Mage's Guild Quest Guide
Exerted from Mage's Guild Guide v1.77 06/09/03 by Zelgadis-sama (Daniel Guidotti) email@example.com
This one's easy. If you are just starting
out, visit the Mage's Guild on the
upper thoroughfare in Balmora. It's right
next the Fighter's Guild. If you can't
find it, check the local map (by right
clicking) and mouse over the tan boxes
that appears in town. If you still can't
find it, explore Balmora a little more.
Once inside the Mage's Guild, head down
the Stairs to the middle floor, assuming
you came in through the top door), and
turn the corner and head down the hall.
There you should see the Guild Steward
for Balmora, Ranis Athrys. Talk to her,
and ask to join the guild.
Keep in mind that the missions you accept from each character get increasingly
longer and any monsters you might face become stronger. You will probably level
up a few times during the quests, but it also might be a good idea to explore
any ruins/tombs/towers you come across in the mean time. You'll probably be
level 20 or so before you can even hope to become Arch-Mage. If you really feel
strong, try doing the Fighter's Guild quests in the meantime.
Missions in Balmora
The way I've listed the missions is a suggested
order of completion. The Guild
Stewards do give the missions in a set
order, but missions from multiple
Stewards can be carried simultaneously.
This helps when some of the missions are
close to one another.
I recommend doing these first. They are
all short, easy, and can quickly earn
you a rank or two. Remember that you can
still complete these missions even if
you can't advance in rank. Ajira can by
found by descending to the bottom floor
of the Mage's Guild and entering the room
directly across from the point where
you first enter the lower room. Ajira,
a Khajiit, is in the same room as the
Guild Guide, partially hidden behind a
Mushrooms for Ajira
The first thing that Ajira will ask you
to do in her quest to become a Journey-man apprentice before Galbedir is to locate
4 types of mushrooms.
These mushrooms can be found in the Bitter
Coast region. For now, just follow
the directions that Ajira gives by heading
South along the river and head West
after you see the bridge. You know you
are in the Bitter Coast Region when you
see green swamps. The mushrooms that you
need are the Luminous Russula (blue and
brown toadstool), the Violet Coprinus (purple
toadstool), the Hypha Faeria
(brown shelf fungus on a tree), and the
Bunglers Bane (also a brown shelf
fungus). These mushrooms are common and
can be found almost anywhere in the
Coast Region. Once you are done, show your finds to Ajira.
The Fake soulgem
Now Ajira wants you to sabotage Galbedir.
Ajira gives you a fake soulgem (looks
like a lesser soulgem) and tells you to
place it in Galbedir's desk. Galbedir's
desk is on the top floor with soulgems
on it. Put the soulgem in Galbedir's desk and return to Ajira. Galbedir
will actually come back to her desk during this time, so make sure you are quick or Galbedir will catch you and you'll be
expelled from the Mage's Guild. After you finish, report to Ajira.
Flowers for Ajira
Now Ajira wants you to do more of her dirty
work, and this time she wants flowers. On the path along the North face of the lake, you should find the four flowers that
Ajira requests. To get to Lake Amaya,
start out by heading East from the South entrance of Balmora toward Fort Moonmoth.
Once you see the fort, head right on the path toward Pelagiad. Keep going and take a right at the next fork (toward Pelagiad).
Take a left at the next fork toward Pelagiad. At the final fork in the road, take the middle path (of three). You should now
be heading parallel to Lake Amaya. Ajira
wants a Gold Kanet, Stoneflower Petals, Heather, and Willow Anther. (This is slightly deceiving. you actually want WILLOW
flowers, which contain the Willow Anther). When you find the flowers, use an Almsivi Intervention to take you back to Balmora.
Otherwise, hoof it back to Ajira.
Ajira needs a bowl
Now Ajira needs a ceramic bowl. She gives
you 10 Septims and tells you to talk
to Ra'Virr the trader. Ra'Virr's is one
building down from the Mage's Guild.
Talk to Ra'Virr and buy a Ceramic Bowl,
then return to Ajira. She thanks you and
gives you another mission.
