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Mages Guild Guide


WhoGuru
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The Elder Scrolls IV: Oblivion

Mages Guild Guide for the PC

Version 1.00 June 13,2006

Written by: WhoGuru

Copyright 2006 Karen Hoyt

TABLE OF CONTENTS

================================================================================

1: Hints, Tips and General Info

2: Joining the Guild, recommendations and the Arcane University

3: Bruma Recommendation

4: Chorrol Recommendation

5: Cheydinhal Recommendation

6: Skingrad Recommendation

7: Anvil Recommendation

8: Bravil Recommendation

9: Leyawiin Recommendation

THE ARCANE UNIVERSITY

10: A Mage's Staff

11: Ulterior Motives

12: Vahtacen's Secret

13: Necromancer's Moon

ON BLACK SOULGEMS

14: Liberation or Apprehension?

15: Information at a Price

16: A Plot Revealed

17: The Bloodworm Helm

18: Necromancer's Amulet

19: Ambush

20: Confront the King

Arch Mage's Enchanted Chest mini-guide

FREQUENTLY ASKED QUESTIONS

CREDITS

CONTACT ME

COPYRIGHT NOTICE

================================================================================

1: HINTS, TIPS AND GENERAL INFO

--------------------------------------------------------------------------------

As always, SAVE before you start each mission. It'd be a shame to start a quest

and find a bug before you complete it. ALWAYS KEEP A PREVIOUS SAVE!!

I can't stress that enough. A previous save can save your game. Better a few

too many save files than miss your chance at gaining entry to the Arcane

University alltogether.

If you want your save games easier to identify, while in game, open the console

and type this: SAVEGAME YOURTITLEHERE

This will create a save game with that name in your save/load menu.

For example: savegame whoguru -I'll now have a savegame titled "whoguru" in

my menu.

keep your armor and weapons in good repair. They afford less protection and

do less damage when in need of repair.

Keep your armor and weapons in good repair. They will not do as much damage or

offer as much protection if they're in need of fixing.

Use your journal! Sometimes, your journal may provide a hint you weren't given

in conversation. If you're stuck, your journal is a good way to figure out

where you went wrong.

================================================================================

2: JOINING THE GUILD, RECOMMENDATIONS AND THE ARCANE UNIVERSITY

--------------------------------------------------------------------------------

Joining the Mages Guild is simple. Pick a city and go to the Guildhall. All

you have to do is ask. Getting into the Arcane University, however, is not so

simple. To gain entry here, you must first complete a quest for the Head of

each Guildhall in each city. Some are very simple, others a little more

complex.

Those playing true Mages will want admittance to the University as it's the only

place you have access to altars of Spellmaking and Enchanting. Well, almost.

You can also get the Wizard's Tower mod which will give you the altars, but

first you'll have to buy the furnishings for the Tower.

You also will not gain ranks in the Mages Guild until you reach the Arcane

University. Until then, you'll remain an associate.

Don't neglect your Alchemy skill. You're a mage and Alchemy will allow you to

raise your Intelligence, which raises you Magicka pool, very quickly. It's also

a great way to make money. Once you've reached Master level and have Master

Alchemical equipment, you can make health potions that will make you near

invincible. Alchemy is your friend. You can pick up alchemical equipment in

any guild hall free of charge.

================================================================================

3: BRUMA RECOMMENDATION

--------------------------------------------------------------------------------

Jeanne Frasoric needs your help finding J'skar. He's disappeared and she wants

you to speak with the other mages to find him. She's a brown nose but we need

her. Find Volanaro. Make sure he likes you enough and ask him about J'skar.

He'll offer to tell you how to find him, but only if you help him pull a prank

on Jeanne. Well, since we're all for that, agree to help. You need to steal

Jeanne's Manual of Spellcraft from her desk.

Her room is up the stairs to the left of the entrance. Go in during the day

and you can be sure Jeanne wont wander in on you. You can either pick the lock

or use the Minor Latch Crack spell Volanaro gives you. Take the Manual and

return to Volanaro. He happily takes the book and asks you to meet him in the

Living Quarters after 10 pm.

Head downstairs at 10pm and you'll find him in one of the rooms. Speak with him

and he'll cast a spell, revealing J'skar. He's been there the whole time, just

invisible. Irritating Jeanne seems to be a hobby for these two.

Head back upstairs and tell Jeanne you found J'skar. Though distracted by the

mysterious loss of her Manual, she'll agree to send on your recommendation and

ask that you remember her when you're important. Brown nose.

================================================================================

4: CHORROL RECOMMENDATION

--------------------------------------------------------------------------------

Fingers of the Mountain - Part 1

Teekeeus has a task for you. A woman called Earana has been hanging around the

guild and he wants you to find out why. During the day, you'll find her in

the plaza outside the hall and in the evening's in the Grey Mare.

Earana is looking for a book called "Fingers of the Mountain" and she'd rather

Teekeeus didn't know about it. Since we're good little mages, head back to

Teekeeus and tell him. He'll send you to Cloud Top, giving you a map marker,

and ask you to retrieve it for him. He doesn't want Earana to get her hands on

a book that powerful.

