The Elder Scrolls IV: Oblivion Downloaded Content FAQ v1.31
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The Elder Scrolls IV: Oblivion Downloaded Content FAQ

by NightmareHunter   Updated to v1.31 on
This walkthrough was originally written for The Elder Scrolls IV: Oblivion on the XBOX360, but the walkthrough is still applicable to the PC version of the game.
The Elder Scrolls IV: Oblivion
Downloaded Content FAQ
Version 1.25
By NightmareHunter

1  - INTRODUCTION                     - OBL-INTR

Its been a while, but, in the words of Bender, I'm back, baby! I wrote my last
FAQ (which was also my first FAQ) a little over a year ago, and, after
overcoming my extreme laziness I've finally gotten around to writing another
one, and what a great game to write it about. I can't even begin to count
the number of hours I've put into Oblivion, and I'm still finding new things
all the time. The amount of content and replay value in this game is mind-
boggling, and once you add extra content through downloads, it makes the amount
of time you could spend playing the game seem almost ridiculous.
The main reason I'm writing this FAQ is due to the periodic nature of the
updates; the official guide doesn't cover them, and, as of the time I'm
writing this, not many other FAQs I've read have information on them either.
All of this content can be downloaded from Xbox Live or, see Section 4 - Downloading the Extra Content for
details. I'll periodically update it for each release of new content as soon
as I can but it may take a few days, so check back regularly if you're waiting
for coverage of a new dungeon.
Its also worth noting that this FAQ has been written using the Xbox 360
version of the game. As far as I know the content is the same for the PC
version, but if anyone has any information regarding differences between the
two, and any tips specific to the downloaded content on the PC version (which
I don't have), please let me know.

A Note on the Levelled Loot

I've received a lot of e-mails about the unique loot in the downloaded content, 
specifically that the stats people have gotten are different than what I've 
listed. While most people understand the levelled loot concept, many don't know
what level they should wait for to get a piece of equipment, and I don't always
know the answer. That's why I'm listing the stats for every unique piece of 
equipment in the content at the various levels at which I have gotten them. If
anyone can provide me with the following details for the following pieces of 
equipment it would be greatly appreciated and you will be credited: Mehrunes 
Razor, Morag Tong Armour, anything from Frathen Drothen, the Raiment of the 
Crimson Scar, any magic items from the four caches in the Vile Lair, the 
Pentamagic Loop in the jewellery box in the Frostcrag Spire Bedroom Area, all 
Knights of the Nine Relics and Umaril's Sword. 
Details: Level obtained, Septims (value), weight, damage/armour, enchantments 
and enchantment magnitudes.

Also, please note that it has been a while since I've played this game, and
as such I'm no longer responding to emails regarding it. Feedback is always
lovely, but I just don't have the time to do so anymore.

2  - VERSION HISTORY                  - OBL-VERS

Version 1.25
Added FAQs, Pentamagic Loop (finally!!!), effects of the Crusader's Relics,
Vile Lair Poison Cache and Prisoner info, Spell Tome info.

Version 1.20
26/11/06, 27/11/06
Added Knights of the Nine Content, Spell Tomes Content.

Version 1.12
Corrected numerous spelling and grammatical errors. That'll teach me not to 

Version 1.11
Added Reader Contributions about the Vile Lair, Downloading Issues.

Version 1.10
Added The Vile Lair. Updated FAQs.

Version 1.01
Added Reader Contributions: Orrery Powers, Armouring Shadowmere, Frostcrag
Vault. Added Downloading Mehrunes Razor Issues, Mehrunes Razor stats.

Version 1.00
20/06/06, 21/06/06

Completed Introduction, Contents, Where to Download, Horse Armour, Dunbarrow
Cove, Repairing the Orrery, Frostcrag Spire, Unearthing Mehrunes Razor, FAQs,
E-mail Policy, Thanks and Copyright Information.

3  - CONTENTS                         - OBL-CONT

Note: Use the quick reference code to find the section you're looking for by
highlighting the code, then pressing ctrl+c, ctrl+f, ctrl+v and enter.

Oh, and if anyone can tell me why I bothered putting a quick reference code
for the contents section, can you let me know, because I have no idea.

1  - INTRODUCTION                     - OBL-INTR
2  - VERSION HISTORY                  - OBL-VERS
3  - CONTENTS                         - OBL-CONT
5  - HORSE ARMOUR                     - OBL-HORS
6  - DUNBARROW COVE                   - OBL-DBRC
8  - FROSTCRAG SPIRE                  - OBL-FCSP
10 - THE VILE LAIR                    - OBL-VILE
11 - SPELL TOMES                 	  - OBL-TOME
13 - FAQS                             - OBL-FAQS
14 - E-MAIL POLICY                    - OBL-EPOL


Downloading Mehrunes Razor and The  Vile Lair 
Thanks to hckydude1103, Michael Chappell, and Seizure for the answer to this

A lot of people have had trouble with these two downloads, the reason for this
is that you need to  have the latest patch for the 360 version, just like the
PC version. To get the patch(es), simply load the game while you are connected
to the internet, and you'll be prompted to download the update patch. There
a few to download, and you'll have to restart each time you download one; you
will need them all to play use the downloaded content.

This FAQ isn't going to help you much if you don't have the extra content. So
the first thing you'll need to do is download it.

Where to Download

If you have the game on Xbox 360, you need to download it via Xbox Live, if
you have the PC version, you need to download it from This is vitally important: the Xbox 360 downloads
will NOT work on the PC version, and vice versa, and, considering that you
have to pay for them, its not a mistake you want to make.

To download the Xbox 360 content, follow these steps:

1. Sign in to Xbox Live through the Xbox 360 Dashboard (See if you
   don't have an Xbox Live account).
2. Select Xbox Live Marketplace.
3. Select Games.
4. Make sure you have points. Press X on the Games screen and you'll be taken
   to the add points screen, where you can view your current balance and
   purchase points using a credit card. If you don't have access to a credit
   card, don't worry, you can buy pre-paid cards at game stores and redeem
   them from the main Marketplace screen by selecting Redeem Code and entering
   the code on your pre-paid card.
5. Select Played Games (if you've played Oblivion already. Otherwise you can
   find the downloads through All Game Downloads).
6. Select Oblivion from your played games list (or All Game Downloads).
7. Select the downloads that you want, and, assuming you have the points to
   buy them, the downloads will begin.

Once the downloads are complete that's all you have to do: they'll
automatically load themselves when you start playing Oblivion.

To download the PC content, follow these steps:

1. Go to
2. Select the downloads you want by clicking on Add to Cart next to that
   download (Note that the download Mehrunes Razor requires the v1.1.511
   patch, which can be downloaded from
3. You'll be taken to the shopping cart screen, to add more downloads click
   Download Store Home at the top of the page.
4. When you've selected all the downloads you want, at the cart screen click
5. Enter your details and click Continue.
6. Enter your payment information and click Continue.
7. You will then be sent a receipt by email, and given a hyperlink to the
   downloads you have purchased.
8. Once downloaded, I assume there will be documentation in the download
   instructing where it has to be put in order to work (I don't have the PC
   version so I haven't actually done this, if anyone could clarify the
   process for me it would be greatly appreciated).

5  - HORSE ARMOUR                     - OBL-HORS

Remember Snak gra-Bura of the Chestnut Handy Stables outside the Imperial
City? She was going out of business because she didn't have any horses (She
ate them all. No I'm serious, she ate them all!! Just look at her name. Say it
quickly). Now she's making a living by armouring other people's horses for
them. Your journal says that you need to take the note to Snak gra-Bura and
she'll armour your legally owned horse for free. So climb atop your trusty
steed and ride (or fast travel) to the Chestnut Handy Stables to speak to her.
She's inside when the stables are open during the day, speak to her and
mention the I'm here about the horse armour topic. She'll ask whether you want
steel armour or elven armour. The steel armour is slightly stronger than the
elven armour, however it will also slow your horse down a bit. The other
consideration is purely aesthetic; I think the Elven armour looks pretty pansy,
so I always go with the steel. If you're not sure, exit the conversation and
save your game, try out one type of armour, then reload it and try the other
type to see which one you like the most. Once you've selected the type you
want, your horse will be automatically armoured and the note will be removed
from your inventory. Sometimes you will get a message saying your horse is too
far away to be armoured, but if you fast travelled to the stables on your
horse, you should be fine. In fact if you horse is anywhere reasonably close
to the stables you won't have a problem and even if its not you still might be
okay; I've received this message twice, but both times my horse has been
armoured anyway. I would recommend that you get your horse as close as
possible though, just to be safe.

You'll also receive a journal entry saying that you can now have any legally
owned horse armoured for 500 gold, so if your horse bites the dust and you
have to get another one, you can get that one armoured too, but it'll cost

Thanks to lightwhiz for pointing out that you shouldn't armour Shadowmere,
if you do and you lose him, he doesn't go back to Fort Farragut.

