Passing Oblivion: paranoia. Passage Ancient Scrolls IV: Oblivion: Paranoia Quest Paranoia in the game Oblivion

As soon as you appear Skingrad, the elf glamiter will suit you, which it seems that he is constantly monitored, and will appoint a meeting for the Great Chapel Julianos at midnight.
The Captain of the Local Guardian Dion will advise not to contact him, and if you notice something strange for Glanch, - to inform him immediately.

At midnight, having met with an elf, you will learn that a whole conspiracy is organized against him, in which residents of the city take part. Glants will ask to trace the suspect and find evidence of their involvement. As a reward for the information received about each suspect in a plot, it promises to pay 150 coins.

He will not be called a new man who needs to be traced during the day. Among suspected:

♦ Bernadetta Penelis

♦ Totus Sextius

♦ David Suril

If you refuse to help, the glamor will try to solve his problems itself, and a rather brutal way. He will try to kill suspects. In this case, naturally, the guards will be killed.

The choice, how to do with Glank, is yours.

At the same time, options are possible:

1. If we tell the truth, that is, that there is no surveillance, the trust of the smokers to you will be constantly decreasing, and, in the end, it will come to the conclusion that you also participate in the conspiracy. For the fourth time, when you refute suspicions, he will attack you. You will not have anything, how to kill his silt to escape, leaving it to make guards.

2. If you take a sin on the soul and confirm the involvement of at least one person to the conspiracy, the header for the fourth night will give the task - to kill this person. If you confirm the involvement of a few people, he will give you a list of sentenced, this for each murder will deal with 1000 coins.

In this case, you may not agree to murder. Elf will try to deal with the suspects. If you agree and do it, then the award will be at midnight for the chapel, after you kill all people who are in the list. There is another option - report to all the captain of Guardies by Dion and show a list. Further, the guard itself will figure out what to do with paranoid, you will get an increase in glory to one point and the best attitude of Skingrad's guards.

You can, of course, inform the accuracy of the victims about the glandier plans. Bernadetta and Tutius will be asked to report to guard, and David and Brother decide to deal with the eyeball.

If the glamor will be dead, you can take the key from his home. There will find 800 coins and curious notes.

Note: If you first attack and kill a glamor or someone from the list, this will be considered a dark brotherhood to be considered the murder of an innocent person, and in one of the nights you will visit his representative.

Four Quest Skingrad belong to the side quests of Oblivion.

In search of your roots (Seeking Your Roots)

  • Category: Side quests.
  • purpose: Find 10, 20, 30 and 40 nyrnruts for the manufacture of the "Researcher's Elixir".
  • Reward: One bottle of potential "Elixir Researcher" for each new set of nyrnruts. After the last elixir, he will buy nyrnruts.
  • Questodel: Sinderion (Sinderion)
  • How to get a: Find and disrupt Nirnroot (Nyrnrut) and turn to some alchemist on the appropriate Topic of the conversation.
  • Locations Quest:
  • Skingrad: Westweald Inn.
  • Grove Sheydlife (Shadeleaf Copse)
  • NPC Quest: Sinderion (Pharmacist)
    • You can find Nyrnrut in the water. This is a green weed without a flower with many roots.
    • As we cried, head to any branch of the Mages guild and ask the local alchemist on the topic Nyrnrut (Nirnroot) or the same at the ingredient trader.
    • You will be directed to the well-known pharmacist Sinderion (Sinderion), which lives in the tavern of the Westelf in Skingrad.
    • He will see you nyrnrut and will be happy. There will be a story about him that somehow a book with recipes of potions came to him. So, nothing special, but one recipe is "Elixir Researcher" - he was interested. But here to do it, you need a special root - nyrnrut. He is rare, and Sindronion has once to look for him. Therefore, if you bring it 10 nirnruts, the Sindronion promises to make a weak concentration of this elixir and one bottle promises for free. Pharmacist will notice that he grows near the water, but it can meet under water and in the caves underground, since he does not need light. Sinderion will celebrate you the first location where you can find several roots - grove shaidlife. This is a lake, and around nyrnruts grow around.
    • Head there and collect all (there are 5 pieces). The rest can be reached on the coast.
    • How will be 10 roots, come back to Sindronion. And after a day, the elixir with the effects of 300 seconds an increase in 20 PT will be ready. Health and night eye.
    • Then for 20, 30 and 40 nyrnruts, it will make a conventional, strong and icy concentration of the elixir.
    • And after it will be for every 10 to give money a little - about 250.
    • Notice, Nyrnrut is unique and will not grow again in the same place where it was broken.
    • Some of the outstands grow them in pots.
    • It can grow under water and he does not need light.
    • Nyrnrut makes a weak sound of bells. For it is said: "Having ears, let him hear!"
    • Total nyrnruts in the game 307, of which 44 grows in homes.
    • Notes. Effects of dies:

    1. Weak: Strengthening health 20 points and night eyes for 5min.
    2. Middle: Effects are the same + strengthening of a vigor of 20 points.
    3. Strong: Effects are the same + increase in blades, crushing weapons, destruction, restoration, stealth 5 points.
    4. Hasive: Effects are the same, only all the increases have 10 points. (sent Fox68)
    5. Sent: Julianos, edited Fox68.

      Hands to help (Helping hands)

    6. purpose: Hire a housekeeper named Eyja.
    7. Reward: Foreign frustral in unlimited quantity! An excellent way to make money and swing alchemy, creating potions from the fringe.
    8. Questodel: Eyja (Eyja)
    9. How to get a: Buy a house with Skingrad and find aunt Eiu.
    10. Locations Quest: Skingrad, shop "Kolovian merchants".
    11. NPC Quest: Eyja (Eya)
    12. It is possible to hire it where the setting for the house is for sale. It is worth 150 rubles, but if there is no such money at the hero, Eya still hires.
    13. If Eya is not in the store, then look for it in the city. It is usually strolved in the morning around the city.
    14. In addition, if you put one class plugin The Romancing of Eyja v1.2, then from the Domacity Eya will turn into a charming mistress. To start the quest of this plugin, you need to ask Eyia - as it is at all the case, etc.
    15. Cash Rosethorne Cache

    16. purpose: Find a treasure in the house in Skingrada.
    17. Questodel: Note in the house
    18. Reward:
    19. Six gemstones
    20. Magic ring of singer gray (Ring of the Gray) with effects:
    21. Poison resistance 50%
    22. Determination of the life of 50 feet
    23. Raise onion shooting skill by 5 pt.
    24. Improve the skill of a 5-Frie high sweat.
    25. Raising skill hacking for 5 PTs.
    26. Raising acrobatics skill by 5 PT.
    27. How to get a: Buy a house in Skingrad and find a note with a tip on the treasure.
    28. Locations Quest: Skingrad, your house Rosethorn Hall, translated - the estate "Spike Rose".
    29. Find a note that activates this quest, you can in the room on the most recent floor of your home.
    30. It is on the wall, which hangs a deer head. You can get it if you jump on the racks to the right of the wall.
    31. Note whose age is about 200 years, one lady was intended. The author of the note spent in this house with her his childhood (perhaps they were brother and sister, although in the note he calls her beloved).
    32. The author is the thief who hid the truncated jewels in this house shortly before his arrest. In the plot, he betrayed a friend. He laid his authorities, dreaming to assign jewels to himself. The author wanted the jewels to get his beloved, and not to the traitor. Clay hidden in the walls of the house. The key to put in the riddle. She sounds like this: "Two bodies of me, but two bodies are merged together. The calmer I stand, the faster I go. " And the author says that they played in childhood with this subject.
    33. Obviously, it is. No not a mixer. You can find "it" in the basement near garlic.
    34. A valuable ring on freebie. The mystery has moved from the first game of the TES series (Arena).
    35. If you read a note, but do not take it, I will not take it for the second time, it will not work it.
    36. Paranoia (Paranoia)

    37. Category: Side Quests
    38. purpose: To calm the crazy elf.
    39. Reward: Different amounts of money depending on the passage + 1 PT. Good glory, if you do not kill anyone.
    40. Questodel: Glartir (Glarthir)
    41. How to get a: In Skingrad, you should come with a crazy elf smuggling.
    42. Locations Quest: Skingard (everything outside)
    43. NPC Quest:
    44. Glartir (Glarthir), paranoid
    45. Dion, Protection Captain
    46. Bernadette Peneles suspected
    47. Toutius Sextius suspected
    48. Davide Surilie suspected
    49. In Skingrada, a dark elf is suitable for you and asks to deal with a very important thing. He will wait for you every midnight for the temple.
    50. Come to the agreed place (you can not even on this day, because it will have every midnight there from this moment), but a few hours before the meeting.
    51. We are waiting for the hour. The Head of Security Captain Dion is suitable for you (if not suitable, then look for it yourself, it hangs around the city).
    52. Dion will warn you that the glamor is crazy and asks you - what are you here. You have three answers:
    53. To rest and say that so just walk.
    54. I am curious to this cupcake.
    55. The glamor asked me to help him.
    56. Tell him the truth, he still knows.
    57. Dion promises assistance from its part, and, like, if that, then immediately to it.
    58. Then, at the appointed hour, the glamor himself will be suitable for you and say, they say, it seems to him that there are ill-wishers behind him and, probably, they are preparing something bad.
    59. He asks you to be presided by suspects. Agree.
    60. The glamor gives a press at the first - Bernadette Penelles. Asks to find out if she follows the eyeball. The results ask to report tomorrow at the same time in the same place. Pay a couple of hundred (and so for each).
    61. You can not walk anywhere, but simply wait a day. Behind him, in fact, no one watches.
    62. But first you need to find Dion and tell about this business. He will warn that as soon as the gamer becomes dangerous, then immediately to him.
    63. After a day, the gladier will come and asks about the results. It is better to say that she followed him. It will calm down the feeder, and he will give a tip on the second - Tountius sex. And you ask to pay for the first.
    64. With the second, the same parsley - waiting for a day. Speak the same thing. Get the third - David Surilie. Enroll also.
    65. In the end, you confirm that all three really followed him.
    66. Then he writes you a contract for their murder for 1000 rubles. You can go with this to the Dione or any of the guards.
    67. Speak that it needs to be arrested. The guards are pounced on paranoid and fill it.
    68. If you say paranoid the truth that no one is watching him, then the jerk will say: "You are with them at the same time!", And it will make them.
    69. We will have to pour or run away so that its protection poured. And then again you need to turn to the DION. And in that and in another case, the fine will not be, because Self-defense.
    70. If you refuse to follow the first suspect, the glamor will go to his house, take an ax and tries to kill Bernadett himself. However, it will begin to shout about help and the arrived guards will kill the glamor, what the quest will end.
    71. If you give a glamor to the authorities, they will be fed. You will receive 1 PT. Good glory. Just do not forget to turn to the Dion after the death of psychic. Only then will you get this 1 PT.
    72. If you decide to throw all three, then do it secretly while those are sleeping and preferably from one hit. The glamor will remain alive, and the security will forget about his plans.
    73. To calm the glamor, it is enough to say that only one of the three is watching him - the result of the quest will be the same, and work is less.
    74. If you refuse to throw suspects after surveillance, the smoke will do it yourself.
    75. If you tell the first two suspects about the glandies' plans, they will ask to turn to the authorities.
    76. If you tell about the plans of David - then they will go to the brother with a brother.
    77. If you agree to deal with the suspects, and suddenly one of them will be dead, then the game will be enough. You just know that one of the suspects are already dead. He calms down, thinking that you were killed him.
    78. I do not advise you to pass it in parallel with the quest guild of the thieves of Lost Histories (Lost Stories), because Captain Dion can suddenly arrest the hero.

    Notes: You can steal the key or take it from a dead eye. In his house in his basket in papers lie money about 800 rubles.

  • Main article: Quests (Oblivion)
  • Plug plug

    Once in Skingrad, the protagonist will certainly meet the forest elf of the glamor and hear his strange request to come at midnight to the Great Chapel of Julianos for an important conversation. Appearing at the agreed time (it is not necessary to come on the same night, it will be shattered near the chapel for a week), the Bosmer will explain that there is a conspiracy in the city against him. The elf will declare that in particular Bernaddette Penelis in particular, and asked for her to watch her, in order to make her guilt. For money, by itself.

    Refusal to murder and the message to the guards about the intentions of the smokers leads to such an outcome.

    The glamor offers to start a surveillance from 6 am, when Bernette usually comes out of the house, and calls for caution - so that she does not notice anything. He will wait for the hero with a report on the surveillance results here at the next midnight. If you refuse at this moment, the quest will end, and the eyeball will go to understand Bernaddata Self - will go home for the secretion and attack it. Plotashka will take place, or rather, with the participation of the Guardians, which will lead to a fatal outcome for both. The award-winning hero will be the key from the house of the Bosmer, where 800 gold is stored in the trash can.

    If you agree to fulfill the request, then after a conversation with a bospimmer, you can carry the guards about your suspicions of his account. The guards will not accept any measures, as the glamor will hear here just a harmless crazy, but later the hero will find Captain Dion and warn him to do not fulfill the requests of the elf and reported on his orders. Follow Bernette not necessarily, the elf will still wait for the protagonist every midnight for the chapel and believes everything. About Bernette, you can say the truth (she is clean) or to lie (involved in the conspiracy), in any case, the hero will receive 150 coins and it will not end on it - the game will call the next suspect, the sex of the sextius.

