Walkthrough Oblivion: Shivering Isles. Door in Nibenai bay Between two fires


Locations: Bravil, Bonwatch Camp, Panther's Mouth
Reward: Various treasures
Notoriety/Infamy: Notoriety +1
ID: MS06
Pass order
  1. Ask about the rumors in the city and find out the story about the ghost.
  2. Talk to Gilgondorin about the ghost.
  3. Talk to the ghost to learn about the Panther's Mouth.
  4. Ask Gilgondorin about the Panther's Mouth.
  5. Go to Panther's Mouth and find Emma Mae's wrecked ship.
  6. Go through the hole in the board. Find and read the ship's log.
  7. After reading the magazine, go to the lower level and defeat the ghost of Gable the Betrayer.
  8. Take Gable the Betrayer's key to unlock the last cabin.
  9. Find Blakely's remains and talk to his ghost to get a treasure map.
  10. Find and collect treasures underwater.
Description

If you ask about the latest rumors in Bravil, you will know that every night a ghost appears on the shores of Nibenay Bay. Speak with the owner of the Silver House on the Water, Gilgondorin, to learn more.

He will direct you to Camp Bonwatch, where the ghost appears every night at 8pm.

While waiting for the ghost to appear, you can enjoy the view of the evening harbor

Go to the marked place and watch the ghost. After a short pause, the ghost will begin its march. Follow him to your final destination near Fort Irony.

Once the ghost stops talking to him to find out that he was once Grantham Blakely. The ghost cryptically claims that he is now "stuck in the Panther's Mouth". He then asks to be released. Return to Gilgondorin to learn about the Panther's Mouth. He will tell you that this is the place where the Panther River flows into the Nibenay Bay. Several sharp rocks protrude from the surface like fangs, which is why this place got its name. He also reports that several ships were wrecked there. A quest marker will be added to your map.

Find Emma Mae's wrecked ship and enter through the breach in the hull. A huge number of ghosts await you inside (the type of ghosts depends on your level).

After entering, open the door straight ahead. On the table in the cabin is a log book, the content of which describes the mutiny that occurred during the storm. Against the rebels, the captain and Grantham Blakely stood alone. When the mutiny succeeded, the crew sought refuge in the Panther's Maw, but the ship was eventually wrecked and everyone died.

Go to the lowest deck, where the spirit of Gable the Betrayer, the leader of the rebels, will attack you.

The ghost of Gable the Betrayer, leader of the rebels

After dealing with the ghost, take the key from his remains and open the last cabin of the destroyed ship. Inside you will find the remains of Grantham Blakely chained to a post. Free the sailor and talk to his spirit.

He talks about hidden treasures. Pick up a map that indicates the location. The marker will direct you to the right place in the east, where you will find the treasure underwater next to the Black Dog camp, located between the rocks.

The chest contains leveled loot consisting of:

  • One empty soul stone
  • Two unenchanted rings
  • Two unenchanted pieces of jewelry (rings or amulets)
  • Six gems and/or silver nuggets
  • 60-2235 gold
  • One enchanted weapon

Treasure

Notes
  • It is not necessary to return to Gilgondorin for information about the Panther's Maw. Notice where the Lone Watcher is looking. Head in that direction and you will eventually notice a cave icon that will appear on your compass.
  • It is recommended that you arrive at Camp Bonwatch as close to 8pm as possible to encounter the ghost.
Bugs
  • Gable the Traitor does not belong to the undead faction. So if you get the other ghosts on the ship to follow you all the way down to the deck, they will most likely attack Gable instead of you. Gable is stronger than the other undead on the ship, and so he usually wins, but it still makes this fight easier.
  • Killing Gable and taking the key results in a log entry in your diary, even if you've never read it.
    This bug was fixed by the "Unofficial Oblivion Patch".

Diary entries

Notes

  • Not all entries may appear in your Quest Diary; which entries appear and which do not appear depends on how the task is performed.
  • Stages are not always in order of passing. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be completed in random order.
  • mark in the "KZ" (End of Task) column means that the task disappears from the list of active ones, but you can still get new entries for it.
  • you can use console to progress through the quest by entering the code setstage MS06 stage , where stage is the number of the stage you want to complete. Note that it is not possible to cancel (i.e. go back) the quest stages. See SetStage for more information.

Some time after installing the addon, you will "reach rumors" that a strange island with a mysterious portal has appeared in the south of the province of Cyrodiil. You are invited to go and look at this unusual phenomenon. There is an island to the east of Bravil, in the middle of a body of water called Nibenai Bay. Arriving at the place, you will first of all pay attention to the rather unusual flora of the island (very exotic plants), as well as to the large stone face (or rather, three faces in one), in which the portal is located. Do not rush to use the portal, as you will not succeed anyway. First you will need to talk with the guard Guy Prentus. From a conversation with him, you will learn that everyone who entered the portal returned from it insane, and you will receive a strong recommendation not to repeat their mistakes. Immediately after talking with the guard, you will see for yourself the veracity of his words, because the dark elf Belmin Drelet will appear from the portal and start talking nonsense. Guy Prentius will try to calm him down, but as a result he will achieve the opposite effect, and a fight will begin between them. Your task is not to interfere in the duel, but to wait for the guard to kill the newly minted madman. After this disassembly, Guy will come up to you and again try to convince you not to meddle in the portal, but you, of course, will not listen to his good advice. After that, you can go to the portal to get into the world of Sheogorath (if the portal does not immediately let you through, then wait a minute and try again).

Having passed the teleport leading to the world of Sheogorath, you will be surprised to find yourself not in a new exciting world, but in some kind of ordinary office. A certain Breton named Haskill will sit in front of you at the table, after talking with whom you will find out that he is Sheogorath's valet, and you are now on the threshold of the Shivering Isles. Haskill will inform you that his master is looking for a mortal who could stand up for his (Sheogorath's) protection. If you give your consent to participate in this rather vague mission, then you will automatically be assigned to the "Court of Madness" of Sheogorath with the rank of "Traveler". This will end your conversation with Haskill, and he will quietly leave the room. After that, I would advise you to relax and look at the most beautiful picture of the "dismantling" of the room in which you are. First, a blue beam will break through one of the walls, and then the wall will begin to disintegrate, turning into a stream of flying butterflies. At the end of the procedure for melting the room, you will find yourself directly on the Shivering Isles.

Now you will need to go to a meeting with Shigorat himself, which can be reached by passing the Gates of Madness, guarded by a hostile Guardian. To get to this Gate, simply go forward along the path you were on when the room disappeared. After a while you will come to an inconspicuous fork, where you will need to turn right. Further along the road you will meet the settlement of Pasval, bypassing which, you will go directly to the Gates of Madness. The Guardian will be an impressive cyclops with a sword built into his left hand. At the time of your arrival at the Gate, he will just be busy dealing with another batch of adventurers. Do not rush to rush to their aid, because your attacks with magic or weapons will not cause any harm to the Guardian. The whole mess is started only in order to show you the combat capabilities of this monster, so that in the future you know what to expect from it. Also, I would not advise you to try to slip past the Guardian, because the Gates of Madness, which he guards, will still be closed, and you can open them only by killing the Guardian himself and seizing the key to these Gates from him. After watching the battle in which the cyclops will destroy all the adventurers, you can return to the Pasval settlement to try to find out how you can destroy it. First of all, you will need to visit the house of Nanette Don and talk to her in detail, preferably raising the level of her attitude towards you above seventy. Nanette will tell you that she is a student of a certain powerful sorceress Relmina Verenim, and that this sorceress once created the Guardian guarding the Gates of Madness. After talking to Naneiiu a little more, you will also be able to find out from her that Relmina goes every night exactly at midnight to her creation (Guardian) and cries around him for a while. Of course, it will seem to you that this information is of no value, but the fact is that Relmina's tears can seriously injure the Guardian, so they can be used in the fight against him. If there is still quite a lot of time before midnight (more than 4-6 hours), then it makes sense to go and visit Jareed Frostnerves, who lives in his own house in Pasval. In any case, you will need to meet with him, since you will also need his help to eliminate the Gate Guardian. After talking with Jayrid, you will find out that he can make special arrows from bones, which can cause quite a lot of damage to the Guardian. Jayrid will not have the bones themselves, and he will offer you to go with him to get them in the "Gardens of Bones and Flesh". Once you're ready, tell Jareed about it and follow him into the mysterious gardens. There you will be attacked by rather unusual skeletal creatures called "Extensive Chaos". Killing them is not too difficult, but not too easy either. However, this is not so important, since the "immortal" Jayrid will provide you with good "fire" support from his bow. After killing these creatures, collect the bones from their bodies and give them to Jayrid, after which he will tell you that in a few hours he will make special arrows for you. It is quite possible that the time will pass quickly for the extraction of bones and will already approach midnight, when Relmina will have to go and cry to her terrible creature. At about 11 pm, she will come down from her room on the second floor of the Revelers' Purse and go to visit the Guardian, at exactly twelve, being near him on the platform in front of the Gates of Madness. Having given vent to feelings and having properly cried next to her pet monster, Relmina will move back, “accidentally” dropping her handkerchief along the way. Unfortunately, she will drop it right next to the Guardian, so you will have to contrive to run up and pick up a handkerchief, dodging this walking meat grinder. A handkerchief wet from tears will be immediately squeezed out by you into special bottles (do not worry, you do not need to prepare empty vials, everything will happen automatically), as a result of which you will actually have a ready-made poison for the Guardian, called "Relmina's Tears". The time for obtaining this poison will fly by quickly and it may already be time for you to visit your friend with "ice nerves", who promised to make arrows that are especially dangerous for the Guardian. If Jayrid has really made them, then go with him to eliminate this giant (it's much easier together). As you understand, it is best to kill him with bone arrows, while their effectiveness can be greatly increased by applying the elixir "Tears of Relmina" to the arrows. If all these procedures are followed, it will not be difficult to kill the Guardian, even if you are not a very strong warrior. After his elimination, search the dead body of the Guardian and take two keys from the Gates of Madness from him. One of them will be from the door leading to the lands of Mania, and the other from the door leading to the lands of Dementia. In principle, there is absolutely no difference which of the doors of the "Gates of Madness" you enter, the lands of Mania and Demenia are inseparable geographically, and the changes come down only to the differences in the flora of these regions. More details about these regions of the Shivering Isles will tell you quietly appeared Haskill. He will also inform you that Sheogorath is looking forward to meeting you in the capital of the Shivering Isles, in the city of New Sheot. At the end of the conversation, Haskill will disappear into thin air, leaving you to your own devices. Now you can finally proceed to the "Gates of Madness" to go beyond the boundaries of the "Limit", leaving which you will increase in rank at the "Court of Madness" and become a "Pretender", and will also be notified that you need to go to the city of New -Sheot for a meeting with the god of Madness himself.

The entire realm of Sheogorath is quite dual, including the capital of the Shivering Isles, which consists of three parts. Two parts of New Sheoth (Bliss and Crucible) belong to Mania and Dementia, respectively, and the third is Sheogorath's palace, which in turn is also divided into two parts. You can find the god of madness in the central hall of the palace, sitting on a throne and periodically clapping his hands. The beginning of the conversation will turn out to be quite pleasant, because Sheogorath will immediately reward you with the "Grace of Madness" necklace, for the valor that you showed on the journey to meet him. It slightly increases your protection against fire, cold and electricity. Further, Shigorat will say a lot about the threat to his kingdom from certain forces, but in the end his speech will come down to something else. Sheogorath will ask you to go to a place called Zedilian and repair a structure he owns, which he once used to torture and kill uninvited adventurers. To complete this task, he will provide you with the book "Zedilian's Description" and a strange device called the "judgment attenuator", after which he will send you to his valet for more detailed explanations. Haskill will also not stand on ceremony with you for a long time, having told a little about the algorithm of actions for repairing Zedilian's structure, he will hasten to say goodbye to you. Upon arrival, you will find that Zedilian is occupied by hostile groups of grammites. At first, you will encounter ordinary swordsmen and archers, but after a while you will get to a rather strong grumite shaman, the fight with which can be quite long and difficult. After killing a grumite, you will need to search his corpse and pick up a crystalline staff, in which a focusing crystal is embedded. Now you need to insert the extracted crystal into the nearby "judgment center" in order to activate it, and in one go open the door leading to the next room. Further, acting according to the same algorithm, you will have to reanimate two more ship centers, after which a passage will open leading to the main element of Zedilian's design - the ship resonator. Here the "ship attenuator" handed over by Shigorat will come in handy, which will need to tune the resonator to the desired "frequency". Tuning will not cause any problems, you just need to "activate" the resonator and wait a bit until it tunes itself. After that, proceed to the teleport located to the right of the ship's resonator to proceed to the second part of the task.