Head up to Cloud Top, just NNW of Chorrol. Leave from the North Gate and you

can follow the dirt path all the way up. At Cloud Top, a ruined pillar, you'll

find a charred body. Loot the remains for the book and return to Chorrol.

NOW. You can give the book to Teekeus, but you'll only have to steal it back.

Since stealing from a fellow Mage gets us booted, we'll wait on him.

Fingers of the Mountain - Part 2

Find Earana and give her the book. She's ecstatic. She'll ask you to return in

a day's time after she's had a chance to study the book. Wait 24 hours and go

to her. Earana will give you a translation from the book and tell you to read

it and return to Cloud Top for your reward.

You'll need a Welkynd Stone and a Shock spell. Make sure you have a Welkynd

Stone in your inventory. Doing this without one can get you killed if you

don't have enough Hit Points.

Head back to Cloud Top, stand next to the pillar and cast your shock spell. You

will take a little damage, but not lethal. You will recieve the "Fingers of the

Mountain" spell. It's leveled and near impossible to cast at higher levels due

to the Magicka Cost. Getting in your early teens seems to be the best time.

Now, return to the Grey Mare. Head upstairs, last room on your left, and steal

the book from Earana's chest behind the door.

Return to Teekeeus. The first time you speak with him, he's angry you gave the

book to her and tells you to get it back. Speak to him again and you can give

him the book. Now he'll write your recommendation.

================================================================================

5: CHEYDINHAL RECOMMENDATION

--------------------------------------------------------------------------------

Speak with Falcar. He's a putz but we need him. He'll agree to write you a

reccomendation but you need to do something for him first. He wants you to

retrieve a ring from the well behind the guild hall. Seems he sent another

associate back there but he lost it. He'll warn you it's difficult to carry

and send you to Deetsan to get a key.

Deetsan, upon hearing what Falcar has asked, worries. She's uncomfortable

talking while Falcar's around though. You'll have to wait until he goes down

to bed around 8 pm. Speak to her again and she'll worry for you. Vidkun, the

other sucker, I mean associate, never returned from Falcar's task. She'll give

you the key, a bouyancy spell and ask you to tell her if you find out anything

about Vidkun.

Head to the well behind the hall. There is no air down here, it's a well. You

have plenty of time and air if you move fast enough. Once inside, go to your

right. You'll see the body of poor Vidkun floating near the ceiling. Loot his

corpse for the Ring of Burden. You're now over-encumbered. Don't panic. Just

drop the ring, you don't need to bring it back once you've gotten the journal

update. On you're way out, check the other short passage for a Nirnroot.

Head back into the hall and find Deetsan as Falcar is nowhere to be found.

Deetsan, overcome with worry for you, confronted Falcar while you were gone. He

flew into a rage and left, it seems without ever writing your recommendation.

She asks you to search his room for it and anything of interest you find bring

to her.

Head down to the Mages Guild Basement. Falcar's room is at the back. In the

Drawers, next to his bed, you'll find two black soul gems. Take these and

return to Deetsan.

She's shocked and takes the gems, promising to send them and your recommendation

to the Arcane University.

##If you left the well before getting the ring and Vidkun's body is now gone,

use this code to add the ring to your inventory, giving you the journal update.

PLAYER.ADDITEM 0002E5AC 1

You can drop it on the ground once your journal updates.

================================================================================

6: SKINGRAD RECOMMENDATION

--------------------------------------------------------------------------------

Speak with Adrienne Berene. She needs you to find another mage, Erthor, so she

can speak with him. He's gone missing. Mage's seem to make a habit of this.

Ask Druja about Erthor and she'll tell you Adrienne sent Erthor to Bleak Flats

Cave and has obviously forgotten. Ask about the cave to receive a map marker.

Druja also asks you to remind Adrienne that she's the one who sent him there in

the first place. Talk to her before you leave so she knows it's her fault he's

missing.

Bleak Flats Cave is just NW of the city. Inside, you'll find the Undead

patrolling the tunnels. Erthor is in the farthest chamber. Make sure to kill

all the zombies in the caves, Erthor wont move until you do. Once you've

cleaned the place out, ask Erthor to follow you. At the back of his living

cavern is a short passage leading to a rock wall. Pull the lever and the wall

will drop, giving you a short cut back to the entrance.

You can fast travel back to Skingrad with Erthor. Once he and Adrienne have had

thier little reunion, speak to her and she'll agree to send on your

recommendation.

================================================================================

7: ANVIL RECOMMENDATION

--------------------------------------------------------------------------------

Talk to Carahil. It seems merchant's are being attacked by a rogue mage on the

Gold Road. She needs you to go to Brina Cross Inn and meet one of her mages

there, Arielle Jurard.

Follow the Gold Road north and east and you'll find Brina Cross Inn. Arielle

is inside. She'll tell you to get a room and if anyone asks, you're to say

you're a merchant. Get a room from the innkeeper. As you head upstairs,

Caminalda will stop you and ask if you're a merchant. Say yes. She'll praise

your bravery at travelling the roads when they're this dangerous and you wish

you luck. Uh huh. Head up stairs and wait for Arielle. She'll instruct you

wait for morning, then head out east along the Gold Road, toward Kvatch. She'll

be following with a couple battlemages to watch your back.