Ajira's mushroom and flower reports have
been stolen!! Galbedir has hidden those purloined reports somewhere in the Mage's Guild. The mushroom report is on the middle
floor under a basket by the stairs leading up to the upper entrance. The flower report is in the upper left-enclosed area
of the big room on the bottom floor, to the left of the door to the guild guide. The report is under a cabinet with lock-level
15. Once you find the reports, talk to Ajira again to claim your prize. One you complete this mission, Ajira won't give you
any more missions until you become a Warlock.
NOTE: If you do all of these missions, you can advance to the Rank of Evoker.
You should become Apprentice, Journeyman, and then Evoker.
Ajira knows a Secrete
NOTE: You must be a Warlock to complete this mission.
Once you've done the first five missions,
Ajira tells you to come back when you
become a Warlock and she will have some
secrets to tell you. Ajira will first
talk about the Staff of Magnus, which can
be found in Assu on the slopes of
Mount Kand. Although it seems obscure,
Assu is rather easy to find. Start out by
taking the Silt Strider from Balmora to
Suran, and then to Molag Mar. Once
you're in Molag Mar, take the path going
North past the Silt Strider, and keep
going North at the fork in the road. After
going North for a little while
longer, the path will fork again. Don't
miss it. Take the left part of the fork,
this should be sloping upward. The path
will begin to turn Westward and
eventually it will be heading almost due
West. At one point, the path will come
to a shar7p turn and abruptly head North
again. The Mt. Kand cavern is here.
Explore it if you like, but there is nothing
worthwhile inside. The path will
split after a short distance. Take right
path. It will almost do a u-turn, and
head South. You should approach the cavern
of Assu. There are several annoying
Dremora and some powerful sorceress are
in there, so tread cautiously. Search
around Assu. Eventually you will find a
room where you must levitate to get up
the wall. Do so, and you will be attacked
by a sorceress. She will summon a
Greater Bonewalker. Kill her, and take
the Staff of Magnus. You can also take
this opportunity to search for scrolls
of Ekash's Lock-Splitter. These 100
magnitude lock-breakers are good to have.
Although they randomly spawn in crates
and urns, there is still high probability
of finding one here. Use Almsivi
Intervention to return to Molag Mar, and
take the Silt Striders back to Balmora.
Report to Ajira.
NOTE: The Staff of Magnus cannot be used to satisfy the requirement of obtaining
a Wizard's Staff. Even if you have the Staff of Magnus, you still have to get
one from Sud, or buy one from the Guild Steward that you talk to about the
Ajira Knows More Secrets
This time Ajira tells you about the Warlock's
ring, held by a Vindamea Drethen in a cave called Ashirbadon East of Bal Fell. Ajira also adds that she doesn't exactly like
Vindamea. If Bal Fell has been marked on your map, head there now. Otherwise, follow the directions below.
Start by taking the Silt Strider to Vivec.
Once you're there, jump in the water
and swim to the boomerang-shaped island
East of Vivec. If you happen to find the
Omani Manor while you are running around,
you are in the right place. Head to
the East side of this island and jump in
the water again. The next medium-sized
island East is the island
of Bal Fell. Swim over there and make sure you find
the Daedric ruins. If you explore the ruins,
there are some boots in the inner
sanctuary worth 22k, otherwise head to
the East side of this island as well. The
island with Ashirbadon on it is directly
East of Bal Fell. Swim out to it and
search in the middle of the island. Once
inside Ashirbadon, you will need to
fall to the ground. Search below for an
old chest with an old key. Then levitate
to the ceiling and look for the next passage.
Head down it, kill the sorceress,
and take the ring. Unlock the chests with
the key and search for good scrolls.
Almsivi Intervention will take you back
to Molag Mar.
Missions from Ranis Athrys, Balmora Guild Steward
Once you're done with Ajira, talk to Ranis Athrys again for another reasonably
easy set of missions and possibly some advancement if you qualify.
The first thing that Ranis asks you to
do is double duty. She has two problems
that is very close to each other. The first
problem is Manwe, who can be found
in a cave called Punabi. She hasn't paid
here 2000 Septims of guild dues in
three months. Ranis, offers you half of
the cut if you fix the problem. Your
second problem is Llarar Bereloth whom
Ranis would like to join the guild.
Llarar is in the domed hideout of Sulipund.