6  - DUNBARROW COVE                   - OBL-DBRC

***Undead Enemy Alert - Bring a Silver or Magic Weapon, it'll save you a lot
of trouble***

This quest leads you through a cave under Anvil Castle is search of good old
fashioned pirate booty. Fast travel to Dunbarrow Cove, just south of Anvil,
and swim across the bay, picking up the Nirnroot on the small island on the
way, and enter the partially submerged door to Smuggler's Cave in the cliffs
beneath the castle. When you enter there'll be a tunnel directly in front of
you, but head to the left alcove first to pick up more Nirnroot hiding in the
shadows. Next to the Nirnroot is a path up to the upper part of the cavern,
where there are a lot of barrels, crates and chest lying around, although most
contain nothing more than valueless items, you'll probably find nothing more
than some food and maybe a couple of Torches or Repair Hammers. Also up here
is a door leading to the Dining Hall, however it needs a key you don't have
yet, so its back down to the lower tunnel opposite the entrance and the door
that leads further into the cove. Through this door a journal entry tells
you that the cove is overrun with the skeletons of the pirates. Seems you'll
have to send them to their graves again before you can refit the cave.
Stealthy characters will be the most effective in this dungeon, sneak attacks
are easy and extremely useful here. Check your map to find six green arrows
and one red arrow, we'll start with those skeletons that are in this area.
Head out to the right; the left is a dead end, and follow the wall around to
the left, where you'll meet your first Red Sabre Skeleton. These guys have a
lot of health for a skeleton, the key to an easy victory over them is to make
sure you fight them one on one, then some good block and counterattack tactics
will make bonemeal out of them. Once you dispatched the first skeleton,
continue to follow the wall across the bridge to a second Red Sabre Skeleton.
Once its been dispatched head down the path leading north and downhill, when
it turns west, follow it all the way to the end, ignoring the south path
leading back to the lower level of the main cavern, and into the small
chamber at the end of the path. There'll be a couple of crates behind a rusty
door, you probably won't find anything good but you never know. That's all in
here, so head back to the path you came down, and to the upper level of the
main cavern. Take the bridge leading south, at the other end you'll fight your
third Red Sabre Skeleton. Once its dead take the bridge heading west along the
south wall, where the fourth Red Sabre Skeleton awaits. By now you've probably
noticed that the remaining two skeletons are on the ship itself, however
during the fight with the fourth skeleton they will probably become aware of
you and come to attack you from the bridge on the east side of the cave (the
bridge you which led to the third skeleton. Despite the fact that there's two
of them this fight isn't much harder, just make sure both of them have swung
and had their attacks blocked before you swing, otherwise you'll get hit when
you lower your defences to attack. If you get the chance to take them on one
at a time or knock one of them off the bridge, take advantage of it. Once
they've been taken care of, drop down from the middle of the bridge onto the
ship itself. There's beer lying around on deck, grab it, check the crates then
head through the door and into the ship (there's literally nothing on the
lower level around the ship so you don't need to bother exploring down there).
There's no beer in this small room, so you'll just have to make do with Ale,
Cheap Wine and Mead. That's all there is in the ship, so head back out on deck,
climb the stairs to the south and jump on the boxes, then up to the upper
level. Take the bridge to the west to the door to the Captain's Quarters.
Cap'n Dugal will attack you as soon as you enter, but he is no more difficult
than any of the skeletons, he just has a bit more health. Once you've reduced
him to a pile of bones, and thus claimed the cove, a journal entry directs you
to Dahlia Rackham of the Clarabella for assistance in turning the cove into a
base of operations.

Head back out of the cove and make the swim over to the Anvil docks, follow
the marker to The Sea Tub Clarabella, a ship turned into a pub, where you can
find Dahlia Rackham. Speak to her and bring up the topic Dunbarrow Cove
Upgrades, and you'll be able to hire various people and upgrade the cove. The
upgrades are as follows: Hire a Fence, 1000 gold; Hire a Fletcher, 1000 gold;
Upgrade your Quarters, 500 gold; Hire a Security Expert, 1000 gold; Hire a
Spymaster, 1000 gold; Hire a Supplier, 1000 gold. As you can see this isn't
exactly cheap if you want to buy everything (and you need to officially
complete the quest) but the results once you have a full crew can be worth it.
Also, when you get a full crew, several pirates will join your crew, it is
them you must talk to if you want to send them out on a mission.

First of all, here's a list explaining exactly what each member of your crew

Spymaster - Kovan Kren           - He can be on the upper level of the main
                                   chamber, across the bridge which heads
                                   east from where you enter the chamber. He
                                   can provide you with expert level Sneak
                                   training, and also sells Illusion and
                                   Restoration spells and various pieces of
Fletcher - Melliwin              - She can be found in the south east corner
                                   of the upper level of the main chamber.
                                   She can provide you with expert level
                                   Marksman training, and also sells
                                   Restoration spells and various bows and
Security Expert - Tahm Blackwell - He can be found on the southern end of the
                                   deck of the ship. He can provide expert
                                   level security training, and sells
                                   Restoration and Alteration spells and
                                   various potions and books.
Supplier - Jak Silver            - He can be found in the lower decks of the
                                   ship. He can provide expert level
                                   Speechcraft training, and also sells
                                   various potions and a lot of lockpicks.
Fence - Khafiz and Bacon         - Khafiz can be found in the small chamber
                                   in the north west of the main chamber,
                                   accessed through the tunnels leading north.
                                   He can provide expert Mercantile training,
                                   and also sells various weapons, armour,
                                   ingredients, books and a lot of lockpicks.
                                   Bacon is his pet warthog by the way.

Upgrading your quarters puts the following things in the Captain's Quarters:
5 lockpicks on the table, a Steel Cutlass on the table, a Superb Steel Cutlass
on the floor, Cap'n Dugal's Journal Parts 1, 2, and 3 on the floor, a bed and
a chest at the foot of the bed containing the Smugglers Key.

The Smugglers Key opens, you guessed it, the door to the Dining Hall in the
first chamber. This is nothing more than a corridor which leads to a hard 
level locked Wooden Door to Royal Quarters of Castle Anvil.


Plundering is pretty simple actually. Talk to one of the pirate who joined
your crew (not any of the crew members listed above) and bring up the I want
you to go out plundering topic, and your crew (once again not the crew members
listed above) will leave to go plundering. They return a week later (you'll
get a message telling you when they're returned) with the booty they
collected, from which you'll get a share, which can be found in the chest in
your quarters. This booty is a random amount of gold, which is usually a
couple of thousand or more. You have to allow your crew at least a day to rest
after plundering again, but this is the only restriction on how often you can
send them out. All of a sudden the cash you spent on hiring your crew doesn't
feel like such a big deal anymore, does it?


This is a simple quest that requires more travelling than anything. Note that
the enemies you face may be different from those listed, while I've tried it
at different levels and still encountered the same enemies (at different
levels as well), this game sometimes throws substantially different enemies
at you in the same area depending on your level, so be careful.

Your journal entry advises you of a reward should you be able to recover the
missing Dwarven artefacts from the Arcane University, and tells you to head to
Camp Ales to try and track down the bandits. Unfortunately this place is quite
far north of Kvatch, and you can't fast travel there. If you haven't already
been out that way, your best bet is to fast travel to Kvatch and head north.
If you've explored that area travel to Fort Linchal or Varondo and head to the
camp from there. Be careful though, as undead enemies spawn around the Fort
Linchal. When you reach the camp you'll face two bandits; one Bandit Bowman
and one Bandit Carrier. Killing them should be easy, as they usually attack
you separately. Once the carrier is dead loot his body immediately for a
Dwarven Cog. The reason for this is that there is a lot of shrubbery and other
small plants in this area and if you go off to kill the other bandit you may
have trouble finding the carriers body again. This is the same for the other
camps as well, always loot the carrier straight after you kill him. Loot
the other bandit as well, and the camp itself, although you'll only find some
food and valueless items. As you enter the camp, you'll receive a journal
entry notifying you of four other camps in which Dwarven Artefacts are
located, you need to go to each of them and kill the carrier there to retrieve
all the artefacts.

Start by heading north-east to Brotch Camp. Follow the bottom of the hills
heading east; the camp is at the foot of this hill range, so you don't need to
worry about climbing them, they're often too steep anyway. Awaiting you at the
camp will be a Bandit, a Bandit Bowman and a Bandit Carrier. These three tend
to attack you as a group, so be ready for a defensive fight, and try to
separate them to deal with them one on one. When they're dead loot the carrier
for another Dwarven Cog, once again you'll only find food and valueless items
in the camp, in fact, its like that for all the camps in this quest. From here
make the short journey south to Dagny's Camp, where you'll find a Bandit
Carrier and a Bandit Hedge Wizard. If the wizard gives you any trouble try
running at him: he'll run away to cast more ranged spells at you, which can
give you valuable time to get out of sight of the caster and attack the
carrier. Once you've dealt with the carrier and looted him for a Dwarven
Coherer, just charge the wizard and kill him in melee combat: he'll run at
first, then stop to pull out his dagger. If you're good up close you'll kill
him easily before he gets his weapon out, even if you're not it'll still be a
pretty one sided fight.

From here fast travel back to Camp Ales and head west to Varus Camp. Here
you'll find only a Bandit Carrier, so standard one on one tactics here. Once
she's dead loot her for a Dwarven Tube, then its off to the final stop at
Bodean Camp, which is just a short trip to the south. Once again you'll only
find a Bandit carrier here, when she's dead grab the Dwarven Cylinder, and
you'll receive a journal entry telling you to return the artefacts to Bothiel
at the Arcane University.

Fast travel to the university and head into the Arch-Mage's Lobby to talk to
Bothiel during the day, at night she sleeps in the Mages Quarters, if you're a
member of the Mages Guild you can wake her up and give them to her there.
She'll thank you and give you a reward of 200 gold. But that's not all. Shortly
after giving her the artefacts a journal entry tells you to return to the
university after a day or so when the Orrery has been fixed. You can either
wait for 24 hours in the Arch-Mage's Lobby or go off and do other things for
a day; you'll be prompted by another journal entry when the Orrery is ready.

When you reach the university the orrery door will be unlocked, proceed
through to dwarven door to enter the orrery itself. For those of you who don't
know an orrery is a mechanical device which shows the positions and movements
of all the different bodies in the solar system. You'll see what I mean when
you climb the steps inside and activate it. Once activated, watch it for a
little while, because the longer its on the more the planets and stars on the
walls of the circular chamber will glow. But there's more here than just a
real cool light show; activate the console while the orrery is on to receive
a new power based on the phase of the moon. As of yet I don't know what all
these powers are, some are quite useful, others aren't, but you should check
back every week to see if there's a new power available. There is a catch,
however, you can only have one power at a time, and you don't know what the
new power is until you get it, so if you have a power you like, either don't
bother check to orrery or save your game first.

Orrery Powers
Thanks to Naranek Angmar for providing this info

When you activate the Imperial Orrery Console you gain a Greater Power based
on the Moon Phase displayed by the Imperial Orrery Console.  The Moon Phase
changes every three days giving the following Greater Powers that can be used
once per day. 

New Moon - Masser's Might (STR +20, SPE -20 for 60s) 
Waxing Crescent - Masser's Grace (AGI +20, END -20 for 60s) 
First Quarter - Secunda's Will (WIL +20, INT -20 for 60s) 
Waxing Gibbous - Secunda's Opportunity (LUC +20, PER -20 for 60s) 
Full Moon - Masser's Alacrity (SPE +20, STR -20 for 60s) 
Waning Gibbous - Secunda's Magnetism (PER +20, LUC -20 for 60s) 
Last Quarter - Secunda's Brilliance (INT +20, WIL -20 for 60s) 
Waning Crescent - Masser's Courage (END +20, AGI -20 for 60s) 

"Masser" and "Secunda" and are Nirn's two moons. 

