The Elder Scrolls 4 - Oblivion

The Elder Scrolls 4 - Oblivion

17.10.2013 01:42:39
Daedric Shrine Quest Guide
The Elder Scrolls IV: Oblivion
Daedric Shrine Quest Guide for the PC
Version 1.67 April 10,2006
Written by: WhoGuru
Copyright 2006 Karen Hoyt


INTRO: This is my first FAQ, so bear with me. I couldn't find one on the
Shrines and after much frustration, decided to do it myself. If at any point,
you wonder about the order of the Shrines...if there is one, I don't know it.
This is simply the order I used. I sometimes use a previous Shrine to
reference the location of the next. So, there is method to my madness. If
I've missed something you've found, let me know. OR, if Ive made an error
somewhere, please let me know and I'll investigate. Good luck and Enjoy.

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TABLE OF CONTENTS
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1: Hints,Tips and general info

2: Shrine of Azura

3: Shrine of Namira

4: Shrine of Mephala

5: Shrine of Boethia

6: Shrine of Peryites

7: Shrine of Nocturnal

8: Shrine of Sheogorath

9: Shrine of Molag Bal

10: Shrine of Hircine

11: Shrine of Clavicus Vile
#XBOX 360 fixes for the crash.

12: Shrine of Meridia

13: Shrine of Sanguine

14: Shrine of Vaermina

15: Shrine of Malacath

16: Shrine of Hermaeus Mora

17: Frequently Asked Questions

18: Credits

19: Contact Me

20: Copyright Notice

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1: Hints,Tips and general info
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Each Shrine walkthrough is laid out the same way. Requisite Level, Location,
Offering, Time of Day, Reward and the Quest. Some of the details about dungeon
delving treasure may be a bit sparse. I figure you can explore on your own
once you know where you're going.

##I did each Shrine AT THE LEVEL REQUIRED, no more. As the creatures and
treasures in Oblivion are to some extent random and level with you, you may
find yourself facing something different, or finding different treasure.
Don't take what I faced as what you'll find, more as a guide that at that
level, you're likely to face something similar.

When sneaking, removing your boots is a great idea. It lowers the chances of
anyone near hearing the sound of your footsteps. This actually works.

When beginning a Shrine quest, go ahead and save at the beginning. Do not
however save again until you've completed the quest. ie: recieved your reward
from the Daedra. You never know when something you did, or didn't do, could
negate your success. The voice of experience here. Feel free to Quicksave.

Pay attention to the level requirements, if the level is low, there's probably
a reason, as in Namira's Shrine. Low stats are the only way to get the quest.
If your stats are too high, you'll have to either skip it, find a potion/spell
or use the console codes to lower them. Not that I'm advocating cheating,
because that would just be wrong. Of course. Yeah. Anyway.

Doing these before you've advanced the main quest too far could be to your
benefit. As the main quest progresses, so do the number of Oblivion gates
opened across the countryside. Stray too near one and it starts spitting
Daedra at you. Depends on how distracted you like to be during a quest.


The bad guys really DO level up with you. Again, this goes toward the level
requirements. Some of the quests take you into Oblivion, higher level -
spunkier bad guys. Your choice.

I apologize now for the directions to some of the Shrines. You're going to
have to do some wandering. Some of them are a little difficult to give
accurate directions to. You'll see and if you think of a better way to give
the directions, let me know and I'll update it, with due credit of course.

Detect Life spells are your freinds when commencing combat with chameleonic
creatures of the night.

Clear your inventory before each quest. There's some very good,and expensive
treasure to be had here... but only if you can carry it.

It is possible to get map markers for atleast some of the Shrines by talking
to the people in each town. If you see "Daedra" as a conversation topic, that
person will give you one. However, this conversation topic is only activated
once you reach a certain point in the main quest.

Always watch your compass. When you near a Shrine, or any other landmark on
the map, the icon will appear in your compass. The Shrine Icon looks like a
little genie lamp, or maybe it's a teapot...or my glasses need a stronger
prescription.

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2: Shrine of Azura YOU MUST BE ATLEAST LEVEL 2 FOR THIS QUEST
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LOCATION: Almost Due North (NNW) of Cheydinhal Castle, past lake Arrius. I
think this is also the only Shrine marked on your map at the beginning.

OFFERING: Glow Dust, obtained from the Will O' the Wisp.

TIME: Dawn or Dusk 5-7 am or pm

REWARD: Azura's Star - reuseable soul gem

QUEST: Now, you can A: Run around the countryside hunting for the elusive
will o' the wisp or B: Go to the "Main Ingredient" shop in the Imperial City
Market District and buy some. It's cheap.

At dawn or dusk, offer the glow dust to the Shrine. Azura will speak to you
and offer a quest. Travel to the "Gutted Mine" and give the peace of death
to five of her followers who were afflicted with Porphyric Hemophelia while
cleansing said mine of Vampires. The mine is SW of her Shrine. Follow your
map marker.

There's a tripwire just inside the door, show off those acrobatic skills and
jump over it. You'll run into two of the afflicted brethren in the first
room. A detect life spell could come in handy here as one or more of them
may cast invisibility. Green map markers will show you the location of each
of the brethren.