Ranis explains that these two
locations are near an old Dunmer stronghold
called Marandus, which she marks it
on the world map for you. From Balmora
head Southeast toward Moonmoth fort, but
take a left at the first fork toward Caldera.
This will take you around the top
Moonmoth to a large Dwemer bridge. Cross the bridge. Now head East
toward Marandus any way you can. Following
roads doesn't matter and you'll get
there faster if you don't. Once you are
in sight of Marandus head to the
Northernmost corner of the fort (it's at
an angle). From here, go a little
Northeast and take the path that heads
directly North. You should see the cave
of Punabi shortly. Manwe is just inside.
Talk/Bribe/Kill Manwe. A little ways North on this same road is Sulipund. Once
you find the entrance, head to the top floor to find Llarar. He doesn't like you very much and you will need to bribe him
in order to avoid
killing him. Otherwise, kill him and his
followers. They won't give much of a
fight. There is no penalty for killing
them. Use Almsivi Intervention if you
have one. It will take you back to Ald-Ruhn.
From there, use the guild guide to
get back to Balmora. Talk to Ranis
NOTE: When you finish these missions, assuming that you did Ajira's missions
first, you can now become a Conjuror if you pay Ranis 200 Septims (or any other
Guild Steward for that matter).
Next, Ranis will inform you that an Argonian
(Only-He-Stands-There) is at the
South Wall teaching unsanctioned restoration.
The South wall is located across
the river, near the Silt Strider. Once
inside the South Wall, go to the bottom
floor and find the lizard. Talk to him
about unsanctioned training. He will
offer you his skills. You may need to bribe
him first. Tell him to stop teaching
restoration and he will agree. If you accept
his offer of training you can lie
to Ranis about it and take training from
the Argonian later. Return to Ranis to
complete the quest.
Ranis, now wants you to escort a scholar
named Itermeral to Pelagiad, however,
she informs you that all she really wants
are his notes. The scholar is waiting
at the Eight Plates just North of the Mage's
Guild. This is where a good sneak
skill comes in handy. I simply stole the
notes from him inside the Eight Plates.
If you can't STEAL Itermeral's notes at
the Eight Plates, lead him to an
isolated location and steal from him, or
kill him. Otherwise, ask Itermeral
about his notes. You will probably need
to bribe Itermeral before he will listen
to you. 80+ favor, should do the trick.
Itermeral will then inform you that he
needs to be escorted to the Halfway Tavern
in Pelagiad. Once you arrive at the
tavern, Itermeral will inform you that
he will now give you access to his notes.
When finished, return to Ranis.
It seems that Tashpi Ashibael has turned
to Necromancy, or has she? Ranis asks
you to go to Maar Gan and take her out.
Take the Silt Strider to Ald-Ruhn and
then to Maar Gan. Check around the South
end of town to find Tashpi's hut. Once
you find her hut, and ask her about necromancy,
you will be asked a series of
questions. Tashpi will first ask you who
told you she was a necromancer. If you
say 'Ranis,' Tashpi will say that Ranis
is taking revenge for Tashpi's not
joining the Mage's Guild, and ask another
question. If you say 'none of your
concern', Tashpi will tell you to ask around
town. Your next choice will be to
'Learn more' or 'Die, necromancer'. You
can talk to Tashpi or kill her. If you
take the first choice, Tashpi will tell
you how she helps the local citizens,
and you will be offered a final choice,
to let Tashpi go, or to kill her. Take
your pick. If you choose not to kill Tashpi,
she will leave Maar Gan. Return to
Balmora and talk to Ranis. If you didn't
kill Tashpi, you will need to lie in
order to complete this quest.
NOTE: If you did Ajira's missions and Ranis' missions, you can become a Magician
at this point if your stats are good enough.
It seems that there is a spy in the Mage's
Guild, and Ranis wants you to find
the Telvanni spy. The spy in question is
located in the Vivec Mage's Guild. Use
the guild guide in Balmora and head on
over to Vivec. On the lower level of the
Vivec Guild is a man named Tiram Gader.
Ask him about the Telvanni Spy. He will
be insulted and deny your accusation. Now
talk to Arch-Mage Trebonius about the
problem. He will ask about the identity
of the spy. If you say that it is Ranis
Athrys then Trebonius will thank you and
when you return to Balmora, Ranis will
be gone. This isn't too bad because you
have finished all of the Balmora
missions anyway. If you say it is Tiram
Gader, Trebonius will hand you Tiram
Gader's Credentials. Take these to Ranis
as proof that the spy is in Vivec.
