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Cheat Codes While playing the game, press ~ to display the console window.

Then, type one of the following codes and press [Enter] to activate the corresponding cheat function:

Result ist all commands !od mode "ncrease level "ncrease level of indicated s#ill $y one %ll spells %dd indicated &ragon's (ouls %dd indicated per# %dd indicated spell %dd indicated item %dd indicated amount of gold %dd indicated num$er of loc#pic#s (et player level (et s#ill level (et health (et magic#a (et stamina (et fatigue (et $urden (et carry weight (et character's fame (et character's infamy (et ownership of target) allows you to ta#e it without stealing (et to high value to fight) *+* to $e free (et player scale) *,* is default (et field of view -nloc# selected loc#ed door or container oc# selected door or container with indicated loc# level %dvance indicated s#ill Complete all /uest stages &uplicate items) clic# container or 01C, and copy the 2ef"& 3ill selected enemy 3ill all near$y enemies 4ast travel to indicated location Teleport to /uest target "ncrease movement speed $y indicated percentage %dd item with one or two enchantments 2estore player's 81 to full

Cheat Code help tgm advancepclevel player.incpcs [s#ill name] psb player.modav dragonsouls [num$er] player.addperk [id num$er] player.addspell [id num$er] player.additem [id num$er] player.additem 0000000f [num$er] player.additem 0000000a [num$er] player.setlevel [num$er] advancepcskill [s#ill name] [num$er] player.setav health [num$er] player.setav magicka [num$er] player.setav stamina [num$er] player.setav fatigue [num$er] player.modav burden [num$er] player.modav carryweight [num$er] setpcfame setpcinfamy setownership player.setcrimegold [num$er] player.setscale [num$er] fov [num$er] unlock lock [,.,++] advskill [s#ill] [num$er] caqs duplicateallitems kill killall coc [location] movetoqt player.setav speedmult [num$er] playerenchantobject [o$5ect id] [mgef id 6,] [mgef id 67] player.resethealth

2estore targeted 01C's 81 to full 2emove all items from selected 01C 2eset 01C to original inventory 2esurrect targeted corpse Toggle all map mar#ers Change genders (pawn 01C (how "& for companion or 01C (et the indicated 01C as essential (et refractive value of the target) *+.+* is normal, *+.+++++,* is invisi$le, *,.+* is full refraction (tart all /uests) may $rea# storyline Testing hall with all items (earch $y #eyword 4reeflying camera Ena$le controls during cutscenes Toggle %" detection) allows easy stealing Toggle %" Toggle collision Toggle com$at artificial intelligence Toggle 49W Toggle grass Toggle menus 2ace menu (ave game :uit game

resethealth removeallitems resetinventory resurrect tmm [+ or ,] sexchange player.placeatme [01C "&] help [01C name] ! setessential [01C "&] " str [num$er] saq coc qasmoke help keyword [mode num$er] tfc enableplayercontrols tdetect tai tcl tcai tfow tg tm showracemenu savegame [file name] qqq

#ote "$ 4or e;ample, enter *modpcs blade% "0* to increase your $lade s#ill $y ,+ points) it will not set it to ,+. 2aising your s#ills in this manner will cause you to level up, $ut will not give you any attri$ute $onuses when you pic# which attri$utes you want to increase on the level up screen. #ote &$ 4or e;ample, enter *modpca strength% "0* to increase your strength $y ,+) it will not set it to ,+. #ote '$ 4or e;ample, enter *player.setav strength (0* to set your (trength to <+. This wor#s for all statistics and s#ills including derived stats, such as =agic#a and 4atigue. When you use this code to alter =agic#a or 4atigue, you are changing the $ase value of the stat. 4or e;ample, *player.setav magicka )0* will add >+ points of =agic#a to your character's $ase =agic#a score. Changes made to s#ills using this code will not affect your character's level progression in the same manner as using the *modpcs*. #ote !$ Enclose the destination name in parenthesis if it contains a space.

"nfinite s#ill level gain This tric# re/uires that you own a house with an alchemy la$. 9$tain the 9ghma "nfinium $oo#, $ut do not read it. !o to your house, and open the $oo#shelf. 2ead the 9ghma "nfinium $oo#, then select the s#ill set to assign the s#ill gain. Close the $oo#, $ut not the $oo#shelf. (tore the $oo# on the shelf, then ta#e the $oo# $ac# off the shelf, and select it, $ut do not read it. 2epeat this as many times as desired to get as much s#ill level gain as desired. &uplicating apparel items

1lace any apparel item ?armor or 5ewelry for $est results@ on a manne/uin. Then, put the item $ac# into your inventory. eave the location of the manne/uin, and go to a different area ?for e;ample, e;it a house@, then return to the manne/uin to find the item still on the manne/uin, which you can then ta#e. 2epeat this as many times as desired. &uplicating $oo#s This tric# re/uires that you own a house with an alchemy la$. %ctivate the $oo#shelf, then place the desired $oo# to $e duplicated on it. eave the menu, then immediately activate the $oo#shelf again. "f your $oo# has not yet physically appeared on the shelf, wait at the menu screen where you can loot the $oo#shelf. 9nce you see the $oo# in front of you ?it will hover in front of the shelf while the menu is open@, loot the $oo# from the shelf in the menu. "mmediately close the menu, and you can clic# on the $oo# itself to read and then ta#e it. Aou will now have looted the $oo# twice, putting two of them in your inventory. 2epeat this as many times as desired. "t is especially useful with e;pensive $oo#s such as the 9ghma "nfinium. Easy e;perience When you reach the part in the tutorial at the $eginning of the game where you choose to enter the #eep with either 8advar or 2alof, choose 8advar, 8ave 8advar cut the $indings off your hands. !ra$ the iron sword off the wall in the room. Then, simply #eep hitting 8advar with the sword as he stands $y the door to #eep leveling up the 9ne.8anded s#ill. 9nce you #noc# him down, ma#e sure to not hit him anymore until he gets $ac# up. To level up the (nea# s#ill, #eep snea#ing up on 8advar while he stands $y the door, and then attac# him with the sword. &o this for the first B7 levels. 9nce you reach level BB for the (nea# s#ill, you can simply sit $ehind him and hit him with the sword every si; seconds. To level up the Two. 8anded s#ill, progress a little further in the game, and get the two.handed sword. 9nce you reach the area with the $ear where 8advar gives you the $ow and arrow, #eep hitting 8advar with the two.handed sword to easily level up the Two. 8anded s#ill. #ote$ &o not press [(nea#] while doing this or 8advar will move on. To level up the &estruction s#ill, #eep $urning 8advar. "f you leveled the 9ne.8anded, (nea#, Two.8anded, and &estruction s#ills to level ,++ using this method, you should have BC per# points and $e at level BC to start the game. #ote$ This glitch was done on an unpatched version of the game. !o to 2iverwood village, and find %lvor D (igrid's house. "nside is a man named 8advar. 2est until it is after > a.m. so %lvor leaves the house. (igrid and the young girl should remain downstairs, and 8advar will $e upstairs. "f he is not, 5ust wait until he comes upstairs. Then, save the game 5ust in case there is a pro$lem during the ne;t part. E/uip your strongest sword or weapon that you want to increase the s#ill level for, and snea# $ehind him until he cannot see you. &o a heavy stri#e, and he will stum$le to the floor. When he gets up, he will have no #nowledge that you hit him. 8e also never dies, so it can $e done indefinitely. 2epeat the process to level up as much as desired. This will also ma;imiEe your (nea# s#ill, and whatever weapon type you are using. Easy gold Ta#e a horse and carriage to Winterhold. 9nce in Winterhold, immediately turn right. Travel southwest from Winterhold to a location called *(ightless 1it*. Fust a$ove (lightless 1it on the mountain is an alter with a s#eleton on it. Geside the s#eleton is a $oo# called *The &oors To 9$livion*. 1ic# up the $oo#, and then #ill the s#eleton on the ta$le. Two other s#eletons will rise around the alter) #ill them as well. 2eturn to the s#eleton near where you pic#ed up the $oo#, and loot its $ody, ta#ing everything. oot it again, and you will notice the $oo# on the s#eleton #eeps reappearing. Aou can #eep ta#ing *The &oors 9f 9$livion* $oo# worth H+ gold each. Every time you view the (#eleton's inventory, even if you do not ta#e the $oo#, it should add one $oo# to the s#eleton's inventory. 2epeat this as much as desired. #ote$ This glitch was done on an unpatched version of the game. %t any time, go to &awnstar. 9nce in &awnstar, locate the entrance to the "ron.Grea#er =ine, $ut do not enter it. To the left of the entrance are some roc#s around a tree. Wal# under the tree, and aim your crosshairs around the edges of the roc#s until *(earch Chest* appears. 9pen it to find a large amount of free loot, including crafting supplies, weapons, armor, enchanted items, gold, and more. #ote$ The chest is invisi$le as it sits under the ground, $ut it is still loota$le. oot everything, then sell the items for a large sum of gold. "t is recommended you $ring a horse, as you will /uic#ly $ecome over.encum$ered and una$le to move /uic#ly or fast travel. To reset the chest and get more loot, go $ac# to the entrance to &awnstar. Aou will see a 3ha5iit trader caravan. "f the caravan is not there, wait a few days for it to return. oo# for the 3ha5iit named *%h#ari*. (ave the game while loo#ing at her, then attac# her after saving. "t is not necessary to #ill her, as damaging her should $e enough. Then, reload the saved game file, and tal# to her. %s# to see her wares, then e;it the *Trade* menu, and return to the invisi$le chest $y the mine. 2epeat this process as many times as desired. When doing the /uest to get married, marry a follower. Then, ma#e them follow you and trade items. They should have CH+ gold $ecause of the store they run. Ta#e their gold, leave, and wait one day to get more gold. 2epeat this as many times as desired.

While doing the /uests to get the *9ne With The (hadows* achievement, you will get a special re/uest for Windhelm called *(ummerset (hadows*. 9nce you have completed this /uest, 0iranye will have I,+++ gold on her every two days. 3eep stealing as much gold from her as desired. "t is possi$le to steal almost ,IH,+++ gold in thirty minutes. This also is an easy way to get the *!olden Touch* achievement. %t the $eginning of the game, when you reach the first town of 2iverwood, find 8od. 8e usually stands at the top of the sawmill during the day. 8e will pay you for as much wood as you can give him. There is no limit to how much you can ma#e $y chopping wood and selling it to him, as he never runs out of gold li#e the merchants. Chop and sell as much wood to him as desired for easy gold. Easy gold and %lchemy and (peech s#ills This tric# re/uires some time to set up, $ut once it is done, you can get as much gold as desired. "t re/uires the following: ,. 4ortify %lchemy Enchantment 7. 8elmet, glovesJ$racers, two rings, and a nec#lace B. 4ive !rand (oul !ems filled with !rand (ouls. !rand (ouls can $e ta#en from =ammoths or $ought. I. The ingredients for 4ortify 2estoration potions: %$ecean ongfins, Cyrodilic (padetails, and (alt 1iles. The fish can $e o$tained easily $y swimming around !oldenglow Estate near 2iften. Collect as many of these as you can, at least ten to fifteen of each ingredient. H. "ngredients for a 4ortify Enchanting potion: (now$erries, (priggan (ap, 8agraven Claw, and Glue Gutterfly Wing. (tart $y enchanting your helmet, gloves, one of the rings, and the nec#lace with 4ortify %lchemy using the !rand (oul !ems. "t wor#s $est if your Enchanting is at ,++ with five per#s in Enchanter. E/uip the newly fortified e/uipment. !o to an alchemy la$, and create a potion of 4ortify 2estoration. E;it and drin# the potion. Without e;iting the menu, go to *%pparel*, une/uip, and re.e/uip the gear. Then, create another 4ortify 2estoration potion. &rin# it, une/uip, and re.e/uip the gear until you can craft very strong 4ortify 2estorations ?in the millions of percent@. "f you go too high, the potions will start getting negative num$ers. &o not drin# those or the game will glitch. When you are satisfied with the strength of your potions, drin# one, then craft a 4ortify Enchanting potion. !o to an %rcane Enchanter, drin# your 4ortify Enchanting potion, and enchant the remaining ring with 4ortify %lchemy. This negates the need to repeat this process. Then, go to any apothecary, and $uy a !iants Toe and some Wheat. While wearing your ring, craft a potion using these two ingredients. Aou should get a massive increase in %lchemy. "t will $e worth hundreds of thousands of (eptim. 0o merchant will have that much money, $ut sell it to them for whatever they can pay, and your (peech will rise to ,++. "f it does not raise your (peech s#ill to ,++, ma#e another potion, and repeat. %fter your (peech is leveled, add per#s until you get to the *"nvest* per#. !o to the 2iverwood trader, and invest in him. !o outside, and wait I> hours. 2eturn, and he will have ,+,+++ (eptim. (ell him a potion to get all his gold. !o outside, and wait another I> hours. 2eturn, and sell him a potion to get all his gold. 2epeat this as many times as desired. "t is possi$le to get over ,++,+++ (eptim in ten minutes in e;change for the cost of ma#ing the potions. Easy gold and Enchanting and (mithing s#ills #ote$ This tric# re/uires a (oul Trap weapon and access to a smith and arcane enchanter. 4irst, purchase an e/ual num$er of "ron "ngots, eather (trips, and 1etty (oul !ems. 4ill the 1etty (oul !ems ?$y #illing with the (oul Trap weapon@, then go to a smith. Create as many "ron &aggers as possi$le, then go to an arcane enchanter ?there is one in &ragonsreach@. Enchant all the daggers with the 1etty (oul !ems ?disenchant the (oul Trap weapon, if re/uired@. !o to a shop, and sell the daggers. &epending on your $arter s#ill, you will ma#e appro;imately ,C+ gold per dagger in profit, and will level up your Enchanting and (mithing s#ills. #ote$ (mith every three or four daggers, and enchant every one or two daggers early on. Easy super weapons and armor This tric# re/uires the necessary per#s in the %lchemy, Enchanting, and (mithing s#ills. 4irst, enchant armorJ$ootsJglovesJetc. with alchemy $oosting properties. Then, e/uip the enchanted gear, and create a potion that enhances your enchanting s#ill for a certain amount of time. !o $ac#, drin# the potion, and enchant new e/uipment with alchemy $oosting properties again. Aour new e/uipment will now $oost your alchemy even more, which will allow you to create a potion that enhances your enchanting even more than the first potion you made. 2epeat this as many times as desired. Then, create smith $oosting e/uipment and a smith $oosting potion. !o to the $lac#smith, and create your gear while you have your smith $oosting e/uipmentJpotion, and upgrade it to the desired stats. %dding 4ortify enchantment to a weapon This glitch re/uires you have ,++ enchantment and the per# that allows you to add two enchantments to a weapon. 4irst, go to the enchantment ta$le, and select the soul gem you wish to use. Then, choose a weapon enchantment such as 4rost

damage, (tamina damage, (oul Trap, etc. (elect a fortify enchantment, de.select the fortify enchantment, then select it again. Aou should now $e a$le to select a weapon to enchant. "nfinite arrows 1ic#poc#et someone who shoots target dummies with arrows, and ta#e the arrows they were using ?usually iron or steel@. Then, give them one of the arrow type you want more of. They will now shoot that type of arrow instead of the one they were shooting $efore. (imply collect the arrows as they hit the target dummy to get as many arrows as desired. %fter #illing the first dragon and $eing appointed Thane of Whiterun, tal# to the new house earl, and trade items with them. !ive them one arrow from your $est set of arrows, then remove their sword, and assign them a $ow. Every time you go into $attle, they will fire multiple arrows from the one you traded. Then, collect all of the arrows after the $attle is over. "nfinite weight limit Containers are persistent and items do not disappear. Thus, any $arrel, $o;, or chest can $e used to store your items. "t wor#s $est to use containers near a /uic# travel loading location. 8owever, since the game is $uggy, your items pro$a$ly will not disappear when placed in a random $arrel or chest, $ut there is no way to guarantee they will not disappear unless you purchase a house and store your items in it. Easy armor, spells, and general e;perience (et the difficulty to *0ovice*, and have a wea# one.handed attac# enemy hit you while healing. This will level the armor you are wearing, 2estoration, and also may level up "llusion. Easy e;perience and "llusion s#ill =ost spells re/uire you to actively use them in com$at situations or on specific o$5ects to progress, $ut the =uffle spell does not re/uire this. =uffle is an "llusion spell that /uiets your movements. Continually cast =uffle while you are wal#ing around the world of (#yrim to $oost your "llusion s#ill and increase your overall e;perience. Easy %rchery s#ill !o to 2iverwood, find an elf named 4aendal, and then deliver a note to Camilla. 0e;t, find 4aendal, and as# him to follow you. =a#e sure you have at least 7++ gold. %s# him to train you. When he does, as# him to trade with you. !o into his inventory, and ta#e your money $ac#. Aou can do this five times a level, and it really helps early in the game. 2epeat this as much as desired. Easy Gloc#ing s#ill #ote$ This tric# re/uires an K$o; B<+ controller. -se the following tric# to level up your Gloc#ing s#ill or save a few spare per#s. 4ind a wea# enemy that does not enter water ?for e;ample, a wolf@. 1in yourself $etween the enemy and the water, then use a ru$$er $and to hold the trigger $utton that controls your shield for as long as desired to #eep leveling up the Gloc#ing s#ill. #ote$ =a#e sure the enemy will not move from where he is attac#ing you. Easy Con5uration s#ill Guy or steal a horse. Aou can get one in Whiterun. earn the (oul Trap spell. Then, use the (oul Trap spell on your horse. "t will not harm your horse, $ut it will #eep leveling up the Con5uration s#ill. 2epeat this as much as desired. This tric# wor#s $est with the Gound (word spell, as you are a$le to con5ure two of these at the same time to gain e;perience faster. This wor#s $est when there is an enemy that is trying to fight you, $ut you are at an area that they cannot reach you ?for e;ample, fighting a troll or $ear while you are too high for them to actually hit you@. -se the Gound (word spell, put the sword?s@ away, then repeat the process to level up your Con5uration s#ill /uic#ly. This tric# re/uires dragons roaming around and $eing far enough in The &ar# Grotherhood to have (hadowmere. When you find where a dragon is located, fast travel there so (hadowmere can $e with you. (tart the $attle with the dragon, $ut do not worry when the dragon goes after (hadowmere, as (hadowmere is invinci$le and will fight and eventually #ill the dragon for you. While he is fighting the dragon, use the Gound (word spell, put the sword?s@ away, then repeat the process to level up your Con5uration s#ill /uic#ly.

Easy &estruction s#ill When you 5oin the 4ighter's !uild, you will $e prompted to go outside and duel with one of the mem$ers. When you are outside, switch to destruction magic, and use it against the opponent repeatedly. 8e will #eep telling you to use a sword, $ut you will gain e;perience, and he will not die. 2epeat this as much as desired to get easy K1 for magic. Easy 1ic#poc#et s#ill !o to 5ail in 2iften, then unloc# your cell door. &irectly across from your cell is a guy named Glac#.Griar. Aou can pic#poc#et him even after he catches you. 1ic#poc#et all of his stuff, then place it $ac# into his inventory. 2epeat this as many times as desired to easily increase your 1ic#poc#et s#ill level. Easy 2estoration s#ill !o to 8igh 8rothgar. !o out the door to the area where you are taught the Whirlwind (print, then go to the right. oo# for a small staircase that goes up to a $liEEard of some #ind. !o forward 5ust enough to start getting hurt $y it, then start using the 8ealing spell. Aour health will go down slowly $ecause you are using the healing spell, $ut you will also gain e;perience. This method is $etter than fighting an enemy and leveling up your e;perience since you can control how much damage you are ta#ing $y simply wal#ing $ac#wards. Easy (mithing and (peech s#ill Every time you go to a forge, ma#e sure to tal# to the person in charge of it, and $uy all the iron ingot and leather or leather strips they are selling. Then, ma#e as many leather strips as it ta#es for each iron ingot. Ta#e it to the forge, and ma#e an iron dagger that only ta#es one of each ingredient to create. "f you sell it $ac# to the merchant, sell it one at a time so you create more transactions to level up the (peech s#ill. Easy (nea# s#ill %t the $eginning of the game, you will encounter a sleeping $ear in 8elgen's 3eep. 8advar will say you can either snea# past it or #ill it. Fust off to the left of where 8advar stops is a small roc# pile. !o to the $ac# side of it, and you can snea# in the crevice there and remain hidden from the $ear. 3eep snea#ing at the roc# to increase your (nea# s#ill level. 2epeat this for a long as desired, as the $ear will only move if it detects you. To ma#e sure you are in a good location, snea# for a short time, then chec# your (nea# s#ill to see if it is rising. "f not, move slightly closer to the $ear and #eep trying. %fter the prologue part of the game, go to Em$ershard =ine. 3ill the two $andits in the first cham$er of the mine, then go into the short tunnel. ower the $ridge $y pulling the near$y switch ?e;plore along the tunnel on the far wall from the entrance@. Continue through the ne;t few rooms until you reach an area with a $andit in a sort of pit ?the pit has a forge in it@. 3ill the $andit in the pit to attract the attention of the guard on the $ridge. (he will start shooting arrows at you. 8ide a$out half way down the $ridge in the shadows, and 5ust #eep wal#ing into the wall while snea#ing to easily level up your (nea# s#ill. 2each White 2un, and go east. =ove toward the mountain until you find White 2iver Watch. 3ill the two $andits outside, and enter. The $lind guy inside will as# if you are 2alph. (ay yes, and then #eep wal#ing into the wall in the shadows while snea#ing to easily #eep leveling up your (nea# s#ill. 9nce you can go to Glea# 4alls Garrow, go there, and tal# to (ven a$out his love trou$les with a girl. %ccept to deliver a fa#e letter to the girl he mentions. 4ind the girl, and deliver the letter to her. Then, go to 4aendal, and accept the *!olden Claw* /uest. !o $ac# to (ven, and tal# to him a$out the /uest. Tell him to follow you, then snea# $ehind (ven, and snea# attac# him. 2epeat this as many times as desired to easily level up the (nea# s#ill, the weapon s#ill for the weapon you have e/uipped, and general e;perience. #ote$ =a#e sure you do not #ill (ven. (ven will get mad at you when you #eep attac#ing him, $ut he will never try to attac# you $ac#. %dditionally, ma#e sure to not get the per# that increases one.handed weapons to do <; damage or the snea# attac# will #ill (ven. 9nce you can reach the !rey$eards at 8igh 8rothgar, #eep snea#ing $ehind one of the !rey$eards, and wait until you $ecome undetected. Then, attac# them, and #eep repeating this as many times as desired. The !rey$eards will not attac# you, and this is not considered a crime. %dditionally, you can use a weapon while you attac# them, $ut there is a chance you will #ill them. "t wor#s $est while unarmed. Easy (peech s#ill

!o to 2iften, and tal# to the &ar# Elf named -ngrien. Choose the *Tell me a$out =aven Glac#.Griar.* option, and then select the persuade option. %fter that, the persuade option will not disappear, allowing you to #eep selecting it as many times as desired to get easy e;perience and ma; out your (peech s#ill. #ote$ This glitch was done on an unpatched version of the game. Easy stealing To steal any item, simply gra$ a $as#et, $uc#et, #ettle, or any other type of container. Then, place it over the head of the 01C that owns the item?s@. While the container is over their head, they will not $e a$le to see you as you steal the desired item?s@. #ote$ This tric# does not wor# for pic# poc#eting. "t only wor#s for stealing items off counters, shelves, etc. %dditionally, there are a few, select 01C's that will not allow you to put a container over their head. (imply move an item you wish to steal out of the owner's view $y #ic#ing it. 9nce the item is out of view of the owner, you can steal it without getting caught or penaliEed. Easy weapon e;perience When the Glades as#s you to #ill 1aarthurna;, approach him to chec# if he is on the stone wall perfectly. %ttac# him with any desired weapon or destruction magic to increase it. "f he dies, restart and try again. "f done correctly, he will 5ust #eep ta#ing the hits, then fly up and $ac# down. 8e will never die, and you will not get any $ounties for attac#ing him. 4ree training !et any s#ill trainer as your follower, and train your s#ills with him. Then, as# him to trade, and ta#e the gold you gave him $ac#. To get costly ?especially on later levels@ training for free, enter any guild where there are trainers in what you need, and gain their trust. !et the desired training you need from the trainer, and then pic#poc#et him ?your money for the training will $e in his poc#et@. "t would normally $e considered a crime, $ut the guild will not do anything a$out it or report it. 4ree house in Whiterun Aou normally would need H,+++ gold to $uy the house in Whiterun, $ut this tric# allows you to get it for free. !o to the man who sells you the house in Whiterun while he is asleep in his $ed. 8e will sit up to tal# to you. =a#e sure you are standing in a place that you can open the nightstand or dresser ne;t to the $ed while you are tal#ing to him. %s soon as you agree to $uy the house, immediately open the dresser ne;t to the $ed, and put your gold into it, and return to the conversation. 8e will give you the #ey, and then you can simply ta#e your gold $ac# out of the dresser. "nvinci$le dog companion !o to 4al#reath, and find the smith named od. 8e will as# you to find his dog. Aou can find the dog, Gar$as, outside of the village, and it will ta#e you to the (hrine of Clavicus Lile. 9nce you spea# with the &aedra ord, the dog will accompany you until you finish the *% &aedra's Gest 4riend* /uest. (ince the dog is considered a /uest item, it cannot $e #illed. "t will automatically attac# enemies who approach you, $ut it will not lose any health. #ote$ Aou can also ta#e another companion in addition to the dog. 2estoc#ing any merchant's items and gold To instantly refill any merchant's stoc# and gold, simply sell or $uy anything from them. Then, save the game, #ill the merchant, and load the saved game. arger team

-se the following tric# to get a three person team with a five person s/uad. 8ave your main character as# Grelyan =aryon to 5oin you after doing her side /uest. !ive her the (taff of Con5ure 4lame %tronach. Then, do the *Taste 9f &eath* /uest, and convince Lerulus to follow. Aou should now have a total of three characters. When in com$at, summon your familiar and have =aryon summon hers. There will now $e five of you in $attle. This ma#es the game easier when doing almost all side /uests. "n some side /uests other characters will also 5oin you, increasing your s/uad. #ote$ "f you complete =ercer 4rey's *(coundrel's 4olly* /uest, he will as# you to 5oin him in another /uest. When you accept it, you will now have four mem$ers in your team. Aou can travel to do /uests with all four mem$ers, and when in $attle your s/uad will increase to seven with con5uration a$ilities.

4loating $o;es %t random times in the game, the shop#eepers of Whiterun ?and possi$ly elsewhere@ will sell a *=iscellaneous* item called *&o 0ot &elete*. "t appears to $e a common treasure chest, $ut they have no laws of gravity applied to them, li#e the paint$rushes in The Elder Scrolls 4: Oblivion. Thus, when you drop them, they float wherever your cursor was. 1urchase two of them to get into areas you could not reach $efore, or even create a stairway into the s#y. 3eeping the 2usty =ace and =ace of =olag Gal from 8ouse 9f 8orrors E/uip the 2usty =ace, then clic# on any weapon mount in 85erlim to remove the mace from your inventory even though it is a /uest item. 4inish the /uest to get the mace with unloc#ed potential, the =ace of =olag Gal. This can $e used to #eep other /uest weapons that are meant to $e given to others, since the game thin#s it is not possi$le that the item is not in you inventory. The /uests will continue as normal even though you have #ept the weapons for yourself. Gecoming a vampire While in com$at against vampires, you have a chance of contracting vampirism each time they land a hit on you. "f you contract the disease, it can $e cured with any regular disease potion. 8owever, if you wait three days, the disease will $ecome permanent, and you will gain the powers of a vampire. There are four stages of Lampirism. The longer you go without $lood, the more powerful the $enefits of vampirism will $ecome, $ut the wea#nesses will also get worse. Aou can only drin# $lood from sleeping 01Cs. %s each stage of vampirism increases, some effects stay the same, while others change. The four stages of Lampirism and their effect ?changes $etween stages are only listed@ are as follows: Stage 1 Lampires have a 7HM increase to their "llusion spells. They are 7HM harder for 01Cs to detect, have ,++M resistance to diseases or poisons, and are 7HM resistant to ice. Lampires are 7HM wea#er to fire, and their health, magic, and stamina stats are reduced $y ,H points in the sunlight. Those three stats also do not regenerate. Lampires have the power to reanimate the dead to serve them. They can also improve their night vision with another power. Lampires gain a spell that allows them to drain the health of their enemies. Stage 2 Lampires are H+M resistant to frost, and their vampiric servant and drain powers are more powerful. Lampires are H+M wea#er to fire, and their health, magic, and stamina stats are reduced $y B+ points in the sunlight. Lampires gain the *Lampiric (eduction* power, which calms enemies ?animals and people@ for B+ seconds. Thus, they will not attac# you. Stage 3 Lampires are CHM resistance to ice, and their powers of reanimating the dead and draining the living $ecome more powerful. Lampires are CHM wea#er to fire, and their health, magic, and stamina stats are reduced $y IH points in the sunlight. Stage 4 Lampires are ,++M resistant to ice, and their vampiric servant and drain powers are more powerful. Lampires are ,++M wea# to fire, and their health, magic, and stamina stats are reduced $y <+ points in the sunlight.

%ll 01Cs are hostile towards (tage I vampires. Lampires gain the *Em$race 9f (hadows* power, which turns your character invisi$le for three minutes. Curing vampirism Aou can cure vampirism $y turning to werewolf or $y doing the *2ising %t &awn* /uest. Gecoming a werewolf ?lycanthropy@ There are several $enefits to $ecoming a werewolf. "n human form, you have increased health. "n werewolf form, your speed and physical strength are increased. Aou are a$le to travel faster, have claws to tear enemies apart, and can use your howl to scare enemies to run away from $attle. When you get in5ured, you can feed on ravaged corpses as a werewolf to heal your wounds. The werewolf effect is only temporary, and you ultimately revert $ac# to human form, $ut you can prolong this effect. %s a werewolf, you can also avoid the rested $uff from sleeping. To $ecome a werewolf, follow the /uestline of The Companions 9f Whiterun. 9nce you reach the *(ilver 8and* /uest, you will ta#e part in a secret ritual, where you drin# another werewolf's $lood and turn into a werewolf yourself. Aou will $e given a choice to commit yourself, and the /uest will not advance if you do not commit. Curing lycanthropy 4irst, 5oin The Companions faction. (uccessfully complete all /uests for The Companions faction. Then, tal# to the leader of The Companions, 3odla# Whitemane, or as# around a$out a cure for werewolves. (pea#ing with %ela the 8untress in Whiterun will also tell you more a$out The Companions' affliction. The Companions will offer you a special /uest that will cure your lycanthropy, which is a permanent change. Thus, you will never $e a$le to $ecome a werewolf again. (uccessfully complete the /uest to not $e a werewolf ever again. Foining the College 9f Winterhold !o to the College 9f Winterhold in Winterhold. 4ind the !rand Teacher Tolfdir, and he will offer the *4irst essons* /uest. (uccessfully complete the /uest to 5oin the College 9f Winterhold. Foining The Companions There is a $uilding called Forrvas#r in Whiterun ?loo# east of &ragonsreach@. "nside the $uilding, enter the $asement to spea# with 3odla#. 8e will offer the *Ta#e -p %rms* /uest. (uccessfully complete the /uest to 5oin The Companions faction. Foining The &ar# Grotherhood !o to 2iverwood, and spea# to the $artender inside the inn. %s# him if he has heard any rumors. 8e will eventually tell you a$out a $oy that is trying to summon The &ar# Grotherhood. 4ollow the side /uest to Windhelm. When entering Windhelm, ta#e an immediate right, and travel up the path until you encounter a &ar# Elf and child tal#ing. Enter the door to their left, and find the child inside. 8e will as# you to #ill !rinelda The 3ind in 2iften. !o to 2iften, enter the orphanage, and #ill !rinelda. 4ast travel $ac# to Windhelm, and spea# to the child again to get your reward. 0e;t, go outside of the city, and wait for 7I hours. % courier will approach, and give you a note with $lac# handprint on it that says *We 3now*. !o to the nearest inn, rent a room, and sleep for twenty four hours. When you awa#e, you will have $een #idnapped $y one of The &ar# Grotherhood. They will tell you that if you #ill one of the other three people in the room, they will release you. Choose a person, and #ill them. (pea# to The &ar# Grotherhood again, and they will tell you to meet them at their lair in the pine forest in the far southwest corner of (#yrim. 4ast travel to the western watchtower outside of Whiterun, then travel west towards the mar#er. When you reach the door, answer the /uestion as#ed with *(ilence, =y Grother* to enter the sanctuary. (pea# to the first person you find inside the lair, and you will now $e a mem$er of The &ar# Grotherhood. The &ar# Grotherhood is the most secretive of all the factions, and can $e hard to find. (tart $y going to $ars and as#ing a$out rumors or information. Try tal#ing to $artenders in Windhelm. Eventually you will get a tip to spea# with a $oy named %ventus %retino, located in the %retino 2esidence in Windhelm. Aou also may $e a$le to spea# with him without first receiving the rumor. (pea# to the $oy, and accept the *"nnocence ost* /uest. 0othing will happen immediately after completing the /uest, $ut soon afterwards, a courier will deliver you a note. Then, sleep and you will $e contacted $y The &ar# Grotherhood. Tal# to the stranger at your $edside, and you will then $e in The &ar# Grotherhood secret society. Foining the Thieves !uild

4irst, enter 2iften, and find Gryn5olf. 8e is in the town s/uare at the storefront during daylight. Tal# to him, and complete his /uest. Then, he will as# to meet you at a $ar called the 2agged 4lagon, located underneath 2iften, in the 2atway. Tal# to him in the 2agged 4lagon to start the *Ta#ing Care 9f Gusiness* /uest. (uccessfully complete the /uest to $ecome a mem$er of The Thieves !uild. Words of power "f you are having pro$lems finding words of power, go to 8igh 8rothgar, and find %rngeir. The first tal# selection will $e *8ave you found a new word of powerN*. 8e will place a new /uest in the *=isc.* category for it. 8e will only give you one at a time, $ut he will #eep giving them to you until there are no more. &ragon Claw cham$er codes !o into your items, and loo# at a &ragon Claw. 2otate it so you can see the $ottom to see the code for the door that it unloc#s. 4ast traveling while over.encum$ered Aou are not supposed to $e a$le to fast travel while $eing over.encum$ered. 8owever, if you have a horse, it is not affected $y your encum$rance. Thus, you will have the option to fast travel while on your horse. =oving faster while over.encum$ered "f you are over.encum$ered and far away from your destination, the fastest way to move is through the Whirlwind (print (hout. "t can $e used continuously to get you to the nearest city /uic#ly so you can sell. This also wor#s when e;iting caves and dungeons. When you are carrying too much to run, e/uip a small weapon such as a sword or dagger, and use the power swing while wal#ing to move faster. #ote$ Aou will need some stamina to perform the power swing. %dditionally, $e careful not to hit anyone, as you will o$tain $ounty, and possi$le attac# from the guards. .4rom: Grett !rimes 1reventing fall damage 4all damage can $e prevented when sliding down mountains or vertical surfaces $y /uic#ly toggling (nea# mode on and off multiple times while stic#ing to the surface you are descending. This will nullify any damage caused $y gravity, and can $e very useful if you find yourself at the top of a dangerous loo#ing mountain without any roads to go down. 4aster horse swimming When you are going through water deep enough that your horse can swim, dismount and mount the horse to go faster. Clim$ing mountains When you reach a point while clim$ing a mountain and cannot progress forward any longer $ecause the grade is too steep, simply face $ac#wards and start 5umping. 1oint your $utt toward the pea#, and continuously press [Fump]. "t also helps to move slightly from side.to.side as you do this. Aou can often snag a roc# along the way and shimmy up a mountain without having to use a set path. (ometimes facing forward at a IH degree angle can also help. 1ic#ing up s#ill $oo#s without reading them 0ormally, when you pic# up a s#ill $oo# that is not in a container, you will read it and gain a point in that s#ill. 8owever, there is a way to avoid this $y adding the $oo# to your inventory so that you can save it for use later. This is useful for later in the game when it can $e difficult to increase a s#ill. To use this method, you need to have a companion. When you see a s#ill $oo#, tal# to your companion, and select the *" need you to do something* command. Then, put the cursor on the $oo#, and select it. The dialog $o; will tell the companion to read the $oo#, $ut the companion will add it to their inventory. Aou can then ta#e the $oo# from their inventory to read it and get the s#ill point when desired. &ragon tom$ location

-se a non.dangerous (hout in front of a guard, and a courier will deliver a letter from a *friend*, giving you the location of another dragon tom$. &ragonreach cave puEEle solutions "nside the cave during your first mission for &ragonreach, you will have to solve a com$ination puEEle. oo# to the wall a$ove the closed gate. Aou will see two heads with a gap in the middle. Each one holds a picture of a creature ?sna#e and dolphin@. 9n the floor $y the lever is the third creature ?sna#e@. The com$ination is (na#e, (na#e, &olphine. The second com$ination is found deeper in the cham$ers. "t is a turnta$le com$ination, which is more difficult. The solution is Gear, 9wl, Gird. "nsert the claw, and the door will open. &efeating !iants easily !et a !iant to chase you to a near$y river, then go under water, and the giant will immediately turn and wal# away. When he does, snea# out, and shoot him with an arrow. When he turns around to attac#, go $ac# under the water, and he will again turn and wal# away. 3eep repeating this process until he is dead. #ote$ This is a slow process that ta#es a while to complete. -ni/ue armor locations (earch the indicated locationJcomplete the indicated tas# to get the corresponding uni/ue armor: %ncient 8elmet 9f The -n$urned: "n the a$yrinthian Tri$une, loo# for it in a corner $ehind a loc#ed gate on top of a sword during *The (taff 9f =agnus* College 9f Winterhold /uest. %rchmage's 2o$es: Aou will get it as a reward at the College 9f Winterhold from Tolfdir after completing *The Eye 9f =agnus* College 9f Winterhold /uest. Enchant the ro$es to reduce spell cost. Cicero's %rmor . Goots, Clothes, !loves, 8at: Cicero, #eeper for the &ar# Grotherhood. "n the &awnstar (anctuary, you can #ill Cicero, #eeper for The &ar# Grotherhood, during *The Cure 4or =adness* &ar# Grotherhood /uest to get his armor. E;ecution 8ood: Aou will find it with the captives at the %$andoned (hac# during the *With 4riends i#e These* &ar# Grotherhood /uest. !auldur %mulet 4ragment: Aou will find it on the corpse of =i#rul !auldurson in 4olgunthur during the *4or$idden egend* side /uest. Enchant the amulet to get a health $oost. !auldur %mulet 4ragment: Aou will find it on the corpse of Fyri# !auldurson in (aarthal during the *4or$idden egend* side /uest. Enchant the amulet to get a magic#a $onus. 8elm 9f Angol: 9n top of the head of the s#eleton sitting on the throne at the end of the Angol Garrow dungeon. Enchant the item to $oost frost resistance. Fagged Crown: Aou will get this crown in 3orvan5und Crypt during *The Fagged Crown* Civil War /uest. Fester's %rmor . Goots, Clothes, !loves, 8at: Aou can find Fester on a ta$le in the &awnstar (anctuary or in the chapel of The &ar# Grotherhood (anctuary. Feweled %mulet: Aou will get this amulet in Lolunruud as a reward from %maund =otierre during *The (ilence 8as Geen Gro#en* &ar# Grotherhood /uest. =ovarth's Goots: "n =ovarth's air, search for them $y the $ed in the corner at the $ac# of the cave. Enchant the $oots to fortify the snea#ing s#ill. =ystic Tuning !loves: Aou will get it as a gift from &revis 0eloren at the College 9f Winterhold after completing the *9ut 9f Galance* College 2adiant /uest. 1arty Goots, Clothes: Aou will get these items during the *&iplomatic "mmunity* main /uest at 3atla's 4arm.