8  - FROSTCRAG SPIRE                  - OBL-FCSP

Unique Loot Info

Thanks to WhyteSythe, Jeff Wilcox and everyone else who e-mailed me about this,
I can't remember all your names!! This ring was originally brought to my 
attention quite some time ago, but every time I wrote an update I seemed to 
forget about it.
Pentamagic Loop
Level NA (Stats are the same no matter when you pick it up).
Septims: 2640
Weight: 0.1
Enchantments: +5 to Conjuration, Destruction, Mysticism, Illusion, and 

According to your journal entry, you've inherited a property from a long-lost
relative, and that you should go and check it out as soon as possible. The
journal entry is right, this place is incredibly useful, especially if you
have a magically inclined character or an alchemist. Its up in the middle of
the Jerall Mountains, but don't despair, its actually quite easy to get there,
because you can fast travel to it without having to get there first.

Once you get there head up the three flights of stairs to the door, along the
way you'll be prompted by a journal entry to go inside to... a single empty
circular room, with nothing more than a hand made of ice sticking out of the
floor. But wait a second, in the palm of the hand is a book. Once you read the
book, you get another journal entry and the place comes to life. The circles
of ice around the edge of the room begin to glow and rise out of the floor and
then the wall opposite the door retracts revealing the main level of Frostcrag
Spire. The journal entry tells you where you need to go to get everything you
need to restore Frostcrag Spire to its former glory, which is the purpose of
this quest, and in completing it you'll gain access to a number of useful

Before you run off to get what you need from Mystic Emporium in the Imperial
City Market District, take a few minutes to check the place out. On the main
level there are two portals, one to the Vault and one to the Living Area, as
well as an Altar of Enchanting, an Altar of Spellmaking and an Atronach
Altar. Neither the Altar of Enchanting nor the Altar of Spellmaking works,
you are told they need Magetallow Candles. The Atronach Altar summons
Atronachs of the three types, but requires Frost Salts to work. You'll need
3 Void Salts for a Storm Atronach, 3 Frost Salts for a Frost Atronach and
3 Fire Salts for a Flame Atronach. Head down to the Vault to find nothing but
an empty cave (it's not actually empty, see below: Frostcrag Vault), then head
up to the Living Area to find another portal, a door leading outside and a
handy little garden full of alchemical ingredients. Grab them now if you like,
or you can leave them; you'll be coming back later. Out the door is a balcony
 with nine portals, one to each of the eight mages guilds around Cyrodiil, and
one to the Arcane University. Note that the eighth guild is the Kvatch Mages
Guild, if you try to travel there you get a message saying the Kvatch Guild is
no more. Also note that these portals are one way trips, there are no portals
at the other end to take you back to Frostcrag Spire. You can always fast
travel, just keep in mind that time will pass on the journey back. The other
portal inside takes you to the top of the spire, you can't walk off the edge
but you can jump off so be careful.

Frostcrag Vault
Thanks to Metalslugger X and kage-inu for the info about Frostcrag Vault

Before you buy the Vault, its not actually empty. There are two graves in the

One will give you a bottle of Daedric Lava Whiskey which will give you 
"Fire damage 1 point for ten seconds on self"
"Paralyze for 10 seconds on self"
"Restore Health 20 points for 20 seconds on self"
and "Summon Dremora Lord for 60 seconds on self"

Also, the Vault Guardians are actually Grand Souls.

Now that you've had a look around head to Mystic Emporium to gather the items
you'll need to get everything working again. When you get there speak to 
Aurelinwae when the store is open during the day; at night she can be
wandering the Arboretum, you'll get a marker telling you to go there, but she
won't actually sell you anything so you may as well just wait outside the
store until it opens in the morning. In order to complete the quest you'll
need to buy all the following things from her: Books: Frostcrag Alchemy Lab,
Frostcrag Bedroom Area, Frostcrag Library Area, Frostcrag Vault Area, and
Misc: 2 Magetallow Candle Boxes. But you probably won't be able to buy them
all at once. The character I used for this quest only had a Mercantile skill
of 29, but she's only a novice of Mercantile, so bump up her disposition for
the best prices, but its still going to cost you: the Alchemy Lab cost me 2400
gold, the Bedroom Area, Library Area and Vault cost me 1400 each and the
Magetallow Candles cost me 2800 each. That's 12400 gold total. If you can't
afford everything I'd recommend starting with at least one box of Magetallow
Candles for the Altar of Enchanting, a second box for the Altar of Spellmaking
if your character is a mage, or the Alchemy Lab if you use alchemy a lot. The
Bedroom Area, Library and Vault aren't that useful (although the Bedroom Area
gives you a bed to sleep in), and considering you get nothing special for
finishing the quest, you may not even want to bother with the Library or

If you do want to finish the quest, (its technically finished when you buy the
last item, but what use is any of it if you just carry it around) when you've
purchased everything you need from Aurelinwae (even if it takes multiple trips
to get enough gold) you'll get a journal entry confirming this. Once you've
got everything you need head back to Frostcrag Spire to put it to good use.
The Alchemy Lab, Bedroom Area, Library Area and Vault Area will all be
automatically delivered and be there when you arrive, the Library is situated
in the alcoves of the main level; there are now several book cases and tables
filled with many different books and a few other items. The Vault is now
filled with chests and boxes, however none of them contain anything good,
usually you'll just find valueless items that you can't use. There are also
several Imp Guardians down there, they just fly around and don't attack you,
so don't panic and think that the gold you spent just put enemies in your
Vault. You may be able to find something good there, but I haven't yet, so if
anyone does, please let me know. The Alchemy Lab and is in the Living Area
along with the Bedroom Area (if you bought it), and is very useful indeed. It
has several ingredients on it, as well as a Novice level Retort and an
Apprentice level Mortar and Pestle and Alembic. But the real bonus is
Alchemical Brilliance, a skill which is added to your active effects when you
stand next to the Alchemy Lab, and fortifies your alchemy skill by 15.
Combined with the nearby indoor garden, this is a great place to increase your
alchemy skill or make some high level potions and poisons. The bedroom area
also contains a Jewellery Box on top of the shelves which has the Pentamagic 
Loot inside (see above for stats). From here its back down to the main level
to finish the quest with what I think are the two best things about Frostcrag 
Spire. The Altars of Enchanting and Spellmaking. To place the Magetallow
Candles on them simply walk up to them and press A. But be careful if you
only bought one box of candles, make sure you've got the altar you want before
you use them; it'll save you the headache of having to reload your game. The 
altars function exactly the same as those in the Arcane University, but you 
don't actually need to be a member of the Mage's Guild to use them, so no
longer will you have to complete all the recommendation quests for the Mages 
Guild if all you want to do is enchant a weapon or piece of armour. As for the
Atronach Altar, it will create an Atronach Familiar of the type you request,
providing you have the three required Salts to summon it. You can only have one
at a time, and once summoned you can command it to follow you, wait, or you can
dismiss it. It will follow you anywhere, even when you fast travel, and will 
only disappear if you dismiss it or it gets killed, and then you can just go 
back to Frostcrag and summon another one. That's everything Frostcrag Spire has
to offer. Yes its a bit pricy, but its well worth the gold.


***Vampire Alert - Bring a Silver or Magic Weapon, it'll save you a lot of
trouble, as well as a couple of cure disease potions if you're worried about
Porphyric Hemophilia (the vampire disease)***

***Long Dungeon Alert - Make sure you come prepared with enough equipment and
potions, especially if you're a low level character***

Thanks to daved wanker for the info about the profitability of this quest

First, when you get the
beating heart right before you get the razor, instead
of trying to force open the wall that separates you
from the razor, you can eat the heart instead and you
will be attacked by that statue guy.  Then kill him
and the door opens and you get Mehrunes Razor.  Also,
at either the beginning or the end of the Mehrunes
Razor quest walkthrough, tell people how awesome this
dagger is.  Some people may be deterred by the idea of
a really long dungeon, and if you put what Mehrunes
Razor is capable of at the beginning of the FAQ, more
people may want to perform the quest.  Finally, if you
wait until you are around level 18 or so to do the
quest, the loot is amazing.  I did it at level 19 and
every person in the dungeon besides the labourers had
at least one piece of glass, ebony, dwarven, or elven
equipment.  I made 70,000 gold cashing in all this
loot, and i got a full suit of ebony armor.

(I did this quest with a level 26 character and the loot is incredible. While
many dungeons at this level provide you with similar levels of armour, items,
etc, the sheer size of this dungeon makes it extremely profitable.)

The stats of the Razor - is the dagger worth it? (Yes. Definitely.)

Mehrunes Razor

Septims: 6365
Damage: 2
Weight: 9
Enchantments: Daedric Banishing on Strike**, Disintegrate Armour 15pts on
Strike. Charge: 8000, Uses: 49.

*This depends on the Strength Attribute and Blade Skill of your character. The
number above comes from a Level 26 character with Strength: 89 and Blade: 100.
Characters with lower levels of strength and blade will do less damage.
Also note that as a dagger, the Razor strikes are much quicker than other
bladed weapons, but it also has less reach.

**This enchantment is a chance at an instant kill, as the dagger steals the
soul of whoever it hits. This doesn't happen very often though, and I'm not
exactly sure what causes the enchantment to work, the best advice I can give
is to keep hitting the enemy; in my experience its more likely that the
enchantment will work the more an enemy is hit. The game also keeps track of
how many souls the dagger has taken; every time it takes one a count comes up
on the screen, which is a nice touch. Even if this enchantment doesn't work,
the Disintegrate Armour is useful, and its combination of speed and damage is
very good. Trust me when I say that once you've got the Razor, you'll be glad
you made the effort.

The first thing you'll notice about this quest is that the dungeon is in the
middle, and I mean the middle, of nowhere. If you haven't explored out that
way, the closest place will be Bravil. So fast travel to the Bay Roan Stables
outside Bravil, make the swim across the Niben Bay, and begin the trek to
Sundercliff Watch. If you have been exploring in that area, fast travel to
Abandoned Mine, which is slightly north of Sundercliff Watch.

