 1000 septims.
50 Glarthir asked me to kill Bernadette Penelis, who I said was following him. When I kill Bernadette, I need to meet Glarthir at midnight behind the great chapel and he will pay me 1000 septims.
50 Glarthir asks me to kill several people according to the list he has given. This list includes all those who, according to me, followed Glarthir. After I kill everyone, I need to meet with Glarthir at midnight behind the great chapel and he will pay me 1000 septims.
51 I succeeded in killing Bernadette Penelis, as Glarthir wanted.
51
51
52 I managed to kill David Surili, as Glarthir wanted.
52 At midnight, I need to meet with Glarthir and collect my reward.
52 Once I've killed everyone on Glarthir's list, I need to meet Glarthir at midnight behind the great chapel and claim my reward.
53 I succeeded in killing Tutius Sextius, as Glarthir wanted.
53 At midnight, I need to meet with Glarthir and collect my reward.
53 Once I've killed everyone on Glarthir's list, I need to meet Glarthir at midnight behind the great chapel and claim my reward.
54 Glarthir was glad to know that his enemy was dead, and paid me as promised.
54 Glarthir was glad to know that his enemies were dead and paid me as promised.
60 Now Glarthir knows that I will not kill anyone on his behalf. He didn't like it; now he seems to have decided to do it himself. I'm afraid he might resort to violence.
65 Glarthir decided to arrange a massacre in Skingrad. It looks like he wants to kill everyone who is allegedly involved in a conspiracy against him.
70 Glarthir's note is shown to the city guard. They said they would take care of the matter themselves.
80 Now Glarthir thinks I'm plotting against him too, and he's trying to kill me! I have no choice, I will have to defend myself.
81 Glarthir is dead. My attempts to convince him that there was no conspiracy against him ended in tragedy.
82 Glarthir fell by my hand.

Notes

  • Not all entries may appear in your Quest Diary; which entries appear and which do not appear depends on how the task is performed.
  • Stages are not always in order of passing. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be completed in random order.
  • mark in the "KZ" (End of Task) column means that the task disappears from the list of active ones, but you can still get new entries for it.
  • you can use console to progress through the quest by entering the code setstage (MS38) stage , where stage is the number of the stage you want to complete. Note that it is not possible to cancel (i.e. go back) the quest stages. See SetStage for more information.

Task #1 (MS02) Exorcism
This quest falls into two categories at once. For non-plot assignments and for buying houses. First, find Welwyn Benirus, he usually spends time in the Count's Arms tavern. Velvin will tell you that he is selling a mansion in Anvil for only 5,000 Septims. Considering the size of the mansion, the deal looks very 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's mansion", inside you will see complete devastation and chaos and gradually begin to understand that since it was sold to you for only 5000, then not everything is so simple. Come to this house in the evening and sleep a little, you will wake up either yourself or from 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 down to the first floor and carefully inspect the place near the closet near 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 a piece of paper. Here you will finally understand that you got the house at a well-deserved price, if not overpriced. The diary will describe how the necromancer Lorgren Benirus practiced 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 one in whom the Benirus blood flows. You have few such acquaintances, so go in search of Velvin Benirus. In the Count's Arms tavern, 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 an already familiar place in the tavern "Count's coat of arms", from there you will slowly walk with him to the house of Benirus. Before going to the house, it is advisable to stock up on some potions or artifacts that protect against 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 will shamefully leave you alone to deal with ghosts further. Opening the portal will mean that a secret door will open in the wall, behind which another room will be found, 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 like is to rest in peace. To rest, he needs a mere trifle, namely the "skeleton hand" (his hand), which you found next to a note from his diary. You, of course, will give Lorgren his "hand" and 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, "machite kazla." As soon as you kill him, then return to the tavern "Count's coat of arms" and talk to Velvin. He will apologize for the escape and say that he is leaving for the Imperial City. After that, the mansion really becomes yours, and the furniture of the house comes back to normal. At this point, the task is considered completed.

Assignment #2 (MS04) The Sirens' Deception
To get this task, talk to Gogan or Maelona. Gogan's house will be second to the left of the Anvil Docks Gate. Talk to his wife Maelona first, she will tell you that her husband was robbed by an all-female gang. Then talk to Gogan, and he will tell you where it happened and what those women look like. After his story, we go to the "Alcoholic Drinks" tavern, which is located immediately to the left, as soon as you exit the "Anvil Docks Gate". In the tavern, talk with the owner Maenlorn, who will tell you that criminals periodically appear in his institution, but he cannot do anything with them, since they do not violate anything. After waiting literally 10 seconds after the conversation, you will see how two pretty women (Signy Ruined and Faustina Kartia) will enter the tavern, one of which will come up to you and offer an unforgettable night of pleasure. All that is required of you is to come by 11 pm to 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, to undress until her girlfriend 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 won’t tell you anything particularly important, they will pay 500 septims for the mission and say “Thank you”.

Task #3 (MS05) Through the Nightmare
In the Guild of Mages, the head of the guild Kud-Ei asks you to help his friend Enanthir get out of the world of dreams, where he accidentally went and has not returned for three days. Once you are ready, she will take you to his house, where you will see Enanthir sleeping on the bed. After a brief briefing, she will give you the "Amulet of the Dream World", after which you will have to go to the bed and go to bed. As soon as you fall asleep, you will find yourself in Enanatir's dream, without armor, without weapons and the ability to use magic. After talking with Enanthir, you will 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 tolerance test. You will find yourself on a stone platform, and ahead you will see posts with holes from which small arrows will fly out. You will need to jump over the pillars, and then walk along the sides of the pillars. 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 paths, after a certain time one of them will be available. In general, you will have to stumble into an invisible wall, waiting for the path to open. That is, you have to be patient. At the end you will see a glowing ball, go up to it and activate it, after which you will return to Enanthir's room. Take in the closet, which is located on the first floor, a few healing potions. Now let's move on to the test of determination. You will find yourself in the Arena, only without weapons. Unfortunately, you will find enemies here, and they are formidable and armed. But they are not actually 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 a room with Enantyr. It remains to pass the test of courage. It is actually very simple - after drinking a bottle with a breathing 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 Enanthin. This will open the way to the fourth and final test of perception. Here you will need to go along the road, consisting of many traps. Immediately it will be necessary to take a fast pace, you can not stop. At the end, the corresponding stone will be waiting for you, by activating which, you will again return to the room to Enanthin. Now talk to him, after which you will return with him back to the real world, and he will reward you with a scroll.

Task #4 (MS06) Lone Guard
This task can be obtained by talking with someone from Bravil on the topic "Lone Guard". You will be sent for more information to the tavern keeper Gilgondorian, the 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 at the Bounwatch camp, and then walks along the coast. This has been going on for quite some time and is a little annoying for the locals. To find out all the features of this phenomenon, Gilgondorian invites you to go to the Bawnwatch camp, which is located southeast of Bravil on a small island off the coast, a little north of the Ayleid ruins of Bown. There are even conditions for comfortable waiting on the island - a tent with a bed. Exactly at eight o'clock, the ghost of a certain sailor Grantham Blakeley will appear on the island. He will stand a little on the island, and then go to the shore along the bridge connecting the island with the mainland, then he will go along the coast a little further than Fort Irony and stop. This is where you can go and talk to him. He will ask you to release him in "Panther's Roar". By "Panther's Roar" Blakeley means the remains of a ship located on the opposite side of the Niben River at the confluence of the Panther River. It’s hard not to notice the ship, but the entrance to it is not clearly marked in any way. Entry into the ship is made not through the hatch on the deck, but directly from its starboard side. Inside you will immediately meet 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 then go down into the hold of the ship. There you will meet a particularly strong ghost. As it turns out, it will be the spirit of a certain Gable the Traitor, who mutinied on the ship. The field of how to deal with the ghost, take the key from his remains and free the chained skeleton. Here the ghost of Grantham Blakeley will appear, he will thank you for the release and give you a map on which it is drawn where his treasures are stored. This place is located under water on the Panther River, in the place where the 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. At this point, the task is considered completed.

Task #5 (MS08) Hunting
This quest can be obtained by talking with the inhabitants of Bravil, who will tell you that Ursanna Losh's husband has disappeared. 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 money of 500 coins to the local orc pawnbroker Kurdan gro-Dragol. The last time she saw her husband, he was just about to go to this pawnbroker. Also, Ursanna will warn you to be careful with this orc and will tell you that he can be found at the Lonely Petitioner inn. Go to the Lonely Petitioner, you will find Kurdan gro-Dragol on the second floor of the inn. In a conversation, he will not at all deny his involvement in the disappearance of Aleron Losh, but will even begin to set conditions. If you so want to free poor Aleron, then you should get Kurdan's family heirloom - "Dragol's ax" from Fort Grif, and he will even kindly provide his boat so that you can get to the fort faster. Leave the tavern, go down at the city pier down, 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 with the inconspicuous lever located at the bottom 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 dedicate you to the true essence of the matter. It turns out that our wonderful orc is not as simple as it seems. He receives the main income not even from usury, but from manhunting. You and Aleron, respectively, are victims, and you will be hunted in the dungeons of the fort, and if you survive, you will even have to be released. Aleron, however, will immediately ask you to go to the dungeon yourself, since he still does not know how to fight and is not your assistant. There is nothing to do but go to the dungeon. In the dungeon, you will immediately notice a locked door on the left, you don’t have to try to open it, they will give you the key to it, only at the very end. Go ahead and destroy the hunters who are hunting you. After the bridge (which one you will understand), or rather, on the bridge itself, traps will begin, so look very carefully around and under your feet (among the traps there is also a pit with stakes). In total, the dungeons consist of two locations, in the first there are two hunters, in the second - one. Once you've killed everyone, return to the surface. In the fresh air, at first, you will be "paralyzed", and you will watch the sad scene of the murder of Aleron Losh by Kurdan gro-Dragol. Then Dragol, without hesitation, will attack you already. 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 will finally be able to get out. But do not rush to leave the Fort. Climb to the very top of Fort Vulture, there you will find a chest in which there are two bottles of "Wine of Expelling Shadows". Do not drink wine and do not sell it, you will need it 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 death of her husband and Kurdan gro-Dragol. Of course, she will be very upset by the death of her husband, but she will be consoled by the fact that Aleron is at least avenged. In gratitude for this, she will give you the book "Biography of the Wolf Queen", which increases the skill of Eloquence by one point. At this point, the task is considered completed.

