The Elder Scrolls V: Skyrim Complete Walkthrough | FAQ [Guide]

elderscrollsvskyrim
Nov
15
2011

Here we are with another complete walkthrough of The Elder Scrolls V: Skyrim. BUT Bkstunt and Vinheim may just have a different take on certain aspects of the game or a different view on some of the areas you need to conquer in this vast world. I’ll tell ya what, they certainly LOVE the game and the characters that live within and drill down on the who, what, where, and how of it all. Well worth a study I think!

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Bkstunt and vinheim present:                          a Cheatmasters.com Guide:

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                   < ASCII art created by Aardwolf_Zy 2011 >

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Game Name: The Elder Scroll V: Skyrim           Platform: PS3 / 360 / PC
Developer: Bethesda Game Studios                Authored: Bkstunt_31 & vinheim
Publisher: Bethesda Softworks                   Guide Started: 11/11/11
Release: 11/11/11 (awesome)                     Last Updated: 12/30/11
Emails: gregorio31[at]gmail[dot]com             Latest Version: 1.3
        vinheim[at]gmail[dot]com

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-                      Homepages: http://bkstunt.com                          -
--                                http://vinheim.webs.com                    --

---         This document Copyright 2011 Alexander Paul Kleinheider         ---
--            This document Copyright 2011 Gregory Michael Wright            --
-        The Elder Scroll V: Skyrim Copyright 2011 Bethesda Softworks         -
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This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.

==============================================================================
                              - TABLE OF CONTENTS -
==============================================================================

 To navigate much easier through this guide, I added the search system, which
works just by following these simple steps:

- Highlight the "Section Code" of the section which you wish to go and copy it
  (CTRL+C).

- Press CTRL+F to bring up the search sub-menu.

- Paste (CTRL+V) the "Section Code" and press ENTER twice to be where you
  wanted to be. Just like magic!

 This takes you to where you want to go easily and FAST, which is important
since this guide is HUGE. It sure beats scrolling through this text document
for 30+ minutes, right?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

~~~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~

1] Introduction........................................................[vb100]

    1.1] Contact Rules  . . . . . . . . . . . . . . . . . . . . .[vb101]
    1.2] Donations  . . . . . . . . . . . . . . . . . . . . . . .[vb102]

2] Game Basics.........................................................[vb200]

    2.1] Story  . . . . . . . . . . . . . . . . . . . . . . . . .[vb201]
    2.2] Controls . . . . . . . . . . . . . . . . . . . . . . . .[vb202]
    2.3] Races  . . . . . . . . . . . . . . . . . . . . . . . . .[vb203]
    2.4] Using the Compass  . . . . . . . . . . . . . . . . . . .[vb204]
    2.5] Leveling Up  . . . . . . . . . . . . . . . . . . . . . .[vb205]
    2.6] Skills and Perks . . . . . . . . . . . . . . . . . . . .[vb206]
    2.7] Being Stealthy . . . . . . . . . . . . . . . . . . . . .[vb207]
    2.8] Lockpicking and You  . . . . . . . . . . . . . . . . . .[vb208]
    2.9] Dragon Shouts  . . . . . . . . . . . . . . . . . . . . .[vb209]

3] Main Questline......................................................[vb300]

    3.1] Unbound  . . . . . . . . . . . . . . . . . . . . . . . .[vb301]
    3.2] Before the Storm . . . . . . . . . . . . . . . . . . . .[vb302]
    3.3] Bleak Falls Barrow . . . . . . . . . . . . . . . . . . .[vb303]
    3.4] Dragon Rising  . . . . . . . . . . . . . . . . . . . . .[vb304]
    3.5] The Way of the Voice . . . . . . . . . . . . . . . . . .[vb305]
    3.6] The Horn of Jurgen Windcaller  . . . . . . . . . . . . .[vb306]
    3.7] A Blade in the Dark  . . . . . . . . . . . . . . . . . .[vb307]
    3.8] Diplomatic Immunity  . . . . . . . . . . . . . . . . . .[vb308]
    3.9] A Cornered Rat . . . . . . . . . . . . . . . . . . . . .[vb309]
   3.10] Alduin's Wall  . . . . . . . . . . . . . . . . . . . . .[vb310]
   3.11] The Throat of the World  . . . . . . . . . . . . . . . .[vb311]
   3.12] Elder Knowledge  . . . . . . . . . . . . . . . . . . . .[vb312]
   3.13] Alduin's Bane  . . . . . . . . . . . . . . . . . . . . .[vb313]
   3.14] The Fallen . . . . . . . . . . . . . . . . . . . . . . .[vb314]
   3.15] Season Unending  . . . . . . . . . . . . . . . . . . . .[vb315]
   3.16] The World-Eater's Eyrie  . . . . . . . . . . . . . . . .[vb316]
   3.17] Sovngarde  . . . . . . . . . . . . . . . . . . . . . . .[vb317]
   3.18] Dragonslayer . . . . . . . . . . . . . . . . . . . . . .[vb318]

4] The Companions Questline............................................[vb400]

    4.1] Take up Arms . . . . . . . . . . . . . . . . . . . . . .[vb401]
    4.2] Hired Muscle . . . . . . . . . . . . . . . . . . . . . .[vb402]
    4.3] Proving Honor  . . . . . . . . . . . . . . . . . . . . .[vb403]
    4.4] Animal Extermination . . . . . . . . . . . . . . . . . .[vb404]
    4.5] The Silver Hand  . . . . . . . . . . . . . . . . . . . .[vb405]
    4.6] Retrieval  . . . . . . . . . . . . . . . . . . . . . . .[vb406]
    4.7] Striking the Heart . . . . . . . . . . . . . . . . . . .[vb407]
    4.8] Blood's Honor  . . . . . . . . . . . . . . . . . . . . .[vb408]
    4.9] Purity of Revenge  . . . . . . . . . . . . . . . . . . .[vb409]
   4.10] Glory of the Dead  . . . . . . . . . . . . . . . . . . .[vb410]

 The Companions Miscellaneous Quests:

   4.11] Trouble in Skyrim  . . . . . . . . . . . . . . . . . . .[vb411]
   4.12] Purity . . . . . . . . . . . . . . . . . . . . . . . . .[vb412]
   4.13] Escaped Criminal . . . . . . . . . . . . . . . . . . . .[vb413]
   4.14] Rescue Mission . . . . . . . . . . . . . . . . . . . . .[vb414]

5] College of Winterhold Questline.....................................[vb500]

    5.1] First Lessons  . . . . . . . . . . . . . . . . . . . . .[vb501]
    5.2] Under Saarthal . . . . . . . . . . . . . . . . . . . . .[vb502]
    5.3] Hitting the Books  . . . . . . . . . . . . . . . . . . .[vb503]
    5.4] Good Intentions  . . . . . . . . . . . . . . . . . . . .[vb504]
    5.5] Revealing the Unseen . . . . . . . . . . . . . . . . . .[vb505]
    5.6] Containment  . . . . . . . . . . . . . . . . . . . . . .[vb506]
    5.7] The Staff of Magnus  . . . . . . . . . . . . . . . . . .[vb507]
    5.8] The Eye of Magnus  . . . . . . . . . . . . . . . . . . .[vb508]

 College of Winterhold Miscellaneous Quests:

    5.9] Rejoining the College  . . . . . . . . . . . . . . . . .[vb509]
   5.10] Tolfdir's Alembic  . . . . . . . . . . . . . . . . . . .[vb510]
   5.11] Out of Balance . . . . . . . . . . . . . . . . . . . . .[vb511]
   5.12] Enchantment Fetching . . . . . . . . . . . . . . . . . .[vb512]
   5.13] Restocking Soul Gems . . . . . . . . . . . . . . . . . .[vb513]
   5.14] Valuable Book Fetching . . . . . . . . . . . . . . . . .[vb514]
   5.15] Shalidor's Insights  . . . . . . . . . . . . . . . . . .[vb515]
   5.16] The Atronach Forge . . . . . . . . . . . . . . . . . . .[vb516]
   5.17] Velehk Sain's Treasure . . . . . . . . . . . . . . . . .[vb517]
   5.18] Aftershock . . . . . . . . . . . . . . . . . . . . . . .[vb518]
   5.19] Rogue Wizard . . . . . . . . . . . . . . . . . . . . . .[vb519]
   5.20] Arniel's Endeavor Part I . . . . . . . . . . . . . . . .[vb520]
   5.21] Arniel's Endeavor Part II  . . . . . . . . . . . . . . .[vb521]
   5.22] Arniel's Endeavor Part III . . . . . . . . . . . . . . .[vb522]
   5.23] Arniel's Endeavor Part IV  . . . . . . . . . . . . . . .[vb523]
   5.24] Brelyna's Practice . . . . . . . . . . . . . . . . . . .[vb524]
   5.25] J'Zargo's Experiment . . . . . . . . . . . . . . . . . .[vb525]
   5.26] Onmund's Request . . . . . . . . . . . . . . . . . . . .[vb526]
   5.27] Destruction Ritual Spell . . . . . . . . . . . . . . . .[vb527]
   5.28] Illusion Ritual Spell  . . . . . . . . . . . . . . . . .[vb528]
   5.29] Conjuration Ritual Spell . . . . . . . . . . . . . . . .[vb529]
   5.30] Restoration Ritual Spell . . . . . . . . . . . . . . . .[vb530]
   5.31] Alteration Ritual Spell  . . . . . . . . . . . . . . . .[vb531]

6] Thieves Guild Questline.............................................[vb600]

    6.1] A Chance Arrangment  . . . . . . . . . . . . . . . . . .[vb601]
    6.2] Taking Care of Business  . . . . . . . . . . . . . . . .[vb602]
    6.3] Loud and Clear . . . . . . . . . . . . . . . . . . . . .[vb603]
    6.4] Dampened Spirits . . . . . . . . . . . . . . . . . . . .[vb604]
    6.5] Scoundrel's Folly  . . . . . . . . . . . . . . . . . . .[vb605]
    6.6] Speaking with Silence  . . . . . . . . . . . . . . . . .[vb606]
    6.7] Hard Answers . . . . . . . . . . . . . . . . . . . . . .[vb607]
    6.8] The Pursuit  . . . . . . . . . . . . . . . . . . . . . .[vb608]
    6.9] Trinity Restored . . . . . . . . . . . . . . . . . . . .[vb609]
   6.10] Blindsighted . . . . . . . . . . . . . . . . . . . . . .[vb610]
   6.11] Darkness Returns . . . . . . . . . . . . . . . . . . . .[vb611]

 Thieves Guild Miscellaneous Quests:

   6.12] No Stone Unturned  . . . . . . . . . . . . . . . . . . .[vb612]
   6.13] Growing The Guild  . . . . . . . . . . . . . . . . . . .[vb613]
   6.14] The Numbers Job  . . . . . . . . . . . . . . . . . . . .[vb614]
   6.15] The Fishing Job  . . . . . . . . . . . . . . . . . . . .[vb615]
   6.16] The Bedlam Job . . . . . . . . . . . . . . . . . . . . .[vb616]
   6.17] The Burglary Job . . . . . . . . . . . . . . . . . . . .[vb617]
   6.18] The Shill Job  . . . . . . . . . . . . . . . . . . . . .[vb618]
   6.19] The Sweep Job  . . . . . . . . . . . . . . . . . . . . .[vb619]
   6.20] The Heist Job  . . . . . . . . . . . . . . . . . . . . .[vb620]
   6.21] Retrieve Arondil's Journals  . . . . . . . . . . . . . .[vb621]
   6.22] The Dainty Sload . . . . . . . . . . . . . . . . . . . .[vb622]
   6.23] Summerset Shadows  . . . . . . . . . . . . . . . . . . .[vb623]
   6.24] Imitation Amnesty  . . . . . . . . . . . . . . . . . . .[vb624]
   6.25] Deliver Moon Sugar to Ri'saad  . . . . . . . . . . . . .[vb625]
   6.26] Silver Lining  . . . . . . . . . . . . . . . . . . . . .[vb626]
   6.27] Under New Management . . . . . . . . . . . . . . . . . .[vb627]

7] The Dark Brotherhood Questline......................................[vb700]

    7.1] Innocence Lost . . . . . . . . . . . . . . . . . . . . .[vb701]
    7.2] With Friends Like These  . . . . . . . . . . . . . . . .[vb702]
    7.3] Sanctuary  . . . . . . . . . . . . . . . . . . . . . . .[vb703]
    7.4] Contract: Kill Beitild . . . . . . . . . . . . . . . . .[vb704]
    7.5] Contract: Kill Ennodius Papius . . . . . . . . . . . . .[vb705]
    7.6] Contract: Kill Narfi . . . . . . . . . . . . . . . . . .[vb706]
    7.7] Mourning Never Comes . . . . . . . . . . . . . . . . . .[vb707]
    7.8] Whispers in the Dark . . . . . . . . . . . . . . . . . .[vb708]
    7.9] Contract: Kill Lurbuk  . . . . . . . . . . . . . . . . .[vb709]
   7.10] Contract: Kill Hern  . . . . . . . . . . . . . . . . . .[vb710]
   7.11] The Silence has been Broken  . . . . . . . . . . . . . .[vb711]
   7.12] Bound until Death  . . . . . . . . . . . . . . . . . . .[vb712]
   7.13] Breaching Security . . . . . . . . . . . . . . . . . . .[vb713]
   7.14] The Cure for Madness . . . . . . . . . . . . . . . . . .[vb714]
   7.15] Recipe for Disaster  . . . . . . . . . . . . . . . . . .[vb715]
   7.16] To Kill an Empire  . . . . . . . . . . . . . . . . . . .[vb716]
   7.17] Death Incarnate  . . . . . . . . . . . . . . . . . . . .[vb717]
   7.18] Hail Sithis! . . . . . . . . . . . . . . . . . . . . . .[vb718]
   7.19] Where you hang your enemy's head . . . . . . . . . . . .[vb719]

 The Dark Brotherhood Miscellaneous Quests:

   7.20] The Dark Brotherhood Forever . . . . . . . . . . . . . .[vb720]
   7.21] Take the Hidden Treasure - Part I-IV . . . . . . . . . .[vb721]
   7.22] Receive a reading from Olava the Feeble  . . . . . . . .[vb722]
   7.23] Locate the Assassin of Old . . . . . . . . . . . . . . .[vb723]

 The Civil War Questlines:

8] Stormcloaks.........................................................[vb800]

    8.1] Join the Stormcloak Rebellion  . . . . . . . . . . . . .[vb801]
    8.2] Joining the Stormcloaks  . . . . . . . . . . . . . . . .[vb802]
    8.3] The Jagged Crown . . . . . . . . . . . . . . . . . . . .[vb803]
    8.4] Message to Whiterun  . . . . . . . . . . . . . . . . . .[vb804]
    8.5] Battle for Whiterun  . . . . . . . . . . . . . . . . . .[vb805]
    8.6] Liberation of Skyrim . . . . . . . . . . . . . . . . . .[vb806]
    8.7] Rescue from Fort Neugrad . . . . . . . . . . . . . . . .[vb807]
    8.8] A False Front  . . . . . . . . . . . . . . . . . . . . .[vb808]
    8.9] The Battle for Fort Snowhawk . . . . . . . . . . . . . .[vb809]
   8.10] The Battle for Fort Dunstad  . . . . . . . . . . . . . .[vb810]
   8.11] The Battle for Fort Hraggstad  . . . . . . . . . . . . .[vb811]
   8.12] Battle for Solitude  . . . . . . . . . . . . . . . . . .[vb812]

9] Imperials...........................................................[vb900]

    9.1] Joining the Legion . . . . . . . . . . . . . . . . . . .[vb901]
    9.2] The Jagged Crown . . . . . . . . . . . . . . . . . . . .[vb902]
    9.3] Message to Whiterun  . . . . . . . . . . . . . . . . . .[vb903]
    9.4] Battle for Whiterun  . . . . . . . . . . . . . . . . . .[vb904]
    9.5] Reunification of Skyrim  . . . . . . . . . . . . . . . .[vb905]
    9.6] A False Front  . . . . . . . . . . . . . . . . . . . . .[vb906]
    9.7] The Battle for Fort Dunstad  . . . . . . . . . . . . . .[vb907]
    9.8] Compelling Tribute . . . . . . . . . . . . . . . . . . .[vb908]
    9.9] The Battle for Fort Greenwall  . . . . . . . . . . . . .[vb909]
   9.10] Rescue From Fort Kastav  . . . . . . . . . . . . . . . .[vb910]
   9.11] Battle for Fort Amol . . . . . . . . . . . . . . . . . .[vb911]
   9.12] Battle for Windhelm  . . . . . . . . . . . . . . . . . .[vb912]

10] Daedric Quests....................................................[vb1000]

   10.1] The Break of Dawn . . . . . . . . . . . . . . . . . . .[vb1001]
   10.2] Discerning the Transmundane . . . . . . . . . . . . . .[vb1002]
   10.3] Boethiah's Calling  . . . . . . . . . . . . . . . . . .[vb1003]
   10.4] The Black Star  . . . . . . . . . . . . . . . . . . . .[vb1004]
   10.5] A Daedra's Best Friend  . . . . . . . . . . . . . . . .[vb1005]
   10.6] Pieces of the Past  . . . . . . . . . . . . . . . . . .[vb1006]
   10.7] Ill Met by Moonlight  . . . . . . . . . . . . . . . . .[vb1007]
   10.8] The Cursed Tribe  . . . . . . . . . . . . . . . . . . .[vb1008]
   10.9] Waking Nightmare  . . . . . . . . . . . . . . . . . . .[vb1009]
  10.10] A Night to Remember . . . . . . . . . . . . . . . . . .[vb1010]
  10.11] The Only Cure . . . . . . . . . . . . . . . . . . . . .[vb1011]
  10.12] The Mind of Madness . . . . . . . . . . . . . . . . . .[vb1012]
  10.13] The House of Horrors  . . . . . . . . . . . . . . . . .[vb1013]
  10.14] The Whispering Door . . . . . . . . . . . . . . . . . .[vb1014]
  10.15] The Taste of Death  . . . . . . . . . . . . . . . . . .[vb1015]

11] City Overviews....................................................[vb1100]

      [Coming Soon!]

12] Random World Quests and Encounters................................[vb1200]

   12.1] A Scroll for Anska  . . . . . . . . . . . . . . . . . .[vb1201]
   12.2] Destroy the Draugr in Angarvunde  . . . . . . . . . . .[vb1202]
   12.3] Evil in Waiting . . . . . . . . . . . . . . . . . . . .[vb1203]
   12.4] Forbidden Legend  . . . . . . . . . . . . . . . . . . .[vb1204]
   12.5] Siege on the Dragon Cult  . . . . . . . . . . . . . . .[vb1205]
   12.6] Silenced Tongues  . . . . . . . . . . . . . . . . . . .[vb1206]
   12.7] The Pale Lady . . . . . . . . . . . . . . . . . . . . .[vb1207]
   12.8] Unlock the Sarcophagus in Ragnvald  . . . . . . . . . .[vb1208]

      [More Coming Soon!]

13] Other Quests......................................................[vb1300]

      [Coming Soon!]

14] Dragon Information................................................[vb1400]

   14.1] Unique Dragons  . . . . . . . . . . . . . . . . . . . .[vb1401]
   14.2] Dragon Wall Shouts/Locations  . . . . . . . . . . . . .[vb1402]

15] Followers.........................................................[vb1500]

      [Coming Soon!]

16] Trainers..........................................................[vb1600]

      [Coming Soon!]

17] Standing Stone Locations..........................................[vb1700]

18] Skill Book Locations..............................................[vb1800]

19] Marriages.........................................................[vb1900]

      [Coming Soon!]

20] Crafting..........................................................[vb2000]

   20.1] Alchemy . . . . . . . . . . . . . . . . . . . . . . . .[vb2001]
   20.2] Smithing  . . . . . . . . . . . . . . . . . . . . . . .[vb2002]
   20.3] Enchanting  . . . . . . . . . . . . . . . . . . . . . .[vb2003]
   20.4] Cooking . . . . . . . . . . . . . . . . . . . . . . . .[vb2004]

      [Coming Soon!]

21] Diseases..........................................................[vb2100]

   21.1] Vampirism . . . . . . . . . . . . . . . . . . . . . . .[vb2101]
   21.2] Lycanthropy . . . . . . . . . . . . . . . . . . . . . .[vb2102]
   21.3] Other Diseases  . . . . . . . . . . . . . . . . . . . .[vb2103]

      [Coming Soon!]

22] Trophies..........................................................[vb2200]

   22.1] Bronze Trophies . . . . . . . . . . . . . . . . . . . .[vb2201]
   22.2] Silver Trophies . . . . . . . . . . . . . . . . . . . .[vb2202]
   22.3] Gold Trophies . . . . . . . . . . . . . . . . . . . . .[vb2203]
   22.4] Platinum Trophy . . . . . . . . . . . . . . . . . . . .[vb2204]

23] Latest Update.....................................................[vb2300]

24] Credits & Thanks..................................................[vb2400]

   24.1] Credits . . . . . . . . . . . . . . . . . . . . . . . .[vb2401]
   24.2] Final Words . . . . . . . . . . . . . . . . . . . . . .[vb2402]

===============================================================================
================================== END OF ToC =================================
===============================================================================

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||         1. Introduction         |||       [vb100]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 -= Bkstunt =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Hey everyone, its Bkstunt here with a guide on The Elder Scrolls V: Skyrim.
I'm a BIG fan of Bethesda after playing through Morrowind and Oblivion, so
getting the chance to write for Skyrim meant I had to jump at it!

 When I found out vinheim (who I co-wrote a Chrono Trigger guide with) wanted
to do it too, that was just frosting on the cake! With both of us combined,
you are going to get a much more diverse guide.

 With that being said, even the both of us can't possibly find everything in
a game this massive, so if you want to help out feel free to email us with
your contributions and we'll make sure to give you credit and get it in the
guide!

 Also, I know for a fact now (after playing the game for 100+ hours) that you
WILL NOT play the same game as me. Bethesda is clever and will change things
up... the EXPERT lock I may encounter may be a MASTER lock in your game. And
if I run into three enemies, you may run into TWO... or FOUR, which makes this
game somewhat random. Randomness is NOT a guide-writers friend, so I'll ask
that you appreciate the game for what it is and DON'T use this guide as a
crutch, but a tool.

 -= vinheim =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 'Sup y'all! Oh man, I can't believe I'm actually doing this guide. I knew
about the fifth Elder Scroll game was coming out and looked, meh. I saw the
trailer when it came out some time ago but wasn't that interested. Then, my
friend sold me his PS3, bought it (November 9th, 2011), started talking with
my brother from another mother Greg (Bkstunt).

 I remember him all hyped 'cus of the game and after some time (like 2 hours),
I decided to buy it, so went to the nearest game shop (November 10th, 2011),
pre-ordered the game (yeah, I know, 1 day before release), and well, here we
are. I always wanted to write for Oblivion since I played it literally over
300 hours, but never got around doing it. Now that I have a PS3, and a really
good friend, well, WE had to do it.

 Expect this guide to be my best one AND the best one you can find. Better
than any other, even better than the Official Guides ;) .

 There're some things I want to address so please read the following
paragraphs:

- We're writing this for free and because we love this game (just like I
mentioned above). If you are looking for tons of eloquent ways for us to say
"move here, grab x item and go N to the next area", you are going to be so
disappointed. This guide is way, way too big to begin with, and lofty language
does not help.

- The spoilers are a big deal in making guides. I am a player of the game,
just like you are. The first time I played through this game was completely
by myself. I didn't read any spoilers, therefore nothing was spoiled for me.
All the story's ups and downs that were supposed to surprise me had such
effect. And I really think it's not fair spoiling such story elements to you.
Even if I want to spoil it to you, I'll bite my fingers so you can get the most
spoiler-free walkthrough here.

 With all this said, let's start with the guide! Enjoy this guide and remember
that it is a spoiler-free, so you don't have to worry about important info of
the game being spoiled.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                 ~-~ ~-~ ~-~  1.1] Contact Rules  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb101.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 -= Bkstunt =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Have something you want to see in the guide? Any good ideas? Or perhaps you
just want to say thanks? Well you can email me at:

                      --> gregorio31[at]gmail[dot]com <--

I do my best to check everything I get, although I'll outright ignore emails
that I can't understand or have no meaning.

==========
FOLLOW ME!
==========

Want to talk about some games!? Maybe throw out some ideas for what YOU want
to see me write about next? I made a facebook account for just that reason!

You can 'Like' me at:

   ====================
   Facebook.com/Bkstunt
   ====================

I also have a website you can visit to see what other guides I've written,
as well as see upcoming projects. I've also written a TON of reviews that will
go up there (You want to play GOOD games, right?!).

   ===========
   Bkstunt.com
   ===========

So between those two sites, come on over and say 'Hi!' sometime.

 -= vinheim =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Any critics, suggestions, spelling mistakes, contributions are welcome, so
please send them at the following e-mail:

                       --> vinheim[at]gmail[dot]com <---

 I always reply to all the mails I get, since feedback is the best reward of
all.

 I also have MSN and AIM, but please, if you add me, do NOT start bombing me
with IM. If I have the time, I'll chat to you, since I'm always busy writing
FAQ's and making some research for my job and school, but please keep it
polite, 'k? Anyway, here they are:

MSN: xander_may_cry@hotmail.com
AIM: vinh3im

 Ask politely and I'll add you. I don't have YIM, so start mailing me to make
one just so you can chat with me.

 Also, I created a Facebook page for you to check it out here:

o http://www.facebook.com/vinh3im

 This was made because several people like to add me on Facebook and since I'm
not accepting people I don't know, and I removed the people that added me
(sorry for that), I created this page, so enjoy.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  1.2] Donations  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb102.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 First of all, let me say that my primary motivation for writing guides is,
and always will be, for the gamer. However, as I've learned by writing just
a few guides on new games, it can hit your pocket book! I wish they'd give me
these games so I could crank out great guides, but they don't! Ah, maybe one
day!

Until then, if you've found this guide helpful please consider donating to
help me offset my costs. You can donate to my paypal account below:

   =======
   PAYPAL:
   =======

 o Paypal ID: gregorio31[at]gmail[dot]com

 Hey, it's WAY better than paying $20 for a guide, right? Even the smallest
amount will be appreciated.

   =======
   AMAZON:
   =======

 ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me
out by shopping through me! It doesn't cost you a SINGLE CENT either, which
is kick-ass. All you do is visit my webpage's donation page below:

   ==========================
   Bkstunt.com/donations.html
   ==========================

 Once you are there, you can click on the AMAZON link at the top and shop as
normal. 4% of what you buy will then be sent to me.

 Please be sure to send me an email so I can thank you personally as well! Or
just send me an email to say "Thanks!" Every one of those I read makes my day!

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||          2. Game Basics         |||       [vb200]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 All the basics of the game are covered in this special section. Since there's
a LOT to cover in this game we figured a quick summary of the games MANY, MANY
"Basics" would be helpful. This is the place to check out before diving in, or
to brush up on anything you may have skipped.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                     ~-~ ~-~ ~-~  2.1] Story  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb201.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

                    THE ELDER SCROLLS TOLD OF THEIR RETURN.

       The Empire of Tamriel is on the edge.
       The High King of Skyrim has been murdered.

       Alliances form as claims to the throne are made.
       In the midst of this conflict, a far more dangerous,
       ancient evil is awakened.

       Dragons, long lost to the passages of the Elder Scrolls,
       have returned to Tamriel.
       The future of Skyrim, even the Empire itself, hangs in the
       balance as they wait for the prophesized Dragonborn to come;
       a hero born with the power of The Voice, and the only one
       who can stand amongst the dragons.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  2.2] Controls  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb202.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

                          SONY PLAYSTATION 3 CONTROLS
                _,.--.,_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯_,.--.,_
               |  _____ |                            | _____  |
               |-'     `'.__________________________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |      \        SONY        /     (/_\)     \
           !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([ ])     ( O ) !
           !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \      / ,'   `.    ( X )     /|
           | `.           /       \ |    | /       \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'

o------------+----------------------------------------------------------------o
|- L1 button | = Uses what's equipped on left hand.                           |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- L2 button | = Sprint.                                                      |
|============+================================================================|
|- L3 button | = Toggle Sneak Mode.                                           |
|============+================================================================|
|- R1 button | = Uses what's equipped on the right hand.                      |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- R2 button | = Shout/Power.                                                 |
|============+================================================================|
|- R3 button | = Switch between first-person and third-person views.          |
|============+================================================================|
|- D-pad     | = Favorites.                                                   |
|============+================================================================|
|- L analog  | = Moves player forward/back and strafes.                       |
|============+================================================================|
|- R analog  | = Aims Crosshair/Rotates camera.                               |
|============+================================================================|
|- Start     | = Opens up your Journal.                                       |
|============+================================================================|
|- Select    | = Wait.                                                        |
|============+================================================================|
|- X button  | = Activate.                                                    |
|============+================================================================|
|- [] button | = Ready weapon.                                                |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Sheathe weapon.                                              |
|============+================================================================|
|- /\ button | = Jump.                                                        |
|============+================================================================|
|- O button  | = Character's Menu.                                            |
o------------'----------------------------------------------------------------o

                          MICROSOFT XBOX 360 CONTROLS
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                   _.-'`¯`-._                    _,-'¯`'-._
                ,-'          `-.,____________,.-'    .-.   `-.
               /   .---.             ___            ( Y )     \
              /  ,' ,-. `.     __   / X \   __   .-. `-` .-.   \
             /   | |   | |    (__) | / \ | (__) ( X )   ( B )   \
            /    `. `-' ,'    __    \___/        `-` ,-. `-`     \
            |      `---`   ,-`  `-.       .---.     ( A )        |
            |             / -'  `- \    ,'  .  `.    `-`         |
            |            |          |   | -   - |                |
            !             \ -.  ,- /    `.  '  ,'                |
            |              `-.__,-'       `---`                  |
            |                  ________________                  |
            |             _,-'`                ``-._             |
            |          ,-'                          `-.          |
             \       ,'                                `.       /
              `.__,-'                                    `-.__,'

o------------+----------------------------------------------------------------o
|- LB button | = Sprint.                                                      |
|============+================================================================|
|- LT button | = Uses what's equipped on left hand.                           |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- R analog  | = Switch between first-person and third-person views.          |
|   [push]   |                                                                |
|============+================================================================|
|- L analog  | = Toggle Sneak Mode.                                           |
|   [push]   |                                                                |
|============+================================================================|
|- RB button | = Shout/Power.                                                 |
|============+================================================================|
|- RT button | = Uses what's equipped on the right hand.                      |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- D-pad     | = Favorites.                                                   |
|============+================================================================|
|- L analog  | = Moves player forward/back and strafes.                       |
|============+================================================================|
|- R analog  | = Aims Crosshair/Rotates camera.                               |
|============+================================================================|
|- Start     | = Opens up your Journal.                                       |
|============+================================================================|
|- Back      | = Wait.                                                        |
|============+================================================================|
|- A button  | = Activate.                                                    |
|============+================================================================|
|- X button  | = Ready weapon.                                                |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Sheathe weapon.                                              |
|============+================================================================|
|- Y button  | = Jump.                                                        |
|============+================================================================|
|- B button  | = Character's Menu.                                            |
o------------'----------------------------------------------------------------o

                                  PC CONTROLS
                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯
o------------+----------------------------------------------------------------o
|- Left      | = Uses what's equipped on right hand.                          |
|  click     +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- ALT       | = Sprint.                                                      |
|============+================================================================|
|- Shift     | = Walk.                                                        |
|============+================================================================|
|- F         | = Switch between first-person and third-person views.          |
|            |                                                                |
|============+================================================================|
|- CTRL      | = Toggle Sneak Mode.                                           |
|============+================================================================|
|- Right     | = Uses what's equipped on the left hand.                       |
|  click     +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Equips that item/weapon when on favorite quick-menu.         |
|============+================================================================|
|- Z         | = Shout/Power.                                                 |
|============+================================================================|
|- Q         | = Favorites.                                                   |
|============+================================================================|
|- W,A,S,D   | = Moves player forward/back and strafes.                       |
|============+================================================================|
|- C         | = Automove.                                                    |
|============+================================================================|
|- Mouse     | = Aims Crosshair/Rotates camera.                               |
|============+================================================================|
|- J         | = Opens up your Journal.                                       |
|============+================================================================|
|- T         | = Wait.                                                        |
|============+================================================================|
|- E         | = Activate.                                                    |
|============+================================================================|
|- R         | = Ready weapon.                                                |
|            +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|            | = Sheathe weapon.                                              |
|============+================================================================|
|- Space     | = Jump.                                                        |
|============+================================================================|
|- TAB       | = Character's Menu.                                            |
|============+================================================================|
|- #'s       | = Hotkeys                                                      |
|============+================================================================|
|- M         | = Map.                                                         |
|============+================================================================|
|- I         | = Inventory.                                                   |
|============+================================================================|
|- P         | = Magic.                                                       |
o------------'----------------------------------------------------------------o

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                    ~-~ ~-~ ~-~  2.3] Races  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb203.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Just like the previous Elder Scrolls games, like Morrowind (III) and Oblivion
(IV), at the beginning of the game you will create your character from several
races, ranging from several kinds of Elves, to Orcs and some Human races.

 Which one to pick? Well, that's what we're here for! There's really no wrong
choice, but each race has its own specialties so keep on reading and pick the
one that you're looking for. Please note that all races begin with two spells,
which are:

 o Flames: A ball of fire that does 8 dmg. per second. Targets on fire take
           extra damage.

 o Healing: Heals the caster 10 HP per second.

 The Breton, Dark Elf, and High Elf races start out with these additional
spells:

 o Conjure Familiar (Breton only): Summons a Familiar for 60 seconds wherever
                                   the caster is pointing.

 o Sparks (Dark Elf only): Lightning strike that does 8 shock dmg. to HP and MP
                           per second.

 o Fury (High Elf only): Creatures and people up to level 6 will attack
                         anything nearby for 30 seconds.

 Now, let's get started with the different races, shall we?

               _____                             .__
              /  _  \_______  ____   ____   ____ |__|____    ____
             /  /_\  \_  __ \/ ___\ /  _ \ /    \|  \__  \  /    \
            /    |    \  | \/ /_/  >  <_> )   |  \  |/ __ \|   |  \
            \____|__  /__|  \___  / \____/|___|  /__(____  /___|  /
____________________\/_____/_____/_____________\/________\/_____\/_____________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This reptilian race, well-suited for the treacherous swamps of their Black
Marsh homeland, has developed a natural resistance to diseases and the ability
to breath underwater. They can call upon the Histskin to regenerate health
very quickly.

 o Racial Starting Stats:

   · Lockpicking +10
   · Restoration +5
   · Alteration +5
   · Light Armor +5
   · Sneak +5
   · Pickpocket +5

 o Racial Abilites:

   · Histskin: Recover health 10x faster for 60 seconds.
   · Resist Disease: 50% resistant to disease.
   · Underwater Breathing: Breathe underwater.

                __________                 __
                \______   \_______   _____/  |_  ____   ____
                 |    |  _/\_  __ \_/ __ \   __\/  _ \ /    \
                 |    |   \ |  | \/\  ___/|  | (  <_> )   |  \
                 |______  / |__|    \___  >__|  \____/|___|  /
________________________\/______________\/_________________\/__________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 In addition to their quick and perceptive grasp of spellcraft, even the
humblest of High Rock's Bretons can boast a resistance to magic. Bretons can
call upon the Dragonskin power to absorb spells.

 o Racial Starting Stats:

   · Conjuration +10
   · Alchemy +5
   · Illusion +5
   · Restoration +5
   · Alteration +5
   · Speech +5

 o Racial Abilites:

   · Dragonskin: Absorb 50% of magicka from hostile spells for 60 seconds.
   · Magicka Resistance: 25% resistance to magicka.

 o Extra Starting Spell:
   · Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is
                       pointing.

            ________                __     ___________.__   _____
            \______ \ _____ _______|  | __ \_   _____/|  |_/ ____\
             |    |  \\__  \\_  __ \  |/ /  |    __)_ |  |\   __\
             |    `   \/ __ \|  | \/    <   |        \|  |_|  |
            /_______  (____  /__|  |__|_ \ /_______  /|____/__|
____________________\/_____\/___________\/_________\/__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted
for their stealth and magic skills. They are naturally resistant to fire and
can call upon their Ancestor's Wrath to surround themselves in fire.

 o Racial Starting Stats:

   · Destruction +10
   · Alchemy +5
   · Illusion +5
   · Alteration +5
   · Light Armor +5
   · Sneak +5

 o Racial Abilites:

   · Resist Fire: 50% resistant to fire.
   · Ancestors Wrath: For 60 seconds, enemies that get too close take 8 fire
                       dmg. per second.

 o Extra Starting Spell:

   · Sparks: Lightning strike that does 8 shock dmg. to HP and MP per second.

               ___ ___ .__       .__      ___________.__   _____
              /   |   \|__| ____ |  |__   \_   _____/|  |_/ ____\
             /    ~    \  |/ ___\|  |  \   |    __)_ |  |\   __\
             \    Y    /  / /_/  >   Y  \  |        \|  |_|  |
              \___|_  /|__\___  /|___|  / /_______  /|____/__|
____________________\/___/_____/______\/__________\/___________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Also known as "Altmer" in their homeland of Summerset Isle, the high elves
are the most strongly gifted in the arcane arts of all the races. They can
call upon their Highborn power to regenerate Magicka quickly.

 o Racial Starting Stats:

   · Illusion +10
   · Conjuration +5
   · Destruction +5
   · Alteration +5
   · Enchanting +5

 o Racial Abilites:

   · Highborn: Regenerate Magicka faster for 60 seconds
   · Highborn: High Elves are born with 50 extra magicka.

 o Extra Starting Spell:

   · Fury: Creatures and people up to level 6 will attack anything nearby for
           30 seconds.

               .___                            .__       .__
               |   | _____ ______   ___________|__|____  |  |
               |   |/     \\____ \_/ __ \_  __ \  \__  \ |  |
               |   |  Y Y  \  |_> >  ___/|  | \/  |/ __ \|  |__
               |___|__|_|  /   __/ \___  >__|  |__(____  /____/
_________________________\/|__|________\/______________\/______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Natives of Cyrodiil, they have proved to be shrewd diplomats and traders.
They are skilled with combat and magic. Anywhere gold coins might be found,
Imperials always seem to find a few more. They can call upon the Voice of the
Emperor to calm an enemy.

 o Racial Starting Stats:

   · Restoration +10
   · Destruction +5
   · Enchanting +5
   · Heavy Armor +5
   · Block +5
   · One-Handed +5

 o Racial Abilites:

   · Voice of the Emperor: Calms nearby people for 60 seconds.
   · Imperial Luck: Imperials find more coins.

                      ____  __.__                __.__.__  __
                     |    |/ _|  |__ _____      |__|__|__|/  |_
                     |      < |  |  \\__  \     |  |  |  \   __\
                     |    |  \|   Y  \/ __ \_   |  |  |  ||  |
                     |____|__ \___|  (____  /\__|  |__|__||__|
_____________________________\/____\/_____\/\______|___________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Hailing from the province of Elsweyr, they are intelligent, quick, and agile.
They make excellent thieves due to their natural stealthiness. All Khajit can
see in the dark at will and have unarmed claw attacks.

 o Racial Starting Stats:

   · Sneak +10
   · Alchemy +5
   · One-Handed +5
   · Archery +5
   · Lockpicking +5
   · Pickpocket +5

 o Racial Abilites:

   · Claws: Does 15 dmg.
   · Night Eye: Improved night vision for 60 seconds.

                         _______                   .___
                         \      \   ___________  __| _/
                         /   |   \ /  _ \_  __ \/ __ |
                        /    |    (  <_> )  | \/ /_/ |
                        \____|__  /\____/|__|  \____ |
________________________________\/__________________\/_________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy,
Nords are famous for their resistance to cold and their talent as warriors.
They can use a Battlecry to make opponents flee.

 o Racial Starting Stats:

   · Two-Handed +10
   · Smithing +5
   · Block +5
   · One-Handed +5
   · Light Armor +5
   · Speech +5

 o Racial Abilites:

   · Battlecry: Target flees for 30 seconds.
   · Resist Frost: 50% resistant to frost.

                           ________
                           \_____  \_______   ____
                            /   |   \_  __ \_/ ___\
                           /    |    \  | \/\  \___
                           \_______  /__|    \___  >
___________________________________\/____________\/____________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are
prized for their craftsmanship. Orc troops in Heavy Armor are among the finest
in the Empire, and are fearsome when using their Berserker Rage.

 o Racial Starting Stats:

   · Heavy Armor +10
   · Enchanting +5
   · Smithing +5
   · Block +5
   · Two-handed +5
   · One-Handed +5

 o Racial Abilites:

   · Beserker: You take half damage and hit twice as hard for 60 seconds.

          __________           .___                             .___
          \______   \ ____   __| _/ ____  __ _______ _______  __| _/
           |       _// __ \ / __ | / ___\|  |  \__  \\_  __ \/ __ |
           |    |   \  ___// /_/ |/ /_/  >  |  // __ \|  | \/ /_/ |
           |____|_  /\___  >____ |\___  /|____/(____  /__|  \____ |
__________________\/_____\/_____\/_____/____________\/___________\/____________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 The most naturally talented warriors in Tamriel, the Redguards of Hammerfell
have a hardy constitution and a natural resistance to poison. They can call
upon an Adrenaline Rush in combat.

 o Racial Starting Stats:

   · One-handed +10
   · Destruction +5
   · Alteration +5
   · Smithing +5
   · Block +5
   · Archery +5

 o Racial Abilites:

   · Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds.
   · Resist Poison: 50% resistant to poison.

            __      __                 .___ ___________.__   _____
           /  \    /  \____   ____   __| _/ \_   _____/|  |_/ ____\
           \   \/\/   /  _ \ /  _ \ / __ |   |    __)_ |  |\   __\
            \        (  <_> |  <_> ) /_/ |   |        \|  |_|  |
             \__/\  / \____/ \____/\____ |  /_______  /|____/__|
__________________\/____________________\/__________\/_________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 The clanfolk of the Western Valenwood forests, also known as "Bosmer". Wood
elves make good scouts and thieves, and there are no finer archers in all of
Tamriel. They have natural resistances to both poisons and diseases. They can
Command Animals to fight for them.

 o Racial Starting Stats:

   · Archery +10
   · Alchemy +5
   · Light Armor +5
   · Sneak +5
   · Lockpicking +5
   · Pickpocket +5

 o Racial Abilites:

   · Resist Poison and Disease: 50% resistant to poison and disease.
   · Command Animals: Make an animal an ally for 60 seconds.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                ~-~ ~-~ ~-~  2.4] Using the Compass  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb204.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

(-NOTE-) This section is still UNDER CONSTRUCTION!

 The Compass appears in the center of the screen on top to show various
locations, from cities to dungeons and even enemies. Take a look at the Compass
ASCII below and the symbols so you can get a better grasp of your surroundings.

     _____________________________________________________________________
 /\ /|                                                                   |\ /\
/ \X/|                                                                   |\X/ \
\ /X\|                                                                   |/X\ /
 \/ \|                                                                   |/ \/
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||    |\   |    | DIRECTION: This only shows where North is so you can find  ||
||    | \  |    | your way more easily. Note that there are letters for      ||
||    |  \ |    | EAST, SOUTH, and WEST as well (well, duh!).                ||
||    |   \|    |                                                            ||
||--------------+------------------------------------------------------------||
||    __/\__    | ACTIVE QUEST TARGET: This shows the location of the next   ||
||    \ \/ /    | objective for the quest that you are doing at the moment,  ||
||     \  /     | of course. NOTE that this shows up when the objective is   ||
||      \/      | outdoors.                                                  ||
||--------------+------------------------------------------------------------||
||    __/\__    | CUSTOM TARGET: The symbol is the same as the previous one, ||
||    \ \/ /    | only that this one is blue, hence the "~B". These are      ||
||     \~B/     | markers that you put on the map.                           ||
||      \/      |                                                            ||
||--------------+------------------------------------------------------------||
||    __/\__    | QUEST TARGET THROUGH DOOR: This shows the location of the  ||
||   |\ \/ /|   | next objective of the quest that you are doing at the      ||
||   | \  / |   | moment. NOTE that this shows up when the objective is      ||
||   |  \/  |   | located indoors or through a door.                         ||
||   |______|   |                                                            ||
||--------------+------------------------------------------------------------||
||              | UNDISCOVERED LOCATION: This shows up when there's a        ||
||  _,~¯|¯¯\    | location you haven't discovered. NOTE that you have to be  ||
||      |   \   | nearby for this to pop up unless an NPC or map told you    ||
||      |    \  | about the location ahead of time.                          ||
||      |_____\ |                                                            ||
||--------------+------------------------------------------------------------||
||  /\_   _/\   | DISCOVERED LOCATION: This appears when you discover a      ||
|| /   \_/   \  | location that was like the above.                          ||
|| \/¯\   /¯\/  |                                                            ||
||    / _ \     |                                                            ||
||   /_/ \_\    |                                                            ||
||--------------+------------------------------------------------------------||
||      .-.     | ENEMY: When there's an enemy nearby, a red orb like this   ||
||     (   )    | attempt appears, so you don't lose track of the enemy.     ||
||      '-'     |                                                            ||
||--------------+------------------------------------------------------------||
||    __|__     |                                                            ||
||    \ |  )    |                                                            ||
||     ¯|_      |                                                            ||
||   (__|_\     |                                                            ||
||      |       |                                                            ||
'~._____________|___________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  2.5] Leveling Up  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb205.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Here we'll discuss leveling up and HOW to do it. In past games, the leveling
systems was... a tad bit confusing to say the least, but in Skyrim the process
has been stream-lined.

 You have EIGHTEEN (18) different skills in the world of Skyrim (see the
skills and perks section below). EACH skill has its own level up bar, but
your character also has a level up bar. Here's why this is important: EVERY
TIME you level up one of those eighteen skills, a section of your MAIN level
up bar fills up.

 So technically you can level up without FIGHTING at all. You COULD just stay
in town and, say, use the BLACKSMITH FORGERY (to level up your SMITHING
skill), go on a LOCKPICKING SPREE, and PICKPOCKET a bunch of people. Do this
(or any skill) enough and you'll level up your main level bar, advancing you
to your next level.

 Each level you gain will let you increase your HEALTH, MAGIC, or STAMINA by
10 points. You'll also be given a SKILL POINT, which lets you choose a PERK
to learn (again, more about perks in the next section).

 So as you can see, the only way to level up and get stronger in the game is
to use your skills! In other words, play the game and the levels will come!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
               ~-~ ~-~ ~-~  2.6] Skills and Perks  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb206.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Here we'll list the game's EIGHTEEN skills. We'll also list all of the PERKS
that you can get by investing SKILL POINTS into those skills. Note that you
need to level up your skills to a certain level before you can learn the perks
you want. Hey, good things come with time!

 Knowing how to level up skills is... pretty self-explanitory. Well, for the
most part. All you do is USE what you want to level up after all. Here's some
skills that you may be wondering how to level:

 o Heavy Armor: In order to level up Heavy Armor, just take damage while
                WEARING Heavy Armor.

 o Light Armor: In order to level up Light Armor, just take damage while
                WEARING Light Armor.

 o Speech: In order to level up Speech, buy and sell items at a store. You
           can also choose PERSUADE and INTIMIDATE options while talking.

 Down below is the list of ALL the 18 skills, as well as their tree ASCII and
the skill list. Have fun with reading it all and plotting out your character!

(-NOTE-) Many of the skills with incrementing levels are going to be blank, as
         Vinheim and I just plain haven't mastered every skill...

                 _____  .__         .__
                /  _  \ |  |   ____ |  |__   ____   _____ ___.__.
               /  /_\  \|  | _/ ___\|  |  \_/ __ \ /     <   |  |
              /    |    \  |_\  \___|   Y  \  ___/|  Y Y  \___  |
              \____|__  /____/\___  >___|  /\___  >__|_|  / ____|
______________________\/__________\/_____\/_____\/______\/\/___________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 An alchemist can create magical potions and deadly poisons.

                                   [   9   ] -------------------.
                                                                |
                                                                |
          [   5   ]                    .------------------- [   8   ]
              |                        |                        |
              |                        |                        |
          [   4   ] -------------------'                    [   7   ]
              |                                                 |
              |                                                 |
          [   3   ] -------------- [   2   ] -------------- [   6   ]
                                       |
                                       |
                                   [   1   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Alchemist [0/5]                                          ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Potions and Poisons you make are 20/?% stronger.         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Physician                                                ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Potions you mix that restore health, magicka or stamina  ||
||              :| : are 25% more powerful.                                   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Poisoner                                                 ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Poisons you mix are 25% more effective.                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Concetrated Poison                                       ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Potions applied to weapons last for twice as many hits.  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Green Thumb                                              ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Two ingredients are gathered from plants.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Benefactor                                               ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Potions you mix with beneficial effects have an          ||
||              :| : additional 25% greater magnitude.                        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Experimenter [0/3]                                       ||
|| Lv. Required :| : 50/?/?                                                   ||
|| What it does :| : Eating an ingredient reveals first two/?/? effects.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Snake Blood                                              ||
|| Lv. Required :| : 80                                                       ||
|| What it does :| : 50% resistance to all poisons.                           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Purity                                                   ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : All negative effects are removed from created potions,   ||
||              :| : and all positive effects are removed from from created   ||
||              :| : poisons.                                                 ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

           _____  .__   __                       __  .__
          /  _  \ |  |_/  |_  ________________ _/  |_|__| ____   ____
         /  /_\  \|  |\   __\/ __ \_  __ \__  \\   __\  |/  _ \ /    \
        /    |    \  |_|  | \  ___/|  | \// __ \|  | |  (  <_> )   |  \
        \____|__  /____/__|  \___  >__|  (____  /__| |__|\____/|___|  /
________________\/_______________\/___________\/____________________\/_________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The School of Alteration involves the manipulation of the physical world and
its natural properties. This skill makes it easier to cast spells like
Waterbreathing, magical protection, and Paralysis.

                      [   9   ]                 [   10  ]
                          |                         |
                          |                         |
                          '------- [   8   ] -------'
                                       |
                                       |
          [   7   ] -------------- [   6   ]
                                       |
                                       |
          [   4   ] -------------- [   3   ] -------------- [   5   ]
                                       |
                                       |
          [   2   ]                    |
              |                        |
              |                        |
              '------------------- [   1   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Alteration                                        ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Cast novice level alteration spells for half magicka.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Alteration Dual Casting                                  ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Dual casting an alteration spell overcharges the effects ||
||              :| : into an even more powerful version.                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Apprentice Alteration                                    ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Cast apprentice level alteration spells for half magicka.||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Mage Armor [0/3]                                         ||
|| Lv. Required :| : 30/?/?                                                   ||
|| What it does :| : Protection spells (like Stoneflesh) are twice as strong  ||
||              :| : if not wearing armor.                                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Magic Resistance [0/3]                                   ||
|| Lv. Required :| : 30/?/?                                                   ||
|| What it does :| : Blocks 10/?% of a spell's effects.                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Adept Alteration                                         ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Cast adept level alteration spells for half magicka.     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Stability                                                ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Alteration spells have longer duration.                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Expert Alteration                                        ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Cast expert level alteration spells for half magicka.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Atronach                                                 ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Absorbs 30% of the magicka of any spells that hit you.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Mater Alteration                                         ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Cast master level alteration spells for half magicka.    ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                _____                .__
               /  _  \_______   ____ |  |__   ___________ ___.__.
              /  /_\  \_  __ \_/ ___\|  |  \_/ __ \_  __ <   |  |
             /    |    \  | \/\  \___|   Y  \  ___/|  | \/\___  |
             \____|__  /__|    \___  >___|  /\___  >__|   / ____|
_____________________\/____________\/_____\/_____\/_______\/___________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 An Archer is trained in the use of bows and arrows. The greater the skill,
the more deadly the shot.

              .------------------- [   9   ] -------------------.
              |                                                 |
              |                                                 |
          [   7   ]                                         [   8   ]
              |                                                 |
              |                                                 |
          [   4   ]                [   5   ]                [   6   ]
              |                        |                        |
              |                        |                        |
          [   2   ] -------------------'                    [   3   ]
              |                                                 |
              |                                                 |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Overdraw [0/5]                                           ||
|| Lv. Required :| : 0/20/40/60/80                                            ||
|| What it does :| : Bows do 20/40/60/80/100% more damage.                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Eagle Eye                                                ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Pressing block while aiming will zoom in your view.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Critical Shot [0/3]                                      ||
|| Lv. Required :| : 30/60/90                                                 ||
|| What it does :| : 10/15/20% chance of a critical hit that does extra       ||
||              :| : damage.                                                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Power Shot                                               ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Arrows stagger all but the largest opponents 50% of the  ||
||              :| : time.                                                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Steady Hand                                              ||
|| Lv. Required :| : 50/60                                                    ||
|| What it does :| : Zooming in with a bow slows time by 25/50%.              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Hunter's Descipline                                      ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Recover twice as many arrows from dead bodies.           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Quick Shot                                               ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Can draw a bow 30% faster.                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Ranger                                                   ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Able to move faster with drawn bow.                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Bullseye                                                 ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : 15% chance of paralyzing the target for a few seconds.   ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                     __________.__                 __
                     \______   \  |   ____   ____ |  | __
                      |    |  _/  |  /  _ \_/ ___\|  |/ /
                      |    |   \  |_(  <_> )  \___|    <
                      |______  /____/\____/ \___  >__|_ \
_____________________________\/_________________\/_____\/______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The art of blocking an enemy's blows with a shield or weapon. Blocking
reduces the damage and staggering from physical attacks.

              .------------------- [   9   ] -------------------.
              |                                                 |
              |                                                 |
          [   7   ]                                         [   8   ]
              |                                                 |
              |                                                 |
          [   5   ]                                         [   6   ]
              |                                                 |
              |                                                 |
          [   3   ]                                         [   4   ]
              |                                                 |
              |                                                 |
              |                    [   2   ]                    |
              |                        |                        |
              |                        |                        |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Shield Wall [0/5]                                        ||
|| Lv. Required :| : 20/40/60/80/100                                          ||
|| What it does :| : Blocking is 20/40/60/80/100% more effective.             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Quick Reflexes                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Time slows down if you are blocking during an enemy's    ||
||              :| : power attack.                                            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Deflect Arrows                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Arrows that hit the shield do no damage.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Power Bash                                               ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Able to do a power bash.                                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Elemental Protection                                     ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Blocking with a shield reduces incoming fire, frost and  ||
||              :| : shock damage by 50%.                                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Deadly Bash                                              ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Bashing foes five times more damage.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Block Runner                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Able to move faster with a shield raised.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Disarming Bash                                           ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Chance to disarm when power bashing.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Shield Charge                                            ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Sprinting with a shield raised knocks down most targets. ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  _________                    __                     __  .__
  \_   ___ \  ____   ____     |__|__ ______________ _/  |_|__| ____   ____
  /    \  \/ /  _ \ /    \    |  |  |  \_  __ \__  \\   __\  |/  _ \ /    \
  \     \___(  <_> )   |  \   |  |  |  /|  | \// __ \|  | |  (  <_> )   |  \
   \______  /\____/|___|  /\__|  |____/ |__|  (____  /__| |__|\____/|___|  /
__________\/____________\/\______|_________________\/____________________\/____
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The School of Conjuration governs raising the dead and summoning creations
from Oblivon. This skill makes it easier to cast these spells as well as Soul
Trap and bindings.

           .------------- [   14  ]                             [   15  ]
           |                  |                                     |
           |                  |                                     |
           |                  |              [   13  ]              |
           |                  |                  |                  |
           |                  |                  |                  |
           |              [   11  ]              |              [   12  ]
           |                  |                  |                  |
           |                  |                  |                  |
       [   9   ]              |              [   10  ]              |
           |                  |                  |                  |
           |                  |                  |                  |
           |              [   7   ]              |              [   8   ]
           |                  |                  |                  |
           |                  |                  |                  |
       [   5   ]              '--------.     [   6   ]              |
           |                           |         |                  |
           |                           |         |                  |
       [   2   ]          [   3   ]    |         |              [   4   ]
           |                  |        |         |                  |
           |                  |        |         |                  |
           '------------------'--- [   1   ] ----'------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Conjuration                                       ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Cast novice level conjuration spells for half magicka.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Summoner [0/2]                                           ||
|| Lv. Required :| : 30/?                                                     ||
|| What it does :| : Can Summon Atronauchs or raise undead twice as far away. ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Conjuration Dual Casting                                 ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Dual casting a conjuration spell overcharges the spell,  ||
||              :| : allowing it to last longer.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Apprentice Conjuration                                   ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Cast apprentice level conjuration spells for half        ||
||              :| : magicka.                                                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Atromancy                                                ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Double duration for conjured Atronauchs.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Mystic Binding                                           ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Bound weapons do more damage.                            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Necromancy                                               ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Greater duration for reanimated undead.                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Adept Conjuration                                        ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Cast adept level conjuration spells for half magicka.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Elemental Potency                                        ||
|| Lv. Required :| : 80                                                       ||
|| What it does :| : Conjured Atronauchs are 50% more powerful.               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Soul Stealer                                             ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Bound weapons cast Soul Trap on targets.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 11                                                       ||
||         Name :| : Dark Souls                                               ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Reanimated undead have 100 more health.                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 12                                                       ||
||         Name :| : Expert Conjuration                                       ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Cast expert level conjuration spells for half magicka.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 13                                                       ||
||         Name :| : Oblivion Binding                                         ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Bound weapons will banish summoned creatures and turn    ||
||              :| : raised ones.                                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 14                                                       ||
||         Name :| : Twin Souls                                               ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : You can have two Atronauchs or reanimated zombies.       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 15                                                       ||
||         Name :| : Master Conjuration                                       ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Cast master level conjuration spells for half magicka.   ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  ________                   __                        __  .__
  \______ \   ____   _______/  |________ __ __   _____/  |_|__| ____   ____
   |    |  \_/ __ \ /  ___/\   __\_  __ \  |  \_/ ___\   __\  |/  _ \ /    \
   |    `   \  ___/ \___ \  |  |  |  | \/  |  /\  \___|  | |  (  <_> )   |  \
  /_______  /\___  >____  > |__|  |__|  |____/  \___  >__| |__|\____/|___|  /
__________\/_____\/_____\/__________________________\/____________________\/___
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The School of Destruction involves the harnessing the energies of fire, frost
and shock. This skill makes it easier to cast spells like Fireball, Ice Spike,
and Lightning Bolt.

                                                   [   14  ]
                                                       |
                                                       |
                     [   12  ]                     [   13  ]
                         |                             |
                         |                             |
                         |          [   10  ]          |          [   11  ]
                         |              |              |              |
                         |              |              |              |
      [   8   ]          |              |          [   9   ]          |
          |              |              |              |              |
          |              |              |              |              |
          |              |          [   7   ]          +--------------'
          |              |              |              |
          |              |              |              |
          |          [   4   ]          |          [   5   ]      [   6   ]
          |              |              |              |              |
          |              '------------. | .------------'              |
      [   2   ] ------------------- [   1   ] ------------------- [   3   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Destruction                                       ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Cast novice level Destruction spells for half magicka.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Augmented Flames [0/2]                                   ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Fire spells do 25% more damage.                          ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Destruction Dual Casting                                 ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Dual casting Destruction spell overcharges the effects   ||
||              :| : into an even more powerful version.                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Augmented Frost [0/2]                                    ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Frost spells do 25% more damage.                         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Apprentice Destruction                                   ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Cast apprentice Destruction spells for half magicka.     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Impact                                                   ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Most Destruction spells will stagger an opponent when    ||
||              :| : dual cast.                                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Augmented Shock [0/2]                                    ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Shock spells do 25% more damage.                         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Intense Flames                                           ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Fire damage causes target to flee if their health is low.||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Adept Destruction                                        ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Cast adept level Destruction spells for half magicka.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Disintegrate                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Shock damage disintegrates their target if their health  ||
||              :| : is low.                                                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 11                                                       ||
||         Name :| : Rune Master                                              ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Can place runes five times farther away.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 12                                                       ||
||         Name :| : Deep Freeze                                              ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Frost damage paralyzes targets if their health is low.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 13                                                       ||
||         Name :| : Expert Destruction                                       ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Cast expert Destruction spells for half magicka.         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 14                                                       ||
||         Name :| : Master Destruction                                       ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Cast master level Destruction spells for half magicka.   ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

     ___________             .__                   __  .__
     \_   _____/ ____   ____ |  |__ _____    _____/  |_|__| ____    ____
      |    __)_ /    \_/ ___\|  |  \\__  \  /    \   __\  |/    \  / ___\
      |        \   |  \  \___|   Y  \/ __ \|   |  \  | |  |   |  \/ /_/  >
     /_______  /___|  /\___  >___|  (____  /___|  /__| |__|___|  /\___  /
_____________\/_____\/_____\/_____\/_____\/_____\/_____________\//_____/_______
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The more powerful the enchanter, the stronger the magic he can bind to his
weapons and armor.

              .------------------- [   9   ]
              |                        |
              |                        |
          [   7   ]                [   8   ]
              |                        |
              |                        |
          [   4   ]                [   5   ]                [   6   ]
              |                        |                        |
              |                        |                        |
          [   2   ]                    |                    [   3   ]
              |                        |                        |
              |                        |                        |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Enchanter [0/5]                                          ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : New enchantments are 20/?% stronger.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Fire Enchanter                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Fire enchantments on weapons and armor are 25% stronger. ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Soul Squeezer                                            ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Soul gems provide extra magika for recharging.           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Frost Enchanter                                          ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Frost enchantments on weapons and armor are 25% stronger.||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Insightful Enchanter                                     ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Skill enchantments on armor are 25% stronger.            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Soul Siphon                                              ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Death blows to creatures, but not people, trap 5% of the ||
||              :| : victim's soul, recharging the weapon.                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Storm Enchanter                                          ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Shock enchantments on weapons and armor are 25% stronger.||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Corpus Enchanter                                         ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Health, magicka, and stamina enchantments on armor are   ||
||              :| : 25% stronger.                                            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Extra Effect                                             ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Can put two enchantments on the same item.               ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

   ___ ___                                 _____
  /   |   \   ____ _____ ___  _____.__.   /  _  \_______  _____   ___________
 /    ~    \_/ __ \\__  \\  \/ <   |  |  /  /_\  \_  __ \/     \ /  _ \_  __ \
 \    Y    /\  ___/ / __ \\   / \___  | /    |    \  | \/  Y Y  (  <_> )  | \/
  \___|_  /  \___  >____  /\_/  / ____| \____|__  /__|  |__|_|  /\____/|__|
________\/_______\/_____\/______\/______________\/____________\/_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Those trained to use Heavy Armor make more effective use of Iron, Steel,
Dwarven, Orcish, Ebony, and Daedric armors.

                                                            [   8   ]
                                                                |
                                                                |
          [   6   ]                                         [   7   ]
              |                                                 |
              |                                                 |
          [   4   ]                                         [   5   ]
              |                                                 |
              |                                                 |
          [   2   ]                                         [   3   ]
              |                                                 |
              |                                                 |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Juggernaut [0/5]                                         ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Increases armor rating for heavy armor by 20/?%.         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Fists of Steel                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Unarmed attacks with heavy armor gauntlets do their      ||
||              :| : armor rating in extra damage.                            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Well Fitted                                              ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : 25% armor bonus if wearing all heavy armor: head, chest, ||
||              :| : hands, feet.                                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Cushioned                                                ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Half damage from falling if wearing all heavy armor:     ||
||              :| : head, chest, hands, feet.                                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Tower of Strength                                        ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : 50% less stagger when wearing only heavy armor.          ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Conditioning                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Heavy armor weighs nothing and doesn't slow you down     ||
||              :| : when worn.                                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Matching Set                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Additional 25% armor bonus if wearing a matched set of   ||
||              :| : heavy armor.                                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Reflect Blows                                            ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : 10% chance to reflect melee damage back to the enemy     ||
||              :| : while wearing all heavy armor: head, chest, hands, feet. ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                 .___.__  .__               .__
                 |   |  | |  |  __ __  _____|__| ____   ____
                 |   |  | |  | |  |  \/  ___/  |/  _ \ /    \
                 |   |  |_|  |_|  |  /\___ \|  (  <_> )   |  \
                 |___|____/____/____//____  >__|\____/|___|  /
__________________________________________\/_______________\/__________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The School of Illusion involves manipulating the mind of the enemy. This
skill makes it easier to cast spells like Fear, Calm and Invisibility.

              .------------------- [   13  ]
              |
              |
          [   11  ]                    .------------------- [   12  ]
              |                        |                        |
              |                        |                        |
              |                    [   10  ]                    |
              |                        |                        |
              |                        |                        |
          [   8   ]                    |                    [   9   ]
              |                        |                        |
              |                        |                        |
              |                    [   7   ]                    |
              |                        |                        |
              |                        |                        |
          [   5   ] -----.             |                    [   6   ]
                         |             |                        |
                         |             |                        |
                         |         [   3   ]                [   4   ]
                         |             |                        |
                         '-------------|                        |
                                       |                        |
          [   2   ] -------------- [   1   ]--------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Illusion                                          ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Cast novice level illusion spells for half magicka.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Illusion Dual Casting                                    ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Dual casting an illusion spell overcharges the effects   ||
||              :| : into an even more powerful version.                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Hypnotic Gaze                                            ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Calm spells now work on higher level opponents.          ||
||              :| : Cumulative with Kindred Mage and Animage.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Animage                                                  ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Illusion spells now work on higher level animals.        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Apprentice Illusion                                      ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Cast apprentice Illusion spells for half magicka.        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Kindred Mage                                             ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : All illusion spells work on higher level people.         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Aspect of Terror                                         ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Fear spells work on higher level opponents. Cumulative   ||
||              :| : with Kindred Mage and Animage.                           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Adept Illusion                                           ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Cast adept illusion spells for half magicka.             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Quiet Casting                                            ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : All spells you cast from any school of magic are silent  ||
||              :| : to others.                                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Rage                                                     ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Frenzy spells on higher level opponents. Cumulative with ||
||              :| : Kindred Mage and Animage.                                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 11                                                       ||
||         Name :| : Expert Illusion                                          ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Cast expert Illusion spells for magicka.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 12                                                       ||
||         Name :| : Master of the Mind                                       ||
|| Lv. Required :| : 90                                                       ||
|| What it does :| : Illusion spells work on undead, daedra and automatons.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 13                                                       ||
||         Name :| : Master Illusion                                          ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Cast Master level illusion spells for half magicka.      ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    .____    .__       .__     __       _____
    |    |   |__| ____ |  |___/  |_    /  _  \_______  _____   ___________
    |    |   |  |/ ___\|  |  \   __\  /  /_\  \_  __ \/     \ /  _ \_  __ \
    |    |___|  / /_/  >   Y  \  |   /    |    \  | \/  Y Y  (  <_> )  | \/
    |_______ \__\___  /|___|  /__|   \____|__  /__|  |__|_|  /\____/|__|
____________\/_/_____/______\/_______________\/____________\/__________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Those trained to use Light Armor make more effective use of Hide, Leather,
Elven, and Glass armors.

          [   5   ]-----------------------------------------[   6   ]
              |                                                 |
              |                                                 |
          [   3   ]                                         [   4   ]
              |                                                 |
              '------------------------.------------------------'
                                       |
                                   [   2   ]
                                       |
                                       |
                                   [   1   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Agile Defender                                           ||
|| Lv. Required :| : 0/20/40/60/80                                            ||
|| What it does :| : Increase light armor rating by: 20/40/60/80/100%.        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Custom Fit                                               ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : 25% armor bonus if wearing all light armor: head, chest, ||
||              :| : hand, feet.                                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Unhindered                                               ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Light armor weighs nothing and doesn't slow you down     ||
||              :| : when worn.                                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Matching Set                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Additional 25% armor bonus if wearing a matched set of   ||
||              :| : light armor.                                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Wind Walker                                              ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Stamina regenerates 50% faster in all Light Armor: head, ||
||              :| : chest, hand, feet.                                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Deft Movement                                            ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : 10% chance of avoiding all damage from melee attack while||
||              :| : wearing all light armor: head, chest, hands, feet.       ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    .____                  __           .__        __   .__
    |    |    ____   ____ |  | ________ |__| ____ |  | _|__| ____    ____
    |    |   /  _ \_/ ___\|  |/ /\____ \|  |/ ___\|  |/ /  |/    \  / ___\
    |    |__(  <_> )  \___|    < |  |_> >  \  \___|    <|  |   |  \/ /_/  >
    |_______ \____/ \___  >__|_ \|   __/|__|\___  >__|_ \__|___|  /\___  /
____________\/__________\/_____\/|__|___________\/_____\/_______\//_____/______
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The art of Lockpicking is used to open locked doors and containers faster
and with fewer broken lockpicks.

                                   [   11  ] -------------------.
                                                                |
                                                                |
          [   10  ] -------------- [   9   ] -------------- [   8   ]
                                                                |
                                                                |
          [   7   ] -------------- [   6   ] -------------- [   5   ]
                                                                |
                                                                |
          [   4   ] -------------- [   3   ] -------------- [   2   ]
                                                                |
                                                                |
                                                            [   1   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Locks                                             ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Novice locks are much easier to pick.                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Apprentice Locks                                         ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Apprentice locks are much easier to pick.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Quick Hands                                              ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Able to pick locks without being noticed.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Wax Key                                                  ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Automatically gives you a copy of the picked lock's key  ||
||              :| : if it has one.                                           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Adept Locks                                              ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Adept locks are much easier to pick.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Golden Touch                                             ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Find more gold in chests.                                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Treasure Hunter                                          ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : 50% greater chance of finding special treasure.          ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Expert Locks                                             ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Expert locks are much easier to pick.                    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Locksmith                                                ||
|| Lv. Required :| : 80                                                       ||
|| What it does :| : Pick starts to the lock opening position.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Unbreakable                                              ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Lockpicks never break.                                   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 11                                                       ||
||         Name :| : Master Locks                                             ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Master locks are much easier to pick.                    ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 ________                          .__                       .___         .___
 \_____  \   ____   ____           |  |__ _____    ____    __| _/____   __| _/
  /   |   \ /    \_/ __ \   ______ |  |  \\__  \  /    \  / __ |/ __ \ / __ |
 /    |    \   |  \  ___/  /_____/ |   Y  \/ __ \|   |  \/ /_/ \  ___// /_/ |
 \_______  /___|  /\___  >         |___|  (____  /___|  /\____ |\___  >____ |
_________\/_____\/_____\/_______________\/_____\/_____\/______\/____\/_____\/__
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The are of combat using one-handed weapons, such as daggers, swords, maces
and war axes. Those trained in this skill deliver deadlier blows.

          .------------------------ [   10  ]
          |                             |
          |                             |
      [   7   ]                     [   8   ]                     [   9   ]
          |                             |                             |
          |                             |                             |
          '--------- [   5   ] ---------'          [   6   ]          |
                         |                             |              |
                         |      .----------------------'              |
                         |      |                                     |
      [   3   ]          |      |   [   4   ]                         |
          |              |      |       |                             |
          |              |      |       |                             |
          '--------- [   1   ] -'-------'------------------------ [   2   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Armsman [0/5]                                            ||
|| Lv. Required :| : 20/40/60/80/100                                          ||
|| What it does :| : One-handed weapons do 20/40/60/80/100% more damage.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Dual Flurry [0/2]                                        ||
|| Lv. Required :| : 30/? pts                                                 ||
|| What it does :| : Dual wielding attacks are 20/?% faster.                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Hack & Slash [0/3]                                       ||
|| Lv. Required :| : 30/60/90 pts                                             ||
|| What it does :| : Attacks with war axes cause extra bleeding damage.       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Bone Breaker [0/3]                                       ||
|| Lv. Required :| : 30/60/90 pts                                             ||
|| What it does :| : Attacks with maces ignore 25/?% of armor.                ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Fighting Stance                                          ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Power attacks with one-handed weapons cost 25% less      ||
||              :| : stamina.                                                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Bladesman [0/3]                                          ||
|| Lv. Required :| : 30/60/90 pts                                             ||
|| What it does :| : Attacks with swords have a 10/15/?% chance of doing      ||
||              :| : critical damage.                                         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Savage Strike                                            ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Standing power attacks do 25% bonus damage with a chance ||
||              :| : to decapitate your enemies.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Critical Charge                                          ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Can do a one-handed power attack while sprinting that    ||
||              :| : does double critical damage.                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Dual Savagery                                            ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Dual wielding power attacks do 50% bonus dmg.            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Paralyzing Strike                                        ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Backwards power attacks have a 25% chance to paralyze    ||
||              :| : the target.                                              ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

      __________.__        __                          __           __
      \______   \__| ____ |  | ________   ____   ____ |  | __ _____/  |_
       |     ___/  |/ ___\|  |/ /\____ \ /  _ \_/ ___\|  |/ // __ \   __\
       |    |   |  \  \___|    < |  |_> >  <_> )  \___|    <\  ___/|  |
       |____|   |__|\___  >__|_ \|   __/ \____/ \___  >__|_ \\___  >__|
________________________\/_____\/|__|_______________\/_____\/____\/____________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The stealthy art of picking an unsuspecting target's pockets. A skilled
pickpocket is less likely to be caught and is more likely to find valuables.

                                   [   8   ]
                                       |
                                       |
          [   6   ]                [   7   ]
              |                        |
              '------------.           |
                           |           |
          [   3   ]        '------ [   4   ]                [   5   ]
              |                        |                        |
              |                        |                        |
              '------------------- [   2   ] -------------------'
                                       |
                                       |
                                   [   1   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Light Fingers [0/5]                                      ||
|| Lv. Required :| : 0/20                                                     ||
|| What it does :| : Pickpocking bonus of 20/40/?%. Item weight and value     ||
||              :| : reduce pickpocketing odds.                               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Night Thief                                              ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : +25% chance to pickpocket if target is asleep.           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Poisoned                                                 ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Silently harm enemies by placing poisons in their pocket.||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Cut Purse                                                ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Pickpocketing gold is 50% easier.                        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Extra Pockets                                            ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Carrying capasity is increased by 100.                   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Key Master                                               ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Pickpocketing keys almost always work.                   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Misdirection                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Can pickpocket equipped weapons.                         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Perfect Touch                                            ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Can pickpocket equipped items.                           ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  __________                 __                       __  .__
  \______   \ ____   _______/  |_  ________________ _/  |_|__| ____   ____
   |       _// __ \ /  ___/\   __\/  _ \_  __ \__  \\   __\  |/  _ \ /    \
   |    |   \  ___/ \___ \  |  | (  <_> )  | \// __ \|  | |  (  <_> )   |  \
   |____|_  /\___  >____  > |__|  \____/|__|  (____  /__| |__|\____/|___|  /
__________\/_____\/_____\/_________________________\/____________________\/____
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The School of Restoration involves control over life forces. This skill makes
it easier to cast spells like Healing, Turn Undead, and magical Wards.