On the other side of the teleport, you will be met by a dark elf named Kiliban Nirandil, who will tell you about the principle of operation of the repaired structure. Further, he will report that the first adventurers arrived in Zedilian, and now it is up to you to choose what to do with them: kill or make them insane. Head to the observation deck, from which you will observe future victims and control the mechanism that activates the execution of your sentence. After a while, three adventurers will enter the room you are watching: a dark elf, an orc, and a breton. At this point, two buttons on either side of you are activated: the left one will activate the physical elimination of the adventurers, and the right one will psychically destroy them. As a result of one type of impact, the Breton will either go crazy when he sees a large tree come to life, or die when attacked by a detachment of small dendroids, after which the surviving dark elf and orc will proceed further deep into Zedilian. You also have to proceed to the teleport and move to the next room, where you will decide the fate of the survivors: the orc Grommok and the dark elf Sindelius. The algorithm of actions in the second room is the same as in the previous one. With the help of two buttons you choose how the next member of the company of adventurers will die. This time, the magician Sindelius will be fatally unlucky. He will either go insane to find the key to the treasure cage or get killed by a large fireball. As a result, only the leader of the orc gang, Grommok, will remain in mental and physical health, who will continue his journey through Zedilian alone. You will again need to use the teleport to move to the next test site and decide the fate of the last member of the adventurer team. Now you will have a choice whether to release a group of zombies on the orc, after which, of course, he will die a heroic death, or to deprive Grommok of his mind, creating for him the illusion that he suddenly died for no reason. Upon completion of this procedure, Kiliban will come up to you and offer to follow him to the next teleport in order to move to the reception room, where he will give you your reward. The first gift will be a focusing crystal, which will be waiting for you in Sheogorath's palace, but the second prize - the Dawn/Dusk Fang blade, Kiliban will give you immediately, along with an explanatory note on its use (Grommok's Diary). In addition, Kiliban will allow you to loot a chest with trophies located nearby.

The sword "Fang of Dawn/Dusk" is a rather interesting and complex weapon, so I will describe its capabilities separately. To begin with, in fact, this is not one sword, but two swords, moreover, with the possibility of an upgrade. First, you will get a simple sword "Fang of Dawn" or "Fang of Dusk", depending on what time of the day you will be handed it. From 6am to 6pm it will be Dawnfang with a fire damage effect on hit, and from 6pm to 6am it will be Duskfang with cold damage. At the same time, in both incarnations, the Fang of Dawn/Dusk will have the mysterious property Feeding the Blade, which is responsible for its most unusual abilities. The fact is that when you kill any 12 living creatures with one of the blades, the Fang of Dawn / Dusk has the effect of draining magic on impact, that is, the magical power taken from your opponent is transferred to you.

Having received your reward in full, you will go to the exit from Zedilian, but then an unpleasant surprise will await you. Some strange creatures called "Knights of Order" will attack you. The fight with the knights will be a bit difficult, but Kiliban will help you deal with them. After the battle, he will tell you in general terms about these creatures and ask you to quickly return to Sheogorath with a message about the attempt of the knights to invade Zedilian. Upon completion of the conversation with Kiliban, another pleasant surprise awaits you, you will be promoted in the "Court of Madness" and become a "Citizen".

Returning to New Sheot and reporting the results of the assignment to Shigorat, you will receive from him the spell "Haskill's Challenge" as a gift. By the name, it is not difficult to guess the purpose of this spell, and Shigorat himself will explain everything to you in detail. After forcing you to practice a little in calling your valet, the prince of madness will get down to business, that is, to explain the essence of the next task. Sheogorath wants you to properly study the manners and customs of his kingdom, so to speak, settle down a little on the Trembling Isles. To do this, he invites you (although rather orders) to visit the houses of Mania and Dementia, and complete the tasks that you will be assigned there (the passage of these tasks is described below). Upon completion of these tasks, you will automatically be awarded the title of "Honorable Madman". After that, you will have to come to Shigorat and report on the execution of his order.

In the house of Mania, the first thing you will need to do is talk to Duke Teiden. From the first phrases it will become clear that he has even bigger problems with his head than Shigorat. However, he will still be able to convey the essence of the task to you. Teiden needs you to bring him some kind of "Cup of Inversion". Further, he will act exactly in the style of Shigorat, that is, he will send for further explanations to his subjects, without naming specific names. The details of the task will be reported to you by an Argonian named "Broad-Eyed", who will most likely be in the vicinity of the duke. She, in a slightly more understandable manner than the duke, will tell you that the Cup of Inversion is stored in a place called "Root Burrow", located northeast of New Sheoth. Arriving there, you will find the skeleton of a rather large tree, in the roots of which the entrance to the hole will be located, blocked by some kind of barrier. To remove this obstacle, you will need to eat the "Feldew" ingredient, which can be obtained by killing a creature called "Elytra". Most likely, next to the tree you will just stumble upon one of them. Having penetrated the Root Hole, immediately begin to move forward, because your time is limited. The portion of Feldew that you swallowed lasts for 2-3 minutes, after which various negative effects begin to be applied to you, and over time their number and strength increase. To neutralize these effects, you accordingly need to take new portions of the narcotic substance (this is how Feldew is positioned), which can be obtained by killing elytra glowing with a greenish light. They are quite dangerous opponents, so it is better to attack them without much thought and kill them very quickly. Moving through the hole is not an easy task, because it has a fairly extensive system of tunnels and also consists of an unusually large number of locations (Root Burrow, Overgrown Marsh, Buzzing Tunnels, Bramble Halls, Sanctuary of Decadence). The first four will be the same, but the last location will be a tower immured in the thickness of the earth. Upon entering the sanctuary, you will have to immediately fight off a couple of "Feldew lovers", who, however, will not cause you any special problems, after which you can begin to search for the main goal of your "visit". But you won't have to look for it for a long time, because the Bowl of Inversion will be found in the most prominent place. By taking it, you will have the opportunity to immediately enter the expanses of the Shivering Isles, without returning back through the long and intricate tunnels of the Root Burrow. Now you have to take the Chalice to Teydon, thereby earning his favor. By the way, he will turn out to be an extremely ungrateful uncle, because he will not give you any significant reward for the delivery of an artifact obtained with such difficulty. At this point, the task is considered completed.

In the realm of Sheogorath, there are definitely a lot of mentally ill individuals, and the Duchess of Dementia is no exception. One thing pleases that at the same time she at least clearly expresses herself. The fact is that the Duchess of Seal suffers from a rather severe form of paranoia (such as Glarthir, if anyone knows) and therefore believes that some kind of sophisticated conspiracy has been woven around her. You, as the envoy of Shigorat, are entrusted with uncovering this conspiracy, while a court executioner named Herdir will be assigned to help you knock out information from the suspects. You can find him in the nearby prison room. Take the executioner with you and go in search of Anya Herrick, a court lady close to the Duchess of Seal. You can find Anya either in her own bedroom, or in the palace garden, or near the throne of the Duchess. At first, she will deny any accusations, but after Herdir "talks" with her, Anya suddenly remembers that a couple of days ago the Khajiit Ma "Zadda approached her and offered to participate in a conspiracy against the Forces. In principle, that will be all that Anya will be able to tell you, so now go to the city in search of this conspirator, not forgetting to take Herdir with you. Most likely you will meet Ma "Zaddu on the streets of the Crucible, but when you start a conversation with him about the conspiracy, you will be disappointed, because that he would not give any information, and even Herdir's torture would have no effect on him. Ma "Zadda will demand evidence of the accusations against him. However, you should not despair, because there is an option to look for this very evidence. Start by interviewing the inhabitants of the city (for example, talk to Bish's Khajiit), who may well give you material for thought, although, of course, it will not do without torture either. As it turns out, Ma "Zadda has been meeting with a dark seducer named Nelrin in a secluded place in the city for several evenings in a row, which cannot but interest you. Come to the western wall of the Crucible around midnight and wait until the conspirators show up. During their conversation, you will need to hide properly, otherwise you risk being noticed, which will lead to the termination of the meeting and rescheduling it to the next day. From the conversation, it will become clear that Nelrin gives orders to Ma "Zadde, and accordingly, she must be "untwisted" at the expense of participation in the conspiracy. It will not be possible to get a confession out of her so easily, and even with the help of Herdir's torture, this can only be done the third time. In the end, Nelrin admits that she is one of the participants in the conspiracy and will give out the name of the leader of the conspiracy, but at the same time will upset you that without evidence, all this information is of little value. You don’t even have to go to the head of the group of conspirators, an Altmer named Murin, because you still won’t get a confession from her, but rather try talking with Ma "Zadda, since he remained your only thread in order to get evidence. Khajiit is strong he will be frightened of the charges against him and will not particularly deny, besides, he will show his readiness to provide you with comprehensive assistance in finding evidence that Myurin is the leader of the conspiracy. Ma "Zadda will promise to get the necessary information by midnight the next day. In fact, everything will happen according to a slightly different scenario than you expect. You do not need to wait for the next day, but it will be enough to go beyond the Crucible and return back to pay a visit to Ma "Zadda's house again. There you will find his dead body, after searching which you will find two keys. Go upstairs to Ma" Zadda's bedroom and open sideboard opposite the bed. In it you will find all the necessary evidence testifying against Myurin (Ma'Zadda's crumpled note and Nelrin's ceremonial sword). Now you can look at Murin herself (since her house is located almost opposite Ma'Zadda's house) and, for the sake of formality, get a confession from her. After that, return to the palace and present evidence to the Duchess of Sil. She will praise you for the work done and ask you to go to the torture room, where you will see Murin locked in a cage, waiting for her fate to be decided. Soon, Force herself will come there, who will carry out the sentence for Murin. Then she will thank you for completing the task and reward you with the bow "Deadly Edge", after which the task will be completed.

After you have passed the familiarization with the houses of Mania and Dementia, Sheogorat will entrust a more responsible task. You will need to light the Great Torch of New Sheoth to bring hope to the people of the Shivering Isles ahead of the mysterious Gray March. But not everything is as simple as it seems, because the Torch needs to be lit with a special fire, which is only in one place with the strange name of Cylarn, located far in the north-west of the archipelago, on the island of fire. Arriving at the place, you will immediately have to make a choice, either help the golden saints capture the "Altar of Despair", or help the dark seducers defend it. According to the choice made, you will have a conversation with either the leader of the golden saints aurmazl Kane, or the commander of the dark seducers grakedrig Ulfrey. Whichever side you choose, and whatever subsequent actions you take, the result of everything will be a grandiose battle in the depths of Cylarn, the winner of which will gain control of the altar that previously belonged to the enemy. In the case of the victory of the golden saints, it will be the "Altar of Despair", and in the case of the victory of the dark seducers, the "Altar of Delight". But no matter which version of events is realized, the leader of the victorious side will sacrifice herself on the "Altar of Despair" in order to light the sacred flame of Agnon. After that, you will have to get out and pick up a particle of this flame (do not confuse it with the fire burning on the "Altar of Pleasure") to take it to the temple of Arden-Sul in New Sheoth. There you will be met by two high priests of the houses of Mania and Dementia, respectively. After talking with them, you will need to make a choice on the territory of which of the houses you will light the Great Torch of New Sheoth. Upon completion of this ceremony, the priest of the house in whose favor you have chosen will present you with the "Raiment of Arden-Sul", a robe with pretty good effects.

Now you will need to talk with Shigorat (who will just be in the temple) to inform him about the lighting of the Great Torch. After hearing from you a report on the performance of this task, he will immediately entrust a new one. Depending on your preferences, you will have to lead either the house of Mania or the house of Dementia. For more detailed explanations of how the coronation ritual takes place in both houses, Sheogorath will send you to the priests Dervenin (Mania's house) and Arctus (Dementia's house) respectively. Dervenin will tell you about what needs to be done in order for you to stand at the head of the house of Mania. First, you will need the current ruler of Mania to commit suicide by taking three doses of green pollen, after which you will need to bring a small portion of his poisoned blood to the altar in the temple of Arden-Sul. Arctus will accordingly tell about how the coronation ceremony takes place in the house of Dementia. Everything will be much simpler here, you just need to kill the Duchess of Sil, then cut out her heart from her chest and bring it to the altar in the temple of Arden-Sul. After learning about how both rituals take place, return to Shigorat to inform him of your choice in favor of one of the houses.