Ranis will thank you and inform you that
she has no more jobs for you.
Missions from Edwinna Elbert, Ald-Ruhn Guild Steward
Edwinna has a lot of missions for you. Some are easy, and some may take hours.
Be warned that the later missions may require you to be level 15 or higher in order to
survive long enough to finish the mission.
A Rare Book
The first thing that Edwinna Elbert will
ask you to do is locate a rare book
known as The Chronicles of Nchuleft. She
says that none of the other Guild
locations have a copy of this book. Edwinna
will give you 250 Septims to cover
the charge. This book can be obtained in
Vivec at Jobasha's Rare Books. Use the guild guide to get to Vivec and go down to the lower waistworks of the Foreign Quarter
to find Jobasha's rare books. He has several copies of The Chronicles of Nchuleft. Return to Edwinna once you have the prize.
NOTE: At this point you can become a warlock and head back to Balmora and finish
up Ajira's 2 remaining missions if you would like.
Revel Creature Potion
Next Edwinna informs you that she desires
a certain Reveal Creature potion form
Skink-in-Tree's-Shade, the Guild Steward
in Sadrith Mora. Use the guild guide
and talk to Skink-in-Tree's-Shade about
the potion. He will hand you the potion
with a little bribery. One you have it,
Return to Edwinna.
The Chimarvamidium Caper
Apparently, Sirlonwe has a copy of a book
known as the Chimarvamidium, and it has rare Dwemer information. Your mission is to swipe this book and bring it to Edwinna
for inspection. Edwinna will slide you
two Scrolls of Ondusi's Unhinging to help
you out. Take the guild guide to Vivec.
Sirlonwe's room is the first left after
you leave the guild guide's, and down the
hall. If you ask Sirlonwe about the
Chimarvamidium, she denies everything.
We know better. There is a closed door in
Sirlonwe's room. Open it, step inside,
and close the door, as we don't want her
to see our thievery. Open the locked chest
(level 30) and grab the book. Make
sure you don't talk to Sirlonwe after you
steal the Chimarvamidium or she will
sound the alarm, and you will be expelled
from the Guild. Return to Ald-Ruhn and
give the book to Edwinna. She asks if you
have the book. Give it to her to
complete the mission.
Edwinna is busy with the Chimarvamidium,
so she sends you to deal with a problem
in Maar Gan in her stead. There have been
strange reports of monster activity in
Huleen's hut, a local sorceress in Maar
Gan. Edwinna asks if you will do this
mission for her. Say yes. Take the guild
guide to Caldera and then take the silt
strider to Maar Gan. Huleen's hut is outside
of town down the road that runs in
front of the Silt Strider. Once you open
the door, a Scamp will attack you. Kill
it, search it for the key to Huleen's Hut,
and open the locked door (lock-level
30) at the back of the hut. Listien Bierles,
Huleen's apprentice will be inside
shaking in fear. He informs you that he
summoned the Scamp to impress Huleen,
but that it disobeyed him and went out
of control. He promises never to summon
another Daedra. Return to Edwinna with
the good news.
The Return of the Chimarvamidium
Guess what? Edwinna wants you to return
the Chimarvamidium to Sirlonwe. So do it
already. When you arrive back, Edwinna
informs you that she has tougher jobs
coming, and gives you some amulets to help
you avoid sticky situations.
NOTE: You don't HAVE to return the Chimarvamidium.
Even though returning it is
insanely easy, you can simply talk to Edwinna
again and tell her that you did
it. She believes you, and you can keep
the book, or sell it.
The Dwemer Tube
Edwinna is an ardent scholar of Dwemer
artifacts. As such, she asks you to
locate a rare Dwemer tube in Arkngthunch-Stardumz.