Task #6 (MS09) Two sides of a coin
I want to warn you right away, 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 task can be obtained only by talking with the locals of Bruma about the rumors, the characters themselves of this quest do not give the task. In the city you will be told that Arnora Auria wants someone to return the money stolen from her. Arnora will tell you a whining story that her accomplice forced her to commit crimes, and even killed a man on the last of them, but before he was caught by the Bruma guards, he took and hid all their money somewhere, and now she remains without a penny in your pocket. Now she asks you to somehow find out from her accomplice, whose name is Jorundr, where did he hide the stolen goods, for this she promises you half the booty. Arnora will also tell you where Jorundr is, he is in Bruma prison. You can not try to find out from him where the stolen money is, he still won’t believe you and will think that one of the guards sent you. In order to ingratiate himself with him, you yourself will have to go to jail. When you find yourself in the same cell as 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 turned it over to the Bruma guards, but fortunately Jorundr managed to hide the stolen money. Now he wants revenge and asks you to kill Arnora, and in return 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 here you have a choice of two options: 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 she wants half of the stolen money, and if you want to escape 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 around her neck. Return to Jorundr in the prison (now you can come there as a visitor) and show him evidence of Arnora's death. He will tell you where the money is hidden, and you just have to go for it. The chest with money 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 ups and downs of this story. You will be approached by a man named Turelius Logellus, who serves as a guard in Bruma's castle. 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 are suspected of all these crimes. On this story with the stolen money is considered finished.

Task #7 (MS10) Corruption and conscience
This quest can be obtained in Cheydenhal by talking to the locals. The new head 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 instructed to deal with the situation. Accordingly, you are sent to start with one of the most dissatisfied citizens, Levana Nedaren, who lives in a house on the square near the chapel of Arkay. It is not always possible to find her at home, Levan can walk along the streets of the city. She won’t tell you anything of particular value, she will mention a certain poor fellow Aldous Otran, who was recently kicked out of his house for fines, and sent to Ulrich’s deputy, Garros Darrelyun, who is dissatisfied with his boss, and accordingly will be able to 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 the money that comes from fines, and will ask you to help find a person who could testify against Ulrich. This is where you will remember about Aldous Otran. Since he is homeless thanks to the efforts of Ulrich, then, accordingly, he can only be found on the street. Aldous Otran will immediately complain about the fate and call you "to his" home. Near his former home, he will quarrel with the guard, and he will quickly cut him down. After this sad event, you will be asked (with a sign) to go and tell Levana Nedaren about this incident. She will be outraged by what happened and will ask to lure Ulrich to her house, after which she herself will deal with him. But you, being a law-abiding citizen and just a prudent person, go first to Garros and ask him for advice. He will also be outraged by the death of Aldous Otran, but he will offer to do without bloodshed. To do this, you will need to get some evidence from the house of Ulrich Leland. The whole difficulty lies in the fact that you will have to do this 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 Cheydenhal 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 lies a book, and on it is 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 immensely happy and will say that he will immediately deliver the letter to the count, and he tells you to wait for him near the Cheidenhall 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.

Assignment #8 (MS11) Brotherhood Faithful
This quest can be obtained by talking about rumors in Bruma, or by going to Bradon Lirrian's house. Let's start with Bradon's house, as you will be sent there anyway. As soon as you get into the house, the brave guard Carius Runellius will immediately approach you. And if you raise his attitude towards yourself a little, then 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 he himself dealt with a couple of beggars the other day. 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 Reynil Dralas did everything right and there is actually nothing to investigate here. However, if you go, for example, to Olaf's tavern and talk to local regulars, they will tell you that they don't really believe in official version consequences. Talk to Bradon's wife, Erlene, and she will give you additional information that makes the evidence base of the investigation very shaky. Bradon's killer, the vampire hunter Reynil Dralas, is the most suspect. To complete the picture, it would be nice to hear what he has to say about Bradon's murder. Go to Olaf's tavern and talk to its owner, Olaf himself, about Reynil. He will tell you that Raynil stayed with him for a couple of days, but just recently left the tavern, and will also give you the key to the room in which Raynil lived, since he himself really wants to know the truth about what happened after all. In Rayneel's room, behind the chest of drawers, you will find Geleburn's diary. From it you will learn that Rayneel, Geleburn and Bradon knew each other in their youth, and also organized a brotherhood of adventurers and searched 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 will learn that Geleburn was recently killed in Skingard by the same Rayneel 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 Karius, who is investigating, and try to convince him. He will agree with you surprisingly easily, immediately put Reynil on the wanted list and offer you to meet him at Olaf's tavern in an hour. An hour later, in Olaf's tavern, he will inform you that Raynil was seen on the way to the North Stone Cave, and he will offer you to deal with Raynil, as he is afraid to frighten him off. Go to this cave, it is located northwest of Bruma, a little northwest of the Eplotch farm. In the cave you will find Rayneel, he will not want to surrender and will attack you. The enemy is strong, but not extraordinary, so you can easily deal with him. After that, you can take an artifact called "Earth Amulet" from the chest and return to Bruma to the wife of the deceased Bradon. Erlin will say that the artifact does not manifest its properties until a secret word is uttered over it, which only she knows after the death of all three members of the Brotherhood. Erlin will ask you for an amulet to activate it, and after saying a simple word, the amulet will become truly valuable. In gratitude for the revenge of her husband and the whitewashing of his name, she will give you the amulet. This completes the task, but if you want, you can still look into Olaf's tavern and talk with Carius.

Task #9 (MS12) Raise the Veil.
Most likely, you will receive this task from the manager of Countess 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. Upon meeting, the countess will tell you that she is a collector of Akavirian artifacts. Quite a few artifacts are already in her collection, but recently information about the approximate location of one very valuable Akavirian artifact, the “Dragon Stone of Madness,” fell into her hands. In general, the stone should be in the ruins of the "White Passage", but no one knows where these ruins are located. Her scouts were only able to establish one of the landmarks leading there, this is the top of the "Dragon's Claw". We also managed to find the key to the White Pass ruins, she will give this key to you, because it can come in handy if you are lucky to find these ruins. She will also give you a "Map of the White Pass" with landmarks, which she managed to copy from one old Akaviri diary and a fragment of the legible text of this very diary. It is with such initial data that you go on a mission. Dragon's Claw Summit is northeast of Bruma, and there is a well-marked road from the city's eastern gate. You will not see rocks as such, it is just a small rocky elevation. Now it's time to take out the map and check with other landmarks. After "Dragon's Claw", it's the warrior statue that is located to the west of the claw. If you go a little to the west, you will indeed find a statue of a sentry. From it, go north until you find the cave "Snake Passage". There is nothing particularly interesting in it, just in case, pick up the tablet lying next to the skeleton. After leaving the cave, you will again find yourself in the fresh air. Follow the path (you will encounter quite a few ogres along the way) until you reach the fort. The fort itself is teeming with skeletons, so consider your strength. From the first location of the fort there are two exits in the location "Eyes of the Serpent" and "Snake Scales", whichever one you go to, you will still find yourself in the location "Fangs of the Serpent", and from there you will get to the location "Poison Serpent". There you will immediately meet the ghost of Commander Akaviri Mishahhi. He will take you for a fighter who is entrusted with delivering orders to him. Here you have the choice of what to answer him, but I would advise you to say that the orders were delivered to him. After that, a hidden passage will open in the room where the amulet of the "Dragon Stone of Madness" lies. Take it and return to Bruma to the Countess. In gratitude for the artifact delivered to her, she will give you the Viper's Eyes ring. At this point, the task is considered completed.

Task #10 (MS 13) Stubborn Knight
This task is given to you on the passage of one of the stages of the main Quest. The task will be given either by Count Andel Indarus, or one of the guards near the Oblivion Gate, which will be open next to the western gate of Cheidenhal. 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 the local "golden youth" called themselves the "Knights of the Thorn" and they climbed into the gates to gain glory and honor for themselves. At the time of your appearance, there has been no news from them for two days. The guards are afraid to meddle in the gates of Oblivion, so there is no one except you to pull them out. Before climbing into Oblivion for a young count and his friends, purchase a health restoration spell “on target” or “on touch”, it will be very useful to you later. Now you can step into the gates of Oblivion. As soon as you appear in the plane of Oblivion, you will see the dead body of one of the knights of the thorn. Get down the road down. Of course, the road will not be clean, as 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. You will see a hole in the floor, jump into it, then again and again you will find the body of a 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 exit. There you will be met by the young Count Farvil Indarus and the only survivor of his friends. You will need to get to the Sigil stone with them and close the gate. Despite the fact that the count will say that he and his friend will go behind, when they meet the first enemy, they will run to attack the enemy. Unlike many other quest NPCs in the game that are protected from death, these two are deprived of such protection, and for this you will need a spell to restore life on “touch” or “on target”. You will need to constantly ensure that they do not die during the next battle, and periodically heal them. If the count still 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 it makes no sense to describe it. When you rescue the young count from the world of Oblivion and close the gate, talk to him. Farvil Indarus will give you the title of "Honorary Knight" of the Order of the Thorn and give you a medallion of the Knights of 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. It will be a choice of either the "Staff of Indarus" or the "Blade of Thorn". The staff has 10 points of strength debuff plus 30 points of electricity damage, and the blade has 120 points of armor destruction on hit. Choose a gift to taste, and this task will end.

Task #11 (MS 14) Dangerous Arts
You can either learn about this task from the city rumors, or go to the house of Rita Litandas. There you will meet his wife Tivela Litandas, who will tell you that her husband is quite a good artist, and that Rit usually works very long hours in his workshop, leaving only to eat. But a few days ago, he never left the workshop. After waiting a few hours, Tivela nevertheless 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 explore the place of her husband's disappearance yourself. There is absolutely nothing to look for in the workshop, just immediately go to the picture to the left of the entrance and climb into it (everything is fine, everything is in order with my head). Next, you will find yourself in a painted world, where you will meet Rita Litandas. He will immediately upset you with the fact that from the drawn world it is very difficult, because you can return to the normal world only with the help of the “Brush of True Mastery” (Rit himself will tell you everything about this brush in detail), 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, which attacked him. The brush remained with the Bosmer, but there is no way to meet him, since Rit cannot reach the Bosmer, because the painted trolls block his way, and Rit does not know how to fight at all. Well, since Rit can't get to the Bosmer, then you should. Rit will give you 6 bottles of turpentine to help you, which adds an additional +250 points to attack when fighting painted trolls. Further, the task is quite simple for a hero above level 20 (then turpentine is not required either), you need to go through the painted forest and successively 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 the fact that you pulled him out of the painted world, he will give you the "Apron of Agility", which adds +10 to dexterity and intelligence. At this point, the task is considered completed.