(aarthal %mulet: Aou will find the amulet in (aarthal during the *-nder (aarthal* College 9f Winterhold /uest. Enchant the amulet to reduce spell cost. (avos %ren's %mulet: Aou will get it as a gift from =ira$elle Ervine at the College 9f Winterhold after completing the *Containment* College 9f Winterhold /uest. Enchant the amulet to get a magic#a $onus. (hield 9f (olitude: !o to the Glue 1alace in (olitude, and successfully complete the *The Wolf :ueen %wa#ened* side /uest to get this item as a gift from 4al# 4ire$eard. Enchant the shield to improve its resistance against magic $y ,+M and $loc# $y ,HM. (hield 9f Asgramor: oot the chest near Asgramor's (acrophagus in Asgramor's Tom$ during the *!lory 9f The &ead* Companions /uest. Enchant the shield to get a health and magic resistance $oost. Tum$ler$ane !loves: -pgrade your &awnstar (anctuary $edroom during the *Where Aou 8ang Aour Enemy's 8ead* &ar# Grotherhood 2adiant /uest to get the gloves. Enchant the gloves to improve loc# pic#ing. Worn (hrouded %rmor . Goots, Cowl, !loves: Aou can find it in the &awnstar (anctuary during *The Cure 4or =adness* &ar# Grotherhood /uest. (tanding (tone locations =age (tanding (tone allow you to learn magic s#ills 7+M faster. Thief (tanding (tone allow you to learn stealth s#ills 7+M faster. Warrior (tanding (tone allow you to learn com$at s#ills 7+M faster. The (tanding (tones are located southwest of 2iverwood, $elow %nise's Ca$in. They are easy to spot, and you should not miss them as you leave 8elgen. (earch the indicated locations to find the (tanding (tones: The %pprentice (tone: "t is south of (olitude, on an island, in a small water marshland. "t helps you recover magic#a /uic#ly, $ut it ma#es you suscepti$le to magic#a damage. The %tronach (tone: "t is $etween 2iften and Windhel, in the marshland. "t is 5ust outside the mountain range $etween the two locations, near the Eldergleam (anctuary and &ar#water Crossing $y the river to the east of the two. "t gives you a large magic#a $oost and ena$les you to a$sor$ spell damage, $ut you recover it slowly. The ady (tone: "t is on a small island on the la#e to the west of 2iverwood. "t allows you to regenerate health and stamina /uic#ly. The ord (tone: "t is southwest of &awnstar, in the mountain range, on the northern pea#. "t ma#es you resistant to magic#a and physical damage. The over (tone: "t is east of =ar#arth, a$out one fifth of the way to (olitude. "t helps you improve all your s#ills faster. The 2itual (tone: "t is east of Whiterun, south of the river, $etween Whiterun and Laltheim Towers. "t allows you to re.animate near$y corpses to fight for you. The (erpent (tone: "t is east of Winterhold, north of Windhelm, in the sea, on a floating ice $erg. "t gives you a ranged paralyEing poison to use once a day. The (hadow (tone: "t is south of 2iften, on a small mountain $efore the large mountain range to the south. "t lets you $ecome invisi$le once a day for an e;tended period. The (teed (tone: "t is on the tip of the highest mountain, northwest of (olitude. "t increases your carrying capacity without any movement penalty. The Tower (tone: "t is on a mountain in the middle of Winterhold and &awnstar. "t allows you to automatically open e;pert and lower loc#s. (#ill Trainer locations

There are three types of (#ill Trainers: Com$at, =agic, and (tealth. The trainers will charge you a set fee to level up the indicated s#ill. (earch the listed locations to find the corresponding (#ill Trainer: Combat *rchery Fourneyman Trainer: 4ind 4aendal in 2iverwood. E;pert Trainer: 4ind %ela the 8untress of The Companions in Whiterun. =aster Trainer: 4ind 0iruin of The Thieves !uild in 2iften. +lock E;pert Trainer: 4ind 05ade (tonearm of The Companions in Whiterun. =aster Trainer: 4ind ara# of =or 3haEgur in The 2each. ,eavy *rmor Fourneyman Trainer: 4ind 8ermir (trongheart in Windhelm. E;pert Trainer: 4ind !harol of &ushni#h Aal in The 2each. =aster Trainer: 4ind 4ar#as of The Companions in Whiterun. -ne.,anded Fourneyman Trainer: 4ind %mren in Whiterun. E;pert Trainer: 4ind %this of The Companions in Whiterun. =aster Trainer: 4ind Gurgu# of &ushni#h Aal in The 2each. /mithing Fourneyman Trainer: 4ind !horEa in =ar#arth. E;pert Trainer: 4ind Galimund in 2iften. =aster Trainer: 4ind Eorlund !ray.=ane in Whiterun. 0wo.,anded E;pert Trainer: 4ind Tor$5orn (hatter.(hield in Windhelm. =aster Trainer: 4ind Lil#as of The Companions in Whiterun.

Magic *lteration Fourneyman Trainer: 4ind =elaran in (olitude. E;pert Trainer: 4ind &ravynea of 3ynesgrove in Eastmarch. =aster Trainer: 4ind Tolfdir of The College in Winterhold. Conjuration Fourneyman Trainer: 4ind 2unil in 4al#reath. E;pert Trainer: 4ind 1hinis !estor of The College in Winterhold. =aster Trainer: 4ind 4alion in =orthal.

1estruction Fourneyman Trainer: 4ind Wuunferth the -nliving in Windhelm. E;pert Trainer: 4ind (y$ille (tentor in (olitude. =aster Trainer: 4ind 4aralda of The College in Winterhold. 2nchanting E;pert Trainer: 4ind (ergius Turrianus of The College in Winterhold. =aster Trainer: 4ind 8amal in =ar#arth. 3llusion E;pert Trainer: 4ind %tu$ in argosh$ur in The 2ift. =aster Trainer: 4ind &revis 0eloren of The College in Winterhold. Restoration E;pert Trainer: 4ind 3eeper Carcette at The 8all 9f The Ligilant and Colette =arence of The College in Winterhold. =aster Trainer: 4ind &anica 1ure.(pring in Whiterun. Stealth *lchemy Fourneyman Trainer: 4ind ami in =orthal. E;pert Trainer: 4ind %rcadia in Whiterun. =aster Trainer: 4ind Ga$ette in The &ar# Grotherhood (anctuary. 4ight *rmor Fourneyman Trainer: 4ind (couts.=any.=arshes in Whiterun. E;pert Trainer: 4ind !rel#a in 2iften. =aster Trainer: 4ind =aEir in the &ar# Grotherhood (anctuary. 4ockpicking E;pert Trainer: 4ind =a5had at 3ha5iit Caravans. =aster Trainer: 4ind Le; of The Thieves !uild in 2iften. 5ickpocketing Fourneyman Trainer: 4ind %h#ari at 3ha5iit Caravans. E;pert Trainer: 4ind (ilda the -nseen in Windhelm. =aster Trainer: 4ind Lipir of The Thieves !uild in 2iften. /neak Fourneyman Trainer: 4ind 3hayla at 3ha5iit Caravans. E;pert Trainer: 4ind !arvey in =ar#arth. =aster Trainer: 4ind &elven =allory of The Thieves !uild in 2iften. /peech Fourneyman Trainer: 4ind 2evyn (adri in Windhelm and &ro'marash at 3ha5iit Caravans. E;pert Trainer: 4ind 9gmund the (#ald in =ar#arth. =aster Trainer: 4ind !eraud !emaine of Gards' College in (olitude. (#ill $oo# locations

(#ill $oo#s give you s#ill $onuses. %ll ,> s#ills have their own s#ill $oo#s. (earch the indicated location to find the corresponding s#ill $oo#: Alchemy % !ame %t &inner, Lolume ,: "n 0ew !nisis Cornerclu$ in Windhelm. % !ame %t &inner, Lolume 7: "n 8onning$rew Grewery. 8er$alist's !uide To (#yrim: "n %rcadia's Cauldron in Whiterun. &e 2erum &irennis: "n Winterhold %lchemy a$. 8er$alit's !uide To (#yrim: "n the 8ag's Cure in =a#arth. =annimarco 3ing 9f Worms, Lolume ,: 9n the corpse in Evergreen !rove. =annimarco 3ing 9f Worms, Lolume 7: "n the %lchemy a$ in 0ightcaller Temple. (ong 9f The %lchemists, Lolume ,: "n Gards' College during (olitude. (ong 9f The %lchemists, Lolume 7: "n %nise's Ca$in. Alteration Greathing Water, Lolume ,: "n 3raldar's 8ouse in Winterhold. Greathing Water, Lolume 7: "n Withing "linalta's &eep. &aughter 9f The 0i$en, Lolume ,: "n Grandy.=ug 4armstead. &aughter 9f The 0i$en, Lolume 7: "n the room ne;t to the Farl 9f -nderstone in =ar#ath. 2eality %nd 9ther 4lasehoods, Lolume ,: "n the throne room of Angvild. 2eality %nd 9ther 4lasehoods, Lolume 7: "n the 2ed Eagle %scent. (ithis, Lolume ,: 9n 3rag's corpse in 0chuand.Oel. (ithis, Lolume 7: "n The &ar# Grotherhood (anctuary. The unar or#han, Lolume ,: "n the =aEa#a's /uarters at the ighthouse 9f (olitude. The unar or#han, Lolume 7: "n the central cham$er of the %rcane Enchanter of Cragwallow (lope. Archery 4ather 9f The 0i$en, Lolume ,: "n Grinehammer (hipwrec# 8old. 4ather 9f The 0i$en, Lolume 7: "n %utumnshade Clearing, northwest of 2iften, on a dead hunter. The Glac# %rrow 1art "", Lolume ,: "n &run#en 8untsman Tavern in Whiterun. The Glac# %rrow 1art "", Lolume 7: "n Laltheim Towers. The !old 2i$$on 9f =erit, Lolume ,: "n 4letcher's shop in (olitude. The !old 2i$$on 9f =erit, Lolume 7: "n %ngi's Camp. The =ar#smanship esson, Lolume ,: "n the map room in &awnstar (anctuary. The =ar#smanship esson, Lolume 7: "n !ilfre's house at =i;water. Lernaccus %nd Gourlor, Lolume ,: "n the (mithshop at 3nifepoint 2idge. Lernaccus %nd Gourlor, Lolume 7: "n 4ro#i's (hac#. Bloc % &ance "n 4ire, Lolume ,: "n the li$rary in 4ort (nowhaw#. % &ance "n 4ire, Lolume 7: "n the ruined hostel at Traitors' 1ost. Gattle 9f 2ed =ountain, Lolume ,: "n Watch 1ass at (#y$ound. Gattle 9f 2ed =ountain, Lolume 7: "n &estroyed Caravan at Tolvald's Crossing. &eath Glow 9f %$ernit, Lolume ,: "n the 8all 9f The &ead at Whiterun. &eath Glow 9f %$ernit, Lolume 7: "n the war room in 4al#reath. The =irror, Lolume ,: 9n a sleeping mat on a redou$t of the Gro#en Tower. The =irror, Lolume 7: "n -lfric's $edroom in Windhelm Castle. Warrior, Lolume ,: "n the Goss arena in the &riftshade 2efuge. Warrior, Lolume 7: "n the Captain's /uarters in 4ort 3ostov. Con!"ration 4rostfall 1art ", Lolume ,+: "n the last room of the Word Wall in (understone !orge. 4rostfall 1art "", Lolume ,+: "n Gelyn 8laalu's house in Windhelm. 8earth 4ire 1art ", Lolume P: "n the last room in 2imeroc# Gurrow. 8earth 4ire 1art "", Lolume P: 0ear the =ortar and 1estle shop in &awnstar. iminal Gridges, Lolume ,: "n north entrance of (halidar's =aEe. iminal Gridges, Lolume 7: %t the top of 4al#reath Watchtower. The &oors 9f 9$livion, Lolume ,: "n 2eachcliff Cave.

The &oors 9f 9$livion, Lolume 7: "n 4ellglow 3eep. The Warrior's Charge, Lolume ,: "n the sacrificial cham$er of the %rcane Enchanter at Grittleshin 1ass. The Warrior's Charge, Lolume 7: "n the Farl's $ed cham$er in =ar#arth. #estr"ction % 8ypothetical Treachery, Lolume ,: "n the central cham$er of 8igh !ate 2uins. % 8ypothetical Treachery, Lolume 7: "n the %retino residence in Windhelm. %rt 9f War =agic, Lolume ,: "n 2avenscar 8ollow. %rt 9f War =agic, Lolume 7: "n White 8all at &awnstar. 8orrors 9f Castle Kyr, Lolume ,: "n the alchemy la$ in 2annveig's 4ast. 8orrors 9f Castle Kyr, Lolume 7: "n !lenmoril Coven. 2esponse To Gero's (peech, Lolume ,: "n 8aemar's Cavern. 2esponse To Gero's (peech, Lolume 7: "n "ron Grea#er =ine in &awnstar. The =ystery 9f 1rincess Talara 1art ", Lolume B: : "n Winterhold. The =ystery 9f 1rincess Talara 1art "", Lolume B: : "n the -pper Oone of (teepfall Gurrow. Enchantment % Tragedy "n Glac#, Lolume ,: "n !lenmoril Coven. % Tragedy "n Glac#, Lolume 7: "n "linalta's &eep. Catalog 9f %rmor Enchantments, Lolume ,: "n 4alion's house in =orthal. Catalog 9f %rmor Enchantments, Lolume 7: "n (teamscorch =ine in 3ynsegrove. Catalog 9f Weapon Enchantments: "n White 8all at &awnstar. Enchanter's 1rimer, Lolume ,: "n Lalentina's house in Whiterun. Enchanter's 1rimer, Lolume 7: "n 8o$'s 4all Cave. Twin (ecrets, Lolume ,: %t the top of the %rcane Enchanter in 8agraven, at (erpent's Gluff. Twin (ecrets, Lolume 7: "n Treva's Watch. $eavy Armor 8allgerd's Tale, Lolume ,: East of "varstead, northwest of 2iften, on top of the tower on a ta$le, guarded $y 9rc hunters. 8allgerd's Tale, Lolume 7: "n Forrvas#r 8all at Whiterun. =idAear 1art ", Lolume <: 9utside the alchemy la$ in 4ort &unstead prison. =idAear 1art "", Lolume <: "n a guardhouse in =orthal. Chimarvamidium, Lolume ,: 9n a des# in Calcelmo's Tower in =al#orth. Chimarvamidium, Lolume 7: "n &ar#water Crossing. 9rsinium %nd The 9rcs, Lolume ,: "n (tonehills. 9rsinium %nd The 9rcs, Lolume 7: "n &ushni#h Aal. The 3nights 9f The 0ine, Lolume ,: "n the dining area in Windhelm. The 3nights 9f The 0ine, Lolume 7: "n the 8all 9f The Ligilant. %ll"sion Gefore The %ges 9f =an, Lolume ,: "n &ragonsreach Farl's /uarters in Whiterun. Gefore The %ges 9f =an, Lolume 7: "n the four level room in (hroud 8earth Garrow. "ncident %t 0ecrom, Lolume ,: "n 1inemoon Cave. "ncident %t 0ecrom, Lolume 7: "n the loc#ed room $y the alchemy la$ at Gloodlet Throne. =ystery 9f Talara 1art ", Lolume I: 0ear the %rcane Enchanter at Gro#en 4ang Cave. =ystery 9f Talara 1art "", Lolume I: "n 0epa's house in =ar#arth. (un's &awn 1art ", Lolume 7: "n the inner sanctum in the Temple 9f &i$ella in =al#arth. (un's &awn 1art "", Lolume 7: 0ear the 8argraven's tent in &ar#light Tower. The Glac# %rts 9n Trial, Lolume ,: "n 4al#reath Fail. The Glac# %rts 9n Trial, Lolume 7: "n the White 1hial store in Whiterun. &ight Armor "ce %nd Chitin, Lolume ,: "n the guard tower in =ar#arth. "ce %nd Chitin, Lolume 7: "n a room under the southern $ridge of Windhelm. Forni$ret's ast &ance, Lolume ,: "n 4ort 0eugard's li$rary. Forni$ret's ast &ance, Lolume 7: "n an %utumnwatch tower. 2islav The 2igtheous, Lolume ,: "n the training room at 4ort !reymoor.

2islav The 2igtheous, Lolume 7: "n the training room at Crac#ed Tus#. The 2ear !uard, Lolume ,: "n Castle &our in (olitude. The 2ear !uard, Lolume 7: %t the &ruaddach 2edou$t. The 2efugees, Lolume ,: "n a small, nameless camp west of 8elgen. To reach it, follow the path, and #eep left. The 2efugees, Lolume 7: "n the (mithy 9f (olitude. &oc 'ic ing %dvances "n oc#pic#ing, Lolume ,: "nside 2agged 4lagon's cistern at 2iften. %dvances "n oc#pic#ing, Lolume 7: &uring the escape from 2iften's 5ail. 1roper oc# &esign, Lolume ,: "n Cidhna =ine in =ar#ath. 1roper oc# &esign, Lolume 7: "n the shac# a$ove the ramparts at the top of 4aldar's Tooth. (urfeit 9f Thieves, Lolume ,: "n the wrec# of the Winter War. (urfeit 9f Thieves, Lolume 7: "n =istveil 3eep in 2iften. "t is ne;t to Farl aila aw.!iver's end ta$le. The oc#ed 2oom, Lolume ,: %t 8ighmoon 8all in =orthal. The oc#ed 2oom, Lolume 7: "n %nimonculary's vault in %lftrand. The Wolf :ueen 1art ", Lolume ,: "n &awnstar 5ail. The Wolf :ueen 1art "", Lolume ,: -nderneath the $ar in Cragslane Cavern. One($anded 4ire %nd &ar#ness, Lolume ,: "n 4olgunthur. 4ire %nd &ar#ness, Lolume 7: "n Es$en's room in the 2atway Warrens in 2iften. =ace Eti/uette, Lolume ,: "n 9rotheim. =ace Eti/uette, Lolume 7: "n 4ort !reenwall. =orning (tar 1art ", Lolume ,: "n &riftshade 2efuge. =orning (tar 1art "", Lolume ,: "n ost Echo Cave. 0ight 4alls 9n (entinel, Lolume ,: "n the Gandit camp northwest of 8elgen. 0ight 4alls 9n (entinel, Lolume 7: "n (windler's &en during a side /uest. The "mportance 9f Where, Lolume ,: "n a =ar#ath guard tower. The "mportance 9f Where, Lolume 7: "n Chillfurrow 4arm. Warrior: "n &riftshade 2efuge. )ic 'oc eting %evar (tone (inger, Lolume ,: "n Thonnir's house in =orthal. %evar (tone (inger, Lolume 7: "n the last 5ail cell in ost Lal#ygg. Geggar, Lolume ,: 0ear the 2atway, at the ta$le in room with 3a5iit owlife. Geggar, Lolume 7: "n 8aelga's $un#house in 2iften. 1urloined (hadows, Lolume ,: "n &us#glow Crevice. 1urloined (hadows, Lolume 7: "n 8onorfall 9rphanage in 2iften. Thief, Lolume ,: "n Glea# 4alls Temple, (windler's &en. Thief, Lolume 7: %t the %rgonian %ssem$lage in Windhelm. Wulfmare's !uide To Getter Thieving, Lolume ,: %t the $ottom of 4ort (unguard's ou$liette. Wulfmare's !uide To Getter Thieving, Lolume 7: "n =ara's Eye 1ond. *estoration =ystery 9f Talara 1art ", Lolume 7: "n Eldergleam (anctuary. =ystery 9f Talara 1art "", Lolume 7: "n 4rostflow ighthouse. 2acial 1hylogeny, Lolume ,: %t =oorside "nn in =orthal. 2acial 1hylogeny, Lolume 7: %t Corpselight 4arm in 4al#reath. 2ain's 8and 1art ", Lolume I: "n 4alion's house in =orthal. 2ain's 8and 1art "", Lolume I: "n the 8all 9f The &ead in =ar#ath. The E;odus, Lolume ,: "n the 4roEen 8earth in Winterhold. The E;odus, Lolume 7: %t (tendarr's Geacon. Withershins, Lolume ,: %t the end of %ctwind 1oint. Withershins, Lolume 7: "n the Temple 9f 3ynarteh at Whiterun. Smithing Cherins' 8eart, Lolume ,: "n &awnstar's :uic#silver =ine. Cherins' 8eart, Lolume 7: "n the forge room of =orvuns#ar.

8eavy %rmor 4orging, Lolume ,: "n the (ilent =oons Camp. 8eavy %rmor 4orging, Lolume 7: "n !loom$ound =ine. ight %rmor 4orging, Lolume ,: "n od's house in 4al#reath. ight %rmor 4orging, Lolume 7: "n Em$ershard =ine, on the lower level of the larger area to the west. The %rmorer's Challenge, Lolume ,: 0ear the (mith's forge at =or 3haEgur. The %rmorer's Challenge, Lolume 7: 9n the (#yforge platform in Whiterun. The ast (ca$$ard 9f %#rash, Lolume ,: "n (ilver 8and Camp in !allows 2oc#. The ast (ca$$ard 9f %#rash, Lolume 7: "n the armory of 4ort (unguard. Snea ast (eed 1art ", Lolume >: "n 2edoran's 2etreat. ast (eed 1art "", Lolume >: "n the room with %lain at 2ald$thar. egend 9f 3rately 8ouse, Lolume ,: "n the Glac# Griar odge. egend 9f 3rately 8ouse, Lolume 7: "n the cellar at the 0ightgate "nn. (acred Witness, Lolume ,: "n an alchemy la$ in &eepwood Lale. (acred Witness, Lolume 7: "n Ga$ette's room in The &ar# Grotherhood (anctuary. The 2ed 3itchen 2eader, Lolume ,: "n the 4rostmere Crypt. The 2ed 3itchen 2eader, Lolume 7: "n 0ew !nisis Cornerclu$ in Windhelm. Three Thieves, Lolume ,: "n the room of 2attle's in (now Leil (anctum. Three Thieves, Lolume 7: "n 8onning$rew Grewery's alchemy la$. S'eech % &ance "n 4ire 1art ", Lolume <: "n =ee#o's (hac#. % &ance "n 4ire 1art "", Lolume <: "n &ead =an's &rin# tavern at 4al#reath. % &ance "n 4ire 1art ", Lolume C: "n %rnleif %nd (ons Trading Company in =ar#ath. % &ance "n 4ire 1art "", Lolume C: "n Geggars' 2ow in 2iften. Giography 9f The Wolf :ueen, Lolume ,: "n the Glue 1alace in (olitude. Giography 9f The Wolf :ueen, Lolume 7: "n Gelthor's !eneral !oods in Whiterun. (econd (eed 1art ", Lolume H: "n (orli's house in (tonehills. (econd (eed 1art "", Lolume H: "n (adri's -sed Wares in Windhelm. The Guying !ame, Lolume ,: "n Gards' College. The Guying !ame, Lolume 7: "n the (hrine to 1eyrite. T+o($anded Gattle 9f (ancre Tor, Lolume ,: "n &ustman's Cairn. Gattle 9f (ancre Tor, Lolume 7: "n 9ld 8roldan. 3ing, Lolume ,: "n Glea#wind Gluff. 3ing, Lolume 7: "n 1enitus 9culatist 9utpost at &ragon Gridge. (ongs 9f 8rormir, Lolume ,: "n Forrvas#r iving :uarters. (ongs 9f 8rormir, Lolume 7: "n Fala's house in (olitude. The egendary City 9f (ancre Tor, Lolume ,: "n Asgramor's Tom$. The egendary City 9f (ancre Tor, Lolume 7: "n 4al#reath's $arrac#s. Words %nd 1hilosophy, Lolume ,: "n the flooded cave of the ost 3nife 8ideout. Words %nd 1hilosophy, Lolume 7: "n the 2iften $arrac#s. &ragon (hout locations Aou have the a$ility to a$sor$ the &ragon's soul to unloc# the (hout a$ilities. To learn different types of &ragon (houts, you must find the ancient ta$let wall that teaches you the &ragon Words. Each (hout has three words that can $e learned $y going around (#yrim and finding them. 8alf of the &ragon (houts can $e learned through the main /uests, while others re/uire you to search the world of (#yrim to find the ancient ta$let walls. "f you find all three words in a &ragon (hout, you increase its effectiveness when used. When you have learned all three words for a &ragon (hout, you can perform a powerful (hout. (earch the listed locations andJor complete the indicated tas# to find the corresponding &ragon (hout word: Animal Allegiance &escription: % shout for help from the $easts of the wild, who come to fight in your defense. ocation , . %nimal: !o into the 8elgen, and ta#e the southwest Gonechill 1assage. The &ragon (hout word is at the other end, protected $y a dragon. Watch out for the (nowy (a$er Cat inside Gonchill, as she is fast and very strong.

ocation 7 . %llegiance: Aou will find it in %ngarvunde in the 2ift after completing the *=edresi &ran %nd The Wandering &ead* /uest. ocation B . 1ac#: Aou will find it in Asgramor's Tom$ in Winterhold after completing the *!lory 9f The &ead* Companions /uest. A"ra ,his'er &escription: Aour voice is not a shout, $ut a whisper, revealing the life forces and all. ocation , . ife: "n the dragon's lair in 0orthwind (ummit, after you get a letter from a *friend* regarding a source of power in the mountains $etween Windhelm and 2iften. "t is around the corner from (hor's (tone) defeat the dragon to learn the &ragon (hout word. ocation 7 . (ee#: Aou will find it in Lalthume after completing the *Evil "n Waiting* &ungeon /uest. ocation B . 8unt: "n Lolunruud) it re/uires *The (ilence 8as Geen Gro#en* &ar# Grotherhood /uest or the *(ilenced Tongues* &ungeon /uest. Become Ethereal &escription: The Thu'um reaches out to the Loid, changing your form to one that cannot $e harmed or harm. ocation , . 4ade: (uccessfully complete *The Way 9f The Loice* main /uest, and %rngeir will send you to -stengrav &epths to retrieve The 8orn 9f Furgen Windcaller. "n the main cavern room, instead of going to the o$5ective, go outside, and then go to the $ottom where waterfall is with the green trees. oo# at the $ase of the platform with word of power on it. ocation 7 . (pirit: 4ind the settlement with waterfalls and large stone structures $etween =ar#arth and 4al#reath. !o to the top, and fight the 8agravens. oo# for the &ragon (hout word in their little den, at the end of the Gard's eap (ummit 1oint ?where you are standing over the waterfall@. ocation B . Gind: "n "ron$ind Garrow. Call #ragon &escription: 9dahviingQ 8ear my voice and come forth. " summon you in my time of need. ocation . (now, 8unter, Wing: Aou get all three &ragon (hout words during *The 4allen* main /uest. Call O- .alor &escription: The valiant of (ovngarde hear your voice, and 5ourney $eyond space and time to lend their aid. ocation . 8ero, Champion, egend: Aou get all three &ragon (hout words during the *&ragonslayer* main /uest. Clear S ies &escription: (#yrim itself yields $efore Thu'um, as you clear away fog and inclement weather. ocation . (#y, (pring, (ummer: Aou get all three &ragon (hout words from %rngeir after completing the *Throat 9f The World* /uest and getting to 8igh 8rothgar. #isarm &escription: (hout defies steel, as you rip the weapon from an opponent's grasp. ocation , . Weapon: "n the dragon's lair on Elders$lood 1ea#, at the top of the mountains, south of =orthal.

ocation 7 . 8and: &uring the *(pea#ing With (ilence* Thieves !uild /uest, go to the (now Leil (anctum. "n the second area, =ercer will mention something a$out it $eing a perfect am$ush area. The &ragon (hout word is in that room. ocation B . &efeat: "n the (ilverdrift air. #ismay &escription: %nd the wea# shall fear the Thu'um, and flee in terror. ocation , . 4ear: "n the dragon's lair at the ost Tongue 9verloo#. %fter #illing the dragon, you will get the &ragon (hout word from a $ounty letter from Windhelm in "varstead's "nn. ocation 7 . 2un: %t the top of &ead Crone 2oc#, west of =ar#arth. Aou go here during the *=ehrunes &agon* main /uest. "t re/uires the *1ieces 9f The 1ast* &eadric /uest. ocation B . Terror: "n (halidor's =aEe in a$yrinthian. #ragonrend &escription: Aour voice lashes out at a dragon's very soul, forcing the $east to land. ocation . =ortal, "nfinite, Temporary: Aou learn all three &ragon (hout words during the *%lduin's Gane* /uest. Elemental /"ry &escription: The Thu'um im$ues your arms with the speed of wind, allowing for faster weapon stri#es. ocation , . %ir: "n the dragon's lair in &ragontooth Crater, $etween (olitude and =ar#arth in the northwest of (#yrim. "t is a large mountain range. ocation 7 . Gattle: "n (hrie#wind Gastion. ocation B . !race: Aou will find it in 3il#reath 2uins after completing *The Grea# 9f &own* &aedric /uest. /ire Breath &escription: "nhale air, e;hale flame, and $ehold the Thu'um as inferno. ocation , . 4ire: Aou will learn it during &ustman's Cairn /uest after completing the *1roving 8onor* /uest from The Companions $ecause it opens a new area of the dungeon that contains the &ragon (hout word. ocation 7 . "nferno: 9$tained automatically during *The Throat 9f The World* main /uest. ocation B . (un: "n (understone !orge. /rost Breath &escription: Aour $reath is winter, you Thu'um a $liEEard. ocation , . 4rost: "n Grownstrewn Crest, south of Windhelm, in the middle of the swampland on top of the large hill. "t is guarded $y a dragon. &efeat the dragon to learn the &ragon (hout word. ocation 7 . Cold: 3ill the dragon in the &ragon's air in (#y$orn %ltar. ocation B . 4reeEe: "n 4olgunthur, southeast of (olitude, on the way to =orthal. "t is guarded $y a power &raugr. "t also re/uires the *4or$idden egend* side /uest.

