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Elder Scrolls IV: Oblivion

Elder Scrolls IV: Oblivion Achievement Guide

Guide By: Flash, Cacky, Andrew x360a
There are 60 achievements with a total of 1250 points.


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Overview
+ Estimated achievement difficulty: 7/10
+ Offline: 60 (1250)
+ Online: 0
+ Approximate time: 25 hours for 1250
+ Minimum number of playthroughs needed: 1
+ Number of missable achievements: 1
+ Glitched achievements: None
+ Cheats: No Cheats
+ Difficulty: No effect

All the achievements in this game is unlocked for completing the main storyline or finishing the stories for specific guilds throughout the game. These achievements can all be gained through one playthrough, but the extra 250 points can only be unlocked if one has the Shivering Isles expansion pack (2100 Microsoft Points).

Introduction
Welcome to the Elder Scrolls: Oblivion roadmap. This game has a total of 60 achievements, all of which are single player (as the game does not feature a multiplayer mode). Every achievement is for finishing a certain portion of the main questline or completing a task given by your guild master in each of the four guilds. 360 will come your way after completing the main story, 640 from completing the four guild and arena questlines, and an extra 250 from completing the questline available after downloading the Shivering Isles DLC. Be sure to play on the easiest difficulty, as difficulty does not have any effects on achievements.

The list of achievements surely isn't the easiest or the hardest, but it will take a great deal of time to 100% this game.

Walkthrough
Personally, I completed the arena questline first, as it was the easiest and quickest to do. Go to the Imperial City and locate the Arena (use your journal). With the difficulty set to easiest, it shouldn't be too much of a challenge to overcome all your adversaries and complete the quests. It will take approximately one hour to defeat every enemy including the 'boss'. Following the completion of the arena quests, you may choose to start one of the four guild quests (Dark Brotherhood, Thieves, Fighters, and Mages).

When going for the guild quests, concentrate on one guild and complete the quest; don't start one and then move onto another just because you're bored of killing innocent people or steeling. Upon completion of the arena and guild quests (640 over 15 hours or so), you may choose to start the Shivering Isles questline (if you have the DLC). If you do not have the DLC, begin the main quests. The main storyline involves traveling from one side of Cyrodiil to the other and back again, lots of times. This will take you up to 1000 in Oblivion in around 8 hours.

The extra 250 can only be earned if you have the expensive Shivering Isles Expansion Pack. Please note that once you get to the rank of Honored Madman and you have the choice of being a Duke Dementia or Duke Mania, you must save before choosing, otherwise you will have to start the questline again (hence the 'missable achievement'). Save, pick any of the two, then reload and pick the other. The next rank is a common one, so you have no need to worry after that.

Conclusion
In conclusion, Oblivion does not have a very hard list, but it will take some time and effort to achieve 100% completion. I, for one, completed the game in around 25 hours (this included messing around, of course) but others will take less or more depending on how you play.

[x360a would like to thank Eternal for this road map]



Escaped the Imperial Sewers50
Escaped the Imperial Sewers, Main Quest Beginning (6) 
If you're just going through the game for achievements, you'll want to set the difficulty to lowest possible setting: once you're in the game, press , go to "options", the "gameplay" and slide the difficulty slider all the way to the left. This will make combat in the game very straightforward.

You start the game in a jail cell and the first segment game involves your escape from the Imperial Prison. This is a very linear area and serves as a tutorial for the game’s basic controls and as an introduction to the main storyline. Once you have your final conversation with Emperor Uriel Septim and he gives you the Amulet of Kings, you’ll exit into the sewers, which leads you directly outside. You’ll get one final chance to adjust your attributes before you exit. Once the loading screen clears and you’re outside, the achievement will unlock.
Closed an Oblivion Gate50
Closed an Oblivion Gate, Main Quest (1) 
The first Oblivion Gate that you encounter will be in the city of Kvatch, which can be accessed as you progress through the main quest. You’ll need to fight your way up the main tower until you see an object called a Sigil Stone floating in a pillar of flame at the very top of the tower. Once you pick it up, you’ll be teleported back to Cyrodil and the gate will be closed.
Located the Shrine of Dagon50
Located the Shrine of Dagon, Main Quest (1) 
In order to find out where the Shrine of Dagon is located, you need to find all four volumes of the Mythic Dawn Commentaries and take them to Tar-Meena at the Arcane University.

Book 1 – This book is recovered off of the body of a Mythic Dawn assassin who tries to kill Baurus in the basement of Luther Broad’s Boarding House in the Elven Gardens District of the Imperial City.

Book 2 – Tar-Meena gives you this book after you consult her about Book 1.

Book 3 – This book is at the First Edition bookstore in the Market District of the Imperial City, but it is reserved for someone else. The easiest thing to do is wait for the buyer to show up, purchase the book, and then tell him that the Mythic Dawn assassinated the Emperor and he will give you the book.

Book 4 – Baurus will arrange a meeting with a member of the Mythic Dawn in the sewers under the Elven Gardens. The meeting ends in an ambush and you’ll get the final volume off of the body of one of the Mythic Dawn cultists.

Tar-Meena will help you decipher the puzzle of where the Mythic Dawn is located. She’ll send you to the Tomb of Prince Camarril in the Talos Plaza District at midday. If you’re there between 11:50 AM and 12:30 PM, you’ll see the runes on the tomb glowing red and you’ll be able to activate them to display a map of Cyrodil with the location of the cult hideout marked on it.
Delivered Daedric Artifact50
Delivered Daedric Artifact, Main Quest (1) 
There are fifteen different Daedric Artifacts that are available via quests from each Daedric Lord’s shrine. The Main Quest will direct you towards Azura’s Star, but this is actually one of the most useful Daedric Artifacts for almost any character because it serves as a reusable Soul Gem. I personally used the Wabbajack from Sheogorath, but any Daedric Artifact will suffice. I’ve assembled a list of all fifteen shrines, artifacts, and a few details on how to activate the quests Here. The list is organized according to the level of character required to begin the quest and any of the fifteen will serve to unlock the achievement once you deliver it to Martin at the Cloud Ruler Temple.
Destroyed the Great Gate50
Destroyed the Great Gate, Main Quest 
Destroying the Great Gate outside of Bruma is very similar to closing any other Oblivion Gate except the region of Oblivion that you enter is somewhat larger and you’re facing a fifteen minute time limit, which begins once you enter the gate. Upon entering the gate, you’ll see the siege engine in front of you, the main tower in the distance, and six smaller towers, with three on either side. You’ll need to enter one of the two smaller towers that’s furthest away from you to trip the switch that opens one of the wargates and gives you access to the main tower.

Start by running west along the lava shore until you reach the Smoke and Scorch cave system. This system will allow you to access the two smaller towers. It doesn’t matter which one you enter; simply fight your way to the top and flip the switch to open the wargate. Exiting out of the door halfway up the tower will take you out onto a bridge facing the main tower. At this point, simply fight your way up to the top of the tower. Given the constraints of the time limit, its extensive fighting is not recommended – simply run past as many enemies as you can. Once you grab the Great Sigil Stone, you’ll be transported back to the battlefield outside Bruma and the achievement will unlock.
Champion of Cyrodiil110
Completed the Main Questline (4) 
The final quest requires you to escort Martin to the Imperial City and receive the blessing of the Council before he becomes Emperor. Unfortunately, Dagon launches a last ditch attack on the Imperial City in an effort to stop Martin from lighting the Dragonfires. You must keep Martin alive – Convalescence spells are especially helpful – and get Martin from the Council Chambers to the Temple of the One. Dagon is immortal, so you cannot kill him, but, if you deal enough damage in a single attack, then he will be stunned for several seconds. There are also Daedra running around and Martin is wearing only Imperial Robes, so he’s quite vulnerable. Once you run past Dagon and get Martin into the Temple, he will transform himself into the Avatar of Akatosh and slay Mehrunes Dagon. After the final cinematic sequence, the achievement will unlock.
Murderer, Dark Brotherhood10
Join the Dark Brotherhood (1) 
Before you can join the Dark Brotherhood, you have to attract their attention. To do this, you first have to kill an innocent NPC. Simply find a nonessential NPC and kill them. You’ll receive a message saying, “Your killing has been observed by forces unknown . . . ”. Find a bed to sleep in and Lucien Lachance, a Speaker of the Dark Brotherhood, will wake you. Lachance will instruct you to kill a man named Rufio at the Inn of Ill Omen, on the Green Road to the north of Bravil. This murder is necessary for admittance into the Dark Brotherhood. If you do not perform it, further progression down this line of quests is impossible.

Talk to Manheim Maulhand, the innkeeper, and he will tell you that Rufio is in the downstairs room through the hatch to the right of the front door. Rufio’s room is at the end of the hall. Kill him in whatever manner you choose and then sleep somewhere. I simply slept in Rufio’s own bed. Lachance will wake you again and instruct you to go to the city of Cheydinhal and find the abandoned house near the eastern wall. Enter the house through the basement and speak to Ocheeva, the Argonian. The achievement unlocks as soon as the initial conversation with Lucien is finished.
Slayer, Dark Brotherhood10
Reached Slayer rank in the Dark Brotherhood (1) 
Attaining the rank of Slayer requires you to complete two assignments: “A Watery Grave” and “Accidents Happen”

A Watery Grave – This assignment is given to you by Vicente Valtieri in the Sanctuary in Cheydinhal. You must kill a pirate captain named Gaston Tussaud. I recommend doing this assignment at night so that the captain will be asleep. The ship is docked at the Imperial City Waterfront and the crew is very hostile. If you try to walk onboard, they will attack you immediately. If you go to the end of the dock, you will have the option of hiding in the shipping crate that you find there. Doing so will transport you into the cargo hold of the ship. Go to the other end of the hold and climb the ladder to the mid deck. Enter sneak mode (click ) and turn right, working your way down to the end of the hall. There will be two pirates standing in the hall talking. Wait for them to finish their conversation and then hide in a bedroom until they walk past. The ladder to the Captain’s Cabin is on the left. Once you’re in the cabin, cross the room and pick the lock on the door. This will be your escape route. Go back into the cabin and kill the Captain in whatever manner you see fit. I shot him while he slept. Make sure you stay in sneak mode so you can get the damage bonus. In a few seconds, some crew members will enter to check on the captain, so quickly exit through the door that you opened earlier. Jump off the back of the ship and return to the Sanctuary to receive your reward and your next assignment.