They're all nicely spread out so you wont face more than two at a time.
Fight your way through and your journal should update after you kill the last
one. Return to Azura's Shrine for your reward.
She'll thank you for freeing her brethren and gives you Azura's Star, the
reusable soul gem you may remember from Morrowind.

NOW, go find a church and get a blessing from the altar unless you want to
play out the rest of the game as a bloodsucker. You HAVE been infected with
Porphyric Hemophelia. Three days of infection will bring on the dream. I
suggest a church because a cure disease potion didn't work for me, but it may
for you.

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3: Shrine of Namira YOU MUST BE ATLEAST LEVEL 5 FOR THIS QUEST
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LOCATION: ESE of Bruma's East Gate

OFFERING: Namira is ONLY interested in speaking to the repulsive. You need a
personality score of 20 to get this quest. Buy a few bottles of "Cheap Wine".
Each bottle will lower your personality by 10 pts. for 120 secs. Lower your
score to 20 and the quest will be yours.

TIME: Any

REWARD: Ring of Namira - Reflect Damage 12% constant effect
Reflect Spell 10% constant effect

QUEST: Namira tells of the Forgotten, a group of fanatical worshippers that
live in the darkness of Anga. Priests of Arkay are planning to bring light to
Anga and "save" the Forgotten ones. You are to use the spell Namira gives you,
Namira's shroud, on the priests, and let the Forgotten finish them off.

Anga is due south of the Shrine and is an Ayleid ruin. DO NOT use a torch in
here. the light hurts the forgotten ones and hurting Namira's fanatics might
just hurt your chances of getting a reward. Use Night Eye.

The Priests of Arkay are easy pickin's. Simply walk up, cast the spell then
stand back and watch the Forgotten work out their frustrations. All the
priests are shown on your map with the usual green markers. Once they're all
dead, return to the Shrine.

Namira thanks you for freeing her Forgotten to wallow in their misery and
awards you the Ring of Namira.

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4: Shrine of Mephala YOU MUST BE ATLEAST LEVEL 15 FOR THIS QUEST
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LOCATION: Almost due south (SSE) of Namira's Shrine and almost due north (NNE)
of Vilverin, about midway between the two.

OFFERING: Nightshade. Again, wander the hills or visit the shop.

TIME: Between midnight and dawn.

REWARD: the Ebony Blade - Silence 10 seconds on strike
Absorb Health 8 pts. on strike
Charge 3700 / 45 uses

QUEST: The Webspinner, as she's also known, asks you to go to Bleaker's Way.
There are two families there, Nord and Dunmer. You are to kill the leaders
and plant evidence on the bodies incriminating the other families. "Allow no
one to see you commit these crimes", which isn't hard.
On a side note - This is murder and "forces unseen" will take notice.
Follow your map marker to Bleaker's Way.

In Hrol Ulfgar's house, he should be alone. Knock him off, he's a pushover.
On the second floor, on a table in a side room, you'll find the Ulfgar family
ring. Take it. On to your next victim.

Nivan Dalvilu. He's home, near as I can tell, between 6pm and 6am. Enter
the house and kill him. Plant the Ulfgar family ring on his body. On a table
to the right of the door as you entered is the Dalvilu Ceremonial dagger.
Take it and return to the scene of your first crime.
Plant the dagger on Ulfgar's body. At this point your journal should update.

Go back outside and find someone, doesn't matter who, and prompt the carnage.
Heh heh. Now, stand back and enjoy the fruits of your labor, a village wide
melee. Of course, you'll have to make sure it's 6am if you want to see the
fued.

Return to the Shrine for your reward. Mephala is pleased with the strife
you've caused and awards you her Ebony Blade.

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5: Shrine of Boethia YOU MUST BE ATLEAST LEVEL 20 FOR THIS QUEST
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LOCATION: This is a cross country trek and not an easy find. Two routes:
A - (Longer) Start outside the Arcane University and travel due east. You
should run straight into the Shrine...eventually.
B - (shorter and less clear) Start at Cheydinhal and travel SSE from the city.
The Shrine is about halfway up a mountain ridge.

OFFERING: A Daedra's heart. I'm sure, by now, you can think of a few hellish
places to pick one up.

TIME: Any

REWARD: Goldbrand - Fire damage 22 pts. on Strike
Charge 3000 / 76 uses

QUEST: Boethia offers you the chance to participate in the "Tournament of
the Ten Bloods". He opens a portal to Oblivion, go through when you're
prepared for a series of ten one-on-one battles. You'll arrive in a brood
cage. Don't panic. Open the cage and move down the ramp, the first gate is
too your right. Boethia's a talkative fellow, enjoy the occasional short
monologues on the chosen's dissapointing defeats. Oh, and falling off into the
lava would be bad, know where the edge is at all times. Better yet, try not
to get caught on the bridges.

Some of the Chosen wield magic, all have enchanted weapons. There's some
choice loot here. They are also weighed down with health potions, which keeps
this from being impossibly hard. At level 20, they're not too difficult if
you're fast on your feet. Simply frag your way through Boethia's champions,
making yourself the victor, then exit back through the portal to the Shrine.