                                    [   12  ]
                                        |
                                        |
                                    [   11  ]
                                        |
                                        |
      [   8   ]                     [   9   ]                     [   10  ]
          |                             |                             |
          |                             |                             |
      [   5   ]                     [   6   ]                     [   7   ]
          |                             |              .--------------'
          '----.                        |--------------'
               |     [   3   ]          |                         [   4   ]
               |         |              |                             |
               '---------'------------. |                             |
      [   2   ] ------------------- [   1   ] ------------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Novice Restoration                                       ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Cast novice level Restoration spells for half magicka.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Respite                                                  ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Healing spells also restore Stamina.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Ward Absorb                                              ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : Wards recharge your magicka when hit with spells.        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Restoration Dual Casting                                 ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Dual casting a Restoration spell overcharges the effects ||
||              :| : into an een more powerful version.                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Regeneration                                             ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Healing spells cure 50% more.                            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Apprentice Restoration                                   ||
|| Lv. Required :| : 25                                                       ||
|| What it does :| : Cast apprentice Restoration spells for half magicka.     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Recovery [0/2]                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Magika regenerates 25% faster.                           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Necromage                                                ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : All spells are more effective against undead.            ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Adept Restoration                                        ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Cast adept level Restoration spells for half magicka.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Avoid Death                                              ||
|| Lv. Required :| : 90                                                       ||
|| What it does :| : Once a day, heals 250 points automatically if you fall   ||
||              :| : below 10% health.                                        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 11                                                       ||
||         Name :| : Expert Restoration                                       ||
|| Lv. Required :| : 75                                                       ||
|| What it does :| : Cast expert level Restoration spells for half magicka.   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 12                                                       ||
||         Name :| : Master Restoration                                       ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Cast master level Restoration spells for half magicka.   ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

               _________       .__  __  .__    .__
              /   _____/ _____ |__|/  |_|  |__ |__| ____    ____
              \_____  \ /     \|  \   __\  |  \|  |/    \  / ___\
              /        \  Y Y  \  ||  | |   Y  \  |   |  \/ /_/  >
             /_______  /__|_|  /__||__| |___|  /__|___|  /\___  /
_____________________\/______\/______________\/________\//_____/_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The art of creating and improving weapons and armor from raw materials.

              .------------------- [   10  ] -------------------.
              |                                                 |
              |                                                 |
          [   8   ]                                         [   9   ]
              |                                                 |
              |                                                 |
          [   6   ]                                         [   7   ]
              |                                                 |
              |                                                 |
          [   3   ]                [   4   ]                [   5   ]
              |                        |                        |
              |                        |                        |
              '------------------- [   1   ] -------------- [   2   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Steel Smithing                                           ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Can create steel armor and weapons at forges, and        ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Dwarven Smithing                                         ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Can create dwarven armor and weapons at forges, and      ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Elven Smithing                                           ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Can create elven armor and weapons at forges, and improve||
||              :| : them twice as much.                                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Arcane Blacksmith                                        ||
|| Lv. Required :| : 60                                                       ||
|| What it does :| : You can improve magical weapons and armor.               ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Orcish Smithing                                          ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Can create orcish armor and weapons at forges, and       ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Advanced Armors                                          ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Can create scaled and plate armor at forges, and improve ||
||              :| : them twice as much.                                      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Ebony Smithing                                           ||
|| Lv. Required :| : 80                                                       ||
|| What it does :| : Can create ebony armor and weapons at forges, and        ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Glass Smithing                                           ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Can create glass armor and weapons at forges, and        ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Daedric Smithing                                         ||
|| Lv. Required :| : 90                                                       ||
|| What it does :| : Can create Daedric armor and weapons at forges, and      ||
||              :| : improve them twice as much.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 10                                                       ||
||         Name :| : Dragon Armor                                             ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Can create dragon armor at forges, and improve them      ||
||              :| : twice as much.                                           ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

             _________                     __   .__
            /   _____/ ____   ____ _____  |  | _|__| ____    ____
            \_____  \ /    \_/ __ \\__  \ |  |/ /  |/    \  / ___\
            /        \   |  \  ___/ / __ \|    <|  |   |  \/ /_/  >
           /_______  /___|  /\___  >____  /__|_ \__|___|  /\___  /
___________________\/_____\/_____\/_____\/_____\/_______\//_____/______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can
even hide in plain sight.

          [   8   ] --------------------------------------- [   9   ]
              |
              |
          [   6   ]                                         [   7   ]
              |                                                 |
              |                                                 |
          [   4   ]                                         [   5   ]
              |                                                 |
              |                                                 |
          [   2   ]                                         [   3   ]
              |                                                 |
              |                                                 |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Stealth [0/5]                                            ||
|| Lv. Required :| : 0/20                                                     ||
|| What it does :| : You are 20%/25%/? harder to detect when sneaking.        ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Muffled Movement                                         ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Noise from armor is reduced 50%.                         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Backstab                                                 ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Sneak attacks with one-handed weapons now do six times   ||
||              :| : damage.                                                  ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Light Foot                                               ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : You won't trigger pressure plates.                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Deadly Aim                                               ||
|| Lv. Required :| : 40                                                       ||
|| What it does :| : Sneak attacks with bows now do three times damage.       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Silent Roll                                              ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Sprinting while sneaking executes a silent roll.         ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Assassin's Blade                                         ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Sneak attacks with daggers now do a total of fifteen     ||
||              :| : times normal damage.                                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Silence                                                  ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Walking and running does not affect detection.           ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Shadow Warrior                                           ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Crouching stops combat for a moment and forces distant   ||
||              :| : opponents to search for a target.                        ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                  _________                           .__
                 /   _____/_____   ____   ____   ____ |  |__
                 \_____  \\____ \_/ __ \_/ __ \_/ ___\|  |  \
                 /        \  |_> >  ___/\  ___/\  \___|   Y  \
                /_______  /   __/ \___  >\___  >\___  >___|  /
________________________\/|__|________\/_____\/_____\/_____\/__________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This skill of persuasion can be used to get better prices from merchants,
and persuade others to do as you ask.

              .------------------- [   9   ]
              |
              |
          [   8   ]
              |
              |
          [   6   ]                                         [   7   ]
              |                                                 |
              |                                                 |
          [   4   ]                                         [   5   ]
              |                                                 |
              |                                                 |
          [   2   ]                                         [   3   ]
              |                                                 |
              |                                                 |
              '------------------- [   1   ] -------------------'

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Haggling [0/5]                                           ||
|| Lv. Required :| : 0/20/?                                                   ||
|| What it does :| : Buying and selling prices are 10%/? better.              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Allure                                                   ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : 10% better prices with the opposite sex.                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Bribery                                                  ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Can bribe guards to ignore crimes.                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Merchant                                                 ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Can sell any type of item to any kind of merchant.       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Persuasion                                               ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Persuasion atempts are 30% easier.                       ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Investor                                                 ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Can invest 500 gold with a shopkeeper to increase his    ||
||              :| : available gold permanently.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Intimidation                                             ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Intimidation is twice as successful.                     ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Fence                                                    ||
|| Lv. Required :| : 90                                                       ||
|| What it does :| : Can barter stolen goods with any merchant you have       ||
||              :| : invested in.                                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : Master Trader                                            ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Every merchant in the world gains 1000 gold for          ||
||              :| : bartering.                                               ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 ___________                       .__                       .___         .___
 \__    ___/_  _  ______           |  |__ _____    ____    __| _/____   __| _/
   |    |  \ \/ \/ /  _ \   ______ |  |  \\__  \  /    \  / __ |/ __ \ / __ |
   |    |   \     (  <_> ) /_____/ |   Y  \/ __ \|   |  \/ /_/ \  ___// /_/ |
   |____|    \/\_/ \____/          |___|  (____  /___|  /\____ |\___  >____ |
________________________________________\/_____\/_____\/______\/____\/_____\/__
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The art of combat using two-handed weapons, such as greatswords, battle axes,
and warhammers. Those trained in this skill deliver deadlier blows.

                                   [   9   ]
                                       |
                                       |
              .------------------- [   8   ] -------------------.
              |                                                 |
              |                                                 |
          [   6   ]                                         [   7   ]
              |                                                 |
              |                                                 |
              '------------------- [   5   ] -------------------'
                                       |                        |
                                       |                        |
          [   3   ]                    |------------------- [   4   ]
              |                        |
              |                        |
              '------------------- [   1   ] -------------- [   2   ]

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||       Number :| : 1                                                        ||
||         Name :| : Barbarian [0/5]                                          ||
|| Lv. Required :| : N/A                                                      ||
|| What it does :| : Two-handed weapons do 20/40/60/80/100% more damage.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 2                                                        ||
||         Name :| : Skull Crusher [0/3]                                      ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Attacks with war hammers ignore 25/50/75% of armor.      ||
||---------------+-----------------------------------------------------------||
||       Number :| : 3                                                        ||
||         Name :| : Limb Splitter [0/3]                                      ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Attacks with battle axes cause extra bleeding damage.    ||
||---------------+-----------------------------------------------------------||
||       Number :| : 4                                                        ||
||         Name :| : Deep Wounds [0/3]                                        ||
|| Lv. Required :| : 30                                                       ||
|| What it does :| : Attacks with great swords have a 10/20/30% chance of     ||
||              :| : doing critical damage.                                   ||
||---------------+-----------------------------------------------------------||
||       Number :| : 5                                                        ||
||         Name :| : Champion's Stance                                        ||
|| Lv. Required :| : 20                                                       ||
|| What it does :| : Power attacks with two-handed weapons cost 25% less      ||
||              :| : stamina.                                                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 6                                                        ||
||         Name :| : Devastating Blow                                         ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Standing power attacks do 25% bonus damage with a chance ||
||              :| : to decapitate your enemies.                              ||
||---------------+-----------------------------------------------------------||
||       Number :| : 7                                                        ||
||         Name :| : Great Critical Charge                                    ||
|| Lv. Required :| : 50                                                       ||
|| What it does :| : Can do a two-handed power attack while sprinting that    ||
||              :| : does double critical damage.                             ||
||---------------+-----------------------------------------------------------||
||       Number :| : 8                                                        ||
||         Name :| : Sweep                                                    ||
|| Lv. Required :| : 70                                                       ||
|| What it does :| : Sideways power attacks with two-handed weapons hit all   ||
||              :| : targets in front of you.                                 ||
||---------------+-----------------------------------------------------------||
||       Number :| : 9                                                        ||
||         Name :| : War Master                                               ||
|| Lv. Required :| : 100                                                      ||
|| What it does :| : Backwards power attacks has a 25% chance to paralyze     ||
||              :| : the target.                                              ||
'~.______________|__________________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  ~-~ ~-~ ~-~  2.7] Being Stealthy  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb207.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Being stealthy in this game is very important so you can sneak around
dungeons and sneak up on enemies. What does this allow you to do? Well, first
of all, you can evade needless battles, evade strong enemies and, if you
decide to attack 'em, you'll deal MUCH more damage to the enemies by doing a
surprise attack. There are 3 modes the crosshair has while sneaking, and here
they are:

                            ________   _   ________
                           (________| (_) |________)

 This is the first mode. This is when you are completely "invisible" to the
enemy. While the crosshair is like this, you can do much more damage to the
enemy, but watch out 'cus when you do damage to the enemy, the crosshair
passes from this to the one below (unless you kill 'em in one hit, of course).
If there IS an enemy nearby, the words "HIDDEN" will appear across the screen.

-------------------------------------------------------------------------------

                          .---------.     .---------.
                         / ,--------'  _  '--------. \
                        ( (           (_)           ) )
                         \ `--------.     .--------^ /
                          `---------'     '---------^

 With the crosshair in this mode, the enemy is already alerted of your
presence, but don't know your exact location. Use this time to leave the place
where the enemy saw you/you hit the enemy so you can still be hidden. Damage
dealt to the enemy while the crosshair is in this mode is still the same as if
you were in the previous mode.

-------------------------------------------------------------------------------

                          .---------.     .---------.
                         / ,--------'     '--------. \
                        / /                         \ \
                       / /             _             \ \
                      ( (             (_)             ) )
                       \ \                           / /
                        \ \                         / /
                         \ `--------.     .--------^ /
                          `---------'     '---------^

 This is when you're detected by the enemy. The Eye is bright white now and
the word "DETECTED" is at the bottom of the screen. While in this mode, you'll
have to fight the enemy or run for your life. Damage done in this mode is
normal as if the enemy would've encountered you in the first place.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
               ~-~ ~-~ ~-~  2.8] Lockpicking and You  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb208.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

[ASCII Coming Soon!]

 Use the RIGHT STICK to rotate the lock and the LEFT STICK to rotate the
lockpick. When the lockpick is rotated, the closer it is to the correct
position, the more the lock will rotate before the lockpick breaks. Only
when the lockpick is in the correct position will the lock fully rotate
and open.

 This makes lockpicking a type of hot-and-cold game. With enough skill,
lockpicks, and patience you can narrow down where the "sweet spot" is on
even the toughest of locks! I'd personally recommend investing in some gear
that will make lockpicking easier as well as saving before trying to open
expert and master locks.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                 ~-~ ~-~ ~-~  2.9] Dragon Shouts  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb209.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Not only do Dragon Shouts play a HUGE part in the story, they are just plain
fun to use! As you play the game (specifically, after the main quest "Dragon
Rising"), you'll soon learn how USE Dragon Shouts.

 In total, there are EIGHTEEN (18) Dragon Shouts to learn and master, all of
which have their own special abilities. You will learn several for FREE just
by playing through the main questline. I emphasize "free" for a reason: the
VAST MAJORITY of your shouts will be FOUND by you by locating DRAGON WALLS
scattered throughout Skyrim. These walls will TEACH you a single word of a
shout (Shouts are always comprised of THREE WORDS). However, learning the word
itself isn't enough: you'll have to "unlock" the word by spending a DRAGON
SOUL. You obtain dragon souls by killing dragons, naturally.

 That's really all there is to it: find/learn a word, and then if you have to,
spend a dragon soul to use it (be sure to equip it in your SHOUTS menu!). I
should also point out that there are THREE levels to every shout, which often
simply vary the shouts power according to how long you hold down the SHOUT
button (R2 is the PS3 default).

 To make your life easier, check out this guides "Dragon Information"
section, where we list where to find ALL of the Dragon Walls in the game!

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||        3. Main Walthrough       |||       [vb300]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Start up a New Game and you'll soon find yourself in a wagon. The prisoner
next to you will start to explain your situation and why you're there. Listen
to the talk to gain a slight knowledge of what's going on. Soon you'll enter a
village where you'll get off. Watch the stupid horse thief die, then step
forwards.

 Here you will have to select your character, which I shouldn't have to tell
you is of the UTMOST IMPORTANCE. If you want to see what the different races
will grant you, look at the Race section of the guide (which is above the
walkthrough, in the "Basics" section).

 Watch the following scenes as it looks like you don't have long for this
world. However, you will be saved by an unlikely ally. As soon as you regain
control, you will start the FIRST MAIN (story-line) QUEST: "Unbound".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                 U N B O U N D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb301]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Ok, you find yourself needing to escape to the Keep. Follow the prisoner in
front of you (the one you rode in the cart with) to the tower opening up
ahead. He'll talk with the other prisoners for a minute before leading you up
the stairs. Follow until the wall breaks in, then the game will tell you to
jump to the house in the distance. Press "Triangle" to jump and aim for the
right section of the house as there's a fire on the left (you'll probably be
hurt a bit by the jump as well).

 Head through the house and down to the bottom floor. Outside you'll find one
of the city guards who will flat out tell you if you want to live follow him.
Trust me and STICK BY THIS GUY (you can die if you don't). Past an archway you
will complete the "Make your way to the Keep" objective, which will now be
replaced with "Enter the Keep with Hadvar or Ralof" as your next objective.

(-NOTE-) It doesn't make that much of a difference WHO you follow. Not really,
         anyways. Vin and I wrote both paths anyways, so pick which one you
         want and go! The Ralof path is down below, and the Hadvar path is
         even further down.

 - Ralof Path

 Just to be clear, Ralof is the NORD, so you want to go RIGHT. Head inside of
the keep, where Ralof will say goodbye to a fallen comrade. He will then cut
you free of your bindings and tell you to take Gunjar's items. With Gunjar's
items in hand you'll have your first weapon: an Iron War Axe. Be SURE to equip
it along with Gunjar's Armor! You can also equip magic at this time, since
every new character starts out with the "Flames" and "Healing" spells. Equip
your weapon to either L1 or R1 and continue.

 Ralof will commence checking the iron gates now, noting that they are locked.
Before long, two imperials will come down the right hallway. Get out of sight
like Ralof does as they open the gate, and then attack! Remember that to
attack you use the L1 and R1 buttons buttons. The game will also remind you
that you can BLOCK using L1. After you kill the two imperials, Ralof will
unlock the other iron door and tell you to go with him. Now, you CAN go
explore the area the imperials just came from to find several chests with
more Imperial Armor and weapons, as well as some gold, a key (the 'Helgen
Keep Key') and a book. The wines here are light and worth a bit, by the way.

 Follow Ralof when you're ready as you're led deeper and deeper. Soon you'll
have to enter a door after the roof falls in. There's two imperials in here
rumaging for potions you can take out. You'll see an optional quest marker pop
up telling you to rumage for potions. Search the ENTIRE room for various
potions and wines, as well as another book (the entertaining "Chance's Folly")
and various eats. Follow Ralof when you're ready. You'll be in the torture
room now. Help kill the guards with Ralof and two new companions, then as
usual search the room. The MOST IMPORTANT thing in here is the dead MAGE in
the cell. You'll get your first taste of LOCKPICKING here, so use those skills
to open up EVERY CELL in the area (as you gain experience by doing it). You
can find several more lockpicks lying around this room as well. If you need
help with lockpicking, you can read about it in the "Basics" section of the
guide up above.

 Follow the party when you're done exploring and unlock the cells along the
way (note that you can search skeletons for gold). You'll soon be in a wide
open room with several imperials in it, so join your companions and take
them down. Note that one section of the floor has oil on it, making it a great
place to use some fire magic. After you've killed them all follow Ralof and
soon another cave-in will seperae you from your two previous companions.
Keep following Ralof (noting that there's a path off to the left that leads
to a skeleton, gold, and a healing potion)

 Keep going and soon you'll be in a room full of spiders. Help Ralof kill
these things and afterwards be SURE to loot each of them for their venom (at
it is quite valuable). Keep following the path and soon Ralof will stop you,
pointing out a bear up ahead. Here you can learn either the basics of sneaking
(press L3 and move quietly in the shadows) or you can practice a bit of
archery. I'd recommend trying out archery as the bear pelt is worth a nice
chunk of change, plus you have Ralof to help you.

 Keep progressing through the cave and soon you'll be outside. Witness the
Dragon leave the town alone and you'll have completed your FIRST quest in
The Elder Scrolls V: Skyrim.

(-NOTE-) At THIS time, whatever you do in Skyrim is completely up to you.

(-NOTE-) Below is the HADVAR PATH.

 - Hadvar's Path

 Once inside and safe from the Dragon, approach Hadvar and he'll set your
hands free. Very nice of him. Now open up the chests on the left and right
side of the room and grab the Imperial Light Helmet, Imperial Light Armor,
Iron Sword, Imperial Light Boots, and the Helgen Keep Key.

 Equip all that equipment ASAP, as well as a spell on the left/right hand.
Now that you're fully equipped, follow Hadvar and soon enough, you'll have
to fight some Stormcloaks. Steal their treasure and keep on following Hadvar.
When you get to another larger room, kill both Stormcloaks and loot the area
for some Potions. Nice. After this room is another one with a torture chamber.
You'll find an ally here and will start talking to Hadvar. Before leaving,
check the center of the room to find a little table with 'The Book of
Dragonborn'.

 Take this book, take the Dagger next to it and check the sack to get some
Lockpicks. Now try picking the locks of the cages using the lockpicks you just
got. I recommend trying to pick all 3 cells to start leveling up that
Lockpicking skill. Inside the middle cell, there's some Gold, a Potion and
the Spell Tome: "Sparks".

    If you plan on becoming a magician, it's a good time to start by
   robbing the poor dead body in here its Novice Hood and Robes.

 Now go down the hallway to the W and lockpick all the cells in here. Continue
on until you find Hadvar. Follow him and you'll get to a room with many
Stormcloaks. There will also be some archers, which are new enemies to you.
They're stepping on oil, so approach them and set it on fire to take care of
them. Make sure to loot them and get your very first bow.

 Keep on going and you'll go in yet another room with a little river. Instead
of following him, follow the path left to find some goodies. Nice. Return and
now go behind Hadvar. Continue the straight-forward path until you reach a
room full of spiders. They are quite easy 'cus they're weak against Fire, so
use your Flames spell to quickly take them out. In the next room, Hadvar tells
you about Sneaking, by pressing L3. Either do that or kill the enemy by using
your Bow and arrows.

 Keep progressing through the cave and soon you'll be outside. Witness the
Dragon leave the town alone and you'll have completed your FIRST quest in
The Elder Scrolls V: Skyrim.

(-NOTE-) At THIS time, whatever you do in Skyrim is completely up to you.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        B E F O R E   T H E   S T O R M
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb302]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) If you followed the RALOF path in the first quest, you will be
         advised to seek out his sister GERDUR. If you followed the HADVAR
         path, you will be advised to seek out his uncle ALVAR. Again, it
         really doesn't make a lasting difference. Below we assume you are
         looking for GERDUR, but if you aren't just replace her name with
         ALVAR (who is the blacksmith in Riverwood).

 We start this quest after parting ways with Ralof. He advised us to seek out
his sister Gerdur in the nearby town of Riverwood. Travel down the dirt path
ahead on you and soon you'll reach an intersection with a sign-post nearby.
Now, Riverwood is to the north, but if you travel slightly south you'll see
a camp on the hill to the left. This is a BANDIT camp, giving you a chance
to do some killing. The REAL treasure here though is the SKILL BOOK: "Night
Falls on Sentinel". It's in one of the tents here and will raise your skill in
One-Handed by one. There is also a TREASURE MAP on one of the bandits!

 Go back to the sign post and head North. You'll end up heading downwards
along a rocky path and soon you'll find the "Guardian Stones", a small
monument that has THREE pillars that are devoted to the THREE main types of
playstyle in Skyrim. They are the "THIEF", "MAGE", and "WARRIOR". You can
activate ONE of these stones now to gain a bonus:

 o The Warrior Stone: Those under the sign of The Warrior will learn all
                      combat skills 20% faster.

 o The Mage Stone: Those under the sign of The Mage will learn all magic
                   skills 20% faster.

 o The Thief Stone: Those under the sign of The Thief will learn all stealth
                    skills 20% faster.

 (-NOTE-) The Guardian Stones location will now be on your map. Very handy.

 Pick the stone that you'd like a 20% boost in, then continue heading down the
rocky path. You'll likely meet some wolves along the way, but they aren't very
threatening. Continue along the path until you reach Riverwood.

 As you'd guess, being a town Riverwood has more to offer than out Main Story
quest-line. I'd definitely recommend checking out the town and seeing what it
has to offer, but you definitely want to sell any items you've been packing
around that you don't need. There is PLENTY to do in Riverwood right now but
we're going to focus on the quest at hand (you can check out the section on
Riverwood if you want to see what it offers).

 You will find Gerdur hanging around the lumbermill in the town, which is next
to the blacksmith and the river. You can ask her for items and she'll offer
you a wide variety of things for free. Take what you want then she will ask
you for help. She will ask you to go tell the Jarl of Whiterun of the dragon
attack on Helgen and see if he'll send soldier's to protect Riverwood.

 Well, I guess we have no choice but to assist. Whiterun is north of Riverwood
so head out of the north side of town and cross the river. Keep following the
path and kill any wolves that you may come across. You'll undoubtedly find the
"Honningbrew Meadery" as you go along. You'll also come across several farms
and discover them.

 Along the way you'll undoubtedly see a group of fighters fighting a giant.
Even when I *TRIED* to join the fray, the beast was already slain. A hunter
will then come up to you and say thanks for nothing. Talk to them to learn
that they are part of a group called the Companions. Think of it like the
fighter's guild in Oblivion. If you want to delve into their missions, head
to that section of the guide.

 Enter the outskirts of Whiterun and climb up to the main wall. A guard will
stop you and tell you that the city is closed with dragon's about. Tell him
that you're here for Riverwood and he'll let you in. You're now inside of
Whiterun, and like Riverwood there is a TON to do here. Read about the town
in the town section if you wish, but what you want to do is go to dragonsreach
by going to the back of the town and up the hill. Enter the keep and head all
the way to the back. Before you can talk to the Jarl, you'll be stopped and
asked what you're doing. Insist on talking to the Jarl and he'll listen to
what you have to say. Tell him of Riverwood's danger and he'll reward you with
some Imperial armor and you'll be done with "Before the Storm".

 He'll then tell you that he wants you to meet with his court wizard, Farengar
on something related to dragons. This starts the "Bleak Falls Barrow" MAIN
QUEST, so go to the next section if you want to do it now.

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                      B L E A K   F A L L S   B A R R O W
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 After delivering the news to the Jarl of Whiterun, he will take you to see
his court wizard Farengar. Farengar will have use of you: he wants you to go
explore the Bleak Falls Barrow and to retrieve a Dragonstone from there. All
of this is in the name of understanding WHY dragons are returning to Tamriel.

 After accepting the quest from Farengar (who's honestly a jerk) head up the
stairs behind the Jarl's throne. There's a sort of mini-war room up here that
has a ton of flags in a map of skyrim. This is an excellent chance to look at
the map and add these points of interest to your map. Also, there's plenty to
steal in the keep if that's how you're playing...

 Once you're ready to continue, head out of the keep and back to the world
map. Bleak Falls Barrow is to the WEST of Riverwood, so you want to head south
like you're going back to Riverwood and then start heading into the wilderness
before you reach Riverwood (I can see the bridge crossing the river outside of
Riverwood when I started my ascent). You'll fight some wolves while going this
way, so be ready. As you trek up into the mountains you'll see a trail leading
up into the snow. There's a broken-down tower along the way with three bandits
in it that you can kill. Be sure to explore the tower as a chest at the top
has a bunch of goodies for you.

 Not far from the broken-down tower you'll find and discover Bleak Falls
Barrow, which has some nifty arch-work. At the top of the stairs to this area
are THREE bandits: two archers and one with a battle-axe, so get the drop on
them and take them out. Proceed into the temple once they're dead and looted.

 Inside of the temple you'll see a dead bandit and SEVERAL dead skeever's.
Straight ahead of you are two more, alive bandits, so take them out and pick
the chest near them for a nice bump in gold. Head down the stairs here and
follow the path until you see a man in front of you. Watch him as he activates
a lever and gets himself killed. Head into the room and loot it and then go
investigate the pillars on the right-hand side of this area. The CORRECT order
for them to be in is:

  SNAKE      SNAKE      WHALE

 Go hit the lever once they are lined up like that and the gate will open. Be
sure to read the book on the table past the gate called "Thief" (it's a skill
book for pickpocketing) and raid all of the goodies here. After that head down
the stairs and kill a few skeevers and loot some more until you reach an
archway covered with spider webs. You'll need to hack/burn through it, but
be sure to SAVE before you do.

 When you go INTO the room, a "Wounded Frostbite Spider" will attack! This
creature is BIG and can effectively be called your first BOSS BATTLE. This is
a tough fight too, as not only does it HIT hard, but it can poison you and
drain your stamina and health. Fire works well against it, and you can ALWAYS
go back through the arch that you came out of to take a break and heal up.
This is the first fight I had to use potions on! Alternatively, archer-type
characters can put arrows in it safely from the arch. Just be sure to stay
healed first and foremost and you'll be ok.

 After the fight raid the place and then go talk to the human in the spider
webs blocking the way. His name is Arvel the Swift. He'll ask you to cut him
down. You'll soon find out this is the man that took the Golden Claw from
Lucan Valerius in Riverwood, but you HAVE to cut him down to proceed.

(-Note-) This quest is part of a Riverwood City questline, but does involve
         the area we're currently exploring. You may as well do it now if you
         want. We have it listed under Riverwood city quests, so look for it
         there if you need help. Just as a hint, don't let Arvel out of your
         sight once you cut him free!

 After the ordeal with Arvel proceed deeper into the temple, looting as you
go. Past the embalming room is a room full of the dead... but not all of them
are as dead as we'd like! Three Draugr will get up and attack you! Kill them
off as they rise and continue. Be CAREFUL of the path to the left here, as
there's a trap activated by a tile on the floor that HURTS. You can go around
it by a path on the right if you wish.

 Past that is another room with THREE Draugr. Again, hit them as they are
getting up. Loot this room and get the chest up the fallen-in stairway on
the left. The path to the right has three swinging blades guarding it, so use
your years of video-game playing to time your way through it. Pull the chain
after the last blade to make them all stop.

 Continue your way into the temple and you'll have to fight several more
Draugr that are standing up in alcoves guarding the path (you can get the
drop on them quite often knowing this, and there's also some oil on the ground
for a devestating fire attack at one point). You'll soon reach a room with a
Draugr and a stream running through it. Kill the Draugr, inspect the chest,
then activate a chain hear a metal door to continue. Follow the stream to a
cavern area. Here you can harvest glowing mushroom, loot a skeleton, and loot
a chest. You can even get a sneak attack in on a Draugr if you look out over
where the waterfall is.

 Take the right path now and head down. You'll see a path going further down
and one going right. Further down is a chest and some skeletons, so go on a
side trip to loot then go right. Follow this path and you'll soon reach an
open room with a RESTLESS Draugr in it. He takes a LOT more hits to fell, but
he's not too challenging. Be sure to get the chest that's in here and then
open the doors to the Sanctum.

 Once inside the Sanctum you'll face yet ANOTHER blade trap. Cross each blade
as it swings and pull the chain at the end to stop them. Three Draugr will no
attack you! Kill the close one ASAP as he rises and deal with the other two
as they come down the stairs (range helps here, and there are oil spots in
this room). Follow the path past that to a locked door. Here there will be
THREE rings that you can interact with and below those rings are a keyhole.

(-Note-) Once again this is part of the "The Golden Claw" quest from Riverwood
         but it co-incides with our current quest so just go with it.

 The secret to solving this puzzle is found by reading the journal that the
thief, Arvel the Swift, left. Then EXAMINE the Golden Claw to see the answer
sketched in it. Or to make it easier, just do this:

 - Upper Ring: BEAR

 - Middle Ring: MOTH

 - Lower Ring: OWL

 After that hit the keyhole and the door will open. Follow the path to an
open room. Head into it and near the altar you'll find a peculiar wall with
strange symbols. Approach it and you'll learn FORCE - UNRELENTING FORCE, part
of a DRAGON SHOUT. You can't use it right now, but it's a good find!

 Don't get too comfy though, turn around and get ready for a fight as a Draugr
Overlord emerges from the nearby tomb! Hit him as he is getting up and then
get ready for a fight. He hits HARD and uses a form of Unrelenting Force, just
to illustrate it to you (giving him some ranged options). His axe also does
cold damage and can harm your stamina. Take him out just like any Draugr, only
heal when you need to and you should be ok. Be sure to loot him after the
fight to find the Dragonstone that you were sent here for. Loot the whole
area of course as the chest here has several magic items, then climb up the
big staircase nearby. Activate the handle to reveal a way out and loot the
chest before going back out to the world map.

(-NOTE-) You should be able to finish "The Golden Claw" quest with ease now,
         since all you have to do is return it to Lucan. AND Riverwood is on
         your way to Whiterun...

(-NOTE-) You'll also come across "Anise's Cabin" which you can explore. Of
         note here is the skillbook "Song of the Alchemists". Be sure to save
         if you do TOO much exploring though.

 With the Dragonstone in hand head back to Whiterun. Go and talk to Farengar
and you'll give him the stone. This will complete the MAIN quest "Bleak Falls
Barrows" and will start the next main quest "Dragon Rising".

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                           D R A G O N   R I S I N G
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 This quest starts immediately after "Bleak Falls Barrow". A guard will come
in and interrupt you and Farengar (and his associate) stating that a DRAGON
has been spotted! Ooohhh, how exciting.

 Our first objective is to talk to Jarl Balgruuf. Follow everyone up the
stairs where the Jarl will be waiting. He'll hear the report from the guard
and then will instruct Irileth to go to the western watchtower. He will then
give us our reward from the last MAIN quest: a suit of Iron Armor of Minor
Illusion (good for you Illusionists, money for everyone else). He will also
ask us to help Irileth take down the dragon, changing our objective to "Meet
Irileth near the Western Watchtower".

 Head outside to Whiterun and follow Irileth as she heads to the main gate.
Here she'll rally some guards and lay our task before us. After that, follow
her to the main world map and to the western watchtower. It's pretty obvious
this place has been hit by SOMETHING, so go check for survivors until the
dragon returns!

 Grah, you'll have to fight a DRAGON now! This Dragon's name is Mirmulnir,
and he just LOVES to circle around and spit out fire. Ranged players are in
luck, as their arrows can harm the beast so try to hit it even as it flies
(aim where it WILL be, not where it is..). Every so often it will come down
and attack (likely attacking one of the NPC's). What I'd do is equip an ice
powered weapon (you got several of them in the last MAIN quest) and attack
it with that while it targets the NPC's. It will target you as you lay on the
pain, but you can retreat and heal. A few onslaughts like that and you'll have
yourself a dead dragon...

 Be sure to examine the corpse afterwards for SEVERAL goodies. The corpse will
soon glow and the dragon's soul will be absorbed by you. This, combined with
the FORCE - UNRELENTING FORCE that we found in the last MAIN quest will grant
you the ability to use your DRAGON SHOUT power. Go ahead and try it out. The
party will talk about you and being "dragonborn" and then your next objective
will be to report back to the Jarl.

 Head back to Dragonsreach and go see the Jarl. Tell him everything that
happened at he'll in turn tell you about the Greybeards, who you heard on
your way back to the keep. The Jarl will make you a Thane of Whiterun and
reward you with a "Axe of Whiterun". You'll have also complete the quest
"Dragon Rising" and you'll be given a new quest: "The Way of the Voice".

 As a note, you now have your own personal HOUSECARL (serveant) named Lydia.
Lydia hangs around Dragonsreach, and you can ask her to accompany you at any
time. Check our Companions section for more info on followers.

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                               T H E   W A Y   O F
                                T H E   V O I C E
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 Our goal now is to learn more about our mysterious power. To do so, we need
to go visit the Greybeards at their monastery of High Hrothgar. Take a look
at your map and check out where that is! Gah, that's aways away! To start
our journey there, we'll need to visit the town of Ivarstead, south of the
Throat of the World.

 If you haven't explored any of the world outside of the main quest, your
best bet is to go to the Honningbrew Meadery and start circling the mountain
clockwise using the road you'll find. Going this path you can hit a couple of
points of interest along the way, such as the "White River Watch" where you
can slay some bandits, a "Ritual Stone" where you can gain the power to raise
the dead (you have to fight a necromancer AND give up your guardian stone
power to do so). There's also a place where you'll either have to follow the
river or go UP some steps. The path you want to take is to follow the river,
but if decide to explore up the steps SAVE FIRST. Giants live up there (the
place is called "Guldun Rock") and they can one-hit kill you. Magic and ranged
character can take them down from afar if they get up on the mountain-side
though.

 So in short, continue to follow the river clockwise. You'll reach the
Valtheim Towers, where a bandit will demand 200 gold from you. Ha! I say we
go on a killing spree! Everyone in this place is pretty soft and weak, the
only exception being the bandit leader here (who you want to fight one on one
and keep your health up during the fight; magic is GREAT here). There's a TON
of loot here, enough to warrent a trip back to a town to sell off. There's
also a SKILL book here called "The Black Arrow, v2" along with a couple of
unique bows.

 Keep heading onwards and you'll undoubtedly reach Fort Amol. This place has
a bunch of mages that will attack you when you get near them. The mages are
easy enough to take on 1 vs. 1 and carry clothing that can be sold for a
pretty penny. However, if you explore the prison or the insides of the fort
you'll be facing more than one mage at a time, and that can get UGLY FAST,
so drink potions, kill them fast, and up your magic resistance if you can.
The reason you'd want to explore this place is for a skillbook, the "Complete
Catalogue of Enchantments for Armor", which ups your enchantment by one.
Whatever you do, just be sure to SAVE first.

 Past Fort Amol is a bridge, and past that is a path leading up the mountains.
This is the path you want to take. It winds up quite a ways, so pick up plants
and roast goats as you go. Once you reach the river and the path following it
be sure to SAVE. There is a SABER CAT in the area that is downright nasty. Try
to get a jump on it and drink a few potions if you must. Continue along the
way and you'll see the path split: the right path following the river and
the left path going up and over an overhang. There's a TROLL living near the
river, and he has a TON of health. He only has short melee attacks though, so
he makes a good punching bag (Just be sure he doesn't kill you, eh?! Stay out
of reach!). Keep following the path and soon you'll reach the small town of
Ivarstead.

 The objective changes now to further up the mountain. You'll hear the locals
talk about the path to High Hrothgar being "7,000 Steps". Yikes! May as well
start climbing. As you go, you'll run along some emblems that tell a sort of
history involving the dragons, the voice, and man. Check them out and roast
the goats on your way up. I'm going to put the emblems here as well (since its
my guide and I think they're cool!).

 o Emblem I:

      Before the birth of men, the Dragons ruled all Mundus.

      Their word was the Voice, and they spoke only for True Needs.

      For the Voice could blot out the sky and flood the land.

 Continue up the path (which I'm starting to think may literaly have 7,000
steps) and sooner or later you'll see a hunter worshiping at the second
emblem:

 o Emblem II:

      Men were born and spread over the face of Mundus.

      The Dragons presided over the crawling masses.

      Men were weak then, and had no Voice.

 Be careful as you go further up, as there are Ice Wolves up here now. Saving
isn't a bad idea and you may want to break out the fire and stash any ice
weapons (old RPG sterotype there). Continue up the path and soon you'll reach
the third emblem, which is on the left this time in an opening:

 o Emblem III:

      The fledgling spirits of Men were strong in Old Times.

      Unafraid to war with Dragons and their Voices.

      But the Dragons only shouted them down and broke their hearts.

 Another Ice Wolf is neraby if you haven't killed him yet. There's also an
iron ore vein nearby if you've got a pickaxe (off the beaten path, of course).
Keep following the path. With the fourth emblem in sight, a Dragon will
appear and circle above you for awhile (I tried and tried to engage it, but
was unable to)...

    Note that the dragon will only appear if you haven't killed it yet.

 Go talk to the pilgrim by the fourth emblem then check it out:

 o Emblem IV:

      Kyne called on Paarthurnax, who pitied Man.

      Together they taught Men to use the Voice.

      Then Dragon War raged, Dragon against Tongue.

 Further up the mountain is an ICE TROLL. I won't lie, this fight is HARD AS
HELL. The only way I even did it was by playing keep-away and running around a
rock by the steps (before you even get to where he is) and pepper him with
arrows and magic. It's hard because 2-3 hits from him will outright kill you
and he regenerates his own health if you don't keep the pain on.

 Here's some different strategies for dealing with the troll:

 < John Tyldesley writes: I don't know if this counts, as it's not a strategy
  for defeating the troll, but after getting my rear handed to me on a number
  of tries, I found that I could bypass the troll all together by scaling the
  outside of the peak to the west (left) of the path and coming back to the
  stairs beyond the troll's location (and missing the fifth emblem).  I was
  sneaking when I did this, but I didn't even see the troll, so it may not be
  necessary. >

 < Ryan Preiss writes: When you see the Frost troll jump down from the cliff,
  look right there should be a big rock. Now while on the rock, he can still
  hit you, but there is a ledge that you can jump on behind the rock that will
  allow you to pelt the troll with either arrows or magic and he cannot get to
  you. He doesn't run away or try and get to you another route, he just runs
  at you. >

 < Daniel Dye writes (paraphrased): Just sprint past the first troll, there's
  no need to kill him and all he drops is troll fat anyways. >

 Past the troll is the fifth emblem:

 o Emblem V:

      Man prevailed, shouting Alduin out of the world.

      Proving for all that their Voice too was strong.

      Although their sacrifices were many-fold.

 Thankfully there's no killer trolls inbetween this emblem in the next. In
fact, the next emblem is just down the road:

 o Emblem VI:

      With roaring Tongues, the Sky-Children conquer.

      Founding the First Empire with Sword and Voice.

      Whilst the Dragons withdrew from this World.

 The seventh emblem is also not far off, except its on the left this time.
With the emblems being this close together, you have to figure we're almost
there!

 o Emblem VII:

      The Tongues at Red Mountain went away humbled.

      Jurgen Windcaller began His Seven Year Meditation.

      To understand how Strong Voices could fail.

 Emblem number eight is also on the left, just up the way:

 o Emblem VIII:

      Jurgen Windcaller chose silence and returned.

      The 17 disputants could not shout Him down.

      Jurgen the Calm built His home on the Throat of the World.

 Hey, that's where we're at, "The Throat of the World". Head up the path and
you'll reach the ninth emblem:

 o Emblem IX:

      For years all silent, the Greybeards spoke one name.

      Tiber Septim, stripling then, was summoned to Hrothgar.

      They blessed and named him Dohvakiin.

 If you've played The Elder Scrolls at all, you'll recognize that name. Head
upwards and you'll see one last emblem on the right:

 o Emblem X:

      The Voice is worship.

      Follow the Inner path.

      Speak only in True Need.

 With those last words of wisdom you'll have finally discovered High Hrothgar.
You'll also notice that you've gained a NEW POWER: Voice of the Sky. This
power will last for 23 hours and makes it so animals will neither attack nor
flee from you. Pretty handy, actually. Head up the steps after checking out
the goodies by the stairs and enter.

 Inside you'll find the greybeards: four old men who follow the way of the
Voice. Only one of them will (and can) talk to you. You can learn a LOT of
info here about who you are and who they are (which you can learn at your
leisure). The important thing here is that they fully explain how your SHOUTS
WORK. You'll have to demonstrate to them that you are indeed the dragonborn
first though, so use Unrelenting Force on Arngeir.

 You'll learn that there are THREE words of power to a shout. You KNOW the
first word of UNRELENTING FORCE: Force. However, one of the greybeards here
will teach you the second word: Balance. With both words learned, you will
have to knock down three targets as they appear one at a time in the middle
of the room. To do it, don't just hit R2 as they appear, but HOLD R2 for a
short while as that is how you build up your shout's power. Repeat this three
times and then the greybeards will want you to come outside with them. There
are a lot of restoration potions in this place to be had, if you're not
against being a thief that is...

 Head out to the courtyard and a different greybeard will teach you the first
word of a NEW Shout power: WHIRLWIND SPRINT. The word that he teaches you is
WHIRLWIND. The group will then head to the left aways and demonstrate just how
this power works, which is awesome. They'll have you do it as well, so when
they open the gate hit R2 (making sure you EQUIPPED this shout) and you'll go
flying through it!

 The greybeards will be impressed, stating that you have only one last task to
complete. And with that, our current quest of "The Way of the Voice" is
complete. The greybeards will ask you to retrieve the Horn of Jurgen
Windcaller, their founder, from his tomb in Ustengrav. That will set up our
next MAIN quest: "The Horn of Jurgen Windcaller".

(-NOTE-) If you try and go further up the mountain, to where the fifth
         greybeard member is, you will get HURT... a LOT. You will end up
         close to death but alive if you retreat. I would imagine that this
         is a GRAND place to level up RESTORATION talents...

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 The first thing to do is to check out your map and see where it is exactly
you are supposed to go. You'll see Ustengrav is just NE of Morthal (which, if
you haven't done anything but MAIN quests, is NW of Whiterun). It's definitely
a good trip without fast travel!

 I'll be assuming that like me, you need to travel there all the way from
Whiterun. If you don't, bully for you! That's really good, you'll be saving a
LOT of time! In that case, just pick through this section of the guide to see
what you NEED to do then!

 Fast travel to the Western Watchtower and head west from there. The first new
place you'll likely head to is Fort Greymoor, which has been overrun by
bandits (so take them out). The biggest reason to stop here (besides all of
the loot) is to find the skillbook "Rislav the Righteous", which upgrades
your Light Armor by one point. It's INSIDE of the place, in the training room.
Be sure to visit the jail as well for even more loot.

 With that place cleared, I went NW to Redoran's Retreat (just to discover it,
I didn't go in), then from there NW to Greenspring Hollow, which is just a
hole in the ground with a BEAR living inside. Get the jump on it now that you
know he's there! If you have your housecarl with you it's way easier. This
hollow was the home of trappers (emphasis on "was"), so you can loot the place
clean and make some decent money!

 From there I went SW to Swindler's Den (again, just to discover it, I didn't
go in it) and then SW a bit more to Gjukar's Monument (beware of the giant
out in the fields!). Then it's a short jog NW to the small town of Rorikstead.
From Rorikstead you can follow the path down to the river. You'll hit a bandit
ambush on your way (which is easy to get through) and THEN you'll hit the
river and see a bridge leading across it.

 Save here and move forwards. This little structure is called "Robber's Gorge"
and it's filled with civilized bandits who want a toll! Ha! Give them your
blade as a toll!

(-NOTE-) If you have companions with you, you may end up getting shot at even
         whilst talking to the bandit who asks for a toll...

 This place is mainly full of cookie-cutter bandits, but they have a rock trap
past the first wooden bridge that you should be careful of. They also have an
orc with them that can hit hard, plenty of archers (who have a drop on you)
and a TOUGH bandit chief. She's usually in the small house here though, and
will usually let you kill all of her subordinates before joining the fray. The
big treasure here is her loot and the chests, as well as an ARCHERY skill book
called "The Black Arrow, v2". You can also go INTO a COVE via. a cellar door
in the house. This leads to some more loot and a cove. Note that you can jump
into the water here and find a HIDDEN CHEST UNDER THE WATER with items in it.
Heck, you can even take this cove out to the river if you wanted to.

 After having your fun with the bandits, head north. You should see a split
in the path, with a road going east and a road going west. Go west first to
find the small town of Dragon Bridge (who's most unique landmark is a bridge
that has stone dragon heads on it, oh the clever naming!). From there you can
head east.

 There's a couple of unique things that happened to me when I headed east
from Dragon Bridge. The first is the Old Orc encounter where you will meet an
Orc who is ready to die and just waits in one spot for a fight. Note the saber
cats around him. Anyway, you can fight him if you wish but he doesn't have
anything special (this fight is noted in the "On the Road" section of our
guide). The second big thing is that you can run into "Meeko's Shack". Meeko
is the proud owner of this shack and he's a... dog?! Yep, poor Meeko's owner
is dead, and so you can ask Meeko to come along with you if you wish (this
event is listed under the "Companions" section of our guide).

 Keep heading east towards Ustengrav and you'll run into another fort: Fort
Snowhawk. Like every other fort in this god-forsaken land, it is infested by
necromancers (who are ready to kill you). You can take them out if you wish,
just be ready for the skeletons that they summon (having companions helps here
a ton, just for the distraction they provide). You can also head INSIDE of the
fort (like most forts) to fight more necromancers, including a full-fledged
NECROMANCER (not a novice or apprentice). This guy is behind a locked door
when you first enter the fort. If you examine the door it will say it's barred
from the other side, but I've been able to OPEN it regardless by moving my
curser over portions of the door until is says ACTIVATE (something). This will
open the door, but beware, the NECROMANCER is no pushover (be ready to heal at
any time; resisting magic helps as well). The big prize inside of this place
(besides all of the robes that fetch a ton of money) is a BLOCKING SKILLBOOK
called "A Dance in Fire, v2". Very nice.

 From Fort Snowhawk, it's a short journey SE to the city of Morthal, then
from there it is a short trek north to Ustengrav. Once you do reach Ustengrav,
you will notice there are a lot of dead bandits lying around. *Gulp*, that's
not a good sign. Go ahead and enter.

 Once inside, this first floor will have a lone Conjurer walking around (with
a LOT of dead bodies). Kill the mage off and loot everyone here. There's a
chest here too, so be sharp! Continue on and you'll hear fighting down below!
Aha, there's definitely some internal strife here between bandits, mages,
and the undead. Either let them fight it out and take out the winner or go
in gun's blazing. Once everything is dead be sure to loot and check out all
of the side rooms as there are a lot of urns here with gold, scattered potions
to be found, and even a SKILLBOOK called "Mystery of Talara, v2" that ups
your RESTORATION by one level!

 Continue onwards and you'll see a path go down on the right and a path that
goes straight into a new room. Go right first. Down here is some gold coins
scattered on a table if you want to pick them up, but the wall to the left of
the table is also a FALSE WALL. There's a chain nearby that will open it that
leads to a chest. Head back and go straight. Three undead wait for you in
here, including one restless, so take them out then go up the stairs on the
left. There's a chest up here and some potions. Follow the path to reach a
door that leads to the Ustengrav Depths.

 Head downwards and enjoy the view. There's a single Draugr patroling here
that can reach you as well as one off in the distance. Kill it and continue
on where you'll have no choice but to hit a large pressure plate that spits
flames at you (whirlwind dash past it). Continue onto a bridge where you can
sneak attack a Draugr at range if you want, but sneak around to the floor
below. There's another restless foe patrolling the far bridge. Kill him then
follow the path to a room further on where two undead will rise (there's an
oil spot here too).

 After killing them again you can check out a gate on the right. The lever to
the left of the gate opens a door further in, but hey, you can duck and
activate the CHAIN past the first door to open it! There's a chest here with
several potions and an alchemy lab. Contine further in and you'll be back in
the wide-open cave area. There are several skeletons down here, so take them
out be beware of a fire trap up some stairs (there IS a chest and gems up
there though, so you'll want to get them).

 Head DOWN to the lower part of the cave first, for down here is a DRAGON
WALL that will teach you a new word: FADE - BECOME ETHEREAL. As we know
though, you must have more than a word to become ethreal (which does just
what it sounds like it does). Be sure to check behind the waterfall as well
for a restless undead and a chest. Go back up now and across the land-bridge
leading to the far side of this area.

 Over here theres another skeleton and more loot, but more importantly there
are THREE stones that glow when you get near them. Note that each stone opens
up a gate up ahead, and that each stone is spread out a bit. What you need to
do here is RUN past each of the stones (to get all of the gates up) and than
use WHIRLWIND SPRINT to get past the gates. It took me 2-3 tries (you have to
line up JUST right...) but it's completely do-able.

 Past the gates (which stay open once you get past them) is a room FULL of
fire pressure-plates. There's also some spiders to your upper right. Go
through this room by using the debris to step on and you'll face a large
spider at the end. Kill it then hack through the webbing ahead to reach a
big room. Walk down the stairs as giant statues appear.

 As you reach the alter you'll see that you've FAILED your quest! WHAT!?! 'How
is that possible?' you may ask. Well, go read the note that's in the place of
where the horn should be:

o----------------------------------------------------------------------------o
|                                                                            |
|   Dragonborn --                                                            |
|                                                                            |
|      I need to speak to you. Urgently.                                     |
|                                                                            |
|      Rent the attic room at the Sleeping Giant Inn in Riverwood, and I'll  |
|      meet you.                                                             |
|                                                                            |
|                               -- A friend.                                 |
|                                                                            |
o----------------------------------------------------------------------------o

 Sheesh, some friend. Loot the place then go through the door behind the
alter for even more loot (you should find some NICE items here). Keep heading
down the new path as it leads you to the entrance of this area and head back
to the world map.

 Now we have to head over to Riverwood. Fast travel over there and do as the
note instructs: rent the "Attic Room" in the Sleeping Giant Inn. Once you
have the room rented, go sleep in the bed (time doesn't matter). After you've
done so, Delphine (the inn keeper!) will wake you up and GIVE you the Horn of
Jurgen Windcaller! This allows you to finish this quest, but also initiates
the start of the NEXT main quest: "A Blade in the Dark".

 With the horn in hand, fast travel to High Hrothgar (if you don't want to
undertake that mountain climb again, that is!). Go and talk to Arngeir who
will lead you out into the main room to learn PUSH - UNRELENTING FORCE, the
third and final word of power for Unrelenting Force. Once you've learned it
you will have mastered the power. Before letting you go you will have to
stand in the middle of all four greybeards as they all talk to you. Their
voices will shake the screen but you will pass the test and complete this
quest.

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                                  A   B L A D E
                              I N   T H E   D A R K
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                      The Elder Scrolls V: Skyrim - [vb307]
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 After getting the Horn of Jurgen Windcaller from Delphine she will ask you
to follow her. She will lead you to a secret room below the inn and questions
you on your Dragonborn status. Talk to her to get a glimpse about what she
does and who she's working to stop. Eventually she will tell you about the
re-emergence of the dragons and that she KNOWS where the next one will show up
and as a dragonborn asks you to slay it! If her predictions are correct, the
next Dragon will resurrect near the town of Kynesgrove. She promises to
answer all of your questions should you slay the dragon.

 We need to go locate the dragon burial site now (which, if you look at the
map, is JUST south of Windhelm). Be SURE to loot this secret room, as it is
just chock FULL of potions. There's gold and weapons to be had here as well.
It's almost as if someone's preparing for a dragon fight...

 Head over to Kynesgrove once you have prepared (You DID prepare, right? Bring
potions, fire resistance, that sort of thing). A good companion (like Lydia)
will help out tremendously as well. Once you get to Kynesgrove talk to
Delphine. No time for hello though, as a resident claims a DRAGON flew over
the town to the old dragon's burial site. Follow Delphine as she sprints to
the site. Stay your hand though and witness what is happening (it is SO cool
that you can partially understand what they are saying). After the scene, the
first dragon will fly away, leaving the dragon Sahloknir to deal with you.

 This is pretty similar to the first dragon fight. Sahloknir will actually
talk to you though, which is cool. He can fly around and lay down lines of
fire which you should avoid, as well as hover around (a perfect chance for
archers) and every now and again he'll come down to fight. Hopefully you
brought along Lydia or a companion to distract him so you can get in some
good licks (Delphine will help too). Keep your health up and pick away at him
and you'll fell yet another Dragon.

 Loot him after he's dead and you'll recieve his soul as he turns to bones.
Delphine is a solid believer now, so you can talk to her here and now to learn
that she is a member of the Blades, and sworn to protect the dragonborn. She
THINKS that the Thalmor are behind this but has no solid proof. She will ask
you to meet her back in Riverwood as we plan our next move, which starts the
next MAIN QUEST: "Diplomatic Immunity". And with the great dragon Sahloknir
dead and Delphine talked to you'll have completed "A Blade in the Dark".

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                      D I P L O M A T I C   I M M U N I T Y
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                      The Elder Scrolls V: Skyrim - [vb308]
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 After the last Main Quest, head on over to Riverwood to meet up again with
Delphine. She'll take you down to the secret room and talk to you about the
Thalmor Embassy and how YOU are going to sneak inside! Huh, sounds dangerous!
Apparently that throws parties that you're going to be invited to, we just
have to travel to the town of Solitude and meet with Delphine's contact,
Malborn first. So it's off to the Winking Skeever Inn in Solitude (which, if
you didn't know, Solitude is in the north-west section of the map, north of
Dragon Bridge and good ol' Meeko's Shack).

 Once you're in Solitude, go to the Winking Skeever Inn and meet up with
Malborn. Now, here's the part where the quest gets interesting. Malborn will
offer to sneak in some equipment for you, because when you go to the party
you won't have ANY of your normal gear. Now take his advice and bring what is
ESSENTIAL to you (for me for example, I brought a bow and arrows, a blade, and
some lockpicks...). A weapon is DEFINITELY recommended (unless you're the
magic type).

 After talking to Malborn and giving him the equipment, head back outside of
Solitude and go meet Delphine near the stables. She will give you two pieces
of party clothing and your inventation. She'll also hold onto EVERYTHING you
own in the meantime. When you're ready to go let her know.

 You'll arrive at the embassy in the wagon. Give the nearby wizard your
inventation and head in with the other party-goer named Razelan. Once you
are inside the ambassador Elenwen will engage you in conversation before
being interrupted by Malborn. Talk to the people here if you wish to hear
some interesting conversation, but your next objective is to cause a
distraction so you can follow Malborn. To do so, go get a drink from Malborn
(or one of the serveants) and go give it to Razelan. You'll INSTANTLY become
his best friend (SOMEONE has been drinking already today!). Since you're his
new best friend, you can ask him to make a distraction, which he'll proudly
do.

 Head over to Malborn now and he'll lead you through the kitchen and past a
nosy Khajit to the rest of the house. You can grab the gear he smuggled in by
examing the chest in the pantry. Once you go into the hallway you will be
locked into this portion of the house. Be careful, in the immediate room to
your left you will find two soldiers and a wizard who will fight on contact.
Since I'm a badass, I just killed them all (I imagine some invisibility would
get you through without being seen, but their armor is worth gold!).

 Loot the place now (there's no more enemies in this section of the house) and
once you're done looting there will be TWO doors leading out to "Skyrim". In
reality they lead to a small backyard where two soldiers and another wizard
await. Out here, try to fight them one on one and avoid fighting anything the
wizard may summon (it's best to kill the wizard first if you can). You should
be able to divide and conquer by using the building out here. Once they are
dead head into the stand-alone building.

 You'll now be in an office of sorts. There's a single patroling guard here
and an informant talking to someone in the back. I snuck around and looted
stuff until the informant was done talking, then I killed him and the guard.
Loot the rest of this place too (as the person who was talking to the snitch
went downstairs). Of particular note is a bunch of documents in a chest behind
a desk. Thalmor Dossier's, one on Delphine and one on Ulfric Stormcloak.
You'll also see a document called "Dragon Investiagion: Current Status". Take
it and read it. Seems like they know about as much as we do.

 There's also an EXPERT display case here that you can try and crack but it's
pretty damned hard unless you have SOME proficiency with lockpicking. Very
good stuff inside though. Now our next goal is to go into the dungeon down
below, and if you raided/looted properly you should have the key! Head down to
the dungeon and sneak around. Listen to what's going on and when you're ready
kill the guard and the wizard down here (followed by more looting of course).
You should find another Dossier on Esbern that will prove quite revealing.
Seems like this guy is their #1 target in Riften.

 Go free the prisoner now and he'll thank you. He'll show you a trapdoor
nearby where he's seen them dump bodies, but it's locked! Right about now
two guards should appear with Malborn in two, claiming they have you trapped
and have your spy! You have to kill both of them, as they have a key for the
trapdoor on their persons. You'll now have Malborn AND the prisoner following
you. Head through the trapdoor.

 Down here you'll run into ANOTHER FROST TROLL. This guy just sucks (I HATE
these things). Oftentimes the prisoner will just run ahead like an idiot and
get himself killed. Ideally, you'll want to shoot the troll with arrows or use
magic from the ledge your on to kill it, but it's super hard to come out of
this with NPC's that are dumb (you can always reload the auto-save if you
wish). You could also just plain run past it, as the exit to Skyrim's world
map is close by. I should really note though that there's an ILLUSION
SKILLBOOK here called "Before the Ages of Man" to be had, so some troll
killing may be in order.

 Back out on the world map your companions will run away. Our next objective
is to retrieve our stuff and talk to Delphine, so fast travel back to
Riverwood. Tell Delphine everything you've learned and she'll say that you
HAVE to go to Riften to find Esbern! Oh, a VERY IMPORTANT NOTE: All of your
gear is in the CHEST down here in the secret room.

 With our next goal of finding Esbern we'll recieve our next MAIN QUEST:
"A Cornered Rat". We'll also have completed "Diplomatic Immunity".

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                           A   C O R N E R E D   R A T
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                      The Elder Scrolls V: Skyrim - [vb309]
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 With our goal of needing to find Esbern clear we'll have to travel to Riften.
Riften is in the far SOUTHEAST corner of the map, if you've never been there
before. I hadn't been there yet, so to get there I went to Kynesgrove and
started a rather lengthy trek to the SOUTHEAST. You'll undoubtedly run into
wolves and a bear or two on your way, as well as have the opportunity to find
several points of interest (like Mzulft, Stony Creek Cave, and Cragslane
Cavern just to name a few).

 If you're trekking this path too, make it a goal to reach the town of Shor's
Stone on your way up. There's a fort nearby called "Fort Greenwall" that like
most forts is full of bandits. This one has a One-Handed SKILLBOOK in it
called "Mace Etiquette" (which made me laugh) that you can grab. From the
fort it's a short trek south to the major city of Riften.

 Once inside you'll quickly hear on the streets that the Thieves Guild
operates out of this town. In fact a man named Maul may outright stop you and
you can ask him about the guild. Our goal though is to find and talk to a man
named Brynjolf. He's usually out about town and easy to find.

 However, Brynjolf isn't about to hand out information so easily. He'll want
a favor first, so unless you can pass a speech check for a persuade talk
option you're going to have to help him.

(-NOTE-) If you know what the minimum speech is that can pass that check,
         email me and let me know!

 Brynjolf will ask for your help framing a fellow merchant nearby. His play is
to have you steal a ring from Madesi while he distracts everyone, then have
you pickpocket Brand-Shei and put Madesi's ring INTO his inventory (it's
really more like reverse-pickpocketing...). It's not really that hard to do.
Before doing it, just make sure you know where Madesi'a stand is and who
Brand-Shei is. Oh, and make sure you have some lockpicks...

(-NOTE-) Alternately, if you DON'T want to do this but want to progress the
         main story anyways, check this out:

 < Meredith Kniest writes: Concerning the beginning of the quest A Cornered
   Rat - if you want to get the information about Esbern from Brynjolf in
   Riften, but dont want to screw over Brand-Shei by planting the ring on
   him, you can intentionally get caught picking the lock by a guard, pay
   the 15 gold bounty, and then go back and talk to Brynjolf. Not only does
   he invite you to join the Thieves Guild anyway, despite your embarrassing
   failure, but if you choose the middle conversation option (something like
   "The pay sounds good, but I dont know") then finish the conversation, you
   can immediately talk to him again and get the information about Esbern,
   without having to follow him into the sewers or anything. Plus youll still
   have the option to join the Thieves Guild later, if you change your mind -
   Brynjolf says hell wait for you at the Ragged Flagon. >

 After that just tell Brynjolf that you're ready and he'll draw everyone in
the area around him. Head to Madesi's stall and pick the sliding drawer, then
pick the box you find there. May as well steal everything. Now go find your
target, Brand-Shei (who should be sitting on some boxes to the right). Enter
sneak mode and target him behind the boxes (you should be hidden) and put the
ring INTO his inventory.

 After that just talk to Brynjolf for your reward (100 gold). Job well done!

(-NOTE-) This is actually the very first THIEVES GUILD Quest, "A Chance
         Arrangment".

 After doing this for Brynjolf you can ask him about the "old man" hiding
out in the city. He'll confirm that yes, Esbern is in the Ratway Warrens, and
so our next objective is to enter there and find him! The Ratway Warrens
isn't hard to find: from where Brynjolf is at there's a canal nearby that has
an entryway to the sewers below town (follow the in-game compass).

 Enter the Warrens and get ready to fight two thugs in the tunnel. Keep
following the linear path until you reach a door. This door is trapped, so
be sure to take the trap off of it (which requires a lockpick...). Further
in is a pugilist called Gian the Fist who will try to beat you up! Ha! He's
got some unique armor too! Keep treking onwards and watch out for a battering
ram trap as you go up a long flight of stairs. Further on is a "lowlife" you
can take out, but be sure to grab the SKILLBOOK "Beggar" nearby for a +1
increase to pickpocketing. The arch on the left here has a lever to make
easier to get this far again, the arch on the right leads to an EXPERT locked
door, and the arch on the far right leads to the Ragged Flagon.

 Enter the Ragged Flagon, which is home of the Thieves guild. We're just
passing through for now to "The Ratway Vaults" which is beyond the way. In
here you will encounter more Thalmor soldiers, so be ready to take them out
(it looks like we better find him fast!). Follow the path as it leads ever
downwards. In the room with the anvil be sure to loot the chest, and past
that is a room with a LOT of chests for you to pick/loot. Keep following the
path and you'll soon reach a door to "The Ratway Warrens". Again...

 Enter the door and make your way to the marker to find Esbern's house (and
you'll probably be attacked by a hungry "chef" on the way). Talk to Esbern
and be sure to tell him "Remember the 30th of Frostfall", which proves to him
that Delphine sent you. He'll invite you inside his house where he'll learn
exactly who you are and what you can do (as he's long ago give up hope).

 Esbern will tell you that you must escort him to Riverwood, and with that
the quest "A Cornered Rat" is complete. You'll now move on to the next MAIN
QUEST: "Alduin's Wall".

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                            A L D U I N ' S   W A L L
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                      The Elder Scrolls V: Skyrim - [vb310]
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 Ok, our first goal is to get old Esbern to Riverwood in one piece... easier
said than done. Before going anywhere, be sure to loot his house, as there
are several good things lying around, including a SKILLBOOK that ups your
one-handed skill by one (it's called "Fire and Darkness").

 As soon as you leave Esbern's place you'll run into a Thalmor soldier AND a
wizard (and probably some summons too). Kill them off and ask Esbern if he
knows the way out to have him lead (you can ask him about the 30th of
Frostfall too!). Follow him to The Ratway Vaults and stick with him as he
leads you back to the Thieves Guild. Back out at the Ratway you may be the
target of an assassination attempt by a Khajit named Shavari (who was sent by
someone named "E") but Esbern will help you out. Does this guy even NEED an
escort!?

 Head out to Riften and once you're out to the open world you can fast travel
back to Riverwood. Head back to the Sleeping Giant Inn and the two blades will
re-unite. Ah, how touching. Go down to the secret room where Esbern will
divulge our next plan: to go see Alduin's Wall. He has rediscovered its
location at the Sky Haven Temple and believes it is the key to defeating
Alduin. Delphine and Esbern will be coming with us this time though, although
you may tell them that you'll meet them at Karthspire if you wish and travel
alone. Delphine will give the Inn to Orgnar before she leaves.

 We'll now have to reach Karthspire, which is on the western side of the map.
It's just east of Markarth, or west of Rorikstead. You can take a carriage
from Whiterun to Markarth if you wish (which is what Delphine suggests) or
you can walk there from the east.

(-NOTE-) I personally walked from Rorikstead, but I saw Alduin arrive and just
WEST of the town he ressurected ANOTHER dragon, this one named Nahagliiv. The
guards nearby can help you take him out, just keep your health up.

(-NOTE-) From there, I headed west to a place called "Sojund's Sinkhole". Here
I fought yet ANOTHER dragon, this one a BLOOD DRAGON that used ice attacks.
A guard nearby will help and makes a good distraction, just don't let the
dragon bite you. Keep your health up and you'll have another Dragon Soul
before too long.

 Also, its important to note that right before Karthspire is a Karthspire
camp that is FULL of forlorn enemies. The only ones to REALLY worry about
here are the enemies that use ICE magic (they one-hit killed me a couple of
times, so be VERY careful). As an interesting side note, even though I told
Delphine to meet me there, she came to my aid as I fought, effectively doing
a pincer attack on the camp! Ha! There's also a SKILLBOOK here called "A Dance
in Fire, v2" that helps your BLOCKING.

 After the fight, head over to Karthspire and enter it. There's more forsworn
enemies in here, so take them out and loot the place good. Continue further in
and you'll be stuck at a bridge with some pillars nearby. To get past this,
you need to put the symbol of the Dragonborn on each of the pillars. The
symbol you need looks like this:

                                      \ /
                                     (   )
                                      < >

(-NOTE-) There's also an arrow pointing down in the middle of it. I had to
         turn the left pillar once and the middle pillar twice.

 Once the bridge is down head up the stairs and another "puzzle" will be in
front of you. Here you have to step on ONLY the switches with the Dragonborn
symbol. It's REALLY easy, just make your way to the chain in the back and
have any companions wait behind for awhile. Once you pull the chain the trap
is deactivated.

 Head further in to discover the Sky Haven Temple (and a nice big chest).
Right before the big face is a BLOOD SEAL that Esbern will tell us about. Go
activate it and spill some blood to open the way ahead and enter the Sky Haven
Temple.

 In here be sure to loot the place, as you can find a unique katana called
"Dragonbane" that does 20 EXTRA points of damage to dragons (and 10 extra
shock damage to anything else). There's also a room full of beds and chests
nearby...

    There's a SKILLBOOK called Mace Etiquette in the left room that ups
         your One-Handed skill by 1.

After you're done looting, go check out Alduin's Wall with Esbern as
he recounts its history. It seems we need to learn a specific shouth, but no
one has any idea what it could be. Delphine will begrudginly tell you to go
talk to the greybeards about it, ending our current quest and starting the
next MAIN QUEST: "The Throat of the World".

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                                T H E   T H R O A T
                              O F   T H E   W O R L D
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                      The Elder Scrolls V: Skyrim - [vb311]
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 Well, to start this quest we want to fast travel to High Hrothgar so we can
go talk to Arngeir. Once you talk to him and explain what it is that you want,
he will get rather mad at you for working with the blades! Sheesh dude, chill!
Someone else (Paarthurnax) will remind Arngeir of his place. However, Arngeir
doesn't know the shout "Dragonrend" and says that only Paarthurnax may know
it.

 Follow Arngeir to the courtyard and he will teach you a new shout, CLEAR
SKIES. He'll teach you ALL THREE WORDS: SKY, SPRING, and SUMMER. Using this
Thu'um, it is possible to clear away inclement weather, which you'll need to
do to open the way to the summit.

 Equip the Clear Skies shout and try it out to get rid of the damaging mist
plauging the path ahead (head to the top of the stairs first and be sure to
re-use it as needed). Once you clear the way, our objective will change to
"Talk to Paarthurnax" so start trekking up the mountain some more. You'll
face several Ice Wraiths along the way. They're not a real threat, but you
have to examine the chunks of ice they leave behind for any kind of reward...

 At the top of the mountain you will finally discover "The Throat of the
World" and meet Paarthurnax (who is totally a dragon!). Ask him what you need
and he will contemplate it. First he will "speak" onto the dragon wall nearby,
which displays the first word for an entirely new shout: FIRE - FIRE BREATH.
Go up and learn it and then equip it, as you need to actually USE it on
Paarthurnax to continue.

 He will be happy once you torch him as he hasn't talked to "his own kind"
in quite awhile. Once again, ask him to teach you the Dragonrend Shout (I
though we made that clear a second ago!?). This will lead to a rather lengthy
talk between him and you about Alduin and the last time he was defeated. In
the end, Paarthurnax doesn't know the shout Dragonrend, as it was the very
first Thu'um created by Dragonborn alone. He will tell you exactly what
happened to Alduin so very long ago though, which involves a familiar relic
to the series: the Elder Scroll.

 The Elder Scroll was used in conjunction with Dragonrend to push Alduin
forward into time, and the only people that could possibly teach you the shout
Dragonrend would be the ancient heroes that used it in the beginning.
Paarthurnax reasons that if you had the Elder Scroll, you could go back in
time and learn the shout from those heros yourself.

 When asked what Dragonrend actually does, Paarthurnax says it forces the
dragon to have a concept of mortality... a concept that is so foreign to the
immortal creatures that it weakens them.

 This ends the quest "The Throat of the World" and starts the next MAIN
QUEST: "Elder Knowledge".

(-NOTE-) You can meditate on the Words of Power now by talking to Paarthurnax.
         He will essentially ask you what word you wish to meditate on. Here
         are the words and what bonuses they give:

FUS:

 o Force Without Effort: You stagger 25% less and foes stagger 25% more.

FEIM:

 o Eternal Spirit: You gain a 25% bonus health regeneration rate after using
                   Ethereal shout.

YOL:

 o The Fire Within: Fire Breath shout deals 25% more damage.

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                          E L D E R   K N O W L E D G E
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                      The Elder Scrolls V: Skyrim - [vb312]
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 The main goal of this quest is to learn the location of the Elder Scroll, so
we may have a shot at learning the shout Dragonrend. To start, you need to
either talk to Esbern or Arngeir about it.

 Head back to the Sky Haven Temple and talk to Esbern. He will suggest going
to the College of Winterhold in the hopes that some mage there can help you.
If perhaps you went and asked Arngeir about the Elder Scrolls, he will tell
you the exact same thing. Looks like we're on our way to Winterhold.

(-NOTE-) You can ask Esbern to give you the Dragonslayer's Blessing now,
         which gives you a 10% increased Critical Hit Chance vs. Dragons for
         5 days.

 In case you've never been there, Winterhold is located on the NORTHEAST
portion of the map. Since I've never been there in my game, I just ended up
hiring a carriage to get me there...

 When you get to Winterhold, a gatekeeper will stop you before you can go to
the college itself. She will insist that you do something for them before you
can go in, however if you say your a dragonborn and then demonstrate your
power (such as breathing fire nearby) she'll gladly let you in.

(-NOTE-) She'll also give you the first College of Winterhold quest "First
         Lessons" since you're now part of the college.

 Enter the college and make your way to The Arcanaeum inside. Find Urag
gro-Shub and talk to him. Once again making it known that you are a dragonborn
well help here as Urag gro-Shub heard the greybeards call out to you sometime
ago. Ask about the Elder Scrolls and then finish talking to him to have him
bring out two books on the subject. Read both of them and then you'll get a
NEW quest: "Discerning the Transmundane".

(-NOTE-) While this is a new quest entirely, it goes hand-in-hand with our
         current quest so think of this portion of the guide now covering BOTH
         of those quests.

 Our goal now is to find Septimus Signus in the hope that he can lead us to an
Elder Scroll. Turns out he marched into the northern ice floes and hasn't been
seen since, which makes sense. Leave the college (all the way to the town) and
start marching north yourself to the objective. Out here be careful of the ice
SABRE CATS which can pack a punch. There are also wolves and walruses for you
to kill.

 You'll soon reach Septimus Signus's Outpost. Head inside and lo and behold
there is Septimus. Go ahead and talk to him and you'll see he's... been
affected a tad bit by the Elder Scroll. He will ask you for a favor before
helping you out though: he wants you to use a machine located in Alftand
(where the Elder Scroll supposedly is) to transcribe the scroll onto a lexicon
so he can read it. And with that our objective will point towards Alftand,
which is southwest of our current postion.

 Head back out to the world map and start your journey towards Alftand.
You're going to want to approach it from the south, jusy FYI. Once you reach
it, you'll see that it looks like it's in ruins. Explore the place and loot,
then to north to find some catwalks. Follow these until you reach and enter a
new places called "Alftand Glacial Ruins".

 The ruins stretch on for quite aways, but its all very linear. You're going
to face dwarven constructs in this place. Notably Dwarven Spider Workers (who
can pop out of holes on the wall at literally ANY time, so be ready) and the
much more dangerous Dwarven Sphere. Just proceed through this place and loot
whatever you can (there's a lot of ores here) and kill any constructs. You'll
also find a live Khajit down here that will attack you (and his dead brother
who is nearby). When you get to the piston room save because you'll be facing
TWO dwarven sphere's soon, but after killing them you can follow the path
(which leads you on TOP of the walls you just passed, dodging pistons) and
you'll soon reach the "Alftand Animonculory".

 Proceed forwards to fight a spider and a sphere. You can explore UNDER the
floor here (to the left) to find a dead caravan member, but then head up the
stairs and kill another spider. Now this NEXT set of stairs has FLOOR TRAPS
on it that will pop out a DEADLY spinning blade trap if you thouch them.
Past that you'll end up in a wide area with a path spiraling downwards. Kill
the spider on the left and go get the chest in the cubby then head down to
the bottom. Pick the door down here and head inwards. Now, there's an EXPERT
locked gate in here that has a MASTER chest behind it as well as a SKILLBOOK
on lockpicking called "The Locked Room". Very ironic, no? You have to be
pretty damn good at lockpicking to get this, but I did it and there isn't a
whole lot you'd miss if you skip it.

 You're going to have to jump down to the lower platform when you're done.
Be careful of any pistons that may try to push you off the path up ahead.
There is a chest up above (with a spider) but then head downwards. You'll
start running into the FALMER enemies (mostly archers) so be prepared to take
them out since you have the upper ground. Continue spiraling down until you
have to run past a flame trap and open a door, then two more falmer enemies
will be below you. Kill them and proceed onwards where you'll find three MORE
falmer enemies that you can get the drop on.