Accidents Happen – This assignment is given to you by Vicente Valtieri in the Sanctuary in Cheydinhal. You must kill the Wood Elf Baenlin by staging a lethal accident and dropping a decorative head on him while he’s resting in his chair. Travel to his home in Bruma and break into basement via the door behind his house. Sneak out of the basement and go up the stairs immediately in front of you to get to the second floor. Turn right and enter the servant’s bedroom where you will find the entrance to the crawlspace near the foot of the bed. Wait here until the time is between 8:00 PM and 11:00 PM then loosen the fastenings and allow the head to crush Baenlin. Sneak out of the house the way you came in, being careful not to allow Gromm to see you while he’s standing next to Baenlin’s body. Travel to the Sanctuary and the achievement will unlock as soon as you start the conversation with Vicente.
Eliminator, Dark Brotherhood10
Reached Eliminator rank in the Dark Brotherhood (1) 
Attaining the rank of Eliminator requires you to complete two assignments: “Scheduled for Execution” and “The Assassinated Man”.

Scheduled for Execution – This assignment is given to you by Vicente Valtieri in the Sanctuary in Cheydinhal. You must kill the Dark Elf Valen Dreth in his cell in the Imperial City Prison. Sneak back into the Prison via the same entrance that you escaped from at the beginning of the game. Follow your map and make sure that you avoid the guards that are wandering around. Once you’re back in your old cell, you’ll hear a guard talking to Valen Dreth in the cell across the hall. Wait until he leaves and then open the door of your cell and shoot Dreth with an arrow. If you’d like to kill him face-to-face, go to the end of the hall and take the key to his cell. Grab the Imperial Prison Key as well. Once he’s dead, go up the stairs, exit the Prison, and return to the Sanctuary for your next assignment.

The Assassinated Man – This assignment is given to you by Vicente Valtieri in the Sanctuary in Cheydinhal. You must fake the assassination of Francois Motierre in Chorrol. Go to his house and he will explain the situation. When the hitman, Hides-his-Heart, arrives, slash Motierre with the Languorwine Blade. He will appear to die and Hides-his-Heart will attack you. Flee the city and then wait twenty-four hours. Go into the chapel and revive Motierre. Unfortunately, this will trigger by some zombies, so you must defend Motierre before escorting him to the Grey Mare Inn. Talk to him once you get inside and then return to Sanctuary. The achievement will unlock as soon as you start the conversation with Vicente.
Assassin, Dark Brotherhood10
Reached Assassin rank in the Dark Brotherhood (1) 
Attaining the rank of Assassin requires you to complete four assignments: “The Lonely Wanderer”, “Bad Medicine”, “Whodunt?”, and “Permanent Retirement”.

The Lonely Wanderer – This assignment is given to you by Ocheeva in the Sanctuary in Cheydinhal. You must kill a High Elf name Faelian who lives somewhere in the Imperial City. To find him, you must talk to any High Elf in the city. Before they will talk to you, however, you have to get their disposition above sixty. They will tell you that Faelian is living in the Tiber Septim Hotel in the Talos Plaza District. Talk to his sweetheart Atraena and she will tell you that he takes his skooma at Lorkmir’s House in the Elven Gardens District every day. Break into the house between 11:00 AM and 5:00 PM and kill Faelian whichever way you like. Once he’s dead, return to the Sanctuary and speak to Ocheeva.

Bad Medicine – This assignment is given to you by Ocheeva in the Sanctuary in Cheydinhal. You have to kill the warlord Roderick in Fort Sutch by switching his medicine with a bottle of poison. Travel to Fort Sutch and go south of the fort until you find the flat remains of a broken tower with a trap door in the floor. Follow the path around, avoiding the guards, until you get to an open room. You can kill the guards without voiding the bonus as long as you kill them in a single blow. Go through the door on the right and when you get into the next room, take the hallway on the left. This will take you up to Roderick’s room. Cross the room, take the medicine, and place the poison in the cabinet. Retrace your steps to escape from the Fort and return to the Sanctuary.

Whodunit? – This assignment is given to you by Ocheeva in the Sanctuary in Cheydinhal. You must kill all five guests at a party at Summitmist Manor in Skingrad. You will only get your bonus if you commit the murders undetected.
Dovesi Dran - Talk to Primo Antonius about Dovesi Dran and he’ll ask you to put in a good word for him. When you tell Dovesi that Primo likes him, she’ll ask what she should do and you can send her to his room. Follow her and kill her when she’s in the room alone.
Matilde Petit - If you wait a little bit, she’ll offer to split the gold with you. Accept the offer and she’ll ask you where she should look. Send her to the basement and kill her there.
Neville - Neville sleeps frequently, so you can wait for him to go upstairs and kill him in his bed.
Primo Antonius and Nels the Naughty - When Primo and Nels are the only two guests left, they will attack each other and one of them will kill the other. You can then kill the survivor.
When all the guests are dead, exit the house and return to the Sanctuary in Cheydinhal.

Permanent Retirement – This assignment is given to you by Ocheeva in the Sanctuary in Cheydinhal. You simply have to go to Leyawiin and kill Adamus Phillida, a former Imperial Legion Officer. You’ll need to go to the lake in the middle of town between 3:00 PM and 8:00 PM and wait for Phillida to go swimming. Hide behind the rocks and shoot any part of his body that is exposed above the surface of the water with Rose of Sithis, an enchanted arrow that will kill him instantly. If you want the bonus, swim out and take his finger off his corpse. Go to the Imperial Legion offices near the Imperial Prison after midnight and the guard will have left. Manually place the finger in the desk right by the door. Finally, return to the Sanctuary. The achievement will unlock at the start of your conversation with Ocheeva.
Silencer, Dark Brotherhood10
Reached Silencer rank in the Dark Brotherhood (1) 
Achieving the rank of Silencer requires you to purify the Cheydinhal Sanctuary. Ocheeva gives this assignment to you via a letter from Lucien Lachance. The letter instructs you to meet him in Fort Farragut. Rather than entering through the main gate and fighting through the undead guards, look for the secret entrance in the hollow tree immediately to the northwest of the main tower. Lucien orders you to kill all the members of the Cheydinhal Sanctuary. Return to the Sanctuary and eliminate all the other assassins in whatever manner you choose. Try to avoid killing anyone in the presence of the Dark Guardian. Once everyone has been killed, return to Fort Farragut and speak to Lucien Lachance. The achievement will unlock as soon as the initial part of the conversation is complete.
Speaker, Dark Brotherhood10
Reached Speaker rank in the Dark Brotherhood (1) 
The promotion to Speaker requires you to complete eight missions: “Affairs of a Wizard”, “Next of Kin”, “Broken Vows”, “Final Justice”, “A Matter of Honor”, “The Coldest Sleep”, “A Kiss Before Dying”, and “Following a Lead”.

Affairs of a Wizard – This assignment is from Lucien Lachance via a dead drop location in moss-covered rock on top of Hero Hill to the southeast of Fort Farragut. The target is the wizard Celedean who is beginning the process of turning himself into an undead Lich. Go to Leafrot Cave, which is east of Bravil, and look for the book “The Path of Transcendence” on the table. This will explain that the Sands of Resolve contain the wizard’s lifeforce during the transformation and therefore must remain on his person until the transformation is complete. Killing the wizard can easily be accomplished by sneaking up on him and pickpocketing the Sands of Resolve. As soon as you take it, he will die. Find your reward and the next set of orders in the sack hidden under the Great Oak Tree in Chorrol, just south of the North Gate.

Next of Kin – This assignment is from Lucien Lachance via a dead drop location in an old sack under the Great Oak Tree in Chorral. You are ordered to kill the entire Draconis family, but you only know the location of the matron, Perennia Draconis, in Applewatch, just west of Bruma. Visit her and tell her that you’re looking for her children and she’ll assume that you’re there as part of a gift service, giving you a list of the locations of all her children and some gold. After that, kill her and, if necessary, her dog. The rest of the family is scattered across Cyrodil:
Matthias – Talos Plaza District, Imperial City. Follow him around town until he walks through a garden with no one around, then sneak attack him and leave him dead on the ground.
Andreas – The Drunken Dragon Inn, northeast of Leyawiin, in the Nibenay Valley. Talk to him and either tell him that you’re there to kill him or that his mother bled like a pig and he’ll attack you. The Imperial Guard eating in the inn will jump to your defense and kill him for you.
Libylla – Muck Valley Cavern, southwest of Cheydinhal, west of Lake Popped. Sneak or fight your way past the various wild animals in the cave and finish her off however you wish.
Caelia – Castle Leyawiin, Leyawiin. At night, you can usually find her doing her patrols around Leyawiin. Wait until she’s alone and then sneak attack her to finish her off. Unfortunately, no matter how well you sneak around and even if you kill her in a single blow, you will still end up with a one thousand gold bounty for murder, so avoid the guards on your way out of town.
Go to the stone well in the courtyard of Castle Skingrad to receive your reward.

Broken Vows – You receive this quest via a dead drop in the stone well in the courtyard of Castle Skingrad. You’re required to kill J’Ghasta, the Khajiit, in Bruma. Go to Bruma and wait until midnight to break into his house. Go down the stairs, turn right and go underneath the stairs. Under some folded cloth, you’ll find a trapdoor to his secret training room. If it is after midnight, he will be asleep, so just sneak up and kill him in his sleep. Go to the Old Bridge, south of the Imperial City, to find your reward in a rotten box.

Final Justice – You receive this quest via a dead drop in a rotten box under the Old Bridge, south of the Imperial City. You have to kill an Argonian hunter named Shaleez in the Flooded Mine, due north of Bravil. If you enter the mine after 10:00 PM, Shaleez will be asleep. Simply swim through the mine, using water-breathing enchantments if necessary, and kill her in her sleep. You can find your reward in the coffin just outside Fort Redman, on the eastern bank of the river, due north of Leyawiin.

A Matter of Honor – This assignment is received via a dead drop in a coffin just to the right of the door to Fort Redman. You have to kill the Dark Elf merchant Alvai Uvani who is traveling around Cyrodill. Check his schedule to determine where he’s headed next and travel there to intercept him. Once you’ve finished him off, go to the hollowed out tree stump behind Stonewall Shields in the Market District in the Imperial City.