Head to bed and sleep until morning. Leave the Inn and follow the road east.

You wont have long to wait. Just down the road from the Inn, surprise!

Caminalda is waiting for you. She's the rogue mage and jumps you. Deal with

her yourself or let the battlemages do it for you.

Once she's dead, return to the Anvil Mages Guild and Carahil for your

recommendation.

================================================================================

8: BRAVIL RECOMMENDATION

--------------------------------------------------------------------------------

Find Kud-ei and ask about your recommendation. She, of course, has a task for

you. Varon Varmori has been pestering one of her mages, Ardaline, and stolen

her staff. Kud-ei gives you a charm scroll and asks that you convince him to

return it.

Follow your map marker to Varon. I found him at Silverhome on the Water in the

evening. Cast your charm spell and ask about Ardaline. Varon has a crush on

her and stole her staff to get her attention. Typical boy. When it didn't

work, he was too embarrassed to give it back and sold it to a friend in the

Imperial City. Head back to Kud-ei and let her know.

Time for a trip to the Imperial City. Kud-ei sends you to see Soris Arenim and

try to convince him to give you the staff. She'll give you three more charm

scrolls. Even with his disposition maxed at a hundred, you're still going to

have to pay to get the staff back. Cough up the two hundred gold and he'll

give it to you.

Now back to Bravil and Kud-ei. She'll take the staff, write your recommendation

and teach you a new spell, Captivate.

================================================================================

9: LEYAWIIN RECOMMENDATION

--------------------------------------------------------------------------------

Dagail has problems tuning out the voices in her head. She had an amulet that

allowed her to control her visions but it has gone missing. She's pretty loopy

at this point and asks you to speak with Agata to find out more.

Agata has been caring for her since it's loss and is afraid the University will

find out and fire Dagail. SHe asks that you speak to the other Mages to see if

any of them have a clue where to look for it. Talking with the others will

reveal that Kalthar knows quite a bit about it's disappearance. Time to talk

to him.

He doesn't like Dagail and doesn't think she should be in charge. He thinks her

father was better than she was even though he had visions too. He wants Dagail

out of the picture.

Head back to Agata and tell her what he said. She'll send you to Dagail to ask

about her father. Back to the looney lady. She rattle off some crazy prose and

ask that you find where her father is buried and retrieve his amulet. You'll

receive a map marker for Fort Blueblood at this point. It's South East of

Leyawiin.

Inside Fort Blueblood, you'll find bandits and marauders. Keep your eyes on the

floor for booby traps, there are a couple in here. Mostly mace balls dropping

from the ceiling. Follow these halls back and enter the Fort Blueblood Halls.

In the Halls, in the second large chamber, cross the bridge and kill the Orc.

Be sure to loot the Fort Blueblood key from his corpse. Now go through the

Old Wooden Door at the back of the room. You'll find Dagail's dad's coffin in

here, Manduin's Coffin. Take the Amulet from the coffin and head back up the

stairs.

As you round the corner, Kalthar will jump out at you. He stole the amulet

from Dagail and isn't about to let you ruin his plans. Be sure to let him hit

you first, you wouldn't want to get booted from the guild for attacking a fellow

mage. Now that he's thrown the first punch, return to Leyawiin and give Dagail

her father's amulet. The passage on your left is actually a short cut back to

the entrance, remember that gate you couldn't open?

Back in Leyawiin, Dagail will gladly send on your recommendation now that you

have helped her silence the voices.

================================================================================

THE ARCANE UNIVERSITY

--------------------------------------------------------------------------------

Now that you have all your hard earned recommendations, you now have full access

to the Arcane University. You'll find the mages here sell powerful spells.

You'll also find two of the more useful items here: The Altar of Enchanting in

the Chironasium and the altar of Spellmaking in the Praxographical Center.

You'll find a wealth of Alchemical Ingredients growing around the University

grounds and you can sleep in almost any bed. In the Lustratorium you'll find

the resident Alchemist. She carries some rare ingredients you can't buy

anywhere else.

First thing, you must remember to ask for advancement after each task. If you

don't, you'll stay a lowly associate.

Go the Arch Mage's Lobby at the Arcane University and speak with Raminus Polus.

He will be giving you all your tasks and advancement for now. He can always be

found in the lobby during the day.

================================================================================

10: A MAGE'S STAFF

--------------------------------------------------------------------------------

As your first task, Raminus Polus will send you to acquire your very own Mage's

staff. The Arcane University has a Grove on an island in Lake Rumare where they

grow the trees used to make the staffs.

To get there, you'll first have to find Wellspring Cave. It's tunnels lead out

beneath the lake and up into the Grove. When you arrive, Elette and Zahrasha

will help you choose your staff.

You'll find Wellspring Cave East of the Arcane University across Lake Rumare.

Inside, Necromancers have taken over and the body of Zahrasha lies in the first

chamber. Loot her body for the Wellspring Cave Key. You'll need it to reach

the grove.

Make your way through the caves, whooping necromancer's on your way to the exit.

As you enter the Grove, you'll arrive just in time to watch the necromancers

kill Elette and then ambush you. Ignore the summoned creatures and kill the

necromancers instead.