If your choice fell on the house of Dementia, then after talking with Shigorat, you will first need to find the Duchess of Sil. Usually she spends all her time in the throne room of Dementia's house, but when you come there, you will not find her on the spot. But her closest assistants Kitlan and Anya Herrick will definitely be present in the hall. Do not even try to wait for the Duchess herself, but immediately proceed to discuss matters with her assistants. As it turns out, they sleep and see when someone overthrows their master, so they will immediately agree to provide you with all possible assistance in eliminating her. Kitlan will give you the key to the inner chambers of the house, and Anya Herrick will volunteer to distract the guards in the protected part of the building. Anya will only partially fulfill her task, so you yourself will have to deal with a couple of dark seducers guarding the entrance to the bedchamber of the Forces. Entering the Duchess's room, you will be surprised to see an already mortified Syl lying on the bed. However, do not rush to conclusions, soon Kitlan will arrive in time for you with a message that the corpse on the bed is a dummy, and the duchess herself disappeared through a secret passage. The entrance to this secret tunnel is located in the garden and is opened by turning one of the busts of Sheogorath located there. Going down into the dungeon, you will find yourself in the corridors of the ancient fortress of Ziretard, which go far beyond the palace. At the very beginning of the journey through the underground tunnels, you will have to maneuver your way through a whole chain of statues spewing fireballs, after which you will encounter hostile groups of dark seducers. After eliminating a few of them, you will soon come out to a room with a barricaded door that will be impossible to open. But not everything is so bad, because there is a workaround. To go through it, you will need to open a secret door, which is unlocked by a button located on one of the small columns. Having bypassed the blocked door along this turn, you will again return to the main path along which Sil went deep into the dungeons of Zirethard. Then you will move forward for some time, destroying small groups of dark seducers, but eventually you will come out to a large hall, from which two exits will lead. One of them leads to the "Depths" of Zeritard, where you will meet with creatures called "Extensive Chaos", and the second one will just lead you to the place where Sil is hiding. She will be guarded by a couple of dark seducers, but in general, killing the duchess should not cause any difficulties. After destroying the Forces, you can "cut out" her heart, and at the same time grab a pretty good hammer "Nerve Breaker", with which the Forces attacked you. Now the only thing left to do is to return to the temple of Arden-Sul and put the heart of the Forces on the altar. After this procedure, a greenish fire will flash on the altar, indicating the end of the ritual. You will not have time to come to your senses, as an angry Teiden will enter the temple with claims about the murder of his beloved, the former Duchess of Dementia. Shigorat will try to explain the "party policy" to him, but the Duke of Mania will not listen to him much and will leave the temple with promises to defect to the side of Jyggalag and take revenge on Shigorat. After viewing this entire scene, you will need to talk with Shigorat in order to finally enter the position and receive the appropriate regalia. To begin with, Sheogorath will give you a "Ring of Power" with pretty good effects and parameters, after which he will give you a special ability to summon a dark seducer for 60 seconds. This completes the coronation ritual for you as the Duke of Dementia.

When choosing a Mania house, the first thing you will need to do is talk to an Argonian named Wide Eyes, who can usually be found in the throne room of the Mania house. After talking with her, you will find out that Teiden takes a drug called "green pollen" every day at dinner at 8 pm (and I thought why Teiden is so vaguely expressing himself), after which he and his subjects get high together (songs and dances ). In accordance with the ritual, you need to give Teiden an overdose of the drug, that is, put him in wine and food for a portion of "green pollen". Here, of course, the question arises before you: "Where can I get this pollen?". Wide Eyes will only indirectly mention that the finished drug is stored in a special secret and highly guarded vault. With further communication, you will not be able to "untwist" her to a specific indication of the location of this repository, but from a conversation with Shirokoglaza, you will learn that every day at noon sharp she performs some kind of "special assignment". It is not difficult to guess what kind of "special assignment" this is, therefore, closer to noon, you will need to spy on Wide-eyed and find out where the green pollen reserves are hidden. If you decide to watch her a little before noon, you will find Wide Eyes in a small garden on the territory of Mania's house, reading a book. Exactly at twelve, she will jump as if stung, and slowly move to the exit from the palace, but soon she will suddenly turn right and come to one of the busts of Shigorat. Turning it 90 degrees, Wide Eyes will go down to the opened secret entrance leading to the pollen storage. You will have to follow her in order to grab some additional doses of the drug from there for the Duke of Mania. Once in the dungeon, be careful, because in addition to Wideeye herself, you can be spotted by patrols of golden saints, which are not so easy to deal with. Having made your way through the winding tunnels past the guards, you will go directly to the vault itself, in the middle of which a bunch of "green pollen" will rise. Take as many servings from it as you see fit and come back. Now you will need to get into the kitchen to the duke and pour a couple of servings into his food and wine. To do this, return to the throne room of Mania's house, from where you can get to the "Alcona Conservatory" (a small garden), where you will find a locked door leading to the duke's chambers. There is no direct guard at this door, but the area around the "garden" is patrolled by golden saints. Wait for the moment when you are out of their field of vision and can pick the lock. After getting inside, continue to be careful, as two golden saints patrol Teiden's chambers. You will need to get past these two guards to the duke's kitchen, located in the farthest corner of the room. Once there, you should find on one of the tables a tray with "Teiden's food" and to the right of the tables, on the middle shelf of the cabinet, a bottle of "Teiden's wine". After adding a portion of poison to them, go back, while still being careful, sneaking past the patrols of the golden saints. I want to add that this task is best done at night or during the day between noon and seven in the evening. After adding "green pollen" to Teiden's food, you just have to wait in the throne room of Mania's house, when the duke will be poisoned by it. Exactly at 8 pm Teiden and his courtiers will sit down at the table and begin to have dinner, but in a couple of minutes the Duke of Mania will rise from the throne and begin to recite a verse he has freshly composed. After about a couple of verses, he will begin to clutch at his stomach, and then completely fall to the ground dead. This is where you can start taking action. Approach the body of Teyden and take some poisoned blood from it (and don't forget to grab the "Crown of Euphoria" and the key to the house of Mania), then go to the temple of Arden-Sul and pour Teyden's blood on the altar. After a while, it will flare up with a red flame and begin to burn, and when the flame goes out, a priest named Dervenin will come up to you and call you the Duke of Mania. After that, you will need to approach and talk to Shigorat so that he will hand over the regalia corresponding to your position and entrust you with the next task. But soon after starting the conversation, you will be interrupted by the angry Duchess of Dementia. She will be very unhappy with the fact that Shigorat gave the go-ahead for the elimination of her beloved Teiden. After shouting a little more on this subject, the Duchess of Sil will announce that she is going over to the side of Jyggalag to become his priestess. Sheogorat will take this news surprisingly calmly and even calmly let Sil go. Upon completion of these showdowns, you will be able to continue your conversation with Shigorat and receive the regalia of the Duke of Mania due to you. The God of Madness will give you a "Ring of Power" with pretty good effects and parameters, after which he will give you the special ability to summon a golden saint for 60 seconds. With this, the ritual of your coronation as the Duke of Mania will be completed.

I also want to warn you about one unpleasant bug in the game. If you, after becoming the Duke of Mania, decide to visit the fortress of Zirethard, you will encounter many aggressive dark seducers there. But that's not the worst part. The main problem is that if you, having passed through the underground passages of the fortress, get into the private gardens of the Dementia house, you will find yourself in a trap. Because the doors leading from there to the palace will be locked, and the secret passage back to the dungeon will be blocked. Accordingly, it will be impossible to get out of the private gardens of the Dementia house without the help of the console.

The duke (yin) who has defected to the side of Jyggalag, leaving, will tell Shigorat the unpleasant news that the Reach region has already been captured by the forces of Order. You, as the newly minted duke of one of the houses, Shigorat will immediately instruct you to deal with enemy troops in this territory. First of all, you will need to personally go and inspect the captured area in the Reach area in order to decide how to proceed. Once in the Limit, you will first need to head to Pasval and find out if the city has been captured. There you will find a group of golden saints or dark seducers (depending on which house you are the duke of), which will be attacked by the knights of order immediately after your appearance. After a joint showdown with them, the head of the group of golden saints / dark seducers will approach you and tell you that the forces of order are constantly attacking Pasval, and it is advisable for you to lead their group to defend against the next wave of attackers. Having given orders to the troops that have passed into your subordination, you will have to endure the battle with more than a dozen knights of the order. Upon its completion, you will again need to talk with Aurig Desha / Grakedrig Udiko to find out how to proceed further to stop the attacks from the troops of Jyggalag. The head of the detachment will share with you his thoughts on where fresh reinforcements from the forces of order can appear. The fact is that before the troops of Jyggalag began to attack the Reach region, an ancient Spire was activated near Pasval, which is still functioning at the moment. In addition, new batches of Knights of Order periodically appear near the revived Spire, which indirectly indicates that the troops of Jyggalag feed their forces precisely from this structure. Aurig Desha/Grakedrig Udiko will also tell you that in the ruins of Zeddefen Fortress there may be underground passages leading just under the base of the Spire. She will suggest that you try to get through these passages and neutralize the source of power, if it really is there. You really don’t have any other choice, so go to Zeddefen to explore its underground part. There you will be met by a large number of knights of order, as well as priests of order (by the way, not all of them can be killed), breaking through the ranks of which you will reach the location of Zeddefen-Feles. After passing along the "organic" path, you will again find yourself in the usual stone tunnels, where you will meet Shelden, the "mayor" of Pasval. After listening to his story, you can take Shelden as your assistant or vice versa tell him "a couple of affectionate" words such that he will run away from you. Be that as it may, shortly after meeting with Shelden, you will go directly to the source of power, which can be neutralized as follows. First of all, you will need three hearts of order for this, which can be obtained by killing several knights of order. Next, you will need to get close to the obelisk, which is a source of strength, and sequentially "feed" these three hearts to it, after which the obelisk will "overload" and the Spire will begin to collapse. The first desire that will arise in you when the building collapses is to quickly leave its limits, but I would not advise you to retreat so hastily. The fact is that next to the obelisk there is a container called a "crystal chest", which contains a large number of quite valuable things. True, it is not so easy to open it, for this you need one heart of order. Having robbed the chest and searched the bodies of the dead servants of order, you can begin to calmly get out. The road for you, of course, will not be safe, except for the constant collapses of the collapsing dungeon, the knights of order will periodically annoy you. By the way, you can take your time getting out of the collapsing dungeons of the Spire, as in the end the building will last as long as you need to go outside. Once on the surface, go in search of Aurig Deshi/Grakedrig Udiko to learn about how things unfolded in Paswal after you left for Zeddefen. She will not tell you anything new, but will only be surprised that you managed to survive. Also, Aurig Desha / Grakedrig Udiko will inform you that she needs to stay in the Limit and complete its cleansing from the remnants of the forces of order, and she will advise you to return to the palace of New Sheoth and talk with Sheogorath. On this task will be considered completed.

Having reported on the completion of the previous task to Shigoratu, as always, you will immediately receive a new one. After the troops of Jyggalag were thrown back by you from the territory of the Reach, the time has come to strengthen the border in case the forces of order decide to attack the trembling islands again. To do this, you will need to go to the sorceress Relmina Verenim and ask her to restore the Gate Guard, which you once destroyed. On a tip from Shigorat, you will learn that Relmina spends most of her time doing magical experiments in the fortress-laboratory of Zazelm. This fortress is located to the east near the "Gate of Madness", but you can enter it only from the main entrance, and not from the secret one. In the fortress you will find quite a few entertaining torture chambers, although in general the progress through it will be quite ordinary. You will have to sequentially go through several locations (Zazelm, Laboratory, Vivisection Center), destroying all kinds of monsters on your way. In the end, you will come to the premises where the sorceress Relmina lives and "works". You won't have a pleasant conversation with her. Relmina will try to humiliate you in every possible way, but in the end she will require assistance in restoring the Gatekeeper. Your task will be to obtain four ingredients: blood solution, bone marrow, skin membrane and breath extract, necessary to restore the Guardian. She will also tell you the place where you can get these ingredients. This will turn out to be the "Garden of Bones and Flesh", already familiar to you, located on the territory of the Limit. So that you do not waste time returning back through the dungeons of Zazelm, Relmina will give you the key to the secret entrance through which you can immediately exit to the surface. By the way, in combination, this key opens the gate leading to the underground rooms of the "Garden of Bones and Flesh". Having reached it and going down, be careful, because in the first room you will be covered with a collapse of stones from the ceiling. In the process of moving through the dungeon, you will encounter such "accidents" more than once, but serious injuries can be avoided by quickly reacting to a slight trembling warning of an impending collapse. The most interesting and rather important innovation that you will almost immediately encounter in the Gardens is a barrier called "Intertwined Roots". In principle, there is nothing special about it, because how it works is completely similar to the mechanism of an ordinary lattice, often found in abandoned forts. That is, in order to remove the interlacing of roots that got in the way, you will need to press the lever of organic origin on the side of the obstacle. However, I digress a little from the main goals of your stay in the Gardens. In the first location, apart from aggressive monsters, you will not find anything, but in the second location (Corpuscular Conservatory) you will have to find two ingredients at once, which Relmina Verenim asked to bring. You can collect the skin membrane on plants resembling flowers, and you will find the bone marrow in a strange formation that looks like a frozen bone brush of some giant mammal. The third location, called "Caverns of Rustles", will have a special difference in the order of advancement. When passing it, you will have to take into account the fact that after crossing any "Root Interlacing" the road back will be "cut off", and then you can only move forward. In addition, the location itself has a very large scale and a multi-level structure, which greatly complicates the orientation during its passage. But be that as it may, in the end you will still come out to a large pulsating cloud, in which you can pick up a vial with another ingredient called "Breath Extract". In the Pool of Bloody Tears, the final location of the Gardens of Flesh and Bones, you will find the last element you need to revive the Guardian. "Bloody solution" You can collect in a large red puddle, near a broken tree root. Having obtained all the required ingredients at your disposal, you will have to return with them to Relmina. Now the sorceress will meet you in a more upbeat mood and immediately send you to choose body parts to create a new Guardian. At some point, you will be given room for creativity, because the appearance and combat characteristics of the new Guardian will depend on which components you choose. Upon completion of this procedure, you will need to talk with Relmina, who will direct you to the Limit to the Sheogorath monument near the Gates of Madness, because it is there that the rite of creating a new Guardian will take place. Arriving at the place of the ceremony together with Relmina, then you will simply need to follow her instructions. First, the sorceress will open a small pool filled with some kind of liquid, called the "Justification Pond", where the body parts of the future monster will be placed. Further, in the process of conducting the ceremony, at the direction of Relmina, you will alternately add the components obtained in the Gardens to the "Reservoir of Justification". At the end of the entire creation procedure, a big explosion will occur and you will be thrown back a little, after which a new Guardian of the Gates of Madness will appear before your eyes. At the end of the rite, you will be given a small ability to summon a flesh atronach for 120 seconds. In addition, you will have the opportunity to receive an increase in some skills when you "touch" the restored Gate Guardian. Now your last task will be to view the capabilities of this "combat vehicle". After watching how the Guardian dealt with a small party of knights of order, you can return to Shigorat with a report on the completion of the task. Hearing the news that you have restored the Guardian, Shigorat will be very pleased with you, but this joy will not last long...