 A bit past that is a torture room with three MORE falmer... my god these
things are everywhere! There's an exit to the glacier ruins here, but keep
going forwards back to the big open room. There's thee falmer down here as
well as a spider. Try to take them all out from up top if you can (or at the
very least weaken them). Once they're dead, go down and towards the objective
but don't let the big CLAW TRAP (a tripwire) get you. Enter the Alftand
Cathedral at the end.

 In here there's a couple of falmer and a spider to kill. Take them out and
then explore the place for the 2-3 chests you can find. The lever to open the
gate to continue is above the entrance with two more chests. Save and then
head up the steps. There will be a DWARVEN CENTURION up here that is more or
less a TANK. He can also shoot steam at you. His strikes HURT, so non-warriors
should use hit and run tactics to beat him. He's also got a key on him, so be
sure to loot (there's a chest in the upper-right of this area too). After that
head to the ojbective and you'll see Sulla Trebatius and Umana... they REALLY
don't trust eachother, but they don't trust you either since they attack!
Kill them both and put them out of their misery (they will often fight each
other and let you pick you to kill).

 With that done go activate the dwarven mechanism which leads to "Blackreach".

 Wow, this is a pretty place, no? There is a dwarven sphere straight ahead,
but from where you entered you can sneak to the left and hit a lever to fire
a volley of arrows at it and kill it. Go into the building it was guarding,
the one named "Sinderion's Field Laboratory". There's a lot of good alchemy
stuff in here, as well as loot (including boots that let you carry even MORE
loot), but poor Sinderion has passed on.

 Perhaps the most interesting thing about this place (besides how downright
awesome it is) is the fact that you can get a quest merely by harvesting a
plant down here (you harvest the "Crimson Nirnroot" and get the quest "A
Return to your Roots"). This quest has to do with poor Sinderion, and BOY is
it tedius... I have it listed under the RANDOM quest section. The last thing
I'm going to note about this area (since I'm not handholding you through it)
is that there are TOUGH enemies to be found while exploring. I'm talking
DWARF CENTURION and FROST TROLLS. That's right TROLLS, PLURAL. Yikes! Be sure
to save when you explore!

 Make your way to the quest objective, which should be inside of a building
where you'll find a lever that takes you to the "Tower of Mzark". Loot the
place when you arrive (of note is a SMITHING SKILLBOOK called "The Armorers'
Challenge") and continue inwards. Climb up the ramp to the left and you'll
see quite the contraption before you! Go to the very top where you'll see a
row of buttons. There's also a pedestal on the right to hold the lexicon
that Septimus gave you. Put the lexicon in and buttons number 3 and 4 will
open.

 Ok, now to get what you want, hit button number THREE until you see button
number TWO open up. Now, hit button number TWO until button number ONE opens
up. Hit that and you'll see an arm come down and open up a pod. Congrats, you
can now waltz over to it and pick up the ELDER SCROLL. Be sure to pick up the
lexicon too.

 Once you pick up the Elder Scroll, the quest "Elder Knowledge" will be done
and you'll start the next MAIN QUEST: "Alduin's Bane".

(-NOTE-) The other quest that we were doing with "Elder Knowledge",
         "Discerning the Transmundane" has MORE parts to it past "Give the
         Lexicon to Septimus". The rest of this quest will be in the DAEDRIC
         QUESTS section of our guide.

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                            A L D U I N ' S   B A N E
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                      The Elder Scrolls V: Skyrim - [vb313]
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(-NOTE-) A pretty big boss fight is coming up, so you should take this time to
         prepare. Stock up on potions, arrows, or whatever you need to last
         through a dragged-out boss fight. Better safe than sorry. Make sure
         you've saved recently too...

 With the Elder Scroll in hand, fast travel to the Throat of the World.
Paarthurnax will greet you once you show up and applaude your conviction.
Go to the Time-Wound and stand in the midst of it, then open up your inventory
and read the Elder Scroll...

 Watch the AWESOME scenes that transpire and you will soon learn all three
words of DRAGONREND: Mortal, Finite, Temporary...

 Watch the rest of the scenes and soon you'll be back in your own time...
with Alduin the World-Eater right in front of you! Equip your newfound shout
and bring him down.

 Fighting Alduin is QUITE a bit different than fighting any other dragon. For
one, he NEVER comes down voluntarily... NEVER. AND the entire time that you're
fighting him fireballs will be raining down with rocks scattering EVERYWHERE.
Thankfully these attacks don't do much damage. While Alduin is flying around,
he will be sparring with Paarthurnax, frankly making it MUCH HARDER to know
which dragon to target (Alduin looks much more menacing and the objective
arrow will constantly follow him. Plus, if you have a companion, you can see
who THEY are targetting...).

 The saving grace in this fight is that every now and again Alduin will stop
and hover somewhere (because hitting him with Dragonrend when he's flying is
frickin' HARD), so use those times to get him. He'll crash land, but he's
still extremely dangerous. He's not very mobile when he's on the ground, so be
sure to attack from the sides if you can. Keep it up and remember to heal
yourself first and foremost and with time you'll have "defeated" Alduin.

 Watch the scenes that follow once his HP reaches 0 and then the quest
"Alduin's Bane" will be finished and your next NEW MAIN QUEST, "The Fallen"
will begin...

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                               T H E   F A L L E N
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                      The Elder Scrolls V: Skyrim - [vb314]
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 After that adrenaline-filled battle with Alduin your next objective will be
to talk to Paarthurnax OR Arngeir OR Esbern. Well hell, Paarthurnax is RIGHT
HERE so let's go talk to him!

 Paarthurnax will congradulate you, even though it's not a true victory its
certainly more than those before you could do. Our immediate goal now is to
find a way to learn WHERE Alduin has retreated to. Paarthurnax will suggest
that one of Alduin's followers (read: another dragon) may know, but how do
you convince a dragon to tell you such a thing! He will say that Drgonsreach
in Whiterun used to hold a captured dragon, so perhaps we may trap one there
again! We'll have to talk to the Jarl about it though...

(-NOTE-) You can go and talk to Arngeir and Esbern as well to learn some
         interesting knowledge about where Alduin has gone and what he's
         doing.

(-NOTE-) You can ask Arngeir where WORDS OF POWER are in the world of Skyrim.
         He can hear them, even on top of the mountain. He will give you hints
         under your MISCELLANEOUS quests on where they are...

(-NOTE-) Esbern and Delphine KNOW that Paarthurnax is the leader of the
         greybeards. And, despite knowing that he's helping you, insist that
         if you want their continued support you need to KILL Paarthurnax.
         This starts a different quest called "Paarthurnax". It is under the
         RANDOM quest section of the guide...

 Head over to Dragonsreach so we can talk to the Jarl of Whiterun. The Jarl
will hardly believe what you're asking of him, but flatly refuses when the
threat of war hangs over his head due to the civil war between the Imperials
and the Stormcloaks. The only way he's going to help you is if you can manage
to bring both sides to a truce...

    If you already finished the Civil War Quest, then the Jarl won't speak
         about this matter.

 This starts the Main Quest "Season Unending". Note that "The Fallen" is
STILL an active quest, but is dependant on us doing "Season Unending" in
the meantime... So with that in mind, skip ahead a section and do "Season
Unending", then come back here and finish up "The Fallen" with me.

[ GO DO "Season Unending" at this time and come back when it's done!]

    Once again, if you already finished the Civil War Questline, whether
         you allied with the Imperials or the Stormcloaks, you won't have to
         worry about Season Unending.

 Ok, you've finished "Season Unending", right? GOOD! That means you should
be at a confernce table right now. Esbern will talk to you soon about HOW we
are going to call and trap a dragon. Through his research, he found out the
name of one of Alduin's allies. Calling a dragon's name is a shout itself.
This dragon's name is Odahviing, and you'll learn its shout from Esbern:
CALL DRAGON - Snow, Hunter, Wing.

 Head to Dragonspeak and talk to the Jarl. He'll be ready whenever you are.
Tell him that you're ready and go up the stairs behind him to see the great
porch, where we're about to trap ourselves a dragon! Head out to the open-air
section at the far end, and use your CALL DRAGON shout. After a little while,
Odahviing will appear (killing a guard in the process).

 Now I KNOW your first thought is to fight. Don't. Equip Dragonrend and use
it when Odahviing hovers. This will bring him down to the castle. From here,
Dragonrend will wear off. What you need to do now is back-peddle and draw
Odahviing FURTHER INTO the area. Once he is drawn in aways he will be trapped.

 Your new objective is to interrogate the beast. He will actually salute your
wit in being able to trap him and will confirm that Alduin is indeed at
Sovngarde right now, devoring the souls of dead Nords to regain his power.
The portan that Alduin used to get there is located at a dragon temple named
Skuldafn in the eastern mountains. However, there's one catch: the only way
to reach it is to have Odahviing FLY us there. This completes "The Fallen"
and starts the NEXT main quest: "The World-Eater's Eyrie".

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                          S E A S O N   U N E N D I N G
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                      The Elder Scrolls V: Skyrim - [vb315]
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(-NOTE-) This MAIN QUEST starts and completes itself in the middle of the
         PREVIOUS main quest, "The Fallen". Complete this quest in order to
         finish "The Fallen".

 Head over to High Hrothgar and find Arngeir (he's probably in the courtyard
meditating or in his bed sleeping). When he learns that he is needed to stop
the civil war he will agree to help (only because Paarthurnax is helping you,
though). He will tell you to go talk to Ulfric Stormcloak and General Tullius
and get them to come meet him at High Hrothgar.

 Let's go talk to General Tullius first. Head on over to Solitude where he is
located at and head into the castle. You should be able to find him pretty
easy, and convincing him to go to the peace meeting isn't that hard either,
so just talk to him about the meeting until he agrees.

 Next let's go find Ulfric Stormcloak. You'll find him at Windhelm, most
likely inside the Palace of the Kings. He's a tad easier to convince and get
to go to the peace meeting than General Tullius is, so you shouldn't have
a problem talking him into it.

(-IMPORTANT NOTE-) Doing this quest can screw your chances of obtaining the
                   "War Hero" Trophy later. That trophy requires that you take
                   Fort Greenwall as an Imperial or Fort Sungard as a
                   Stormcloak. Be careful of WHAT you give to WHO here... 

 After convincing both of them, go back to High Hrothgar and talk to Arngeir.
You'll see the blades force their way into the meeting, even though the grey
beards are at odds with them. Head to the conference room (follow the
objective) and take your seat. Here you will have to help guide the talks
as you are asked for your thoughts on the matter. Make no mistake, things
WILL change as a result of these talks but it needs to be done. Personally,
I gave DAWNSTAR to the imperials and let the stormcloaks have MARKARTH. In
the meantime both sides accused me of liking the other but a truce was strunk.

 Once you are done you will have completed "Season Unending". At this point
you should go BACK UP to the PREVIOUS MAIN QUEST, "The Fallen", and FINISH IT
before moving on (well, you can't move on if you don't...).

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                       T H E   W O R L D - E A T E R ' S
                                    E Y R I E
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                      The Elder Scrolls V: Skyrim - [vb316]
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 After trapping Odahviing we have no choice but to let him free in return for
his promise to fly us to Skuldafn so that we may persue Alduin. To set him
free you'll need to talk to the Whiterun guard on the second floor of the
great porch. He doesn't like the idea of doing it, but he'll set the dragon
free.

 After that we'll need to talk to Odahviing to get to Skuldafn.

(-NOTE-) This is a ONE WAY TRIP! Be sure to take whatever you need to, say,
         fight a dragon on your own and live. And be sure that you're not
         over-burdened. Also note that if you have a COMPANION, they CANNOT
         follow you.

 Odahviing will drop you off at the base of the temple and will fly off after
sayingn he'll wait for either you or Alduin to return. Head forwards into the
area and you'll be ambushed by a RED DRAGON!

 This is a fairly normal dragon fight, with the possible exception that you
are all alone (I don't know if you've fought them 1 vs. 1 yet, but you are
going to now!). The dragon has a nasty fire attack, so be sure to heal. This
also gives you a chance to try out Dragonrend on your own and see how it does.

 Kill the beast and proceed up the temple. There are Draugr up here that you
will have to put down, an easy task compared to the dragon you just fell. Head
inwards and you'll soon be ambushed by another DRAGON! This dragon breathes
frost, but other than that isn't much different from the dragon fight a moment
ago (focus on any Draugr first so you can focus on the dragon).

 After defeating him you can check out the Skuldafn South Tower straight ahead
of you, but we need to continue up the stairs (the tower has more Draugr and
some treasure). You will also start to fight Draugr Wights now, which are
tougher versions of the undead (and the restless variety is now commonplace).
There's also a chest in the broken tower along the way, but fight your way to
the giant doors above to enter Skulafn Temple.

 You KNOW there are going to be Draugr in here, so kill the first three in the
first section of this temple and loot the place. There's a TON of burial urns
past the first Draugr that with any luck will give you a lot of gems. Past the
embalming section Draugr will start to come out of tombs. Clear the area and
you'll see there's a lever here with a bunch of pillars. Another animal puzzle
for us to solve.

 The secret here is to go to the lever and face the pictures. Now, turn around
and you'll see a gate on the left and the right. They each have a picture
above them: the left has a SNAKE, the right has a BIRD. Now, turn the left
and the right statues until the BIRD faces you (when looking from the lever;
the key to this is that you're making the faces on the walls match the symbol
of the pillar closest to them). Now, to open the right gate make the middle
pillar show a BIRD (BIRD, BIRD, BIRD). You can get a chest this way. Be sure
to CLOSE that gate, then to proceed open the left gate by making the middle
pillar show a SNAKE (BIRD, SNAKE, BIRD). Now you can continue...

 You'll make your way to another tomb. Kill the Draugr below but as you go
down two more Draugr will pop out of some tombs. Kill them and loot the place
then proceed into the webbed area. Yep, more frost spides. Take them  out
but look for a chest hidden under some webs near an iron door. Past that iron
door and some more Draug patroling the area. Kill them and examine/loot the
area. This is yet another rotating animal puzzle. The clues are all right
by their pillars. Make the bottom pillar a SNAKE, the upper RIGHT pillar a
BIRD, and the upper LEFT pillar a WHALE. Pull the lever and continue to a
new area.

 In here there's a melee Draugr straight ahead with two archers above him.
Take them out and continue. Before going into the room with the spiraled
staircase leading upwards, note that there's a TRAP FLOOR PLATE here that
sparks the oil below and shoots arrows at you. Loot the place and take the
staircase up. If you're FAST (and have ranged) you can shoot down the pot
above the oil up here to fry the three Draugr (or however many Draugr are in
that small room). Get the chest up here and hit the lever to continue.

 Continue on the empty corridor. Be careful of the oil spill once you reach
it as a pot will ignite it all. Grab the chest and continue. At the end of
this path is a Draugr Overlord, who needs to be slain. Once you've killed
him (which isn't too hard) be SURE to loot him for a DIAMOND CLAW. There's
a door infrong of us now that we need to use the claw on, but first make
sure the rings are in this order:

 - TOP RING: WOLF

 - MIDDLE RING: MOTH

 - BOTTOM RING: DRAGON

 Use the claw once they are in that order and continue onwards. Head forwards
and soon you'll see a DRAGON WALL. This one will teach you the first word of
a new SHOUT: STORM CALL - STORM. This is an EXPENSIVE shout that still needs
a dragon soul to power up (which I KNOW you have) and can turn the sky of
Skyrim into destructive lightning. Head onwards, loot the room you come to on
the right, and proceed out into Skuldafn.

 Out here there are TWO Draugr Wights and one restless, so get ready for a
fight. Once you've downed them, you can explore the ruins that are straight
in front of the door you came out of. At the bottom of them is a LARGE chest
with several good items in it. Head back up and go to the top of Skuldafn,
where you will find the portal. But its GUARDED by a magician named NAHKRIIN.

(-NOTE-) This is a good time to save!

 NAHKRIIN is a master of ice magic and will often summon a storm familiar to
assist her (it?). In actuality, Nahkriin was a dragon priest. At my level (19)
its ice magic TORE ME UP. I would die in three hits, so if you're like me be
careful. Mages and ranged have an easier time of it with their ability to take
pot shots and fight dirty. Once you do prevail, you'll get some awesome items
from the corpse.

 With the portal found, go up to the altar and activate the dragon seal.
Nahkriin's dragon staff will be removed and the way to Sovngarde will be open:
simply walk into the energy pillar to be taken there. Once you arrive the
quest "The World-Eater's Eyrie" will be complete and the next quest will
start: "Sovngarde".

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                                 S O V N G A R D E
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                      The Elder Scrolls V: Skyrim - [vb317]
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 This is undoubtedly the shortest main quest in the game. Simply walk forwards
into this new area and a Stormcloak soldier will tell you about the mist.
Alduin is out here feasting on the lost and wandering soldiers. Thankfully,
you have a quest pointer to show you the way.

 You'll soon come to a dragon's bone bridge, guarded by a gatekeeper named
Tsun. He won't let you enter the Hall of Valor without challenging him in one
vs. one combat. He hits HARD, by the way. Mages and ranged can use the rocks
here to get distance, and thankfully you only need to deplete half of his
health for him to yield.

 Head into the hall of valor where a Nord named Ysgramor will greet you. He'll
tell you that three heros have awaited your arival: Felldir the Old, Hakon
One-Eye, and Gormlaith Golden-Hilt. As you recall, these are the three heroes
that (unknowingly) taught us Dragonrend during "Alduin's Bane". Talk to them
where they will decide to team up with you to dispel the evil mist (the soul
snare) outside so we can force Alduin to face us.

 This ends "Sovngarde" and starts the next MAIN QUEST: "Dragonslayer".

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                              D R A G O N S L A Y E R
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                      The Elder Scrolls V: Skyrim - [vb318]
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 Head outside with your new companions, past the bone bridge and to the edge
of the mist. What you need to do here is use the shout CLEAR SKIES, which will
also make your fellow dragonslayer's use it as well. Do this a total of THREE
times to finally clear the valley of the accursed mist.

 With the mist gone, Alduin will come to face you. With a four vs. one fight,
you should have plenty of distraction to afford yourself time to heal when
you must, as Alduin's breath is strong. The fight is very similar to the one
at the Throat of the World in every other regard: your main GOAL in this fight
is to land the shout DRAGONREND on Alduin whenever he's hovering. This will
bring him down and allow your companions and you to damage him much easier.

 Keep your health up and keep landing Dragonrend and through time you will
defeat him. Note that unlike other dragons, Alduin's death is much, much more
dramatic and DOESN'T grant you a soul. You also won't have a carcass to loot
(even though I SAW the words "search Alduin" when he was dying)...

    When Alduin is dying, if you approach him, the words Search Alduin DO
         appear, but you can't loot him. I kept mashing X through the whole
         death sequence and I couldn't loot him.

 Instead, talk to Tsun, who will reward you with a new shout and all its words
of power:

 CALL OF VALOR - HERO, CHAMPION, LEGEND.

 Using this shout calls forth the valiant of Sovngarde (your companions) to
come to your aid. One press will call forth Gormlaith Golden-Hilt, holding it
a bit longer will call forth Felldir the Old, and holding it down all the way
for a bit will call forth Hakon One-Eye. When you're ready, Tsun will send you
back to Skyrim.

 And with that you've defeated the MAIN QUESTLINE of Skyrim. Of course, you
and I both know there is MUCH, MUCH MORE to do. One look at your quest log
would tell you that. So please, persue the rest of the guide to your hearts
content, but most importantly have fun.

(-NOTE-) Just as a recap, once you get back to Skyrim you'll be put at the
         Throat of the World. Here, Odahviing will eventually come tell you
         that he recognizes your power, and that if you wish you may call him
         and he will come to your aid if he can.

(-NOTE-) One last note, while it was Vinheim and my pleasure to bring you
         this guide, we would love to hear from you. Seriously, a simple
         thank you goes a long ways for motivation, and even the smallest
         of donations can help offset our costs to bring this guide to you.

 Congratulations on "beating" The Elder Scrolls V: Skyrim.

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||  4. The Companions Walkthrough  |||       [vb400]
O==================|||---------------------------------|||====================O
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 So you want to be a "Companion" huh? Well, it's very likely that as you first
approached the town of Whiterun you encoutered the companions fighting a troll
out in a field. Hell, chances are you tried to help! Well, after talking with
them you will have received a MISCELLANEOUS QUEST called "Speak with the
leader of the Companions".

 To start you on your path to joining them, make it your active quest. Head
inside the city of Whiterun and follow the quest marker until you reach a
building called "Jorrvaskr". Here you want to find and talk to Kodlak
Whitemane.

(-NOTE-) Of particular note here is the locked display cases in the Jorrvaskr
         Living Quarters. There's a NICE bow here (especially for those just
         starting out). You can also find an ARCHERY SKILLBOOK here called
         "The Markmanship Lesson" in one of the rooms. There is another
         SKILLBOOK for TWO-HANDED called "Song of Hrormir" in a different
         room.

 Once you find him tell him you'd like to join the Companions. He will eye
you over and agree you may have what it takes. He'll then ask how you are in
battle. Answer however you want and after a brief interruption by Vilkas, he
will tell Vilkas to go test you out. This ends the MISCELLANEOUS QUEST that
brought you here and starts a PROPER quest: "Take Up Arms".

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                             T A K E   U P   A R M S
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                      The Elder Scrolls V: Skyrim - [vb401]
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 Follow Vilkas as he leads you out to the training yard. Once out at the
training yard, Vilkas will tell you to come at him! For love's sake, DON'T
use magic here! He'll just make you attack again if you do. Also, ENCHANTED
weapons are out as well. Hit him with several good blows (all he does is
block) and you'll pass the training.

 Next Vilkas will give you his sword and tell you to take it to Eorlund to
get it sharpened. Eorlund is nearby, up the steps by the "Skyforge". Such an
awesome blacksmithing set-up. There's also a SMITHING SKILLBOOK here named
"The Armorers' Challenge", so be sure to read it. Tell Eorlund you are here
with Vilkas's sword. He will take it and teach you a bit about the Companions:
apparently they have no leader. Interesting. He will then ask you to take Aela
her shield back, so be a nice guy and do it.

 Once you give Aela her shield, she will recognize you. She will call in
Farkas and tell him to show you your room. Well, I guess we're officially part
of the group now. On the way back to your room the current quest will deem
itself over, and Farkas will eventually ask for your help right here in
Whiterun. Say you can handle it to start the quest "Hired Muscle".

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==-------======-------====-=-====---=====---===========----====-=======---=====

                              H I R E D   M U S C L E
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                      The Elder Scrolls V: Skyrim - [vb402]
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 Well, it looks like we're needed for some intimidation. A person named
Skulvar Sable-Hilt has been causing trouble. He's out by the Whiterun Stables,
in case the name didn't give it away. Go out and talk to him, but he will
refuse to be intimidates. This will start a BRAWL.

 Like any fight, dodge out of the way when he swings and clock him back. You
can even hold the attack button for a power attack. Chances are you are a LOT
tougher than him, so you will knock him down for good before too long. Talk to
him a few more times and the fight will be over.

 Go back to the HQ and talk to Farkas to tell him you're done. He'll give you
100 Gold as a reward, and the quest will be done with. However, he will then
say that Skjor has another job for you, starting the next quest: "Proving
Honor".

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==-------======-------====-=-====---=====---===========----====-=======---=====

                            P R O V I N G   H O N O R
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                      The Elder Scrolls V: Skyrim - [vb403]
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 Go find Skjor to see what he wants with us. He will tell us that a scholar
has told him where to find a fragment of Wuuthrad, and so as a group we are
bound to search for it. In case you didn't know (because I sure didn't),
Wuuthrad was Ysgramor's weapon (Ysgramor started the Companions). Skjor will
also tell you that Farkas will join you on your journey to judge our valor.

 Go find Farkas to confirm this and tell him that you'll meet him at Dustman's
Cairn. Now it's time to go there ourself. Dustman's Cairn is west of the city
of Whiterun, not too hard to find especially with Farkas hanging out nearby.
Travel there and talk to him, then head inside.

 Inside Farkas will comment that someone has been digging here... and to be
careful. Loot the corpses here and pick the chest, then read the SKILLBOOK
(Two-Handed) called "Battle of Sancre Tor" on the table. Keep heading inwards
and soon you'll be in a burial room (several inter-connecting burial rooms,
actually). This is where some Draugr will attack you (their strength is based
on your level). Take them out, loot them, and continue on. You'll come to an
empty room now, with a locked gate to the right and a room with several
potions and a lever in the middle. Make sure Farkas is near you (and healthy)
then go into the middle room and hit the lever. Bah, you're stuck with no
way out! Farkas to the rescue! But wait! Watch the interesting scene and soon
Farkas will let you out.

 So, Farkas is a... werewolf. Interesting. Question him to see what "The
Companions" is really about and he'll tell you only "The Circle" are
werewolves, not everyone. Hmm... Well, be sure to loot the victims. As you
can probably guess, "The Silver Hand" are anti-werewolf...

 Contine on through the newly opened door. There's more silver hand up
ahead, so take them out and open the wooden doors to continue. Even more
silver hand are up ahead, so be ready. There's also a chest under the stairs
leading upwards. Head up and in the room on the left there is a MASTER chest.
Pick it if you can (there was an EBONY sword in there for me) and continue
on with your looting until you reach another set of wooden doors.

 There's more burial walls here. Put an arrow into any Draugr just laying
down to get in pre-emptive strikes. Keep doing this and moving forwards and
you'll run into another silver hand. Take him out with Farkas and head
downwards, picking a chest and past another wooden door. There's three silver
hand in here, so take them out and continue. Watch out for a trap floor plate
past the open vine room, then head down and take out two more silver hand.
The next door here leads to "Dustman's Crypt" so enter to continue.

 This area has more crypts and burial walls. Head forward to see a silver hand
lounging about on the right, then continue past a skywalk before heading down
into a burial wall area (shoot the Draugr that are lying down). Another silver
hand is down here, so take him out too. Continue forward and up some stairs to
a room where you can sneak attack another silver hand fairly easy. From here
there are several silver hand members in the left-hand room, so be ready for a
BIG fight (Farkas makes a good distraction here).

(-NOTE-) It's also possible that if the enemies heard you on the skywalk, that
         they'll all bum-rush you and get into fights with the Draugr on the
         way. You MAY find yourself in a free-for-all.

 The room with the ladder stairs in it has a locked chest under the stairs and
the door on the right is a supply closes that's locked (both ADEPT type locks)
if you want to pick them. Head into the crypt room and loot the chest on the
left for the DUSTMAN CAIRN KEY (among other things) and use it to unlock the
door straight ahead. Kill the rat's that attack and go forward. There's an
alchemy lab in a room here with a locked supply closet door and a door on the
right that we need to take. More rats await us here. Follow the path out to
a cave where we'll run into a GIANT FROSTBITE SPIDER, who attacks with a
smaller frostbite spider. You can use the narrow passageway as a safehaven,
but chances are Farkas will jump into the fray headfirst to provide a good
distraction.

 After that head through the cave until you encouter two high level Draugr
enemies by a waterfall of sorts. Take them out and continue on. You'll reach
an iron door that is the biggest crypt room you've seen yet! There are quite
a number of goodies in here, so pick them all up. Of note is the DRAGON WALL
in here that teaches INFERNO - FIRE BREATH. Very nice. The fragment that we
have been searching for is in here too.

 BEFORE picking it up let me tell you that you're about to face a GAUNTLET
of Draugr... they will come in waves, and will vary on how hard you'll have
to face. It's a good idea to summon up an ally if you can (any way you may
know how, like Call of Valor, Summon Assassin, or even call a spirit to come
help you). Take the fragment and get ready for a fight. There's not much I can
say here besides keep your health up and use the nearby stairs for hit and run
tactics.

 After the fight a crypt up the stairs will open up and lead to the exit of
this place, which is very nice and convienent. Exit Dustman's Cairn and head
back to Jorrvaskr. You'll be greeted by Vilkas and taken around back, then
you'll formally be inducted into the Companions. Congrats! This ends this
quest, but you are told to talk to your brothers for more work. There are
three choices of who to go for work but you can only pick one. For the guide's
sake (some sort of format) let's go with Aela and "Animal Extermination".

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                                   A N I M A L
                            E X T E R M I N A T I O N
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                      The Elder Scrolls V: Skyrim - [vb404]
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(-NOTE-) This is a RADIANT QUEST, and as such you may be told to go
         somewhere different than me to kill some different animal. None
         of these quests are TOO hard though. I should also note that you
         can re-recieve this quest AFTER finishing the quest "Glory of the
         Dead", which is how I found out this was a Radiant Quest. I also
         have my suspicions that this may not be the quest that you get after
         "Proving Honor". Be sure to email us if you got some other Radiant
         Quest here...

 Apparently a wild animal got into somebody's house! So... call a mercenary!
Makes sence I guess. You are to kill a snowy sabre cat that has taken up
lodgings in Birna's home in Winterhold. Not a very hard task. Travel there and
follow the objective arrow to find her home, then enter and slay the beast.
After that, return to the Companions HQ and report back to Aela. She will
admit it was an easy job, but work is work. You'll get 300 Gold for taking
care of business.

 This takes care of this quest, but as you'll see they don't let you pick
any of the other two quests. Instead, when you ask for work, you are told
that Skjor is looking for you again and a new quest will start: "The Silver
Hand".

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                          T H E   S I L V E R   H A N D
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                      The Elder Scrolls V: Skyrim - [vb405]
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 Go talk to Skjor who will have something planned for you. He will want you
to meet him at the "Underforge". Since we haven't been there before, ask him
what it is. He'll say that it is under the Skyforge, but it has a secret
entrance. Oooo, sounds fun. You're supposed to meet him at night to see the
secret entrance though. It was night for me already (wait with your select
button if you have to), so talk to him again and he'll show you the secret
entrance.

 Inside is a.. werewolf! Ha. So that's what we're doing here. Skjor will now
invite us to join the circle and have the beast's blood inside of us, thanks
to Aela. Whether you personally choose to join or not is up to you, but like
Skjor says you can only reach the top ranks of the Companions if you do...
plus I'm a fan of being bad-ass so I say we go for it.

(-NOTE-) You CAN undo this choice... just an FYI.

 After the drink you will blackout... and then you'll be outside only this
time as a werewolf! Try out your form if you wish. You can do just about any
damn thing in the town without threat of bounty since, well.. they don't
know that you're a werewolf. You'll blackout again soon though.

 When you come to, you'll be with Aela, who you can question about your new
life. We cover changing forms in the BASICS section of the guide, but here's
a quick overview: yes, you ARE a WEREWOLF now. You have a new power (listed
under your powers menu) called BEASTFORM that you can activate once a day.
Being a werewolf has NOTHING TO DO with the moon: it is something you activate
on your own.

 The major benifits are increased health and attack. Plus, no one will know
you are a werewolf, which can help with avoiding a bounty (don't let them
SEE you change though). Being a werewolf doesn't last very long though, but
it can be extended by feeding on corpses.

 The major disadvantages is being unable to do human things: loot, talk,
etc, etc. Also, you have a weakness to SILVER weapons.

 Ok, that's a good brief overview. Now, be sure to re-equip all of your
equipment and as Aela probably told you by now we are going to exterminate
a group of werewolf hunters (The Silver Hand). They are holed up slighlty
northwest of our current position at Gallows Rock and Skjor has gone ahead
of us to track them. Aela is our current follower for now, by the way.

 Head up towards the rock. There's THREE Silver Hand members outside, so get
the drop on them and take the rest out. Loot the place (there's a ADEPT chest
in the tower) and then enter Gallows Rock proper.

 Head inwards to see the way barred, but don't worry there's a chain nearby
you can pull to open the way. Down below are two Silver Hand members enjoying
a meal, making for an easy ambush. Kill them and check cout the dead werewolf.
Aela will comment about how some can't control the power and become feral, and
she doesn't recognize the smell of whoever this is.

 The direct route is blocked, so take the other door and kill the rat. Go up
the stairs to see two more Silver Hand members, but be careful because there
is a floor plate here with a spiked-wall trap. Take them out. This area is a
prison, with three cells on each side. Pick the locks if you wish but note
that there are two more Silver Hand members at the far end and one of the
cells has a SAVAGE WEREWOLF in it. If you let him out he will ATTACK you, so
be careful.

 Continue going forwards and open the wooden door. There are a total of FOUR
Silver Hand members in here, so be ready for a fight (you can get in a sneak
attack if you're ranged...). Kill them off and loot the place, specifically
the bottom room which houses a MASTER chest and all sort so goodies. The top
level has a ton of tanning racks and a ONE HANDED SKILLBOOK called "The
Importance of Where" sitting on one of the shelves up here.

 Continue on and you'll come to another smaller room where a single Silver
Hand member is chilling out. Knock him off and pick up the SMITHING SKILLBOOK
here called "Last Scabbard of Akrash". From there you can pick the door here
to loot a bedroom, then head down the stairs. Aela will caution us that we
are getting close now and we shouldn't underestimate the leader, who's called
the skinner. Yeah, probably not someone to underestimate... This is a good
time to save.

 Inside past the door up ahead are THREE Silver Hand members and the skinner.
You'll know the skinner when you see him, as he's the one decked out in full
plate armor. Try to get a sneak attack in on him, and then go to war (having
a companion besides Aela helps here). Keep your health up and use those
potions you've been hoarding if you have to and you'll win.

 Go on and loot the place like the victor should, but happiness is soon lost
as you find out what happened to Skjor. Damn. Aela will vow to avenge him.
This ends this quest, and Aela will give you your next quest: "Retrieval".
Head out the right door to get back to the start of this dungeon easily so
you can fast travel and begin your next quest.

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                                R E T R I E V A L
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                      The Elder Scrolls V: Skyrim - [vb406]
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 Aela has learned that the Silver Hand are holding a fragment of Wuuthrad at
Fort Fellhammer, which of course means we're going to retrieve it. Another
fragment shall be ours!

 Our target is Fort Fellhammer, just south of the city of Dawnstar. Head to
Dawnstar and head south from there (use a carriage if you haven't been to
Dawnstar before). You're likely to run into wolves or ice essence enemies on
your way. The outside of the fort itself (which like all forts has no gate) is
guarded by THREE Silver Hand members, likely ready to take pot-shots at you
with their bows. Take them out and proceed to the second level of the fort so
that you can enter "The Garrison".

 Inside there's only one enemy: the Silver Hand Leader. He's probably sitting
alone in a room, looking away from you, giving you a perfect chance to gank
him. Take him out however you want and check the chest for the fragment of
Wuuthrad.

 Well, that was easy! Now our job is to return to Aela and give her the
fragment. Once you do that you'll be rewarded with 300 Gold and this quest
will be over, replaced by the next quest: "Striking the Heart".

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                       S T R I K I N G   T H E   H E A R T
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                      The Elder Scrolls V: Skyrim - [vb407]
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 Our goal is to assassinate one of the Silver Hand's leaders. He's camped out
at Broken Helm Hollow, which is just south of the major city of Riften. So,
travel to Riften and start heading south! Again, use the game's carriage
system if you've never been there before.

 You'll want to head east / southeast to get there. You should cross a bridge
and start heading up a mountain. The entrance to the place is just a door in
a rock, but it's guarded by two Silver Hand members. Take them out and head
inside.

 Inside there are two Silver hand members as well as the leader. Now, if you
do this at night they'll all be asleep, meaning you can sneak attack just the
leader if you wish, but it ultimately doesn't matter as long as you kill them
all. The only other thing to note here is that the chest by the leader is
trapped (a weapon will fall down from overhead) and that there's a TWO-HANDED
SKILLBOOK named "Battle of Sancre Tor" here.

 Once you're done, simply return to Aela. That will complete this quest, and
instead of more work you'll be told to speak to Kodlak. This starts the next
quest: "Blood's Honor".

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                            B L O O D ' S   H O N O R
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                      The Elder Scrolls V: Skyrim - [vb408]
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 Time to find Kodlak (who's probably in the living quarters) and speak to
him. He will tell you that you've had your vengence and need to STOP killing
the Silver Hand. Hahah, I have to admit, he makes a good point. He'll then
go on about his lycanthroypy and wish to cure it. He will tell you the back
history behing the curse and will tell you he's found a cure. But he needs
you to go and collect a Glenmoril Witch's head.

 And with that our new task is upon us. Note that we can also (OPTIONALLY)
wipe out the Glenmoril Witches. Something to keep in mind. If you check out
the map, you'll see that the witches live in Glenmoril Coven (well duh!?),
which is just northwest of Falkreath. So head to the closest place you can
and make your way to the Coven.

 Once inside the Coven, sneak up to the middle room where you'll find the
first witch with a wolf. These witches are a lot like the classic Hagraven
enemies and can burn you to a crisp if you let them (ranged sneak attacks
work well). Kill them both off and loot the body for the head and that's
that!

(-NOTE-) You CAN go back to Kodlak now if you wish, or you could kill off
         the rest of the witches. I'd HIGHLY recommend killing off the rest
         of the witches because you can USE their heads to cure yourself if
         you ever wished, but it's STILL your choice. PLUS there's two
         SKILLBOOKS here we should grab... AND it's not even hard!

 Well, like I just said in the note, you can go back to Kodlak now if you
wish, but the layout of the coven makes it EXTREMELY EASY to kill off the
rest of the witches. Plus there's TWO SKILLBOOKS to be found here.

 Instead of holding your hand through this (there's really no need), I'll
just tell you that there are four more witches, and this BIG room that you
are in now is a HUB room. From here, there's FOUR passageways to four other
rooms, each with a witch (and sometimes a rat, or a spider, or something
small to worry about). So its your goal to go to each room and kill the
witch in it, which isn't too hard since you fight one at a time.

 The TREASURES here are in the room with the enchanting table, where you can
find an ENCHANTING SKILLBOOK named "A Tragedy in Black", and in the room with
the tent, where you can find a DESTRUCTION SKILLBOOK named "Horror of Castle
Xyr" INSIDE of the tent (it can be hard to see). There's also a chest by the
tent that you should definitely loot.

 But whether you killed all the witches or not, be sure to grab at least one
head and return to Jorrvaskr. As you approach the headquarters, you'll see
your brothers outside with several Silver Hand dead. It seems that in our
absence, the Silver Hand decided to attack! Head inside and Vilkas will ask
where you've been. Answer however, and then he'll tell you that the Silver
Hand attacked, and the only person killed (besides a lot of them) was Kodalk.
They also managed to steal all of the fragments of Wuuthrad that we had!
He will then say that he and you are going to go attack their main base, and
wipe them out! This ends the current quest, and starts the next Companions
quest: "Purity of Revenge".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        P U R I T Y   O F   R E V E N G E
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb409]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Vilkas is our companion now, by the way. Our goal is nothing short of
completly wiping out the Silver Hand. They are located at Driftshade Refuge,
very close to Fort Fellhammer, which we previously visited (both are south
of Dawnstart). Fast travel to the nearest place and work your way up the
mountain until you discover Driftshade Refuge. There will be two guards out
here you can take out before going inside.

 Once inside go down the AMAZINGLY LONG stairs and enter the wooden door.
There are two guards here to pick off. As you might expect, the direct route
straight in front of you is blocked off, so you need to go down the open door
on the left. There's another guard here, so take them out and loot the place
thouroughly. There's a path to the left that leads you further in. You'll find
two more silver hand guards this way that you should take out, then head a
floor down below where you can find an adept chest in a room on the left.

 Continue deeper in down the corridor and you'll see a locked room on the
left. Break into it to find another guard here (he was sleeping for me) and
then kill him and loot. Further in the corridor will end and two more guards
will be here to kill. Loot the area (only some potions here) and hit the
lever to the right of the spiked door to open the way down to the Driftshade
Cellar.

 Down here head forwards and double back the right path to find a chest.
Further in is a TRAP via. a pressure plate on the floor, and a guard should
be patrolling nearby. There's also a dead werewolf in a cage. Heck, you can
even activate said trap by finding a lever on a pillar to the left past the
floor plate, and there's a chest down that path (try not to hit Vilkas with
the trap door!). Go down the stairs further in and through a wooden door where
you can kill two more guards. The bookcase has a LIGHT ARMOR SKILLBOOK here
called "The Rear Guard" by the way.

 Head into the cold cave area, where two more guards lurk just around the
corner. Take care of them, and notice there's two large cages in here, one
with a dead horse and another with a savage werewolf (you KNOW what will
happen if you let it out...). Continue down the path to a torture chamber
with one more guard and a dead werewolf. Continue along and you'll find the
next room in shambles, but two more guards are here that you can kill. Past
this room you'll go upstairs and out of the cellar, to be back in "Driftshade
Refuge" again.

 Head upwards to find a big cozy room with THREE Silver Hand members in it.
Two of them are normal, but the third is your classic steel-plate leader type.
Take them out and loot the room. Of note is the massive chest in the area,
the fragments of Wuuthrad (our goal), and TWO SKILLBOOKS in the area (just
lying around): "Warrior" (BLOCK) and "2920, Morning Star, v2" (One Handed).

 With the guards and leader dead we've completed our goal of wiping out the
Silver Hand. And with the fragments of Wuuthrad in our pockets (backpacks?)
we should get out of here and head to Jorrvaskr. Thankfully the door up ahead,
as you've guessed, leads to the beginning of this area (gotta love it!). Head
outside and fast travel home. Once you get back home, Valkis will comment that
the others have probably prepared Kodlak's funeral, and we should go to the
Skyforge to pay our respects. That ends this quest, and starts the next:
"Glory of the Dead".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        G L O R Y   O F   T H E   D E A D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb410]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Head up to the Skyforge where all of the Companions and even the Jarl will
be in attendance. Aela will start the funeral, so just watch until it's over.
At the end, hand over the fragments to the blacksmith, who will ask you to go
into Kodlak's living area and find one more fragment.

 Go into the living quarters and back to where Kodlak always sat. The piece is
in his end table (where the quest marker points) but there's something in here
AWFULLY more interesting: Kodlak's journal. There is a VERY surprising
revelation in here that you should REALLY read.

 Go give the fragment to Eorlund and he will tell you that the Circle is
waiting for you in the underforge. Head down there and the group will be
discussing Kodlak and him not getting his dying wish and a way that we may
yet still be able to do it: by going to Ysgramor's Tomb and performing a
ceremony. However, the tomb only opens up for Wuuthrad. However, Eorlund will
come in and show us that he's repaired the legendary great axe.

 Our next objective will now be to travel to Ysgramor's Tomb with the circle.
And of course when I say "with" I mean "let's fast travel and meet them
there". Ysgramor's Tomb is in the far north reaches of Skyrim, on the ice
floes, north of the city of Winterhold. Fast travel there and make your way
to it and enter.

 Once inside, you'll find Vilkas, Aela, and Farkas. Vilkas will not be joining
us, as he has "too much anger" (a poor excuse), but does caution us that some
of Ysgramor's general may challenge us. Aela and Farkas will join us. Active
the statue of Ysgramor by giving it Wuuthrad, which will open up a door
straight ahead.

(-NOTE-) You can TAKE Wuuthrad back once the door opens.

 Travel down the path and sure enough, two companion ghosts will pop out of
the left and right tombs. Take them out and continue on into a rather large
room where four more will pop out. Four vs. three isn't bad though, so take
them out as well and go down the path to the left. Down here there's a small
flooded section with four more ghosts, so take them all out and loot the place
good. As you go to continue into an obviously spider-infested area, Farkas
will call it quits. Turns out that ever since Dustman's, he's been afraid of
spiders! He's going to go back and wait with Vilkas! Gah!

 Ok, just you and Aela now (I always though she was better anyways). Break
through the cobwebs and into the frostbite spider room and start killing
them all. There's quite a few here (and you could always use the hallway to
make it a 1 vs. 1 fight) but you got this. Break through another webbed
doorway and a GIANT spider will come down from the ceiling (giving you first
strike). Kill the spiders in this room too and use the chain to open the door
and continue on into the crypt.

 Down here you'll have to deal with a stead stream of companions that appear
as you progress (stop moving forwards if you can't deal with them). Loot what
you can as you go until you reach another iron door. Go inside and hit the
lever on the altar, then take the path that opens. Four more ghost companions
come out to play here, but once you're done with them be sure to read the
TWO HANDED SKILLBOOK "The Legendary Sancre Tor" on the table.

 Continue on and you'll reach a room with a magical fire burning. Explore
this room as there is a chest to be had here (with good stuff in it) and
when you're done go talk to Kodlak's ghost. He will chat a bit and then ask
you to throw one of the witches heads into the fire. Once you do, the wolf
spirit will seperate itself from Kodlak, and you must kill it with Aela.
This will cure Kodlak of his beast, and he will be overjoyed. In fact, Kodlak
will name YOU the new Harbringer and leader of the Companions.

 After that the quest will end. Aela will accept you as the new leader as
well, and in fact you can ask her to be your companion at any time now that
this quest is done. We have one more thing to do first though. Head up the
stairs on the right (be sure you loot that chest) and pull the chain near the
door here. Use this path to get to the entrance, and instead of going out the
way you came in take the WEST exit out to Skyrim.

 Out on the world map now take a right and follow the stairs. These lead to a
DRAGON WALL which teaches you the word ANIMAL - ANIMAL ALLEGIANCE. Well worth
the small detour, no?

 We have no further MAIN COMPANION QUESTS now, as you have done them all. But
you can now go back to Jorrvaskr to talk to the circle members and finish up
some unfinished work. I will post these quests below for you.

       ~-~ ~-~ ~-~   THE COMPANIONS MISCELLANEOUS QUESTS  ~-~ ~-~ ~-~

 Here you can find all the quests that you may not have gotten to during the
MAIN QUESTLINE for The Companions. Or, maybe you'll find some that you need to
do that weren't in the main guide, what with that "Radiant Quest System" and
all! Either way, we got all your needs right here!

(-NOTE-) Many of these quests are give by following The Companions
         Miscellaneous Quest "Talk to the Companions leaders for work".

(-NOTE-) Many of these quests are RADIANT QUESTS and the game will give you
         different objectives than it gave me. Knowing that, use my advice as
         more of a guideline than anything.

(-NOTE-) The game may give you "Animal Extermination" again. In that case,
         just go kill whatever poor beast they tell you to, as I won't list
         the same quest twice here.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        T R O U B L E   I N   S K Y R I M
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb411]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Talk to either Aela, Farkas, or Viklas to get this quest (What I will be
calling "The Circle Members" from now on). Apparently a group of vampires
has been causing trouble in Eastmarch, so we need to clear out Mara's Eye
Pond.

(-NOTE-) These are VAMPIRES we're talking about, so if you don't wish to
         contract their disease bring along a "cure disease" potion.

 Ok, Mara's Eye Pond is just east of Gallows Rock (or just southwest of the
big town of Windhelm). It's in the middle of a lake, accessed by a trapdoor.
Smart! Head inside once you find it. There's one vampire in here and one
fledgling vampire. They aren't too hard to best, although they will try to
raise a serveant and sap your health. Take them out and explore the place
to find all sorts of jewels. There are two chests to pick through here too,
as well as some cages down by the water.

 Once they are dead, head back to whatever member gave you this quest and
turn it in. You will be rewarded 300 Gold upon completing the quest.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                   P U R I T Y
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb412]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Farkas wishes to be cured of his lycanthropy as well, and so we must once
again travel to the Tomb of Ysgramor to perform the same ceremony that we
did on Kodlak. Agree to help him out with this and he will become your
companion for this quest.

(-NOTE-) The companion asking you to do this may well be VILKAS as well.
         In fact if you keep taking orders from the circle, they will BOTH
         ask for this quest to be done.

(-NOTE-) And current companion you may have has went back to their "home".

(-NOTE-) You need a GLENMORIL WITCH HEAD to do this quest. Hopefully you did
         as I suggested when we hunted one for Kodlak and killed ALL of the
         witches then!

 This quest is JUST as easy as when you did it with Kodlak. Actually, I take
that back, cause it's 1000x easier: you don't have to go through the entire
ruins this time! Just head to the Tomb of Ysgramor and take the EAST path down
to the fire. Now, put a witches head on the fire and out will pop Farkas's
wolf spirit. Simply kill it to rid Farkas of his lycanthropy. This will end
this quest. Oh, you will also get 300 Gold out of the deal! Very nice.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                         E S C A P E D   C R I M I N A L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb413]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Apparently some criminal escaped from Riften. Surprise, surprise. We are to
hunt them down and kill them. Sounds simple enough. The person you will hunt
is only named "Criminal" and starts out just west of Riften. They will travel
themselves though, so fast travel to Riften Stables and give chase! You should
catch up with them pretty soon, and since they aren't particularly tough you
will have killed them in no time.

(-NOTE-) This is a RADIANT QUEST, and therefor the criminal may start anywhere
         on the map. It doesn't make a whole bunch of difference though:
         simply fast travel to the nearest place and attempt to hunt them down
         to complete the quest.

 Report your job complete back to one of the circle members for your reward
of 300 Gold coins.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           R E S C U E   M I S S I O N
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb414]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 It seems someone has been kidnapped and we're hired to rescue them. On this
mission we will have to rescue Vulwulf Snow-Shod from Shimmermist Cave, which
is slightly northeast of Whiterun.

 Go enter the cave and kill the single frostbite spider in your way. Past that
you will find Vulwulf in the next room. You may or may not have to kill the
FALMER up above, but definitely don't shoot at the guy with the objective
pointing at him! Go talk to him and he'll start to follow you. You'll have to
escort him back to Riften now.

 Exit the cave and to "escort" him you can simply fast travel to Riften. Once
you are there, talk to him again to let him go, Now simply return to the
circle member that gave you the mission to complete it. You will be rewarded
with 300 Gold for finishing the mission.

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||     5. College of Winterhold    |||       [vb500]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 There's nothing quite as satisfying as weilding magic to suit your needs in
Skyrim. Instead of a formal Mage's Guild, Skyrim (and the city of Winterhold)
house the College of Winterhold, a place where aspiring mages go to learn.
This questline will guide you through this place. To start it, you need to
just plain visit the college.

(-NOTE-) If you didn't know where the college was, you can basically ask just
         about ANY innkeeper or tavern "Where can I go to learn magic". This
         question will start the miscellaneous quest "Visit the College of
         Winterhold".

 First of all, head to Winterhold, all the way up to the NE corner of Skyrim.
Once here, go to the N side and you'll see a stone bridge going up. Before
this, there's a woman named Nirya. Speak to her and tell her you want to
become part of the College. You'll now get a new quest...

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            F I R S T   L E S S O N S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb501]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Go up the bridge behind Nirya and speak to Faralda. Tell her you want to join
the College and she'll tell you to cast Healing Hands on her. If you don't
have the spell, tell her so and she'll sell it for 30 Gold. Now the new
objective is to Cast Healing Hands on Faralda. Equip the spell and cast it on
her. You'll be granted access to the College. Follow Faralda all the way to
the entrance of the College and once inside, you'll see Mirabelle Ervine
speaking with someone.

(-NOTE-) If you've started the main quest and know a shout, you can
         alternately say you're a dragonborn to gain access  to the College,
         as Nirya will call you a "nice addition".

 Once she's free, speak to her.  She'll give you the Novice Robes of
Destruction, which are pretty nice. Also, she'll tour you around, so follow
her into the Hall of Attainment. She'll show you your room, so nab all the
stuff here. This is also a good time to sneak around stealing useful stuff
while you level up sneaking.

 Return to the main area and go N to the Hall of the Elements. In here,
open the gate in front of you and listen to what Tolfdir has to say. During
the talk, you'll receive the 'Lesser Ward' spell, so equip it and keep using
it until Tolfdir fires a spell on you. Afterwards, you'll complete the first
quest of the College.

(-NOTE-) Want to level up ILLUSION in a hurry? Find Drevis Neloren at the
         college and buy the spell MUFFLE from him. You can cast it while you
         travel around in your spare time.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           U N D E R   S A A R T H A L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb502]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After the previous Quest, First Lessons, you'll automatically start this one.
You have to visit Saarthal, the site of an ongoing excavation by the college.
Where's it at? It's exactly SW of Winterhold. Once you arrive, speak to
Tolfdir who's just outside. You can buy spells from him, and I recommend
buying the Candlelight and Stoneflesh ones.

 Once inside, follow the characters and when asked when you got any questions
left, ask whatever you need and proceed. Keep on following Tolfdir until you
reach Arniel Gane. He'll ask you to go check out the ruins to the N, and 4
markers appear (3 rings and an amulet). Approach the one directly ahead of you
(the amulet) and remove the amulet. When you've removed it, you'll be caught
in a trap. To escape, equip the amulet and the wall where you got it starts
to spew some kind of gas.

 Use a Destruction spell on it to break the wall. Now speak to Tolfdir and
follow him. At the end of the path, a little scene takes place. After it's
done talking, tell Tolfdir about the Psijic Order and all that and then he
decides to open the coffins. Watch out for the enemies that appear. You can
just have Tolfdir kill 'em if you want. Proceed through the catacombs and in
the next larger room, you'll be attacked by more undead enemies. Wonderful.

 Kill them all and Tolfdir decides to stay behind to check the place out, so
proceed to the marker in the next room by activating the chains on each side
of the door. Follow the path, but beware of undeads coming out of the graves
and there's also traps on the floor (fire runes), so be careful. Follow the
path until you go up a level. There's two chests up here you can loot before
going through an iron door. Be careful of another FLOOR TRAP in front of the
next chest you see. When you reach a room with bed-like places on the walls,
you'll also find some black-colored pillars on the sides with various animals,
like an eagle, a snake, or a whale. Behind the pillars, there's another
picture of an animal, only smaller.

 Activate the pillars in order that they match. Once you do so correctly with
all 6 pillars, use the lever and the gate opens. Open the doors at the end of
the hallway to find yourself in a larger room. In here, there's a stronger
enemy compared to the rest of them, so be ready (It was a Draugr Deathlord
for me! ~BK). Continue on (grabbing the chest and avoiding the FROST RUNES on
the floor) and you'll be in another room with a puzzle similar to the previous
one.

 However, there's a catch here. Rotating the pillars MAY ALSO rotate the OTHER
PILLARS. They're trying to get smart on us! Check out what does what below:

                       .----------|======|----------.
                       |                            |
                       |                            |
                       | 3                        4 |
                       |                            |
                       |                            |
                       |                            |
                       | 1                        2 |
                       |                            |
                       |                            |
                       '----------|  ^^  |----------'

 Ok, the numbers represent the pillars, the "^^" is where you entered from,
and the "====" is the iron door. There's obviously a lever in the middle here,
but it's not important. The important thing is: Which pillar, when moved,
affects the pillars around it? Here's the answer:

 o Pillar 1 moves ITSELF, and BOTH of the RIGHT PILLARS.

 o Pillar 2 moves JUST ITSELF.

 o Pillar 3 moves ALL FOUR PILLARS.

 o Pillar 4 moves BOTH of the RIGHT PILLARS.

 Therefore, logic dictates that you must first use PILLAR 3 to get IT to line
up first, as we don't want to keep moving all four pillars and no other pillar
when moved affects pillar 3. From here, you basically take the same approach:
once pillar 3 is lined up, worry about pillar 1! Then pillar 4, and finally
pillar 2! Once they are lined up, hit the lever to continue.

 Go through the door and as you reach the next room, you hear Tolfdir
shouting for you. Looks like he's caught back up with us. Be careful of the
trapped floor in this room. You can find an alchemy station to the right. Use
it if needed and open the door to the next room, which is amazing. An enemy
named Jyrik Gouldurson appears, and it's impossible to damage him. What you
need to do is to distract it while Tolfdir extracts the power from the orb
behind it. Once you're given the order, approach the enemy and kill it.

 Once you kill the beast, talk to Tolfdir. He will ask you to bring the
Arch-Mage to this place, so we'll do that... when the time comes. Haha, nah,
before that though, go behind the orb thing, through the iron door, and follow
the path and you'll see a chest in the center of some grass and a Dragon Wall.
Approach it to learn ICE - ICE FORM. Very nice.

 Now proceed through the door and you'll find a shortcut to the entrance.
Way to go. Leave the place and head to the College. Once here, go see the
Arch-Mage. After you speak with him he tells you to go find Urag to learn
more about the orb. That finishes this quest and start the next one.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        H I T T I N G   T H E   B O O K S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb503]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 From the room of the Arch-Mage, head to the Arcanaeum and speak to Urag here.
He tells you about some books being stolen and we need to get them back in
order to know what that orb thing was. Looks like we're tracking down stolen
books.

(-NOTE-) It's possible to run into Ancano after talking to Urag. You'll get to
         see first-hand how much of a... "jerk" he is. Yes, I had to hold my
         tongue.

 Well, fast travel to Whiterun and from here look NE to find Hellglow Keep.
This is your destination. Not a very long journey.

 There are some Mages here that use Thunder and Fire, so take care of them
and go down the spiral steps where the target is. Inside, you'll fight some
spiders in the first room, and an Apprentice Ice Mage. Go further inside and
at the arrow trap, continue forward to find a squashed room with a chest in
it. Take all the goodies and return to the trap.

 Go right this time and you'll get to a room full of Vampires, locked in.
Kill the Mage that's taking care of them, unlock the cages and let 'em kill
the mages. They'll flee, which is good. Go past this cell room to find the
torture room. Nothing special about it. In the next room, you'll find
another room with more cells. Kill the mage here and you'll find your
objective, the dude that's locked in.

 Use the lever in the center of the room to open up his and ask for the books.
After the chat, either take him along with you or let him go and proceed
through the door. You'll find the training grounds for the Fire Mages. Take
them out (without using fire of course) and proceed. You'll find yourself in
a room with Conjuration Mages. Damn. Take out the Mages ASAP, then focus on
the zombies and/or skeletons.

 Grab the Spell Tome: Raise Zombie. The door on the right has a chest behind
it. Leave this area via. the door on the left, then kill both mages that
appear and read the CONJURATION SKILLBOOK "The Doors to Oblivion" to have
your Conjuration level raise by 1. Very good. Now proceed, kill the enemy in
the next room and go to the next hall. In here, there's a door to the left
and a door in front. Go in front and you'll be greeted by a wolf and a mage
(These enemies can vary in here, just FYI).

 Kill them both and you'll see 2 doors downstairs and 3 entrances upstairs.
Inside the door downstairs (the unlocked one of course), there are only 2
enemies. Nothing special. Upstairs, the only door is locked, so go to the W
room and you'll see an Alchemy station and an Arcane Enchanter. Use them if
needed, return to the main room and go through the E entrance. You'll find
a circle made of bookshelves, and in the center, 2 enemies.

 Kill them and look on the tables to find a DESTRUCTION SKILLBOOK named "A
Hypothetical Treachery" that raises your Destruction level by 1. Continue
along the path and in this long hallway, you'll see 2 doors on your left and
one all the way to the back. Enter the second door to find a sleeping mage.
Kill her and loot her to find 'Fellglow Keep Key'. Go to the end of the
hallway, enter the room on the right using the just adquired key and loot
around. There's a "Shrine of Julianos" in here that will up your magicka by
25 if you use it.

 Return and enter the last door. Kill the Flame Atronach, go up the stairs
and enter the Fellglow Keep Ritual Chamber. You'll find some woman who calls
herself The Caller. After a little chat, you'll have to fight her. She's
tough. I'm level 7 and had a hard time against her. Use Dual Casting Frostbite
if you're using magic or your stronger melee weapons. Make sure to have
favorited some Potions of Healing and Magika Potions to quickly recover.
Make sure to kill the Flame Atronach that The Caller invokes. It can get
quite annoying.

(-NOTE-) Alternatively, if you still have Orthorn alive, you can offer to
         TRADE The Caller the books for him. Be sure to talk to her twice if
         that's what you want to do. Heck, you can even BETRAY her afterwards
         and get in a sneak attack.

 After the fight, loot her for the 'Fellglow Ritual Chamber Key' and take all
3 books. Go inside the middle room, loot the place, and go through the trap
door. From here, unbar the door and leave the Keep. Fast travel to the College
and locate Urag. Speak to him and give him the books. This ends the Quest and
starts the next quest in the questline, "Good Intentions".

(-NOTE-) As a reward, Urag will give you the following books, all SKILLBOOKS:

   - 2920, Hearth Fire, V9: Raises Conjuration by 1.

   - Catalogue of Weapons Enchantments: Raises Enchanting by 1.

   - Daughter of the Niben: Raises Alteration by 1.

   - Racial Phylogeny: Raises Restoration by 1.

   - Response to Bero's Speech: Raises Destruction by 1.

   - The Black Arts on Trial: Raises Illusion by 1.

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                          G O O D   I N T E N T I O N S
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                      The Elder Scrolls V: Skyrim - [vb504]
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 After speaking with Urag we'll have to go meet Tofdir. Follow the marker and
speak to him. Follow him as he observes the orb and soon you'll be interrupted
by Ancano. Follow him into the Arch-Mage Quarters and up here, speak to the
monk from the Psijic Order named Quaranir. Talk with him and you'll be given
another objective: find Augur of Dunlain.

 From the arch-mages room leave and go to the Hall of Attainment. Speak to
Tolfdir and he'll tell you where to find Augur. Return outside and go to the
NW side of the garden to find a trapdoor with the entrance to the Midden.
Once down here, when you reach the large room, go downstairs and you'll find
two ways to go. Both lead to the same place, but the tunnel to the right gets
you there much faster. The tunnel ahead of you has an interesting "forge"
that you can check out though.

 Loot any treasure you find and when you get to the room with the pool of
water, go through the doors to get to the Midden Dark. In here, at the ice
bridge, drop down to your left, open the chest and you'll have to ways to go.
Follow the tunnel path (the one with the torch), kill the spiders that appear
and move to the NE side of the room. Burn down the webs that block your path
and you'll find yourself soon enough in a freaky room with a hand in the
center of it.

 You can't do anything with it right now so proceed, kill some Skeletons in
the next room (That is a SHIT TON of bones!) and in the next hall, you'll
find an Alchemy Station with a book on it. It's an ALCHEMY SKILLBOOK named
"De Rerum Dirennis", so read it to up your Alchemy by 1. Proceed onwards and
you'll now find yourself in the room that's just after the room with the ice
bridge. Go W from here and approach the door. It'll say it's locked, but then
you can hear a voice. Try entering (keep trying) and the voice will unlock
the door.

 The well activates and now you have to activate Augur of Dunlain. Speak to
him and after the chat, you need to return to the Arch-Mage. As you cross the
icy bridge, you'll find 2 Thugs that come for you. Kill them ASAP. Loot them
to find a Contract they made with Arniel Gane. Mmmm. Return outside and find
the Arch-Mage. Speak to him about what you spoke with Augur.

(-NOTE-) While VIN killed some thugs, I (BK) did not. Perhaps he pissed Arniel
         off somehow?

 After some chat, the Quest will end, not before the Arch-Mage gives you the
Mage's Circlet, which increases your Magika by 30 points if you equip it. Not
bad.

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                                R E V E A L I N G
                               T H E   U N S E E N
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                      The Elder Scrolls V: Skyrim - [vb505]
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 Leave the Hall of the Elements and go find Mirabelle. Once you find her,
speak to her and she'll give you a good lead: head over to the ruins of
Mzulft. If you haven't been around this place, it'll be a long travel. Fast
travel/wagons to Riften or Windhelm and make your way to the Ruins of Mzulft
(South of Windhelm or North of Riften). Once inside, listen to the dying man
and loot him.

 Make sure to take the Mzulft Key from him and the Research Log. Use the key
to open the door. Proceed and when you get to a awefully suspicious hall,
watch out for a stepping stone which activates a trap (spears from the
ceiling). Loot the researcher on the other side and proceed. In the next room,
you'll fight some Dwarven Spiders (2), so take them out.

 Cross the hallway to find yourself in yet another similar room. Two more
Spiders are here, so take them out. You'll have two ways to go from here. If
you go north, watch out for the trap in front of the door that activates once
you open it. Try opening it from outside the reach of the trap. Kill the
Spider in here and open the chest. Return and go east this time.

 Go through the hallway, kill the Spider that appears at the end and go into
the next room. Proceed and in the next large room, you'll find an enemy called
Chaurus. Kill it ASAP. Go up the wooden stairs and loot the guy here. Note the
moonstone mineral veins in here if you want to mine them (in fact, there's
even a pickaxe nearby). Now keep going N and watch out for the hidden rope
that triggers a trap of falling rocks. In the room behind, there are two
Chaurus. Take care of them. In the next room, you'll be attacked by a Dwarven
robot (called a dwarven sphere). Kill it ASAP. He's hard as hell and has a ton
of HP.

 After the fight, lockpick the gate where this enemy was and take all the loot
inside. Continue on north until you get in a fight with another of those
Dwarven Spheres. Once you destroy it, you'll see two paths. One that continues
north, and one going down some stairs. Go down the stairs first, use the
Alchemy Station if you need/want to, then open the locked gate. Loot the items
here and now follow the path going north.

 You'll see a stone table in front of you and a Dwarven Sphere on the other
side of the room. Use long-range attacks all you can on it and when it comes
your way, you'll see it activates the trap on the left side of the room.
Mmm... if you're having trouble with these like I am, hide behind the stone
table (there's a small ledge here that you can stand on) and start hitting him
from here.

 As for the trap, you'll see 3 things that push you down, then a gap, and then
3 more things. In the gap are where the plates are that activate the trap, so
wait on them and then proceed. If you do get pushed down you'll have to fight
two spiders. No big deal. In the hallway behind this room, you'll find a dead
Falmer, as well as a chest. Loot 'em and proceed to the next room, which leads
to the Mzulft Boilery.

 There's still a lot more to travel inside this dungeon. When you get to a
fork, this forms a square, so take any path. There's a Falmer walking around
these halls, so kill it and when going E, kill one more Falmer. In the next
room, there are 2 Falmers, and one of 'em uses Frostbite. There's a gate on
the side, which has an Expert lock. Pick it you want. Continue east to the
next room and you'll enter some type of cave.

 Follow the path and when you see a forking room to the right enter it to
find a chest and a mineral vein. Loot it and continue. In this room, you'll
have to fight a Falmer with Frostbite and 2 Chaurus. Loot the chest inside the
"tent" and proceed to the next cave, which has 2 more Falmers. Proceed
forwards and kill the Chaurus that's left in the cave. There's also a semi
hidden chest here, so loot it and exit to the ruins once again.

 Kill the Falmer, picklock the Master door on the right (if you can) and
continue north. There's an expert locked door on your right for more looting.
When you get to a room with water, kill both Falmers and check the NE side of
the room to find a locked chest. Loot it and move to the SW corner. Open the
door and back up. A trap triggers as you open it. Kill the Chaurus in here and
loot the place. Return and enter the NW door. Enter the Aedrome.

 Kill the Falmer and the Chaurus on top of the path and proceed. In this large
room, kill all the Falmers one by one. There are many of them, so take them
out slowly. Once you're done with 'em, loot them to find the Focusing Crystal
Pry. Now go east until you find a couple dead Falmers. Loot them and save,
'cus in the next room you'll find a Dwarven Spider Guardian. These have a ton
of HP and use Spark. Dammit. Annoying.

 Loot the room and in the chest, you'll find the Mzulft Observatory Key.
Return to the previous room filled with Falmers and go west this time towards
the Observatory. The door is locked, so try opening it and you'll speak with
someone named Paratus. Talk with him and tell him you've got the Focusing
Crystal. Now, after some thanks, follow him to the top of some machine and
put down the Focusing Crystal.

 In case you don't have the spells Frostbite and Flames, go to the top of the
ramp and grab the tomes. Once you learn them, you can use the spells on the
Focusing Crystal to have the beams of light move. Also, look at the ceiling
and you'll see 3 blue mirrors. The 3 beams of light that are coming out of the
Crystal must hit one. Now, also notice that there are 3 separate parts of the
ceiling.

 From where you got the tomes, there are some buttons that move them around.
Use these and your Flames and Frostbite spells to have all beams hit all
mirrors. Once you do so, a map appears underneath the place you were just
standing.



 As he gets all pissed off, ask for the Staff of Magnus. He tells of its
location: Labyrinthian. After the talk, leave this room and in this hallway
there's a double door. Try going to it and you'll be stopped by Quaranir. Go
through the doors after the talk and then onto the world map. Finally! Head
over to the College and speak to Aren. Inside the Hall of Elements, speak
to Aren and now use your spells to break the barricade. Go inside and a scene
triggers. This ends the quest and starts...

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                              C O N T A I N M E N T
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                      The Elder Scrolls V: Skyrim - [vb506]
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 You're told by Mirabelle that you need to find Aren. Leave the area and
speak to Tolfdir. Now we need to protect the town of Winterhold. Speak to
Faralda so she can help you out. Now go to Winterhold and a new objective
pops up, Defeat all creatures. There are 10 of them total. The 10 Magic
Anomalies are strong. Not physically, but their defense sure is. They take
a lot of magic to kill each one, but with Faralda and Arniel Gane on your
side, you'll take them out quickly.

 After you kill them, return to the College and head to the Hall of Elements
to speak with Mirabelle. After an interesting chat, we're off to Labyrinthian.
She also gives you the Torc of Labyrinthian and Savos Aren's Amulet.

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                             T H E   S T A F F   O F
                                   M A G N U S
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                      The Elder Scrolls V: Skyrim - [vb507]
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 Leave the College, equip the Amulet you got from Mirabelle and we're off to
Labyrinthian. Fast travel yourself to Morthal and from here, simply go SE
until you get to Labyrinthian. When you get to the entrance, you'll see some
Ice Forms of Savos and other members of the College...

    Watch out for the Ice Trolls. They are extremely difficult. Best to
         use Dual Cast Flames on them to kill them quick.

 Once the scene is over, approach the door and use the Torc of Labyrinthian to
enter the place. In here, Savos' party appears once again. After the chat,
check the NE table to find the Spell Tome: Telekinesis. Go inside the next
room and at the end of the hallway, there's a lever that raises some iron bars
that lead into a room with a ton of skeletons (archers, mages and warriors)
and when you step inside, a Skelletal Dragon appears.

 The best thing before going inside is raise the bars, alert the skeletons so
that they approach the door, then raise the bars once again and whack them all
out. You won't be able to defeat the archers as easy, so when they're alone,
go inside, kill them and hide behind one of those pillars. The Dragon likes to
cast ice, which range is huge, so stay behind the pillar at all times.

    Personally, I had muffle on and could literally snipe everything in
        the room with a bow for 2x damage.

 Once you're done with this area, continue east and Savos' party reappears.
Now go sout to the Chasm. In here, you'll arrive at a door sealed with ice.
Kill the enemies that appear, grab the Spell Tome: Flames, learn it if you
haven't and melt the ice blocking the door. In the next room, there are
several Draugr. There's a hall going south right under where you enter with
a Draugr guarding it. Follow it, but beware of the trap on the door and kill
the other Draugr inside.

 In here, there's an Alchemy Station and an Arcane Enchantment. There's also
the Spell Tome: Equilibrium and a chest. Go back and continue downwards and
now you'll see an entrance going west. Go through it, kill the Draugr, loot
the place and go north following the lower path. When in the water, go left
(N), you'll hear the dragon tongue again, you'll be drained of MP once more,
then enter the door.

 You'll fight a Skeleton and a Draugr here. Easy. There are two ways to go
from here (they both lead to the same place). Lockpick the gate, loot the
chests and pots and continue, dropping down the ledge. Cross the hall and in
the next room, you'll find a Troll. Mmm. Loot the chest on the south side and
go north to the next room. In this large room, you'll find some very easy
enemies and a Troll on the left side after the bridge. Go through the cave
where this Troll was and you'll find another Troll. Kill it, loot the place
and go north.

 The voice appears once again. Now use the lever and go across. Be sure to
grab the chest on the ramparts above you after you cross the spears. After the
large flag-like thing, there's a place that resembles a cemetery, with more of
those Magic Anomalies. There's also a Wispmother. Take it out with Fire, as
well as the Shades it summons. Now follow the NE path and grab the chest. The
voice speaks again and drains your MP once more...

    Man, being a character focused on magika, this gets pretty damn
         annoying.

 And summons a Fire Spirit. Use Dual Cast Frostbite to take care of it.
Now use Frostbite on the door until it opens, watch another talk with Savos'
party and proceed. You'll have to fight several Draugr Wrights. These possess
weapons that absorb either Stamina, HP or MP. Very nice weapons to have
around. Continue until you reach the next area of the dungeon.

 Follow the cave system while killing the Draugrs and the Spectral Dog and
when you get to a double door going west loot the chest nearby and take the
Spell Tome: Steadfast Ward from the stand. In the next room, you'll find
several Soul Stones. These are used against you to cast spells at you. Grab
the first one on the right, then quickly run to the left to grab the second
one. At the end, you'll see 3 tossing Fireballs at you.

 Wait for the Fireballs to pass and quickly nab 'em. In the next room, kill
the Draugr. You can also explore the tower above you as there's some chests
up here. Heck, you can even find ores in the water below. Contine on and...
your MP will be drained. When you get to a fork, go south, lockpick the lock
and grab the goodies. Continue on and in the next room, you'll have to fight
a Draugr Deathlord. He's easy, but has a ton of HP. Approach the SW corner to
find another Word of Power: Time, Slow Time.

    For me it was ETERNITY - SLOW TIME. I guess this proves that Dragon
        Walls don't necessarily have a specific word, just a specific shout.

 As you proceed, your MP freaking goes down again. Also, some more enemies
come out to play. Yay. Continue, listen to Savos, loot the place and continue
through the double doors. From the entrance, you'll see two beams of light
joining together on the right side. First of all, go to where these two beams
of light are coming from and kill both sorcerers.

 When you kill both sorcerers, the true nightmare begins. Morokei awakens.
Oh man, this douche kills you in 2 hits, so there's no way you can face him
face to face. We need to chicken out a little. First of all, I hope you either
have a ton of arrows, or spells that have very long reach. You can do either
of the following:

 a) You can snipe him from above with the bow and arrows until he dies.
    Make sure you're taking cover always.

 b) Morokei glitches himself and stays in one spot while you hide behind
    a pillar. This gives you the opportunity to take him out quickly. Ready
    your bow and go back and forth quickly behind the pillar. What this does
    is to have him throw his bolt at you, hit the pillar and you can still hit
    him. This takes like 8-10 minutes, but its the best way.

    I did a version of B as well on one try, but on another I was able to
        snipe him to death before he even SAW me (granted my archery is at
        100...). I imagine that THIS is the time to use those potions you've
        been lugging around...

 After the fight (in which I did the "B" option), loot Morokei for the Staff
of Magnus and the Morokei Mask. These are wonderful items to get. Follow the
east path on the higher level and follow the path until you meet Estormo.
Kill him and proceed until you reach the world map once again. Fast travel
back to the College. Speak to Tolfdir and the quest comes to an end.

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                        T H E   E Y E   O F   M A G N U S
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                      The Elder Scrolls V: Skyrim - [vb508]
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 As you regain control, equip the Staff of Magnus and try entering the
College. The maelstrom won't let you pass. Use the Staff to gain access. Now
go inside the Hall of the Elements and a scene with Ancano triggers. After all
the talking, it'll be up to you to defeat him. You have a partner with you,
Gane. The way to finish this battle is the following:

    For some reason, I had Tolfdir as my partner. Gane was nowhere to
        be seen.

 The Eye of Magnus gives Ancano invincibility. How do you damage him then?
Well, use the Staff of Magnus when the Eye is completely open to have it close
faster. Once it's closed, find Ancano and attack him with the best you got. He
doesn't have that much HP, but if you don't kill him fast, he'll reopen the
Eye and hide to heal himself completely.

 When the Eye reopens, some Magic Anomalies will come to play. Ignore them
and leave them to Gane. You focus on Ancano. He's not that hard, but you have
to be fast. Speak to Tolfdir as you kill Ancano and then Quaranir appears.