%ce /orm &escription: Aour Thu'um freeEes an opponent solid. ocation , . "ce: 9n =ount %nthor, on the middle mountain in the range to the northwest of Windhelm, and home to a dragon. Aou will also get this location from %rngeir at 8igh 8rothgar when you tal# a$out the &ragon (hout locations. ocation 7 . 4lesh: "t is given to you during the *-nder (aarthal* College 9f Winterhold /uest for the circle of =ages. "t is at the end after you have discovered the artifact you are loo#ing for, in the (aarthal dungeon. When you are leaving the dungeon, loo# for it in the southwest of Winterhold. Aou can also get it during the *4or$idden egend* side /uest. ocation B . (tatue: "n 4rostmere Crypt during *The 1ale ady* &ungeon /uest. 0yne1s )eace &escription: The voice soothes wild $easts, who lose their desire to fight of flee. ocation , . 3yne: !o to 2annveig's 4ast, and defeat the ice dragon protecting the entrance. Then, enter to learn the &ragon (hout word. ocation 7 . 1eace: !o to (hroud 8earth Garrow &epths. "n "varstead, there is a /uest from the "nn 3eeper, Wilheim ?*Wilheim's (cream* dungeon /uest@. Enter the Garrow, and defeat the spirit to get the (apphire &ragon Claw as a reward from Wilheim. ocation B . Trust: "n 2agnavald Temple, north of =ar#arth, in the mountains are the ruins called 2agnavald with a temple inside. !o to the left and right into the canal and the crypts to get the #eys to gain access to the &ragon (hout area. &efeat the &aedric, otar the =od, to learn the &ragon (hout word. Mar ed /or #eath &escription: (pea#, and let your voice hearld doom, as an opponent's armor and life force are wea#ened. ocation , . 3ill: "n the %utomnwatch Tower, south of "varstad, further south of 2ift "mperial Camp, are a couple of towers in the mountains. There is a dragon at the top of the farthest tower to the south protecting the &ragon (hout word. ocation 7 . eech: "nside the 4orsa#en Cave in The 1ale, southwest of Winterhold, at the $ase and south of mountains that surround it. "t is north of the small la#e on the map. "t re/uires *The White 1hial* side /uest. "t is guarded $y &raugr, who is very difficult to defeat. ocation B . (uffer: "n the &ar# Grotherhood (anctuary in 4al#reath 8old. Slo+ Time &escription: (hout at time, command it to o$ey, as the world around you stands still. ocation , . Time: &uring *The (taff 9f =agnus* College 9f Winterhold /uest, when fighting &raugr &eathlord in the last level of the a$yrithian ?&ragon 1riest's air@, you can either fight &raugr or get an artifact that gives you access to this area. ocation 7 . (and: "n 3orvan5und, northeast of Whiterun ?snowy area on the map@. The &ragon (hout word is in the crypt, in the area at the $ottom. Aou will come here during the second "mperialJ(tormcloc# /uest. "t re/uires *The Fagged Crown* Civil War /uest. ocation B . Eternity: Aou will find it in 8og's End after completing *The 4ee$le 4ortune* &ar# Grotherhood 2adiant /uest. Storm Call

&escription: % shout to the s#y, a cry to the clouds, that awa#ens the destructive force of (3yrim's lightning. ocation , . (torm: "n 8igh !ate 2uins ?&ragon 1riest's air@, east of (olitude. oo# for a huge structure and set of ruins. !o inside and down to the last cham$er, which is Lo#un's Throne 2oom. &efeat Lol#un to find the &ragon (hout word in the room $ehind Lo#un's Throne 2oom. ocation 7 . Wrath: Aou will learn it during *The World.Eater's Eyrie* main /uest at the (#uldafn Temple level ?&ragon 1riest's air@. ocation B . ightening: "n 4orelhost in the &ragon 1riest's air. Thro+ .oice &escription: The Thu'um is heard, $ut its source u#nown, fooling those into see#ing it out. ocation . Loice, 4ool, 4ar: "n (hearpoint, west of Windhelm, at the top of the $ig mountain near it. "t is guarded $y a power &aedre called 3rosis. &efeat him to get all three &ragon (hout words. 2nrelenting /orce &escription: Aour voice is raw power, pushing aside anything .. or anyone .. who stands in your path. ocation , . 4orce: "n Glea# 4alls Garrow, west of 2iverwood in the mountains) it re/uires the *Glea# 4alls Garrow* main /uest ?o$tained from Whiterun, north of 2iverdale@ or *The !olden Claw* side /uest ?o$tained from ucan in 2iverwood@. ocation 7 . Galance: "t is given to you $y %rngeir after completing *The Way 9f The Loice* main /uest in 8igh 8rothgar. ocation B . &own: "t is given to $y %rngeir when you ta#e the horn $ac# to him in the *8orn 9f Furgen Windcaller* main /uest. ,hirl+ind S'rint &escription: The Thu'um rushes forward, carrying you in its wa#e with the speed of a tempest. ocation , . Whirlwind: "t is given to you $y Gorri in the *The Way 9f The Loice* main /uest when you reach 8igh 8rothgar. This is after you get the *Galance* word for the *-nrelenting 4orce* &ragon (hout. ocation 7 . 4ury: "n Lols#ygge ?&ragon 1riest's air@, high mountains in the corner of the (#yrim map, west of (olitude, is an ancient temple with a &ragon (hout guarded $y a powerful demon. Aou need to go northwest from Lols#ygge on the map, up closest to the mountains to get the &ragon (hout word. ocation B . Tempest: Aou will get it in &ead =en's 2espite after completing the *Tending The 4lames* Gards' College /uest. &aedric %rtifact /uest locations (uccessfully complete the indicated /uest to get the corresponding &aedric %rtifact: #a+nbrea er 34The Brea O- #a+n4 5"est6 ocation: Aou will get this /uest near the statue to =erida, west of (olitude. (uccessfully complete the /uest to get the artifact. Ebony Mail 34Boetiah1s Calling4 5"est6 ocation: 4ind (acellum of Goethiah in the east section of Windhelm. Aou will find a cult, and then $egin the /uest. To offer the sacrifice, you will have to trap someone in that cham$er. %n easy way to do this is hire a

mercenary ?you can visit Gee and Gra$ in 2iften) one is sitting downstairs@, and as# him to touch the $eacon. (uccessfully complete the remaining tas# to get the artifact. Mace O- Molag Bal 34$o"se O- $orrors4 5"est in Mar arth6 ocation: "n the city, when you wal# past an old haunted house, you will $e as#ed to go with someone. "f you complete this tas# and find the priest of Goethiah, you will get the artifact. Mas5"e O- Clavic"s .ile 34A #aedra1s Best /riend4 5"est6 ocation: The guard at the entry point of 4al#reath will tell you a$out a missing dog. %fter spea#ing with him, start the /uest. Aou can follow the dog, or simply go to 8aemar's (hame, which is 5ust south of the large mountain and 5ust east to 8elgen. !et the a;e, and return it to get the artifact. Mehr"nes1 *a7or 34)ieces O- The )ast4 5"est6 ocation: Lisit the museum in &awnstar ?the message pops up multiple times@, accept the /uest, and then collect the three pieces of the sword throughout (#yrim to get the artifact. Oghma %n-ini"m 34#iscearning The Transm"ndane4 5"est6 ocation: When you meet (eptimus (igmus during a main /uest, you will $e assigned a tas# to get the Elder (crolls. Aou will start the second tas# ?*&iscearning The Transmundane*@. &uring this /uest, you ta#e the imprint of the (crolls on the e;icon. Then, you need the harvested $lood from an 9rc, &ar# Elf, Wood Elf, 8igh Elf, and 4almer. "f you do not already have samples from them, you must find them, and #ill at least one to harvest the $lood. Aou can visit the Gandit camps for Elf and 9rc $lood, and you can visit =Eulft ?southeast of Windhelm@ for 4almers. *ing O- 8amira ocation: 4ind Lerulus in =ar#arth, and accept his /uest, which involves clearing the 0ecropolis. When Eola starts tal#ing a$out canni$alism, respond positively. Then, clear the undead from 0amira's altar. %gree to lure Lerulus to the %ltar. 3ill Lerulus and eat his flesh, and the 2ing 9f 0amira will appear in your inventory. Sang"ine1s *ose 348ight To *emember4 5"est6 ocation: 4ind (am !uevenne in Lilemyr "nn in "varstead. 8e will offer you a drin#ing challenge. %ccept it, and complete the rest of the /uest to get the artifact. Savior1s $ide 34%ll Met By Moonlight4 5"est6 ocation: "n 4al#reath, near the $arrac#s, you will find a #id downstairs in the 4al#reath 5ail. 8e will hand you his cursed ring, and the /uest will $egin. (uccessfully complete the /uest to get the artifact. #ote$ "f you decide not to #ill, you may not get the artifact. S "ll O- Corr"'tion 34,al ing 8ightmare4 5"est6 ocation: (uccessfully complete the *Wal#ing 0ightmare* /uest in &awnstar. To complete the /uest, tal# to the priest at the "nn, and #ill him at the end of the /uest to get the artifact. S'ellbrea er 34The Only C"re4 5"est6 ocation: !o to the shrine of 1eryite in the mountains $etween =ar#arth and (olitude. Aou must have good s#ills $efore you can complete the /uest. (uccessfully complete the /uest to get the artifact. The Blac Star 34The Blac Star4 5"est6 ocation: !o to %Eura's (hrine on top of the mountain to $egin this /uest. (uccessfully complete the /uest to get the artifact.

,abba!ac 34The Mind O- Madness4 5"est6 ocation: "n (olitude, find a child named &erevin wandering around the streets. 8e will as# you to deliver a message to his master. 4ind his master and complete the /uest to get the artifact. To complete one se/uence: shoot 1elgius with Wa$$a5ac#, shoot wolf, shoot goat, shoot $andit, shoot 1elagius, shoot 8agraven, shoot 1elagius, shoot 4lame %tronach, and then shoot the dragon priest. 4or the 1aranoia se/uence, you need to shoot the #ing. The mind se/uence is grow 1elagius twice, and then grow anger once with the Wa$$a5ac#. 1aarthurna; insults !et the Elder (croll, then go to 1aarthurna;, and use the *Throw Loice* shout on him. % new voice will shout insults such as *8ey, uglyQ*, *8ey, s#eever $uttQ*, *8ey, melon headQ*, *8ey, melon noseQ*, *8ey, troll $aitQ*, *8ey, slug.$reathQ*, and *8ey, cheese $rainQ* 4allout B reference While wal#ing around guards, they may say * et me guess, someone stole your (weet 2ollN* This is a reference to the $eginning of /allo"t 3, where your $irthday sweet roll is stolen $y Gutch. The Elder (crolls I: 9$livion reference (earch inside the museum of &awnstar to find a display case containing a yellowing piece of paper with the sym$ol for 9$livion. 1ic# the loc#, and use a spell for a few seconds on the paper to turn it into a $uc#et. Through the mountain passage that leads from 2iverwood towards 2iften, you will find a 3ha5iit named ='ai/ the iar, which is a reference to the fast 3ha5iit you find outside of Gravil and eyawinn in The Elder Scrolls 4: Oblivion. (team achievements (uccessfully complete the indicated tas# to unloc# the corresponding achievement. To view your achievements and stats in (team, select *Community*, *=y profile*, *Liew all my games*, then the game and view stats. %dept: 2each level ,+. %lduin's Wall: Complete *%lduin's Wall*. %pprentice: 2each level H. %rtificer: =a#e a smithed item, an enchanted item, and a potion. Glea# 4alls Garrow: Complete *Glea# 4alls Garrow*. Glessed: (elect a (tanding (tone $lessing. Glood 9ath: Gecome a mem$er of the Circle. Gound -ntil &eath: Complete *Gound -ntil &eath*. CitiEen: Guy a house. &aedric "nfluence: %c/uire a &aedric %rtifact. &ar#ness 2eturns: Complete *&ar#ness 2eturns*. &elver: Clear H+ dungeons. &iplomatic "mmunity: Complete *&iplomatic "mmunity*. &ragon 8unter: %$sor$ 7+ dragon souls. &ragon (oul: %$sor$ a dragon soul. &ragonslayer: Complete *&ragonslayer*. Elder 3nowledge: Complete *Elder 3nowledge*. E;pert: 2each level 7H. E;plorer: &iscover ,++ ocations. !ate#eeper: Foin the College of Winterhold. !lory of the &ead: Complete *!lory of the &ead*. !olden Touch: 8ave ,++,+++ gold. 8ail (ithisQ: Complete *8ail (ithisQ*. 8ard Wor#er: Chop wood, mine ore, and coo# food. 8ero of (#yrim: Capture (olitude or Windhelm. 8ero of the 1eople: Complete H+ misc o$5ectives. =arried: !et married. =aster: 2each level H+. =aster Criminal: Gounty of ,+++ gold in all nine holds. 9$livion Wal#er: Collect ,H daedric artifacts. 9ne with the (hadows: 2eturned the Thieves !uild to its former glory.

2eader: 2ead H+ s#ill $oo#s. 2evealing the -nseen: Complete *2evealing the -nseen*. (ideways: Complete ,+ side /uests. (#ill =aster: !et a s#ill to ,++. (na#e Tongue: (uccessfully persuade, $ri$e, and intimidate. (tanding (tones: 4ind ,B standing stones. Ta#e -p %rms: Foin the Companions. Ta#ing Care of Gusiness: Foin the Thieves !uild. Ta#ing (ides: Foin the (tormcloa#s or the "mperial %rmy. The Eye of =agnus: Complete *The Eye of =agnus*. The 4allen: Complete *The 4allen*. The Way of the Loice: Complete *The Way of the Loice*. Thief: 1ic# H+ loc#s and H+ poc#ets. Thu'um =aster: earn 7+ shouts. -n$ound: Complete *-n$ound*. Wanted: Escape from 5ail. War 8ero: Capture 4ort (ungard or 4ort !reenwall. With 4riends i#e These...: Foin the &ar# Grotherhood. Words of 1ower: earn all three words of a shout

6ain 7uest 8alkthrough &."9 :nbound


The player $egins the game as a prisoner, as is customary in Elder (crolls games. Aou'll $e on a prison wagon and una$le to move until you reach your destination. Foining you is -lfric (tormcloa#, an infamous anti."mperial re$el, along with two less important 01Cs, the re$el 2alof and the thief o#ir. When the wagon arrives in 8elgen and you get off, wait until after the scene, then step forward when called upon to create your character.

Character creation in (#yrim is simpler than in any Gethesda 21! $efore. Aou can still fully customiEe your character's appearance and name, $ut as for gameplay elements, you no longer choose a $irthsign or a class. Aour starting stats depend purely on your selected race, so your character's specialty mostly depends on what s#ills you choose to use in the first place. %fter the first prisoner is e;ecuted, 5ust $efore your own e;ecution can ta#e place, a dragon will appear and #noc# everyone down with a &ragon (hout, then $egin torching the place. uc#y you. 4ollow that 2alof guy to the #eep, then when part of the wall comes crashing down, 5ump across to the destroyed inn. &rop through the floor and head outside to meet up with 8advar, an "mperial soldier that will offer you a more positive impression of the Empire. 4ollow him through the $urning town, though you won't $e a$le to do anything $ecause your hands are literally tied. When you come to the #eep, you'll $e faced with a choice: side with the empire and follow 8advar, or follow 2alof to side with -lfric the (tormcloa# re$els. Aour choice will affect the path of this particular mission, $ut you can still change allegiances later on, so choose whichever one you want. Aou will receive the same achievements regardless of which group you ultimately side with. 2mpire 5ath 4ollow 8advar and he will release your restraints. (earch the $arrac#s for items, specifically the warden's chest, which contains "mperial armor and a sword, as well as the 8E !E0 3EE1 3EA. E/uip the weapons and armor from your character menu. (earch the room for any other items, if you thin# you'll have a use for them. 9n the other hand, you may wish to collect valua$le items to sell once you get out of here. %pproach the wooden gate and 8advar will open it. "n the ne;t room, open the gate and the (tormcloa#s will attac# you. 3ill them and search their corpses, as well as the corpse of someone named !un5ar. /tormcloak 5ath 4ollow 2olof into the #eep and he will release your restraints after discovering the corpse of his fallen comrade, !un5ar. (earch his corpse for (tormcloa# armor and a handa;e. E/uip these from the character menu. Chec# the e;its, and 2olof will notice some "mperials approaching. 4ight these "mperials along with 2olof, then collect the 8E !E0 3EE1 3EA from the captain's $ody. Gefore unloc#ing the gate to the west in order to proceed, head into the area the "mperials came from and search for items in the chests.

4ollow your companion until the ceiling crashes down, forcing you to head through the door on the left. "nside are two foes, whom you can snea# up upon for a snea# attac#. Collect any desired gear from their $odies, then chec# the $arrel they were investigating for some $asic potions. There's also another potion on the ta$le and a pile of salt, a $asic ingredient in $oth

coo#ing and alchemy. %s these are all $asic items that can $e found anywhere in the game, there is little purpose in listing all of them. 9ther items you can find are various types of produce, which can $e eaten for a tiny health $oost or coo#ed into a meal for a more su$stantial $onus. The same goes for the hanging animals, whose raw meat can $e harvested and coo#ed to greatly increase its healing. !ra$ as many weapons, armor, potions, food, ingredients, and #eys as you have use for, as these items are valua$le commodities. % very useful alchemy ingredient, 2oc# War$ler Eggs, can also $e found if you loo# into one of the $as#ets. "tems you should pass up include $as#ets, $uc#ets, $owls, tan#ards, pots, silverware, and $asically anything else of a decorative nature with a low value. 8ead out the opposite door to get to the other side of the ru$$le in the hallway. &own in the dungeon, some (tormcloa#s and "mperials will $e fighting. %fter said fight, collect the slain participants' $elongings. 9n a small ta$le near$y is the Goo# of the &ragon$orn, which has no function $ut certainly ma#es for an interesting read. Aou can always read it and choose not to ta#e it with you. 9ptionally, you can try out your loc#pic#ing s#ill $y attempting to unloc# the cages here, using the loc#pic#s you receive from your friend. The loc#pic# minigame is the same as that of 4allout B: turn the left stic# to search for the correct angle, then move the right stic# to test that position. The e;tent to which the loc# turns demonstrates how close to the correct location you are. "t's a fairly easy minigame, which greatly reduces the usefulness of the loc#pic# s#ill. "nside the central cage is a corpse with 09L"CE 899& and 09L"CE 29GE(, $oth useful items that $enefit your =agic#a, as well as some gold and (1E T9=E: (1%23(, which will teach you a lightning spell. T9 actually use the spell, you must activate the spell$oo# from your items menu, which will consume the $oo# $ut add the spell to your magic menu. Certainly, this loot is not worth passing up. 1roceed through the ne;t hall, and pic# the loc# on the second cell on your right to collect some gold and loot a s#eleton for $onemeal, a useful alchemical ingredient. 0ote that the new alchemy system in (#yrim relies on discovering ingredient effects, which will $e stored and displayed when you select the ingredient. The first of each ingredient's four effects can $e discovered $y consuming the ingredient, which is usually harmless. 9nly with rare ingredients that can't $e wasted on consumption should you forgo this test. 1roceed into the hallway and search the s#eletons in the cages for $onemeal and gold. Continue out through the cave ahead, and you'll come across a larger group of enemies. Aou have now have a pretty full variety of attac# options: you can wield a two.handed weapon, a one.handed weapon with a shield, two one.handed weapons, a $ow, or you can use one of your spells. "n the menu, e/uip each weapon or spell to the desired hand $y pulling the corresponding trigger. 9nce all the enemies are defeated, loot them. This will surely fill your encum$erance if you've $een hoarding all of the enemies' loot thus far. "n general, you should drop heavy two. handed weapons and any (tormcloa# armor you've pic#ed up, as these have a lower ratio of value to weight. Continue to the other side and pull the lever to lower a draw$ridge.

%fter the $ridge collapses $ehind you, continue on ahead. 4ollow the stream up to a s#eleton with a little gold and a lantern, which is sadly now a useless item, though =orrowind players will remem$er that it was once a usa$le light source. %nyway, leave the lantern and continue down this stream until it leads you to another path with a coin purse near a few $ones. Ta#e the path here as it diverges from the stream to a nest full of 4rost$ite (piders. (lay these arachnids and ta#e their 4rost$ite Lenom, which can $e activated from the menu to add an additional poison effect to your ne;t attac#. Aou may also find 5ewelry or even gemstones on their $odies, which leads one to /uestion how these items came to reside in the $odies of giant spiders. Chec# the egg sacs for another alchemical ingredient, (pider Eggs, and the we$ sacs hanging from the ceiling for (#eever Tails. Continue deeper into the cave. There's a cart with a few useful items inside and more lying near$y. Aour ally will recommend the use of stealth to avoid the $ear ahead, or use the $ow and arrows he provides to shoot it from afar. Whether you ta#e that advice is entirely up to you, $ut if you're going to attac#, aim to ma#e a snea# attac# while in stealth mode for $onus damage against the $ear. Gears drop Gear Claws, an alchemy ingredient, as well as Gear 1elts, which can $e used to ma#e leather for smithing. %lternatively, there is one miscellaneous /uest that re/uires you to collect ,+ $ear pelts, so you may wish to start saving up for that /uest now. %fter slaying the $ear, ta#e the path to the left through a tunnel that leads to the outside. 9nce you're outside, the dragon from $efore will fly away. Aour friend will ma#e a recommendation a$out your first destination $efore departing, and the /uest will end. Completing this /uest earns you the *-n$ound* achievement.

&.&9 +efore the /torm


%fter the last /uest is complete, you can follow your friend to 2iverwood or find it yourself. "f you follow him, he will continue conversing with you and recommend that you 5oin his faction ?which $egins the Civil War /uestline@. 8e will also point out landmar#s and stop at the !uardian (tones to allow you to select one. Choosing a stone grants you the *Glessed* achievement. The Warrior (tone increases your level up rate in all com$at s#ills $y 7+M, while the =age does the same for magic s#ills and the thief for stealth s#ills. 8owever, you may not wish to select any of these: the faster your s#ills increase, the faster your level goes up, and the faster the enemies get stronger. Therefore, though you'll $e on the same page as far as levels go, you may not $e a$le to get new and $etter e/uipment /uic#ly enough to #eep up with the rate of your leveling. "n other words, $oosting your s#ill gain rate can actually ma#e the game a $it more difficult for you in the long run. Continue following your ally, and the two of you will $e attac#ed $y wolves. 3ill them and ta#e their pelts, which can $e used to ma#e leather 5ust li#e $ear pelts. "n fact, nearly any pelt can $e made into leather. 4ollow your ally 5ust a little further to 2iverwood, after which you can spea# to him in detail a$out the recent occurances. To advance the mission, spea# to %lvor ?if your friend was 8advar@ or !urdur ?if you sided with 2olof@. et your friend spea# or tal# to them yourself. The friend of a friend will offer you supplies, which you can ta#e as many of as you need. "tems in their home will also $e

shared with you ?up to a certain value@, meaning that you can ta#e them and it won't $e considered stealing. They will also offer their home to you: you will $e a$le to sleep in the $eds here, which will grant a HM $onus to s#ill gain. "n the end, you will $e as#ed to spea# to the Farl of Whiterun and inform him of the dragon's presence. 8ead to Whiterun to the 0orth to continue the /uest, $ut first ta#e care of an $usiness you have here, such as selling all the loot from the last /uest that's 5ust weighing you down. Aou can reach Whiterun $y crossing the $ridge outside 2iverwood heading to the o$5ective on your map. 9nce you pass the 8oney$rew =eadary, you may seem some mem$ers of the Companions fighting a giant. 8elp them out if you wish, then their leader will spea# with you and direct you to the place where you can 5oin up with them. "f you don't care a$out 5oining the Companions, you can wal# right on $y. When you reach Whiterun, head up to the top level ?&ragonsreach@ and spea# with the guard. Aou can try to negotiate with her, $ut the most o$vious solution is to simply tell the truth ?that 2iverwood needs the Farl's aid@ and she will let you pass. "nside, approach the Farl and tell him what has happened, and $e sure to mention either %lvor or !erdur if you spo#e to them. %fter you converse with the Farl, he will give you a gift, a leveled piece of armor. The higher your level, the higher the grade of the armor will $e, and it will $e either heavy or light depending on whether your heavy or light armor s#ill is higher.

&.'9 +leak ;alls +arrow


(pea# to 4arengar, the court wiEard, and you'll $e send $ac# to Glea# 4alls Garrow to collect an item called the &ragonstone. To a certain e;tent, this /uest overlaps with the side /uest, The !olden Claw. %gain, simply go to 2iverwood Trader and spea# with the owner to start the /uest. &on't $ring the !olden Claw $ac# to him, however, until you've used it to unloc# a gate in the $arrow, or you'll have to ta#e it $ac# from him. 4ollow the map mar#er to the $arrow and slay the $andit guard $efore entering. There are two more such foes inside. 8ead down into the $arrow, and when you see a $andit ahead, you can simply watch as he pulls a lever that triggers a trap, ta#ing his own life. !o down into the room to discover a fairly o$vious puEEle: $efore pulling the lever, you must find rotate the three icons on the left to match those shown on the upper floor. The only tric# is that the second one has fallen, $ut is still visi$le on the ground. To ma#e things simpler, " can tell you to simply turn the left one to the sna#e, the middle one to the sna#e, and the right one to the dolphin shape. 0ow pull the lever, and the gate will open while you remain unharmed. Ta#e the spiral staircase down and #ill the wimpy (#eevers that are running up toward you. %t the $ottom, you'll see what sent them running: there is a large 4rost$ite (pider in the lower room. Aou can retreat $ac# through the door from which you entered for a reprieve during the fight, as the spider cannot fit through it. When the spider is slain, loot its $ody and then cut the we$s around %rvel to free him. 8e will run, $ut you might not want to chase him, as he's going to storm right into a room full of &raugr, 0ordic undead. When you head down to fight the &raugr, you can use a spi#e wall trap triggered $y a $utton in the ne;t hall against the enemies. 4ind %rvel's $ody and search him for the !9 &E0 C %W, as well as a 5ournal that you can read for some $ac#ground information. %s you

continue through this crypt, some of the &raugr will rise from their resting places and fight you, while others remain lifeless corpses that you can loot without a fight. Aou'll come to a $lade pendulum trap, which you must sprint through with precise timing to evade damage. "n the ne;t passage, $e careful if you use fire: there is incendiary oil on the floor here. -se this as yet another trap to employ against the &raugr ahead. Aou'll eventually come to a set of stairs leading up to a room with a waterfall in it. 4ight the &raugr, then pull the chain to open the gate and slide down the stream into a cavern, where a more powerful enemy awaits. 4ollow the ne;t path to Glea# 4alls (anctum. Aou'll come to another hall with swinging $lade traps, which you can use against the &raugr ahead. There's a $ridge ahead with several more &raugr, $ut once they're finished, you can move on to a puEEle door. This puEEle's a $it tric#ier: you must go into the item menu and inspect the !olden Claw for the answer. The $ear should $e on top, then the moth $elow it, then the owl on $ottom, then use activate the door ?which also re/uires the !olden Claw@. "nside, approach the word wall, an ancient stone carving containing #nowledge of the language of dragons. Aou will learn a &raconic word, *4orce,* and a powerful &raugr will immediately rise from the coffin near$y. This &raugr is tougher than the others, and he possesses #nowledge of the true power of the draconic language: the &ragon (hout. 8is shout, however, will only have the effect of stunning you and $riefly #noc#ing you $ac#, which isn't too $ad. (lay the &raugr and recover his loot, including the &2%!90(T90E you needed to retrieve. R E;it the $arrow and fast travel to &ragonsreach to spea# with 4arengar. !ive him the &ragonstone, and you will earn his approval. (pea# to the Farl to receive your reward, another leveled armor item, and start the ne;t main /uest. Aou will now earn the *Glea# 4alls Garrow* achievement. 0ote that if you save up H,+++ gold coins, you will now $e a$le to purchase a home in this town. (pea# to %venicci if you're interested. Guying a house will earn you the *CitiEen* achievement.

&.!9 1ragon Rising


Aour tal# with the Farl is preceded $y the news that a dragon has appeared near Whiterun. %fter spea#ing to the Farl, follow "rileth to the Western Watchtower. %s you approach, you will see that the $uilding has $een a$solutely devastated $y a dragon attac#. Enter the tower, and a guard will cry out a$out a dragon, and sure enough, one will show up. This is a fire dragon, so hopefully you have some fire.resistant armor or potions of some sort to protect you. When the dragon is in the s#y, it generally moves too /uic#ly to hit, $ut when it hovers to $reathe fire, you get a chance to shoot it with long.range magic or a $ow. When the dragon lands, you can either run to engage it in melee along with the Whiterun forces, or you can continue to attac# from afar. The dragon will fortunately focus on these guards, $ut if he $egins to attac# you, you should pro$a$ly run. "nstead of engaging the dragon on the ground, you may want to ta#e cover in the tower and shoot the dragon from the roof. -nfortunately, this means the dragon is more li#ely to focus on you, $ut if he attac#s, you can always descend into the tower for safety. 9n the $right side, the more the dragon focuses on you, the less harm he'll do to those poor guards.

%pproach the dragon, and he'll $urst into flame and $e reduced to a s#eleton while you a$sor$ his &2%!90 (9- , granting you the *&ragon (oul* achievement. Aou didn't even need to use (oul TrapQ The guards will start commenting on you $eing a &ragon$orn or some such nonsense. "f you want, you can do as they as# and show off your new &ragon (hout, which you o$tained in Glea# 4alls 8ollow $ut can only use now that you've a$sor$ed a &ragon (oul. "nstead of shouting at the guards ?which won't ma#e them mad, $ut it will hurt them@, shout off into the distance with -nrelenting 4orce. 0ote that shouts have a cooldown timer, which is shown on the outline of your compass. "rileth will ta#e up the guard at the tower and as# you to report $ac# to the Farl. 9n the way $ac#, you'll hear a loud roar from a distant mountain. Tell Farl all a$out slaying the dragon and discovering that you're a &ragon$orn, and he will e;plain that loud roar you heard: you are $eing called $y the !rey$eards, masters of The Loice. !uess you'll have to head off to 8igh 8rothgar, perched atop the great mountain #nown as the Throat of the World. Gefore you em$ar# on your epic 5ourney, however, the Farl will give you a randomly enchanted weapon called the %;e of Whiterun. 8e will also reward your service $y ma#ing you a Thane of Whiterun, which is compara$le to #nighthood. The title of Thane comes with a per#: you will now have a housecarl named ydia, who dou$les as a follower. %s# her to follow you and ydia will accompany you on your 5ourney) you can then give her orders and have her carry your things, in addition to having a protector at your side in $attle. When she's not on a 5ourney with you, ydia can $e found at &ragonsreach or at your house in Whiterun, if you have one.

&.<9 0he 8ay of the =oice


2eaching 8igh 8rothgar first re/uires you to reach "varstead. 8ead east from Whiterun until you cross a stone $ridge, then follow the signs to "varstead. "f you have trou$le, purchase the spell Clairvoyance, which will reveal a path to your destination. "varstead is a small, depopulated town at the foot of the Throat of the World. There's only a few miscellaneous missions to do here, $ut its significance is that it is location of the $eginning of the C,+++ (teps leading up to 8igh 8rothgar. 9nce you've made the trip once, you'll pro$a$ly want to fast travel there from then on. Gefore ascending the mountain, spea# to 3imme#. 8e gives you a miscellaneous /uest to clim$ the steps and drop his goods in the offering $o;. (eeing how you're headed up there anyway, you might as well #ill two $irds with one stone. %long the way up are several pilgrims, who will warn you of the 5ourney's dangers. Aou'll encounter some yourself as you approach the top: at first, you'll face mere wolves, $ut your greatest threat will $e a crag guarded $y a 4rost Troll. This enemy is li#ely to ma#e things /uite difficult for you early in the game, $ut you can ta#e advantage of his significant wea#ness to fire to ma#e things a $it easier. 1lus, it's always nice to have some Troll 4at for your alchemy. When you reach the C,+++th step, you'll $e at the gates to 8igh 8rothgar. "f you have 3imme#'s goods, drop them in the $o; outside $efore entering.

"nside, a mon# named %rngeir will address you and as# you to perform a &ragon (hout to prove that you are &ragon$orn. Glast him with your shout to satisfy his desire for draconic conversation. The !rey$eards will now advance your #nowledge of the -nrelenting 4orce shout from the initial word, 4us ?4orce@. 9ne of the silent mon#s, Einarth, will teach you 2o ?Galance@, the second word of -nrelenting 4orce, which will ma#e it less li#e a summer $reeEe and more li#e a $lustering wind. 8old the $utton down to spea# more words of the shout and increase its power ?$ut also its cooldown time@. Aou will also a$sor$ Einarth's #nowledge of the shout, 5ust as you a$sor$ #nowledge from a departed dragon's soul. The !rey$eards will now summon targets for you to test your shout against. "f for some reason the targets do not appear, you have yourself a common glitch, $ut you can easily remedy this $y restarting your console and loading the autosave from when you entered. %fter $lasting three targets with *4us 2o,* the first challenge is done. 0ow follow Gorri outside. Gorri will teach you a word from a different shout: this will most li#ely $e Wuld ?Whirlwind@ of the Whirlwind (print shout. "f you already have some num$er of words in this shout, he will teach you the second or third word in it. 0ow your use of Whirlwind (print will $e tested, so e/uip it from the magic menu. Aou must speed through a $riefly opened gate $efore it closes $y using the &ragon (hout. When you are successful, you will earn the achievement, *The Way of the Loice.* 9nce you accomplish this successfully complete this tas#, %rngeir will give you a new /uest: retrieve the 8orn of Furgen Windcaller from -stengrav.

&.(9 0he ,orn of >urgen 8indcaller


8ead to the location of -stangrav and descend into the stone pit. Gefore entering the door, loo# around for a couple of $ottles of (#ooma among the $o;es. (#ooma has seen $etter days) it now only restores 7H stamina, and that's it. "nside, you'll find several dead $andits who tried to enter $efore. %head, you'll see the cause of their deaths: a group of mages who are using the $andits as their thralls. 3ill the mage, and you'll #ill any thrall that mage controls. &escend to find more mages, $ut they don't seem to $e faring any $etter than the $andits, than#s to a group of attac#ing &raugr. Aou may want to let the two groups fight it out to wea#en each other $efore you 5oin the fray. There are side rooms to the north that are filled with urns, most of which have a few gold pieces or a small treasure. There are also potions in the rooms and chests with treasure. "n the eastern room, there is also a 2estoration s#ill $oo# to read. Continue through the passage forward ?to the east@ and you will come to a $ranch, with one path leading into a crypt and another leading down into a small room. Collect the items in the room $elow, then pull a chain to reveal a passage to more treasure. 8ead $ac# up to the for# and continue into the crypt and fight the &raugr ahead. Ta#e the stairs up, where you'll find a $ridge leading across to a door to the ne;t area: -stangrav &epths.

8ead down the steps to a $ranching path. Goth paths lead to a room with a &raugr. -p ahead, you'll $e on a $ridge a$ove a room with a &raugr. Aou can snea# attac# him with a $ow if you want $efore heading down via the stairs. There's also another $ridge a$ove you in this room where you can snipe another &raugr $efore encountering him. Ta#e the stairs near$y to reach this $ridge, which leads to the ne;t room. 4ollow the tunnel to the left, then loo# on your left again for a portcullis. 1ull the lever to open the gate on the opposite side) you'll have to find another way to open the other gate. 8ead into the main room, and &raugr will rise from their coffins and attac#. 3ill them, then pull a lever near one of the coffins to open the portcullis and allow you access to the side room, where you'll $e rewarded with an enchanting ta$le and some treasure. "n the following room, head up the stairs to collect a potent potion, then downstairs to enter a cham$er guarded $y s#eletons. &estroy the s#eletons and ascend the stairs to collect a few items on the path $ehind the fire traps, then descend into the grotto. Chec# the chest overloo#ing the room, then approach the word wall to learn a word from the shout, Gecome Ethereal, which ma#es you una$le to give or receive damage for its duration. Gefore heading $ac# up, loo# $ehind the waterfall for another chest guarded $y a &raugr. Gac# at the upper level, cross the $ridge to reach a puEEle room with a s#eleton archer on the upper level for you to #ill. (tanding in front of each stone will open one of the gates, $ut they will close after 5ust a few seconds. To pass, run past all three stones and then fly through the gates with Whirlwind (print. "n the ne;t area, run /uic#ly across the floor as fire springs up from the floor $ehind you. Aou'll come to some spiders ahead. To #ill them, you may wish to run $ac# across the fire floor so that they will follow you and $e hit $y the traps as you set them off. %fter fighting the spiders, cut through the we$.filled doorway ahead to reach an actual door. 9n the other side of the door, pull the chain to open the gate. %pproach the pedestal and ac/uire the note there. "t seems someone got to the horn $efore you. Gefore leaving, go into the room $ehind the pedestal and collect the treasure from the containers, then ta#e the shortcut $ac# to the $eginning of the dungeon. !o to the (leeping !iant "nn in the town of 2iverwood to meet the so.called friend who has deprived you of the horn. (pea# to the target, &elphine, and as# to rent the attic room. (he will lead you to a room and reveal herself as the *friend.* (he will then give you the 8920 94 F-2!E0 W"0&C% E2. (he will as# you to follow her, which will start the ne;t /uest if you o$lige. 2eturn to 8igh 8rothgar and spea# to %rngeir. 8ead to the main cham$er where the !rey$eards are gathering. =aster Wulfgar will teach you the final word, *&ah,* of -nrelenting 4orce. "f this is the first full three.word shout you have learned, you will receive the *Words of 1ower* achievement. %fter a$sor$ing his #nowledge too, stic# around while the !rey$eards put you through yet another initiation. 9nce you've withstood the Loice of the !rey$eards, this /uest is done. 0ote that you can return the horn to the tom$ where it was originally supposed to $e, which will allow you to a$sor$ an additional &2%!90 (9- . The ne;t /uest, % Glade in the &ar#, is already availa$le from &elphine.

&.?9 * +lade in the 1ark


(pea# to &elphine, and she'll as# you to close the door. When you do, she opens a secret passage in the wardro$e and leads you down into the $asement. (pea# to her here, and she should state that a &ragon $urial mound is your ne;t goal. =eet up with her at 3ynesgrove. 0ote that this secret room contains numerous rare alchemy ingredients, potions, scrolls, plus an alchemy station and even an enchanting ta$le. 0ow you can do any enchanting here in 2iverwood. "t's possi$le to follow &elphine from 2iverwood to your destination, if you'd rather not have to find your own way. 9therwise, you can always use Clairvoyance to chart a footpath to your destination. "f you follow the same path as &elphine, you will pass near the 2itual (tone on your 5ourney. This (tanding (tone will grant you the a$ility to raise the dead around you once per day. When you reach the mar#er near 3ynesgrove, you'll hear %lduin chanting in the distance. %pproach to watch him resurrect a dead dragon with a &ragon (hout of his own. %fter a $rief taunting se/uent, you'll have to fight the dragon he revived: (ahlo#nir. 8e's a frost dragon, so he's wea# to fire. %fter the $attle, a$sor$ (ahlo#nir's &2%9!0 (9- and loot his $ody. &elphine will realiEe that you are a &ragon$orn now, for real. Tal# to her, and she'll e;plain herself to $e a surviving mem$er of the Glades. Aour ne;t mission, it seems, will $e in the Thalmor Em$assy. 4or whatever reason, you'll have to meet up with &elphine $ac# in 2iverwood to discuss the rest of the plan. This mar#s the end of this /uest and the $eginning of the ne;t.