This Dwemer ruin is West of
Ald-Velothi. To get there, take the Guild
Guide to Sadrith Mora, and from there
catch a boat to Dagon Fel. Then take the
boat from Dagon Fel to Khuul. In Khuul,
head West, staying along the coast near
the water's edge. If you follow the
coast, you will eventually find Ald-Velothi,
a very small coastal town. Go
through Ald-Velothi and continue following
the Coast. A little ways Southwest of
Ald-Velothi you will eventually see two
huge Dwemer Bridges. There are difficult
to miss if you are following reasonably
the coast. Climb the hill and cross the
bridges to Arkngthunch-Stardumz. Once inside,
the Dwemer tube is in the furthest
room on a shelf. Grab it. Use the scroll
of Almsivi Intervention, which will
take you to Gnisis. Catch the local Silt
Strider to Ald-Ruhn. Otherwise
backtrack to Khuul and return to Sadrith
Mora. One you find your way back to
Ald-Ruhn, give the tube to an ecstatic
NOTE: Your Dwemer Tube doesn't have to be from this particular ruin, but you are
guaranteed to find one here. If you have explored other Dwemer ruins up to this
point, and you have a Dwemer Tube, you can give it to Edwinna and be done with
Finding Nchuleftingth is harder to find than it is to spell!
you are one this mission, make sure you grab the Hanging Gardens
ruins if you want to complete a quest for Trebonius later in the
Edwinna never seems to run out of things
for you to do. Now she wants you to
find the Dwemer ruin of Nchuleftingth.
(It’s marked on your map)
Enter Nchuleftingth and enter the first
door on the right. Talk with Senilias
about the excavation plans. He will inform
you that he does not have the report
and that his assistant Anes Vendu has disappeared.
Leave the room and go around
the corner. Enter the Test of Pattern.
In the large room, find the Dwarves Crank
on left wall to open the passage going
down. Enter Lower Nchuleftingth and find
the body of Anes Vendu. Take the report
from Anes, and make sure you grab the
red book sitting next to him. Talk to Senilias
again. He will thank you and
instruct you to return to Edwinna. If you
use Almsivi Intervention, it will take
you to Molag Mar. Take the Silt Strider
to Balmora, and then to Ald-Ruhn.
Otherwise, return any way you can, and
Edwinna will thank you.
The Ruin Goes On...
sure you grab the Egg of Time on this mission. If you take the easy
won't be able to get the book. This will make it impossible to complete
from Trebonius later, so plan accordingly.
Edwinna never grows tired of Dwemer ruins.
Now you need to find Scarab Plans at
the ruins of Mzuleft near Dagon Fel. Lucky
for us, the Scarab plans are even
closer than they seem.
Mzuleft is very close to Dagon Fel,
to the Southwest. Follow the road leaving West from the lower portion of Dagon Fel. Take a left at the fork and a left at
the next fork. The next road you see should be a green path heading North. Follow it to the entrance of Mzuleft. Once inside
you will encounter Dwemer machines, and some Orc’s that carry powerful weapons. It can be very easy to die if you aren't
careful. Search the ruins for the Scarab Plans. Once you find the plans, check to find the Egg of Time nearby. Don't leave the
ruins without it. When you are finished, use Almsivi intervention, which will
take you straight to Ald-Ruhn. Talk to
Edwinna to finish the mission
And On and On...
Edwinna isn’t done yet. She found
another Dwemer ruin, and you guess it, she
wants you to go investigate. Egg-mine workers
in Gnisis have discovered
Bethamez, an old underground Dwemer ruin.
Naturally, the workers are inept, so
it’s up to you to find the Dwarven
Airship plans that are located somewhere in
the mine. Take the local Silt Strider to
Gnisis. Once there, the mine is located
across a bridge in the right wall of Gnisis.
Bribe the Imperial Legion guard to
give you the key and enter the mine. Find
the door to the lower egg-mine and
enter it. Once inside you will be confronted
by an Orcish member of the Imperial
Legion named Lugrub gro-Ogdum. He will
inevitably attack you so be prepared for
a tough fight. Once you win, locate the
door to Bethamez. Enter and look for a
table on you left. Find the Divine Metaphysics
and some Dwarven Airship Plans.
Grab them both and return to the Ald-Ruhn
Mage's Guild. Edwinna will inform you
that there are no more missions.
NOTE: Make sure you grab the Divine Metaphysics on this mission. It is crucial
in solving a quest for Trebonius
can also get the key to the mine by doing missions to the Imperial
If you are having trouble bribing the guard to give you the key, this
an easier solution.