The Coldest Sleep – This quest arrives via a dead drop in a hollowed out tree stump behind Stonewall Shields in the Imperial City Market District. You’re required to assassinate Havilstein Hoar-Blood on Gnoll Mountain, east of Bruma. He’s rather close to Frostcrag and you can sneak up and get a good damaging strike, but be prepared for a fight because he’s quite strong. Once he’s dead, go to the Ayleid ruin of Nornal, southeast of the Imperial City in the Nibenay Valley, and find the old chest at the bottom of the pool there.

A Kiss Before Dying – You receive this assignment from the dead drop in the old chest in the Ayleid ruin of Nornal. Go into the ruin, down the stairs, follow the path around to the left and into a pool at the end of the stairs. You’ll find the chest behind a locked gate at the bottom of the stairs. You have to kill the Wood Elf Ungolim in Bravil. He will visit the statue of Lucky Old Lady every night from 6:00 PM to 1:00 AM, but he is expecting an attack. Approach the target from behind in the dark and you should be able to snipe them from a distance. With a sneak attack, this will almost certainly be instantly fatal.

Following a Lead – Lucien Lachance gives you this assignment as soon as you shoot Ungolim. He sends you to your next dead drop point in Anvil to determine who has been switching the drops. Go behind the state in the pond in Anvil and hide by the barrel there. Soon you’ll see a Wood Elf approach. Confront him and he will tell you that he was told to leave the items by a man near the Lighthouse. Proceed to the Lighthouse and go to the very top to speak to the Lighthouse Keeper. Get the cellar key from him and explore the cellar. Across from the makeshift altar is a chair with a table next to it. On the table is the traitor’s diary. Take the diary to Lucien at Applewatch. When you arrive, you’ll find that the surviving members of the Black Hand have already killed Lachance, believing him to the traitor. Arquen, one of the surviving Speakers, promotes you to Speaker in his place. The achievement will unlock as soon as the conversation is complete.
Listener, Dark Brotherhood50
Completed the Dark Brotherhood Questline (2) 
This quest begins immediately after “Following a Lead”. Simply talk to Arquen between midnight and 3:00 AM at the farm at Applewatch and she will transport all the members of the Black Hand to the statue of the Lucky Old Lady in Bravil, which leads to crypt of the Nightmother. Enter the crypt and the traitor will reveal himself when the Nightmother appears. Defend the Nightmother, kill the traitor, and she will talk to you and promote you to the Listener of the Dark Brotherhood. The achievement will unlock when the initial part of the conversation with the Nightmother is complete.
Pit Dog, Arena10
Joined the Arena in the Imperial City (1) 
Note: Adjusting the difficulty of the game makes the entire Arena questline much easier (See “Escape from the Imperial Sewers”).

To join the Arena, simply go the Arena, enter the door to the left, and go down into the Bloodworks. Once you’re down there, look in the room to the left and speak to Owyn, the Blademaster. Tell him that you want to be a combatant and he’ll let you join the Blue Team at the rank of Pit Dog and give you a new suit of armor. You must wear this type of armor for every arena match. The achievement will unlock as soon as the initial conversation with Owyn is complete.
Brawler, Arena10
Reached Brawler rank in the Arena (1) 
Reached Brawler rank in the Arena

The exact strategy that you take for each fight will depend on the type of character that you’ve created. This guide will, however, give you an idea of what to expect in each battle. Every advancement in rank requires winning three arena matches until you become Champion. Each corresponding achievement will unlock as soon as you start your conversation with Owyn after the third fight.

Opponents:
- A female warrior armed with a sword and shield
- A male fighter with a mace and a shield
- An Argonian fighter with a bow
Bloodletter, Arena10
Reached Bloodletter rank in the Arena (1) 
Opponents:
- A battlemage who can heal himself and attacks with frost spells
- Two female Bosmer fighters – one with a sword and the other with a bow
- A Khajiit who can heal himself and fights with an axe
Myrmidon, Arena10
Reached Myrmidon rank in the Arena (1) 
Opponents:
- A male warrior armed with a sword or a mace and shield
- A female fighter with a short sword and a shield
- A Dunmer fighter with a long sword and bow who is also resistant to fire spells
Warrior, Arena10
Reached Warrior rank in the Arena (1) 
Opponents:
- A Bosmer armed with a dagger
- An Altmer with a long sword and a shield
- An Orc with a battle axe
Gladiator, Arena10
Reached Gladiator rank in the Arena (1) 
Opponents:
- A Nord female armed with a long sword and a shield that also has resistance to cold spells
- An Altmer with a long sword and a variety of offensive spells
- An Orc with a glass warhammer
Hero, Arena10
Reached Hero rank in the Arena (1) 
Opponents:
- Three Argonians – one of them is armed with a short sword and the other two are unarmed
- A Khajiit with a long sword
- A male fighter with a long sword
Champion, Arena10
Reached Champion rank in the Arena (1) 
Opponents:
- A former Blade with an Akaviri Katana and shield
- A mage who is completely immune to magic
- The Yellow Team Champion, an archer, and a mage. You will have the boar, Porckchop, fighting alongside you. Allow him to occupy the two other fighters while you focus on the Champion. Be careful to avoid hitting him accidentally otherwise he will turn on you.
Grand Champion, Arena50
Completed the Arena Questline (1) 
If you talk to the Gray Prince before this point, he will ask you to investigate his past for him, starting a sidequest called “The Origin of the Gray Prince”. He will be so demoralized by what you tell him that when the time comes for you to challenge him, he will allow you to kill him without a fight. If you choose not to do this sidequest, be prepared for a challenge. He’s quite strong with several powerful attacks, so bring a number of healing potions with you. To fight the Gray Prince you must talk to Ysabel Andronicus, the Battle Matron. You can find her at the opposite end of the room as Owyn in the Bloodworks. After you beat him, take his Raiment of Valor off his body and return it to Ysabel. The achievement will unlock as soon as the conversation with her ends.
Pickpocket, Thieves Guild10
Joined the Thieves Guild (1) 
Joining the Thieves Guild can be accomplished in a number of ways. The first is to simply steal some items by breaking into a house or pick pocketing someone. Then allow the guards to catch you and throw you into jail for a bit. Once you’re released, a representative of the Thieves Guild will approach you. Alternatively, you can also read one of the wanted posters for the Grey Fox posted around the Imperial City. Doing so will add the “Grey Fox” conversation topic with some NPCs. Find a beggar in the Imperial City and ask them about the Grey Fox. If their disposition is high enough, they will ask you if you are looking for him. If you say that you want to join him, they will tell you to go to the Garden of Dareloth in the Waterfront District of the Imperial City at midnight.

Armand Christophe, a representative of the Thieves Guild, will meet you and two other potential recruits. The test for admission is race to which of the three of you can steal the diary of Amantius Allectus and return it to Armand first. To start, talk to the beggar Puny Ancus and bribe him to tell you the location of the house. He will tell you that it is in the Temple District. The house is actually right next to the door between the Temple District and the Imperial City Arboretum. Break into the house and open the desk on the right side of the room to take the diary. Return to Armand in the Garden of Dareloth, give him the Diary, and he will admit you to the Thieves Guild. The achievement will unlock as soon as the initial conversation with Armand is finished.
Footpad, Thieves Guild10
Reached Footpad rank in the Thieves Guild (1) 
The promotion to Footpad requires you to perform one assignment, Untaxing the Poor, for Armand. The quest won’t be accessible, however, until you have sold fifty gold worth of stolen goods to Ongar in Bruma. At that point, return to the Garden of Dareloth and visit with Armand. He will ask you to steal some collected taxes and tax records from the South Watchtower.

The first floor is a public area. Enter between 9:00 AM and 11:00 AM and there should be no guards. Go up the ladder to the second level, take the ladder on the left to go to the third floor, and then the next ladder on your left to access Lex’s private quarters. If you’re seen on the second or third level, you’ll be asked to leave, but if they catch you in Lex’s quarters, you’ll be arrested on sight, so make sure that you’re sneaking or using chameleon or invisibility spells. The desk with the records is immediately on your right when you enter Lex’s room. Steal the records and the gold and leave the Watchtower the same way that you entered. Return to Armand at midnight and give him the records. The achievement will unlock when the conversation with Armand is over.
Bandit, Thieves Guild10
Reached Bandit rank in the Thieves Guild (1) 
The promotion to Bandit requires you to perform one assignment, The Elven Maiden, for Armand. Before Armand will give you the quest, you must have sold one hundred gold worth of stolen goods. Go to the chapel in Cheydinhal and steal the bust of an elven maiden from the Undercroft there. Be aware of the guard patrolling the area – she will attack you on sight and you’re not allowed to kill her. Steal the bust and return to the Imperial City. You’ll discover that a traitor has accused Armand of stealing the bust and the Imperial Watch is covering the Waterfront and Armand is in hiding.

Find Methredhel and she will explain the situation to you. You’ll need to sneak into the house of Myvryna Arano, the traitor, and plant the bust in the cabinet to the right of the room. Once that’s been accomplished, tell Hieronymus Lex that Arano has the statue. Lex must have a disposition that’s greater than seventy before he will believe you. At that point, he will question and arrest Arano and you will be able to talk to Armand at midnight. When you do, he will promote you Footpad and the achievement will unlock as soon as the conversation is over.
Prowler, Thieves Guild10
Reached Prowler rank in the Thieves Guild (1) 
The promotion to Prowler requires you to perform a single assignment, Ahdarji’s Heirloom, for S’krivva in Bravil. Before she will give you the assignment though, you must fence two hundred gold worth of stolen goods. S’krivva will ask you to steal back a ring that was stolen by an independent thief. You must find the ring’s owner, Ahdarji, in Leyawiin – you can find her at her house, Five Claws Lodge at lunch, or at the Three Sisters’ Inn in the evening. Find her and she will tell you that an Argonian named Amusei stole it from her.

Talk to the beggers in Leyawiin and they will tell you that Amusei is in the Leywiin Castle prison. Go to the Castle Dungeon and either bribe the jailor to let you visit Amusei or pickpocket the key off of him. Talk to Amusei and, if you give him a lockpick as a bribe, he will tell you that the ring originally belonged to the Countess of Leyawiin and she has now recovered it. Return and talk to Ahdarji and she will offer to pay you double to steal the ring.