&.)9 1iplomatic 3mmunity


When you spea# to &elphine in 2iverwood, she will e;plain her plan. Aou're going to inflitrate the em$assy as a party guest. Aour goal is (olitude, where you'll need to spea# to =al$orn in the Win#ing (#eever. 8ead to (olitude. "f this is your first time in (olitude, you may $e witnessing an e;ecution. -nless you want to start an all.out war in the streets, " don't recommend trying to stop it. Fust head to the Win#ing (#eever and spea# to =al$orn. "f there's anything you'll want to have with you during the mission, give it to 4almor when he as#s for it. 8ead to Catla's 4arm and spea# to &elphine when you're ready. (he'll give you 1%2TA C 9T8E( and a 1%2TA 8%T. 1ut them on and spea# to &elphine, then tell her you're ready to go. Aou'll automatically $oard a near$y carriage. Aou'll leave all of your stuff with her for the duration of the mission. Aou'll now $e at the em$assy. (pea# to the guard and show him your invitation $efore heading inside. 0ow follow the man named 2aEelan into the front door. Aou'll $e addressed $y some 8igh Elf named Elenwen. Aour conversation will $e interrupted $y the very person you need to spea# to: =al$orn. 9nce =al$orn addresses you, you'll need to create a distraction. Gefore that, go ahead and collect the various free items in the area ?including some rare potions and ingredients, as well as some food@. When you're ready, you can get 2aEelan a

drin#, and he'll offer a favor in return. %s# him to create a distraction while you slip out the door to the #itchen with =al$orn. %lternatively, you can mislead Eri#ur into $elieving that Grelas returns his affection, which will also create a distraction. "n the #itchen, =al$orn will rush you, $ut feel free to spend as much time collecting ingredients here as you wish. 2ecover your chosen items from the chest while you can, $ecause once you continue into the hallway, =al$orn will loc# the door $ehind you. The room on the right holds T8% =92 29GE(, which you can use to disguise yourself as a Thalmor guard. "f you're a 8igh Elf, this will wor# splendidly. 9ther elves can pull it off passa$ly, $ut you can't afford to get as close. 8uman races will have an even harder time, and if you're one of the $east races, forget a$out it. "n the opposite room, some guards are tal#ing. 9nce they disperse, ta#e the opportunity to snea# up the stairs unnoticed. % Thalmor mage awaits when you reach the top. 3ill him from stealth $efore he alerts the other guards to your presence, or wal# past him if your Thalmor resem$lance or your stealth is sufficient. Ta#e a left to reach an unguarded area with a door leading to the outside. %s you advance along this wal#way, ta#e out or evade the guard patrolling the path $efore continuing. 8ead into the courtyard while remaining wary of a Thalmor mage and another guard that patrol the area. Enter the central $uilding, Elenwen's (olar. This area contains several rare ingredients, li#e !low &ust and Loid (alts, so #eep your eyes open. While you search the area, you'll hear two people arguing in the ne;t room. There's more to collect in there, $ut wait for them to leave first. "n the room ad5acent to this one, one of your o$5ectives mar#s a chest full of intel to collect, as well as the "0TE229!%T"90 C8%=GE2 3EA. 0ow head upstairs. "n the $edroom, collect the -0-(-% !E=, which is part of the *0o (tone -nturned* /uest. (earch the room's safe for some pretty valua$le loot. Gac# at the intel chest, there's a set of stairs leading down to the dungeon door. Aou'll either need to have the #ey from the chest or pic# the master loc# to advance. "nside, you'll see an in/uisitor named 2ulindil torturing and interrogating a prisoner. Collect the evidence from the chest $ehind the in/uisitor. "f you want, you can 5ust leave now. %lternatively, you can #ill the guards and the in/uisitor and free the prisoner, Etienne. 8e will give you the information you need to complete the /uest, even without the intel. 8e'll tell you to ta#e the trapdoor to escape. %fter a short while, two Thalmor guards will enter with =al$orn in tow. Aou can either #ill them and save =al$orn, or you can pic#poc#et one of them for the T2%1 &992 3EA. Ta#e the trapdoor to reach 2ee#ing Cave. Continue through the tunnel to a ledge overloo#ing a cave with a frost troll. "f you had a companion with you $efore, they'll $e fighting this troll. This is a good opportunity to snipe the troll from safety, $ut if you have anyone with you, they'll 5ump down and engage the troll, most li#ely resulting in their deaths. Therefore, you should #ill this troll /uic#ly. Gefore you leave, don't forget to search the alcove $eneath the ledge you dropped from for an "llusion s#ill $oo#.

9utside, fast travel $ac# to &elphine in 2iverwood. Chec# one of the chests in her underground room for the rest of your $elongings. (pea# to her to conclude the /uest and $egin the ne;t one. Aou'll also get the *&iplomatic "mmunity* achievement.

&.@9 * Cornered Rat


4or this /uest, you'll need to head to the town of 2iften. When you approach, a suspicious guard will as# you for a *visitor's ta;.* Aou can persuade him with your speech s#ill or intimidate him depending on your level. %lternatively, you can 5ust pay the so.called ta;. 9$viously, if this isn't your first time in 2iften, you've done this already. The most direct way to advance this /uest is to spea# to Gryn5olf and do the /uest *% Chance %rrangement,* which is the first in the Thieve's !uild line of /uests. 8owever, you don't necessarily have to play the thief here. Aou can persuade him to reveal Es$ern's location, or you can 5ust go straight to the 2atway. "n the 2atway tunnels, you'll $e $othered $y a couple of muggers. Either persuade them to leave you alone or #ill them. 1roceed through the tunnels to the 2agged 4lagon and as# either Le#el the =an or &irge a$out Es$ern. Aou can persuade them, $ri$e them, or $eat them in a hand.to.hand $rawl to get them to reveal the information. This won't $e necessary if you're a guild mem$er) they'll 5ust point you to the warrens. "f !issur survived the last mission, he'll $e spying on you now, and once you have the information, he'll head off to report to the Thalmor. &o with him what you wish. 8ead to the 2atway Laults, and get ready for an am$ush $y the Thalmor. While you're down here, you should also $eware of a 3ha5it $ounty hunter that may attac# you at any time after you reach the 4lagon. 1roceed to the $ottom level, either $y following the $ridges and rooms or $y simply 5umping down a couple of levels. Larious enemies may $e s/uatting down here $esides the Thalmor. 4rom the $ottom floor, it's a short path to the door to the Warrens. %ll of the people here, you'll notice, are totally craEy. Watch out for 8efid and 3n5a#r, who will try to #ill you if they see you. %pproach the heavily armored door and try to open it to spea# to Es$ern. Aou can either persuade him or tell him to *remem$er the B+th of 4rostfall,* and he'll let you in, after ta#ing a ridiculous amount of time to unloc# his door. Es$ern will claim that all is lost. Tell him to calm his $osom, as you are the &ragon$orn he has $een waiting for. This /uest will immediately terminate, and a new /uest will start...

&."09 *lduinAs 8all


Es$ern will stop to collect a few things $efore the two of you depart. While he does that, gra$ the 9ne.8anded s#ill $oo# in a $o; $y the $ed. When you go to leave, you'll $e attac#ed $y Thalmor soldiers. When they are slain, head $ac# up to the 2agged 4lagon. &on't worry a$out Es$ern dying during these fights) he is impossi$le to #ill due to his importance to the story. 8ead through the 2atway cistern and ta#e a ladder that serves as a shortcut to the surface. 1ull the chain to reveal the e;it, then travel $ac# to 2iverwood with Es$ern in tow. Gring him to &elphine, and they will head down to the secret room to tal#. The old man will whip out an e;pensive $oo# and start tal#ing a$out %lduin's wall. !uess where you're going ne;tN

That's right, (#y 8aven TempleQ &elphine will as# if you want to travel together, in which case she and Es$ern will $ecome your followers, temporarily. Travel to the map mar#er $y whatever means you see fit. 9n the river, there will $e an encampment with numerous 4orsworn near the cave you're loo#ing for. Enter the cave. There will $e a few more 4orsworn inside, $ut they'll $e easily disposed. 8ead in through a tunnel and you'll come to an %#aviri puEEle. The solution is so simple, it may actually confuse some players: 5ust go up the stairs on the right and turn all the pillars to the &ragon$orn sym$ol ?that's the one with an arrow pointing down at the $ottom@. This will lower a stone $ridge so that you can cross. 4ollow Es$ern to the room with the pressure plates for another puEEle. "f you have another companion with you, tell them to wait while you do this puEEle. %gain, it's /uite o$vious: 5ust follow the path formed $y the pressure plates with the &ragon$orn sym$ol on them ?the same sym$ol on the pillars in the last puEEle@. This will lead you to a chain you can pull to disa$le the trap. 0ow go $ac# and recover your companion to advance. 1roceed across the $ridge ahead to reach the entrance (#y 8aven Temple. (earch the chest in the center of the room, then approach the large sym$ol on the floor and activate it. 0ow enter the face.shaped gate and enter the temple proper. Enter the temple and ta#e the leftmost stairs to search a living area, then head $ac# down and 5oin Es$ern as he inspects the mural on the wall. &elphine will spea# to you, and you'll $e sent off to as# the !rey$eards a$out a special shout. This will conclude the /uest, and you'll earn the *%lduin's Wall* achievement. 0ow ta#e the stairs to the left or right of the mural and ascend to the door to the outside.

&.""9 0he 0hroat of the 8orld


4ast travel to 8igh 8rothgar and spea# to the !ray$eards. (pea# to %rngeir and as# him a$out the shout. 8e will get angry, $ut then change his mind. 8e will then ta#e you to see 1aarthurna;, the master of the !rey$eards. To get through the gate that leads to him, however, you'll need to learn a shout that can dispel the $liEEard leading to the top of the mountain. "n front of the gate, %rngeir will teach you all three words of a new dragon shout, Clear (#ies, and grant you the #nowledge of how to use it. -se Clear (#ies at the gate to temporarily clear the way to the top of the mountain, where 1aarthurna; awaits. %s you ascend the mountain, you must continue using Clear (#ies each time it wears off, all while fighting "ce Wraiths that guard the path. When you reach the top of the Throat of the World, a dragon will land in front of you. &o not attac# him. 8e will spea# to you and reveal himself to $e 1aarthurna;. %fter a short conversation, he will shoot a dragon shout at the wall. %pproach it to learn the first word of 4ire Greath. 8e will also give you his understanding of 4ire Greath. -se 4ire Greath on 1aarthurna;, and he will spea# to you again. %s# him a$out the shout, and he will tell you that he doesn't #now it either, $ut that you can learn it $y going $ac# in time to when the &ragonrend shout was first created. Aou'll need an Elder (croll to accomplish

this. Aou must see# out Es$ern at (#y 8aven Temple or %rngeir at 8igh 8rothgar and as# them where the Elder (croll can $e found.

&."&9 2lder Bnowledge


Aour ne;t o$5ective is the College of Winterhold to the far north. "f this is your first time trying to enter the college, 4aralda will stop you and demand that you demonstrate magical a$ility. 9f course, you can 5ust tell her you're the &ragon$orn and show her a (hout instead, and she'll let you in. This will earn the achievement *!ate#eeper.* 4ollow 4aralda as she activates the safeguards on the $ridge, then enter the college. Enter the %rcaneum and spea# to -rag to advance this /uest. Continue to as# a$out the Elder (crolls until he lets up and $rings you a $oo#: 2uminations on the Elder (crolls. 2ead the $oo# to start the &aedric /uest, &iscerning the Transmundane. !o $ac# and tal# to -rag a$out the $oo# once you've read it, and he'll say to loo# for (eptimus in the ice fields. 4ollow the map mar#er to (eptimus (ignus's 9utpost and enter it. 8e will give you an %TT-0E=E0T (18E2E and a G %03 EK"C90. With these, head to %ftand. 9utside, you'll find an a$andoned research camp. (earch the encampment, then go down to a series of $ridges leading to the %ftand !lacial 2uins. &escend the unadorned tunnel until you hear a madman ranting near$y. % $it further along, you'll $egin seeing &wemer artifacts, and a research ta$le near a sealed gate. Continue on, and &wemer automatons will start attac#ing you. Aou'll come to a for# with one path going down, $ut first head forward and search an alcove for a few items $efore ta#ing the lower path. Aou'll come upon F'darr, the craEy guy you heard $efore. 8e's $een tal#ing to his dead $rother, and he will attac# you on sight. Fust past him, this cave will start loo#ing more and more li#e a &wemer ruin. Two &warven (pheres will attac# you, $ut you can light the oil around them on fire to wea#en them. Fust ahead is an alcove on your left with several firing pistons. -se the ones on the wall to clim$ up from one piston to the ne;t as they raise and lower to reach a hidden chest at the top. 0ow follow the opposite path to a room with more &warven (piders and a loc#ed gate. 1ic# the loc# on the gate to reach two chests $ehind it, then e;it the gated area and ta#e the dou$le door from the main room. Geyond the door is a chest directly ahead, and another loc#ed chest down the stairs on your right, guarded $y a &warven (pider. 9n the opposite path from these stairs is a hallway. (earch the first room on your left for potions, then pic# the loc# on the second door to the right, which contains a &warven (phere and a chest. -p the ne;t set of stairs, there's a &warven (pider Wor#er on your right and another hallway to the left. Aou'll have to wal# along a ledge with some piston traps that can push you down. The easiest way to avoid these is to 5ump over the pipes they come out of. 1roceed along this ledge to the %lftand %nimonculory. When you enter, loo# in the first room on the left for a chest. "n the ne;t room, head straight forward into a gate to find a corpse and a chest at the end. 0ow e;it the gated area and ta#e the stairs to fight more automatons. %head is a trapped ramp with three pressure plates.

1ressing any of the pressure plates will cause a spinning $lade to deploy down the length of the ramp, so simply avoid stepping on them. "n the ne;t hallway, pull a lever to unloc# the gate ahead. &escend the wal#way, fighting any automatons you encounter, until you reach a loc#ed door on your right. Gehind this door is an open gate with a chest, and a difficult loc#ed gate ?E;pert level@ with a &warven 8elmet, a few potions, one unloc#ed chest, and a =aster.level loc#ed chest. 9utside this room, 5ump out of the *window* across from the door to drop down into the ne;t area. (earch the corpse that you land on, then head up the ramp and avoid stepping on the near$y pressure plate, which will trigger a pistol trap that can #noc# you off the platform. (earch the chest up here, then head $ac# down to the original platform you landed on and ta#e the ramp down from here. %long this wal#way, you'll $e attac#ed $y several 4almer foes. %t the end is a door with a fire spout that you can easily dodge. Gehind the door is a &wemer room overloo#ing a 4almer encampment. 3ill the 4almer, then as you come down the first stairs, chec# the shelf on your right for numerous valua$le ores and ingots. &own the ne;t set of stairs, there's an alchemy la$ with a few useful ingredients. Continue through the ne;t hall until you reach a room with oil, fire traps, and 4almer. (hoot a little fire down at them, and the oil will light all of them up. Wal# along the wall with the shelves to avoid the fire traps entirely. Chec# one of the huts for an E;pert.level loc#ed chest, and collect the ingredients coo#ing on the far shelf $efore continuing through the ne;t hallway. 8ere, the stairs leading up will lead to a ta$le with a &warven &agger, and those leading down will lead to more 4almer. (earch the camp for ingredients. There's also an elevator that provides a shortcut $ac# to the surface if used. When you're done in that camp, descend the ramp into the ne;t room where 4almer and 4rost$ite (piders await. 3ill them and go through the doorway ahead, $ut watch out for the painfully o$vious 4almer claw trap triggered $y a tripwire in the ne;t hall. Trip the tripwire from a safe distance, then open the door to the cathedral. 8ead around to the right and avoid the pressure plates as you approach the 4almer enemy ahead. The camp ahead contains a couple more 4almer and a host of ingredients. %fter searching the camp, ta#e the stairs to the platform a$ove the door you 5ust entered through. This platform has a lever that will open the gate ahead as well as two chests, one of them loc#ed with an %dept loc#. %head are two &warven Centurions, one destroyed and one still very much alive. &estroy the remaining Centurion and loot the 3EA T9 % 4T%0& "4T from its $ody, as well as numerous treasures on the remains of $oth Centurions. Gefore passing through the ne;t gate, chec# the area on the right for a loc#ed chest. Through the gate, you'll encounter (ulla and -mana, the last of the researchers who occupied the camp a$ove. (earch their $odies and the chest in here, then activate the &wemer mechanism in the center of the room. &escend the staircase and enter the door to Glac#reach. %head are 4almer and &warven automaton enemies. (earch (inderion's 4ield a$ ahead for (inderion's 4ield Fournal if you want to do the /uest *2eturn to Aour 2oots,* which re/uires you to gather B+ Crimson 0irnroots down here in Glac#reach. "n the same $uilding, you can

find numerous ingredients, a chest, a Glac# (oul !em and some regular (oul !ems, and an %lchemy s#ill $oo#. Gest of all, there are several 0irnroots and your first Crimson 0irnroot. Glac#reach is essentially an overworld area, only underground. 4rom the entrance, there's an elevator on the left that leads $ac# up to the surface. Aou can e;plore this vast area, loo#ing for the e;clusive Crimson 0irnroot and !eode Leins, which contain (oul !ems. The enemies that populate this area are mostly 4almer, $ut there are also 4rost$ite (piders and Chaurus, and even an occassional giant. Aou can also activate the &warven Centurions, $ut those fights are optional. When you're done loo#ing around, proceed to the mar#ed location: the Tower of =Ear#. oo# around this room for several treasures, among them a (mithing s#ill $oo#. 1roceed through the door to the ne;t area, then ta#e a left toward a ramp leading up. 8ead up another ramp to the control panel for this room, which dou$les as an ela$orate puEEle. 1lace the Glan# e;icon in the e;icon recepticle first. The two $uttons on the right half of the control panel will rotate the sphere in the center of the room into different positions. 1ress the left one until the le;icon lights up and ma#es a noise ?that will $e four times from the starting position@. 0ow press the second $utton from the left two times. 1ress the leftmost $utton, then go down and collect your E &E2 (C29 . Aou will earn the achievement, *Elder 3nowledge.* &on't forget to collect the le;icon from the control panel $efore you go, as it's needed to complete &iscerning the Transmundane. Aou can ta#e the elevator $eneath the control platform to reach the surface again.

&."'9 *lduinAs +ane


2eturn to the Throat of the World with the Elder (croll. %fter 1aarthurna; spea#s to you, approached the mar#ed point and read the Elder (croll in your inventory. Aou will see a vision of the past and learn all three words of the &ragonrend shout. When you return to the present, %lduin will $e waiting for you. When the fight $egins, use &ragonrend on him to ma#e him vulnera$le to damage and #noc# him out of the air. %lduin uses $oth fire and frost $reath attac#s, and he can ta#e more damage than any foe you've yet faced. While %lduin is grounded $y the effect of &ragonrend, focus on dealing damage to him. %fter a certain point, he will use a shout that causes fire to rain from the s#y while you fight. -se Clear (#ies to end the effects of this shout. When %lduin is defeated, he will tell you off and fly away.

&."!9 /eason :nending


The /uest that you'll technically $e doing this point is The 4allen, $ut (eason -nending will interrupt it early on. (pea# to either 1aarthurna;, %rngeir, or Es$ern. 0o matter who you spea# to, they'll say that you need to spea# with the Farl of Whiterun a$out using &ragonsreach to trap a dragon. "f the civil war is still going on, he'll refuse due to concerns a$out leaving himself vulnera$le. The solution: get the !rey$eards to hold a peace council. "f the civil war is resolved or nearly so, you can s#ip to the ne;t mission.

Consult %rngeir a$out the matter, and he'll $egrudgingly agree to help. Travel $ac# to (olitude and tell !eneral Tullius of the !rey$eards' invitation. Then travel to the other side of the map at Windhelm and deliver the same message to -lfric (tormcloa#. 0ow $ac#trac# to 8igh 8rothgar and spea# to %rngeir again. 8ead to the o$5ective.mar#ed cham$er, and once everyone is gathered, ta#e a seat in the indicated chair. 0ow the negotiations will $egin. The first matter at hand is to determine whether Elenwen should $e forced to leave. %s#ing her to leave will favor the (tormcloa#s, while allowing her to stay will favor the "mperials. Whichever group you favor will then demand a ma5or hold, for which you can tell the other party to offer either a ma5or hold or a minor one. 9$viously, an uneven trade will show your $ias for the group that gets the $etter deal. Whichever group you've $een giving the short end of the straw will threaten to leave, $ut they will $e tal#ed down $y Es$ern's warnings a$out the dragons. "nstead, they will as# for another form of compensation. Aou can choose to grant these re/uests or not, your choice. 2egardless, a truce is agreed upon, and this mission is done.

&."<9 0he ;allen


%fter getting the Farl to agree to help, you can consult either Es$ern or 1aarthurna; to learn the Call &ragon shout, which you need to call the dragon 9dahviing to &ragonsreach. "f you spea# to Es$ern, he will also insist that you #ill 1aarthurna;. &oing so will decide your loyalty $etween the !rey$eards, who serve 1aarthurna;, and the Glades, whose purpose is to slay all dragons. &on't worry, 1aarthurna; is not needed for the main story to continue, though it seems unfair to #ill him after all he's done to help you. 8ead $ac# to &ragonsreach and spea# with the Farl. Tell him to get ready to spring the trap on 9dahviing, then follow the map mar#er to the grand $alcony of &ragonsreach and use the Call &ragon shout to summon 9dahviing. 0ormally, this shout has a hefty recharge time of B++ seconds, $ut your shout cooldown will instantly $e Eeroed out at the $eginning of the $attle. 9dahviing will swoop in and attac#. 2emem$er that your mission is to trap him, not #ill him, so there's no point in trying to $ring down his health, as he will regenerate if damaged too $adly. To capture 9dahviing, use &ragonrend on him to force him to land, then run all the way into the castle and ta#e refuge in the stairs. 8opefully, he will follow you into the castle and $e ensnared $y your ingenious trap, which proves to $e a surprisingly crude mechanism. With 9dahviing trapped, approach and spea# to him. 8e will tell you that %lduin's passage to (ovngarde is located at (#uldafn. There's a catch, however: you need 9dahviing's help to reach it. This concludes this /uest, earning you the achievement, *The 4allen.*

&."(9 0he 8orld.2aterAs 2yrie


2eturn to 9dahviing and free him $y spea#ing the guard on the upper level and ordering him to open the trap. 9nce you're ready to depart, as# 9dahviing to ta#e you to (#uldafn. When you arrive, cross the $ridge and fight the &raugr there. 8ead up the stairs to the right, where

more powerful &raugr await. 1roceed into the clearing 5ust ahead, where you must fight a dragon. &irectly ahead is the (#uldafn (outh Tower, which you can e;plore to fight more &raugr. There's a chest at the top and a door to the outside, which leads to an empty ledge. -p the stairs from the dead dragon in the courtyard is gate guarded $y a &raugr archer on the wall. %head is a tower you can search for a chest at the top, then a path leading up to the temple doors. The temple perimeter is also well.populated with &raugr, who you can stop and fight if you wish. Enter the temple when you're ready to advance. The inner temple will $e guarded $y more &raugr. Ta#e the right path instead of the left, for the left path contains an arrow trap ?unless you want to use this to your advantage against the &raugr@. -p the ne;t set of stairs is a room with more &raugr and a puEEle. %d5ust the left and right panels so that the creature on the wall corresponds to the sym$ol facing it. "n other words, the sna#e on the right pillar should face the right wall, and the dolphin thing on the left pillar should face the left wall. 9n the opposite side of the pillars is a lever. Turn the center pillar so that the sym$ol a$ove the door you wish to open is the same as the one facing the lever. 9pen the haw# door first to collect a chest, then close the door again $efore turning the pillar to the serpent sym$ol and pulling the lever to open that door, which leads further into the temple. Aou'll come to a crypt with several &raugr, including one $elow you that is 5ust $egging for a snea# attac#. %fter #illing these &raugr, descend into the doorway in the crypt $elow. The ne;t room contains several 4rost$ite (piders on your right. Cut through the we$$ing in the tunnel ahead and fight spiders, then proceed to a door ?also guarded $y spiders@ that leads to a puEEle room. Gefore the puEEle, however, deal with the &raugr guarding it. %lso, chec# for a chest $ehind the altar $efore you get crac#ing on the puEEle. The puEEle, as usual, is very simple. 8ead up top and set the left pillar to match the icon a$ove it ?a dolphin.li#e shape@, then set the right pillar to the corresponding icon on its side ?a haw#@. The sym$ol on the $ottom needs to $e set to the icon on the opposite side of the altar ?a sna#e@. With all three pillars aligned correctly, pull the lever on top of the altar to lower the draw$ridge to the ne;t door. The ne;t area of this temple contains more &raugr. 3ill them, then ascend the stairs and proceed into a room with a wooden spiral staircase. Ge careful, as this room if full of oil, and as soon as you approach, a $last of fire will ignite the whole room. Entering will also trigger an arrow trap pointed right at the entrance. When these traps su$side, go up the wooden staircase. There'll $e a sealed gate that you can't open from here. "nstead, ta#e the iron door opposite it to find a room will a couple of &raugr and oil all over the ground. "gnite the oil to easily damage the &raugr and #ill them more easily. When the fire is out and the &raugr are dead, chec# the chest on your right, then pull the lever in the opposite alcove to open the gate in the main room.

!o through the newly open gate and head through the tunnel. There's another oil trap to avoid $efore collecting the chest sitting in front of you and proceed. %t the end of the hall is a powerful &raugr with a &"%=90& C %W you need to collect from his $ody. %head is a door that opens with this #ey once you input the se/uence shown on the claw. "n case you're feeling laEy, the se/uence is *4o;, =oth, &ragon* from top to $ottom. 0ow insert the claw to open the gate. Through the gate is a Word Wall that will teach you (torm Call, a shout that summons a lightning storm. 0ow head through the passage to the left of the wall. Gefore entering the door ahead, turn right and search the room there for treasure. &on't miss the flawless emerald and flawless amethyst in the $ottom of a $owl with a linen wrap in it, found on the shelf in the corner. The door ahead leads to the outside. 0umerous &raugr await you on the $attlements. This is a good time to try out (torm Call, if you have a &ragon (oul with which to $uy it. 8ead down to the tower across from the wall and chec# the $ottom level for a chest, then head $ac# up. Wal# along the wall to fight another &raugr foe. Ta#e the stairs up to the portal to (ovngarde. Aou can't enter yet, though. 4irst you must fight 0ah#riin, a &ragon 1riest, and two dragons perched near$y. The dragons may not attac# if you finish 0ah#riin /uic#ly and /uietly, $ut you can still shoot them to provo#e them into fighting you. &on't forget to wea#en them with the &ragonrend shout. 0ah#riin will drop the &2%!90 12"E(T (T%44 and 0%832""0, and the two dragons will provide 7 &2%!90 (9- (. To enter (ovngarde, stic# the staff in the &ragon (eal on the raised platform. Aou must permanently surrender the staff, $ut it will open the gate to (ovngarde. Gefore you enter, $e sure to collect anything you'll want to #eep, as you can never return to (#uldafn. (tep into the vorte; to finish this /uest and $egin the ne;t.

&."?9 /ovngarde
Welcome to the 0ord land of the dead. "n case you were confused $y the setting of 9$livion, don't let the Fudeo.Christian analogues confuse you. The home of the &aedra is the plane of 9$livion, and &agon's plane of 9$livion loo#ed more or less li#e hell, $ut that's not where the souls of mortals go when they die in the Elder (crolls universe. 2ather, the 0ords of (#yrim go to (ovngarde, which is compara$le to the 0orse Lalhalla. 4ollow the path ahead until you meet a (tormcloa# (oldier, who warns you that %lduin feeds on the spirits of (ovngarde. 8e'll also tell you to head to (hor's hall. 1roceed along the path /uic#ly to avoid %lduin, and with very little effort, you'll reach the $ridge to (hor's hall. "f you have trou$le finding the way, you can use Clear (#ies to $riefly disperse the fog. (pea# to Tsun and challenge him to single com$at. ower his health to a$out 7JB, and he will grand you entry. Cross the Whale$one Gridge and enter (hor's hall. %pproach the three heroes from your vision of the past to entreat them to fight alongside you. This will complete the /uest. Aup, 5ust li#e that.

&.")9 1ragonslayer

8ead out of the hall with companions in tow and cross the $ridge to ta#e the fight to %lduin. E/uip the &ragon (hout, Clear (#ies, and when the heroes are in place, use it. They will shout as well, and the mist will go away. %lduin will repeatedly call the mist $ac#, so shout again twice more with your comrades to dispel it for good and call %lduin out. %lduin will descend from the mountains and attac#. Aou can't hurt him until you use &ragonrend to ma#e him mortal and force him to land. %ttac# %lduin while he's on the ground, $ut watch out for his fire $reath, $ites, and shouts. Whenever %lduin ta#es to the s#ies, $ring him $ac# down with &ragonrend when he flies near you. %lduin will employ the same meteor rain shout he used in the last $attle, $ut Clear (#ies can still counter it. Aou only need to use the first word of Clear (#ies to stop the meteors. When %lduin's health is low, he will stay on the ground longer than usual and start using his fire $reath more fre/uently. 9nce %lduin is finally defeated, he will e;plode in a shower of light, and his soul will $e a$sor$ed into the s#y. (adly, you cannot a$sor$ %lduin's soul. -pon %lduin's defeat, your companions will cele$rate your victory over the World.Eater. "f you drop anything you want to #eep, gra$ it now. When you're ready to leave (ovngarde forever, spea# to Tsun and as# to return to Tamriel. 8e will send you $ac# with a gift: the Call of Lalor shout, which will summon one of three legendary heroes to fight $y your side. Aou'll $e $ac# at the Throat of the World, where %lduin's former followers, the dragons, ac#nowledge that you have slain him. "f 1aarthurna; yet lives, he will congratulate you, though he mourns his $rother's death. 1aarthurna; will fly off to teach the dragons the Way of the Loice, and 9dahviing will land $eside you. 9dahviing will warn you that some dragons may not $e willing to change their ways. Translation: there will still $e dragons to fight. %s an additional reward for $eating the main story, 9dahviing will tell you that you have earned his resepect, and the Call &ragon shout can now $e used to summon him in a fight. Then he will fly away, and you are free to e;plore the other /uestlines the game has to offer.

'9 0he Companions '."9 0ake :p *rms


To 5oin the Companions, go to Whiterun. 0ear the town center, you can see an impressive set of stairs leading up to a large $arrac#s. This is Forrvas#r, hall of the Companions. Enter the $uilding, then head downstairs to the living /uarters to spea# with 3odla#, the closest thing the Companions have to a leader. Aou'll find him spea#ing with Lil#as. %s# to 5oin the Companions to $egin this /uest. 4ollow Lil#as to the training yard, and he'll challenge you to a $rief fight. (imply hit him with your weapon a few times, $ut don't use magic or enchanted weapons on him. "f you have no unenchanted weapons, 5ust punch him until he's satisfied. 0ow Lil#as will send you on an errand to $ring his sword to Eorlund, the smith that operates the (#yforge up the stairs from here. Tal# to him, and he'll tell you not to go doing errands for people. 8e will almost immediately send you on an errand to $ring a shield to %ela.

%ela can $e found either in the living /uarters of Forrvas#r. !ive her the shield. %nswer her /uestion however you wish, and she will call in 4ar#as. When 4ar#as arrives, follow him to your sleeping /uarters. This will conclude the /uest and earn you the *Ta#e -p %rms* achievement. Gefore the ne;t /uest will $e unloc#ed, you must complete a radiant /uest for a mem$er of the Companions. These /uests are simple missions that are randomly given out $y most of the ma5or Companions, so spea# to any of them a$out loo#ing for wor# and answer their calling. 0ote that you can only $e on one radiant /uest for the Companions at a time. The availa$le /uests are %nimal E;termination 1arts , and 7 from %ela, 8ired =uscle and Trou$le in (#yrim from 4ar#as, and three from (#5or or Lil#as: 4amily 8eirloom, Escaped Criminal, and 2escue =ission. Each /uest will give you a randomiEed o$5ective related to its name. %nimal E;termination will send you to #ill a specified animal, and if you ta#e the second part of the /uest, you'll $e sent to a specified animal den where you'll have to clear out the $easties. 4or 8ired =uscle, you'll $e assigned to intimidate someone, which ends up with you having to fight them in a $rawl. 4ight them with only your $are hands until they yield, and $e sure not to use weapons or magic. Trou$le in (#yrim is perhaps the most generic radiant /uest ever) simply head to a specified camp and #ill the enemy leader there. 4amily 8eirloom sends you to a random location to recover a certain item, which you'll usually find in a container at the specified location, though $e warned that it will $e guarded. 4or Escaped Criminal, you'll $e sent after an escaped fugitive) simply #ill him, and that's it. 4or the final possi$le mission, aptly named 2escue =ission, you'll have to rescue a #idnapped person alive, so 5ust #ill all the guards $efore you free them, then return to the specified location.

'.&9 5roving ,onor


9nce you've completed a radiant /uest for a mem$er of the Companions, spea# to the one who assigned your mission, and they should mention that (#5or is loo#ing for you, which officially $egins this /uest. (ee# him out and spea# with him for information on your mission. This is your Trial, which will ma#e you a true Companion upon its completion. (ee# out 4ar#as, who is to $e your (hield.(i$ling for the mission ?in other words, a temporary follower@. 8ead to your o$5ective, &ustman's Cairn, with your (hield.Grother at your side. 8ead inside the ruin, where a Two.8anded s#ill $oo# awaits in front of you. %t the end of the hall ahead, you'll come upon a tom$ populated with several &raugr. 3ill them with 4ar#as's help, then follow the path to the left and open a wooden door leading into the ne;t cham$er. 8ead into the cham$er and proceed to a room with an enchanting ta$le and a couple of gates ahead. Enter the open gate on the left, gather a few potions, and pull the lever. This will trap you in this room while 4ar#as is attac#ed $y the (ilver 8and. (urprisingly, he is a$le to defeat them, and he leaves to release the gate that trapped you. Tal# to him a$out his strange transformation if you want, then continue into the gate he headed into when he released you. The hall contains a few (ilver 8and enemies, and it leads into a cham$er with even more of them. With 4ar#as's help, #ill these men, then head up the wooden ramp. 4rom this level, proceed into an empty cham$er, then ta#e the stairs down and you'll come upon a crypt with some sleeping &raugr on your right. 4eel free to #ill them in their sleep instead of waiting for them to wa#e up. %nother one waits on the far end to your left. 1roceed through the crypt and

#ill the (ilver 8and ahead, and you should come upon a chest with an %dept loc#. To the left is a set of stairs leading down to a door. The ne;t room is a ruined cham$er with (ilver 8and enemies, including some on the upper level who can $e reached from a ramp $ehind them, though there's nothing $ut enemies to find up there. This room connects to a hallway with a dart trap ?triggered $y a pressure plate@ and a couple more (ilver 8and foes ahead. There's a chest in the area to search $efore entering the door ahead to &ustman's Crypt. %s soon as you enter, a (ilver 8and will attac# you. Through the door, you'll $e on a $ridge a$ove a room with (ilver 8and and &raugr enemies fighting each other, which is a good time for some snea# attac#s. &escend through a hallway to reach the lower level, $ut loo# out for sleeping &raugr and a chest on the way. "n the ne;t cham$er, which contains a preposterous num$er of linen wraps, chec# under the ramp leading down for an %dept loc#ed chest. %lso, pic# the %dept loc# on the door $elow to access a pantry with alchemy ingredients. %cross from the loc#ed door is a doorway to the room where the enemies were fighting. Chec# a chest for &-(T=%0 C%"20'( 3EA. -se this to open the great door at the end of the room, which leads to a tunnel inha$ited $y (#eevers. When you reach a room with an alchemy ta$le, head through the door on your right to a tunnel that will ta#e you out of (#eever territory and into a !iant 4rost$ite (pider's nest. 4ollow a stream from the nest to encounter more &raugr and path leading to the final cham$er. (tep forward to a Word Wall, which will teach you a word of 4ire Greath. Collect the valua$les from the ta$le in front of it, including the 42%!=E0T 94 W--T82%&. -nfortunately, pic#ing this up will awa#en all of the &raugr in this cham$er, and they will all attac#. %fter the fight, head up the ramp on the wall and enter a &raugr coffin that is actually a shortcut $ac# to the entrance. "t will ta#e you to a lever in the Cairn that opens a secret door, from which you can return to the entrance. 4ast travel $ac# to Forrvas#r in Whiterun, where Lil#as will greet you and lead you around $ac# where the Companions are gathered. Foin them in the circle for a sort of initiation into the Companions, where 4ar#as will vouch for your valor. Aou are now officially a companion, and 3odla# Whitemane will ta#e the fragment of Wuuthrad to (#5or off your hands to conclude your /uest. 0ow that you're a companion, 3odla# will also send you to Eorlund for a free (#yforge (teel weapon of your choice. Gefore the ne;t mission will $e unloc#ed, you must perform another radiant /uest.