If you complete all of the Balmora, Ald-Ruhn,
and some of the Sadrith Mora
that should be enough to raise your rank to Master-Wizard. Once you
are a Master-Wizard, talk to Edwinna again,
and she will complain about
Trebonius not caring for Dwemer artifacts,
and ask you to speak with him about
it. When you talk to Trebonius again about
advancement, he will offer to duel
with you in the Arena in Vivec for the
honor of Arch-Mage. Accept and defeat
Trebonius for the top spot.
Missions from Skink-in-his-Shade, Sadrith Mora Guild Steward
Tenyeminme needs to be escorted to Cal
Arethi's ship, the Elf-Skerring on the
Telvanni docks. Tenyeminme is staying at
Dirty Muriel's Cornerclub Northeast the
Wolverine Hall. Take Tenyeminme through
town to her destination and return to
NOTE: Don't forget to talk to Tenyeminme again. She gives
you the reward! This
also holds true for other people that you help/escort. Don't
forget to talk to
the people you help before you return to the guild hall.
The secrets of the Forbidden Book
Now Skink wants a rare book, called Vampires
of the Vvardenfall, Vol. II, and it
seems that it's not quite legal. We know
where to get rare books. Use the Guild
Guide and head on over to Jobasha's Rare
Books (again) in the lower waistworks
of the Foreign Quarter of Vivec. Jobasha
is reluctant to talk, but admits he has
the forbidden book and will sell you a
copy. Give Skink the book, and he will
reimburse you 1000 Septims for your troubles.
A Meeting of Minds
Skink wants to talk to an Ashlander Wisewoman,
and he suggests that you find the
Ahemmusa camp. Skink also mentions the
Zenaib, Erchenimsun, and Urshilaku camps,
but says that those Ashlanders will be
less willing to help.
Take the boat from Sadrith Mora to Tel
From Tel Mora head Northwest across a few
islands to the rightmost tip of the
large continent. The Ahemmusa camp shouldn't
be hard to find. The Wise Woman is
in the largest Yurt. Sinnammu Mirpal is
the local Wisewoman. Talk to her, but
she won't agree to help so easily.
Instead, Sinnammu sends you to the Favel
Tomb to find her apprentice Wisewoman,
Minabibi Assardarainat. She says that Minabibi
needs to find out what the
outsiders are really like. Leave the camp
heading East and follow the coast
close to the water. Eventually you will
pass a Deadric ruin called Kushtashpi,
enter if you dare, but there are several
Dremora Lords inside, which can be a
pain to kill. Keep heading East until you
are just at the rightmost edge of the
lowest extension of Sheogorad
Island, the second largest landmass. From here,
search Southward until you find the Favel
Ancestral Tomb and enter. Minabibi is
just inside and she will ask you to kill
an evil spirit in the tomb named Kanit
Ashurnisammis. Talk to Minabibi again after
you kill it, and she will send you back to Sinnammu. Return to the Ahemmusa camp and talk to Sinnammu again. She will ask
you if you killed the spirit. It doesn't matter how you answer the question. Sinnammu will allow Minabibi to meet with Skink.
Return to the Mage's Guild in Sadrith Mora and tell
Skink of your success. Notice that Minabibi
Assardarainat is also standing
nearby. Talk to her about the meeting,
and she will give you the Ancestral Ring.
It summons an Ancestor Ghost for 60 sec.
Necromancy is bad for business
Ulver has become a necromancer, and everybody knows necromancy is bad. Your mission is to find Shal and eliminate her. Skink
warns that Shal may be hard to find, but fortunately, it's not. The quickest way to Hla Oad is taking the Guild Guide to Vivec.
Leave the Foreign Quarter Canton, head to the bottom of the canton to the North, and take a left to reach the boat. Take the
boat to Hla Oad. Once in Hla Oad, take the road going North until you cross a bridge. After the bridge, stay to the left along
the coast until you reach another bridge on your left. Take this bridge and once you cross it, head
slightly Southwest. The entrance to Shal
is on the edge of the water. Kill Telura Ulver. She summons Greater Bonewalkers so make sure you have the proper restorative
(strength and endurance) items. Return to Skink for the next quest.