Task #12 (MS 16, MS 16A, MS 16B) Separated from birth, lost heritage, father's sins.
In Chorrol, you will be told about Raynald Jamen's suspicious behavior. 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 told that he was seen several times in Cheidenhall, which is also suspicious. First of all, you need to find Raynald Jamen himself and talk to him. You will find Raynald in the Gray Mare Inn, which is located 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 Cheidenhall and will ask you to deal with the person who pretends to be him. In Cheidenhall, 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 Orphanage Hotel. It is located to the left of the western gate of Cheidenhal. After talking with Gilbert, you will learn about a family tragedy. It turns out that Raynald is his brother, whom he thought was dead. Gilbert will ask you to go to his brother and say that he will soon arrive to him. Return to Cheidenhall, talk to Raynald, and soon his brother will enter the tavern, after a while a sign will appear that the brothers have reunited. After that, talk to Gilbert, and he will thank you with 500 gold. The first part of the assignment ends here. Next, Gilbert will ask you to clear the Weatherlich estate, which once belonged to his father, from ogres-cannibals. The whole problem is that he does not know where it is, since they had to leave him at a very early age. He only knows that it is south of Chorrol and north of "Fort Camarl." You can walk around and look around for it 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 at the Fighters Guild or at the Fire and Steel Forge. Go due south from Chorrol to "Fort Camarl", then southwest until you reach the estate, or rather the 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 sequence that you found this house and that you killed the ogres. Return back to Chorrol and tell the good news to Gilbert Jamen. After that, he will ask you to deliver him and his brother to Weatherlich. Talk to him again when you're ready to complete this mission, and lead the brothers with you. As soon as you deliver them to the 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, you will most likely stumble upon a certain Fatis Ules on the street. He must come to you. Fatis will tell you that Albert Jamen, the father of the Jamen brothers, once deceived him by not returning to him one valuable thing that he stole on Fatis's order. With this thing, Albert Jamen ran away from him and settled in the wilderness called "Weatherlich", but this thing was not found there after his death, from which it follows that the ogres most likely dragged it 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 the Weatherlich. In general, you need to go there and kill all the ogres. About a dozen ogres are stationed in the cave, the item you are looking for is in one of them and is called the "Honorary Sword of Chorrol", for you it does not represent any particular combat value, but however, someone other than Fatis 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 Lath Vavrik in it. During the day, Vavrik usually stands next to Countess Arianna Valga. Give him the sword, and in return you will receive the "Call of Chorrol", which is given for special services to the city. You don't have to go to Fatis Ules, he won't talk to you anyway. You need to actually go back to Weatherlich Manor 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.

Task number 13 (MS 18) Deadly field
In the King at the Gray Horse Inn, an old man named Valus Odiel will accost you, lamenting 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. His sons should be waiting for him just west of Weynon Monastery. Go there and you will really see two guys with weapons in the agreed place. Their names are Rallus and Anthus. From a conversation with the sons of Odiel, you will learn that monsters are attacking their farm from the side of the forest, and they were just about to go to repel one of these attacks. Only now they thought that their father would go with them, and not you. But they will not be particularly upset with your company and will take you to the farm. On the farm in the middle of the garden, Rallus and Anthus will stand in a fighting stance and wait for the attack. I want to warn you right away so that you don’t particularly 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 will run out at you (I had goblins). Kill all three, and after a while the attack will repeat 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 immediately 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. At this point, the task is considered completed.

Assignment #14 (MS 21) The Collector
You get this quest by finding one of the Ayleid figurines. There are ten figurines in total, all located in various Ayleid ruins, one in each location. These figurines are sought after by a very wealthy man, whose name is Umbacano, 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 on Talos Plaza in the Imperial City. Only first you will have to talk to his butler Yolring and show him the Ayleid figurine. After that, you can talk to Umbacano himself. He will pay you 500 gold for the figurine, and will also inform you that if you find all 10 figurines for him, he will double the amount of your reward. After you find the second figurine for him, he will tell you that he has information about five Ayleid ruins where similar figurines can still be found. These are Moranda, Macamentein, Venyandavik, Ninendava and Fanakas. When you get the third figurine for Umbacano, 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 that is located on Lake Rumar (Lake Rumar refers to the body of water surrounding the Imperial City). The Ayleid ruins of Vilverin consist of four locations (Vilverin, Vilverin Canosel, Vilverin Wendezel, Vilverin Sel Sancremati). In the first location there are bandits, in the rest - evil spirits, and in all locations there are various kinds of traps. In the second location, it may be difficult to advance further, since no obvious doors or passages are indicated. In order to open them, you need to press the button in the floor. The figurine that you are looking for is located in the last location of Vilverin Sel Sancremati, from there there is a passage immediately to the first location almost to the exit, but for this it will be necessary to kill the necromancer.
2. Fanakas - located north of Cheidenhall and east of Arrius Lake. These are small Ayleid ruins inhabited by vampires. Finding a figurine 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. Vedir - located south of Chorrol. The ruins consist of two locations (Vendir and Vedir Nogasel), inhabited by various evil spirits. The figurine is located in the location of Vendir Nogasel.
4. Ninendava - located between Chorrol and Bruma, northeast of Sancre Tor. These Ayleid ruins are inhabited by vampires and some undead. To get the figurine, at the first fork, turn left in the direction that leads up.
5. Moranda - located a little north of the Orange Road, between Chorrol and Bruma, a little south of Ninendava. Your opponents in these ruins will mainly be 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: Moranda Abaspania and Moranda Aratazel ​​The figurine 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 figurine is located in the location of Venyandavik Edesel. The ruins are inhabited by the undead, and there are also a small number of traps.
7. Kulott - located in the southeast of the Imperial City, on the banks of the Niben River. You can safely go into the ruins and walk along them. You won't meet anyone in Culotte until you enter the room where the Ayleid figurine is located. Exiting it, you will find that the ruins are now filled with zombies of all kinds. Then you act as you like best, 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 figurine with you.
8. Macamentein - located southeast of the Imperial City, between the rivers "Reed" and "Silver Fish", east of the Yellow Road, near a small lake. In total, there are three locations in these ruins (Macamentaine, Crypts of the Undead, Sanctuary of the Necromancer). Basically, your enemies there will be necromancers, but you will also have to fight against the undead. The figurine is located in the last location "Necromancer's Sanctuary", from which there is a secret exit immediately to the first location.
9. Velke - located far southeast of Bravil, on the south bank of the Panther River. These Ayleid ruins consist of three locations (Velke, Velke Seyede, Velke Edesel), your opponents in the ruins of Velke will be undead. The figurine is located in the last location of Velke Edesel.
10. Wendelbeck - located southeast of Bravil, on the banks of the Panther River, northeast of the Ayled ruins of Velke. In terms of internal layout, these ruins are very similar to Macamentaine. Opponents by the way are the same - necromancers. Yes, and the figurine is in the same place, only the location is called differently - Vendelbek Aran Matmedli.
After you bring the last figurine to Umbacano, he will pay you its cost of 500 septims, plus another 2500 gold for the fact that you were able to collect a complete collection of these figurines for him. At this point, the task is considered completed.

Task No. 15 (MS 22) Lust for Possession
This task is given to you after you get the third Ayleid figurine for a high elf named Umbacano. The task to find the Ayleid figurines is described a little above, it is called "The Collector". Now Umbacano 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 Umbacano does not know where the "High Cathedral" is located. After the end of the conversation, leave his house, and a man named Claude Maris will immediately approach you. He will introduce himself to you as a treasure hunter and say that he also works for Umbacano, and also hint that he knows where the High Cathedral is, but to further continue the conversation, he will offer you to go to the Tiber Septim tavern. There he will tell you everything he knows about the "High Cathedral" and where it is located 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 a book in the First Edition store, which is located in the Imperial City's shopping district, or you can go straight to the island ruins called Malada, which is how "High Cathedral" will be in Old Elvish. Malada is located in the Valus Mountains, which is far east of Bravil, in fact, already on the border with Morrowind, north of Lake Canulus. In Malad, your opponents will mostly be the undead, but in the beginning you will most likely be met by the usual representatives of the fauna of Cyrodiil. In fact, you won’t have to walk long in Malada, in fact, the “carved panel” will be right behind the door, the key to which was given by Umbacano. Grab it and head back to the Malada exit (although you can explore these Ayleid ruins if you wish). As soon as you find yourself on the surface, Claude Maris will immediately come up to you with a proposal to give the “carved panel”. I do not even consider the possibility of transferring the panel to him. Therefore, you have two options: either run or fight. Please note that Claude is not alone, he has three or four assistants with him, one of which is even on a horse. If you decide to run, the Argonian S'Razirr can meet you not far from the entrance and offer his help in eliminating Claude Maris in exchange for part of the reward for the "carved panel". I leave the decision to your discretion, I myself would offer to “make legs” so as not to waste time on these racketeers (well, it will be better for the next task). Umbacano will pay you a pretty decent amount for this "carved panel" and will want to give you another task. It is called "Secrets of the Ayleids" and will be described separately, below in the text.

Assignment #16 (MS 23) Order of the Virtuous Blood
In the Temple District (though possibly also in the Waterfront District) of the Imperial City, a woman named Ralsa Norvalo will run up to you. She will say that her husband, Ghylen Norvalo, sent her. He has some urgent business with 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 the devil knows where and meet it is not clear with whom. The second is that you will not be able to complete this quest later if you refuse now. Therefore, I continue to describe further the passage of the task. Seredur's house is right there in the Temple District, go inside and chat with Seredur himself. He will take you to his basement and fill you in on the course of events. The fact is that he, Helen Norvalo and Gray Throat form the "Order of the Virtuous Blood", whose goal is to destroy vampires. The other day, Comrade Seredur just spotted how one of the vampires sucked the blood out of his victim. Now they want to kill the vampire, 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 called Roland Jenseric and he lives nearby right there in the Temple District, but the fact is that he went on the run and you have yet to find him. Seredur advises to start the search from his house. We'll have to break open the door to Roland's apartment and make a small search. Be careful, the area is actively patrolled by guards. The apartment itself does not need to be searched for a long time, you need a small piece of paper lying on a 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. At first, Roland will be outraged by your appearance, but if you talk to him in detail, it turns out that he is not a vampire at all, but Seredur slandered him, and in fact Seredur himself is a vampire who chose a very unusual, but nevertheless very effective cover for yourself, it's an order to fight vampires. To check his words, Roland sends you to the store "First Edition", which is located in the shopping district of the imperial city, to the seller of books Fintias. The bookseller will tell you a lot of interesting things about Seredur, including that Seredur likes to go southeast of the Imperial City to the Memorial Cave area to visit his ancestor's grave. Phintias will even mark this place on your map. As you understand, you need the cave itself, it is located a little south of Fort Magia, on the shore opposite the Imperial City. A bunch of vampires roam the cave, which must be killed, and at the end, Seredur himself is waiting for you. Kill the reptile, return to Roland Jenserik in the hut and tell how it all ended. Roland will be glad that everything is resolved, and will tell you that he considers it necessary to take up the task of exterminating the vampires. He will also offer you to visit the basement of Seredur's house in order to present you with an award at the headquarters of the "Order of the Virtuous Blood". Go to the basement of Seredur, where Roland will meet you and give you the "Ring of Solar Fire" with pretty good characteristics of magic reflection and disease resistance. 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 completed.