You are now Boethia's Chosen one. He rewards you with his enchanted sword,
the Goldbrand.

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6: Shrine of Peryites YOU MUST BE ATLEAST LEVEL 10 FOR THIS QUEST
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LOCATION: Due South of Boethia's Shrine on the opposite side of the river.

OFFERING: None

TIME: Any

REWARD: the Spell Breaker - Reflect spell 30% constant effect

QUEST: Five of Peryite's followers have put themselves into a trance,
transporting their souls to His Oblivion dimension. Simply click on his Shrine
to activate the quest. Your mission: Go to Oblivion, retrieve all 5 souls
to reunite them with their bodies. Activate the Shrine a second time when
you're ready to go. This place is long but fairly straight forward, not a lot
of twists and turns. There are, however, a plethora of Daedra here, heal
often. The followers will show up on your map as green markers.

Soul 1 - Follow the path around and to your left. You'll find the soul of
Ilvel Romayn in front of the Bloodwell Tower. Nothing much in the tower. On
the upper floor, you'll find a Dremora Kynmarcher with a nifty "Grand Ring of
Strength" - Fortify Strength 10 pts. constant effect. Leave the tower.

Soul 2 - Head back up the hill and turn left at the arch. Down this path and
on your right, you'll find the soul of Er-Teeus outside the door to "the
Sightless Grotto".

Soul 3 - Enter the Grotto. Inside, take the path to your left and follow
through to the "Oblivion cave to the realm of Peryite". Follow the long,
loooong path and find the soul of Kewan.

Soul 4 - Keep to the path and keep to your left or you'll find yourself back
where you started. Checking the map often is a good thing. You'll find a fork
in the path. Head left, jump some rocks over the lava, and find Maren the
Seal outside the door to another sightless grotto.

Skip the grotto if you're in a hurry. There's nothing of importance, some
common soul gems, a bit of gold and a round-a-bout path that will lead you
back to where you found Er-Teeus.

Soul 5 - Retrace your steps over the lava and back to the fork and go left.
Follow this around, whoop some Daedra and you'll find the soul of Mirie.
Release her and head back to the Portal where you came in.

Peryite thanks you for releasing his idiot followers and rewards you with his
shield, the Spell Breaker.

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7: Shrine of Nocturnal YOU MUST BE ATLEAST LEVEL 10 FOR THIS QUEST
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LOCATION: Start in Leyawiin. Leave by the North East gate, cross the river and
follow the road north. You'll pass the Ayleid citadel of Veyond,
Blanken March and find a dirt path on your right leading to the Shrine.

OFFERING: None

TIME: Any

REWARD: Skeleton Key - Unlimited Uses, Fortify Security 40 pts.

QUEST: The Daedra's "Eye of Nocturnal" has been stolen, She believes by two
Argonian thieves hiding out in Leyawiin. She asks you to find them, retrieve
her eye and return it. Quick travel back to Leyawiin's North East gate and
talk to the guard just inside. He'll point you to Weebam-Na and Bejeen. They
were recently boasting about a valuable jewel they had found. Check your map
and you'll find a map marker for Weebam-Na's house.

Weebam-Na and Bejeen both play dumb when you ask them. Go back around the
corner by the door and listen in on their conversation. They've stashed the
jewel in Tidewater cave. Your journal will update at this point and give you
a map marker. They also comment on the place being overrun with Trolls.

Make your way to the cave. As you may have guessed from the name, this one
requires a little swim. When you enter, there should be a couple bears waiting
for you just inside. The path to your left is the one you want. It curves
around and you'll have to take a quick dive in the dead end to reach the jewel.
No worries.

Now, if you're up for some useful treasure, assuming it wasn't random, head
back to where you came in and take the paths that curve around to the right.
There's an underwater tunnel leading to a small chamber, don't worry, there is
air here, also a couple slaughterfish. There's a chest floating at the top.
Inside, you'll find a "Greater Soul Trap Ring" - Soul Trap 30 seconds and a
"Ring of Wizardry" - fortifies all your magical skills by 10 points, constant
effect.

As for Trolls, I only found three, and a bunch of bears and mountain lions.

Return to the Shrine and claim your reward. The Skeleton Key makes this quest
worth a little swimming, for all those aspiring thieves out there.

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8: Shrine of Sheogorath YOU MUST BE ATLEAST LEVEL 2 FOR THIS QUEST
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LOCATION: Leave Leyawiin by the West Gate and follow the road North. Stay on
this side of the river. You'll pass "White Stallion Lodge". Keep heading
North and you'll come to "Waters Edge", turn due NNW. You'll pass "Rockmilk
Cave" and should run into the Shrine a little ways later. It's slightly
further from Waters Edge as that is to White Stallion Lodge

OFFERING: A lesser soul gem, a head of lettuce and yarn.

TIME: Any

REWARD: Wabbajack Staff - Wabbajack on target Charge 3000 / 10 uses

QUEST: Let the wierdness begin. There are several faithful around the Shrine,
they're all in their undies and all mad as hatters. Ravel is the one you
want, he'll give you the absurd list of offerings you need. Buy or borrow
what you need. The imperial city market has everything on your list, either
in a shop or stashed in the street crates.