Enter the Castle, go straight through to the Throne Room, and wait until 1:00 Am. Then, enter the Basement all the way to the right of the thrones and find the open-topped barrel against the south wall. The lever inside will open a secret passage through the torture chambers and into the Countess’ bedroom. Pick the lock on the door at the end, turn right, and pick the lock on the door at the end of this hall. Another lever will open the exit. Go up the stairs to the left and through the door. Avoid the guard, turn left, and break into the Countess’ Room. The jewelry box is on the table to the right of the bed. Break into it, steal the ring, escape the same way you entered, and sell the ring to Ahdarji. Return to S’krivva and receive your promotion. The achievement will unlock when the conversation with S’krivva is over.
Cat Burglar, Thieves Guild10
Reached Cat Burglar rank in the Thieves Guild (1) 
This promotion requires you to have fenced three hundred gold worth of stolen goods. Talk to S’krivvva and she will tell that Hieronymus Lex has invaded the Waterfront District looking for the Gray Fox. You must find Methredhel and help her coordinate the Guild’s response. Bribe a beggar in the Imperial City and they will tell you that she is hiding in Dynari Amnis’s house in the Talos Plaza District. Talk to her and she will tell you that you and several operatives will steal several high-profile objects and force Lex to reassign his watchmen.

You are to steal Hrormir’s Staff from the Archmage’s room in the Arcane University. Wait outside the Arcane University until 1:00 AM. Use the portal in the lobby to go to the second level, and the portal there to access the Archmage’s Quarters. The staff is at the foot of his bed, steal it, and place the note in the nightstand to the left of the bed. Exit the University the same way you entered and return to Methredhel. She will ask you to go to the Waterfront and eavesdrop on Lex. You will see a Dremora deliver a note to Lex, ordering him to return his men to their posts. Find the note after he throws it on the ground and return to Methredhel.

She will ask you to return the staff, but you can’t take it back to the University. Instead, you will return it to the chest in the home of Ontus Vanin in the Talso Plaza District. Break into his house and sneak up to the second floor. You will find the chest in the corner of the room to the right of the door. Place the Ice Staff in the chest and return to S’krivva for your reward. The achievement will unlock when the conversation with S’krivva is over.
Shadowfoot, Thieves Guild10
Reached Shadowfoot rank in the Thieves Guild (1) 
The promotion to Shadowfoot requires you to complete two quests, “Lost Histories” and “Taking Care of Lex”.

Lost Histories – S’Krivva will give you this quest once you have fenced four hundred gold worth of stolen merchandise. Another guild thief, Theranis, has not returned from an assignment in Skingrad where he went to steal the book Lost Histories of Tamriel. You are to return with the book, regardless of the fate of your fellow thief. If you talk to the beggars in Skingrad, you discover that Theranis was arrested and thrown into the castle dungeons. Talk to the guard about getting a job at the castle and he will tell you that the castle butler, Shum gro-Yarug, is hiring new staff. Talk to the butler, who is usually in the Main Hall, and he will hire you as a servant to feed the prisoners.

Return to the prison and use your new position to gain access to the prison cells by talking to the guard. Unfortunately, the only prisoner there, Larthjar the Laggard, tells you that a “Pale Lady” has take Theranis from his cell and later his Argonian cell-mate as well. Follow the trail of the blood left by the Argonian on the floor and it will lead you to a wall. Pull the “Strange Candle” on the right and a secret passage will open. Follow the trail through the passage and into the wine cellar until you get to a very large wine cask. There is another “Strange Candle” on the cask to the right, which will open the cask. Go through until you see the Pale Lady.

If you can sneak attack, do so, because she will attack you on sight. Theranis is dead on the floor. Check his body and then talk to Amusei, the Argonian prisoner. You must free Amusei using the key off of the body of the Pale Lady and return to the wine cellar. Turn right and exit into the Dining Hall. Sneak out of the Castle through the door on the back right corner of the room and then exit the Courtyard through the Main Gate. Once you have successfully escaped the Castle, Amusei will tell you that the book is hidden under a bush that is near Nerastarel’s house on the north side of town. Recover the book and return it to S’krivva for your reward.


Taking Care of Lex – S’Krivva will give you this assignment after you have fenced five hundred gold worth of stolen goods. The Countess of Anvil is looking for a new captain for her guard and you will replace the list of candidates with one that highly recommends Lex. You must begin by stealing the real letter from the desk of Dairhill in Anvil. Travel to Anvil and talk to a beggar. They will tell you to talk to Orrin, the blacksmith, in the castle, who turns out to be a Guild member. He will show you a secret passage that leads directly to the private quarters. Turn left when you come out of the passage, open the door to Darihill’s room, and break into her desk to steal the list. Exit the Castle and go talk to a beggar about the Master Forger. They will tell you that he lives in the Abandoned House to the right of the Anvil Mages Guild.

Wait until late afternoon or early evening, enter the house, and ask him about forging the letter. Wait one day and then return to him to pick up the letter. You must pay him the fee of five hundred gold at this point. Travel to the Imperial Legion Offices at the Imperial City Prison, break in, and use the seal on the desk. Once the letter is sealed, deliver it to Countess Unbranox in Anvil. She will decide to hire Lex and ask you to deliver the transfer orders to him. Find him in the Imperial City, give him the orders, and return to S’krivva for your reward and promotion. The achievement will unlock when the conversation with S’krivva is over.
Master Thief, Thieves Guild10
Reached Master Thief rank in the Thieves Guild (1) 
The promotion to Master Thief requires the completion of two quests – “Turning a Blind Eye” and “Arrow of Extrication”.

Turning a Blind Eye – The Gray Fox will give you this quest after you have fenced six hundred gold worth of stolen goods. Once you’ve fenced enough stuff, wait around the Imperial City until Methredhel finds you and tells you that they Gray Fox is waiting for you in the house of Helvius Cecia in Bruma. The Gray Fox will require you to steal Savilla’s Stone from the Temple of the Ancestor moths. The Temple is in the mountains north of Cheydinhal near Azura’s Shrine. Talk to Brother Holger and get his disposition above eighty and he will lead you to Catacombs.

Once inside, sneak through the catacombs, avoiding the monks. You can kill them if you must – the Thieves Guild bloodprice ends at the entrance of the catacombs. As you get deeper, make sure you are aware of the traps and tripwires. You will also encounter other guardians like wraiths and skeletons. Once inside the Shrine of the Moth, you will see the Blind Moth Prelate with Savilla’s Stone on the altar to the right. Directly behind him is a Dark Welkynd Stone that will shoot blasts of energy at you, even if you have a high sneak skill or invisibility spell. The quickest way to finish the quest is to run down the middle stairway, grab the stone, and run up the other side and through the doorway on the right. If you’re quick, you’ll make it through before the stone can hit you. In the room to the right is a ladder out of the caverns. Return to Bruma and talk to the Gray Fox.


Arrow of Extrication – After you have fenced seven hundred gold, Amusei will find you and tell you to report the Gray Fox in the home of Malintus Ancrus in Chorrol. The Gray Fox will ask you to steal the Arrow of Extrication from Fathis Aren in Bravil. Talk to one of the beggars in Bravil and they will direct you to his private tower outside of town and tell you that there is a secret passage from the Castle out to the tower. Go to the Castle and wait outside the door to the North Wing on the second floor until 7:00 AM. The guards will soon change posts and you can pick the lock while they’re gone. Break into the first room on your left. Activate the pillar on the right side of the alcove directly across from the entrance to open a secret passage.

Work your way through the tunnels until you get to a water-filled shaft. Part of the way down the shaft, you will see a tunnel on the north side. Follow the tunnel to a new set of halls that lead to Fathis’ Tower. Once inside the Tower, go up the stairs to the third floor. You will see Fathis working in an alcove on the other side of the tower. Sneak past him and steal the arrowhead from the chest on his right along with the key to the tower. Return to the ground floor, exit through the main door, and return to the Gray Fox in Chorrol. The achievement will unlock when the conversation with the Gray Fox is over.
Guildmaster, Thieves Guild50
Completed the Thieves Guild Questline (3) 
Finishing the Thieves Guild Questline requires the completion of two quests – “Boots of Springheel Jak” and “The Ultimate Heist”.

Boots of Springheel Jak – After you have fenced a total of eight hundred gold, Amusei will contact you and tell you to meet the Gray Fox at the home of Ganrendel in Cheydinhal. The Gray Fox will ask you to steal the Boots of Springheel Jak from their current owner, Jakben, Earl of Imbel. Travel to the Imperial City and talk to a beggar to learn that Jakben lives in the Talos Plaza District. Break into the house during the day and go upstairs to the Private Quarters. The Earl will be there and you can bully him into giving you the keys to the catacombs. Take the key down to the basement and open the catacombs. Carefully explore the catacombs killing off the vampiric inhabitants as you go. Once you find Springheel Jak’s coffin, open it, and discover that the boots are not inside. Reading the diary that is there, however, will reveal that Springheel Jak is not dead, but rather, has become a vampire and taken the name of Jakben, Earl of Imbel. At this point, Jak should run in and attack you. You can either fight him directly or run outside and let the sunlight and the Imperial Guards take care of him for you. Either way, recover the Boots off of his body once he’s dead. Return to the Gray Fox in Cheydinhal to receive your reward.


The Ultimate Heist – After you have fenced a total of one thousand gold, Amusei will contact you and tell you that the Gray Fox wants to meet you at the home of Orthelo in the Elven Gardens District of the Imperial City. Before you begin your quest, the Gray Fox will give you the Boots of Springheel Jak and the Arrow of Extrication. Make sure that you also have a bow in your inventory, so you can fire the arrow when the time comes. You’ll also potentially encounter ghosts and wraiths, so make sure you have a silver or magic weapon.

First, go to the Elder Council Chambers in the Imperial Palace and break into the basement. Avoid the guard wandering around and activate the Glass of Time. This opens the door in the Old Way under the Imperial Palace that you escaped through at the beginning of the game. Leave the Palace and enter the sewers via the grate in the Imperial City Arboretum. Work your way through the sewers until you find the Lost Catacombs. Be careful as you travel because there are going to be a variety of different enemies wandering around, depending your character’s level. Once you find the large open room in the Lost Catacombs, you’ll need to equip the Boots of Springheel Jak to make the jump up to the level above you. There are two pressure blocks on this level that you must activate to open the door out of the room and into the Hall of Epochs.

Work your way through the Hall of Epochs until you find the room containing the keyhole pillar. You must fire the Arrow of Extrication at the hole, but the hole is only revealed when you’re standing at a particular spot. To access that spot, find the moveable wall at the south end of the room. Go past the wall and find the push block in the next room. This opens up a new area. Find another push block and then return to the spot in front of the pillar. A wall has been moved and the pressure plate is now accessible. Kill the enemies that have also been revealed, so you can step on the plate, spinning the statue around and revealing the keyhole. Save your game before you shoot the Arrow of Extrication at the hole, so you can reload if you miss.

