tes oblivion - tips for being a mage

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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + Tips for Being a Mage ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + *1* The first tip I have is, by far, the most important. Make sure you learn it if you haven't already. Save, Save, SAVE! This means save frequently, and save using more than 1 file! I can't TELL you how many times I'll get e-mails with people that have gotten stuck on something, or they run into a bug (Which can be expected with a new game). Often times by reloading to your last save, or a previous save (Provided your last fresh save file isn't over 15 hours old) you can fix a problem. This can help you get out of many jams, including ones where you are suspended from the Guild and need to do the annoying collection quests to get readmitted. Some of you will consider this "cheating" by some stretch of the imagination, but Bethesda encourages frequent saving as well. With a new game like this, do yourself a favor and just do it to avoid yourself some headache, if you want a challenge run the difficulty bar up and get to higher levels... X-Box 360 users, I've been told that your cache memory will often screw with quests if you run into a bug, so not only will you need to reload to a previous save when you encounter a bug, you have to make sure to restart your console and clear your cache, this will fix problems many times. *2* First learn rule numba 1 =) *3* Keep a staff or two handy at all times. If you're a pure Mage, chances are your melee skills will be ghastly. At higher levels, you'll probably run out of magic and get a royal beating if you're not crafty. A good attack staff can finish off any enemies that may be left once your magic is depleated. You can find some in Rindir's Staffs in the Market District of the Imperial City, as well as many other locations such as the corpses of other casters =) *4* Avoid battles with melee enemies if you can, the best way to do this is to keep working on your Destruction skill and learning new spells as you go. I like to find nice long hallways and open spaces when I fight, that way I can walk backwards while I blast, and keep the melee guys out of range. If you have to

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TES Oblivion - Tips for Being a Mage

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Page 1: TES Oblivion - Tips for Being a Mage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Tips for Being a Mage+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*1* The first tip I have is, by far, the most important. Make sure you learn it if you haven't already. Save, Save, SAVE! This means save frequently, and save using more than 1 file! I can't TELL you how many timesI'll get e-mails with people that have gotten stuck on something, or they runinto a bug (Which can be expected with a new game). Often times by reloadingto your last save, or a previous save (Provided your last fresh save file isn'tover 15 hours old) you can fix a problem. This can help you get out of manyjams, including ones where you are suspended from the Guild and need to dothe annoying collection quests to get readmitted. Some of you will considerthis "cheating" by some stretch of the imagination, but Bethesda encouragesfrequent saving as well. With a new game like this, do yourself a favor andjust do it to avoid yourself some headache, if you want a challenge run thedifficulty bar up and get to higher levels...

X-Box 360 users, I've been told that your cache memory will often screw with quests if you run into a bug, so not only will you need to reload to a previoussave when you encounter a bug, you have to make sure to restart your console and clear your cache, this will fix problems many times.

*2*First learn rule numba 1 =)

*3*Keep a staff or two handy at all times. If you're a pure Mage, chances areyour melee skills will be ghastly. At higher levels, you'll probably run outof magic and get a royal beating if you're not crafty. A good attack staff canfinish off any enemies that may be left once your magic is depleated. You canfind some in Rindir's Staffs in the Market District of the Imperial City, aswell as many other locations such as the corpses of other casters =)

*4*Avoid battles with melee enemies if you can, the best way to do this is to keepworking on your Destruction skill and learning new spells as you go. I like tofind nice long hallways and open spaces when I fight, that way I can walkbackwards while I blast, and keep the melee guys out of range. If you have topull them a great distance, do it. At higher levels, you may need all thedistance you can get.

*5*Avoid trying to melee casters, for the reason I just stated above. Often timeswhen you're fighting casters, especially the Necroes you'll meet, theywon't like to get in close quarters with you, they'll often run away if youtry to get close for a stab. A great way to handle these guys is to Paralyze

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them, or Burden them to a point they can't move. Silence will often do wondersfor you here too. If you don't have a way of doing either of these things,then remember to try your COnjuration skill out and summon something to tankfor you, and use Destruction spells to blast from a distance. Your staff willbe a good item to use too if you run out of Magicka. If you're handy withSneak, I do encourage Sneak Attacks though, since they can make battles gomuch quicker, heh heh.

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Joining the Mages Guild+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Joining the Mages Guild*****

There isn't much you really have to do to become a part of the Mages Guild. Ifyou stop in any of the major towns on your map, if they have a Mage's Guildthere, you should be able to join. For purposes none other than my own, I'llstart with the Mages Guild leader Teekeeus in Chorrol. Find him inside theChorrol Guild Hall, and ask him about the Mages Guild. He'll ask if you'reinterested in joining, in which case you should reply with a yes. Boom, you'realready a part of the Mages Guild, no contest you have to partake in like theThieves Guild, heh heh.

You become an Associate within the Mages Guild, and now can begin acceptingquests from the Guild leaders in the other towns. You cannot enter the ArcaneLibrary in the Imperial City though. You need to solicit the recommendation ofeach Guild leader in the towns on your map, when that is done you'll gainaccess. Teekeeus will give you a Mages Guild charter, read it if you wish.Theres a lot of info in there, but nothing out of the ordinary. Basically ifyou commit crimes against the guild, you'll be suspended and may only bereadmitted to the guild if the big-wigs allow it. It also has a list of whichGuild Halls have specializations in which branches of magic. They're listedas follows:

Alteration - CheydinhalConjuration - ChorrolDestruction - SKingradIllusion - BravilMysticism - LeyawiinRestoration - AnvilN/A - Bruma

If you wish, you can now ask Teekeeus about getting his recommendation for theArcane University. Obviously he won't give it to you without doing somethingfor him first, so he'll give you a quest (See the next section).

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Teekeeus's Quest

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*****Quest: Fingers of the Mountain*****

When you ask Teekeeus about getting a recommendation to the Arcane University,he decides he wants you to run an errand for him first. It appears a formermember of the Mages Guild is wandering around town, and it worries him greatly.Apparantly this Earana likes to spread lies about Teekeeus and the MagesGuild, and it seems that Teekeeus and Earana have a bit of a history if youask the other Guild members. Anyway, Teekeeus wants you to find out what shesdoing snooping around town, and find a way to make her leave. Make sure thisis your active quest, then follow your quest marker to find Earana in town.

When you speak to her, ask her about the Mage's Guild and all that, andeventually she'll spill the beans why shes there. Apparantly theres a bookwith some very valuable information to her nearby, to the north of Chorrol.The book is known as The Fings of the Mountain, and was spotted on top ofCloud Top, which is up in the moutains/hills. If you retrieve the book for hershe'll be satisfied and reward you, so go ahead and accept. She mentions thatyou shouldn't mention your encounter to any of the other Mages Guild members...you don't have to though. If you tell Teekeeus right he'll tell you not toreturn the book to her. He believes the book is too powerful, and is worthmore than the petty squabble he is having with Earana.

When you're ready, start heading north into the hills. You should have amarker on your map now pointing out Cloud Top, but you won't be able toinstantly travel there yet. Its not too difficult to find, you'll be able tofollow pathways to get there easily. Just keep following your quest marker andyou'll come to Cloud Top. Near some pillars you should see a charred boy of aman, on the body you'll find the Fingers of the Mountain you were looking for.Take a look at the lovely scenery from on top of the mountain, then click onChorrol on your map and instantly head there.

You now have *4* options as to what you can do with the book. First, you can dowhat Earana said and give her the book. She'll give you instructions on how touse one power described in the book (After you wait 24 hours). If you toldTeekeeus about the book, you'll HAVE to give him the book...but there is a third option. If you told Teekeeus about the book, you can give Earana thebook first, let her study it for a day, then when she gives you the rewardhead back to the Gray Mare in town and you'll find the book locked in her roomat the inn. Take the book, give it to Teekeeus, and the quest is done.

*UPDATE* Theres a 4th option I'm being told that you can use to complete thisquest. If you give the book to Teekeeus first, then talk to Earana, she'll bepissed off. She'll still be willing to give you the reward though. If yousteal the book back from Teekeus and give it to Earana, she'll give you thereward without having to wait the 24 hour period. Thanks to Bob Smith for

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pointing this out.

Any way you decide to finish this quest, you should get Teekeeus'srecommendation for the Arcane University. You should be done with Chorrol nowwhen it comes to the Mage's Guild. You can skip to any of the Mages Guildsin the other towns outside the Imperial City. If you want to continuefollowing this guide in order, lets check out Skingrad, home of Destructionmagic, hee hee.

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Adrieene's Quest+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Skingrad Recommendation*****

When you get to Skingrad, scope out your map to find the Mages Guild. If youhaven't already joined, talked to Adrieene Berene to join the guild, just lookat the information I posted in "Joining the Mages Guild" section to figure outwhat you need to say. When you ask her about getting a recommendation for theArcane University, she wants you to take care of a little matter for her (Gofigure). As it seems, there was an incident...with a member of the MagesGuild. Basically a Scamp summoning spell that went awry. As a result, thisMage named Erthor was kicked out of the Guild Hall. He still comes back twicea week to check in, but he hasn't been back in some time and Adrieene needssome notes he has. She'll tell you to talk to Sulinus Vassinus to find out alittle more information.

Find Sulinus in the Mages Guild Hall, and he'll elaborate a little more aboutthis Erthor fellow. He'll also mention that he is currently living out of aplace known as Bleak Flats Cave. Sulinus won't know exactly where thelocation is, but if you ask Druja the Argonian she'll give you an exactlocation and pinpoint it on your map. She'll tell you to talk to Adrieene oncemore to remind Adrieene that Erthor was banished to the Bleak Flats Caves. Ifyou mention this to her, she'll give you a Weak Fireball spell for free, andsend you on your way.