Now that you have all your goodies, approach the Shrine. Sheogorath is a real
fruit bat with too much time on his hands. He asks you to visit the settlement
of "Borderwatch", where they are "dull, dull, dull". He wants you to bring one
of their darker prophecies to life, simulating the events, and providing him
with amusement. You are to find the Shaman and ask him about the K'Sharra
prophecies. You should have a map marker for the village now.

The Shaman's name is Ri'Bassa, he's probably hanging out by the cookfire. If
he likes you enough, he'll tell you about the prophecy. It has three plagues:
a vermin infestation, all of the sheep mysteriously dying and the third, which
he wont talk about. He'll tell how thier cooking fire can be smelled across
the countryside and suggest you go to the Inn and ask the barmaid about her
cheese collection. Helpful, isn't he.

The barmaid is a stinky cheese collector. In fact, she has, in a locked case
by the bar, the stinkiest cheese ever made, the Olroy cheese. She'll tell you
if it was ever left out, it would bring rats from miles around. Show off your
sneaking skills, unlock the case, steal the cheese and go back outside. As a
point of interest, there's a "Nirnroot" in a pot on the shelf behind her.
Outside, the cooking fire is to the left of the Inn, drop in your cheese. Be
patient, if you cook it, they will come. A swarm of rats will shortly make
their way into the village. Chaos ensues and your journal will update. Your
buddy, Ri'Bassa is dropping rat poison around the square to kill them.

Now for the second plague. Grab one of the rat poison piles and head over to
the sheep pen. It's just to the left of the Inn. Drop the rat poison into the
feed trough. The sheep will gravitate to their deaths like...well...lambs to
the slaughter. Heh.
Once the last sheep drops dead, Sheogorath will speak to you again,
congratulating your victory and ask you to go to the center of town for the
final plague. You know, the one Ri'Bassa wouldn't talk about.

The center of town is the area between the two main stairs. Get comfy and look
up. Sheogorath outdoes himself and I'm not going to spoil it. Once the fun
is over, return to the Shrine for your reward.

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9: Shrine of Molag Bal YOU MUST BE ATLEAST LEVEL 17 FOR THIS QUEST
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LOCATION: From "Weynon Priory", head East along the road until you come to
"Odiil Farm". Turn South just after the farm. You'll find "Narfinsel", an
Ayleid ruin. The Shrine is just South of the ruin.

OFFERING: The Pelt of a Lion.

TIME: Any

REWARD: Mace of Molag Bal - Absorb Strength 5 pts. on Strike
Absorb Magicka 5 pts. on strike
Charge 2200 / 44 uses

QUEST: Molag Bal will give you a cursed Mace and send you to "Brindle Home".
There you must find Melus Petilius and drive him to kill you with the Mace.
Molag Bal promises to save you before you die. Probably. Melus Petilius is
a good man and a Paladin. Molag despises him of course. Follow your map
marker to "Brindle Home". It's a short walk.

Once there, ask one of the villagers about Melus. They'll tell you his wife
died while he was away fighting and he hasn't lifted a weapon since. He goes
to his wife's grave every day to mourne her. I found him there around one in
the afternoon.

Follow him to the grave. Drop the Mace in front of him and throw a fireball
at him, or some other minor attack that wont kill him. You MUST be at the
grave or he will not fight. I recommend removing all your armor, as well as
any enchanted items that reflect magic. If Melus dies, you lose. Now, go get
a drink. Have a wee. This is going to take a bit.

As you die, Molag Bal transports you back to the Shrine, true to his word,
alive and well. He thanks you for corrupting the Paladin and creating another
ruined soul. As a reward he gives you his Mace.

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10: Shrine of Hircine YOU MUST BE ATLEAST LEVEL 17 FOR THIS QUEST
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LOCATION: Start outside the south wall of the "Arcane University". Travel
South. Just before you cross the water, you'll find "Fatback Cave". On the
other side, you'll find "Sardavar Leed", an Ayleid ruin. As you pass on its
East side, a Shrine icon should appear in your compass. Follow this to the
Shrine, just South and a little East of the ruin.

OFFERING: A Bear pelt or a Wolf pelt

TIME: Any

REWARD: Savior's Hide Cuirass - Resist Magic 25% constant effect

QUEST: Hircine is the great white hunter type. and he demands proof of your
skills. You're to go to the "Harcane Grove", slay a Unicorn and bring the horn
back to Hircine as a trophy. Follow your map marker.

There are three Guardians of the Grove. Minotaurs with Elven Warhammers. Try
to only attract the attention of one at a time. They're alot easier to take
on that way. Once you've dealt with the Guardians, go after the Unicorn.
He'll just stand there as long as your weapon is sheathed. Almost seems a
shame to kill him as you can ride him. Unfortunately, if you do take him, when
you get off, he'll return to the Grove. You can't keep him.

Once you've killed him, assuming you're not riding in style now, take the
Unicorn's horn back to Hircine and recieve your reward.