In the center of the Grove, you'll find a stone chest. Take the Unifinished

Staff from inside and return to the Arcane University.

Once you've told Raminus about the Grove, he'll send you to Delmar in the

Chironasium to finish your staff. The Chironasium is the second to last

building on your right outside. Delmar will ask you to choose which school of

magic and which of three spells you'd like your staff enchanted with. The

strength of the enchantment is leveled to match you. Here are your choices:

DESTRUCTION - Fire / Frost / Shock

ILLUSION - Charm / Paralyze / Silence

MYSTICISM - Soul Trap / Telekinesis / Dispel

Once you've made your choice, he'll need twenty-four hours to complete it.

Return the following day to pick up your new toy.

Now return to the Lobby and Raminus. Ask about Advancement and you'll be

promoted to Journeyman.

================================================================================

11: ULTERIOR MOTIVES

--------------------------------------------------------------------------------

Raminus Polus needs you to retrieve a book from Janus Hassildor, Count of

Skingrad. It will help the guild learn more about Necromancers and he feels the

Count may receive you well where he'd be angry if someone of higher rank were

to ask.

Head to Skingrad and the County Hall in the Castle. Speak with Mercator Hosidus

about seeing the Count. Seems he's in no mood to receive guests and Mercator

asks you to return tomorrow, when you may have better luck. Wait 24 hours and

speak with Mercator again. The Count has now agreed to see you but, oddly, only

outside the city and not until Two in the morning. Go prepared since we're the

suspicious sort.

Head outside the city's West Gate and make your way over to the Cursed Mine.

Don't go in, you're meeting outside. Wait until two am. Mercator, not the

Count, will arrive at two with a couple robed and hooded friends. Mercator

never told the Count of your arrival and wants to make sure noone from the

Mage's Guild interferes with his plans to kill the Count. He and his

Necromancer buddies will jump you. Just do your best to hold your own for a

couple minutes and Count Hassildor himself will come to your rescue.

He knew Mercator was up to something when he tried to hide your arrival. He

also enlightens you as to Raminus's real motives in sending you out. Janus

Hassildor is a Vampire. Though he has coexisted peacefully with the Guild for

some time, they were obviously worried about his motives and used you to suss

out his loyalties. He assures you he's loyal to the council and sends you

packing. There never was any book.

Return to Raminus at the University and give him the news. Thanks to you,

they're no longer worried the Count is allied with the necromancers.

At this point, if you ask, Raminus will advance you to the rank of Evoker and

reward you with the Spelldrinker Amulet.

================================================================================

12: VAHTACEN'S SECRET

--------------------------------------------------------------------------------

Raminus is going to give you a break from Necromancer's for a while and tells

you to speak with Irlav Jarol about exploring an Ayleid Ruin. Irlav's team is

exploring the ruin of Vahtacen and have come upon a puzzle they can't solve.

He'd like you to head over and see Skaleel about figuring it out.

The entrance to Vahtacen is actually a cave. You'll find it SSE of Cheydinhal

on the shore of the Reed River.

Inside, head through the tunnel to your left and you'll enter the first chamber

of the ruin. Skaleel is in here. She's a bit antisocial but will grudgingly

accept your help. In the room below, a pillar is blocking the way deeper into

the ruin. It reacts to magic and she suggests asking Denel about it if you

want to know more. Head through the gate on the other side of the room and down

the stairs. You'll find Denel just outside the pillar chamber. Ask him about

the pillar. He thinks the four tablets in the room are directions to move it

but he can't read them. Skaleel has a book which might help but you'll have to

ask her for it. Head back upstairs and get the book from her. She'll whine but

hand over the Ayleid Reference Text. Now back down to Denel but first, go into

the pillar room and click on each of the four tablets. Now go give him the book

and he'll offer to translate the writing for you.

The spells you'll need are Fire, Frost, Damage Magicka and Fortify Magicka.

Behind Denel is a chest containing scrolls for all the spells you need. Take

them and go to the pillar. Now, SAVE before you cast anything. The pillar is

tempermental. Saving first will keep you from having to track down more

scrolls, not to mention each time you get it wrong, the pillar zaps you for a

hefty amount of damage. Don't bother casting from the corners of the room, it

doesn't really matter. Get right up next to the pillar and cast your spells in

this order: FIRE - FROST - SEVER MAGICKA - ELEVATE MAGICKA

The pillar will open and reveal a door into the Vahtacen Lorsel.

Head into the Lorsel. In the first room, avoid the center of the floor as it

drops onto spikes and get through the opposite door quickly. There are four

Ayleid Magic Traps in here that shoot at you every few seconds. They look like

black crystals until they shoot at you, they're Dark Welkynd Stones. Keeping

your distance keeps them from firing.

Through the gate, step on the pressure plate to drop the wall in front of you.

Go through into the next chamber. In here you'll find four more Dark Welkynd

Stones and the center of the room raises up to a spiked ceiling.

Step carefully through the swinging blades, follow this passage around and down

into the largest chamber yet.

Cross to the other side and up the stairs. You'll find a blue switch on your

right as you reach the top. This will raise the stairs on either side of the

central platform. As you reach the top, ghosts will spawn below. Hit the Blue

switch to raise the cage and reveal an Ancient Elven Helm.