Ash Ghoul Soul
NOTE: You must be a Wizard in order receive this mission from Skink
The lizard informs you that he would like
to study the soul of an Ash Ghoul. He
is also kind enough to provide the location
of the Ash Ghouls: Yakin. Skink will
provide two grand soulgems and two scrolls
of Ephyggi's Gem Feeder to help you
out. To reach Yakin, take the boat in Sadrith
Mora to Tel Aruhn an Island over.
From Tel Ahrun, head almost exactly NW
over the water until you reach the coast
of the mainland. Yakin is almost at the
water's edge, so if you don't see Yakin
right away, move up and down along the
edge of the coast. Yakin is large and
contains many monsters, many of which are
tough. The Ash Ghouls move around, so
run around Yakin until you find one. Once
you do, use the Gem Feeder Scroll on
it, and kill it as quickly as possible.
If you do it right, you should receive a
message saying that you successfully trapped
a soul. The Ash Ghoul soul is worth
50k if you need cash. Return your prey
to Skink to complete the quest.
The Vampire Chronicles
Skink wants you to find yet another Vampire book for him. This one talks about
an Ordinator from Bal Ur who was cured of vampirism. The book is called Galur
Rithari's Papers. Skink doesn't give much to go on, but when it comes to rare
books, there is only one place to go. Jobasha's Rare Books in the lower waistworks of the Foreign Quarter of Vivec.
Use the guild guide. Upon talking to Jobasha, he informs you that he doesn't have a copy. Instead, Jobasha suggests that you
can find what you are looking for in the library in the Hall of Justice (you don't have to talk to Jobasha). There IS a library in the Hall of Justice in the Office of the Watch. When you arrive
in Vivec, cast Almsivi Intervention to be transported to the temple. Head to the other side of the temple, and enter the Hall
of Justice. Check the Office of the Watch for a trapdoor under the rug, in the upper right corner. This door has a lock-level
50, and is also trapped. You'll need to sneak to avoid being caught. Once you get inside the library, Galur Rithari's Papers
is a smallish red book. It is located on the middle shelf of the bookcase closest to the door to the Justice Offices (you
can get in from the Justice Offices as well, but that door has a lock-level of 75). Grab the book and take it back to Skink.
NOTE: Here is another method of obtaining Galur
Rithari's Papers. If you enter inside the Ghostgate, there are several large Dwemer Strongholds. One of them, Tureynulal,
has a location called the Library of Kagrenac inside. You can find Galur Rithari's Papers by entering the door directly across
from the entrance. You will need to kill Dagoth Tureynul in order to walk around unhindered. Galor Rithari's Papers are located
on a bookshelf to the left of the entrance. Only use this if you are far along in the main plotline. It is MUCH easier (and
less time-consuming) to search the Hall of Justice in Vivec.
Trebonius' Walking Papers
After you fulfill all of your other duties,
Skink will tell you that he has a
letter to deliver to Trebonius from Ocato,
the person who appointed Trebonius to
the head of the Mage's Guild. Deliver the
letter for Skink by using the guild
guide to reach Vivec. I haven't completed
this mission yet.
NOTE: Skink's letter makes you the SECOND Arch-Mage along with Trebonius. You
can still complete Trebonius's other missions as well, so if you are in a hurry
to become the Arch-Mage, you can do both. If you manage to complete Trebonius'
second mission, you can also get his amulet and ring.
Missions from Trebonius, Vivec Guild Steward
The high Guild Steward, Trebonius, randomly
tells you to find out what happened
to the Dwemer. The locals in Vivec think
he's a little loco, and there isn't much to go on. Trebonius tells you to talk to the local Mages in Vivec. If you talk to
Trebonius again, he will suggest talking to Edwinna in Ald-Ruhn. Edwinna isn't much help. Remember how you picked up those
three books, the Hanging Gardens, Egg
of time, and Divine Metaphysics? You need them now. Take the local guild guide to Sadrith Mora. Once you leave the Wolverine
Hall, head Southwest into the water. Swim directly Southwest until you approach a small island with a dock. On this island
is the Telvanni tower of Tel Fyr. Enter
Tel Fyr and find the Corprusarium. Go straight ahead through the wooden gate, and find the door to the Corprusarium Bowels.
Search around in here for an ugly fat Dwarf called Yagrum Bagarn. He has the distinction of being the last living dwarf. As
he seems to know what happened to the dwarves.