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11: Shrine of Clavicus Vile YOU MUST BE ATLEAST LEVEL 20 FOR THIS QUEST
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LOCATION: Leave the Imperial City from "Talos Plaza" and cross the bridge into
"Weye". Take the first left on the road and follow it South, staying along
the waterfront. You'll find "Fanacasecul", an Ayleid ruin. Pass it by and
keep following the road, well, more of a path now, South until you find "Fort
Virtue". From here, turn to face SW and you should see a Shrine icon appear in
your compass.

OFFERING: 500 gold

TIME: Any

REWARD: Mask of Clavicus Vile - Fortify Personality 20 pts. constant effect
OR
Umbra Sword - Soul Trap for 120 seconds

QUEST: Clavicus Vile has a deal for you. He wants you to go after the Umbra
Sword. It holds the soul of a hero he had dealings with. In return, he'll
give you his mask. He tells you to start in "Pell's Gate". You now have a map
marker. You also recieve a statuette of a dog. His name is Barbas, the Hound
of Clavicus Vile.

Once you reach "Pell's Gate", Barbas tells you returning Umbra to Clavicus
would be a big mistake, things always end badly with that sword. Like we're
going to listen to that. Onward we go.

In "Pell's Gate". speak with Irroke the Wide and he'll tell you about Umbra.
His apprentice, Lenwin, found the sword, became bloodthirsty, joined up with
mercenaries and began calling herself Umbra. She was last seen near the Ayleid
ruin, "Vindasel". Follow your new map marker.

Enter "Vindasel". Keep alert for traps, there are a couple in here of the near
instant death variety. In the first large chamber is a drop away section of
floor with, you geussed it, spikes. Kill the rats, try not to be impaled.
In the next large Chamber, stay away from the center of the room. It spews
poison gas. More rats, no loot. Head down the passage. In the next, small
room, another rat and a small coffer with a strong potion of healing. Go
through the gate and down the hall.

Here you'll find Umbra; the sword and the person. She offers you a choice:
Stay and die or leave and live your life. Barbas the dog pipes up at this
point, trying to convince you to go back to the Shrine and take your chances
with a dissapointed Clavicus. We're not going to listen. She's tough, but not
that tough. Once you've killed her, pick up the sword. The dog tries to talk
you out of giving it to Clavicus one more time, saying it will ruin him. Back
to the Shrine, avoiding traps on your way out.

Now you have a choice. Give back the sword or keep it. If you keep it,
Clavicus is mad and swears to watch you from now on, the sword also goes from
weighing nothing to 45 lbs. It's also one of the most powerful swords in the
game, not too mention handy for enchanters.
If you give him the sword, you'll recieve the Mask of Clavicus Vile. If you
found this in Morrowind, you'll know it's a sweet piece of armor.

Either way, Barbas the dog will leave you once you've made your choice and
return to his masters side.

If you notice your magicka not regenerating, you've been cursed with "Astral
Vapors". Just go to the nearest church and get a blessing from the altar.

###On the XBOX 360, there is a now infamous glitch. If you go to the Shrine
and get this quest, you're given the statue of the dog. The Dog WILL
crash your game when you bring the sword back to the Shrine, as soon as he
leaves your inventory to return to Vile.
The only real solution for this is to go get the sword BEFORE recieving the
quest. Go to Vindasel, Kill Umbra and take the sword. At some point, your
journal will update telling you to go to the Shrine.
Go to the Shrine, talk first to the Khajiit priest, then the Shrine. If you
don't talk to the priest first, the dog statue will STILL appear in your
inventory, causing the glitch. Once you've spoken to the Khajiit, talk to
the Shrine and either return the sword or keep it. This way you can finish
the quest without ever having the dog in your inventory.

###If you can't go back to a save before you took the quest, try this. Talk to
the Shrine and give back the sword or keep it, whichever. AS SOON as you're
done talking to the shrine, hit your journal button, go to your map and
quick travel to Bruma. If you get there and start to hear the dog begin to
speak, go into your map and quick travel somewhere else, fast as you can.
It's the dog that's crashing your game. Keeping him from speaking is your
only way to avoid the crash. You may have to do this several times and it
doesn't always work, timing is everything. Good luck.

===============================================================================
12: Shrine of Meridia YOU MUST BE ATLEAST LEVEL 10 FOR THIS QUEST
-------------------------------------------------------------------------------

LOCATION: Start at Castle Skingrad. Leave by the West Gate. Follow the road
west until it turns south. GO offroad here, still heading west and you'll find
the "Cursed Mine". The Shrine is just a short hop West of this atop a small
hill.

OFFERING: Mort Flesh, Ectoplasm or Bonemeal

TIME: Any

REWARD: Ring of Khajiiti - Chameleon 35%
Fortify speed 10 pts.
Constant Effect

QUEST: Once you make the correct offering, Meridia will speak. She despises
the undead and wants you to take care of a group of necromancers for her.
You're to go to "Howling Cave". It's on the other side of Skingrad, follow
your map marker.

Inside, you'll find rats, a zombie and a skeleton on your way to the back of
the cave. No loot out here. When you enter the necromancer's lair, watch for
the tripwire just inside the door. The necromancers are spread out and all
of them have few undead freinds. Watch your health as they just seem to keep
coming. Nothing in here is hard to kill, they just try to overwhelm you with
numbers. Go for the necromancers first, some of the horde trying to kill you
are summons and will dissappear with the necros death.