Bleak Flats Cave is north by north-west from Skingrad's Western Gate (Hows thatfor directions?). If you talked to Druja, you should have a quest arrow youcan follow to find your way there. Prepare for a few battles inside, I raninto 8 or 9 Deranged Corpses/Zombie things which packed a real punch. I waseven wearing Heavy Armor at the time. I used this cave as a way to begintraining up my Destruction and Conjuration abilities, as well as Restorationwhen I needed to heal. I'm sure the monsters within the cave will be scaled toyour level, so you should be able to take them down one at a time if you'resmart. I picked out my targets, used my new Weak Fireball spell, then beganwalking backwards while I casted some more. Eventually if I ran out of Magicka, I moved my way back toward the entrance where I could either step outto heal, or move in a circle while I waited for Magicka so I could blast azombie. The cave itself is very linear, you can't screw it up. There is only

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only path to get to Erthor, the other way is currently blocked by a largeboulder. Make your way through the cave blasting zombies, eventually you'llfind the guy you're looking for. He'll thank you for coming to his rescue, andhe'll ask for an escort back to the Mage's Guild. Go ahead and accept, thenhead out using the western most path (Toward the boulder blocking your pathfrom before). You'll notice a lever that raises the boulder, hit it and youcan take a semi-short cut. Make your way to the entrance, head back to town,and take Erthor to see Adrieene. Once shes convinced hes unharmed, talk to herand she'll thank you for a job well done. If you ask her about the recommendation, she'll mentions that she'll send it to the Arcane Universitysoon.

Another recommendation in the bag, five more to go! You're done with Skingradnow, I suggest picking up some of the Destruction spells here before you leavethough, I'm sure they'll come in handy later. If you don't have the cash, theThieves Guild is a good way to make a little extra coin (Check out my otherFAQ). You can also do some random dungeon crawls by wandering through thewilderness. You also might want to train your skills up a bit so you'reprepared for the future quests. When you're ready to move on, lets make thelong trek to Anvil, home of the Restoration magic masters.

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Carahil's Quest+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Anvil Recommendation*****

When you get to the Guild Hall in Anvil, you'll meet with Carahil, the GuildLeader in this town. She won't beat around the bush with you at all, she'llprobably already know you're looking for a recommendation and mention somethingabout it. Ask her what she wants you to do already, and she'll explain. TheCountil of Mages has entrusted her (Shes putting it off on you) to investigatea string of murders along the Gold Coast. Appranantly a Rogue Mage has beenslaughtering merchants traveling up and down the road, the frost burns on thevictime give him away. The Council won't stand for this, so you must trackdown the Rogue Mage and bring him to justice. You're first location to checkout is the Brina Cross Inn which is north of Anvil, and seek out Arielle Jurardthere. If you continue to pester Carahil some more, she'll probably give yousome frost resistance scrolls. Take them, I have a good feeling we're going toneed 'em. When you run out of topics to ask her about, make your way north tothe Inn. Be on your guard, however, Carahil mentioned the Brina Cross Inn wasthe only link in all of the murders, so it could be a staff member there thatis involved with the homicides.

Make your way to the inn, when you get there look for Arielle. She'll whisperthat you should talk to the inn keeper and rest for a moment until she comesfor you to discuss the plan. Do as she says, speak to the inn keeper and hear

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a little more about the recent deaths. Rent your room, go on up and rest fora few hours. When you look up, Arielle will be there. Speak to her and she'llunveil the plan. You are to rest up, then in the morning you'll make your wayeast down the Gold Coast road. Everyone in the area seems to have heard you'rea merchant, so hopefully you'll be sufficient bait. Arielle and another BattleMage will be tailing you, remaining out of sight. If and when the murdererpresents himself, Arielle and her partner will come to your aid while you tryto seek justice. When you've gotten all the information, rest until 8 or 9AMand head outside. Arielle will already be waiting for you, but don't try totalk to her or the Battle Mage. Whenever you're ready, start heading up theroad. You won't have to go far before you see a familiar face...use thescroll Carahil gave you in Anvil right away, and speak to the person in themiddle of the road. A battle will ensue, but since you have some backup itshouldn't be too rough. When justice has been served loot the body, then makeyour way back to Anvil. Speak to Carahil and she'll thank you for bringingpeace to the Gold Coast, if only for a short time. She'll also mention thatshe'll sign off on your recommendation, so if you've been following my guideyou should be 3/7 done now. Moving on, lets hit Leyawiin to the east, andwe'll work our way north to the other two Guild Halls. Leyawiin is home tolots of Mysticism magic, so whenever you're ready begin the long trek to Leyawiin.

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Dagail's Quest+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Leyawiin Recommendation*****

When you get to Leyawiin, look for the Guild of Mages south of the Chapel.This Guild Hall is a little...strange and disappointing to say the least.It doesn't seem to be a powerful Guild Hall. Nevertheless, begin talking to Guild members and get up to speed on the situation. It seems the current Guild Leader, Dagail, is getting a little senile. She once was a great mage that sawvisions, but now shes fruit loops. If you speak to her (Well, I wouldn't callit speaking, its more like crazy talk) she'll make mention of an amulet. Speakto Agata to find out more about it. It seems Dagail has had these visions forsome time, and she always had an amulet she kept with her to keep herself incontrol. She has lost the amulet though, so now shes a rambling fool. Agatawants you to ask the other guild members if they've seen the amulet. Talk witha few, be sure to ask Kalthar though. He'll make some mention of Dajail'sfather, who was also able to see visions and went slightly insane. Kaltharseemed to have a lot of info...better keep an eye on him.

Go talk to Agata again and she'll make sure to keep an eye on him. Agata wants

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to know more about Dagail's father and if he might have had an amulet on himthat we could use to replace Dagail's old one. Speak to Dagail and you'll findout that her father was once stationed in a fort nearby. Your map should nowupdate, prepare for the long trek, and bring your bashin' sticks and spells.The fort has been overrun with bandits and marauders which are scaled to yourlevel. You could get some good loot from this quest, but you'll also befighting lots of enemies with armor and sharp pokey things. Take whateverprecautions are necessary, check out Rindel's Staves in the Imperial City, ifyou don't have a nice Staff of Fire, or something equivalent, pick one up.

The fort is located south-east of Leyawiin, about the same distance from townas your previous three quest stops. There will probably be a bandit outside,he should be a good test to see if you'll be able to handle what lies below.I pulled out my Weak Fireball spell again and blasted him, always movingbackwards while I cast, and if I ran out of magic occasionally I'd turn myStaff of Fire on him to finish him off. Theres not much to this dungeon, youjust have to take your time and try to kill them one at a time. If you getinto a jam, pull out a Staff for some quick damage to save your skin. Try torely on your own spells though, you need to increase your skill levels so youcan get to better spells. When you enter the fort you'll notice a large metalgate to your right. You can't open this yet, so don't worry about it. You canuse it to escape the dungeon once you're done. Work your way through the fort,heading towards your quest arrow. The location of Dagails father's tomb is inthe Halls of the Fort. While you're in there you'll eventually come to a roomwhere there are several caskets and probably a nasty Minotaur and Will-o-wisp.I treated both these fights just as the previous ones, blasting them while Iwalked backwards. The Minotaur was tough, but no more so than a bandit forme.

When you've cleared the room, loot the caskets and you'll find the amuletyou've been searching for. Don't celebrate just yet though, make sure youheal up and then have full Magicka. As you're leaving the tomb area you'll runinto none other than Kalthar. It seems he was the one that stole Dagail'samulet, to work his way up in the guild. He gets rather angry that you foiledhis plans, and he decides to take him on. This fight may be a breeze for you,it may not. I fought Kalthar at level 16, and I don't think he was scaled tomy level. I wasted him pretty quick and didn't even bother with the pet hesummoned. When you finish him off, loot his body for some items, then leavethe tomb area. Remember that gate near the beginning of the fort that waslocked? If you keep heading in a northern direction from the tomb you'll endup there, another semi-short cut to get you out.

Head back to Leyawiin and check in with Dagail. As soon as you hand her thering she regains her sanity and begins making sense again. She'll leave youwith a few prophetic words of wisdom, then says she'll sign your recommendationfor the Arcane University. As you know, that means we're done with Leyawiinnow, on to the next wonderful side quest. We have three locations leftto check out, hit Bravil since its the closest.

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Kud-ei's Quests+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*UPDATE* Several people have confirmed for me that you do not need to do thisquest to get your recommendation from Kud-ei! It just so happened that whenI first spoke to Kud-ei it was at night, and she didn't seem to want to talkto me about any recommendations at that time. If that happens to you, you'remore than welcome to use this guide to help you do the quest. I'm going togo ahead and leave this in here for now. Thanks to Caffo for being the firstto point this out.

*****Quest: Through a Nightmare, Darkly*****

When you get to Bravil, the Mages Guild will be south of the Chapel. Not muchto do with the other guild members, so go straight to the head of the chapter,Kud-ei. If you've spoken around town at all, you might have heard in rumorsthat Kud-ei was in desperate need of some help. You can't ask her about arecommendation yet, shes much to worried about her friend, Henantier. Agree tohelp her out, because it seems no one else will and we need her recommendation.Speak to her about Henantier, and eventually she'll come out and say that herfriend isn't missing, she knows exactly where he is. As it turns out, her friend was a study mate with her in the Mages Guild, and he likes to performexperiments in his own home, which is against the rules of the Mage Guild. Hehas never been one to follow the rules, so even though hes on the brink ofbeing thrown out, hes gotten into a jam once again. Tell Kud-ei you'll helpher, then follow her to Henantier's house.