Soon your conversation with Sheogorath will be interrupted by the "Dark Seducer/Golden Saint - messenger", who will report to Sheogorath that the fortress "Pointed Rock" / "Brellak" has been captured. The mad god will immediately turn his eyes on you as a well-established "magic wand". The choice of whose fortress you begin to liberate will be reversed to the duke of which house you were. That is, if you were the Duke of Mania, then you will free the fortress of dark seducers.

In addition to giving you the task to liberate the fortress, Shigorat will also share with you very curious information regarding the invasion of the Prince of Order. It turns out that Shigorat is Jyggalag, who turns himself and destroys his kingdom in order to create it again. But this time, Shigorat decided to protect his kingdom from himself, putting forward a worthy candidate for his rivals. This candidate for the role of the protector of the kingdom, of course, is you. Therefore, Shigorat sends you on the most difficult tasks in order to temper you before the upcoming decisive battle with the forces of order. By the way, before sending you to liberate the fortress "Pointed Cliff" / "Brellak", Sheogorath will promote you at the court of madness, assigning the title "Regent".

After speaking with the Dark Seducer/Gold Saint messenger, you can set out on your journey to the Bladed Cliff/Brellac. Pointed Cliff is located in the very southwest of the island, on the edge of the Mad God's Boot peninsula. Brellack is located in the very north of the Trembling Isles, on the Holy Watch Peninsula. Near the fortress, you will meet a group of dark seducers/golden saints led by Adeo/Issmi, who will tell you a sad story about how the traitor Teiden/Sil tricked the forces of order into capturing the fortress and capturing their captain. Of course, now you will need to free the captured captain Dailoru / Staada and recapture the Pointed Cliff / Brelak. Entering the fortress, after a while you will stumble upon a rather unusual structure, somewhat reminiscent of a crystalline (ice) wall. You will not be able to destroy it by direct physical impact, so the question will arise before you, what to do with it next. To destroy this barrier, you will need to find a protruding piece of pipe (the so-called bell) near one of the walls, by activating which you will destroy the crystal partition. For the first time behind it, you will find a standard crystal chest and, accordingly, you can get hold of a rather valuable set of items. When you collide with the crystalline barrier for the second time, destroying it, you will find behind it not another portion of loot, but the captain of the dark seducers / golden saints Dailor / Staad. After talking with her, you will learn that the traitor Teiden/Sil wants to seize the Mazken/Auril Source so that after physical death, dark seducers/gold saints could not return to life again. You now have to try to get to the source and prevent Teiden/Sil from breaking the connection with the source of dark seducers/golden saints. As soon as you cross the threshold of the next location, Dailora / Staada will tell you the unpleasant news that the Source has already been captured, and the connection between it and the dark seducers / golden saints has been broken, after which the captain and her assistant will fall dead on the floor. Having passed to the next location, you will soon find yourself in the hall, in which the notorious source is located, covered with an impressive pyramidal crystalline shell. But unfortunately, you will not even have time to think about how to destroy it, because four knights of order will immediately attack you. Having dealt with them, head to any of the corners of the hall, where on a dais you will find the "bell" already familiar to you, the same ones are located in the other three corners of the hall. You will need to activate them in turn, after which the crystal shell near the Mazken/Auril Source will collapse, and the dark seducers/gold saints will come to life. After some time, the captain of Dailor/Staad will come up to you and thank you for your help in liberating the fortress and saving the source. She will also inform you that although the enemy troops were defeated, the traitor Teiden / Force still managed to escape. In parting, she will give you the ability to summon dark seducers / golden saints and hand over a set of appropriate armor. In addition, at the court of madness, you will automatically be given the title "Defender of the Realm". On this task is considered completed, and you can return back to Shigorat.

This time your conversation with Shigorat will not be too optimistic. The God of Madness will complain about the lack of time, and in general will start whining in the style of "Everything is gone! The cast is being removed, the client is leaving!", after which he will convulse and suddenly disappear. For you, as an experienced emergency specialist, this scene should not have any depressing effect, but rather only awaken new forces, because your life only becomes more interesting from difficulties. Now let's get down to business. Since you do not know what to do next, it would be best to ask Haskill, the closest assistant to the God of Madness, about this. He will tell you the most interesting plan of action. It turns out that in order to stop Jyggalag, at a minimum, someone who has a workable symbol of power should be on the throne of the Shivering Isles. Such a symbol of power has long been the staff of the God of Madness, which unfortunately lost all its magical properties with the disappearance of Shigorat himself. But as it turns out, not everything is so bad, because Haskill knows a place where you can find information on how to create a new staff of the Mad God. This place is called "Knife Hole Ruins", which is located in the center of the Shivering Isles, at the foot of the supporting ridge. You will need to find a library in the hole and find in it information on recreating the Staff of Sheogorath. In order for you to get inside the hole, Haskill will supply you with the "Knife Hole Crystal", which opens the way to the secret library. Arriving at the place, the first thing you will need to do is find the "Ancient Door", which you can easily open with the help of the Crystal handed by Haskill. Surprisingly, there will be no majestic library behind the door, where one could find secret knowledge in books. Before you appear only a strange subject, in appearance resembling a dead man, sitting in an armchair in the middle of the room. But in fact, he will turn out to be quite alive and will even tell you about how it is still possible to recreate the magic staff of Shigorat, and will also show his willingness to start making it directly. To do this, Dius (such is the name of this dull type) will need two ancient artifacts: the eye of Sirte and a branch of the "Tree of Images". For which of them to go first, decide for yourself. By the way, not far from the "library" there is an entrance to the "Altar" location, where you can fight with the Zealot sect and, accordingly, collect a lot of valuable things.

If you decide to first go to get the Branch, then you will have to go to the ancient fortress of Milkar, which is located northwest of the Knife Hole, north of the lookout road and southeast of Hale. Arriving at the fortress, you will need to go down to the dungeon, where you will immediately find yourself at the entrance to the "Grove of Reflections" location, where you will need to proceed. In the "grove" you will almost immediately come across a small lake with an obelisk in the middle. Don't hesitate too long, climb into the lake, after which the obelisk will flash with a green-bluish light, and darkness will begin to thicken in front of the "Tree of Images". After a while, your dark twin will appear from it, armed with a very good sword. Of course, he will not start a friendly conversation with you, but will treacherously attack and try to kill you. No matter how hard it is for you to fight him, but due to the advantage in intelligence, you will sooner or later kill him. As a "gift" from the double, you will get a beautiful sword called "Shadow Man" and a branch of the "Tree of Images" (you can take it by "activating" the root of the mushroom tree standing on the far side of the lake). To get out, you will need to press the button on the stone slab, after which a teleport will open for you, which will move you to the entrance to the "Grove of Reflections". If you properly inspect the nooks and crannies of the dungeon, then in addition to this entrance you will find three more doors leading to the location "Zetrem", "Sufflex" and "Tieras". All these three locations have access to the surface, but they are nothing particularly interesting (except perhaps as a collection of loot). As a note, I will say that the location "Meeting", located in "Thieras", you will meet on the non-plot quest "The Coming Storm", so do not rush to unravel its secret. To get another artifact needed to create the staff of Sheogorath, you will have to go to the Moaning Halls fortress, located in the southeast of the Shivering Isles, on the Heretic Horn peninsula south of New Sheoth. As soon as you enter the fortress, you will meet a hostile apostle in it, who will not be a big problem to kill. After searching the corpse of the Apostle, you will find with him the "Key to the Moaning Halls" and the luminous mantle of the apostle. After that, decide for yourself what is best for you to do. Either you put on his mantle and go further along the corridors of the fortress without any problems, or you will have to send about a dozen more of the same apostles to the next world. Whichever option you choose, at the entrance to the "Meeting Halls" location you will meet the Khajiit Ra "Heran, who will offer you help in killing Sirte, but as a payment he will require you to bring him three daggers, which will need to be taken from the apostles . Whether or not you agree to this offer is up to you. When you finally get to Sirta itself, even with the most peaceful attitude, you will eventually still have to fight and kill her. After that, you can take her eyes from the lifeless body of Sirta. You can not be afraid of an assistant, the Light-bearing Goat, he will not attack while you are wearing the mantle of the apostle. Having acquired the "Branch of the Tree of Images" and the "Eye of Sirte", you can return to the Knife Hole to Dius, so that he will make you a magic staff. Your conversation with Dius will not drag on for a long time, he will almost immediately get down to business and in a couple of minutes he will create a ready-made staff for you. True, he will create only his physical shell, but you will have to fill the staff with magical power yourself. Dius will tell you that this ritual can only be performed in the palace of Sheogorath, because it is there that the "Font of Madness" is located, into which you need to dip the staff to fill it with magical power. You just have to follow his advice and return to the Sheogorath Palace to complete the creation of your symbol of power.

Upon returning to the Palace, you will be in for a nasty surprise. When you try to complete the procedure to recreate the staff of order, you will fail, because the "Font of Madness" will be "poisoned" by crystals of Order. After talking with Haskill, you will learn that the magic font was poisoned at its very source, originating in Mania and Dementia. You now have to go down to the dungeon (the entrance to it is located behind a huge tree in the throne room) and eliminate the cause of the poisoning. So that you do not "break wood" while exploring the dungeons of the source, Haskill will tell you about the gnarls living there, some of which may be infected with the poisoned waters of the font, and will therefore behave hostilely. Some of them that have not been infected, on the contrary, will be needed by you to restore the "Font of Madness". After receiving all the instructions, go around the tree in order to go down to the Source dungeons through an inconspicuous door on its back. Do not rush to go anywhere, but just wait a couple of minutes when the "healthy" gnarl comes around the corner and removes the barrier hit by order crystals. After that, you will have to move with more caution, because further on, many of the gnarls you meet will turn out to be infected and will behave quite hostilely. You can safely destroy them, since you can distinguish the infected from the healthy by the white aura that envelops their bodies. In the Source location, you are faced with the task of clearing 5 infected places, which are guarded by order priests and hostile gnarls. The most important thing in decontamination is to kill the priest, because it is after his elimination that the infected place in the source can be cleansed. As you move through the location, you will encounter weaves of infected roots that will block your further progress. In their disinfection and, accordingly, unlocking, you will be helped by healthy gnarls (they can be "summoned" from cocoons called "Chrysamide Gnarls") and periodically occurring "shards of order" (they can be obtained from the corpses of murdered priests of order). Having freed the entire location of the Source from the forces of order, you can move on to cleaning the Pools of Mania and Dementia. In principle, their disinfection is no different from cleaning the source, only this time you will have to free only one, but a large area. In the pools, you will need to destroy three priests of order at once, plus in one of them you will have to fight the traitor Teyden / Sil. Having finished cleaning the source and the two pools that feed it, you can return back to the Sheogorath Palace to complete the magic staff making ceremony.