Once you pick up the helm, a wall will drop up the stairs at the South end of

the chamber, where the first switch was. Head up there and follow the stairs.

Step on the pressure plate at the top and the wall will drop, letting you out

next to the door back into Vahtacen's main floor. OR, if you were able to pick

the lock, go through the gate on north side of the chamber. This passage will

take you straight back to Denel, revealing a hidden area with a few Ayleid casks

and coffers.

Now that you have your prize, go find Skaleel so she can tell you to go back to

Irlav at the Arcane University.

He'll praise you for solving the riddle, take the helmet and send you back to

Raminus.

================================================================================

13: NECROMANCER'S MOON

--------------------------------------------------------------------------------

Ask Raminus for advancement and you'll be promoted to Conjurer and receive the

Robes of the Conjurer.

Raminus wants you to further their knowledge of Necromancers. Head over to the

Mystic Archives and speak with Tar-Meena.

Tar-Meena, overworked and cranky, can't tell you anything until you've read the

library's copy of Necromancer's Moon. The book is on a table next to the door.

Grab it and talk to her again. She says the one thing worth note in the book is

a reference to the Shade of the Revenant and sends you packing. Head back to

the lobby and Raminus. He thanks you for bringing the book and tells you to ask

Bothiel about the Shade of the Revenant. She should be in the lobby as well.

She remembers that Falcar, you remember the bad tempered head of the Cheydinhal

mages guild, was here asking about the same thing not long ago. On his way out

he dropped a hastily scrawled note. Read it and you'll find locations of four

Necromancer Altars. Take the note to Raminus. He knows the location of Dark

Fissure and will give you a map marker, SE of Cheydinhal. He wants you to go

and see if you can find out anything about the Shade of the Revenant. He'll

also warn you not to put yourself in danger is possible.

Head to the cave. Just inside, you'll find two necromancers. One of them, the

Worm Anchorite, has a handwritten note. Kill him and take it. This is the

evidence you'll need. Return to Raminus at the Arcane University and give this

to him. He will thank you for your hard work and promote you again to the

rank of Magician.

ON BLACK SOUL GEMS: For my fellow enchanters, the Altar outside this cave is

your best friend. Once each week, for an entire day (24 hours) a light will

shine down upon these altars. You will need EMPTY Grand soul gems and a soul

trap spell. When the light is shining, place your empty Grand gem inside the

altar and cast soul trap on it. When you open the altar, you'll have a black

soul gem. Why do we want these? They are the only gems capable of trapping the

souls of NPC's and they afford you the highest charge when enchanting.

The light appears as a pale, pink spotlight, shining down from the sky and is

easier to see at night. I suggest standing a few feet away from the altar and

looking up. Just wait 24 hours at a time until you find the right day.

Remember, it shines ONCE each week from Midnight to Midnight.

================================================================================

14: LIBERATION OR APPREHENSION?

--------------------------------------------------------------------------------

Speak with Raminus again and he'll send you to meet with Hanibal Traven, the

Arch Mage. Your tasks will now come from him. Use the floor portal to the Arch

Mage's Tower council chambers.

Hannibal needs you to find Mucianus Alius and return him safely. Mucianus

infiltrated the Necromancers in Nenyond Twyll and was sending regular reports.

Hannibal's not heard from him in awhile. The Council has sent a group of

Battlemages to track him down, thinking he's changed sides, and they'll kill him

on sight. Traven needs you to find him first and bring him safely back to the

University.

You'll find Nenyond Twyll, an Ayleid Ruin, SW of the Imperial City. When you

enter, you'll find Fithragaer, a battlemage. He's the only survivor as the rest

of his force were wiped out by the Necromancers. He'll take off into the ruin,

telling you to follow. Keep your distance. If you're lucky, he'll get himself

smushed in the first chamber. Yes, another one of those pesky floor traps will

shoot up, turning Fithragaer into Wood Elf Pizza. Make your way across this

room and down the hall to the next large chamber. You'll run into a couple

Necromancers here. Deal with them and use the door on the other side to enter

the Nenyond Twyll Riellesel.

Cross the Riellesel. At the opposite side of the chamber, on your left, is a

blue switch. Press this to drop the section of wall to your right. In this

room, you'll find what's left of Mucianus Alius. He's been turned into a Zombie

and is obviously beyond your aid. Click on him to recieve a journal update or

you can 'free' him.

Now, if you'd like to get those two Varla stones, take a swim. You'll see there

is a set of stairs to either side of the platform. Go down each stair and swim

to your left. You'll find a blue switch just around the corner, below the water

line. Press these and the Varla stone cages will rise.

Once you have your stones, use the door to the left of Mucianus's cell. It will

take you back to the Main Floor through a hidden area. At the top of the stairs

step on the pressure plate to drop the wall and the door back out to the Great

Forest is just on your right.

Head back to Traven and tell him of Mucianus's fate.

Before moving on to your next task, head back downstairs and ask Raminus Polus

about advancement. He'll promote you to Warlock.

================================================================================

15: INFORMATION AT A PRICE

--------------------------------------------------------------------------------

Count Hassildor has contacted Traven and wants to speak with you. He claims to

have important information about the necromancers and he'll only speak with you.