    Again, you can walk the day in the footsteps of the Totius or not to go, the game is all one will pay. However, if earlier the hero said that Bernadette is innocent, and now the same thing about Tatius, then the game will hardly believe it in it and give 150 gold, and if the hero accused Bernadette now and now still Tatius, then the elf will be reached and pay 200 coins. This time he calls David Surili (one of the brews-winemakers) and claims that this is the main conspirator.

    In the same way, you can follow David on the vineyards or not, and at midnight to lie to the gland or tell the truth. If, according to all the next hero, the hero of any of the three suspects did not blame, then the Bosmer will find that he at the same time with them will become hostile, so it will have to kill him or bring it to the nearest guard. But for information about David's guilt, he will give another 150 gold (if only David was accused) or 200 coins (if there was still accused of at least one of the first two) and offered 1000 gold for the murder of all the accused hero of "conspirators".

    In case of refusal, the glamor is trying to do it himself, starting with David Surili. If you inform about his intentions to the guards, they quickly disappear with the Bosmer, if you say David, then he and his brother Gaston will go for the head of the madman (Bernadetta and the Totius will offer to apply to the guards). With this scenario, the game will certainly die (this is the option of passing without a fine, with +1 unicname glory, the main thing is not to forget to pick up the key from his house with a gold-naked garbage basket).

    If you agree to kill the accused, the glamor will give a hero a list of sentenced to death, and if there is David in it, a bospimmer needs to deal with him first. Make it is easy, because at midnight David sleeps at home. Totiusa can be caught during his walk through the vineyards, Bernette there during work or in her house. After the execution of the glandier's order, you need to return to the usual meeting place at midnight for the promised remuneration (and the key from his home can be stealing or hacking the castle).

    You can also take his assignment to murder, and after just approach any guard. He will immediately go to kill the glamor. In this case, the penalty will not be too.

    ru.elderscrolls.wikia.com.

    Oblivion: passing single quests (Skingrad)

    (Monetary remuneration for quests entirely depends on your level - the first level hero will get a much smaller amount for the task performed than the hero of the twentieth level.)

    Paranoia. (Paranoia)
    This quest you will receive from the Elf of Glakrat. He will ask you to meet with him for the temple building after midnight. The glamor believes that some locals are conspired against him, and in Poma he blows you to trace the suspicious personalities and to bring him about the results at midnight in the same place. The first suspect - Bernette Penelles, and your task is to follow him during the day to establish whether he walked in turn for the eye. Captain Guardia Dion speaks with you shortly after the glamor gave you a task and warn not believe it is not one of his word. He will also ask you to notify him if the game will give you "strange" tasks. In total, on the instructions of the glamor, you will have to trace three suspects - Bernadet Pienese, Surili Ttyus, and David. All three will not make absolutely nothing suspicious, but upon the report, you can either tell the truth, or to lie and even stronger to warm it. If you tell the truth in all three cases, the glamor will accuse you that you yourself are a conspiracy participant, and attacks. If you sat down, the game will give you a task to kill conspirators. Its instructions will be written on a piece of paper, and you can transfer it to Captain Dion as the proof of what the chippet is dangerous for others. In this case, the captain arrests a glamor, which will be killed with arrest resistance. Well, finally, if you play a truly "black" hero, you can follow the instructions of a crazy elf and kill in any other citizens. Decide yourself.

    Hands to help. Helping Hands)
    In Skingrad in the store Kolovian traders, a woman named Ayja offers its homes to work (only if you bought a house in Skingrad and a survey room for 150 gold. If you hire it, then at any time you can get a pasty pie and Roget honey from her (stock endless).

    Rosethorn Cache
    The treasure is hidden in your house in Skingrad. Go to the toproom. Immediately to the left of you at the writing desk, the wall is slightly not reaching the ceiling. Jumping on it, you will see a scroll - "Forgive note for a long time." After reading it, you will learn that the treasure is hidden in the hourglass. Native home. The clock you need - in the basement, are made in a column with which a bunch of garlic hangs. By activating them, get a ring of serness and several gems.

    In search of your roots (Seeking Your Roots)
    The quest is recorded in Skingrad, because the main and only NPC in the quest is located there. To begin the same quest can anywhere. In his wanders, you will inevitably meet the plant root NirNroot. Taking it, you will receive a message that it would be good to find out more more (the plant is very rare and being collected again does not occur). Talk to any alchemist, he will advise you to turn to Sindronion in Skingrada (in the basement of the West Weald tavern). Sinderion will tell you that from this plant he can prepare a special encloser research. To begin with, it needs 10 roots of Nirna, then he will ask you to collect another 20, then another 30 more and finally 40. I must say that the task is really complex, Nirna's root is a very rare plant. The first place will indicate the Sindronion itself (there are 3 roots), and then you will search already yourself. Nurne root is growing near the water, explore the banks of the rivers and lakes of Khodiel, underground lakes and rivers in the caves. Sometimes the root grows in pots in rich or quest houses. For example, one of them grows in the magician Guild Archmag. Take such a "home" root from his host - theft, but already stolen root will not be marked as a stealing thing. Exploring the coast, be attentive - the root is often disguised, hidden behind the stones or under the bridge, or for any other shelter, but always grows near the water. A good help will turn off the music and listen - the root of Nirne slightly heard rings, it looks like the sound of the gates of oblivion. From the first 10 roots of Sindronion will prepare a weak elixir of research () to strengthen health 20, night eye by 300 seconds); from 20 - medium elixir (strengthen health 20, strengthen the "fatigue" 20, night eye by 300 seconds); from 30 - strong elixir (strengthen health 20, strengthen the "fatigue" 20, night eye; strengthen the skills of owning the sword, Maula, magic of recovery, the magic of destruction and art to ride 5 to 300 seconds); Of 40 - Great (strengthen health 20, strengthen the "fatigue" 20, nightie; strengthen the skills of owning the sword, Magnaya, magic of recovery, the magic of destruction and art is to rush for 10 to 300 seconds). Every time one elixir will be free, the rest you have to buy. On this quest ends, the Sindronion will be happy to pay you for every next 10 nirne roots of 250 gold. But if you are the Master Alchemist, then the death poison can be prepared from Nirna root - all 4 Negative effects. Sindronion will also continuously sell research elixirs.

    Passage of Oblivion Paranoia

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    Oblivion / passage

    Side quests. Skingrad.

    Before bringing a description of this quest, it should be noted that the Glartir (Glarthir) is really paranoid and none of the residents of Skingrada do not follow it - there is no conspiracy against him. What strategy to choose: Pot a sick person or tell the truth - to solve you.

    In Skingrada, the Forest Elf Glartir will come to you and will appoint a meeting at midnight for the Great Chapel of Julianos (The Great Chapel of Julianos).

    Captain Local Guardian Dion (Dion) will advise you not to contact the eyeball, and in case the paranoid will ask you to do anything strange - immediately inform him. Thus, before the quest, it is advisable to get rid of the fines superimposed on you, otherwise Dion instead of the conversation wishes to arrest you.

    At midnight, Elf will tell that a conspiracy is organized against him. It participates in residents of the city, he will ask to help him get evidence of their involvement. The glamor wants you to follow some citizens and reported to him if they follow him. As a reward for information on each of the citizens, he promises to pay 150 coins.

    Every night at the meeting, he will call the following person, followed by the hero to follow and pay the reward for information about the previous suspect. So Troika suspected:

    - Bernadette Penelis (Bernadette Peneles)
    - Tutius Sextius (Toutius Sextius)
    - David Surili (Davide Surilie)

    If you refuse to help him in a surveillance, the game will try to solve my problems myself: he will try to bruit Bernadett. Then the end of this: the guards will be killed (it does not matter whether the game will be able to cut a poor man).

    It is not necessary to monitor some of them all day, it is important what information (or misinformation) you provide a glamor.

    1. If you will tell the truth every time that there is no surveillance, the smoke will be less and less trusting you, and, in the end, will decide that you also participate in the conspiracy. For the fourth night, when you refute his suspicions about the last person, he will attack you. After his death, the quest will end.

    2. If you confirm his suspicion about at least one of the people, confirming his suspicions, the header for the 4th night will give the task to kill this person. Award for murder - 1000 coins.

    3. If you confirm his suspicion about two or three people, allegedly followed by Him, the game for the 4th night will give the task to kill these people and give a list with the names of the victims. Award for killing is still the same - 1000 coins. Here are the options for this list - the list of sentences (List of Death).

    There are three options, how to enroll in the last two cases:

    1. Do not agree to murder (a). The glamor will try to kill the suspect (s).

    2. Agree to murder and, by completing the required, get a reward from the game, having met him again at midnight for the chapel, after the death of all people from the list.

    3. Report a reference to Glarity Captain Guardia Diona (Dion) and show a list. Further actions on the isolation of the paranoid of the Guard will be done by itself. In this case, the future is ensured by the best attitude from the guard of Skingrad and one to the glory of the hero.

    4. Inform the accuracy of victims about the wishes to kill them. Bernadetta and Tutius will ask you to inform the guard, and David, together with my brother, decide to deal with the eyeballs.

    If the glamor will be killed, a well-ahead of the body and take the key from his home. Find there 800 coins and curious notes of the glamor (10) (GLARTHIR'S NOTES (10)). We also note that if you kill someone from the list of the game or kill the glamor, until he raised the weapon against you (for example, notify David and ahead of it), this act will be discussed by the dark fraternity of the murder of an innocent person and will give a reason to Lusien Lashans to visit you.

    Traveling by Sirodil, for sure to meet the luminous plant - Nirne's root (Nirnroot). Take it and in the journal of the hero will be recorded about the beginning of the quest. The hero is recommended to learn more about this plant.

    When talking with any alchemist, it turns out that Alchemist Sinderion (Sinderion), living in Skingrad in the basement of the hotel "West Weld" (West Weald Inn), is engaged in the studies of Nirna's roots.

    Sinderion will confirm that it is engaged in researching this plant and wants to create an ELIXIR OF EXPLORORATION on its basis, to create a 10 samples of the root. As a place where you can collect roots in the required quantity, the alchemist will mention the shady grove (Shadeleaf COPSE). Also, the scientist will learn your manuscript record about the root nirne (NirnRoot Missive), you can read it at your leisure.

    Upon arrival in place, you can start searching. But in general, Nirna's root loves wet shaded places and collect it better along the shores of lakes, rivers, sea coast. In a set, it grows in the forest in the northeast of Leiawin (Leyawiin) behind the river in the quadrangle, the corners of which form Weond (Veyond), Atatar (AtaTar), Fort Teleman and Onyx Cavers (Onyx Caverns). It is convenient to see the location of the roots on the interactive map by selecting Nirnroot in Filter. Please note that some residents of Sirodil hold the houses in the pots of these roots, the ingredients according to the properties do not differ from the collected from wild plants.

    Passing the found 10 instances of the ingredient and waiting for the day the necessary Sindronion for the manufacture of potions, we will get a bottle of elixir and the opportunity to acquire this potion in its store, but for a fee.

    The Sindronion then will asked to bring another 20 roots to continue research and manufacturing a more powerful version of the potions. We are looking for, we bring, we are waiting, we get an improved potion as a reward, the ability to acquire an improved potion on the general reasons.

    Now Sindronion gives a task to bring 30 roots already. We are looking for, we are waiting. Alchemist improves his creation, we receive a standard award and the request next time to assemble 40 roots.

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

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

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  • The case of treating depression (Dr.-homeopath Bulankova Nadezhda Vladimirovna) It was a patient for 40 years - bright, high, smiling. She turned to me about the skin problems - on the face of abundant rash - acne Rosacea. At the reception, I learned that half a year ago her husband died - the car was shot down, unexpectedly she was left alone with [...]
  • Passing Oblivion: paranoia.
    On the streets of Skingrad, Wood Elf Glartir will come to you and will offer to meet at midnight for the chapel. We go to the appointed place and learn from the glamor that he suspects some of the inhabitants of Skingrad in what they are watching him. He alternately asks you to trace three citizens.
    1. Bernadette Peneliz
    2. Tethius sextius
    3. David Suril
    Regardless of your response, the glamor will give 150 gold coins for information. But if you tell me that not one of the suspects does not follow the eyeball, he will attack you. You can easily kill it. But if you say that the suspected elf - schizophrenic confirmed, then he will ask you to kill suspects. The Captain of Protection of Skingrad Dion will meet you and say that the glamor is crazy, and if he is melted by illegal, then you need to report this captain. The result is the same, the glamor will die, but from the hands of the guard. But there is a more profitable way. If you accuse at least one of the three suspects, then the game will ask them to kill for 1000 gold. The penalty for the murder of Bernadette Peneliz - 1000, Tethius sextius - 40. This quest is a light way to get about 500 gold coins, not particularly making anything. And if the murder of innocent NPC does not confuse you, then you can earn about 1,500 gold coins. The ideal option is the accusation of Tethius, which will bring good money. But it is not easy to kill him, although not difficult.


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    The Elder Scrolls IV: Oblivion IS 10 Years Old, A Terrifying Fact That Has Done Little But Remind Me That My Days Are Numbered and Senility Is Closing In On Me Like a Determined Mud Crab. But for all That Time May Cloud My Mind, I Will Never Forget The Quest That Defined My Experience of Bethesda's Finest Game and Enshrined The Rpg As The Genre for Me.