When this download came out, they said it was the biggest dungeon in the game.
My first thought was, how big can it be? The answer: big. I mean really big.
If you know what you're doing and you're good in combat then you could
probably get through it reasonably quickly, but the first time it does take a

Once you enter the dungeon and take two steps forward, you'll be attacked.
That's a great start isn't it? There's a Drothmeri Recruit with a bow in the
south east corner of the room who'll start shooting at you. When you move to
engage him you'll alert a Drothmeri Soldier in the tunnel in the south west
corner. Deal with the archer quickly in melee combat; its a close space so he
can't run, and being an archer he'll drop really quickly when you stick him
with a sword. The archer should be dead before the soldier attacks you, so you
can take him on by himself, where he'll be easy to deal with. Loot the corpses
and grab the gold and any other small treasure in the chest near the archer,
then head down the tunnel to an old wooden door. Try to open the door and
you'll be asked a question from the other side, and your only choice is to say
nothing. Check the sack on the stool next to the door, and take the Small
Diary, which contains the password, and is quite amusing to read. Try the door
again, respond to the question with 'Chimer', and the door will open. On the
other side will be the Drothmeri Steward and a Drothmeri Soldier. They're not
that hard to take on at the same time, neither has that much health, and as
long as you wait for both of them to strike before you lower your defences and
strike, you should be fine. When they're dead loot the bodies and the table
near the door then continue into the chamber. When you reach the bottom of the
steps you'll be attacked by another Drothmeri Recruit with a bow, kill him and
head to the stairs leading down on the east side of the room and you'll be
attacked by two more Drothmeri Soldiers. Use the same strategy as above to
deal with them. When you reach the bottom of the stairs you'll be attacked by
a Drothmeri Veteran. You need to watch out for these guys. They have a good
amount of health, sword and shield, and a shock based ranged magic capability.
The easiest way to kill them is to keep close to them so they don't use their
ranged shock spell, and block and counterattack to kill them while preserving
your own health. After the veteran is dead, follow the tunnel to a round
chamber with a gaping hole in the middle. Take out the Drothmeri Recruit
standing on the opposite side to the entrance, then head down the stairs to
the lower level and take the door to the north leading to Sundercliff Village.

Follow the path down to the village itself, there are a lot of enemies in this
huge chamber, and when one spots you, they'll all come running. This isn't as
bad as it sounds, because they're spread out over the several levels of the
chamber, so the best way to deal with them is to stay on the top level and
take them on as the come at you piecemeal. You will have to move around,
though, as most of them are archers and once they have a clear line of sight
to you they won't come any closer. These guys are also quite good in melee,
so don't expect to walk all over them or you'll just end up getting yourself
killed. Remember to keep you health and defences up, and you should make it
through alright. When they're all dead, loot the buildings then head for the
north west exit following the marker. Be careful in your looting though, there
are three enemies hiding in the Soldier Lodgings, its a very tight space to
get caught between three melee fighters, so be defensive, or just avoid the
lodgings if you don't feel you can take them. There are also two more in the
canteen, so be ready if you decide to go in there. If you can pick open the
door to the private attic you'll find a Khajiit Labourer, and if you can pick
the hard lock on the cell door you can release the Assassin imprisoned there
(he just sneaks off and doesn't there are no topics if yo try to talk to him,
but he does help later on, you should free him if you can). When you're
finished in here, head down the tunnel to the west on the lower level,
towards the door to the Sundercliff Commune. There'll be a Drothmeri Veteran
between you and the exit, but he'll be alone so he should be easy to defeat.

The commune is another large chamber with many enemies, move past the ramp in
front of you and kill the veteran on the stairs in front of the Veteran
Lodgings, and the soldier that attacks you afterwards. At this point an
archer may come down the ramp behind you, kill her then go to the Veteran
Lodgings and deal with the veteran and recruit inside. Now head back to the
ramp and go to the upper level. Kill the soldier and recruit that attack you,
then follow the marker to Frathen Drothan's Quarters. Inside grab his journal,
which will trigger a journal entry instructing you to find two enchanted
bezoars. Leave Dothan's quarters and enter the Commander's Quarters next door.
You'll be attacked by the Drothmeri Commander, but, if you managed to free the
assassin, you'll get some help on this one. He'll come bounding down the
stairs and attack the commander, distracting him and allowing you to attack
from behind. When the commander is dead head upstairs to grab the first
bezoar, then exit back out to the commune. From here you need to proceed back
down the ramp and back to the village, following the marker.

As you enter the village you'll encounter two recruits where the veteran was
when you left, one they've been dealt with, enter the main chamber and follow
the marker to the exit to the Sundercliff Forge on the upper level. Kill the
lone soldier that attacks you almost straight away, then follow the path in
either direction, they both lead to the same place, and take the path that
heads east, then south. Kill the soldier here as well, then, ignoring the
marker for now, take the door into the Sundercliff Mines. The mines are an
easy area. There are two types of enemies here, a couple of soldiers, but
mainly they're just labourers, who attack you with tools instead of weapons,
have no armour and little health. Make your way down the path, it doesn't
matter which way, they all lead to the same tunnel. When you reach the tunnel
though, you start finding strange things. Dead Drothmeri Soldiers. Now before
you start worrying about what hideous thing you're going to have to face next,
let me tell you this is a good thing. You'll find out why in a moment. As you
make your way out of the tunnel to the upper level of the mine you'll be
attacked by a soldier, kill him and make your way across the small bridges to
the encampment in the north east corner. Kill the recruit an labourer here,
follow the marker down the tunnel to the exit. About halfway down though, the
screen will shake and there'll be a rumbling sound, but don't worry, this
isn't a booby trap, just a rock fall up ahead, and it can't hurt you. Enter
the door that leads back to a different part of the forge. The tunnel will
lead you to a chamber with forging equipment and one enemy; the Weapons
Apprentice. He's pretty much a cross between a soldier and a labourer: he has
a good weapon and some armour, but not much health, and he shouldn't pose a
problem. When he's dead, take the tunnel to the north, in the next chamber
will be three labourers and another apprentice. Once they have been dealt with
proceed further into the chamber to fight the Forge master, he's easier to
defeat than a soldier, in fact he's just as easy as the apprentices. Once
you've taken care of him, enter his tent and grab the second bezoar, then take
the tunnel to the north and follow it round to the exit, killing one last
labourer as you go. At the end of the tunnel you'll find a boulder, pull the
nearby rope to lower the boulder, then take the door back to the village.

Take the bridge across the upper level to follow the marker back to the
commune, as you reach the far side of the bridge you'll be attacked by three
soldiers, they don't attack all at once though, you should try to kill
them as soon as they come so you can fight them one at a time. Once you head
through into the commune, follow the right hand wall back to the ramp that
leads to the lower level, and head down the path past the Veteran's Lodgings,
a recruit will attack you here, kill him, then take follow the path to the
Varsa Baalim and a veteran. Deal with him, then, using the bezoars, activate
the two Enchanted Pedestals on either side of the door to unseal it. You can
now enter the Excavated Ruin.

The path leads downhill to a small chamber with a large pile of bones in the
middle, and two passages leading off north and south. Take the north one; the
south one is blocked by a rock fall, and eventually you'll come across a large
blood splatter across the wall, just before the door leading to the Varsa
Baalim. Dead soldiers that you didn't kill, piles of bones and now huge blood
splatters? So what's really happening in this place? You're about to find out.

As you enter the Ayleid city a journal entry tells you to be on your guard,
and as you move towards the edge of the upper level you can see ranged spells
lighting up the lower level. Seems you're not the only one fighting the
Drothmeri. There are vampires having some fun down here as well (okay so you
probably figured out they were the mysterious enemy from the vampire alert at
the beginning of the walkthrough, but at least now you'll have brought a
magic or silver weapon to kill them with). This is a good thing, because it
means that the Drothmeri and vampires will be preoccupied with killing each
other, so you will have to kill fewer enemies and they'll be weakened from
all the fighting already going on. Don't avoid combat though, if you see a
huge melee, run up and start attacking people in the back. It doesn't matter
who you attack first, just so long as they all end up dead. Be ready though,
there are still a few straight fights left in this dungeon.

Quickly head down to the lower level to join this combat; there's a ramp in
leading down right in front of you, and start attacking people from behind.
The last enemy left alive will probably be the Vampire Witchhunter, because
she avoid melee combat. Watch out for her nasty skill and attribute draining
ranged spells, and chase her down, she has little health or armour, and no
good melee weapon. Once the combat is done, you can either take one of the two
south east doors to the Cave Arpenia, down here is a Vampire Barbarian and a
Vampire Assassin, as well as a chest with some gold in it and a dead veteran.
You may want to avoid this room because of the vampires, they have good
weapons, armour, skills and health, but I'd advise you to kill them just to
loot the stuff they've got (particularly at higher levels), unless you're low
on health and potions, because they are a tough fight. Once you've killed the
vampires and looted the room, or avoided doing so, go back to the baalim and
head south west and up some stairs to a ruined tower where a Vampire Barbarian
and two soldiers are fighting. Kill the soldier the vampire is not attacking
first, then kill the vampire, and finally the second soldier. Take the small
path to the north west, to a Vampire Mage and a door to Cava Beldameld.
Introduce the mage to your sword, then head through to the cava.