Assignment #17 (MS 26) Imperial Corruption
You can receive 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 Jensine's Nearly New Merchandise store in the Imperial City's shopping district, a guard walked in, accused them of stealing, and demanded a fine from them. No conviction on their part that they did not commit theft had no effect on him. The owner of the store also could not say anything, since the guard had long intimidated all the merchants in the city, and they cannot say a word to him. After this conversation, go to the store to Jensin and talk to her. She will confirm everything told by Ruslan and Luronk and will also name the racketeer guard, it 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 captain of the guard. In total, there are three such captains in the city, in addition to Audens Avidius, these are also Servantius Quintilis and Itrius Gain. Servantius will refuse to help you, arguing his refusal by the fact that he was only recently appointed to this position, and he is afraid to arrange such investigations. Itrius Gein will tell you that he can help you, but only if two witnesses testify against Audens Avidius. You will need to find Luronk and Ruslan again and convince them to give such evidence. They will be reluctant, but still agree to testify (if not, then use your eloquence). Next, 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.

Task #18 (MS 27) Secrets of the Ayleids
This task is given to you by a wealthy aristocrat named Umbacano after completing the task "The Thirst for Possession", which is described by me above. This time he asks you to get him the "Crown of the Last King of the Ayleids", but now not in any ruins, but from another collector Herminia Kinna. Umbacano says that he himself will not be able to redeem this crown in any way, since Herminia will not give the crown to him on principle, and you may succeed. He will pay you the reward for the crown in advance. The amount that will remain after completing this task will be yours. Before proceeding with its implementation, I would strongly advise you to get for Umbacano all the Ayleid figurines that he asked you to find you on the "Collector" task. Returning to the task with the crown, I can suggest several ways to complete it. The most effective, easiest and fastest is to steal the crown from Herminia. Her home 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 complete 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 Umbacano 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 exchange for the "Ayleid Crown of Nenalath" in her possession, Hermina offers you the "Ayleid Crown of Lindai". She is convinced that Umbacano will not notice the substitution, since he has not seen any of them. Hermine will give you the key to Lindai's royal tomb, where you can find the crown. Now your path lies to the Ayleid ruins of Lindai. To get to them, you must go due east of Chorrol. These ruins do not represent anything special, they consist of two locations, in which your opponents will be ordinary undead. Lindai's Ayleid Crown is located in the second location of Lindai, Inner Crypts in an Ayleid container. Take it, return to Umbacano 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 won’t 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 Nenalat. Umbacano will make an appointment with you near these ruins in three days and 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 near the entrance to the ruins, and if you have not killed Claude Marich, he will also keep you company. The ruins consist of three locations and are inhabited by the usual undead. Take care of Umbakano, since the quest protection will be removed from him, I would even advise you to clear Nenalat alone first, and then lead Umbakano there. At the end of the last location "Sel Aran Arpen" there will be a hall in which you will see a rectangular recess in the wall. As you guessed, in order to go further, you need to insert a key into it, namely the very “carved panel” that you obtained 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 go to the throne, utter some words and sit on it. After that, you will see a beautiful light show, and then, depending on which crown Umbacano puts on, he will either die or turn into a monster. In addition, secret niches will open on the sides, and from there all evil spirits will climb on you. The 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 fight will not be so difficult, you will only have to fill up with a dozen units of various undead. On this, in principle, the task ends.

Task #19 (MS 29) Unfair Competition
Speak with Vendor Jensin, who runs Jensin's Almost New Goods in the Imperial City Market District, about Thoronir. She will tell you that Thoronir is the owner of a shop in the commercial district of the Imperial City, which has fallen on suspicion that he is engaged in dishonest trade. His wares are suspiciously below the price they are sold at by other merchants. Jensine from the Society of Conscious Traders will hire you to investigate why Thoronir's goods are cheap. She suggests starting the investigation by spying on Thoronir to find out where he gets his goods from. Thoronir's shop is called the "Bottomless Purse" and is opposite the "First Edition" bookstore. If you talk to Thoronir himself on this topic, then you will only waste your time, as he will still deny it. Better watch where Thoronir goes after the end of the day's work. At first, he will go to the Merchant's Tavern, where almost all the shopping brethren of the shopping area really hang out, but at 11 pm Thoronir will suddenly leave this wonderful place 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 things to Thoronir and now your task is to find out where Agamir himself takes these things from. 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 Thoronir's shop. Turns out he's just digging graves. Grab a book called "The Spooky List" from the basement and return with it to Thoronir for a detailed conversation. He will be terribly upset after learning all these facts, and will say that he was not aware of where Agamir takes things for his store. He will also want to provide all possible assistance on his part to your investigation and will tell everything that he remembers from recent conversations with Agamir. From what Thoronir tells you, it will follow that Agamir is going to dig a new grave again today, and you, of course, will have to catch him in this dirty deed and stop him. This means that the road to you is straight to the cemetery, and it is located 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. That's where you need to be. In the mausoleum you will be met by Agamir and his friend Rolgarel. After a short conversation, they will attack you. Kill them both, take the keys from the corpse of Agamir and take the evidence with you, namely the "Agamir's shovel". Now return to Thoronir and tell him about everything. This will finish him off, he will repent of all 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, Thoronir will give you the "Ring of Weather Protection", which gives protection from fire and cold. After visiting Thoronir, go to Jensin for the promised reward. She, on behalf of the society, will thank you with the amount of 600 gold. At this point, the task is considered completed.

Task #20 (MS 31) Unforeseen Journey
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 an eatery. Get on the boat and go to bed. After sleep, you will want to leave the cabin to take a walk on the deck, but then some bandit named Lynch will block your path. Your presence will come as 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 the phrase “... three months” from your conversation with him. By the way, you will find the key to the warehouse and a paper called "Lynch's instructions" on it. Having opened the warehouse, you will find the local helmsman and part-time bouncer Graman gro-Marad. He will not mind returning the Floating Tavern back to the Imperial City, but on the condition that you kill all the bandits on the ship. Climb up to the deck above and there you will meet another bandit (or rather a bandit), whose name is Minh. Before starting to fight with her, it is 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 a snippet of the phrase "... Golden Galleon." You will also find a key from her, but this time from the upper deck. Go up to the stern and there you will meet another bandit with an interesting name Fury. It will be useful to talk to him before getting into a fight, this time remember the word "Bravil". Then you can kill Fury, but do not forget to search the body to find another key. This time, it's the key to Ormil's cabin (the tavern owner). Go there to meet with the leader of the Black Water Gang, the elf Selen. Do not rush to kill her, like the rest of the gang, this is where the point in long conversations will be. To begin with, inform that you took the key from the Fury, after which the questions will begin. Then consistently answer about "three months", "Golden Galleon" and "Bravil". Your last answer should finish her off, Selen will understand that you killed all the other members of the gang and will surrender. She will give you a sword called Black Water Blade with a stamina absorption effect. Ormil will ask you to take Selena to the cabin on the lower deck and lock her there. Next, he will urge 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 over Selenium to justice, for which a good reward was paid, which is due to you. He will give you 450 gold rewards for Selenium, and then you can go outside. At this point, the task is considered completed.

Task No. 21 (MS 37) Tears of the Savior
This task will be given to you by S'Drassa, a member of the Llavin Mages Guild. He will tell you that he collects rare crystals called "Tears of Garridan" and that he is willing to pay you quite a lot of money for each such crystal. S'Drassa will also tell you part of the story of the origin of this name. It is said that these crystals are indeed the frozen tears of Knight Garridan Stalrus. For more information, he will refer you to his friend Julien Fanis, Head of the Department of Alchemy at the University of the Sacraments in the Imperial City. Go to the Imperial City to the University, in the "reception of the Archmage" Julien will be waiting for you. She will tell a beautiful but sad story about the knight Garridan, but again, for a more detailed study of the material, she will direct you to another source, the book The Decline of Chivalry, which you can buy in the Imperial City Market District in the First Edition bookstore. Having bought the book and read it, you will find out the place where such sad events took place with the knight Garridan, this is a cave called the Glade of Frosty Fire. You will also learn that in order to get into this cave, you must have "Purified Frost Salt" with you, which can be bought from Julien Fanis. Return to it, 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 quite ordinary, and the most ordinary little animals will be the opponents there, but to get into the second part of the cave, you will need purified frosty salt. Entering the frosty door, you will find yourself in the Glade of frosty fire itself. Closer to the center of the clearing, you will see a freezing area, where you will meet a frost atronach, which you can safely kill. Next, your task is to strain your eyesight 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 take a screenshot as a keepsake). It is better to look for tears from a hill, for some reason they are better seen from there. After collecting five tears, return to Llavin to S'Drassa. For them, he will give you more than a generous gold reward, one of the largest in the game. This is where the task ends.

Task #22 (MS 38) Paranoia
In Skingrad, a forest elf named Glarthir will approach you and, with a feeling of obvious fear for his health and life, will offer to meet at midnight behind the Skingrad Chapel, while emphasizing that you will not regret this meeting. At the meeting, he will tell you that he is constantly being monitored 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 is paranoid in a severe form, there is no surveillance of him, so you don’t have to stress too much. Following his standard instructions means that you follow three individuals in sequence: Bernadette Penelis, Tutius Sectius, and David Surili. If you want to play spies, you can follow 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), leaving them to sort it out. There is also a very mercantile option, to follow Glarthir's lead and receive an order from him to kill all three as a result. For each he will be ready to pay 1000 septims. I also want to warn you that when you inform Glarthir that all three suspects are not following him, Glarthir will attack you, not believing in the information you provided. A relatively peaceful option can only be if Glarthir is informed that one of the suspects is following him (or if any of the three are dead, if this happens). The task is actually too invariant to recommend any specific ending to you, so decide for yourself.