    Paranoia Requires You to Exploit Almost Every Mechanic Oblivion Offers-Combat, Dialogue, Timing, Stealth and Theft-Resolving The Story of A Mad Wood Elf. Glarthir Is Convinced His Neighbours Are in Cahoots, Plotting His Downfall. You can choose to take his Side and Keep Tabs on the People of Skingrad, Or You Can Brush Him Off AS a Total Fruit Loop. For Me, A PC Gaming Novice At The Time, This Tangle of Possibilities Went Horribly Wrong.

    Skingrad. Screenshot By, Er, 'Maintenance Script', The Elder Scrolls Wiki.

    A Little Scene-Setting: The PC I Was Running Oblivion On Was My Very First. Consequently, I Hadn't Had Much Experience With Games More Complex Thaan Pokémon or World of Warcraft, Which Just About Ran on My Parents' Early-'00s Monstrosity. I Didn't Have A Full Understanding of What Was and Wasn't Possible in A PC RPG, and That Made The World Feel Far More Scary.

    When You Enter Skingrad, Glarthir Is Programmed to Run Towards You and Engage You in Conversation, Triggering Paranoia. I Just Saw A Demented Elf Running My Way and Panicked-I TURNED ON My Heel and Left the City. To My Horror, As I Caught My Breath Beyond The Skingrad Loading Screen, What Should I See Emerge But The Same Figure WHO HAD JUST TRIED TO ACCOST ME. Assuming in My Heightened State That Oblivion Had Marked Me for Death, I Legged It Across Country, Looking Back Every Few Seconds to Glimpse The Relentless Silhouette of My Pursuer.

    Screenshot by Rpeh, Via The Unofficial Elder Scrolls Pages.

    AS The Chase Weore On, I Became Hysterical, At Last Taking Shelter In Goblin Jim's Cave (I Hope You'll Understand The Depth of My Fear In The Knowledge Goblin Jim Town to Face Goblin Jim Thanfestps). I HOPPED ONTO A LEDGE OPPOSITE THE CAVE ENTRACE, CROUCHED DOWN AND DREW MY BOWSTING. Minutes Passed in Horrible Tension, And Then a Figure Appeared. He was unstoppable!

    The String Went Slack; The Arrow Flew True. Glarthir Keeled Over. In My Panic, I HAD KILLED AN OVERZEALOUS QUEST GIVER-BUT OF COURSE I DIDN'T KNOW THAT'S WHAT HE WAS. Neither Could I Understand The Message Now Blazing On My Screen Beyond A Nauseating Sensation That It Wasn't Good News.

    "Your Killing Has Been Observed By Forces Unknown ..."

    Screenshot by Ebonyskyrim, Via The Elder Scrolls Wiki.

    Needless To Say, When Dark Brotherhood's Lucien Lachance Appeared At My Bedside The Next Time I Slept, Pants Were Dampened. By The Time My Heart Rate Returned to Normal and i'd Stirred Up the Gumption to Do As Lucien Bid, However, I Had Had A Revelation. Somehow A Cross-Country Pursuit and My Own Misplaced Self-Defence Culminated in My Becoming Cyrodiil's Most Deadly Assassin. The Bewildering Chain of Events That Set Me On That Path Was Testament to Oblivion's Complexity, Potential and Frequent Shonkiness.

    Oblivion Felt Impossibly Deep, And That Sensation of Causality Among Its Disparate Mechanics-Though Its Was Sometimes A Product Of Poor Code-Sold Me On The Genre Like Nothing Else Could.

    Task number 1 (MS02) Exile of the Spirit
    This quest takes place at once in two categories. For not plot tasks and shopping houses. First, find Velwin Benirus, it usually spends time in the Tavern "Count Coat of Arms". Velvin will tell you that it sells a mansion in Anville in just 5000 septimov. Considering the size of the mansion, the deal looks very seductive. If you have such a sum of money, give it to Velvin, and in exchange get a bumping to the house and the key from it. The house is called "Benirus Mansion", inside you will see full devastation and chaos and begin to gradually understand that since it was sold to you in just 5,000, then not everything is so simple. Come in the evening at this house and sleep a little, you will not, either yourself or from the ghost attackers. All of them will be three and you will need to kill them, attack ghosts in the main frosty balls. After their murder, go down to the first floor and carefully inspect the place near the closet near the entrance door. There should be a broken pot and among his fragments of a small piece of paper and a skeleton hand. Take your hand and read what is written on a piece of paper. Here you will finally realize that the house you got in a well-deserved price, if not over the overestimated. The diary will be described how necromancer Lorgren Beniriro engaged in necromanceria in order to make himself immortal, and you will find a description of a certain portal that only one can open the blood of Benirus in whom. You have such friends, so go to search for Velvin Benirus. In the tavern "Graft coat of arms" you will tell you that Velvin has already left the imperial city, and you need to look for it there. To be accurate, you can find it in the Imperial City in the Elfi Gardens area, in the tavern "King and Queen." Velvin will tell you the story about his grandfather Lorgrena Benirus and agree to help you clean the house from ghosts. He will appoint a new meeting in your already familiar place in the tavern "Count Coat of Arms", from there you are with him, slowly walking to the house of Benirus. Before going to the house, it is desirable to stock by some potions or artifacts that protect from the cold. In the house you will need to reach the door to the basement, killing the ghosts on the way, well, and then do the same thing in the basement itself, while you do not get to the closed portal. The portal Velvin will share various passes with their hands, and as soon as the portal opens, shamefully casts you one to understand the ghosts further. The opening of the portal will mean that a secret door will open in the wall, followed by another room in which you will see the remains of Lorgrena Benirus lying on the altar. Here his spirit will speak with you, tells a tearful story that he repented, and now the only thing he would like is to be stubborn with the world. To restore, he needs a judge trifle, and the skeleton's hand is named (his hand), which you found next to the note from his diary. Of course, you will give Lorgren His "Hand" and will be immediately punished for the gullibility. The sneaky necromancer will rise from the dead, Khokhod in the best traditions of Hollywood horror stories. What else can I say, "Machit Casla". As soon as you kill it, then return to the Tavern "Count Emblem" and talk to Velwin. He apologize for the escape and says that he leaves the imperial city. After that, the mansion really becomes yours, and the furnishings of the house comes to normal. This is considered to be completed.

    Task number 2 (MS04) Cheap deception
    To get this task Talk to Gogan or Maleon. Gogan's house will be second to the left of the "Gate of Dock Anvil." Talk first with his wife Maleon, she will tell you that her husband robbed a gang, consisting of some women. Then talk to Gogan, and he will tell where it happened, and how those women look at approximately. After his story, we go to the tavernu "Alcoholic beverages", which is immediately left as soon as you leave the "Gate of Docks of Anvil". In the tavern, negotiate with the master by Maenlor, who will tell that criminals occasionally appear in his institution, but it can not do anything with them, as they do not violate anything. After waiting for literally a second 10 after the conversation, you will see how two cute women will include in the tavernu and Faustina Cattery), one of whom will suit you and offer an unforgettable night of pleasure. All that is required of you is to approach 11 o'clock in the evening at Farm Goreden, which is located in the southeast of the city. Enter the house, there will be a Faustina card, and will offer to go to business, that is, to undress until her girlfriend approached. You will refuse accordingly, after which three women will attack you. As soon as you understand them, Gogan and Maelon will appear in the house in the form of guards. In principle, nothing particularly important will not be reported to you, will pay for the implementation of the mission of 500 septimov and say "Thank you."

    Task number 3 (MS05) through a nightmare
    In the magician Guild, the head of the Kud-Hey Guild asks you to help your friend Enantira get out of the world of dreams, where he accidentally left and not returns for three days. As soon as you are ready, she will take you to him in the house where you will see the hunger on the Bed Enantira. After conducting a brief brief, it will give you a "amuleu of the world of the dream", after which you will need to go to bed and go to bed. As soon as you light up, you will find yourself in a dream of Enanatir, without armor, without weapons and opportunities to apply magic. Talking with enantium, you find out that he could get out of sleep if he hadn't been afraid of the tests that should be passed for this. Let's start with the test of tolerance. You will find yourself on a stone platform, and ahead will be seen with holes from which minor arrows will be searched. You will need to slip on the columns, and then go through the sides of the columns. At first glance, everything is simple, but in fact, after the second column you will not give you to jump, you will need to wait and constantly try alternative paths, after a certain time some of them will be available. In general, you will have to dangle into the invisible wall, waiting for the path until the path opens. That is, you will have to suffer. At the end, you will see a sulky ball, go to it and activate, then return to the room to enanti. Take in the closet, which is located on the first floor, a few healing potions. We now turn to the determination. You will find yourself in the arena, only without weapons. Unfortunately, you will have enemies here, and the graceful and armed. But they are not really dangerous if they act correctly. How to enter the arena, jump on some of the side protrusions near the exits in the arena. Then, from there, jump on one of the columns that stand in the arena, and from there you have to jump over to the balcony, where the corresponding stone is. How to activate the stone, then you will be in the room with enantium. It remains to undergo testing courage. It is actually very simple - it is necessary, drinking a bubble with the potion of breathing under water for 30 seconds, sailing along a long underwater and rather winding corridor. As soon as you give out, you will see a stone of courage, activate it and move back to enantine. After that, the path to the fourth, the latest test of perception will open. Here you will need to go along the road consisting of a variety of traps. Immediately it will be necessary to take a quick pace, it is impossible to stop. At the end you will be waiting for the corresponding stone by activating which, you will return to the room to Enantina. Now talk to him, after which you return with him back to the real world, and he will reward you with a scroll.

    Task number 4 (MS06) Lone Guardian
    The task can be obtained by talking to someone from Bavilas on the topic "Lonely Guard". You will be sent for more detailed information to the Taurnechik Gilongianan, the owner of the "silver-house-on-water". He will tell you about the ghost of a sailor who appears every night at eight hours in the Baunotch camp, and then goes along the coast. It lasts this for quite a long time and strains the locals. To clarify all the features of this phenomenon, Gilongdorian offers you to go to the Bowunotch camp, which is located to the southeast of Bavilila on a small island near the coast, a little north of Isleid ruins Baun. On the island even created conditions for a comfortable expectation - a tent with a bed. Exactly eight o'clock on the island will appear the ghost of a certain sailor Grantam Blackiey. He will stand a little on the island, and then go to the shore around the bridge, connecting the island with the mainland, then he will pass along the shore a little further Fort irony and stop. Here it is possible to approach him and talk. He will ask you to free it in Oscala Panthers. Under Oscal Panthers, Blackiele implies the remains of a ship located on the opposite side of the Niben River when the River Panther is pushed. The ship is not noticed hard, but the entrance to it is clearly not indicated. Entrance inside the ship is not done through the hatch on the deck, but directly from its right side. Inside you will immediately meet a couple of ghosts, as you will deal with them, then go to the cabin and find a ship magazine on the table, then descend down, kill a couple of ghosts and after that, let's get down in the bag. There you will meet a particularly strong ghost. How it will be this will be the spirit of some gable traitor, which raised the riot on the ship. The field of how to deal with the ghost, take the key from its remains and free the riveted skeleton. The ghost of Grantam Brixel will appear here, he will thank you for liberation and will give you a card on which it is drawn, where his treasures are stored. This place is under water on the River Panther, in the place where the Black Dog camp is located on the banks of the river. There you will find a chest with Grandmates, but nothing particularly valuable in the chest is not stored. This is considered to be completed.

    Task number 5 (MS08) Hunting
    This quest can be obtained, having talked to the inhabitants of Braville, who will tell that the Husband will disappear from Ursanne. For details, we go to the Ursanna itself. She will tell you that her husband Aleron's horse was an avid player and owed a large amount of money in 500 coins of the local Roshovinger orc Kurdun Gro-Dragol. The last time she saw her husband, he was just going to go to this dender. Also Ursanna will warn you so that you are careful with this orc and say that it can be found at the lonely pet-friendly courtyard. Go to the "Lone Summer", Kurdana Gro-Dragola you will find on the second floor of the inn. In a conversation, he will not deny his involvement in the disappearance of the Alnaon of the Horse, and even starts to put the conditions. If you want to free the poorness of Aleron, then you should get from the Fort of the Family Relics of Kurdna - "Ax Dragola", and he will even kindly provide his boat so that you are faster to get to Fort. Get out of the tavern, go down from the city pier down, there you will see the boat. It is enough for you to click on it to move to the Fort of the vulture. Go to the entrance to the fort and open the door with an inconspicuous lever located at the bottom to the right door. As soon as you enter the fort, the doors will immediately close you (do not worry, this is a common trap). Inside the fort you will meet Alnaon's horses and unharmed, he will dedicate you to the true essence of the matter. It turns out that our wonderful orc is not as simple as it seems. He receives the main income, not even from usury, but from the arrangement of hunting for people. You are with Alena, respectively, the victims, and you will be hunting in the dungeons of the fort, and if you survive, you will even have to let go. Alonon True immediately asks you to go to the dungeon itself, since he still does not know how to fight and you are not an assistant. There is nothing to do, you have to go to the dungeon. In the dungeon you will immediately notice the locked door immediately, you can not attempt to open it, the key will be given to you, only at the very end. Go ahead and destroy the hunters who hunt you. After the bridge (what - you know), or rather on the bridge itself, traps will begin, so look very carefully on the sides and for yourself (among the traps there is also a pit with stakes). In total, the dungeons consist of two locations, there are two hunters in the first, in the second one. How everyone will kill, then return to the surface. In the fresh air you at first "paralyzes", and you look at the sad scene of the killing of Alenaon High by Kurdan Gro-Dragol. Then Dragol is not thinking for a long time, will attack you. Kill the bastard, take a real key from him and come back inside the dungeons, open the door to the left and turn the ones inside the lever. After that, the Fort door will open, and you will finally be able to get out. But do not rush to leave the fort. Close the top of the Fort of the vulture, there you will find a chest in which two bottles of "Wines of the Exile of Shadows" are lying. Do not drink wine and do not sell it, it will be useful for you one of the quests of settlements called "Ancient Wine". Now go to the boat and return to Barahlil to Urabnen a horse. Tell her about the death of her husband and Kurdna Gro-Dragola. Of course, it will, of course, will be very upset by the death of a husband, but will be consistent with the fact that Aleon at least removed. In thanks for this, she will give you the book "Biography of the Queen of Wolf", increasing eloquence skill for one point. This is considered to be completed.