A barbarian will attack you as you enter the cava, she's by herself so she's
not to hard to kill, then follow the path to the upper level of the baalim.
Through the door will be a fight between two soldiers, a Vampire Scout and a
Vampire Acrobat. This is a painful fight. For some reason, all four will stop
fighting each other and swarm you. You need to play a defensive game here. Keep
your shield up and only attack when you're sure nobody else can hit you.
Because if you get hit once, you'll get hit about twenty more times before you
can even move. So keep your health high with potions, and make use of every
offensive opening you can get, and eventually they'll go down. If you have
problems, trying backing out through the door you came in. They will follow
you, but they'll only come through the door one at a time, which will give
you some time to take on one or two of them, instead of all four. Continue
back and forth through the door as many times as you have to to kill them.
Once they're all dead, head north in the baalim, you should come across a
second ruined tower, drop down to be confronted by another Vampire
Witchhunter. Kill him and head through the door in the north east to the Cava
Marspanga. In the first chamber in here is a fight between a Vampire
Sorcerer, a Vampire Crusader, a Vampire Nightblade and three soldiers. These
guys will continue to fight each other when you enter the chamber, so attack
them all from behind when they're not paying any attention to you and they'll
go down quickly. Once they're all dead, follow the path to the baalim. Head
south west and you'll be attacked by a Vampire Thief, he's an archer though,
so get him in combat and he'll drop really quickly. Once this guy is dead,
head back the way you came and head north east (the reason for killing the
thief is that if you don't he may attack you when you're fighting the other
enemies up ahead). Head up the ramp and you'll meet another scout, dispatch
him and then follow the ramps to the south east, where you'll come across
the Vampire Patriarch and a door to The Nefarivigum. The patriarch is alone,
and he's actually quite easy, as he doesn't have that much health. Kill him
and enter The Nefarivigum. Make your way down the stairs, there are plenty of
bodies but no enemies until you reach the bottom, where you'll be attacked by
Frathen Drothan. This guy is a push-over. He has no health or armour, but for
some reason he'll to get stuck in with his sword. Kill him, then loot his body
for Drothan's Key. Now go over to Msirac Faythung and loot the beating heart
from him. Now you can either take the heart out of Msirac and eat it, this will 
initiate a combat with Msirac, but his health will drop constantly, or you can 
go over to the gate with Mehrunes Razor behind it, and try to open it. You'll be
asked whether you want to try and force it, say yes, and get ready to fight 
Msirac Faythung. If your strength is high enough, you can force the gate open, 
then fight Msirac, otherwise you'll have to fight him, and when he dies the gate
will open. Either way you have to kill him, but he's not that difficult; using 
the standard block and counter-attack method you can kill him quite quickly. 
Once he's dead, walk towards Mehrunes Razor to automatically pick it up and 
receive a quest completed journal entry. A secret door will then open, giving 
you a quick exit. The rock fall in the first tunnel can't hurt you, so don't 
worry, and the only enemy along the way is a single rat. Finally you have to 
take a quick swim to the door leading back out to the Nibenay Basin. See, I told
you it was long.

10 - THE VILE LAIR                    - OBL-VILE

Ah, finally a quest for us creatures of the night. Yep, this one's for the
baddies, or, more specifically, vampires. You're going to need a vampire
character to get the benefits of this quest, so if you don't have one, find a
vampire lair and get infected!! The great thing is, if you change your mind
and don't want to be a vampire anymore, you can rid yourself of the disease
in the lair.

Now, why would you want to be a vampire? I have a level 40 vampire (he's my
favourite character), and trust me, the benefits are well worth it. You'll
become stronger, faster and tougher, and gain access to useful magic. Yes, a
full vampire (one who hasn't fed in a few days) will be shunned by almost
every NPC in the game, however there are a couple of ways around this. First,
Vampire's Seduction, a vampire greater power which will raise the disposition
of one NPC to 100 once a day. If you need to talk to more than one person in a
day, use other charm spells. It usually takes a few (charm spells are
cumulative if you cast different spells, rather than just the same one over
and over), but it does work, unless the NPC has a really low disposition. The
other thing is to make sure you transact with the same merchants. Always buy
equipment from the same vendor, their disposition toward you will increase and
eventually you won't even need to cast any spell on them. 
As for the whole sunlight thing, only go out at night, and wait inside during
the day. If you have to go outside when its light, make it a short trip;
sprinting through a town casting health spells as you go only works for so
long, but it's quite amusing, especially when you get stopped by a guard (I
didn't do anything, honest). But enough of this, let's get on to the quest.

The vile lair, Deepscorn Hollow, is located at the most southern point in
Cyrodiil, which is a good way south of Leyawiin. Fast travel there (if
you're a full blown vampire make sure it's early night; 10:00pm or so, and
travel from no further than the Imperial City or it'll be day by the time you
get there and you'll be no longer be a vampire, just a pile of dust). When you
get there, head into the water and swim down to the wooden wreckage at the
bottom, and enter the lair.

Once in the lair, you'll find a book, Greywyn's Journal. Read it, and it'll
tell you to go to Rowley Eardwulf at the Wawnet Inn to get everything you
need to restore the lair. The lair itself is quite large, but not very useful
at this point, there are several areas and there isn't much in them, save for
a few items and a book. However make your way into the Deepscorn Shrine area
and halfway down the steps on the left side you'll find a sack containing a
Ring of Detect Life, several jewels and 3000 gold. Open the Unusual Box on the
altar itself to find the Crimson Eviscerator, a single handed sword with
Absorb Strength, Damage Health and Magica, and Weakness to Poison
enchantments. Once you've explored the lair, it's off the Rowley at the Wawnet
Inn, which is near the bridge leading out of the Imperial City. Speak to
Rowley to find out that this one is going to cost you. You need to buy the
following things to complete the quest: Deepscorn Bedroom Area, Cattle Cell,
Dark Minion, Dining Area, Garden Receipt, Storage Area, Study Area, and Ichor
of Sithis. In total it cost me just over 26K, so completing this quest is
going to hit you quite hard in the hip pocket. Once you've got everything (or
everything you're going to buy for now), head back to the lair (once again
being careful with fast travel) to check out your purchases. The Garden is
the first thing you'll notice, where that fallen log used to be in the first
chamber is now a small garden with various plants. The Dark Minion is in the
chamber to the right; you can tell him to murder people, and their gold will
appear in a chest, similar to looting in Dunbarrow Cove. The Font of Renewal
in the Cloister will cure your vampirism if you want it to (you don't have to
buy anything for this to work), and the cattle cell, located in the south-west
corner of the cloister, holds a person for you to feed on at will. The dining
area and study area are in the bastion, as well as the sleeping area: a
decorated coffin leaning against a wall. Head down into the shrine and put
the Ichor in the basin, which will allow you to pray to Sithis, see below.

Other Goodies in the Lair
Thanks to Sinker23, tarheel22_2, hckydude1103, Naranek Angmar, Martin van
Golde, Joey Joe, Brett, Eric Martin, and anyone else who I may have forgotten
for the info on the Shrine of Sithis and other goodies in the Lair.

The Shrine of Sithis works the same way as any other shrine in the game,
except it requires a higher infamy than fame, or a bounty on your head.
Thus it cures diseases, restores damaged attributes etc., but also provides
you with the following bonuses, all for 1200 seconds: Fortified Agility 10,
Fortified Health 25, Fortified Sneak 20, Chameleon 50.

As for other goodies, the Ring of Detect Life is actually random, so you might
get a different ring. The other thing worth picking up is the Raiment of the
Crimson Scar. You need to buy the Bedroom Area to make Greywyn's Armoire
appear in the sleeping chamber, the raiment is inside. It has the following
effects: Fortify Agility and Speed 15, Fortify Sneak, Marksman and Blade
skills 25, and Reflect Damage 35. The raiment is a full set of armour, so
the only other things you can wear are a helm and jewellery. Also in the
sleeping chamber on the desk is a respawning Nirnroot (whenever you load the
game), there are the skill books: Immortal Blood (Hand to Hand) and Sithis
(Alteration), in the library, and if you shoot the bucket in the first chamber
some gold falls out.

As you can see, if you don't have a vampire character, it really isn't worth
spending your money, however if you are a vampire, the cattle cell can be
useful if you're worried about the consequences of someone seeing you feeding,
and the dark minion is a good way to make some easy money.

Thanks to yuromeshe for the info on the Poison Cache and Prisoner

when you first go into deepscorn hollow, go out of the water then turn left
then left again (basically a 360), before the garden. basically if your
standing in the garden facing the entrance, the area im directing to is
directly to the right of the entrance. once in the area, on the right back 
corner there is a chest filled with poisons, it has a special name which 
currently escapes me [it's called Greywn's Poison Supply]. also, in the 
prisoner's cage, right next to the fruit basket, is a "cache" or a sack
filled with various nuggets and gold [Greywen's Third Cache].

it is a relatively small thing, but also very handy. the prisoner is
impossible to kill, and you still get xp for doing damage to him, so you can 
level up any damage based skill infinitely through him (ie blade, marksman, 
destruction, hand to hand), provided you have the necessary items/spells.

11 - SPELL TOMES                 	  - OBL-TOME

The spell tomes in Oblivion are really quite simple. They are books which
Appear randomly in loot, which are have spell names followed by tome, and you 
read these books to learn that spell free of charge. Over time I intend to 
compile a list of all the Spell Tomes.

Thanks to Coloredplants for the info on the Minor Life Detection Tome

Found, random chest drop (level 9)  
Tome of Minor Life Detection 
Description in Tome: 
School of Mysticism: 
Skill: Novice 
Range: Self 
Teaches Spell 
Detect life 60 seconds within 10 feet of self 

Cure Paralysis Tome 
School of Restoration 
Skill: Apprentice 
Range: Touch 
Effects: Cure Paralysis on Touch 
Entropic Bolt Tome 
School of Destruction 
Skill: Apprentice 
Range: Target 
Effects: Damage Health, 10 points on Target 

Grasp of Terror Tome 
School of Illusion 
Skill: Expert 
Range: Touch 
Effects: Demoralise up to level 20 for 30 seconds on Touch 

Oppressing Grasp Tome 
School of Alteration 
Skill: Expert 
Range: Touch 
Effects: Burden, 75 points for 30 seconds on Touch

Seductive Charm Tome 
School of Illusion 
Skill: Apprentice 
Range: Target 
Effects: Charm, 24 points for 30 seconds on Target



Note: Most of the enemies you face in this quest line are undead and daedra, 
keep this in mind when thinking about what kind of weapons and enchantments you 
want to use (silver works well, lightning based damage enchantments and spells 
are also good). You also end up in combat in a couple of unexpected places so 
make sure you're always prepared for combat.