'.'9 0he /ilver ,and


%fter another radiant /uest is done, return to (#5or, who decides that it is time you truly 5oin the ran#s of the Companions, which means you'll $e transformed into a werewolf. Aou must meet him at the entrance to the -nderforge ?which is located $eneath the (#yforge, if you haven't guessed@ at night, which is appro;imately from < 1= to > %=. There, (#5or will as# you to open the secret door in the roc# surface, which leads down into the -nderforge proper. "nside, you will encounter %ela in her werewolf form at the (acred 4ont ahead. %fter she e;plains the secret nature of the ritual, go ahead and use the font. Aou'll find yourself in werewolf form, $ut you don't have control of it 5ust yet. %fter you $lac# out, you will $e in full control of your lycanthropy, and you'll $e a$le to transform into a werewolf once per day.

"t's a crime to $e seen transforming, $ut once you're in wolf form, people won't $e a$le to tell who you are, so you can get off with any crime scot free. Aou should still $e careful who you #ill, however. Aou awa#en from the first transformation without your clothes in the middle of nowhere. %ela will $e with you, and she can e;plain whatever you want to #now a$out your new condition. -nli#e vampirism, there aren't really any draw$ac#s to lycanthropy when you're in human form. %nyway, after the conversation, put your e/uipment $ac# on. Aou'll $e off to face the (ilver 8and, who turn out to $e a group of werewolf hunters, located at !allows 2oc#. (#5or has already gone ahead of you, so get a move on. Two (ilver 8ands guard the entrance, so #ill ?or avoid@ them $efore heading in. &on't forget a$out your new $east form, which wor#s li#e any other power in your magic menu. % $arricade ahead $ars your path, $ut you need merely to pull a chain to remove this o$stacle from the door. "nside, #ill the (ilver 8and guards and search the chest. 9ne door is $arred, $ut the other you can proceed through. The door leads to a hall with a (#eever. Fust passed there, watch out for a trap, along with a few (ilver 8and enemies. "n the same room, you'll encounter a werewolf. Aou can release the $east, $ut unless you go into $east form, it'll 5ust attac# you. 8ead downstairs to a location where you'll fight many more (ilver 8anders, unless they came up and fought in the last $attle. "n the cham$er where you fought them, loo# for a =aster. loc#ed chest in the $ac#. 8ead upstairs again to fight more (ilver 8ands, and a loc#ed door concealing potions and multiple chests. &own the stairs from the previous area, you'll encounter 3rev the (#inner, leader of this group, along with two (ilver 8and archers. %fter the fight, search the chest in the $ac#, then spea# with %ela regarding (#5or's death.

'.!9 +loodAs ,onor


Gefore this /uest unloc#s, you must complete two of %ela's three new radiant /uests. 9ne, titled (tealing 1lans, surprisingly entails stealing plans. 8ead to the specified (ilver 8and camp and ta#e the (" LE2 8%0& (T2%TE!E=. 4or the second possi$le mission, (tri#ing the 8eart, ou will also $e sent to a (ilver 8and camp, $ut this time the goal is to #ill the camp leader. The final mission you might get, 2etrieval, re/uires you to recover a 42%!=E0T 94 W--T82%&... from a group of the (ilver 8and. Gasically, you'll $e fighting these guys no matter what. %fter the second of those /uests is complete, it's time for the real /uest. Aou'll $e sent $y %ela to meet with 3odla#, who is pro$a$ly in the Forrvas#r iving :uarters. 8e will reveal his plan to end the Companions' servitude to 8ircine $y ta#ing the heads of the witches responsi$le for the *curse.* Aour o$5ective, therefore, is !lenmoril Coven. %t the coven entrance, you'll encounter the first !lenmoril Witch. Aou may wish to slay her with stealth, $efore she can use her ice magic or summon her familiar. %fter her death, search her $ody for a ! E0=92" W"TC8 8E%& in addition to the usual 8agraven 4eathers. Aou can head $ac# right now if you li#e, or you can head inside and wipe out the rest of the witches to complete your optional o$5ective.

"nside, four more witches li#e the previous one wait for you. Each can summon a familiar, $ringing the potential num$er of foes to eight. The witches themselves are found in pathways that $ranch off from the main cave. 0ota$ly, these dead.end caves also contain chests to loot. %fter you're done clearing the cave ?if you chose to do so@, head $ac# to Forrvas#r. oo#s li#e the (ilver 8and have $een $usy attac#ing your hangout while you were away. Aou'll see several corpses outside to indicate this. When you enter, you'll find Lil#as, who delivers the news that 3odla# is now dead, and initiates the ne;t /uest. 8old onto those witch heads for now.

'.<9 5urity of Revenge


0o radiant /uests this time, as Lil#as sends you off to &riftside 2efuge straight away. With Lil#as at your side, head to this (ilver 8and $ase to avenge your fallen (hield.Grother. Aou'll encounter a group of guards right outside this fortress, located in the northern mountains. 9ne archer shoots from the roof, $ut he can $e reached via the stairs, or you can 5ust use a $ow. Enter the stronghold, and you'll encounter more (ilver 8and and a $arred door. 8ead to the left of that door and you'll encounter more foes. Continue through the ne;t couple of rooms and you'll reach a $alcony in an area with two more enemies. (earch the area for a chest, then continue down the steps ahead. %s you descend, don't miss the loc#ed door to the side. =ore (ilver 8and foes await 5ust $eyond the door, along with a chest. 1roceed to the ne;t area where two more guards wait. -p ahead, you'll come across a door $arred $y spears, $loc#ing your advance. % simple lever near$y will retract the foul fetters, freeing you to proceed into the cellar area. Gefore proceeding, loo# around for a chest. When you continue forward, loo# out for a pressure plate that triggers a swinging gate trap as you fight the ne;t group of (ilver 8and. 9f course, this trap can $e used to your advantage as well. %fter the fight, pull a $ar to move a gate and reveal a chest, along with a caged werewolf. 1roceed through a damaged section of a wall leading into a snowy tunnel, where you'll fight more (ilver 8ands. %nother cage in this torture cham$er contains a werewolf. "n the large cham$er that follows, you must fight a few more enemies. The path ahead lies up the stairs, which ta#e you $ac# to part of the 2efuge Eone. "n the ne;t room, head up the stairs to the left, where you face three more (ilver 8and foes. 9nce all three go down, your optional o$5ective will complete if you also #illed all the other (ilver 8and enemies here. Either way, go ahead and collect the 42%!=E0T( 94 W--T82%& that the (ilver 8and stole, and don't forget to search the chest near$y as well. 8ead $ac# to Forrvas#r to $egin the final /uest for the Companions. %gain, no radiant /uests are re/uired to unloc# it.

'.(9 Clory of the 1ead


2eturn to Whiterun, and this /uest $egins automatically. 8ead to the (#yforge $ehind Forrvas#r, and you'll find that it is $eing used to hold 3odla#'s funeral. %fterward, %ela will as# you and the rest of the Circle to return to the -nderforge, $ut Eorlund will as# you to do

him a favor $efore you go. %fter he as#s if you have the fragments of Wuuthrad, he will as# you to retrieve the final piece from 3odla#'s /uarters. !o to the living /uarters and enter the $edroom with the map mar#er. Chec# the indicated ta$le and collect the 42%!=E0T 94 W--T82%&. 8is 5ournal is also there for you to read, and you are mentioned within. 2eturn the final fragment to Eorlund, then proceed to the -nderforge to meet with the rest of the Circle. Aour comrades will argue over the matter that the Tom$ of Asgramor cannot $e entered without Wuuthrad. Eorlund resolves this $y entering and delivering W--T82%& to you. 8ead to Asgramor's Tom$ with the Circle at your side and Wuuthrad in hand. 0ote that Wuuthrad's special effect ma#es it deal 7+M more damage to elves. 9nce you reach the tom$, Lil#as will instruct you to give up Wuuthrad $y placing it is Asgramor's hands. "nteract with the statue to do this, which will unloc# the tom$. Lil#as will stay $ehind) can't have this /uest getting too easy, " suppose. 8ead inside and fight off (#eevers, then Companion !hosts who see# to challenge you. %fter the fight in the first cham$er, head into the ne;t room and fight off more ghosts. &on't forget to loot the chest here $efore you proceed. 4ar#as will leave, $ut pay it no mind and smash the spider we$s ahead. 4ight a few 4rost$ite (piders, then proceed into the nest and fight a $igger one. -se the chain here to open the doorway ahead. %head is a $urial cham$er with more Companion !hosts. (lay them as you proceed until you reach a door with a handle for you to pull, opening a new passage. 3ill the ghosts in the newly revealed room, then collect the potions lying around here. 0ow proceed to Asgramor's $urial cham$er, where you will encounter the ghost of 3odla#. (pea# to 3odla#, who resides here in an attempt to escape his afterlife with 8ircine. %t 3odla#'s re/uest, approach the $lue fire ahead and toss in the witch's head from two missions ago. When you do this, it will release 3odla#, $ut it will also free the evil $east within him. Aou must now fight 3odla#'s Wolf (pirit. %fter the fight, spea# to 3odla#'s ghost and inform him that the wolf spirit within him is van/uished, and he is free to go to (ovngarde. Aou also have the option to throw another witch's head into the fire, thus ending your own curse as well, $ut $e warned that the effects are irreversi$le. Gefore you leave, search the chest in this room for the (8"E & 94 A(!2%=92. % pullchain will open the gate and allow you to return to the entrance. 9utside, $e sure to gra$ W--T82%& $ac# from Asgramor's statue as you depart. %lso, a set of steps on the mountainside near$y will ta#e you to a Word Wall that will teach you a word of the %nimal %llegiance shout. 2eturn victorious to Forrvas#r, where you are proclaimed 8ar$inger. Aou also get a few more per#s. 4irstly, the (#yforge can now $e used to forge 0ord 8ero weapons, than#s to 3odla#'s spirit. Aou can also now marry most of the main characters in the Companions. 4inally, one last $atch of radiant /uests will open up. The first /uest, Totems of 8ircine, is from %ela. (he as#s you to recover a T9TE= 94 8"2C"0E from a random location and return it to the -nderforge. The T9TE= 94 T8E 8-0T will grant a &etect ife a$ility, while the T9TE= 94 G29T8E2899& summons spirit wolves. The second /uest, &ragon (ee#ers, is given $y 4ar#as and Lil#as, and simply

sends you off to slay a dragon at a random lair. The final /uest, 1urity, is given once $y 4ar#as and once $y Lil#as. They simply as# that you repeat 3odla#'s ritual. This means you'll need a witch head for each of them, so go $ac# to !lenmoril Coven if you need more. 2eturn to Asgramor's Tom$, toss the head into the fire, and slay another Wolf (pirit. 9f course, this can only $e done once for each of them.

!9 0he College of 8interhold !."9 ;irst 4essons


"n the course of the game's =ain :uest, you will end up at the College to in/uire a$out the Elder (croll, and this mission should already have $egun. 9therwise, head to Winterhold and spea# to the elf guarding the $ridge to the College. (he will attempt to test you $y having you cast a simple spell on a seal on the ground. There are, however, numerous alternative entry methods: you can persuade her, for e;ample, or show her a &ragon (hout to gain easy entry. "f you're stuc#, you can even $uy a $asic spell from her so that you can complete the test. %fterward, follow her into the College. "n the courtyard, spea# to =ira$elle Ervine, who will give you some magical e/uipment: %112E0T"CE 29GE( 94 &E(T2-CT"90, an %112E0T"CE 899& 94 =%!"C3%, and... G99T(. 1retty nice rewards, considering you haven't really done anything yet. 4ollow her on her tour of the college if you wish, and you should end up in the 8all of the Elements, where Tolfdir is lecturing. %ttend Tolfdir's lecture, and give your opinion on his lecture. 8e will then as# you to practice a Ward spell with him, and he'll teach you E((E2 W%2& in case you don't #now it already. (imply hold the spellcasting $utton down with the ward to $loc# his spell. "f you don't have the magic#a to sustain the spell for very long, trying e/uipping the 8ood of =agic#a you were given, and drin# a 1otion of 4ortify =agic#a if you have one. This should ma#e it easier to sustain the ward long enough to $loc# a spell. %fter the demonstration, Tolfdir decides to ta#e the class on a *field trip* to (aathal, an e;cavation site that happens to $e a &raugr tom$. (urely nothing could go wrong with this little outing... %nyway, head out to (aarthal to $egin the ne;t /uest, which is fittingly named *-nder (aaarthal.*

!.&9 :nder /aarthal


8ead to your ne;t /uest o$5ective, located at (aarthal, where you should meet up with Tolfdir and your fellow students. "f you $eat them to it, wait a few game hours for them to arrive. Aou can tal# to your fellow students a$out their thoughts, or as# Tolfdir a$out the nature of this assignment. et Tolfdir #now when you're ready to start e;ploring, and he'll ta#e you into the e;cavation site. "nside the ruins, Tolfdir will give a $rief lecture on the history of the site. %fterward, as# him what he needs, and he will send you to assist %rniel !ane, who can $e found in one of the cham$ers ahead, indicated $y the map mar#er. !ane will assign you the tas# of recovering enchanted items in the surrounding area. (weep the area for these /uest items: B

E0C8%0TE& 2"0!(. The final item, the (%%2T8% %=- ET, can $e found in an alcove, $ut $e aware that ta#ing it will trigger a spear trap. %fter you have all four items, Tolfdir comes to chec# up on you. Tell him what happened, and he will suggest that you use the amulet. 9$viously, you should go to your inventory and e/uip it. %t Tolfdir's suggestion, cast a pro5ectile spell at the wall ahead, and it will reveal a hidden passage. 4ollow Tolfdir inside, and you'll have a vision where a character named 0erien spea#s to you. Tell Tolfdir a$out it, then proceed further into the tunnel. Tolfdir will start to e;cavate, $ut he is interrupted $y &raugr $rea#ing in. 3ill the &raugr, then continue to follow Tolfdir into the opening from which they came. Aou'll come upon a gate that must $e lifted using a near$y lever. The gate leads to a cham$er where additional &raugr will attac# you. When the &raugr are slain, Tolfdir will decide to stay $ehind. 8ead across the central $ridge, then use a lever on either side of the ne;t door to remove the o$structions on the door ahead. Enter this door to $egin e;ploring (aarthal proper. Aou'll $e passing through a crypt with &raugr waiting to awa#en from their resting places as you come near, though they present decent opportunities for snea# attac#s. %t the end of the path, ascend a set of stairs and you'll come to a coffin near a door, which leads to a tunnel. Watch out for $oth fire and dart traps as you pass through the tunnel, which will land you at the location of a puEEle. 8ere, there is a lever in the center and si; pillars with carvings on them. &o not simply pull the lever, or a trap will $e triggered. To solve the puEEle, loo# for the sym$ol a$ove each pillar, and rotate the corresponding pillar to match the icon. The puEEle solution is *&olphin, (na#e, Gird* on the left side and *Gird, Gird, &olphin* on the other side. 1ull the lever with this configuration, and the e;it should open up. % &raugr mini.$oss awaits in the cham$er ahead. 9nce he is dead, search the chest here, then ta#e the door $ehind it. Watch out for the spell traps as you approach another puEEle. %gain, don't pull the lever until the puEEle is solved. 4rom left to right ?starting and ending with the nearest pillar@, you want to position the pillars to show *&olphin, (na#e, Gird, &olphin,* $ut the pro$lem is that each pillar moves a varying num$er of pillars. (imply turn the near left pillar until it shows the dolphin, then the far left one to show the sna#e, the far right one to show the $ird, and finally the near right one to show the dolphin. =a#e sure all the sym$ols came out to match those shown in the statue mouths, then pull the lever. 1roceed through another tunnel containing $oth spell traps and dart traps. %t this point, Tolfdir will regroup with you and discuss his findings. 1roceed through the ne;t door, which leads to Fyri# !auldurson's cham$er. 8ere you'll find a magic or$ of some sort, $ut you should pro$a$ly $e more worried a$out Fyri# himself, who survives in undeath as a &raugr. Fyri# is completely invinci$le, as you'll soon find, so 5ust avoid him for the $eginning of the fight while defending yourself. 9nce Tolfdir uses the power of the or$ against Fyri#, he'll $ecome vulnera$le to damage. 8owever, he's cloa#ed in an elemental shield that constantly changes, ma#ing him invulnera$le to that element of magic. uc#ily, it also ma#es him more vulnera$le to the opposite element, so when he uses his fire shield, use frost spells, and vice versa. With Fyri# dead, listen to Tolfdir, who decides that the %rchmage must $e told a$out the artifact you found. %lso $e sure to loot Fyri#'s $ody for the (T%44 94 FA2"3 !%- &-2(90.

Ta#e a shortcut through the door in the $ac#, where you'll find a cham$er containing numerous treasures. %mong these are !%- &-2 %=- ET 42%!=E0T, which adds B+ to your magic#a, and the W2"T 94 (E% "0!, which $egins the side/uest, *4or$idden egend,* which is all a$out fighting Fyri#'s undead $rothers. %lso, don't miss the word wall here, which can teach you a word of "ce (torm. When you're done gathering goods, use a handle to open a portcullis leading $ac# to the e;cavation site. Gac# at the College, spea# with (avos %ren, and tell him a$out the discovery at (aarthal. The good %rchmage is surprised $y your discovery, and decides to go inspect the sphere himself. 4or ma#ing the discovery, he grants you a relatively paltry gift: a (T%44 94 =%!E "!8T. 8e also decides to put you to wor# with more research, which automatically $egins the ne;t /uest, *8itting the Goo#s.*

!.'9 ,itting the +ooks


8ead to the %rcanaeum, which can $e reached through the 8all of Elements. There, spea# to -rag gro.(hu$, the irrita$le orc li$rarian. Tell him you need information a$out the glowing or$ you found in (aarthal. Turns out that all the $oo#s on the su$5ect were stolen $y a student named 9rthorn and given to the warloc#s of 4ellglow 3eep. "t seems you'll 5ust have to head up there and recover all three $oo#s. 9n your way out, a Thalmor mage will /uestion you a$out your discovery. When you reach the #eep mar#ed on your map, you'll pro$a$ly $e attac#ed $y the 4ire and "ce =ages there. The o$vious entrance is sadly loc#ed, so you'll have to follow your map mar#er to an alternate route guarded $y some sort of %tronach ?depending on your level@. The ne;t area forces you to wade through some partially flooded rooms. 9ne warloc# and some 4rost$ite (piders will attac# you in one of the rooms. % tunnel will lead you out of the flooded area, $ut $e sure to avoid the dart traps that lay waiting in the tunnel. %fter passing through a few tunnels, you'll come upon a dungeon with vampires that have $een ta#en prisoner $y the warloc#s. 3ill the 5ailer, and feel free to release the vampires $y pulling the levers $y their cells. The vampires won't attac# you, $ut they'll help you fight the warloc#s ahead $efore they escape. %fter the warloc#s in the ne;t area are dead, $e it $y your hand or the vampires, find a corridor with spider we$s in it, and you'll locate a second dungeon. -nli#e the previous dungeon, these cells don't hold vampires. The warloc# on the opposite side of the room will run to the center and pull a lever, releasing a small pac# of wolves upon you. Try to #ill him $efore he reaches the lever using a ranged attac#. 9ptionally, you can spea# to 9rthorn, the student responsi$le for stealing the $oo#s you needed. "f you want, you can as# him to lead you to the $oo#s, in which case he will follow you temporarily. 8ead down to the ne;t room, a cellar where you'll find mages casting spells at targets, which they will turn on you if they spot you. 4rom here, continue to a group of necromancers in the crypt, who will raise s#eletons from their graves to fight you. % door in this crypt leads to the main 4ellglow 3eep area. The initial chapel area contains /uite a few mages for you to $attle, $ut the reward is /uite sweet: a Con5uration s#ill $oo# on the podium $efore you. 4rom here, head into the $ac#, where (torm =ages 5oin the ran#s of the warloc#s. =agic.oriented players should remem$er

that shoc# damage will damage their magic#a as well. Clim$ the stairs in the main hall, and head to the li$rary. 4ind a tunnel with a roc# $loc#ing it, then ta#e the staircase up to the 2itual Cham$er, $ut don't forget to gra$ the potions and scrolls on the shelf first. The Caller waiting within is the $oss of this area, $ut you may not have to fight her. "f 9rthorn is with you, you can offer to trade him for the $oo#s you need. 9therwise, you'll have to fight her, so go ahead and try for a snea# attac# if you can. (he will summon %tronachs to defend her and use a teleport spell to escape when attac#ed. 4ocus on #illing the Caller, and her atronachs will disappear. (earch her $ody for the 4E ! 9W 2"T-% C8%=GE2 3EA, then loo# around and collect the three $oo#s you came to get: 0"!8T 94 TE%2(, 42%!=E0T: 90 %2T%E-=, and T8E %(T 3"0! 94 T8E %A E"&(. Aou can use the #ey to ta#e a shortcut $ac# to the entrance when you're done. Grung the $oo#s $ac# to -rag in the %rcanaeum. 8e will ta#e the $oo#s to study ?$ecause o$viously there's no way you could 5ust read them yourself@ and reward you with a surprisingly useful gift: a collection of s#ill $oo#s, one for each school of magicQ 4urthermore, you can read them for the s#ill points and sell them for a profit. Aou can even turn around and sell them right $ac# to the li$rarian. 8e won't get his feelings hurt if you return the gift. This /uest proceeds directly into the ne;t one.

!.!9 Cood 3ntentions


8ead to the 8all of the Elements, where you'll discover that the glowing or$ has $een $rought $ac# here from (aarthal. 8ow did they get it through the doorN (pea# to Tolfdir, and mention to him that you found the $oo#, 0ight of Tears. 8owever, it seems that he won't so easily $e pulled away from this or$, which he calls the Eye of =agnus. Tolfdir will start $a$$ling a$out his discoveries related to the or$, $ut an elf named %ncano interrupts him to $ring you news. Aou will learn that a mem$er of the 1si5ic 9rder is loo#ing for you. 4ollow %ncano to the %rchmage's :uarters, where the mage awaits. The 1si5ic, named :uaranir, uses some #ind of time.stopping magic, then spea#s to you. 8e warns you that the Eye of =agnus poses some #ind of danger, $ut 5ust a$out everything else he says is pretty vague. 8e sends you to find the %ugur of &unlain. With this, the spell ends. Aou can as# all the mem$ers of the college what they #now a$out him, though this serves little purpose $ut to provide $ac#story information. The man to tal# to is Tolfdir, as a few of your other colleagues will hint. %s# him a$out the %ugur, and it turns out he #nows 5ust what you're tal#ing a$out. To find the %ugur, however, you'll have to descend $elow the College of Winterhold, to the =idden. 4ollow the map mar#er to one of the entrances and head down into this hidden dungeon, though $e warned that this area of the College is no safe haven. "n the =idden passages, you'll encounter sleeping &raugr and %tronachs, neither of which will $e happy to see you. 4ight these enemies and proceed to a $ridge of ice, where you'll hear a ghostly voice. "gnore his attempts to dissuade you from your /uest and proceed to the door to his cham$er. Try the door, and the %ugur will decide to open it for you. Turns out the %ugur is not a person.shaped ghost, $ut rather a $ig glowing $all of light. (pea# to it, and you will learn that %ncano ?that Thalmor@ came $efore you, $ut the %ugur sadly forgot to mention to him that the Eye of =agnus was incredi$ly dangerous. 9ops.

!uess you'll have to go get the (taff of =agnus, a magical item that can provide protection against the danger of the Eye. !o report this to the %rchmage. i#e everyone else, the %rchmage is pro$a$ly staring at the Eye of =agnus. !o tal# to him, and with the information from the %ugur, he'll $e convinced that you should see# out the (taff of =agnus. 9f course, you're the one who gets saddled with trac#ing it down. The %rchmage rewards you with a =%!E'( C"2C ET, which will continue to $oost your magic stores. %gain, the ne;t /uest will start immediately.

!.<9 Revealing the :nseen


oo# around the college for =ira$elle Ervine, who has information a$out the (taff of =agnus. 8er answer is that a group of "mperials from (ynod were loo#ing for the same thing, and they went to =Eulft, a &wemer ruin, to find the staff using some #ind of &wemer o$servatory. 0ow go locate the ruins, which can $e found 5ust east of Windhelm. When you reach the large dou$le doors, go ahead in. Gefore you've gone far, you'll meet one of the "mperials, !avros. %fter telling you that he was am$ushed and that his fellow (ynod researchers are still inside, poor !avros $ites the dust. (earch his $ody for the =O- 4T 3EA, as well as his 2E(E%2C8 9!. 2ead the log if you want, then continue. The hallway ahead, opened with the aforementioned #ey, contains a pressure plate that will trigger a spear trap, as well as the corpse of another researcher. The following room contains a couple of &warven (piders for you to fight. 1roceed up the ramp and fight the remaining &warven (piders. 9pen the door to the north from a safe distance, as a trap is waiting on the other side, to $e triggered the moment the door is opened. Through that door, you'll encounter another spider and a chest. %fterward, e;it that room and head to the door on the east side of the room. Through this path, you'll see a spider spawn from a hole, so #ill it, then continue onward in this direction. % rather nasty enemy waits ahead: a Chaurus. "f you aren't familiar with this foe yet, $e warned that these foul insectoids are heavily armored $ut high in strength, so use your most effective attac# options to $ring it down and watch your health carefully. &on't miss the ore veins in this area, which you can mine with a near$y pic#a;e if you haven't $rought your own. 4eel free to search the two (ynod researchers $efore proceeding to the ne;t cham$er. %s you enter, watch out for a tripwire trap that will release a cascade of roc#s upon you. Aou don't want to enter the ne;t fight in a wea#ened state, for this area holds not one $ut two Chaurus enemies. 9nce those nasty Chaurus are slain, proceed up the near$y ramp and fight the &warven (phere. "f you pic# the loc# on the near$y gate, you can loot a couple of chests. 4rom here, head north and up a ramp, where another (phere awaits. %fterward, there's a set of stairs you can descend to find a chest, as well as another path to the north leading onward. Aou'll have to cross a ledge with pumping pistons. To pass, you may wish to use Whirlwind (print, or you can simply avoid the pistons with careful timing. Through the hallway ahead, you'll reach the entrance to the =Eulft Goilery area. "n the halls ahead, you must fight a couple of 4almer guarding a few dungeon cells, though they contain little of value $ut &wemer scrap. Continue into a tunnel, where you'll encounter a Chaurus again. %round this area, you should find another chest near an ore vein in an dead

end. Continue through the tunnel and fight a 4almer and Chaurus team, then search the near$y 4almer hut for a chest. The cave ahead contains a couple more 4almer and the corpse of another researcher. 9nce you slay the Chaurus 5ust ahead, don't miss the chest near the ramp $efore you continue. The path ahead will ta#e you $ac# to a &wemer ruin area, where you'll find a door with a =aster loc#. "f you can pic# it, it holds a chest and a =O- 4T 299= 3EA. Continue westward, $ut unloc# the door on the right for a room with a chest. %t the end of the path, you'll encounter two more 4almer in a cham$er. % separate room contains a Chaurus and a chest, while the opposite path leads to the =Eulft %edrome area. 4almer and Chaurus ali#e await on the path ahead. 3ill them, then proceed to the large cham$er ahead, which contains numerous 4almer. 9ne of them, a mini.$oss of sorts, should drop the 49C-("0! C2A(T% upon his death. (earch the 4almer hut for a chest, then the room to the north for another chest. The final cham$er following this one will hold a powerful &warven (phere of some degree, which may #now shoc# spells. 9nce he falls, search the chest in this room for the =O- 4T 9G(E2L%T92A 3EA. 4rom the room where you ac/uired the 4ocusing Crystal, head up the stairs to the west and search another chest if you haven't already looted it. -sing the #ey you 5ust o$tained, open the door up here, heading up the ramp to the 9culory. There, you'll spea# with 1aratus &ecimus, the only surviving researcher. 4ollow him to the 9culory and place the crystal into it. 9f course, it's not that simple. Aou must complete a puEEle using fire and frost spells. "f you've somehowe managed to get this far without ac/uiring these $asic magic arts, there's a ta$le naer$y with tomes to teach you 4lames and 4rost$ite, strewn among $oo#s related to the &wemer. To ad5ust the elements of the 9culory, use the fire spell to rotate them in one direction and the frost spell to rotate them in the other direction. %s for the actual solution, hit each of the lenses in the 9culory with a spell until their light $eams are each hitting one of the panels with movea$le mirrors on them. 9nce the $eams are in place, you must move the mirrors into position to reflect the $eams. To do this, you'll need to press the $uttons on the near$y pedestals, each of which moves one of the mirrors. 9nce all of the mirrors are reflecting the $eams up to a single spot on the ceiling, the 9cculory is focused. % map of Tamriel will appear, $ut something's up. There's a strange distortion right a$out where the College is. (pea# to 1aratus, who isn't too happy to learn of this, and gets really suspicious. %nyway, find out the (taff of =agnus's location from him, then leave him. %s you leave, :uaranir shows up. 4ollow his advice and head $ac# to the College through a shortcut leading $ac# to the $eginning of the dungeon. When you arrive $ac# at the college, spea# to the cran#y %rchmage. "t seems he's not happy, as %ncano ?the Thalmor mage@ has decided to seal himself inside the 8all of Elements with the Eye of =agnus. 8e decides to try to $rea# through the $arrier, $ut instead, he triggers a $ig old magical e;plosion, ending the /uest with a $ang. The ne;t one, Containment, starts up right away.

!.(9 Containment
(ee# out =ira$elle, who will send you to see# out the %rchmage. Aou'll find him surrounded $y a crowd in the courtyard, dead. (pea# to Tolfdir, who will confirm the o$vious: the %rchmage lives no more. 8owever, you have more pressing concerns: protecting Winterhold from the Eye of =agnus. %fter the e;plosion, it appears that a $unch of magical monsters have appeared in town and are attac#ing the residents. 9n your way across the $ridge, spea# to 4aralda and enlist her help in defending the town from the =agic %nomalies ?evil wispy things@ that are attac#ing it. Aou'll have to fight ten of them in all to save the town. "f you can, try to engage them in com$at and then lead them away from the locals so that you can fight with impunity. 9$viously, you'll want to $e careful to protect the townspeople during this /uest, so try not to hit them $y mista#e during the fight. "f you fail a /uest in the middle of the fight, an important 01C pro$a$ly died, either $y your hand or $ecause of the monsters, so you may wish to reload. 9n the $right side, these anomalies drop soul gems when slain. With the monsters van/uished ?and hopefully the townspeople alive@, head $ac# to the College and inform =ira$elle of your success. (he and the other mages are $usy #eeping the Eye of =agnus from e;ploding, so it's your 5o$ to see# out that (taff of =agnus you were loo#ing for. =ira$elle will give you the T92C 94 %GA2"0T8"%0 for this purpose, as well as (%L9( %2E0'( %=- ET, which will fortify your ma;imum magic#a $y a whopping H+ points.

!.?9 0he /taff of 6agnus


8ead to the location of a$yrinthian while $eing wary of the occasional 4rost Troll. When you arrive, you will see several ghosts outside replaying an event from the past, though your attempts to interact with them are futile. 9nce they're done, open the door with the Torc and head inside. "nside the dungeon, continue and you'll witness another scene with the ghosts, and you can chec# a near$y ta$le for a tome that will teach you Tele#inesis. 1ull the lever here to gain acess to a cham$er containing a powerful undead enemy: a (#eletal &ragon, supported $y several normal (#eletons. The s#eletons will $e easy enough, and for the -ndead &ragon, e;ploit his wea#ness to fire. (#eletal &ragons have no &ragon (ouls, unfortunately. 1roceed onward past the s#eleton cham$er and you'll see yet another spectral scene $efore entering a$yrinthian Chasm. The door ahead is sealed with ice, and &raugr will attac# you when you approach. -se a fire spell to melt the ice $loc#ing your path. "f you still somehow don't have a fire spell ?even though you needed one in the 9culory@, don't fret, for there is a tome of 4lames near$y. The cham$er ahead contains &raugr as well. 1roceed downward and through the hallway to the south, #illing another &raugr. Geware the trap on the door at the end. Within, you will encounter %lchemy and Enchanting (tations and a spell tome of E/uili$rium. There are also some useful alchemy ingredients lying around.

2eturn to the chasm and continue your descent. Aou'll hearing a voice spea#ing to you, initially in &ragon and now in the common tongue. -nfortunately, simply hearing him spea# will drain your magic#a reserves. 4ollowing this, you'll reach the $ottom of the chasm, where you can pic# up a 0irnroot. %n alternate path leads to a $ridge into a hall of alcoves. (lay the &raugr, and you'll find yourself at the same location with the 0irnroot. The voice will spea# again at this point, as you reach the door to the a$yrinthian Thoroughfare. The two paths ahead lead to different levels of the same room, though one re/uires you to pic# a 0ovice loc# and the other re/uires a fight with a &raugr andJor (#eleton. Either way, search the path for chests, then fight the Troll ahead. Chec# the corner for another chest, then head north and $attle some lowly s#eletons. Cross the $ridge and find a couple of Trolls guarding a chest ahead. 1ull a lever to remove the spears $loc#ing your advance, then proceed through the arch ahead and collect a chest via the steps a$ove. -pon entering the cemetary area, you'll encounter the rare Wispmother enemy. The flames on the door ahead must $e e;tinguished with ice magic $efore you can continue. 8ead down through several groups of &raugr and s#eletons. There are two paths that will ultimately lead you to the same location, where a troll and a &raugr are du#ing it out. (lay the winner of the fight ?if it's the troll, don't give him time to regenerate@ $efore proceeding into the a$yrinthian Tri$une through the iron door ahead. 1roceed through the hallway ahead, looting the chest and collecting the spell tome of (teadfast Ward. The hallway ahead contains numerous (oul !em Traps) you can deactivate them $y removing the gems that power them. %t the top level of the ne;t room, you can loot a chest, while a loc#ed gate in the ne;t room conceals more useful loot. 1roceed into the west path and you'll come to a Word Wall room with a powerful &raugr guarding it. (lay the &raugr $oss and approach the Word Wall to gain a Word of 1ower from the (low Time shout. Aou'll see the final flash$ac# $efore entering the cham$er 5ust ahead, where you must fight the &ragon 1riest, =oro#ei, sealed away $y wiEard thralls. %ttac# the thralls to stop their containment spell and release =oro#ei from the $arrier. 8e will now $e vulnera$le and simultaneously a$le to attac#. 4ace the &ragon 1riest in single com$at, $ut $e wary of his voice, which steals your magic#a. With the &ragon 1riest dead, loot his corpse for the (T%44 94 =%!0-( plus a &ragon 1riest =as#, =9293E", which grants S,++M magic#a regeneration. The staff is no small matter either: it rapidly a$sor$s magic#a from the target, and when they run out of magic#a, it starts a$sor$ing health instead. 9n your way out through the usual shortcut in the rear of this room, you'll spot a couple more chests to loot. Aou'll also encounter a Thalmor mage in cahoots with %ncano. 9$viously, you should #ill him, then return to Winterhold and spea# to Tolfdir on the $ridge to start the final /uest in the College /uestline: The Eye of =agnus.