When the last one dies, your journal will update. Return to the Shrine and
Meridia will award you the Ring of Khajiiti. Very handy.

===============================================================================
13: Shrine of Sanguine YOU MUST BE ATLEAST LEVEL 8 FOR THIS QUEST
-------------------------------------------------------------------------------

LOCATION: From Skingrad's west gate, travel west along the road until it turns
south. Leave the road at that point, continuing west until you find the
"Cursed Mine". The Shrine is due North of the mine, just over a small hill.

OFFERING: Cyrodilic Brandy

TIME: Any

REWARD: Sanguine Rose staff - Sanguine Rose on Target
Charge 3000 / 10 Uses

QUEST: You can find a couple bottles of Cyrodilic Brandy at the Gilded Carafe
in the Imperial Market. Once you have your offering, speak to Sanguine. He
wants you to go to Leyawiin and liven up the Countess's dinner party with the
spell he provides you; Stark Reality. He suggest you be insconspicuous and
says you'll need to find a way into the party, as it's invite only. Head over
to Castle Leyawiin.

##NOTE: The Countess is out of town on the 15, 16 and 17 of every month. If
you've gotten to the party, and she wont show up, check the date.
One of her maids will give you this information if you ask.

What you need here is a set of exquisite clothes, ot atleast high end clothing.
You should be able to find what you need upstairs in the family's private
quarters. Don your new outfit and head back to the throne room. You can't
open the door. Speak to the guard in front of it, you must be wearing your new
threads. If he likes you enough, you'll be able to bribe him to let you into
the room. The spell must hit ALL the dinner guests and the Countess. The
spell also has a range of 300 ft. so it's going to get you to. Every item in
your inventory is going to vanish. Don't panic. It's been transported to a
chest next to Sanguine's shrine.

Now, you have to choices. You ARE going to be caught. After several hours of
trying to find a way to throw the spell without being caught, I couldn't find
one. Your choices are:

Go to jail - because all your belongings are now in the chest at Sanguine's
Shrine, you wont lose any items, however, jailtime does mean a drop in all
your skills. You can use this a learning experience, it'll give you the
chance to train your skills up again.
You could drop a lockpick before you cast the spell, pick it up afterward, and
use it escape the prison, avoiding the skill drop, but the guards will still
catch you, so I go with option two if you're a member of the Thieves Guild...

Resist Arrest - Don't bother fighting, there's no point really. Run. That's
it. Pick up your feet and flee the guards. You wont take much damage if
you're fast on your feet. Run to the west gate and steal a horse from the
stables. Your faster on horseback than on foot and you'll be able to outrun
the guards. Once you're far enough away from them, you'll be able to quick
travel back to the Shrine. Get your reward from Sanguine, your loot from the
chest and then head for the Imperial city. At the waterfront have Armand,
your local Thieves Guild rep, remove the bounty from your head.

NYEKOBUG says: "I found a way to do the quest without ticking the guards off.
I did it with one chameleon and one invisibility potion and a decent sneak
skill. Talk to the guard, get him to open the door for you and back all the
way out across the castle hall. You should still be able to see into the
dining hall. Drink the chameleon potion and go into sneak mode. When noone
can detect you, save and fire off the stark reality spell into the room. As
the spell leaves your hand, drink an invisibility potion. When the spell hits
the room, all of your items will still dissappear but the guards wont know who
did it :)"

SERRAPPHYM SAYS: "I can add something about the Sanguine quest. To escape the
room, all you have to do is cast a 100 power charm spell for 4 sec on a guard,
yield and he will pay your bounty."
This really does work beautifully!


===============================================================================
14: Shrine of Vaermina YOU MUST BE ATLEAST LEVEL 5 FOR THIS QUEST
-------------------------------------------------------------------------------

LOCATION: Start at Black waterside stables outside Cheydinhal. Turn so you
are facing directly between S and SW on your compass. Keep that bearing as you
travel. The Shrine is located on the NE shore of Lake Poppad.

OFFERING: Black Soul Gem - To get this you need an empty grand soul gem and a
soul trap spell. Travel Due East from the Shrine until you find "Dark Fissure"
cave. Outside the door is an altar. Once a week, at night, a light will shine
down on the altar until midnight. Place your gem inside the altar and cast
soul trap on the altar. Instant Black Soul Gem.

TIME: Any

REWARD: Skull of Corruption - Corruption 30 secs. on target
Charge 3000 / 20 uses

QUEST: Vaermina has had an orb stolen by the wizard, Arkved. Follow the map
marker to his tower, retrieve the orb and return it to the Shrine. I strongly
reccomend having a night eye spell. There's an area in the tower where a torch
does you little good, you'll want to be able to see more than three feet in
front of you, sheer drop offs, certain death, that kind of thing.

Once at the tower, you can explore the outside, not much here, corpses and a
few potions. Inside the tower, the first two rooms are vacant. Couple chests
and some potions, not much in the way of loot. The last room before Arkved's
Void will find you duking it out with a Flame Atronach and a Clanfear Runt.
Quicksaving before you enter the void is a good thing.