Unique Loot Info

Mace of the Crusader

Level 1
Septims: 161
Weight: 18
Damage: 1 (Low Blunt Skill)
Enchantments: Fire Damage 2pts for 2 secs on Strike, Turn Undead up to Level
1 for 5 secs on Strike
Charge: 300, Uses: 100

Level 45
Septims: 4017
Weight: 42
Damage: 11 (Low Blunt Skill)
Enchantments: Fire Damage 14pts for 2 secs on Strike, Turn Undead up to Level
17 for 5 secs on Strike
Charge: 2000, Uses: 46

Sword of the Crusader

Level 1
Septims: 167
Weight: 23
Damage: 2 (Low Blade Skill)
Enchantments: Fire Damage 2pts for 2 secs on Strike, Damage Magicka 7pts on 
Charge: 300, Uses: 50

Level 45
Septims: 3912
Weight: 47
Damage: 27 (High Blade Skill)
Enchantments: Fire Damage 14pts for 2 secs on Strike, Damage Magicka 40pts on 
Charge: 2000, Uses: 62

Boots of the Crusader

Level 1
Septims: 300
Weight: 1
Armour: 1 (Heavy)(Low Heavy Armour Skill)
Enchantments: Fortify Restoration 2pts on Self

Level 45
Septims: 700
Weight: 18
Armour: 6 (Heavy)(High Heavy Armour Skill)
Enchantments: Fortify Restoration 6pts on Self

Cuirass of the Crusader

Level 1
Septims: 7050
Weight: 35
Armour: 2 (Heavy)(Low Heavy Armour Skill)
Enchantments: Fortify Restoration 2pts on Self, Resist Normal Weapons 15% on 
Self, Fortify Health 15pts on Self

Level 45
Septims: 9250
Weight: 60
Armour: 17 (Heavy)(High Heavy Armour Skill)
Enchantments: Fortify Restoration 6pts on Self, Resist Normal Weapons 15% on 
Self, Fortify Health 27pts on Self

Gauntlets of the Crusader

Level 1
Septims: 1350
Weight: 1
Armour: 1 (Heavy)(Low Heavy Armour Skill)
Enchantments: Fortify Restoration 5pts on Self, Resist Disease 50% on Self

Level 45
Septims: 1750
Weight: 12
Armour: 6 (Heavy)(High Heavy Armour Skill)
Enchantments: Fortify Restoration 9pts on Self, Resist Disease 50% on Self

Greaves of the Crusader

Level 1
Septims: 800
Weight: 4
Armour: 4 (Heavy)(Low Heavy Armour Skill)
Enchantments: Fortify Restoration 2pts on Self, Fortify Destruction 5pts on

Level 45
Septims: 1600
Weight: 36
Armour: 10 (Heavy)(High Heavy Armour Skill)
Enchantments: Fortify Restoration 6pts on Self, Fortify Destruction 9ts on Self

Helm of the Crusader

Level 1
Septims: 2800
Weight: 7
Armour: 1 (Heavy)(Low Heavy Armour Skill)
Enchantments: Fortify Restoration 2pts on Self, Fortify Personality 25pts on 

Level 45
Septims: 3200
Weight: 12
Armour: 6 (Heavy)(High Heavy Armour Skill)
Enchantments: Fortify Restoration 6pts on Self, Fortify Personality 25pts on 

Shield of the Crusader

Level 1
Septims: 4100
Weight: 3
Armour: 3 (Heavy)(Low Heavy Armour Skill)
Enchantments: Reflect Spell 10pts on Self

Level 45
Septims: 7300
Weight: 24
Armour: 21 (Heavy)(High Heavy Armour Skill)
Enchantments: Reflect Spell 18pts on Self

Umaril's Sword

Level 1
Septims: 241
Weight: 26
Damage: 2 (Low Blade Skill)
Enchantments: Shock Damage 4pts on Strike 
Charge: 500
Uses: 125

Level 45
Septims: 4814
Weight: 66
Damage: 28 (High Blade Skill)
Enchantments: Shock Damage 16pts on Strike, Damage Fatigue 12pts on Strike
Charge: 2000
Uses: 54

The Knights of the Nine is by far the biggest download Bethesda has released
for Oblivion. It's not just a new quest, but a new quest line of 11 quests 
(although many do overlap), with new characters, equipment and dungeons.

The first thing you have to do is find the beginning if the quest line; you get
no journal entry upon loading like you do with the other content. So head on 
over to Anvil and talk to anyone. Use the Anvil Chapel attack topic to trigger 
the first quest.


Head over to the Chapel to see what's been going on. Talk to the guard outside 
to find out about a prophet who has foretold the event. You can head inside, 
there's broken pews and blood all over the place, and some symbols around the 
altar, written in blood. If you grab the Chapel key from one of the bodies you 
can go down to the undercroft, but there's nothing there except undead enemies.
Once you're ready talk to the prophet, he's opposite the Chapel and usually has
a big crowd during the day, and you can hear him from a mile off. Use the Anvil
Chapel attack topic again, and keep the conversation going until he asks if you
are a worthy knight (all the topics end up in the same place). The answer/s you
can give here depend upon how much of the game you have completed so far. You 
can answer things like, yes, I am the Archmage, or I am the Hero of Kvatch. All
these answers however, get you the same response, if worded somewhat
differently each time: you clearly are worthy, and have no need for my help. 
What you need to tell him is that you have no claim to fame, and he'll give you 
a map of the Wayshrines of the Divines. You must go to each of the nine shrines 
and pray to the gods, once you complete all nine you'll receive a vision
telling you what to do next to retrieve the relics of Pelinal the Crusader and
stop Umaril. This part of the quest can be a pain, because the shrines aren't 
marked on the game map in any way, all you can do is mark where the Prophet's 
map shows them. The shrines are easy to spot though, they're basically altars 
surrounded by stone pillars. Also, a word of warning to any vampires out there; 
when you get to the last shrine, make sure you've either fed or it's night and 
not early morning when you pray at the final shrine, because it triggers a
scene in which you can look around but do nothing else. The problem is that 
vampires will still take sun damage during these scenes, and since you can't 
drink potions or cast 
restoration spells to restore health, you'll end up dead really quickly. In the
vision, Pelinal tells you that you need to head to his lost shrine to begin
your search for his relics, but you'll probably be pre-occupied with the view 
and not paying too much attention (the vision takes place in a great location).

The Shrine of the Crusader

Right, time for a quick swim. The entrance to the shrine is underwater at the 
Southeast edge of Lake Rumare. It's not particularly deep or hard to find, and 
if you swim forwards to the steps inside the dungeon you won't be underwater 
very long, so there's no need to worry about drowning. Head straight, grabbing 
the Welkynd Stones above the graves. You'll be attacked almost as soon as you 
move forward by a pair of undead enemies (all the enemies in the dungeon are 
undead, and what they are varies greatly. I did this at level 45 and faced
Gloom Wraiths at every turn, and again at level 1 and faced Skeleton Warriors.
So what you get will depend on your level). In the next chamber, after 
dispatching the undead, there is a switch on the western wall, press it to open
a doorway to the north and have another enemy come running out at you. Keep 
moving forward and when the path splits, take the left branch, and after you 
come up the stairs, there will be an Ayleid Cask on your right with some gold
in it. In the next chamber kill the two undead and grab the Welkynd Stone (as 
you can probably tell, this dungeon has little besides undead and Welkynd 
Stones), and head through the hole in the wall and down to The Shrine of the 
Crusader. You'll come out in an area with the same architecture as the
starting dungeon, kill the undead and head north until you see a hole halfway
up the wall. Kill the undead inside and make your way across the small cave and
out the hole on the other side and into a chamber with two locked gates and a 
skeleton on the floor. 
Before you drop down, you can actually make this quest a little easier. Follow
the lip of the wall to the right, and jump the rail to grab the Helm of the 
Crusader. Then drop down to loot Sir Amiel to find the key to unlock the gates,
his ring, which is needed in a later quest, and his journal, which explains the
order of the Knights of the Nine. Reading the journal triggers Priory of the 
Nine, the next quest, all you need to do is grab the helm at the end of this 
dungeon first. If you dropped down before you got the Helm it is possible to
get back up, if you have a high enough Acrobatics skill. The helm is on an
altar on the raised northern area of the chamber, if you can jump up onto the 
broken pillars or directly onto the lip about halfway up the wall, you can
jump the rail and grab the helm. If you don't have the Acrobatics skill, or if
you want to do it the proper way, take the western gate and head across the 
chamber to the hole in the wall. Follow the cave to the north, kill the two 
undead, then head through the door to The Lost Catacombs. Follow the path, 
killing the three undead, until you reach a chamber with a hole in the wall to
the south. First head to the eastern end of the chamber, where there's a chest
with some gold, then go though the hole, and head south through the cave
killing the undead in the way, until you leave the cave and reach the one of
the two doors back to the shrine, and the helm. Follow the marker to the helm,
and don't forget to loot the jewellery box next to it for some gold and 
jewellery. The two doors leading north from the altar are both blocked so jump
the rail back down to the lower area and take the southern gate down to the
door to Vanua, killing the undead along the way. This puts you back in a 
different part of the opening area of the dungeon. There'll be three undead in
the first chamber you enter, kill them and take the path to the east to find 
yourself on an upper level of one of the early chambers of the dungeon. Drop 
down, and follow the path to the south to the exit.

The Priory of the Nine

Note that this quest actually began when you read Sir Amiel's Journal, and 
became your active quest when you finished The Shrine of the Crusader by 
grabbing the helm (the line between quests is pretty blurred here, retrieving 
the helm is a requirement for both quests).

You now have to travel to the Priory of the Nine in the West Weald, and the 
middle of nowhere. If you haven't been down that way, travel to Castle
Skingrad, and follow the marker southeast. If you have been exploring in that 
area, fast travel to the Ayleid Ruin Nornalhorst and head southeast. When you 
get there you'll find a place that's not too dissimilar from Weynon Priory, 
ignore the chapel for now and go through the door to the priory itself. Go left
as soon as you walk through the door, to spot a round Knights of the Nine
Symbol covering the floor. Activate it with Sir Amiel's ring to reveal a 
staircase leading to the Priory Basement. You can explore the priory first,
it's the same as Weynon, but there's nothing of value to be found. The basement 
is a training area like those in the Fighters Guild, but there is a door on the
western side, leading to the Undercroft. This area of the priory isn't run down
like the others, and gives off a pretty ominous feel. It fact you can see the 
Cuirass of the Crusader across the chamber without having to move from the 
doorway. This seems to easy. 
I'll just walk over to the Cuirass and retrieve it... only to get surrounded by
spectres when I reach the middle of the chamber. But its not actually as bad as
it seems. The spectres, who are the original Knights of the Nine, aren't
hostile at first. They are simply protecting the Cuirass. After a short 
conversation with Sir Amiel in which he does all the talking, you must fight 
each spirit in turn to prove you are worthy to take the Cuirass. None of them 
are particularly difficult, they all just come at you with their swords, but 
there are eight of them, so be careful to replenish any lost health in between
fights or they can wear you down. Once you defeat all eight, the shield
covering the alcove with the Cuirass in it will disappear, grab it then talk to
each of the eight knights in turn to receive information on the different 
relics. You receive the quest Nature's Fury from Sir Juncan, from Sir Henrik
you receive the quest Wisdom of the Ages, from Sir Ralvas, The Path of the 
Righteous, and from Sir Casimir, Stendarr's Mercy. You can complete these
quests in any order, except for Nature's Fury, in which you gain the Boots of 
the Crusader, which are necessary to retrieve the Mace of the Crusader in The 
Path of the Righteous. The walkthrough will be in the order in which they are 
listed above. Note that this quest is not yet completed, you have to finish the
other quests to finish this one.