!.)9 0he 2ye of 6agnus


The College loo#s a little worse for wear, as it's $eing torn apart $y the power of the Eye. Glast your way through the energy storm with the (taff of =agnus to reach the 8all of the

Elements. There, %ncano waits with the Eye of =agnus, which is loo#ing pretty close to e;ploding. %ncano is initially invinci$le, as you'll /uic#ly find out. 4urthermore, he $egins the fight $y paralyEing Tolfdir and your followers. The #ey to defeating him is the (taff of =agnus, which can nullify the power of the Eye. -ntil the Eye opens fully, %ncano remains invinci$le. When %ncano opens the Eye, shoot it with the (taff of =agnus to close it. %fter doing this, %ncano $ecomes vulnera$le to damage. %ttac# him as much as you can, and he'll try opening the Eye once again. This time, =agic %nomalies are unleashed from it, and you'll have to fight them. "f the staff's charge is running out, you can recharge it with the soul gems that the anomalies drop. -se the staff's magic to close the Eye and ma#e %ncano vulnera$le again, then attac# him to your heart's delight. "f he opens the Eye again, repeat the process of destroying any anomalies and Eapping the Eye with the (taff. Eventually, %ncano will fall, and the Eye will $e neutraliEed. (pea# to Tolfdir. While it's great that you stopped %ncano, there's still no way to stop the Eye. :uaranir shows up, luc#ily enough, and though he initially says some scary things a$out how the Eye could destroy the world or something, :uaranir decides that the world is not ready for the power of the Eye, so he and the 1si5ic 9rder seal it away. oo#s li#e you're the new %rchmage now, considering that 5ust a$out everyone else important is now dead and the 1si5ics have $ac#ed you. !o tal# to Tolfdir, who will confirm this. Aou will receive the %2C8.=%!E'( 29GE, the %2C8.=%!E'( 899&, and the 3EA T9 T8E %2C8.=%!E'( :-%2TE2(. That's some powerful magical e/uipment, plus a free place to stay. 9h yeah, and you get a ,+M discount from all sellers at the College. (ad that there's nothing more to do in the CollegeN 0ever fear, there remains an infinite supply of randomly generated radiant /uests in the College to #eep you $usy. 9nce you e;ceed a level of P+ in any school of magic, you can also perform a uni/ue radiant /uest to learn the =aster.level spells in that school. %s an added $onus, the Con5uration 2itual (pell with unloc# an upgrade to the %tronach 4orge, ma#ing it possi$le to upgrade E$ony e/uipment into &aedric e/uipment. 0eedless to say, $eing the %rchmage of the College of Winterhold certainly has its per#s.

<9 0he 0hieves Cuild <."9 * Chance *rrangement


"f you've already done the =ain :uest, you may have completed this /uest already to gain entrance to the 2atway. "f not, visit the Gee and Gar$ or the 2iften mar#etplace, and you'll pro$a$ly $e contacted $y Gryn5olf. 8e as#s you to steal and plant an item while he creates a distraction. &o this for him, and you'll $e well on your way to 5oining the guild. 0ote that this /uest must $e completed during the day, so if you met Gryn5olf at night, you'll have to wait until daytime to actually start the /uest. When Gryn5olf $egins advertising a

4almer$lood Eli;ir and calls the merchants away from their stalls, head to =adesi's stall, which will $e your mar#ed o$5ective. =a#e sure you're undetected $efore doing anything. There's a 0ovice loc# on the stall door to ta#e care of, and then you'll have access to =adesi's strong$o;. Ta#e whatever you want, and $e sure to collect =%&E("'( (" LE2 2"0!. 0ow you'll have to do a little reverse pic#poc#eting. (nea# up on Grand.(hei without anyone seeing you, and then save the game, as pic#poc#eting is always a matter of chance and you don't want to $e caught. 1ut your =adesi's (ilver 2ing into Grand.(hei's inventory to plant it on him. Gryn5olf will immediately end his distraction. !o spea# with him, and he will reward you with a standard ,++ !9 &. Gryn5olf will offer you more wor# in this field. %ccept, and the ne;t /uest in this /uestline will $egin.

<.&9 0aking Care of +usiness


Enter the 2atway sewers to $egin the /uest. % few thugs will $e waiting inside to am$ush you. % series of tunnels ahead will lead to the entrance to the 2agged 4lagon, and you can also pull a lever to lower a $ridge, creating a shortcut from the 2atway entrance to the 4lagon. "nside the flagon, spea# to Gryn5olf and accept his /uest. Aou must collect de$ts from three people in 2iften: 3eerava, Gersi 8oney.8and, and 8aelga. %s# Gryn5olf a$out each mar# to get additional o$5ectives that can help you convince them to pay up. Aou can convince each shop#eeper to pay up with a personaliEed intimidation method, or you can choose the $rawl option in dialogue and then $eat them up. The final shop#eeper, having heard of your methods, will pay up without complaint. Ge sure you don't spend Gryn5olf's money $efore you get it $ac# to him. 3eerava can $e convinced $y tal#ing to Talen.Fei after she fails to cooperate. %s# him a$out her family, then use that information to threaten her, and she'll pay up. When Gersi refuses to pay, smash his priceless urn with your weapon to change his mind. 8aelga's mind can $e changed $y stealing her statue of &i$ella and threatening to drop it down a well. 2eturn to Gryn5olf with the B++ gold, and he'll reward you with a few potions $efore assigning you a more su$stantial tas#.

<.'9 4oud and Clear


4ollow Gry5olf, and he'll ta#e you to the leader of the guild, =ercer. The proprietor of the near$y !oldenglow Estate has ceased to uphold his $argain with the guild, and you're to teach him a lesson. %s# Gryn5olf a$out the 5o$, and he'll instruct you to clear out the safe and $urn e;actly three $eehives, no more, no less. 0e;t as# Le; a$out how e;actly you're supposed to infiltrate this fortified $ase. (he has the answer: a sewer shortcut that leads straight into the $ase. %lso $e sure to spea# with Tonilia,

who will $e your first fence. (he will supply a T8"ELE( !-" & %2=92 (ET, a very useful set of uni/ue enchanted armor, each piece with a different $eneficial effect. The $est way to get into the facility is to find the sewer entrance that Le; mentioned, mar#ed $y an optional o$5ective mar#er. The e;it will put you $ehind the $uilding. 0ote that if any mercenaries detect you, you're entitled to #ill them without $eing reprimanded, despite the fact that the guild normally doesn't tolerate #illing. 4irst, head to the $eehives and set only three of them a$laEe, using some sort of fire attac# ?a spell, a torch, or an enchanted weapon@. "f you light any more of the $eehives, your pay will $e deducted. With that done, the mercenaries will rush out to investigate, and if you're stealthy, you can ta#e advantage of this distraction to snea# into the $uilding. %lternatively, you can fight them. "f you're loc#pic#ing s#ill is lac#ing, or if you simply don't have the loc#pic#s to spare, you can find %ringoth in the upper $edrooms and get the #ey from him one way or another. Aou can persuade him to hand over the !9 &E0! 9W CE %2 and (%4E 3EA(, or 5ust #ill him for it without repercussions. The $est route is to simply snea# up on him and pic#poc#et the #eys. While you're here, collect the :-EE0 GEE (T%T-E, a uni/ue treasure which can $e sold to &elvin. 8ead down to the cellar and either pic# the 0ovice.level loc# or use the #ey if you got it from %ringoth. %fter encountering a few mercenaries, whom you can either fight or avoid, you'll reach the safe. This E;pert.level loc# is tough, $ut you can pic# it. The other option is to use the safe #ey from %ringoth if you have it. Clear out the safe for gold and a G" 94 (% E, then get out of here. 1resent the $ill of sale to Gryn5olf in the 2agged 4lagon. "f you followed Gryn5olf's instructions, you'll receive a reward of varia$le gold, and you'll $e directed to see =aven Glac#.Griar for the ne;t mission.

<.!9 1ampened /pirits


ocate and spea# to =aven for the ne;t mission. =aven wants you to put a stop to her competition, (a$5orn of the 8onning$rew =eadery, and she sends you to meet =allus =accius in Whiterun to formulate a plan to this end. 9nce in Whiterun, pay a visit to =allus, who can $e found in the Gannered =are. Aou'll find that =allus already has a plan to $ring his employer down. Aour goal is to poison the mead at the 8onning$rew =eadery, $y posing as an e;terminator. 8ead to the 8onning$rew =eadery 5ust outside Whiterun and spea# with (a$5orn. 9ffer to ta#e care of the pest pro$lem, and if you can do so, convince him to pay H++ !9 & up front with either persuasion or intimidation. Aou'll also get the 8900"0!G2EW =E%&E2A 3EA and 1E(T 19"(90 for the /uest. "n the ne;t room, head downstairs and descend into the $asement. 8ere you'll $e attac#ed $y Lenomfang (#eevers, which are poisonous. &escend into the nest to fight more such (#eevers. 4urther in is a nest of 4rost$ite (piders, which have $een feeding on the (#eevers.

%s you proceed, watch out for active $ear traps that can damage you if you don't disa$le them first. %fter the ne;t (#eever nest, you'll encounter a hostile mage named 8amelyn. (lay him, and read his 5ournal if you wish to learn that he is the source of the Lenomfang $reed of (#eevers. Collect the (nea# s#ill $oo# from atop 8amelyn's chest, then loot the chest itself. 0e;t to the chest, plant some poison in the nest. The near$y tunnel leads $ac# up into the meadery, into the very room where you must poison the mead vat. &o this $y ta#ing the stairs up to the upper floor and opening the vat lid. There's also a chest near$y for you to loot. 8ead to the door and use the #ey hanging ne;t to it to open it. 2eturn to (a$5orn, then attend the tasting ceremony. (adly, you can't receive the rest of your payment from (a$5orn, $ut seeing as you're destroying his $usiness, it's 5ust as well. "ne;plica$ly, the mead in that vat has already made its way here faster than you did. 4urthermore, Commander Caius instantly detects the poison with his e;pert taste recognition and arrests (a$5orn, leaving =allus in charge of the meadery. (pea# with =allus to get (%GF920'( &2E((E2 3EA, then head upstairs to (a$5orn's office. "n here is an %lchemy s#ill $oo#, as well as a dresser you can unloc# to collect a 129="((92A 09TE. Gefore you return to =aven, also pic# the E;pert.loc#ed door up here, allowing you to collect a 8900"0!G2EW &EC%0TE2 that you can sell to &elvin. 2eturn to =aven in 2iften and show her the note you pic#ed up. (adly, the only reward you receive is a random enchanted weapon. =aven will direct you $ac# to the Thieves !uild to inform them of this latest development.

<.<9 /coundrelAs ;olly


2eturn to the Thieves !uild and spea# to Gryn5olf. Gryn5olf will redirect you to spea# to =ercer, who has another 5o$ for you. 8e wants you to head to (olitude to spea# with a contact in the East Empire Company, an %rgonian named !ulum.Ei. Gefore you depart, spea# to Gryn5olf and as# him for more information on the mission as usual. !ulum.Ei can usually $e found in the Win#ing (#eever. (pea# to him a$out the !oldenglow Estate, and when he proves uncooperative, utiliEe your powers of persuasion, intimidation, or $ri$ery to convince him. "f you choose the third option, you'll have to steal a case of 4ire$rand Wine for him $efore he'll help you. 8owever, seeing as you're in the Thieves !uild, that should $e a pro$lem for you. % /uest mar#er will indicate the location of the item you need to steal inside the Glue 1alace. While this may seem to $e the less desira$le option, note that !ulum.Ei pays you for the wine with $oth information and soul gems ?possi$ly even $lac# soul gemsQ@. !ulum.Ei doesn't prove too willing to tal#, so you'll have to follow him in stealth. Aou should see him enter the East Empire Company Warehouse. 4ollow him into the Warehouse, $ut tread carefully, for the wardens of this warehouse will attac# you on sight if they see you. %im to #eep your distance from !ulum.Ei as well, as he has a ha$it of suddenly changing paths. 1otions of invisi$ility or the (hadow (tone power can $e invalua$le here.

0ote that there is a ca$in in the northwest corner of the cave that you can reach from a near$y platform. "f you can reach this ca$in without $eing detected, you should definitely chec# it out. The ca$in contains gold and numerous valua$le rings, $ut most importantly, it contains an E%(T E=1"2E (8"11"0! =%1, which you can sell to &elvin. Continue following !ulum.Ei to Grinewater !rotto. 8ere, your goal changes from following him to confronting him. %s you enter, trip the tripwire trap manually and then $ac# away, or else simply 5ump over it. %s for the $ear trap ahead, you can 5ust avoid it. Two $andits are waiting up ahead, so you'll pro$a$ly want to #ill them. %head, you can ta#e the wooden wal#way to engage two more $andits, or cut through a spider nest on your right and fight a few spiders to avoid the $andits' location. There are two paths to the ne;t $andit camp. Aou can either ta#e a $ridge, or go through a tunnel on the left full of traps and a hostile dog. Either way, the $andit camp contains two $andits and one chest with an %dept loc#. The final $andit camp lies 5ust ahead, with a large group of $andits. Chec# the $oats doc#ed near$y for two chests, one of which has an %pprentice loc#. Tal# to !ulum.Ei, and you'll find him a lot more cooperative. 8e'll give you the !9 &E0! 9W G" 94 (% E, and he'll $ecome a fence for you in (olitude. oo# around for three levers ?pull them all@, one unloc#ed chest, one E;pert chest, and a leveled shield. The levers opened a secret passage leading out to (#yrim, $ut watch out for some hor#ers along the way. 8ead $ac# to the Thieves !uild and tell =ercer a$out 3arliah. This concludes the /uest and immediately $egins (pea#ing with (ilence. Completing the mission also unloc#s the option to spea# to Tonilia a$out e;changing a piece of your armor. This will upgrade the enchantment of the armor you select, $ut you can only do this with one piece.

<.(9 /peaking with /ilence


=eet =ercer at (now Leil (anctum to start this /uest, and he wil $ecome a temporary follower. Clim$ up to the top and descend the stairs into $urial mound, then wait for =ercer to open the door. %pparently =ercer's loc#pic#ing s#ill is so high that he can pic# impossi$le loc#s. Enter the sanctum with =ercer. -p ahead, you'll encounter a fallen &raugr ne;t to chest. When you investigate, two more &raugr will rise from the grave and attac# you. The ne;t room contains a sleeping &raugr, whom you can identify $y the fact that you cannot search him. This allows you to get an easy snea# attac# on him. %fterward, you can pull the chain $y the gate, $ut /uic#ly $ac# away $efore the spi#e trap swings and #ills you. "n the ne;t hallway, you'll encounter two more inanimate &raugr that you can get the drop on. Fust ahead is a pair of $ear traps to avoid. -nfortunately, the ne;t three &raugr are /uite awa#e and will not $e so easily am$ushed. Gefore you enter the room filled with oil ahead, carefully trigger the tripwire from a safe distance, which will light the oil on fire, $efore continuing. "f he isn't #illed $y the trap, you'll also need to contend with a &raugr in the same room. When the area is clear, pull the chain near the gate to open it.

&irectly ahead is a loc#ed room with a chest and a few other treasures. To the left is a room with sleeping &raugr and $one chime traps that will awa#en them. " recommend snea# attac#ing the &raugr, then gra$$ing the potions in the corner with impunity. 1ull another chain to open the gate at the end of the room. The room at the end of the ne;t hallway is filled with &raugr. ure them $ac# into the hall to deal with them one at a time. This is a good time to use a (croll of !uardian Circle if you have one on hand. When the &raugr have $een cleared out, head straight forward and up the stairs to reach a tunnel, which will ta#e you to a room filled with oil. !rap the (hip =odel and /uic#ly 5ump to safety $efore the pressure plate trap ignites the oil. %cross from the oil cham$er is a set of stairs leading to a tunnel that ta#es you up a$ove the previous room and into a new area. The ne;t room is 5ust as overpopulated with &raugr as the last. "t's a good thing =ercer is with you, or these fights would $e twice as difficult. %gain, anti.undead scrolls can $e e;tremely useful here. &escend into the ne;t room, where a trap will set off $one chimes and awa#en the &raugr. 9f course, if you can avoid the trap and get the drop on them, good for you. Either way, there's a pull chain to open the ne;t gate. %void the pressure plate in the ne;t room, as it triggers an arrow trap. 1roceed through the ne;t hall and $attle a &raugr to proceed. -p the stairs, you'll come to a large door at the end of the hall. This leads to a room with powerful &raugr ?and a possi$le &ragon 1riest if you are of a high level@, $ut the *$oss* is worth it for the Word Wall $ehind him, which will teach you a word of the &isarm (hout. 4rom the entrance to the Word Wall room, head left to reach a gate to $e opened with a chain. This will ta#e you to a classic claw door. -nfortunately, you don't possess a matching claw. =ercer, however, can pic# even a loc# as difficult as this one, and with apparent ease. (tep into the room, and there will $e a scene, and then you will *die.* When you awa#en, spea# to 3arliah. Aou will get !% -('( E0C9&E& F9-02% and some poison.

<.?9 ,ard *nswers


8ead to Winterhold and spea# to Enthir. 8e redirects you to spea# to Calcelmo in =ar#arth. To get access to his #nowledge on the 4almer language, you'll need to persuade the old man. %lternatively, if you've matched Calcelmo up with the woman he desired in the /uest, *The Goo# of ove,* he can $e convinced that way as well. Calcelmo gives you the &WE=E2 =-(E-= 3EA if you successfully convince him. -nfortunately, he still won't grant you access to his la$, so you'll have to snea# in. 8aving access to the museum, however, ma#es this a $it easier. 8ead to the museum and either enter with the #ey or pic# the loc# if you couldn't get it. "f Calcelmo let you in, the guards will pay you no mind, $ut if you couldn't find a way to get his permission to enter, you'll have to snea# past the guards. Either way, head for the ne;t door, which leads to Calcelmo's la$oratory. The #ey will wor# for this door too. Enter the la$ and head into the first room on your left to collect a uni/ue item, the (1"&E2 C90T29 29&, which also spawns a friendly &warven (pider. Gy shooting a location with the rod, you can direct the spider to that location. The spider will help you fight the guards

here, $ut $e warned that it can $e destroyed li#e any other &warven (pider. -nfortunately, the spider cannot $e ta#en out of this room. "f the WiEards' !uard $ehind on the left sees you, he will open it and attac#, so watch out. Ge careful of fighting the guards in this area, as your actions may earn you a $ounty if they are discovered. The door where the guard came from is sadly $arred, so you'll have to go around. 0ear the ne;t door is a valve, which triggers a dart trap. Through this door, there will $e two guards up ahead: one for the wiEards, and the other a city guard. This o$viously would $e a $ad time to get caught if you want to avoid a $ounty. There are two traps you can trigger with The =aster.loc#ed door ahead may seem daunting, $ut you can open it with C% CE =9'( %G92%T92A 3EA, which can also $e found on the $odies of these two guards. &on't forget to chec# the side room on the right, where you can find another C% CE =9'( %G92%T92A 3EA and some scrolls. Through the =aster door, you'll come to two more guards at the end of the hall. They patrol alongside an o$vious trap in the hall on the left, which you may want to chec# out, as there is a leveled piece of armor sitting on a ta$le in the first alcove on the left, and a =aster hest in the second alcove on the right. "nstead of going through the hall, you can also head forward to a steam.filled hall. -se the control rod to order the &wemer (pider to stand on the near$y $utton, #eeping the steam shut off while you pass through. %t the end of either path is an area leading up to the guard $arrac#s, where you can find a few guards, $ut also some treasures ?such as a leveled weapon@. Through the ne;t door, you'll find an area overloo#ing a room with guards and the wiEard %icantar. There's a valve at the end of the hall that will trigger a series of traps in the ne;t room, #illing all of them. Turn the valve again to disa$le the $lade trap so you can e;plore safely. "n the room itself is an Enchanting s#ill $oo# ne;t to a chest on the ta$le. %lso in this room is a &WE=E2 1-OO E C-GE to gra$. 9ne door from here leads to the =ar#arth WiEards' Galcony, and another leads $ac# around to the first room of the la$. 8ead out to the $alcony and turn right to reach Calcemo's tower. 8ere, head up the stairway to the left to reach a room with a few potions, some soul gems ?including a Glac# (oul !em@, a 8eavy %rmor s#ill $oo#, and an E;pert loc#ed chest, as well as numerous charcoal scri$$lings. 8ead through the near$y door to your o$5ective mar#er, where you'll find Calcelmo's (tone. -nfortunately, you can't very well ta#e this giant roc# with you, so go gra$ a roll of paper and charcoal from the previous room. %pproach the stone with these, and you'll create C% CE=9'( (T90E 2-GG"0!. %s soon as you do this, numerous guards will enter the room, so ma#e yourself scarce. Aou can either #ill them or 5ust snea# past them. Aou can shoot an arrow toward the stairs to distract the guards, then 5ump down and head straight out the door. 4rom this $alcony, you can escape via a shortcut: head out through a narrow pass in the roc#s and leap into the waterfall. Aou can now head $ac# to Winterhold to $ring the ru$$ing to Enthir. Enthir will evaluate the information and reveal !allus's information a$out =ercer and the 0ightingales. (pea# to Enthir, and he will offer to act as a fence for you in Winterhold from now on. Then spea# to 3arliah, who will reward you with the 0"!8T"0!% E G %&E, a weapon will a powerful and uni/ue enchantment that a$sor$s health and stamina from your target every second. The strength of this enchantment depends upon your level.

<.)9 0he 5ursuit


8ead $ac# to the Thieves !uild. The $ac# door will $e loc#ed, so you'll have to go in through the 2atway. 9n the way in, 3arliah will spea# to you. When you're ready, head into the cistern area with 3arliah. Gryn5olf will hold you up, $ut 3arliah will provide proof of =ercer's $etrayal. To ascertain the truth of 3arliah's claim, Gryn5olf will tell &elvin to open the vault. 4ollow them, and watch as the vault is opened. (pea# to Gryn5olf and tell him what 3arliah told you. 8e'll send you to $rea# into =ercer's home, 2iftweald =anor. %lso $e sure to as# him a$out how to get in, as he can tell you a$out a mechanism in the $ac#yard that you can shoot to lower a ramp up to a secret entrance. %lso as# him a$out the watchdog, and he will direct you to Le; for more information. Le; will tell you to end Lald's servitude to =ercer $y erasing his de$t with =aven. "f you want to complete this optional o$5ective, head to =istveil 3eep and spea# with =aven. (he tas# you with retrieving a /uill from the $ottom of a#e 8onrich. Aou're not given a specific location, $ut you should find the Lald's sun#en $oat underwater $etween 2iften and 8onning$rew =eadery. 0e;t to the upturned $oat is Lald's (trong$o;, loc#ed with an E;pert loc#. 1ic# it and retrieve the :-" 94 !E2="0%T"90, then $ring it $ac# to =aven, and she'll clear the de$t and give you the document L% &'( &EGT to prove it. 8ead to =ercer's estate, which is $arred $y unloc#a$le doors from every angle e;cept the rear. Ta#e the path around $ehind this line of houses and instead of pic#ing the loc#, simply spea# to Lald at the $ac# gate and give him the papers. "n return, he'll open the gate and give you =E2CE2'( 89-(E 3EA $efore he leaves. oo# up at the $alcony a$ove, then shoot it with an arrow, spell, or even a shout to #noc# the ramp down. Enter through the $alcony, then stealthily ta#e out the distacted guard in the room ahead. 8ead down the stairs, and feel free to gra$ the valua$le &i$ella statue on the shelf. 9n this floor, there's another guard to ta#e out. 9n this same level, loo# in a side room for a suspiciously named *(uspicious Ca$inet.* 9pen the ca$inet and remove the false $ac# panel, revealing a secret e;it. 1roceed through this tunnel to a roof with trapped floor panels. (tep only on the panels without $urn mar#s on them, and you'll $e fine. Watch out for a pressure plate in the entrance to the ne;t tunnel, as it contains a dart trap. Through this tunnel, you'll come to a room filled with $laded pendulums and a $attering ram. (imply time your sprint through the room such that each trap recedes as you approach it. &escend the stairs to reach a door, then run through the door as soon as you open it to avoid another trap. "nside is a small treasure trove consisting of a (nea# s#ill $oo#, the G-(T 94 T8E !2%A 49K ?to $e sold to &elvin@, and a legendary weapon in an E;pert.loc#ed case. 1layers of 9$livion may remem$er this weapon: a $lue glass sword with a frost enchantment $y the name of C8" 2E0&. !ra$ =E2CE2'( 1 %0( from the des#, then ta#e the shortcut into the 2atway Laults and $ring the plans straight to Gryn5olf in the cistern. Gryn5olf e;plains that =ercer is going after something called the Eyes of the 4almer. Gefore we pursue this, however, it's time to 5oin the 0ightingales.

<.@9 0rinity Restored

2ight after spea#ing to Gryn5olf, 3arliah will convene with $oth of you, then as# you to meet her at the standing stone to the south of 2iften. This is also a good opportunity to gain the near$y (hadow (tone's power, which will give you invisi$ility once per day. Fust $elow the (hadow (tone is the other giant roc# where 3arliah waits. (pea# to her. 4ollow 3arliah into the near$y 0ightingale 8all. (he'll direct you to the 0ightingale %rmor (tone. Aou can spea# to her first and as# her a$out the 0ightingales. -se the stone, and the awesome 0ightingale %rmor will $e $eamed into your inventory. E/uip it and follow your newly armored allies further into the sanctuary. %s you approach the gate, 3arliah will stop and spea#, revealing that you are $oth a$out to 5oin the 0ightingales, if that wasn't clear already. 9nce 3arliah opens the gate, go stand on the indicated glyph and the ritual will $egin, with 0octurnal naming all three of you 0ightingales. (pea# to 3arliah, who reveals that =ercer defiled the shrine $y stealing the (#eleton 3ey, which can unloc# any door. This e;plains how he could unloc# all those sealed doors. Gefore leaving, spea# with Gryn5olf, who determines that you will soon $ecome the !uild =aster of the Thieves !uild.

<."09 +lindsighted
Travel to the ruin of "r#ngthand. -pon entering through the gate, search an alcove on the right for a few potions and an %pprentice.level chest. 4urther along this route, you will encounter a few $ear traps leading to the inside of the ruin walls. 0umerous $andits are patrolling the area, so avoid or ?more li#ely@ #ill them. 8ead up to the second level and pull a lever to open the front gate. Ta#e the stairs up to a path leading over the rooftops to reach the cliffside portion of the ruins. Continue across a series of $ridges to reach the %rcane;, the first room. "nside, you'll find a slain $andit with a potion, not far from an E;pert.loc#ed chest. 1roceed forward, and you'll find his companions to $e e/ually deceased. -p the stairs and on the right, a &warven (phere will attac# you. That e;plains the corpses. 1roceed through the near$y hall, where you'll encounter numerous destroyed automatons and another &warven (phere. "n the cham$er ahead, search the chest at the end of the ledge on your right. 0ow descend the stairs and $attle several &warven (pheres $efore entering a roof filled with spinning columns of fire. To pass them, time your steps so that you will move in the empty space $etween the flamethrowers. 1roceed through the maEe of fire until you reach the gate, $ut watch out for a &warven (pider. Through the gate, you'll spy an %pprentice chest ne;t to a set of stairs leading up to an elevator. The elevator will ta#e you to "r#ngthand !rand Cavern. Ta#e the steps down and spea# with 3arliah. 9pen the gate ahead, $ut watch out for a mace trap 5ust inside. "n the ne;t area, she'll spy =ercer $elow you, $ut you can't get him 5ust yet. 8ead through the ne;t door to reach a nest of Chaurus Eggs, with a 4almer 5ust ahead. There's also a lever ahead, which is part of a puEEle. Well, it's not much of a puEEle as a challenge of speed, as all you really need to do is run to the other end of the ledge and pull the lever there to open the door on the level $elow. Then you need only head down the stairs and avoid the spinning $lade traps in the middle of the room, which will hopefully ta#e care of any 4almer down here.

Through the gate you opened, there's another tunnel ?watch out for a $ear trap@. This leads into a room filled with 4almer. % ramp leading up on your left will ta#e you to a ta$le with some alchemy ingredients. 9n the opposite end of the room, a ramp will ta#e you up to the ne;t area. %gain, there are a few $ear traps in your path, so $e wary. oo# on your right for a note from =ercer: *9ne step ahead* spelled $ac#wards. 8owever, he did leave $ehind a few (crolls of &etect ife, which you may want to gra$. The ne;t gate leads to a cham$er with a &warven Centurion. 9nce you slay the 4almer $elow, the Centurion will awa#en, and you'll have to fight it too. %fterward, #ill a few (#eevers ahead and ta#e the stairs up to the ne;t level. (lay the remaining 4almer, then cross over to the upper level and the door to the ne;t area, "r#ngthand (lave 1ens. &estroy the &warven (pider ahead. %ctivate the trap to #ill the 4almer $elow $efore you descend into the room. The hall ahead has fire traps triggered $y o$vious pressure switches. 2un ahead $efore your companions trip the switches at your e;pense. The ne;t room contains a horde of 4almer, though they can easily $e avoided. 1roceed through a tunnel filled with eggs to reach another room full of 4almer. &efeat them, then chec# in one of the lower huts for an E;pert chest. Through the ne;t gate is the final door leading to =ercer. 1ass through the door, and you'll see =ercer ta#ing the Eyes of the 4almer. 9f course, he'll detect your approach and spea# to you. %fterward, he'll Eap Gryn5olf with a 4renEy spell, forcing him and 3arliah to fight while you ta#e on =ercer alone. =ercer can turn invisi$le, $ut you can use the &etect ife scrolls from earlier to see him. 3ill =ercer, then recover the E4T and 2"!8T EAE( 94 T8E 4% =E2 and the (3E ET90 3EA from his corpse. With =ercer dead, the room will start to fill with water. Fust when the cham$er seems nearly filled, a group of roc#s a$ove the 4almer statue's head will luc#ily dislodge, opening an escape route to GronEe Water Cave. When you arrive, spea# to 3arliah. Turns out you'll need to ta#e the dangerous 1ilgrim's 1ath in order to return the (#eleton 3ey. 9n the $right side, 3arliah gives you her 0"!8T"0!% E G9W, a leveled weapon that deals $oth frost and shoc# damage. %lso, until you complete the ne;t /uest, you'll $e a$le to hold onto the (#eleton 3ey, which ma#es your loc#pic#s un$rea#a$le, as if you had the -n$rea#a$le per#.

<.""9 1arkness Returns


When you're ready to part with the (#eleton 3ey, head to the Twilight (epulcher and enter the door. (pea# to the 0ightingale (entinel at the stairs. Turns out that he's the ghost of !allus, former leader of the Thieves !uild, and he is last of 0octurnal's (entinels. Well, the rest are still around, they've 5ust gone craEy. Aou'll have to head through 1ilgrim's 1ath while the other 0ightingale (entinels attac# you. Gefore you head into the entrance at the top of the stairs, as# !allus a$out the dangers you'll face. Aou'll receive an optional o$5ective to retrieve 0A(T29='( F9-20% from a corpse in this cham$er. The 5ournal offers some cryptic information a$out the dangers that lie within the 1ilgrim's 1ath. %lso chec# the satchel lying ne;t to him for some treasures. When you're ready, head on in.

The initial tunnel leads to a door, $ehind which is a cham$er with a 0ightingale (entinel that ma#es for an easy snea# attac#, as he's facing away from you. "f you #ill him without alerting the others, you can head up to the room on the ledge to the left and #ill another (entinel as he mi;es a potion at the alchemy la$. Chec# the ta$le for ingredients $efore you e;it. 9n the opposite ledge, there are several rare ingredients and potions to gather $efore entering the ne;t room. "n the hall ahead, hop over the pressure plate on the floor to avoid a dart trap. % (entinel awaits at the top of the stairs 5ust ahead. "f she engages you, you may $e a$le to lure her into the dart trap to help #ill her. The door 5ust ahead leads to a very different challenge: a room where the light will in5ure you. To proceed, wal# through the shadows and ascend a set of stairs, $ut step $ac# to avoid a dart trap at the top. 4rom here, head forward through the shadowed area to a ledge $ehind the ne;t platform with stairs leading up. Ta#e the stairs, $ut again $e wary of a dart trap as you cross the $ridge. 9n the other side, head up and ta#e the stairs down to the right while avoiding a third dart trap at the $ottom. 4inally, ta#e the narrow shadow path to the e;it. 0e;t up is the third challenge of 1ilgrim's 1ath. (earch a chest, then proceed to a shrine with a dead $andit and an offering. 9f course, 0octurnal cares nothing for sacrifices li#e this. 4ollow the 5ournal's hint and e;tinguish the $raEiers to create *that which cannot $e seen, felt, or carried:* dar#ness. This will open a secret e;it $ehind the shrine. Aou'll approach a hall of swiming pendulums ne;t, $ut " don't recommend trying to run through it, as numerous pressure switches will activate dart traps, spears, and a $attering ram $ehind the door itself. "nstead, unloc# the =aster door to the left. 0ormally, this would $e a worrisome challenge, $ut you possess the (#eleton 3ey, so your pic# will never $rea# no matter how much trou$le you have with this door. This side door leads to a cham$er guarded $y additional (entinels on the opposite ledge. The cham$er itself contains some valua$les, including a oc#pic#ing s#ill $oo#. The two ledges connect on a path to the "nner (anctum. The other path leads $ac# to the trapped door from $efore. "nside the "nner (anctum, head forward and through a door to reach a precipitous drop into a well. &rop down and search the s#eleton for a note, revealing that you are stuc# down here. %fter a minute or so, your character will produce the (#eleton 3ey, which will *unloc#* the floor and allow you to drop down to the E$onmere. 1lace the (#eleton 3ey into the E$onmere, and 0octurnal will appear $efore you in physical form. 0octurnal will disappear after spea#ing to you. (pea# to 3arliah and she'll reveal that you can now $ecome an %gent of 0octurnal, $ut you must choose one of three roles, each of which includes a once.per.day power. (tep onto the full moon to $ecome the %gent of (trife, which gives you a spell that a$sor$s ,++ health. (tep onto the half moon to $ecome the %gent of (u$terfuge, whose power can cause any target to frenEy and attac# its allies. (tep onto the crescent moon to $ecome the %gent of (hadow, with the power to $ecome invisi$le every time you enter snea# mode during a two minute period. Aou can always return to change your choice after a day passes. Aou'll get the achievement *&ar#ness 2eturns* for completing the Thieves !uild /uestline.

(9 0he 1ark +rotherhood

(."9 3nnocence 4ost


-nli#e the other guild.li#e factions, you won't directly encounter the &ar# Grotherhood during the =ain :uest. 8owever, you've pro$a$ly done something to ma#e someone want you dead, so you've pro$a$ly $een attac#ed $y &ar# Grotherhood assassins at least once. "nterested in $ecoming one of themN 2ead on. 8ang around Windhelm for a while, and you'll pro$a$ly hear a$out %ventus %retino performing the Glac# (acrament. %lternatively, head to 8onorhall 9rphanage in 2iften and spea# with the children there, and they'll point you in the same direction. 4or that matter, any inn#eeper or $artender in a tavern might point you in the direction of %retino. 8owever you hear a$out him, head to the %retino home in Windhelm. 1ic# the loc# and enter to find %ventus chanting the words of the Glac# (acrament. (pea# to him, and he'll mista#e you for a &ar# Grotherhood assassin. 8e wants you to #ill !relod the 3ind, a wic#ed woman who mistreats her poor wards at 8onorhall to no end. 8ead to the orphanage, located in 2iften, and spea# with !relod if you wish. Aou can tell her of her fate and attac# her, $ut the smarter choice is to #ill her from stealth to avoid a $ounty. Wait for her to go to sleep, for e;ample, then #ill her where she lay. (he will scream upon her death, so get out of there $efore you're suspected. 2eturn to %ventus for your reward: the %2ET"09 4%=" A 8E"2 99=, which is 5ust a pretty nec#lace, though surely it will fetch a decent price. %fter this /uest, you'll li#ely $e approached $y a courier, $earing a message from the &ar# Grotherhood. This $egins the ne;t /uest.

(.&9 8ith ;riends 4ike 0hese...


9nce the previous /uest is complete, find a $ed and go to sleep, and you should find yourself... in a completely different place. -nfortunately, the trigger on this can $e a $it glitchy, and you may find yourself in the same place you were when you went to sleep. Try waiting for the courier to deliver the message and then sleep again, and try sleeping for 7I hours, 5ust in case. "f it doesn't wor#, wait a day or two, then try again. Eventually, you should end up in a mysterious shac# with %strid, a &ar# Grotherhood assassin, and three captives. (pea# to %strid, who will demand that you deduce which of the three captives has a $ounty on them, and #ill them. Aou may spea# to each of them first, and use coercion to convince each one to reveal their faults. Aou can #ill whichever one you thin# is guilty. %lternatively, if you refuse to #ill any of these poor people, you can choose to #ill %strid herself, although this will cut your &ar# Grotherhood career short and ma#e you an enemy of this guild of highly trained assassins for life. %ssuming you didn't do that, go spea# to %strid again. (he will tell you that it didn't really matter who you chose to #ill, $ecause they were all innocentQ That's a relief. 0ow that you've repaid your de$t to the &ar# Grotherhood, %strid invites you to 5oin her (anctuary, and gives you the %G%0&90E& (8%C3 3EA so that you may leave. 4rom here, your ne;t goal is the &ar# Grotherhood (anctuary, located in 1ine 4orest.