Talk to him until your journal is updated. Once it has, use Almsivi Intervention. This will take you to Molag Mar.
Take the Silt Strider here to Vivec. From
here, find the Mage's Guild and talk with Trebonius. He talks big, but he doesn't understand what really happened. He thanks
you, and promises another mission later.
NOTE: If you do this quest BEFORE you finish the main quest and obtain the
Corprus immunity, you will catch Corprus disease, which cannot be cured until
you advance the main quest.
If you want to avoid getting sick, you
don't have to go to the dwarf in the
Corprusarium. Instead head to Gnisis, which
should be marked on your map. Get
there any way you can, and find the Telvanni
Tower called Arvs-Drelen. The
Telvanni wizard may or may not be hostile
depending on the missions that you
have completed, and he can translate the
texts to complete Trebonius quest.
The Telvanni Weedwhacker
NOTE: In order to be able to accept this mission, you must first complete the
main quest. Otherwise, the Telvanni Wizards that Trebonius asks you to kill will
prevent you from finishing the game. If you haven't finished the main story,
then Trebonius will say something to the effect of "I will have more duties for
you when this dies down."
For some reason, Trebonius doesn't like
the Telvanni. He asks you to 'remove'
six of the most powerful Telvanni Mage's.
Death to Trebonius
This is what you have been waiting for.
Once you reach the rank of Master-
Wizard, you can challenge Trebonius to
a duel to see who will be Arch-Mage of
the Mage's Guild. Trebonius challenges
you to fight him in the Vivec Arena.
Search around central Vivec until you find
the Arena Canton. Enter the Arena Pit
and Trebonius will be waiting for you.
If you win the fight against Trebonius,
then the Mage's Guild is yours.
Yet another way to remove Trebonius
Remember the letter that Skink gave you?
If you give that letter to Trebonius,
you will become Arch-Mage.
NOTE: If you use this method, you can't fight Trebonius in the Arena and take
his things. If you still want his cool stuff, 'taunt' him into fighting you.
When he attacks, kill him and take his stuff.
Getting A Wizards Staff
the mission to Sud after everything else so it can be easily found,
because it can be obtained from any of the Guild Stewards.
When you ask advancement to become a Wizard,
you are given a choice. You can buy
a Wizard's Staff from whomever you are
talking to (for 5000 Septims) or you can
go on a trip to find one.
It's much easier to buy the staff, which
itself is worth 10k. If you sell the
staff to Creeper, you can make a nice 5k
profit, since the game doesn't seem to
care that you keep it. You only have to
purchase one to pass the event.
Otherwise, you will be given directions
to find a rogue Mage's Guild member,
Anirne, in Sud. The directions to Sud aren't
too difficult. Head out to Dagon
Fel. Once you're there, head West, and
keep heading West until you reach the
Western coast of Sheogorad
Island. Make sure that you go past the large finger-
shaped area of Sheogorad. Once you reach
the coast, Sud is on a large beach, at
about the same level as the split between
the 'finger' and the rest of Sheogorad
(where the water ends). Searching shouldn't
be much of a problem, because Sud is
very close to the coast. Once inside there
will be many Skeleton Archers. These
can be a problem if you aren't at a high
enough level. You may need levitation
to get by at some point if your acrobatics
skill isn't high enough. Search
around until you find Anirne. She will
attack you with powerful spells. Kill her
and grab the staff. Then talk to any Guild
Steward to be promoted to Wizard
REWARD: A Wizard's Staff and advancement
NOTE: The Wizard Staff you get from Anirne is the same as the one you purchase
from the Guild Steward. It's probably not a bad idea to get the one from Sud and
sell it. Although the Guild Steward implies that you should keep the staff with
you at all times, I've seen no indication that this is true. I sold the staff
and didn't have any problems.
NOTE: There is another way to get a Wizard's staff, but it requires you to do
the main quest. When you are told to go into the Urshilaku Burial Caverns, Sul-
Matuul to retrieve the bow, search for the Laterius burial chamber. Once inside,
find the door to the Juno caverns. Use a levitate spell and search the mummies
near the Juno Caverns door. This may or may not be easier to do than Sud,
depending on how far along the main quest you are.