The giant statues next to the statue will come to life if you try to walk past them into the Imperial Guard quarters. You will either have to sneak by them or kill them because they will alert the guards if you just try to run past. Once they’re dead, sneak through the Guard quarters and turn left when you get to the hall. Avoid the guard patrolling the hall, pick the lock on the door at the end, and enter another hall. At the end of the hall is the door leading into the Elder Scrolls Library proper, which will need to be picked. Walk, don’t run, down the stairs until you get to a table. Sit at the table and wait for a monk to bring you the scroll. Take the scroll and sneak back out.

If your sneak skill isn’t high enough, the monks will attack you and you’ll have to fight your way out. Turn left out of the Library, avoiding the guard in the hallway, and find the Moth Priest’s Quarters. Sneak through until you get to the Imperial Battlemage’s Chamber. In the room in the middle you will find a fireplace with a loose grate. Equip the Boots of Springheel Jak and go through. You will fall a significant distance, but the Boots will save you, although they will be destroyed in the process.

You’ve fallen all the way down into the Old Way and you simply need to work your way through the sewers until you can exit up into the basement of the Best Defense. Return to the Gray Fox and he will give you a ring to give to the Countess of Anvil. Visit the Countess during the day in her castle, present the ring to her, and you’ll trigger the end of the quest and your promotion to Guildmaster of the Thieves Guild.
Associate, Mages Guild10
Joined the Mages Guild (1) 
To join the Mages Guild, you simply need to talk to a recruiter for the Guild at any one of their guildhalls. There is a hall in each major city. Talk to anyone in the hall about joining the guild and they will direct you to the recruiter. Talk to the recruiter about joining and they will admit you to the guild with the rank of Associate.
Apprentice, Mages Guild10
Reached Apprentice rank in the Mages Guild (1) 
Further promotion within the Mages Guild, and the accompanying access the Arcane University, requires you to first obtain recommendations from the head of each of the seven regional Guildhalls. These can be found in Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawin, and Skingrad. Of course, these recommendations can only be obtained by completing a short quest for each one.

Anvil: The Anvil recommendation can be obtained from Carahil. She will ask you to investigate the deaths of several merchants along the road near Brina Cross Inn, north of Anvil, apparently at the hands of a Frost Mage. If you talk to her further about the subject, she will give you scrolls of Frost Shell to protect from the Frost Magic. Travel to the inn and meet with Arielle Jurard. She will tell you to act like a traveler and get a room. Once you do so, she will meet you there and tell you to sleep in the inn overnight before traveling along the Gold Road toward Kvatch. Follow her instructions and travel down the road. You’ll eventually be stopped and attacked by the mage Caminalda. Jurard and another Battlemage will appear and the three of you are more than enough to kill your attacker. Once she’s dead, return to Carahil in Anvil and she will send in your recommendation.

Bravil: The Bravil recommendation can be obtained from Kud-Ei. She’s concerned about a Dark Elf named Varon Vamori who has apparently stolen the staff of Ardaline, another guild member, and she wants you to get it back. If you talk to Kud-Ei further about this, she will give you a scroll of Beguile, which can be used to raise Vamori’s disposition toward you. Find Vamori in the guildhall or around Bravil and talk to him about the staff. You will likely have to raise his Disposition toward you by using either the Beguile spell or the Disposition mini-game until he’s willing to confess. Once he does, he’ll admit to selling the staff to a friend in the Imperial City. If you return to Kud-Ei at this point, she will provide you with three more scrolls of Beguile to aid you with the next step. Travel to the Imperial City and find the home of Soris Arenim in the Talos Plaza District. Enter the house and talk to him. Again, you’ll probably have to raise his Disposition before he will agree to sell you the staff. Once you’ve purchased the staff, return it to Kud-Ei and she will send in your recommendation.

Bruma: The Bruma recommendation can be obtained from Jeanne Frasorie. She wants you to find a missing Khajiit mage named J’skar. She thinks that a spell may have backfired, causing him to disappear. She will only give you the recommendation if you can make him reappear. Start by finding another mage in the guildhall named Volanaro. He says he will help you if you help pull a prank on Jeanne by stealing her Manual of Spellcraft out of her desk. To help you, he teaches you a spell called Minor Latch Crack. Find Jeanne’s room on the second floor and open the desk in the middle of it. Take the manual, give it Volanaro, and he will tell you to meet him in the living quarters at 10:00 PM. At that time, meet him, and he will make J’skar reappear. Go and talk to Jeanne after J’skar has reappeared and she will send in your recommendation.

Cheydinhal: The Cheydinhal recommendation quest begins by talking to Falcar who will task you with retrieving the Ring of Burden from a well behind the guildhall. To get into the well, you must talk to Deetsan, another mage, to get the key to the well. When you talk to Deetsan, she will tell you that she thinks Falcar is trying to get you killed because Vidkun, the last Associate that came for a recommendation, disappeared performing the same task. She gives you the key and teaches you the spell Buoyancy, which has feather and water-breathing effects. This will be useful because the ring has a weight of 150. Before you dive into the well, make sure that you have enough room in your inventory to carry something that heavy. When you’re ready, enter the well and swim until you find Vidkun’s corpse near the ceiling. Search the body, take the ring, and return to Deetsan. She tells you that Falcar has stormed out of the guildhall in a rage after he found out that she helped you. She tells you to search his room to find your recommendation. Search his room in the basement and find the two Black Soul Gems in the locked drawer. Give the Soul Gems to Deetsan and she will write the recommendation for you.

Chorrol: The Chorrol recommendation can be obtained by talking to Teekeeus. He wants you to figure out why a former guild member named Earana is in town. Talk to her and she will tell you that she wants help finding a book titled “Fingers of the Mountain”, but asks you not to tell the guild. Return to Teekeeus and tell him what she said. He will also ask you to recover the book, but he wants you to return to him. Either way, go find the book on Cloud Top mountain to the northwest of Chorrol. You’ll find the book among some charred remains. When you return, you’ll to choose whether to give the book to Teekeeus or Earana. If you give the book to Teekeeus, he’ll write your recommendation and Earana will ask you to steal back. If you choose to give it to Earana first, Teekeeus will demand that you steal it back from her before you get your recommendation. Make whichever choice you prefer.

Leyawiin: Speak to Dagail to begin the quest. She will mention that she cannot help you because she has lost an amulet and suggests that you talk to a woman named Agata. Agata explains that Dagail has lost the Seer’s Stone, which she uses to control her visions. Talk to another mage named Kalthar who seems happy that the Stone is gone. Return to Agata and she will suggest that you talk to Dagail again. Dagail will tell you the location of the fort where her father was stationed. You need to travel to Fort Blueblood, southeast of Leyawiin and explore the ruins. The fort is full marauders and other monsters, so be prepared to fight or sneak your way through. You will need to kill the Marauder Warlord to obtain the Fort Blueblood Key or pickpocket it from him. This key will open the door to the room containing Manduin’s coffin, which contains Manduin’s Amulet. As you begin to leave the fort, Kalthar will stop you, demanding the amulet. Eventually, he will attack you and you will be forced to kill him. Return to Dagail with amulet and she will send in her recommendation.

Skingrad: The Skingrad recommendation can be obtained by talking to Adrienne Berene. She will ask you to find a Wood Elf named Erthor. Ask the Argonian Druja about Erthor and he will tell you that he can be found in Bleak Flats Cave and will mark it on your map. Talk to Adrienne again and she will teach you a Weak Fireball spell to help you on your way. When you travel to the cave, you will discover that it is full of zombies who have trapped Erthor inside. Kill the zombies as you explore the cave. Once you find Erthor, he will refuse to move until every zombie in the cave is dead. When you finished exterminating the zombies, escort Erthor back to Skingrad. After you’ve returned to the guildhall, talk to Adrienne and she will send in your recommendation.

Once all of the recommendations have been achieved, travel to the Arcane University in the Imperial City and talk to Raminus Polus. He will promote you to Apprentice, giving you pull access to the Arcane University along with the Robe of Apprentice.
Journeyman, Mages Guild10
Reached Journeyman rank in the Mages Guild (1) 
Talk to Raminus Polus and he will tell you that you must have a mage’s staff before you can be promoted further. The wood for this staff must come from a grove near Wellspring Cave, northeast of the Imperial City, so he instructs you to go there and talk to Eletta or Zahrasha. Travel to Wellspring Cave and enter it to find the body of Zahrasha just inside. Take the Wellspring Cave Key off of her body and travel through the cave, killing the necromancer that you find there. Exit the cave to find yourself on an island in the middle of the lake.

There are a number of other necromancers on the island who you will have to kill. If you’re having trouble with them, you can duck back into the cave and only one will follow you, allowing you to pick them off individually. Once they’re all dead open the chest and retrieve the Unfinished Staff. Return to the Arcane Sanctuary and speak with Raminus Polus. He will direct you to Delmar in the Chironasium. He will ask you to pick out the type of enchantment that you want in your staff and then wait for twenty-four hours. Once you’ve picked up the staff from Delmar, talk to Raminus again and he will promote you to Journeyman.
Evoker, Mages Guild10
Reached Evoker rank in the Mages Guild (1) 
Talk to Raminus again to initiate a quest in which he asks you to retrieve a book from Count Janus Hassildor in Skingrad. When you arrive at the Count’s castle, you will discover that the appointments are made through Mercator Hosidus who tells you that must wait until the next day for an audience. Wait for twenty-four hours, talk to Hosidus again, and he will tell you that the Count will meet you near the Cursed Mine at 2:00 AM. Follow your quest marker to the appropriate location because the quest log itself will tell you to go north of the mine when the actual location is to the southeast. Rather than meeting the Count, Hosidus and two other necromancers will arrive and attack you. Be very careful during this fight because Count Hassildor will arrive during the attack and fight against the necromancers, so avoid hitting him. After the attackers are dead, you’ll have a brief conversation with the Count before returning to Raminus at the Arcane University with a message. After you relay the message from Hassildor, Raminus will promote you to Evoker.
Conjurer, Mages Guild10
Reached Conjurer rank in the Mages Guild (1) 
Talk to Raminus after your promotion to Evoker and he will ask you to help another mage, Irlav Jarol, with his excavation and investigation of the Ayleid ruin called Vahtacen. Irlav is somewhere in the Arcane University, so follow your quest marker to track him down and he will direct you to talk to Skaleel, the mage running the research at Vahtacen. Before you arrive at the site, make sure you have a spell, scroll, or staff capable of casting a Frost Damage spell. Travel to the site, south of Cheydinhal, and talk to Skaleel. She tells you that a pillar is blocking their access to the rest of ruins and tasks you with figuring out how to open it. Denel, another mage, is in the room containing the pillar and he suggests that you get a book from Skaleel on Ayleid translations so you can interpret the inscriptions on the four tablets in the corners of the room.