Speak to him and he and the Eye will disappear. Finally, this is the end
of the College Quests, and now you're the Arch-Mage of the College.

 Tolfdir gives you the Arch-Mage Robe and the Key to Arch-Mage's Quarters.
This is your personal house, which you get free and without the need of Gold.
Congrats on playing through the main College of Winterhold questline.

    ~-~ ~-~ ~-~   COLLEGE OF WINTERHOLD MISCELLANEOUS QUESTS  ~-~ ~-~ ~-~

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                            R E J O I N I N G   T H E
                                  C O L L E G E
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 If by some kind of mistake you're suspended from the College, ie. you kill a
companion, this quest starts. Speak to Tolfdir and you must pay 250 gold for
your first offense, 500 gold for the second, and 1,000 gold for every
subsequent offense. This is if you commited a serious crime. If you struck a
college member or pickpocked one of 'em, you won't have to pay. That's it.
Pay up!

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                        T O L F D I R ' S   A L E M B I C
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                      The Elder Scrolls V: Skyrim - [vb510]
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 o Available: From the point where you join the College.

 Speak to Tolfdir and choose "What was it you were missing?" if available. He
seems to have lost his Alembic, which is an alchemic still (two vessels
connected by a tube). You won't get a quest marker, but oh well, here are the
places I've found it so far:

 o Top floor of the Hall of Attoinment, in the room directly across from the
   stairs, on top of a barrel.

 o Top floor of the Hall of Countenance, in the chamber with the Arcane
   Enchanter, under a display case.

 o Ground floor of the Hall of Countenance, in the room with the large cask, on
   top of a crate.

 Once you've found it, return it to Tolfdir and he'll give you 30 Gold Coins
and a Random Soul Gem filled. Nice of you, Tolfdir.

    Note that you can do this Quest once a day. He REALLY needs to quit
         losing shit!

    Note that you can also FIND the alembic BEFORE starting this quest,
        making it easy money for just picking something up.

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                           O U T   O F   B A L A N C E
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                      The Elder Scrolls V: Skyrim - [vb511]
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 o Available: From the point where you join the College.

 Locate and speak to Drevis Neloren. Ask him if there's anything the College
needs. Agree to help him cleanse the Magic Points and you'll receive the
Mystic Tuning Gloves. Equip them and now you got markers on all focal points.
Go to each point and activate them.

 There are 3 total, one in each hall and one outside. These can do a random
thing to you, from breaking an item, filling a Soul Gem, or harming you. Be
careful. Once you've activated all 3, return to Drevis. He thanks you and
removes the gloves... and that's it. You don't get anything >_>.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                              E N C H A N T M E N T
                                 F E T C H I N G
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb512]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: From the point where you join the College.

 Locate and speak to Sergius the Enchanter. He asks you to help bring the item
to enchant to him. He always gives you a random NPC and a random location, so
just go to this NPC, retrieve the item and return to Sergius to receive some
gold for your efforts. That's it.

(-NOTE-) I (BK) happened to find an interesting glitch while doing this quest.
         I was supposed to go get some gear to be enchanted from a guy named
         Aicantar in Markarth. Problem was, he was in Calcelmo's Tower, and
         for the life of me I COULD NOT talk to him without getting told that
         I wasn't supposed to be there (I could NOT do this quest at ALL).
         ALSO, I got the theives guild quest "Hard Answers" for a SECOND TIME
         when I entered the Dwemer Museum! Lesson: SAVE before taking quests
         from Sergius.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               R E S T O C K I N G
                                S O U L   G E M S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb513]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: From the point where you join the College.

(-NOTE-) This quest/task DOES NOT show up in your quest list, not even under
         miscellaneous quests.

 Just like the previous Radiant Quest, speak to Sergius and he wants some
Soul Gems. He wants a [random number] of a [random] Soul Gem. When you find
in your journey the amount of Soul Gems he requests for, bring them to him and
he'll give you gold in exchange.

    He won't accept stolen Soul Gems.
    You can pick up Soul Gems around the College, while they aren't
          stolen.
    He gives you 120% of the total value of the Soul Gems, which is
          Neat-O!

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            V A L U A B L E   B O O K
                                 F E T C H I N G
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb514]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: From the point where you join the College.

 Locate and speak to Urag gro-Shub. If there's any business he wants to attend
to, then you're good to go. Just like the previous Quest, he wants a [random]
book from a [random] location. There's a marker where the book is. It can be
in a cave, in a fort, but it's inside a chest. Once you got the book, bring it
back to Urag to receive your payment...

    As it happened, this quest can ALSO be glitchy. For example, you can
        FIND a book BEFORE DOING this quest, and then once you have the quest
        Urag will tell you to go find a book from a dungeon you've already
        visited (for me it was "Glories and Laments"). Urag will NOT take the
        book from you're inventory and the book will NOT be in the chest where
        the game points to. Oh, and you CAN'T drop the book out of your
        inventory. Lesson learned: SAVE before hand.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                      S H A L I D O R ' S   I N S I G H T S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb515]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: From the point where you join the College.

 Locate and speak to Urag gro-Shub. Ask if there's any business that needs to
be taken care of and he mentions Shalidor and wanting some of his writings, so
we have to go look for them. The location is random, by the way. Just go to
that location and fight your way to the marker.

 Once you get the Book, return to Urag and give it to him. Now wait for 48
hours and speak to him once again. He gives you one of the following scrolls:

 o Shalidor’s Insights: Alteration (3)
 o Shalidor’s Insights: Conjuration (3)
 o Shalidor’s Insights: Destruction (3)
 o Shalidor’s Insights: Illusion (3)
 o Shalidor’s Insights: Restoration (3)
 o Shalidor’s Insights: Magicka (3)

 All of these increase the effect and decreases the cost of the spells for 120
seconds. Pretty neat. The last one fortifies your Magika by 100 and increases
your regeneration. He can also, instead of giving you any of the above, he can
up any of your magic-related skills by one. Even better.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                       T H E   A T R O N A C H   F O R G E
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb516]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 When you enter the catacomb of the College, you'll see in the first area an
Atronach Forge, which has an Oblivion symbol in the center of it. This allows
you to create powerful items and/or Atronachs. These Atronachs attack you, so
be careful. You can create some nifty things here, like those Staves and
Tomes. Nice. Read the list below for the items to be created here.
    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Name :| : Atronach Flame                                        ||
|| Mundane Item #1 :| : Fire Salts                                            ||
|| Mundane Item #2 :| : Gem Ruby                                              ||
|| Mundane Item #3 :| :                                                       ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Atronach Frost                                        ||
|| Mundane Item #1 :| : Frost Salts                                           ||
|| Mundane Item #2 :| : Gem Sapphire                                          ||
|| Mundane Item #3 :| :                                                       ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Atronach Storm                                        ||
|| Mundane Item #1 :| : Void Salts                                            ||
|| Mundane Item #2 :| : Gem Amethyst                                          ||
|| Mundane Item #3 :| :                                                       ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Conjurer's Elixir                                     ||
|| Mundane Item #1 :| : Empty Bottle                                          ||
|| Mundane Item #2 :| : Ectoplasm                                             ||
|| Mundane Item #3 :| : Soul Gem (any)                                        ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Fire Salts                                            ||
|| Mundane Item #1 :| : Salt                                                  ||
|| Mundane Item #2 :| : Gem Ruby                                              ||
|| Mundane Item #3 :| : Soul Gem (any)                                        ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Frost Salts                                           ||
|| Mundane Item #1 :| : Salt                                                  ||
|| Mundane Item #2 :| : Gem Sapphire                                          ||
|| Mundane Item #3 :| : Soul Gem (any)                                        ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Void Salts                                            ||
|| Mundane Item #1 :| : Salt                                                  ||
|| Mundane Item #2 :| : Gem Amethyst                                          ||
|| Mundane Item #3 :| : Soul Gem (any)                                        ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Scroll: Flame Atronach                                ||
|| Mundane Item #1 :| : Fire Salts                                            ||
|| Mundane Item #2 :| : Charcoal                                              ||
|| Mundane Item #3 :| : Paper Roll                                            ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Scroll: Storm Atronach                                ||
|| Mundane Item #1 :| : Void Salts                                            ||
|| Mundane Item #2 :| : Charcoal                                              ||
|| Mundane Item #3 :| : Paper Roll                                            ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Scroll: Frost Atronach                                ||
|| Mundane Item #1 :| : Frost Salts                                           ||
|| Mundane Item #2 :| : Charcoal                                              ||
|| Mundane Item #3 :| : Paper Roll                                            ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Staff: Flame Atronach                                 ||
|| Mundane Item #1 :| : Fire Salts                                            ||
|| Mundane Item #2 :| : Great/Grand/Black Soul Gem                            ||
|| Mundane Item #3 :| : Broom                                                 ||
|| Mundane Item #4 :| : Corundum Ingot/Ore                                    ||
||------------------+--------------------------------------------------------||
||            Name :| : Staff: Frost Atronach                                 ||
|| Mundane Item #1 :| : Frost Salts                                           ||
|| Mundane Item #2 :| : Great/Grand/Black Soul Gem                            ||
|| Mundane Item #3 :| : Broom                                                 ||
|| Mundane Item #4 :| : Moonstone Ingot/Ore                                   ||
||------------------+--------------------------------------------------------||
||            Name :| : Staff: Storm Atronach                                 ||
|| Mundane Item #1 :| : Void Salts                                            ||
|| Mundane Item #2 :| : Great/Grand/Black Soul Gem                            ||
|| Mundane Item #3 :| : Broom                                                 ||
|| Mundane Item #4 :| : Orichalcum Ingot/Ore                                  ||
||------------------+--------------------------------------------------------||
||            Name :| : Tome: Flame Atronach                                  ||
|| Mundane Item #1 :| : Fire Salts                                            ||
|| Mundane Item #2 :| : Ruined Book                                           ||
|| Mundane Item #3 :| : Dragon Tongue                                         ||
|| Mundane Item #4 :| : Bear Pelt                                             ||
||------------------+--------------------------------------------------------||
||            Name :| : Tome: Frost Atronach                                  ||
|| Mundane Item #1 :| : Frost Salts                                           ||
|| Mundane Item #2 :| : Ruined Book                                           ||
|| Mundane Item #3 :| : Frost Mirriam                                         ||
|| Mundane Item #4 :| : Ice Wolf Pelt                                         ||
||------------------+--------------------------------------------------------||
||            Name :| : Tome: Storm Atronach                                  ||
|| Mundane Item #1 :| : Void Salts                                            ||
|| Mundane Item #2 :| : Ruined Book                                           ||
|| Mundane Item #3 :| : Deathbell                                             ||
|| Mundane Item #4 :| : Mammoth Tusk                                          ||
||------------------+--------------------------------------------------------||
||            Name :| : Tome: Soul Trap                                       ||
|| Mundane Item #1 :| : Salt                                                  ||
|| Mundane Item #2 :| : Ruined Book                                           ||
|| Mundane Item #3 :| : Soul Gem (any)                                        ||
|| Mundane Item #4 :| : Torchbug Thorax                                       ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Note that you can also create your Daedric Armor/Weapons in this very Forge,
so read the chart below for info on the ingredients:

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Name :| : Daedric Boots                                         ||
|| Mundane Item #1 :| : Ebony Boots                                           ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Cuirass                                       ||
|| Mundane Item #1 :| : Ebony Cuirass                                         ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Gauntlets                                     ||
|| Mundane Item #1 :| : Ebony Gauntlets                                       ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Helmet                                        ||
|| Mundane Item #1 :| : Ebony Helmet                                          ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Shield                                        ||
|| Mundane Item #1 :| : Ebony Shield                                          ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Battleaxe                                     ||
|| Mundane Item #1 :| : Ebony Battleaxe                                       ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Bow                                           ||
|| Mundane Item #1 :| : Ebony Bow                                             ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Dagger                                        ||
|| Mundane Item #1 :| : Ebony Dagger                                          ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Greatsword                                    ||
|| Mundane Item #1 :| : Ebony Greatsword                                      ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Mace                                          ||
|| Mundane Item #1 :| : Ebony Mace                                            ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Sword                                         ||
|| Mundane Item #1 :| : Ebony Sword                                           ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric War Axe                                       ||
|| Mundane Item #1 :| : Ebony War Axe                                         ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Warhammer                                     ||
|| Mundane Item #1 :| : Ebony Warhammer                                       ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Black Soul Gem                                        ||
|| Mundane Item #4 :| : Centurion Core                                        ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Armor [random and enchanted]                  ||
|| Mundane Item #1 :| : Ebony Ingot                                           ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Void Salts                                            ||
|| Mundane Item #4 :| : Filled Soul Gem [Greater/Grand/Black]                 ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedric Weapon [random and enchanted]                 ||
|| Mundane Item #1 :| : Ebony Ingot                                           ||
|| Mundane Item #2 :| : Daedra Heart                                          ||
|| Mundane Item #3 :| : Silver Sword                                          ||
|| Mundane Item #4 :| : Filled Soul Gem [Greater/Grand/Black]                 ||
||------------------+--------------------------------------------------------||
||            Name :| : Daedra Heart                                          ||
|| Mundane Item #1 :| : Human Heart                                           ||
|| Mundane Item #2 :| : Black Soul Gem                                        ||
|| Mundane Item #3 :| :                                                       ||
|| Mundane Item #4 :| :                                                       ||
||------------------+--------------------------------------------------------||
||            Name :| : Dremora                                               ||
|| Mundane Item #1 :| : Daedra Heart                                          ||
|| Mundane Item #2 :| : Raw Meat [any raw meat]                               ||
|| Mundane Item #3 :| : Raw Meat [any raw meat]                               ||
|| Mundane Item #4 :| : Human Skull                                           ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 More of a sidequest or quest, this section just explains what this forge is
and what you can create using it.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            V E L E H K   S A I N ' S
                                 T R E A S U R E
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb517]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 First of all, go to the Midden Dark and locate the area where the Daedric
Gauntlet is in the center of a ceremonial circle. On the table there's a book
and a key, which explains what happened there and how to move the Gauntlet.
Take the key as well and go to the Arcanaeum. 

 On the left side, there's a chest with a Master lock (It's called the
"Investigators Chest"). Pick it or use the key you got and pick all 4 rings
from inside. Return to where the Gauntlet is and put the rings in the
following order:

 o Little Finger :: Pithiken’s ring.
 o Ring Finger :: Balwen’s ring.
 o Middle Finger :: Treoy’s ring.
 o Index Finger :: Katarina’s ring.

 Afterwards, the Gauntlet closes and a Dremora is summoned. This is Velehk
Sain. Throughout the talk, tell him you're interested in his stash and then
release him (or alternately see the note below to fight him). He gives you a
map. It doesn't explain much, and it's kinda hard to tell where it is, but
leave the College, go under it where the sea is and follow the coastline WEST
while looking NORTH to see a Shrine of Talos (a large statue). It is on an
island to the SOUTH of Ysgramor's Tomb, (the rather large island halfway
between Winterhold and The Tower Stone).

 Head to it and under it is the treasure. When you approach, you'll hear a
chime. This allows you to see the stash. It's mostly gems and rings and
whatnot, but it's good to sell. That's it for this quest. You got yourself
some goodies.

(-NOTE-) You can choose to FIGHT and kill Velehk instead, but doing so only
         nets you a couple of schimatars, a Dremora Heart, and some clothing
         (Hammerfell Garb). Now you know.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               A F T E R S H O C K
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb518]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Once the quest "Eyes of Magnus" is done, speak to Tolfdir and he'll give you
this quest. He tells you that ruptures have appeared throughout Skyrim thanks
to Ancano's meddling with the Eye. You now need the Staff of Magnus to close
them. Bring your Staff along and fast travel to the closest location to where
the marker is and go to it. Some Anomalies pop out, so take them out and shut
the rupture. That's it.

 Return to the College to receive your payment. 1500 Gold! Wow! Note that this
quest can be taken again and again.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                             R O G U E   W I Z A R D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb519]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: After the College Quest: Eyes of Magnus.

 Locate and speak to Tolfdir. He mentions of some mage causing trouble. He
tells you to go deal with him. He points the location on your map, so fast
travel there, or to the closest location and go to the marker. Clear out the
cave system until you locate the mage.

 He's wearing the College's uniform, so you'll identify him quick, as well as
he has the marker over him. Kill him and return to Tolfdir. He thanks you for
taking care of him and... that's it. Yeah, no reward, besides what you looted.

 For some reason, I could NOT get this quest to spawn. No idea why...

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        A R N I E L ' S   E N D E A V O R
                                   P A R T   I
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb520]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Go find and speak to Arniel Gane, who will ask for help with a special
project of his. He'll want you to go and bring him TEN Dwemer Cog's, but he
WON'T tell you what he's going to use them for...

 I swear we're too nice. Ok, Dwemer Cogs are, of course, fairly common in
any Dwemer ruins. Personally, I went and fast-traveled to Mzulft (SE of
Windhelm, you have to go through it to complete the college's questline) and
got all ten there. You can get 3-4 from a storage building before you even
enter Mzulft proper, then you just need to search Mzulft high and low until
you have ten of these. They are often behind locked doors and can be found on
the corpses of spiders and guardian sphers.

 There are also cogs in the Dwemer Museum in Markarth (you'd need to steal
them). If you don't quite have ten, go find another Dwemer Ruin (there are a
lot in the mountains west of Windhelm) and make it happen.

 Return to Arniel and give him the cogs. He'll be quite happy and will give
you 750 Gold as a reward.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        A R N I E L ' S   E N D E A V O R
                                   P A R T   I I
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb521]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After your first time helping Arniel you can return to him and ask him if he
needs anything else done. This time he'll ask you to go speak to Enthir for
him, who is backing out on a trade.

 Go speak to Enthir who will CORRECT you and tell you Arniel never PAID for
the item... so if we want it we're going to have to go get a particular staff
for Enthir. The staff is (I suspect) put in a random location in Skyrim for
you to go grab. For me, I had to travel to Cragwallow Slope (a cave just SE of
Windhelm).

 So, fast-travel to the nearest place you can get to and go through whatever
dungeon they want you to to find this staff. Once you obtain the staff (and
kill whoever DOES have it), return to Enthir and trade it to him for a Warped
Soul Gem, which is what Arniel wanted. Now simply go back to Arniel and give
him the soul gem to end this quest. WITHOUT a reward, I might add...

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==-------======-------====-=-====---=====---===========----====-=======---=====

                        A R N I E L ' S   E N D E A V O R
                                  P A R T   I I I
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb522]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 I bet you saw this coming! Arniel STILL needs our help. Go find and talk to
him and ask him how his project is going. "TERRIBLE!", he will tell you! At
long last, Arniel will FINALLY tell you what his project is all about: looking
into why the Dwarves have all disappeared.

 Listen to him tell you his story (it's rather lengthy) about what he's done
and why the project is going terrible. In the end, he'll ask you for help
again and will give you the warped soul gem you gave him the last time you
helped him. He'll state that we need to find Dwarven Convectors throughout
Skyrim and put the soul gem into them, and then use a special spell called
"Arniel's Convection" to heat up the machine. And since we're so nice, we're
just GOING to take the job.

 We'll be given the soul gem and the new spell (which is designed specifically
for this purpose, so don't get too excited) and our hunt for convectors will
begin. If you look at the map, you'll see there are multiple areas we can go
to, including Mzulft (SE of Windhelm), Deep Folk Crossing (North of Markarth,
NW of Karthwasten) and the Ruins of Bthalft (South of Ivarstead). Once you
find them (and they really are pretty easy to find, thank god), just put the
soul gem in and use that spell on the box for three seconds. Do this with
three boxes and you're done! Go return the gem to Arniel to finish this quest,
and to once again receive no reward...

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==-------======-------====-=-====---=====---===========----====-=======---=====

                        A R N I E L ' S   E N D E A V O R
                                  P A R T   I V
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb523]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) You have to wait a few days between parts III and IV. Just an FYI.

 Here we are again, Arniel is utterly useless without us. Once again, he will
ask us to go speak to Enthir on his behalf, who has another item he needs.
Agh, I would have put Arniel's head through a wall by now...

 Go speak with Enthir again. Enthir will get short with you (as usual) and
tell you that the courier NEVER arrived. AND it was Arniel who set up the
arrangments, so he doesn't even know what item it is that Arniel is having
brought in. Our new objective will be to "Find the Courier".

 Thankfully the game will be nice to us and will tell us where the courier is
on the map. The game will give you a RANDOM LOCATION to search for the courier
at (I know this for a fact because it sent ME to Mara's Eye Pond/Den, which I
have already cleared out). Head to your location and scour the place high and
low for the (dead) courier. You'll find a dagger named "Keening" on him. Grab
it and return to Arniel.

 You'll now just need to watch Arniel do his experiment. It seems like the
whole thing was pointless until... well, there's no more Arniel. You are left
all alone now, but you do get some rewards: the dagger Keening is yours now
as well as a unique Conjuration spell: "Summon Arniel's Shade". PLUS, you can
rest easy knowing that Arniels has no more tasks for you!

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                       B R E L Y N A ' S   P R A C T I C E
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                      The Elder Scrolls V: Skyrim - [vb524]
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 o Available: After the College Quest: Under Saarthal.

 Locate Brelyna inside the College and speak to her. After some chat, she asks
you for help on her magic. Oh man. Sure, why not. We're good buddies, or at
least we try to be anyway XD. Agree to volunteer and all the screen will turn
green...

    If you say what's in it for you, she gives you an enchanted necklace.
         But even if you don't, at the end you'll still get an enchanted
         necklace.

 She tells you that you shouldn't worry since it should wear off in a little
while. Yeah right. Wait for the effects to wear off, go run around the
College, start another Radiant Quest, I don't know. Do whatever you want until
you can see clearly once again. Once you can, return to Brelyna and agree to
volunteer once more.

 She now casts a spell on you that transforms you into several animals. Mmm.
After changing several times, she's not convinced that her spell works (I
wonder why) and decides to stop. She then thanks you for helping her out and,
if you want her to, will follow you in your adventures as she can now be your
companion.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                                J ' Z A R G O ' S
                               E X P E R I M E N T
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb525]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Available: After the College Quest: Under Saarthal.

 Just like with Brelyna, after the "Under Saarthal" Quest, this quest becomes
available. Locate and speak to J'Zargo. He also has problems with his spells,
so agree to help him to receive 10x "J'Zargo's Flame Cloak Scroll". These are
very powerful Scrolls.

 What you need to do is to test if the spell works how it's supposed to. What
we need to do is to kill 3 Draugr with the scrolls to finish the quest. Go to
any Nordic dungeon where the Draugr are located, equip the scrolls and use
them to kill 3 Draugr. You don't need to kill them together or anything of the
sort, just kill 3 and return to J'Zargo...

    Note that the scrolls are very powerful and you'll even get hurt by
         them. Heal yourself ASAP.

 After J'Zargo apologizes, he'll agree to follow you in your quests, if you so
desire, becoming a companion choice.

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                         O N M U N D ' S   R E Q U E S T
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                      The Elder Scrolls V: Skyrim - [vb526]
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 o Available: After the College Quest: Under Saarthal.

 Go speak to Onmund and he tells you about a trade he did with Enthir.
He wants you to go to him and ask him about the amulet. Locate and speak to
Enthir. You won't be able to persuade him, nor buy the amulet from him. Ask
him if there's any way to get the amulet back.

  I WAS able to persuade him, but my speech skill was 75+ at the time, so
      is is possible if your skill is high enough (we are unaware of the EXACT
      cap. Also, if you have the "Amulet of Articulation" from the Thieves
      guild, I would suspect it would help a TON.

 You now need to get a Staff, the Staff of Charming, which is, as always, in
a random location. You need to fast travel to the closest location, get the
staff and return it to Enthir.

  GLITCH NOTICE: If you ALREADY have the staff in your possession, the
      game will STILL tell you to "Go and get it" from somewhere (it told ME
      to go to Shriekwind Bastion). The fix to this is to equip it and go
      find a weapon rack somewhere and activate it (weapon racks are ALSO
      known to be glitchy, just FYI) so you put your staff on it (since you
      can't drop it). This will let you retrieve it.

 Return to Enthir once you have the staff and he'll give you the amulet that
Onmund want's so bad. Now simply go and give it back to Onmund, who will be
overjoyed and will join you as a companion anytime you ask now.

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                              D E S T R U C T I O N
                             R I T U A L   S P E L L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb527]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

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                                 I L L U S I O N
                             R I T U A L   S P E L L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb528]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

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                              C O N J U R A T I O N
                             R I T U A L   S P E L L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb529]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

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                              R E S T O R A T I O N
                             R I T U A L   S P E L L
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb530]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

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                               A L T E R A T I O N
                             R I T U A L   S P E L L
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                      The Elder Scrolls V: Skyrim - [vb531]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

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                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||  6. Thieves Guild Walkthrough   |||       [vb600]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 To start the Quests for the Thieves Guild, you need to head over to Riften.
Once inside, move forward and you'll meet Moul. After some chat, ask about the
Thieves Guild and he'll tell you to go find Brynjolf. Go to the marketplace
and look around for the character. Once you speak to him, tell him you're
interested in joining the guild.

 After some chatting, you'll start your first quest.

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                                 A   C H A N C E
                               A R R A N G M E N T
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb601]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Brynjolf will ask for your help framing a fellow merchant nearby. His plan is
to have you steal a ring from Madesi while he distracts everyone, then have
you pickpocket Brand-Shei and put Madesi's ring INTO his inventory (it's
really more like reverse-pickpocketing...). It's not really that hard to do.
Before doing it, just make sure you know where Madesi'a stand is and who
Brand-Shei is. Oh, and make sure you have some lockpicks...

 After that just tell Brynjolf that you're ready and he'll draw everyone in
the area around him. Head to Madesi's stall and pick the sliding drawer, then
pick the box you find there. May as well steal everything. Now go find your
target, Brand-Shei (who should be sitting on some boxes to the right). Enter
sneak mode and target him behind the boxes (you should be hidden) and put the
ring INTO his inventory. You're basically going to pickpocket the Dark Elf
and instead of stealing, head over to your Apparel sub-menu and press [] on
Madesi's Ring to plant it on his pocket.

 After that just talk to Brynjolf for your reward (100 gold). Job well done!
He'll then talk to you about proving yourself ever further, which starts the
next quest in this questline: "Taking Care of Business".

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                           T A K I N G   C A R E   O F
                                 B U S I N E S S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
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                      The Elder Scrolls V: Skyrim - [vb602]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Time to go to the cavern. From the plaza we were in the for the last quest,
drop SW into the water and locate the door leading to the Ratway. Inside the
sewer, proceed and you'll find two thugs talking about the guild. Proceed
further in and when you drop down, you can go two ways. The long way to the
west, or go east and try your luck opening the locked Expert door.

 Either way, when going west, in the next room, you'll find oil all over the
floor, so use that to your advantage. In the next room, you'll find a guy who
uses fists as weapons. Kill him and beware of the bear traps inside this room.
There's an Alchemy Station here, so use it if needed and proceed. From here,
proceed to the little garden and in the next room, kill the thug and read the
book SKILLBOOK "Beggar" on the table to have your Pickpocketing skill raised
by 1. Now proceed into the Ragged Falgon.

 Inside this cool looking tavern, locate Brynjolf and speak to him. Tell him
you'll collect on his "Deadbeats" for him and now you got three more
objectives. Ask about the other tips on each target and you'll get three more
[Optional] objectives.

 The objectives are as follow:

    Note that you can do these objectives in any order. There's no
   specific order, and you can do those [Optional] objectives if you like.
   Its either that or beatting the living crap out of them.

    If you decide to pummel them (fists only, no weapons), make sure to
   speak to them first. If you just arrive and beat them down, you'll get
   arrested >_>.

 :: KEERAVA'S DEBT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Head over to the Bee and Barb building. Speak to Keevara the Argonian and
tell her you have a message for her from Brynjolf. During the chat, tell her
that "Don't say I didn't warn you" to brawl with her. Beat the living lights
out of her and when she's on the ground, speak to her again and she'll pay
you 100 Gold.

 On the other hand, if you don't wanna brawl with her, speak to the other
Argonian here with the marker over his head to learn something intimate about
Keerava. Go back and talk to her again and bring up her family and after that,
you'll get the payment.

 :: HAELGA'S DEBT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Step into her Bunkhouse. Same deal. Tell her about Brynjolf and then brawl
with her. Afterwards, she'll get the money for you.

 On the other hand, if you wanna avoid brawling, go to the SE corner and look
around for the Statue of Dibella. Steal it, then show it to her to get your
payment.

 :: BERSI HONEY-HAND'S DEBT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Head over to the Pawned Prawn and speak to Bersi. Tell him about Brynjolf
and then tell him "I think you need to shut your mouth". Brawl with him and
you'll get your payment.

 On the other hand, if you don't wanna brawl, break the vase in front of him
and you'll get your money.

(-NOTE-) After you've collected from TWO people, the THIRD one will give you
         the money right away when you bring up Brynjolf's name. That's the
         power of word of mouth!

 After you got all 300 Gold, return to the Ratway and speak to Brynjolf.
He'll be pleassed if you give him the 300 Gold and there were no casualties.
He'll give you a Poison, a Healing Potion and Fortify Stealth Skill. Keep on
speaking with him and you'll join the Thieves Guild.

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                           L O U D   A N D   C L E A R
              _,-^¯\_}\________________,-.________________/{_/¯`-._
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                      The Elder Scrolls V: Skyrim - [vb603]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Start by following Brynjolf and once in the Cistern, you'll get together
with Mercer Frey, the Guild's leader. Talk to him and he'll give you a job
to do to prove your worth: you need to go to Goldenglow Estate and burn a
bunch of beehives and clear our Aringoth's safe. Be sure to ask Mercer all
the questions you can to get all the optional objectives.

(-NOTE-) The chests scattered throughout this room are FULL of goodies for
         you. Note that they are the "Thieves Guild" chests, meaning you can
         freely take whatever you want from them.

 Return to the Ragged Flagon and speak to Vex. Ask her about Goldenglow and
she'll tell you about a sewer on the north side of the island. This path is
[Optional].

 Also, speak to Torilia to know that she's the Fence down here...

    Fences are those "merchants" that buy all your stolen goods.

 After some chat, you'll receive a complete set of Thieves Guild Armor. Nice.
Put them on if you so desire. Return to the Cistern and head out of Riften.
You can enter this place one of many different ways. You can use the sewer
Vex told you about (get to it by going to the dry land north of the lake and
coming in by the south; it's the middle objective), or you can just go through
the main gate, slaughtering all the mercenaries. Either way, let's continue
once we're inside.

    I recommend the sewer path, as you can find a PICKPOCKET SKILLBOOK
   called the "Guide to Better Thieving" in there. Beware of skeevers, oil
   on the floor, and the occasional trap though.

 On the SW corner of the isles, you'll find 5 beehives. The objective states
that you should only burn 3, so do so. Some mercs will show up, so deal with
them if you want to and proceed to the NE island, where the Goldenglow Estate
is. Go inside and an [Optional] objective pops up, Obtain the key to
Aringoth's safe.

    Note that you can either enter the Estate from the front, which is
   unlocked or from behind, which has an Expert lock. Pick whichever you want.

    Alternately, you can also just go downstairs and PICK the safe. It's
   an EXPERT lock though.

 Inside, sneak your way/kill to the east side of the Estate, which has a
locked gate and some stairs going up to the second floor. Go up to the second
floor and make your way around this maze-like floor. Loot all the rooms and
when you get to Aringoth's, either pickpocket the key from him, persuade him,
or fight him.

    Despite what I just said about being able to pick the save lock,
   I would highly recommend giving the upstairs a visit anyways, as you can
   easily sneak to Aringoth's bedroom and in there, there is a QUEEN BEE
   STATUE you can steal that spawns a miscellaneous quest of giving it to
   Delvin. Also note that you can freely walk around in front of Aringoth
   and he won't do anything. That includes stealing his stuff.

 Either way, when you get the key, return downstairs and go down to the
basement and here, sneak your way to the marker and open the safe. Take the
loot inside, then go into the sewers right next to the safe to make your
escape. After that, head back to Brynjolf and speak to him. Show him what
you found and in the end he'll pay you your pay (600 Gold) and will tell you
that Maven Black-Briar wants to speak to you personally.

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                         D A M P E N E D   S P I R I T S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
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                      The Elder Scrolls V: Skyrim - [vb604]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Now, time to speak to Maven. Leave the Guild and to find Maven in Riften,
either head over to the Bee and Barb or to her manor. Speak to her to learn
what exactly she wants done, and her beef with the owner of Honningbrew
Meadery, Sabjorn. Our next objective is to speak with Mallus Maccius.

 Head over to Whiterun and enter the Bannered Mare. Speak to Mallus Maccius
in here and listen to his and Maven's plan. It's quite clever, actually.

 Now leave Whiterun and head over to Honningbrew Meadery, which is to the SE
of Whiterun. Inside, speak to Sabjorn. Tell him you're here to clear out his
skeever problem and he'll hire you. Now you can use either PERSUADE or
INTIMIDATE to get HALF of your pay (500 Gold) up front. Trust me, you want
to get some upfront!

    DO NOT engage in battle against Sabjorn. This is a stealth mission,
   in which we shouldn't use violence against him.

 After getting hired, go into the warehouse on the right. BEFORE going into
the basement, head UPSTAIRS (search around for the door leading to a ladder)
and you'll find Sabjorn's bedroom at the end of the walkway. Why head here?
Well, there is a LOT of stuff to steal and get, including an ALCHEMY SKILLBOOK
entitled "A Game at Dinner" and another "sell to Delvin" item behind a locked
door: the HONNINGBREW DECANTER.

 Once you've nabbed those things, go down into the Basement. You'll find
Venomfang Skeevers down here: a slightly stronger version of the normal
Skeever. Follow the straightforward path and kill a ton of Skeevers in the
next room and in the room after that you'll find a lot of Frostbite Spiders.
Watchout for traps in the upcoming halls.

 In the next room, you come across a mage called Hamelyn. This douche has
Sparks on him, and likes to use it. If you've played through the College of
Winterhold Quests, you'll find this fight similar to Morokei's. Try running
away from him and enter sneak mode until you see you're undetected. Once
you're like this, try putting an arrow or two in his ass for much more damage.

 Try doing this as much as possible but if you're detected, my best advice
for you is to wait until his Magika is depleted. But how do you survive his
attacks if you die in like 3 hits? Run from side to side and heal as/when
necessary. Once out of Magika, he uses his fists to attack. Use this time to
deal as much damage as you can.

    Loot and read his journal after killing him, it's HILARIOUS.

 Loot his body afterwards. Go to the room where Hamelyn was (if you're not
there already) and check the SKILLBOOK on the chest called "Three Thieves" to
increase your Sneak skill level by 1. Nice. Now apply the poison to the hay
that's next to the chest to complete the objective. Now, follow the path on
the east side of the room until you reach Boilery (watch out for more bear
traps). In here, grab the key next to the door, loot the place and plant the
poison where the marker is.

 Leave the place once the objective is complete and speak to Sabjorn. Tell
him the job's finished and wait around until Sabjorn is taken away. Now speak
to Mallus and go pick up the documents in Sabjorn's dresser. After that just
return to Maven and tell her the job is done. You'll receive an enchanted
weapon for your efforts. Now return to the guild and speak to Brynjolf. This
will end the current quest and start "Scoundrel's Folly".

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                        S C O U N D R E L ' S   F O L L Y
              _,-^¯\_}\________________,-.________________/{_/¯`-._
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                      The Elder Scrolls V: Skyrim - [vb605]
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 Now, we need to go speak to Mercer. He'll tell you that a man named Gulum-Ei
needs shaken down for information, but he tells you to speak to Brynjolf
before heading out, so do so. Now we need to go to Solitude to find this
Gulum-Ei. Either fast travel there of use the carriage. Once inside the city,
enter the Winking Skeever tavern. You'll find the Argonian inside the tavern.
When promped, bribe him to have him leak info about Goldenglow Estate. After
bribing the Argonian, he tells you to bring him some Firebrand Wine, then
he'll talk.

 Mmmm, I don't like this. Ok, leave the tavern and head east until you reach
the Blue Palace. Once inside, go left and in the hallway, pick up the
Firebrand Wine case. Easy enough, huh? Return to Gulum-Ei and listen to the
chat between you guys.

 He then leaves the tavern, so it's time to shadow him. Follow him as far as
possible all the way to the harbor SW of Solitide. The bad thing is that he's
very slow. Yeah... Don't approach him too much. He'll go inside a warehouse
at the harbor, so follow him inside...

    If you jump in the ocean next to the dock, you can find some barrels
         and a chest on the seafloor.

 Once inside, follow him using higher ledges and platforms since there are
other soldiers here. Make sure NOT to engage in any battles whatsoever. If you
want to, you can simply swim across to the east side. Once on the east side,
Gulum-Ei tries entering the double doors, then returns and goes east inside
Brinewater Grotto. Before following him, go to the NE corner on the higher
ledge and enter the building up here.

 Check the desk to find East Empire Shipping Map. Grab all the gold and the
Coin Purse. There's also several rings on the desk if you check carefully.
Now go back down and avoid the guard. Look for a staircase going down into
the water and next to it, another ramp going up behind the boxes. Follow this
path to find the entrance to Brinewater Grotto.

 Now we get the objective to confront Gulum-Ei. In here, watch out for trip
wires that make maces fall down on you. Soon enough, you'll find two bandits
on a little dock. Kill them. From here you can either continue through the
cave or go through some spider webs to the right. If you go through the webs,
you'll have to fight two little Frostbite Spiders and a large one. Following
the cave itself leads to two thieves.

 Either way, you'll get to a part of the cave leading SE...

    Make sure to check the NW part underwater near the second set of
         bandits/theives to find a sunken chest with goodies inside.

  Follow this path, kill the thief on the other side and when you get to two
thieves, take them out ASAP, as well as a dog that they let loose. From here,
continue to the northeast.

    The path leading west is just another path to take here and you'll
         return to near where you killed the lone thief.

 Further ahead, two more Thieves are patrolling the area. Kill them too and
soon you'll find Gulum-Ei with another thief at a campfire. Kill the thief and
speak to the Argonian. Answer however you want and he'll say the name Karliah.
After some talk, we need to get back to Mercer. Thank you Gulum. Now, before
leaving, loot all the chests that are here. There are like 4-5, so take
everything you can.

    There are a couple of Expert-locked chests, so save before trying to
         open them before you break all your lockpicks.

 Now hit the middle lever and fight your way past some Horkers to leave the
cave fast and bypass the warehouse completely and return to the Guild once
you're back on the main map. Speak to Mercer. You'll discover Karliah's
location: Snow Veil Sanctum. Our next objective: Follow Mercer and kill
Karliah.

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                            S P E A K I N G   W I T H
                                  S I L E N C E
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                      The Elder Scrolls V: Skyrim - [vb606]
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 This Quest now starts, but before heading out, head over to where Tonilia is
and she'll trade you a piece of your Thieves Guild equipment for a much more
enchanted one. Here are the options:

 o Thieves Guild Boots (Improves Pickpocket 25%)
 o Thieves Guild Armor (+35 Carry Weight)
 o Thieves Guild Gloves (Improves Lockpick 25%)
 o Thieves Guild Hood (Improves Prices 15%)

 Now speak to Delvin Mallory and tell him you found the map at the EETC.
He'll give you gold for the map. Nice.

 Leave the Guild now and fast-travel/carriage to Windhelm. From here, go NE
following the shore on the upper part of the mountain of course and soon
enough you'll get to Snow Veil Sanctum. Mercer's outside waiting for you,
so speak to him.

 Ask anything you want and head towards the entrance of the ruins (Mercer has
a LOT of backstory to tell, so be sure to talk to him). Mercer opens up the
doors to the catacombs. Once inside, follow the halls into the first room,
where there's a chest and two Draugrs that come out of the walls. Continue
and when you start going north, look on the right (to the east) to find a
locked door with Potions inside. You can always pre-emptively hit any Draugr
you find standing up IN the wall too. Beware of bear traps RIGHT after the
potion room!

 Continue on north, killing all the Draugr that appear and when you get to a
part where it goes around to keep going south, pull the chain next to the gate
to open it (its on the left). After that, before going east when they want you
to, open the door to the south and loot the urns and the chest that you'll
find. Now go east and you'll fight SIX Draugr. Easy. Be sure to check out the
table here for several potions and the SNEAK skillbook "Three Thieves".
Continue on and in this larger room, you'll fight several more Draugr. Ugh.

 After killing them all (should be rather easy), there are 2 sets of stairs.
Take the ones on the SE side until you come across a room filled with Oil on
the ground and an item in the center of it. Grab this Model Ship and the
lantern will fall, burning everything. Grab the Model Ship and quickly sprint
out of the way...

    This Model Ship is to be given to Delvin Mallory back at the Guild.

    DON'T be an idiot like me and shoot down the fire pots. That will
        end up destroying the ship!

 After surviving this, follow the second set of stairs all the way to the
next area. Right off the bat and a few steps into this new room and you'll
be fighting three more Draugrs. Kill more Draugrs as you proceed and before
the gate blocking your path, you'll find two chests behind a trapwire with
bones. If you trip it, you'll wake a Draugr each time.

 Don't woory too much, loot the chests, activate the chain and proceed.
As you start going south, Mercer tells you about the door up ahead hiding an
ambush. Make sure you're ready, just like he says. Inside, you'll find several
Draugr, and one magic user. Target the magic user first and take care of the
rest. In here, check the south side of the room to find a Word of Power:
WEAPON - DISARM. Nice. There's also a LIGHT ARMOR skillbook on a table near
where you came in at called "Ice and Chitin".

 Continue east now and follow the path until Mercer starts speaking about
Karliah once again. As the door opens and you go inside, you faint and when
you wake up, you'll see Mercer and Karliah speaking. Wow, nice stuff. And now
you're... dead. WHAT!?!?!?! Haha. The Quest is now done and we start the next
one.

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                            H A R D   A N S W E R S
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                      The Elder Scrolls V: Skyrim - [vb607]
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 Speak to Karliah and get some answers. The evidence is damning against
Mercer and Karliah can fill in a lot of the story. You'll receive some
potions, which is nice of her. Now fast-travel/carriage to Winterhold and
enter the Frozen Hearth Inn where you'll find Enthir. Enthir will say the
journal is in Falmer, and he can't translate it. He'll tell you of a man
named Calcelmo who can though and now we know where we need to go.
Fast-travel/carriage yourself to Markarth so we can find Calcelmo.

 Once here, go all the way west and enter the Understone Keep. Go left at
the fork amd speak to Calcelmo. Whatever you do, he won't give you access to
his research. Dammit. Now we get two more objectives, one optional. This
optional one is to get the Museum's key. Umm... to get this you'll need to
pickpocket Calcelmo. Save before doing so and if you equip the Thieves Guild
Boots, you'll find this easier. Drink a pickpocketing potion if needed.

 Return to the entrance and go north. A guard tells you NOT to go beyond into
the Museum. Ignore him, get past him and then Sneak. When he's not looking,
use the key you just stole/lockpick the door and enter the Museum. NOTE that
you must be stealthy in this part, just like when we were chasing down
Gulum-Ei once more.

    This MUSEUM is chock FULL of display cases. For the most part, there's
        no "must have" items here though. All the good stuff is in the middle
        (good stuff being weapons and such). The only thing I'd recommend
        trying to get, at the very least, is the UNUSUAL GEM found behind a
        locked door on the left.

    ALSO, if you're a stone cold killer,  you could always assassinate
         all three guards without being caught to freely explore this area. Be
         careful of getting caught though, I've had it where I still had a
         bounty even though I killed all the witnesses.

 If you get caught and don't care, simply kill the three guards and then
proceed north to the next area. If not, sneak your way through the area using
the right side. It's easier this way, or at least it was for me. In this next
room, there are two doors to the east and one to the west. Enter the first
room to the east to find a Spider Control Rod.

 Then a little Dwarven Spider comes out and follows you. You can use the rod
to control where it goes and if there's an enemy nearby, it attacks 'em...

    For the enemies in this area, it doesn't matter if you take them out
         or not. I strongly recommend killing them. Its very difficult to sneak
         by them.

 An enemy comes out of the second door on the east side, so kill him and
there's another enemy in the room to the west. Kill them and loot their bodies
for some keys. Go through the door to the west and continue on...

    The sidedoors don't have anything special, but take a look if you so
         desire. You may find some scrolls that aren't worth much in a bedroom.

 In here, listen to the two soldiers and kill them. Several more appear.
Make your way through them and go south (the area down the ramps on either
side doesn't have anything for you. From here, go up the ramp to the NE and
in the next room, you'll find several enemies. Kill them all and loot the
adjacent rooms. Now proceed east and you'll get to a hall with a gate on the
left. Before entering, continue forward and activate the valve to activate the
traps in the adjacent room. Oh, you're evil!

 Once it kills all or most of the enemies, go inside and kill the remaining
enemies. Now check the books on the table to find a SKILLBOOK called "Twin
Secrets" that raises your Enchanting level by 1. In this same room, check the
SE corner to find the Dwarven Puzzle Cube...

    This is to give to Delvin back at the guild.

 Now proceed to the Balcony on the east. Go up the stairs up here and into
the tower. In here, go SE, up the stairs and into the room. Read the SKILLBOOK
named "Chimarvamidium" on the table to have your Heavy Armor level increase by
1. In here, also make sure to pick up a piece of Charcoal from the table and a
piece of paper. Now go through the double doors and examine the stone.

 Some enemies come in and start searching the tower for you. Mmmm. From the
stone, drop to the left and up the little stairs. At the gap, jump on the
small pillar and from here, on to the metal catwalk (now don't YOU feel
stealthy and bad-ass right about now?). Now simply go to the exit. Out here,
go where the waterfall is (not the one by the stone bridge, the one past the
small path to the south) and jump on it so you can land safely in the water.
Fast-travel back to Winterhold and go see Enthir and Karliah. Listen to all
of the talk here and at the end you'll receive a Nightingale Blade from
Karliah. You'll also be done with this quest and will start the next one
automatically.

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                              T H E   P U R S U I T
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                      The Elder Scrolls V: Skyrim - [vb608]
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 Return to the Ragged Flagon (not the Guild/Cistern) and speak to Karliah.
Agree with backing her up and follow her into the Cistern. After the talk
between Karliah, Vex, Delvin, and Brynjolf, follow them to the vault and then
speak to Brunjolf after everyone's discovered what's going on. Tell him
everything you know about the situation. Now it's time to break into Mercer's
house. Question him on everything you can two get two optional objectives: He
tells you to go talk to Vex about Vald and he tells you to shoot the mechanism
to lower a ramp in Mercer's backyard.

 Go talk to Vex and she tells you that you can pay off his debt in order for
him not to attack you. Pffft, you can do this if you want to, but it's really
not worth it (see the note below if you want to NOT kill Vald). Go to Mercer's
house backyard and you'll find Vald out here. Save and pick the lock. Once
inside, kill Vald ASAP (really easy) and locate the platform that's raised.
There's a little cog next to it. Shoot it with an arrow to lower it.

(-NOTE-) If you want to erase Vald's debt, follow the guide inside the
         following box.

o-----------------------------------------------------------------------------o
|                                                                             |
|   Go find Maven at the Bee and Barb where she usually is. She'll explain    |
|  to you exactly WHY Vald is in her debt: the idiot lost a special quill.    |
|  If fact, it's at the bottom of Honrich Lake! She advised that if you can   |
|  find it and give it to her, she'll absolve Vald's debt.                    |
|                                                                             |
|   Now, how to find the quill? Well, we know it's at the bottom of Honrich   |
|  Lake, but the game will NOT give you an objective marker. Thankfully,      |
|  I've scoured the lake FOR you and can tell you exactly where the           |
|  strongbox is that has the quill:                                           |
|                                                                             |
|   Take a look at the map. See RIFTEN? See GOLDENGLOW ESTATE? Zoom in the    |
|  map and move your cursor so you're pointing at FORT AMOL (this gives us a  |
|  better view of the map). See the grey boat speck on the map JUST to the    |
|  right of GOLDENGLOW (where the boat is?). Good, now see the boat shape on  |
|  the map to its right? Good, the chest is BETWEEN THOSE TWO OBJECTS. You    |
|  should be able to find it easily now. But beware, the chest it LOCKED and  |
|  its an EXPERT LOCK.                                                        |
|                                                                             |
|   Once you have the quill, head back and give it to Maven (she'll be at her |
|  manor or the Inn...). Give her the quill in exchange for Vald's debt. Now, |
|  with that document in hand, you can give it to Vald to have him leave. He  |
|  will also just GIVE you Mercer's house key as he leaves.                   |
|                                                                             |
o-----------------------------------------------------------------------------o

 Use the key looted from Vald's corpse and inside, kill the three thieves
that are guarding the place. Now go to the basement through the NW corner of
the house. There are traps in the sewers, so be careful. At the end, check the
table where the marker is. Also be sure to grab the Bust of Gray Fox and the
enchanted sword out of the display case...

    This is another item for Delvin. Make sure to give it to him.

    Yeah, so many fond memories of the Thieves Guild in Oblivion. Fell in
          love with thieves after their questline. Looks like Gray Fox is still
          an icon in all of Tamriel, even after 200 years after Oblivion.

    Man, I have good memories of the thieves guild in Oblivion! It's good
        to see the Gray Fox again!

 Read the SNEAK SKILLBOOK here as well (called "The Red Kitchen Reader") to
raise your Sneak level by 1. Also, the bowl here is FULL of jewels. You can
continue onwards to go through a short section of the ratway and make your
way to the Ragged Flagon. Now return to Brynjolf and the quest ends.

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                         T R I N I T Y   R E S T O R E D
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                      The Elder Scrolls V: Skyrim - [vb609]
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 Speak to Karliah and now we need to meet with her at the standing stone.
Leave Riften and go south of the city to find the standing stone. Speak to
Karliah and then enter the mountainside. Watch the little scene and follow
Karliah afterwards. She then tells you about the Nightingale Armor. Shortly
after crossing the first bridge, be sure to explore the ground to your right
to find a PICKPOCKET SKILLBOOK named "Purloined Shadows" (by some  hay).

 Follow the marker and activate the stone to receive a complete set of
Nightingale Armor. Be sure to equip it all. Head to the right now and check
out the left and right rooms. The left room has a chest while the right room
has a chest and a SNEAK SKILLBOOK called the "The Red Kitchen Reader". Keep
on following them and when you're asked about the Oath to Nocturnal, say yes.
After crossing the gate, stand on the left platform, where the marker is.
After a scene with Nocturnal, speak with Karliah again as well as with
Brynjolf.

 Now we're the leader of the Thieves Guild... well, after the quests are
over and Mercer is taken down. Something to look forward to at least!

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                             B L I N D S I G H T E D
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                      The Elder Scrolls V: Skyrim - [vb610]
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 Leave the Nightingale HQ. Now you need to go to Irkngthand, which is in
the mountains to the west of Windhelm (approach from the west). When you get
to the ruins, follow the rather straightforward path while killing the bandits
until you enter Irkngthand Arcanex. Inside, you'll see all the dead bandits.
Hmmm, Karliah and Brynjolf perhaps? Either way, go to the SW corner and follow
the path.

 Soon enough, you'll have three Dwarven Spheres running behind you. Oh man.
One is hard enough, but now three? Just hit and run. Use Power Attacks. If
you're using magic, use Dual Cast and run away.

    Maybe Vin is unlucky, I had two and they came at me one at a time.

 Now, in the room after the little pool, follow the path until you see some
circular things spitting fire spinning around. As you move through the room,
some Dwarven Spiders pop out. Kill them ASAP and proceed through the rest of
the room until you get to the next area.

 Speak to Karliah and Brynjolf and then proceed. There's a gate on your left
you can pick (EXPERT) for a bunch of goodies. In the next room, you can see
Mercer at a distance, but can't get to him. Follow the path until you reach
another large area. Head to the east side of the upper area and you'll find
an expert-locked gate. Save and lockpick it. Use the ballista inside to wipe
out some enemies. Now, go hit the lever past the gate then quickly return to
the start of this room. From that door, go right past some rubble and hit a
SIMILAR lever. With both levers hit the door below will open up. Explore and
loot the rest of the room and continue.

 Watch out for traps and soon you'll be in another large room. This place is
huge and run down, with multiple ways to get to the end. Go forwards and kill
all the Falmer. You'll hear a cave-in soon. Once you've cleared and looted the
area you'll see that the cave-in was at the back end of the area and was a
tower falling down. Karliah thinks it's Mercer's work. Follow the path upwards
to a door and go down the stairs disarming traps. The cubby on the right down
here has several chests but they are all empty. Be sure to grab the scrolls of
detect life in the area and any potions and go through the gate on the left
(more traps ahead).

 You'll come to another big room here, with several Falmer down below and a
dwarven centurion here as well. What I'd recommend is hitting the centurion
at range (using a sneak attack) and the thing will start battling the Falmer.
From here you can pick off whoever's left and continue onwards (the path is
very straightforwards). At the far end is more Falmer and spiders, so take
them out and continue to the Slave Pens.

 In here proceed forwards and take out a dwarven spider. There's a locked gate
up on your right you can pick, even though there's only ingots up there. Down
below is a lever you can turn on to kill some Falmer for you. Turn it on, kill
them, then turn it off. The thief on the rack here has a note too! Continue on
and you'll come to a LARGE Falmer camp. You can either ambush them (there's
easily five enemies here) or try to sneak around on the right, so make your
call. The goal is the pen at the end, where there's two gates (one locked)
guarding it. Get to it and continue on.

 There's another open area up ahead. Just kill the Falmer here as they love to
watch the only exit to the right. After them  you'll see the  pipes rising
above another camp. Now these you can use to sneak past everything, dropping
down and taking the opening on the left to continue (there's a chest in one
of the tents though). There's chorus here too... continue on and take out two
more Falmer before you're forced to drop down. There's a MASTER chest on the
right here, so grab it before going through the door and down into the
SANCTUARY.

 In here, you'll see Mercer stealing the eyes. Even though it looks like you
have the drop on him, he'll turn around and see you! He'll than use some sort
of shockwave to knock you down below. He'll rush down and talk to you for a
bit while his shockwave causes the place to slowly fill with water. After a
bit of a chat, he'll attack! However, this will be a ONE VS. ONE fight,
because the FIRST thing Mercer will do is FRENZY Brynjolf, who will start to
attack Karliah.

 Mercer is quite a swordsman, and will utterly devestate you given the chance.
However, he spends most of this fight being INVISIBLE, and will therefor use
HIT AND RUN tactics. Now, we HAVE to know where he is to kill him, so here
are several tips:

 o Even though he's invisible, you can still see a shimmering outline, so
   always keep your eyes open.

 o Use one of those DETECT LIFE scrolls you picked up! This is the perfect
   time to use them!

 o Set Mercer on FIRE... that will keep track of him!

 o Mercer will leave ripples in the water if he's running through it!

    Kraster writes in to say: When fighting Mercer in "Blindsighted" quest
        you can use Unrelenting Force lvl 3 to kill him in one hit. Just run
        up to him (while he's behind the statue, upstairs) and stand in a way
        so that his back is turned to the water. After that use your FusRoDah
        shout, and he should die from fall damage - It has worked for me on PC
        version.

 Use those tips above to track him and take him out. Don't be afraid to use
some of those potions you've been hanging onto as well. After he's dead, be
SURE to loot him. You'll get TWO FALMER EYES (the gems), 700 Gold, the
SKELETON KEY, and a bunch of other goodies. I hope you can carry it all!

    The Gold and the type of goodies depend on the level your character
         is at.

 Once he's dead, the place will REALLY start flooding. At least Brynjolf is
no longer trying to kill Karliah. Keep your head above water and wait for the
wall near the marker to fall apart and show you your escape route (your going
to be waiting awhile, as it doesn't open up until the place is nearly under
water, so don't panic!). Use your newly found escape route to reach the Bronze
Water Cave. Once you're inside here, talk to Karliah and she'll tell you your
task isn't quite over: you still have to return the Skeleton Key. AND, to top
it all off, Brynjolf and herself won't be able to help you! Sheesh. She will
give you her Nocturnal Bow though, as well as completing this quest and
starting your next one.

(-NOTE-) The SKELETON KEY can open ANY LOCK. Any lock at all. The next quest
         will take it away from us, but between now and then... it is yours
         to enjoy. Take advantage of it!

    Note that the Skeleton key is like a Lockpick that doesn't break. What
         Bk means ^^ above means that it doesn't break, having all the tries
         you need to open even the Master locked locks (duh!)

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                         D A R K N E S S   R E T U R N S
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                      The Elder Scrolls V: Skyrim - [vb611]
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 Our goal now is to enter the Twilight Sepulcher so that we can return the
Skeleton Key back to Nocturnal. You'll find the Twilight Sepulcher on the
southwest portion of the map (west of Falkreath), so fast travel to the
closest place you can and make your way there.

 Once inside, your goal will change to "Talk to the Nightingale Sentinel",
who is right in front of you. Go talk to him and learn who he is and tell him
what's happened. It's a long chat, and you'll learn a lot of things about this
place and the pilgrim's path in general. Near the end upon asking what you'll
face, Gallus will tell you that a person named Nystrom has a journal that may
help, giving you the [OPTIONAL] objective of retrieving it. Fortunately, the
journal is JUST to your left if you want to get it and read it.

 Journey fourth through the door and you'll encounter a sentinel. Slay it.
There's another one in a room on the left. Loot the place and continue on,
watching out for a floor plate and another sentinel until you reach another
iron door. In THIS room the light HURTS, so don't stand in it. You must go
through this room in the shadows, but be careful as there are floor plates
and trip wires everywhere that shoot arrows at you as you go (its best just
to keep moving, as the arrows aren't powerful enough to kill you, but still
activate the tripwires when you can). Keep following the dark path and you
will be ok.

 The next room is a little tricky, but the journal helps here. At the
statue of Nocturnal you have to give her what she wants most: darkness. By
each of the flames to her left and right are chains to shut them off, so do
so and continue.

 In the next room you'll see a TON of traps in front of you... and a door to
the left. This door is locked with a MASTER lock, but you should take that
path. You do have the SKELETON KEY after all. Open the door and continue to
the big room on the left. There's two more sentinels here, so kill them off.
Down here there's a LOCKPICKING SKILLBOOK called "Proper Lock Design" (aptly
named) as well as a SNEAK SKILLBOOK named "Sacred Witness". Go find the door
to the west that leads to the Inner Sanctum after grabbing those.

 In here, go forwards until you see a big pit. Go ahead and drop down. There
is a skeleton down here named Anders. Loot him and read his note then just
CHILL down here for awhile. You'll automatically pull out the Skeleton Key
and get out of the pit. Further down, all that's left for you to do is to
replace the key in the Ebonmere. Do so and Nocturnal will show herself and
have a nice little chat with you!

 After that is over, she will disappear and your objective will be to talk
to Karliah, who is conviently right beside you now. Of course, this whole
ordeal isn't without its reward. With the Ebonmere's power you can gain a
special Nightingale power. I've listed them here below so you can choose
between them. You CHOOSE them by standing on certain circles (which have
different states of the moon on them), so be careful of where you walk
around here!

 If you should ever want to change your new power, you can wait 24 hours and
come back and pick something else.

 o Nightingale Strife

    Instantly absorb 100 points of health from the target.

   (This circle is the FULL MOON symbol!)

 o Nightingale Subterfuge:

    People and creatures in the spell's area of effect will attack anyone
   nearby for 30 seconds.

   (This circle is the HALF MOON symbol!)

 o Shadowcloak of Nocturnal:

    For 120 seconds you automatically become invisible while sneaking.

   (This circle is the CRESCENT MOON symbol!)

 Karliah and Gallus will also have a reunion down here. How sweet! She will
tell you that she'll be hanging out at Nightingale Hall from now on, and that
there's a portal there that connects us to the Twilight Sepulcher. And with
that, we've completed the Thieves Guild. From here you can go out into the
world and put all you've learned to practice. You can also build the guild up
to its former glory by completing the guilds optional side-quests and
miscellaneous quests.

         ~-~ ~-~ ~-~   THIEVES GUILD MISCELLANEOUS QUESTS  ~-~ ~-~ ~-~

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==-------======-------====-=-====---=====---===========----====-=======---=====

                        N O   S T O N E   U N T U R N E D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb612]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 To START this quest, you need to have found an "Unusual Gem" during your
travels. There are quite a few of them, and chances are that unless you went
to the Thieves Guild asap you've run across one.

 Once you are part of the Thieves Guild proper, you can show the Gem to Vex,
to ask her what the hell is it?! She will tell you that they are the "Stones
of Barenziah", and that alone they are worthless... you need TWENTY FOUR (24)
of them to make the SET complete. Once she tells you this, the quest in ON in
full force. Our goal? Collect the rest of the stones!

 There are 24 of these bad boys, but thankfully they are all placed throughout
the world in certain spots. Here I'll list where you can find them!

   [List is obviously coming soon!]

 - #1:

 - #2:

 - #3:

 - #4:

 - #5:

 - #6:

 - #7:

 - #8:

 - #9:

 - #10:

 - #11:

 - #12:

 - #13:

 - #14:

 - #15:

 - #16:

 - #17:

 - #18:

 - #19:

 - #20:

 - #21:

 - #22:

 - #23:

 - #24:

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                        G R O W I N G   T H E   G U I L D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb613]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Even if you have went through and completed the ENTIRE Thieves Guild
questline, the guild STILL needs your help to grow. What exactly do I mean!
Well, currently, the guild only has ONE city that it is prominent in: Riften.
By doing ADDITIONAL jobs for Vex and Delvin, you can eventually get SPECIAL
assignments to help influental customers out in FOUR prominent cities! Doing
these special assignments will further the Thieves Guild's rise to power once
again, but you will also be rewarded yourself!

 For each city that you bring into the Thieves Guild's domain, you will be
rewarded (see the rewards down below). The cities that we will be taking over
are Solitude, Whiterun, Windhelm, and Markarth (note how these cities are the
ones you have to ZONE into...). But how do you do this? Well, to trigger the
special assignments, you have to take jobs from Vex and Delvin. The jobs they
will give you can be repeated, and you have to do a total of FIVE or more jobs
in a single city before you trigger the special assignment requests. Since you
can only go out on TWO jobs at a time (one from VEX and one from DELVIN) this
means you've got quite a few jobs to do...

(-NOTE-) You can REFUSE to take a job if it doesn't match up to the city that
         you are trying to gain influence in! Just keep taking and refusing
         jobs until you get the city you want!

 The jobs that count towards this total are the next SEVEN quests listed.
That's right, you have a LOT of options on what kind of jobs you want to take,
so read all of those section over and start taking jobs so you can get those
special assignments (the special assignments are ALSO listed down below,
along with some other quest, but I trust you can find what you need easily).

 To help keep you motivated, here are the rewards you'll start to see as you
start winning over cities:

(-NOTE-) All of the new merchants are outside of the Ragged Flagon. The fence
         that I'm talking about is Tonilla.

 o ONE CITY DONE:

 - New Merchant: Syndus (Sells weapons and armor).

 - Fence now has 1500 gold.

 o TWO CITIES DONE:

 - New Merchant: Herluin Lothaire (Apothecary).

 - Fence now has 2250 gold.

 o THREE CITIES DONE:

 - New Merchant: Arnskar Ember-Master (Smith).

 - Smithing Equipment comes with Arnskar.

 - Fence now has 3000 gold.

 - Able to start the Miscellaneous Quest "Deliver moon sugar to Ri'saad"

 o FOUR CITIES DONE:

 - New Merchant: Vanryth Gatharian (Sells weapons and armor).

 - Fence now has 4000 gold.

 - Able to start the Quest "Under New Management".

 The rewards that you get after all four cities are taken are TREMENDOUS, and
if you are serious about your theiving, building up the guild again is a GREAT
idea. Have fun doing it! I know I did!

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                          T H E   N U M B E R S   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb614]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given by Delvin Mallory. He will ask you to go change the
numbers in a ledger at some RANDOM location in Skyrim. MANY, MANY businesses
have ledgers in them, so you can be asked to go to a number of places...

 The gist of the job is to head to the place, find the ledger, and make the
changes without anyone seeing you. Naturally, getting caught or killing anyone
automatically fails this mission. Do your best to be SNEAKY. An excellent tip
would be to KNOW where the ledger is (its not a crime to FIND it) and only
change it when you are HIDDEN. For smaller, locked up locations you could
always wait until night when people are asleep as well and do a little
breaking and entering.

 Once you are done, return to Delvin to let him know. You will be given your
cut (400 Gold) and the job is complete.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                          T H E   F I S H I N G   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb615]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given by Delvin Mallory. "Fishing" is just HIS way of saying
"Pickpocketing", so for this job you will be tasked to take a RANDOM item from
a RANDOM person throughout Skyrim, so as you can see you may end up going to
a number of places.

 There's two things to know about pickpocketing. The first is that your mark
will OFTEN be walking around out in the open. This means that you're going to
need to TAIL them while sneaking so you can pickpocket them. Be SURE that you
are HIDDEN before doing the actual pickpocketing. The second thing to know is
that pickpocketing is all about percentages. The item you are sent to get may
have a very low percentage of you being successful, so be sure to SAVE first
and foremost, and then equip as much "Deft Hands" (+ Pickpocket Skill) gear
that you can!

 Once you have the item in hand, return to Delvin and let him know. You will
be given your cut (400 Gold) and the job is complete.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           T H E   B E D L A M   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb616]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) This job goes well with some of the jobs VEX will give you... if
         you can get the jobs to be in the same hold/city, you can kill two
         birds with one stone.

 This quest is given to you by Delvin Mallory, and is a FUN job! The BEDLAM
job is all about mass-stealing. Delvin will just flat out tell you to go steal
from a RANDOM Hold like crazy. He'll then assign you a GOLD amount. For
example, you may be asked to go steal 500 Gold worth of items from Markarth.

 To rack up that amount, target shops and/or RICH households. We want to rack
up that amount as fast as possible after all. The same old rules apply here,
no one can SEE us when we steal these things and NO killing! The one COOL
thing about this job though is that we get to KEEP whatever we steal!

 Once you have went on your crime spree, return to Delvin and let him know.
You will be given your cut (400 Gold) and the job is complete.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                         T H E   B U R G L A R Y   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb617]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given to you by Vex. She will line up a burglary job for you,
which prompts the game to send you to a RANDOM location to steal a RANDOM
item, often in somebody's home.

 This job is ALL about stealth. Equip ANYTHING that will make you sneak
better. You're also going to need to be handy with a lockpick. Obviously if
the item is in some public place you can scout it out, but oftentimes the
best time to grab something is either when the residents just plain aren't
looking (or aren't home) or when wveryone is asleep! Be sure to save and then
use your best judgement on which course to take and nab the item!

 Return to Vex once you have the item for your cut (400 Gold) and the job
will be completed.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            T H E   S H I L L   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb618]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given to you by Vex. Not EVERYTHING the Thieves guild does
involves stealing! Sometimes it involves FRAMING people for stealing. When
you take this job, Vex will GIVE you a stolen item. Your job is to take that
item, break into the MARK'S HOUSE (which as you guessed is RANDOM), and plant
the stolen item there.

 Planting an item is the exact opposite of stealing it, but the same strategy
works: Save, scout the place out, and strike at the right time! Going in under
darkness may help if the mark will be asleep, and you'll often have to be
handy with a lockpick.

 Return to Vex once you have planted the item for your cut (400 Gold) and the
job will be completed.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                            T H E   S W E E P   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb619]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given to you by Vex. To "Sweep" a place is the equivalent of
stealing EVERYTHING of value out of a single place, making this job a bigger,
fancier version of "The Burglary Job". You will be given a RANDOM target at a
RANDOM location. Also, you will be given a NUMBER of things to swipe (such as
3 fancy items).

 Head to the mark and use your sneaking skills to get in. Obviously you're
going to want to do this when the owners are either away or asleep, so be
careful. Once inside, you will get objective arrorws pointing to EACH item
you need to swipe, so clean the place out and make your escape.

 Return to Vex once you have the items for your cut (400 Gold) and the job
will be completed.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                            T H E   H E I S T   J O B
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb620]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is given to you by Vex. The HEIST job is simalar to a Burglary,
but you're going to be doing it in a SHOP. Also, you're going to often be
robbing a STRONGBOX, which means you'll be facing BETTER locks (like EXPERT
locks). Vex will tell you to steal from a RANDOM shop at a RANDOM location.

 Once you have the job, head off and find the shop. Being a shop, you can
freely scout out the place and find the strongbox. In fact, if the shop owner
isn't shadowing you, you can steal from it right then and there (just be sure
you are hidden). Otherwise, just break into the place at night and do it.

 With the store robbed and the owner scared, return to Vex for your cut (400
Gold) and the job will be complete.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                                 R E T R I E V E
                       A R O N D I L ' S   J O U R N A L S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb621]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 To start this quest (which just STAYS in your Miscellaneous Quest tab, so I
made up the quest name for it) talk to Vekel the Man (he's the BARTENDER in
the Ragged Flagon). Ask him if he needs any help and follow the conversation
until you get the Miscellaneous Objective: "Enter Yngvild Barrow".

 Yngvild Barrow is in the NORTHERNMOST reaches of Skyrim. And why are we here,
you may ask?! To Retrieve Arondil's Journals. There are four of them in total.
In this first (rather short and linear) barrow section, you will find THREE
of the four journals. Just be careful of the Draugr in here as well as the
various ghosts. There are only a few siderooms (which often lead to graves and
burial urns) so keep following the path, killing enemies and picking up the
three books. Note that at one point you can jump across a gap to head UP a
spiraling staircase instead of down. There's a treasure chest at the end.

 As the end of this first linear barrows section you'll reach the door to the
throne room. In here are a couple of more ghosts along with Arondil himself!
Ha! Take them all out and recover the fourth journal. Arondil has a room here
too, so be sure to loot it. You should find a Stone of Barenziah here as well
as an ALTERATION SKILLBOOK called "Reality and Other Falsehoods". Return to
Vekel to finish this Miscellaneous Quest!

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                         T H E   D A I N T Y   S L O A D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb622]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After completing a number of jobs in Solitude (5 or so, I think...), Delvin
will have this "Special Job" for you. It seems our actions have brought the
guild some attention! We are to travel to Solitude and speak to a merchant
named Erikur. You can find him hanging out in the Blue Palace during the day.

 Erikur is after what most people are after: revenge. He's been cheated by a
captain named Volf of the Dainty Sload, and now wants you to acquire something
called Balmora Blue and stash it aboard the Dianty Sload in Volf's footlocker
to frame him. Head to the docks to find a woman named Sabine who ferries
contraband to and from Morrowind. She will sell you some Balmora Blue for the
HIGH, HIGH price of 1,500 Gold! You can ask her if there is another way to
earn it, but she wants cash so pay up (you can come back later if you don't
have the cash now). When you pay up, she'll give you the key and advise that
the chest is under the dock nearby, so jump into the water, unlock the chest
and grab the Balmora Blue.

 We'll now have to plant it on the Dainty Sload. Easier typed than done.
We will need to be EXTREMELY SNEAKY here (or you could use magic to your
advantage, or maybe even an invisibility potion or two as insurance. The
Dainty Sload is full of corsairs that will attack you on sight. Wait until
night and sneak aboard, as the only entrance is the door on the deck. A pirate
will be out here but won't attack as long as you back off, so wait until he is
busy before entering.

 Once you've entered, loot the chest to the right. Down the stairs are two
pirates that are talking in a room to the left, letting you sneak by them.
Past that is a door with another pirate hanging around the next corner. THIS
pirate switches between sleeping and sitting on the bench, so wait until she
sleeps to get by. You'll be down in the storage area now where a single pirate
patrols. There is a chest to the right by the stairs that lead down here. It
can be HARD to get by this pirate, but they will occasionally stare off to the
north which will let you get by.

 You are now in the Captain's area. The first mate is around here but SHOULD
be asleep. If not, wait until he is. The reason we want him asleep is because
on the desk where he usually sits lies a Stone of Barenziah as well as a
SPEECH SKILLBOOK named "A Dance in Fire, v6". Now you can either pick the
Captain's Footlocker or pickpocket the key off of the first mate and open it.
Take out everything inside and leave the Balmora Blue. Now we have to make our
way out of the boat the same way we came in (if all else fails, run!).

 Make your way back to Erikur and let him know that you're done. He already
knows, but will give you the Calm spell tome as thanks. Make your way back to
Delvin and let him know you are done as well. Congratulations! Now go do more
Thieves Guild missions!

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        S U M M E R S E T   S H A D O W S
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb623]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After completing a number of jobs in Windhelm (5 or so, I think...), Delvin
will have this "Special Job" for you. A wealthy merchant from Windhelm named
Torsten Cruel-Sea has requests our assistance. Go see him and he'll explain
that his daughter Fjotli was slain and robbed, and that after quite some time
he found out it was a Thieves Guild from Summerset Isle called "The Summerset
Shadows". It seems that they are trying to enroach upon our turf! We can't
have that!

 Our next objective will be to "Speak to Niranye". Niranye is one of the stall
vendors inside of the city, so go find her and speak to her. Ask her about
Fjotli and then tell her you know she was involved. After that, you can try
your hand at an INTIMIDATE option or a PERSUADE option. Once you pass one of
those Niranye will spill the truth: she is a FENCE that has been coerced into
working with the Summerset group under threat of death. She will divulge where
the leader, Linwe, is hiding: Uttering Hills Cave.

(-NOTE-) Do NOT use the response "I've had enough of this" as it will cause
         Niranye to attack you! We can use her later, we don't need her dead!

 If by chance you can't pass EITHER the INTIMIDATE or PERSUADE options, you
can get through this another way. Follow the box if you want to find out how!
Just an FYI, it does require you to be able to pick a MASTER lock!

o-----------------------------------------------------------------------------o
|                                                                             |
|   So you can't use Persuade or Intimidate. Damn. Don't fret too much, and   |
|  excuse yourself from the conversation (the bottom option: "My Mistake").   |
|  You'll be given a new objective to "Discover Leverage to sway Niranye. To  |
|  do this we need to break into her house. Note that you can pickpocket her  |
|  key off of her as well as a "Darkwater Pit" key. Do so if you don't feel   |
|  like lockpicking all that much.                                            |
|                                                                             |
|   Niranye's house is the first house on the right as you enter Windhelm     |
|  and take an immediate right. Go break into it and you'll find... nothing?  |
|  However, there is a HIDDEN PANEL on one of the walls in the dining room,   |
|  so find it and open it. Down the stairs is the door to the basement, which |
|  is a MASTER lock. I hope you're good at lockpicking!                       |
|                                                                             |
|   Once you're in the basement you'll find Niranye's safe against the far    |
|  wall. The Darkwater Pit key can open the safe, by the way, so either use   |
|  it or pick the lock (an Expert lock for me). You'll now have two letters   |
|  from Linwe to Niranye. Go show her these and she'll reveal the hideout     |
|  just as if you passed the Intimidate or Persuade tests...                  |
|                                                                             |
o-----------------------------------------------------------------------------o

 Now that we know where to go, you can look at your map and see that the
Uttering Hills Cave is just southwest of Windhelm. Make your way there and get
ready to bring justice to this Thieves Guild. You'll of course be attacked on
sight, so its only right to defend yourself. And by defend yourself I mean
kill every last person you come across. There are two guards outside of the
cave so kill them and enter.

 Head inwards until you see an opening with a pine growing WAY above you.