Arkved's void is near pitch black. There are thin walkway's you must traverse.
Watch your step, it's a long way down and a torch wont give you enough light to
see where you're going until it's too late. Follow the straight path across to
the other side and the entrance to Arkved's Lost Halls.

The first large chamber has three Clanfear Runts for you to deal with.
Straight across is a short hall leading to Arkved's Oasis. Go check it out for
the view and watch out for a Scamp who'll try and knock you off the ledge.
It's a loooong way down.
Back in the first room, take the flight of stairs. On the other side of the
door are a couple of Flame Atronachs. You'll find what looks like a Giant's
bedroom. There's a trapdoor to Arkved's Oasis, nothing interesting except
for the splatted body of the Scamp I knocked off the observation deck.

Go back to the bedroom and take the door to Arkved's Hall of Changes. Aside
from the Clanfear Runts, there's a pillar in the center of the room that lobs
the magical equivalent of a grenade at you every five seconds. There are two
doors. You want the door across from you.
The next room looks like a Zombie morgue. They're dead and a Flame Atronach is
standing guard. The trap door in the floor goes to Arkved's Retreat, a creepy
room with dozens of bodies dangling from the ceiling and a chest.

The door to your right is where you're headed. This leads to another room with
another annoying pillar, lightning this time. You want the door to the left as
you enter. Down a short hall and a trap door to Arkved's Rending Halls.
Through a long set of halls populated by clanfears, scamps, and Flame Atronachs
and littered with corpses to the entrance to Arkved's Death Quarters.

In here, you'll find Vaermina's Orb on a table to your right. Arkved is
unconcious in his bed. This is a good place to up your sneak skill as he wont
wake up. Find a comfy corner, sneak and hit auto walk. You'll get about a
level a minute.

Across the room is a door leading straight out to Nibenay Basin. Before you
wonder, no, the trap door you come out of isn't there before you go in. That
would have been too easy.
Return to the Shrine and collect your reward from a grateful Daedra.

===============================================================================
15: Shrine of Malacath YOU MUST BE ATLEAST LEVEL 10 FOR THIS QUEST
-------------------------------------------------------------------------------

LOCATION: Start from Horse Whisperer Stables outside Anvil. Follow the road
until you get to the point where it starts to curve eastward. Leave the road
here and head Due North. You'll pass Atrene Camp on your right, keep heading
North. Just past the camp, you'll see the Shrine marker appear in your compass
follow that North and you can't miss it.

OFFERING: Troll Fat

TIME: Any

REWARD: Volendrung - Paralyze 3 secs. on Strike
Drain Health 5 pts. for 20 secs. on Strike
Charge 2500 / 16 uses

QUEST: You're at a disadvantage here if you're not an Orc. You'll have to
max out Shobo Gro-Rugdush's disposition before he'll tell you what you need.

Malacath likes Ogres. An uppity Lord Drad has enslaved some of his Ogres to
work in his mine and Malacath's mad. Head to Lord Drad's estate. When you
speak to Lord Drad, he gets angry, he thinks using Ogres for slaves is a good
thing. After he tells you off, speak to his wife and she'll tell you the Ogres
are working in the Bleak Mine. It's not far and you'll have to go free the
Ogres. VERY IMPORTANT: If even one of the Ogres dies, your quest is over.
You lose.

Once inside the Mine, I suggest killing all the guards before you release the
Ogres. Seems this doesn't count as murder since you don't gain a bounty for
slaying them. Be warned, these guys are heavily armored but they also
didn't come to each others aide, so it shouldn't be much of a problem. If you
let them live, they will attack the Ogres as they try to leave and you could
lose one. Hence the aforementioned pre-freedom slaughter.

Once all the guards have been dealt with, free the Ogres and go back to Lord
Drad's estate. You'll see Lord and Lady Drad working the fields under the
careful supervision of the Ogres. Feel free to raid the house for any goodies
you may want, it's empty.
Return to the Shrine for your reward.

===============================================================================
16: Shrine of Hermaeus Mora NO LEVEL REQUIREMENT
-------------------------------------------------------------------------------

LOCATION: Due West of Cloud Ruler Temple. It's a hell of a trek. You'll find
a trail west of Cloud Ruler Temple. As long as your traveling uphill and west,
you'll find it. Keep an eye on your compass. The Shrine is near the top of
the mountain. Follow the Shrine icon when it appears in your compass and you
wont get lost.

OFFERING: You MUST have completed all the other Shrine quests successfully,
obtained the Mysterium Xarxes as part of the Main Quest and received the
Daedric Artifact quest from Martin. Once you've achieved all this, sleep and a
servant of Hermaeus Mora will come to you, demanding your presence at his
Shrine.

TIME: Any

REWARD: Oghma Infinium - see below for details.

QUEST: Hermaeus Mora is impressed with the deeds you've done for the other
Daedra and wants you to serve him now. He needs you to collect the souls of
the ten races. He will give you his soul gem and a spell, Mora's Soul Trap.
Make sure you only hit one person at a time with this spell. I'm told hitting
two or more will cause some kind of glitch that prevents you from finishing the
quest.