When you approach the entrance, a disem$odied voice will as#, *What is the music of lifeN* 2eply *silence, my $rother* ?the password you got from %strid@ to gain entry. "nside, spea# to %strid, who will give you the (829-&E& %2=92 (ET. Each piece of this armor has an encantment that's perfect for a stealthy assassin, especially the muffled $oots and the gloves that multiply your $ac#sta$ damage.

(.'9 /anctuary
8ead down into the sanctuary, where you will meet the rest of the $rotherhood, who are happily discussing the murders they have committed. What a friendly $unch they areQ Which is surprising, considering the nature of their wor#. 9nce they are done telling their stories, you can spea# to each mem$er to learn more a$out them. There are a few goodies to $e found in the sanctuary. "n one of the rooms, there's a (T90E 94 G%2E0O"%8, which is part of the /uest, * eave 0o (tone -nturned.* % $it further in, you can find a Word Wall, which is certainly a pleasant surprise. The wall contains a Word of 1ower that's perfect for an assassin: =ar#ed for &eath, which ma#es one target e;tra vulnera$le for a set time. (pea# with the 2edguard assassin named 0aEir, who has some $asic assassination contracts for you. These are $asically radiant /uests for the &ar# Grotherhood, and much li#e in the Companions, it is mandatory that you complete at least one of these for the moment in order to advance your progress in the critical /uestline for this faction. There are three side missions you can receive at this point. 0arfi, a $eggar who has defaulted on his de$t, can $e found in "varstead, and can re/uire stealth due to the pu$lic nature of the area. Ennodius 1apius can $e found at %nga's =ill, in an isolated $y the stream, ma#ing him easy to #ill without incurring a $ounty. 4inally, Geitild can $e found in &awnstar. %gain, a pu$lic #illing is not advised, so you should instead try #illing her in the safety of her home. Completing any of these missions will unloc# the ne;t mission, (entenced to &eath. That mission will start when you return to the (anctuary, where you will find that another $rother, Cicero, has 5oined your little family. %fter the scene, don't forget to visit 0aEir so that you can $e paid for your mission.

(.!9 6ourning #ever Comes


9nce Cicero's less.than.warm welcome has concluded, spea# to %strid for your first $ig contract as a mem$er of the &ar# Grotherhood. 8ead to =ar#arth to spea# with =uiri at the 8ag's Cure a$out the conditions of her Glac# (acrament. 4or some reason, the official strategy guide lists this same mission as *(entenced to &eath.* "t seems li#e there's a rule that they have to throw in a $unch of mista#es whenever they write those paper strategy guides. This is also your first chance, to get to #now Cicero, the craEy 5ester guy. Cicero's first impression will $e changed if you previously completed the side /uest, *&elayed Gurial,* in which you could choose to either help him, to his delight, or report him to the guards, in which case he's o$viously not too pleased with you. With Cicero's appearance here, it will no longer $e possi$le to complete &elayed Gurial, though you're honestly not missing anything important $esides a little character development for Cicero.

9nce you find =uiri, listen to her story a$out the $andit who stole her heart, and then stole everything from her friends, the (hatter.(hield family of Windhelm, who then proceeded to disown her. Aou'll $e pulling dou$le duty on this one: while you are re/uired to #ill the $andit, $ut you are also as#ed to #ill 0ilsine (hatter.(hield as well. "t doesn't matter who you #ill first, $ut if you want to complete the optional o$5ective, don't return to =uiri until you've done the deed. =uiri also gives you 7 9T-( EKT2%CT(, deadly poisons that will certainly come in handy, whether in this mission or another situation. The $andit can $e found in the 2ald$thar Consortium. &on't as# me how to pronounce that. %nyway, there are three guards outside the entrance, so ta#e them out however you wish. "nside, you'll encounter two more of them. %t the end of the hall is a gate with a =aster loc#, $ut you'll pro$a$ly want to avoid that challenge and head down the ramp instead. There are multiple tric#s to help you #ill your mar#, %lain. 4rom the upper path, you can ma#e use of the levers to rain arrows down on his whole group. Even $etter, you can use fire to light the oil he's standing in. %fterward, ta#e his cohorts down and loot his $ody for the e;clusive %E!"(G%0E. 9nce he's done in, there's more to this ruin to e;plore, $ut your mission here is done. 4or your optional target ?and special reward@, head to Windhelm and locate 0ilsene (hatter. (hield. Though physically wea#, it will $e tough to #ill this lady in town or among her family. The $est time to ta#e her life is at night, when she's at home or on the path leading to her home. &on't forget that you have those otus E;tract poisons on hand, if you're having trou$le one.shotting her. With the mission complete, return to =uiri. The standard reward is gold, $ut if you #illed 0ilsine, you get a little $onus: =-"2"'( 2"0!. This handy ring will $oost your alchemy $y ,HM, though if that's underleveled for you $y this point, you can disenchant it to ma#e something $etter. 8ead on $ac# to the (anctuary and spea# with %strid.

(.<9 8hispers in the 1ark


"t seems %strid is concerned a$out Cicero. Who wouldn't $eN %t night, she hears him whispering to someone in the 0ight =other's cham$er. 9$viously, he must $e conspiring against the Grotherhood, as there's no way a craEy person would 5ust $e tal#ing to himself. There's no other e;planation. "n order to stop what o$viously must $e a wic#ed plot, you'll have to hide "0 T8E 0"!8T =9T8E2'( C944"0 to eavesdrop on him. !ross... &o you hate %strid yetN (he only gets worse. 8ead to the 0ight =other's cham$er and loc# yourself in her coffin. "n case it wasn't already o$vious, Cicero is 5ust having a one.sided conversation with the 0ight =other. 8owever, surprisingly, the 0ight =other starts to spea# to youQ (urprise, that ma#es you the istener. Then the coffin doors come open and Cicero catches you *defiling* the 0ight =other. (urely he doesn't mean... Cicero is initially mad, $ut once you tell him that you're the istener, suddenly you're his $est friend. %strid comes in ne;t, and instead of revering the 0ight =other's order, she decides that she'll thin# a$out it and have you do something else instead. Considering that the 0ight =other is the real matriarch of the &ar# Grotherhood, it wouldn't do to ma#e her angry, $ut... well, it's %strid. (he's not too $right.

!o to 0aEir to do some side contracts. 8e's got two new ones for you: 8ern and ur$u#. The former is a vampire living at 8alf.=oon 8ill. The tric# is to approach him during the day so that he doesn't attac# you on sight. ur$u# is pretty much the opposite situation. 8e's a $ard in =orthal, $ut fortunately he li#es to hang out in a separate room, so #illing him undetected is relatively easy.

(.(9 0he /ilence ,as +een +roken


2eturn to %strid after completing a sufficient num$er of side missions, and she'll finally decide to send you to complete the 0ight =other's mission. 8ead to Lolunruud crypt to meet with %maund =otierre, $ut don't forget to collect payment for your last side mission from 0aEir $efore you go. Lolunruud is guarded $y &raugr, $ut fortunately, you don't have to go very far into the ruin to find %maund. "n this dungeon, you can also find 8E&&"C'( L90-02--& 09TE(, which are part of the /uest, *(ilenced Tongues.* This /uest will ultimately lead you to a Word Wall with %ura Whisper, which is $asically a universal &etect ifeJ&ead. The southwest area of the ruin contains %maund and his protector, 2e;us. %s it turns out, %maund has a grand scheme to assassinate the Emperor himself. %maund gives you a FEWE E& %=- ET for payment and %=%-0& =9T"E22E'( (E% E& ETTE2. "f you read the letter, %strid will $erate you, $ut no real harm comes from it. 0e;t, you're sent to spea# with &elvin =allory at the 2agged 4lagon a$out fencing the amulet, which is certainly an interesting crossover if you've already started the Thieves !uild /uestline. &elvin ta#es one loo# at the 5ewel and recogniEes it as $elonging to the Elder Council. 8e writes you a ETTE2 94 C2E&"T to give to %strid as payment. 2eturn to %strid, who is forming plans on how to draw the Emperor to (#yrim. 9ne would thin# you could simply go to the "mperial City and #ill him, $ut the o$vious pro$lem is that the aforementioned city is inacessi$le in this game. "t seems that's one of those situations where the story hinges on an illogical gameplay element. %nyway, this /uest is over.

(.?9 +ound :ntil 1eath


%strid's plan re/uires you to attend a wedding. The &ar# Grotherhood sure has its per#s. 9ne thing, though: you have to #ill the $ride. %s it turns out, Littoria Lici is the Emperor's cousin, so this will serve to draw the Emperor out. There's no completing this mission undetected, no matter how good you are. "n fact, there's a $onus in it for you if you ma#e it e;tra dramatic and #ill her while she's up on the $alcony ma#ing a speech. 8ead to (olitude and find the wedding site, the courtyard near the temple. There certainly are some prominent people here. Aou can shoot her while she's up on the $alcony ?or even get $ehind her and sta$ her@, $ut there are some neater tric#s you can try. Ga$ette's idea, if you as#ed her, is to #ill Littoria $y pushing down the old statue a$ove the $alcony to land on Littoria and #ill her. Aou'll have to head up to the area overloo#ing the $alcony to accomplish this. %lso, if you spo#e to !a$riella, she's left a special $ow called 4"2"0"E '( E0& on a parapet across from the $alcony, which you can access from a side door. There are some other goodies up there for you too.

9nce you've #illed Littoria ?prefera$ly mid.speech@ one way or another, get your $utt out of (olitude, $ecause you'll $e in $ig trou$le. 2un to one of the city e;its and #eep running until you lose the guards. %n invisi$ility potion ?or spell, or power@ can help you disappear once you've put some distance $etween yourself and the guards. 9nce you're in the clear, head $ac# to the &ar# Grotherhood and spea# to %strid. This time, the $asic reward is a special power, (ummon (pectral %ssassin, and the $onus reward is gold. Gy the way, that (pectral %ssassin is ucien achance, the spea#er of the &ar# Grotherhood from 9$livion. Aou can summon him once per day, and even tal# to him a$out your current mission. %wesomeQ

(.)9 +reaching /ecurity


4or your ne;t /uest, %strid instructs you to spea# with !a$riella for details on your ne;t mission. Aour target is !aius =aro, a mem$er of the 1enitus 9culatus ?the Emperor's personal guard, who have replaced the Glades@. 4urthermore, you must ma#e it appear that he was part of a plot to #ill the Emperor, and you are given an "0C2"="0%T"0! ETTE2 for this purpose. !aius also has information you need: the identity of the mysterious *!ourmet,* who will $e coo#ing the Emperor's private dinner. 4or a $onus in this mission, you must #ill !aius while he is away from &ragon Gridge, $ut not while he's on the road. To do this, you'll need his travel schedule. -nless you're satisfied with 5ust #illing !aius at &ragon Gridge, you'll want to get your hands on !%"-( =%29'( (C8E&- E at the 1enitus 9culatus outpost. 4ortunately, even if you get caught trespassing there, the guards will simply as# you to leave instead of attac#ing you on sight. -sing the schedule, plant yourself in one of the towns he'll $e visiting at the time he's scheduled to visit it, then wait for him to arrive. To avoid a scene, you may want to #ill him in his $edcham$er, $ut a pu$lic #illing is o#ay if you're fine with a $ounty. &on't forget to plant the "ncriminating etter on him, thoughQ 2eturn to !a$riella for your reward of gold, and if you completed the $onus re/uirement of #illing him in town, you also get 9 %L%'( T93E0. (adly, this to#en is merely a little trin#et for you to sell, as it seems to lac# any special effect, to my #nowledge.

(.@9 0he Cure for 6adness


%strid reveals that Cicero, angry a$out %strid's failure to honor the 0ight =other, has gone mad and attac#ed her. LeeEara was in5ured trying to protect her, and %rn$5orn went after Cicero as he escaped. 4irst off, she tells you to search Cicero's cham$ers for evidence. Cicero's 5ournals, spread throughout his room, give some insight into his $ac#story. 2ead C"CE29'( F9-20% , 4"0% L9 -=E for the information you need to locate him. 0ow return to %strid, who sends you to the &awnstar (anctuary to pursue him and #ill him for his treachery.

To aid in this, she gives you the legendary &ar# Grotherhood horse, (hadowmere, who is indisputa$ly the $est horse in the game. Though the horse is not immortal li#e in 9$livion, its high health and regeneration mean that it is far less li#ely to die than your average horse. Aou'll see (hadowmere appear in a magical $urst of energy as you e;it the (anctuary. 8ead to the sanctuary door near &awnstar, where you'll find %rn$5orn. 8e's $een in5ured, $ut he's wounded Cicero in #ind, leaving a convenient trail of $lood for you to follow. Tell %rn$5orn to head home while you deal with Cicero. The answer to the door's riddle was in Cicero's Fournal. "t will as#, *What is life's greatest illusionN* The answer is *innocence, my $rother.* %s you enter, $e sure to collect the FE(TE2'( C 9T8"0! (ET, which is enchanted perfectly for an assassin. 4ollow Cicero's $lood trail while listening to his ranting, $ut $e ready for the numerous o$stacles that have $een placed in your path. The first will come when you attempt to cross the $ridge. %s you attempt to pass, spears will stri#e from the sides to try to #noc# you down. While you're doing this, you can ma#e the ne;t challenge easier $y #noc#ing the hanging oil lamps down. The second challenge is a room full of oil. Gurn the oil $efore entering, or ta#e it out with the aforementioned hanging lamps $y the $ridge, as a fire trap will incinerate you if you enter carelessly. %fterward, deal with the (anctuary !uardians, assuming the fire didn't #ill them for you. The third trap isn't much of a threat, honestly, 5ust some $ear traps in the ice tunnels ahead. The fourth challenge is yet another 9$livion cameo: the -defry#te. %gain, this guide is for gameplay, not for pronouncing these complicated names, so " can't help you in that department. What " can tell you is that this guy is the ultimate troll, and not 5ust $ecause he ma#es annoying comments on message $oards. 8owever, li#e all trolls, he's vulnera$le to fire. 8e also has a chest for you to loot. 1ull a chain to retract the spears ahead, then head into the crypt for a $attle royale with the !uardians. Fust ahead, you hear Cicero tal#ing to you, so you #now you're close. ift the $ar on the door, and you'll find Cicero in the torture cham$er. Time for a choice moment. "f you're sympathetic to Cicero, you can choose to let him live and leave the sanctuary, in which case he will eventually $ecame availa$le as a follower. Then again, if you choose to #ill him, you can get his C"CE29'( C 9T8"0! (ET... although it's pretty similar to the Fester's Clothing you already pic#ed up. %nd you have to fight him, too, and he's no easy #ill. Gut don't let me sway you) it's your choice. 2egardless of what you did, it's time to head $ac# to %strid. That was an unintentional rhyme. Tell her that Cicero is dead, even if you #now for a fact that he's alive and well. The ne;t few /uests are pretty awesome, so it's worth ta#ing orders from %strid for a little while longer, even if you chose Cicero over her. 0ot li#e you have a choice...

(."09 Recipe for 1isaster


2emem$er that !ourmet guyN Aou'll $e going after him, ne;t. The tric#y partN 8e's anonymous. 8owever, this is all necessary so that you can impersonate him and poison the

emperor with a malicious meal. (o you'll 5ust have to find out his identity, and that means reporting to 4estus 3re; for the nitty.gritty details. 3re; shows you a signed copy of a $oo# you've pro$a$ly seen: -ncommon Taste. This $oo# is written $y the !ourmet. Turns out that there's a source who might #now the !ourmet's identity named %nton Lirane. %nton can $e found in =ar#arth in -nderstone 3eep. %nton can $e convinced to reveal the !ourmet pretty easily once you tell him you're from an infamous league of amoral assassins. The !ourmet is an 9rc, surprise surprise, $y the name of Galagog gro.0olo$. %ll 9rc names sound the same to me, " must admit. 8e even tells you where to find the poor sod: 0ightgate "nn. 2egardless of what you tell %nton, you are re/uired to #ill him to tie up loose ends. &o it snea#ily though, if you want to avoid incurring a $ounty. 8ead out to the !ourmet's retreat near Aorgrim a#e. 0ot only is the !ourmet hiding out in the middle of nowhere, he's in a secret cellar to $oot. Well, it's actually not too hard to find out a$out this cellar, as there's an entrance right outside. &escend into the home of the legendary !ourmet, though you would never guess this was it. (pea# to Galagog if you want, then cut him down. 0o witnesses to worry a$out this time. Ta#e the !9-2=ET'( W2"T 94 1%((%!E, then ta#e care of moving the $ody. "f you #illed the !ourmet in the cellar, there's a mar#ed spot $ehind the $arrels where you can move the $ody ?clic# the left stic# on the consoles to gra$ o$5ects and move them@. "f you #illed him outdoors, that's o#ay too. Fust dump his $ody in the la#e instead. This should ta#e care of the optional o$5ective, though it can unfortunately glitch up and prevent you from getting the $onus, in which case " recommend reloading to $efore you #illed him and trying again. 2eturn to 4estus with your mission report. Aou get gold for completing your duty, and if you remem$ered to hide the $ody, there's a pretty neat $onus it for you: the 0"!8TW%LE2'( G%0&, which gives ,+M $onuses to snea# and destruction. With all the preparations made, it's time to #ill that emperor.

(.""9 0o Bill an 2mpire


%strid will now give you the honor of assassinating the emperor himself. Aou'll $e ta#ing the !ourmet's place using the writ you ac/uired from him. 9f course, you'll $e adding a secret ingredient to the mi;: a special alchemy ingredient called the F%22"0 299T. What's so special a$out the Farrin 2oot, you may as#N 4irst of all, it can't $e found in (#yrim, so this is the only Farrin 2oot you'll ever get. Ever. % shame too, $ecause it has a preposterously high multiplier to its &amage 8ealth effect, so much so that eating it will pro$a$ly #ill you, and crafting into a health poison will ma#e a mi; that can #ill almost anything in one hit. "f you want to save the Farrin 2oot, for e;ample, to shoot %lduin in the final fight of the main story, feel free to #ill the emperor yourself. There's no penalty. 8ead to (olitude and find Castle &our. Commander =aro is waiting for you, so simply show him your writ and you can pass. =aro directs you to the Emperor's Tower to spea# with the head chef, !ianna. %s you head there, you can here whispers that =aro's son is a dead traitor, proving that your earlier mission was successful.

!o see !ianna and reveal ?again@ that you are the !ourmet. (he refuses to recogniEe you as a chef until you e/uip the C8E4'( 8%T she gives you. &on't forget to put your regular e/uipment on when you're done here. With the hat on, spea# to her and start instructing her to ma#e the 1otage le =agnifi/ue. Aou can suggest normal ingredients, weird ingredients, or in classic &ar# Grotherhood fashion, remain silent and let her figure it out. "f you plan to poison the emperor, don't forget the Farrin 2oot at the end. 0ow you go to $ring the 1otage to Emperor Titus =ede "" in the ne;t room. 8e will taste the soup and comment on its deliciousness ?no matter what, it seems@. "f the 1otage is poisoned, he will die. 9therwise, go ahead and #ill him. 8umorously, the guards will attac# !ianna, $elieving that she may $e the assassin. 9f course, you're not off the hoo#, so get out of there via the only availa$le door. %s you flee... things go wrong, and you get surrounded. Turns out that your plan was e;posed, and the man you #illed was a decoy. Three guesses who ratted you out ?TcoughT%stridTcoughT@. Gattle ?or escape@ the 1enitus 9culatus, then ta#e the stairs to escape. (adly, it seems almost impossi$le to avoid incurring a $ounty this time. 8ead $ac# to the (anctuary to ma#e sure everyone's o#ay..wait, what happened to the (ancutary map mar#erN !uess you'll have to fast travel to a near$y location and wal# the distance. There are four 1enitus 9culatus agents outside the (anctuary for you to #ill, and a $rother's $ody. 9h no...

(."&9 1eath 3ncarnate


The &ar# Grotherhood (anctuary is under attac# $y the 1entius 9culatusQ %s you descend, it $ecomes apparent that the (anctuary is $urning. "n the main area, instead of %strid waiting to give you missions, there are two enemy "mperials. 4ire attac#s can $e useful, as there is oil all over the place to e;ploit. Then descend into the $urning (ancturary. Aou will witness poor %rn$5orn fighting for his life. 8e cannot $e saved, even if you #ill all of the 1enitus 9culatus agents, as he will fall down dead anyway. " li#e to thin# that he's already $een mortally wounded, and that's the e;planation for this. %lternatively, perhaps his death is the choice of (teins !ate. %nyway, proceed to 0aEir's location and help him fight off %rcturus and his agents. 3ill the attac#ers and spea# with 0aEir. 4ollow him as you attempt to escape the (anctuary $efore it collapses. When you hear the 0ight =other call to you, your o$5ective changes to *Em$race the 0ight =other.* Aep, you're going $ac# in the coffin. 8op inside and close the doors. There will $e a long, dar# silence. ong enough to ma#e you thin# you're game is seriously froEen. 8ec#, your game might actually $e froEen, $ut $e patient, and hopefully after a long wait, you will $e rescued and the doors to the light will open. When you thin# a$out it, it must really stin# in the 0ight =other's coffin, no matter how diligent Cicero was in #eeping it clean. Tal# with the remaining mem$ers of the &ar# Grotherhood ?5ust Ga$ette and 0aEir@, then go visit your $etrayer: %strid. (he has finally repented for her $lasphemy against the 0ight =other and for $etraying you, and her own charred $ody has $ecome her Glac# (acrament. (he ma#es you the new leader of the &ar# Grotherhood ?which, $eing the istener, you were

already entitled to $e@ and gives you her G %&E 94 W9E ?another 9$livion reference@. 3ill her as she re/uests) she doesn't have long to live anyway. Gy the way, the Glade of Woe has a little a$sor$ enchantment on it, and oddly enough, it re/uires no materials whatsoever to upgrade at a forge. 2eturn to the 0ight =other for your final mission. The contract on the emperor still remains unfulfilled, and that is unaccepta$le. Wea#ened or not, the &ar# Grotherhood is still going to assassinate an emperor. %nd you're going to $e the one to do it.

(."'9 ,ail /ithisD


%strid isn't giving out missions anymore, so spea# to 0aEir. Tell him that the &ar# Grotherhood still has a mission to do, and that the 0ight =other won't leave the matter unresolved. This gets him motivated again, and he decides to relocate to the &awnstar (anctuary. =eanwhile, he sends you to spea# with %maund. 8ead to the Gannered =are in Whiterun, where %maund has settled. Than# goodness he didn't ma#e you come all the way out to a dungeon again. Tal# to him, and he'll help you go after the emperor a second time. This time, the old monarch is lodged on a ship, the 3atariah, near (olitude. %s# a$out Commander =aro for an optional o$5ective to #ill him. (ithis #nows he deserves it. Commander =aro can $e found at the East Empire Company Warehouse, on the doc#s. 8e's not much of a chatty Cathy, so don't $other tal#ing to him. 3ill from stealth, if at all possi$le, or you'll have the whole outfit of guards on your $ac# and a $ig old $ounty on your head. Conveniently near$y is the 3atariah, sitting idly in the inlet. With the empire $elieving that the &ar# Grotherhood is eliminated, you have a $it of an advantage. Enter the ship's hold, which is patrolled $y sailors and the 1enitus 9culatus. 4eel free to search the ship ?in stealth, hopefully@, $ut $e on the loo#out for Captain %vidius. Whether $y murder or pic#poc#eting, ac/uiring the 3%T%2"%8 =%(TE2 3EA from his person, unless you don't mind pic#ing a =aster loc# on the Emperor's door. 9pen the E;pert gold door at the end of the hold ?the =aster 3ey will wor# for this one too@. There are numerous 1enitus 9culatus agents within, including ieutenant (alvarus. 9nce you're past those guys, go through the =aster door, also golden, to reach the emperor's /uarters. The emperor has anticipated your arrival. 8e #new that it was foolish to oppose the &ar# Grotherhood, $ut $efore his inevita$le death, he has a favor to as#: #ill %maund =otierre. This isn't e;actly a Glac# (acrament, $ut in my personal opinion, if the emperor as#s for a favor, you do it. Especially if it's his dying wish. %gain, don't let me influence you) this 5o$ is totally optional. 3ill the emperor. "f you wanted to search -riel (eptim's $ody in 9$livion for his ro$es and were angry that you couldn't do it, this is your chance to finally get your hands on the E=1E292'( 29GE(. Aou can leave now. &on't worry) this $oat isn't going anywhere, so feel free to return and visit any time.

!o $ac# to Whiterun and inform %maund that the dar# deed he has re/uested is done. 8e has left a hefty payment in an urn in Lolunruud, where you first met him. 0ow he wishes never to see you again. "f you want to li$erally interpret his meaning ?and fulfill the emperor's dying wish that the traitor $e punished@, you can tell him that you have one last $usiness matter to attend to, and that's #illing this traitorous wretch in honor of the emperor. 9$viously, neither his $odyguard nor the regular guards will $e happy a$out this, $ut %maund is carrying some pretty nice valua$les. 8ead $ac# to Lolunruud and fight off the &raugr for the second time until you reach the mar#ed urn. 8ow much gold is in here, you may as#. 9h, it's 5ust 7+,+++!Q (core. Ta#e your earnings and return to &awnstar (anctuary. Tell 0aEir that the mission is complete, and he'll as# you how much gold you were paid. "t doesn't matter if you lie) you get to #eep it regardless. 0aEir directs you to &elvin =allory of the Thieves !uild once again, and this time you can pay =allory to upgrade the new (anctuary, as part of the e;tra mission, *Where Aou 8ang Aour Enemy's 8ead...* Aou can purchase some $anners ?useless@, the 1oisoner's 0oo# ?an alchemy la$ and garden com$o@, a Torture Cham$er ?holding four prisoners with information on secret caches@, a (ecret Entrance ?to ma#e getting in and out of the (anctuary easier@, and a =aster Gedroom ?with a $ed and item storage@. Even if you purchase every last upgrade, you'll still have an e;tra ,,+++ gold left over from #illing the emperor.

?9 1aedric 7uests ?."9 0he +lack /tar


To perform this /uest, you must first learn the location of the (hrine of %Eura, which you can do from any local inn#eeper or $ar#eeper. %lternatively, you can see# it out yourself: it's 5ust south of Winterhold. When you arrive, spea# to %ranea, the priestess of %Eura. (he will direct you to meet an elf in Winterhold. Aou can go as# around in town to find him, or you 5ust go find him in the 4roEen 8earth "nn. 8is name is 0elacar. -se some method of persuasion to convince 0elacar to tal# to you. "ntimidating is usually the easiest option if your level is high. 0elacar e;plains the nature of the &aedric %rtifact, %Eura's (tar, a familiar item many players will recogniEe from the old days as a reusa$le soul gem. Turns out that some necromancer named Laren is trying to use it to gain eternal life. 8owever, here's the catch: you can use his wor# to create a Glac# (oul !em version of the (tar that can hold the souls of people, which are the most powerful souls. Whether you want to return the (tar to %Eura or profane it for your own $enefit, you have to go recover it first. "t is held $y Laren's followers at "linalta's &eep. Enter through the trapdoor on the tower, and proceed to the first fight with a necromancer and his s#eletons. 4ight your way through these run.of.the.mill minions, and after passing more than a few (atanic. loo#ing altars, you'll come to Laren's corpse, with the damaged %Eura's (tar in front of it. Ta#e the (tar and his other loot, then escape through the convenient ladder in this room. "t's time for a choice moment: you can ta#e the (tar $ac# to %Eura to have it restored to normal, and you will gain a &ar# Elf mage as a follower. 9n the other hand, you can go $ac#

to 0elacar and have him complete Laren's upgrades, allowing the (tar to hold $lac# souls ?all of which are grand souls, even those of the lowly peasant@ instead of normal creature souls. "f you choose %Eura's (tar and the follower, return to the (hrine of %Eura and spea# with the priestess, who tells you to place the (tar on the altar. When you do this, %Eura will spea# to you directly. (he will inform you that the (tar is occupied $y the soul of Laren, and that it is useless until he is removed. "t seems you'll 5ust have to use her &aedric power to enter the star as a soul and deal with him yourself. Gasically the same thing happens if you report to 0elacar. The (tar can't $e completed until the occupant, the soul of Laren, is removed. 0ow, without a &aedra to help you, 0elacar has a slightly different way of getting you in and out of the (tar: he's going to soul trap you. Aou won't die, $ut your $ody will #ept $e in a near death state, and if your soul is destroyed, you really will die. 8owever, if you succeed, your soul can $e recovered, and you won't $e trapped inside %Eura's (tar. When you're ready, accept your sponsor's offer and have yourself sent into the (tar. "t loo#s pretty awesome from the inside of a soul gem, " have to say. Laren will $e inside as well, and he'll con5ure &remora to attac# you. This is one of few opportunities in the game to fight &remora, so $e sure to recover their hearts as soon as you #ill them, $ecause when you proceed to Laren and #ill him, you will $e pulled $ac# out of the star shortly afterward. Therefore, $e sure to loot his $ody immediately if you want anything on him. " haven't the slightest idea how these items you get as a soul are ma#ing it $ac# to the physical world. "t's time for your reward. "f you sided with %Eura, she gives you the repaired %O-2%'( (T%2T, a grand soul gem that is emptied when used instead of $eing destroyed, and her priestess %ranea will agree to follow you if you spea# to her. 9n the other hand, if you sided with 0elacar, you get the G %C3 (T%2, a $lac# soul gem that wor#s 5ust li#e %Eura's (tar, e;cept only for $lac# souls. The Glac# (tar is definitely the $etter artifact, $ut if you're not $ig on soul trapping in the first place, you might prefer the magic.wielding follower, as there aren't too many of those in the game.

?.&9 +oethiahAs Calling


4irst of all, this /uest re/uires that you $e at least level B+. %fter this prere/uisite is met, you may find a $oo# called Boethiah1s )roving, which provides you with the (hrine of Goethiah's location. Aou may find this as random loot, or on the corpse of a Goethiah Cultist. Aou can also find the place yourself, located east of Windhelm, $ut it does you no good if you haven't reached the appropriate level, as no one will $e there. (everal Goethians are $attling it out, $ut don't 5oin the fray. "nstead, spea# to the priestess and convince her that Goethiah's the &aedric 1rince for you. (he challenges you to prove your wic#edness $y sacrificing a follower to Goethiah. "t can $e any follower of your choosing, $ut you should o$viously pic# one that you don't have much use for. "f you've had it with ydia saying *" am sworn to carry your $urdens* all the time, then this is your chance to dispose of her. Gring your desired follower $ac# to the shrine and ma#e your follower use the 1illar of (acrifice. Aou're supposed to use the Glade of (acrifice here, $ut it can actually $e any weapon. The $est one to use is the E$ony Glade, as #illing a follower with it should increase

its power. When the follower is dead, his or her corpse will $e possessed $y Goethiah. Goethiah doesn't li#e suc#.ups, so don't $other trying to $utter her up. %fter your conversation, Goethiah orders all of her followers to $attle it out until only one is left standing. There will $e a$out five of them, give or ta#e. They will actually fight each other, so you can wait for them #ill each other and then finish the survivor, who will promptly $e possessed $y Goethiah. (he now tas#s you with #illing the entire population of 3nifepoint 2idge, and she would prefer that you do it $y stealth. Aou can wait until nightfall and go through the trou$le of using muffle andJor invisi$ility to ensure that you go undetected during your stealthed #illing spree. %lternatively, you can completely ignore Goethiah's demand and go charging into the camp, slashing off heads with rec#less a$andon. &escend into the mine until you discover your ultimate target, the Champion of Goethiah. 3ill him and ta#e his uni/ue armor, the EG90A =%" . This is not to $e confused with regular E$ony %rmor) it's actually a &aedric %rtifactQ 1ut it on, and Goethiah will spea# to you. Goethiah is pleased with your accomplishment, conferring the mail onto you and giving you her $lessing. The mail is a piece of heavy armor, $ut it's surprisingly good for stealth, as it has the muffle enchantment and a shroud effect that ma#es you harder to detect while snea#ing. This effect also happens to loo# really cool. 4inally, the armor deals poison damage to near$y enemies, and it can somehow distinguish friend from foe. This is interesting, as this is your only way to inflict poison damage other than $y using a poison on your weapon.

?.'9 * 1aedraAs +est ;riend


The minimum level re/uirement for this /uest is level ,+. "f you're at least level ,+, then if you head down to 4al#reath, you can tal# to the "mperial (oldier at the gate, who will as# a$out a dog and direct you to od the $lac#smith. %lternatively, spea# to od himself to start the /uest) he can $e found around his forge or in his shop. Turns out that he wants you to find his dog. Aou can use persuasion to get some more money out of him too. Aou'll get some meat for the purpose of luring the dog. "f you head out of 4al#reath and listen for the sound of $ar#ing, you should $e a$le to locate the dog, Gar$as. 8e tal#s to you and as#s you to help him resolve a dispute with his master. Fust to clarify: yes, the dog is spea#ing to you. The dog will $ecome a temporary follower until you reach the (hrine of Clavicus Lile. &on't $other trying to return the dog to od) he won't follow you $ac#, $ut you can still tell the $lac#smith that you tried your $est and get a tiny sum of gold. "f you didn't go straight to the destination, $ut instead went off somewhere outside Clavicus Lile's influence, the dog will have gone ahead to 8aemar's (hame, the location of the (hrine of Clavicus Lile. -nfortunately, reaching the shrine won't $e easy, as you'll have to fight off $loodthirsty vampires within the first section, 8aemar's Cavern. %fter passing them, you'll come to a cham$er with a spiraling ramp leading down to 8aemar's (hame proper. 0o, you're not there yet. 4irst you must fight the 4rost$ite (pider down here. Then pollow the lit path through this area, until you come to a tunnel after passing a stream. The tunnel will ta#e you to the shrine, which is populated $y more vampires. 3ill the lot of them, then approach the shrine. Lile demands that you earn Gar$as's redemption $y retrieving his a;e

from 2imeroc# Gurrow, and offers you a reward. 1ull the near$y chain to reveal the usual easy shortcut out of here, then head to the $urrow. The $urrow is located on the side of a mountain near (olitude, and is most easily reached $y a tiny near$y $ridge. When you arrive, you'll $e met $y (e$astian ort, a con5urer who summons an %tronach and attac#s you. "n the $urrow, you'll also find the priEe you sought: the 2-E4- %KE. With the a;e in hand, return to the now a$andoned 8aemar's (hame and present it to Clavicus Lile. 8e offers to let you #eep the a;e, if you #ill Gar$as. 0ote that if you choose to do this, you can't get the achievement for collecting all the &aedric items, $ecause the a;e is 5ust a regular a;e. "f you refuse to #ill the poor pup, Clavicus will $e upset with you, $ut Gar$as will $e than#ful to $e reunited with his master. 8e will ma#e Clavicus #eep his end of the deal, and you will $e compensated with the real &aedric item of this prince, the =%(:-E 94 C %L"C-( L" E. This gives you a slight magic#a $onus when worn, $ut more importantly, it significantly improves your powers of persuasion and $arter.