Just beautiful! Now brutally slay the guards to your left and right.  Take
either path downwards to a camp site and kill two more guards there. Open
the wooden door and continue on. Head down the steps and you'll see a guard
up ahead. There are actually several guards in this area (about 4) as well as
Linwe himself who is MUCH tougher than any of these "Summerset Shadows". Take
up a good defensive position (like on the stairs) and kill them all. Now feel
free to loot the place. Linwe is the prize of course, as he has the locket we
need as well as a set of thieves armor that is enchanted. There's also a chest
in one of the cubbys by the alchemy lab.

 Head further in to see their jail and banner. Once you get near the banner
you will get an optional objective to destroy it, which you can easily do by
putting it to the flame. To the right is a bedroom with a chest and a ONE
HANDED SKILLBOOK ("Mace Etiquette").

 Once you're done looting the place, head back out to the world map and go
find Torsten. He'll be thankful and will promise to help out the Thieves Guild
in Windhelm. He'll also give you an Major Ring of Archery as thanks. Head back
to Delvin and report in. Congratulations! Now go do more Thieves Guild
missions!

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        I M I T A T I O N   A M N E S T Y
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb624]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After completing a number of jobs in Whiterun (5 or so, I think...), Delvin
will have this "Special Job" for you. We are to go talk to Olfrid Battle-Born,
a wealthy merchant who needs help. Go over to Whiterun and find him. He'll
tell you about his friend Arn, who is slated for execution and is in the local
jail. He doesn't want him broke out though, instead he wants us to get into
the Jarl's Quarters and steal a letter from Solitude warning Whiterun about
Arn, and then changing his name in the Steward's prisoner registry...

(-NOTE-) I had already done the Civil War quests and the main plotline before
         attempting this quest, so the guards in the Jarl's Quarters pretty
         much didn't care about whatever I did... they surely didn't mind me
         wandering around, anyways!

 Head on up to Dragonsreach and enter (be sure to save). Head up past the
throne (the stairs are on the right) and enter the Jarl's Quarters through the
big double doors to the left. Once inside, enter the door on the right to find
the prison registry and forge the names. EASY. Now, head up the stairs and
enter the middle door, then the door on the right to find the Jarl's study.
Make sure you're hidden and take the letter on the desk. Again, easy...

 Return to Olfrid and let him know you're done. He'll wonder who this Arn guy
is that you're talking about! He'll also give you a Ring of Replenishing as a
thank you token. Return to Delvin now and let him know you're done.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                       D E L I V E R   M O O N   S U G A R
                                T O   R I ' S A A D
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb625]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) This quest spawned/popped up for me after doing THREE "Special Jobs"
         for the guild... Let me know if it did the same for you, eh?

 After completing three special jobs for the guild (aka: reclaiming three
cities), go talk to the Thieves Guild fence, Tonilla. She'll mention that she
wants you to do a favor for her. The Khajit caravans roaming Skyrim could be
very valuable to the guild if we used them to smuggle for us. She will ask you
to deliver some moon sugar to one of the caravan leaders named Ri'saad.

 Exit the Flagon and open up the map to see where Ri'saad currently is. I'm
sure that he roams the lands, so fast-travel as close to him as you can and go
talk to him. Run through the dialog and give him the moon sugar to cement a
deal between the Khajit Caravan's and the Thieves Guild. Now go and return
to Tonilla who will thank you and give you 700 Gold for the leg work.

 You will now be able to use the Khajit Caravans to sell stolen goods to,
effectively making every one of their cravans your personal fence. Very nice!

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                          S I L V E R   L I N I N G
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb626]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After completing a number of jobs in Markarth (5 or so, I think...), Delvin
will have this "Special Job" for you. He wants you to go see a silversmith
named Endon to try and sway his family back to our side. Go find Endon (who I
found at the Silver-Blood Inn) and he'll tell you that the reason that he
needs your help is that he ordered a special silver mold that was stolen from
a Khajit Cravan. The people that took it are bandits led by a woman named
Rigel Strong-Arm, and they can be found at their hideout at Pinewatch. He
wants YOU to get it back for him.

(-NOTE-) I'm going Rambo on the bandits, but you could sneak through the
         whole thing if you wished: there ARE multiple paths near every bandit
         after all!

 Pinewatch is just east of Falkreath, so make your way there. Since these are
bandits and my killing-insticts are getting rusty from all this thieving, feel
free to kill them on sight (they'll attack YOU on sight). Once you enter the
cabin, you'll see that it LOOKS LIKE a fairly small place. Go ahead and kill
the man named Rhorlak here: trust me, he's in on this and deserves it. Head
downstairs and you'll hear wind in a tunnel. That's easy to explain: there is
a tunnel behind the bookcase here, and a button on the wall to the right will
open up the path.

 Head down and kill the two bandits on the walkway. If you go straight, there
is another bandit in that room (there's also an EXPERT locked supply door to
the right as well as a chest on the floor down below). Go left now and you'll
be in a new area. Kill the three bandits here and look out for a chest up on
one of the broken-down pillars and proceed onwards to find one more bandit by
a door leading to the Pinewatch Bandit's Sanctuary. Enter.

 Kill the three bandits sitting at the table and loot the chest here. Head up
the nearby ramp and through a tunnel to kill another bandit. From here, go up
some stairs and open a wooden door to find another bandit patrolling a Draugr
filled area (she's killed all the Draugr already). Go pick the RIGHT door (it
was a NOVICE lock for me) to find a lot of goodie, including a STONE OF
BARENZIAH! The chest here is trapped, just FYI, so open it from the side.

 Continue on and you'll see a warning on the wall. Seems like Rigel has had
some people try to break into his treasure room. Well at least we know there
will be traps! Continue on to the bedroom and kill any bandits sleeping. The
rest will be in the dining room next door (You'd have to be invisible to skip
being seen here!). You'll be in for a fight as you kill them, as there can be
3-4 enemies here. In fact, Rigel is in a bedroom maybe 2 rooms away. She was
SLEEPING for me (meaning I could pickpocket her or get in a sneak attack) but
I imagine that it is VERY possible for Rigel to join in on the dining room
fight, so be extra careful and use potions when you have to (or even save
before hand just to be save).

 Either way, once you have Rigel dead or pickpocketed you'll have the key to
the treasure room, which is even further in. Open up the wooden door then the
iron door. There is a floor plate RIGHT before you step out onto some logs, so
be sure to avoid it. In fact, just avoid ALL the floor plates as you continue
to the next door. Heck, even that door you should open and wait as a mace will
fall down once you open it. The treasure is now in front of you though! Be
careful of the floor plate by the pile of goodies and loot to your hearts
content before using the door nearby as a shortcut out of this place!

 Go outside and return to Endon to give him his silver mold. He'll be very
happy and will reward you with a pair of Elven Boots of Strength (which are
verily kick-ass) and will volunteer his services as a fence. Return to Delvin
to let him know you are done with this mission.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                U N D E R   N E W
                               M A N A G E M E N T
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb627]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Once you have the four city influences quests done (the ones in Markarth,
Whiterun, Windhelm, and Solitude) you will automatically receive this quest.
Your objective is to speak to Brynjolf about becoming the new Guild Master.
We can certainly manage THAT, no!? Go talk to Brynjolf, who will be in the
cistern along with EVERYONE else (everyone and THEN some). Follow him out to
the middle of the cistern and a short and sweet ceremony will take place
where everyone will proclaim you the new Guild Master.

 After the ceremony, talk to Brynjolf again. He will give you two items:
the AMULET OF ARTICULATION (which will make almost ANY Persuade speech check
succeed and makes your speechcraft 30% better) and the GUILD MASTER TRIBUTE
KEY (which unlocks a chest by the Guild Master desk that will be periodically
refilled with your CUT of the guild profits). He will also tell you to go see
Tonilla about obtaining your Guild Master armor.

 Go see Tonilla and you'll get a COMPLETE SET of Guild Master armor, which is
FAR superior to your old Thieves Guild armor. Well, congratulations thief, you
have done well for yourself. Lead your guild to success!

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||     7. The Dark Brotherhood     |||       [vb700]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 To JOIN The Dark Brotherhood you'll have to do a miscellaneous quest first
entitled "Talk to Aventus Arentino". To GET that quest you need to first
travel to the town of RIFTEN (any carriage can take you there), then as you
enter the town a man maned Maul will stop you. You can talk to HIM about The
Dark Brotherhood and he'll mention a local young boy, Aventus Aretino, who ran
away and is trying to get their attention.

(-NOTE-) You can also get this quest by hearing about young Aventus while in
         a town or tavern. It's pretty hard NOT to get this quest, really...

 To find Aventus, head to the city of Windhelm. There follow the quest marker
to find the Aretino Residence. Young Aventus is chanting the dark sacrament
over and over:

 "Sweet mother, sweet mother, send your child unto me for the sins of the
unworthy must be baptized in blood and fear."

 Ugh, how creepy! Talk to him and he'll assume you're a brotherhood assassin.
This will complete that miscellaneous quest and start the quest "Innocence
Lost".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           I N N O C E N C E   L O S T
              _,-^¯\_}\________________,-.________________/{_/¯`-._
              ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                      The Elder Scrolls V: Skyrim - [vb701]
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After talking to Aventus you'll learn that after his mother died (which I
presume was the skeleton in the house) he went to live at the Honorhall
Orphanage in Riften, where the headmistress, Grelod the Kind, treats the kids
there like crap.

 Head over to Riften and find Honorhall Orphanage. Go inside to scope out
the place and you'll meet Grelod (chances are she's talking to all of the
kids and it's VERY clear that she's scum and needs killing). In fact, instead
of being sneaky you could kill her right here and now and all of the kids in
the house will CHEER and thank you. There's an adult in the house at times
that will freak out, but this is one murder that will go un-reported.

 Once you're done, head back to Windhelm and talk to Aventus. He'll thank
you and will give you a family heirloom as payment (which isn't worth very
much) and this quest will be over. Read about the next quest to start it,
since it doesn't trigger right away...

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            W I T H   F R I E N D S
                              L I K E   T H E S E
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb702]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Now, to continue with this questline, go head back home (or a secure bed
somewhere) and sleep for awhile (I slept for 24 hours, just to be sure). You
SHOULD awaken in unfamiliar territory and someone named Astrid will ask you
if you slept well. She'll tell you that by all rights, Grelod was a Dark
Brotherhood contract... a contract you stole, which means that you owe her
a kill. She has asked you to kill someone in the shack that she took you to
in order to earn your freedom and repay your debt.

 You'll find three hostages behind you. Now, try as you might, there is
NOTHING here that's going to tell you WHO has the contract out on them. You
can talk to each of them to hear who they are (and get some speech skill
oportunities) but in the end you must kill one of them. Personally, I killed
all three, as they all seemed like they could be guilty...

 Go talk to Astrid now who will congratulate you. She'll also say that it's
not a matter of WHO has the contract out on them: she told you to kill one
and you did. She'll give you the key to the shack and will then tell you to
seek out her family in the Pine Forest (which is to the south, by Falkreath).
The Dark Brotherhood Sancuary is there. She'll also give you the password to
the black door: "Silence, my Brother".

 Head over to Falkreath and head west to The Dark Brotherhood Sanctuary (which
is pretty easy to find and not very well hidden if you ask me). Give the door
the password: "Silence, my Brother", and head inside. You'll find Astrid here
so talk to her to officially join The Dark Brotherhood. She'll give you a
welcoming present (a set of their clothes) and this quest will end. The next
Dark Brotherhood quest, "Sanctuary", will now be triggered.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               S A N C T U A R Y
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb703]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Our objective here is to speak with Nazir in the Dark Brotherhood Sanctuary
so that we can get our first assassination contract. You may as well explore
"Home" anyways, and familiarize yourself. There's more shrouded apparel to be
had here after all. There's also a DRAGON WALL located in the Sanctuary that
teaches MARKED FOR DEATH - KILL. There's also TWO SKILLBOOKS to be found here:
"Sacred Witness" (which ups SNEAK) and "Sithis" (which ups ALTERATION). Sithis
can be found near the entrance while Sacred Witness is in Babettes room.

 When you're ready, talk to Nazir. After introductions ask him for your first
set of contracts. He'll have THREE contracts for you to kill three different
people. This will end the "Sanctuary" quest and will give you a quest for EACH
of the contracts you just got: "Contract: Kill Beitild", "Contract: Kill
Ennodius Papius", and "Contract: Kill Narfi". We will do them in that order
in the next three quests.

(-NOTE-) Many assassination quests can be carried out however YOU want to do
         it, meaning you can personalize things... You don't HAVE to do what
         *I* do. The most important thing is to NOT GET CAUGHT. Saving before
         an assassination attempt (and after a sucsessful one) is a VERY good
         idea.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               C O N T R A C T :
                            K I L L   B E I T I L D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb704]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Beitild lives in the city of Dawnstar and has a house there. You can use this
to your advantage and wait until night when she's in her house asleep. There
IS a lock on the door, but it's a NOVICE lock for pete's sake! Anyways, once
you are inside you can kill her with little trouble. Be sure to loot her once
you're done. Now you can either do the next TWO assassination or you can
report to Nazir (I suggest doing the next two; be sure to save!).

(-NOTE-) This contract is worth 500 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               C O N T R A C T :
                    K I L L   E N N O D I U S   P A P I U S
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb705]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Ennodius camps out along a river, just west of Windhelm (at least during the
afternoon that's where and how I found him...). He's there all alone, making
this job a piece of cake. He's also a weakling. Take him out virtually any
way you want and loot afterwards (even though there's nothing worth taking,
I'm just in the habit of looting). Now you can either do the LAST
assassination or you can report to Nazir (I suggest doing the last one;
be sure to save!).

(-NOTE-) This contract is worth 500 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               C O N T R A C T :
                              K I L L   N A R F I
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb706]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Narfi is a beggar living in Ivarstead. He's the guy that lives in the crappy
house across the stream. Since he's already semi-isolated, it makes our job
that much easier. I like to wait until night, then head over there. Be sure
to sneak so you can assure yourself that no one can see you, then one good
sneak attack will take him out.

 If this is your third contract you should head back to the Sanctuary and
report to Nazir. When you get there you'll see a new (and big) crate in the
den, as well as a jester named Cicero. Hmm, it seems that the Night Mother
is now here. Astrid will talk to you afterwards and give you your newest
contract, triggering the next quest: "Mourning Never Comes".

 Be sure to talk to Nazir to turn in this and the other assassination quests.

(-NOTE-) This contract is worth 500 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                 M O U R N I N G
                              N E V E R   C O M E S
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb707]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This will be your first MAJOR contract. Our job is to head to Markarth and
seek out the apothecary's assistant Muiri and form a contract with her. So
head on over to Markarth and find Muiri. Once finding her, she will spill
the whole story about the person she wants dead (whether you listen to it
all or not is up to you).

 The important thing is that she wants one Alain Dufont dead, who is the
leader of a group of bandits. He's located in the dwarven ruins of Raldbthar.
She will also offer you an OPTIONAL kill, one Nilsine Shatter-Shield, who
lives in Windhelm. One thing at a time, let's head over to Raldbthar.

 Chances are good that by now you've stormed a fort or two filled with bandits
and the like (or mages, or some other group).  This is pretty much exactly
like that: everyone is hostile and you should go in guns blazing. There's
plenty to do here though, with chests to loot and gates to pick (you can even
sneak around the mark and use balista machines to kill him, if you can pick
a certain gate). No matter how you do it, kill Alain and all his chums. Make
sure you find the STEALTH SKILLBOOK, "2920, Last Seed, v8" while you're here,
since it's next to the bandit campfire on a table.

 Now as for the OPTIONAL kill. Head to Windhelm. Nilsine belongs to CLAN
Shatter-Shield, who owns a large house in the city. If you want to take her
out at night (all stealthy like) like I did, you need to be somewhat decent
at lockpicking, as Shatter-Shield manor has an EXPERT lock on it. Once you
get that though, it's all good. Make your way up to the second floor (the
shrouded boots are great here) and you'll find her asleep on the right. Now
get in a sneak attack to kill her. Loot the body and silently head back out
into the night.

 With both kills done, head back to Markarth and go find Muiri. She'll pay
you 800 gold and give you Muiri's Ring, which makes created potions 15% more
powerful. Now we'll have to go back and report our sucsess to Astrid. This
will complete the quest, and after some talking with Astrid we will get a new
quest: "Whispers in the Dark".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                W H I S P E R S
                             I N   T H E   D A R K
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb708]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Well, Astrid believes that the jester Cicero is plotting against the
Sanctuary, so we will have to go hide in the Night Mother's coffin to try
and eavesdrop on the conversation.

 Getting to the room is a matter of following the objective arrow, but it
isn't hard. The room will be empty when you arrive, so go in and open the
coffin of the Night Mother and step towards it. The rest will take care of
itself. Cicero will come in and start talking, so just stay put and listen.
Before long, the Night Mother will be talking with YOU and as luck would have
it Cicero will open the coffin and discover you!

 Go through the dialog options here with Cicero and Astrid (you only have
limited dialog options anyway). In the end this news of you being the next
Listener (which has Cicero delighted) is a bit too much for Astrid to handle,
so in order to give herself time to think she wants you to go talk to Nazir
to accept some new contracts. Go talk to Nazir and accept the quests
"Contract: Kill Lurbuk" (an orcish bard) and "Contract: Kill Hern" (A Vampire
who's always with his lady vampire). After accepting those two quests, you
will have completed "Whispers in the Dark".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               C O N T R A C T :
                              K I L L   L U R B U K
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb709]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Lurbuk lives in the city of Morthal, so let's fast travel there. Like Nazir
stated when we took this job, this is an EASY kill. Lurbuk stays at the inn
in Morthal, so wait until night (4 AM or so) when he'll be asleep and enter
the inn. Lurbuk will be on the first room on the left, so enter there and then
sneak to make sure you're HIDDEN. From there it's as simple as a sneak attack
and he's dead. Loot the body and get out of there. Now you can either do the
LAST assassination or you can report to Nazir (I suggest doing the last one;
be sure to save!).

(-NOTE-) This contract is worth 500 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                               C O N T R A C T :
                               K I L L   H E R N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb710]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) It is very possible to contract the virus that leads to Vampirism
         during this quest. Just an FYI. If that's what you want, good, let
         the vampires keep hurting you until you get it. If not, you can use
         a "Cure Disease" potion to snub it out in it's infancy IF you get it.

 Now if you're decently powerful, this job isn't nearly as hard as Nazir
made it out to be. Sure, they're vampires, but not immortal. Hern and Hert
both live in the Half-Moon Mill. Together, and with NO OTHER WITNESSES.

 That last part is important, because you can stroll into the house when
they are both there, proceed to attack them (and rack up a big fine in the
process) and then kill them. When you kill them, the fines and bounties on
your head will go away since you killed the only witnesses.

 Loot the place if you wish, then report back to Nazir. On your way to see
him, Astrid will greet you and talk about what happened between you and the
Night Mother. She agrees that you must go do as the Night Mother said, and
will thus trigger the next quest in the chain: "The Silence has been Broken".

 Be sure to see Nazir about your reward for this quest though (and the
previous one, if you haven't collected yet).

(-NOTE-) This contract is worth 500 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                         T H E   S I L E N C E   H A S
                              B E E N   B R O K E N
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                     The Elder Scrolls V: Skyrim - [vb711]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Astrid has given us permission to seek out Amound Motierre and talk to him
as the Night Mother wanted us to. She even tells us that Volunruud is a
dungeon to the northeast. Chances are that you haven't been there yet, so
check out the map and you'll see its SE of Morthal and north of Whiterun, up
in the mountains.

 Once you find the place, head inwards. At the beginning, you'll see a
skeleton on a throne to the LEFT (be careful of him) and a journal on the
ground called "Heddic's Volunruud Notes". If you read it, it will start a new
BIG quest called "Silenced Tongues". You can do this quest if you wish (it's
in our RANDOM quest section, since you stumble upon it) but to find Amound you
don't actually have to go very far. Just down the steps and to the left.

 Amound will be in a room with his serveant. It seems that the reason you
were to meet him was because he performed the Black Sacrament, and want to
take out a number of contracts with you. Talk to him to realize the sheer
SCOPE of who he want's killed...

 You'll end up getting a letter and an amulet, which we need to take to Astrid
right away, so leave this place and go back to the Sanctuary. Talk to Astrid
and tell her what Amound proposes. The glory of it all will make her say ok,
but first she will reflect on the letter while she sends you to go show the
amulet to a fence named Delvin Mallory in the Riften Ratway.

 Head over to Riften and to the ratway (which if you didn't know is in the
sewer system under Riften...). Proceed to the Ragged Flagon (which you'll get
to after a few fights if you haven't been here before) and inside follow the
marker to Delvin. Go through the conversation options and accept the line of
credit that he offers (worth 15,000 septims). Now go report back to Astrid and
give her the line of credit. She'll talk about the situation with you for a
bit before giving you your next assignment: killing a bride at her own
wedding! Oh, we're only working our way up to the big kill, don't you worry!
This will end "The Silence has been Broken" and start your next Dark
Brotherhood quest "Bound until Death".

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                       B O U N D   U N T I L   D E A T H
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                     The Elder Scrolls V: Skyrim - [vb712]
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 The poor bride in this wedding is a girl named Vittoria Vici, who is
marrying one Asgeir Snow-Shod. Since one is an Imperial and the other is a
Stormcloak this union WAS supposed to hopefully calm hostilities between the
two. But then you came along...

(-NOTE-) The wedding is a PUBLIC reception, which you should take note of.
         Also, we have been promised a bonus if we kill Vici as she addresses
         the crowd!

 Head on over to the city of Solitude. The reception is in an open-air area
JUST past the guards training area! Grah! Don't worry, there's some tricks to
this place. First of all the bride and groom are sitting down below for now,
but if you wait awhile they'll get up and move into a door on the left which
makes them appear on a balcony up above. This is when the bride will start her
speach.

 Now there's several ways we can do this. If you don't care about a bounty you
can always just kill her outright in whatever manner you wish. That's a little
crude though. There's ALSO a very strong gift set in place for you: in the
back by the beggar is a door that leads to another balcony across the way. On
the balcony however is a magic bow names Firiniel's End, along with an Elixir
of True Shot and some arrows. SOMEONE wants you to use a bow, no?

 You COULD use it, but you'll still be getting a bounty and will have to
escape. What I personally did was to go INTO the church nearby (the big doors
by the beggar, I also looted the bow by the way, you may as well!) and once
inside the church stick to the right hand wall until you get to a door leading
to Solitude (outside). This leads you ABOVE the balcony that the bride will be
on. Out here there's a GARGOYLE that is LOOSE, so sneak here and MAKE SURE YOU
ARE HIDDEN, then once you hear her start to talk, push the gargoyle statue
over.

 This will kill her, but best of all you are HIDDEN. Now, guards will start to
look for you but stay still. They can't get to you where you're at, and after
a little bit you'll be able to FAST TRAVEL back to the Dark Brotherhood
Sanctuary! Be sure to fast travel as soon as you can!

(-NOTE-) If you do get spotted at any time, VEEZARA will show up to help you
         out. He will get the crowds attention by initiating combat which
         will help you escape.

 Head back to Astrid and recieve your reward: a unique spell called "Summon
Spectral Assassin", which summons Lucien Lachance (from Oblivion) to fight
by your side! Cool! Also, if you killed Vici when she was speaking you'll
gain 1000 gold! Sweet. Astrid will now complete the current quest and tell you
to talk to Gabriella to start your next quest: "Breaching Security".

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                      B R E A C H I N G   S E C U R I T Y
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                     The Elder Scrolls V: Skyrim - [vb713]
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 Go talk to Gabriella, who will tell you that the next target is Commander
Maro's soon Gaius, a hit designed to put the commander's mind OFF of security.
We will also plant a letter on Gaius making it look like HE wanted to kill
the Emperor. Gaius Maro is set to go investigate cities in preparation for the
Emperor's visit. We will get a bonus if we DON'T kill him in Dragon Bridge or
on the ROAD, but in a city (as his body will be found faster). We also have
the option of stealing his travel schedule.

 Head on over to Dragon Bridge where you'll see son and father part ways. Now,
to get the OPTIONAL schedule head into the outpost. Chances are there's a
guard in here (if there's not it's easy, or if he's sleeping it's easy). Even
if he's sitting and watching the chair you can HIDE directly behind him and
steal the schedule. Now read the schedule and you'll see Gaius is a busy, BUSY
guy! From here on in he's going to be making a trip around the world of Skyrim
to inspect all of the cities. This trip will last the week, and once it's over
he will do it all over again!

 The easiest time to kill him is alone on the road, but we won't get our
bonus this way. Instead, look at where he'll be SLEEPING in the next upcoming
days... guard house, guard house, INN, etc... I'll tell you right now that no
matter how badass you are you're not going to one-shot Gaius (well, I couldn't
anyways and I *THINK* I'm badass... I imagine that if you have invested perks
into the SNEAK skill, especially ASSASSIN'S BLADE, you'd be ok), so fighting
him in a guard house isn't very smart. However, in the Bannered Mare Inn you
can get into his room when he sleeps, shut the door, and essentially fight
one on one! Crazy, you'd think someone would try to stop you, but no! And no
bounty!

 There's so many ways to kill Gaius that as long as you pull off the job
you can't really go wrong. However, when you head back to the Dark Brotherhood
Sanctuary, Gabrielle will not only give you 1000 gold for the dead, but if
you killed him IN a city you will get OLAVA'S TOKEN as well.

(-NOTE-) Getting the token results in also getting a MISCELLANEOUS quest that
         says "Receive a reading from Olava the Feeble". While not really a
         random quest at all, I'll be listing it under the random quests just
         to put it somewhere. Check it out there.

 Thins ends this questline, but as Gabrielle said there's been a disturbance
with Cicero. You'll now start your next quest: "The Cure for Madness".

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                                T H E   C U R E
                             F O R   M A D N E S S
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                     The Elder Scrolls V: Skyrim - [vb714]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 So, Cicero finally snapped, eh? Didn't see that coming! Head down into the
Sanctuary and talk to Astrid to hear about the situation. Apparently Cicero
tried to kill her and injured Veezara (No! Not my Argonian buddy!). Astrid
will ask you to search his room for clues on where he could have gone.

 Go check his room and scattered throughout are a total of FIVE journals.
Read each of them for some FANTASTIC back-story on the family and Cicero
himself. So much makes sense now. The FINAL journal is the one you want to
read to find out where he's gone.

 Go tell Astrid this and she'll give YOU the job of finding Cicero and her
husband and making sure the jester dies. Since time is of the essense though,
she will let you ride her horse: Shadowmere. You can ride Shadowmere by
waiting for him to emerge from the pond by the Sanctuary. Now head towards
the town of Dawnstar.

(-NOTE-) If you didn't know by now, you can FAST TRAVEL even while on a
         horse. Oh yeah, and HOW AWESOME is SHADOWMERE!?!?!

 JUST north of Dawnstar you'll find Arnbjorn... bleeding outside of the black
door. He'll advise that while he's hurt bad, so is Cisero. He couldn't follow
him due to not knowing the passphrase of the door, but advised that if you do
follow him you need only follow the blood. Tell him to go home while we deal
with this.

 Go up to the door who will ask you "What is life's greatest illusion?". The
answer of course is "Innocence, my Brother" (This was in Cicero's journal by
the way, for those who have an aversion to reading.). You'll now be inside of
the Dawnstar Sanctuary. Welcome Home.

 Inside you'll hear Cicero's voice echo up to you. Go down and pick up all
of the JESTER CLOTHES on the left as they are worth a lot of dough. Now this
place is FILLED with shadow guardians, just so you know. Open the door and
kill one and proceed to a bridge where an archer will be beyond. Kill him and
avoid the spears by running between them (easy). Down some more stairs will
be two more guardians. The shelves here have a bunch of worn shrouded clothes
and the desk has a great treasure: two SKILLBOOKS ("The Markmanship Lesson"
raises your Archery by one and "Fire and Darkness" raises your One-Handed
skill by one).

 Before going into the big room, watch out for a TRAP (a TRIPLINE). This room
also has a bunch of displayed weapons you can pick through if you wish. Head
upstairs despire the jester's plea to "slow down" and you'll reach another big
room with two more guardians. Kill 'em and loot the place then you're forced
into an icy cave environment (not a bad idea to save). Up ahead you'll get a
little more taunting and there will be some BEAR TRAPS on the ground, so be
careful. Those are nothing compared to what you'll face up ahead: a dreaded
ICE TROLL. This one is unique since it has a unique name (Udefrykte), but no
matter what path you take you pretty much have to face him. Thankfully, you
can use the ramp in the room to keep him out of range at any time if you
wished, plus there's plenty of room to move around.

 Keep going towards Cicero's marker and you'll enter a crypt area. There are
THREE guardians down here that fall rather easily, as well as a MASTER CHEST
somewhere on the right side. BUT BE CAREFUL AND SAVE SOON, because as you
turn around the corner and go up stairs a VERY POWERFUL GUARDIAN will attack.
This guy can literally slice up a mage or archer in seconds and even perform
executions, so you want to have some backup here and a good plan (and lay on
the pain fast!). Personally I used a flame atronach to occupy him while I
damaged him.

 Past that it's a short jaunt to find Cicero. Here you will have one of two
choices (since Cicero claims the mother will be displeased if you kill him):
Either kill him or let him live.

 If you kill him, be [slight spoilers] prepared for a fight, as he jumps up
and has at you! He's not nearly as tough as the last guy though, so take him
down and be sure to loot him for 500G. More importantly, his CLOTHING is all
magically enchanted. See!:

 - Cicero's Boots: Wearer is muffled and moves silently.

 - Cicero's Clothes: Prices are 20% better. One-handed attacks do 20% more
                     damage.

 - Cicero's Gloves: Double sneak attack damage with one-handed weapons.

 - Cicero's Hat: Sneaking is 35% better.

 Quite a haul! "So what happens if I don't kill him!?" you may ask. Fair
question. If you just walk away, Cicero will remain alive, and after the
quest "Hail Sithis!" he will rejoin the brotherhood. You'll also be able
to command him to follow you, as he is now a companion.

 Either way, head back to the Sanctuary and tell Astrid what happened. She
will be happy her husband is home and will let you keep Shadowmere for "awhile
longer". Sweet! You'll have completed this quest and started the next one:
"Recipe for Disaster".

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                                  R E C I P E
                            F O R   D I S A S T E R
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             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb715]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Looks like we're killing a chef. Moving up in the world, huh? What, no? Oh
well. Go talk to Festus who will tell you that no one knows WHO the Gourmet
really is, but he found out who might: Anton Virane. Apparently, Anton has a
signed book of the Gourmet's famous cook book "Uncommon Tastes", so we have to
go interrogate Anton and than kill him.

 Anton lives in Markarth, so let's go fast travel there. Head to the back of
the town and enter Understone Keep. Anton is the cook here and is up the path
aways and to the left (in the kitchen). Now, he has full time help with a
young man for the day and during the evenings a maid will hang about, but if
you wait until nighttime everyone will be in bed. You can question him now,
and after a little intimidation Anton will tell you the Gourmet is a man named
Balagog gro-Nolob. An orc staying at the Nightgate Inn. Lie to Anton and tell
him you'll leave him alone (so he'll get back into bed) and then sneak attack
him from there.

 Time to go to Nightgate Inn. It's a cozy little inn west of Windhelm, so
fast travel to the nearest place nearby if you haven't been there and make
your way there. Go during nighttime and head to the cellar past the innkeepers
desk. This cellar is full of barrels and has a special bed where Balagog
stays. You can kill him quite easily here (I actually talked to him to tell
him what I was doing, then he ran off behind some barrels. Was he trying to
hide?). Take him out and make sure you drag him (HOLD X) behind some barrels
in the cellar to HIDE him. Loot his body for the Writ of Passage. Be sure to
also read the SNEAKING SKILLBOOK, "Legend of Krately House" that's in the room
then head back to Festus.

 Festus will be quite pleased with you and for the first time may actually
LIKE you. Crazy, no? You'll get a 1000 GOLD reward as well as a ring called
the NIGHTWEAVER'S BAND (if you HID the body) which makes sneaking 10% better
AND makes destruction spells 10% cheaper. You'll also have completed this
quest and will have triggered the next one: "To Kill an Empire".

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                                 T O   K I L L
                               A N   E M P I R E
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                     The Elder Scrolls V: Skyrim - [vb716]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 The time has come to kill the Emperor. Go talk to Astrid who will give you
the honor of being the Gourmet. She'll also give you some Jarrin Root, an
ingrediant that will instantly kill those who eat it. Yipes! The goal is to
pose as the Gourmet and make the Emperor's meal, putting that in it.

 Head over to Solitude where Commander Maro will be guarding the tower. Show
him the writ and he'll be surprised that YOU are the Gourmet, but will let
you in, telling you to talk to Gianna. Head inside and before chatting with
Gianna loot the place. Especially upstairs, where you can find an ENCHANTING
SKILLBOOK called the "Catalogue of Weapon Enchantments" near a locked door.

 Go down now and talk to Gianna. She'll make you put on a chef's hat before
cooking, but once you talk to her again you can start picking out the
ingrediants to put into your famous dish. Pick whatever you want (I recommend
the WEIRD ingrediants as the dialog here is HILARIOUS!) and then follow her as
she goes to serve it to the Emperor.

 Once she unlocks the door to the Emperor, quickly loot the room as best as
you can then get over to the opposite door (across from the way you came in).
The Emperor will applaud you on the soup before dying, and then the game will
tell you to go through that door, but since you're there you can do it asap.

 Well, it looks like we're home free! Go forwards and... damn. Maro advises
you that a fellow Dark Brotherhood member gave you up to save their Sanctuary,
but he's not only going to kill us he's also going to slaughter the Sanctuary.
You'll have to fight three agents now (or you could run past them and run away
to Skyrim proper down the stairs). No matter what you do though, you now have
a 1500 Gold bounty in Haafingar. Damn.

(-NOTE-) Even if you kill/escape from the guards, when you get back out to
         Skyrim you may be unable to fast travel because "a guard is chasing
         you". Even if you wait, no guard may come. I got around this by
         finding a guard (near Katla's Farm) and killing him. Just FYI.

 Our goal now is to get to the Sanctuary. You'll be unable to fast travel to
the destination, so fast travel to Falkreath instead and head to the Sanctuary
to the west. As you approach, you'll have to kill off four more agents who are
guarding the outside. Kill them off and approach the Black Door to finish this
quest and start the next one: "Death Incarnate".

 Oh, also note the corpse on the tree nearby. One brother gone...

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                         D E A T H   I N C A R N A T E
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                     The Elder Scrolls V: Skyrim - [vb717]
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 Enter the Sanctuary (we have to protect our family!). There are two guards
right at the beginning you can kill (be sure to loot all corpses you come
across here, as some have magic trinkets). You can find another dead brother
here. How sad. Go down into the cave now and you'll see the werewolf fighting
the guards off. Help as best as you can until he falls.

(-NOTE-) No matter HOW kick-ass you are, he will die afterwards. Even if you
         kill everyone he will fall down dead afterwards. Thanks to Kraster
         for pointing this out!

 Go further down the linear path (since most paths are cut off by fire) and
you'll find Nazir. Help him out against the NAMED soldier. Nazir, unlike the
wolf, won't die so kill the guard and then talk to him. He'll be glad to see
you since you saved his hide. There's yet another brother (or sister) lying
here dead. Proceed onwards until you hear the Night Mother talk to you, then
do as she says (open the coffin and step in!).

 Watch the scenes that ensue and hear what the Night Mother has to say. Once
you are free go to the objective marker to find Astrid and hear what she has
to say, which pieces together the whole story. Pick up the Blade of Woe nearby
(no reason not to) and use it to put an end to Astrid. Go back to the Night
Mother now with Nazir and Babette and listen to her. Sounds like we're seeing
this contract with Amaund all the way through. Tell Nazir your decision and he
will decide since this Sanctuary is so... messy that we will relocate to the
Dawnstar Sanctuary. He will take care of the move while we continue the Amaund
contract.

 This ends the "Death Incarnate" quest and starts the next quest in the
questline: "Hail Sithis!".

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                            H A I L   S I T H I S !
             _,-^¯\_}\________________,-.________________/{_/¯`-._
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                     The Elder Scrolls V: Skyrim - [vb718]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) I made sure my BOUNTY was paid off before doing this quest. I
         recommend you do the same, just to make life easier on you.

 First talk to Nazir to leave the move up to him, then leave the Sanctuary.
Fast travel to Whiterun now and head to The Bannered Mane inn, where we will
find Amaund Motierre. He is surprised to see us alive, and even more surprised
to hear that we're still doing the contract. Ask him where the REAL Emperor is
right now and he'll tell you that the Emperor is on his boat, the Katariah,
near Solitude. You can also ask about Commander Maro and recieve the OPTIONAL
objective of "Kill Commander Maro", and who wouldn't want to do that!?

 Commander Maro is at the "East Empire Company Warehouse", the docks just
south of Solitude. With your bounty paid off (make sure you do this) you can
simply go TALK to him in plain daylight. He will be FURIOUS that you are
still alive and will start to attack you. You can now kill him and it will
be considered self-defense. Well, that was easy. Go north now and find the
Katariah anchored off-shore. Go swim towards it and find the anchor holding it
down and you'll see that it gives you the option to "Enter the Katariah".

 Once aboard you can handle the occupants however you want. The ship doesn't
have that many guards or sailors aboard, but does have quite a few locked
doors and such. Personally I just killed everyone aboard since the sailors
were easy prey and there was only 4-5 guards. The people to take notice of
here is the CAPTAIN, Captain Avidius and the head of the guards, Lieutenant
Salvarus. The reason to take notice of them is because they both have MASTER
KEYS to the ship. Other than knowing that info, treat this area however you
want. Go in killing, try to sneak through it, or sneak-kill everyone. It's
your choice. At the end your goal is the Emperor's room after all. Just be
sure to loot everything as you go.

 Once you reach the Emperor he will ask you if you will let him talk for a
bit. I personally let him. The Emperor has accepted his fate, but after some
talking will ask you to kill whoever put a contract on him (Amaund). This will
give you an optional objective of "Kill Amaund Motierre". Dispatch your target
and change history, then go back and talk to Amaund. You can use the "To
Skyrim" door nearby and just swim away from the boat to lose any enemies and
fast warp away (that's what I did).

 Amaund will be happy and will tell you your payment is in an urn where we
first met with him (in Voluruud). Now you can close the doors to the room
Amaund is in and dispatch him if you wish (it's actually quite worth it, as
Amaund has quite a few jewels on him). Just be sure you're HIDDEN to avoid a
bounty. Head to Voluruud now and take the first left to the room that we first
met Amaund in. The urn here has 20,000 gold pieces for you! Jackpot!

 Now go report back to Nazir to tell him of all that transpired, thus ending
this quest. Nazir will tell us to make a visit to Delvin Mallory so that we
may re-furnish the Sanctuary, starting the quest "Where you hang your enemy's
head...". Also, if you hang out in the Sanctuary for a bit, the Night Mother
will speak to you again, telling you to come talk to her. This starts the
quests "The Dark Brotherhood Forever". Both are below for you to pursue. Also,
did you note that the Brotherhood has two NEW initiates? Indeed, you can even
have them come with you on your journey, making the "Dark Brotherhood
Initiate" a COMPANION character.

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==-------======-------====-=-====---=====---===========----====-=======---=====

                          W H E R E   Y O U   H A N G
                       Y O U R   E N E M Y ' S   H E A D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
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                     The Elder Scrolls V: Skyrim - [vb719]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) If you left Cicero alive, you will meet him upon EXITING the Dawnstar
         Sanctuary. From here on in he'll be just another brother. However,
         you can command him to follow you and he will. You're BFF's now,
         after all!

 Time to re-decorate our new place. With the 20,000 gold that we got from
Amaund we can go talk to Delvin to procure new features to our Sanctuary.
Head to the ratway and then on to the flagon to meet Delvin. Talk to him and
tell him you need new furnishings.

 Here's the furnishings you can buy from Delvin:

 - New banners (1,000 Gold).

   Pretty self-explanitory, no need for me to explain this, right?

 - Poisoner's nook (5,000 Gold).

   Add's in an alchemy station, as well as a small little garden full of
   plants. Pretty nice.

 - Torture chamber (5,000 Gold).

   This more or less give you four prisoners in your torture room. As a
   special note, you can interrogate EACH of them to recieve FOUR different
   miscellaneous quests entilted "Take the hidden treasure". We'll handle
   those quests a bit later on...

 - Secret entrance (5,000 Gold).

   This adds a secret entrance to the Santuary in the main room (investigate
   the stained glass to go right outside). You'll be taken to a spot just
   south of Dawnstar. Pretty neat.

 - Master bedroom (3,000 Gold).

   Gives your bedroom a makeover. Includes a chest, big bed, a mannequin (to
   display armor on) and a special set of gloves called TUMBLERBANE GLOVES,
   which make lockpicking 20% easier. A nice buy.

 Once you buy all avaliable upgrades (and oddly enough you have to talk to
Delvin again) this quest will be complete. It is not followed by anything.
Go check out your new Sanctuary and check it out. If you add up the price
of everything I'm sure you noticed that it comes out to 19,000 Gold, so you
can easily afford it all with the 20,000 that Amaund gave you.

 From here the DARK BROTHERHOOD QUESTLINE is essentially complete. You can do
the re-occuring quest "The Dark Brotherhood Forever", and finish up the few
miscellaneous quests that we've received through the course of this questline
(all of which are documented below). But the most important thing is to have
fun, Brother.

       ~-~ ~-~ ~-~   DARK BROTHERHOOD MISCELLANEOUS QUESTS  ~-~ ~-~ ~-~

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                                T H E   D A R K
                             B R O T H E R H O O D
                                 F O R E V E R
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb720]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This quest is a RE-OCCURING quest that involves talking to the NIGHT MOTHER
and receiving a contract from a random person throughout Skyrim. The person
has performed the Black Sacrament, and will ask you to kill a target (also a
random target). Once you kill said target the quest will both END and BEGIN
again.

 You know how to kill by now, just be sure you don't get caught (keep saves
before you assassinate) and make the Dark Brotherhood proud.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                         T A K E   T H E   H I D D E N
                      T R E A S U R E - P A R T   I - I V
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb721]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

"Take the hidden treasure" PART I

 This treasure is NORTH of "Fort Snowhawk", which is by the city of Morthal.
Go north to the marker to find the treasure in a "hollowed-out tree stump".
This is definitely worth your time, as you'll find 2,000 Gold in there. Once
you pick up the treasure, this miscellaneous quest is over.

"Take the hidden treasure" PART II

 This treasure is slightly NORTHEAST of the city of Riften. Head there and
follow the marker to another "hollowed-out tree stump" and examine it to
recieve 1,000 Gold. Very nice.

"Take the hidden treasure" PART III

 This treasure is slightly south of "Pelagia Farm" (which itself is slightly
south of the city of Whiterun). Head there and follow the marker to a
"hollowed-out rock" and inside you'll find 2,000 Gold in there. Worth getting.

"Take the hidden treasure" PART IV

 This treasure is right by the city of Windhelm. Move around the city and head
north a bit to find yet another "hollowed-out rock". Inside is 1,200 Gold.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                       R E C E I V E   A   R E A D I N G
                   F R O M   O L A V A   T H E   F E E B L E
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb722]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 You get this quest if you do the BONUS objective for the quest "Breaching
Security". Gabrielle will have given you an "Olava's Token". Head over to
Whiterun and see her (She's an old lady that likes to sit in front of her
house). Show her the token and she'll agree to see your future. She'll give
you a vague view of things to come, but will also tell of an "Assassin of Old"
who has met his end in a ruin and has things for you.

 Once she's told you all of this you'll get another miscellaneous quest:
"Locate the assassin of old", which is in the next section.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                              L O C A T E   T H E
                         A S S A S S I N   O F   O L D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb723]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After getting your reading from Olava, you will have to locate the dead
assassin. The location you want to travel to is the "Deepwood Redoubt",
which is just west of the small town of Dragon Bridge (you have to travel
up into the mountains to find it). The locatin itself will be guarded by some
Forsworn enemies that will attack if you get too close. Kill them off and
enter the Deepwood Redoubt.

 In here, you'll run into MORE Forsworn enemies. Beware here though, because
there are a LOT of traps. For example, the chest on the right is trapped,
there are FLOOR SWITCHES everywhere (look out for blood and raised floor
plates). Follow the path (past the axe trap) until you reach a LOCKED EXPERT
DOOR. Now you can either pick it or go kill another Forsword enemy in the
next room for the key (beware of the enchanted snow traps here). The Forsworn
with the key is a powerful magic user though, so be careful!

 Unlock the door and watch out for another floor switch trap (this one
springing a wall of spikes your way). Ahead is an iron door leading to the
arch you've seen earlier (kill any archers here). Keep going, killing one
more looter until you can zone into the "Deepwood Vale".

 As you can guess, this new outside area (we are back out on the world map
after all) is full of forsworn. Head forward into their camp where they have
a mix of melee, archers, and some magic. Nothing really notable here except
the SKILLBOOK, "Sacred Witness" (SNEAK) in one of the tents and the fact that
one of the forsworn is a BRIARHEART (meaning he's tougher to kill). If you've
gotten this far though you should have no problems. Go forward and discover
"Hag's End" and then head inside the door.

 Back inside, head left but be prepared for battle. Four witches are in this
dining room. The three that say "witch" will fight to the death, but the
fourth one will warp away upon taking damage! Coward! Loot the robes and
explore/loot the place (some bedrooms are down here as well as a storage
area with magic ice traps). Head up the nearby stairs to continue. At the
top of the stairs is a trap floor plate, so dodge it and rob the chest. To
the right is the coward witch with a regular one, so damage her until she
runs away again. There's an ILLUSION SKILLBOOK here called "Mystery of Talara,
Part 4" that you should be sure to grab.

 Now, the BROTHERHOOD ASSASSIN is near. See the throne in this room? Go behind
it and find a switch on the left-hand wall. This lowers the rock door nearby.
Inside is the assassin. Just seeing him technically completes this quest, but
just LOOK at his armor:

 - Ancient Shrouded Boots: Wearer is muffled and moves silently.

 - Ancient Shrouded Armor: Increase poison resistance by 100%.

 - Ancient Shrouded Gloves: Double sneak attack damage with one-handed weapons.

 - Ancient Shrouded Cowl: Bows do 35% more damage.

 Wow, very nice. Ok, normally I'd say we're done, but we gotta catch that
cowardly witch...

 Lower the ramp to the right and continue. Kill the witch that comes out of
the room on the left, and then go in. There is a FROSTBITE SPIDER in here
that will try to be sneaky and ambush you from above, so watch out. There's
also a "Hag's End" key here too on a brick jutting out of the wall. Be sure
to find the key as it will help out a lot. For example, continue on and to
the right is a MASTER locked door the key can unlock (the chest here triggers
a flame trap). Activate the chain to the right and wait for the madness to
stop, then go up and kill all the witches and watch the coward run again.

 Loot the room (there's several doors the key unlocks in here) then pull the
chain in the middle of the room to open a iron gate. Go into this area and
there's a DRAGON WALL on the right that teaches the word SLOW TIME - TIME.
A useful DRAGON SHOUT.

 Head outside now for a final showdown. The witch and two Ice Essence enemies
will come out. Be sure to dodge and move here (don't be a sitting target) and
take them out (heal when you must, her fireball hurts). She won't run this
time so you can finish her. There is a special dagger on the table here as
well as a chest you can loot. That finishes this quest.

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||         8. The Civil War        |||       [     ]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Here you will find the CIVIL WAR Questlines. Note that you must pick between
the STORMCLOAKS or the IMPERIALS (this IS a civil war afterall!). You will
find both questlines below. I'll be doing the Stormcloak quests while Vinheim
will be doing the Imperial quests.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  8. Stormcloaks  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb800.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

                               J O I N   T H E
                             S T O R M C L O A K
                              R E B E L L I O N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb801]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 So, you want to free the land of the Imperials, huh? Can't say I blame you,
they DID try to cut off your head after all. Well, chances are that if you've
talked to any Stormcloak soldiers or Stormcloak supporters you already have
the miscellaneous quest "Join the Stormcloak rebellion". But what you want to
do if you have a mind to knock around some Imperial skulls is to travel to the
city of Windhelm. Head to the back of the city and enter the "Palace of the
Kings". Here you can find the leader of the Stormcloak rebellion, Jarl Ulfric
Stormcloak. If you ask him if you can join, he well tell you to talk to his
second in command, Galmar Stone-Fist.

 Talk to Galmar Stone-Fist, who will ask why you want to join them if you're
not a Nord. Answer as you will and he will give you a test before he lets you
join. He will want you to go to Serpentstone Isle to kill an Ice Wraith. This
ends the beginning miscellaneous quest and starts a MAIN quest entitled
"Joining the Stormcloaks".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                            J O I N I N G   T H E
                            S T O R M C L O A K S
             _,-^¯\_}\________________,-.________________/{_/¯`-._
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                     The Elder Scrolls V: Skyrim - [vb802]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Well, we need to go kill an Ice Wraith, but not just any Ice Wraith, as it
has to be one on Serpentstone Isle. Now, Serpentstone Isle is tricky to get
to and without knowing where it is you've probably never been there before
(unless of course you used this guide to find it, as it DOES house the
STANDING STONE named "The Serpent Stone"). Basically, you want to head to the
major city of Winterhold and head east, crossing the ice floes until you reach
the island. Once your on it, head to the top where the standing stone will
greet you, along with an Ice Wraith. Slay the beast and you'll be done, and
your next objective will be to report back to Galmar.

 Galmar will be surprised you're back (the punk actually bet against us),
but he'll let you join after taking an oath to always be loyal to Ulfric
Stormcloak (even AFTER you die, which is hardcore). This mission will come to
an end now as you're official part of the Stormcloaks (they even give you a
set of their threads to prove it). You'll also start the next mission: "The
Jagged Crown".

(-NOTE-) If you had the quest "Join the Imperial Legion" it will now have
         FAILED, since you can only pick one side or the other.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        T H E   J A G G E D   C R O W N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
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                     The Elder Scrolls V: Skyrim - [vb803]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Galmar believes that he has found "The Jagged Crown's" resting place at
Korvanjund. In case you didn't know, the Jagged Crown is what all the great
Nordic Kings used to wear and is a sign of power to them. And so, being this
great artifact of power, we have to help Galmar retrieve it.

 Korvanjund is up in the mountains west of Windhelm (near Shearpoint and
Nightgate Inn). Make your way to the objective to find Galmar with half a
dozen Stormcloak troops, including our old buddy Ralof (who comments about
you if you took the Stormcloak path in the beginning of the game). It turns
out that Imperials are out in front of Korvanjund, so Galmar will give a
speech and then they'll all storm the place. While I'm pretty damn sure Galmar
can solo this, go along for the ride.

(-NOTE-) There's a MASTER locked gate at the bottom of this place that
         secures some gold and a chest. Open it if you can.

 Once everyone is dead, head inside. In here there are 4-5 more Imperial
soldiers that the entire company will sneak up on and engage. Again, help out
however you can but the Stormcloaks can handle themselves if left alone. Here
Galmar will leave two soldiers behind to guard the entrance in case more
Imperials come (a smart move).

 Head further in with the rest of them to kill three more Imperials in a large
room. Everyone will run downstairs and stop at the door there. Galmar will
sense an ambush and tell them all to wait while we look for an alternate
route. Take this time to loot the place (there's a LOT of burial urns here)
and head up the stairs and to the floor above Galmar. You'll find a second
entrance here. Use it to sneak above the ambush that was waiting. You can get
down to a lower level here and attack the ambush, which results in a sort of
pincer attack that you'll win as long as you stay alive.

 With the Imperials dead, be sure to loot the place. You can find a few
chests here as well as a skeleton holding a LIGHT ARMOR SKILLBOOK named
"Jornibret's Last Dance". While you loot the team will rush ahead and kill
three more Imperials before zoning into "Korvanjund Halls", so go meet them
there.

 In here it looks like the Imperials are having problems with the undead.
Go kill them all and further in there's a corridor full of ancient wall
carvings (there's also a chest past a swinging axe trap to the left). At the
end of the corridor is a puzzle wall, and laying right next to it is an
EBONY CLAW that holds the clue to solving it. Pick up the claw and go into
your inventory to examine it (it is under miscellaneous). The claw should
show the solution to the puzzle as such:

 o Wolf (outer ring)
 o Moth (middle ring)
 o Dragon (lower wing)

 Once you have them lined up like that, activate the middle lever to open
the path ahead. Everyone will rush into a big room, but our progress is
stopped by another iron gate. Galmar will tell everyone to spead out and
search for a lever. From the gate, take a right and go through the obvious
door to reach the second floor. Up here you should find an elven dagger on a
pedestal. Take it. It opens up a rock door nearby. Follow the path to find a
room with a giant chest. Now, before opening it, stand in the RIGHT corner
near the chest, THEN open it. Take whatever's in there and you'll see why I
had you stand where you did as spears come out of the floor since you opened
the chest.

 Head back to the big room and follow the path to another chest up above.
There's also a LEVER here that you should pull. Once you do the iron door
will open, but a bunch of undead will show up. Help your troops kill them
and then take the next door to enter the "Korvanjund Crypt".

 In here the team will rush forward to an empty room. Well, empty of all
but a suspicious looking corpse sitting on a throne, and like an idiot Ralof
will head over there and say "Hey guys, is THIS the crown we're looking for?".
Sure enough, that corpse turns out to be a DRAUGR DEATHLORD. He'll be
accompanied by two more Draugr, leading to one last big brawl (you can get in
SEVERAL free and good hits knowing this info). Once it's all said and done,
loot the deathlord to retrieve the crown. Galmar will task you with giving it
to Ulfric while they stay and look around for anything useful.

 Well, that sounds like a good idea! There's a chest behind the throne you
can loot (its got an apprentice lock on it), and behind it is a DRAGON WALL
that will teach you the word SAND - SLOW TIME. Very nice. Follow this path
to reach a quick way to exit the temple.

 Once you're back outside, feel free to fast travel to Windhelm so you can
deliver the Jagged Crown to Ulfric faster. He will be pleased and asks if you
ran into any trouble. Answer how you will and he will end up giving you his
war axe, and telling you to go give it to the Jarl of Whiterun. It seems that
it is his time to finally pick a side in this war. This ends your current
quest and begins the next quest: "Message to Whiterun".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                             M E S S A G E   T O
                               W H I T E R U N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb804]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This mission is very short and to the point: Give the Jarl of Whiterun
Ulfric's Axe and let him make up his mind on who he's going to join. Head to
Whiterun/Dragonreach and give the Jarl the axe. He'll consort with his
advisor's for awhile and will finally decide to join the Imperials, giving you
back the axe and writing a letter to the Imperials for aid.

 Return to the Palace of the Kings and let Ulfric know. He will consort with
Galmar and will decide the time has come to take Whiterun by force. He will
tell you to meet Galmar at the camp outside of Whiterun for your next set of
orders. This ends the current quest and starts the next quest: "Battle for
Whiterun".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                              B A T T L E   F O R
                                W H I T E R U N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb805]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Now THIS is an entertaining mission. Report to Galmar at the Whiterun
Military Camp, where the war against Whiterun is already well underway via.
catapult. There will be half a dozen soldiers here that Galmar is once again
giving a speech to. At the end of the speach, your objective will change to
"Break through the Enemy Barricade".

 Head down the road with the stampede of Stormcloak soldiers as you reach
the outskirts of Whiterun. There will be a barricade here that you'll have to
smash while archers try to gun you down (simply attack the barricade to hurt
and/or destroy it). Either attack the barricade yourself or let your fellow
soldiers do it while you pick off the Imperials and Whiterun Guards. After
destroying the barricade you can proceed, but the drawbridge to the main doors
of Whiterun is up, changing your objective to "Open the Drawbridge".

 To do so, use the rubble on the right after smashing open that first
barricade to bet on the ramparts. There will undoubtedly be SEVERAL Imperials
and guards here, and for the moment besides getting some archery support you
are on your own. You can either kill all the enemies (if you're badass enough)
or make a beeline for the objective and open the drawbridge. This will let the
Stormcloaks enter the city proper, with the new objective of "force Jarl
Balgruuf the Greater to surrender".

 Enter the city and start pillaging and looti... I mean, make your way towards
Dragonsreach. There will be several more barricades in place here, placed at
strategic locations and pretty lightly guarded, so either go on a rampage
or go with your army to fight your way up to Dragonsreach. Enter the main hold
once you get up there. Here there will be five guards, the Jarl, and his Dark
Elf Housecarl. You'll have several soldiers to help you along with Galmar and
Ralof. Let the first wave of soldiers come to you and then move up to deal
with the Jarl. You'll need to "kill" him to stop the attack on the city. I put
kill in quotations since he doesn't actually die.

 Once you have him beat, he will tell everyone to stand down and will talk
with Galmar and Vignar Gray-Mane. Vignar will become the new Jarl of Whiterun,
and will be a loyal ally to the Stormcloaks. Galmar will tell you to go and
tell Ulfric of our victory. This ends this entertaining mission and starts
our next one: "Liberation of Skyrim".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                             L I B E R A T I O N
                              O F   S K Y R I M
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb806]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-NOTE-) THIS quest is more of a... generalized goal. You're not going to
         start it and complete it. Instead, it serves as a framework for a
         bunch of other quests. This is the last quest you'll complete during
         the civil war questline.

 After reporting back to Ulfric, he will give you a nice sword (which I'm
pretty sure is random, but I got a Glass Sword of Fire, which has a nice ring
to it). He'll tell you to keep killing Imperials where you see them, but our
next TRUE objective is to "Liberate Falkreath Hold".

 That makes our next destination the "Falkreath Stormcloak Camp", which is
directly east of Helgen. In fact, you can fast travel to Helgen (which is
full of bandits now) and walk there. Once you get there, talk to Galmar and
report in. He'll give you a NEW mission: "Rescure from Fort Neugrad", and
while this mission is still going we'll have to go complete that one now.

 ~ [ Go do "Rescure from Fort Neugrad" now and come back when you're done!] ~

 Once you've finished "Rescure from Fort Neugrad" you will have to go report
back in to Ulfric. Apparently your new nickname is "Bonebreaker". Ulfric will
also give you a glass sword as well as offer you a home in Windhelm (you'll
have to BUY it, but still very nice). After that outpouring of gratitude, ask
Ulfric what's next. He'll tell you that liberating Hjaalmarch is the next
order of business.

 Head over to the "Hjaalmarch Stormcloak Camp" now, which is just east of
Ustengrav (or northeast of the big city of Morthal). Here you'll find another
camp (with some chests you can loot). Speak to Galmar and he'll give us our
next quest: "A False Front". Like the quest before, we need to do this one
before continuing on with "Liberation of Skyrim".

 ~ [ Go do "A False Front" now and come back when you're done!] ~

 Once you're done with "A False Front", go back and talk to Galmar. He'll
immediately give you another mission to do: "The Battle for Fort Snowhawk".

 ~ [ Go do "The Battle for Fort Snowhawk" now and come back when you're
     done!] ~

 After the Battle for Fort Snowhawk (which is a great mission), you'll be told
to go report to Ulfric once more. Go talk to him and he'll give you a new
nickname: Snowhammer. He'll also give you a Glass Shield as a sign of thanks.
Ask him what to do next and he'll say it's time to liberate the Pale, and will
tell you to travel to the warcamp and talk to Galmar.

 The Pale Stormcloak Camp is directly west of Windhelm, by Nightgate Inn and
the Great Lift at Raldbthar. Head there and speak to Galmar. It's time to
attack another fort, and after saying that you're in you'll be given a new
mission: "The Battle for Fort Dunstad".

 ~ [ Go do "The Battle for Fort Dunstad" now and come back when you're
     done!] ~

 After the second Fort Battle is done (another great mission) you'll be told
to report to Ulfric. Go report to him and he'll end up giving you an Ebony
Sword as thanks. His new mission is to liberate Haafingar, and he'll tell you
to go report to Galmar at the Haafingar camp north of Dragon Bridge. He'll
also give you a full set of Stormcloak OFFICER ARMOR, which will make you look
like Galmar if you chose to wear it.

 After talking to Galmar at the camp, you'll get a new mission: "The Battle
for Fort Hraggstad".

 ~ [ Go do "The Battle for Fort Hraggstad" now and come back when you're
     done!] ~

 After that quest is done, go talk to Galmar at the camp and you'll get the
last mission available in this questline: "Battle for Solitude". Once you've
finished THAT mission, this mission will be complete as well.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                             R E S C U E   F R O M
                            F O R T   N E U G R A D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb807]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Galmar has sent some scouts out ahead of us, and we're supposed to meet
them. The plan is to sneak into the fort's prison and lte the prisoners out
so we can take over the place from the inside. Brilliant!

 Go find Ralof (the scout) and talk to him. He'll state that they found a cave
that leads to the prison under the lake nearby the fort that you can use to
sneak in. Even if you're not much for sneaking, he still says that's the way
to do it.

(-NOTE-) No matter WHAT I did, I COULD NOT sneak past the fort to the lake.
         The lake is obviously behind the fort and you need to sneak there,
         but even though it was night and I had muffled shoes on, I was
         caught every time. Heck, I approached from multiple angles and was
         STILL caught. Maybe try an invisibility spell/potion? Maybe its a
         glitch? Let us know!

 If you CAN manage it, the cave is underwater and leads directly to the
prison. Here you can shank the prison guard and use his key to let four
prisoners loose. They will then go to a nearby chest and gear up, and help
you attack the fort. Follow them outside as they and Ralof's men clean up.

 From there, head inside of the fort proper (only Ralof followed me in) and
start to kill the Imperials inside. Be sure to loot the place, as there are
a lot of potions laying about. There's also a LIGHT ARMOR SKILLBOOK lying on
a table through the middle door of the main room called "Jornibret's Last
Dance". Once you've killed all the guards and the fort commander (who isn't
too hard) your objective will change to "Talk to Ralof". Once you talk to him,
he will tell you to go report to Ulfric and this mission will be complete.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           A   F A L S E   F R O N T
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb808]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Our goal is to intercept an Imperial Courier to steal his documents, which
Galmar plans on using to make forged documents for us to deliver to the enemy
commander in Morthal. The easiest way to do this is to simply head over to the
town of Dragon Bridge and go into the tavern. Here you can talk to the innkeep
and ask her about any Imperial Couriers she may have seen. Now you'll have the
choice to PERSUADE, BRIBE, or INTIMIDATE her. Personally I tried to persuade
and it failed (speech was at 46), so I just bribed her instead.

 Now you'll have the location of the courier on the road! This makes it easy
to go out there and find him. He'll be alone, so it's just as easy to take him
out and take his documents.

(-NOTE-) To TRUELY make this an undercover mission, take his clothes and equip
         them before reporting to the Legate.

 Now bring the documents back to Galmar. He'll make a few corrections to them
and send you off to give them to the Imperial Legate at Morthal. Head on over
to Morthal and give the Legate the documents.

(-NOTE-) You can equip the Imperial equipment to make this go smoothly, but
         even if you don't you can tell the Legate you're wearing what your
         wearing to make sneaking easier... and he'll buy it!

 After he accepts the documents this mission will end. No other mission will
start until you go back to Galmar and talk to him again, at which point he
will state that we're going to invade and take over Fort Snowhawk, leading to
our next mission: "The Battle for Fort Snowhawk".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                          T H E   B A T T L E   F O R
                           F O R T   S N O W H A W K
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb809]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  Here's another fun fight. Go join the troops south of Fort Snowhawk and
you'll begin an assault on the place. You have about 9-10 troops with you,
and your goal is to kill all of the Imperials at Fort Snowhawk.

 Instead of killing everyone there though, you have to kill everyone who's
there AND everyone that the game spawns in as reinforcements. To keep track
of your progress, the game represents the Imperial force as "100%" and for
every few Imperials you or your fellow soldiers kill, that number drops.

 With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.

 It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.

(-NOTE-) I only had one ally die. See if you can beat me and have no allies
         die! Good luck!

 After the fight you'll be back on the "Liberation of Skyrim" mission, so go
talk to Ulfric to continue.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                          T H E   B A T T L E   F O R
                            F O R T   D U N S T A D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb810]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This battle is a LOT like the previous mission ("The Battle for Fort
Snowhawk"). In fact, it's damn near the same. You'll join 6-7 of your fellow
Stormcloak soldiers and will storm Fort Dunstad. I'll give the same advice
here as I did there:

 With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.

 It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.

(-NOTE-) I only had one ally die. See if you can beat me and have no allies
         die! Good luck! Yes, I had only one ally die on BOTH Fort missions.

 After the fight you'll be back on the "Liberation of Skyrim" mission, so go
talk to Ulfric to continue.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                          T H E   B A T T L E   F O R
                          F O R T   H R A G G S T A D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb811]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Time to take out another fort. Fort Hraggstad is just north of the war camp,
so you'll need to head that way to meet up with the troops. It's aways off, so
be ready for a little climb. Once you meet the troops, this turns into the
exact same type of mission as the other Fort missions. So instead of fixing
what isn't broken, here's what I wrote in the last two missions:

 With that said, its your job to go on a killing rampage. You'll have to
storm the front of the fort first, where barricades will be in place with
quite a few archers on the ramparts, but after that it's an all-out killing
orgy. Kill as much as you can as fast as you can. Once you've brought down
that 100% to 0%, the mission will be complete. There may STILL be stragglers
though, and you can hunt them down as well.

 It's a fairly easy (but fun!) mission since you have so many allies and can
easily pick off Imperials when they aren't focused on you. Or, alternately you
may wish to be in the thick of the action, as you can save the lives of some
fellow soldiers if you are.

 After the fighting, you'll be done with this mission. However, instead of
needing to go back and talk to Ulfric, you need to go back and talk to Galmar.
Ask him what else needs done, and he will tell you that the time has come to
take the city of Solitude. This will start the quest "Battle for Solitude".

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                              B A T T L E   F O R
                                S O L I T U D E
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb812]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 It's time to bring the Empire down once and for all. Your first goal upon
receiving this quest is to go get orders from Ulfric. Ulfric is at the GATES
of Solitude, and you can see the signs of war as you approach.

 Once you get near Ulfric, he will give a speech to motivate the soldiers
before we all go storming into Solitude. Approach the city gate and enter
(you'd think they'd lock the thing). Once inside, head forwards with the
soldiers and wipe out the Imperials. However, unlike the fort missions, the
Imperial army NEVER STOPS COMING once you're inside Solitude. This can be a
blessing or a curse... depening on how much killing you like to do. Just keep
that in mind. Also keep in mind that Ulfric is completely unable to die, so
there's no need worrying about that.

 Keep going forwards. The first path to Castle Dour (which is our goal) is
blocked off by an iron gate, so don't bother taking the stone rampway up
unless you want to fool around and kill soldiers for awhile. Instead, head
further into the city past the barricades. You'll enter the residential
section and need to fight your way forwards and up the hill to the left.
Once you get up here, you can either stick around to kill Imperials as before
or just enter Castle Dour.

 Upon entering the castle you will have Ulfric and Galmar spawn in with you.
General Tallius and Legate Rikke will be in here, however Rikke will refuse to
surrender. This will start a fight between Ulfric and Galmar vs. Tallius and
Rikke.

(-NOTE-) While I had my weapons out, I was entirely unable to participate in
         the fight. However, Tallius, Ulfric, and Galmar are all unable to
         die.

 The fight itself will stop with Rikke's death. At that point more talking
will ensue (I'm sure Tallius is right and this is what the elves wanted), but
at the end Ulfric will ask if you want to finish Tallius off, and will give
you his enchanted Glass Sword (which I'VE never seen him use) to do it. Equip
the sword if you wish and kill Tallius off once and for all.

 Technically, this finishes the "Battle for Solitude" and "Liberation of
Skyrim" mission, but Ulfric will ask you to come stand by his side while he
gives a final speech. Agree to do so and stand outside with him and Galmar.
Ulfric will thank his troops and re-install the Jarl of Solitude. He'll also
garrison Stormcloak troops here in case the Empire ever tries to return.

 After the speech, you can ask Ulfric and Galmar if there's anything else you
can do. Both will respond saying no: the only thing more you can possibly do
is to kill any Imperials you happen to find (they have scattered camps left
throughout Skyrim). Ulfric will also tell you that he'll wait for the Moot to
convene to claim him High King of Skyrim instead of just claiming it.

 And with that you've liberated Skyrim from the Empire, giving them a chance
to forge their own way ahead instead of living with the Empires treaties.
Congrats on completing the Stormcloak's side of the Civil War quests.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                    ~-~ ~-~ ~-~  9. Imperials  ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.vb900.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '-----'

 Ok, now if the option above about joining the Stormcloaks really isn't your
thing and you wanna join the Imperial Army, then these are the Quests for you.
What you need to do in order to trigger these Quests is to, basically, speak to
any Imperial Soldier. They will tell you if you're interested, head over to
Solitude, where their HQ is.

    Note that Hadvar, if you followed him in Helgen at the start of the
         game, tells you to join the Imperial Legion, so that's another way to
         get the Quests started.

 Ok, so to start the first Quest, we need to go to Solitude. Once here, go to
where the marker is and enter the Castle Door. In here, speak to General
Tullius. He tells you that not many survived Helgen and that you should speak
to Legate Rikke. After their talk about Whiterun, speak to her and she tells
you that in order to join the Legion, you need to clear Fort Hraggstad, which
is our first Quest.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                      J O I N I N G   T H E   L E G I O N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb901]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 This is where it basically starts, and its really short. Go to Fort
Hraggstad, which is west of Solitud and when you arrive, you'll be greeted by
three or four bandits, as well as four archers on the outside of the Fort.
Take care of them all, loot the place and go inside. You'll have two bandits
on this first floor and upstairs, you'll find the Bandit Chief looking at
something on the table.

 Sneak attack him and look at the table for an Archery Skillbook "The Gold
Ribbon of Merit". Now leave and enter the Hraggstad Prison on the east side.
Kill the three bandits in here and the quest is now complete. Fast travel back
to Solitude and speak to Legate Rikke. She'll tell you that to officially join
the Legion, you need to speak to Tullius to swear the Oath. Speak to him and
reapeat the Oath. This ends the Quest and starts the new one.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        T H E   J A G G E D   C R O W N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb902]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Right from where we start, speak to Legate Rikke. She tells you you need to go
to the outskirts of Korvanjund. Ok, but before that, lets do what Tullius said
and go get our armor. Leave the Castle Doors and follow the marker out here...

    Go right from the door you came out from through the arch and then
         left to find the armory.

 He'll give you a full set of Imperial Armor. You also get to choose whether
you want Light Armor for scouting, Heavy Armor for combat or something in
between. Mmm. Ok, now fast travel to Korvanjund or the closest point and make
your way to the marker. Once here, you'll be approached by Hadvar, if you
followed him back at the beginning of the game in Helgen...

    Please, if someone knows if this is true, please let me know.

 Now speak to Legate Rikke and tell her that you're ready to move out. Approach
the ruins and you'll be greeted by some Stormcloaks. Nothing to be afraid of.
Now follow the rest and go inside the ruins. Charge on the count of Rikke and
kill the Stormcloaks...

    With this many Legion soldiers with you, and Rikke too, it's
         impossible to lose, even at low levels.

 As you start going north and down, in the next big room only two more
Stormcloaks appear. Now, as Rikke tries to go further ahead, she smells an
ambush and its time to find another route. Grom the entrance of this room,
instead of going down, continue to the east and around to the north side.
When you get to the next room, there's a Stormcloak standing on oil. If you
can, shoot a Fireball to ignite the oil and burn him.

 If you can't, follow this upper path and use Flames when you get to it. This
will alert the rest of the Stormcloaks, but will make Rikke and the rest come
in. Kill the remaining Stormcloaks and before proceeding, check the east side
to find a chest. Loot it and now proceed. In the next room, the Legion is
surprised to see the corpse of a Draugr. Now simply follow the path and enter
the Korvanjund Halls.

 There are some Stormcloaks in this first room, so take them out. As you go
north in the next hall, there's a side tunnel going west with a swinging blade
trap. Run across it, use the lever for them to stop and loot the chest. In the
hall, Rikke starts speaking. Listen to her and on the north side, you'll find
some Stormcloaks dead and an Ebony Claw next to them.

 Examine the Claw using the menu and you'll see it has 3 symbols on the palm.
This is the answer to the riddle on the wall:

 o Wolf (outer ring)
 o Moth (middle ring)
 o Dragon (lower wing)

 Examine and use the Ebony Claw. Proceed and in the next room, you're told to
look for a way to open the gate. Follow the northwest hall and on the upper
floor, after the catwalk, you'll find a handle on the left side. Loot the
place first and then use it. When you do, the Draugr will rise from their
tombs. Ugh. Kill them ASAP and proceed into the Crypt.

 In here, approach the Draugr sitting on the "throne" and examine it. It'll
raise, and two Draugr Wight raise from the tombs. Ugh. Take care of the
minions first, then focus all your attacks on the Deathlord. Loot the
Deathlord and take the Jagged Crown. Go to the south side of the room to find
another Word of Power: Sand - Slow Time.

 And with this, leave the place and return to Tullius. Give him the Jagged
Crown to end this Quest and start the next one.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                     M E S S A G E   T O   W H I T E R U N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb903]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 After speaking to Tullius, he needs you to go to Whiterun in order to deliver
a Message to the Jarl. Fast travel to Whiterun and enter Dragonsreach. Speak to
the Jarl and give him the reports. Now we have to wait for him and his Stewart
to discuss this. We'll now obtain Balgruuf's War Axe. Time to Fast Travel to
Windhelm, on the east side of Skyrim and enter the Palace of Kings.

 In here, speak to Ulfric and give Balgruuf (Whiterun's Jarl) his message. He
now tells you to speak to Legate Cipius. Do so and the quest ends.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                     B A T T L E   F O R   W H I T E R U N
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb904]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Leave Dragonsreach and follow the marker to the entrance of Whiterun. Out
here, speak to Legate Rikke and then, it's time to defend the barricades. This
can be either very easy or very hard, depending on your level. There are a lot
of Stormcloaks. Each time you kill one, the counter goes down, from 100% to 0%.
Use the Legion to your advantage as bait while you take them out.

 Sounds cruel, but this's the best way to do it. If you want, you could just
jump outside the barricade and start spamming your best Destruction spells (in
case you're a magic user like myself, vinheim), use the most arrows you can or
simply equiping your best Heavy Armor and start attacking nonstop.

 Either way, return to General Tullius at Solitude once you've taken them all
out...

    Note that you can just run away and wait for the battle to end. The
         Legion will still win either way, but you won't get the prize in the
         next quest.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                        R E U N I F I C A T I O N   O F
                                  S K Y R I M
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb905]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Tullius gives you a new weapon for your promotion, Quester. Now its time to
regain the Pale, so leave the Castle Walls and head over to Pale Imperial Camp,
which is directly west of Dawnstar. Speak to Rikke as you get here and she
wants some Stormcloak orders, so another Quest starts.

    Note that this Quest will stay active during the remaining of the
         Civil War.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                           A   F A L S E   F R O N T
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb906]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Now we need to go to either the Nightgale Inn or the Candlehearth Hall. Go to
either of these and speak to the Inn keeper. You can either Bribe them,
Persuade them or Intimidate them, or just wait around in the Inn. The Courier
travels from both inns. He stays at either Inn for an hour, sleeps for another
hour and then leaves to the other inn.