Task #23 (MS 39) Finding Your Roots
This quest begins with you finding your first Nirnroot. Next, you need to go to the nearest alchemist and tell him about your find. The alchemist will send you to Skingrad to his colleague Sinderion, who specializes in herbal alchemical ingredients. Sinderion's dwelling 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 Exploration, which is used primarily for exploring various kinds of dungeons. He will also give you the "Notes of the Nirnroot" and in addition, Sinderion will tell you the best place to start your search, this is the Great Forest, and more specifically, the "Shady Leaf Grove" northeast of Skingrad. In the grove you will find only one root near a small lake. In order to further your searches more fruitfully, I will inform you summary all the useful information about Nirnruth. It boils down to one thesis - Nirnrut always grows near water, so if you set out to complete the task as quickly as possible, then go to the Imperial City and start exploring both shores of Lake Rumar. I think you will find even more than 10 nirn roots there. Once you have collected the required number of Nirnuruts, return to Sinderion. He will tell you that in a day he will prepare a "Weak Elixir of Research" for you, and ask you to bring him another 20 Nirn Roots 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 gather Nirnruts 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 Nirn Roots to Sinderion, from which he will prepare the "Medium Elixir of Research" for you, and go for the next batch of Nirnroots, this time already in the amount of 30 pieces. The Niben River has a fairly large number of tributaries, so that you can get hold of the roots by going around their banks. In addition, Nirnroots also grow on the sea coast of the province of Cyrodiil. Come to Sinderion in a day or when you find 30 roots and get a ready-made “Medium Research Elixir”. Then you can give him the 30 Nirn Roots you found so that he will prepare for you the “Strong Elixir of Research”. The first trial portion, as usual, will be ready in a day, but for now you can start looking for a new batch of Nirnroots, this time forty pieces. From the experience of communicating on thematic forums, I know that such a figure is shocking for many, but I want to assure you that there are a lot of Ninruts in the game, the developers have put more than 300 roots into it, and it’s 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 is marshland, and if you scrupulously walk there, then at least 20 roots can be collected. There are also small lakes scattered throughout Cyrodiil, each with one or two Nirnroots growing on its shores, and it is quite common to find Nirnroot growing in flowerpots, especially among wealthy city dwellers and guild offices. At the end of the term, return for the "Strong Elixir of Research" to Sinderion, as always, he will give you one bottle for free. If by this time you were able to collect forty Nirnruts, 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 roots is considered completed, but Sinderion will be happy to buy Nirnruth roots from you in the future, in batches of 10 roots at a price of 250 gold per batch.

Task No. 25 (MS 43) Who annoys the gods
You will most likely receive this task by talking with one of the inhabitants of Llavinsky about Rosentia Gallenus. You will be informed that a strong stench has been emanating from her house for several days, 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 on 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 some warrior-mage passed through the city, he, having heard about Rosentia's hobby, offered her to buy a Daedric staff from him for a fairly low price. Rosentia gladly agreed and the other day decided to study a new Daedric acquisition. As a result, she discovered a runic inscription on the staff, translated it, but did not understand the meaning of this word, and when she said this word aloud, scamps appeared next to her. She simply could not throw away the staff, because every time she tried to get rid of it, Rosentia immediately lost the desire to do so. Now she cannot leave the house with this staff and scamps as her retinue. However, Rosentia was able to give a letter to her friend from the Llavin Mages Guild to find out more about this staff. Rosentia asks you to go to her friend Alves Uvenim in the Mages Guild and find out from her what information she was able to get. Alves will tell you that this staff is a joke of the god Shigorat. It is called the "Eternal Scamp Staff" and can only be given to anyone if they wish. In addition, if the staff is activated, four scamps will appear, which will begin to accompany the owner of the staff everywhere. It is useless to kill 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 Sheogorath sanctuary. She will also add that the staff significantly slows down the movement speed of its owner. Return to Rosenetia with this sad news for you (well, it has already become clear to you that it is you who will carry the staff). Take the staff and go to the Northeast Gate of Llavin. You are lucky, the Black Fatum cave is located very close to Llavin 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 get to the Shrine of Sheogorath, just throw away 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 "Eidolon Borders" ring, which increases the "Parry" and "Swords" skills. At this point, the task is considered completed.

Task No. 26 (MS 45) Shadow over Hikdirt
The task will be given to you by the Argonnian 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 Ethira Moslin, but several days have passed, and Dar-Ma has not returned. She will also say that with Dar-ma was her horse, which was called "Flower". Sid-Nius asks you to go to Hackdirt and try to find her daughter. You can get to Hackdirt in the following way: exit through the southern gate of Chorrol and go due south. I think it will be hard for you to miss such an unusual settlement in the forest. Upon arrival in Hackdirt, you will have the opportunity to investigate, but you can immediately go to the final goal of the task. For lovers of detectives, 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 imprisonment of Dar-Ma. First of all, go to the "Moslin Tavern" and talk to its owner, Vlanonder Moslin. He will say that he knows nothing about Dar-Ma, but it will be clear that Moslin is lying. Next, go to Aethira Moslin at the Moslin Manufacture store and talk to her. You really won’t achieve anything new, except for the understanding that you are not welcome here and everyone here is only doing what they are trying to deceive you to put it mildly. You can go back to the inn and look for the "Dar-Ma's Diary" there, or walk through Hackdirt and find Dar-Ma's horse named "Flower", but this will not give you anything, Ethira and Vlanonder Moslin will say that they do not know anything. In order for the matter to move forward, you can talk with Jiv Hiriel. 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 under Hackdirt to be sacrificed. He will also give you the key to these dungeons, which you can access from any house in Hackdirt (even those that burned down). He will advise the Argonian to be released at night, when everyone gathers for prayer in the catacombs. In one of the burnt houses there is a hatch into these caves, it will be safest for you to go down from there. The hatch is opened with a master key or the "Key to Hackdirt". 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 bring the prisoner to the surface. Here a cruel surprise awaits you, Dar-Ma will not go further obediently after you, but will head towards his horse on autopilot. Here you have to protect her from all the crazy city brethren. When Dar-Ma gets to the horse, he will finally begin to obey your commands. After that, it is enough to take her a little away from the city, and she will switch back to her travel program. You can leave Dar-Ma alone and return to Chorrol to her mother. Sid-Nius will thank you for saving his daughter's life and increase your trading skill by 5 points in gratitude. At this point, the task is considered completed.

Assignment #27 (MS 46) Goblin Trouble
This task, due to its specificity, should generally be attributed to the settlement quests. You can get it from Bartel Gernand in the Crestbridge camp, which is located southeast of the Imperial City on the Yellow Road. Barthel will tell you that he and his family bought a plot of land in order to establish the settlement of Cropsford north of the camp they are currently in, but the fact is that this place is located right in the middle between the lands of two warring factions of goblins. As a result, on the site of the proposed settlement, skirmishes of goblins took place all the time, which did not allow Gernand's family to settle down normally. Barthel asks you to stop the war between the goblin tribes and will give you advice to speak with the ranger Mirisa, who led his family from High Rock to a new settlement. Mirisa will tell you that the goblin tribes live in the Wooded Cliff and Broken Tree caves (both caves are located northeast of the Crestbridge camp) and are called Rock Gnawing and Bloody Hands, respectively, and will also offer two way to end their feud. The first option involves killing the shaman of the Bloody Hands tribe, and the second option is to confiscate the Goblin Totem Staff from the Rock Gnawing tribe. Whichever option you choose, it will come 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 extracted "Goblin totem staff" to Mirissa so that she makes sure that the war between the goblins is over. Then go to Bartel and tell him the good news that the goblins no longer fight, and he and his family can return back to the Cropsford construction site. I would not want 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.

Task #28 (MS 47) Zero visibility
This quest can be obtained from Elswell Settlement, which is located north of the Imperial City on the Red Ring Road. Enter the Elswell Tavern and Diram Sereti will start talking to you. Do not be surprised by his invisibility, he will soon explain the situation to you. Diram will tell you that a magician settled near the village a couple of years ago and began to conduct some kind of magical experiments. As a result of one of these experiments, all the inhabitants of the village 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 invisibility would soon begin to scare travelers and merchants from the village, which would harm Diram's commercial activities. Therefore, he asks you to go to this magician, whose name is Ankotar, and make sure that the magician removes the invisibility from the inhabitants of Elswell. Ankotar lives near the southeast of the village in Fort Caractacus. On the approaches to this fort, invisible beasts will attack you, so be on the lookout. It's not worth defending especially aggressively, since the magician Ankotar can come to your aid, but since he is also invisible, you can hook him too. You should not go inside the fort (in the dungeon), Ankotar is located outside the fort, usually on the second floor. Of course, it will be difficult to search for it due to invisibility, however, all invisible ones are not completely invisible, and they can still be seen by a slight optical distortion. After talking with Ankotar, 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 have to be used strictly in the middle of the village. He will also give you Ankotar's Weapon Protection Ring, which will protect you if the spell in the scroll doesn't work properly. After this conversation, return back to the village and stand in the middle of the garden, which is located in front of the "Elswell tavern". Cast a spell here and the spell of invisibility should be broken. Enter 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 his entire reward. At this point, the task is considered completed.

Mission #29 (MS 48) Lifting the Siege of Kvatch
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 need to 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 fight them off, then carefully look around. Ahead of you, the gates will block the road, this time quite ordinary. In order to go further you will have to take 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 at least a little further. Your main goal now is to go to the central tower, in which there will be a gate leading to the Bloody Feast location, that is, inside the tower. In the interior you will also not be able to walk quietly, in each new room you will be waiting for about two Daedra. Your goal in the tower is to climb as high as possible. About halfway you will come across a room with doors that are locked with a key, in order to get the key you need to go to the neighboring tower of a smaller size, which leads to one of the doors in the same room. The passage is carried out through a long bridge, located at a high altitude. In the small tower, go to the very top, and you will see a man named Meignen Goneld in a cage. After talking with him, you will learn that your final goal is the Sigil Stone, located on top of the main tower. After this conversation, a Daedra will suddenly appear and attack you, kill him and take the key from him. Head back to the main tower and open the locked doors. Go up again. In the tower, you will come across Bloody and Magic springs, in which you can replenish your health and magic. You will also 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, you will have to resort to teleportation services using a round platform called the Rune Portal. When you rise 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 bit, after a while you should be moved to the place where you entered the gates of Oblivion. 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 speak with a warrior named Tiera 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 again need your help. Therefore, if you have a desire to help Savlian in the future, then you just need to talk to him again.

Mission #30 (MS 49) Battle for Castle Kvatch
This mission is a logical continuation of the previous task. To start its implementation, you need to talk with Savlian Matius after completing the task "Removing the siege of Kvatch". He will tell you that you need to help free Kvatch's castle from the Daedra. After Savlian is convinced of your readiness, he will rush through the door of the temple of Akatosh to the square in front of the castle (until you talk to him, you will not be let through this door). There you will be met by a crowd of Daedra, after killing them, talk to Savlian again. Here it turns out that the gates of the castle are closed from the inside, and they can only be opened 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, and through it you need to get inside the castle and open the gate. Go back to the temple of Akatosh and find the warrior Berikh 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. Daedra are waiting for you again in the basement, but this is, in principle, their rearguard in comparison with the army that is waiting for you on the street. After leaving the Temple, a tough fight awaits you, most likely a dozen different Daedra will attack you at once. When you kill them, move further along the ruined streets until you come to a ruined tower filled with boxes and barrels. In the floor of the tower you will find a hatch, so go 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 lifting them. Turn the wheel near the wall and let in Savlian Matius. Here you will again have a hard fight with the Daedra, but already 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 "Count's Apartments". In the apartment you will find Count Ormelius Cordwine dead. Search the corpse, take a signet ring from it and return to Savlian to give him a valuable ring. In gratitude for your help, Savlian will give you a Kvatch Breastplate enchanted with a couple of useful effects. This is where the task ends.