?.!9 1iscerning the 0ransmundane


Aou'll automatically encounter this /uest in the course of the main /uest. (eptimus (ignus, the same craEy geeEer who helped you find the Elder (croll, was trying to open a huge &wemer container at his outpost far to the north. 0ow, hopefully when you got the Elder (croll, you remem$ered to collect the 2uned e;icon from Glac#reach $efore you left, or you'll have to go all the way $ac# to the Tower of =Ear# in Glac#reach to get it $ac#. To proceed past the =ain :uest aspect of this /uest, you must $e level ,H or higher. 2eturn to (eptimus (ignus's outpost and present the 2uned e;icon to him, and the real challenge of this /uest starts. -nfortunately, it seems that opening the container will re/uire &wemer $lood. 1ro$lem is, the &wemer are e;tinct. (eptimus has an idea, however: he can use the $lood of all the other *=er* races to simulate &wemer $lood. This means you'll have to use his E((E0CE EKT2%CT92 to e;tract $lood from one of each type of elf, plus that of a 4almer and an 9rc ?or *9rsimer*@. Aour target has to $e dead, so you have to find one of each elf that you can affort to #ill. 9n your way out, 8ermaeus =ora will spea# to you and as# you to replace (eptimus as his emissary. 4almer $lood is the easiest to collect, as they are common enemies in Glac#reach and &warven 2uins. The 4almer (ervants $ac# in Glac#reach might even #noc# a few other races off your list too, if you were 5ust there recently. 9rcs are often $andits, so you should find one to #ill at any $andit camp, such as 2ift Watchtower. The most o$vious high elf enemies at the Fusticiars, $ut you can also find $oth 8igh Elves and &ar# Elves as warloc#s in any warloc# lair, such as 8o$'s 4all Cave. Wood Elves are the most difficult targets, $ut you can find an automatic Wood Elf corpse outside 1inepea# Cavern, near "varstead. %lternatively, go hunting for hunter camps, as randomly spawned hunters can potentially $e Wood Elves. 9nce you've collected all five $lood samples, return to (eptimus (ignus at his outpost. 8e will mi; them together and successfully open the &wemer $o;. This will cause it to open into a corridor. (eptimus /uestioningly approaches the $oo# within, $ut upon touching it, he is utterly disintegrated. The $oo# is the 9!8=% "04"0"-=, an un$eliva$ly useful $oo# that increases a third of your s#ills $y five points each, which is sure to earn you a free level or two in the process. 1ic# it up for now) you can activate the effect later $y reading the $oo#.

8ermaeus =ora is pleased with your accomplishment, regardless of whether or not you agreed to $e his emissary. 8ere's how to use the 9ghma "nfinium. 2ead it from your inventory, and you will see a menu of paths you can read. Aou can choose not to read it yet and save it for later, or you can choose a path. The 1ath of =ight increases com$at s#ills $y five each: that's 9ne.8anded, Two.8anded, %rchery, Gloc#, 8eavy %rmor, and (mithing. The 1ath of =agic improves magic s#ills: &estruction, 2estoration, %lteration, "llusion, Con5uration, and Enchanting. 4inally, the 1ath of (hadow increases all stealth s#ills: (nea#, 1ic#poc#et, oc#pic#ing, ight %rmor, (peech, and %lchemy.

?.<9 3ll 6et +y 6oonlight


When you first visit the cemetary of 4al#reath, you will see a funeral in progress. (pea# to "ndara andJor =artheis Caerelia, the parents of the dead girl, and they will tell you the identity of the #iller: (inding, who can $e found in 4al#reath Garrac#s. (pea# to him, and you will learn that he is full of remorse for his actions. 8e is a werewolf, $ut ever since he ac/uired a cursed ring, he has $een una$le to control his transformations. Aou can then agree to ta#e the C-2(E& 2"0! 94 8"2C"0E off his hands and return it to the &aedric 1rince of the 8unt. 0ote that if you are a werewolf, you will lose control of your transformation, and there will $e a random chance that you will unpredicta$ly change into your werewolf form. This can $e pro$lematic, $ecause if you're seen transforming, it's a crime. Therefore, advance this /uest as soon as possi$le to end the curse. To summon 8ircine, you must #ill the White (tag, the great $east of the forest, which can $e found near the location of 1ea#'s (hade Tower. 3ill the stag, and an apparition of 8ircine will appear. The %spect of 8ircine tas#s you with hunting down (inding and #illing him. %s it turns out, he has escaped to Gloated =an's !rotto ?interesting name@. When you approach the wood surrounding the grotto, the Gloodmoon will appear in the s#y. %t the entrance, you will discover a group of dead hunters. 9ne survivor, F'3ier, will spea# to you, informing you that more hunters have come to #ill (inding for 8ircine. 1ast the fallen logs and the la#e, you will come to a 5utting roc# where (inding stands. Aou can choose either to spare (inding or to #ill him as you were told. Either way you will get a &aedric item of 8ircine. (iding with 8ircine grants you the (avior's 8ide, a uni/ue light armor with magic resistance of ,HM and poison resistance of H+M. %lternatively, choosing to spare (inding will give you the normal 2ing of 8ircine, allowing you e;tra werewolf transformations and no more curse. "f you decide to spare (inding, he was need you to help him fight 8ircine's hunters. 8ead up the stairs and through the ruins to 5oin him in his fight. The first wave consists of two hunters, the second contains three, and the last has three more, for a total of eight. %fter helping (inding and leaving the area, 8ircine will spea# to you. 8e will $e satisfied with your hunt, even if the hunters didn't win. 8e will reward you $y removing the curse on his ring, ma#ing it a normal 2"0!E 94 8"2C"0E. "f instead you choose to attac# (inding, he will run off to the ruins and #ill the other hunters. 2un after him and help the hunters fight him to give them a chance to deal some damage, as a

werewolf is no easy foe to $ring down. %t the third group of hunters, (inding will stop running and face you head on. The hunters will help you fight (inding, and together, you will hopefully succeed in $ringing him down. Aou might want to #eep your distance and attac# from afar while letting the hunters ta#e the hits if you're a frail character. %fter #illing (inding, s#in his $ody for ("0&"0!'( (3"0. 8ircine will than# you for your service, and as a reward, he will transform (inding's s#in into the (%L"92'( 8"&E. 8e'll also ta#e that cursed ring off your hands.

?.(9 0he Cursed 0ribe


"f you're of level P or higher, head to argash$ur, the tri$al home of a group of orcs, found in the southwest 2ift hold. There you will find them under attac# $y a giant. 4eel free to help, $ut don't hit the orcs $y mista#e. %fter the $rawl, the gate guard will demand that you leave, $ut %tu$ will $e willing to accept your help. (he needs to perform a ritual to as# =alacath to lift the curse on the tri$al leader, and she re/uires troll fat and a &aedra heart. Troll fat is easily found on trolls and ice trolls throughout (#yrim. "f you want to go loo#ing for one, a$yrinthian is the $est place to go, as it is guarded $y respawning ice trolls. &remora, however, are much more difficult to find, ma#ing a &aedra heart a precious commodity) we're not in 9$livion anymore, where these things practically grew on trees. Completing %Eura's /uest, *The Glac# (tar,* gives you the chance to get three. Aou can also ac/uire two hearts every two wee#s outside the (hrine of =ehrunes &agon. %lternatively, you may find up for sale in Enthir's inventory at the College of Winterhold, or you can steal one from 3odla#'s room at Forrvas#r. !o $ac# to argash$ur and present the items to %tu$, and she will let you in, much to the chagrin of the guard. The chief doesn't seem to li#e you much either. 4ollow %tu$ and o$serve her ritual, which will summon the aspect of =alacath. =alacath is disgusted $y Chief AamarE's wea#ness and demands that his shrine $e reclaimed from the giant leader. 8e wants AamorE to reclaim the giant leader's weapon and to present it as an offering. AamorE is still a 5er#, $ut go ahead and agree to help him anyway, and head out to meet up with him at 4allowstone Cave. 8ead inside and stay close to AamarE. When you reach the cavern area, AamarE will avoid the first giant, $ut #eep following him, as giants will not $ecome aggressive if you #eep your distance. 8e will proceed to a small grotto with a second giant, $ut he avoids this one too. "f it doesn't attac# you, there's no reason to #ill it. 1roceed into the tunnel with AamarE, and you will cave to protect him from some woodland creatures, pro$a$ly $ears. Fust past the $ears is the entrance to !iant's !rove. Gefore the $ig fight, AamarE tries to $ri$e you to #ill the giant and say that he did it. "f you refuse, he will decide to fight the giant himself... and die instantly. "f you agree, then go ahead and fight the giant $y yourself, $ut don't e;pect this orc to #eep his word. Collect (8%!29 '( W%28%==E2, the offering that =alacath demanded, $efore you leave. When you get $ac# to argash$ur, if you accepted AamarE's $ri$e, he'll accuse you of trying to usurp him and attac# you, forcing you to #ill him. =alacath appears again at the site of the initial ritual, and than#s to your accomplishment, the curse is lifted. =alacath accepts the worth of this orc tri$e and ma#es !ularEo$ the new chief. %s for you, he demands that you place (hagol's Warhammer on the shrine. -pon doing so, =alacath will transform the giant's clu$ into the &aedric item Lolendrung, a uni/ue

warhammer that a$sor$s stamina from the target. Aou are now the champion of =alacath and an honorary orc ?if not a real one@, meaning that you are allowed into orc strongholds.

?.?9 5ieces of the 5ast


%fter reaching level 7+, a courier will $ring you a flyer for a museum in &awnstar. Lisit this place, called the =useum of the =ythic &awn, and spea# to its curator, (ilus. 8e has collected numerous references to the previous game, and he will give you a tour of them all. %fterward, offer to help him with the tas# of locating and reuniting the pieces of =ehrunes' 2aEor. There are three pieces to collect: one $elongs to a marauder named !hunEul, another to a hagraven named &rascua, and a third to Forgen, a citiEen of =orthal. What a coincidence that all of the pieces have ended up right here in (#yrim. Aour first destination is 8ag 2oc# 2edou$t, the location of the pommel of =ehrunes' 2aEor and the hagraven who possesses it. The area is surrounded $y 4orsworn enemies. There are two ways in: enter through the 4orsworn camp, or ascend a tower connected to an entrance to the 8ag 2oc# 2edou$t 2uin. The 4orsworn camp entrance will ta#e you through a 4orsworn mess hall, $ut ultimately you'll find your way to the same location on $oth paths. 9n top of the ruin, you'll face more 4orsworn. %fter the fight, clim$ the steps up to the entrance to &ead Crone 2oc#. 3ill the inha$itants, then ta#e the staircase up to the main area. The door out of here is loc#ed, so you'll have to go into the sacrificial cham$er in the ne;t room, #ill anyone in there, and pull the lever. This will allow you through the door. The e;terior path will ta#e you to the location of a hagraven named &rascua. 3ill her for the 19==E (T90E 94 =E82-0E(' 2%O92 and the &E%& C290E 29C3 3EA. 8ere, there is also a word wall that can teach you a word of &ismaying (hout. The location of the shards of the $lade of =ehrunes' 2aEor is at Crac#ed Tus# 3eep, populated $y orc marauders ?and a good place to pic# up orc $lood for *&iscerning the Transmundane*@. There are two guards outside, and after you dispatch them, you can enter the stronghold from the front or go around the $ac# to avoid $eing scene $y the remaining guards inside, if you're hoping to snea# attac# them. Aou can go into the main entrance and fight !hunEul's guards, and finally the orc himself. 8e will drop a C2%C3E& T-(3 L%- T 3EA, which will open the cellar vault with the $lade pieces you need. %lternatively, you can avoiding this fight $y pic#ing the %dept loc# to the loc#ed #eep entrance, which will ta#e you down into the cellar passage directly. 8ere, either pic# the E;pert loc# or use the #ey to open the entrance to the vault. &own in the vault, pull two levers to release the spears $loc#ing your passage, then carefully proceed to avoid tripping two tripwire traps. %t the end are the (8%2&( 94 =E82-0E(' 2%O92. There's no shortcut out of here, so 5ust $ac#trac# to the e;it. The final piece of the 2aEor, the hilt, is relatively easy to o$tain, $ecause its owner won't attac# you on sight. 8ead to =rthal and spea# to Forgen at the mill. %s it turns out, his family has guarded the piece for generations. Aou can attempt to persuade him $y any conversation method, or if all else fails, you can $rawl him to convince him to hand over the #eys you'll need: the 3EA T9 F92!E0 %0& %="'( 89-(E and the 3EA T9 F92!E0'( C8E(T. Aou don't have to convince him, though) all of the loc#s you'll need to open can $e pic#ed.

!o to Forgen's house and enter, either with his #ey or $y pic#ing the 0ovice loc#. Then locate his chest and open the %dept loc# $y either of the aforementioned means. Within are the poor man's life savings and dearest treasures, plus of course the 8" T 94 =E82-0E(' 2%O92. Ta#e whatever you want, and his wife shouldn't ta#e issue with you. With this, you have all of the pieces needed to assem$le the 2aEor. 2eturn to (ilus with the pieces, which he rewards you for with gold. With the three pieces and the sca$$ard, the $lade can now $e reassem$led at &agon's shrine. =eet him there, and he will place the pieces on the altar. &agon does not respond to (ilus's summons, $ut when you step forward, he spea#s... and commands you to #ill poor (ilus. The only reward for sparing him is gold, while the reward for #illing him is =E82-0E(' 2%O92, a legendary dagger with a ,M chance to inflict an instant #ill. "f you want the achievement for collecting the &aedric items, you'll sadly need to #ill (ilus to get it. 2egardless of whether you #illed (ilus and received the 2aEor, &agon will now open the doors to his shrine and release two &remora to fight you. 3ill them and ta#e their precious &aedra hearts. Aou can also feel free to enter the shrine now and collect any goodies you find there, though what you find will naturally depend upon your level. This concludes the /uest for =ehrunes' 2aEor.

?.)9 0he 8hispering 1oor


2eceive this /uest $y tal#ing to Farl Galgruuf the !reater of Whiterun after you've reach level 7+ and completed the /uest *&ragon 2ising* for him. %ssuming you've already heard the rumor, you can as# him a$out the trou$le he's having with his #ids. Turns out that his son 0el#ir is $ehaving strangely. !o find 0el#ir, who is naturally an annoying $rat. 8owever, he's an annoying $rat who's $een tal#ing to a &aedric 1rince. 8e'll direct you to his source, a whispering lady $ehind a loc#ed door in the castle. !o to the mar#ed door and listen there to hear the voice of =ephala, who wants your help to open this door. The loc# can't $e pic#ed, so what should you doN 4ollow her advice and tal# to 0el#ir, who #nows e;actly who has the a$ility to open the door: his father Galgruuf and the court wiEard, 4arengar (ecret.4ire. 4arengar will $e the easier of the two to pic#poc#et, as he is fre/uently alone in his study. Ta#e the W8"(1E2"0! &992 3EA and head $ac# to the door. 9pen the door, and you'll find the treasure of =ephala that had $een sealed away: the EG90A G %&E. This is a &aedric item, not to $e confused with common e$ony swords. The $lade is initially wea#, $ut its power grows when it is used to #ill those close to you. These could $e people you've helped out $y doing /uests or favors, or even your own followers andJor spouse, though o$viously these are irreplacea$le individuals. Getter targets would $e minor /uest givers who serve no more purpose now that you've helped them.

?.@9 0he +reak of 1awn


%fter level ,7, you may randomly receive an item called =E2"&"%'( GE%C90 as loot from chests. %fter finding it, you will start hearing a voice in your head telling you to $ring it to the (hrine of =eridia. "f you 5ourney to the shrine without the $eacon, =eridia will send you to find her $eacon and return with it anyway. 9nce you offer the $eacon to the statue, you will $e lifted into the s#y and spo#en to $y =eridia, who wants you to help her stop her

&aedric artifact from $eing profaned $y a necromancer. (ounds e;actly li#e %Eura's /uest, in my opinion. &escend into 3il#reath temple, directly $elow the shrine. Aou'll come upon a pedestal with a $eam of light. %ctivate the pedestal to raise a $eacon li#e yours to reflect the light up into the dragon carving's mouth. 0ow proceed into the ne;t cham$er, where "mperial and (tormcloa# ghosts ali#e will attac# you. They must $e under the necromancer =al#oran's control. 3ill these undead and proceed to use the ne;t pedestal on the steps in front of you. The doors at the top of the stairs are a dead end, so ta#e the side path to find a location where you'll see the old light $eam again. 4ight some more shades as you proceed to the ne;t cham$er and activate the third $eacon, then e;it to the $alcony. Aou'll $riefly fight some ghosts outside $efore coming $ac# around to door leading inside. "nside, activate another pedestal, then proceed to the $ridge and cross through it to reach a newly opened door. "n this cham$er, fight more shades, then ascend the steps leading up to a ledge overloo#ing the $ridge from the previous area. Aou can now use the final pedestal, unloc#ing the set of doors leading to the catacom$s. Enter the doors, and you'll finally come upon a#oran and a group of his servants. 4ighting them will $e easier if you draw them $ac# into the hall instead of fighting them in this open room. 9nce you use the word wall in this area to learn a word of Elemental 4ury, retrieve &%W0G2E%3E2 from the the pedestal. =eridia again summons you, and she is pleased that you have put a stop to all that necromancy $usiness, not to mention saving her sword. %s a reward, you get to #eep the sword, regardless of whether you agree to $e =eridia's follower or not. &awn$rea#er has a decent fire enchantment, $ut its real value is in its special effect, which causes undead enemies to occasionally e;plode with light when #illed with it, an effect that will destroy or turn any near$y undead enemies.

?."09 0he ,ouse of ,orrors


When you first visit =ar#arth, you may have noticed a 4orsworn attac# on one of the shops. When you leave the city and return, you should meet Tyranus, a Ligilant of (tendarr, who suspects that a near$y house is $eing used for &aedra worship. %fter as#ing Angvar is he has seen anything strange, he will turn to you and as# you the same /uestions. %s# if you can help him, and when he accepts, follow him into the house. %s you follow Tyranus into the house, everything originally seems normal. 8owever, Tyranus will hear a strange sound from downstairs, and things will start getting creepy. Aou'll start hearing voices in your head, and Tyranus will start acting strangely. 4inally, the voice in your hand will tell you to #ill Tyranus. Aou might as well, $ecause if you refuse, Tyranus will heed the voice's call and attac# you instead. 9nce Tyranus is dead, return to the previously loc#ed door you encountered downstairs. The door is now unloc#ed, and inside is a shelf that you can move to reveal a path to an altar. %ttempt to retrieve the mace from the altar, and you will $ecome entrapped $y a cage of spi#es. =olag Gal will spea# to you and chide you for thin#ing this &aedric /uest would $e over so /uic#ly. 8e wants you to turn a follower of his rival, Goethiah, to worship him. Aou have to agree to $e freed from this cage.

ogrolf the Willful, the priest of Goethiah that =olag Gal mentioned, is imprisoned in a random location, a cop.out usually e;clusive to radiant /uests. !o to the indicated location and find him. %fter freeing him, you can convince him to ease his suspicions $y persuading him that you serve his master Goethiah, intimidate him $y naming =olag Gal as your source, or 5ust get him to leave the matter alone $y giving him gold. " don't see why you would have to pay someone for the privilege of freeing them from captivity, $ut if all else fails... 2eturn to the %$andoned 8ouse, where the priest has $een led $y =olag Gal's will. 4ollow him to the altar, where he falls for the e;act same trap that fooled you. 1leased with your efforts, =olag Gal will grant you a 2-(TA =%CE with which to $ludgeon the priest into su$mission. The defenseless priest refuses to convert until his dying $reath. -nsatisfied, =olag Gal revives him and commands you to do it again. This time, he gets the point and forsa#es Goethiah. 0ow that =olag Gal's wish is fulfilled, he has no more use for the priest, so #ill him a second time. 0ow spea# to =olag Gal, who will unloc# the true power of the rusty mace, or should " say, the =%CE 94 =9 %! G% . The mace has a threefold effect: it will drain $oth magic#a and stamina from its target, and additionally, it has a three.second soul trap effect. The other fun $it a$out this weapon is that 01C characters will react to the mace with fear when you wield it around town. 0ot a $ad reward. 4or fun, you can choose to moc# =olag Gal and his gift, $ut you still get to #eep it.

?.""9 0he 0aste of 1eath


"n -nderstone 3eep, you will find Grother Lerulus, priest of %r#ay, refusing Thongvor (ilver.Glood entry into the 8all of the &ead. (pea# to Lerulus, who says the 8all of the &ead is closed. 8e can easily $e convinced to let you in for investigative purposes $y persuasion, $ut intimidating him is essentially impossi$le. 9f course, $ri$ery is always an option. The priest gives you the =%23%2T8 8% 94 T8E &E%& 3EA and offers you a reward if you can put an end to the strange occurances in the 8all of the &ead. "f you can't convince him, you can always 5ust pic# the %dept loc# to get in. %s you e;plore, a voice in your head will $e telling you that you crave human flesh. Aou'll come across Eola, who is completely o$sessed with tal#ing a$out how great canni$alism is. %t least you've got a friend now. Eola is the emissary of 0amira, ady of &ecay, and she shares with you the perfect location to sate this hunger in safety: 2eachcliff Cave. 9f course, it turns out that the dead there aren't 5ust going to lie down and $e eaten, as they've come $ac# as &raugr. There's nothing to do $ut head there with Eola and clear them out. 9ptionally, spea# with Lerulus after Eola leaves, and the strange occurances will have ceased. To than# you for whatever you did to fi; the pro$lem, he rewards you with an %=- ET 94 %23%A. Aou didn't honestly e;pect a $ig reward from him, did youN The &aedric 1rince 0amira can offer you a lot more than this penny.pinching priest, so head to 2eachcliff Cave and meet up with Eola. Aou can choose to accept Eola as a follower to help clear out the caves, or you can #eep your current follower ?if any@ and tell her to wait outside while you deal with the &raugr. %s soon as you enter, the &raugr will stir. 0o easy snea# attac#s on the sleeping &raugr this time. 9ne powerful &raugr will $e among them. "f you have &awnstar from =eridia's /uest, this is a good time to whip it out. %fter the fight, proceed into the hallway to the ne;t area.

The ne;t room is also full of &raugr. 9nce they've $een dispatched, proceed to the cavern ahead with a crum$ling $ridge. 8ead to the opposite $ro#en $ridge and 5ump across to loot a chest, then ta#e the main $ridge. Either $ridge will ta#e you to a wall with a pull chain, and finally an iron door. "n the hall $eyond, the final &raugr of this dungeon await, including the usual &raugr $oss, this one lying on the ta$le. %t the far end of the hall is the (hrine of 0amira. When the &raugr are re.dead, spea# to Eola, wherever she is. The pull chain in the $ac# provides a shortcut to the outside, if that's where you left her. Eola is than#ful to have her mistress's shrine cleansed, and in addition to a reward of gold, she wishes to welcome you to 0amira's service $y arranging a grand feast. "t's up to you to provide the main course: the $ody of Grother Lerulus, #eeper of the =ar#arth 8all of the &ead. (ee# him out and persuade him $y some means to come with you as a temporary follower. Gring the poor sap $ac# to 2eachcliff Cave, and ta#e him down to the (hrine of 0amira. Eola will convince him that he's $een *invited for dinner,* and influenced $y 0amira, he will grow tired and lie down on the ta$le in front of him. 3ill Lerulus and consume his flesh. 0amira will $e pleased, and she will grant you the 2"0! 94 0%="2%, allowing you to devour human ?or elven@ corpses to regain health and stamina. %dditionally, Eola is now permanently availa$le as a follower. %s a final $enefit, you get to meet all of these secret canni$als, many of whom are otherwise upstanding citiEens of (#yrim.

?."&9 0he -nly Cure


This /uest re/uires a level of ,+ or higher $efore it will start. (ee# out the (hrine of 1eryite, located in the &ruadach =ountains near 3arthwasten. There, you will find 3esh the Clean, an alchemist who serves 1eryite. Gefore you can spea# to 1eryite, you must $ring him vampire dust, death$ell, a silver ingot, and a flawless ru$y. 9ne must wonder how incense is to $e made from all these things. %nyway, most of the items are easy to find. Lampire dust can $e found on vampire corpses, death$ell is a common flower, and silver ingots can $e smelted from mined silver ore. 4lawless ru$ies are rare, so #eep your eye out for them. %lternatively, any of these items can $e $ought for a price from certain vendors. 9nce you have all the incredients, return to 3esh the Clean, and he'll mi; the incense. "nhale the incense, and 1eryite will appear $efore you. 8e has unleashed a plague upon the Greton villages, turning the inha$itants into the %fflicted. 9rchendor was supposed to gather them and $ring them to GthardamE, $ut he has since changed his mind. 8is $etrayal must $e punished with death, and his tas# ta#en up $y you. 8e promises a reward of a &wemer shield, a hint at his &aedric artifact. &on't worry) this isn't your average &warven shield. Aour destination is actually visi$le from here. 8ead down to GthardamE, which is guarded $y the aggressive afflicted, though the plague has wea#ened them, so they are easily slain. Enter via the main entrance and pull the second lever on the right of the doorway, which removes the spears $loc#ing the doorway. &on't pull the left one, as it triggers a deadly $lade trap. Aou can now proceed to the upper district. "n there, you will come across a gate with a 0ovice loc#. Aou can proceed this way, or you can go around, $ut you'll have to #ill the %fflicted on the other path. 1roceed to a room where

the %fflicted have all gathered to get high on some ichor vapors. This should permit you to snea# past them if you don't want to fight) otherwise, #ill them, then head to the courtyard. 3ill the enemies, then head up to the lever and pull it to open the path. 1roceed through the newly opened gate, and you'll come upon some &warven automatons to $attle. %fter them, maneuver past the $lade trap and #ill another %fflicted group $efore heading into the wor#shop. 8ead into the sleeping /uarters, where you will find the %44 "CTE&'( 09TE, revealing your target's location in the %rcane;. 0ow proceed to the green corridors guarded $y &warven (piders. Aou'll come to some stairs leading to the -pper &istrict, so follow them, and you'll happen upon a chest. There's a small drop leading to a door that ta#es you $ac# into the wor#shop, $ut after passing through a hall with %fflicted, you'll $e $ac# in the -pper &istrict again. Clim$ the steps, optionally stopping to loot the dwelling, and finally follow the corridor to the lower district. 8ere you'll come across a gate with a chest, and a door leading to a &warven (pider group a little after that. "n the large cham$er ahead, there's a chest to loot in the center. 4ight the %fflicted, optionally employing the lever on the $alcony to trigger a $lade trap. "n the courtyard ahead is the main area of this district, populated $y %fflicted. Ta#e the door to the study, then ascend to the door leading to the upper $alcony of the lower district. 9n these upper catwal#s, head right to collect a chest, then ta#e the opposite path to a group of %fflicted. Aou can #noc# them down from here, $ut don't ta#e a fall yourself. %t the other end is the entrance to the %rcane;. There, you will $attle &warven (pheres, and at the end, a &warven Centurion and a swarm of &warven (piders $ehind him. %fter $attling through all of these machines, you will finally reach 9rchendor, who attac#s without stopping to spea#. 3ill 9rchendor and ta#e his 3EA T9 GT8%2&%=O E EL%T92, among his other possessions. -se this to ta#e a shortcut out of here and hurry $ac# to report to 1eryite that the dar# deed he re/uested has $een done. (pea# to him $y inhaling the fumes in the cauldron, and he will $e pleased $y your o$edience. 8e rewards you with (1E G2E%3E2, a shield that will protect you from magic $y generating a ward.

?."'9 * #ight to Remember


%fter reaching level ,I, go to any tavern in (#yrim and spea# to (am !uevenne, if he's present. 8e challenges you to a drin# game, offering a staff as a reward. &rin# three times and you'll win the game... and $lac# out. Aou'll find yourself in a temple $eing yelled at $y a priestess to clean up the mess you've made, which consists of %lto wine, a giant's toe, and holy water, two of which are listed on the 2E1%"2 (-11 "E( 09TE you've ac/uired as items needed to repair the staff you won. The $othersome part of this is that this /uest ma#es %lto wine and giant toes into /uest items until it's completed, so you can't drop, sell, or store them. Aou can't use the toes in alchemy either. The only way to get rid of them until the end of the /uest is to drin# the wine and eat the toes. %fter pic#ing up your mess or persuading the priestess, she will tell you that in your drun#en rant, you mentioned the town of 2ori#stead. !o there and spea# to Ennis, who is astonished to see you again after you stole his goat and sold it to a giant. Aou can persuade him to forgive you, or you can retrieve his goat $y stealing it $ac# from the giant in the near$y

countryside. %fter you appease Ennis, he leads you to your ne;t destination: Asolda in Whiterun. (pea# to Asolda, who apparently gave you a wedding ring so you could get married to someone you met in Witchmist !rove. %gain, you can either persuade her to reveal that the wedding was going to ta#e place in =orvuns#ar, or you can head to the grove and retrieve the ring. Turns out you were going to marry a hagraven named =oira, and she's craEy for you. (o craEy, in fact, that when you as# for the ring $ac#, she gets 5ealous and attac#s you. Collect the third ingredient, hagraven feathers, and the WE&&"0! 2"0!. Aes, now hagraven feathers will $e a /uest item too, ma#ing them impossi$le to use for alchemy, and you must eat them to get rid of them. 2eturn the ring to Asolda ?who ironically is marriagea$le herself@ and she'll reveal what you need to #now. 4inally, head to =orvuns#ar and $attle the craEed mages there. Enter the fort there and fight your way down. There was a glitched $arred door here that could $e opened $ut not passed through. Aou'll 5ust have to go around the normal way, descending into the cham$er $elow with even more wiEards. oot the chests $elow the raised area on your right, as the portal that opens when you ascend the stairs will ma#e reaching these impossi$le afterward. When that's done, head up the steps and into the portal. Aou'll now $e in the =isty !rove, a relatively nice loo#ing place as far as &aedric realms go. %t the far end, spea# to (am !uevenne, or should " say (anguine, &aedric 1rince of 2evelry. Turns out that all those /uest items you've $een pic#ing up were completely pointless ?5ust in case you ate them, " suppose@. 8e will reward you with the promised staff, (%0!-"0E'( 29(E, which summons a &remora to aid you. " personally advise giving this to a follower, who will summon it automatically at the $eginning of a $attle, without using up the charge. %fter you get the staff, you'll $e teleported $ac# to wherever you met (am.

?."!9 0he 6ind of 6adness


Lisit (olitude at any level and loo# for &ervenin, a strange fellow who's very upset that his master has a$andoned him. The aforementioned master was last seen in the Glue 1alace, in the for$idden 1elagius Wing. &ervenin also gives you 1E %!"-('( 8"1 G90E for some reason. %nyway, head to the Glue 1alace. The hip $one is no su$stitute for the #ey to the for$idden wing, so you'll need to ac/uire the #ey. The hip $one also cannot $e dropped for the duration of the /uest. "f you've completed 4al# 4ire$eard's miscellaneous /uest, *The =an Who Cried Wolf,* he'll give you the #ey. Erdi can $e persuaded to provide the #ey, and -na will give you the #ey without any prere/uisite. 9ne way or another, you need the 1E %!"-( W"0! 3EA. 0ow go find the door to the 1elagius Wing and enter. 9nce you're far enough in, you'll $e poofed into the realm of (heogorath. The &aedric 1rince is having tea with 1elagius the =ad, a long.dead emperor whose hip $one is in your possession. Clearly, you're not in the mortal realm, $ut it doesn't e;actly seem that you're in the (hivering "sles either. %fter the conversation, spea# to (heogorath a$out &ervenin's complaints. (heogorath agrees to end his holiday and return home with &ervenin, $ut only if you can escape from the psychological trap that is the mind of 1elagius. %lso, he ta#es all of your e/uipment and gives you one item: the W%GG%F%C3. This is his &aedric item, and it has the power to randomly transform its target, for $etter or worse.

The first challenge is to head southeast and even the odds $etween 1elagius's %nger and his Confidence. -se the Wa$$a5ac# to Eap %nger until he shrin#s to a miniscule siEe, then use it on Confidence until he's $ig enough to overpower his anger. Aou can go $ac# and tal# to (heogorath if you want, $ut you still have two puEEles to do $efore you're free. The second challenge is to the northwest, and it features an arena with several unreacha$le elemental thralls $attling it out. 8ere, you should ignore the thralls, as you can't reach them anyway. The real source of 1elagius's internal conflict is 1elagius the (uspicious, who is watching the ordeal. To end this internal strife, you must #ill 1elagius's suspicion, $ut you're weaponless. (imply $last his guards with the Wa$$a5ac#, and they'll turn into wolves and #ill him. The final puEEle lies to the northeast. There, 1elagius the Tormented is tossing and turning in $ed. Aour goal is to awa#en him, $y saving him from his nightmares. Oap him with the Wa$$a5ac# and his nightmares $ecome reality, with a wolf appearing to literally attac# him. &eal with the wolf $y Eapping it and turning it into a harmless goat. 0e;t, Eap the incoming $andit to turn him into ittle 1elagius, another representation of 1elagius's torment. 1rotect the two from the hagraven that attac#s ne;t $y turning her into the sultry maiden. To continue van/uishing his nightmares, shoot 1elagius the Tormented with the staff to summon a 4lame %tronarch, then shoot the %tronarch to nullify it. (hoot the sleeping 1elagius one last time to summon the ultimate representation of his fear, a &ragon 1riest. There's no difficult fight, though) 5ust Eap the priest, and he turns into a chest, ending the nightmares of 1elagius. This should conclude the repairs on 1elagius's twisted mind, so go report to (heogorath. (heogorath invites you to come see him in 0ew (heoth, a city in his (hivering "sles. 8e now frees you and returns you to the 1elagius Wing, letting you #eep the Wa$$a5ac# and restoring your original possessions too. The Wa$$a5ac#'s effects really will $e unpredicta$le from now on) it could turn your enemies into stronger ones, or into harmless creatures. 1layers of the (hivering "sles e;pansion to 9$livion will notice that this (heogorath is a $it different from the first. Could it $e that this (heogorath is the canonical representation of the champion from 9$livionN

?."<9 8aking #ightmare


This /uest also has no level re/uirement) 5ust head down to &awnstar, where everyone is evidently suffering from nightmares. Enter Windpea# "nn, and you'll hear an argument a$out how the nightmares may $e caused $y a curse. %fter things settle down, tal# to Erandur, who $lames the dreams on the &aedric 1rince Laermina, who feeds on memories and inflicts nightmares. To stop this, you must head to 0ightcaller Temple with her. %t the temple, you'll learn that the temple is filled with sleeping craEy people, and entering the temple will wa#e them all up. ovely. 9nce inside, 5ust past the (hrine of =ara, Erandur will unseal the secret area of the temple, allowing you in. %fter he comments on the &aedric item in the ne;t room, he will proceed a $it further to a magical $arrier, and a group of orcs will attac#Q 4ortunately, they'll ta#e a few seconds to get up from their sleep, as will all of the other sleeping enemies here, giving you the chance to get some hits in $efore they can respond.

Erandur $elieves he can get past the $arrier, $ut he'll need to go down to the li$rary. Turns out he's a former priest of Laermina, and he's $een trying to earn redemption through service to =ara. "t doesn't seem that it's $een wor#ing out. %nyway, follow him down to the li$rary, #illing the Laermina servants and orcs that you encounter. Erandur needs a $oo# called The #reamstride, so locate it in the li$rary and collect from the near$y pedestal, then give it to Erandur. The only way past the $arrier is to consume Laermina's Torpor, allowing the user to pass through the dream world to reach a location in the real world. 4ollow him to the la$, and you'll need to fight off another orc and priest duo on the way. "nside, #ill all of the insane enemies within so that Erandur can get to wor#. -nfortunately, he's helpless to find L%E2="0%'( T92192 without you to pic# it up. (pea# to him after collecting it, and he'll tell you to drin# it. The dream you e;perience is of the orcish invasion of the temple in the past. "n the dream, you are Grother Casimir, and you're the one who must released the =iasma. 2un past the fighting orcs and priests, and head to the corridor a$ove the (#ull of Corruption ?in the same place as in the real world@, where you find the handle that you can pull to release the =iasma. When you awa#en, you'll $e on the other side of the $arrier in the present. 2emove the soul gem that's generating the $arrier and spea# to Erandur. 2etrace your dream self's footsteps from here to get $ac# to where you started in the dream, #illing the awa#ening invaders and devotees as you go. 4inally, Erandur will meet two of his old $uddies, Leren and Thore#. They reveal that Casimir, the person you controlled in the dream, is in fact Erandur himself, and they despise him for escaping after releasing the =iasma and leaving them to their fates. They $ecome agressive, and you have no choice $ut to #ill them. 0ow that he's #illed his own friends, there's nothing left for Erandur to do $ut use =ara's ritual to $anish the (#ull of Corruption to 9$livion. 8e $egins the ritual, and you hear the voice of Laermina, compelling you to #ill Erandur and ta#e the (#ull of Corruption for yourself. "t's your choice, $ut #eep in mind that you can only get the achievement for collecting all of the &aedric artifacts if you #ill Erandur and ta#e the (#ull. "f you #ill Erandur $efore the ritual is complete, the (3- 94 C922-1T"90 is yours. This staff's magic power increases if it consumes the dreams of sleeping people. (imply shoot a sleeping person to a$sor$ their dreams and power the staff. This is not considered a hostile action. 0ote that the dream power that increases the staff's damage does not recharge it's enchantment, which still re/uires soul gems. "f you chose to spare Erandur and gave up the (#ull, you'll get him as a follower instead. 8e's a powerful mage, so it's not a complete loss.

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