 If you either Bribe, Intimidate or Persuade him, he'll tell you that he just
left and that you might be able to still catch him. Leave either inn and go
catch him. He's got a marker on his head, which makes things a whole lot
easier. Loot the body for the Stormcloak Documents and return to Rikke. She
tells you now to go to Dawnstar.

 Fast travel there and enter the barracks. Speak to Frorkmar Banner-Torn and
the quest will end.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                          T H E   B A T T L E   F O R
                            F O R T   D U N S T A D
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb907]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Now return to the Pale Imperial Camp and speak to Rikke once again. This will
start this Quest. Fast travel to the nearest location and make your way to the
marker. Once you join the Legion soldiers, now you need to defeat the
Stormcloaks. Just like in the battle for Whiterun, a % appears. Enemies come
out from all the entrances to the Fort, so make sure to use those Legion
Soldiers as bait and take them all out.

 Now return to Solitude and speak to Tullius amd receive your new rank and
blade...

    If you fled the Fort and left the Legion alone taking it back, you
         won't receive the blade.

 Now, under the Reunification of Skyrim Quest you'll get a new objective:
Regain the Rift. Now we need to go to Rift Imperial Camp, which is west of
Riften. Fast travel to the closest location and make your way to the camp.
Once you reach this place, speak to Rikke and your new quest will start.

--=======------=======----=-=----===-----===-----------====----=-------===-----
==-------======-------====-=-====---=====---===========----====-=======---=====

                      C O M P E L L I N G   T R I B U T E
             _,-^¯\_}\________________,-.________________/{_/¯`-._
             ¯`-._/¯}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\{¯\_,-^¯
                     The Elder Scrolls V: Skyrim - [vb908]
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Fast travel to Riften and enter the Mistveil Keep. In here, you'll see the
Jarl of Riften, the Stewart and two guards guarding the door behind 'em. Inside
this opening, there's another guard patrolling. Wait for him to go left, enter
sneak mode and sneak to your right, entering Anuriel's room. In here, loot
everything and leave the dresser for last.

 Take the Incriminating Letter from the dresser, approach the door and wait for
you to hear the guard's footsteps. When they fade away, open the door and leave
the room. Now speak to Anuriel next to the Jarl and show her the letter. She'll
have you follow her into her room, so do so. Once here, tell her what would
happen if the letter was made public.

 Ask her what kind of agreement she has in mind. She speaks of Gold and
Weapons. Tell her you want something for yourself right there, right now. She
won't bend, so ask her further info and then, report back to Rikke. Afterwards,
its time for you to meet the other soldiers. Fast travel to the closest
location. Once you reach the marker, which is Hadvar, speak to him and when
ready, sneak alongside him...

    There's 2 ways to do this next part. Once is to follow Hadvar's plan
         and sneak. The other is not liking his plan and going solo. If you go
         solo, you'll have to kill around 6 Stormcloaks alone.

 If you decided to follow Hadvar, then soon enough you'll find two imperial
soldiers. When told, look north and kill the Stormcloak Scout. Now, you'll
have to take care of the rest of the Stormcloaks. Go in there and lure them
out so the imperials can start shooting arrows at them.

 Once you take care of them all, loot the wagon, report back to Hadvar and
return to Rikke.

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                          T H E   B A T T L E   F O R
                          F O R T   G R E E N W A L L
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                     The Elder Scrolls V: Skyrim - [vb909]
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 Now you're sent to take Fort Greenwall. Fast travel to the nearest location
and make your way to the marker. When you meet the soldiers, its time to take
the Fort. This is pretty similar to the previous quest where you had to take
the Fort. Go in there and start killing Stormcloaks over and over until the
counter reaches 0%.

 Take extreme caution not going alone, since they like to come out in hordes
and they can kill you very easily. Stay with the Imperial troops and retreat a
little if needed be. You can also use the weapon you were given during the
quests of the Civil War. This, at least in my case, helped me out a bunch
taking care of the Stormcloaks.

 Return to Tullius at Solitude and now we're to go to the camp near Winterhold,
all the way to the north side of Skyrim. Fast travel to Dawnstar and make your
way to the camp. Once you arrive, speak to Rikke as per usual and she now
sends you to Fort Kastav. Fast travel to the nearest location and make your
way to the marker.

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                             R E S C U E   F R O M
                             F O R T   K A S T A V
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                     The Elder Scrolls V: Skyrim - [vb910]
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 Ok, once you speak to Hadvar, its time to sneak into the Fort and rescue the
others. Follow the marker and you'll find a trapdoor leading to the Prison.
While sneaking, follow the path south, then east, then south again to reach
the area where the prisoners are. If you move to the southeast area, you'll
find the key to the cells on the table.

 Pick it up and open up the cells. As soon as they get geared up, some
Stormcloaks enter the room. Meh, nothing to worry about. That should be all of
the Stormcloaks in here, so head back north to the marker and onto the
courtyard. There are like 15 Stormcloaks out here and they all have a marker
over their head, making for much more easy targets.

 Kill them along with the help of the prisoners and once you've finished the
kiiling spree, report back to Hadvar and then return to Solitude to speak to
Tullius. He promotes you to Legate and gives you a piece of equipment. Now
fast travel to Eastmarch or the closest point.

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                    B A T T L E   F O R   F O R T   A M O L
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                     The Elder Scrolls V: Skyrim - [vb911]
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 Fast travel to the nearest location and make your way to the rest of the
Imperial Soldiers. Once you reach them, it's practically the same as the other
quests: take down the Fort while you kill all the Stormcloaks. There are
obviously more enemies in this fort, so I really recommend going to the upper
area and staying here. If you can summon, do so. Familiars, especially
Atronachs, are wonderful allies here.

 Most of the Stormcloaks appear from the upper areas, so this is where you'll
be. Make sure to have your healing spells on your favorite list, or Restore HP
potions. Not too hard, but don't do what I tend to do and forget about the HP
bar XD.

 Once the fort is taken, return to Rikke and tell her about your success.

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                     B A T T L E   F O R   W I N D H E L M
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                     The Elder Scrolls V: Skyrim - [vb912]
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 Ok, the last Quest of the Civil War - Imperials. Fast travel to Windhelm
Stables and speak to Tullius. Afterwards, head inside Windhelm. There's really
not much to say about this part. All doors are master locked, so it's probably
even a waste of time and lockpicks to try entering any of 'em unless you're
good at lockpicking. There are obviously Stormcloaks galore here.

 Make your way to the north side of the city while destroying barricades and
killing Stormcloaks. Tullius is alongside you, along with Rikke, so its
impossible to lose. Once you heat to the north side, enter the Palace of
Kings...

    Note that if you don't enter the Palace of the Kings, Stormcloaks
         will still come out and won't stop. YOU NEED TO GET IN THERE!

 Once you get in here, Rikke and Tullius start talking to Ulfric and Galmar.
After some chit chat, you'll fight them. Take out Galmar ASAP since he's more
dangerous than Ulfric. Once he's taken care of, attack Ulfric with all you've
got. Not a hard battle at all. Now, time for a decision. Either you, Dovakiin,
kill Ulfric, or let Tullius do it. Pick whichever you want...

    I killed him with my own hands.

 Now, you get to keep Tullius' sword and the quest will end, as well as the
Reunification of Skyrim Quest.

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||        10. Daedric Quests       |||       [vb1000]
O==================|||---------------------------------|||====================O
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 Here you will find all the quests related to the various Daedric gods... and
there's quite a few of them. These quests all have certain triggers (you often
have to complete a MISCELLANEOUS QUEST or find the god's SHRINE or something
like that to trigger these quests), so we'll tell you how to get these quests,
THEN we'll give you a guide to them! How's that sound!? Good? Good, let's do
this!

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                       T H E   B R E A K   O F   D A W N
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                     The Elder Scrolls V: Skyrim - [vb1001]
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Entity: Meridia

How to trigger quest:

 You get this quest once you find the "Statue to Meridia" location on the
world map. It is located north of the small town of Dragon Bridge. You'll
definitely know it when you see it, as the statue is huge. Approach the
statue and it will talk to you, giving you the quest "The Break of Dawn".

 Meridia will command you to find a beacon for her. Once you accept the
quest and check out the map, you'll see that the beacon is at the Lost Knife
Hideout, just south of Fort Amol and north of the small town of Ivarstead.

    If you guys could confirm that location for me I'd appreciate it!

 Head inside the cave once you find it. Inside will be two bandits talking
up ahead, so jump them. Note that one of them has a key. Further in are
several more bandits, and down below is a lake. When I played, there were a
couple of bandits swimming down there, which makes sense since there appears
to be a diving board too! Ha! You can also find a TWO HANDED SKILLBOOK called
"Words and Philosphy" on the table here. Kill them all, grab the book, and
continue forward.

 Watch out for a trip wire as you to. As you ascend the ledge on the left,
note that there's a path behind you (the planks) that leads to some more
bandits and a room with a chest. In front of you is two MORE bandits. Man,
this place is infested! Kill them and take the right exit to a loading screen.

 In here you can sneak forwards and listen to some bandits complain about
their boss. Go in and kill them (there's three in this area) and head to the
back where you can find a chest down on the right. Take the stairs up and kill
the bandits here (they may be sleeping), but be sure to check the table for a
HEAVY ARMOR SKILLBOOK called "Orsinium and the Orcs". Head onwards past the
wooden bridge and you'll find a chest in an alcove on the left.

 Now from here I'd recommend turning around and dropping through the floor
where the water is gushing through. There's a MASTER CHEST here (unlock it if
you can) and it leads to the same place the upper path does: the room full of
cages. As tempting as it might be (and, I should note, the key you got earlier
UNLOCKS these cages), I DON'T recommend opening the saber cat cage. I can
almost guaruntee it'll attack YOU instead of the bandit. Go forth and kill
the bandit, the search the chest behind him. You'll find the beacon inside
of it. Once you have the beacon, Meridia will tell you to come back to her.

 From here, clean out the cave of bandits (there's about 5-6 more left) and
continue FORWARD. It'll load you into the first section of the cave, high
above the water (there's a chest to the left here). You can get to the exit
easily this way.

(-NOTE-) If this is your first time to the Lost Knife Hideout, you'll get a
         notification that says "Return to Kjar". That's because you killed a
         target for the quest "Crew Cut", which is a miscellaneous quest given
         by Kjar at Windhelm. Just FYI.

 Once you're back at the world map, go teleport back to the Statue to Meridia.
Once you put the gem back on the pedestal, you'll be whisked away to go talk
to Meridia HIGH above Skyrim. Whee! She will task you with cleansing her
temple and destroying Malkoran. She'll also want you to reclaim an artifact
called Dawnbreaker (a cool name). Once you're safely on land again, follow the
objective and enter the temple.

 In here, loot the corpses (not a good sign) and head down until you see a
door on the left. Pick the door so you can get to a lever, which opens the
gate on the right hiding a chest. Loot it and head forward. Wow, Meridia sure
wasn't lying: this place is in shambles. Interact with the light pedestal here
to unlock the way forward. Past the door you'll finally meet some enemies:
corrupted shades. They are pretty much just like dead, ghostly versions of
generic soldiers. Take them out and continue, hitting another light pedestal.

 Now, THIS tricky pedestal opens up another set of doors, but don't waste your
time as the doors lead to a dead-end. Instead, go through a tunnel to the
south to continue. You'll fight more shades here, go through two wooden doors,
and loot a chest before coming to the next big room. In here, kill the two
shades lurking about and loot thouroughly. There's an EXPERT door up above
that houses a lever to get to a chest. Once you're done, hit the pedestal and
continue to "Kilkreath Balcony". You'll be outside again, just high up on the
ruins. Unlock the EXPERT level chest here and head back into the ruins using
a higher door.

 Head inwards and you'll see walkways above you. Clear out the bottom floor
here before heading up (there are three shades down here). Hit the next light
pedestal when you're ready and go through the open door behind you. There's a
shade down here and a chest. There's also a door on the right that you should
open, but immediately jump back from (there's a floor trap here). Loot it and
go through the left path. Watch out for a tripwire and hit the lever at the
end. Walk down the walkway now and kill another shade at the end. Explore
carefully here, as the corner has a chest and a BLOCK SKILLBOOK entitled
"Battle of Red Mountain". Hit the light pedestal now and continue.

 In the next room there's two more shades, with pathes going up to the left
and right. Go to the left first. There's a potion on a pedestal here, but if
you remove it spears will come out at your head. You can remove it safely as
long as you aren't facing it head-on. Now go up the right steps and continue
out to another light pedestal. Activate it to open the door at the very
bottom, then drop down (use the walkways, don't drop ALL the way down just to
be save) and continue on to the Kilkreath Catacombs.

 Head forwards now and before long you'll see a big room at the bottom of
some stairs. When you get near it, your objective will be to "Kill Malkoran".
He's in here with 4-5 shades and a TON of corpses. He's a necromancer, so be
ready for ice spells and buff yourself up before going in (you can also choose
to use the door to funnel the enemies through, just beware of ranged bow and
magic attacks). Once he's dead loot everything in here (everything) and go up
to the pedestal and interact with it to retrieve Dawnbreaker.

 You'll find yourself up high in the sky again. She'll thank you and tell you
to keep Dawnbreaker and purge the darkness from the land. Agree to carry it in
her name and you'll soon be back on solid ground with a unique sword for your
own (it looks pretty neat too and is, as you would expect, magically enchanted
to kill the undead). That is the end of this quest.

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                         D I S C E R N I N G   T H E
                           T R A N S M U N D A N E
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                     The Elder Scrolls V: Skyrim - [vb1002]
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Entity: Hermaeus Mora

How to trigger quest:

 Now, you guys know that throughout this walkthrough we've been giving you
step by step instructions and generally just plain being awesome. However,
for THIS quest, I'm going to tell you to look at another part of the guide.
You see, this quest is INTERTWINED with the MAIN QUEST in a way that half of
it you NEED to do anyways. In fact, I'm sure that most of you got this quest
due to following the main questline.

 Essentially, this quest starts once you start the "Elder Knowledge" MAIN
QUEST. For the first half of this quest, one crazy scholar named Septimus
Signus will ask you to impart the knowlege of an Elder Scroll onto a lexicon
for him. So, if you need to know how to do that part, go read what we wrote
about the MAIN quest "Elder Knowledge" and come back here once you have a
runed lexicon.

  [Go read/complete the MAIN QUEST "Elder Knowledge" and return here!]

 Ok good. Now once you have the runed lexicon, go return to Signus at his
outpost and show him. He'll mention that he needs dwemer blood to unlock the
box, but that's kinda out of the question since the dwemer have vanished.
However, he thinks he can make a substitute using various elf bloods. This
will give you the following objectives:

 - Harvest High Elf blood.

 - Havest Wood Elf blood.

 - Havest Dark Elf blood.

 - Havest Falmer blood.

 - Havest Orc blood.

 Now THAT is a tall order. Basically, you need to kill a member of each of
those races to harvest their blood. The EASIEST ones to get by FAR are the
FALMER blood (head to Blackreach) and ORC blood (Orc's are in a LOT of bandit
camps). High Elf and Dark Elf blood you can get pretty easy by fighting magic
encampments (certain forts are made up entirely of necromancers and/or mages),
and you can often find Wold Elf blood by taking out hunting camps. Personally,
I'd recommend just keep playing the game, doing other quests and sooner or
later the issue of collecting blood WILL take care of itself (this is what I
did).

 Once you have all the blood, return to Signus. He will mix it and use it to
open the box. Inside, all you'll find is a book. Signus will try to pick it up
and will turn to ash (just as the wretched void predicted). Now go ahead and
pick up the Oghma Infinium. Try to leave and the void (Hermaeu Mora) will tell
you that it contains the knowledge of the ages. He'll also tell you to go
throughout the land and do his will. Um, sure.

 Note that AFTER talking to the void here, the quest will be complete.
However, the BIGGEST REWARD has yet to be paid. You see, you can READ the
Oghma Infinium and once you flip the page it will ask you:

 - The sea of knowledge rolls before you. Choose the section you wish to
   read.

 Here's your choices. Note that you can ONLY CHOOSE ONE, so pick wisely:

 o (Do not read): Gain no bonus. You can read/pick at a later date.

 o The Path of Might: You gain +5 in the following skills:

   - Smithing         - Heavy Armor

   - Block            - Two-Handed

   - One-Handed       - Archery

 o The Path of Shadow: You gain +5 in the following skills:

   - Light Armor      - Sneak

   - Lockpicking      - Pickpocket

   - Speech           - Alchemy

 o The Path of Magic: You gain +5 in the following skills:

   - Illusion         - Conjuration

   - Destruction      - Restoration

   - Alteration       - Enchanting

 You will also undoubtedly level up as well. As you can see, a very powerful
reward! Choose your path wisely and make the most of it. This quest is now
TRULY at an end.

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                      B O E T H I A H ' S   C A L L I N G
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                     The Elder Scrolls V: Skyrim - [vb1003]
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Entity: Boethiah

How to trigger quest:

 To get this quest, you must find and read the book "Boethiah's Proving" (Try
actually reading it too, it offers some insight into what Boethiah likes AND
it's a pretty good read as well). I personally found in on a bookcase at
Septimus Signus's outpost, but I imagine that it can be found in a number of
places. Once you find it, you'll recieve the quest "Boethiah's Calling".

    Write us and tell us where YOU found it!

(-NOTE-) Phil writes in to say: On my way to Karthspire from Markarth, in the
middle of the night, I was attacked by a Boethiah Cultist, who had the book.
He was very deliberately programmed to run up the road to fight me, which was
obvious since I was sneaking and when I moved to the side, he just stopped
where he would have seen me. Guess that further proves the "randomness" you
talk about in the intro haha.

 Once you have the quest, the marker will show the location of the Sacellum
of Boethiah, which is just east of the city of Windhelm (there IS a path that
leads directly up to it, just look around carefully and beware of Ice Trolls).
Once you get there you will meat the cultists that worship Boethiah. Talk to
the priestess, who will tell you about Boethiah (tell her you aren't scared by
her: Boethiah likes those who believe in themselves after all). She will
advance the quest by telling you that to get Boethiah to appear, you have to
lead a follower to the Pillar of Sacrifice (which is up that flight of stairs)
and get them to touch it. This will trap them, and after they're trapped you
will need to slay them. Looks like we need to find a follower that we don't
mind... killing. You can check our section on companions if you need to find
someone.

(-NOTE-) While you can lead and kill ANYONE who will follow you, it DOES have
         consequences. What I personally did and would recommend is to use a
         follower like the Dark Brotherhood Initiate follow you, or go hire a
         MERCENARY and do it (The Mercenary is what I did, since for some
         reason the initiate's wouldn't do what I told them to).

 So after getting a follower that you wouldn't mind losing, fast travel back
to the Sacellum of Boethiah. Head up the stairs to the pillar of sacrifice,
then TALK to your follower and tell them you need them to do something. Now,
with the new "directing" cursor you'll get, tell them to activate the pillar.
As they do so, strange magic will grab them and hold them to the pillar. Now
just take the sacrificial knife and cut them down.

 Once you've done your horrible deed (and who are we kidding, YOU , sir or
madam, are a MONSTER) Boethiah will appear to you, using their corpse. It's
best to use cocky answers when talking to her ("I'm not afraid of you".) and
after some time Boethiah will lead you and all the cultists down the steps
(stay at the top if you are best at ranged combat), annoucing that she will
give a special job to whoever's left standing...

 This initiates a free-for-all admist all the cultists and your goal is
obviously to be the last one standing. If you're a ranged user (magic/archer)
you should be at the top of the steps and can hurt the group from up here.
Alternately, you could always let them duke it out until their numbers thin.
Just make sure you're the last one alive. Once everyone is dead, Boethiah will
posses another corpse and tell you that your next job is to slay her current
champion (whom she's grown tired of). If you take a look at the map, he's
located at Knifepoint Ridge (west of Falkreath), but there's a catch: she
wants you to do it as STEALTHILY AS POSSIBLE.

 Travel to Knifepoint Ridge, which is more or less a bandit encampment. It's
pretty hard to sneak in here due to the watchtowers (try coming in from the
east) but the best way to kill and be stealthy here is archery sneak attacks.
Go at night so you only have to deal with the watchtowers and one or two
bandits around a campire and proceed to sneak attack everyone to death (don't
worry too much if you get caught or detected: you don't HAVE to kill everyone
stealthily, just do your best). Note that out by the archery range here is a
ARCHERY SKILLBOOK called "Vernaccus and Bourlor" that you can pick up. Once
you've killed everyone out here, enter the mines.

(-NOTE-) It's pretty obvious, but the mines are FULL of ore deposits and you
         can find a pickaxe here, in case you want to do any mining. Heck,
         there's even an on-site smelter).

 In the mines you'll be on a much more linear path, so be ready to pick off
bandits whenever you see them. Many bandits will be preoccupied either mining
or something else to notice you. You have to kill everyone in here, but the
champion is in the very back inside of a house structure. If you're going to
sneak attack anyone, make it him as he's wearing a set of ebony armor. Once
you've killed everyone, be sure to loot his ebony armor, and then equip it
since that's your new objective. Once you do, Boethiah will speak to you again
and name you her champion, giving you the armor as a gift. She'll also tell
you to carry on and do whatever you want as she's busy "pulling strings". This
ends this quest.

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                          T H E   B L A C K   S T A R
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                     The Elder Scrolls V: Skyrim - [vb1004]
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Entity: Azura

How to trigger quest:

 The easiest way to get this quest is to go talk to a bartender and ask them
about rumor's they've heard. Eventually you should get the miscellaneous quest
called "Visit the Shrine of Azura". OR you could just visit the shrine, which
is located just SOUTH of the big city of Winterhold. It's on top of the peak
of the mountain, but there's stairs going up to it if you approach from the
NORTHWEST. Be wary of Ice Trolls and the like though!

 Once you reach the shrine the Dunmer priestess there will say she forsaw
your coming. She will tell you that Azura choose YOU to be her champion, which
all sounds a little TOO convienent. Anyways, you'll get the quest "The Black
Star" now. Your first goal is to find "an elven man, who can turn the brighest
star as black as night". That doesn't help very much, but the priestess (whos
name is Aranea) will tell you she thinks he's in Winterhold.

 Travel down to Winterhold and enter the Inn there (the Frozen Hearth Inn).
Here you can ask the innkeeper about elves who play with stars and he'll tell
you to try the college, or the inn's resident mage Nelacar (who's probably
sitting nearby). The objective will change to "talk to Nelacar" so go over and
talk to him. Choose INTIMIDATE when you get the option and he'll comply,
asking what you know about soul gems. Follow the conversation to learn about
Azura's Star and what Malyn was trying to do with it. After the chat, your
next objective will be to find Azura's Star.

 Head outside of the inn and check out the world map. Sure enough, our
objective is to travel to Ilinalta's Deep, the last known hang-out spot of
the infamous Malyn. Head on over there (it's located by "The Lady" standing
stone, north of Falkreath) and find the entrance on top of a castle tower
(which has all but sunk into the lake). Enter through the trap door.

 Inside skeleton jeses will greet you and let you know this is NOT a save
place. Continue forward into the big room and you'll have no choice but to
go down the hallway on the left. Further ahead is a big room with a
necromancer in it (and maybe a skeleton) so take them out. Past the door are
two more necromancers that may join in the fighting, but all of these guys
are apprentices so no worries. Loot the place good and take the right wooden
door to continue. Further in is a stronger necromage and a skeleton. Also
notice how half the room is flooded (well duh, we're under the lake at this
point). You can swim here, and as you can see there's a path that leads
underater to another room. There's a chest down there, but you have to be
FAST to grab it (don't worry about it otherwise as there's nothing really
good in it). Go through the next door to continue.

 You'll find two more apprentices with a ARCH Necromancer further in (past a
room full of beds), hanging out with a bandit. The arch necromancer can
obliterate you if you're not careful. Take them out and loot the place. You
can pick the door on the right to get to a bedroom and a chest. There's also
an ENCHANTING SKILLBOOK here called "A Tragedy in Black". Loot the place good
and around the next turn are two more skeletons. Kill them off and note the
water area here. There's a locked door down in the water that guards a chest
and a bunch of goodies if you're interested. Grab the chest on dry land as
well and go through the door. As you go on there's another locked door on the
right guarding a storage room. Keep following the path until you unlock a door
and are able to zone into "Ilinalta's Deluge".

 In this new area, head to the big room up ahead where two necromancers will
be talking. Get the jump on them and kill them off. There's a CONJURATION
SKILLBOOK here named "The Doors to Oblivion" by the way. Be sure to go through
the RIGHT door first as its a supply closes loaded with potions, then go down
the left-hand path (grab the chest!). In the next area is a patrolling mage
and a bunch of prison cells. Kill him and save. The next room has a MASTER
necromancer, and he can hit hard as well as raise up 2-3 skeleton allies in a
hurry. Kill him off asap.

 After the fight head up the stairs on the left. You'll find a disturbing
scene at the end, but near the strapped-in skeleton is a BROKEN Azura's Star.
Loot the chest, pick up/read the grimoire, and finally pick up the star. Our
new objective will be to give the star to either Aranea OR Nelacar. I'll list
both path's below for you to choose from. You can also use the ladder nearby
to exit this place fast.

 - Bringing the Star to Aranea:

 Aranea will thank you and present the star before Azura. She will then ask
Azura to mend it. After a bit, she'll tell you to talk to Azura yourself!

 Azura will tell you that Malyn's soul remains in the star, and it must be
cleansed before the star can be restored. After some conversation, she will
tell you that she'll send YOU into the star to cleanse it. Tell her when you
are ready to go!

(-NOTE-) If you're not a ranged user, you want to make sure you are as MAGIC
         RESISTANT as you can get before entering the star. Fair warning!

 Once you enter the star, Malyn will think that it's time for a meal. Tell him
how wrong he is and he'll run away, summoning THREE DAEDRA to fight his battle
for him. These daedra are POWERFUL magic users. Thankfully, they tend to
spread out a bit, so try your best to take them on one at a time. This is what
you've been saving up your potions for though, so don't be afraid to chug some
magic resistant potions. Be sure to loot them for their hearts afterwards
(there's a sentence I never though I'd type). Further down below you can find
Malyn, who's nowhere near as tough as the Daedra (you can even sneak attack
him if you try). Once he's dead, it's all over.

 Azura will pull you out of the star and will thank you. As a gift, she'll
give you Azura's Star: a SOUL GEM that will never break (and can only accept
white souls). Also, you can talk to Aranea who will no longer recieve visions
from Azura and, if you wish, can now become your companion. This will end this
quest. Congrats!

 - Bringing the Star to Nelacar:

 Should you decide to bring the star back to Nelacar, he'll mention that he
may be able to finish Malyn's work and make it so the star only accepts black
souls. Upon looking at it, Nelacar will say that Malyn's soul is INSIDE of the
star, and he can't fix it like that. He'll want to send YOU inside of the star
to "kill" Malyn. Yikes! Ask him any questions you want, but in the end tell
him you're ready to enter the star. Since it's the same sequence of events as
giving the star back to Azura, I'll copy and paste what I wrote above here:

(-NOTE-) If you're not a ranged user, you want to make sure you are as MAGIC
         RESISTANT as you can get before entering the star. Fair warning!

 Once you enter the star, Malyn will think that it's time for a meal. Tell him
how wrong he is and he'll run away, summoning THREE DAEDRA to fight his battle
for him. These daedra are POWERFUL magic users. Thankfully, they tend to
spread out a bit, so try your best to take them on one at a time. This is what
you've been saving up your potions for though, so don't be afraid to chug some
magic resistant potions. Be sure to loot them for their hearts afterwards
(there's a sentence I never though I'd type). Further down below you can find
Malyn, who's nowhere near as tough as the Daedra (you can even sneak attack
him if you try). Once he's dead, it's all over.

 For helping out Nelacar, you'll get THE BLACK STAR as your rewards: a SOUL
GEM that will NEVER break and only accepts BLACK SOULS (human souls). That
will also end this quest. Congrats!

(-NOTE-) For the record, I went with giving the star back to Aranea. It's your
         choice though, just don't expect Aranea to ever be your follower if
         you go against her.

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                              A   D A E D R A ' S
                             B E S T   F R I E N D
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                     The Elder Scrolls V: Skyrim - [vb1005]
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Entity: Clavicus Vile

How to trigger quest:

 This quest is extremely easy to acquire, all you need to do is basically
travel to the town of Falkreath. A guard SHOULD come up to you and ask you
if you've seen a dog. Kind-of a weird question, right? Reply however you want
and you'll get the miscellaneous quest "Speak to Lod".

 Lod is the blacksmith in town. Once you talk to him, he'll tell you that he
wants a dog for company and wants you to find him one. You can also PERSUADE
him to give you 50 gold upfront. He'll also hand you some fresh meat. Head out
of town to the southwest and you'll soon run across a dog named Barbas. This
isn't a normal dog though, it will TALK to you and ask you to help him settle
a dispute with his master. Agree to do so to start this quest.

 You'll now have to follow Barbas to his master, which starts a LONG journey
to the east. Barbas will lead and you will follow. He'll end up leading you
through the destroyed city of Helgen (which I'm sure you remember) and than to
a dungeon called Haemar's Shame.

 Once inside you'll see that ol' Barbas is WAY ahead of you. Stupid mutt.
Don't worry, he can't die. This place is chock FULL of vampires though, so
take out the one guarding the entrance and loot the chest up where he was.
Now continue on and watch out for a trap while taking down another vampire.
In MY game, Barbas was in the next room and had killed a vampire fledgling
and was killing a vampire nightstalker. Heh, help him out and loot the place
good before accompying him. Further in Barbas will start shit with some more
vampires, so let him take the attention and pick them off one by one. Be sure
to loot again before going down a ramp. After the first ramp is a small study
area where you can find the SKILLBOOK "Response to Bero's Speech", which will
raise your DESTRUCTION skill by one. Continue on and enter Haemar's Shame.

 In here proceed forwards and kill whatever you come across that Barbas hasn't
killed yet (for me it was one vampire and a frostbite spider). You'll shortly
reach the shrine of Clavicus Vile. Go activate it to talk to him. He'll thank
you for helping him out already by "curing" his followers vapirism! Ha. Tell
him you're here to reunite him with Barbas and he'll outright refuse... unless
you and Barbas go retrieve the Rueful Axe for him. Agree to do it and go up
the stairs behind the shrine and loot the chest. You can make a quick exit
back to the world map from this room by pulling the chain nearby to open the
way. In MY game, Barbas was by the exit fighting vampires. That crazy dog!

 Once you're back out on the world map, you'll see that the axe is in a place
called Rimerock Burrow, to the west of Solitude. Make your way there now. It's
off a brick road and you want to approach the dungeon from the southeast.

 Be careful when you enter this place, as there's a powerful mage named
Sebastian Lort. He often has an Atronach out and can drain your health fast,
so be careful. Kill him off and take the axe off the table. Be sure to loot
the place as you can find a SKILLBOOK called "2920, Hearth Fire, v9", which
will raise your Conjuration skill by 1. Head back out to the world map and
fast travel back to Haemar's Shame.

 Head inside and make your way back to the shrine. Be careful of any enemies
that may be alive on the way inside (oddly enough, a master vampire was by the
shrine for me when I got there...). Once you get back and speak to Clavicus,
he will tell you that you have two options: Either give him back the axe or,
if you wish to keep it, use it to KILL Barbas.

 o Kill Barbas with the Axe:

   Barbas will try to stop you before you do, telling you that you can get
Clavicus' Mask if you just give him the axe. Don't listen and strike him with
the axe. One shot is all it will take. Apparently old Barbas can go 4 vs. 1
against some vampires, but falls in a single axe swing. Afterwards talk to
Clavicus and you'll get to keep the axe. Barbas will turn into a statue by
Clavicus' side.

 o Give Clavicus the Axe:

   Refuse Clavicus his fun and Barbas will once again take his side by his
master (in status form, of course). Clavicus will try to punish you for being
boring, but Barbas will stop him and you'll end up getting the Masque of
Clavicus Vile.

(-NOTE-) It really doesn't matter WHAT option you pick, but unless you REALLY
         have a thing for that axe, the masque is the obvious choice here.

 After placing Barbas back at his master's side, this quest will be over.

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                      P I E C E S   O F   T H E   P A S T
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                     The Elder Scrolls V: Skyrim - [vb1006]

Entity: Mehrunes Dagon

How to trigger quest:

 THIS quest starts once you reach level 20, as pointed out by one of our
readers (I had happened to beat the main storyline when it happened for me,
but it DOES start when you hit level 20).

 Anyways, once you reach level 20, you should be visited by a courier upon
entering any major town (such as Whiterun). He will give you an item called a
"Museum Pamphlet" that will invite you to Silus Vesuius' "Museum of the Mythic
Dawn" in Dawnstar. This starts a miscellaneous quest called "Visit the Museum"
(paraphrasing) and will send you to Dawnstar. Upon reaching the town you'll
see Silus out on his front porch arguing with someone about his museum.
Afterwards he will invite you inside to view it, which starts this quest in
earnest.

 Head inside of his house where you can view his museum (a rather small
collection of four display cases). As you look at each case, Silus will
comment on whatever is within. Those who played through Oblivion will
undoubtedly remember the Mythic Dawn cult quite well, as they essentially
caused the "Oblivion Crisis". Once you are done looking around, ask Silus
about the job he wants you to do.

 He'll tell you about Mehrunes' Razor after a brief history lesson. Of course,
he will want you to collect the three remaining pieces for him. He DOES run a
museum after all! Agree to gather the pieces for him and you'll be given THREE
new objectives.

(-NOTE-) You can do these following sections in any order you like. Silus only
         cares about results, after all!

 - Retrieve the hilt of Mehrunes' Razor:

 To get the hilt we need to travel to the major city of Morthal. The man that
owns the hilt is named Jorgen, and is often working at his mill on the edge of
town. Go find him and talk to him about it. You'll have options to PERSUADE,
BRIBE, or INTIMIDATE him for the hilt, so try those options first (I was
actually surprised at how little the bribe option cost). As an alternative,
you could always choose to LOCKPICK his house which is a great option for you
thieves out there. The hilt itself is inside of a treasure chest. Do whatever
you have to do to get it.

 - Retrieve the pommel of Mehrunes' Razor:

 The pommel of the razor belongs to a person named Drascua, who you'll see
is located at a place called "Dead Crone Rock" just southwest of Markarth, up
in the mountains. The best way to get there is to just walk southeast from
Markarth stables, following the path past the bridge and soon you'll see a
path that heads west. You can follow this path up and find Hag Rock Redoubt,
Dead Crone Rock, and the Hag Rock Redoubt Ruin. Beware of all the Forsworn
that inhabit the place though (but be sure to loot through their chests and
whatnot). Once you're done, enter the Hag Rock Redoubt Ruin door that the
marker is pointing to (this isn't to get the pommel, just to grab some chests
and a skillbook).

 Head inside and kill the two Forsworn on the right. There's a chest over
there and the SNEAKING SKILLBOOK "2920, Last Seed, v8" on the table that they
were just sitting at. Go forwards and up the stair case, killing the guard
watching the jail cell (you can pick the locks but there's nothing good).
There is a higher-level Forsworn in the next room but he often uses the
alchemy lab there so sneak attack him and raid the chests before going back
out to the world map.

 Back out at the world map head up to Dead Crone Rock and enter. In here kill
the Forsworn in front of you and head up the spiraled stairs on the right.
Check out the right cubby for goodies, then kill the two Forsworn you'll find
up here. Also be careful of the soul gem in the dining room that will spit
fire at you (you have to take it to stop it). Follow the path past the dining
room (watch out for the trap) and pull the lever in the next room. There's
also an ALCHEMY SKILLBOOK here called "A Game at Dinner". Go back out to the
main room and take the path that the lever opened up out to the world map.

 Up here you will find Drascua. Be careful of the three soul gems that shoot
fire up here (as evidenced by the burnt corpse) and try to take her by
surprise if you can! She is basically a hagraven, so has powerful magic
attacks at range. Take her out and loot her for the pommel. There's also a
chest here with some very nice items and the sacrifice table has a lot of good
stuff. Oh, and a DRAGON WALL that teaches you the word FEAR - DISMAY. Pretty
sweet!

 - Retrieve the blade shards of Mehrunes' Razor:

 Time to get the blade shards. An orc named Ghunzul has them, and you can find
him in a keep called Cracked Tusk Keep just west of Falkreath (this place is a
TON easier to get to than Dead Crone Rock). The outside of the keep is guarded
by 3-4 Orcs who love to use ranged attacks (they ARE basically a hunting party
after all). Take them all down. Of note outside is a SMITHING SKILLBOOK named
"Light Armor Forging" near the smithing setup, so be sure to grab it before
heading inside the keep.

 You'll find two orcs hanging out in the main room, so take them out. Now,
Ghunzul is off in a bedroom to the left. We don't HAVE to kill him... but
we're going to! Head over there and get the drop on him. Be sure to loot him
and his room for goodies. You'll note he DOESN'T have the shards on him, but
he has a key! Use it to explore the place and find the Cracked Tusk Vaults.
Down here hit the buttons on the walls to grab the goodies in the rooms,
including a LIGHT ARMOR SKILLBOOK "Rislav the Righteous" from the left room.
To open the door in front of you, you need to hit the levers on each side.
Now THIS room is FULL of tripwires. Each one will release a spiked wall or
dart trap, so keep your eyes open and trip them all. At the end is a pedestal
with the shards on it. Be sure to grab it from the side, as it is a pressure
weighted pedestal. Once you have the shards we're done here.

- Return to Silus

 Now that you have all three pieces it's time to go see Silus. Silus will
be pleased and will reward you with 1,000 Gold per piece (3,000 Gold total).
He will then let you in on a secret: the scabbard in the case is the fourth
piece, and he plans on contacting Dagon directly to repair it! And with that,
Silus says he'll meet you at the shrine and will leave. You can use this time
to pick the locks here and take the Mythic Dawn items, but they really aren't
worth much.

 Head outside and you'll see the shrine is just south of Dawnstar (by the Lord
Standing Stone, actually). Make your way over there and you'll meet Silus by
the shrine (Mehrunes Dagon is an UGLY SOB). He will put the pieces on the
altar and ask Dagon to make them whole... with no sucsess. He will than ask
you to try to talk to Mehrunes. Interact with the altar and YOU will be deemed
worthy. However, Mehrunes sees no reason to let Silus live, and will tell you
to kill him. We have TWO choices on how this plays out:

 o Let Silus Live:

  In this path, you are going AGAINST Dagon's wishes. After telling him NO,
Silus will talk to you where you'll get a chance to once again say no. Silus
will be overjoyed and will give you 500 Gold. However, Mehrunes isn't going to
let you off THAT easy. He will spawn TWO daedra (Dremora Markynaz... what a
name) who will make short work of Silus. They will then turn on you! Fight
them off however you can and loot Silus and the two daedra. You will find a
"Key to Mehrunes' Shrine" on both the bodies. Be sure to grab it.

 With the key, you can open the door past the altar. In this small area
there is a LOT of loot to be had... once you kill two more daedra who are
guarding it! Take them out and have fun looting the place (I found several
pieces of enchanted equipment and a lot of ingots).

 That will be the end of this quest as well.

 o Kill Silus:

  In this path you are doing as Lord Dagon wishes. Agree to kill Silus, who
states he won't go down without a fight! He's a wizard, but should fall easily
enough. After killing and looting him, go back and inspect the altar again as
Dagon puts together the Razor for you, telling you to use it and spread chaos
throughout the land. Pick it up once you can, and as a parting "gift", Dagon
will spawn two deadra to attack you. Fight them off however you can and loot
them afterwards. You will find a "Key to Mehrunes' Shrine" on both the bodies.
Be sure to grab it.

 With the key, you can open the door past the altar. In this small area
there is a LOT of loot to be had... once you kill two more daedra who are
guarding it! Take them out and have fun looting the place (I found several
pieces of enchanted equipment and a lot of ingots).

 That will be the end of this quest as well.

(-NOTE-) Both paths should have the ENCHANTING SKILLBOOK "Catalogue of Armor
         Enchantments" in the shrine. Just an FYI to keep your eyes open.

(-NOTE-) It can be argued, without a doubt, that the "Kill Silus" path is by
         FAR the best option to pick, as letting him live makes you forfeit
         owning Mehrunes' Razor!

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                              I L L   M E T   B Y
                               M O O N L I G H T
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                     The Elder Scrolls V: Skyrim - [vb1007]

Entity: Hircine

How to trigger quest:

 To start this quest, head on over to Falkreath, perhaps the gloomiest city
in all of Skyrim. There is a large cemetary on the outskirts of the town that
is hard to miss and here there is a priest and a couple attending a funeral.
Listen to the short service then talk to the dad, who will tell you that he
just buried his little girl. Ask him how she died / who did it and he'll tell
you a man named Sinding teared her apart. This will start the quest.

 Tearing a little girl apart! That's appaling! Sinding is currently locked up
in the Falkreath Barracks though, so let's go see him. Head down to the jail
and go talk to Sinding. He will feel bad about the incident, and will blame it
on the cursed ring of Hircine he wears, which since he is a werewolf the ring
will force him to change at inopportune times. Ask him whatever questions you
wish and tell him that you will take the ring to Hircine. He will gladly give
it to you, telling you that there is a great beast in these woods that we must
kill if we wish to gain an audience with Hircine.

(-NOTE-) Once we have the ring, it EQUIPS itself AUTOMATICALLY. Furthermore,
         if you are already a WEREWOLF, the ring will FORCE YOU TO CHANGE INTO
         YOUR BEAST FORM RANDOMLY. Be extremely careful with this. We also CAN
         NOT UNEQUIP THE RING. You'll have to proceed forward with this quest.

 Head outside and get out of Falkreath fast. The great beast is a white stag,
and you can find it's CURRENT location on the map, so see where it is and
head towards it. Note that it is on the move constantly, so long-range attacks
such as magic and bows are great here. Once you kill the beast, an aspect of
Hircine will appear. He will congradulate you, saying you have what it takes
to be his champion. He will tell you that a great hung has been called to slay
Sinding though, and you must participate in it (no matter what you say).

 From here, head over to the Bloated Man's Grotto, just southwest of Whiterun
(approach it from the north) and head inside. Inside you'll seen some slain
hunters. One is still alive, a Khajit named J'Kier. He will bleed out soon,
but will warn you the prey is strong but more hunters are on the way. Loot
the bodies here. Note that you can find a CHEST under the small pool of water
here as well. Grab all the loot and continue onwards, tracking down Sinding.
You will soon meet him, and you'll have to choose between one of two options:

(-NOTE-) Take a look at the rewards of each path before you make your
         decision! One GREATLY helps you out if you're a werewolf and make
         use of the beast form a ton.

(-NOTE-) Also be sure to thouroughly explore this area, as there's a big
         chest here with lots of goodies.

 o Kill Sinding

 This is what Hircine wants you to do. If you choose this option (and tell
Sinding that you must do what Hircine asks) he will run away. There are
several other hunters out here that Sinding will fight, but he moves MUCH
faster than you and will utterly destroy the other hunters (don't be surprised
to see them all dead before you can join them if you wait too long to follow
Sinding). In the end, you'll have to fight him in his beast form one vs. one.
It isn't too hard, just be ready to heal yourself and don't let him overwhelm
you.

 Once he's dead you will have to skin him. Do so and Hircine will appear and
congradulate you. He will take the cursed ring of Hircine away and will turn
the skin into the SAVIOR'S HIDE, which is your reward (the SAVIOR'S HIDE is
some LIGHT ARMOR that ups your Magic Resistance by 15% and Poison Resistance
by 50%).

 After bidding you happy hunting, Hircine will leave and this quest will end.

 o Spare Sinding

 If you go this path, you're going to end up killing all the hunters that
are left in the grotto. There are three "sets" of hunters, so just follow the
path and take them out with Sinding as your companion. Its funny how he's not
nearly as powerful when he's WITH you. Once you've killed all three sets, talk
again to Sinding who states that he will make his home here. The quest will
end, but we're not done yet! Go and leave the grotto now.

 Outside, you'll meet up with Hircine again. Despite doing the opposite of
what he wanted (and no matter what option you pick), Hircine is still pleased.
He will let you go with his blessing. Your cursed ring is now uncursed, giving
you the RING OF HIRCINE. It will now let you transform into a werewolf TWICE
in one day instead of once, and will no longer randomly transform you.

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                        T H E   C U R S E D   T R I B E
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                     The Elder Scrolls V: Skyrim - [vb1008]

Entity: Malacath

How to trigger quest:

 To get this quest, you must travel to the orc camp of Largashbur (which is
to the southwest of Riften). Once you get near, you'll see the orcs fighting
off a giant. Give them a hand and one orc (Ugor) will tell you to go away.
However, another orc (Atub) will be more open to outsiders, and will ask for
your help. It seems their tribe is cursed and as a result their leader,
Yamarz, has forbidden anyone to leave the encampment. However, they've also
been suffering constant giant attacks. Atub plans on petitioning Malacath to
break the curse, but since she can't go to Malacath's shrine she will ask you
to bring two ingrediants to her: Troll Fat and a Daedra Heart.

(-NOTE-) There are several things to steal around the camp, as well as a few
         MASTER chests to try your hand at.

 - Troll Fat: If you're a hoarder like me, chances are you already have this
              ingrediant. In fact, I was able to scout around the orc camp and
              FIND troll fat on a shelf! Ha! If you can't find any like I did,
              you can always roam around the woods (for trolls) or ice fields
              (for ice trolls) until you find one, then slay it.

 - Daedra Heart: This ingrediant is a little trickier to get. Two quests that
                 I KNOW have daedras to kill are "The Black Star" and "Pieces
                 of the Past". If you haven't done those yet, go do them and
                 you'll get this ingrediant.

 Once you have both ingrediants, return to Atub. She will insist that you are
present for the ritual, and will go get Yamarz as well. Once you're back
outside Atub will do the ritual and Malacath will speak! He will insult Yamarz
for being a weakling and letting giants take over his shrine, and will task
Yamarz with killing the giant leader and bringing back his club before he
helps the tribe out! After the ritual, Yamarz will want to talk to you. He
will blame YOU for starting this chain of events and will make you become his
bodyguard. You are to meet him at Fallowstone Cave and protect him on his way
to the giant leader.

(-NOTE-) You can either follow Yamarz TO the cave (which is just northeast of
         Riften) or meet him there.

 Once you get to the cave head inside and you'll be charged with protecting
Yamarz. He will take the lead, so just stay by him. Head down into the cave
(which is beautiful) and kill a giant at the bottom. Follow Yamarz with the
stream and kill another giant (there's a dead bandit to the right in this
room). Continue forwards and you'll meet two bears that you can kill as well.
When you reach a split Yamarz will go left (the right path is a shortcut out
of this place) so follow him into Giant's Grove.

 Head into this area and eventually Yamarz will stop you. He will say that
he's ready to face the giant... that is unless you want to make some extra
gold. Here you can either kill the giant yourself, or tell Yamarz that HE is
supposed to do it.

(-NOTE-) I would recommend telling Yamarz to kill the giant himself. You can
         see why for yourself if you read both paths below.

 o Make Yamarz kill the giant:

  Yamarz will charge down to the giant... and promptly eat the big one. And
with him dead, it falls to you to slay the giant. Use the terrain here to
your advantage, as this giant is much stronger than the two you just faced.
Once he's dead, Malacath will speak to you and tell you to take the weapon
(Shargol's Warhammer) back to the tribe. Loot the place thouroughly and grab
the giant's weapon and take it back to the camp (using the shortcut to the
exit in Fallowstone Cave that we talked about earlier). Keep your eyes open
for a chest on the way out!

 Once you're at the camp talk to Atub and explain what happened. Then go put
the warhammer on the altar (interact with it). The warhammer will change into
a weapon called VOLENDRUNG (which absorbs a WHOPPING 50 points of stamina) and
you will become Malacath's new champion. Also, with Yamarz dead, Gularzob will
become the new chief. The orcs here are accepting of you now, and in fact Atub
will even be able to teach you Illusion magic if you wished (as she is a
trainer now). This ends this quest.

 o Kill the giant yourself:

  Go down there and slay the giant. If you're an assassin, this is easier
than having Yamarz try to kill it and die, as you can get some sneak attacks
in. Once it's dead, loot the place and pick up Shargol's Warhammer and return
back to Yamarz.

 He will tell you that he can't allow you to leave here alive since you may
tell people what happened. He will then attack! Yamarz is a formidale foe,
and for me at least took MORE hits to kill than the giant (making one wonder
how the giant killed him so fast!). His attacks aren't nearly as dangerous as
the giant though, so take him out and Malacath will call him a weakling once
more, and tell you to take the weapon back to the tribe. Be sure to use the
shortcut in Fallowstone Cave and keep your eyes open for a chest on the way
out!

 Once you are at the camp, go talk to Atub and explain what happened. This is
where the one MAJOR difference between the two paths shows: you can tell the
tribe that Yamarz betrayed you. Malacath will even back you up! Go put the
warhammer on the altar (interact with it). The warhammer will change into a
weapon called VOLENDRUNG (which absorbs a WHOPPING 50 points of stamina) and
you will become Malacath's new champion. Also, with Yamarz dead, Gularzob will
become the new chief. The orcs here are accepting of you now, and in fact Atub
will even be able to teach you Illusion magic if you wished (as she is a
trainer now). This ends this quest.

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                        W A K I N G   N I G H T M A R E
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                     The Elder Scrolls V: Skyrim - [vb1009]

Entity: Vaermina

How to trigger quest:

 To start this quest, first head to the major city of Dawnstar. Once you're
there head inside of Windpeak Inn. Inside you'll here a group of citizens
complain about nightmares. Go listen in and you'll learn that everyone in the
town has been having re-occuring nightmares. After the priest Erandur gets
everyone to calm down, go talk to him. He'll state that in fact, the source
of the nightmares is likely coming from a place called Nightcaller Temple, a
place of worship for the Daedric Lord Vaermina. He will ask for your help in
putting in end to it. Agree to start the quest proper.

 We'll now have to follow Erandur to Nightcaller Temple, so follow him as he
leads the way outside of the Inn. He'll take you up to the Nightcaller Temple,
a short walk up a mountain outside of town. Beware of the Ice Trolls near the
top. Once you get there, Erandur will explain the miasma in the place and the
orc party that attacked years ago. After hearing that, follow him into the
temple.

 In here he will show you the Skull of Corruption, an artifact that Erandur
believes is eating memories. We have to get down to where it is and perform a
ritual. Head down the stairs and two orcs will awaken. Take them out. The way
forward is blocked, and so Erandur will say we need to head to the library
(you can find out how he knows so much about the place now...). Head up to the
library and clear out the priest and orc at the top, and two more priests at
the bottom. Erandur will state we need to find a book called "The Dreamstride"
now, and a marker will appear to show you where in the room it is (upstairs
across a fallen stone column). 

 Go grab it and return it to Erandur, who will flip through it and deduce we
need a liquid called Vaermina's Torpor so we can use an ability called a
Dreamstride... just listening to this makes me nervous! Also, go find a chest
behind a door here on the lower level before following Erandur to the lab.
You will have to fight two more enemies in an open room before going into the
lab where FIVE enemies will wait for you. Take them all out (hit them as they
get up) and Erandur will state we need to find the Torpor.

 Once again the marker makes it easy to find the Torpor, but be sure to raid
the room for the abundance of alchemy ingrediants and an ALCHEMY SKILLBOOK
called "Mannimarco, King of Worms". Once you're done looting, grab the Torpor
and show Erandur. He'll tell you to drink it (it's in your inventory under
potions) so do so. Follow out the dream sequence (you can't grab stuff or
attack anyone) and release the miasma. After you do so, you'll "wake up" in
the real world and you'll be BEHIND the barrier.

 Take the soul gem to open the path for Erandur and continue on. Kill anyone
that awakens together and be sure to look out for chests and potions. At the
end of your journey (down near the skull) you'll have to face the two priests
you saw in the dream (and you'll learn who YOU controlled for a time). Take
them out before they kill you and loot them. There's also a chest in the right
hand cubby down here. Erandur will now start the ritual to remove the barrier.
As he does so, you will HEAR Vaermina tell you that he's going to betray you,
and you should kill him and take the skull of corruption for yourself. This of
course gives us two choices...

 o Let Erandur destroy the skull:

 Don't do anything! Let Erandur finish his ritual! He will end up destroying
the skull. Afterwards, talk to him and you will complete this quest. The
"reward" by taking this path is that you'll be able to take on Erandur as your
companion whenever you would like. He will reside at Nightcaller Temple should
you need him.

 o Kill Erandur and take the skull:

 To take this path, attack Erandur as he is performing the ritual. Keep
attacking him and slay him (a sneak attack is VERY easy to pull off here).
Be sure to loot him afterwards and claim the Skull of Corruption as your own.
The skull is a staff. It does 2 damage but is enchated with this effect: "20
points damage, increase to 50 if powered with dreams collected from sleeping
people." Once you claim it this quest will be over.

(-NOTE-) When the staff says it increases its damage to 50, that's **IF** it
         has collected dreams. To collect dreams, you must find a sleeping
         person and USE the staff on them. This will steal FIVE dreams from
         them. However, it will also awaken them right then and there, so be
         careful.

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                              A   N I G H T   T O
                                R E M E M B E R
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                     The Elder Scrolls V: Skyrim - [vb1010]

Entity: Sanguine

How to trigger quest:

 To start this quest, go visit any bar and eventually you'll find a man named
Sam Guenvere who will challenge you to a drinking game (for refrence, I was
level 30 when I got this quest and I visited "The Bee and Barb" bar in Riften;
I don't know if there's some other requirement for this quest, but if you do
let us know!).

 Talk to Sam and begin your drinking contest (aka go through the dialog that
pops up). Eventually you'll drown a third drink and... blackout!

 Upon waking, you'll be admonished by a priestess and told to clean up your
mess! Ask her where you are to learn that you're in the Temple of Dibella,
in Markarth! Wow! You'll now have officially started this quest!

 Now you can either pick up your mess (a giant's toe and a lot of wine
bottles) or talk to her again and use your persuade skills to get her to tell
you that Sam mentioned the city of Rorikstead (as your new goal is to find Sam
and the staff he promised you).

(-NOTE-) You can gain the BLESSING OF DIBELLA nearby for +10 Speechcraft. 

 Head on over to Rorikstead now where you'll find a farmer named Ennis who's
mad as hell at you! Apparently, you stole his prized goat, Gleda, and SOLD her
to a GIANT. Great going! In order to get ANY information from him you'll have
to get her back... or you could pass a PERSUADE, INTIMIDATE, or BRIBE (1000G)
option. If you DO choose to get the goat back, you'll have to travel up the
hill to the south and kill the giant, then lead the goat back to Ennis. Pick
whatever option you want, and Ennis will tell you to check with Ysolda in
Whiterun.

 Head over to Whiterun now and speak to Ysolda. She'll tell you that you still
owe here for the ring she sold you! Oh boy... so we got engaged too, huh? Man!
She is willing to call it off if you return the ring though. At this point, we
can once again pass a PERSUADE, INTIMIDATE, or BRIBE (2000G) option to
continue our journey. Or we can go get the ring back. If you choose to go get
the ring back, you'll need to head over to a place called "Witchmist Grove",
just south of Kynesgrove. Head over there and a hagraven named Moira will run
up to you. Apparently you were going to marry her... yeah, tell her you need
the ring back and she'll attack! Kill her off and grab the ring off of her
corpse. Inside of her house you can also find a DESTRUCTION SKILLBOOK here
called "Response to Bero's Speech". Nice. Head back to Ysolda now and give her
the ring. She'll mention your wedding was supposed to be at Morvunskar, which
is our next objective.

 Morvunskar is just southwest of Windhelm. Make your way there but be warned
that it is guarded by all sorts of mages. Take them all out (they are probably
novice level) and be sure to grab the chest before entering the keep. Once you
are inside, kill the two mages in the right hand room. Be sure to scour it for
a SMITHING SKILLBOOK called "Cherim's Heart". Now head down the stairs and
follow the lengthy hallways until you reach a wide open room. Down here there
will be 3-4 mages to take down, but be careful as one of them will be a MASTER
mage. Now, you can go up the right stairs and reach the objective, but don't
forget to explore the rest of the place (you can find several chests and a
few more enemies to take down). Once you're done exploring, go up those
stairs I mentioned and a portal will appear to take us to a "Misty Grove".

 Follow the path and you'll find Sam at the end, along with what appears to
be a party (notice how all the guests look the same!). Talk to Sam and he'll
be glad to see you again. Go through the dialog to find out that "Sam" is
actually the Daedric Prince Sanguine! Bah, he was just having fun with us!
We DO get the staff though: the SANGUINE ROSE, which can summon a Dremora for
60 seconds when we use it (pretty fancy)! Sanguine will send us back to the
tavern as well! And once you're back the quest will be over!

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                           T H E   O N L Y   C U R E
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                     The Elder Scrolls V: Skyrim - [vb1011]
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Entity: Peryite

How to trigger quest:

 You won't get this quest directly (when do you ever, right!?), but as you
play the game you will undoubtedly come across an "Afflicted Traveler" as you
roam the world map. Stop and talk their ear off and you should get the
miscellaneous quest "Find Kesh at the Shrine to Peryite". Head over there (the
shrine is just northwest of the small town of Karthwasten) and talk to Kesh.
Ask him about communing with Peryite and he will say you can *IF* you bring
him four ingrediants. This will also start the quest proper:

 The ingrediants are:

 - A Flawless Ruby (Buy at a shop/get in a mine).

 - A Silver Ingot (Buy at a blacksmith shop/smelt down silver ore).

 - A Deathbell Flower (These grow around Morthal a lot).

 - Vampire Dust (Kill a Vampire/buy in alchemy shops).

(-NOTE-) You can also find a SPEECH SKILLBOOK here called "The Buying Game",
         so be sure to grab it!

 If you make an effort to get these ingrediants it won't take you long. Or,
you could go do some other quests and I'll just bet you that you come across
all of these over time! Either way, once you have all four of them, go back to
the shrine and talk to Kesh.

 With all the ingrediants in hand, return and give them to Kesh. He will use
them to brew up an incense and when he's done he will tell you to inhale it.
As you would suspect, the incense makes you... hear things. Specifically, it
will make you hear Peryite, who will eventually ask you to kill a monk named
Orchendor for his betrayl. You can ask some more questions now, but you'll
learn very little. Agree to his request though, and you'll be free. To find
and kill Orchendor, we'll need to travel to the dwarven ruins of Bthardamz,
to the west (ask Kesh about them!). It's not a very far journey. Once you get
there you will find some Afflicted wandering outside. These are enemies and
will try to use a puke attack on you (take them out with ranged if you can).
Follow the ruins to find a door that leads to Bthardamz Upper District.

 Once you're inside head inwards (avoiding the green goo for health reasons!).
At the bottom of the slope is a room that houses some Afflicted. Either take
them out or pick the gate to the right. After that is another room on the
right that houses another locked door and a chest. Continue on and you'll
find a group of them praying... either sneak by or reward their prayers with
an arrow in the back (choose the arrow!). Past them is a wide open room with a
total of four Afflicted hanging around. We need to get through the barred door
above us, but the bars are lowered by a lever up on the balcony to the right.
Take out the guards and open the door. Continue forwards (there's a chest
if you go down) and through the door. We need to go right and down, but if
you go straight you'll have to fight two dwarven spheres for a chest. Go back
and down the slope now (watch out for the trapped pressure plate) and follow
the path to take out three more Afflicted and enter Bthardamz Workshop.

 Head inwards and sneak forwards on the left. An afflicted will enter the
left bedroom here and talk with another afflicted. Take them both out and
grab the Afflicted's Note in here and continue on (the other two bedrooms
have nothing in them). In the next open area, some dwarven spiders will
ambush you (I had to fight three of them). There's also a chest on the left
hand wall where a spider guardian may ambush you (be careful!). You can go
up the stairs here but that's not where the marker leads. You CAN go up there
though and grab a chest (it leads to the same area, but you have to fall down
to the right to get there). I'd go grab that chest than go back take the door
they want you to take (you'll have to kill two more Afflicted and you'll get
another chest). No matter what you do, make your way to the Bthardamz Upper
District.

 In this area go forwards to the opening with all the stairs. There are FOUR
Afflicted here for you to kill, so take them out. Note that you can find a
chest down a small ruined dead-end to the left. Now, go right and enter the
Bthardamz Dwelling. There's two more Afflicted in here, but loot as well. Be
sure to pick the locked door here for another chest and a SPEECH SKILLBOOK
called "Biography of the Wolf Queen". Exit once you get it. Head up the many
stairs now. You COULD have fun on the rooftops up here, but for the guide's
sake I'll do this the classic way and proceed to the doortop at the very top
and end of this path.

 In the next room you'll come across another locked door and some more dwarven
spiders. Kill them and continue to a large room with three Afflicted in it.
You can use the lever nearby to kill anything in the middle area, so do so and
take out the rest. Grab that chest in the middle and continue. Soon you'll
reach an area with a river running through it (very pretty!). There's two more
Afflicted guarding the far side of this area, so make your way over there and
take them out. You'll face some dwarven spheres as you continue. Watch out for
a floor plate by the arched-doorway upahead though (take the right path and
grab the chest).

 Up ahead are stairs heading up infront of you and stairs to the right. The
stairs ahead of you just lead to the area by the waterfall, so go right and
kill some more Afflicted to get to the higher level. Dwarven Spiders are
waiting for you up here, so take them out and reach the door leading to the
Bthardamz Study. This section isn't very long. Open the door in front of you
and loot the chest, then continue on and be careful of floor plates that are
trapped right before you ascend any ramp. Keep your eyes open for another
chest and enter the Bthardamz Lower District at the end.

 Continue on and you'll reach a fork. Go right for a chest, then go left. The
path heads up at one point, and there are three Afflicted to kill up there.
You will also likely have to battle 3-4 charging Afflicted on the lower path
(there are a lot of them to kill here!). Keep following the path and you'll
FINALLY reach the Bthardamz Arcanex. The Arcanex is another pretty area, being
semi-flooded. Fight your way forwards past the minor dwarven enemies until you
get back up to higher ground. In the hallway coming up there will be a Dwarven
CENTURION, so get your battle plan ready as he hits HARD (sneak attack!?).

 You'll face more minor enemies as you proceed now, and soon you'll come to
the room where Orchendor is. If you are ranged you should be able to get in a
good sneak attack thanks to the wall partition. After that hit him hard, as
he is a dangerous Ice Mage. He can also teleport away if he wishes and heal
himself, so keep your health up and take him out. He's got SEVERAL nice items
for you once he falls. Our objective will also change to "Report Orchendor's
death to Peryite". Oh, Orchendor should also have the ALTERATION SKILLBOOK
"Reality & Other Falsehoods" on him. Sweet! To get out of here, make sure you
grab his key then just follow the path behind him to an elevator.

 Once you're back on the world map, head back to the Shrine of Peryite.
Go and commune with Peryite once more and he will be pleased, giving you the
artifact "Spellbreaker" for your service. Spellbreaker is an EXCEPTIONAL
shield for you melee players, it creates a ward that protects against spells
for up to 50 points when you use it! Ask Peryite any question you want and
tell him goodbye once you are done to finish this quest.

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                            T H E   M I N D   O F
                                 M A D N E S S
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                     The Elder Scrolls V: Skyrim - [vb1012]
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Entity: Sheogorath

How to trigger quest:

 To start this quest, head to the city of Solitude. Once you're there, go find
a man by the name of Dervenin (he's a beggar with REAL dark eyes; I found him
hanging around the Bard's College). Instead of asking for money like most
beggar's do, Dervenin will ask you to save his master. Ask him what he needs
and he'll mention that his master is on vacation but he wants you to find him.
Apparently his master is in the "Pelagius Wing" of the Blue Palace, but to
gain access to it we need... Pelagius' Hip Bone? You'll start "The Mind of
Madness" proper now.

 Head east to the Blue Palace and enter. There's three markers once you step
inside, but go find Erdi and tell her you need to get into the Pelagius Wing.
She'll hesitate at first, but tell her you are checking it out for Falk and
she'll give you the key. Use it to enter the wing down by the entrance of
this place.

 This place is in ruins! Head to the left and up the stairs. Keep heading
forwards and soon you'll be whisked away to an unknown place... Here, go
listen to Sheogorath talk to Pelagius and soon Pelagius will be whisked away,
leaving Sheogorath free to talk. Talk to him and go through all of the dialog
options to learn a number of things. In the end, you'll learn that Sheogorath
is the Daedric Prince of Madness and YOU are in the mind of Pelagius the
third. Sheogorath is willing to leave... IF you find the way out. Oh, and you
will also ONLY be equipped with... the WABBAJACK! Hahaha! You are reliant on
it even, as you can't access the menu in Pelagius' mind...

 Ok, time to get out of here. Note that there are THREE paths to choose from,
and all three have objective markers over them. We'll do this one path at a
time:

   o Pelagius' Paranoia:

 Let's take the path to the northwest first. Head down the path while
Sheogorath talks about how Pelagius was raised. At the end you'll hear the
familiar battle tune start up, but you're in no danger. Go up the stairs and
you'll see two summons fighting below. However, to get rid of his paranoia
look ACROSS the arena. You'll see Pelagius and his TWO bodyguards watching
the fight. Hit one of the bodyguards with the Wabbajack to "pass" this trial.

   o Pelagius' Night Terrors:

 Ok, time to head down the path to the northeast. As you go on, Sheogorath
will tell you about Pelagius' night terrors. Yikes... sure enough, at the end
of the path there is Pelagius, asleep. What we need to do here is hit Pelagius
with the Wabbajack, which will spawn whatever monster he had terrors about.
Then when the monster is out in the open, hit it with the Wabbajack. That's
all there is to it. You'll summon out things like a wolf, a bandit chief, and
even a dragon priest. There's about five waves of things, so keep using the
Wabbajack and soon Pelagius will wakt up.

   o Pelagius' Confidence:

 Take the southeast path now where you'll see a GIANT MAN named ANGER beating
up on a small man named CONFIDENCE. Ha, well use the Wabbajack to even the
odds. Shoot both anger and confidence with it until ANGER is small and
CONFIDENCE is giant. Note that anger will summon some help once you start to
help confidence out, but keep on hitting anger and confidence until anger is
small and confidence is big and you'll pass this trial.

 With all three paths taken, go back and talk to Sheogorath. Tell him you're
done and exit the dialog tree to hear some MORE dialog. In the end, Sheogorath
will thank you and let you keep the Wabbajack. He will warp you back to the
Pelagius Wing and this quest will be over. Now you can use the Wabbajack to
cause randomness and madness whenever you want!

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                            T H E   H O U S E   O F
                                 H O R R O R S
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                     The Elder Scrolls V: Skyrim - [vb1013]
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Entity: Molag Bal

How to trigger quest:

 To start this quest, simply go visit the city of Markarth. Now, chances are
high that when you FIRST visited the city, you saw a man kill a woman right in
front of you by some stalls. That is a DIFFERENT QUEST, the one we want starts
by heading WEST from there where you'll see two men conversing near a house,
calling it cursed. Listen to them and a man named Vigilant Tyranus should talk
to you automatically afterwards (if he doesn't, talk to him!). He'll ask if
you know anything about the house. Offer to help him and you'll start the
quest "The House of Horrors".

 Head inside the abandoned house with Tyranus and he'll note that someone is
indeed living here. However, when he heads further in things start to get
FREAKY. Items will come to life and throw themselves at you. At the back of
the house is a door you just can't open. Try to open it and Tyranus will run
back to the entrance for help. Coward. A voice will tell you to kill him. Now,
you can either listen to the voices (you crazy bastard you) or try to leave
the house yourself. You'll be unable to leave and Tyranus will attack you (so
you may as well kill him first). Loot him afterwards and the voice will claim
to have a reward for you further into the house.

 Of course it would be all TOO easy to just get a reward, no? Head deep into
the house and tunnels (as the door is unlocked now) and you'll see an altar at
the very end. Interact with it to be trapped! The voice will introduce itself
as Molag Bal. Answer his questions however you wish, and in the end you will
be tasked with finding the priest of Boethiah (his rival) and making sure he
gets to this house safely.

 Exit back to Markarth now and check your map. You'll see that the priest is
located at a place called "Hag's End" (Which I had already CLEARED at this
point in the game, which leads me to believe the PLACE where the priest is
being held at is RANDOM). So head to wherever the objective points to for you
and travel there. Kill any enemies you may find and talk to Logrolf. Tell him
you are here to recue him. From here, you'll either have to PERSUADE, BRIBE,
or INTIMIDATE him into returning, so try all three options until you sucseed.

 Once he is free he will head to the abandoned house, so return there yourself
now. Head down to the altar where you will see Logrolf trapped! He claims that
they've been down this road before and he's won, but now Molag has YOU. You
will automatically be equipped with the rusty mace as Molag has you beat poor
Logrolf into submission. Beat him until he dies, and Molag Bal will bring him
back from the dead. Beat him to death again and Logrolf will finally submit
to Molag Bal and pledge his soul to him. And in return, Molag will tell you to
KILL him. Haha, go ahead and kill Logrolf one more time. Molag will be pleased
and will give you the MACE OF MOLAG BAL as a reward. Answer however you will
and this quest will be over.

 The mace is quite a prize if you're into maces... it damages health, stamina,
AND magicka! It can also fill soul gems. Sheesh!

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                     T H E   W H I S P E R I N G   D O O R
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                     The Elder Scrolls V: Skyrim - [vb1014]
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Entity: Mephala

How to trigger quest:

 To start this quest, go to the Inn (The Bannered Mare) in Whiterun and ask
the innkeeper about the latest rumors. She should tell you about the Jarl's
strange children, giving you a miscellaneous quest to "Ask about Balgruuf's
strange children".

(-NOTE-) If you've already drived the Jarl out of Whiterun due to the CIVIL
         WAR quests (like I did), you can still do this quest! The Jarl is
         just located in the Blue Palace in Solitude now...

 Go find Jarl Balgruuf wherever he is and ask him about his children. He will
tell you about his oldest son Nelkir, who is trouble, and will ask you to
speak with him. This starts the quest "The Whispering Door" properly.

 Go find Nelkir at Dragonsreach, who will claim he knows a lot of things his
father doesn't know he knows. Ask him how, and he'll eventually tell you about
the whispering lady. I guess we'll just have to see this for ourselves! Go to
the basement and find the door the quest marker points to. Now interact with
it. Holy shit, the door talks! Well, whispers. The door will introduce itself
as Mephala, the Lady of Whispers. She will state that she's been waiting for
you and asks you to open the door. Go back and talk to Nelkir again, who will
tell you that only two people have the key to the door: his father and
Farengar, the court wizard. He also mentions that no one would notice if
Farengar went missing! Well, assassination is a little overkill, just save
your game and pickpocket the key off of one of those two marks...

 With the key in hand, go open the whispering door. Inside you'll find a book
warning you against taking the Ebony Blade, but take it anyways. Mephala will
congradulate you, but will tell you that the Ebony Blade is WEAK right now,
and in order for it to be strengthened you must use it to KILL those who are
closest to you (companions, followers, friends, etc), which is a tough choice
to make. Regardless, the door's secrets are unraveled and this quest has come
to an end.

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                      T H E   T A S T E   O F   D E A T H
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                     The Elder Scrolls V: Skyrim - [vb1015]
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Entity: Namira

How to trigger quest:

 To start this quest, go to the Silver-Blood Inn in Markarth (it's like the
very first big building on the left upon entering the city). Go ask the
barkeep here if he's heard any rumors, and he'll mention the Hall of the Dead
being closed, which spawns the miscellaneous quest "Speak to Verulus about the
Hall of the Dead". Head out of the Inn now and enter Understone Keep at the
far end of the city. Inside, go talk to Brother Verulur who is straight in
front of you. He'll say the hall is closed, but you can use your powers to
PERSUADE, BRIBE, or INTIMIDATE him into letting you look into the matter,
which starts another miscellanous objective: "Investigate the Hall of the
Dead". Ugh, cannibals... this can't end well...

 With your key, take a left and another left to reach the Hall of the Dead.
Inside you'll hear a voice talking to you, claiming YOU have the hunger as
well. Shortly after the voice is done, a woman named Eola will come and talk
to you. She will claim you have tried the cannibal way before. Answer however
you wish (it truly doesn't matter) and in the end the quest "The Taste of
Death" will be underway. Eola will tell you to meet her at a place called
Reachcliff Cave.

(-NOTE-) Be sure to find the Shrine of Arkay in the Hall, as to the RIGHT of
         it is a RESTORATION SKILLBOOK named "2920, Rain's Hand, v4".

(-NOTE-) Be sure to go back and talk to Brother Verulur before you head out,
         as he'll give you his amulet of arkay as a reward (which increases
         your health by 10 points.. whoop-de-doo).

 Once outside, you will find that Reachcliff Cave is a ways east of Markarth.
Make your way there one way or another and you will meet Eola out by the
entrance. Our goal here is to clear the cave of Draugr, and if you have no
one currently following you, Eola will come with you to help. Head inside the
cave.

 Once inside feel free to begin your Draugr massacre. In the first room, hit
the Draugr as he is rising up (he's likely a high-level foe) and kill him and
his reinforcement. Continue on into the area and kill another Draugr before
coming to a split in the path. Go left first as you can kill Draugr from above
you (if you're ranged) and you can reach a chest this way (Careful! The chest
is boobytrapped! Open it from the side!). Head back and go straight now to
reach the ground floor.

 From here, head into another room and kill another foe. Be sure to loot the
chests and urns. Up ahead is more urns and some potions, with an iron door
at the end. Get ready for a big battle now... past the doors are two leveled
Draugr and a Draugr OVERLORD. Let Eola distract him while you kill him. Once
you have felled all the enemies, Eola will proclaim the place re-taken, and
will say that we must have a grand feast... yummy. She knows the perfect
person as well: Verulus! Ha! Be sure to loot the place good (there's a chest
in the dining room with enchanted equipment) and use the secret door in the
hallway to reach the world map easier.

 Now you need to head back to Markarth (or the Understone Keep, actually) and
go find Brother Verulus again. Use either your PERSUADE, BRIBE, or INTIMIDATE
skills to get him to follow you (I personally had to use bribe, for 407 gold).
With him in tow, go back outside and fast-travel back to Reachcliff Cave's
secret entrance. Take him inside and lead him into the main dining room.

(-NOTE-) It's NOT too late to have a change of heart here... you can KILL Eola
         and all the dinner guests if you wished, and tell Verulus the truth.
         This path makes you FAIL the quest, but Verulus pays you 1,250 Gold.
         Weigh that between the rewards below...

 Eola will convince Verulus that he's among friends, and states he should lay
down and rest... Hehe, follow Eola and when Verulus has laid down you will be
told to "carve" him. Pull out a melee weapon and kill him. Now, you will be
prompted to taste him. Interact with him and you will have the option to EAT.
Once you taste, Namira will speak to you and congradulate you. As a reward,
you will be given the RING OF NAMIRA and will be her champion.

 The ring itself provides an extra 50 points of stamina, but if you feed on
any corpse from now on (and by any I mean human...) you will also gain
increased health and health regeneration. Also, Eola now becomes a follower,
should you ever want her to accompany you.

 And with that this quest is over.

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       Skyrim      |||       11. City Overviews        |||       [vb1100]
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[Coming Soon!]