    Task number 6 (MS09) Two sides of coins
    I want to warn you right away, the task is not for a noble knight on a white horse, but rather for a dejected thief, and prepare for the fact that in the process of his passage you will have to go to jail. The task can be obtained, only by talking with the locals of Bruma on the topic of rumors, the actors themselves do not give this quest. In the city you will tell you that Arnora Auria wants her to keep her money stolen from her. Arnor will tell you a fideline story that her accomplice force forced her to commit crimes, and at the last of them even killed a man, but before he caught the guard of Bruma, he took and distributed all their money somewhere, and now she remained Without a penny in your pocket. Now she asks you to somehow to be familiar with her accomplice, whose name is Yorundre, where he hid the trunks, you promises half the prey for it. Arnor will also say where Jorudre is located, he sits in Bruma prison. You may not attempt to be familiar with him, where there are stolen money, he will not believe you anyway and thinks that one of the guards selected you. To go to him confidence you yourself will have to go to prison. When you find yourself in one camera with Jorundro, talk to him about stolen gold, and he will tell you a completely different story. According to Jorundra, this Arnor has taken him to commit the last crime, and it killed a tax collector. She also passed his guards Bruma, but fortunately, Jorundv managed to rewound stolen money. Now he is eager for revenge and asks you to kill Arnor, and instead promises to tell you where the bad good is hidden. In evidence of the death of Arnor Jorundv asks you to bring him an amulet. Now go back to Arnor's house, and here you have a choice of two options: kill Arnor and pick up all the money yourself, or tell about all Arnore and agree to its offer. Arnor is ready to give you an amulet, but in return wants half the stolen money, and if you want to hide with money, she promises to declare you wanted. The choice is yours. If you agree to her conditions, then she will give a key from the chest, where its true amulet is lying, and not the one hangs on her neck. Return to Jorundra in prison (now you can come there as a visitor) and place him evidence of the death of Arnor. He will tell you where money is hidden, and you can only go behind them. The chest with money literally in the top ten meters from the northern gate of Bruma, but as it turns out, you are not the only one who knew about all the peripets of this story. You will be suitable for a person named Travel Logellus, who serves as a guard in the Castle of Bruma. He overheard your conversation with Jorundro and also wanted to get started with stolen gold. While you went to Jorundra, he killed Arnor and now wants to get rid of you from the last candidate for gold. There is nothing to do, kill it and take the gold, which is in the chest. You only have to check whether the turret was really killed Arnor. Return to the Arnor House, where you will find her corpse. All gold is now yours, but you are recommended to quickly leave the city until you are suspected of all these crimes. On this story with stolen money is considered complete.

    Task number 7 (MS10) Sales and conscience
    This task can be obtained in Chateenhole, talking to the locals. New chief of guards Captain Ulrich Leland began to charge large fines from the inhabitants of the city in every trifle. It seems nothing criminal, but the people are very unhappy. You are entrusted to sort out the situation. Accordingly, you are sent to start to one of the most dissatisfied citizens Levan Naeww, which lives in the house on the square near the Arkey chapel. It is not always possible to catch at home, Levan can walk through the streets of the city. I will not say anything particularly valuable, I will mention a certain poor Aldos reflected, which was recently expelled from the house for fines, and will send to the deputy Ulrich, Garros Darrelian, who is dissatisfied with his chief, and accordingly will be able to somehow help with his exposure. Garrosa you will find in the central hall of the Chedenholla Castle. Garros will tell you that he suspects his chief in assigning money to himself, which come from fines, and will ask for help to find a person who could give any testimony against Ulrich. Here then you remember about Aldos reflected. Since he is homeless due to Ulrich's efforts, respectively, and it is possible to find it only on the street. Aldos Otran immediately complains about fate and call you "to yourself" home. Around his ex-home, he is praised with the guard, and he will quickly borrow it. After this sad event, you will be asked to go and tell about this case to Levan is not wired. She will be outraged and asked to lure to her to her house Ulrich, after which she sacrows himself. But you are a law-abiding citizen and just a prudent man, go first to Garros and ask the Council from him. He will also be outraged by the death of Aldos reflected, but will be offered to do without bloodshed. To do this, you will need to get some evidence from the home of Ulrich Lland. All the difficulty is that you will have to do it illegally, so if you are caught, it will be exclusively your problems. But Garros will a little easier for you, giving you the key from home Ulrich. The villager lives in a small room in the barracks of Cheidenhola's Guardians, which are located on the entrance to the castle. As you enter his room, you will see the dresser on which the book is lying, and there is a small square of paper on it, so you need it. This is a letter to Ulrich to his relatives. Take it and come back to Garros. Garros will be infinitely happy and says that she will give a letter to the count, and you will wait for him to wait nearby the Chateenhol Bridge Hotel. Two hours later, he will come to you in an agreed place and say that Ulrich Lland was arrested, and he was appointed chief of guards. He will thank you with a good amount of gold.

    Task number 8 (MS11) Deady Brotherhood
    This task can be obtained by talking about rumors in Broome, or by going to the house of Bradon Lirrian. Let's start with the house of Brdon, as you will still send you there. As soon as you get into the house, the brave guard carius Runellius will immediately come to you. And if you raise a little his attitude towards yourself, he will tell you what happened in the house of Bradon Lirrian. The fact is that the house was killed in the house itself and happened on quite legal grounds, because the investigation has every reason to believe that Bradon Lirrian was a vampire and recently dealt with a couple of beggars. By the way, the body of one of them was found right in the house, in the basement. Carius tells you that the case is clear that a certain vampire hunter Rainel Dralas did everything right and investigate there actually nothing. However, if you go for example in the Tavern of Olav and talk to local regulars, they will tell you that not very much and believe in the official version of the investigation. Talk to the wife of Brdon, Erlin, and she will tell you more information that make the evidence base of the investigation of very well. The greatest suspicion causes Brudon's killer, the vampire hunter Rainel Dralas. For completeness, the picture would be nice to hear that he can say about the murder of Bradon. Go to the Tavern Olav and talk to her owner, Olav himself, Rainle. He will tell you that Reynyl stayed with him for a couple of days, but quite recently left the tavern, and will also give you the key from the room in which Rainel lived, because he himself really wants to learn the truth about what happened. In the room Rainel at the dresser you will find the Gellant Diary. From him, you will learn that Rainil, Geleburn and Bradon were familiar in youth, and also organized the fraternity of adventure seekers and were searching for various artifacts. In the end, they found some kind of valuable artifact and hid it with the intention to learn the artifact later. Talking again with the master of the tavern, you will learn that Geleburen was recently killed in the skingard all the same Rainleom and at exactly the same scenario, that is, the excuse for the murder of Gelebure was that helebure vampire. Go now to the Guard by Carius, leading an investigation, and try to convince him. He will agree with you surprisingly easily, immediately announces Rainel wanted and suggest you to meet him in the Tavern of Olav in an hour. An hour later, in Olava's tavern, he will tell you that Rainel was seen on the way to the "Northern Stone" cave, and will suggest to deal with the revenue you, as it is afraid to heave him. Go to this cave, it is located in the north-west of Broom, a little north-west of the farm "Epllotch". In the cave you will find Rainel, he will not give up and will attack you. He is strong, but not extraordinary, so you can safely handle it. After that, you can take an artifact from the chest called "Earth Amulet" and return to Broome to the wife of the deceased Bradon. Erlin will say that the artifact does not show its properties while the secret word is not uttered over it, which knows after the death of all three members of the Brotherhood, only she. Erlin will ask you to have an amulet to activate it, and after the uncomplicated word, the amulet will be truly valuable. In gratitude for the humpback of her husband and the estimate of his name, she will give an amulet to you. On this task ends, but if you want, you can still look into the tavern to Olav and talk to the Carius.

    Task number 9 (MS12) raise the veil.
    Most likely, the task is you will receive from the Brawn Countess Manager, Talgan. He will give you an invitation to the Countess that wants to meet you in her castle. Countess takes visitors from 8 am to 6 pm. At the meeting, the Countess will tell you what is a collector of Akaviri artifacts. There are already quite a few artifacts in her collection, but recently information about the approximate location of one very valuable Akaviri artifact - "Dragon Stone Madness" came to her hands. In general, the stone should be in the ruins "White Pass", but where these ruins are located, no one knows. Her scouts could only install one of the landmarks leading there, this is the top of the Dragon Claw. It was also possible to find the key from the ruins "White Pass", this key will give you to you, because he can come in handy, if you are lucky to find these ruins. She will also give you a "white pass card" with the guidelines that managed to draw from one old Akaviri diary and an excerpt of the broken text of this diary itself. Here with such source data you go to the task. The top of the "Dragon Claw" is located north-east of Bruma, there is quite clearly indicated road from the eastern gate of the city. Rocks as such you will not see, it's just a small rocking elevation. Now it's time to get the card and referred to other landmarks. After the "Claw Dragon", this is a statue of war that is in the west of claw. If you go a little west, you really find the statue of the watch. From her, go to the north until you find the cave "Snake Passage". There is nothing particularly interesting in it, just just in case you pick up a sign lying next to the skeleton. Coming out of the cave, you will be in the fresh air again. Go along the trail (along the way you will meet quite a lot of flaps) until you reach the fort. Fort himself teem skeletons, so expect your strength. From the first location of the Fort, there are two exits in the location of the Snake's Eyes and the Scales of the Snake, which of them would not go, you will still find yourself in the location of the snake fangs, and from there you will get into the location of the "poison snake." There you can immediately meet the ghost of the commander of Akaviri Mishahhi. He will take you to a fighter who is entrusted to deliver to him orders. Here you have a choice that he will answer, but I would advise you to say that the orders were delivered to him. After that, the hidden passage will open in the room where the amulet of the "Dragon Stone of Madness" is lying. Take it back and return to Bruma to the Countess. She in gratitude for the artifact delivered to her will give you a ring "Eyes of Vijuki". This is considered to be completed.

    Task number 10 (MS 13) Stubborn Knight
    This task is given to you on the passage of one of the stages of the main quest. The task will give either the count of Andel Indus, or one of the guards near the gate of the Oblivion, which will be opened next to the Western gates of Chateenhol. Young, hot and pretty arrogant son of a local graph, seeing that the gates to Oblivion opened near the city, decided to close them together with her friends. This company is local "golden youth" called himself "knights of the spines" and they climbed into the gate to get a glory and honor. At the time of your appearance, there are no news from them for two days. Guardians are afraid to see the gate of Oblivion, so besides you, pull them out. Before you climb to Oblivion for a young graph and his friends, get a spell of restoring the health "to goal" or "when touched", it will be very useful for you. Now you can step into the gate of the Oblivion. Immediately how to appear in the Oblivion Plan, you will see the dead body of one of the knights of the barb. Go down on the way down. Of course, the road will not be clean, in the course of the movement you will constantly come across various Daedras. When descend on the road, you will see an inconspicuous door, that's where you go there. In the floor you will see a hole, jump into it, then again and again discover the body of the dead knight. Get out and go down the road until you reach the next dead knight. Look for the door again, go inside, then jump into the hole in the floor and go down until you go out. There you will meet a young graph called Indus and the only surviving from his friends. You will need to get together with them to Sigil Stone and close the gates. Despite the fact that the graph will say that he and his friend will go behind, when meeting the first opponent, they will run attack the enemy. Unlike many other quest nescript in the game, which are protected from death, these two such protection are deprived of, so for this you will need a spell of restoring life with "touch" or "to goal". You will need to constantly make sure that they do not died during the next battle, and periodically treat them. In case the graph will still die, take the printing ring from its body to then give it to the count. After you meet them, a little ahead of you will see the beginning of the monolithic plate, leaving ahead, this is the road to the tower. The tower itself is quite standard, so it makes no sense to describe it. When you bring a young graph from the world of Oblivion and close the gates, talk to him. He published Indus to assign you the title of "Honorary Knight" Order of the Birthdays and will give a knights of the knights, which increases eloquence by 15 points. Go and talk to His Father Count Indusom, he will also offer you a gift for the salvation of the Son. It will be to choose from either the "Person of Indarus", or the "Volya Blade". In the staff there are effects of deterioration of strength by 10 points plus a shot with electricity 30 units, and the blade has the effect of the destruction of armor of 120 units when hitting. Choose a gift to taste, and on this task will end.