As soon as you dip the staff into the waters of the "Font of Madness" and complete the ritual, a messenger of the golden saint / dark seducer will run up to you and inform you that the commander of the palace guard Aurmazl Zude / Autkendo Jansa urgently asks you to meet. After talking with the senior golden saints / dark seducers, you will learn that the forces of order have suddenly attacked the palace, and your help is required in organizing the reflection of this attack. In this case, the newly acquired staff will be very useful to you, as it gives you the opportunity to freeze the knights of order for a while, although golden saints with dark seducers will also be affected by it. As soon as you go beyond the throne room into the courtyard of the castle, the knights of order will immediately attack you. In principle, you can not pay much attention to them, but immediately run to the nearest active obelisk and deactivate it, after which you can calmly deal with the destruction of the attacking knights. Soon the second obelisk will be put into operation, and you will need to deactivate it without delay. Approximately at this stage, the culprit of the "triumph" comrade Jyggalag will appear, who, of course, will not stay away from the general "holiday". Noticing the appearance of the leader of the forces of Order, you will immediately need to direct all your efforts to destroy his physical shell. Although Jyggalag will turn out to be far from a weak opponent, it is still not so strong that his elimination will cause you serious difficulties. If, nevertheless, the battle drags on, it will not hurt you to track the appearance of new obelisks, because they will also have to be deactivated due to the fact that it is from them that Jyggalag will draw energy to restore his strength. One way or another, in the end you will destroy the physical shell of the God of Order, after which he will appear in a slightly different incarnation. On the site of the battlefield, slightly above ground level, a large image of Jyggalag will appear in front of you. Further, your former opponent will tell a sad story about the chain of transformations that he had to make every few thousand years, until you broke this vicious circle. He will also inform you that now you are the God of Madness Shigorat, and you are solely responsible for what is happening on the Trembling Isles, after which he will say goodbye to you and his image will dissolve into thin air. Now you can return to the palace and talk to your closest advisor Haskill, from a conversation with whom you will learn that as the ruler of the Shivering Isles, you are entitled to a certain range of privileges and responsibilities.

Privilege:

1. Own bodyguard accompanying you when moving through the territory of the Shivering Isles

2. A personal doctor who will be ready to correct your health at any time, but on condition that you are in the throne room of the palace.

3. Ability to control the weather in the Shivering Isles

4. Ability to call a court dancer for entertainment

5. Luxurious Shigorat outfit with quite impressive parameters for seducing people (lying on the throne)

6. The sword of Jyggalag, which has no magical characteristics, but has an impressive destructive power. You can find him behind the throne of Shigorat, near the door leading to the "Source" (perhaps it will appear only some time after the beginning of your reign)

Duties:

1. If problems arise with the citizens of your kingdom, you are obliged to send troops to eliminate them, or to solve these problems yourself.

Approaching Haskill and talking with him on the topic of "defending the kingdom", you will find out that some trouble has happened in one of the villages of your state. If you decide to go deal with the situation yourself, you will find that a group of monsters attacked the settlement. The task of eliminating some abstract problem immediately becomes quite concrete, and you can start solving it. After killing all the monsters, return to the palace and talk to Haskill again. He will thank you on behalf of the inhabitants of the saved settlement and will give you a gift from them in the form of a generous monetary reward.

This completes the passage of the Shivering Isles storyline.

Walkthrough Shivering Isles 6759
December 21, 2008 17:41

Some time after installing the addon, you will "reach rumors" that a strange island with a mysterious portal has appeared in the south of the province of Cyrodiil. You are invited to go and look at this unusual phenomenon. There is an island to the east of Bravil, in the middle of a body of water called Nibenai Bay. Arriving at the place, you will first of all pay attention to the rather unusual flora of the island (very exotic plants), as well as to the large stone face (or rather, three faces in one), in which the portal is located. Do not rush to use the portal, as you will not succeed anyway. First you will need to talk with the guard Guy Prentus. From a conversation with him, you will learn that everyone who entered the portal returned from it insane, and you will receive a strong recommendation not to repeat their mistakes. Immediately after talking with the guard, you will see for yourself the veracity of his words, because the dark elf Belmin Drelet will appear from the portal and start talking nonsense. Guy Prentius will try to calm him down, but as a result he will achieve the opposite effect, and a fight will begin between them. Your task is not to interfere in the duel, but to wait for the guard to kill the newly minted madman. After this disassembly, Guy will come up to you and again try to convince you not to meddle in the portal, but you, of course, will not listen to his good advice. After that, you can go to the portal to get into the world of Sheogorath (if the portal does not immediately let you through, then wait a minute and try again).

Having passed the teleport leading to the world of Sheogorath, you will be surprised to find yourself not in a new exciting world, but in some kind of ordinary office. A certain Breton named Haskill will sit in front of you at the table, after talking with whom you will find out that he is Sheogorath's valet, and you are now on the threshold of the Shivering Isles. Haskill will inform you that his master is looking for a mortal who could stand up for his (Sheogorath's) protection. If you give your consent to participate in this rather vague mission, then you will automatically be assigned to the "Court of Madness" of Sheogorath with the rank of "Traveler". This will end your conversation with Haskill, and he will quietly leave the room. After that, I would advise you to relax and look at the most beautiful picture of the "dismantling" of the room in which you are. First, a blue beam will break through one of the walls, and then the wall will begin to disintegrate, turning into a stream of flying butterflies. At the end of the procedure for melting the room, you will find yourself directly on the Shivering Isles.

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Nine Deities are boring. Daedra? You won't get bored with these. Ferul Ravel, Priest of SheogorathThe Trembling Isles... Lost in time and space, the realm of the Daedric Prince Sheogorath - the lord of madmen, the greatest of jesters, funny and terrifying at the same time

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Guides and Walkthroughs

Nine Deities are boring. Daedra? You won't get bored with these.

Ferul Ravel, priest of Sheogorath

Trembling Isles... Lost in time and space, the realm of the Daedric Prince Shigorath - the lord of madmen, the greatest of jesters, funny and terrifying at the same time. What awaits the lone traveler, the will - or mockery - of the fate of finding himself in this embodied hymn to Chaos, the human mind is unable to foresee. What does God want? Well... why not ask him about it in person?

Entrance to the realm of Shigorat. Creepy scenery, to be honest...

Who are the Daedra, you ask? The inhabitants of the mysterious Oblivion, not gods (although some believe them to be) and not demons (however, there are those who think so), the heroes of countless legends and myths, a scarecrow for small children ... hmm, perhaps, for adults too . The truth of their existence is undeniable. You may approach the shrine of any of the Daedric Princes, make the proper offering, and if deemed worthy, enter into conversation. Or even get a job. Do it - get a reward, no - it's better not to think about it. Never try to play a prank on a Daedra Lord - he will definitely have the last laugh.

I have always treated them with respect... and a certain amount of skepticism. Otherwise, you can’t - and jump off your mind for a short time. At the same time, to communicate with the Daedra, you need to be a little crazy. My words may sound contradictory, but do not judge strictly. This is one of those things that you either understand right away or you never understand.

I learned about a strange portal that opened on an island in the Nibenay Bay in the center of rumors, gossip and other news of Cyrodiil - the Imperial City. There is usually a lot of talk on the streets - even about the miraculous resurrection of the last emperor or a three-headed lamb born on a farm near Kvatch - but it was this rumor that caught my attention. Perhaps because genuine fear was heard in the voice of the speaker. Worth investigating, I decided, and a few hours later I was driving down the Ring Road, heading south.

I arrived at the city gates of Bravil in the evening. Darkness, black-gray clouds and pouring rain did not favor boat trips, and in general I wanted to hide in a dry corner closer to the fireplace until the morning, but spend the night in Bravil ?! Thank you humbly, I'm not a fan of dirty taverns and mattresses chosen by bedbugs, storing the smells of dozens of other people's bodies. HM. Getting old, Melly, how long have you spent your nights in the open, wrapped only in your own cloak? ..

Standing on a narrow cape, waist-deep in damp grass, I peered into the dank gloom until my eyes hurt. Boats were not found. So you have to swim. Wetter than now, I still won’t, I chuckled darkly to myself and resolutely jumped into the water. A-ah! Cold infection!

It looked as if someone - or something - had bitten off a piece of some alien world and spit it out into the Niben. Tiny, barely fifty paces across, a piece of land, with lilac rocky ground, spreading trees covered with multi-colored foliage, and bizarrely shaped mushrooms. I am not an alchemist, but it seemed to me that nothing like this was found in Tamriel. Right in front of me towered a huge three-faced stone head - with four eyes and three mouths. The left lips were closed, the right ones were smiling, while in the middle the toothy mouth of the portal gaped.

I was not alone on this island. A guard was guarding the portal, a khajiit woman with a meaningless look was rushing about senselessly from side to side - either sick, or holy fool. She recoiled from me in horror, telling me to get out. No matter how. The guard, though scowling, seemed to be in his right mind. I went up to him and just opened my mouth, as Dunmer rolled head over heels out of the portal. His hair stood on end, he shouted something unintelligible, promising death to all living things. Oh my gods ... "This violent one!" - shrewdly noticed the guardian of order and attacked the poor fellow with a sword. "To help or not to interfere?" - flashed through my head, and the hand was already habitually pulling the blade out of its sheath ...

Meeting committee.

Peace be upon this Dunmer. Guy Prentus, that was the name of my new acquaintance, warned that no one else, having entered the portal, returned as he was before. Who listens to the guard? “I want to try too,” I said absently, looking at the dancing blue and white fire. - "No problem, madam, I promise to give you a decent funeral." Interestingly, he always sticks to girls in such an original way? I didn’t have time to finish this thought, because another voice sounded, coming, it seemed, from nowhere and everywhere:

Not worthy, not worthy, not worthy! Useless mortal meat!

Fall me through the ground, if this voice was not familiar! Well, yes ... who would doubt whose hands this cute party was done. A couple of years ago, I had already encountered his Daedric Lordship, Lord Sheogorath. Until now, I shy away from dogs, like the last hack.

The Mad God expressed regret over the death of another candidate, complained about annoying enemies and hospitably invited me to visit some Islands - they say, the weather is now miraculously good, it's time for a visit. When a Daedra Lord invites you, it's... uh, very impolite to refuse. And bad for health. I looked at the dead Dunmer, the mad Khajiit, the sullen guard... Remember what I said about a bit of insanity? I definitely have this bit, because instead of running without looking back, I laughed out loud and plunged into the flames ...

Poor Guy! He probably thought that, unlike the others, I was crazy before how to enter the portal.

beyond the mind

Small room. Stone walls, an earthen floor overgrown with grass, a perfectly round carpet, a table, two chairs. On the table, a strange device similar to a metronome clicks dryly for seconds. I don't know what I expected to see when I fell out of the portal, but it all looked quite prosaic. A lean, dignified man in an expensive black-and-red camisole with a high collar graciously invited me to sit down. I obeyed.

You are in the Shivering Isles, in the domain of Lord Sheogorath. You are here because you yourself decided so. You can leave if you wish.

What if I don't want to leave?

Then be ready to do the will of Lord Sheogorath.

And those crazy people outside?

They weren't ready, - my interlocutor dropped impassively. - Well, are you staying?

Oblivion take me! Cowardly driving away the thought that it was he who, it seems, finally took me, I firmly said:

I remain.

Go to the Gates of Madness. Oh, and be careful with the Guardian, he doesn't like strangers. Have a nice time.

This is how I met Haskill, the Mad God's valet.

The valet stood up, and immediately the stones of the walls, which seemed so solid, began to melt, as if corroded by acid, melting into thousands upon thousands of purple and green butterflies. I covered my face with my hands to protect myself from the fluttering wings, and when I looked around again, Haskill and the room were gone. Before me stretched the lands of the Reach.

I was walking down a road marked with oddly styled grey-green pillars - a mixture of Imperial and Ayleid architecture - and I was immediately attacked. Some sort of goblin-argonian hybrid. Nice start to the journey...

I walked past mossy boulders and strangely twisted trunks, to poor and simple looking houses, indicating, however, that people live here too. A moment later, I saw them. Two men, a Redguard and a Dunmer, engaged in peaceful conversation. I approached, hoping that their conversation would give me some idea of ​​the place. They were talking about a group of adventurers apparently in trouble, and they intended to go see... I didn't understand what. "I hope their blood doesn't splatter my boots," the Dunmer grimaced. What a cleaner. Without hiding, I ran after him.