                    _____________________________________
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       Skyrim      |||       12. Random Quests         |||       [vb1200]
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 Here is a list of all the RANDOM quests we found while playing through
Skyrim, and boy are there a lot of them. These ARE NOT quests we found while
in a particular TOWN, and they ARE NOT related to any Daedric Entities. You
can find those quests elsewhere. For the most part, these quests are eitehr
triggered by books or by exploration and interacting with NPCs.

 Anyway, here they are. Note that these quests are in ALPHABETICAL ORDER.

                       A   S C R O L L   F O R   A N S K A
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                      The Elder Scrolls V: Skyrim - [vb1201]
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How to trigger quest:

 I got this quest by going into the High Gate Ruins for the very first time.
The High Gate Ruins are located about halfway between Solitude and Dawnstar.
North of Ustengrav. Anyways, inside you'll meet Anska, who will ask for help
location a family scroll. She's worried about an old priest named Vokun (who
is a Dragon Priest, so be warned!). Agree to help her to get this quest.

 She will be your follower now, and she is a fire mage. Head into the next
room (which is huge) and take out the 2-3 Draugr in this area. There's a
chest on the lower level and the upper level that you can loot before going
onwards through some iron doors. You'll reach a room with an arcane enchanter
and several Draugr in it, so take them out and loot the room (there is a LOT
of stuff here to grab). Go through the next door and watch out for the floor
plate. In the next room you'll have to solve a LEVER puzzle. There are FOUR
levels in here and we have to hit them in a certain order.

 To see the order that you need to hit them in, go stand in the middle of the
room and look up. You should see them in this order:

     FIRST: EAGLE      SECOND: WHALE      THIRD: FOX      FOURTH: SNAKE

 Now you just need to run around the room and hit the levers in that order,
since each lever has a picture of an animal on it. Two levers and upstairs
and two are downstairs. Proceed downwards now and enter the catacombs.

 Down here you'll fight more Draugr and head down yet again. Your main threat
here is mostly wall Draugr. Be sure to check out Anska's fire magic, it is
VERY powerful (this coming from a non-mage). You'll come to a long hallway
that has SEVERAL floor-plate traps in it, so get past that and hit a series
of Draugr-guarded levers afterwards to reach "Vokun's Throne Room".

 As you would expect, your fight with Vokun is coming up. He's a DRAGON PRIEST
so you know you're in for a fight. Save, get your potions ready, and hit him
hard while he focuses on Anska (or, hopefully, another follower). He casts
VERY strong fire magic, but you can do it! Be SURE to loot him afterwards for
the VOKUN mask (which we'll need later) and then feel free to loot the area
beyond his tomb. There are two chests back here with several goodies as well
as a WORD WALL which teaches WRATH - STORM CALL. Be sure to pick up the scroll
that Anska wants as well and give it to her to COMPLETE this mission. 

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                       D E S T R O Y   T H E   D R A U G R
                            I N   A N G A R V U N D E
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                      The Elder Scrolls V: Skyrim - [vb1202]
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How to trigger quest:

 You can start this quest by first traveling to and entering Angarvunde, which
is SE of Ivarstead and directly south of the Atronach Standing Stone. Inside
the ruins, you'll meet a woman named Medresi Dran, who will tell you that her
hired workers fled upon seeing Draugr. Talk with here and you can enter into
a deal where you work with her to find the treasure in this place to start
this miscellaneous quest.

 Of course "work with her" means "do all the work". Go forward to the first
big room and kill the three Draugr in there, then go back and report to
Medresi. She'll run to the big room, look at the large barred gate, and will
give you a key to access the doors on the SIDE of this room. To the left are
the catacombs. To the right are the ruins. Let's go through the catacombs
first.

 Our objective now is "find a way to open the gates". This ENTIRE romp
through the catacombs is LINEAR as all get out. You'll be fighting a LOT of
Draugr, and since it's in a catacombs area be sure to watch out for Draugr
that are "sleeping". There are two chests along the way, the first of which
is trapped. Also, watch out for floor plates while you climb stairways, as
they like to put traps there. Continue until the end where you will be back
in a different section of the first big room and can hit a lever (and open a
chest). The lever you just hit opens ONE of TWO gates blocking our forward
progress, so yep, you guessed it, we have to go through the RUINS now.

 Head down the path here and watch out for floor plates until you reach the
first Draugr. Dispatch him and check for an ILLUSION SKILLBOOK named "Before
the Ages of Man" on the table, and for a chest behind that. Head onwards and
kill the two Draugr in the next room.

(-NOTE-) There is a STATUE PRESSURE PLATE up on the upper level in here, which
         you can PUT things on to depress. As far as I know it has no use.

 After killing the Draugr, make your way around the halls (killing one more)
to the inaccesible gated room from before. You can hit a lever here to open
all the gates and continue. You'll come to one last BIG room with several
Draugr in it. Kill them off and be sure to grab the potions from the table on
the left as well as a chest on the right then head UP two levels. Keep going
and soon you'll be back in that hub room. Like before, hit the lever and grab
the chest.

 You'll be told to go back to Medresi, but as you do she will run ahead and
claim the treasure is all hers. Don't worry, she gets what's coming to her.
Follow the path downwards to discover a DRAGON WALL with the word PACK -
ANIMAL ALLEGIANCE on it. That, and the chest here, are the treasure of this
place. Quest complete.

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                          E V I L   I N   W A I T I N G
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                      The Elder Scrolls V: Skyrim - [vb1203]
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 How to trigger quest:

 You can get this quest by simply VISITING the ruins of Valthume (which are
southeast of Markart, southwest of Rorikstead, and west of the Cradle Stone
Tower) and talking to the ghost in the vestibule named Valdar. Agree to help
him destroy the Dragon Priest Hevnoraak and you'll have yourself a quest!

 Before killing the Dragon Priest, we'll have to collect THREE vessels. Head
inwards and enter Valthume proper. This first area is huge but uneventful, so
take the right path downwards and watch out for a floor plate. Kill the Draugr
you find and you'll see two paths (one is barred and is our shortcut out of
this area). Continue on to a sitting area. The Draugr on the thrones are alive
so you may as well sneak attack them. Also, the GRATED FLOOR here is trapped.
I actually fell through it and there's spiders down below and the only way out
is to pick an EXPERT LOCK, so be really careful.

 Grab the chest and check the shelves of the room on the left for gems then
continue on. Check out the room on the right for goodies, including a
RESTORATION SKILLBOOK called "Withershins" on one of the tables. Continue on
but beware of the oil on the floor with the fire pots up above. Kill some
skeevers and check out the left rock door to use a handle. Follow this path
and a high-level Draugr will fight you for the right to collect the FIRST
vessel (the "Opague Vessel").

 Once you have the vessel go back and continue past where the gate used to
be. There's a wide-open area coming up with several Draugr in it, so be ready
to fight. Unlock the iron door up on the second floor for a ton of potions and
a chest, then go down to the ground floor. Before going on, check out the room
to the left. There is a fake wall in here (the right wall) that you can open
with a handle that leads to another chest and more potions. Head back now and
continue on to the catacombs.

 Right away you'll see a chest in this new area. It's trapped, and if sprung
will release a GIANT SPIDER (who makes a GRAND entrance!). Continue on and
fight through the catacombs, which are similar to every other Draugr catacomb
out there (aka, be careful of "dead" Draugr coming to life). You'll come to a
gate of iron blocking the path, but you can open it with a chain to the right.
Inside of the room is another high level Draugr that you'll need to kill.
After slaying him, be sure to grab the soul gems to the left (they spit fire
at you later, otherwise) and grab the SECOND vessel (another "Opague Vessel").

 Continue on after that and go further downwards. You'll fight more Draugr
here both out in the open and form the walls. Also, don't let the giant spiked
door thing hit you, eh? Pull a chain on the right to continue further. Keep
going until you have to open a BIG door and kill some spiders. You'll see that
there is an IRON CLAW on a pedestal. Grab it and get away to avoid some flames
then go to the CLAW DOOR up ahead. Make the rings on that door match this:

 - TOP RING: DRAGON

 - MIDDLE RING: EAGLE

 - BOTTOM RING: WOLF

 Past the door is a room with four Draugr in it. Be careful here as TWO of
them (for me anyways) were DEATHLORDS. Kill them all and grab the FINAL vessel
off of the stand. The gate onwards will open up and will let you learn a word
from a DRAGON WALL. This one taught me SEEK - AURA WHISPER. Learn it and grab
the chest, then continue on to be taken back to Valthume. Our objective now is
to "Perform the ritual with Valdar". Valdar will be waiting for us in the
first large room for you. He'll tell you to poor the blood in the sconce
nearby and sit in the throne as he calls forth Hevnoraak.

 Get ready to fight a DRAGON PRIEST before you do so. Hevnoraak is a powerful
lich/wizard with lightning attacks. He can kill you in 2-3 hits if you aren't
careful. Thankfully this area has lots of statues and other things to hide
behind. Heck, when the fight starts, Hevnoraak has no idea you are even HERE,
so use all of that to your advantage to beat him.

 Afterwards, be SURE to loot him for the mask (called "Hevnoraak") and talk to
Valdar. Valdar will thank you for killing Hevnoraak and this quest will now be
complete.

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                         F O R B I D D E N   L E G E N D
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                      The Elder Scrolls V: Skyrim - [vb1204]
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How to trigger quest:

 You can get this quest by finding the book "Lost Legend" and reading it,
which will start this MAJOR quest. Initially, all you are supposed to do is
to "Investigate the Gauldur Legend", which is pretty vague.

 To help you out a bit, I'll tell you this. The legend concerns (as the book
points out) a powerful wizard known as Gauldur. He was looked upon jealously
by his sons, and murdered. His sons fled and the only real clue the book
gives is that "One brother is said to have perished in the ruins of Fulgunthur
which is to the NORTHWEST of Morthal.

 May as well start there. Head inside of the ruins and you'll find dead
adventurers as well as dead Draugr. Keep going, watching out for traps until
you reach a room with a large dining table. In here you'll be ambushed by 4-5
Draugr, so take them out. The path out of here is to the right, but be careful
of the grated floor dropping out on you (there's a lever to the right to make
it stay in place). Once you go up the stairs you'll soon see a dead mage by
several dead Draugr named Daynas Valen.

 He has a notebook on him that explains a GREAT DEAL of this quest and ends
up fleshing out this quest a LOT. In fact, once you read his notebook, the
"Investigate the Gauldur Legend" part will be complete, and will now seperate
into THREE new objectives:

 - Find the Gauldur Amulet Fragment in Geirmund's Hall.

 - Find the Gauldur Amulet Fragment in Folgunthur.

 - Find the Gauldur Amulet Fragment in Saarthal.

 So know we have three objectives to do. Well, we're already in Folgunthur, so
let us start there.

 o Find the Gauldur Amulet Fragment in Folgunthur.

 From where you found Daynas Valen's body is where we'll start (if you're just
now reading this, enter the ruins and proceed until you DO find him: you can't
miss him). Loot the corpse for that notebook and a IVORY DRAGON CLAW. Use the
claw on the keyhole he's lying against to open the way. Kill the Draugr and
continue to a room with a  couple of thrones (be sure to kill the Draugr that
are on the thrones as well). Enter the room to your right and kill the Draugr
at the end, then take mental note of the STATUES in the room (they were SNAKE,
WHALE, EAGLE for me). Then, by the far throne out in the main room flip the
lever to open another room with rotating statues (kill the Draugr). Now make
THESE statues match the ones in the previous room. Once you have that done,
go back out to the main room and hit the chain by the grates to open the path
onwards.

 Continue down into the ruins and kill the spiders you'll run across. Past
them is a long hallway with a DRAGON CLAW door at the end. As you get about
halfway through the hallway, the lights will go out and SIX Draugr will rise
out of the nearby tombs (hit them while they are getting up!). After you have
killed them, make the rings on the door match this:

 - TOP RING: EAGLE

 - MIDDLE RING: EAGLE

 - BOTTOM RING: DRAGON

 And then activate the door to open it. Check the table beyond for goodies
and proceed into the Folgunthur Crypt.

 The crypt is, of course, just plain massive. You KNOW you're in for a fight,
right? Proceed forwards and out of the center tomb will rise Mirkul Gauldurson
one of the wizards sons. SEVEREAL Draugr will rise with him, so hopefully you
have a companion or a handy shout ready to even the odds. Take them all out
and once you have killed Mirkul, loot him for the Gauldur Amulet Fragment.

 We may as well get out of this area together. Loot the rest of the bodies and
use the dragon claw on the RIGHT gate to continue. Up here you will find quite
the prize: a DRAGON WALL! This one teaches FROST - FROST BREATH. Very nice.
There is also a chest with a bunch of goodies here too. Loot away and take the
nearby door back to Folgunthur and out to Skyrim. One quick note: you can use
the DRAGON CLAW in the room with the dead adventurers to find a hidden chest.
Onto the next piece!

 o Find the Gauldur Amulet Fragment in Saarthal.

 To be honest, THIS part of the quest is BEST done while doing the MAGE'S
COLLEGE quest "Under Saarthal". You'll HAVE to recover a piece of the Gauldur
Amulet when doing that quest, so I highly recommend doing it then. Or at the
very least, refrence THAT part of the guide to find our guide on completing
that dungeon.

 [ Go do the Mage's College quest "Under Saarthal" to get this piece!]

 Once you have it in hand, go to the next piece!

 o Find the Gauldur Amulet Fragment in Geirmund's Hall.

 Geirmund's Hall is just east of the small town of Ivarstead, which if you've
played even a little bit of the main questline you'd be able to fast-travel
there. Once inside, kill the Skeevers, loot the dead guy, and drop down the
hole to the water below. Take note that you can search underwater for a chest
that is beyond a doorway (be fast lest you drown) then go through the iron
door down here.

 Kill the spiders you find. You can pick the right door if you want to grab
some random loot, the continue to the left a bit and look at the left-hand
side for a chest. This chest is TRAPPED though, so either un-rig it or loot
it and move away fast. Watch out for floor plates as you continue. You'll go
down into some water, but TAKE NOTICE of the WALL SYMBOLS HERE. On the left
you'll see an EAGLE, then a WHALE and on the right you'll see a WHALE then
a SNAKE. On your way to a barred gate up ahead, you'll see ROTATING STATUES
that you have to make MATCH  those symbols. Make the statues on the left-hand
side go EAGLE then WHALE and on the right-hand side make them go WHALE then
SNAKE. Also, be careful of grabbing the soul gem off the table as it is also
trapped and will make a mammoth skull come crashing down at you. There are
also a couple of Draugr here. Go to the end after making the statues match
and press the lever to continue.

 Continue on and kill the Draugr you will find. Before going through another
iron door, you will see the final resting place of Archmage Geirmund. Be sure
to take his key. Continue through the door and slay the enemies here, then
go upwards to the left (I ran into a Deathlord here, so be careful). At the
end you'll see a lever by a doorway. It looks like it MAY drop the bridge in
the distance, but DON'T hit it and do a 180 to see another lever. Hit THAT
one. Continue on and you'll run into a blade trap (that a Draugr likely
activated, otherwise watch out for floor plates). Get past it (whirlwind
shout) and de-activate it to come upon another flooded area. Get ready for
a fight.

 As you approach the tomb, the last Gauldurson brother will spring forth:
Sigdis. Hurt him as much as you can as he rises, because he'll soon teleport
away. See all of the raised areas out in the water? Sigdis will appear out
here on one of them (he's an archer) as will TWO ILLUSIONS. The one way I
figured out to tell the REAL one apart from the fakes is that the REAL one
has HORNS on his helmet. Also, you should really stick with ranged if you can
afford to, as all of the Sigdis enemies here know UNRELENTING FORCE and you
will be thrown around if you try to melee them. Focus your attacks on the real
Sigdis and you'll remerge a victor. Take his piece of the amulet and then
explore the area behind his tomb for a chest and a shortcut back to the world
map.

 o Reforge the Gauldur Amulet

 With all three pieces of the Amulet in your possession it is now time to
reforge them! Look to the map to see where the next objective points to (it
is by Reachwind Cave, east of Markarth) and make your way there. The place
you want to go to is called "Reachwater Rock". It's behind a waterfall.

 Once you are in the cave, head down to a pool. Yes, there is a chest down
there if you feel like diving. Follow the path to find an EMERALD DRAGONCLAW
and a note begging you to turn around. Yeah, we're going to go forwards.
There is a DRAGONCLAW door up ahead, so check out the claw in your possession
and make the door match this:

 - TOP RING: BEAR

 - MIDDLE RING: WHALE

 - BOTTOM RING: SNAKE

 Now activate the door to continue. A BUNCH of doors open up leading to one
more DRAGONCLAW door. The answer to THIS one is found on the IVORY DRAGONCLAW,
so make the door match this:

 - TOP RING: EAGLE

 - MIDDLE RING: EAGLE

 - BOTTOM RING: DRAGON

 With that door opened, head down to find a BIG open (and lonely) room. On
the tomb at the end you'll find THREE places to place your amulet fragments,
so save, get ready for a fight, and place them all down.

 All three brothers will appear before you and you'll have to fight them now
one after the other. The first one to come down is Mirkul, and he will be
joined by a LOT of Draugrs. Summon up some aid if you can and focus on NOT
being surrounded. You have if somewhat easy since you can jump the gaps in
this place and divide their forces like that.

 After killing him, Sigdis will come forwards. He does one better than when
you last fought him, as he summons THREE illusions instead of two. They are
all spread across the room of course. The best way to do this is to switch to
range. The KEY to knowing WHICH Sigdis to hit is that the REAL Sigdis wears a
helmet that has HORNS THAT CURL!

 Once you take him out you'll now have to take out Jyrik. Thankfully, compared
to Saarthal, he is EASY. For one, he isn't invincible here. He does cast magic
at you and will teleport away every so often, but you have it much easier here
than before.

 Once you have taken out all three of them, approach the alter to see a scene
where Gauldur arrives and takes out all three of his sons. He will then forge
the amulet into a single piece, which when worn gives you +30 to your health,
magic, AND stamina. VERY nice. The quest is now over, but be sure to grab the
gold from Gauldur's remains as well as loot the chest you'll find as you make
your way back to the world map. Congrats!

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                             S I E G E   O N   T H E
                              D R A G O N   C U L T
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                      The Elder Scrolls V: Skyrim - [vb1205]
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How to trigger quest:

 You can obtain this quest by visiting the ruins of Forelhost that are just
south of Riften (on the southern side of the small mountain there). Outside
there will be a man named Captain Valmir who will ask for you assistance in
defeating a Dragon Priest that is believed to be in Forelhost and to obtain
his mask. The quest will now begin.

 Our objective is to of course obtain Rahgot's mask. Optionally we are to find
Skorm Snow-Strider's journal. Head inside the stronghold and you'll need to
fight off a ghost right away! Loot what you can and head forwards (watch out
for floor plates) and fight two more ghosts. The left path is gated, and the
forward path is caved in so head right. Be sure to loot the room in front of
you and then go right through the blade traps. Up ahead are two more ghosts,
so take them out and search the table nearby for the optional journal.

 After reading the book, grab the chest and go through the door. Continue on
to see a path to the left (that has a chest) and a forge down below. Kill the
ghost by the forge and loot this area for a LOT of metals. To the right is one
more ghost to kill in a dining room. Check the side room, then head out into
the large room with the walkway heading upwards. There is a ghost in here as
well as TWO sleeping Draugr. Be sure to loot this place for a trapped chest
up above as well as several gems lying on a table before going through the
next wooden door to continue. Be careful of floor plates here. Kill the high
level Draugr you find as well (let him cook himself if you want). There's also
a lever at the far end that unlocks a spike gate for a shortcut out, but go
through the double wooden doors to continue into the crypt.

 Now, the crypt holds a tricky decision right away. After killing the first
ghost you find, you'll see a path going LEFT and one going right. Now, we
HAVE to go left, but it is LOCKED with a MASTER LOCK. Going right leads us
to a chest with the KEY to that lock, but we still need to go left... So, if
you can pick a master lock I'd say save yourself the trouble and do it. If
you can't, go right through the DRAUGR CATACOMBS. Go slowly, be careful of
the "sleeping" Draugr (sneak attack them) and be EXTRA CAREFUL of all of the
traps (which are all floor-plate traps... let the draugr use them on
themselves if you can). At the end you'll be in a room with a spiral staircase
going up where you'll have to kill a Draugr Wight Lord and two more Draugr.
The key you need is in this room in a chest.

 Either way, once you either pick the master lock or get the key, go to the
caged well and jump in. Swim underwater to a cavern with three skeevers and
a dead spider, then swim underwater some more to reach another area. Here you
will find a LOT of poison as well as a RESTORATION SKILLBOOK called "The
Exodus" on a nearby shelf. Through the next door is a battle, as THREE Draugr
(high-level ones in my case) attack. The middle area of the floor also is a
TRAP that raises you up into some spikes, so hang back and take the Draugr
out safely before heading left and entering the Forelhost Refectory.

 Head inwards and kill the two Draugr guarding the hallways. You'll soon
reach a dining room with two MORE Draugr (and another one up above, on the
right). This room has a gated door in it, so go through the double wooden
doors. Kill another Draugr guard and head right into a flowery area. Kill
the three Draugr that attack here and read the note found in the left cubby.
Oh, how sad! Sure enough, there's small little bodies in this area. Grab the
chest under the stairs and go up them. To the right is a lever that lifts the
gate leading to the previous dining area.

 Head into the alchemy lab now and kill two more Draugr. There are a lot of
ingrediants here as well as an interesting note. Move onwards to find an out
of reach soulgem casting lightning at you. There is another Draugr here too,
if the soul gem wasn't bad enough. Stay out of its line-of-sight and run up
to it after it attacks and grab it. The door to the right leads back to the
dining room area, so go left and keep your eyes open on the right for the
GLASS DRAGONCLAW on a pedestal. There's an expert locked door nearby that
should have at least one good thing in it as well as a master locked door
that leads to the lightning soul gem (since you can grab it from the window,
that locked door is worthless).

 Continue onwards killing Draugr throughout the hallways until you reach a
LONG hallway with a DRAGONCLAW door at the end. Line up the rings in this
order:

 - TOP RING: FOX

 - MIDDLE RING: OWL

 - BOTTOM RING: SNAKE

 Use the keyhole to open the door, then save and get ready for a fight. I
HIGHLY recommend you bring along some distraction: summons, call of valor,
companions, WHATEVER. As you go up the stairs RAHGOT will come out to play.
As you do so, however, FOUR Draugr will also appear BEHIND you. For us squishy
types (mages, ranged) this surrounded nonsense is BAD news, so let your allies
take the brunt of the attack and go backwards to regroup. Rahgot fights like
every other Dragon Priest: POWERFUL magic attacks that can drop you in 2-3
hits easy. Use the room's center pillar to give you breathing room if you need
it and kill all the Draugr and Rahgot (being a ranger, I focus on Draugr
first, THEN Rahgot). He'll fall soon enough and give you his mask, which is
also named Rahgot and increases your stamina by 70 if you wear it. Be sure to
loot this area as well and then go out the double iron doors using the key you
found on Rahgot.

 Out here you can find a DRAGON WALL that will teach you LIGHTNING - STORM
CALL. We have to return to Valmir now, so drop down and go see him (since we
are RIGHT BY the entrance). You'll learn that Valmir isn't realy who he says
he is and will have to kill him! You'll be able to read his orders afterwards
to see he was ordered to bring the mask to Labyrinthian. Once you have killed
him though, your quest will be complete.

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                         S I L E N C E D   T O N G U E S
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                      The Elder Scrolls V: Skyrim - [vb1206]
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 How to trigger quest:

 I got this quest while doing the Dark Brotherhood quest "The Silence has beeen
Broken", since that quest MAKES you go into Volunruud. If you want to start
this quest, you'll need to GET to Volunruud (if you don't want to do it with
the Dark Brotherhood quest, Volunruud is SE of Morthal and north of Whiterun,
up in the mountains). Once inside you'll see a dead explorer named Heddic (he
MAY be a skeleton, I can't quite remember... he should be right inside the
entrance though) and once you loot his person you'll find Heddic's Volunruud
notes. Read the notes to be given the quest.

 Our first objective will be to "Locate The Ceremonial Weapons". There are
two of them, and they both open the way ahead. The STRAIGHT path here leads
to a locked door that NEEDS those weapons, while the right and the left paths
lead to the weapons. Both paths are Draugr-infested but are pretty darn
straight-forward. Watch out for Draugr "sleeping" in the walls and keep an
eye open for floor plate traps. The LEFT path is linear with a ceremonial axe
at the end while the RIGHT path makes you climb and retrieve a ceremonial
sword at the end (beware of Draugr popping out once you grab that sword).

 Once you have both weapons, take them back to the central door and activate
it to load to a new screen (Volunruud Elder's Cairn). You'll also have a new
objective to "Defeat Kvenel", even though we have no idea who he is (at least
I didn't at this point...). Anyways, Kvenel is a ghost at the bottom of this
path. There are two Draugr above you that you can snipe/sneak past, then a
Draugr who gets out of a tomb a little ways in, and past that is Kvenel and
one more Draugr wandering around. Try to get in a sneak attack on Kvenel if
you can. Take him out (he's not that hard) and you will have COMPLETED this
quest.

 We may as well finish exploring this area though. Loot the chest here for
goodies as well as a ONE HANDED SKILLBOOK named "Night Falls on Sentinel".
Very nice. There's also a WORD WALL nearby that will teach you the word LIFE
for the shout AURA WHISPER. VERY nice indeed! You can check the upper floor
for another chest and more goodies (as well as those two Draugr if you have
not killed them yet) then you can leave knowing you've looted all you could!

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                            T H E   P A L E   L A D Y
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                      The Elder Scrolls V: Skyrim - [vb1207]
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How to trigger quest:

 This quest triggers when you first discover Frostmere Crypt, which is south
of Dawnstar (quite a ways south... Frostmere Crypt is JUST NORTH of "The Lord"
Standing Stone though, so you should find it easy). Once you are there you'll
see some bandits fighting each other. A woman named Eisa will win and will
tell you that she was part of the bandit group, but someone stole the bosses
sword and she was blamed. This quest will now be active.

 Our objectives are to find the stolen sword and optionally to learn more
about the theft in Frostmere Crypt. Huh, I don't know WHY we'd do this, but oh
well, it's a quest. Head inside Frostmere Crypt. As you would expect, there
will be bandits here. There are three in this first area, and two of them are
talking about the theft. Head onwards and out onto the walkway (sneak here)
and you'll hear talking below with a new objective beind added: Follow Kyr and
Ra'jirr into the tunnels.

 Head forwards. There's a bandit on the left with a locked room (unlock it for
some goodies). Down the hallway keep your eyes open for a SNEAK SKILLBOOK
called "The Red Kitchen Reader". Go into the next room on the left and read
the book on the table (Kyr's Journal) for some insight into what's going on.
Interesting. Head out and take the next left room to read Eisa's Journal and
Ra'jirr's Note. You should fully understand what's going on by now!

 Head out and kill the two bandits at the table below, then open the door and
kill two more bandits (who may be sleeping). Follow this path at the end to
kill one more bandit and hit the lever to open the way forward. Fight your way
past four more bandits to find the door leading to Frostmere Depthes and
enter.

 Once inside you'll see Kyr dying. Listen to his final words. It's amazing
that this forrest is inside the mountain, no!? Head forwards and you'll see
that Ra'jirr was too late. You'll now have to banish the Pale Lady. The Pale
Lady summons wisps to attack you and just plain acts like a Wisp Mother in
general with one difference: when she's about halfway dead she'll split into
THREE copies, but two are shades (the real one should be glowing way more than
the shades). Ignore the wisps and take her out to complete this quest.

 We're not done yet though. You can loot Ra'jirr to find the Pale Sword. You
can also put it back on its stand on the altar if you wish (I DON'T KNOW if
keeping it is "bad", but since you already killed the Pale Lady I suspect it'd
be ok). There is also a hidden MASTER chest to the left, as well as a chest
and a DRAGON WALL (STATUE - ICE FORM) to the right. Very nice rewards, no?
You can use the nearby door to have a shortcut to the exit. Note that there
IS a chest in the water where the ramp goes up to the locked door. Quest
complete.

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                               U N L O C K   T H E
                           S A R C O P H A G U S   I N
                                 R A G N V A L D
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                      The Elder Scrolls V: Skyrim - [vb1208]
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 How to trigger quest:

 I got this quest while investigating Ragnvald for a WORD WALL... and soon
realizing that I wasn't getting anywhere without doing this quest first. Damn!
You too can get this quest by heading to Ragnvald, which is in ruins slightly
to the NE of Markarth. Anyway, HOW you get this quest is by inspecting a tomb
of sorts INSIDE of Ragnvald, which I'll detail a little further on.

(-NOTE-) Let us know if YOU found this quest in some other form or fashion,
         would you!? Thanks!

 Once you reach the outskirts of Ragnvald you'll have to take out a couple
of Draugr. Head on in and make your way lower into the area. As you can
probably guess, the main enemy here is Draugr, and you've likely had tons of
experience with them so far. Head lower until you come to an area with two
levels. To the right of this area you'll find a door leading to the "Ragnvald
Canal" and to the left you'll find a door leading to the "Ragnvald Crypts".

 To GET this quest, find the tomb in the middle of this area and check out
the skull-shaped indents in it. THAT will give you the quest, and we need to
find some skulls to put in the tomb.

 Let's head to the "Ragnvald Canal" first. Fight your way through this
beautiful area until you see a pedestal with a skull on it. When you grab
this skull "Torsten's Skull Key", Torsten will pop out of the grave further
on to object. Thankfully he's weak as all get out, but two more Draugr come
out to help him. Slay them all and follow the path past the right Draugr to
go higher so you can collect some chests and use an iron door to go back to
the hub area.

 Onto "Ragnvald Crypts" now. This area is pretty linear, so travel onwards
killing Draugr until you see a chest in a wall recess. The chest is trapped,
so untrap it and loot it, then pick up the RESTORATION SKILLBOOK on the
dresser nearby (named "Mystery of Talara, v2"). You'll find another skull
as you further explore this area ("Saerek's Skull Key") so take it and get
ready for a fight that's almost identical to the Torsten fight you had
earlier.

 Once you have both skulls, return to the hub area. SAVE before putting them
in, as we're about to face another DRAGON PRIEST. Put the skulls in when you
are ready to release OTAR the MAD. Get in as many hits as you can as he
appears since he is so up close and personal. Heck, you can even stun-lock him
pretty easily. He has a POWERFUL lightning attack that can kill you in 2-3
hits if you aren't careful, but you can also use this rooms layout to find
places to heal.

 Once he's dead, be SURE to grab his MASK (named Otar) and head past the once
blocked barrier to claim a chest and the WORD WALL which teaches you the word
KYNE - KYNE'S PEACE. Very nice. We are done with this area and this quest.

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[More Coming Soon!]

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       Skyrim      |||        13. Other Quests         |||       [vb1300]
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[Coming Soon!]

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       Skyrim      |||      14. Dragon Information     |||       [vb1400]
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                ~-~ ~-~ ~-~  14.1] Unique Dragons  ~-~ ~-~ ~-~
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[Coming Soon!]

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          ~-~ ~-~ ~-~  14.2] Dragon Wall Shouts/Locations  ~-~ ~-~ ~-~
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                                    '------'

 You can't deny that Dragon Shouts play a VERY imortant part in Skyrim. Here,
we will list the SHOUTS you can acquire in the game as well as WHERE to find
the various Draon Wall locations that TEACH you the words to the shouts.

 Now, there's a few things I want to point out before getting into this. The
first thing that you should know (that you probably already know by now) is
that you MUST have a DRAGON SOUL to "unlock" a Dragon Wall Word of Power so
that you can use it. Obviously, there are a TON of exceptions to this rule,
as you leart a LOT of shouts simply by playing the MAIN storyline quest. Heck,
for a lot of those shouts you don't even need souls or dragon walls! However
most shouts are taught one word at a time and you need to learn them and
unlock them one word at a time.

 The next VERY IMPORTANT thing you should know is that there is actually a
quest that the GREYBEARDS of High Hrothgar give you that POINTS OUT WHERE IN
THE WORLD YOU CAN FIND DRAGON WALLS. As you can imagine, this quest is AWESOME
if you want to get all the Dragon Wall locations.  You can get this quest from
Arngeir and it will pop up in your MISCELLANEOUS QUEST list (it will say
something like "Find the Word of Power in " random location "). You will need
to wait for a few days inbetween Arngeir telling you where the Dragon Walls
are though. ALSO, you can use SHOUTS in towns/cities/dungeons and you will
have a chance of a COURIER giving you a LETTER FROM A FRIEND that will point
out where a DRAGON WALL IS as well.

 Lastly, Vin and I have discovered that DRAGON WALLS don't necessarily give
you a SPECIFIC WORD, as we have both discovered a Dragon Wall in the same
place and got a DIFFERENT WORD to the SAME SHOUT, so don't be surprised if
you experience the same thing.

 Here's what you've been waiting for:

    -= A N I M A L   A L L E G I A N C E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Animal, Allegiance, Pack!

 o Locations:

   - Location 1: Found by traversing Ysgramor's Tomb, during The Companions
                 quest "Glory of the Dead".

   - Location 2: Found out in the open world at a place called Ancient's
                 Ascent (in the mountains east of Falkreath). You have to go
                 through a short cave called Bonechill Passage first.

   - Location 3: Inside Aangarvunde (which is located SE of Ivarstead, S of
                 the Atronach Stone).

 o Description: A Shout for help from the beasts of the wild, who come to
                fight in your defense.

 o Recharge: 50, 60, 70

 o My thoughts: I really haven't used this one alot... mainly because I'm a
                Wood Elf in the game and already have this power, but I can't
                imagine it being a staple in your favorites. It may be nice to
                get an unwanted bear off your back once in a while...

(-NOTE-) A Dragon may be guarding location 2's Dragon Wall.

    -= A U R A   W H I S P E R =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Life, Seek, Hunt!

 o Locations:

   - Location 1: Volunruud Elder's Cairn (during the random quest "Silenced
                 Tongues").

   - Location 2: Inside the Valthume Catacombs (during the "Evil in Waiting"
                 Random quest).

   - Location 3: Northwind Summit (which is just NW of the small town of
                 Shor's Stone, north of Riften). You can either go through
                 the Northwind Mine to get there (approach from the north) or
                 you can scale the hill itself (approach from the south).

 o Description: Your Voice is not a Shout, but a whisper, revealing the life
                forces of any and all.

 o Recharge: 30, 40, 50

 o My thoughts: At first I didn't think much of this shout, but it is
                EXTREMELY useful! It lets you see things through walls even!
                Heck, I can ENTER a dungeon, use this, and quickly count how
                many enemies are in the place. Now THAT has its uses...

    -= B E C O M E   E T H E R E A L =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Fade, Spirit, Bind!

 o Locations:

   - Location 1: Found in Ustengrav, during the MAIN quest "The Horn of Jorgen
                 Windcaller".

   - Location 2: Inside of Ironbind Barrow, which is north of Nightgate Inn
                 (which is west of Windhelm).

   - Location 3: Lost Valley Redoubt, which is directly south of Rorikstead
                 (Rorikstead is a small village west of Whiterun). Lost Valley
                 Redoubt is against the edge of a mountain.

 o Description: The Thu'um reaches out to the Void, changing your form to
                one that cannot harm, or be harmed.

 o Recharge: 20, 30, 40

 o My thoughts: The power to become ethereal and not be hurt is unbelievably
                useful for those times when you are close to becoming part of
                the void yourself! You can use this to take a breather,
                regroup, and save yourself from certain death.

(-NOTE-) Location #3 will be guarded by a clan of Forsworn.

    -= C A L L   D R A G O N =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Snow, Hunter, Wing!

 o Locations:

   - Location 1-3: THIS shout is learned while playing through the MAIN quest
                   line. You will learn it during the quest "The Fallen". No
                   souls or word walls needed.

 o Description: Odahviing! Hear my Voice and come forth. I summon you in my
                time of need.

 o Recharge: 5, 5, 300 (You MUST use this shout all the way!)

 o My thoughts: You're able to call on Odahviing, how cool is that! This shout
                obviously only work in open areas, but is pretty cool. I don't
                use it that much, as I rarely find myself in need of a dragon
                ally.

    -= C A L L   O F   V A L O R =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Hero, Champion, Legend!

 o Locations:

   - Location 1-3: THIS shout is learned while playing through the MAIN quest
                   line. You will learn it during the quest "Dragonslayer". No
                   souls or word walls required.

 o Description: The valiant of Sovngarde hear your Voice, and journey beyond
                space and time to lend aid.

 o Recharge: 180, 180, 180

 o My thoughts: If you ever find yourself overwhelmed and could use an extra
                set of hands, THIS is the shout for you. Any of the three
                warriors will provide a nice distraction. I have this on my
                favorite bar.

(-NOTE-) One press will call forth Gormlaith Golden-Hilt, holding it a bit
         longer will call forth Felldir the Old, and holding it down all the
         way for a bit will call forth Hakon One-Eye.

    -= C L E A R   S K I E S =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Sky, Spring, Summer!

 o Locations:

   - Location 1-3: Taught to you by Arngeir during the MAIN quest "The Throat
                   of the World". No souls or word walls needed!

 o Description: Skyrim itself yields before the Thu'um, as you clear away fog
                and inclement weather.

 o Recharge: 5, 10, 15

 o My thoughts: This shout clears the skies... not too much to say. It's a
                necessary shout to progress the story, but beyond that I've
                never used it.

    -= D I S A R M =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Weapon, Hand, Defeat!

 o Locations:

   - Location 1: Found inside Snow Veil Sanctum during the Thieves Guild quest
                 "Speaking with Silence".

   - Location 2: Eldersblood Peak (Located just south of Morthal, up in the
                 mountains).

   - Location 3: Silverdrift Lair (west of Nightgate Inn, which is west of
                 Windhelm), at the end of the dungeon.

 o Description: Shout defies steel, as you rip the weapon from an opponent's
                grasp.

 o Recharge: 30, 35, 40

 o My thoughts: Want to instantly take a foe out of the fight!? Here's a good
                shout for you! Useful for crowd control or to just downright
                guaruntee that you'll win a one on one fight.

(-NOTE-) Location #2 will likely be guarded by a dragon.

    -= D I S M A Y =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Fear, Run, Terror!

 o Locations:

   - Location 1: Dead Crone Rock, found during the Daedric quest "Pieces of
                 the Past".

   - Location 2: Located out in the wide open world, at a place called Lost
                 Tongue Overlook, which is just south of the SHADOW STONE
                 (South of Riften).

   - Location 3: Shalidor's Maze (Head to Labyrinthian and use the local map
                 to find Shalidor's Maze. The word wall is in the back.

 o Description: And the weak shall fear the Thu'um, and flee in terror.

 o Recharge: 40, 45, 50

 o My thoughts: I don't really use this. There's also the fear spells that do
                the same thing. I dunno, I want to kill my targets, not chase
                them down. Situationally useful...

(-NOTE-) A Dragon may be guarding location 2's Dragon Wall.

      -= D R A G O N R E N D =-
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Mortal, Finite, Temporary!

 o Locations:

   - Location 1-3: THIS shout is learned while playing through the MAIN quest
                   line. You will learn it during the quest "Alduin's Bane".

 o Description: Your Voice lashes out at a dragon's very soul, forcing the
                beast to land.

 o Recharge: 10, 12, 15

 o My thoughts: Mortal, Finite, Temporary... the words that the immortal
                cannot understand. Dragonrend is pretty much a MUST if you
                want to face a dragon in melee combat, or if you just want it
                to stick around the ground for any amount of time. This is one
                shout you'll have on your favorites list.

    -= E L E M E N T A L   F U R Y =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Air, Battle, Grace!

 o Locations:

   - Location 1: Just north of the "Statue to Meridia", which itself is just
                 north of the small town of Dragon Bridge.

   - Location 2: Dragontooth Crater, just north of the Shrine to Peryite and
                 the town of Karthwasten (all of which are southwest of
                 Solitude).

   - Location 3: Shriekwind Bastion

 o Description: The Thu'um imbues your arms with the speed of wind, allowing
                for faster weapon strikes.

 o Recharge: 30, 40, 50

 o My thoughts: I fail to see how faster weapon strikes could possibly be a
                bad thing... unless you focus on archery or magic.

(-NOTE-) Location #2 will be guarded by a Dragon.

(-NOTE-) For Location #3, you want to enter NORTH Shriekwind Bastion.

    -= F I R E   B R E A T H =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Fire, Inferno, Sun!

 o Locations:

   - Location 1: High Hrothgar, learned during the MAIN questline during the
                 quest "The Throat of the World".

   - Location 2: Dustman's Cairn (in Dustman's Crypt) during The Companions
                 quest "Proving Honor".

   - Location 3: Inside of Sunderstone Gorge (a mage infested dungeon, located
                 east of Whiterun, just SE of Fort Sungard).

 o Description: Inhale air, exhale flame, and behold the Thu'um as inferno.

 o Recharge: 30, 50, 100

 o My thoughts: A pretty cool ability! You're already dragon-born, you may as
                well burn people to a crisp. Definitely try this out and see
                how you like it!

    -= F R O S T   B R E A T H =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Frost, Cold, Freeze!

 o Locations:

   - Location 1: Located in Folgunthur Crypt (inside Folgunthur). Can be
                 found while doing the random quest "Forbidden Legend".

   - Location 2: Located at the Skyborn Altar, just SE of Morthal and up in
                 the mountains. Approach from the south.

   - Location 3: Bonestrewn Crest, south of Windhelm up on a small hill.

 o Description: Your breath is winter, your Thu'um a blizzard.

 o Recharge: 30, 50, 100

 o My thoughts: Pretty much like Fire Breath, just with Frost. Pretty cool,
                you're going to want to try this one to see if you like it or
                not.

(-NOTE-) Location #3 will be guarded by a Dragon.

    -= I C E   F O R M =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Ice, Flesh, Statue!

 o Locations:

   - Location 1: Inside of Saarthal (southwest of Winterhold) found during the
                 Mage's College quest "Under Saarthal".

   - Location 2: By Mount Anthor (which is south of Saarthal).

   - Location 3: Frostmere Depthes (found while doing "The Pale Lady" random
                 quest).

 o Description: Your Thu'um freezes an opponent solid.

 o Recharge: 60, 90, 120

 o My thoughts: You get to take a foe out of the fight as you freeze him
                solid. I don't use this alot, but I can see how useful it
                would be, especially to thin numbers or win a one on one
                matchup.

(-NOTE-) A Dragon will likely be guarding Location #2.

    -= K Y N E ' S   P E A C E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Kyne, Peace, Trust!

 o Locations:

   - Location 1: Found inside Ragnvald (Ragnvald is slightly NE of Markarth).

   - Location 2: Inside Rannveig's Fast (which is south of Morthal, on the
                 southern side of the mountain).

   - Location 3: Inside of Shroud Hearth Barrow (By Ivarstead). Read the 2nd
                 note below.

 o Description: The Voice soothes wild beasts, who lose their desire to fight
                or flee.

 o Recharge: 40, 50, 60

 o My thoughts: This shout is for those times when you just don't feel like
                fighting with Skyrim's wildlife.

(-NOTE-) Location 1 is guarded by a DRAGON PRIEST named Otar the Mad. I also
         did a Miscellaneous quest called "Unlock the Sarcophagus in Ragnvald"
         when I found that word wall.

(-NOTE-) To get past a Dragonclaw wall, do the miscellaneous quest
         "Investigate Shroud Hearth Barrow". To start it, talk to the
         Ivarstead Innkeeper and do the quest, then go back with the prize
         that he will give you.

    -= M A R K E D   F O R   D E A T H =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Kill, Leech, Suffer!

 o Locations:

   - Location 1: Inside the Dark Brotherhood Sanctuary, during the Dark
                 Brotherhood quest "Sanctuary".

   - Location 2: Forsaken Crypt (INSIDE the Forsaken Cave, which is west of
                 Windhelm and east of Nightgate Inn).

   - Location 3: Autumnwatch Tower (south of Ivarstead). Approach from the
                 North/Northeast.

 o Description: Speak, and let your Voice herald doom, as an opponent's armor
                and lifeforce are weakened.

 o Recharge: 20, 30, 40

 o My thoughts: This shout is pretty damn useful! It basically softens any
                target up, making them easier to kill, and is a godsend for
                dealing with bosses or tough one on one fights. I have this
                one favorited as well.

(-NOTE-) Location #2 is guarded by a wizard named Curalmil, who is a Dragon
         Priest. And no, he has no mask to give you.

(-NOTE-) Location #3 will be guarded by a dragon.

    -= S L O W   T I M E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Time, Sand, Eternity!

 o Locations:

   - Location 1: Inside Labyrinthian, near the very end, during The Mage's
                 College quest "The Staff of Magnus".

   - Location 2: Inside Deepwood Redoubt, found during the Dark Brotherhood
                 Miscellaneous Quest "Locate the Assassin of Old".

   - Location 3: Inside Korvanjund, found during the Civil War quest "The
                 Jagged Crown".

 o Description: Shout at time, and command it to obey, as the world around you
                stands still.

 o Recharge: 30, 45, 60.

 o My thoughts: EXTREMELY effective and useful in large groups. Slow everyone
                and everything down while you rip them apart! The graphics
                kind-of fade out a bit when you do this, but you should
                definitely give this shout a try sometime!

    -= S T O R M   C A L L =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Storm, Wrath, Lightning!

 o Locations:

   - Location 1: Found in Skuldafn, while doing the MAIN quest "The
                 World-Eater's Eyrie".

   - Location 2: Vokun's Throne Room (Inside of High Gate Ruins during the
                 random quest "A Scroll For Anska").

   - Location 3: Forelhost Ruins (Located SE of Riften, it's best to go ahead
                 and do the random quest "Siege on the Dragon Cult" while you
                 go for this word wall).

 o Description: A Shout to the skies, a cry to the clouds, that awakens the
                destructive force of Skyrim's lightning.

 o Recharge: 300, 480, 600

 o My thoughts: This shout is SPENDY and therefore I hardly ever use it.
                Also, it makes NO distinction between friend and foe, as I
                saw it zap my horse over and over when I did use it. It is one
                COOL looking shout though, and talk about POWER.

    -= T H R O W   V O I C E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Voice, Fool, Far!

 o Locations:

   - Location 1-3: You can find this word wall near Shearpoint, which is west
                   of the big city of Windhelm, up in the mountains.

 o Description: The Thu'um is heard, but its source unknown, fooling those
                into seeking it out.

 o Recharge: 30, 15, 5

 o My thoughts: This shout is VERY useful for when you want to be sneaky. In
                fact, it's a grand idea to grab this shout before taking on
                the Thieves Guild and The Dark Brotherhood questlines.

(-NOTE-) There's a chance this Dragon Wall will be guarded by a dragon.

(-NOTE-) This Dragon Wall is unique as it teaches you THREE words at once,
         letting you learn the entire shout in one go... provided you have
         the souls to use it.

(-NOTE-) Guarded by a DRAGON PRIEST named Krosis who can devestate you with
         fireballs. Be careful and keep your head up. You'll get a sweet mask
         called "Krosis" when you defeat the dragon priest though.

    -= U N R E L E N T I N G   F O R C E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Force, Balance, Push!

 o Locations:

   - Location 1: Found in Bleak Falls Barrow during the MAIN quest "Bleak
                 Falls Barrow".

   - Locatoin 2: Taught to you by a Greybeard at High Hrothgar during the MAIN
                 quest "The Way of the Voice".

   - Location 3: Taught to you by a Greybeard at High Hrothgar at the very end
                 of the MAIN quest "The Horn of Jurgen Windcaller".

 o Description: Your Voice is raw power, pushing aside anything - or anyone -
                who stands in your path.

 o Recharge: 15, 20, 45

 o My thoughts: Your first shout, Unrelenting Force is just plain cool. Who
                doesn't like throwing around enemies like rag dolls? It is
                especially useful in narrow spaces and can buy you a lot of
                time in big fights. You'll end up using it alot.

    -= W H I R L W I N D   S P R I N T =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power: Whirlwind, Fury, Tempest!

 o Locations:

   - Location 1: Taught to you by a Greybeard at High Hrothgar during the MAIN
                 quest "The Way of the Voice".

   - Location 2: Located out on the world map at Volskyge Peak. Unless you can
                 climb/glitch up the mountain, you'll have to battle through
                 Volskyge Ruins, which are NW of Dragon Bridge and west of the
                 Statue to Meridia. See the note below for more info.

   - Location 3: Dead Men's Respite (which is SW of Morthal). See the note
                 below for more info.

 o Description: The Thu'um rushes forward, carrying you in its wake with the
                speed of a tempest.

 o Recharge: 20, 25, 35

 o My thoughts: This shout is ALL about mobility and is just plain cool to
                use. It doesn't have a LOT of practical use though, aside from
                the times where you'll NEED to use it to beat some quests.

(-NOTE-) Regarding Location 2: This place will be guarded by a DRAGON PRIEST
         named VOLSUNG, who attacks as soon as you learn the word from the
         DRAGON WALL. Also, if you end up going through the ruins, the puzzle
         solution is: Snake, Bear, Fox, Wolf. Trust me, you'll know when to
         use that.

(-NOTE) Regarding Location 3: You'll have to follow around a ghost while
        exploring Dead Men's Respite. That and kill a lot of Draugr. There
        will be a DRAGON CLAW door puzzle here, and the answer is Wolf, Eagle,
        Wolf.

                    _____________________________________
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       Skyrim      |||           15. Followers         |||       [vb1500]
O==================|||---------------------------------|||====================O
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[Coming Soon!]

                    _____________________________________
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       Skyrim      |||           16. Trainers          |||       [vb1600]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[Coming Soon!]

                    _____________________________________
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       Skyrim      |||   17. Standing Stone Locations  |||       [vb1700]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Standing Stones are spread all throughout Skyrim, offering different
advantages to those that find them and choose to use them. Here you will find
a list of all the Standing Stones, where they are, and more importantly what
they do.

 There are a total of 13 stones, but getting to some will be much easier than
getting to others. New adventurers will undoubtedly run into the "Guardian
Stones" first and may as well take up one of them. But its important to note
that only ONE stone may be active at a time: if you choose another, you will
gain its effects while loosing whatever affects you may have had.

(-NOTE-) These stones are listed in alphabitical order.

    -= The Apprentice Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Just North of "Fort Snowhawk", or just n0orthwest of the big city
           of Morthal.

  Effects: Those under the sign of The Apprentice recover Magicka faster,
           but are more susceptible to Magicka damage.

 (-NOTE-) Just as the stone says, you'll recove magic faster but be hurt by
          it more, which is a VERY BAD thing when facing mages or mage-ladden
          dungeons. With all the magic recovering equipment out there, think
          twice before taking this stone.

    -= The Atronach Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: South of Windhelm quite aways, in the marsh. It's slightly
           northeast of Darkwater Crossing.

  Effects: Those under the sign of The Atronach absorb a portion of
           incoming spell damage and have a larger pool of Magicka, but
           recover it more slowly.

 (-NOTE-) Personally I think this is an outstanding choice for mages. You
          basically get the Breton and High Elf RACIAL PERKS all in one at
          the cost of reduced magic regeneration. However, there's so much
          equipment to make up for the magic regeneration. Something for you
          to consider.

    -= The Lady Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: North of Falkreath, in the middle of a lake. Just a small ways
           easy of Half-Moon Mill.

  Effects: Those under the sign of The Lady regenerate Health and Stamina
           more quickly.

 (-NOTE-) I like how "The Lady" is in the middle of a lake. This choice will
          bump up your regen rates, but you can do that with equipment as well
          if you wished. Of course, ideally you wouldn't be draining your
          health or stamina that much anyways...

    -= The Lord Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Just south of Dawnstar, up on the northern edge of the mountain.
           You can find a path leading into the mountain by going south from
           Dawnstar and find it that way.

  Effects: Those under the sign of The Lord are more resistant to both
           Magicka and physical damage.

 (-NOTE-) If you think you're just plain too squishy, THIS is the stone for
          you. It granst you 50 points of damage resistance and 25% magic
          resistance. This will help protect you through anything.

    -= The Lover Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Northeast of Markarth, up in the mountains. I personally got to
           it by approaching from the west. You're going to have to do some
           climbing.

  Effects: Those under the sign of The Lover always feel a Lover's Comfort
           (All skills improve faster).

 (-NOTE-) The Lover stone is like an all-in-one combination of "The Guardian
          Stones". You level up magic, combat, AND stealth skills faster, but
          at a lower rate than if you had a Guardian Stone active (about 15%
          faster compared to 20%). Still, a great pick for an all-around
          character. Also beware of the Cave Bear that often lurks nearby.

    -= The Mage Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Slightly northwest of the game's starting location of Helgen.

  Effects: Those under the sign of The Mage will learn all magic skills 20%
           faster.

 (-NOTE-) This is one of the first stones you'll have access to. It's shown
          on the map as the "Guardian Stones". Effective for raising any magic
          skill faster.

    -= The Ritual Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Just east of Whiterun, past a bridge and up a hill.

  Effects: Once a day, those under the sign of The Ritual can reanimate
           nearby corpses to fight for them.

 (-NOTE-) This stone is often guarded by a necromancer and some skeletons,
          which makes sense. It is very effective in large battles, where
          you can turn the tides easily.

    -= The Serpent Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: East of Winterhold. Like, far east. It's out in the ice floes,
           where you wouldn't think anything should be. Trust me, its out
           there.

  Effects: Once a day, those under the sign of The Serpent can use a ranged
           paralyzing poison on opponents.

 (-NOTE-) One of the worst stones in my opinion. Sure, paralyzing and
          poisoning an opponent is VERY helpful, but there's magic for that
          and frankly other standing stones are better.

    -= The Shadow Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Directly south of Riften. You'll want to find a road to the
           southwest of Riften that loops around to the standing stone.

  Effects: Once a day, those under the sign of The Shadow can become invisible
           for an extended period.

 (-NOTE-) Not a bad choice. The invisibility that you gain lasts for a whole
          minute, which is pretty damn good. There's spells and potions that
          can do the same thing, but for a stealthy character this is VERY
          tempting.

    -= The Steed Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: North of the (smallish) town of Dragon Bridge, the Steed Stone
           is up in the mountains. You'll want to head due north and then
           west from the "Statue to Meridia" until you can head up and east
           to get to this standing stone.

  Effects: Those under the sign of The Steed can carry more and do not
           suffer a movement penalty from armor.

 (-NOTE-) The Steed Stone allows you to CARRY more, which is great if you're
          always making multiple trips somewhere to haul loot back. In fact,
          it allows you to carry 100 pounds more of stuff. PLUS, is lets you
          not suffer any movement penalties due to armor.

    -= The Thief Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Slightly northwest of the game's starting location of Helgen.

  Effects: Those under the sign of The Thief will learn all stealth skills
           20% faster.

 (-NOTE-) This is one of the first stones you'll have access to. It's shown
          on the map as the "Guardian Stones". Effective for raising any
          stealth skill faster.

    -= The Tower Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: This stone is west of Winterhold and east of Dawnstar (it acts
           like a half-way marker if you walked between the two). It's up on
           a mountain. I recommend traveling to Winterhold and heading west,
           where you can climb the mountain its on from the south.

  Effects: Those under the sign of The Tower have the option to automatically
           open Expert or lower locks.

 (-NOTE-) This one is for those of you that HATE lockpicking. You can open
          any expert or lower lock for free once a day. Not bad, this will
          certainly get you more loot. Or you could, y'know, just learn how to
          lockpick...

    -= The Warrior Stone =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Location: Slightly northwest of the game's starting location of Helgen.

  Effects: Those under the sign of The Warrior will learn all combat skills
           20% faster.

 (-NOTE-) This is one of the first stones you'll have access to. It's shown
          on the map as the "Guardian Stones". Effective for raising any
          combat skill faster.

                    _____________________________________
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       Skyrim      |||     18. Skill Book Locations    |||       [vb1800]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Here is a list of all the skillbooks that we've found during the game,
seperated by skill type. It's important to note a couple of things about
skillbooks, which I'll put here:

 - Each book grants a +1 bonus to that skill, however there are often
   MULTIPLE books out there that are the same. Meaning that it's very
   possible to read a book and get NOTHING from it (if you've read it
   before).

 - Skillbooks are often easy to spot, even admist other books, as they
   are often worth more than other books. If you see a book worth 50-150
   gold, chances are it's a skillbook.

 - Skyrim is a BIG world, and we're unable to directly guide you to every
   skillbook as thouroughly as we'd like. Often our locations are a general
   guide, and some exploration is required on your part. However, often we
   write down the quest we found the book on, so if you need more help you
   always refer to that quest.

 -= Alchemy =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "A Game at Dinner"

 Location: Honningbrew Meadery (upstairs in the bedroom).

 Location: Dead Crone Rock (during the Daedric quest "Pieces of the Past").

 - "De Rerum Dirennis"

 Location: Sinderion's Field Laboratory (in Blackreach, during the quest
           "Elder Knowledge").

 Location: In "The Midden Dark", during the College of Winterhold quest
           "Good Intentions".

 - "Herbalist's Guide to Skyrim"

 Location: Arcadia's Cauldron, Whiterun.

 Location: Boulderfall Cave.

 - "Mannimarco, King of Worms"

 Location: Nightcaller Temple (during the daedric quest "Waking Nightmare").

 - "Song of the Alchemists"

 Location: Anise's Cabin (slightly SW of Riverwood).

 -= Alteration =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Breathing Water"

 Location: Just north of Ysgramor's Tomb, by a shrine of Talos (Northern
           Skyrim).

 - "Daughter of the Niben"

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 - "Reality & Other Falsehoods"

 Location: Held by Orchendor (do "The Only Cure" daedric quest).

 Location: Yngvild Barrow (during the Thieves Guild Miscellaneous quest
           "Retrieve Arondil's Journals").

 - "Sithis"

 Location: Just inside the Dark Brotherhood Sanctuary.

 - "The Lunar Lorkhan"

 Location: Mzulft Boilery (during the quest "Revealing the Unseen" from the
           College of Winterhold; behind a master locked door).

 Location: Cragwallow Slope (A cave SE of Windhelm, on a table in the very
           back. The cave is full of hostile mages).

 -= Archery =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "The Black Arrow, v2"

 Location: Valtheim Towers, east of Whiterun.

 Location: Robber's Gorge, north of Rorikstead.

 - "The Markmanship Lesson"

 Location: The Dark Brotherhood Dawnstar Sanctuary (play through the
           Dark Brotherhood questline).

 Location: Jorrvaskr Living Quarters in Whiterun.

 Location: Cliffside Retreat (located south of Dragon Bridge, among the cliffs
           of course).

 - "Vernaccus and Bourlor"

 Location: Knifepoint Ridge (during the "Boethiah's Calling" Daedric quest).

 - "The Gold Ribbon of Merit"

 Location: Fort Hraggstad (play through the Civil War: Legion to get this).

 -= Block =-
¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "A Dance in Fire, v2"

 Location: Inside of Fort Snowhawk.

 Location: Karthspire Camp, inside of a tent.

 - "Battle of Red Mountain"

 Location: Kilkreath Ruins (during "The Break of Dawn" Daedric quest).

 - "The Mirror"

 Location: Forsaken Cave (West of Windhelm, east of Nightgate Inn, on a shelf
           in the Draugr burial area).

 - "Warrior"

 Location: Driftshade Refuge (during the "Purity of Revenge" Companions
           quest).

 -= Conjuration =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, Frostfall, v10"

 Location: On the body of Beem-Ja, an Argonian camped outside of Ironbind
           Barrow (Go through the barrow with him). Ironbind Barrow is north
           of Nightgate Inn (which is west of Windhelm).

 - "2920, Hearth Fire, v9"

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 Location:

 - "The Doors to Oblivion"

 Location: Fellglow Keep (during the "Hitting the Books" College of Winterhold
           quest).

 Location: Ilinalta's Deep (during "The Black Star" Daedric quest).

 - "The Warrior's Charge"

 Location: Found inside a bedroom in Understone Keep (Markarth), behind a
           locked door by the kitchen.

 -= Destruction =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "A Hypothetical Treachery"

 Location: Fellglow Keep (during the "Hitting the books" College of
           Winterhold quest).

 - "Horror of Castle Xyr"

 Location: Glenmoril Coven (during the "Blood's Honor" Companions quest).

 - "Response to Bero's Speech"

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 Location: Haemar's Cavern (during the "A Daedras Best Friend" Daedric quest).

 Location: Witchmist Grove (during the "A Night to Remember" Daedric quest).

 - "The Horror of Castle Xyr"

 location: Glenmoril Coven.

 -= Enchanting =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "A Tragedy in Black"

 Location: Glenmoril Coven (during the "Blood's Honor" Companions quest).

 Location: Ilinalta's Deep (during "The Black Star" Daedric quest).

 Location: Glenmoril Coven.

 - "Catalogue of Weapon Enchantments" 

 Location: Castle Dour, Emperor's Tower (during the "To Kill an Empire" Dark
           Brotherhood quest).

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 - "Catalogue of Armor Enchantments"

 Location: Fort Amol, inside the fort.

 Location: Shrine of Mehrunes Dagon (during the daedric quest "Pieces of the
           Past").

 - "Twin Secrets"

 Location: Calcelmo's Laboratory (during the "Hard Answers" thieves guild
           quest).

 -= Heavy Armor =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, MidYear, v6"

 Location: In the SOUTHWEST section of Blackreach, on a table. Found during
           the main quest "Elder Knowledge".

 - "Chimarvamidium"

 Location: Calcelmo's Laboratory (during the "Hard Answers" thieves guild
           quest).

 - "Orsinium and the Orcs"

 Location: Inside Lost Knife Cave (Near Fort Amol).

 -= Illusion =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Before the Ages of Man"

 Location: In Dragonsreach keep, in the Jarl's study.

 Location: In the Thalmor Embassy, during the "Diplomatic Immunity" quest, in
           the room with the frost troll.

 Location: Inside Aangarvunde (which is located SE of Ivarstead, S of the
           Atronach Stone). It is down the "Ruins" path.

 Location: Shroud Hearth Barrow (by Ivarstead), on a table near the entrance.

 - "Mystery of Talara, Part 4"

 Location: Hag's End.

 - "The Black Arts on Trial"

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 -= Light Armor =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Ice and Chitin"

 Location: Snow Veil Catacombs (during the "Speaking with Silence" thieves
           guild quest).

 - "Jornibret's Last Dance"

 Location: Korvanjund Temple, (during "The Jagged Crown" Stormcloak quest).

 Locaton: Inside of Fort Neugrad.

 - "Rislav the Righteous"

 Location: Inside of Fort Greymoor, in the training room.

 Location: Cracked Tusk Vault (during the Daedric quest "Pieces of the Past").

 - "The Rear Guard"

 Location: Driftshade Cellar (during the "Purity of Revenge" Companions
           quest).

 -= Lockpicking =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Proper Lock Design"

 Location: Twilight Sepulcher (during the "Darkness Returns" thieves guild
           quest).

 - "Surfeit of Thieves"

 Location: Found insided Volskygge (in the room with the CAGED LEVER, on a
           shelf). Volskygge is located NW of Dragon Bridge, straight west
           of the Statue to Meridia.

 - "The Locked Room"

 Location: Alftand Animonculory, behind an EXPERT locked gate during the
           "Elder Knowledge" main quest. How ironic!

 Location: Cronvangr Cave, where the Vampires are (a random location of the
           Shalidor Insights of one of the College Radiant Quests.)

 -= One-Handed =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, Morning Star, V1"

 Location: Driftshade Refuge (during the "Purity of Revenge" Companions
           quest).

 - "Fire and Darkness"

 Location: Esbern's House, in The Rat Warren. Found during "A Cornered Rat".

 Location: In the Darkstar Sanctuary (follow the Dark Brotherhood questline).

 Location: Inside Folgunthur (NW of Morthal) in the first room where Draugr
           start coming out of their tombs.

 - "Mace Etiquette"

 Location: Fort Greenwall (north of Riften).

 Location: Sky Haven Temple (during the main quest Alduin's Wall).

 Location: Uttering Hills Cave (during "Summerset Shadows" Thieves guild
           quest).

 - "Night Falls on Sentinel"

 Location: During the "Before the Storm" quest, south of the sign-post in a
           bandits camp.

 Location: Volunruud Elder's Cairn (during the random quest "Silenced
           Tongues").

 - "The Importance of Where" 

 Location: Gallows Rock.

 -= Pickpocket =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Beggar"

 Location: The Ratway Warrens, under RIFTEN.

 Location: Ironback Hideout, north of Dragon Bridge.

 - "Guide to Better Thieving"

 Location: Goldenglow Estate Sewer (Behind a locked door)

 - "Purloined Shadows"

 Location: In a small camp WEST of Folgunthur.

 Location: Nightingale Hall (During the "Trinity Restored" thieves guild
           quest).

 - "Thief"

 Location: In the Bleak Falls Temple, past the door puzzle on a table. During
           the main quest "Bleak Falls Barrow".

 -= Restoration =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, Rain's Hand, v4"

 Location: Inside the Hall of the Dead (during the Daedric Quest "The Taste
           of Death").

 - "Mystery of Talara, v2"

 Location: Found inside of Ustengrav.

 Location: Found inside Ragnvald Crypts on a dresser by a chest (Ragnvald is
           slightly NE of Markarth).

 - "Racial Phylogeny"

 Location: Quest reward for the College of Winterhold quest "Hitting the
           Books".

 - "The Exodus"

 Location: Forelhost Cryps (Inside Forelhost, some ruins SE of Riften. Found
           during the random quest "Siege on the Dragon Cult").

 - "Withershins"

 Location: Inside the Valthume Ruins (during the "Evil in Waiting" Random
           quest).

 -= Smithing =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Cherim's Heart"

 Location: Morvunskar (during the Daedric quest "A Night to Remember").

 - "Last Scabbard of Akrash"

 Location: Fallows Rock.

 - "Light Armor Forging"

 Location: Cracked Tusk Keep (during the Daedric quest "Pieces of the Past").

 - "The Armorers' Challenge"

 Location: Tower of Mzark, gotten through Blackreach.

 Location: In Whiterun, by Eorlund (behind the Companions HQ, otherwise known
           as the Skyforge).

 -= Sneak =-
¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, Last Seed, v8"

 Location: Raldbthar, in a bandit's camp.

 Location: Hag Rock Redoubt Ruin (during the Daedric quest "Pieces of the
           Past").

 - "Legend of Krately House"

 Location: Nightgate Inn cellar.

 - "Sacred Witness"

 Location: The Dark Brotherhood Sanctuary (in Babette's room).

 Location: Deepwood Vale (during the "Find the Assassin of Old" Dark
           Brotherhood misc. quest).

 Location: Twilight Sepulcher (during the "Darkness Returns" thieves guild
           quest).

 - "The Red Kitchen Reader"

 Location: Riftweald Manor (during "The Pursuit" thieves guild quest).

 Location: Nightingale Hall (During the "Trinity Restored" thieves guild
           quest).

 Location: Frostmere Crypt, on a bookstand in a hallway.

 - "Three Thieves"

 Location: Honningbrew Basement (during the "Dampened Spirits" thieves guild
           quest).

 Location: Snow Veil Catacombs (during the "Speaking with Silence" thieves
           guild quest).

 -= Speech =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "2920, Second Seed, v5"

 Location: Shriekwind Bastion, in the room right before the Dragon Wall.

 - "A Dance in Fire, v6"

 Location: The Dainty Sload (during "The Dainty Sload" thieves guild quest).

 - "A Dance in Fire, v7"

 Location: On a table outside of the ruins of Aangarvunde (SE of Ivarstead, S
           of the Atronach Stone).

 - "Biography of the Wolf Queen"

 Location: Bthardamz Dwelling (during "The Only Cure" daedric quest).

 - "The Buying Game"

 Location: Shrine to Peryite (during "The Only Cure" daedric quest).

 Location: Dead Men's Respite, in the second catacomb area, on a table. You
           have to play with wall chains and stone doors to get to it, but
           it's in a cubby to the east.

 -= Two-Handed =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - "Battle of Sancre Tor"

 Location: Dustman's Cairn (during the "Proving Honor" Companions quest).

 Location: Broken Helm Hollow (during the "Striking the Heart" Companions
           quest).

 - "Song of Hrormir"

 Location:  Jorrvaskr Living Quarters in Whiterun.

 - "The Legendary Sancre Tor"

 Location: Ysgramor's Tomb (during the "Glory of the Dead" Companions quest).

 - "Words and Philosphy"

 Location: At a shrine of Talos, south of the "Tower Stone" standing stone.

 Location: Inside Lost Knife Cave (Near Fort Amol).

 Location: Inside Geirmund's Hall (Found while doing the random quest
           "Forbidden Legend").

 Location: Silverdrift Lair (west of Nightgate Inn, which is west of Windhelm,
           on a table in the first big room).

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||           19. Marriages         |||       [vb1900]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 [Coming Soon!]

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||           20. Crafting          |||       [vb2000]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  20.1] Alchemy  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2001.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

(-NOTE-) This entire Alchemy section was written by a good friend of mine, Ben
         Holmes (BacterX), a fellow guide-writer who I chat with all the time.
         Thanks Ben!

"An alchemist can create magical potions and deadly poisons." 

 Alchemy can be intimidating for those uninitiated - complex formulae, time
required to gather ingredients, and non-centrality in the plot all mean that
a player can advance through the entire game with barely a wayward nod in the
direction of alchemy.

 But there are several excellent reasons for pursuing this skill.

 Alchemy is extremely effective for:

 * Making money
 * Crafting extremely strong weapons and armor
 * Leveling your character

 If used properly, alchemy can be an excellent addition to a character of any
play-style. 

 If used improperly, you can break the game and create characters of obscene
power. 

 We'll let you choose which one you want

-------------------------------------------------------------------------------
                                Alchemy System
-------------------------------------------------------------------------------

In order to craft a potion, one needs two things:

   * Ingredients
         and
   * An Alchemy Lab

 Unlike previous Elder Scrolls games, potion-crafting equipment is not carried
with the player, but is found in stationary labs. See later in the guide for
a listing of alchemy labs in Skyrim.

 When using the alchemy lab, one can either select a list of all ingredients
(labeled INGREDIENTS) or see a list of known effects, which brings up the
ingredients the player has which cause one of those effects.

 All ingredients cause four effects. One of them (the first one) can be
discovered by simply cramming the ingredient into your gaping maw (eating it),
while the others must be discovered by experimentation.

(-NOTE-) Note that with perks, more than one attribute can be discovered with
         eating an ingredient!

 So get some ingredients and get potion making!

-------------------------------------------------------------------------------
                             Ingredients and Effects
-------------------------------------------------------------------------------

Herein is a list of all the ingredients in Skyrim, along with their weight,
value, and places where you can find them.

The ingredients are set up like this

Name
     *Effect 1
     *Effect 2
     *Effect 3
     *Effect 4
     (W) - Weight
     (V) - Value
     (F) - Where to find

****************************************

Abecean Longfin
     * Weakness to Frost
     * Fortify Sneak
     * Weakness to Poison
     * Fortify Restoration
     (W) - 0.5
     (V) - 15
     (F) - Rivers, streams, sometimes there are barrels of them.

Bear Claws
     * Restore Stamina
     * Fortify Health
     * Fortify One-Handed
     * Damage Magicka Regen
     (W) - 0.1
     (V) - 2
     (F) - Cave & Snow Bears.

Bee
     * Restore Stamina
     * Ravage Stamina
     * Regenerate Stamina
     * Weakness to Shock
     (W) - 0.1
     (V) - 3
     (F) - Beehive.

Beehive Husk
     * Resist Poison
     * Fortify Light Armor
     * Fortify Sneak
     * Fortify Destruction
     (W) - 1
     (V) - 5
     (F) - Beehive.

Bleeding Crown
     * Weakness to Fire
     * Fortify Block
     * Weakness to Poison
     * Resist Magic
     (W) - 0.3
     (V) - 10
     (F) - Mushroom clusters.

Blisterwort
     * Damage Stamina
     * Frenzy
     * Restore Health
     * Fortify Smithing
     (W) - 0.2
     (V) - 12
     (F) - Caves and dark areas.

Blue Butterfly Wing
     * Damage Stamina
     * Fortify Conjuration
     * Damage Magicka Regen
     * Fortify Enchanting
     (W) - 0.1
     (V) - 12
     (F) - Blue Butterfly.

Blue Dartwing
     * Resist Shock
     * Fortify Pickpocket
     * Restore Health
     * Fear
     (W) - 0.1
     (V) - 1
     (F) - Over bodies of water.

Blue Mountain Flower
     * Restore Health
     * Fortify Conjuration
     * Fortify Health
     * Damage Magicka Regen
     (W) - 0.1
     (V) - 2
     (F) - Flowers on mountains.

Bone Meal
     * Damage Stamina
     * Resist Fire
     * Fortify Conjuration
     * Ravage Stamina
     (W) - 0.5
     (V) - 5
     (F) - Undead (Draugr, skeletons, dragon priests etc.).

Briar Heart
     * Restore Magicka
     * Fortify Block
     * Paralysis
     * Fortify Magicka
     (W) - 0.5
     (V) - 20
     (F) - Briar Heart Forsworn (leaders).

Butterfly Wing
     * Restore Health
     * Fortify Barter
     * Lingering Damage Stamina
     * Damage Magicka
     (W) - 0.1
     (V) - 3
     (F) - Monarch Butterfly.

Canis Root
     * Damage Stamina
     * Fortify One-Handed
     * Fortify Marksman
     * Paralysis
     (W) - 0.1
     (V) - 5
     (F) - In rocks on mountains and in caves.

Charred Skeever Hide

     * Restore Stamina
     * Cure Disease
     * Resist Poison
     * Restore Health
     (W) - 0.5
     (V) - 1
     (F) - Found at campfires roasting on spits.

Chaurus Eggs
     * Weakness to Poison
     * Fortify Stamina
     * Damage Magicka
     * Invisibility
     (W) - 0.2
     (V) - 10
     (F) - Caves with Falmer.

Chicken Egg
     * Resist Magic
     * Damage Magicka Regen
     * Waterbreathing
     * Lingering Damage Stamina (eggs make you fat!)
     (W) - 0.5
     (V) - 2
     (F) - Chicken's nest.

Creep Cluster
     * Restore Magicka
     * Damage Stamina Regen
     * Fortify Carry Weight
     * Weakness to Magic
     (W) - 0.2
     (V) - 1
     (F) - Volcanic areas.

Crimson Nirnroot
     * Damage Health
     * Damage Stamina
     * Invisibility
     * Resist Magic
     (W) - 0.2
     (V) - 10
     (F) - Only in Blackreach.

Cyrodilic Spadetail
     * Damage Stamina
     * Fortify Restoration
     * Fear
     * Ravage Health
     (W) - 0.3
     (V) - 15
     (F) - Streams and rivers.