When you get inside, you'll find Henantier upstairs asleep...or so you think.Henantier is actually trapped in a Dreamworld, he got there by creating a magicamulet that would let you control your dreams, and take all the skills from thereal world with you. Basically he wanted to use this place as a training ground to hone his skills. Your mission is to take the amulet, head into thisuncharted Dreamworld yourself and rescue Henantier. Kud-ei can't go becauseonly a stranger will be able to get through to him, otherwise he'll dismissanyone he knows as figments of his imagination. So, when you're ready, Kud-eiwill remove the amulet from Henantier and give it to you. Place the amulet onyourself and go to sleep on the other bed in the room. Make sure you make afresh save before going in, and a few while inside.

When you come to, you'll be in Henantier's Dreamworld, or a nightmare to becorrect. It seems hes gone slightly made inside, and he has no idea why hesthere, how he got there, etc. If you notice, when you arrived in the Dreamworld you came naked and can't cast any of your spells. Talk about crippling a character! Henantier lost some items (Like his mind) and so weneed to go around his Dream house and go through a series of tests beforewe can get out of there. Know that if Henantier dies while you're in theDreamworld, you will die too!

I began with the Test of Perception, located on the same floor you begin on.Take a look at the window, and you'll notice the gate there which should be

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this test. Go inside, and you'll be in a large cavern-like area with afloating stone walkway. To your left you should see a container calledPerception with a torch inside, go ahead and grab it (You don't have anythingelse anyway). You must follow the glowing red crystals to get to the purpleorb you see floating up to your left. There will be many traps and such asyou progress through this place, and you can get hurt so watch your footing.The first thing you'll notice is swinging blades to your right. Time yourmovements so you avoid getting hit, then slide ahead to the next task. Therewill be two things on the floor ahead, one springs a trap of falling bouldersand one is a device that spews out harmful gas. Stay away from both of theseas best you can. The next section you'll have to be very careful, largeguilotines will drop down from the sky! Wait for them to drop, then as theyraise back up move on through. Be careful though, as you get to the last onethere will be another trap on the ground that drops boulders. The next sectionwill have several buttons that will trigger a crystal to fire on you when youstep on them. It should go without saying that you should avoid these too =)Finally you'll get to the end where the orb is, grab the Perception and you'llbe taken out of this first test and back to Henantier. He doesn't seem tooperceptive yet, so we'll have to move on to the next test. If you got hurt atall during this test, you can go downstairs in Henantier's house and grab somehealing potions from a cupboard that says "Heal Yourself."

Go ahead and do the Test of Courage next, this one is easier than you mightthink. This test is downstairs on the first floor, through a wooden door toyour right once you get downstairs. This test involves a lot of swimming, andyou may get disoriented while you do it, so make sure you make a fresh save before you go down just in case. When you first get inside you'll find abox to your right, grab the Potion of the Sea inside. Head forward and you'llfind a waterway that eventually gets deeper and you'll have to dive below.This waterway will travel straight ahead at first, and gradually will shiftdirection so you're swimming straight downward. You can drink the Potion ofthe Sea before you dive in, or you can wait for your air to expire a littlebit before you take a sip. About halfway down you'll find another containerwith another Potion of Sea inside, grab that on your way down, you may or maynot need it. Keep diving down and eventually you'll find a door that leads tothe Grotto of Courage, with a red orb. Grab it, test is done.

The next test I chose was the Test of Patience, or as I like to call it, the Test of Following a Map. This test is back upstairs, its a small door near thebed. When you get inside there will be another container for you, this onewill hold a Mysterious Scroll. This will be your map so to speak for the trapsthat lie ahead. It does in order of the traps you find, so the first diagramwill be for the first trap, second diagram = second trap, etc. The key tousing the diagrams is to figure out which symbol is the "safe" symbol. Upahead you'll notice several pillars and tiles on the ground. If you look atyour diagram, you'll notice there are as many tiles as there are symbols onyour scroll. The key for the first trap is to look for the symbol on yourscroll that looks like a backwards comma ( , ). If you don't laugh at my ASCIImap here, I'll show the path you need to take along the tiles:

---------|*| | | |---------

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|*| | | |---------|*|*| | |---------| |*| | |---------

The next set of tile traps is a little farther ahead, and this one is a littlemore difficult. The symbol for this one looks like a "4." Heres another map:

-------------| | | | |*| |-------------| | |*|*|*| |-------------| |*|*| | | |-------------| |*| | | | |-------------| |*|*|*| | |-------------| | | |*| | |-------------

Alright, you should be able to see the orb in front of you now, only one moreobstacle to tackle! This set of tiles will have you going all over the place,and theres a few pillars in the middle of this one. If you happened to runyour way through the last two traps, chances are you won't have the health tomake it through the 3rd, heck, you probably can't make it through anyway. Thesafe symbol for this one is one that kinda looks like a + sign with a crown orflower upon it. Heres the map for this one:

-----------------|*| | | | | | | |-----------------|*| | | |*|*|*|*|-----------------|*|*|*|*|*| | |*|-----------------| | | | | |*|*|------- -------| | | | | |*| |-----------------| | |*|*|*|*|*| |-----------------| | |*| | | | | |-----------------| | |*| | | | | |-----------------

If you have some amazing jumping power, you probably could take some short-cutsthrough a few of these, but I just thought I'd put up the easy safe routes foryou. Anyway, once you're through the final maze you'll be at the orb. Grab itand the 3rd test is done. You'll be wisked back to the crazy Henantier, onetest left to go. Downstairs is the ominious Test of Resolve.

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This test is rather simple, well, all of these tests aren't too bad comparedto the last one in the fort. When you get inside this test, look for yourfriendly container. Inside you should find some very good armor, there willbe full sets of both Ebony and Elven mail for you, choose which ever you'remost skilled with ( Heavy or Light armor ). There will also be some weapons,choose whichever you're most suited with. I picked up the Staff of Lightningfor some quick, powerful blasts from a distance. Don't worry if you can'tcarry all of this, you'll lose it all when the Dreamworld is over. Be sureto equip all your gear, then head through the gate into a Colliseum likeatmosphere. Inside you'll find two Dreamworld Minotaurs, shouldn't be tootough. If you have a staff, move backwards and blast them into Oblivion. Ifyou don't use the staff you'll have to stand toe-to-toe with them, somethingI decided against. When you're finished with them, a set of stairs will moveup, leading you to the Orb of Resolve. Rather easy, eh? If you've collectedall the orbs at this point, speak to Renantier and he'll regain full memoryof what has happened. You will both wake up then, the nightmare being over.Henantier will thank you for everything you've done, and although he doesn'thave any coin he'll give you a few scrolls. If you speak to Kud-ei again, sheseems to have some more odd jobs for you before she'll prepare yourrecommendation. Speak to her again, and she'll give you a quest.

*****Quest: Bravil Recommendation*****

So Kud-ei has some more problems. I'm not positive, but you may not even haveto help her with the Henantier quest. If you haven't heard around town thatKud-ei has a problem ( Meaning you haven't asked people about any Rumors ),you may be able to skip right to this quest. As it turns out, one of the Guildgirls, Ardaline, is getting pestered by a man named Varon Vamari. Hes gone sofar to steal her Mage's Staff. Shes a little shy and doesn't know how to talkto people, so Kud-ei wants you to approach Varon and take the staff back forher. Just keep asking Kud-ei about Varon, the Mage's Staff, and Aradaline andshe'll fill you in on all the information you need. She'll also give you aCharm scroll to use on Varon, that way you can persuade him to give you thestaff back.

Once you have the quest and the scroll from Kud-ei, check the quest arrow onyour map or radar to find Varon. Hes probably in Silverhome on the Water, butif not just follow the quest arrow. When you find Varon you can persuade himto raise his disposition, you can use the charm scroll Kud-ei gave you, and/oryou can do a combination of both. Either way, talk to him about Ardaline andher staff, and you'll find out what happened. Varon likes Aradaline verymuch, but whenever he talks to her about it she won't say anything so it madehim angry and he stole her staff. To make matters worse, he didn't know how togo to her and apologize and return it, so he sold it instead! What a great wayto show your affection. Anyway, he says he sold it to his friend Soris Arenimin the Imperial City, in the Talos Plaza district. Go back and talk to Kud-eiand she'll give you a few more charm scrolls before you leave. Head straightto the Talos district or wherever your quest arrow points for Soris. I triedto persuade and charm him, but it seems he paid good money for the staff andhe wasn't willing to part with it. Looks like we'll have to do this using mypreferred way, steal it. Find a way into Soris's basement, either by sneaking

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or wait till hes not watching. You're going to have to pick a few locks, soeither have a spell or scroll handy to do so, or hopefully you're handy with apick. The staff will be in a dresser with a Hard lock, open it up and grab thestaff. When you're finished, head back to Bravil and present the staff toKud-ei. She'll make sure she passes the staff along to Ardaline, and she'llthank you for all the work you've done. She'll also give you a low levelCharm spell you can use, not a bad way to boost a magic skill. She'll alsosay you've earned your recommendation, yay! If you've been following alongwith the guide, there should be only two more recommendations to seal beforewe're through, so pack your bags and get ready to hit Cheydinhal.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Falcar's Quest+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Cheydinhal Recommendation******

This quest is pretty easy and won't take too much explanation, so I'll make itquick. Find the Mages Guild south-east of Cheydinhal's Western Gate. You'relooking for Falcar, the head of this particular chapter. He may not always beaccessible, sometimes hes down in his room in the basement, behind a door thatis locked by a key. Wait around till morning or midday and you'll find him.He doesn't seem to keen on signing a recommendation, but tell him you're readyand he'll give you a task anyway. Falcar wants you to return a ring to himthat another Associate happened to lose, but this isn't just your ordinaryring, this is a Ring of Burden Falcar was experimenting with. He thinks theAssociate that lost the ring did it on purpose and threw the ring in the wellbehind the Mages Guild. He wants you to return the ring, and tells you to talk to Deetsan if you want a key to the well.