Assignment No. 31 (MS 51) Canvases in the castle
This task is given to you by Countess Chorrola 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 the initial data for the search for the thief are also reported. There are only two suspects: this is the porter Orgnolf and the court magician Chanel. There are also three people who may have seen anything suspicious: Herald Leith Vavrik, Majordomo Orok gro-Ghot, and Guard Captain Bittneldom. In addition, you will need to find material evidence and achieve a sincere confession of the criminal. First you need to interrogate the suspects Orgnolf and Chanel. Of course, they will not tell you anything interesting, both will have stories about what they were doing at the time when the theft was committed. Next, we turn to a survey of people who could see something by chance. Herald Leith Vavrik will tell you that Lately Orgnolf behaves in a strange way, for example, he often asks for money for drinks. Majordomo Orok gro-Ghot says that he recently found Orgnolf drinking in the western tower, but after a remark made to him by Orok, Orgnolf seemed to be on the right track. Guard Captain Bittneldom will tell you that Chanel spends a suspicious amount of 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's dining room. The second piece of evidence is quite well hidden and 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 the crates) leading to its lower rooms. There you will see a painting and drawing supplies, from which it will be possible to conclude that someone in the castle is painting. Next, go to Chanel's private quarters, and when she's gone, inspect 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 act, and also give you the stolen portrait. Return to Arriana Valga and report to her the results of the investigation. Here you have three options. The first is to hand over Chanel to Countess Valga, after which you will receive a decent amount of gold plus 8 gems in addition. Option number two is to say that they did not find anything, but get 4-5 times less money. Although if you later return to Chanel and tell her about your nobility, she will say that in three weeks she will draw for you very good picture and allow her to train the "Destruction" skill. Come back in three weeks and receive a Chorrol Oak Painting 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 precious stones. This concludes the detective mission.

Assignment #32 (MS 52) Origin of the Gray Prince
If you have not yet killed the Grand Champion of the Imperial Arena Agronak gro-Malog, then you have the opportunity to take on the task from Agronak to find evidence of his noble origin. You can find Agronak gro-Malog in the arena building in the rooms 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 a fort called Raven's Rest, 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 meet only wolves, and in the second you can’t go at all (vampires live there), since the purpose of your trip is in the first part of the fort. Your task will be to find a door that will fit the key given by Agronak. 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 gratitude for the information obtained, he will increase your Swords, Parry and Athletics skills by three points. At this point, the task is considered completed.

Task #33 (MS 91) Mazoga Orc
The task is given to you by Count Marius Karo. He is very interested in an orc named Mazoga. Some time ago, Mazoga arrived at Llavin's castle, claiming to be 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, you get the impression that something is not right with her head, since the orc will claim that she was born from a rock and is a free knight. Holding on to Mazog would be very arrogant. The only thing you can 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 Weebam-Na in his house in Llavin, he will agree to meet with Mazoga (if he does not agree, then raise his attitude towards you). At the meeting, Mazoga will ask Weebam-Na to escort her to a place called Fisherman's Rock. Wibam-Na will set the condition that he must know why he is taking Mazoga there. She refuses to say anything, as a result, Weebam-Na will not lead Mazogu anywhere and will go for a walk about her 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, she will slightly open the veil of mystery for you. In the Fisherman's Rock camp there should be a certain Mogens the Master of the Winds, from whom she wants to learn some information. This camp is located on the right bank of the Niben River to the north of Lyavin. When you bring Mazoga to the camp, she will immediately start a conversation with Mogens. The orc will accuse Mogens of killing her friend Ra'Vindra, and although Mogens will deny everything, Mazoga will attack him. You will have nothing left 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 the nobility of Mazoga and will offer you and her the title of knights if you and Mazoga complete one of his instructions, however this is already the beginning of the next quest.

Task #34 (MS 92) Knights of the White Stallion
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 is terrorizing the neighborhood of Lyavin, 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 already in Llavin's castle. She will tell you that Black Brugo usually comes to take the proceeds at midnight in the Ayleid ruins of Telepe, which are located not far northwest of Llavin. Approaching the ruins, you will have to fight a little with the Black Bow bandits, and several bandits will be waiting for you inside. The Telepe ruins themselves are quite small, so you won’t have much to do while waiting for the Black Brugo. Although it will be useful to collect all the black bows that you find from the bandits in your backpack. Black Brugo might arrive a little before midnight, around nine o'clock, so be on the lookout. He will appear not 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 Karo. For the murder of Black Brugo, he will dedicate you and Mazog (if she is still alive) to the Knights of the White Stallion, give the key to the White Stallion inn (it is located north of Llavin on the banks of the Niben River), and also promise a reward of 100 gold for each killed bandit from the Black Bow gang, that is, in fact, for each black bow brought to him. At this point, the task is considered completed.

Mission #35 (MS 93) Anvil Ghost Ship
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 get 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 the key to the premises of the Serpent Awakening ship. As soon as you find yourself inside the ship, you can immediately go downstairs, where a couple of ghosts will attack you. Having dealt with them, go down to the deck below, into the hold. There you will also be met by a couple of ghosts, after which you can safely search for the Crystal Ball, it is located in one of the chests. Take it and go back upstairs, and if you want additional profit, you can look into the captain's cabin. A ghost will meet you in it, but after killing him, you can loot the treasure chest located in the cabin. Return the Crystal Ball to Varula and she will reward you with the Blood Wave Saber with the health drain effect. This task will be completed.

(c) Extinct
I want to express my deep gratitude to Karrambe for their invaluable help in preparing this material.

As soon as you appear in Skingrad, the elf Glarthir, who seems to be constantly watched, will approach you and make an appointment behind the great chapel of Julianos at midnight.
The captain of the local guard, Dion, will advise you not to contact him, and if you notice something strange behind Glantyr, inform him immediately.

At midnight, having met with an elf, you will find out that a whole conspiracy has been organized against him, in which the inhabitants of the city take part. Glantyr will ask you to follow the suspects and find evidence of their involvement. As a reward for getting information about each suspected conspirator, he promises to pay 150 coins.

Every night he will name a new person to follow during the day. Among the suspects:

♦ Bernadette Penelis

♦ Tutius Sextius

♦ David Surili

If you refuse to help, Glarthir will try to solve his problems himself, and in a rather brutal way. He will try to kill the suspects. In this case, of course, the guards will kill him.

The choice of how to deal with Glantyr is yours.

In this case, the following options are possible:

1. If you tell the truth, that is, that there is no surveillance, Glarthir's trust in you will constantly decrease, and, as a result, he will come to the conclusion that you are also participating in the conspiracy. The fourth time, when you refute the suspicions, he will attack you. You will have no choice but to kill him or run away, leaving the guards to do it.

2. If you take a sin on your soul and confirm the involvement of at least one person in the conspiracy, Glarthir will give the task on the fourth night - to kill this person. If you confirm the involvement of several people, he will give you a list of the condemned, this will cost 1000 coins for each murder.

In this case, you may not agree to the murder. The elf will try to deal with the suspects himself. If you agree and do this, you will receive the reward at midnight behind the chapel, after you kill all the people who are on the list. There is another option - to report everything to the captain of the guard Dion and show the list. Then the guards themselves will figure out what to do with the paranoid, you will receive an increase in fame by one point and a better attitude of the guards of Skingrad.

It is possible, of course, to inform the intended victims of Glarthir's plans. Bernadette and Tutius will be asked to report to the guards, and David and his brother will decide to deal with Glarthir themselves.

If Glarthir is dead, you can take the house key from him. There you will find 800 coins and curious notes.

Note: If you attack first and kill Glarthir or anyone on the list, this Dark Brotherhood will be considered the murder of an innocent person, and one of the nights you will be visited by his representative.

Walkthrough Oblivion: Paranoia.
On the streets of Skingrad, the wood elf Glarthir will approach you and offer to meet at midnight behind the chapel. We go to the appointed place and learn from Glarthir that he suspects some of the inhabitants of Skingrad that they are following him. He asks you in turn to follow the three citizens.
1. Bernadette Penelise
2. Totius Sextius
3. Davide Surile
Regardless of your answer, Glarthir will give 150 gold coins for information. But, if you say that none of the suspects are watching Glarthir, he will attack you. You can easily kill him. But if you say that the suspicions of the elf - the schizophrenic were confirmed, then then he will ask you to kill the suspects. The captain of the Skingrad guard Dion will meet you and say that Glarthir is crazy, and if he plans something illegal, then you need to inform the captain about it. The result is the same, Glarthir will die, but at the hands of the guards. But there is a better way. If you accuse at least one of the three suspects, then Glarthir will ask them to kill for 1000 gold. Penalty for killing Bernadette Penelise is 1000, Totius Sextius is 40. This quest is an easy way to get around 500 gold without doing anything special. And if killing innocent npc doesn't bother you, then you can earn about 1500 gold coins. The ideal option action is to accuse Totius, which will bring good money. But killing him quickly is not so easy, although not difficult.


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The four quests in Skingrad are side quests in Oblivion.