We are almost late. The Guardian of the Gates of Madness - and a creature of gigantic growth, a terrible parody of a person, no doubt it was - has already finished off the unfortunate adventurers. I backed off. Before contacting this creature, you should have talked to the locals. I did not want to end my days in the arena trampled into the stones at the entrance to the realm of Sheogorath!

Redguard - his name was Shelden, and he was the mayor of the town of Pasval - said that the keys to the Gates were sewn into the body of the Guardian and no one had yet been able to get them. However, Jayrid Frostnerves was going to try. It's good, it's more fun together.

Tears and bones

Jayrid, an archer and my northerner countryman, promised to make deadly arrows for the Guardian from the bones lying around in the Gardens of Bones and Flesh, but the door leading there was locked. Smiling, I jingled the picklocks in my pocket, and we shook hands.

However, I would hardly have survived to thirty, if not for the habit of forethought. After telling Jareed to wait, I continued my questioning. The hunchback Dredwen, the owner of the inn, whispered that the Guardian killed anyone who approached him, with the exception of the sorceress Relmina Verenim. Why would she be in a special position?

As it turned out, Mrs. Verenim, a researcher obsessed with her experiments with flesh, once created the Guard with her own hands. She spoke of him as if she were her child. From a mixture of threats and ridicule, I fished out another name - Nanette. Her student. Students usually know a lot about their teachers...

I wasn't wrong. Although it was not easy to get the necessary information, since Nanette was frankly afraid of her mentor (I can’t blame the girl, this lady also caught up with fear on me). Alternating between compliments, idle chatter, and cautious questions, I gleaned from the red-headed dropout that Relmina was incredibly sentimental about her "baby." Every night she comes to him and cries, and for some reason her tears corrode the Guardian's flesh. Well, that sounded like a back-up plan.

I followed Relmina at night and had the dubious pleasure of seeing her sobbing, although I did not feel pity: the sorceress caused only disgust. But how to get her tears? I can't ask her to cry into a bottle! Luckily, Relmina dropped her handkerchief, which was soaking wet. I scrupulously picked it up by the corner. Really, it’s a pity to rub the sword with this dirty trick, but I’ll have to ... At the last moment, the damned creature nevertheless noticed me, and I had to hastily take my feet.

Arrows were easier. I broke into Jareed's house without much embarrassment at the beginning of the second night, shook the sleepy northerner, and we went for the bones. He, poor fellow, is so obsessed with them that he did not even send me to all the demons. I started to like the locals. They are not friends with the head, but it is possible to agree with them.

I can’t say anything sensible about the Gardens - I didn’t look around. I was more concerned about the local animal. While Jayrid was poking around in the remains of the previous Guardian, I had to drive through the clearing heels of hungry skeletons.

My countryman, tenderly pressing the extracted bones to his chest, yawned heartbreakingly and asked me to come in the morning for ready-made arrows. I didn’t really need them, I shoot a little better than a drunken goblin, but Jayrid will come in handy. I wiped Relmina's handkerchief on the blade.

In general, we managed with the Guardian, having remembered his “mother” with a kind word. With a bow, Jayrid granted me the right to fish the keys to the Gate from the body of a defeated enemy, and then Haskill appeared out of nowhere. The Mad God's valet condescended to a brief lecture about the lands I hoped to set foot on very soon. The islands, he said, were divided into two regions - Mania and Dementia. Two sides of madness, opposite in everything, but equally dangerous. Bright colors and artists smiling at death against gloomy landscapes and paranoid people dragging out a miserable existence. No, if I am destined to go crazy, at least let it be fun!

This is the city guard. At least it's nice to look at.

I tossed my head, exposing my hot face to the wind. The Key of Mania burned my hand...

It is important: choose any door. The only difference is the blessing you receive on the other side of the Gate. Mania gives the ability to enrage the enemy, Dementia - to demoralize him. That's all.

The doors of the Gate hastily closed behind me. Gods, what am I doing... Guy Prentus was right, a thousand times right when he said that no one returned from the portal the same way he entered it. I did not stay on the Islands for even three days, but they were already gradually changing my mind and will, and the essence of these changes remained incomprehensible to me ...

Haskill strictly ordered to get to New Sheoth, where Sheogorath's palace was located, as soon as possible. The city made a strange impression. Three districts were in it: the poisonous-bright Bliss, the heart of Mania; depressingly faded, somewhat similar to the slums of Bravil Crucible, where the inhabitants of Dementia lived, and finally - a palace that absorbed both cultures. Everything here was alien - the plants, the houses, the thick iridescent liquid flowing in the canals of the Crucible, the skies - greenish blue, with golden clouds that seemed to absorb sunlight, clothes, dogs ... Oh yes, dogs that someone seemed to turned inside out. Vile creatures.

And people. Crazy, every single one, some more, some less. Or maybe I'm really insane?

Visiting the Mad God

I'm afraid my pen is unable to describe the meeting with Shigorat. The Gray March is coming, he said. Cataclysm, equivalent to a flood, an earthquake, a volcanic eruption and the end of the world at the same time. In any case, this is the impression. As for me, completely stunned during these few days, Sheogorath sent me to activate the fortress of Zedilian, for which he gave me a weighty volume with instructions and a device called the Judgment Attenuator. Finding Haskill with my eyes, I rushed to him for clarification, as to a saving beacon. The valet, smiling sympathetically, said that they needed to find three focusing crystals and place them in the Judgment Centers - this would allow the resonator to be tuned. He's kidding, isn't he?! Okay, we'll figure it out on the spot.

Xedilian is at the heel of the Mad God's Boot, and to get to him, you need to go down the South Road. The fortress itself was teeming with grammites. The shamans turned out to be especially dangerous, but it was from them that I took away the staffs with the focusing crystals necessary to activate the Judgment centers. Three shamans - three crystals. Everything is simple. The resonator looked like a huge druse of mercury-shiny crystals. As soon as I touched it with the attenuator, there was a low vibrating hum, and the crystal was enveloped in purple discharges. The ancient halls of Xedilian came to life... I stepped into the teleporter that had opened in the wall.

And I almost screamed when an unfamiliar dark elf in a scarlet silk robe called out to me. Kiliban Nerandil, Guardian of Zedilian. He explained that the fortress served as a kind of test for candidates for the Shivering Isles. Curious system. Either die or go crazy and be accepted as an honored guest. And now, with Xedilian activated for the first time in years, I am the one who has the honor of deciding the fate of the aliens. Kill them or throw them into the abyss whose name is madness...

Shigorat Palace, a reflection of his dual nature.

I went up to the bars and pressed my face against the cold bars, behind which stretched a huge hall. Three treasure hunters have just entered. In the middle of the hall, a small gnarl stomped languidly - you know, something like a walking tree. It was in my power to either unleash a dozen of his fellows on the aliens (such a nice company is very difficult to resist), or to increase the gnarl to four times its current size and use a hallucinogenic gas to make the victims believe that the walking tree wants to destroy them.

I felt sorry for these people. Either way, they were doomed. It would be easier and more merciful to kill them, but for some reason it seemed to me that such an outcome would not be to the taste of Lord Sheogorath. No, not like that - it will not entertain him. After hesitating, I pressed the right button. Gnarl grew until his head touched the ceiling, and then chaotically darted around the room. I saw from above that he was harmless, but the drugged fools fell into a real panic. After some time, the illusion faded, but the goal was achieved - one of the strangers, squeezing his temples with his palms and muttering some nonsense, fell to the floor, and the other two took to flight.

In the second hall there was a cage with countless treasures. Locked. I could activate a fire trap - or drop hundreds of thousands of keys on the astonished mercenaries. Let's find the right one. Well, well, well ... I casually leaned against the right button, and the keys fell like an avalanche from the ceiling. Ha. Of course, the temptation was too great. The magician Sindelius burrowed into the heap with unhealthy enthusiasm, paying no heed to the warnings of his alarmed friend. Second... Well, greed does not lead to good.

The Mad God in all his glory.

Strangely, the most sane of the adventurers turned out to be an orc. Nothing, it won't be long. I laughed softly. I started to like my role. Power over minds... it's so attractive.

Finally, the third hall, covered in blood, full of mutilated corpses... It was time for the performance to end, although we all, perhaps, had a great time. One could just raise the dead, but I have a deep disgust for the undead. Plus it's boring. A light, almost imperceptible movement - and now the stubborn orc falls dead to immediately rise in the form of a ghost. A pitiful fool, he could not believe in his death. And rightly so, it was also an illusion. Deadly illusion.

Someone inside me was begging me to get out of here before it was too late, but I ignored those pleas. The Mad God will be pleased with my actions.

The reward proved worthy of all the effort: the sword Fang of Dusk... or Dawn, depending on the time of day. I fell in love with this weapon at first sight.

At the exit from the fortress, I was attacked by strange creatures in identical gray armor - the Knights of Order, as Kiliban called them. We must immediately report their appearance to Shigorat!

It is important: be sure to collect the hearts of Order falling from the knights. They will be very useful to you in the future.

Court intrigues and their consequences

I can't say that he was happy with this news. Rather, on the contrary. But something finally cleared up. Now I know that behind the Gray March is Jyggalag, master of the Knights of Order, also a Daedric prince, only terribly boring and disgustingly correct, according to my lord. But first, I needed to get to know the land I was to defend against Jyggalag and his gray hordes. And at the same time get acquainted with the rulers of both houses - the Duke of Mania and the Duchess of Dementia. By the way, now I could call on Haskill for help at any time (he could help, however, only with advice). Incited by the laughing Shigorat, I practiced this spell until the colorless eyes of the obedient valet glowed with embers of rage. Then I left the poor man alone.

About poisons and pleasures

Teydon is a charmer with a languid voice and sweetish mannerisms. I found him in the Alkyone Conservatory; he danced among the flowers. Quite graceful for a man. He asked me to find and bring him the Chalice of Inversion. I don't know what it is, but what little things... I'll ask the courtiers. From the Argonian Wide-eyed, I learned that the Cup is in the Root Hole, and to get to it, you need to take hellish dew (felldew) - a substance produced by elytra insects. The lizard so diligently averted her gaze and so unnaturally assured that everything was simpler than an orange - then it would have become clear to the Grummit that she was silent about many things. I had to use all my charm. Yeah ... This dew, then, is a dangerous drug that causes instant addiction. Extremely unhealthy, but the Cup can help grief. Now it is clear why Teydon, greedy for forbidden pleasures, needs her...

I found the Root Burrow on the map - it was located northeast of the capital and east of the Hope Camp if you go along the North Road. Not so far.

I was lucky, I collected hellish dew from the first elytra I met at the Root Hole. I didn’t really want to poison myself with this dirty trick, but otherwise the entrance, hidden in the roots of a huge stump, refused to open.

It is important: collect dew from all the elytra you meet (poison carriers are easily recognized by the emerald glow of their bodies). The effect of the drug ends extremely quickly, and it first reduces your characteristics, and then your health. Meanwhile, your path will be very long - the cave is simply gigantic in size.

I managed to curse Teydon and his bad habits a thousand times before I got to the Chalice. Moreover, several drug addicts guarding her had to be killed. They did not know how to fight, although despair and fear gave them strength. But at least the Chalice cured me of an annoying addiction as soon as I took it in my hands.

Delighted by the return of the Chalice of Inversion, the duke granted me a place at court. True, the point of this ...

About trust and secrecy

With the Duchess of Dementia Force, it was even more fun. For the first time in my life, I had a chance to try myself in the role of the Grand Inquisitor, revealing a conspiracy. I was under the impression that the conspiracy was worth revealing and noisily, even if there was none, if you know what I mean ... Yes, Syl is known for her tiresome suspicion. As assistants, they gave me the shoulder work of master Herdir, a lover of untying stubborn tongues and a great enthusiast of his work. I think we'll work.

Let's start with close ones. Redguard Caitlan seemed to me disgustingly an innocent simpleton, but Lady Anya Herrick, seeing Herdir happily grinning behind me, was so frankly frightened that everything became clear to her at once. True, she tried to lock herself up, but ... It's still nice to work in tandem with a professional.

So, Ma'zadda. If my memory serves me right, this Khajiit lives in the Crucible. He turned out to be a stubborn little contagion and demanded evidence. Otherwise, they say, there is nothing to talk about. Inquiries of the beggars did not give anything, Herdir was completely bored, and then on a whim I decided ... um ... to try my luck in a tavern. The mistress of this - she was called here Sick Bernice - always complaining of ailments, real or imaginary, did not persist for a long time. Confessed that Ma'zaddah had nightly meetings with Nelrin, captain of the Force guard. Yes, it looks like something is really being prepared here, I was surprised ... We must follow them. Herdir, though an excellent executioner, stomps like a herd of trolls, so I told him to wait for me in the tavern. He was so touchingly upset that no one else needs to be tortured yet ... Poor.