    Task №11 (MS 14) Dangerous articles
    You can either learn about this task from urban rumors, or go to the house of Rita Litandas. There you will meet his wife tivel Litandas, who will tell you that her husband is a pretty good artist, and that usually rit works very long in his workshop, coming out from there just eat. But a few days ago he did not get out of the workshop. After waiting for several hours, I still decided to enter there, but the husband disappeared from the workshop, and now you are its only hope to find it. After this story, she will give you the key from his workshop so that you can explore the place of the disappearance of her husband. In the workshop, it is not necessary to look for anything to look for anything, just go to the picture to the left of the entrance and climb into it (everything is fine, I'm fine with my head). Next, you will find yourself in the painted world, where and meet Rita Litandas. He immediately will upset you by the fact that the case of the painted world is very difficult, because it is possible to return to the normal world only with the help of the "Brush of True Mastery" (about this brush will tell you in detail the RIT itself), which Rita stole some bone . This bosmer was still an rarely bad being, because with the help of a brush he painted trolls, which attacked him himself. The brush remained and remained at the BOSMER, but there is no possibility to meet him, because Rita cannot reach the BOSMER, since the road painted trolls is blocking him, and Rit does not know how to fight. Well, since Rit go to the Bosmer can not, then you have to do. RIT will give you 6 bottles of turpentine, which adds an additional +250 points to the attack when dealing with drawn trolls. Next, the task is pretty simple for the hero above level 20 (then the turpentine will not need), we must go through the drawn forest, to sequentially fill 6 trolls. At the end of the way, you will find a dead barefoot from which and take the "brush of true craftsmanship." Return to Rita, he draws a portal to his workshop, and you will move there. In gratitude for the fact that you pulled it out of the painted world, he will give you a "Apron Apron", which adds +10 to agility and intelligence. On this purpose is considered to be completed.

    Task number 12 (MS 16, MS 16A, MS 16B) Located from birth, lost heritage, father's sins.
    In a corpolation you will tell you about the suspicious behavior of Reynald Jameman. He walks through the streets and does not recognize his acquaintances, in addition, he suddenly became a sober, although he used to be known as a drunkard, and he would tell you that he had seen him several times in Chateenhole, which is also suspicious. First of all, you need to find the Reynlda Jameman himself and talk to him. Reynold you will find in the tavern gray mare, which is located to the right of the southern gate of the corpolation. He will most likely be drunk, but still able to tell you that he did not know with the clan and asked to deal with that man who gives himself for him. In Chateenhole, ask the first on-line about Reinaldaj Jamean, and he will tell you that only Gilbert Jamean knows, who lives in the hotel "Shelter Newlands". It is located on the left of the Western Gate Chateenhol. Talking with Gilbert, you will learn about the family tragedy. It turns out that Reynlda is his brother whom he considered the dead. Gilbert will ask you to go to his brother and say that he will soon come to him. Return to Chateenhol, talk to Reynold, and soon his brother will enter the tavern, after some time there will be a sign that the brothers reunited. Talk after that with Gilbert, and he thanks you 500 gold. The first part of the task on this ends. Next, Gilbert will ask to clear from the ogre-cannibal to the estate "Verlich", once belonged to his father. The whole problem is that he does not know where it is, as they had to leave him at a very early age. He only knows that it is south of the corporal and north of the "Fort of Camarla". Can you like and search it in the surrounding area, and you can ask someone in the city about this is the estate. You are redirected to Sabil Lol, which will tell and show where it is located. Sabila itself can be found either in the guild of fighters, or in the forge "Fire and Steel". Go strictly south of the corporal to the "Fort of Camarla", then to the southwest, do not reach the estate, or rather the farmhouse. There you kill three flaps and the task is actually done, just not forgetful to walk around the house so that you have sequentially two signs that you have found this house and that the faces have been killed. Return back to the corporal and tell the joyful news of Gilbert Jamemen. After that, he will ask you to deliver it and brother in Wezerlich. Talk to him again when you are ready to implement this mission, and lead the brothers. As soon as you deliver them to Wiserich, negotiate again with Gilbert, it complains about a shaky financial situation, but thanks you 375 septims. The second part of the task on this ends. Returning to the corporal, most likely, you will be stumbled on the street on a certain Fatis Slesia. He must come to you. Fatis will tell you that Albert Jamemen, the father of the Jamemen brothers, at one time deceived him, without returning him one valuable thing she stole on the order of Fatis. With the thing of this Albert, Jamemen ran away from him and settled in the wilderness called "Verizhih", but there did not find this thing after his death, from which it follows that the faces most likely dragged her to their lair, which is in the cave "Dolina Redgard " It is far from the south of the corporal actually between the Skingrad corolon is slightly east of Vserlich. In general, you need to go there and beat everyone. About a dozen flags are deployed in the cave, a wanted item is located at one of them and called the "Honorary Sword of the Corporal", for you it does not represent a special combat value, but someone besides Fatis Slesa can thank you for the return of this sword. If you do not want to get a despicable metal in the amount of 1,500 septimov, and something more memorable, then go to the castle and find Lata Vavrica in it. Day, Vavric usually stands next to the Countess Ariana Valgoy. Give him a sword, and in return, get the "coat of arms of the corpolation", which is given for special merits in front of the city. You can not walk to Fatis Soleu, he will not talk to you anyway. You need to actually go back to the Vaslich estate and talk to Gilbert Jamemen about his father. Gilbert, of course, upset a little, but, in general, will be pleased and will give you a reward of 4 great stone souls. On this third, it is the latter, part of the task ends.

    Task number 13 (MS 18) deadly field
    In the king in the tavern "Gray Horse" to you, an old man named Valus Odel with due to the fact that the two of his son is going to hunt for monsters in the forest near the corporal. He himself is too old to defend them somehow, so he asks you. Sons should wait for him a little west of the monastery of Wainon. Go there and really see in the conventional place two guys with a weapon. Their name is Rollus and Antos. From the conversation with the sons of Odiole, you will learn that the monsters are committed on their farm, and they were just going to go reflect one of these attacks. Just now they thought they would go their father with them, and not you. But both of your company are not particularly upset and will behave for a farm. On the farm in the middle of the garden, Rollus and Anthus will stand in a combat rack and will wait for the attack. Immediately I want to warn you so much on guys not hoped, and on the contrary, they fence them from the attackers, since the quest protection from them at that moment is removed. The enemy will not wait, and soon a small group of attackers of three monsters will run out on you (I had goblins). Kill all three, and after a while the attack will repeat on the right. The last attack will arrive on the left, but this time the attackers will be four. It will stop on this attack, and you will need to go back to the tavern "Gray Horse" to Valus Odila. There are also his sons, the valor in gratitude to their defense will give you a sword called the "cooler", which is hit by cold, while overlapping a vulnerability to cold. This is considered to be completed.

    Task number 14 (MS 21) collector
    This task you get, finding one of the Isleid figurines. Total statuettes are ten, all of them are in various Isleid ruins, one in every place. These figurines are looking for a very rich man whose name is Umbacano, he is a famous collector of Isleid artifacts. If you did not give a note from him, you can come to visit him yourself, his mansion is located on Talos Plaza in the Imperial City. Only at first you will have to talk to his butler Jolring and show the Isleid statuette to him. After that, you can talk and unbakano himself. He will pay you for a statuette of 500 gold, and also tell you that if you find all 10 figurines for him, then it will double the amount of your remuneration. After you find a second statuette for him, he will tell you that he has information about five Ayled ruins, where you can still find similar figurines. This is Moranda, Macmentein, Venjandavik, Ninendava and Fanakas. When you accomplish the third statuette for Umbacano, he will tell you that he has another task for you. The task is called the "thirst for possession", you can read about him a little lower in the text. Find the other seven figurines will help you with a list of Isleid ruins, which is below:
    1. Wilverin - located northeast of the Imperial City on the island, which is located on the Lake Rumar (under the Lake Rumar is aquatic space surrounding an imperial city). Isleid Ruins Wilverin consist of four locations (Wilverin, Wilverin Kanosel, Wilverin Vendezel, Wilverin Selmanship). In the first location there are gangsters, in the rest - evil spirits, as well as in all locations there are various kinds of traps. In the second location, difficulty may arise with further advancement, since no obvious doors or moves are designated. In order to open them, you must press the button in the floor. The statuette that you search is located in the last location of Wilverin Sel Sanmonta, from there there is a passage immediately in the first location of almost the exit, but for this it will be necessary to kill the necromancer.
    2. Fanakas - located north of Chateenhell and east of the Arryus lake. These are small Isleid ruins in the vampires. Find a statuette in them will not be much difficulty. The only unusual item is that in one of the places it will be necessary to swim under water to get to it.
    3. Venndire - is south of the corporal. Ruins consist of two locations (Venndire and Vendire of Nogasel) inhabited by various evil spirits. Figurine is located in the location of Venndire Nogasel.
    4. Ninendava - is located between corolla and bruma, northeast of Sanker Torah. Vampires live in these Isleid ruins and a little undead. To get a statuette, on the first fork, turn left in the direction that leads up.
    5. Moranda - there is a little north of the orange road, between corolla and bruma, a little south of Ninendava. Your opponents in these ruins will mostly be the northern monsters. Consist of ruins of three locations (Moranda, Moranda Abaspania and Moranda Aratazel). From the location of Moranda, you can go right away in two locations: in Moranda Abaspania and Moranda, the Aratazel \u200b\u200bFigurine is located in the location of Moranda Abaspania.
    6. Venjandavik - is located northwest of Bavila and south of the Imperial City. Ruins consist of two locations (Venjandavik, Venjdavik Edell), a figurine is located in the location of Venjdavik Edell. In ruins, the undead lives, and there are traps in small quantities.
    7. Culott - located in the southeast of the Imperial City, on the banks of the Niben River. You can safely enter the ruins and stroll through them. In the clott, you will not meet anyone until you go to the room where Isleid statuette is located. Going out of it, you will find that the ruins are now filled with zombies of all kinds. Next, you act as you like more, you can make a stripping, and you can quickly relate from the cloud, using zombie slowness. The main thing, do not forget to grab a statuette with you.
    8. Makazentein - is located southeast of the Imperial City, between the Rid and Silver Fish Rivers, the east of the yellow road, near a small lake. In total, there are three locations in these ruins (Macmentein, non-love crypts, the refuge of the necromancer). Mostly your enemies there will be necromancers, but you will also have to fight against undead. The statuette is located in the last location of the "refuge of necromancer", from which there is a secret output immediately in the first location.
    9. Wellkee - is far from southeast from Bavila, on the southern bank of the River "Panther". These Isleid ruins consist of three locations (Velka, Velka Seedy, Velka Edell), your opponents in the ruins of Velka will undead. Figurine is in the last location of Velka Edell.
    10. Vendendebek - is located on the southeast of Bavila, on the banks of the River "Panther", northeast of Island Ruin Velke. By internal location, these ruins are very similar to Makazentein. Opponents by the way are the same - necromancers. Yes, and the statuette in the same place is located, only location is called differently - Vendelbek Aran Matmadli.
    After you bring Umbacano the last statuette, it will pay you its cost of 500 septimov, plus another 2500 gold for the fact that you were able to collect the full collection of these figurines for him. On this purpose is considered to be completed.

    Task number 15 (MS 22) thirst for possession
    This task is given to you, after you accomplish the third Isleid statuette for a high elf named Umbacano. The task for finding Isleid statuettes is described slightly higher, it is called "collector". Now, Umbacano asks you to find the "carved panel" from the "High Cathedral" and gives you a Isleid stone, which is some kind of key in this "high cathedral", but where the High Cathedral itself does not know. After completing the conversation, go out of his house, and then a person named Claude Maris is suitable for you. He will introduce you to as a treasure hunter and says that it also works for Umbacano, and also hints to what he knows where the "high cathedral" is located, but for further conversation, he will offer you to go to the tavern of "TIBERS SEPTYM". There he will tell you everything that knows about the "High Cathedral" and about where he is and as is now called, and will also try to dissuade from further travel to this place. In addition, he will mention the book "Cleansing the Temple", in which you can read about the events of what happened in the "High Cathedral" earlier. You can go and buy a book in the store "First Edition", which is located in the shopping area of \u200b\u200bthe Imperial City, and you can immediately go to Island ruins called Malad, this is how the High Cathedral will be "High Cathedral". Malad is located in the Vios Mountains, which is far east of Braliagra, in fact, on the border with Morrowind, the north of Lake "Kanulus". In Malad, your opponents will mainly be undead, but at the beginning of you will most likely meet the usual representatives of the Fauna of Krodiel. In fact, for a long time to walk in Malad. You do not have to, in fact, the "carved panel" will be immediately behind the door, the key of which gave Umbacano. Take it back and return back to the exit from Malam (although there is a desire, you can explore these Isleid ruins). As soon as it is on the surface, Claude Maris will immediately suit you with a proposal to give a "carved panel". I do not even consider the transfer of the panel to him. Therefore, you have two options: actions either run, or fight. Note, Claude is not alone, with him three or four assistants, one of which is even on the horse. If you decide to escape, it is not far from the entrance you can meet Argonian S'Razirr and offer your assistance in eliminating Claude Marisa in exchange for a part of the remuneration for the "carved panel". I give a decision at your discretion, I myself would suggest "make legs", so as not to spend time on these racketeers (well, for the next task it will be better). Umbacano will pay you a pretty decent amount for this "carved panel" and wants to give another task. It is called "Mystery of Isleides" and will be described separately, below in the text.