The best way to harvest these souls without racking up a sizeable bounty is to
pick your victims from the faithful at the Shrines you've already visited.
If you only kill one per Shrine, the other faithful don't take much notice.
Because there are no guards around, you shouldn't get a bounty or be attacked
by the others if you leave fast.

You will need: Khajiit, Argonian, Breton, Nord, Imperial, Dunmer, Altmer,
Bosmer, Orc and RedGuard.

Each time you gain a soul on your hit list, your journal will update. Once you
have them all, return to Mora's Shrine for your reward, the Oghma Infinium.
A rather nifty book. Read the book and you're given a choice of three paths.
Each one will raise three skills ten points each, hopefully bumping one of
those to the next level of mastery, and two attributes.
Once you use the book, it will dissapear.

PATH OF STEEL: Strength, Speed, Blade, Blunt, and Heavy Armor.

PATH OF SHADOW: Speed, Acrobatics, Sneak, Security, Light Armor

PATH OF SPIRIT: Intelligence, Alteration, Destruction, Conjuration, Restoration


===============================================================================
17: Frequently Asked Questions
===============================================================================
Q: What are Wabbajack, Sanguine Rose, and Corruption? What do they do?

A: Use Wabbajack on a non-human npc and it randomly changes them into
another creature.

Use Sanguine Rose on a non-human npc and it will summon a random daedra.
Whether the daedra will fight for you or fight for the creature you
summoned it on also seems to be random. Try standing at a distance when
you use it.

Corruption creates what we'll call an evil twin of whatever you use it
on. The twin will begin attacking whatever you summoned it on.

Q: In the Shrine of Sanguine quest i have got into the dinner party but the
countess is not there! i have looked everywhere in the castle but i can
not find her.

A: The dinner party happens in the evening so try to be in the dining room
after six pm. If she isn't there, try leaving the castle and coming back
in forcing the castle to reload. Jump ahead an hour at a time from 6.
She'll be there eventually. I think she likes to be fashionable late.

Q: Hey, regarding the Sanguine shrine quest, I can't seem to hit all the
people with my spell. Do I have to hit them all with ONE cast? If so, is
there a good spot to aim to do this?

A: How I managed it, from the door, I aimed at the guy to the right of the
Countess, on the other side of the table. Hitting him from the door was
how I finally got the update that I'd hit everyone. Tried it four times
to be sure, worked every time.

Q: I somehow managed to get a 1,040 bounty and a one point bump to infamy
collecting souls for Hermaeous Mora at the other Shrines. How, when there
weren't any guards around?

A: I had the same thing happen. Turns out there was an Imperial Forrester
somehwere nearby. A good sneak skill or a decent frenzy spell is the
best way to avoid being seen by a passing forrester. Though I simply
went and paid mine off with the Thieves Guild.

Q: I am trying to do the Clavicus Vile Shrine without crashing my game. Where
do I find Vindasel so I can get the sword before getting the quest and do I
still have to wait until level 20?

A: Use the directions to find the Shrine of Clavicus Vile. Don't talk to
the statue yet. Now, turn ESE and start walking. You'll see an icon
for an Aylied ruin appear in your compass. Follow this. Vindasel is on
the road, on the shore of Lake Rumare. To do the quest this way, you're
level doesn't matter. You could do it at Level 1 if you wanted, though
Umbra can be very rough that early.

Q: I finished the quests and used the Oghma Infinium and now my skills wont
raise. Are they frozen?

A: No. You're skills aren't frozen. Some of the skill rewards in the game
give you the bonus without actually gaining the levels. Since you're
skills went up by ten, you'll have to 'make up' those ten levels before
they'll level like normal. It's all behind the scenes.

===============================================================================
18: Credits
===============================================================================

Many thanks to my Husband who beta tested all my directions so I didn't walk
anyone off a cliff.

Thanks to Deathbyfate on the ElderScrolls forums for telling me how to get a
black soul gem. I was at a loss, he saved my FAQ.

Thanks to the ElderScrolls forums. A great bunch of ES addicts that can answer
just about any question, no matter how stupid.

Thank you GameFaqs for posting my little contribution and solving many a gaming
riddle for me.

Thanks to nyekobug and Kama_returns for finding a way to complete the Sanguine
quest without getting caught.

Thanks Plethorex and Spartacus_prime for pointing out a mistake with the
Skeleton key.

Thanks to the puppetmaster for correcting me about the Umbra sword and Clavicus
Vile - you don't have to give it back.

Thanks to Dave for pointing out a glaring error in the directions for Mephala's
Shrine: Got my Shrines confused, heh.

Thanks to Nathan for pointing out that I forgot to mention the Countess being
out of town on the Sanguine quest.

Thanks to Serrapphym on Nirnroot for a wonderful Sanguine solution.


===============================================================================
19: Contact Me
===============================================================================
Please contact me at whoguru@hotmail.com with any questions, corrections,
suggestions, additions, etc... When you send an email, please put "Shrine FAQ"
in the heading so I'll know it's not spam.
===============================================================================
20: 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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