Talk to Skaleel again and she will give you the book. Go back to the pillar room, read the inscriptions, and then talk to Denel again. It turns out that you have to cast four different kinds of magic spells (Fire Damage, Frost Damage, Damage Magicka, and Fortify Magicka), in that order, on the pillar to make it open. You should have brought a Frost Damage spell with you and there are scrolls for the other three types of spells in the chest that you find in that room. Cast the spells in the sequence listed above and the pillar will open up, revealing a stairway. Explore the ruins, killing off the undead that you find there, until you locate an Ancient Elven Helm. Talk to Skaleel and she will instruct you to go back to the Arcane University with the helm. Take the helm back Irlav and then talk to Raminus to receive your promotion to Conjurer.
Magician, Mages Guild10
Reached Magician rank in the Mages Guild (1) 
Talk to Raminus to receive the quest for promotion to Magician. He will ask you to acquire some information regarding Black Soul Gems from Tar-Meena. Find Tar-Meena in the Mystic Archives, ask her about Black Soul Gems, and she will tell you to locate a book called Necromancer’s Moon. You can find the book on a small table on the lower floor of the Library. Return to Tar-Meena with the book and she will give you some information about the book and send you back to Raminus.

Raminus will respond by sending you to talk to Bothiel. She doesn’t help you much, but she does give you a note, listing several locations, left by Falcar who was also interested in Black Soul Gems. Talk to Raminus again and he will send you to Dark Fissure Cave, south of Cheydinhal to learn more. To complete the quest, all you technically have to do is enter the cave, kill the Anchorite Worm on the left as you enter, and take the Handwritten Note from his body. Take the note back Raminus and speak to him about Advancement to receive your promotion to Magician.
Warlock, Mages Guild10
Reached Warlock rank in the Mages Guild (1) 
Now you receive your assignments directly from Arch-Mage Traven. He will ask you to visit Nenyond Twyll, south of the Imperial City, to help protect a Mages Guild informant who is spying on a group of necromancers. When you arrive at the ruin, you’ll discover that there is only a single Imperial Battlemage still alive and he die shortly after you arrive. Explore the rest of the ruin until you meet the necromancer Mariette Rielle who tells you that the spy has been turned into a Worm Thrall. Kill her and activate the nearby switch to open the room where the former spy is wandering around. Simply attempt to talk to him and then return to Arch-Mage Traven with the news. Killing the Worm Thrall is not necessary. After the quest is complete, talk to Raminus to receive your promotion to Warlock.
Wizard, Mages Guild10
Reached Wizard rank in the Mages Guild (1) 
The promotion to Wizard requires you to complete two quests – “Information at a Price” and “A Plot Revealed”.

Information at a Price – You receive this quest from Arch-Mage Traven. He will ask you to return to Skingrad and obtain some information from Count Hassildor. Once you get to the Count’s castle, arrange a meeting with his assistant Hal-Liurz. Talk the Count and he will ask you to rid the area of both a group of vampires and a batch of vampire hunters. He won’t care how you do it as long as he and his guards aren’t involved. The fastest way to complete this quest is to simply find the Wood Elf Eridor by talking to Mog gra-Mogakh at the Two Sisters Lodge. Once you find him, tell him that the vampires are hiding in Bloodcrust Cavern, east of Skingrad. He will take his hunters to the cavern and attack them. More than likely, the hunters will all die. Regardless of the outcome, kill everyone left at the cavern, hunter and vampire alike. Once everyone is dead, return to the castle, arrange another meeting with the Count via Hal-Liurz, receive the information from the Count, and return to Traven.

A Plot Revealed – You’ll need to wait a few days after completing “Information at a Price” before Traven will give you your next assignment. He wants you to investigate why he hasn’t heard anything from the Bruma Mages Guild in several days. When enter the Mages Guild, it will be on fire and you’ll find a number of undead wandering around. Kill them off and explore the guildhall until you find a final necromancer, Camilla Lollia. After you kill her, J’skar will appear and tell you what transpired. Return to Traven with your report and then talk to Raminus to receive your promotion to Wizard.
Master-Wizard, Mages Guild10
Reached Master-Wizard rank in the Mages Guild (2) 
The promotion to Master-Wizard requires you to complete two quests – “The Bloodworm Helm” and “The Necromancer’s Amulet”. Both of these quests are given to you at the same time and it doesn’t matter in what order you complete them.

The Bloodworm Helm – Simply travel to Fort Teleman to the northeast of Leyawiin and fight your way through the necromancers that you find there. You’ll eventually find a group of necromancers fighting Daedra. Let them kill each other and then finish off the survivors. At the end of the fort, you’ll find the body of Irlav Jarol. Take the Bloodworm Helm off of his corpse. If this is the first quest you’ve done, proceed on to “The Necromancer’s Amulet”. If you’ve done both, return to Traven and then speak to Raminus to receive your promotion.

The Necromancer’s Amulet – Travel to Fort Ontus, northwest of Skingrad, and talk to the mages inside the fort. They will direct you to Caranya. Talk to her until she reveals that she is a necromancer. At this point, she will attack you. Once she’s dead, take the Necromancer’s Amulet off of her body. Be careful as you exit the fort because the mages will not attack you. If this is the first quest you’ve done, proceed on to “The Bloodworm Helm”. If you’ve done both, return to Traven and then speak to Raminus to receive your promotion.
Arch-Mage, Mages Guild50
Completed the Mages Guild Questline (1) 
The promotion to Arch-Mage requires you to complete two quests – “Ambush” and “Confront the King”.

Ambush – Talk to Traven to receive this quest. He’ll send you to Silorn, southwest of the Imperial City, and meet the three Battlemages there. They will set up an ambush outside of the door to the ruins. Once you’ve positioned the Battlemages to your liking, speak to Thalfin and four necromancers will emerge from the ruins and attack you. During the attack, Falcar will flee back to the ruins. Follow him and chase him through the ruins until you can kill him. Take the Colossal Black Soul Gem off of his body and return to Traven.

Confront the King – Talk to Traven and he will promote you to Arch-Mage. He then kills himself and traps his soul in the Colossal Black Soul Gem. Take the gem off of his body, rendering you immune to the King of Worms spells that will turn you into a Worm Thrall. Travel to Echo Cave, west of Bruma, and kill the necromancer guarding the entrance. Fight your way through the cave until you find Mannimarco. He will trap you in a bone cage and talk with you for a bit until he tries to turn you into a Worm Thrall. When that fails, he will attack you. Kill him however you want, but be aware that he will frequently summon minions to aid him. Once he has been destroyed, return to Raminus at the Arcane University to finish the questline.
Associate, Fighters Guild10
Joined the Fighters Guild 
Joining the Fighters Guild is as simple as talking to the right person. These guild members can be found in the guildhall of their respective town: Vilena Donton of Chorrol, Burz gro-Khash of Cheydinhal, or Azzan of Anvil. Importantly, you cannot join if you have a bounty on your head or if your Infamy score is above 100, unless your Fame score is also above 100.
Apprentice, Fighters Guild10
Reached Apprentice rank in the Fighters Guild 
See Journeyman, Fighters Guild.
Journeyman, Fighters Guild10
Reached Journeyman rank in the Fighters Guild 
The promotion to Apprentice requires you to complete your first quest from either Azzan (A Rat Problem) or Burz gro-Khash (The Desolate Mine). The promotion to Journeyman requires you to finish the other possible first quest as well as a second quest (The Unfortunate Shopkeeper) from Azzan. For the sake of simplicity, all three quests are discussed here.

A Rat Problem – Talk to Azzan and he will send you to the house of Arvena Thelas, west of Anvil’s North Gate. She’ll ask you to figure out what’s been killing the pet rats that she keeps in her basement. When you enter the basement, you’ll be attacked by a starving mountain lion. Kill it, report back to Arvena, and she will send you to find Pinarus Inventius across the road. He will lead outside of the city where you will find four more mountain lions. Return to Arvena and she will ask you to kill another lion in her basement. At this point, she tells you that she suspects that her neighbor Quill-Weave has something to do with the problem. Hide behind Arvena’s house until midnight and you’ll see Quill-Weave leaving rotten meat in her yard. Confront her and then choose to keep her secret or expose her to Avena. Either way, return to Azzan when you’re done.

The Desolate Mine – Speak to Burz gro-Khash and he will ask you to deliver a supply of weapons to some other Fighters Guild members at the Desolate Mine, northwest of Cheydinhal. Travel to the mine and speak with Rienna. Distribute the weapons to the three fighters there and then proceed through the mine to kill all the goblins that you find there. Once the goblins have all been killed, return to gro-Khash for your reward.

The Unfortunate Shopkeeper – Azzan will send you to talk to Norbert Lelles and his shop in on the dock outside of Anvil. He will ask you to stay in his shop overnight to protect his merchandise from thieves. Wait in the store overnight until three men break in. Kill all three and then proceed next door to the Flowing Bowl Inn and report your success. After receiving your reward from Lelles, return to Azzan with your report.
Swordsman, Fighters Guild10
Reached Swordsman rank in the Fighters Guild 
The promotion to Swordsman requires you to complete two quests from Modryn Oreyn – “Unfinished Business” and “Drunk and Disorderly”.

Unfinished Business – Talk to Vilena Donton in Chorrol and she will direct you to Modryn Oreyn for this quest. He sends you to Skingrad to talk to a guild member named Maglir who has defaulted on a contract. Travel to the West Weald Inn in Skingrad and he will tell you that he doesn’t think the guild is paying him enough money to complete his mission. From there travel to Fallen Rock Cave to the northwest of Skingrad and find the missing journal that Maglir was supposed to recover. You’ll have to fight your way through some undead to accomplish this. Return to Modryn with the journal. Whether you choose to take credit for finding it or give the credit to Maglir, the quest will be complete either way.