    Task number 16 (MS 23) Order of Virtual Blood
    In the temple area (although it is possible that in the area of \u200b\u200bWaterfront) of the imperial city to you will run up a woman named Rals Norvalo. She will say that her husband sent her, Gilen Norwalo. He has some urgent matter to you, and he wants to meet in the house of some middle. There are two reasons to accept the task. The first, it is a simple curiosity - with some frightened to you run up, asking to go, the hell knows where to meet it is incomprehensible to whom. The second, this is what the quest you will no longer be able to perform later if you refuse now. Therefore, I continue to describe further the purpose of the task. Header's house is located right there in the temple area, go inside and talk to the Headsman himself. He holds you to his basement and dedicate to the event rate. The fact is that he, Gelen Norvalo and the gray throat form "Order of Virtual Blood", the purpose of which is the destruction of vampires. The other day, Comrade Meredur was just kindled, as one of the vampires sucked blood from his victim. Now they want to kill Wapira, but the fact is that they are too old for such feats, and your reputation quite deserves trust in order to entrust this task to you. The vampire you need to find, name Roland Jencerik and he lives nearby immediately in the temple area, but the fact is that he started in the run and you still have to find it. Hellur advises to start looking at his house. You will have to hack the door to the Roland's apartment and make a small search. Be careful, the area actively patrols the guard. It is not necessary to search for the apartment for a long time, you need a small piece of paper lying on the table in the hallway. It follows that Roland is most likely hiding near the imperial city in his hut in the Great Forest. The hut is northeast of the imperial city, just north of the blue road. Roland will at first outreach your appearance, but if you have to talk to him, it turns out that he is not a vampire, and Hellur said it, but actually Headur himself and there is a vampire who chose a very unusual, but nevertheless very effective cover for yourself, this is an order to fight vampires. To check your words Roland sends you to the store "First Edition", which is located in the shopping area of \u200b\u200bthe Imperial City, to the seller of Phintias. The bookseller will tell you a lot of interesting things about Heartur and, including the fact that Medur loves to walk on the southeast of the imperial city to the district of the memorial cave visit the grave of his ancestor. Fintias will even celebrate this place on your map. As you understand, you need the cave itself, it is a little south of the Fort Magia, on the banks opposed to the Imperial City. A bunch of vampires wandered in the cave, and at the end you will be waiting for MEDUR. Kill the reptile, come back to Roland Gencerika in the hut and tell how everything ended. Roland will be glad that everything was resolved, and will tell you what he thinks necessary to take the case of the destruction of vampires. He will also offer you to visit the basement of Heador's houses to give you a reward in the headquarters of Virtuous Blood. Go to Sador's basement, there you will meet Roland and give the "Sunfire Ring" with quite good characteristics of the reflection of magic and resistance to disease. In addition, if you talk about vampires with Roland, he will offer you to pay for every killed vampire 250 gold. Proof of the murder of a vampire can serve as "dust of the vampire". Given that the maximum value of the "vampire dust" as the ingredient is 50 septimov, then this is a very generous proposal. On this quest is considered complete.

    Task number 17 (MS 26) Imperial Corruption
    The task is you can get in the imperial city from one of two people, or from the Redgard Ruslan, or from the orc Luronka Groschurzog. The orc and the Redgarl will tell you that when they visited the store "Almost new products of Jenßin" in the shopping area of \u200b\u200bthe Imperial city, then the guard entered there, accused them of stealing and demanded a fine with them. No beliefs on their part are that they have not performed theft, they did not act on him. The hostess of the store also could not say anything, as the guard joined all the traders in the city, and they cannot tell him and words. After this conversation, go to the store to Jenßin and talk to her. She will confirm everything told by Ruslana and Lurontic and also calls the name of the guardian-racketer, they will be not just a guard, and the captain of the imperial guarantee Auden Avidius. She also will not talk to say that the captain of the imperial guard can arrest only another captain of the Guardians. In total, three such captains, in addition to Auden Avidius, this is still Servantius Kilantilis and Intrius Gain. Servantius refuses to help you, argueing your refusal by the fact that it was only recently appointed to this position, and he is afraid to arrange such investigations. Intrus Gain will tell you what can help you, but only if two witnesses are given against Auden Avidius testimony. You will need to find Luronka and Ruslan again and convince them to give such indications. They are reluctant, but still agree to the date of the testimony (if not, then apply your eloquence). Next, you will need to wait about a day, after which you will tell you that Auden's Avidius is arrested. On this purpose is considered to be completed.

    Task number 18 (MS 27) Mystery of Isleides
    This task is given to you a rich aristocrat named Umbacano after performing the task "Thirst for possession", which is described by me above. This time he asks you to get to him the "crown of the last king of Isleids," but now not in any ruins, but at another collector Mannia Kinna. Umbacano says that he himself will not be able to buy this crown, as Hermia will not give him the crown from the principle, and you can get it. Remuneration for the Crown He will pay you in advance. The amount that will remain after performing this task will be yours. Before proceeding to its implementation, I would very strongly advised you to get all the Isleid figurines for Umbacano, which he asked to find you on the task "collector". Returning to the task with the crown, I can offer several ways to fulfill. The most efficient, simple and fast is to steal the crown in Hermea. Her house is located in the Imperial City in the Elven Gardens. The crown is locked, on the second floor of the house, in the Isleid container. Alternatively, there is another way to fulfill Unbakano instructions. It is more long, but more correct (conscious) from the point of view of the game. If talking with the germiniya herself, she will tell you that I miscano wants to get the crown not just like the next Isleid bauble, but as a powerful magic artifact, the improper use of which can lead to deposits. Instead of the "Isleid crown of non-flames," Germina offers you to get the "Ayled Crown of Lindai". She is convinced that unbakano will not notice the substitution, since he did not see any of them. Hermina will give you the key from the monarch of the tomb of Lindai, in which you can find the crown. Now your path lies towards the Isleid ruins of Lindai. To get to them, you need to go strictly east of the corporal. Nothing particularly of these ruins represent, they consist of two locations, your opponents in which there will be a common undead. "Ayled Corona Lindai" is in the second location "Lindai, internal crypts" in the Isleid container. Take it, come back to Umbacano and give the "Ayled Crown of Lindai" to him. Umbacano is a little surprised that the crown is not quite suitable for the description, but will not notice the life. It will also offer you to fulfill his one more task, but now I don't have to find anything for him, you just need to be a security guard for him when he himself will go to the Isleid ruins non-law. Umbacano will appoint you a meeting near these ruins in three days and asked not to be late. The non-law is east of Bavilas on the banks of the Niben River when the Silver Fish River is pushed. Umbacano will meet you near the entrance to the ruins, and if you did not kill Claude Maric, he will also make you a company. Ruins consist of three locations and are inhabited by the usual undead. Take care of Umbacano, since the quest defense will be removed from it, I would even advise to begin to wear non-flames alone, and then wad there Ishubakano. At the end of the last location, "villages Aran Arpena" will be a hall in which you will see a rectangular deepening in the wall. As you guessed to go further in it, you need to insert the key, namely the same "carved panel" that you mined for Umbacano earlier. Since the panel of Umbacano will do it himself. So you will find yourself in the Throne Hall of nonsense. Umbacano will pass to the throne, says some words and sit down at him. After that, you will see a beautiful light-imaging, and then, depending on which crown, Umbacano puts on, he will either die or turn into a monster. In addition, secret niches will open on the sides, and from there you will be climbing any evil. Writing in the diary will advise you to run. If you decide to follow this advice, it is better to run away from the open side passage, which will lead you immediately to the exit from the ruins, and if you decide to stay, the battle will not be so complicated, it will be necessary to fill out only with a dozen units of various undead. On this, in principle, the task ends.

    Task number 19 (MS 29) dishonest competition
    Talk to the merchant Jenzin, which keeps the store "Almost new products Jenzin" in the shopping area of \u200b\u200bthe imperial city, about Toronir. She will tell you that Toronir is the owner of the store in the shopping area of \u200b\u200bthe imperial city, which fell suspicion that he behaves dishonest trading. Its goods are suspiciously lower than the cost of which they are sold from other merchants. Jencin from the organization "Society of Conscious Traders" will hire you to investigate the causes of the cheapness of the Toronir goods. She proposes to begin investigation from surveillance for Toronom to find out where it gets the goods. Toronir's shop is called "bottomless wallet" and is located opposite the "First Edition" bookstore. If you talk to the Toronir yourself on this topic, then only in vain will spend time, as it will still unleash. Better trace where Toronir will go after the end of the working day. At first, he will go to the tavern "Merchant Tavern", almost all the shopping brothers of the shopping district really hangs there, but at 11 pm, the Toronir will suddenly leave this wonderful institution and go to the secluded place of the shopping area. There he will meet with a kind of agamir, and you will listen to their dialogue (to listen, you need to come close to them). From the conversation it will be clear that it is Agamir supplies Toronir things and now your task is to find out, and where the Agamir comes from. Let's follow him before his apartment on Talos Plaza, then wait until he leaves her (approximately at nine in the morning), and then penetrate the Agamir's apartment and visit it. You will need to get into his basement, and it will become clear where Agamir gets things for the Toronir shop. It turns out he just rolls the graves. Capture a book called the "Creepy List" from the basement and return to the Toronir for a detailed conversation. He is terribly upset by learning all these facts, and says that it was not aware of how Agamir is taking things to his store. He also wants to provide all sorts of help on his part to your investigation and tell everything that will remember from recent conversations with Agamir. From what Toronir will tell you, the fact that Agamir today is going to move a new grave again, and, of course, he will need to catch this dirty business and stop. So the road is straight to you in the cemetery, and it is not like in all normal cities on the outskirts, but right in the city center. Walk a cemetery in a circle and near the "Testius family" Mausoleum "you will notice that it is torn in it. That's where you need. In the mausoleum you will meet Agamir and his friend Rolgarlel. After a short conversation, they will attack you. Kill both of them, take the keys from the Agamira's corpse and grab evidence with me, namely "Agamir's shovel." Now come back to the Toronir and tell him about everything. It will achieve it, he rinses in all sins and says that he will give the dishonestly earned money as a donation to the temple, and will also tell you that he already went to Jenßin and told her about her. At the end, in gratitude for the fact that you saved his life (Agamir would kill him, if not you) and for instruction on the right path, Toronir will give you a "Ring of protection from weather", which gives protection from fire and cold. After visiting Toronir, go to Jencin for the promised remuneration. She on behalf of the Company thanks you by the amount of 600 gold. On this purpose is considered to be completed.

    Task number 20 (MS 31) Unforeseen journey
    In Waterfront, it stands near the pier, a ship called "Floating Tavern". In principle, there is nothing special in it. Just a ship refurbished by an enterprising Delka under the eatery. Go to the boat and go to sleep. After sleep, you want to get out of the cabins to walk on the deck, but then the way to block some kind of gangster by the name of Lynch. Your presence for him will be a complete surprise. In the process of a conversation with Lynch, it turns out that the ship captured the gangs of gangsters and took it into the open sea. You can not very ceremony with him, as Lynch still attacks you, just remember from your conversation with him the phrase "... for three months." By the way, you will find the key from a warehouse and paper called "Linch Instructions". Having discovered the warehouse, you will find a local steering and part-time the grommet of Gros Maratic. It will not mind returning the "floating tavern" back to the imperial city, but provided that you will overcome all the gangsters on the ship. Close to the deck above and there you will meet another bandit (or rather a gangster), which is the name of Minh. Before starting to fight her, it is better to talk better and remember what the conversation was. In the end, you will have to fight, but the information from conversations will also be useful to you. This time you remember the frace scribe "... Golden Galeon". She also detect the key, but this time from the upper deck. Go up to feed and there you will meet another bandit with an interesting fury. It will not be unspecable to talk with him before climbing into a fight, this time remember the word "Baravil". Next you can kill "rage", but do not forget to search the body to find the next key. This time, this is the key to the cabin of Ormila (the host of the tavern). Go there to meet with the leader of the "Gang of Black Water" by Elf Selenic. Do not hurry to kill her as the rest of the gang, here it will be the meaning in long conversations. To begin with, let you know the key from "furious", after which the questioned will begin. Then consistently answer the "three months", "Golden Galeon" and "Baravil". Your last answer should be pretended to be selenged, it will understand that you killed all the rest of the gang and surrendered. She will give you a sword called the "Black Water Blade" with the effect of absorption of the stock. Ormil will ask to spend selenium to the cabin on the bottom deck and lock it there. Next, he will strongly ask you to sleep, and after sleep you will again find yourself an imperial city in Wateterfront. Before going from the ship, talk to Ormaril, and he will tell you that he handed over to the selenium in the hands of justice, for which a good reward was paid, which is due to you. He will give you 450 gold awards for selenium, and then you can go out. This is considered to be completed.