Seeking your Roots

  • Category: Side quests.
  • Target: Find 10, 20, 30 and 40 Nirnroots to craft the Explorer's Elixir.
  • Reward: One bottle of Explorer's Elixir is free for each new set of nirnroots. After the last elixir, he will buy nirnroots.
  • Quest giver: Sinderion
  • How to get a: Find and break Nirnroot (nirnrut) and turn to some alchemist on the appropriate conversation topic.
  • Quest locations:
  • Skingrad: Westweald Inn.
  • Shadeleaf Copse Grove
  • Quest NPC: Sinderion (pharmacist)
    • You can find nirnrut by the water. It is a green, flowerless weed with many roots.
    • As plucked, head to any branch of the Guild of Mages and ask the local alchemist on the topic Nirnrut (Nirnroot) or the same from the ingredient merchant.
    • You will be directed to the famous pharmacist Sinderion, who lives in the Westweld Inn in Skingrad.
    • He will see you have nirnrut and will be delighted. He will tell a story about him that somehow a book with recipes for potions came to him. So, nothing special, but one recipe - "The Explorer's Elixir" - interested him. But to make it, you need a special root - nirnrut. It is rare, and Sinderion has no time to look for it. Therefore, if you bring him 10 nirnruts, then Sinderion promises to make a weak concentration of this elixir and promises one bottle for free. The pharmacist will notice that it grows near water, but it can also be found under water and in underground caves, since it does not need light. Sinderion will mark you the first location where you can find several roots - Shadliff Grove. This is a lake, and nirnruts grow around.
    • Head there and collect everything (there are 5 pieces). The rest can be reached on the coast.
    • As there will be 10 roots, return to Sinderion. And in a day, an elixir with effects for 300 seconds will be ready. Increase by 20 pts. Health and night eye.
    • Then for 20, 30 and 40 nirnroots he will make a regular, strong and fucking concentration of the elixir, respectively.
    • And after that, for every 10, they will give a little money - about 250.
    • Note that the nirnroot is unique and will not grow back in the same place where it was plucked.
    • Some NPCs grow them in pots.
    • Can grow underwater and does not need light.
    • Nirnrut emits a faint sound of bells. For it is said: “He who has ears, let him hear!”
    • There are 307 nirnroots in the game, 44 of them grow in houses.
    • Notes. Push Effects:

    1. Weak: Fortify Health 20 pts and Night Eye for 5 min.
    2. Average: effects are the same + Strengthening Vigor 20 points.
    3. Strong: same effects + increase Blades, Maces, Destruction, Restoration, Stealth by 5 points.
    4. huge: The effects are the same, only all increases are 10 points. (sent by Fox68)
    5. Sent: Julianos, edited by Fox68.

      Helping Hands

    6. Target: Hire a housekeeper named Eyja.
    7. Reward: Free grub in unlimited quantities! A great way to make money and pump alchemy by creating potions from grub.
    8. Quest giver: Eyja
    9. How to get a: Buy a house from Skingrad and find Aunt Eya.
    10. Quest locations: Skingrad, Colovian merchants shop.
    11. Quest NPC: Eyja (Eya)
    12. You can hire her where home furnishings are sold. It costs 150 rubles to hire, but if the hero does not have that kind of money, Eya will still be hired.
    13. If Aya is not in the store, then look for her in the city. She usually walks around the city in the morning.
    14. In addition, if you put one cool plugin THE ROMANCE OF EYJA v1.2, then Eya will turn from a housekeeper into a charming mistress. To start the quest of this plugin, you need to ask Aya - how is she doing in general, etc.
    15. Rosethorne Cache

    16. Target: Find the treasure in the house in Skingrad.
    17. Quest giver: Note in the house
    18. Reward:
    19. six gems
    20. Magic ring of the singer Gray (Ring of the Gray) with effects:
    21. Resist Poison 50%
    22. Definition of life 50 feet
    23. Increase Archery skill by 5 pts.
    24. Increase Stealth skill by 5 pts.
    25. Increase Lockpicking skill by 5 pts.
    26. Increase Acrobatics skill by 5 pts.
    27. How to get a: Buy a house in Skingrad and find a note with a clue to the treasure.
    28. Quest locations: Skingrad, your home Rosethorn Hall (Rosethorn Hall), in translation - the Rose Thorn Manor.
    29. You can find a note that activates this quest in a room on the top floor of your house.
    30. It is on the wall with a deer's head hanging on it. You can get it if you jump on the shelves to the right of the wall.
    31. The note, which is about 200 years old, was intended for a lady. The author of the note spent his childhood in this house with her (perhaps they were brother and sister, although in the note he calls her his beloved).
    32. The author is a thief who hid stolen jewels in this house shortly before his arrest. According to the plot, a friend betrayed him. He pledged it to the authorities, dreaming of taking the jewels for himself. The author wanted the jewels to go to his beloved, and not to the traitor. The treasure is hidden in the walls of the house. The key to the treasure is in the riddle. In translation, it sounds like this: “I have two bodies, but two bodies are merged into one. The calmer I stand, the faster I go." And the author also says that they played with this object in childhood.
    33. Obviously it is. no, not a mixer. You can find "it" in the basement near the garlic.
    34. Valuable ring for free. The riddle migrated from the first game of the TES (Arena) series.
    35. If you read the note, but do not take it, then the second time you will not be able to take or read it.
    36. Paranoia

    37. Category: Side quests
    38. Target: Calm the crazy elf.
    39. Reward: Different amounts of money depending on the passage + 1 pt. Good Glory, if no one is killed.
    40. Quest giver: Glarthir
    41. How to get a: In Skingrad, the crazy elf Glarthir should approach you.
    42. Quest locations: Skingard (everyone outside)
    43. Quest NPC:
    44. Glarthir, paranoid
    45. Dion, captain of the guard
    46. Bernadette Peneles, suspect
    47. Toutius Sextius, suspect
    48. Davide Surilie, suspect
    49. In Skingrad, a Dark Elf will come up to you and ask you to deal with a very important matter. He will be waiting for you every midnight behind the temple.
    50. Come to the appointed place (maybe not on this day, because from now on it will be posted there every midnight), but a few hours before the meeting.
    51. Wait for the time. Captain Dion, the head of security, will approach you (if he doesn’t fit, then look for him yourself, he hangs around the city).
    52. Dion will warn you that Glarthir is crazy and will ask you what you are like here. You have three answers:
    53. To lie and say that I'm just walking around.
    54. I'm curious about this cake.
    55. Glarthir asked me to help him.
    56. Tell him the truth, he still knows.
    57. Dion promises assistance from his side, and, like, if anything, then immediately to him.
    58. Then, at the appointed hour, Glarthir himself will come up to you and say, they say, it seems to him that ill-wishers are following him and, probably, they are preparing something bad.
    59. He asks you to spy on suspected ill-wishers. You agree.
    60. Glarthir gives a tip on the first - Bernadette Peneles. She asks to find out if she is following Glarthir. He asks to report the results tomorrow at the same time at the same place. Will pay a couple of hundred (and so for each).
    61. You can not go anywhere, but just wait a day. Nobody really follows him.
    62. But first you need to find Dion and tell about this case. He will warn that as soon as Glarthir becomes dangerous, then immediately to him.
    63. Glarthir will come in a day and ask about the results. It's better to say that she followed him. This will calm the fool, and he will give a tip on the second - Thoutius Sextis. And you ask to pay for the first.
    64. With the second, the same parsley - wait a day. Say the same. You get the third - David Surilier. Do the same.
    65. In the end, you confirm that all three are indeed following him.
    66. Then he writes you a contract to kill them for 1000 rubles. You can take this to Dion or any of the guards.
    67. Say he needs to be arrested. The guards pounce on the paranoid and bring him down.
    68. If you tell the paranoid the truth that no one is watching him, then the moron will say: “You are at one with them!”, And will attack you.
    69. We'll have to bring down or run away so that his guards fill up. And then again you need to turn to Dion. In both cases, there will be no penalty, because. self defense.
    70. If you refuse to follow the first suspect, then Glarthir will go to his house, take an ax and try to kill Bernadette himself. However, she will start screaming for help and the guards who came to the rescue will kill Glarthir, on which the quest will end.
    71. If you hand over Glarthir to the authorities, they will fill it up. You will receive 1 pt. Good fame. Just don't forget to contact Dion again after the psycho's death. Only then will you receive this 1 pt.
    72. If you decide to bring down all three, then do it covertly while they are sleeping and preferably with one hit. Glarthir will stay alive, and the guards will forget about his plans.
    73. To reassure Glarthir, it is enough to say that only one of the three is following him - the result of the quest will be the same, but there will be less work.
    74. If you refuse to bring down the suspects after shadowing, Glarthir will do it himself.
    75. If you tell the first two suspects about Glarthir's plans, they will ask you to contact the authorities.
    76. If you tell David about the plans, then he and his brother will go to bring down the paranoid.
    77. If you agree to deal with the suspects, and suddenly one of them turns out to be dead, then that will be enough for Glarthir. You just report that one of the suspects is already dead. He will calm down, thinking that you killed him.
    78. I do not advise you to go through it in parallel with the Thieves Guild quest Lost Histories (Lost Stories), because. Captain Dion can suddenly arrest the hero.

    Notes: You can steal the key or take it from the dead Glarthir. In his house, in a basket of papers, there is money of about 800 rubles.

  • Main article: Quests (Oblivion)
  • Plot Edit

    Once in Skingrad, main character will certainly meet the forest elf Glarthir and hear his strange request to come at midnight to the Great Chapel of Julianos for an important conversation. Having appeared at the agreed time (it is not necessary to come on the same night, he will hang around near the chapel every night), the Bosmer will explain that there is a conspiracy in the city against him. The elf will declare that Bernadette Penelis, in particular, belongs to his ill-wishers, and will ask you to watch her in order to make sure of her guilt. For money, of course.

    Refusing to kill and informing the guards of Glarthir's intentions leads to this outcome.

    Glarthir suggests that surveillance begin at 6 am, when Bernadette usually leaves the house, and calls for caution so that she does not notice anything. He will be waiting for the hero with a report on the results of surveillance here at midnight next. If you refuse at this moment, the quest will end, and Glarthir will go to deal with Bernadette himself - he will go home for an ax and attack her. A fight will take place, most likely with the participation of the guards, which will lead to a fatal outcome for both. The reward for the hero will be the key to the Bosmer's house, where 800 gold are stored in the trash can.

    If you agree to fulfill the request, then after talking with the Bosmer, you can report to the guards about your suspicions about him. The guards will not take any action, since Glarthir is reputed to be just a harmless madman here, but later Captain Dion will find the hero and warn him not to fulfill the elf's requests and inform him of his instructions. It is not necessary to follow Bernadette, the elf will still wait for the protagonist every midnight behind the chapel and believe everything. You can tell the truth about Bernadette (she is clean) or lie (involved in a conspiracy), in any case, the hero will receive 150 coins and the case will not end there - Glarthir will name the next suspect, Tutius Sextius.

    Again, you can walk the day in the footsteps of Tutius or not walk, Glarthir will pay anyway. However, if earlier the hero said that Bernadette was innocent, and now the same about Tutius, then Glarthir will hardly believe it and will give 150 gold, and if earlier the hero accused Bernadette and now Tutius, then the elf will be delighted and will pay 200 coins. This time he names David Surili (one of the brothers-winemakers) and claims that this is the main conspirator.

    Likewise, one can follow David in the vineyards or not, and at midnight lie to Glarthir or tell the truth. If, following the results of all surveillance, the hero did not accuse any of the three suspects, then the Bosmer will imagine that he is at one with them and will become hostile, so you will have to kill him or bring him to the nearest guard. But for information about David's guilt, he will give another 150 gold (if only David was accused) or 200 coins (if at least one of the first two was accused) and will offer 1000 gold for the murder of all the "conspirators" accused by the hero.