Go find the Argonian, Deetsan, wandering around the Guild Hall. If Falcar isstill in the immediate area she won't give you the key, so just wait aroundtill he goes back downstairs, or Deetsan moves somewhere else. Shes rathersurprised Falcar gave you this task, as the last Associate to attempt thisnever returned. Deetsan warns you to be careful, and try to find out what happened to the other Associate, Vidkun. She'll give you a scroll or spellthat helps you to water breath, as well as an added bonus of a Feather spellso the ring doesn't have as much of an affect. I should warn you that if youdon't have at least 150 lbs. free in your inventory, you should make roomanyway. If you can't cast the spell yet, you'll need the room to carry thering because its heavy! After Deetsan gives you the key, head around back tothe well and jump in. Use the spell she gave you if you can, then beginlooking for a floating body. Looks like we found our Vidkun, he must havegotten encumbered and couldn't swim anymore and drown! Nab the ring off him,grab the alchemy room in the other corner of the well if you're collecting it,then return to the stairs you came from to exit the well.

*UPDATE* Its been brought to my attention that you don't need to take the ringback to Deetasn at all! All you have to do is pick the ring up once off the

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body of Vidkun, and your quest should be updated, nothing more to do. To thosepeople that entered the sewers, didn't get the ring, then came back 3 days ormore and Vidkun's body was gone...I can't help you =( This may be a bug, butI think his body vanisheds like anyone elses after a few days. Your bestchance to complete the quest is to use a resurrect command from the console.Thanks to Carro for the information on the ring.

When you return to Deetsan (Falcar isn't around) she'll let you know somethingbad has happened. It looks like Deetsan approached Falcar about the task hegave you, because she felt it was too dangerous and Falcar has been a realjerk lately anyway. He started spouting some gibberish and told her that theGuild was all going to pay, then he stormed off. She wants you to check outhis room and look to see if he wrote your recommendation and look foranything unusual that migth be down there. Head downstairs, Falcar's roomwill be the door on the left among the two. Inside you won't find arecommendation, but you will find a locked dresser. Open it up and you'llfind two Black Soul Gems...hmmm. Take them to Deetsun, she'll be veryworried about this. She says in lieu of what has happened, she will writeyour recommendation, it should be enough to convince the Council. She'llalso include the mysterious Black Soul Gems. One more recommendation to go,now we just need to head to Bruma.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Jeanne's Quest+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Quest: Bruma Recommendation*****

OK, there was one recommendation I was going to overlook, the one in Bruma. Ifigured you only needed the six from the towns that specialized in the six forms of magic. Anyway, go head out to Bruma and find the Mage's Guild in thenorthern part of town. Talk to Jeanne Frasoric here, the current Guild Headfor this chapter. She'll seem a little different than previous Guild members,she doesn't seem like the bookworm type. Anyway, she'll be happy to help youwith a recommendation, but first she wants a small task from you. This questdoesn't take long either, believe me. She wants you to find a Guild membernamed J'skar. It seems he disappeared a few days ago, and if she doesn't findhim soon and a Guild representative shows up, it won't look good on her. Shesuggests asking around the Guild Hall to find out what you can.

You can speak to the alchemist, Selena Orania. She'll know about a trickJ'ksar is playing on Jeanna it seems, and she also knows that Volanaro isinvolved somehow. Go seek out Volanaro, and if you look beside him you'llprobably see an invisible J'ksar standing there. You're going to have to boostyour disposition with Volanaro if hes going to fess up anything, so do somepersuasion and/or use a Charm spell or scroll on him. Eventually he'll admitthat he'll help you find J'ksar, but first he wants you to help him play aprank. He wants you to go upstairs to Jeanne's room and look a Spellcraftbook from her desk. Agree that you'll help, and head off to Jeanne's bedroom.The book is in her desk, protected by an easy lock. Pick the lock or cast a

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spell on it and grab the book. If you check it out, it seems to read like"The Idiot's Guide to Spellcrafting." Head back to Volcar and give him thebook in the Living Quarters after 10PM. He'll thank you, then J'ksar willremove the spell of invisibility he had on. It seems the two Guild membershate the way Jeanne lords over them when her knowledge of spellcraft is ratherlimited, so they like to play pranks on her to make up for it. Since theyhad to end their current prank, they decided stealing her Spell book wouldbe a great way to start a new one. In any event, you're done now, go talkto Jeanne again and let her know J'ksar is visible again. She'll thank youand provide you with your recommendation.

If you've been following the guide, Booya! We should have all of our recommendations now. Time to check out what goodies the Arcane University has in store for us. Make a trip to the Imperial City, you'll find the Arcane University in the south-eastern part.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Arcane University+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

When you get to the Arcane University, you should have recommendations from all7 Guild Halls throughout Cyrodiil. Head into the Arch Master's Lobby and lookfor Raminus Polus. He should acknowledge right away that you've received allyour recommendations. Speak to him about the Recommendations and he'll givehis congraduations and welcome you to the Arcane University. You are now ableto make your way around the place, but you have something to do first. Raminusgives you the Robe of the Apprentice and promotes you to Apprentice for gettingthis far (About time we got a promotion, heh heh). He also tells you thatevery good Mage carries a staff, so its now time for you to get yours. Hepoints out a place called the Wellspring Cave, which is due north-east. Hesays you should seek out Eletta and Zahrasha there, they tend to the place andwill have an unfinished staff for you to collect. Once you have one, you'llbe able to enchant it with whatever you wish.

*****Quest: A Mage's Staff*****

Head to the Wellspring Cave, and be prepared for a fight. If you haven'tpicked up an attack staff of any sort, like the Staff of Fire at Rindar'sin the Market district of the Imperial City, you should probably get one.Inside the cave you'll find Zahrasha's dead body, and a Necromancer next to it!The Necro will waste no time attacking, so pull out whatever attack magic orweapon you have and lay into him/her. You're going to have to contend withlots of Necroes here, so that means lots of fights where its you against 2 ormore attackers, so be prepared for dodging and try to focus on bringing theNecroes down quickly, don't worry about the pet. If you get low on Magickaand can't melee attack, run around the room a bit to avoid the Necro and hispet while your Magicka builds back up. Once you finish off the first Necro,

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be sure to loot Zahrasha's body once to get a quest update, then again toreceive a key off her. There will be 5 or so other Necroes in this cave, killthem all and then heal up.

At the end of the cave you'll find a locked door that requires the key you got.Make sure you're prepared for another fight, this time you'll probably have tofight two Necroes at once, as well as any pets they summon. If you have spellsthat target a radius area, you may be better off using those, or a staff witha strong attack. By the way, try to avoid falling off the side of the island,as there seems to be no way you can get back up if you do wander off it. Ifyou do happen to fall, you'll have to run all the way back to the WellspringCave again. There will be one other Necro outside when you finish off thefirst two, kill it and you should receive a quest update. Make sure you checkout Eletta's body, then look at the stone chest in the middle of the island.You should find the unfinished staff you were looking for. You should be donehere, return to Raminus in the Arcane University and give him the bad news.

Raminus is rather shocked the Necromancers have made such a bold move lately,and hes sorry to hear of the murders of Eletta and Zahrasha. He'll tell youthat you should go ahead and get your staff enchanted, so he tells you to seeDelmar in the Chironasium. If you enter the door to the Arcane University area(Previously inaccessable to you), the Chironasium will be the second door fromthe right. Go there and talk to Delmar. This is where you get to do someenchanting, sweet. Talk to Delmar and he'll be ready to enchant your staff foryou. He'll ask what kind of staff you want, the choice is up to you. I wentahead and compiled a list of what staves he can make you, you can thank melater, heh heh.

*UPDATE* It seems that the stats on these staves are not true for all! Itseems they are related to your player's level. For instance, Andrew Yin toldme the Staff of Soul Trap he received was a 20 second Trap, not a 40. Idoubled checked by doing the quest again and came up with 40 once again. So,I'm lead to believe this quest will be different for each of you, sorry Idon't have any information for other levels =( These stats I'm posting areonly for a player in the level 17 range:

School of Destruction StavesStaff of Fire - 80 Fire Damage to Target - 40 ChargesStaff of Frost - 80 Frost Damage to Target - 40 ChargesStaff of Lightning - 80 Lightning Damage to Target - 40 Charges

School of IllusionStaff of Paralysis - Paralyze Target for 8 seconds - 40 ChargesStaff of Charm - Charm 25 pts for 25 seconds - 40 ChargesStaff of Silence - Silence a Target for 15 seconds - 40 Charges

School of MysticismStaff of Soul Trap - Soul Trap a Target for 20 seconds - 40 ChargesStaff of Telekenisis - Use Telekenisis 40 feet 40 seconds - 40 ChargesStaff of Dispel - Dispel Target 40 pts - 40 Charges

Choose whichever staff you which, I went with a Staff of Lightning, mainlybecause I already had a weaken Staff of Fire. Call me childish, but that 80damage and 40 charges was just too much to pass up. Granted, when your staffruns out of charges, its going to be very costly to repair (Or require some

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serious Soul Gems), but I thought it would come in handy for some fights. Wait24 hours and Delmar will have your staff done, he'll put it in the cupboardbehind him. Take it, and the quest will be done. Go talk to Raiminus tocontinue on.