Drunk and Disorderly – Talk to Modryn Oreyn and he will instruct you to travel to Leyawiin and stop three of your fellow guild members from causing problems around the city. Travel to Leyawiin and you’ll find the three troublemakers at the Five Claws Lodge. Talk to Vantus and he will blame the problems on the Blackwood Company because they’ve been stealing jobs from the Fighters Guild. Talk to Witseidutsei, the bartender, and she will suggest talking to Margarte. Find Margarte she will tell you that she will give a job to the Fighters Guild if you can find her five ectoplasm. You can either buy the ectoplasm from an alchemy shop or collect it by killing ghosts and wraiths. Once you’ve collected five, return to Margarte and she will make the Fighters Guild her supplier for Ogre Teeth and Minotaur Horns. Return to the three guild members in Five Claws Lodge with the news before going back to Modryn to receive your promotion.
Protector, Fighters Guild10
Reached Protector rank in the Fighters Guild 
The promotion to Protector requires you to complete two quests – “Den of Thieves” and “Amelion’s Debt”.

Den of Thieves – Talk to Azzan in Anvil to receive a quest to eliminate a den of thieves. He pairs you up with Maglir and send the two of you need to ask around town to find out if someone has any information. Eventually, someone will direct you to speak to Newheim the Portly and he will tell you that he heard the thieves were hiding in Hrota Cave, north of Anvil. Travel to the cave and kill all of the thieves that you find there. If Maglir gets in your way, you can instruct to wait near the entrance rather than follow you around. Once all the thieves are dead, return to Azzan to receive your reward.

Amelion’s Debt – Talk to Burz gro-Khash in Cheydinhal and he will send you to talk to Biene Amelion in the town of Water’s Edge, north of Leyawiin. She will ask you to recover her grandfather’s sword and cuirass from the family tomb, so she can sell them to settle her father’s debt. You have two choices – you can either give Biene the 1000 gold directly and she will allow you to keep the armor if you like or you can travel to the tomb, retrieve the items, and return them to her. Regardless of the choice that you make, return to Burz gro-Khash when you are done and receive your reward.
Defender, Fighters Guild10
Reached Defender rank in the Fighters Guild 
The promotion to Defender requires you to complete two quests – “The Master’s Son” and “More Unfinished Business”.

The Master’s Son – Talk to Modryn Oreyn in Chorrol and will give you a quest to escort Viranus Donton to Nonwyll Cavern to locate Galtus Previa. Once you locate Viranus, travel to the cavern, north of Chorrol’s North Gate, and investigate. You’ll have to fight a number of monsters, including trolls, so spells or weapons with fire damage can be especially helpful. Fortunately, Viranus is “essential” so he cannot be killed during the course of this quest. You’ll find the body of Galtus Previa in the second part of the cavern. After finding the body, return to Modryn for your reward.

More Unfinished Business – Talk to Modryn and he will tell you that Maglir has defaulted on another mission and sends you to Bravil to find out why. Ask around Bravil until you find out that Maglir is at the Lonely Suitor Lodge. When you talk to him, he’ll reveal that he’s joined the Blackwood Company. Depending on how you handled his earlier defaulted quest he will either tell you about the quest that he’s quit on now or you’ll have to go back to Modryn to find out the details. Either way, you’ll be directed by one of them to talk to Aryarie who needs ten pieces of Imp Gall. Talk to her and she’ll send you to Robber’s Glen Cave. Explore the cave until you’ve killed and harvested ten imps and then return to her. After you’ve turned over the Imp Gall, return to Modryn Oreyn for your reward and promotion.
Warder, Fighters Guild10
Reached Warder rank in the Fighters Guild (2) 
Talk to Modryn Oreyn and he will tell you that he has a mission to talk to you about, but wants to do it in private. Meet him at his house later and he will tell you about a failed Fighters Guild mission that the Blackwood Company completed. He wants your help investigating whether or not the target, Azani Blackheart, was actually killed. When you accept the quest, he will tell you to meet him in the Leyawiin Fighters Guild. Travel there, meet with Modryn, and then travel to the ruin of Arpenia, northeast of Leyawiin. Once you get there, Modryn decides that Azani must have moved his base of operations to Atatar to the northeast. Follow him there and explore the ruin until you find Azani. He’s a powerful fighter, so be prepared. Fortunately, Modryn is essential, so he cannot be killed. Once he’s dead, take his ring off of his body and give it to Modryn, earning your promotion to Warder.
Guardian, Fighters Guild10
Reached Guardian rank in the Fighters Guild 
The promotion to Guardian requires you to complete two quests – “The Fugitives” and “The Wandering Scholar”.

The Fugitives – Talk to Burz gro-Khash and he will tell you about four escaped prisoners in Bravil that are creating trouble with the townspeople. Travel to Bravil and talk to the locals until you find out that the fugitives are hiding in Bloodmaybe Cave, northwest of Bravil. Explore the cave until you find and kill all four escaped prisoners. When they are all dead, return to Burz gro-Khash for your reward.

The Wandering Scholar – Talk to Azzan and he will instruct you to protect a scholar named Elante of Alinor who wants to study a Deadric shinre in Brittlerock Cave, northwest of Kvatch. Travel there to find her waiting outside the cave, but do NOT talk to her. Instead, enter the cave and kill all of the monsters that you find on the upper level. Once you’ve killed everything, return to the entrance, talk to Elante and follow her through the cleared cave to the Daedric shrine. Talk to her once you reach the shrine and she will send you away. Return to Azzan for your reward.
Champion, Fighters Guild10
Reached Champion rank in the Fighters Guild 
The promotion to Champion requires you to complete four quests – “Trolls of Forsaken Mine”, “The Noble’s Daughter”, “The Stone of St. Alessia”, and “Mystery of Harlun’s Watch”.

Trolls of Forsaken Mine – Talk to Modryn Oreyn and he will send you to Forsaken Mine to determine the fate of group of Fighters Guild members that were sent there to rid the mine of trolls. Travel to the mine, south of Leyawiin, and begin exploring it. As you move through the mine, you’ll find the bodies of various guild members as well as a number of trolls. Continue exploring until you finally find the body of Viranus Donton. Take his journal off his body and return it to Modryn.

The Stone of St. Alessia – Talk to Azzan and he will send you to the Chapel of Talos in Bruma to recover the stolen Stone of St. Alessia. Travel to the Chapel and talk to Cirroc. He will send east after the thieves. Follow your compass until you find K’Sharr who will tell you that the Stone was taken from them by a group of Ogres who are now in the Ayleid ruin of Sedor. Travel to Sedor and explore the ruins, killing all the ogres that you meet, until you find a locked room. The room can be opened by stepping on the pressure plate outside, which opens the gate on the walkway above. On the other side of the gate is the push block that actually opens the door. Once you’ve recovered the Stone, return it to Cirroc and then return to Azzan.

The Noble’s Daughter – Talk to Burz gro-Khash and he will send you to Lord Rugdumph’s Estate to help him find his missing daughter. He will tell you that he fears his daughter has been taken by a band of ogres to the east. Travel east until you find a group of three ogres guarding Lady Rogbut. Kill them all and return to Lord Rugdumph with his daughter. After conversing with him, return to Burz gro-Khash for your reward.

Mystery of Harlun’s Watch – Talk to Burz gro-Khash and he will send you to Harlun’s Watch, south of Cheydinhal, to investigate a series of disappearances. Once you’ve arrived, talk to Drarana Thelis and she will tell you that people have disappeared after investigating mysterious lights near Swampy Cave. Travel to the cave where you will find a number of Will-o-the-Wisps outside. Explore the cave, killing the Swamp Trolls inside. Eventually, you will find the bodies of the missing villagers, prompting a message instructing you to kill all the trolls in the cave. Once all of the trolls have been exterminated, you’ll receive another prompt to return to town. Speak to Drarana before returning to Burz gro-Khash.
Master, Fighters Guild50
Completed the Fighters Guild Questline 
The promotion to Master requires you to complete three quests – “Information Gathering”, “Infiltration”, and “The Hist”.

Information Gathering – Talk to Modryn Oreyn in Chorrol and he will tell you that you need to kidnap Ajum-Kajin, a high-ranking member of the Blackwood Company, to determine the source of the Blackwood Company’s power. Travel to Glademist Cave, northeast of Chorrol, There will be a number of guards there, so kill them however you wish and then talk to Ajum-Kajin and he will follow you back to Chorrol. Take him to Modryn’s house and tell him to sit down. At this point, you’ll have to interrogate him by either raising his disposition above ninety or beating him up with your fists. Either way, you’ll be able to get him to answer two questions before he kills himself. Talk to Modryn afterwards to receive your reward.

Infiltration – Talk to Modryn Oreyn and he will instruct you to infiltrate the Blackwood Company to determine the source of their power. Talk to Jeetum-Ze at the Blackwood Company Hall in Leyawiin and convince him to let you join the Company. Once you’ve joined, he’ll give you some Hist Sap to drink and you’ll be transported to the village of Water’s Edge where you have to clear out the goblins that have invaded the town. Clear out all of the houses and you’ll be transported to Modryn’s house where he tells you that you were found unconscious on the street. He tells you to go back to Water’s Edge to find out what happened there. When you return to Water’s Edge, you’ll find that all of the “goblins” that you killed earlier were actually the townspeople. Talk to Marcel Amelion before returning to Modryn.

The Hist – Talk to Modryn once again and he will task you with destroying the Blackwood Company. Return to the Blackwood Company Hall in Leyawiin. When you enter, Ja’Fazir will call you a traitor and attack you, along with several other members of the Company. Once they’re all dead, search Ja’Fazir’s body for the key to Jeetum-Ze’s room on the second floor. Enter his room, kill him, and take the key to Ri’Zakar’s room off of his body. Go to Ri’Zakar’s room on the third floor and kill him as well. On his body, you’ll find the key to the basement. Return to the first floor and go down to the basement where you’ll find and kill two more members of the Company. Finally, you have to destroy the machine pumping the Hist Sap. Find the two pipes on the table near the furnace and add them to your inventory. Once you have them, find the pumps on either side of the tree and activate them with the pipes in your inventory, destroying each pump. When you leave the basement, you’ll be attacked by Maglir who you’ll have to kill before you can return to Modryn. Modryn will congratulate you and send you Vilena Donton who strips you of your rank of Champion, but the promotes you Master of the Fighters Guild.
Tourist, Shivering Isles20
Entered the Shivering Isles 
Once you’ve downloaded the Shivering Isles expansion, you can either start up a new game or load an existing saved game. After a day has passed, you’ll receive a message telling you about a strange door that’s opened in the Niben Bay. Go to the new island southeast of Bravil where you’ll find an odd glowing blue doorway made of three faces. Talk to Gaius Prentus, the guard in front of the door, and he will tell you that he’s there to prevent the insane adventures returning through the doorway from harming anyone.