I ambushed the sweet couple at a dead end near the sewer grate, not far from Ma'zadda's house. Yes perishing, bogged down both on the very tips of the ears. Backed against the wall, the cat promised to find out the names of other conspirators and made an appointment for the next night. Well, now he's not going anywhere, you bastard...

I was mistaken. Khajiit still managed to slip out of my hands - into death. Irritably looking at his corpse floating in a pool of blood, I thought hard about what to do. Keys were found in the dead man's pockets... Mm, maybe he managed to hide the evidence?

Praise to Shigorat! On the top floor, in the sideboard, they found what they were looking for - the ceremonial sword of Nelrin. If you think about it, that's still evidence, but the Force is enough. Let's see what the dark temptress will sing now...

The elf Myurin led the conspirators. I never liked this old woman. Well, fine. The Duchess will be pleased...

By the way, she turned out to be more generous than the stingy Teydon, and gave me an excellent bow.

Between two fires

Now, when I already understood a little about the state of affairs in the Isles, Lord Sheogorat entrusted me with the next responsible task. As befits a good ruler, he primarily cares about his subjects. For the sake of their peace of mind, the Mad God ordered the Great Torch of New Sheoth to be lit, and this can only be done with the help of the divine Flame of Agnon, which, in turn, must also be lit in the ruins of Cylarn with the assistance of my lord's servants - the golden saints (Auril) and dark seducers (Mazken). Phew. These latter are always in competition with each other. Do I have to reconcile them for the sake of a great goal ?! Okay, let's get into a fight, and then we'll figure out who and what to beat, as one of my acquaintances, an orc, a philanthropist and a convinced peacemaker used to say.

Arriving in Cylarn, I found myself, in my own way, between a rock and a hard place. Both the dark seducers and the golden saints stubbornly pulled the blanket over themselves, asserting with confidence that made me laugh that they were the truly faithful servants of the lord Sheogorath, worthy of kindling the sacred Flame of Agnon on the altars of Despair and Pleasure. And so the detachments under the command of grakedrig Ulfri and aurmazl Kane held one altar each and sharpened their teeth on the missing one. I was tempted to play a cruel joke with both leaders and see how their arrogant physiognomies would stretch out - I'm sure Sheogorat would appreciate it. However, this could prevent me from reaching the goal, so I had to choose which side to take. Let there be Auril, their arrogance amused me. I made sure that although the main passage to the second Mazken altar was guarded very vigilantly, the side halls of Underdeep were practically empty, and I launched my small army into the attack. We took the dark ones by surprise; the battle was hot but short. I slew Ulfrey's grakedrig with my own hand and sent Kane to the sacrificial pyre.

Agnon's flame burned again. Without fear or hesitation, I stepped into the raging multicolor, taking on a piece of sacred fire. Everything was ready for the Great Torch of the Chapel of Arden-Sul to be revived. And here I also chose the side of Mania - the priest Dervenin was much more affable than his brother and rival Arctus from Dementia, and this determined my decision.

To the heights of power

Then Shigorat appeared and ordered me to take the place of the ruler of Mania or Dementia so that I could rally the people around me during the Gray March (the opinion of the rulers themselves was traditionally not taken into account). The Mad God himself intended to retire quietly, leaving the Daedric prince Jyggalag to destroy his kingdom. The height of caution, do not say anything.

I questioned both priests about the coronation rituals of the houses of Mania and Dementia. I got rid of the dementia right away. Cut out Duchess Seal's heart? Rough and dirty. I prefer more subtle methods. Sprinkle Teydon with poison, for example. Plus, I like his crown.

From the Argonian Wide Eyes, the court lady of Mania, I found out in detail about the ritual poison - green pollen - and the daily routine. There was no doubt that this lizard was delivering the drug to Teydon. However, Wide-Eyes flatly refused to reveal the location of the pollen. Well, all we have to do is see where she goes at noon. At the same time, the purpose of the bust of Shigorat, installed on the left side of the palace gallery, became clear. Good lock for a secret door. There was nowhere to spit in the vault due to the abundance of guards, so I was forced to use a strong chameleon spell, but I got the pollen. And then she snuck into the kitchen and poisoned Teydon's dinner and his wine. It was hard to make a mistake - the most luxurious tray and the largest bottle in the buffet.

At eight o'clock in the evening I sat at the table at the right hand of the duke and smiled sweetly at his lordship. He was doomed, though he didn't know it yet. After supper, excited Teydon got up and began to read his last (in both senses of the word) poem - rather mediocre, as for me, but sweet, by the way. In the middle of the stanza, he suddenly clutched his chest and collapsed on his back. His heart broke. What a poetic death.

I collected the green pollen-poisoned blood, took it to the chapel, and poured it into the bowl on the altar of Arden-Sul. The coronation ritual was completed, and Sheogorat named me the Duchess of Mania. However, as soon as I tried on the ducal crown, Syr suddenly appeared and expressed her attitude to what was happening in a very impudent form. Simply put, she cursed Sheogorath so that even the statues turned red, and announced that she was going over to Jyggalag's side. The sovereign, showing unexpected mercy, ordered the guards not to interfere with the traitor.

It is important: it doesn't make much difference in whose place you take. However, the rite of Dementia, in my opinion, is more boring. You need to find and kill Force. The duchess, maniacally suspicious, senses something is wrong and runs away, leaving a double in her place. Follow her into the secret passage. In a room with a blocked door, look for a button on one of the ledges. It is difficult to notice - but this is the only difficulty that arises when completing the task. The traitor in this case, of course, would be Teydon.

Too many crystals

Bitch Force, before escaping, reported one important news - the Reach was captured by the forces of the Order of Order. Here Shigorat became furious, and no wonder. The limit had to be recaptured as soon as possible.

I stepped out of the chapel and breathed in the cold night air. At night, the local skies are beautiful: deep blue, clouded with a purple haze, through which unfamiliar constellations glimpse ... Half an hour later I left the city.

Familiar places were barely recognizable. Growing everywhere, like mushrooms after rain, the crystals of Order seemed to draw all the colors and life juices out of the earth, leaving only a muddy greyness. Even the merry emerald lights that had always curled around me were now slowly settling into ash flakes. The houses looked abandoned. Where have the residents gone? Is it really dead? I quickened my pace, almost ran.

I was greeted by the pitiful remnants of the Golden Saints sent here. Even their radiant bodies were not spared by the ever-present greyness. Aurig Desha said that the spire in the center of Pasval once came to life, and the Knights of Order began to emerge from it. And no matter how many they were destroyed, the knights stubbornly reappeared. I walked around the area, collecting the hearts of the Order. Haskill mentioned that they can be used to destroy crystals. Aurig Desha vowed that another attack would follow soon. She was obviously expecting orders from me to lead the resistance. Oh no. I'm not going to hide behind other people's backs. I am the Duchess of Mania and their lady. Desha silently bowed her head, acknowledging my authority. After pointing out the positions of the swordsmen and archers, I headed towards the spire. Here they are!

Not a single loss. I could be proud of myself. Now it was time to penetrate the ruins of Zeddefen, find the base of the tower-portal and destroy it, if not stopping, then at least delaying the invasion. Guess who had to go there...

Zeddefen was south of the city and well guarded. But it was possible to replenish the reserves of hearts. More and more crystals of Order screeched up in my path, tearing the stone slabs like a silk scarf.

Already at the very obelisk, I stumbled upon ... who would you think? Shelden! The same Redguard who called himself Mayor of Pasval. The cowardly little beetle abandoned everyone and hid in Zeddefen, but miscalculated a little and ended up in the very heat. Shelden begged to be taken outside. Yes, the devil, he knows how to fight, let him weave his tail. Leaving him to deal with the knights, I ran up to the obelisk. So what did Haskill advise there? One by one, I put three Order hearts into the obelisk. He shuddered as he digested the "eaten"... and, I hoped, choked! I barely had time to jump aside when there was an explosion. The floor shook, the walls cracked... Zeddefen shuddered, ready to fall right on our heads. A magnificent headstone, whatever you say, but I'm too picky. Run, Mellie!

With a wildly pounding heart (my own, not in Order), I rushed through the halls that collapsed before my eyes, dodging fragments of columns and lightning strikes from nowhere. Knights jumping out here and there did not make life easier either. Shelden was not far behind; I heard his heavy breathing. But at some point we were still separated by a fallen grate. Spit! No time for sentiment! I rushed, not understanding the road, obeying only instinct - and he did not disappoint. The last door, the jump - and I, panting, fell prone to the ground, not even trying to hide from the pouring rain. Ice drops flowing down my skin at least convinced me that I was alive...

Flesh and blood

Desha asked me to return to Lord Sheogorath with a report. Well, that matched my intentions. Now I had to correct the work of my and Jayrid's work and restore the Guardian of the Gate, for which I had to unite with Relmina Verenim. She probably won't be happy to see me, but who cares?

Relmina lived in Zazelma, a fortress west of Suicide Hill. A disgusting place. I didn't even have to wander in search of the sorceress - I was driven by screams of pain and horror. I don't know what to do with a man to make him scream like that, and I don't want to know. Here and there I came across mangled, broken bodies - the results of failed experiments. Some of them still lived, if you can call it that.

Relmina did what she loved - she tormented me. Where is the handsome Herdira before her... Overcoming disgust, I outlined to her the will of Shigorat. The crazy researcher did not dare to object, but sent me to the Gardens of Bones and Flesh for the mystical components necessary to create a new Guardian: blood solution, bone marrow, skin membrane and breath extract.

Lucrezia Borgia, your way out!

It is interesting: try in a conversation with Relmina to demand the release of the captives and insist on your own, no matter what. Perhaps the result will amuse you...

I don't know who called this place gardens. An ordinary fortress full of flesh atronachs and other "brainchildren" of Relmina. An extremely dangerous labyrinth, moreover, of absolutely immense size, capable of completely repulsing any interest in science.

Upon returning, Relmina told me to select body parts for the future Guardian. Wow mosaic... Then we went to the Gates of Madness - the site of the ceremony. Obeying Relmina's gesture, the stone circle in front of Sheogorath's bust turned into a pool filled with a viscous violet-blue liquid. Following the instructions, I sequentially put into it first the body parts, then the components obtained in the Gardens. Then Relmina appealed to unknown and terrible forces - and they responded to her call. The pond swirled with a furious whirlpool, and the force that spilled over the edge threw me onto the stones ... A new Guardian rose from the font of birth.

save beauty

If you think that this business is over, then you are sorely mistaken. While I was receiving well-deserved compliments from Sheogorath, a messenger burst into the throne room and yelled that the Sharp-pointed Cliff, the citadel of dark seducers, was attacked. The gray march was coming. Island time is running out...

I doomedly inquired about the address of the fortress. The toe of the Mad God's Boot is not a dipped beam.

Mazken Adeo reported that the fortress is already in the hands of the enemies, and their leader is... the renegade Syl! Well, let's get even together. Syl had captured the leader of the dark seducers, Dylora, and the latter had to be released, because only she knew what to do with all this leapfrog. But, gods, how twisted these girls were when they realized that they would have to obey the duchess of a hostile house! Ha. This lessened their audacity and greatly cheered me up.

Of course, it was not without complications. We had no trouble finding Dylora, imprisoned in a crystal cage, and freed her with the help of a giant bell. Actually, it is intended for a little something else, but here it fits. But, what is most unpleasant, the rebel of the Forces has captured the Mazken Spring, in which they are reborn after death. Without the Source, their tribe was like annihilated.

I was convinced of the truth of these words only when I entered the next hall. Dailora shouted something about the frozen Well, and the dark seductresses turned yellow and fell to the floor like lifeless dolls. Nicely. The road to the Source was by no means strewn with flowers. My collection of Order hearts grew with every step. The Well itself was literally frozen into a huge crystalline pyramid. One bell is not enough here, I had to knock heartily on all four, installed in the corners of the hall. The Force Snake managed to get away.

As a reward, I was given a set of dark temptress armor. I grinned. In such, so to speak, armor, you can only count on the fact that the enemy himself will die - with laughter, for example, but this suit emphasized the figure quite well.

Flight of Sheogorath

Even the gods are not omnipotent. I stared fixedly at the place where the lord of the Shivering Isles had just disappeared in a flash of white flame. Everything is over. Jyggalag is coming, and the Gray March is unstoppable. We didn't make it. I heard a cough behind me, and a hand gently rested on my shoulder. Haskill! I clung to the poor valet like a thorn in a dog's tail. Maybe he'll come up with something!

And he came up with. He came up with such an idea that I almost fell into the fountain. Take Sheogorath's place?! Create his Staff?! So far, I have considered Haskill the most sane in this realm of psychos. Okay, let's say this is possible, but I'm not a Daedric princess! What little things, with a soft smile answered me. In order to fit your, excuse me, ass on the throne, this was not required. The staff was enough, and the "recipe" for its creation was hidden in the library of the Knife Hole, which is north of Suicide Hill.