*****Quest: Ulterior Motives*****

When you check back in with Raiminus, he'll have another task prepared foryou. If he hasn't already, he should make you a Journeyman, congrats.He wants you to head to lovely Skingrad and speak with Count JanusHassildor. If you are unfamiliar with Hassildor's nature, hes a well knownvampire (A true to life Count Dracula, eh?) Anyway, Raiminus wants you tocollect a book from him that the Arcane University gave him awhile ago and hehasn't returned. Raiminus will probably also mention that Mercator Hosidus isthe Count's steward at the castle, so you should look for him first when youarrive in Skingrad.

Head off to Skingrad, which you'll find west of the Imperial City. Head up thetrail to the castle, and look for Mercator in the Skingrad Castle County Hall.My, this guy is a bit arrogant and rude, isn't he? He'll see that you're fromthe Mage's Guild, and will be less than thrilled about it. He'll mention thatthe Count doesn't want any visitors, but he'll try and convince him otherwise.He'll then ask you to return in one days time. If you want, plop a squat rightthere in the County Hall and wait for 24 hours. When a day has passed, Mercator should still be in the room. He'll approach you and say the Count hasagreed to visit with you, but he'll only see you after 2AM, and he wants you tomeet him outside the West Gate of town, north of the Cursed Mine...hmm...meet avampire outside at 2AM away from the guards...sounds like fun. Just make sureyou're not late.

I showed up at 1:30AM, just wait by the quest marker if you feel like it.Shortly after 1:30 I noticed Mercator approaching me, with two black robedfigures coming behind him. This doesn't look good. Mercator will tell you henever intended to contact the Count about your meeting, and that Mercator wasin league with Necromancers, which obviously don't care for the Mage's Guildtoo much. He then lets you know that he'll dispose of you now, but he'll makesure to use your corpse as a pet later. How wonderful! Well, its going to be3 on 1, not counting any pets the Necroes summon, be prepared. Mercator willstart swinging at you first, I suggest summoning a Scamp or something to keepa few of your enemies preoccupied. Sometime during the battle a man will cometo your aid, and by some surprise its the vampire Count himself. I suggestwatching where you swing/cast your spells in this battle, I've been able to hitthe Count a few times and get away with it, but I'm sure he won't be so happyif you stab him a few hundred times. This can be a tough battle, I mostly ranaround the general area, trying to break up the necroes and Mercator so Icould finish them off one at a time without hitting the Count (who doesn'tseem to help you much). I summonded Scamps and Zombies to help do somedamage and tank for me, and when I had any spare Magicka I healed. Use your

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new Mage's staff if you have to, one with damage will help greatly in thisbattle, one with Paralyze or Silence can also be useful.

When you finish off all three enemies, the Count will speak with you. As itturns out, thie was never about some "book" to begin with, if you didn'talready figure that out. The Mages Guild wanted you to check in on theCount because there were rumors of Necroes in Skingrad. The Count willexplain a little more, convinced that you had no idea why you were reallythere to begin with, and you should be convinced he wasn't working withNecroes. You will then part ways, and head back to the Arcane University.

Speak to Raiminus again and let him know what happened with the Count. He'llapologize that he didn't let you know exactly why you were going, but it seemsthe Mages Guild has an alliance of sorts with the Count. The Count may be ableto hide the fact from most people that hes a vampire, but the Mages Guild cansee through him. To protect himself, the Count struck up an accord with theGuild so both parties could mutually work together. Its a shacky alliance, sowhen word of Necromancy in Skingrad was heard, the Council of Mages wantede tomake sure the Count was still on the up and up. Anyway, Raiminus will give youa nice new necklace you can wear, a Spelldrinker Amulet which will provide youwith a constant 18 pts. of Spell Absorption as you wear it, sweetness. On topof that, he'll promote you to Evoker if you ask him, we're movin' on up in theworld! He'll have another task for you, so speak to him whenever you're ready.

*UPDATE* This amulet may not be 18 pts for you, as this item seems to be levelrelated like the staves are. If you're near level 17, your amulet should haveabout 18 pts on it like I've reported, otherwise it will be different =)

*****Quest: Vahtacen's Secret*****

Raiminus will have another task for you, but he wants you to talk to IrlavJarol to get the details. You can find Irlav on the 2nd floor of the ArchMage's tower there, so use the portal to go on up. Speak with him, and he'lltell you that hes been unable to check on a little side project of his, due toall the craziness with the Necroes lately. He wants you to go to Vahtacen forhim and check up on things, to see if you can help the research going on there.Vahtacen can be found south of Cheydinhal, west of the Reed River on your map.Before you go, I suggest you have 4 spells in your inventory, or find thembefore you take off. You'll need some form of fire attack spell, an ice attackspell, a spell of Fortify Magicka that works on a target, and a spell of DamageMagicka that works on a target (Theres one called Sever Magicka that works).When you have 4 spells of these kind, go ahead and head to the cave.

Inside Vahtacen you'll need to seek out Skaleel first, an Argonian with theGuild. She'll be skulking because Irlav has been neglecting their research,unable to come himself to help out. She also feels that her talents would bebetter spent elsewhere...yet she can't solve this simple puzzle =\ Anyway,listen to her groan for a bit, then go look for Denel further down. He'll be

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doing his best to decipher the Ayleid Symbols on the walls, but he can't getanywhere without the book Skaleel possesses. Go back up and convice SKaleel tohand over the book, then return to Denel. Now we can begin to take care of thepuzzle. In the next room you'll notice a large pillar (Its really a giantkeylock). You'll also notice four crystals nearby, each with a little phrasethat goes along with it. Check out each of the phrases for the 4 crystals, andthen ask Denel to translate each of them. They'll go basically something likethis:

av molag anyammis - Fireav mafre nagaia - Frostmagicka loria - Damage Magickamagicka sila - Fortify Magicka

So, you can guess what you need to do now. First go to the crystal that isknown as "Fire" or "av molag anyammis." Cast your fire spell at the pillar,and you'll notice it begin to move. Next go to the crystal known as "Frost" or"av mafre nagaia," and cast your Ice spell of course. Third, check out thecrystal for "magicka moria" and cast your Damage Magicka spell at it. Finally,go to the last crystal and cast your Fortify Magicka spell at the pillar. Thepuzzle should be solved now, speak with Delen a moment and he'll ask you tobrave the depths of the Ruin and find something of value, so we don't returnto Irlav empty handed. There are a few beasties down below, mostly justseveral Wraiths, but nothing that you shouldn't be able to finish off withyour magic and Staves.

First you'll have to fight a few Wraiths, no big deal. You'll come to a roomafterwards, take a look at the floor. You'll probably notice a large tilein the middle of the room with holes in it...don't step on that, walk aroundedge of it. If you stay on the tile too long in the middle, it will actuallydrop down pretty far onto a bed of spikes, lovely. Continue on, the ruin ispretty linear here, so just keep going forward. You'll have to hit a buttonor two to open the way forward, and maybe open up some crypts with Wraithsinside. Eventually you'll come to a room with large cages suspended from theceiling, your quest arrow should point to the middle of the room. I don'tknow for sure what exactly the cages were for, other than for show, I just madesure I watched where I walked =) If you walk to the back of this room, on the2nd floor you'll find a button. Hit it, and stairs will drop down in thecenter of the room. If you climb those stairs you'll find the item you'relooking for, an Ancient Elven Helm. You may or may not need to hit the buttonnext to the Helm to acquire it, I hit the button and was hit with a magic trap,but I assume you can just take the helmet without hitting it.

You're done here now, theres two ways out of the place. You can head back theway you came I believe, or you can head back to the 2nd floor where you hit thebutton to drop the stairs, and you can take a short-cut back. You will have tofight a couple battles on the way out if you take the short-cut, one was a

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nasty battle with a Nether Lich which you may want to avoid. When you get backup to Denel, show him what you found and he'll want you to show it to Skaleelas well. The Argonian will be surprised we actually figured out the puzzle(No thanks to her), and she'll tell you to head back to Irlav. I was halfexpecting to get jumped by Necroes or even Skaleel herself down there, but itseems everything was hunky-dorey. Exit the cave, then head back to the ArcaneUniversity and talk with Irlav. He will thank you for doing his dirty work forhim, and he'll tell you to go talk to Raiminus again. If you ask Raiminusabout Advancement at this time, he'll promote you again to Conjurer, woot. He'll also present you with some nice Robes of the Conjurer, which provide aconstant 5 Bonus points to your Intelligence and Willpower, as well as 6 pointsto your Conjuration and Destruction. How nice is that? This robe may have slightly different stats for you, as it may be level related like the previous Mage rewards. Speak with ol' Raiminus again and he'll have another task for you when you're ready.