Nature's Fury

And back into the forest we go. At least this time we have a map marker.
Kynareth's Shrine is located in the Great Forest west of the Imperial City, so
fast travel to the Wawnet Inn, and then head southwest. The shrine isn't too 
far, when you get there talk to Avita Vesnia, using the Boots of the Crusader 
topic. Continue the conversation, avoiding the I'm not Taking Any Test topics 
until you're prompted to travel to the Sacred Grove to be tested. The grove is
a short way west, and is surrounded by rocks on all but the eastern side. The 
test itself is quite easy if you've been paying attention. A Brown Bear will 
come and attack you, do not attack it and after several seconds the bear will 
turn around and leave, and you will have passed the test. Using a weapon or 
shield to block is fine, and Reflect Damage Enchantments don't count as 
attacking, so you don't need to take them off. Cast Restoration spells and
drink potions if you need to (a low level character will lose heath 
disturbingly quickly), and once the bear turns and leaves, a door leading to 
Kynareth's Grotto opens up at the edge of the grove. Inside the grotto are two
Spriggan, but they won't attack you. Harvest the ingredients if you want, then
grab the boots off the altar, and its quest completed.

Wisdom of the Ages

Another quest located in the middle of nowhere. Your best bet if you haven't 
been exploring round there is to fast travel to the Five Riders Stables outside
Leyawiin and walk, if you have been out that way, fast travel to Fieldhouse
Cave and head southeast to Fort Bulwark. When you reach the Fort you'll be 
greeted by a Conjurer, dispatch him and head inside. The place has been overrun
by Conjurer's trying to get the shield, but they have all so far failed. Follow
the path along, and take the first left, kill the conjurer along the way, then
take the first right through the Old Wooden Door. You'll find a few Daedra in 
this dungeon, there's one in the central area of this chamber. After killing
it, you'll find that both the gate to the north and the drawbridge to the south
are operated remotely, so take the door to the west, and follow the path all
the way to the end, ignoring the closed gate down the right passage, and you'll
encounter two Conjurers. Once you've dealt with them grab the Conjurer's Note
on the table in the north eastern corner and turn the handle located nearby on
the floor to open the gate in the previous passage. Now head back and take the
passage to another handle overlooking a pair of drawbridges and the locked gate
in the main chamber. Turn the handle to open the gate, lower both drawbridges, 
and open another gate at the other end of the chamber. Now backtrack to the
main chamber and cross the drawbridges. You come across a passage with rows of 
three pressure plates on the floor. If you read the Conjurer's Note you'll know
what to do, if you didn't, the candles beside each row indicate the plate you 
should walk over. One candle on the left means walk on the first plate from the
left, two in the right means walk on the plate two from the right. There are no
traps here, it you stuff it up just go back and start over; the correct 
sequence, which is left, middle, right, left, is needed to unlock the gate 
ahead. Now head through the door into Fort Bulwark.

Through the door are some prison cells, the first one to the right is opened by
a floor handle next to it, but there's nothing in there. On the left there's an
alcove with a path leading left and right. The left takes you to a room with a 
chest containing a potion or two and some gold, the right takes you to a dead 
end chamber. There's a Conjurer in here, but when I entered and killed him, I 
got bum rushed by four or five more Conjurers and their summoned creatures, 
which came in the same way I did. Thus the next area is somewhat devoid of 
enemies, if you don't get rushed, there may be some scattered around the place.
Head back out to the prison cells, open the second one and talk to Sir Thedret.
Once the conversation is over, head north, ignoring the side passage, until you
reach the Conjurers' quarters, there's another helpful note on the table, and 
some potions in a chest near the bed. Then head back to that side passage, 
follow it down some stairs, then up the stairs to the south. The area at the
top has a chest with a levelled lock and some Alchemy equipment on a shelf, in
fact you can pick up everything except a Calcinator, which is in the chest
along with some gold. When you're done here take the southern doorway and head
west, and follow the path until you emerge in a multi-level chamber. Take the 
stairs on the right to the upper level, and turn the handle to lower the first
drawbridge. There are shooting dart traps here, which fire intermittently, so 
you must time your run. A character with high Athletic and Acrobatic ability
can avoid some of these traps by jumping from platform to platform, but you'll
still get hit, and if you're thinking of charging across once you've lowered
all the drawbridges, you'll need a lot of health and armour. The safest way 
across is to wait for the traps over the first drawbridge to stop shooting (you
can see little clouds of dust and smoke around them when they shoot) and cross
the drawbridge, stopping on the small stone area after the drawbridge which 
joins to the main platform. When the traps over that platform stop shooting,
run across and turn the handle for the second drawbridge. Wait for the 
drawbridge to lower, then wait for the traps over that drawbridge to stop. You
also need to jump onto the drawbridge from where the handle is, if you line 
yourself up straight, you'll get hit by the previous group of traps. Once
you're across, grab a potion out of the chest at the top of the stairs, and
take the only passage to a chamber with five large statues and two Conjurers. 
There's more Alchemy equipment and ingredients on the table and shelves on the
western side, and a bricked up doorway to the south. That's where you want to 
go. To open it up, you need to move the statues. Remember what Sir Thedret
said, about the guardians facing you. There's a handle at the base of each of 
the four lower statues. Turn the handle to rotate the statue until it faces the
embossed circle in the centre of the room. Stand on the circle and the fires 
will for out and the door will open. Head through and down the passage to the 
next area of Fort Bulwark.

Follow the passage until you receive a journal entry about a puzzle or trap 
you've found. This puzzle can be a real pain if you don't know what to do. You
have to step on the pressure plate before the large chest in the centre of the
room, this puts one of eight objects into the chest. You have to take the
object, and place it in the correct chest around the edge of the room. If you 
put it in the wrong one, the object disappears and you have to go back to the 
large chest. The order in which you receive the objects is random, and an
object placed in the wrong chest will be regenerated. To help you out, if you 
stand on the pressure plate after retrieving an object, the area above one of 
the chests will glow with a blue light and reveal the object that is goes in 
there. When you put the correct object in a chest, it will glow with a white 
light, and the statue above will turn around. As far as I can tell, the objects
go in the same chest each time, so the order is, starting from the northwest 
corner and going anti-clockwise: Rodgar's Gem, Rodgar's Skull, Rodgar's Hammer,
Rodgar's Book, Rodgar's Sword, Rodgar's Goblet, Rodgar's Helm, Rodgar's Stone.

When all of the chests contain the correct objects, the lights will go out and
a door to the north will open. Follow the path north all the way to the Shield
of the Crusader, there are also some potions and scrolls on the altar with it.
Doors with then open to your left and right to give you a quick exit, follow
the passage back to the first main chamber. Turn the handle on the floor to 
raise the gate and lower the drawbridge, and make your way back to the exit.

The Path of the Righteous 

To begin this quest you need to head down to the Chapel in Leyawiin. When you 
enter the Chapel you'll be approached by Carodus Oholin, who attempted to 
retrieve the mace and failed, and now wants to know if you're rebuilding the 
Order. Pick the response that suits your character, they all end up in the same
place, and, once the conversation is over, head down to the Undercroft. The 
first thing you'll notice when you get down here is the presence of undead, 
however these are Sanctified Spirits who are no threat to you. Go over to the 
Tomb of Saint Kaladas and pray to be transported to a dark void. The mace is 
across the void, and there is no way across. Walk to the edge of the platform, 
then put on the Boots of the Crusader, and you'll have a glowing blue path to 
cross. Cross the void and grab the Mace of the Crusader to complete the quest.
Now, just because the quest is over doesn't mean you're done. Leave the 
Undercroft and you'll be attacked by two or three Aurorans, minions of Umaril. 
These guys are Daedra and carry Ayleid Battle Axes which vary in quality and 
which have with Shock Damage Enchantments. Once they're dead, Carodus will come
back up to you and ask if he can join the Order. You can tell him to bugger off
if you want, but in the last quest you'll fight with every member of the Order 
at your side, and the more swords you have with you, the better (even it they 
only serve as cannon fodder).

Stendarr's Mercy

For this one you need to head over to the Chorrol Chapel. When you get there
you can head straight over to the gauntlets to try and pick them up, but you 
won't be able to. You need to talk to Areldur, using the Gauntlets of the 
Crusader topic. Take the conversation in any direction you want, once again
they all end up in the same place, and you'll learn about Kellen and his 
family's curse. Head down to the Chapel Hall to talk with him, use the Curse 
topic, then the Areldur topic. So it seems Areldur knows more than he's letting
on. Head back upstairs to have another chat with him using the Kellen topic. He
tells you that to lift the curse you must take it on yourself, and can do so by
praying at the altar. The curse causes you to lose fatigue while walking and 
lasts until you receive the Blessing of Talos during the quest Blessing of 
Talos. You have no choice here, this is the only way to complete the quest, so
pray at the altar, and once you have the spell to take on the curse, go back
and cast the spell on Kellen. Once you have the curse go back upstairs to get 
the Gauntlets of the Crusader and complete the quest (This also completes The
Priory of the Nine quest).