Head over to Skingrad and the Castle's County Hall and speak with Hal-Liurz.

Before he'll give you the info, he wants you to do him a favor. There are

Vampire Hunters in town looking for a group of vamps in Bloodcrust Cavern. The

Count wants you to deal with the hunters and the vampires, then he'll talk to

you.

There are three ways you can handle this:

1: Kill all the Hunters yourself. Show off those assassin skills and get them

while they're sleeping. Find Eridur walking the streets and tell him you're a

worried citizen. Ask him where he's looking and you'll get map markers for him

and his men. Once you've disposed of them, go to Bloodcrust cavern and take

care of the vampires.

2: Go to Bloodcrust Cavern and waste the vampires. Make sure to take the

vampire dust from their corpses. Once they're all dead, return to town and show

the dusts to Eridur, the wood elf leader of the hunters. He'll mutter about

ameteurs and he, and his hunters, will leave town.

3: Visit Bloodcrust Cavern to recieve the map marker for it. Now go back to

town and tell Eridur where the vamps are hiding. He and his hunters will take

off for the cavern and most likely get wasted inside. Kill any stragglers, vamp

or hunter.

Now that you've dealt with the hunters and vampires, return to the castle and

ask Hal-Liurz to get the Count for you.

Count Hassildor has heard that Mannimarco, the Worm King, has returned to

Cyrodiil. He's why the necromancer's have come out in force and he believes

there will soon be a war.

Head back to the Arcane University and give Traven the bad news. He has no need

of you for the moment. Go do something else or wait for two days and speak to

Traven again.

#At this point, if there are any spells you want from the Bruma Mages Guild, go

get them now, before taking your next quest. This is your last opportunity.

================================================================================

16: A PLOT REVEALED

--------------------------------------------------------------------------------

Traven needs you to check on the Bruma Guild Hall. He hasn't heard fom Jeanne

Frasoric in a while and it's very unlike her. While he enjoys the respite from

her constant nagging, he has a feeling something is wrong.

Make your way to the Bruma Mages Guild. When you enter, you'll find the hall

has been destroyed. You need to search for survivors. Head right and go down

the stairs to the living quarters. Watch out for mobs of the undead variety

down here. Cross the living quarters and exit the other side. Now head up the

stairs to Jeanne's room, you should remember where it is.

As you open the door, you'll be greeted by a necromancer. She says you missed

the guest of honor and attacks you. Kill her and J'Skarr will appear. He made

himself invisible when the Worm King appeared. Mannimarco slew everyone and,

knowing J'Skarr was there, left him alive to send a message to Traven, something

about Echo cave. J'Skarr will leave for the Arcane University. Make your way

back there as well and tell Traven what has happened. He'll keep an eye out for

J'Skarr and needs a few days to digest this information.

Head downstairs and ask Raminus Polus for advancement. You'll be promoted to

Wizard and receive the Wizard's Fury spell: Fire, Frost and Shock damage

leveled to match you.

Wait a day, then return to Traven. At this point, the council has fractured,

unable to agree on a course of action. Several mages have left and taken

valuable artifacts with them. Traven needs you to recover these objects.

Irlave Jarol has made off with the Bloodworm helm to study it further and unlock it's

power for the guild. Caranya has taken the Necromancer's Amulet, to keep it safe she says.

Be sure to ask Traven specifically about the Helm and Amulet here to recieve Map Markers

for their locations.

We'll go after the helm first.

================================================================================

17: The Bloodworm Helm

----------------------------------------------------------------------------------------------------------------

Irlave Jarol has taken the Bloodworm Helm deep into the wilderness to Fort Teleman. Check

your map and you'll find the marker for the fort Due South East of Bravil, in the middle of

nowhere. I started at Leyawiin and walked North along the East bank of the Lower Niben

to Nocturnal's Shrine and then followed my Map Marker ENE to the Fort.

You'll find the door into Fort Teleman just to the right of the stairs. Once inside, you'll find

the place has been overrun by Necromancers. They're conveniently spaced out for sneak

attacks in here.

Make your way through the chambers to a door marked Fort Teleman Order of the Black

Rose. In here, the Necromancer's are duking it out with various Daedra. In the first large

chamber, take the hole in the East wall. Follow these tunnels and you will find Irlav Jarol's

corpse. Take the Bloodworm Helm from his body to recieve a journal update.

Return to the large chamber though the hole in the wall and this time walk straight across

and take the Western Door. Through the wooden door is another leading back into Fort

Teleman. Before you drop down, look to your right to find a treasure chest on a ledge.

Once you drop down, you're right back by the entrance.

As you exit the Fort, walk straight ahead between the pillars to find a Nirnroot growing

next to the wall.

Now return to Traven and tell him of Irlav's fate.

================================================================================

18: Necromancer's Amulet

----------------------------------------------------------------------------------------------------------------

You'll find Caranya and the Amulet at Fort Ontus, Duw West of the Imperial City and North

West of Skingrad. It's another cross country trek so go prepared. Start at Skingrad and travel

NW throught the foothills. You'll eventually find Brotch Camp. From the Camp, if you look

up the mountain, you'll see a winding path. Follow this up the mountain, cross the bridge

and turn back to the East and you'll find the Fort at the top.