*****Quest: The Necromancer's Moon*****

Raiminus and the Council need more information about the Necromancers, but itseems Tar-Meena in the Mystic Archives has been rather swamped lately with allthe requests shes been getting from the Council already, so Raiminus wants youto ask her about something more specific. He wants you to find out somethingabout the Black Soul Gems we discovered in Cheydinhal with Falcar. Head onover to the Mystic Archives then, I believe its the 2nd door from your leftwhen you enter the Arcane University. Speak with Tar-Meena, and she'll tellyou some more how busy she is and asks that you find the book yourself causeshe has no clue where its at. This one is easy, if you look to your rightif you're just entering the Mystic Archives, you'll find it on a desk in frontof the bookshelf. Pick it up, read it if you like, then speak with Tar-Meenaonce again. Blah, blah, blah, listen to what she has to say, then foot it onover back to Raiminus. You know, it would be nice if the Arcane Universitywould provide some transporation around campus, maybe a bike or a golf cart.Anyway, eventually you'll have to speak to Bothiel about the Shade of theRevenant I believe. You'll have to follow your quest arrow, but when I foundher she just happened to be standing next to Raiminus at the time. She'llprovide some clues on the subject, as well as a note she happened to findthat Falcar left behind. Speak with Raiminus once more, and he'll want you tocheck out the Dark Fissure, one of the places listen in the Necromancer's Moon.There will be Necroes there, if you couldn't tell, so prepare for a few battlesby recharging your staff, making some room in your inventory for loot, whateveryou have to do. To get there, its actually just east by south-east ofVahtacen, which you just came from. You can Fast-Travel to Vahtacen if youwish to save yourself some time, but the Dark Fissure is kind of up in themountains, so you may need to do some climbing. To get there, I kind of tooka round-about way. I went north-east from Vahtacen through Hero Hill, and upto an old fort. From there, I traveled south and south-west over the mountainsuntil I was just above the Dark Fissure. I then slowly walked my way down themountain and to the alter and cave entrance.

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*UPDATE* The mob you're looking for in this cave is called a Worm AnchoriteI believe. He/she should drop a "Handwritten Note." I think I found herright inside the door, once you get the note you don't need to go any further.If the note doesn't drop off anyone, your game may be bugged! Reload froma previous save and try again. Also, as far as I know, it doesn't matterwhat day you go to cave to get the note. Some people thought they might haveto wait for the Heavenly Lights to appear or something, don't worry about it =)

As soon as you get inside, you'll probably be able to see two Necroes rightaway. One may be called a Worm Anchorite, this is actually the only mob you'relooking for in the whole place. I got REALLY annoyed with these guys, Idecided to go melee on them since they were squishy cloth wearers, and theyinsisted on running away from my aweome magical power and staff blasts...a lot.These guys wouldn't stand still for me for a second, they liked to summon acreature to hack at me, while they ran screaming the other direction, with meswinging my Elven shortsword with fire in my eyes. Anyway, enough imagery foryou. If you drop the Worm Anchorite and loot the body, you should find aHandwritten Note, which should update your quest info and tell you to returnto Raiminus already. You can wipe out the rest of the Necro cave if youfeel like it, I did. I didn't find anything of great value, but I decidednot to continue on deeper into the Dark Fissure Caverns, which is througha door to the right once you enter the Dark Fissure cave itself.

Return back to Raiminus whenever you feel like it, and present him with the note you picked up in the cave. The quest is now done, if you ask him aboutAdvancement once more he'll promote you to Magician, wooooo! No sweet gear forMagicians it seems though, we're stuck with our amulet and robe. At this timeRaiminus has no more quests for us, if you ask him about tasks though he'lltell you that Arch Mage Travel wishes to speak with you now, he has a task foryou. Seems your great achievements haven't gone unnoticied, you're gettingsome serious attention around here now. Arch Mage Traven can be found upstairsusually, so take the portal to the 2nd floor whenever you're ready to speak tohim.

*****Quest: Liberation or Apprehension?*****

Arch Mage Traven has a very important mission for you at this time. It seemsthe Mages Guild sent a spy into the Necro cult in an attempt to gain moreinformation from them. It seemed this plan worked well at first, but recentlythe information has stopped coming in. You are asked to find Mucianus Alias,the spy for the Guild, and hopefully bring him back safely if possible. As itturned out, the Coucil was already worried something wrong happened, and theysent 3 Battle Mages in to get Mucianus out. Traven wants you to go to makesure the Battle Mages do their jobs and don't jump to any conclusions aboutMucianus turning traitor on you. Your destination is Nenyond Twull, which islocated south of the Imperial City. If you don't have a Silence or Paralyze

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spell by now, it may pay off to get one. If you want, take the road from Braviland head north, the road will almost take you right to the Ruins you'relooking for. You'll pass two inns along the way, one will be the Inn of IllOmen.

When you get to the ruins, the first thing you'll run into is one of the BattleMages...and he doesn't seem to be in the best of spirits. It looks like hespretty certain Mucianus has turned traitor, and hes pretty paranoid about thesituation hes already in. After getting a little jumpy with you and explaining what has gone on so far, he asks you to accompany him back into theRuins to bring Macianus out and escape quickly. Well, don't follow too closelybehind him, you may find yourself a little flatter if you do. Avoid the trapas best you can, you can usually dash to the little cubbies on either side ofthe trap before it launches itself back into the air, then when it comes backdown run to the other side. The rest of the dungeon is pretty straight forwardas usual. There will be a lot of Necroes inside, and once again they LOVE torun from your awesome might, and at the same time infuriate you. This can getvery dangerous fast though, they can easily get away from you and bring help ifyou're not careful. I suggest trying to Paralyze them if you can, which shouldhelp your odds a bit, or at least Silence them to keep them from casting onyou or summoning. If you have a blade and some decent strength, you canusually bring down the Necroes fairly easy, if they're not running for theirlives. They like to heal, so when they get low on life try and finish themoff quick, or hit them with another Silence spell to avoid it.

Halfway through the dungeon you'll find a door with a White Tree on it. On theother side you'll meet a woman whom you can deduce is the leader of thisparticular group of Necroes in this lair. She isn't very tough, but she talksa mean talk. Use the same strategy on her that you've used on the otherNecroes. Keep pressing forward, in the next room you'll probably have to takeon 2 or 3 creatures at at time. I had a clumped group, a Necro, Wraith, andSkeleton Hero. If you run into the same pairing, my best suggestion is totry and take out the Necro quick with some powerful spells, or your staff.After that, run towards the door to this area to heal up, the Skeleton willprobably follow. You can blast him with your staff if you want, these guysare usually pretty tough. Hopefully the Wraith didn't follow you to the door,if he didn't then once you finish off the Skeleton it'll be a one on onebattle which shouldn't be too bad. After this battle, there should only beone more thing to left to do...find Mucianus.

If you look ahead, there will be a button on the wall, push it and it will lead to a room with a zombie...err...Mucianus. Apparantly he either decided the zombie life sounded fun, or the Necroes turned him against his will. In any case, you're going to have to finish him off to complete the mission. Mucianus has a LOT of life, that or his skin is super thick. This was a tough battle for me, as I found myself resorting to my Mage Staff an awful lot. My best suggestion is to run him up and down the hallway you used to get to him. Blast him with spells while walking backwards, then run around and let your Magicka refill while you wait. Heal when you need to, just keep blasting him while you're walking back. Eventually he'll

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drop, and your quest will update, telling you to head back to the Arch Mage. You can use the door to the left before Mucianus's chamber to exit quickly. One thing you should remember when exiting...don't forget about the trap inthe beginning of this ruin! On the way out I ran into one more running Necrothat activated the switch to open the short-cut, and its almost as if he triedto lead me to the trap...he ran right over it himself. If I haven't alreadysaid it, be sure to save frequently and on different files =) Wouldn't want todie at the end and you haven't saved since you entered the place.

Head back to the Arcane University and speak with Traven. He'll be sorry tohear about Mucianus and the many lives that were lost today. He'll tell youto go talk to our buddy Raiminus downstairs about Advancement before speakingto him again. Raiminus will promote you to the Warlock status, and you nowhave access to the Council Chambers whenever you see fit to use them. Whenyou're ready for your next mission, speak to Traven again.

*****Quest: Information at a Price*****

Speak to Traven once more, and he'll let you know that Count Janus Hassildorhas requested an audience with you. It appears since hes dealt with you oncebefore, he trusts you and so he asks you to be the Guild's representative. Itappears he has some valueable information, so when you're ready travel toSkingrad to speak with him.

When you get to the castle, look for the Count's new steward, an Argonian namedHal-Liurz, so you may contact the Count. She will send for him, just wait inthe County Hall for him to arrive. When you meet with the Count, he lets youknow that he has a bit of a problem that he needs tending to before he'llrelease any information. Great, something important we need to know, and hesgoing to make us run odd jobs for him first. As it turns out, a nest ofvampires has sprung up very close to Castle Skingrad, apparantly these punkshave nothing to do with Hassildor. They aren't a big threat to the Countdirectly, but it seems word has been sent out of these new vampires, and agroup of vampire hunters have been reportedly snooping around town. The Countcould wipe them all out himself, but he cannot expose his secret to his town,so by interfering with either it could jeopardize his position. The only infothe Count provides about the hunters is they are somewhere in town, and one oftheir names is Elidor. You must find a way to eliminate the vampires so theydo not draw anymore attention to Skingrad, and you have to eliminate thehunters as well. You can kill the hunters if the guards don't catch you, orrun them out of town. I prefer pitting each side against each other first, andthen mopping up the victors =)

Head into the town of Skingrad first and look for the leader of the hunters,Elidor. You can find him near the church more than likely, just watch yourquest arrows and try each of them out if you can't find him. Speak with him,and he probably won't provide much information at first, and won't bewilling to trust you. I boosted my disposition with him by persuasion, andthen was able to tell him that the vampires are located in the BloodcrustCavern. Don't worry about talking to Elidor's other lackies, they don't seemto care what you have to say. When you're done, head to the Bloodcrust Cavernwhich is just south-east of Skingrad Castle. Make a new save just in case.