    Task number 21 (MS 37) Savior Tears
    This task will give you S'Drass, a member of the guild of magicians Llanina. He will tell you that collecting rare crystals called "Harridan Tears" and that he is willing to pay you quite a lot of money for each similar crystal. Also, C''drass will tell you some of the history of the origin of this name. It is said that these crystals are really frozen tears of the Knight of Harridan Stoll. For more information, he will send you to his friend Julien Fanis, chapter of the Department of Alchemy University of Sacraments in the Imperial City. Go to the Imperial City to the University, in the "Admissible Archman" you will be waiting for Zhulien. She will tell a beautiful, but sad story about Knight Harridan, but again for a more detailed study of the material will send you to another source, the book "Sunset of the knighthood", which you can buy in the shopping area of \u200b\u200bthe Imperial city in the bookstore "First Edition". Having bought a book and read it, you will learn the place where such sad events with the garridan knights occurred, this is a cave called "Polyana Frosty Fire". You will also learn that in order to get into this cave, you must have a "purified frosty salt" with you, which can be bought from Julien Fanis. Return to it, buy salt and go to this cave. It is located in the south-east of Bruma, east of the silver road, northeast of the sanctuary of Mefala. The first part of the cave will be quite ordinary, and the opponents there will be the most ordinary little animals, and to get into the second part of the cave, just need a peeled frosty salt. Entering the frosty door, you will find yourself on the glade of frosty fire. Closer to the center of the clearing, you will see the freezing area, there you will meet frosty atrons, which you can safely kill. Next, your task will strain your eyesight and collect five pieces of tears harridan. By the way, Harridan himself will turn into ice blocks at the time of the fight against Ice Atron (the picture is beautiful, you can make a screenshot for memory). Tears are better to look out for the hill, from there for some reason it is better visible. Having gathered five tears, return to Llani to C'Drass. For them, he will give you more than a generous gold reward, one of the biggest in the game. This task ends.

    Task number 22 (MS 38) Paranoia
    In Skingrada, the forest elf is suitable for you by the name of the game and with a sense of explicit fear for his health and life will offer to meet at midnight for the chapel of Skingrad, while heating the fact that you will not regret this meeting. At the meeting, he will tell you that he is constantly monitoring with the goal of making him to silence, because he knows some information about the affairs of the city's influential people. Options for performing this task set, so I will reveal the main intrigue. The glamor paranoia is in severe, there is no surveillance behind him, so you can not strain it. Following its standard instructions implies that you are consistently traced in three individuals: Bernaddata Penelis, Surili Totius and David. If you want to play spies, you can walk around the round day, but you can hardly see something interesting. You can also immediately give it to the guards (if more specifically, then Captain Dione), providing disassembly to them. There is still a very mercantile option, go to the eyeballs on the occasion and get from him as a result of an order to kill all three. For each it will be ready to pay 1000 septimov. I also want to warn that when you inform the game that there is no surveillance from all three suspects behind him, the smokers will attack you, without believing the information you have you. A relatively peaceful option can only be in one case if the game is reported that one of the suspects is followed (or reports the death of some of the three, if this happens). The task is actually too invariant to recommend you any specific ending, so solve yourself.

    Task number 23 (MS 39) Search for its roots
    This task begins with the fact that you find your first root Nirne. Next you need to approach the nearest alchemist and tell him about your find. Alchemist will send you to Skingrad to its colleague Sindronion, who specializes in plant alchemical ingredients. The dwelling of Sindronion is located in the Tavern "West Forest", in the basement. Sinderion will tell you that it needs 10 nirne roots for the preparation of the "elixir of research", which is used mainly to study various kinds of dungeons. He will also give you "records about the root of Nurne" and moreover, Sindronion will tell the place with which it is better to start searching, this is a great forest, and if specifically, the "grove of shady foliage" to the northeast of Skingrad. In the grove you will find except that one root near a small lake. In order for your searches further more fruitful, I will inform you a brief essence of all useful information about Nyrnrut. It comes down to one thesis - Nyrnrut is always growing near the water, so if you set out the purpose of the task as quickly as possible, then go to the Imperial Code and start examining both shores of Lake Rumar. I think there you will find even more than 10 roots Nurne. As soon as you dial the required number of nirnuroutes, come back to the Sindronion. He will tell you that in a day will prepare for you "weak elixir research", and will ask to bring him another 20 nirne roots for the preparation of a more powerful elixir. If the reserves of the roots near the Lake Rumar have exhausted itself, then I can advise to go to the Niben River and make sure Nirnruts on her shores. Return a day to the alchemist and take the "weak elixir of research" from him, also Sindronion will provide you with the opportunity to buy an elixir if he needs to be needed in the future. Now give the twenty roots of Nirna Singerion, of which he will prepare you "medium elixir research", and go on the next game of Nirnruts, this time already in the amount of 30 pieces. The Niben River has a rather large number of tributaries, so you can get the roots, bypassing their shores. In addition, nyrnruts grow on the seaside of the province of Korodil. Come to Sindronion in a day or as you find 30 roots and get a ready-made "medium enclusion of research." Then you can give him 30 of the roots of Nirna for it to prepare for you a "strong encloser research". The first test portion as usual will be ready in a day, but for now you can search for a new batch of nyrnruts, this time forty pieces. According to the experience of communication on thematic forums, I know that many such a figure causes shock, but I want to assure you - a lot of ninger in the game, the developers laid more than 300 roots into it, and find them quite real. Personally, I have already found 180 roots, so do not lower your arms, I will tell you where you can still find Nyrna's roots. In the south-east of the province there is a swampy terrain, and if it is scrupulously to walk there, then at least 20 roots can be selected. Also, small lakes are scattered throughout the Kroduel, on the shore of each of which is growing one or two nyrnrut, well, and quite often you can find the root of Nurne growing in flower pots, especially the rich inhabitants of cities and in the branches of the guilds. After the expiration, return for the "strong elixir of the study" to Sindronion, it, as always, will give you a free one bottle. If you have been able to give up forty nyrnruts by this time, you can give them alchemist, and it will begin to cook the "great encloser of the study", the first portion of which you can pick up a day. On this purpose, the assignment of the roots is considered to be completed, but Sinderion will be happy to buy Nyrnrut roots with you in the future, 10 roots in price of 250 gold per batch.

    Task number 25 (MS 43) Who annoys the Gods
    This task, you will most likely get, talking to someone from the Llani inhabitants about Rainy Gallenus. You will be informed that a strong stench come from her house for several days, and strange sounds are heard. Go to her visit to see what she had happened. In the house you will see Rosenty, walking around the house with a staff behind the back, accompanied by four skias. Talk to Rosenty and hear a rather interesting story from it. It turns out that Rosenia is engaged in collecting daederic artifacts and here a few days ago, when a warrior-magician passed through the city, he heard about the Hobbie Rainsty, offered her for a fairly low price to buy a daederic staff. Rosenia happily agreed and the other day decided to seek a new daederic acquisition. As a result, she discovered the rune inscription on the staff, translated it, but did not understand the meaning of this word, and when she uttered this word out loud, the bemps appeared next to her. It simply couldn't throw away the staff, because every time an attempt to get rid of Rostyia from him immediately disappeared to do it. Now she cannot get out of the house with this staff and beams as a suite. However, Rosency was able to transfer a letter to his girlfriend from Llani's Magge Guild, so that she had more than more about this staff. Rosenia asks you to go to your girlfriend Alves to the magicians in the guild and learn from it, which information was able to get. Alves will tell you that this staff is a joke of the Shigorant God. It is called the "Staff of the Eternal SPEM" and can be transferred to anyone only at his request. In addition, if the staff is activated, then four beams will appear, which will begin to accompany the owner of the staff everywhere. Skamps to kill is useless, because on the site of the murdedy noise immediately appears. You can get rid of the province, only if you attribute it to the "Black Fatum" cave to the Sanctuary of Shigorat. She will also add that the staff significantly slows down the speed of movement of its owner. Return to Russia with these sad news for you (well, you have already become clear that you will attract the staff). Take the staff and go to the northeast gate of Llani. You are lucky, the Cave "Black Fatum" is located quite close to Llanina south-east. In the cave as opponents, various Daedters will meet you. So that you do not wandered over the forces of black Fatum, I advise you to turn right all the time. When you go to the shrine of Shigorat, then just throw the staff next to the altar and you can return back to Galentia Gallenus. In gratitude to the deliverance from Rosentia's staff will give you a ring "Borders of Eidolon", which increases the skills of Paring and Swords. On this purpose is considered to be completed.

    Task number 26 (MS 45) Shadow over Hicdirt
    The task will give you Argonnian Sed-Nius from the Northern Goods store in a corporal. She will tell you that a few days ago she sent her daughter Dar-Ma to take the goods in a small settlement of Hacdirt to Ethira Moslin merchant, but there was already a few days, and Dar-Ma never returned. She will also say that with Dar-Ma there was her horse, which was called "flower". Sid-Nius asks you to go to Hakdirt and try to find her daughter. It can be reached as follows: go through the southern gate of the corpolation and go strictly south. I think so an unusual settlement in the forest will be difficult for you to skip. Upon arrival in Hakdirt, you will have the opportunity to investigate, but you can immediately go to the ultimate goal of the task. For lovers of detectives, I will describe the sequence of the investigation, and those who have little time, just missed this part and immediately go to the place of imprisonment of the gift. First of all, go to the Tavern Moslin and talk to her owner, Vlanonender Moslin. He will say that nothing knows about the gift, however, it will understand that Moslin is lying. Next, go to Ethira Moslin to the shop "Manufactory Moslin" and talk to her. You will not achieve anything new, except for understanding that you are not happy about and everything is here and are engaged that you try to make it mildly to deceive. You can go to the hotel again and search there "Dara-Ma Diary" or walk along the Hakdirt and discover the Horse Dar-ma nicknamed "Flower", but it will not give you anything to you, Eira and Vlanonender Moslin will say that they do not know anything. So that it is still advanced, you can talk to Jiv Hariel. He will ask you about the meeting after the onset of darkness in his house. Come at the agreed time, and Jiv will tell you that the Dar-Ma is held in captivity in the caves under the Hakdirt, to bring her sacrifice. He will also give you the key from these dungeons, to get into which you can from any home in Hakdirt (even from those that burned). Argonian, he advises to be released at night when everyone gather for prayer in catacombs. In one of the burnt houses there is a hatch to these caves, the safest for you will be descended from there. Luke opens with a launder or "key from the Hakdirt." Below, you will most likely meet dirty brothers, kill them and search for a catacombs to find a cage from the gift. Open the cage and output the prison to the surface. Here you will be waiting for a cruel surprise, Dar-Ma next will not go obedient after you, and on the autopilot will go to his horse. Here you have to defend it from all the crazy urban brethren. When Dar-Ma gets to a horse, he will finally begin to obey your teams. After that, it is enough to withdraw a little away from the city, and it will switch back to his movement program. You can leave Dar-Ma alone and return to the corporal to her mother. Sid-Nius will thank you for saving your daughter's life and in gratitude to increase your trading skill by 5 points. This is considered to be completed.

    Task number 27 (MS 46) Problems with goblines
    This task due to its specificity should generally be attributed to the quests of settlements. You can get it at Bartera Guernala in the camp "Crossbridge", which is located in the south-east of the imperial city on the yellow road. Bartel will tell you that he and his family bought a plot of land in order to establish a settlement of Cropsford north of the camp, in which they are now, but the fact is that this place is just in the middle between the lands of two warring goblin groups. As a result, on the site of the alleged settlement all the time skirmishes goblins, who were not allowed to prevent the Gernand family normally. Bartel asks you to stop the war between the tribes of Goblins and give you a Council to talk to the tracker Mirisa, who led his family from High Roca to a new settlement. Miris will tell you that the tribes of the Goblins live in the caves "wooded rock" and "broken tree" (both caves are northeast of the camp "Crossbridge") and are called the "ricking rock" and "bloody hands", and also offered two The method of termination of their hostility. The first option provides for the murder of the shaman of the tribe bloody hands, and the second - withdrawal from the tribe "rodent rock" "Goblin Tot Moody Society." Whatever the option you choose, it will come down to go to one of the caves and kill almost all goblins in it. If you decide to act in the second option, then take the mined "Goblin Toten Staff", Miris, so that she was convinced that the war between goblin ended. Then go to the barber and tell him the joyful news that Goblins are no longer fighting, and he together with his family can return back to the construction site of Kropsford. I would not want to upset you, but he will not give you awards, says only that if you look into the settlement in a month, then you will be met as a hero. On this purpose is considered to be completed.