Head inside to find Caranya.

There are Mages wandering the halls here. When asked they'll tell you to see Caranya. Cross

the bridge and take the first passage on your left. Follow this around and enter the Fort Ontus

Understreet.

Unless you can pick the locks on these small gates, follow the hall around and pull the lever to

raise the large gate. Caranya is here in the main chamber.

Carany it seems, has gone over to the dark side and serves Mannimarco. Knowing you are

Traven's, she plans to kill you and send your corpse on to him. She likes to fire off a spell and

run so you may have to chase her down. Once she's dead, remove the Necromancer's

Amulet from her corpse.

You'll find your fellow Mages are no longer so freindly as you make your way out. You'll

have to kill them. Head back outside and return to Traven with the bad news.

The ArchMage is stunned by her betrayal and takes back the amulet for safe keeping.

Before we continue, go back downstairs and speak to Raminus Polus about Advancement.

He will promote you to Evoker and reward you with the Spelldrinker Amulet.

Spell Absorption 15 pts. on Self - Constant Effect.

Now head back upstairs to Traven.

================================================================================

19: Ambush

----------------------------------------------------------------------------------------------------------------

Traven has heard of a Colossal Black Soul Gem being held in the ruins of Silorn by the

Necromancer's. A contingent of Battle Mages has already been sent and you are to join them

and recover the Soul Gem at all costs.

You'll find the Ayleid Ruin of Silorn on your map, just South East of Skingrad. To get there

easily, first head to Skingrad Castle. Follow the road that runs under the Castle Bridge East.

You'll see a path leading off to your right just before the road turns North. Follow this path

and down the rough stairs cut into the hillside and you'll come out above Silorn. It's one of

the more lovely views in the game. Enjoy.

At the bottom of the hill, cross the bridge on your left and you'll find the Battle Mages on the

North side of the ruin. You'll need to speak to Thalfin first. She's the one off by herself.

Follow her toward the ruin and speak to her again. The Necromancers have sealed the

entrance and you'll have to wait for them to come out. Now to plan your ambush. You'll

need to position the Battle Mages according to their abilities. Tell Thalfin and Iver to go near

the entrance, up close. Send Merete back to keep her distance. Now you wait. It wont take

long.

When the Necromancers come out, you can join the melee, but you risk hitting one of your

allies, and they're good at cleaning up on their own. If you want to draw off one or two of

the bad guys, just walk over to the fight and wait for one to attack, then back off and kill him.

Once the fight is over, your journal will update telling you the guy with the gem, Falcar, has

escaped back into the ruin. Time to hunt him down. Head over to the entrance.

The first floor looks confusing as you expose the map, but there's really only one way you

can go right now. Follow the available passages to the entrance to the Silorn Sedorseli, in the

bottom left corner of the map.

In the Sedorseli, follow the passages to the second large chamber. If you can't, or don't want

to get through the Hard locked gate, don't worry about. There's another way in. On of the

four pillars in this chamber, you'll find a Blue Switch. Press this to drop a section of wall

behind you and head downstairs.

There are a couple Varla Stones down here, be sure to grab them and refill your weapons

enchantments if you need to. There's not much in the water here except for a single Ayleid

Chest. You'll find a set of stairs leading up on the other side of the chamber. At the end of the

hall, step on the pressure plate to drop the wall in front of you and head through. Follow

this passage to the right and down the stairs.

At the bottom, step on the next pressure plate to drop the gates and cross the bridge. If you

fall in the water, there's a tunnel on the East side of the chamber leading out to the other side

of the bridge. Head up the stairs and take the door back into Silorn's Main level.

Press the Blue switch at the railing in front of you and see a gate drop away down below.

Jump the railing, cross the now open bridge and enter the Silorn Buroseli.

In the second chamber is a Varla Stone Cage. Press the Blue switch to raise it and collect the

stone. Through the door beyond and in the hallway, you'll find Falcar. Kill him and take

the Colossal Black Soul Gem and his key from his corpse. Now to make your way back out.

In the chamber beyond, watch out for a Dark Welkynd Stone shooting from the upper tier.

Go up the stairs and to your right, yes near the irritating stone, you'll find a Blue Switch.

Press this and go through the gate.

At the top of the stairs, take the door back into Silorn's main level. There are a couple Ayleid

casks on the other side of this bridge. When you've cleared them, drop down off the bridge

and you're back at the entrance.

Time to take our ill booten gottie back to Hannibal Traven.

================================================================================

20: Confront the King

----------------------------------------------------------------------------------------------------------------

Once Traven has the Colossal Gem, he will give you your final task; Confront the King of

Worms. He will promote you to Arch Mage and then trap his own soul in the Colossal Gem

to protect you from Mannimarco's magic. Take the gem and the Arch Mage's key from his

body. A map marker for Mannimarco's location has also been added to your map.

You'll find Echo Cave almost Due West of Cloud Ruler Temple. I reccomend leaving from

Bruma's North Gate. Follow the Western Path and take the left fork. This path will lead

you around the base of the mountains. This path has several forks, you'll need to use your

map to stay on course. You know you're going in the right direction if you pass Applewatch

and Boreal Stone Cave. Once you pass the cave, stick to the right hand paths and they'll lead

around the base of the mountains and straight to the door of Echo Cave.