The Faithful Squire

Right, its back to the Priory of the Nine. When you enter the priory, you will 
be approached by Lathlon, a squire who has an interesting story to tell. He was
the squire to another questing knight who was killed by the Wraith of Sir 
Berich. He presents you with the Greaves of the Crusader, and tells you where 
you can pick up the sword. He also asks if he can join the Order. As with 
Carodus, you're better off with him than without him. If you've accepted
Lathlon into the Order, he will accompany you in the quest; you must travel
to Underpall Cave, south west of Bruma, to slay the Wraith and retrieve the 
Sword of the Crusader. Your best bet if you haven't explored around that area
is the Wildeye Stables outside Bruma, or if you have, the Ayleid Ruin Moranda,
then head north east. Once inside the dungeon, follow the path to the first 
chamber. There are no enemies in here, but there's a chest with some gold in
it, just before the ramp leading down to the middle of the chamber. Cross the 
chamber and take the path leading southeast to another chamber which has dead 
trees and graves in it. Keep heading southeast to a door on the other side, 
leading to Underpall Keep. In the first chamber there are a couple of undead 
enemies, as soon as they're dead turn around and look for the path to the right
of the one you used to enter the chamber, and take that (the compass stuffs up 
here, before you enter the keep you're heading south east, after you enter it 
you're heading north west when still facing the same direction). Halfway along
this path there's a levelled animal, starting with a Mudcrab and working up
from there. When you open the Old Wooden Door ahead, a falling rock trap is 
triggered, so don't rush into the area. Kill the two undead after the rock fall,
and head across the room to the Underpall Reflecting Chamber. Take the first 
left to find a chamber with a chest containing some gold, keep following the 
path on the other side of the chamber to find another undead standing over the
body of Sir Roderic. There is a chest in here with some gold and jewellery, and
Vindrel's Tomb, which contains some clothing and armour. Go through the wooden
door to the south, and that white spectre you can see is the Wraith. There may
be another undead enemy in the chamber as well, but as it is the Wraith 
shouldn't be that difficult. When it goes down, grab the Sword of the Crusader,
which completes the quest, then head back out of the dungeon the way you came 

The Sword of the Crusader

Once you're outside of Underpall Cave, fast travel to Cheydinhal and go to the 
Chapel to reconsecrate the sword. To do this simply pray at the altar. All you 
have to is kill the Aurorans first. There are three of them; once they're dead,
reconsecrate the sword and then head back to the priory.

The Blessing of Talos

When you get back to the priory you discover the Prophet has just arrived and
is preaching in the chapel. Go inside and wait for him to finish preaching, he
will speak to you about destroying Umaril. He gives you the blessing of Talos,
the ninth element necessary to kill Umaril (there are eight relics), which also
has a beneficial side effect: curing the Curse of the Condemned. Once you have
finished the conversation and the knights head off to Garlas Malatar, talk to 
each of the people in the chapel wearing normal clothing or armour. Each wants
to join the Order, and they'll be useful in the final quest (Well, that was a
short quest).

Umaril the Unfeathered

You must make your way to Garlas Malatar, an Ayleid Ruin on the west coast.
Fast travel to the Horse Whisperer Stables outside Anvil, or Crowhaven if
you've explored that area. When you reach the Ruin some of the members of the 
Order will be waiting for you, but you may have to wait a little while for all
of them. Once they've all arrived, or when you're ready, talk to Sir Thedret
and tell him to launch the attack. The knights will charge towards the entrance 
and some Aurorans will come out to fight them. Dispatch the Aurorans and enter 
the dungeon, to kill Umaril and end the quest line. After you enter the knights
will charge off, detecting more Aurorans, follow them and kill the enemies.
When you reach a pair of gates that have to be opened remotely heading east, or
a singular gat heading north, go to the northern of the two tombs in the 
It has a switch on it, and an Ayleid Cask containing potions and some gold. 
Ignore the passage to the north and go through one of the gates up the stairs
to the east, there's an Ayleid chest at the top with more potions and gold. 
Through the gate, follow the knights again as they charge off after Aurorans, 
you should end up at a door to Garlas Malatar, Ceysel. There is an Ayleid Cask
on one side of the door and a chest on the other, they contain, potions, gold 
and soul gems. Head through the door to find two more remotely opened gates; 
there is a switch on the wall between them. When the gates raise the knights 
will charge in, follow them but ignore the Aurorans, the knights can take care
of them. Your goal is the orb on the raised centre area. Pass this upper level
to the right, then head left to a passage leading up to the orb. Kill the 
Auroran halfway up the stairs, and when you reach the top there is a switch
that will raise stairs to the upper level, allowing your knights to get up 
there. Activate the orb, it will shatter, you will be alone, and the haze that
was originally at the back of the room will now be at the front of the room. 
Take the path to the north, grab the Welkynd Stones just before the Door to 
Garlas Malatar, Carac Abaran, and the potions from the Ayleid Cask. Follow the
path through the door, in the first chamber there are two Aurorans, and two 
Ayleid Chests containing scrolls and potions. Take the path in the north west 
corner and follow it to the chamber where you will face Umaril. As you enter
the chamber blue fires will light and stairs will raise out of the ground and 
Umaril will charge down them. He's not the hardest character you'll face in 
Oblivion, but he's no push-over either. Keep at him and engage him at range if
possible, because he has no ranged attack, and he'll go down. Now before you 
cast the Blessing of Talos to follow Umaril's spirit, grab his sword, it's a 
pretty powerful two-hander. There are also Welkynd stones upstairs, as well as
scrolls, soul gems, potions and gold in Ayleid Chests. When you're ready cast 
the Blessing of Talos. Also, a word of warning to vampires, the spell
transports you to an outdoor location, one you've already been to in this
quest line, so make sure its night, or you have a really high Restoration

Umaril is easier here than in the previous fight, the same tactics apply here,
just be ready because the scariest thing happens when you kill him. Yep, you 
start to fall. Oh, crap, this is not going end well. I'm gonna end up a
splatter on the Imperial City pavement... Wait a minute, I've lost control,
and I'm being teleported to safety. To the Undercroft of the Priory of the
Nine to be exact. When Sir Amiel is finished talking, all the knights
disappear, bar one. Head over and talk to Sir Berich, to discover that you have
redeemed him. You can now place any relics back on the stand which originally 
held the Cuirass, if you do so, then pick up the relics again, they will be 
completely repaired and the weapons will be recharged. Congratulations, you've
completed the Knights of the Nine quest line. Leave the Undercroft to talk to 
Sir Thedret and... hang on a minute. I was dead?!

Final Words - You can now have a Knight of the Nine follow you in addition to 
any other followers you have accumulated, and there is also a blacksmith in the
basement who can repair all your weapons and armour.

The Relics of the Crusader and Infamy
Thanks to The Wraithbound for this info
One of the largely unforseen consequences of finishing this quest-line is the 
effects it has on your Fame and Infamy. As you are now the Champion of the
Nine, you are considered a fighter for the people, and as such, your fame will 
skyrocket (my vampire's went from about 15 to 494!?!), and you infamy is reset 
to 0. If you commit any act which attracts a point of infamy, you will receive
a message warning you to stay away from the dark path, and if you commit
another infamous act, you will receive a message saying that you are no longer 
fit to wield the Crusader's Relics, and you must re-walk the Pilgrim's Way to 
regain their favour. At this point the Relics behave like the Amulet of Kings;
you can carry them around with you, but you cannot equip them.

13- FAQS                             - OBL-FAQS

Q. I downloaded Mehrunes Razor/The Vile Lair/Knights of the Nine but it isn't
   working. What can I do?

A. A lot of people have had trouble with these three downloads, the reason for
   this is that you need to  have the latest patch for the 360 version, just 
   like the PC version. To get the patch(es), simply load the game while you
   are connected to the internet, and you'll be prompted to download the
   update patch. There a few to download, and you'll have to restart each time
   you download one; you will need them all to play use the downloaded

A2. The above solution is not always useful for the download failures. While
    I don't know the specific reasons, many of the failures occur even when
    all the updates are installed. The best advice for those who encounter this
    is to delete and re-download the content, you'd be surprised how many
    problems that'll fix.

14- E-MAIL POLICY                    - OBL-EPOL

Questions, comments, critiques? Email me at, and
let me know what you think. And make sure you put the words Oblivion or
Downloaded Content in the topic or it just might get deleted as spam. What and
what not to email me with are as follows:

What to email me with:

1. - Constructive criticism about my FAQ. Let me know if you found it useful,
     what you liked and didn't like, and anything you had trouble
     understanding. Anything that can help me improve the quality of the FAQ
     is greatly appreciated, so please tell me what you thought of it.
2. - Helpful tips or other info about the downloaded content not already
     included in the FAQ.
3. - Mistakes I've made in the FAQ.
4. - If you need help with the downloaded content and the answer is not
     already covered in the FAQ.

Also, I'm an Aussie, so if you're emailing me about a typo, make sure its
actually a typo, not just a word spelled differently between Australian/
American English. I know its a pretty insignificant detail in this FAQ, but
you'd be surprised how many people emailed me about my GT4 Tuning FAQ saying
that the word tyre is spelt with an i.

What not to email me about:

1. - Anything that has nothing to do with the downloaded content or Oblivion.
2. - Anything that has already been covered in the FAQ.
3. - SPAM, I hate it as much as everyone else.


Thanks go to the following people:

You - for reading my FAQ.
Bethesda - for making such a great game.
CJayC - for running the best video game site for all these years.
Naranek Angmar - for providing the info about the Imperial Orrery Powers.
lightwhiz - for providing info about armouring Shadowmere.
Metalslugger X and kage-inu - for providing the info about Frostcrag Vault.
daved wanker - for the info about the profitability of the Mehrunes Razor
Sinker23, tarheel22_2, hckydude1103, Naranek Angmar, Martin van
Golde, Joey Joe, Brett, Eric Martin, and anyone else who I may have forgotten
 - for the info on the Shrine of Sithis and other goodies in the Lair.
hckydude1103, Michael Chappell, and Seizure - for the answer to the Mehrunes
Razor/Vile Lair downloading issues.
WhyteSythe, Jeff Wilcox and everyone else who emailed me about the Pentamagic
yuromeshe - for the Vile Lair Poison Cache and Prisoner info.
Coloredplants - for the info on the Minor Life Detection Tome.
And anyone else I forgot to thank.

Websites with permission to post this FAQ:

This FAQ may be not be reproduced, in part, or full, under any circumstances
except for personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is strictly
prohibited, and is a violation of copyright.

This FAQ Copyright(c)2006 Michael Green aka NightmareHunter.