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Instead of heading in gung-ho, I decided to give Elidor and his party time tocatch up to me. I also hoped waiting till morning would make the battleeasier by pulling the vampires outside (It doesn't, they don't seem to beaffected by the sunlight). After waiting 10 hours or so, I went ahead andentered the cavern, it was around 9 or 10AM I believe. By this time, Elidorand his party has wiped out nearly half of the vampires, which was a decentaccomplishment since there were only 4 hunters. About the time I entered thecavern, Elidor and his party finally bit the dust. This will complete oneof your mission objectives, getting rid of the hunters (And you didn't have todo a thing!). Next we have to finish off the remaining vampires, and the onesI ran into at my level had some tough gear. The good thing about vampires isthey don't seem to like fire too much, and being good little Mages we shouldhave a few fire spells handy. I was able to waste the remaining vampires inthe cave by either using melee attacks, or using our Weak Fireball spell toburn them down quickly. Once the vampires have all been slain, your questshould be complete, return to Castle Skingrad.

Speak with Hal-Liurz again so you may get in contact with the Count again.When he returns downstairs, he'll thank you for completing your work and he'llfill you in on the information he received. It seems the very powerful Necronamed Mannimarco has made his way back to Cyrodiil, and has a vendetta againstthe Mages Guild. This guy is also known as the "King of Worms" and is thoughtto be all but invincible. Wonderful! Head back to the Arcane University tobreak the bad news.

Traven is well aware who Mannimarco is, and is very troubled that hes beenspotted in Cyrodiil. He needs some time to think about his next course ofaction, so go do some other quests if you like, go sell some of the loot fromthe Bloodcrust Cavern, or just wait 48 hours and go speak to Traven again.He'll have another quest for you.

*****Quest: A Plot Revealed*****

When you next speak to Traven, he'll let you know hes worried about the GuildChapter in Bruma. Our good friend Jeanne there hasn't been coming by theArcane University lately for her butt-kissing, and its making Traven a bitworried. Since you are available, he wants you to head there and checkthings out for him. Travel that way, and pop in the Guild Hall.

As soon as you walk in, you'll notice disarray and probably some Wraiths orother undead creatures roaming about. Its a sure bet that this place was hitby Necromancers, so begin searching for any survivors. I ran into severalWraiths myself total, you may encounter more or less. You won't be able toget to Jeanne's room from the left doorway, you'll notice its blocked by aflaming bookshelf. You'll have to take the long route through the basementand back up the stairs. Head to the right once you've cleared the floor, andhead on down to the basement.

You'll find a few of those undead I mentioned down here, but they're usuallywell spaced out, so I didn't have any problems taking them on one by one.If you have any problems, bring them upstairs or outside to try and seperatethem. No survivors yet, so once you get to the other side head upstairs andhead to Jeanne's room. You'll soon be greated by a friendly Necromancer thatlets you know you missed the party again, and the "Guest of Honor" has already

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left (Meaning the King of Worms). She'll then attempt to beat you down. Youcan try to paralyze her and/or silence her if you wish, shes another one ofthose running Necro types. If I can get them to stay still for a second, theircloth robes make it easy to melee attack, so sometimes a nice dagger can cutwell if you use a blade now and then.

When you finish off the Necro, J'ksar will come out of the shadows. It seemshis invisibility spell was good for something other than playing tricks. He'lltell you that the Guild was attacked by Mannimarco, and there were no othersurvivors. He'll mumble something about Echo Cave, and that the Mages Guild isdoomed. It seems Mannimarco could see J'ksar, but let him live so he coulddeliver this message. Send J'ksar away so he can seek protection from Travenin the Imperial City, then prepare to head back that way yourself so you cangive the news.

Traven will be astonished the Necroes have directly attacked a Guild Hallalready, and doesn't understand why they're doing this now (Uhhh, would it haveanything to do with him banning Necromancy?). Anyway, Traven will tell you togo speak with Raiminus to advance your title again, so go downstairs and do so.Raiminus will make you a Wizard, and bestow you will a spell called the Wizard's Fury. This may be a leveled spell, the one I received required 50 inDestruction to cast it, and it did 5 pts of Fire Damage for 10 seconds, 16Frost Damage to a Target, and 16 Lightning Damage to a Target. Go speak toTraven once more and he'll have more for you to do, two more things that is.You can do either of his two quests you want, in any order. I'll start withthe Bloodworm Helm first.

*****Quest: The Bloodworm Helm*****

As I mentioned, you can do this quest first, or you can do the Necromancer'sAmulet and come back to it. Either way, you'll have to do it sooner or later,so I'll start off with this one. When you next speak to Traven, he'll let youknow that the Council is now in an uproar over the recent events that havebefallen the Guild. In the state of craziness, some Guild members believedthat by studying some ancient Necromancer items, the Guild could benefit fromthe knowledge and use it against their enemy. As it turned out, our oldfriend Irlav took the Bloodworm Helm to Fort Teleman to study it, and theLady Caranya took the Necromancer's Amulet to Fort Ontus. Tell Traven youwill retrieve these items, lets start with the Helm first. The fort you'llgo to is crawling with summoned creatures of all kinds, including Necroes, sobe prepared for some tough battles.

Fort Teleman can be found east of Bravil and Leyawiin, the latitude of thefort lies somewhere between the two towns. If you have found Veyond before,you can travel from there to get to the fort quicker. Once inside, you'llsoon run into all sorts of opposition. Our friendly Necro friends will liketo run away as always, Silence and/or Paralyze will help greatly here. Also,if you're any good with the Sneak ability, you can often come up behind themand hit them with a one handed blade for 6x Sneak damage. Lately I've beenusing a nice Ebony Shortsword with an enchantment of 20 fire damage to my

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attacks, it works wonders (It was a random drop in the Bloodcrust Cavern).Make your way through the first level of the fort, watch out for the Stormand Fire Atronach's if you run into any, they can be tough. Eventually you'llfind a door to the next level of the fort, head through. You'll eventuallycome to a large misty room with two paths, one to the right, one to the left.The one to the right will lead to a shortcut back to the first floor, the leftwill lead you to Irlav.

Head down the path, following the tunnels to your green quest arrow. You'llhave to battle through more Necroes, sometimes you won't have to because thesummoned beasts in the fort will take care of them. Eventually you'll finda dark room, with Irlav's corpse in the middle, and possibly a large Daedrain the middle. This guy was called Dremora Markynaz when I encountered him,and he was no pushover. He had a nasty two handed magic sword he liked to use,although he'll probably have something different when you encounter him. Doyour best to fight off his advances, summon a creature if you need a tank totake damage for you. Blast him with your wand from a distance if you can,its better not to be in close range of his sword. When you finish him off,check out Irlav and pick up the Helm off his body. One task is finished, headback to that misty room I mentioned earlier and take the other path for a shortcut to the first floor. From there, drop on down and exit through the frontdoor and head back to Traven in the Arcane University. Traven will ask youwhich item you brought, tell him you have the Bloodworm Helmet. He'll put itaway for safekeeping and ask that you head on back out to retrieve the Necromancer Amulet.

*****Quest: The Necromancer Amulet*****

The quest may be easier than the last one, but may require more traveling. Ifyou don't already have one, this may be a good time to invest in a horse fora quick travel option to places you haven't visited yet. Bruma has some cheapones for 500g, but Cheydinhal has a fast Black horse for 5000g I believe. Youdon't need a horse, but it can come in handy sometimes. When you're ready tohead to Fort Ontus and find Caranya, head to Chorrol to begin your expedition.

Fort Ontus is located south-west of Chorrol, or north-west from the BlackFlats Cave if you've been there. Travel through the wilderness and eventuallyyou'll arrive at your destination. Inside, you'll be surprised to find noNecromancers or summoned creatures at all! It seems many of the Mages thathave defected with Caranya are here, to study the Amulet's properties. Theywon't be hostile to you, so take this time to do some map making and scourthe ruins. Check every inch of the place and loot all the treasure chests, besure to find both doors to the next level of the fort, and follow the hallwaysto find where they meet up on the other side. You'll find Caranya while youdo this, but avoid speaking with her till you've been through the whole fort.Once you're ready, speak with her.

You'll soon find out that Caranya has gone slightly insane, and is going topresent the Amulet to the King of Worms to increase his power! This is not agood thing...so you know what you must do. When shes finished spouting hermadness, prepare to battle her. I didn't have too many problems with hermyself, hopefully you'll be able to drop her easily. I used my enchantedfire sword on her and she died in no time, although a good attack spell or

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your staff should suffice nicely. When shes dead, take the Necromancer'sAmulet from her body. With her death, the whole place will now be hostileto you (Thats why I suggested exploring first). You can wipe the whole fortout if you feel like it, but I decided to take the fast route out since theMages had no good gear to offer. When you go to exit the fort, I suggesttaking the western door on your map, because it leads to the front doorquicker than the other exit does, and there may be fewer enemies you need togo through, but thats all up to you. I found Mages rather weak compared to theNecroes we've fought previously, and they don't seem to run away like they doeither. This makes the battles much easier and shorter. Take out the Mageson your way out of the building, I was able to 1-shot many of them by sneakingup and hitting them with my fire blade for 6x Sneak damage. Get to the frontdoor and high-tail it back to Traven when you're ready.

When you get back to the Arcane University, speak with Traven right away soyou can get the Necromancer's Amulet off your hands. He'll thank you again,and will be shocked to hear of Caranya's betrayal. Before he can offer youanymore quests, he'll ask you to speak to Raiminus about Advancement. Headdownstairs and Raiminus will make you a Master-Wizard, which is the highestposition you can hold aside from Arch-Master, congrats! Speak with Travenagain when you're ready to continue.