You’ll shortly see one such adventurer appear and attack the guard before being subsequently killed. Afterwards, you’ll hear the disembodied voice of Sheograth seeking a hero to save his realm. When he’s done, enter the doorway, sit at the chair in front of the desk you find there, and talk to Haskill. He tells you that Sheogorath needs a champion to help him with a forthcoming disaster. When you accept the offer, Haskill will send you to talk to Sheogorath in person before vanishing. The room will dissolve into a horde of butterflies, allowing you to enter the Fringe.
Aspirant, Shivering Isles20
Reached Aspirant Rank in the Court of Madness 
After the room of butterflies disappears, travel down the path until you find the town of Passwall and talk to Shelden. He will tell you that before you can actually enter the Shivering Isles proper, you’ll have to pass the Gatekeeper. There’s no way around killing the Gatekeeper because the key to the gates is hidden inside its body. If you’re daring or powerful, you can try to face the Gatekeeper directly, but he’s quite a challenge. There are two side quests that you can undertake that will make him much easier: Gatekeeper Arrows and Tears of Relmyna.

Gatekeeper Arrows – Find Jayred Ice-Veins and he will tell you that he can make arrows from the bones of former gatekeepers, which will provide extra damage to the Gatekeeper. Travel to the Gardens of Flesh and Bone and pick the lock to enter. You’ll have to fight off a number of Shambles before Jayred can collect the bone chips. Wait several hours and talk to him again when he will give you twenty Gatekeeper Arrows.

Relmyna’s Tears – Find Nanette Don, the apprentice of Relmyna Verenim, and raise her disposition, if necessary, until she reveals that the tears of Relmyna, the creator of the Gatekeeper, seem to damage it. She’ll also mention that Relmyna visits the Gatekeeper every night at midnight. Visit the Gates of Madness at midnight, taking care to not be noticed (a high sneak skill is very handy here). Wait until you receive a message telling you that Relmyna has dropped a handkerchief. Find the handkerchief and you’ll have three bottles of “Relmyna’s Tears”.

One of the easiest ways to handle the actual battle with the Gatekeeper is to poison your Gatekeeper Arrows with Relmyna’s Tears and attack the Gatekeeper from afar. If you would prefer to use a melee weapon, you can still poison it with Relmyna’s Tears. Once the Gatekeeper is dead, take both the “Key to Mania” and the “Key to Dementia” off of his corpse. Enter the Shivering Isles via whichever gate you prefer and travel to Sheogorath’s Palace in the city of New Sheoth to speak to Sheogorath and finish the quest.
Citizen, Shivering Isles20
Reached Citizen Rank in the Court of Madness 
To reach the rank of Citizen, you must complete two quests: “A Better Mousetrap” and “Baiting the Trap”.

A Better Mousetrap – Talk to Sheogorath and he will inform you that he selected you to help stop Jyggalag from destroying the Shivering Isles. Part of this task includes reactivating Xedilian, which was a dungeon formerly used to exclude unwanted visitors prior to the creation of the Gatekeeper. To accomplish this, he gives you the Attenuator of Judgment and a book called Manual of Xedilian. You can either read the book or talk to Haskill to learn what you must do to restore Xedilian to its former state.

Travel to Xedilian, southeast of Fellmoor, and you will receive a quest update upon entering that instructs you to find three Focus Crystals and place them on the appropriate Judgment Nexus. Follow your quest markers to find groups of Grummites inhabiting the ruin. Each Grummite Shaman will have a staff with a Focus Crystal. Find all three and place them on the Judgment Nexus nearby. Once you’ve placed all three, follow your quest marker to the Resonator of Judgment, kill the final batch of Grummites, and activate the Resonator.


Baiting the Trap – After activating the Resonator of Judgment, step on the newly opened teleportation pad and you’ll be transported to a different part of the ruins. Talk to Kilban Nyrandil who will tell you that there are three adventurers in the ruins that need to be dealt with. Follow Kilban to the first observation room and you’ll be presented with the choice of inflicting death or madness. The choice you make won’t matter in the end. After you’ve made your choice, watch the results and follow Kilban to the next room. Repeat the procedure for the second and third members of the party. When you’re done, Kilban will give you the items that the adventurers were carrying. When you exit Xedilian, you’ll be attacked by three Knights of Order. Kill them, return to Kilban for a brief conversation, and then return to Sheogorath to complete the quest.
Madman, Shivering Isles20
Reached Madman Rank in the Court of Madness 
To reach the rank of Madman, you must complete the quest “Understanding Madness”, which has two sub-quests: “Lady of Paranoia” and “Addiction”.

Understanding Madness – Speak to Sheogorath about your previous quest in Xedilian and he will reward you with the power to summon Haskill for advice and information. He insists that you use the power before he will talk to you again. Humor him and summon Haskill once. Sheogorath will then instruct you to speak to both Thadon, Duke of Mania, and Syl, Duchess of Dementia, so you can join their courts.

Lady of Paranoia – Talk to Syl in the House of Dementia and she will appoint you as her Inquisitor with the job of unearthing a suspected plot against her. Use her torturer Herdir to question the steward Kithian. He will point you towards Anya Herrick who reveals that Ma’zaddha is involved in a plot, but Ma’zaddha refuses to speak, claiming that you have no proof. Travel around Crucible and talk to the citizens until someone tells you that Ma’zaddha has been meeting with Nelrene. Around midnight, hide near Ma’zaddha’s house and listen to the conversation between the two conspirators. Once Nelrene leaves, talk to Ma’zaddha again and he’ll confess to a plot, asking you to meet him the next day for more information. When you return to his house the next day, you’ll find him dead. Take the key off his body and go to his room where you will find evidence in the form of a note a ceremonial sword. Take both items and question Nelrene who will confess that Muurine is the leader of the plot. Interrogate Muurine until you get a confession, report to Syl, and then witness the execution in the Torture Chamber to finish the quest.


Addiction – Talk to Thadon in the House of Mania and he will request that you obtain the Chalice of Reversal for him. Talk to his steward Wide-Eye and she will direct you to Dunroot Burrow. Travel to the burrow and kill the Elytra at the entrance. You have to loot the Felldew off of its body and ingest it to pass the Barrier Membranes that serve as doors in the burrow. After a short period of time, you’ll go into withdrawal and have to kill more Elytra to get the Felldew necessary to reverse the withdrawal symptoms. Work your way through the burrow until you get to the final area where you’ll find three hostile characters and the Chalice. Kill the NPCs and take the Chalice, which will immediately reverse the effects of the Felldew addiction. Exit the burrow and return to Thadon to finish the quest.
Honored Madman, Shivering Isles20
Reached Honored Madman Rank in the Court of Madness 
You will now recieve yet another quest from Sheogorath, this time you'll need to help either the Golden Saints or Dark Seducers in the Battle for Cylarne. After the fight, you'll need to light the Flame of Agnon. After returning to New Sheoth, you'll need to decide whether to light the flame for Mania or Dementia. After making your decision, you will become an Honored Madman and the achievement will unlock.

Refer to The Cold Flame of Agnon for more information.
Duke Dementia, Shivering Isles30
Reached Duke of Dementia Rank in the Court of Madness (6) 
Warning: Make a new save now if you want to get both Duke of Dementia and Duke Mania in one playthrough.

Speak to Sheogorath and chose to become the Duke of Dementia. He will instruct you to kill Syl and take her heart. Speak with Anya Herrick and Kithlan who work closely with the Duchess. They will reveal some secrets about Syl and how you can reach her. You'll now need to follow Syl through a network of tunnels. When you find her, kill her and search her body. Take the heart and return to the Sacellum Arden-Sul to complete the ritual. You'll now become the Duke of Dementia.

Refer to Ritual of Dementia for more information.
Duke Mania, Shivering Isles30
Reached Duke of Mania Rank in the Court of Madness 
Speak to Sheogorath and chose to become the Duke of Mania. He will instruct you to poison Thadon and take a sample of his blood. Speak to Wide-Eye, who'll point you towards Greenmote, the deadly poison that you need. After finding the Greenmote in the Greenmote Silo, make your way towards the Duke's quarters. Locate his meal and wine and poison them with the Greenmote. Return to the Duke's dinner table at 8pm and take a seat. You will see Thadon die. Take his blood and return to the Sacellum Arden-Sul to complete the ritual. You'll now become the Duke of Mania.

Refer to Ritual of Mania for more information.
Regent, Shivering Isles20
Reached Regent Rank in the Court of Madness 
To reach this rank you'll need to complete two quests; "Retaking the Fringe" and "Rebuilding the Gatekeeper". In "Retaking the Fringe", you'll need to travel to The Fringe and speak with the commander. Knights of Order will appear, defeat them and enter Xeddefan. You'll need to locate the obelisk and deactivate it. Be careful though, as there are many enemies in this area. When the obelisk has been deactivated, return to Sheogorath.

You'll now start "Rebuilding the Gatekeeper". Make your way to Xaselm and talk to Relmyna Verenim. She will tell to collect body parts from the Gardens of Fresh and Bone . Once you have the items, return to Relmyna and she will bring the new Gatekeeper to life. Return to Sheogorath and you'll become a Regent.

Refer to Retaking the Fringe and Rebuilding the Gatekeeper for more information.
Defender, Shivering Isles20
Reached Defender of the Realm Rank in the Court of Madness 
Speak to Sheogorath and he'll tell you to travel to Pinnacle Rock or Brellach. After making your decision, travel there. Speak to the captain, they'll tell you that the Commander is missing and you need to rescue them. After rescuing the Commander, you'll have to shatter the Order Crystals that are in the way of the Wellspring. After doing this, kill the remaining Knights of Order. Return to Sheogorath and you'll become a Defender.

Refer to The Helpless Army for more information.
Madgod, Shivering Isles50
Stopped the Greymarch 
To stop the Greymarch and become the Mad God, you'll need to complete a few quests that will require you to build the Staff of Sheogorath, cleanse the pools of Madness and defeat Jyggalag.

Refer to Symbols of Office, The Roots of Madness and The End of Order for more information.

 
 
 
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Japan April 22, 2010

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