I expected to see tall, ceiling-supporting rows of shelves crammed with dusty volumes in now dead languages; bookcases with tightly locked glass doors - a repository of dangerous magical scrolls ...

But I could not even think that the Knife Hole Library was one person. Gray-haired, chalky-pale, with sunken eyes, like a vampire who has been starving for thousands of years. At the sight of me, he heavily dropped only one word: "Dius". I also introduced myself.

The story of Deus is entertaining and instructive, but I do not undertake to retell it. It is enough that Dius told me the components for the staff of Shigorat - a branch of the Tree of Images, growing in the Grove of Reflections, deep in the ruins of Milkar, and the eyes of Sirte, a woman who saw what mortals cannot see. Her abode is the Groaning Halls.

Milkar was closer, northwest of Knife Hole, so I went there first. As soon as I approached the Tree, the obelisk in the center of the reservoir blazed brightly, and... I appeared in front of me. I glared at the dark figure - it was like looking into a mirror in the semi-darkness. Well, she has a mess on her head. That is, I have. Gods, what am I thinking?! Not I summoned the Flesh Atronach, drew the Fang of Dusk, and assumed a fighting stance, a mirror image of my...

I can only say one thing - it was not easy. But the black branch of the Image Tree is softly light in my palm, and that's all that mattered.

With the Moaning Halls it turned out much more fun. At the entrance, a young man in a lilac robe attacked me. He fought badly. And the robe is cute. Try it on, right?

As it turns out, this was my smartest thought in the last few weeks. In any case, she saved me from having to fight with a bunch of associates of the slain. Well, they are simpletons!

It is important: if you decide to take off your mantle, you will be immediately attacked. These guys have strange ideas about reality, the right word ... In general, this quest can be completed in three ways, I will describe the most interesting one. Others are simple and do not require explanation.

In one of the lower halls, the cat Ra'heran was found, who turned out to be uncommonly smarter than his comrades. He immediately recognized me as a stranger and was overjoyed. Sirte does not appear to have been much loved by her followers. Having delivered a heartfelt speech in the spirit of "hand washes hand", Ra'heran demanded that I deliver him a weapon - more precisely, three daggers of the Apostle. The other did not suit him. Yes, I didn’t care, I got the daggers in an instant. Now everything was ready for a little rebellion. Ra'heranu power, me - the eye. Fair deal.

End or beginning?

I returned to Dyus, and he created the basis for the staff of Sheogorath. So far it was just a stick. It was necessary to lower it into the Font of Madness in the throne room in order for the staff to gain strength. To New Sheoth!

Do you want such an armored bikini?

Well, of course, fate once again tripped me up. The fountain behind the throne, like mud, was overgrown with small gray crystals. I was already shaking just looking at them. Fortunately, darling Haskill, as always, knew everything. The Pools of Madness feeding the Font have been poisoned by Jyggalag's minions, and it looks like Syr has been involved again. Hands itched to strangle the viper...

Hidden in the roots behind the throne was an inconspicuous door. I've always wondered what's behind it. Now I knew it. Well, down like that, down to the holy of holies of the Mad God's palace.

Entering, I ran into the root door, all in these damned crystals. It was impossible to open it. Strange as it may seem, the manual gnarl, hanging around right there, helped. He feeds on them, or something, a walking stump ...

However, the adherents of the Order, Oblivion take them, managed to foul almost every door in the cave. You can't save penkov. Fortunately, a toothy chrysalis was found nearby, in which something was clearly moving and rustling. Suddenly, there was a hideous smacking sound, and the chrysalis vomited up the gnarl. Fu ... But the "key" to the doors was found.

It is important: also similar doors and containers can be opened with the help of fragments of the Order, falling from the priests.

As soon as the priests of Order guarding the pool of Dementia fell at my hands, the crystals that defiled the sacred waters disappeared. Now you need to clear the Mania pool.

Hello, Sil, dear, never see your pretty face forever! The former Duchess of Dementia struck a pose and began a solemnly formidable speech. I listened for a couple of minutes with a dull air, and then the Fang of Dawn put an end to this cheap pathos. I don't like talkers.

The staff is ready, and I hold it in my hands. Does this mean that?.. Who is there?! The captain of the palace guard urgently needed my help. HM. It is unlikely that they would dare to bother me over trifles.

The obelisks in the courtyard have activated! Hello from Jyggalag. How tired I am of him... It's time to put an end to this annoying Daedra. Where did my hearts of Order stay here? In deactivating the obelisks, I have already become adept and this time prudently took cover from the explosion behind the parapet. As soon as the second obelisk was shaken by a purple wave, the air in front of me trembled, and a huge mercury-gray figure appeared in a blinding radiance. Jyggalag! "What an honor!" I hissed ironically, grabbing the Fang of Dawn more comfortably...

He spoke to me. Then after the fight. But I will not reveal what this conversation was about. This only applies to Jyggalag, me... and Sheogorath.

I wonder if these stupid crystals will continue to disfigure my Castle?!

marginal notes

My story is over, but during my travels in the Shivering Isles, I came across a lot of all sorts of mysteries. Interested?

Brightor

Iril, the owner of a shop in the Crucible, simply shakes at the mention of Brythor. This is a local thief. How many times I stole, so many I got caught. Serve him right, clumsy. Iril offered a reward for delivering him from the unfortunate criminal. You can, of course, kill, but it's not interesting. I spoke to Brightor. He promised to become disgustingly law-abiding if I brought him five flawless pearls. Well, this stuff in the surrounding caves in bulk.

final rest

At the Crucible, I was stopped by a guy who identified himself as Harrus Clutumnus and set up a meeting late at night at the sewer grate near the statue of Sheogorath. I knew one eccentric who loved night dates - Glartir was called. But this one was even weirder. You see, he was tired of life, so he decided to settle accounts with her - with my hands. Funny. "I'll die so that everyone weeps." I ambushed him at the top of a long staircase and pushed him down. It must be murder, but everything in this place seems so fake...

liquid solution

The owner of the diner, Sick Bernice, dies of a serious illness. The only thing that can help her is a substance she called "Aquanostrum" from the Blackberry Bush Cave. I took pity on the woman and brought the medicine. This cave is not far from the South Road, on the left hand, and there are clearly more grammites in it than it should be.

Kunstkamera

There is one remarkable place in the Crucible - the so-called Kunstkamera. Its owner, Una Armina, collects all sorts of curiosities and welcomes those who are ready to add to her collection. I also brought a few. Here they are: an amber that looks like Shigorath, a pelvic bone of Pelagius, the ashes of some Dean, a two-headed septim, a stripping ring, a sentinel's blind eye, a silent chant and a deformed swamp tendril. I can't remember where I found them - I must have turned over all the stones and climbed all the dungeons and the Islands. But it is unlikely that these are all the curiosities that can be found here ...

Hammer of the antipode

There is a blacksmith in the Crucible named Carver, who can make armor and weapons from the ore of madness. And Bliss blacksmith Dumag gro-Bonk does the same from amber. Both of them can also forge magic items, but only if you bring them the appropriate matrices.

The coming storm

Hadjit Ajazda from "Finds" is sure that the end of the world is approaching, and is preparing for it. For complete happiness, she lacks the Ring of Dehydration, the Amulet of Disintegration and the Tranquil Pants. I pulled off the ring here, in the city, in the Kunstkamera, the Amulet was found in one of the halls of Milkar (although I had to pretty much run around with the ritual torch so that all three braziers burned at the same time), and I took off my pants from Fimmion, a beggar in Bliss. More precisely, he himself took them off when I waved a roll in front of his nose. Oh those sweeties...

Ushnar's nightmare

Have you ever seen an orc scared to death of cats? Not? Well, then you should go to the Crucible and talk to Ushnar. He is terribly unnerved by the presence of the Khajiit Byshi, and he asked me to get rid of him. Strange notions of good neighborly relations in this city, the right word. I was not going to kill the poor fellow because of a crazy orc, for a hundred coins he himself found a way out of the Crucible. Nearly jumping for joy, Ushnar gave me a skinned hound. A pretty gift - only to scare children.

Wake up under the rubble

Handsome Fanrien from Bliss complained that he could not be near any walls - he was afraid that they would fall on his head. Shrugging my shoulders, I advised him to sleep outside. He beamed and asked to find someone who would agree to change beds with him. Who usually sleeps outside? That's right, beggars. Here Ungor, for example, was just happy to make an exchange.

Fork Ticklish

The Argonian Bighead in Bliss had lost a very dear Tickle Fork somewhere and thought that Bolving might know something about it. Bolving is a beggar, always muttering all sorts of nonsense like "rainy roo". It is usually impossible to understand him, but Big Head gave me an amulet that was supposed to serve as a "translator". Bolving admitted that militant heretics and zealots from Camp Longtooth, west of the Gates of Madness, fought over the Fork. The fork was indeed found in a box under a canopy.

Work without end

Comrade Restless, a crazy inventor from Bliss, is building a flying ship and is in dire need of tongs and calipers. Why does he need all this rubbish, it is unclear, but he pays five gold pieces for each little thing.

Ghosts of Vitharn

I heard somewhere that in the south of the Isles there is an abandoned fortress of Vaitarn. I found it on the "heel" of the Mad God's Boot, on Gravebank. This fortress was inhabited by ghosts. It seems that during their lifetime, some of them were enemies of others - even now, hundreds of years after their death, they continued the endless battle, fell, got up and fell again... The door to Vaitarn was guarded by some kind of supernatural force, but I managed to find a secret entrance in the roots of a gigantic tree.

Inside, Count Sirion spoke to me and told me that once Lord Sheogorath had cursed his people for cowardice, greed and arrogance and doomed them to forever relive the last day of Vaitarn - the day of the attack on the fortress of fanatics, the day of their shame ... They had almost no no hope of finding peace. I searched the fortress and found three unusual things that aroused my curiosity: Altel's arrows in the armory (the blacksmith did not want to let me into it, but I crept under the chameleon; and later the key was also found - on a table with decayed food, in the corridor), a Desideratus doll in the corridor near the armory and the Dagger of Exhaustion in a secret room in the chapel. To open it, you need to press the button on the stone throne. All these things once belonged to someone. Maybe look for their owners?

I turned out to be right. Althel was doomed to watch the mechanism of the main gate forever, and there I found her to hand over the arrows. Khloval Dreth was fighting in the yard. I returned the dagger to him; he was delighted and immediately poked them at me, impudent. After some deliberation, I burned the doll on a ghostly brazier. And I also guessed. Desideratus stopped crying about his beloved and returned to duty. Only the greedy orc could not be persuaded. Well, the devil with him. I returned to the count. He admitted that he tried to escape, leaving his subjects to their fate, and handed me his helmet. Covering my face with it, I went out into the courtyard of the fortress and slew the Possessed Fanatic. The ghosts of Vitharn finally rest...

great division

In the village of Split on the border of Mania and Dementia, a strange cataclysm happened. Some fool-wizard divided all the inhabitants into halves - demented and maniacs. The twins fiercely hated each other, wished their rivals death and were ready to pay for it. I lean more towards the Mania side, so I destroyed the dement half of the village, although I think it could have been done the other way around.

classifier

Mirili Ulven of Highcross is obsessed with writing an encyclopedia. To do this, she needed samples of almost everything that grows and runs in the Shivering Isles. To make things easier, she provided me with a list and paid me ten gold pieces for each new ingredient.

Help the hero

Have you heard of the Knights of Thorn? You know, it's a bunch of hotheads led by Count Cheydinal's son, Farvel Indaris. Once I pulled him out of the alteration, but this is not about that. In Hale, I met Pike, a former Knight of Thorn. He did not intend to return to Cyrodiil, but wanted to get back his medallion, which was lost in the Odorous Grove, southeast of the city. That's where I found it, in a chest in the middle of the Grummit camp. In gratitude, Pike gave me Thorn's shield.

Everything is in place

In the south of the Isles there is a rather unattractive place called Fellmoor. Basically, it's a farm. Out of curiosity, I went into one of the houses and found there the Khajiit Raynar-Joe, who was afraid of everything in the world. He refused to even talk to me until I won the trust of his friend Kishashi. It turned out to be quite simple. Five pods - and the cat gave me a spoon, which should serve as a sign of her trust. This time Raynar-Joe spoke: he complained about Sindalvi, the owner of the farm, and asked to steal her notebook, as well as arrange a rout in her home. It didn't work. Sindalvi gave me the book to read after a friendly conversation. And running around, remembering childhood, around the elf's house, knocking cups, plates, bottles and other small things on the floor and throwing fruits at the wall, was also terribly funny.

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