*****Quest: Ambush*****

Traven has recently found out some very important information. From contactssuch as our beloved Count, he has discovered that the Necroes have fashioneda Colossol Black Soul Gem in the south, and are preparing to deliver it tothe King of Worms soon. Battle Mages have already been sent to the site, knownas Silorn, to try and capture this Soul Gem before it can be delivered. Yourjob is to go there and oversee the attack and ensure that you bring the SoulGem back so it can be studied and used against Mannimarco. Head to Skingradnow, or the Bloodcrust Cavern south-east of Castle Skingrad. From there, Silorn can be found to the south-east.

When you arrive, you can find the Battle Mages waiting outside. It seems theyhave already attempted to storm the ruins, but were met with opposition andthey lost one of their members. The door to the ruins is now enchanted andcannot be opened. You need to position each of the 3 Battle Mages according totheir strengths, and then storm the front gate and take out any Necroes youfind in hopes of finding a way to open the door and lessen their numbers.Personally, I made all of them stay back, but you could probably put the guyskilled in axes up near the front. I kept all three of them back, then Ipulled the Necroes one by one to them, and they hacked each one up very nicely.Our old friend Falcar will be outside, he'll tuck tail and run into the ruins,opening the door for you. Once all the Necromancers have been slain outside,you'll have to follow him in alone to retrieve the Colossol Black Soul Gem.

Once you're inside, you may notice you'll have a red quest arrow to your weston the map, disregard it. You cannot get to this point at this time, there isa door that is remotely locked and you have to decend to the next level before

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you can unlock it. So, make your way to the south-west point on the map, whichshould lead to Silorn Sedorseli. On your way, you may want to stop in thesouth-eastern section of the map, still on the first floor of Silorn. You'llfind a Ayleid Reliquary which is currently inaccessable. If you get here, lookat the statue directly to the south. Behind it will be a button, if you pushit, a hidden wall will drop down giving you access to the chest. There may besome nice items inside for you, which may be helpful against the Necroes insidethe ruin.

Slash your way through the Necroes on the first floor, pushing your way to thesouth-west. You'll find a door to the Silorn Sedorseli, take it. You'll findmore Necroes here, sometimes in pairs of two possibly. If you come to a roomwith Welkynd Stones in a bowl, you'll notice on your map there is a hiddendoor in the southern part of the room. If you look at the southern pillar inthis room, it will open the door and allow you to pick up some nice treasures.You can find some nice Varla Stones in this hidden area, they'll be up onsome pedistals (Just look for the large glowing stones). These can be used torecharge your magical items. You can also find another Ayleid chest in thewater, as well as a few along the walls. Eventually you'll come to a floortile which opens a path back to the main hallway, and toward your questobjective. Once you're back on the right track, head north and follow thehallways till you come to a large room with water and a few gates. Step onthe floor tile to open the gates, kill the Necro on the other side. You'llprobably see a path ahead of you, and one to the right. The path to the rightis useless really, it leads to a set of stairs that goes into the water,basically an escape if you happen to jump in the water of the previous room.There is a junk chest underwater, but it really isn't worth your time. Anyway,the other path will lead back to the first floor of Silorn, take that instead.

You'll be back on the first floor, in the southern part of the zone. Straightahead you'll find a button, hit that and the remote doors we couldn't openearlier will finally open up. You can now walk through them, and follow yourred quest arrow once more. You'll now be in Silorn Buroseli, where Falcar hasretreated to. This area is pretty small, theres only one Necro you have togo through before you confront Falcar. In the second room of the zone, beforeyou actually find Falcar, you'll notice a large cage suspended in the middleof the room, and to the right you'll find a button on a pillar. If you hitthe button, the cage will rise up and reveal another Varla stone, pick it upand continue on. Falcar will be shortly after this, right around the corner.He prefers to fight melee against you, and he'll probably have a decentweapon to try to keep your distance. Blast him with all you have, when hedies be sure to grab the Colossol Black Soul Gem off his body. Now its timeto get out of here, you have two options. You can go back the way you came,or you can go through the Silorn Buroseli a little further for a short-cut.Please note that there were a bunch of undead (Including a Nether Lich) justpast Falcar, and they are bunched kind of tight in just one room. If youfinish them off, the Lich may have a nice staff in his possession, and thereare some more nice Ayleid chests in this room, but the choice is up to you.If you clear the room, be sure to hit a button there which will open up thesecret exit on the first floor of Silorn. Take the 2nd doorway out of SilornBuroseli, then breeze on out of the the first floor of Silorn.

Speak to Thalfin to let her know that you picked up the Soul Gem, she'll tell

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you to hurry back to Traven. Make your way back to the Arcane University andhand him the Colossol Black Soul Gem. He'll thank you, and he'll say he needsa moment before he gives you your final task. I would use this time to sellany excess loot you have, recharge all your magical items, train any spellschools you may use frequently (Such as Destruction and Restoration), and learnor create any new spells you may want for your final task. When you're ready,speak to Traven for the last time.

*****Quest: Confront the King*****

Speak to Traven, and he'll tell you the time has come to finish off Mannimarco.You must do this alone, but the rewards will be great (Or mild at best, at anyrate you're saving the Mages Guild and many others). Traven tells you to seekMannimarco out in the Echo Caves, located to the north, west of Bruma. Hethen tells you that this will be the last time you will speak, and hes makingyou the new Arch-Mage of the Guild! You won't officially take the title tillyou return from your quest. Then, Traven will use the Colossal Black Soul Gemand cast Soul Trap and a fire spell on himself, effectively sealing his soulin the Colossal Black Soul Gem. Make sure you look Traven's body to get this,as well as anything else on him. It seems you do need that Black Soul Gem,even though you won't actively use it. I've read in the forums if you don'thave it when you face Mannimarco, you'll be turned into a zombie, I've alsoread there is something you can do to the Soul Stone to make it useable forenchantments. I have verified you DON'T get turned into a zombie if you don't have it in your possession when you face off with Mannimarco, but you need itto update your quest, otherwise you'll never be able to finish it. I actuallyplayed around and went straight to Mannimarco without getting the Soul Stonefirst, and he'll act like a normal NPC and won't approach you, but he'll stilldrop the Staff of Worms =) The rumor that the Colossal Black Soul Gem can beused for enchantments is false to my knowledge, I have yet to see any infowhere you can modify it for use. Its really just a quest item you need toget to Mannimarco, if you don't have it you won't be able to get the key toopen the Echo Caverns (The guy won't spawn) and Mannimarco won't speak withyou.

Anyway, head to the Echo Cavern when you're ready. Outside you'll run intoBolor Savel, a Necro. He'll probably have some words for you, after that you'llhave to slay him to get the key he possesses. Use the key to open the wayforward. The Echo Caverns are very linear and easy to follow, theres just alot of Necromancers and undead obstacles keeping you from getting to the King.Theres nothing to say here really, you may run into some circumstances whereyou'll find 2 Necroes at a time, just use your tried and true tactics to takethem out, use your staff when necessary. Eventually you'll come to the thirdlevel of the Echo Caverns, called the Echo Necromancer Cavern. This is whereyou'll find Mannimarco. If you just arrived there, you'll find him throughthe first door on your right, and across a thin land bridge over some water.Mannimarco should approach you and wish to speak, go ahead and let him unlessyou'd rather try and sneak behind him for a Sneak Attack. He'll tell you hewants your soul, was hoping Traven was there instead (He is, in a way, heh),and blabber about some other things. Now its killin' time! If you wereexpecting a tough, hard battle with the King of Worms, you may be sadly letdown. It seems for many tough Mages, Mannimarco is quite the unexpected

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push over. In any case, try to Silence him if you can, and fear any undeadcreatures he may spawn. Blast away at him with your Destruction magic, andgo to your staff when you run out of Magicka. He should fall quickly, andhe likes to melee so you don't have to chase him around. I've also seen thatif you cast a water breathing spell on yourself, and lead him into the water,Mannimarco will actually drown himself =)

In any case, the King of Worms is now dead, congrats! Take the Staff of Wormsfrom him, and anything else on his body. You can now return to the Mages Guildand tell Raiminus of your victory. I thought it would be fun to use the staffon Mannimarco himself and lead him back through the cave to the surface, but Igot bored and decided not to take him all the way to the Imperial City, heh.Speak with Raiminus at the Arcane University, and he'll fully recognize you asnew Arch-Mage of the Guild, along with any benefits that entails. You'll haveaccess to the Arch-Mage's room and the possessions within. He'll also give youa quick quest to go speak to Julienne Fanis in the Lustratorium there in theUniversity, make sure you do so as she tells you some valuable information.Congrats again on finishing the Mages Guild quests! If you want some info onwhat you can do as Arch-Mage, check out the Misc section.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Miscellaneous+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*****Benefits to Becoming Arch-Master*****

Once you become Arch-Master, theres a few things you're entitled to that younormally can't do as a regular Mage. First off, you have access to the oldArch-Mage's room and everything included within.

After you talk to Raiminus, you should also get a quest called Alchemy Acquisitions. All you have to do is talk to Julienne Fanis in the Lustratorium, and she'll tell you what you can do with the Enchanted Chest in the Arch-Mage bedroom. Basically, take any ingredient (Armor and weapons won't work), place it in the chest, wait 24 hours, and then return to the chest. When you do, the item will have increased from 1 to 11. Be sure to take them out soon, because if you leave them therefor a week, they'll disappear. The chest may only be used once a week.

You can also have a Mage Apprentice follow you around and help you in battle!Speak to one inside the Arcane University, and certain ones will have theoption to say "Follow Me." Apprentice Mages will fast travel with you tolocations and back you up in fights. I have a humerous screen shot of thefirst battle I encountered with my Apprentice, we ran into a bandit and theApprentice got an arrow lodged in the top of his head. Just imagine someonefiring an arrow straight down at the top of your head =)