When you arrive, a Worm Thrall will greet you, vowing to die before allowing you entry.

Oblige him and take the Echo Cave Key from his corpse.

The main floor of Echo Cave is huge but straight-forward. Follow the tunnels and they'll

bring you to a door to the Echo Passages. Once again, there's only one way to go down here.

In the last chamber, there are two doors. The one back into Echo cave is pointless right now,

we'll use it later. You want the other door to Echo cave's Necromancer's Chamber.

In the first chamber, there are two ways to go once again. The tunnel on the left will take on

a useless swim in the water around Mannimarco's perch. I would skip the swim until after

you beat the Worm King. Getting too close to his little island could trigger the barriers to

raise around his island and you wont be able to get in to him.

The wooden door on the left leads directly to him. Cross the bridge and confront the King

of Worms. When you get close enough, bars like giant teeth will rise out of the ground and

close you in with him.

He'll monologue for a bit and give you two options. If you choose to join him or

not makes no difference. Either way he refuses and promises to raise your corpse as a zombie

and study you for eternity.

TIme to commit a little regicide. Traven's soul in the Colossal gem will protect you from

being paralyzed. Stay moblie, dodge his spells where you can. A fire enchanted weapon

seems to work well. A Glass sword with 25 points of fire damage on strike took him down in

two hits for me at level 17.

Once he's dead, be sure to grab the Staff of Worms from his body. Lots of bad natured fun

there. Now, head back to the Echo Passages and take that previously useless trap door to

the main level of Echo Cave. Drop down and to your right is the tunnel leading out.

Return to the University and speak with Raminus Polus. He greets you as the Arch Mage and

congratulates you on your victory against Mannimarco. He'll reward you with the Arch

Mages robes

You'll also recieve a journal update about speaking with Julienne Fanis about collecting

Alchemical Ingredients for you. You'll find her in the Lustratorium at the University. As

Arch Mage, you can ask her to collect rare ingredients for you. She also has a limited supply

of Refined Frost Salts for sale. You'll need these for a side quest out of the Leyawiin Mages

Guild, called Tears of the Savior.

Arch Mage's Enchanted Chest mini-guide:

---------------------------------------------------

In the Arch Mage's quarters, you'll also find an Enchanted chest. Here's how it works: Place

a single ingredient in the chest. Wait 24 hours and it will have magically multiplied to 10!

**DO NOT put anything but ingredients in this chest. You WILL lose them and NO!! You can

not use the chest to multiply Nirnroots. That would be too easy.

*If you wait more than 7 days to recover your ingredients from the chest, they will vanish.

*You must wait 7 days between each use to use it again.

*You may be able to multiply more than one ingredient at a time. It varies from game to

game. Give it a try.

*Placing too many ingredients in the chest may cause them all to disappear.

*Not all ingredients are compatible with the chest.

*Here is a URL to a list of the Compatible and Incompatible ingredients for the Enchanted

Chest. Enjoy. http://www.uesp.net/wiki/Oblivion:Enchanted_Chest

================================================================================

FREQUENTLY ASKED QUESTIONS

================================================================================

Coming Soon!

================================================================================

CREDITS

================================================================================

Many thanks to my husband for testing all my directions and instructions. He

keeps me from sending anyone off a cliff.

Many, many thanks to the Avid Alchemist's Alcove, who's wonderful Obliv-O-Map

keeps me from wandering the countryside for days.

Thanks to the ElderScrolls forums. A great bunch of ES addicts that can answer

just about any question, no matter how stupid.

Thank You NinjaMonkie for telling me what Dark Welkynd Stones are called! I had

no idea, though I still like Magickal Traps. =)

================================================================================

>CONTACT ME

================================================================================

Please contact me at whoguru@hotmail.com with any questions, corrections,

suggestions, additions, etc... When you send an email, please put "Mages Guide"

in the heading so I'll know it's not spam.

================================================================================

COPYRIGHT NOTICE

================================================================================

This may be not be reproduced under any circumstances except for personal,

private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other web

site or as a part of any public display is strictly prohibited, and a violation

of copyright.

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  • 2 months later...
very nice :Dbtw wat is the difference between a grand soul gem and a black soul gem? does the black one have more charge or somethin?

Actually, I think they both have the same charge of 1600 but a Black Soul Gem is the only one capable of trapping the souls of NPC's.

Edit: Same charge if your Grand Soul gem is holding a Grand soul. Just thought I should point that out. :wave:

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so a black soul gem allways has a charge of 1600?
>

If you trap and NPC's soul in it yes. They can be used to trap creatures as well. So it would be possible to trap a mudcrab's soul in there, if the empty Black Soul gems were the only ones in your inventory. The game automatically uses the smallest gem possible to trap a soul.

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  • 1 year later...

Very cool Who.Iwas getting tired of digging my book out every time I have to redo the guild quests,which have been entirely all too often of late.Still have to rejoin the fighters and thieves guilds.Kinda haven`t got back to it since the Oubi. XD

Thank you Who.

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