    In case of refusal, Glarthir tries to do it himself, starting with David Surili. If you inform the guards about his intentions, they will quickly deal with the Bosmer, if you tell David, then he and his brother Gaston will go after the head of the madman (Bernadette and Tutius will offer to contact the guards). In this scenario, Glarthir will certainly die (this is an option for passing without a penalty, with +1 unit of fame, the main thing is not to forget to pick up the key to his house with a wastebasket full of gold).

    If you agree to kill the accused, then Glarthir will give the hero a list of those sentenced to death, and if it contains David Surili, the Bosmer demands to deal with him in the first place. This is not difficult to do, because at midnight David sleeps at home. Tutius can be caught during his walk through the vineyards, Bernadette in the same place during work or in her house. After fulfilling Glarthir's order, you need to return to the usual meeting place at midnight for the promised reward (and the key to his house can be stolen or the lock broken).

    You can also accept his task to kill, and then just go to any guard. He will immediately go to kill Glartira. In this case, there will also be no penalty.

    en.elderscrolls.wikia.com

    Oblivion: solo quests (Skingrad)

    (The monetary reward for quests depends entirely on your level - a first level hero will receive a much lower amount for a completed task than a level twentieth hero.)

    Paranoia. (paranoia)
    You will receive this quest from the elf Glarthir. He will ask you to meet him behind the Temple building after midnight. Glarthir believes that some of the locals are plotting against him, and therefore he asks you to follow suspicious individuals and report to him about the results at midnight on the same place. The first suspect is Bernadette Peneles, and your job is to follow him throughout the day to see if he's following Glarthir in turn. Guard Captain Dion will speak to you shortly after Glarthir has given you the quest and warn you not to believe any of his words. He will also ask you to notify him if Glarthir gives you "weird" quests. In total, on the instructions of Glarthir, you will have to follow three suspects - Bernadette Peneles, Tutius Sextius and David Surili. All three of them will do absolutely nothing suspicious, but when you report to Glarthir, you can either tell the truth or lie and fuel his paranoia even more. If you tell the truth in all three cases, Glarthir will accuse you of being part of the conspiracy and attack. If you lie, Glarthir will give you a task to kill the conspirators. His instructions will be written on a piece of paper, and you can give it to Captain Dion as proof that Glarthir is dangerous to those around you. In this case, the captain will arrest Glarthir, who will be killed while resisting arrest. And finally, if you are playing as a truly "black" hero, you can follow the instructions of a crazy elf and kill innocent citizens. Decide for yourself.

    Helping hands. (Helping Hands)
    In Skingrad, at the Colovian Merchants shop, a woman named Agea offers her housework services (only if you've bought the Skingrad house and maid's room furnishing) for 150 gold. If you hire her, you can get shepherd's pie and rosethorn honey from her at any time (the supply is endless).

    The Rosethorn Cache
    A treasure is hidden in your home in Skingrad. Go to the top room. Immediately to your left behind the desk, the wall is slightly off the ceiling. Jumping on it, you will see a scroll - "a long forgotten note." After reading it, you will find out that the treasure is hidden in the hourglass. Search the house. The clock you need is in the basement, built into a column from which a bunch of garlic hangs. By activating them, you will receive a Ring of Grayness and several gems.

    Seeking Your Roots
    The quest is recorded in Skingrad, because the main and only NPC for the quest is located there. The quest can start anywhere. In your travels, you will inevitably encounter the Nirnroot plant. When you take it, you will receive a message that it would be nice to find out more about it (the plant is very rare and does not appear again when collected). Talk to any alchemist, he will advise you to contact Sinderion in Skingrad (in the basement of the West Weald tavern). Sinderion will tell you that he can make a special elixir of Research from this plant. First he needs 10 Nirn Roots, then he will ask you to collect another 20, then another 30 and finally another 40. I must say that the task is really difficult, the Nirn Root is a very rare plant. The first place will be shown to you by Sinderion himself (there are 3 roots), and then you will search for yourself. Nirnroot grows near the water, explore the banks of the rivers and lakes of Cyrodiil, underground lakes and rivers in caves. Sometimes Root grows in pots in wealthy or quest houses. For example, one of them grows in the room of the archmage of the Mages Guild. To take such a "home" Root from its owner is theft, but the already stolen root will not be marked as a stolen item. Be careful when exploring the shores - Root is often camouflaged, hidden behind rocks or under a bridge or any other cover, but always grows close to water. A good help would be to turn off the music and listen - the Nirnroot rings a little audibly, similar to the sound of the Gates of Oblivion. From the first 10 Roots, Sinderion will prepare a Weak Elixir of Research () strengthen health 20, night eye for 300 sec); out of 20 - Medium Elixir (strengthen health 20, strengthen "fatigue" 20, night eye for 300 sec); out of 30 - Strong Elixir (strengthen health 20, strengthen "fatigue" 20, night eye; strengthen skills with a sword, mace, recovery magic, destruction magic and the art of sneaking by 5 for 300 sec); out of 40 - Great (strengthen health 20, strengthen "fatigue" 20, night eye; strengthen skills with a sword, mace, recovery magic, destruction magic and the art of sneaking by 10 for 300 sec). Each time he will give one elixir for free, you will have to buy the rest. This ends the quest, but Sinderion will be happy to pay you 250 gold for every next 10 Nirnroots. But if you are a master alchemist, then you can prepare a deadly poison from the Nirn Root - all 4 effects are negative. Also, Sinderion will now constantly sell Research elixirs.

    Walkthrough Oblivion Paranoia

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    Oblivion / Walkthrough

    Side quests. Skingrad.

    Before giving a description of this quest, it should be noted that Glarthir is really paranoid and none of the inhabitants of Skingrad is following him - there is no conspiracy against him. Which strategy to choose: indulge a sick person or tell the truth is up to you.

    In Skingrad, the wood elf Glarthir will approach you and make an appointment at midnight behind the Great Chapel of Julianos.

    The captain of the local guard, Dion, will advise you not to contact Glarthir, and if the paranoid asks you to do something strange, immediately inform him. Thus, before the start of the quest, it is advisable to get rid of the fines imposed on you, otherwise Dion will want to arrest you instead of talking.

    At midnight, the elf will tell you that a conspiracy has been organized against him. It involves the inhabitants of the city, he will ask you to help him get evidence of their involvement. Glarthir wants you to follow some of the townsfolk and let him know if they are watching him. As a reward for information on each of the citizens, he promises to pay 150 coins.

    Every night when they meet, he will name the next person, whom the hero will have to follow and pay a reward for information about the previous suspect. So the three suspects are:

    — Bernadette Peneles
    - Toutius Sextius
    — Davide Surilie

    If you refuse to help him in surveillance at all, Glarthir will try to solve his problems himself: he will try to hack Bernadette. Then the end is this: the guards will kill him (it doesn't matter if Glarthir manages to kill the poor thing).

    It is not necessary to follow any of them throughout the day, what matters is what information (or misinformation) you provide to Glarthir.

    1. If you tell the truth each time that there is no surveillance, Glarthir will trust you less and less, and, in the end, will decide that you are also participating in the conspiracy. On the fourth night, when you disprove his suspicions about the last person, he will attack you. After his death, the quest will end.

    2. If you confirm his suspicion about at least one of the people, confirming his suspicions, Glarthir on the 4th night will give the task to kill this person. The kill reward is 1000 coins.

    3. If you confirm his suspicion about two or three people allegedly following him, Glarthir on the 4th night will give the task to kill these people and issue a list with the names of the victims. The reward for killing is still the same - 1000 coins. Here are the options for this list - List of the condemned (List of Death).

    There are three options for how to proceed in the last two cases:

    1. Do not agree to the murder (a). Glarthir will attempt to kill the suspect(s) himself.

    2. Agree to the killings and, having completed the required, receive a reward from Glarthir, meeting with him again at midnight behind the chapel, after the death of ALL people from the list.

    3. Report to the captain of the guard Dion about Glarthir's plan and show the list. Further actions to isolate the paranoid guard will take itself. In this case, for the future, you are provided with a better attitude from the guards of Skingrad and one to the glory of the hero.

    4. Inform the intended victims of Glarthir's desire to kill them. Bernadette and Tutius will ask you to notify the guards, and David and his brother will decide to deal with Glarthir themselves.

    If Glarthir is killed, search the body and take the key to his house. You will find there 800 coins and curious notes of Glarthir (10) (Glarthir's Notes (10)). Note also that if you kill someone on Glarthir's list or kill Glarthir yourself before he takes up arms against you (e.g. inform David and get ahead of him), this act will be considered by the Dark Brotherhood as the murder of an innocent person and will give Lucien Lachance a reason to visit you.

    Traveling through Cyrodiil, you will surely come across a luminous plant - Nirnroot (Nirnroot). Rip it off and an entry about the beginning of the quest will appear in the hero's journal. The hero is recommended to learn more about this plant.

    When talking with any alchemist merchant, it turns out that the alchemist Sinderion, who lives in Skingrad in the basement of the West Weald Inn, is engaged in researching the roots of Nirn.

    Sinderion will confirm that he is researching this plant and wants to create an Elixir of Exploration based on it, for the creation of which you need to bring him 10 samples of the root. As a place where you can collect the required amount of roots, the alchemist will mention Shadeleaf Copse. Also, the scientist will give you his manuscript of the Nirnroot Missive, you can read it at your leisure.

    Upon arrival at the place, you can start searching. But in general, Nirnroot loves damp shaded places and it is better to collect it along the shores of lakes, rivers, and the sea coast. It grows in abundance in the forest northeast of Leyawiin across the river in a quadrangle whose corners form Veyond, Atatar, Fort Teleman, and the Onyx Caverns. It is convenient to see the location of the roots on an interactive map by selecting Nirnroot in the "filter". Please note that some residents of Cyrodiil keep these roots in pots at home, the ingredients do not differ in properties from those collected from wild plants.

    Having handed over the found 10 copies of the ingredient and waiting for the day Sinderion needs to make the potion, we will receive a bottle of elixir as a reward and the opportunity to purchase this potion in his store, but for a fee.

    Then Sinderion will ask you to bring 20 more roots to continue research and make a more powerful version of the potions. We are looking for, bringing, waiting, we get an improved potion as a reward, the opportunity to purchase an improved potion on a common basis.

    Now Sinderion gives the task to bring 30 roots already. We seek, we bring, we wait. The alchemist improves his creation, we get a standard reward and a request to collect 40 roots next time.

    After receiving 40 roots, after 24 hours, the scientist synthesizes the last and most powerful version of his elixir.

    Sinderion will also say that for every 10 roots brought to him in the future, he will pay in real money.

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