    Task number 28 (MS 47) Zero visibility
    This task can be obtained in the settlement of Elswell, which is located north of the imperial city on the Red Ring Road. Go to the tavern Elswell, and you will start talking to the Serero Diram. Do not be surprised by his invisibility, soon he will clarify you the situation. Diram will tell that a couple of years ago, a magician was settled near the village and began to spend some magical experiments. As a result of one of these experiments, all residents of Elswell village became invisible. At first, invisibility was even interesting for village residents, but then various bad rumors about Elswell began to spread. As a result, there were prerequisites for the fact that soon invisibility will begin to scare travelers and merchants from the village, which will damage the commercial activities of Diram. Therefore, he asks you to go to this MAGA, whose name is Ankatar, and do so that the magician remove invisibility from the inhabitants of Elswell. Ankatar lives nearby southeast of the village in Fort Carakuta. At approaches to this fortage, invisible animals will begin to attack you, so be alert. It is not particularly aggressively defended, since the magician of Ankatar can come to the rescue, but since he is also invisible, then you can hook it. Inside the fort (in the dungeon) should not go, Ankatar is located outside Fort, as a rule, on the second floor. Of course, it will be difficult for invisibility, but all invisible is not entirely invisible, and they can still see for a small optical distortion. Talking with the Ancotar you will learn that the villagers fell under his spell randomly, and it is quite ready to save them from invisibility. To do this, he will give you a scroll with an appropriate spell and say that this scroll will need to use strictly in the middle of the village. He will also give you a "ring of protection against arms of Ancotara", which will protect you, if suddenly the spell in the scroll does not work as needed. After this conversation, return back to the village and become the middle of the garden, which is located in front of the "Tavern Elswell". Read the spell in this place and the chairs of invisibility should be dispelled. Come in the tavern and talk to the diesel sector, he will thank you for removing the spell from the villagers and say that now you are always welcome guest in his tavern and for you all services in the tavern are free. This is actually all his reward. On this purpose is considered to be completed.

    Task number 29 (MS 48) Removing the siege quatcha
    The task gives Savlian Matius. He will offer you to take part in the removal of the siege of the Assistant Daedron with Quatcha. To do this, you need to close the gate of the Oblivion. The gates will be right in front of you. Sign in them can be right and pressing activation when the door icon appears. After that, you will find yourself in terms of Oblivion, where you will immediately begin to attack various types of Daedes. When you get out of them, then carefully look around around. Ahead of the road to you, the gates will be blocked, this time quite ordinary. In order to go on, you will have to go around. I managed to hit them on the right, although it is possible to have other ways to bypass. But be that as it may, everywhere in the plan of Oblivion you will have to fight with various daesters to move at least a little further. Home Your goal is now to go to the central tower, in which there will be a gate leading to the location of the "bloody feast", that is, inside the tower. In the inner premises, you will also fail to take a quietly, in each new room you will be waiting for two two damads. Your goal in the tower is to rise as usual as possible. Approximately halfway to you will meet a room with the doors closed to the key to get the key you need to go to the next tower of a smaller size in which one of the doors in the same room leads. The transition is carried out through a long bridge, located at high altitude. In the small tower, go to the very top, and you will see in a human cage named less than Gelf. Talking to him, you will learn that the ultimate goal is a Sigil stone, which is on top of the main tower. After this conversation, Daedra will suddenly appear and will attack you, kill it and take the key from him. Return back to the main tower and open locked doors. Go up again. In the tower you will come across bloody and magical sources in which you can replenish your health and magic. You will also come across "punished", these are simple containers in which you can find quite a lot of useful scrolls, potions and weapons. In one of the locations to move, you will have to resort to teleportation services using a round platform called "Rune Portal". When raise to the very top of the tower, you will see a shining sphere, this is a Sigil stone. Take it (or rather activate) and wait a bit, after a while you should move to the place where you entered the gate of the Oblivion. Go to Savlian Matius, and he will suggest you to join the liberators of the city. Together with the liberators of the city you will need to clear the southern area from Daeda residues. When all the daders are killed, talk again with Savlian and then go along with him to the Temple of Akatosh. There he will talk to the war named Tereter and send people with him outside the city, to a safer place, in the temporary refugee camp from Kvatcha. After that, talk to Savlian Matius again, and he will say that although the siege from the city is lifted, but he will again need your help. Therefore, if you have a desire to help Savliaan in the future, you just need to talk to him again.

    Task number 30 (MS 49) Battle for Quatcha Castle
    This mission is a logical continuation of the previous task. To start her execution, you need to talk to Savlian Matius after completing the task "Removing the Quatcha Siege". He will tell you that it is necessary to help free the castle of Quatcha from Daedron. After Savlian believed in your readiness, he rushes through the door of the Akatosh temple on the square in front of the lock (while you do not talk to him, you will not miss you through this door). There you will be met by a crowd Daedron, who kill whom talk to Savlian again. It turns out that the goal of the lock is closed from the inside, and you can only open them from there. Soon he will have a plan of action. In one of the towers of the urban wall there is a passage leading to the castle, here through it you need to get inside the castle and open the gate. Go back to the Akathosh Temple and find the war of Berich Aniana there, who will agree to spend you through the chapels to the North City Tower. By the way, the temple will arrive reinforcement of imperial warriors, they will not hurt you either, so capture these warriors with you. In the basement you are waiting for Daedras again, but these are in principle their ariergard compared to the troops that awaits you on the street. After leaving the temple, a heavy battle awaits you, most likely a dozen different Daedon will attack you. When you kill them, move along the crushed streets, until you come to the destroyed tower forced by drawers and barrels. In the floor of the tower will find the hatch, here and go down. Go along the corridor to the end, and then go upstairs. So you will find yourself about the gate themselves next to the mechanism of their lifting. Turn the wheel near the wall and impart Savlian Matius. Here you will again have a hard fight with Daesters, but in the courtyard of the castle. Further, adhering to the instructions of Savliana, you will pass inside the castle to clear its inner quarters from Daedron and find the count of the city of Kvatcha. After the "Big Hall", Savlian castle will send you in search of a graph. According to the corridor, coming from the "Big Hall", go straight to the "Apartments of the Graph". In the apartment you will find Cordvayan Ormellius Count Dead. Native a corpse, take a ring with the seal and return to Savliana to give him a valuable ring. In gratitude for the help of Savlian, you will give you Kiraça Kvatcha, enchanted on a couple of useful effects. This task ends.

    Task number 31 (MS 51) Canvas in the castle
    Task it gives you a countess Corporal Arrian Valga. The fact is that she has stolen a picture, and more precisely, the portrait of her husband, the late count of Charus Valga. You are given a task to find this picture, as well as the source data for the search for the thief. Suspected of all two: this is a porter orgnolph and the Channel Mag Chanel. Also there are three people who could see anything suspicious: it is Gerold Leith Wavrik, a major arm-Hhot and Captain Guardie Bittheld. In addition, you will need to find real evidence and achieve a criminal sincerely recognition. First you need to poll the suspects of Organg and Chanel. Of course, they will not say anything interesting to you, both have stories about what they did at a time when theft was performed. Next, go to the poll of those who could see anything accidentally. Gerold Leith Wavrik will tell you that lately the orgnolph behaves somehow strange, for example, often asks for money on drinking. Majord Orc Gro-Hhot says that he recently found the orgnolf drinking in the Western Tower, but after the remarks made him, the remarks of Orgnolf seemed to be true. Captain Guardie Beittheld will tell you that Chanel spends suspiciously spending a lot of time in the Western Tower. After the survey proceed to the search for evidence. The first evidence is paint stains in the dining room of the castle. The second evidence is quite well hidden and to find it, you will have to look into the Western Tower of the Castle and search for Luke (he is hidden behind the boxes), leading to its lower premises. There you will see a painting and accessories for drawing, from which it will be possible to conclude that someone in the castle engaged in painting. Next, go to the personal chalks chalks, and when it won't, inspect her room. On the table you will find a webmaker in which you will find brushes and paint, it will be the last third evidence. After that, you can go to Chanel and make a charge of her, she confesses everything and explain the causes of his act, and will also give you a stolen portrait. Return to Arrian Valga and report the results of the investigation. Here you have three options. The first is to hand over Chanel Countess Valga, after which it is possible to get a decent amount of gold plus 8 precious stones in addition. Option number two is to say that they did not find anything, but get money 4-5 times less. Although if you return to Chanel and tell her about your nobility, then she will say that in three weeks it will draw a very good picture for you and allow you to train the skill of "destruction" with her. Come in three weeks and get a picture of a corporal oak worth more than 500 septimov. Well, the third option is to blame in all innocent orglanol, having received approximately half of the amount from the first option, but without precious stones. This detective task ends.

    Task number 32 (MS 52) Origin of Gray Prince
    If you have not yet killed the great champion of the Imperial Arena Arena Gro-Maloga, then you have the opportunity to take the task from agronak to find evidence of its noble origin. You can find the agronake of Gro-Maloga in the building arena in rooms where fighters are trained. He will tell you where to start when searching for evidence, and will also give the key whose appointment will not know itself. You will need to go to the fort called "Worn shelter", which is located on the very West of the province, north from Anville. The fort consists of two locations, in the first opponents you will meet only wolves, and you can not go to the second and at all (vampires live there), since the goal of your trip is in the first part of the fort. Your task will be to find the door to which the key issued by the agronarch will be approached. Opening it, you will fall into the rest of Lord Lovidikus, examining which you will find his diary. Now you can return back to the agronak with the proof of its noble origin. In gratitude for the released information, he will increase your skills of swords, parry and athletics for three points. On this purpose is considered to be completed.

    Task number 33 (MS 91) Mazoga Orc
    The task is given to you Count Marius Caro. He is very interested in Orchik named Mazoga. Some time ago, Mazoga arrived at Llanina Castle, claiming that she was a knight. At the same time, its purpose of staying in the castle is not very clear. Count asks to collect as much information about Orel and tell him. Speaking with the masogo, the impression bees that she is not all right with her head, as Orel will argue that he was born on the light from the rock and is a free knight. Mazoga hold very arrogant. The only thing that will be able to learn from her is that she needs an Argonian Wibam Hunter, and Mazoga wants you to bring it to her. You can start looking for this hunter, the graph will not have anything against. Wibama-on you will find in his house in Llanina, he will agree to meet with Mazoga (if you do not agree, then increase its attitude towards yourself). At the meeting, Mazoga will ask Wibam on to spend it towards the place called the "Rock Fisherman". Wibama will put the condition that he should know why leads the Mazogu. She will refuse to say anything, as a result of Wibama-on anyway, the Mazogu will not lead and go to walk in their affairs. Come to the Mail and offer her help as a conductor. By the way, if you ask her, why she needs to camp "Rock Fisherman", then she will minimize you a veil of mystery. In the camp "Rock Fisherman" should be a certain mogenus owner of the winds, which she wants to know some information. This camp is located on the right bank of the Niben River north of Llanina. When you give a Mazogu camp, then it will immediately begin the conversation with Mogens. Orchiha will accuse Moenus in the murder of her friend R'vindra, and although Mogenus will deny everything, Mazoga will attack him. You will not have anything to do how to help her deal with Mogens and his comrades. After all the gangsters are destroyed, talk to the Mazooga and learn the details of the History of the murder of R'vindra and how Mazog decided to become a knight. Return to Marius Caro and tell him everything that happened. He is very encouraged by the story of the nobility of Mazogi and will offer you the title of knights, if you and Mazoga fulfill one assignment one, however, this is the beginning of the next quest.

    Task number 34 (MS 92) Knights of white stallion
    To become the wandering knights of a white stallion, you and the smell need to eliminate the Band of the Black Luke, headed by some black Brugo. This gang terrorizes the neighborhood of Llanina, and Count Marius Karo very much needs your help in getting rid of his counties from these criminals. For details of finding a "Black Luke" gang, Count Karo sends you back to the smell, because she should know the deployment of this grouping. Mazog will be waiting for you already in Llanina Castle. She will tell you that Black Brugo usually comes to pick up the revenue at midnight in the Isleid ruins of Telep, which are close to the northwest from Llanina. Going to the ruins, you will have to play a little with the "black bow" gangsters, also a few gangsters will wait for you inside. The ruins themselves "Telep" are quite small size, so that you waiting for a black bargoing especially and there will be nothing to do. Although it will be notaneous to collect all the black bows that you will find with the bandits, to my backpack. Black Brugo can come and a little earlier midnight, watch at nine evenings, so be alert. It will appear not alone, but with assistants, but I think this is not a problem for the real hero. Kill all three, collect black bows and come back to Marius Caro. For the murder of Black Brugo, he will dedicate you and Mazogu (if she stayed alive) in the Knights of the White Ribez, will give the key from the Strong Court "White Stallion" (he is north of Llanina on the banks of the Niben River), and also promises a reward in 100 golden for Each killed gangster from the "Black Luke" washer, that is, in fact for each black onion brought him. On this purpose is considered to be completed.

    Task number 35 (MS 93) Ghost ship Anvil
    This task gives you a wizard of Varul, which is located in the port of Anville on the ship "Awakening Snake." She will ask you to get her crystal ball from the ship's trim, which Varulu brought from the island Summers. She herself can not do this, since all the inner premises of the ship are sisha by ghosts. After all explanations, Varulus will give you the key to the premises of the ship "Awakening Snake." I'll find yourself inside the vessel, you can immediately go down, there will be a couple of ghosts. Crashing with them, descend on the deck below, in the trum. There you will also meet a couple of ghosts, after which you can safely work in search of a crystal ball, it is in one of the chests. Take it back and return to the top, and if you want additional profit, you can look into the captain's cabin. It will meet you a ghost, but after his murder you can clean the chest with jewels in the cabin. Return Crystal Bowl Varulu and reward from it to get a saber "Bloody Wave" with the effect of sucking health. This task will be executed.

    (c) Extinct
    I want to express greater thanks to Karrambe for invaluable help in the preparation of this material.