Daedra Heart
     * Restore Health
     * Damage Stamina Regen
     * Damage Magicka
     * Fear
     (W) - 0.5
     (V) - 250
     (F) - On Dremora, in summoners areas.

Deathbell
     * Damage Health
     * Ravage Stamina
     * Slow
     * Weakness to Poison
     (W) - 0.1
     (V) - 4
     (F) - Either growing by lakes outside of Solitude or frequently found in
           various cities.

Dragon's Tongue
     * Resist Fire
     * Fortify Barter
     * Fortify ILlusion
     * Fortify Two-handed
     (W) - 0.1
     (V) - 5
     (F) - Found growing wild all over Skyrim.

Dwarven Oil
     * Weakness to Magic
     * Fortify ILlusion
     * Regenerate Magicka
     * Restore Magicka
     (W) - 0.3
     (V) - 15
     (F) - Dwemer Ruins, on Dwemer creatures.

Ectoplasm
     * Restore Magicka
     * Fortify Destruction
     * Fortify Magicka
     * Damage Health
     (W) - 0.1
     (V) - 25
     (F) - From ghosts.

Elves Ear
     * Restore Magicka
     * Fortify Marksman
     * Weakness to Frost
     * Resist Fire
     (W) - 0.1
     (V) - 10
     (F) - Frequently found dried in huts, or in the wild.

Eye of Sabre Cat
     * Restore Stamina
     * Ravage Health
     * Damage Magicka
     * Restore Health
     (W) - 0.1
     (V) - 2
     (F) - Sabre Cat, Frost Sabre Cat.

Falmer Ear
     * Damage Health
     * Frenzy
     * Resist Poison
     * Fortify Lockpicking
     (W) - 0.2
     (V) - 10
     (F) - Falmer.

Fire Salts
     * Weakness to Frost
     * Resist Fire
     * Restore Magicka
     * Regenerate Magicka
     (W) - 0.3
     (V) - 50
     (F) - Flame Atronach.

Fly Amanita
     * Resist Fire
     * Fortify Two-Handed
     * Frenzy
     * Regenerate Stamina
     (W) - 0.1
     (V) - 2
     (F) - Mushroom clusters in and around caves.

Frost Mirriam
     * Resist Frost
     * Fortify Sneak
     * Ravage Magicka
     * Damage Stamina Regen
     (W) - 0.1
     (V) - 1
     (F) - Frequently found in houses and in cities.

Frost Salts
     * Weakness to Fire
     * Resist Frost
     * Restore Magicka
     * Fortify Conjuration
     (W) - 0.3
     (V) - 100
     (F) - Frost Atronach.

Garlic
     * Resist Poison
     * Fortify Stamina
     * Regenerate Magicka
     * Regenerate Health
     (W) - 0.3
     (V) - 1
     (F) - Grown on farms, hanging in houses in cities, can be found wild.

Giant Lichen
     * Weakness to Shock
     * Ravage Health
     * Weakness to Poison
     * Restore Magicka
     (W) - 0.3
     (V) - 5
     (F) - Swamps.

Giant's Toe
     * Damage Stamina
     * Fortify Health
     * Fortify Carry Weight
     * Damage Stamina Regen
     (W) - 1
     (V) - 20
     (F) - Giants.

Glow Dust
     * Damaga Magicka
     * Damage Magicka Regen
     * Fortify Destruction
     * Resist Shock
     (W) - 0.5
     (V) - 20
     (F) - Wispmothers.

Glowing Mushroom
     * Resist Shock
     * Fortify Destruction
     * Fortify Smithing
     * Fortify Health
     (W) - 0.2
     (V) - 5
     (F) - Frequently found in caves, and in tombs with Falmer.

Grass Pod
     * Resist POison
     * Ravage Magicka
     * Fortify Alteration
     * Restore Magicka
     (W) - 0.1
     (V) - 1
     (F) - Found on plains to the north.

Hagraven Claw
     * Resist Magic
     * Lingering Damage Magicka
     * Fortify Enchanting
     * Fortify Barter
     (W) - 0.3
     (V) - 20
     (F) - Hagraven.

Hagraven Feathers
     * Damage Magicka
     * Fortify Conjuration
     * Frenzy
     * Weakness to Shock
     (W) - 0.1
     (V) - 20
     (F) - Hagraven.

Hanging Moss
     * Damage Magicka
     * Fortify Health
     * Damage Magicka Regen
     * Fortify One-Handed
     (W) - 0.3
     (V) - 1
     (F) - Hanging in caves, near swamps.

Hawk Beak
     * Restore Stamina
     * Resist Frost
     * Fortify Carry Weight
     * Resist Shock
     (W) - 0.3
     (V) - 15
     (F) - Hawks, members of the Silver Hand.

Hawk Feathers
     * Cure Disease
     * Fortify Light Armor
     * Fortify One-Handed
     * Fortify Sneak
     (W) - 0.1
     (V) - 15
     (F) - Hawks, members of the Silver Hand.

Histcarp
     * Restore Stamina
     * Fortify Magicka
     * Damage Stamina Regen
     * Waterbreathing
     (W) - 0.3
     (V) - 6
     (F) - Rivers and streams.

Honeycomb
     * Restore Stamina
     * Fortify Block
     * Fortify Light Armor
     * Ravage Stamina
     (W) - 1
     (V) - 5
     (F) - Beehives.

Human Flesh
     * Damage Health
     * Paralysis
     * Restore Magicka
     * Fortify Sneak
     (W) - 0.3
     (V) - 1
     (F) - Falmer, some cultists.

Human Heart
     * Damage Health
     * Damage Magicka
     * Damage Magicka Regen
     * Frenzy
     (W) - 1
     (V) - 0
     (F) - Falmer, some cultists.

Ice Wraith Teeth
     * Weakness to Frost
     * Fortify Heavy Armor
     * Invisibility
     * Weakness to Fire
     (W) - 0.3
     (V) - 30
     (F) - Ice Wraith.

Imp Stool
     * Damage Health
     * Lingering Damage Health
     * Paralysis
     * Restore Health
     (W) - 0.3
     (V) - 0
     (F) - Mushroom clusters in caves.

Jarrin Root (Do not eat!!!)
     * Damage Health
     * Damage Magicka
     * Damage Stamina
     * Damage Magicka Regen
     (W) - 0.5
     (V) - 10
     (F) - Dark Brotherhood Quest.

Jazbay Grapes
     * Weakness to Magic
     * Fortify Magicka
     * Regenerate Magicka
     * Ravage Health
     (W) - 0.2
     (V) - 1
     (F) - Volcanic Craters, hot springs.

Juniper Berries
     * Weakness to Fire
     * Fortify Marksman
     * Regenerate health
     * Damage Stamina Regen
     (W) - 0.1
     (V) - 1
     (F) - Juniper Trees.

Large Antlers
     * Restore Stamina
     * Fortify Stamina
     * Slow
     * Damage Stamina Regen
     (W) - 0.1
     (V) - 2
     (F) - Bodies of deer and elk.

Lavender
     * Resist Magic
     * Fortify Stamina
     * Ravage Magicka
     * Fortify Conjuration
     (W) - 0.1
     (V) - 1
     (F) - Found in the wild.

Luna Moth Wing
     * Damage Magicka
     * Fortify Light Armor
     * Regenerate Health
     * Invisibility
     (W) - 0.1
     (V) - 5
     (F) - Luna Moth.

Moon Sugar
     * Weakness to Fire
     * Resist Frost
     * Restore Magicka
     * Regenerate Magicka
     (W) - 0.3
     (V) - 50
     (F) - Khajit caravans, bandit caves.

Mora Tapinella
     * Restore Magicka
     * Lingering Damage Health
     * Regenerate Stamina
     * Fortify Illusion
     (W) - 0.3
     (V) - 4
     (F) - On dead trees.

Mudcrab Chitin
     * Restore Stamina
     * Cure Disease
     * Resist Poison
     * Resist Fire
     (W) - 0.3
     (V) - 2
     (F) - Mudcrabs.

Namira's Rot
     * Damage Magicka
     * Fortify Lockpicking
     * Fear
     * Regenerate Health
     (W) - 0.3
     (V) - 0
     (F) - Caves.

Nightshade
     * Damage Health
     * Damage Magicka Regen
     * Lingering Damage Stamina
     * Fortify Destruction
     (W) - 0.1
     (V) - 8
     (F) - Graveyards, undead areas.

Nirnroot
     * Damage Health
     * Damage Stamina
     * Invisibility
     * Resist Magic
     (W) - 0.2
     (V) - 10
     (F) - Around water.

Nordic Barnacle
     * Damage Magicka
     * Waterbreathing
     * Regenerate Health
     * Fortify Pickpocket
     (W) - 0.2
     (V) - 5
     (F) - On surfaces underwater.

Orange Dartwing
     * Restore Stamina
     * Ravage Magika
     * Fortify Pickpocket
     * Lingering Damage Health
     (W) - 0.1
     (V) - 1
     (F) - Above bodies of water.

Pearl
     * Restore Stamina
     * Fortify Blok
     * Restore Magicka
     * Resist Shock
     (W) - 0.1
     (V) - 2
     (F) - In clams (underwater).

Pine Thrush Egg
     * Restore Stamina
     * Fortify Lockpicking
     * Weakness to Poison
     * Resist Shock
     (W) - 0.5
     (V) - 2
     (F) - Nests (commonly found in wooded areas).

Powdered Mammoth Tusk
     * Restore Stamina
     * Fortify Sneak
     * Weakness to Fire
     * Fear
     (W) - 0.1
     (V) - 2
     (F) - Giant's Camps.

Purple Mountain Flower
     * Restore Stamina
     * Fortify Sneak
     * Lingering Damage Magicka
     * Resist Frost
     (W) - 0.1
     (V) - 2
     (F) - Mountains.

Red Mountain Flower
     * Restore Magicka
     * Ravage Magicka
     * Fortify Magicka
     * Damage Health
     (W) - 0.1
     (V) - 2
     (F) - Mountains.

River Betty
     * Damage Health
     * Fortify Alteration
     * Slow
     * Fortify Carry Weight
     (W) - 0.3
     (V) - 15
     (F) - Rivers and Streams.

Rock Warbler Egg
     * Restore Health
     * Fortify One-Handed
     * Damage Stamina
     * Weakness to Magic
     (W) - 0.5
     (V) - 2
     (F) - Nests on mountains.

Sabre Cat Tooth
     * Restore Stamina
     * Fortify Heavy Armor
     * Fortify Smithing
     * Weakness to Poison
     (W) - 0.1
     (V) - 2
     (F) - Sabre cats and frost cats.

Salt Pile
     * Weakness to Magic
     * Fortify Restoration
     * Slow
     * Regenerate Magicka
     (W) - 0.2
     (V) - 2
     (F) - In camps, caves, and bought from merchants.

Scaly Pholiota
     * Weakness to Magic
     * Fortify Illusion
     * Regenerate Stamina
     * Fortify Carry Weight
     (W) - 0.3
     (V) - 4
     (F) - Dead trees.

Skeever Tail
     * Damage Stamina Regen
     * Ravage Health
     * Damage Health
     * Fortify Light Armor
     (W) - 0.2
     (V) - 3
     (F) - Skeevers.

Slaughterfish Egg
     * Resist Poison
     * Fortify Pickpocket
     * Lingering Damage Health
     * Fortify Stamina
     (W) - 0.2
     (V) - 3
     (F) - Underwater.

Slaughterfish Scales
     * Resist Frost
     * Lingering Damage Health
     * Fortify Heavy Armor
     * Fortify Block
     (W) - 0.1
     (V) - 3
     (F) - Slaughterfish.

Small Antlers
     * Weakness to Poison
     * Fortify Restoration
     * Lingering Damage Stamina
     * Damage Health
     (W) - 0.1
     (V) - 2
     (F) - Elk.

Small Pearl
     * Restore Stamina
     * Fortify One-Handed
     * Fortify Restoration
     * Resist Frost
     (W) - 0.1
     (V) - 2
     (F) - Clams.

Snowberries
     * Resist Fire
     * Fortify Enchanting
     * Resist Frost
     * Resist Shock
     (W) - 0.1
     (V) - 4
     (F) - Snowy areas.

Spider Egg
     * Damage Stamina
     * Damage Magicka Regen
     * Fortify Lockpicking
     * Fortify Marksman
     (W) - 0.2
     (V) - 5
     (F) - Spider caves.

Spriggan Sap
     * Damage Magicka Regen
     * Fortify Enchanting
     * Fortify Smithing
     * Fortify Alteration
     (W) - 0.2
     (V) - 5
     (F) - Spriggans.

Swamp Fungal Pod
     * Resist Shock
     * Lingering Damage Magicka
     * Paralysis
     * Restore Health
     (W) - 0.5
     (V) - 3
     (F) - Swamps.

Taproot
     * Weakness to Magic
     * Fortify Illusion
     * Regenerate Magicka
     * Restore Magicka
     (W) - 0.5
     (V) - 15
     (F) - Spriggan.

Thistle Branch
     * Resist Frost
     * Ravage Stamina
     * Resist Poison
     * Fortify Heavy Armor
     (W) - 0.1
     (V) - 1
     (F) - Thistle plant.

Torchbug Thorax
     * Restore Stamina
     * Lingering Damage Magicka
     * Weakness to Magic
     * Fortify Stamina
     (W) - 0.1
     (V) - 1
     (F) - Torchbugs .

Troll Fat
     * Resist POison
     * Fortify Two-handed
     * Frenzy
     * Damage Health
     (W) - 1
     (V) - 15
     (F) - Trolls.

Tundra Cotton
     * Resist Magic
     * Fortify Magicka
     * Forticy Block
     * Fortify Barter
     (W) - 0.1
     (V) - 1
     (F) - On the sides of tall mountains.

Vampire Dust
     * Invisibility
     * Restore Magicka
     * Regenerate Health
     * Cure Disease
     (W) - 0.2
     (V) - 25
     (F) - Vampires.

Void Salts
     * Weakness to Shock
     * Resist Magic
     * Damage Health
     * Fortify Magicka
     (W) - 0.2
     (V) - 125
     (F) - Storm Atronachs.

Wheat
     * Restore Health
     * Fortify Health
     * Damage Stamina Regen (bread makes you fat)
     * Lingering Damage Magicka
     (W) - 0.1
     (V) - 5
     (F) - Grown on farms.

White Cap
     * Weakness to Frost
     * Fortify Heavy Armor
     * Restore Magicka
     * Ravage Magicka
     (W) - 0.3
     (V) - 0
     (F) - Mushrooms near caves.

Wisp Wrappings
     * Restore Stamina
     * Fortify Destruction
     * Fortify Carry Weight
     * Resist Magic
     (W) - 0.1
     (V) - 2
     (F) - Wispmothers.

-------------------------------------------------------------------------------
                                   Effects
-------------------------------------------------------------------------------

The real meat and potatoes of brewing potions is finding ingredients that have
certain effects. In order to help facilitate this process, we're providing a
list of all the effects and the ingredients that have them. Good brewing!

Cure Disease
   - Charred Skeever Hide
   - Mudcrab Chitin
   - Hawk Feathers
   - Vampire Dust

Damage Health
   - Crimson Nirnroot
   - Deathbell
   - Ectoplasm
   - Falmer Ear
   - Human Flesh
   - Human Heart
   - Imp Stool
   - Jarrin Root (and how!)
   - Nightshade
   - Nirnroot
   - Red Mountain Flower
   - River Betty
   - Skeever Tail
   - Small Antlers
   - Troll Fat
   - Void Salts

Damage Magicka
   - Butterfly Wing
   - Chaurus Eggs
   - Daedra Heart
   - Eye of Sabre Cat
   - Glow Dust
   - Hagraven Feathers
   - Hanging Moss
   - Human Heart
   - Jarrin Root
   - Luna Moth Wing
   - Namira's Rot
   - Nordic Barnacle

Damage Magicka Regen
   - Bear Claws
   - Blue Butterfly Wing
   - Blue Mountain Flower
   - Chicken's Egg
   - Glow Dust
   - Hanging Moss
   - Human Heart
   - Jarrin Root
   - Nightshade
   - Spider Egg
   - Spriggan Sap

Damage Stamina
   - Spider Egg
   - Rock Warbler Egg
   - Nirnroot
   - Jarrin Root
   - Giant's Toe
   - Cyrodillic Spadetail
   - Crimson Nirnroot
   - Canis Root
   - Blue Butterfly Wing
   - Blisterwort
   - Bone Meal

Damage Stamina Regen
   - Creep Cluster
   - Daedra Heart
   - Frost Mirriam
   - Giant's Toe
   - Histcarp
   - Juniper Berries
   - Large Antlers
   - Silverside Perch
   - Skeever Tail
   - Wheat

Fear
   - Blue Dartwing
   - Cyrodilic Spadetail
   - Daedra Heart
   - Namira's Rot
   - Powdered Mammoth Tusk

Fortify Alteration
   - Grass Pod
   - River Betty
   - Spriggan Sap

Fortify Barter
   - Butterfly Wing
   - Dragon's Tongue
   - Hagraven Claw
   - Tundra Cotton

Fortify Block
   - Bleeding Crown
   - Briar Heart
   - Honeycomb
   - Pearl
   - Slaughterfish Scales
   - Tundra Cotton

Fortify Carry Weight
   - Creep Cluster
   - Giant's Toe
   - Hawk Beak
   - River Betty
   - Scaly Pholiota
   - Wisp Wrappings

Fortify Conjuration
   - Blue Butterfly Wing
   - Blue Mountain Flower
   - Bone Meal
   - Frost Salts
   - Hagraven Feathers
   - Lavender

Fortify Destruction
   - Beehive Husk
   - Ectoplasm
   - Glow Dust
   - Glowing Mushroom
   - Nightshade
   - Wisp Wrappings

Fortify Enchanting
   - Blue Butterfly Wing
   - Hagraven Claw
   - Snowberries
   - Spriggan Sap

Fortify Health
   - Bear Claws
   - Blue Mountain Flower
   - Giant's Toe
   - Glowing Mushrooms
   - Hnaging Moss
   - Wheat

Fortify Heavy Armor
   - Ice Wraith Teeth
   - Sabre Cat Tooth
   - Thistle Branch
   - White Cap
   - Slaughterfish Scales

Fortify Illusion
   - Taproot
   - Dragon's Tongue
   - Dwarven Oil
   - Mara Tapinella

Fortify Light Armor
   - Beehive Husk
   - Hawk Feathers
   - Honeycomb
   - Luna Moth Wing
   - Skeever Tail

Fortify Lockpicking
   - Falmer Ear
   - Namira's Rot
   - Pine Thrush Egg
   - Spider Egg

Fortify Magicka
   - Void Salts
   - Tundra Cotton
   - Red Mountain Flower
   - Jazbay Grapes
   - Histcarp
   - Ectoplasm
   - Briar Heart

Fortify Marksman
   - Spider Egg
   - Juniper Berries
   - Elves Ear
   - Canis Root

Fortify One-Handed
   - Bear Claw
   - Canis Root
   - Hanging Moss
   - Hawk Feathers
   - Rock Warbler Egg
   - Small Pearl

Fortify Pickpocket
   - Blue Dartwing
   - Nordic Barnacle
   - Orange Dartwing
   - Slaughterfish Egg

Fortify Restoration
   - Abecean Longfin
   - Cyrodilic Spadetail
   - Salt Pile
   - Small Antlers
   - Small Pearl

Fortify Smithing
   - Blisterwort
   - Glowing Mushroom
   - Sabre Cat Tooth
   - Spriggan Sap

Fortify Sneak
   - Abecean Longfin
   - Beehive Husk
   - Frost Mirriam
   - Hawk Feathers
   - Human Flesh
   - Powdered Mammoth Tusk
   - Purple Mountain Flower

Fortify Stamina
   - Chaurus Eggs
   - Garlic
   - Large Antlers
   - Lavender
   - Slaughterfish Eggs
   - Torchbug Thorax

Fortify Two-Handed
   - Dragon's Tongue
   - Fly Amanita
   - Troll Fat

Frenzy
   - Troll Fat
   - Human Heart
   - Hagraven Feathers
   - Fly Amanita
   - Falmer Ear
   - Blisterwort

Invisibility
   - Chaurus Eggs
   - Crimson Nirnroot
   - Ice Wraith Teeth
   - Luna Moth Wing
   - Nirnroot
   - Vampire Dust

Lingering Damage Health
   - Slaughterfish Scales
   - Slaughterfish Egg
   - Orange Dartwing
   - Mora Tapinella
   - Imp Stool

Lingering Damage Magicka
   - Hagraven Claw
   - Purple Mountain Flower
   - Swamp Fungal Pod
   - Torchbug Thorax
   - Wheat

Lingering Damage Stamina
   - Butterfly Wing
   - Nightshade
   - Chicken Egg
   - Small Antlers

Paralysis
   - Briar Heart
   - Canis Root
   - Human Flesh
   - Imp Stool
   - Swamp Fungal Pod

Ravage Health
   - Cyrodilic Spadetail
   - Eye of Sabre Cat
   - Giant Lichen
   - Jazbay Grapes
   - Skeever Tail

Ravage Magicka
   - Frost Mirriam
   - Grass Pod
   - Lavender
   - Red Mountain Flower
   - White Cap

Ravage Stamina
   - Deathbell
   - Bee
   - Bone Meal
   - Thistle Branch
   - Honeycomb

Regenerate Health
   - Garlic
   - Juniper Berries
   - Luna Moth Wing
   - Namira's Rot
   - Nordic Barnacle
   - Vampire Dust

Regenerate Magicka
   - Dwarven Oil
   - Fire Salts
   - Garlic
   - Jazbay Grapes
   - Moon Sugar
   - Salt Pile
   - Taproot

Regenerate Stamina
   - Bee
   - Fly Amanita
   - Mora Tapinella
   - Scaly Pholiota

Resist Fire
   - Bone Meal
   - Dragon's Tongue
   - Elves Ear
   - Fire Salts
   - Fly Amanita
   - Mudcrab Chitin
   - Snowberries

Resist Frost
   - Hawk Beak
   - Frost Mirriam
   - Frost Salts
   - Moon Sugar
   - Purple Mountain Flower
   - Silverside Perch
   - Slaughterfish Scales
   - Small Pearl
   - Snowberries
   - Thistle Branch

Resist Magic
   - Bleeding Crown
   - Chicken Egg
   - Crimson Nirnroot
   - Hagraven Claw
   - Lavender
   - Nirnroot
   - Tundra Cotton
   - Void Salts
   - Wisp Wrappings

Resist Poison
   - Beehive Husk
   - Charred Skeever Hide
   - Falmer Ear
   - Garlic
   - Grass Pod
   - Mudcrab Chitin
   - Slaughterfish Egg
   - Thistle Branch
   - Troll Fat

Resist Shock
   - Blue Dartwing
   - Glow Dust
   - Glowing Mushroom
   - Hawk Beak
   - Pearl
   - Pine Thrush Egg
   - Snowberries
   - Swamp Fungal Pod

Restore Health
   - Blisterwort
   - Blue Dartwing
   - Blue Mountain Flower
   - Butterfly Wing
   - Charred Skeever Hide
   - Daedra Heart
   - Eye of Sabre Cat
   - Imp Stool
   - Rock Warbler Egg
   - Swamp Fungal Pod
   - Wheat

Restore Magicka
   - Briar Heart
   - Creep Cluster
   - Dwarven Oil
   - Ectoplasm
   - Elves Ear
   - Fire Salts
   - Frost Salts
   - Giant Lichen
   - Grass Pod
   - Human Flesh
   - Moon Sugar
   - Mora Tapinella
   - Pearl
   - Red Mountain Flower
   - Taproot
   - Vampire Dust
   - White Cap

Restore Stamina
   - Bear Claws
   - Bee
   - Charred Skeever Hide
   - Eye of Sabre Cat
   - Hawk Beak
   - Histcarp
   - Honeycomb
   - Large Antlers
   - Mudcrab Chitin
   - Orange Dartwing
   - Pearl
   - Pine Thrush Egg
   - Powdered Mammoth Tusk
   - Purple Mountain Flower
   - Sabre Cat Tooth
   - Silverside Perch
   - Small Pearl
   - Torchbug Thorax
   - Wisp Wrappings

Slow
   - Deathbell
   - Large Antlers
   - River Betty
   - Salt Pile

Waterbreathing
   - Chicken's Egg
   - Histcarp
   - Nordic Barnacle

Weakness to Fire
   - Bleeding Crown
   - Frost Salts
   - Ice Wraith Teeth
   - Juniper Berries
   - Moon Sugar
   - Powdered Mammoth Tusk

Weakness to Frost
   - Beehive Husk
   - Ectoplasm
   - Glow Dust
   - Wisp Wrappings

Weakness to Magic
   - Creep Cluster
   - Dwarven Oil
   - Jazbay Grapes
   - Rock Warbler Egg
   - Salt Pile
   - Scaly Pholiota
   - Taproot
   - Torchbug Thorax

Weakness to Poison
   - Abecean Longfin
   - Bleeding Crown
   - Chaurus Eggs
   - Deathbell
   - Giant Lichen
   - Pine Thrush Egg
   - Small Antlers

Weakness to Shock
   - Bee
   - Giant Lichen
   - Hagraven Featheres
   - Void Salts

-------------------------------------------------------------------------------
                                    Perks
-------------------------------------------------------------------------------

These are the Perks that come with alchemical studies - available to the
practitioner at various levels of subtlety of understanding, and each brimming
with power. Learn on!

Perk                Requirements                Effect

Alchemist           0/20/40/60/80       Potions are 20/40/60/80/100% stronger.
Physician           20, Alchemist       Health/Stamina restore potions +25%.
Poisoner            30, Physician       Poisons +25%.
Benefactor          30, Physician       Beneficial effects in potions +25%.
Experimenter        50, Benefactor      Eating reveals more effects.
Concentrated Poison 60, Poisoner        Poisons last for twice as many hits.
Green Thumb         70, Conc. Poison    Two ingredients gathered from
                                        ingredients.
Snakeblood          80, Conc. Poison,
                    Experimenter        50% resistance to poisons.
Purity              100, Snakeblood     Neg. effects removed from potions,
                                        Pos. effects removed from poisons.

-------------------------------------------------------------------------------
                            Alchemy Lab Locations
-------------------------------------------------------------------------------

While I'd personally recommend brewing in a city for ease of access, I've
included the locations of all alchemy labs for completeness, or if you want
to play as a really advanced vampire or something. 

=========
Town labs
=========

    Riverwood - Sleeping Giant Inn - Delphines Secret Room.

    Whiterun - Arcadia's Cauldron.
    Whiterun - Breezehome - Must buy house and alchemy upgrade.
    Whiterun - Dragonsreach.

    Markarth - Vlindrel Hall - Must buy house and alchemy upgrade.

    Dawnstar - The Mortar and Pestle

    Solitude - Potema's Catacombs - Only on quest "The Wolf Queen Awakened".
    Solitude - Proudspire Manor - Must buy house and alchemy upgrade.

    Falkreath - Grave Concoctions.

    Riften - Elgrim's Elixirs.
    Riften - Honeyside - Must buy house and alchemy upgrade.
    Riften - Thieves Guild.
    Riften - The Ratways.

    Winterhold - Arch-Mage's Quarters Must be in mage's guild.

    Windhelm - Palace of the Kings - Second floor .
    Windhelm - The White Phial.

=============
Non-Town labs
=============

    Hall of the Vigilant
    Fellglow Keep
    Alchemist's Shack
    Forsaken Cave
    Dark Brotherhood Sanctuary
    Mount Anthor
    Saarthal
    Drelas' Cottage
    Stony Creek Cave
    Avanchnzel
    Falkreath Stormcloak Camp

-------------------------------------------------------------------------------
                                  Trainers
-------------------------------------------------------------------------------

 These learned elders can show you the ways of the mystery of potions... or
poisons.

Adept - Lami (Morthal)

Expert - Arcadia (Whiterun, Arcadia's Cauldron)

Master - Babette (Dark Brotherhood Sanctuary, later Dawnstar Sanctuary)

-------------------------------------------------------------------------------
                                   Quests
-------------------------------------------------------------------------------

 The following quests include as a reward an increase in the alchemy skill
level.

1) Dawnstar - Mortar and Pestle - for Frida. Get ring of pure mixtures

2) Whiterun - Arcadia's Cauldron - Bring frost salts to Arcadia

3) Solitude Bard's College - Inge Six Fingers - Get Finn's Lute

4) Morthal - Lami - Find the Song of the Alchemists

-------------------------------------------------------------------------------
                              Alchemy Skillbooks
-------------------------------------------------------------------------------

 The following books grant a point increase in the alchemy skill.

1) A Game at Dinner
     - Honningbrew Meadery
     - Dead Crone Rock
     - Forsaken Cave
     - Windhelm (Gray Quarter) in New Gnisis Cornerclub

2) De Rerum Dirennis
     - Basement in the mage's college in Winterhold

3) Herbalists's Guide to Skyrim
     - Table in Aradia's Cauldron in Whiterun
     - Journeyman's Nook

4) Mannimarco, King of Worms
     - On a skeleton by the bridge between Winterhold and the Mage's College
     - Evergreen Grove
     - Bridge south of Haafinger Stormcloak Camp

5) Song of the Alchemists
     - Anise's cabin
     - Solitude Bard's College (only if you have the quest to get it) 

-------------------------------------------------------------------------------
                                   Recipes
-------------------------------------------------------------------------------

 These can be found throughout Skyrim. Sometimes they are in houses, or bandit
caverns, or you can buy them from Nurelion or Babette at the White Phial or
the Dark Brotherhood Sanctuary respectively.

 These don't really do anything important- they give you mixes that work, so
you don't have to experiment, but that's what this guide is for, right?

-------------------------------------------------------------------------------
                                Potion Value
-------------------------------------------------------------------------------

The value of a potion (how much it can be sold for), increases based on both
skill in alchemy and the value of the potion. Potions will sell for different
values, and depend on:

      * The effects of the potion (determined by ingredients used).

      * The strength of the potion (determined by skill level, perks, and any
                                    enchantments used while constructing).

It is useful to note that the value of the potion will increase if the potion
has multiple effects. This happens if the ingredients used in the brewing of
the potion have two or more effects in common. The effects DO NOT have to make
any sense together. Damage magicka and fortify magicka potions, while silly,
will sell for more than a pure potion of either type. 

-------------------------------------------------------------------------------
                             Potion Suggestions
-------------------------------------------------------------------------------

When crafting potions, the effects to shoot for are:

     *Regenerate Health*
     *Regenerate Stamina*
     *Regenerate Magicka*
     *Invisibility*
     *Paralyze*
     *Slow*

These are more valuable and raise your level faster.

Some suggestions for cheap potions with good effects are:

    Hanging Moss + Bear Claws,
    Wheat + Giant's Toe + Creep Cluster
    Dwarven Oil + Salt Pile + Deathbell and
    Chaurus Eggs + Vampire Dust + Luna Moth Wing
    Chaurus Eggs + Luna Moth Wing + Nirnroot 

-------------------------------------------------------------------------------
                            Quick Alchemy Leveling
-------------------------------------------------------------------------------

 While it's said that eating ingredients gives you a tiny bit of alchemy skill
points, it is a TINY amount. No, to increase your level in alchemy you'll have
to do a bit of crafting.

 In order to level yourself quickly, it's beneficial to enter potion-making
with the proper buffs. 

   - Activate the thief stone (outside of Riverwood, the guardian stones)
     for a 20% increase in speed of leveling

   - Get a good night's sleep: 10% bonus to leveling from well-rested
      -If possible, get hitched. Lover's Comfort adds another 5%

   - Don't make fortify alchemy potions! You'll actually level faster making
     more valuable potions, and fortify alchemy ingredients tend to be
     expensive!

   - Enchantments can help a LOT. They speed up leveling, and you can wear
     four pieces of equipment
          -Headgear
          -Gloves
          -Ring
          -Necklace
     enchanted with fortify alchemy. Any benefits stack, and the total increase
     to alchemy can exceed 100%. This can make for exceptionally powerful
     potions!

 In order to truly power-level, I suggest collecting or purchasing
ingredients, making potions with them, and using the money to buy skills from
a trainer. 

 Cheap potion ideas are found above. See elsewhere for a list of trainers in
alchemy, and have at it!

-------------------------------------------------------------------------------
                           Cheating And Exploiting
-------------------------------------------------------------------------------

 Oh dear....

 So the general, accepted process of leveling and gaining in power isn't
enough for you, huh?

 You feel like you need... a little fix? Some game-breaking ultimate power
behind you huh? The ability to cast spells for free? Shrug off all
non-physical damage? 

 Well, it's your funeral. Can't say that your immersion is really going to
prosper but... well... come closer. Take a look at THIS.

************************
*INSANITY GEAR METHOD  *
************************

 So before we can do any of this, you should get alchemy, blacksmithing,
and enchanting to 100, and get their perks.

(-NOTE-) You CAN do this at lower levels, but I'm writing the guide for the
         high-level folk. Just add in a ton of steps as you build up in potion
         power.

 Sound like a lot of work? Well you want to break the universe, so tough. I'll
wait.

 Back? Ok.

 First we'll need to assemble the pieces of this:

-------------------------------
DESTROY THE WORLD GROCERY LIST
-------------------------------

1) Falmer Helmet with fortify Alchemy.

2) A circlet with fortify Alchemy.

3) A ring with fortify alchemy and fortify smithing.

4) A necklace with fortify alchemy and fortify smithing.

5) Gloves with fortify alchemy and fortify smithing.

6) Armor with fortify smithing.

7) Two high-level Fortify Restoration potions, and ingredients for lots more.

 8) Ingredients for as many fortify enchanting and fortify smithing potions
   as you can get.

Now make sure you aren't wearing any of it.

      STEP 1:

* Drink one of the +Restoration potions.
* Drink the second +Restoration potion.

     STEP 2:

* Put on all your Fortify Alchemy gear. Your Fortify Alchemy levels should
  be much higher on your gear than before.

     STEP 3: 

* Make 2 new Fortify Restoration potions.
* Exit Alchemy. Wait for the timer to run out on your Fortify Restoration
  potions

     STEP 4:

* Take off all of your Fortify Alchemy equipment.

     STEP 5:

* Start again from step 1. Repeat until you have a high enough level on your
  Fortify Restoration potions. How high is high enough? Until you run out of
  materials for potions!

    STEP 6:

* Drink two of your insanity +Restoration potions, put on all your fortify
  Alchemy gear, then make a number of Fortify Enchanting and Fortify Smithing
  Potions.

     STEP 7:

* Once you have consumed those potions, you can create gear. The gear that you
  create will not be sung of in legends, because there is no language to
  convey how powerful they are. You will be a black spot on the Tellurian, a
  stain that should not be but IS, and spreads.

  Also your axes will kick ass. Well done.

(-NOTE-) Thanks again BacterX for the Alchemy guide section of this guide.
         We'll go see Uematsu in March man! Can't wait to see 'ya then!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  20.2] Smithing ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2002.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'
                  ____            _ _   _     _
                 / ___| _ __ ___ (_) |_| |__ (_)_ __   __ _
                 \___ \| '_ ` _ \| | __| '_ \| | '_ \ / _` |
                  ___) | | | | | | | |_| | | | | | | | (_| |
                 |____/|_| |_| |_|_|\__|_| |_|_|_| |_|\__, |
                                                      |___/ 

 So, you want to be a blacksmith, huh? Well, this is the section for you! As
you know, Smithing, like any skill, improves as you PRACTICE it. You'll also
have to invest skillpoints into the smithing tree to be able to make a lot off
the recipes you'll see here, so just remember that.

(-NOTE-) This section is dedicated to showing you what you can make by using
         the Blacksmith Forge. It doesn't tell you what you need to say,
         upgrade every weapon and item (which is also a form of smithing).
         I'll be listing The Smelter, Tanning Rack, and Blacksmith Forge
         recipes.

 - TOOLS OF YOUR TRADE:

 o The Smelter: This thing is NEEDED to melt any ORES you have into INGOTS.
                You will often find these things around (or in) mines.

 o The Tanning Rack: You'll need one of these to turn HIDES into LEATHER, and
                     LEATHER into LEATHER STRIPS. These are VERY common, and
                     found in almost any town as well as across the world.

 o The Grindstone: This device (a spinning whetstone) is used to UPGRADE your
                   weapons. You'll still need items to upgrade your weapons,
                   and the type of item depends on the weapon.

 o The Workbench: This bench is used to UPGRADE your armor. Just like the
                  grindstone, you'll need items to upgrade your armor. And you
                  guessed it, the type of item needed depends on the armor!

 o The Blacksmith Forge: Ah, a blacksmith's bread and butter. At the forge you
                         can make NEW items by using various ingots and other
                         items (like leather). You can even create jewelry
                         here.

 - SMITHING TIPS

 o The BEST place to practice your craft, in my opinion, would HAVE to be in
   Whiterun! The first shop on the left (Warmaiden's) is an IDEAL place to do
   smithing at since they have EVERYTHING you could possibly need (see the
   tools of your trade up above). It is also right next to the buyable house
   in Whiterun (Breezehome) AND the MASTER SMITHING TRAINER, Eorlund Gray-Mane
   can be found in this city as well (he's at the SKYFORGE, by The Companions
   HQ/Jorrvaskr).

 o STOCK UP on items! Go buy a bunch of Iron Ingots from Blacksmith Shops
   (Like Warmaiden). Or, if you plan on smithing later in your adventure, be
   sure to pick up ingots and ores as you travel and STORE them somewhere safe
   like in a house you own.

 o ONE way to level smithing FAST is to make a LOT of IRON DAGGERS. Why iron
   daggers? Easy, they only take ONE Iron Ingot and ONE Leather Strip to make!
   The REAL secret to leveling this skill fast is to MASS PRODUCE, meaning you
   want to make a TON of items so look for recipes that don't require a lot
   of material.

 o If you're a true man of the land, you're going to want to carry a PICKAXE
   with you so you can mine ore veins that are literally scattered EVERYWHERE
   in Skyrim (especially in mines, of course). Pulling your ore right out of
   the ground, now THAT'S working with your hands.

 _____ _            ____                 _ _
|_   _| |__   ___  / ___| _ __ ___   ___| | |_ ___ _ __
  | | | '_ \ / _ \ \___ \| '_ ` _ \ / _ \ | __/ _ \ '__|
  | | | | | |  __/  ___) | | | | | |  __/ | ||  __/ |
  |_| |_| |_|\___| |____/|_| |_| |_|\___|_|\__\___|_|

(-NOTE-) The numbers AFTER the ingot names mean you'll get than many ingots
         from the recipe.

(-NOTE-) The Dwarven Metals require Dwemer scrap/items instead of ore. See,
         all that junk lying around in those ruins is useful!

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||           Ingot :| : Corundum Ingot                                        ||
||    Required Ore :| : 2 Corundum Ore                                        ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (2)                               ||
||    Required Ore :| : Large Decorative Dwemer Strut                         ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (3)                               ||
||    Required Ore :| : Large Dwemer Strut                                    ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (3)                               ||
||    Required Ore :| : Bent Dwemer Scrap Metal                               ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (3)                               ||
||    Required Ore :| : Large Dwemer Plate Metal                              ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (3)                               ||
||    Required Ore :| : Small Dwemer Plate Metal                              ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Dwarven Metal Ingot (5)                               ||
||    Required Ore :| : Solid Dwemer Metal                                    ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Ebony Ingot                                           ||
||    Required Ore :| : 2 Ebony Ore                                           ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Gold Ingot                                            ||
||    Required Ore :| : 2 Gold Ore                                            ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Iron Ingot                                            ||
||    Required Ore :| : Iron Ore                                              ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Orichalcum Ingot                                      ||
||    Required Ore :| : 2 Orichalcum Ore                                      ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Quicksilver Ingot                                     ||
||    Required Ore :| : 2 Quicksilver Ore                                     ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Refined Malachite                                     ||
||    Required Ore :| : 2 Malachite Ore                                       ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Refined Moonstone                                     ||
||    Required Ore :| : 2 Moonstone Ore                                       ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Silver Ingot                                          ||
||    Required Ore :| : 2 Silver Ore                                          ||
||------------------+--------------------------------------------------------||
||           Ingot :| : Steel Ingot                                           ||
||    Required Ore :| : Corundum Ore, Iron Ore                                ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 _____                 _               ____            _
|_   _|_ _ _ __  _ __ (_)_ __   __ _  |  _ \ __ _  ___| | __
  | |/ _` | '_ \| '_ \| | '_ \ / _` | | |_) / _` |/ __| |/ /
  | | (_| | | | | | | | | | | | (_| | |  _ < (_| | (__|   <
  |_|\__,_|_| |_|_| |_|_|_| |_|\__, | |_| \_\__,_|\___|_|\_\
                               |___/                        

(-NOTE-) This list shows how much LEATHER you can get from a particular hide
         or animal. Note that some blacksmith ingredients require leather, so
         don't go and make all of your leather into leather strips!

(-NOTE-) This list is in alphabetical order, according to animal.

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||          Animal :| : Bear Pelt                                             ||
||  Leather Output :| : 4 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Cave Bear Pelt                                        ||
||  Leather Output :| : 4 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Cow Hide                                              ||
||  Leather Output :| : 3 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Deer Hide                                             ||
||  Leather Output :| : 2 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Fox Pelt                                              ||
||  Leather Output :| : 1 Piece of Leather.                                   ||
||------------------+--------------------------------------------------------||
||          Animal :| : Goat Hide                                             ||
||  Leather Output :| : 1/2 a Piece of Leather (You need TWO goat hides for   ||
||                 :| : ONE Leather).                                         ||
||------------------+--------------------------------------------------------||
||          Animal :| : Horse Hide                                            ||
||  Leather Output :| : 3 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Ice Wolf Pelt                                         ||
||  Leather Output :| : 1 Piece of Leather.                                   ||
||------------------+--------------------------------------------------------||
||          Animal :| : Sabre Cat Pelt                                        ||
||  Leather Output :| : 4 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Sabre Cat Snow Pelt                                   ||
||  Leather Output :| : 4 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Snow Bear Pelt                                        ||
||  Leather Output :| : 4 Pieces of Leather.                                  ||
||------------------+--------------------------------------------------------||
||          Animal :| : Snow Fox Pelt                                         ||
||  Leather Output :| : 1 Piece of Leather.                                   ||
||------------------+--------------------------------------------------------||
||          Animal :| : Wolf Pelt                                             ||
||  Leather Output :| : 1 Piece of Leather.                                   ||
||------------------+--------------------------------------------------------||
||         Product :| : Leather                                               ||
||  Leather Output :| : 4 Pieces of Leather Strips.                           ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 ____  _            _                  _ _   _       _____
| __ )| | __ _  ___| | _____ _ __ ___ (_) |_| |__   |  ___|__  _ __ __ _  ___
|  _ \| |/ _` |/ __| |/ / __| '_ ` _ \| | __| '_ \  | |_ / _ \| '__/ _` |/ _ \
| |_) | | (_| | (__|   <\__ \ | | | | | | |_| | | | |  _| (_) | | | (_| |  __/
|____/|_|\__,_|\___|_|\_\___/_| |_| |_|_|\__|_| |_| |_|  \___/|_|  \__, |\___|
                                                                   |___/      

(-NOTE-) These lists are sorted by the TYPE of armor you can craft. They are
         listed in the same order as the game lists them (when you are level
         100, that is). If you DON'T have one of these groups of craftable
         weapons, look at your smithing skill! Do you HAVE the perks you need?

(-NOTE-) When I first made these lists, I did so with my +Archery gear on...
         until I realized I was being dumb and fixed that. THEN I realized
         that I have a SINGLE PERK in the first LIGHT ARMOR skill, which adds
         20% (x1.2) to your LIGHT ARMOR armor rating... SO, I went through the
         list and attempted to change the light armor rating to where they
         WOULD BE if you had no perks (x0.8). Some of these I had to round up
         or down, so I may be off by a point.

    -= H I D E =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : HIDE ARMOR                                            ||
||           Stats :| : Armor: 25  Weight: 5  Value: 50  [Light Armor]        ||
||  Req. Materials :| : 3 Leather Strips, 4 Leather                           ||
||------------------+--------------------------------------------------------||
||            Item :| : HIDE BOOTS                                            ||
||           Stats :| : Armor: 6  Weight: 1  Value: 10  [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Leather                           ||
||------------------+--------------------------------------------------------||
||            Item :| : HIDE BRACERS                                          ||
||           Stats :| : Armor: 6  Weight: 1  Value: 10  [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather                           ||
||------------------+--------------------------------------------------------||
||            Item :| : HIDE HELMET                                           ||
||           Stats :| : Armor: 13  Weight: 2  Value: 25  [Light Armor]        ||
||  Req. Materials :| : 1 Leather Strips, 2 Leather                           ||
||------------------+--------------------------------------------------------||
||            Item :| : HIDE SHIELD                                           ||
||           Stats :| : Armor: 15  Weight: 4  Value: 25  [Light Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 4 Leather                           ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= I R O N =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : BANDED IRON ARMOR                                     ||
||           Stats :| : Armor: 34  Weight: 35  Value: 200 [Heavy Armor]       ||
||  Req. Materials :| : 3 Leather Strips, 5 Iron Ingots, 1 Corundum Ingot     ||
||------------------+--------------------------------------------------------||
||            Item :| : BANDED IRON SHIELD                                    ||
||           Stats :| : Armor: 27  Weight: 12 Value: 100  [Heavy Armor]       ||
||  Req. Materials :| : 1 Leather Strip, 4 Iron Ingots, 1 Corundum Ingot      ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON ARMOR                                            ||
||           Stats :| : Armor: 30  Weight: 30 Value: 125  [Heavy Armor]       ||
||  Req. Materials :| : 3 Leather Strips, 5 Iron Ingots                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON BATTLEAXE                                        ||
||           Stats :| : Damage: 18  Weight: 20 Value: 55                      ||
||  Req. Materials :| : 4 Iron Ingots, 2 Leather Strips                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON BOOTS                                            ||
||           Stats :| : Armor: 12  Weight: 6  Value: 25  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 3 Iron Ingots                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON DAGGER                                           ||
||           Stats :| : Damage: 5  Weight: 2  Value: 10                       ||
||  Req. Materials :| : 1 Iron Ingot, 1 Leather Strip                         ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON GAUNTLETS                                        ||
||           Stats :| : Armor: 12  Weight: 5  Value: 25  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 2 Iron Ingots                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON GREATSWORD                                       ||
||           Stats :| : Damage: 17  Weight: 16 Value: 50                      ||
||  Req. Materials :| : 4 Iron Ingots, 2 Leather Strips                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON HELMET                                           ||
||           Stats :| : Armor: 18  Weight: 5  Value: 60  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 3 Iron Ingots                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON MACE                                             ||
||           Stats :| : Damage: 11  Weight: 13 Value: 35                      ||
||  Req. Materials :| : 3 Iron Ingots, 2 Leather Strips                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON SHIELD                                           ||
||           Stats :| : Armor: 24  Weight: 12 Value: 60  [Heavy Armor]        ||
||  Req. Materials :| : 1 Leather Strip, 4 Iron Ingots                        ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON SWORD                                            ||
||           Stats :| : Damage: 9  Weight: 9  Value: 25                       ||
||  Req. Materials :| : 2 Iron Ingots, 1 Leather Strip                        ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON WAR AXE                                          ||
||           Stats :| : Damage: 10  Weight: 11 Value: 30                      ||
||  Req. Materials :| : 2 Iron Ingots, 2 Leather Strips                       ||
||------------------+--------------------------------------------------------||
||            Item :| : IRON WARHAMMER                                        ||
||           Stats :| : Damage: 20  Weight: 24  Value: 60                     ||
||  Req. Materials :| : 4 Iron Ingots, 3 Leather Strips                       ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= S T U D D E D =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : STUDDED ARMOR                                         ||
||           Stats :| : Armor: 28  Weight: 6 Value: 75  [Light Armor]         ||
||  Req. Materials :| : 3 Leather Strips, 4 Leather, 1 Iron Ingot             ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= I M P E R I A L =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : IMPERIAL ARMOR                                        ||
||           Stats :| : Armor: 30  Weight: 35 Value: 100  [Heavy Armor]       ||
||  Req. Materials :| : 3 Leather Strips, 2 Leather, 4 Steel Ingots           ||
||------------------+--------------------------------------------------------||
||            Item :| : IMPERIAL BOOTS                                        ||
||           Stats :| : Armor: 12  Weight: 8 Value: 20  [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Steel Ingots           ||
||------------------+--------------------------------------------------------||
||            Item :| : IMPERIAL BRACERS                                      ||
||           Stats :| : Armor: 12  Weight: 4 Value: 15  [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Steel Ingots           ||
||------------------+--------------------------------------------------------||
||            Item :| : IMPERIAL HELMET                                       ||
||           Stats :| : Armor: 22  Weight: 5 Value: 50  [Heavy Armor]         ||
||  Req. Materials :| : 1 Leather Strip, 1 Leather, 2 Steel Ingots            ||
||------------------+--------------------------------------------------------||
||            Item :| : IMPERIAL SHIELD                                       ||
||           Stats :| : Armor: 24  Weight: 12 Value: 50  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 4 Steel Ingots                      ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= S T E E L =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : SCALED ARMOR                                          ||
||           Stats :| : Armor: 39  Weight: 6 Value: 350 [Light Armor]         ||
||  Req. Materials :| : 2 Corundum Ingots, 3 Steel Ingots, 2 Leather,         ||
||                 :| : 3 Leather Strips                                      ||
||------------------+--------------------------------------------------------||
||            Item :| : SCALED BOOTS                                          ||
||           Stats :| : Armor: 11  Weight: 2 Value: 70  [Light Armor]         ||
||  Req. Materials :| : 1 Corundum Ingot, 2 Steel Ingots, 1 Leather,          ||
||                 :| : 2 Leather Strips                                      ||
||------------------+--------------------------------------------------------||
||            Item :| : SCALED BRACERS                                        ||
||           Stats :| : Armor: 11  Weight: 2 Value: 70  [Light Armor]         ||
||  Req. Materials :| : 1 Corundum Ingot, 1 Steel Ingot, 1 Leather,           ||
||                 :| : 2 Leather Strips                                      ||
||------------------+--------------------------------------------------------||
||            Item :| : SCALED HELMET                                         ||
||           Stats :| : Armor: 18  Weight: 2 Value: 175  [Light Armor]        ||
||  Req. Materials :| : 1 Corundum Ingot, 2 Steel Ingots, 1 Leather,          ||
||                 :| : 1 Leather Strip                                       ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL ARMOR                                           ||
||           Stats :| : Armor: 37  Weight: 35 Value: 275 [Heavy Armor]        ||
||  Req. Materials :| : 3 Leather Strips, 4 Steel Ingots, 1 Iron Ingot        ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL ARMOR                                           ||
||           Stats :| : Armor: 37  Weight: 35 Value: 275 [Heavy Armor]        ||
||  Req. Materials :| : 3 Leather Strips, 4 Steel Ingots, 1 Iron Ingot        ||
||           Note: :| : This armor is just cosmetically different.            ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL BATTLEAXE                                       ||
||           Stats :| : Damage: 20  Weight: 21 Value: 100                     ||
||  Req. Materials :| : 1 Iron Ingot, 2 Leather Strips, 4 Steel Ingots        ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL CUFFED BOOTS                                    ||
||           Stats :| : Armor: 15  Weight: 8 Value: 55  [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Iron Ingot, 3 Steel Ingots        ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL DAGGER                                          ||
||           Stats :| : Damage: 6  Weight: 2.5 Value: 18                      ||
||  Req. Materials :| : 1 Steel Ingot, 1 Leather Strip, 1 Iron Ingot          ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL GREATSWORD                                      ||
||           Stats :| : Damage: 19  Weight: 17 Value: 90                      ||
||  Req. Materials :| : 2 Iron Ingots, 3 Leather Strips, 4 Steel Ingots       ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL HELMET                                          ||
||           Stats :| : Armor: 21  Weight: 5 Value: 125  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL HORNED HELMET                                   ||
||           Stats :| : Armor: 21  Weight: 5 Value: 125 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL IMPERIAL GAUNTLETS                              ||
||           Stats :| : Armor: 15  Weight: 4 Value: 55 [Heavy Armor]          ||
||  Req. Materials :| : 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL MACE                                            ||
||           Stats :| : Damage: 12  Weight: 14 Value: 65                      ||
||  Req. Materials :| : 3 Steel Ingot, 1 Leather Strip, 1 Iron Ingot          ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL NORDIC GAUNTLETS                                ||
||           Stats :| : Armor: 15  Weight: 4 Value: 55  [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Steel Ingot, 1 Iron Ingot         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL PLATE ARMOR                                     ||
||           Stats :| : Armor: 48  Weight: 38 Value: 625 [Heavy Armor]        ||
||  Req. Materials :| : 1 Iron Ingot, 3 Steel Ingot, 3 Leather Strips,        ||
||                 :| : 1 Corundum Ingot                                      ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL PLATE BOOTS                                     ||
||           Stats :| : Armor: 17  Weight: 9 Value: 125 [Heavy Armor]         ||
||  Req. Materials :| : 2 Steel Ingots, 1 Corundum Ingot, 2 Leather Strips,   ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL PLATE GAUNTLETS                                 ||
||           Stats :| : Armor: 17  Weight: 6 Value: 125 [Heavy Armor]         ||
||  Req. Materials :| : 1 Corundum Ingot, 2 Steel Ingots, 2 Leather Strips,   ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL PLATE HELMET                                    ||
||           Stats :| : Armor: 23  Weight: 6 Value: 300  [Heavy Armor]        ||
||  Req. Materials :| : 1 Iron Ingot, 2 Steel Ingots, 2 Leather Strips,       ||
||                 :| : 1 Corundum Ingot                                      ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL SHIELD                                          ||
||           Stats :| : Armor: 29  Weight: 12 Value: 150  [Heavy Armor]       ||
||  Req. Materials :| : 1 Leather Strip, 3 Steel Ingots, 1 Iron Ingot         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL SHIN BOOTS                                      ||
||           Stats :| : Armor: 15  Weight: 8 Value: 55  [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Iron Ingot, 3 Steel Ingots        ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL SWORD                                           ||
||           Stats :| : Damage: 10  Weight: 10 Value: 45                      ||
||  Req. Materials :| : 1 Iron Ingot, 1 Leather Strip, 2 Steel Ingots         ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL WAR AXE                                         ||
||           Stats :| : Damage: 11  Weight: 12 Value: 55                      ||
||  Req. Materials :| : 2 Steel Ingots, 2 Leather Strips, 1 Iron Ingot        ||
||------------------+--------------------------------------------------------||
||            Item :| : STEEL WARHAMMER                                       ||
||           Stats :| : Damage: 22  Weight: 25 Value: 110                     ||
||  Req. Materials :| : 1 Iron Ingot, 3 Leather Strips, 4 Steel Ingots        ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= L E A T H E R =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : LEATHER ARMOR                                         ||
||           Stats :| : Armor: 32  Weight: 6 Value: 125  [Light Armor]        ||
||  Req. Materials :| : 4 Leather, 3 Leather Strips                           ||
||------------------+--------------------------------------------------------||
||            Item :| : LEATHER BOOTS                                         ||
||           Stats :| : Armor: 9  Weight: 2 Value: 25  [Light Armor]          ||
||  Req. Materials :| : 2 Leather, 2 Leather Strips                           ||
||------------------+--------------------------------------------------------||
||            Item :| : LEATHER BRACERS                                       ||
||           Stats :| : Armor: 9  Weight: 2 Value: 25  [Light Armor]          ||
||  Req. Materials :| : 1 Leather, 2 Leather Strips                           ||
||------------------+--------------------------------------------------------||
||            Item :| : LEATHER HELMET                                        ||
||           Stats :| : Armor: 15  Weight: 2 Value: 60  [Light Armor]         ||
||  Req. Materials :| : 2 Leather, 1 Leather Strip                            ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= D W A R V E N =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : DWARVEN ARMOR                                         ||
||           Stats :| : Armor: 41  Weight: 45 Value: 400  [Heavy Armor]       ||
||  Req. Materials :| : 3 Leather Strips, 3 Dwarven Metal Ingots, 1 Iron      ||
||                 :| : Ingot, 1 Steel Ingot                                  ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN BATTLEAXE                                     ||
||           Stats :| : Damage: 22  Weight: 23 Value: 300                     ||
||  Req. Materials :| : 2 Steel Ingot, 1 Iron Ingot, 2 Leather Strips,        ||
||                 :| : 2 Dwarven Metal Ingots                                ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN BOOTS                                         ||
||           Stats :| : Armor: 16  Weight: 10 Value: 85  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 1 Iron Ingot, 2 Dwarven Metal       ||
||                 :| : Ingots, 1 Steel Ingot                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN BOW                                           ||
||           Stats :| : Damage: 36  Weight: 10 Value: 270                     ||
||  Req. Materials :| : 1 Iron Ingot, 2 Dwarven Metal Ingots                  ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN DAGGER                                        ||
||           Stats :| : Damage: 9  Weight: 3.5 Value: 55                      ||
||  Req. Materials :| : 1 Dwarven Metal Ingot, 1 Steel Ingot, 1 Leather Strip,||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN GAUNTLETS                                     ||
||           Stats :| : Armor: 16  Weight: 8 Value: 85  [Heavy Armor]         ||
||  Req. Materials :| : 1 Steel Ingot, 2 Leather Strips, 1 Dwarven Metal      ||
||                 :| : Ingot, 1 Iron Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN GREATSWORD                                    ||
||           Stats :| : Damage: 21  Weight: 19 Value: 270                     ||
||  Req. Materials :| : 2 Dwarven Metal Ingots, 2 Steel Ingots, 3 Leather     ||
||                 :| : Strips, 2 Iron Ingots                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN HELMET                                        ||
||           Stats :| : Armor: 22  Weight: 12 Value: 200 [Heavy Armor]        ||
||  Req. Materials :| : 1 Steel Ingot, 2 Leather Strips, 2 Dwarven Metal      ||
||                 :| : Ingots, 1 Iron Ingot                                  ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN MACE                                          ||
||           Stats :| : Damage: 15  Weight: 16 Value: 190                     ||
||  Req. Materials :| : 1 Steel Ingot, 2 Dwarven Metal Ingots, 1 Leather      ||
||                 :| : Strip, 1 Iron Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN SHIELD                                        ||
||           Stats :| : Armor: 31  Weight: 12 Value: 225 [Heavy Armor]        ||
||  Req. Materials :| : 1 Steel Ingot, 1 Leather Strip, 2 Dwarven Metal       ||
||                 :| : Ingots, 1 Iron Ingot.                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN SWORD                                         ||
||           Stats :| : Damage: 12  Weight: 12 Value: 135                     ||
||  Req. Materials :| : 1 Steel Ingot, 1 Dwarven Metal Ingot, 1 Leather       ||
||                 :| : Strip, 1 Iron Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN WAR AXE                                       ||
||           Stats :| : Damage: 14  Weight: 14 Value: 165                     ||
||  Req. Materials :| : 1 Steel Ingot, 1 Dwarven Metal Ingot, 2 Leather       ||
||                 :| : Strips, 1 Iron Ingot                                  ||
||------------------+--------------------------------------------------------||
||            Item :| : DWARVEN WARHAMMER                                     ||
||           Stats :| : Damage: 24  Weight: 27 Value: 325                     ||
||  Req. Materials :| : 2 Steel Ingots, 1 Iron Ingot, 3 Leather Strips,       ||
||                 :| : 2 Dwarven Metal Ingots                                ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= E L V E N =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : ELVEN ARMOR                                           ||
||           Stats :| : Armor: 35  Weight: 4 Value: 225  [Light Armor]        ||
||  Req. Materials :| : 3 Leather Strips, 1 Leather, 4 Refined Moonstone,     ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN BATTLEAXE                                       ||
||           Stats :| : Damage: 23  Weight: 24 Value: 520                     ||
||  Req. Materials :| : 2 Iron Ingots, 1 Quicksilver Ingot, 2 Leather Strips, ||
||                 :| : 2 Refined Moonstone                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN BOOTS                                           ||
||           Stats :| : Armor: 10  Weight: 1 Value: 45  [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Refined Moonstone,     ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN BOW                                             ||
||           Stats :| : Damage: 39  Weight: 12 Value: 470                     ||
||  Req. Materials :| : 1 Quicksilver Ingot, 2 Refined Moonstone              ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN DAGGER                                          ||
||           Stats :| : Damage: 10 Weight: 4 Value: 95                        ||
||  Req. Materials :| : 1 Refined Moonstone, 1 Iron Ingot, 1 Leather Strip,   ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN GAUNTLETS                                       ||
||           Stats :| : Armor: 10  Weight: 1 Value: 45  [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 1 Refined Moonstone,     ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN GILDED ARMOR                                    ||
||           Stats :| : Armor: 42  Weight: 4 Value: 550 [Light Armor]         ||
||  Req. Materials :| : 3 Leather Strips, 4 Refined Moonstone, 1 Iron Ingot,  ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN GREATSWORD                                      ||
||           Stats :| : Damage: 22  Weight: 20 Value: 470                     ||
||  Req. Materials :| : 2 Refined Moonstone, 2 Iron Ingots, 3 Leather Strips, ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN HELMET                                          ||
||           Stats :| : Armor: 16  Weight: 1 Value: 110 [Light Armor]         ||
||  Req. Materials :| : 1 Leather Strip, 1 Leather, 2 Refined Moonstone,      ||
||                 :| : 1 Iron Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN MACE                                            ||
||           Stats :| : Damage: 16  Weight: 17 Value: 330                     ||
||  Req. Materials :| : 1 Iron Ingot, 2 Refined Moonstone, 1 Leather Strip,   ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN SHIELD                                          ||
||           Stats :| : Armor: 22  Weight: 4 Value: 115 [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 4 Refined Moonstone, 1 Iron Ingot   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN SWORD                                           ||
||           Stats :| : Damage: 14  Weight: 13 Value: 235                     ||
||  Req. Materials :| : 1 Iron Ingot, 1 Refined Moonstone, 1 Leather Strip,   ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN WAR AXE                                         ||
||           Stats :| : Damage: 15  Weight: 15 Value: 280                     ||
||  Req. Materials :| : 1 Iron Ingot, 1 Refined Moonstone, 2 Leater Strips,   ||
||                 :| : 1 Quicksilver Ingot                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : ELVEN WARHAMMER                                       ||
||           Stats :| : Damage: 25  Weight: 28 Value: 565                     ||
||  Req. Materials :| : 2 Iron Ingots, 1 Quicksilver Ingot, 3 Leather Strips, ||
||                 :| : 2 Refined Moonstone                                   ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= O R C I S H =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : ORCISH ARMOR                                          ||
||           Stats :| : Armor: 48  Weight: 35 Value: 1000  [Heavy Armor]      ||
||  Req. Materials :| : 3 Leather Strips, 4 Orichalcum Ingots, 1 Iron Ingot   ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH BATTLEAXE                                      ||
||           Stats :| : Damage: 21  Weight: 25 Value: 165                     ||
||  Req. Materials :| : 1 Iron Ingot, 2 Leather Strips, 4 Orichalcum Ingots   ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH BOOTS                                          ||
||           Stats :| : Armor: 18  Weight: 7 Value: 200 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Iron Ingot, 3 Orichalcum Ingots   ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH BOW                                            ||
||           Stats :| : Damage: 30  Weight: 9 Value: 150                      ||
||  Req. Materials :| : 1 Iron Ingot, 2 Orichalcum Ingots                     ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH DAGGER                                         ||
||           Stats :| : Damage: 7  Weight: 3 Value: 30                        ||
||  Req. Materials :| : 1 Orichalcum Ingot, 1 Leather Strip, 1 Iron Ingot     ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH GAUNTLETS                                      ||
||           Stats :| : Armor: 18  Weight: 7 Value: 200 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Orichalcum Ingot, 1 Iron Ingot    ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH GREATSWORD                                     ||
||           Stats :| : Damage: 20  Weight: 18 Value: 75                      ||
||  Req. Materials :| : 4 Orichalcum Ingots, 3 Leather Strips, 2 Iron Ingots  ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH HELMET                                         ||
||           Stats :| : Armor: 24  Weight: 8 Value: 500 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Orichalcum Ingots, 1 Iron Ingot   ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH MACE                                           ||
||           Stats :| : Damage: 14  Weight: 15 Value: 105                     ||
||  Req. Materials :| : 1 Iron Ingot, 1 Leather Strip, 3 Orichalcum Ingots    ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH SHIELD                                         ||
||           Stats :| : Armor: 36  Weight: 14 Value: 500 [Heavy Armor]        ||
||  Req. Materials :| : 1 Leather Strip, 3 Orichalcum Ingots, 1 Iron Ingot    ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH SWORD                                          ||
||           Stats :| : Damage: 11  Weight: 11 Value: 75                      ||
||  Req. Materials :| : 2 Orichalcum Ingots, 1 Leather Strip, 1 Iron Ingot    ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH WAR AXE                                        ||
||           Stats :| : Damage: 12  Weight: 13 Value: 90                      ||
||  Req. Materials :| : 2 Orichalcum Ingots, 2 Leather Strips, 1 Iron Ingot   ||
||------------------+--------------------------------------------------------||
||            Item :| : ORCISH WARHAMMER                                      ||
||           Stats :| : Damage: 23  Weight: 26 Value: 180                     ||
||  Req. Materials :| : 1 Iron Ingot, 3 Leather Strips, 4 Orichalcum Ingots   ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= E B O N Y =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : EBONY ARMOR                                           ||
||           Stats :| : Armor: 52  Weight: 38 Value: 1500  [Heavy Armor]      ||
||  Req. Materials :| : 3 Leather Strips, 5 Ebony Ingots                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY BATTLEAXE                                       ||
||           Stats :| : Damage: 25  Weight: 26 Value: 1585                    ||
||  Req. Materials :| : 5 Ebony Ingots, 2 Leather Strips                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY BOOTS                                           ||
||           Stats :| : Armor: 20  Weight: 7 Value: 275 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 3 Ebony Ingots                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY BOW                                             ||
||           Stats :| : Damage: 51  Weight: 16 Value: 1440                    ||
||  Req. Materials :| : 3 Ebony Ingots                                        ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY DAGGER                                          ||
||           Stats :| : Damage: 12  Weight: 5 Value: 290                      ||
||  Req. Materials :| : 1 Ebony Ingot, 1 Leather Strip                        ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY GAUNTLETS                                       ||
||           Stats :| : Armor: 20  Weight: 7 Value: 275 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Ebony Ingots                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY GREATSWORD                                      ||
||           Stats :| : Damage: 24  Weight: 22 Value: 1440                    ||
||  Req. Materials :| : 5 Ebony Ingots, 3 Leather Strips                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY HELMET                                          ||
||           Stats :| : Armor: 25  Weight: 10 Value: 750 [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 3 Ebony Ingots                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY MACE                                            ||
||           Stats :| : Damage: 20  Weight: 19 Value: 1000                    ||
||  Req. Materials :| : 3 Ebony Ingots, 1 Leather Strip                       ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY SHIELD                                          ||
||           Stats :| : Armor: 39  Weight: 14 Value: 750 [Heavy Armor]        ||
||  Req. Materials :| : 1 Leather Strip, 4 Ebony Ingots                       ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY SWORD                                           ||
||           Stats :| : Damage: 16  Weight: 15 Value: 720                     ||
||  Req. Materials :| : 2 Ebony Ingots, 1 Leather Strip                       ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY WAR AXE                                         ||
||           Stats :| : Damage: 19  Weight: 17 Value: 865                     ||
||  Req. Materials :| : 2 Ebony Ingots, 2 Leather Strips                      ||
||------------------+--------------------------------------------------------||
||            Item :| : EBONY WARHAMMER                                       ||
||           Stats :| : Damage: 28  Weight: 30 Value: 1725                    ||
||  Req. Materials :| : 5 Ebony Ingots, 3 Leather Strips                      ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= G L A S S =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : GLASS ARMOR                                           ||
||           Stats :| : Armor: 46  Weight: 7 Value: 900  [Light Armor]        ||
||  Req. Materials :| : 3 Leather Strips, 1 Leather, 4 Refined Malachite,     ||
||                 :| : 2 Refined Moonstone                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS BATTLEAXE                                       ||
||           Stats :| : Damage: 24  Weight: 25 Value: 900                     ||
||  Req. Materials :| : 2 Refined Moonstone, 2 Leather Strips, 2 Refined      ||
||                 :| : Malachite                                             ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS BOOTS                                           ||
||           Stats :| : Armor: 14  Weight: 2 Value: 190 [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Refined Malachite,     ||
||                 :| : 1 Refined Moonstone                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS BOW                                             ||
||           Stats :| : Damage: 45  Weight: 14 Value: 820                     ||
||  Req. Materials :| : 1 Refined Moonstone, 2 Refined Malachite              ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS DAGGER                                          ||
||           Stats :| : Damage: 11 Weight: 4.4 Value: 165                     ||
||  Req. Materials :| : 1 Refined Moonstone, 1 Leather Strip, 1 Refined       ||
||                 :| : Malachite                                             ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS GAUNTLETS                                       ||
||           Stats :| : Armor: 14  Weight: 2 Value: 190 [Light Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 1 Refined Malachite,     ||
||                 :| : 1 Refined Moonstone                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS GREATSWORD                                      ||
||           Stats :| : Damage: 23  Weight: 22 Value: 820                     ||
||  Req. Materials :| : 2 Refined Malachite, 2 Refined Moonstone, 3 Leather   ||
||                 :| : Strips                                                ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS HELMET                                          ||
||           Stats :| : Armor: 20  Weight: 2 Value: 450 [Light Armor]         ||
||  Req. Materials :| : 1 Leather Strip, 1 Leather, 2 Refined Malachite,      ||
||                 :| : 1 Refined Moonstone                                   ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS MACE                                            ||
||           Stats :| : Damage: 17  Weight: 18 Value: 575                     ||
||  Req. Materials :| : 1 Refined Moonstone, 2 Refined Malachite, 1 Leather   ||
||                 :| : Strip                                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS SHIELD                                          ||
||           Stats :| : Armor: 27  Weight: 6 Value: 450 [Light Armor]         ||
||  Req. Materials :| : 1 Refined Moonstone, 4 Refined Malachite, 2 Leather   ||
||                 :| : Strips                                                ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS SWORD                                           ||
||           Stats :| : Damage: 15  Weight: 14 Value: 410                     ||
||  Req. Materials :| : 1 Refined Moonstone, 1 Refined Malachite, 1 Leater    ||
||                 :| : Strip                                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS WAR AXE                                         ||
||           Stats :| : Damage: 16  Weight: 16 Value: 490                     ||
||  Req. Materials :| : 1 Refined Malachite, 1 Refined Moonstone, 2 Leather   ||
||                 :| : Strips                                                ||
||------------------+--------------------------------------------------------||
||            Item :| : GLASS WARHAMMER                                       ||
||           Stats :| : Damage: 26  Weight: 29 Value: 985                     ||
||  Req. Materials :| : 3 Refined Malachite, 3 Leather Strips, 2 Refined      ||
||                 :| : Moonstone                                             ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= D R A G O N =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : DRAGONPLATE ARMOR                                     ||
||           Stats :| : Armor: 55  Weight: 40 Value: 2125 [Heavy Armor]       ||
||  Req. Materials :| : 3 Leather Strips, 3 Dragon Scales, 2 Dragon Bones     ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONPLATE BOOTS                                     ||
||           Stats :| : Armor: 21  Weight: 8 Value: 425  [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 3 Dragon Scales, 1 Dragon Bone      ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONPLATE GAUNTLETS                                 ||
||           Stats :| : Armor: 21  Weight: 8 Value: 425 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Dragon Scales, 1 Dragon Bone      ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONPLATE HELMET                                    ||
||           Stats :| : Armor: 27  Weight: 8 Value: 1050 [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 2 Dragon Scales, 1 Dragon Bone      ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONPLATE SHIELD                                    ||
||           Stats :| : Armor: 41  Weight: 15 Value: 1050  [Heavy Armor]      ||
||  Req. Materials :| : 1 Leather Strip, 3 Dragon Scales, 1 Dragon Bone       ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONSCALE ARMOR                                     ||
||           Stats :| : Armor: 50  Weight: 10 Value: 1500  [Light Armor]      ||
||  Req. Materials :| : 3 Leather Strips, 1 Leather, 4 Dragon Scales, 2 Iron  ||
||                 :| : Ingots                                                ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONSCALE BOOTS                                     ||
||           Stats :| : Armor: 15  Weight: 3 Value: 300  [Light Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Dragon Scales, 1 Iron  ||
||                 :| : Ingot                                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONSCALE GAUNTLETS                                 ||
||           Stats :| : Armor: 15  Weight: 3 Value: 300  [Light Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 1 Leather, 2 Dragon Scales, 1 Iron  ||
||                 :| : Ingot                                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONSCALE HELMET                                    ||
||           Stats :| : Armor: 21  Weight: 4 Value: 750  [Light Armor]        ||
||  Req. Materials :| : 1 Leather Strip, 1 Leather, 2 Dragon Scales, 1 Iron   ||
||                 :| : Ingot                                                 ||
||------------------+--------------------------------------------------------||
||            Item :| : DRAGONSCALE SHIELD                                    ||
||           Stats :| : Armor: 30  Weight: 6 Value: 750  [Light Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 4 Dragon Scales, 2 Iron Ingots      ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= D A E D R I C =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : DAEDRIC ARMOR                                         ||
||           Stats :| : Armor: 59  Weight: 50 Value: 3200  [Heavy Armor]      ||
||  Req. Materials :| : 3 Leather Strips, 5 Ebony Ingots, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC BATTLEAXE                                     ||
||           Stats :| : Damage: 28  Weight: 27 Value: 2750                    ||
||  Req. Materials :| : 5 Ebony Ingots, 2 Leather Strips, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC BOOTS                                         ||
||           Stats :| : Armor: 22  Weight: 10 Value: 625 [Heavy Armor]        ||
||  Req. Materials :| : 2 Leather Strips, 3 Ebony Ingots, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC BOW                                           ||
||           Stats :| : Damage: 57  Weight: 18 Value: 2500                    ||
||  Req. Materials :| : 3 Ebony Ingots, 1 Daedra Heart                        ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC DAGGER                                        ||
||           Stats :| : Damage: 14  Weight: 6 Value: 500                      ||
||  Req. Materials :| : 1 Ebony Ingot, 1 Leather Strip, 1 Daedra Heart        ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC GAUNTLETS                                     ||
||           Stats :| : Armor: 22  Weight: 6 Value: 625 [Heavy Armor]         ||
||  Req. Materials :| : 2 Leather Strips, 2 Ebony Ingots, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC GREATSWORD                                    ||
||           Stats :| : Damage: 26  Weight: 23 Value: 2500                    ||
||  Req. Materials :| : 5 Ebony Ingots, 3 Leather Strips, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC HELMET                                        ||
||           Stats :| : Armor: 28  Weight: 15 Value: 1600 [Heavy Armor]       ||
||  Req. Materials :| : 2 Leather Strips, 3 Ebony Ingots, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC MACE                                          ||
||           Stats :| : Damage: 20  Weight: 20 Value: 1750                    ||
||  Req. Materials :| : 3 Ebony Ingots, 1 Leather Strip, 1 Daedra Heart       ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC SHIELD                                        ||
||           Stats :| : Armor: 43  Weight: 15 Value: 1600 [Heavy Armor]       ||
||  Req. Materials :| : 1 Leather Strip, 4 Ebony Ingots, 1 Daedra Heart       ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC SWORD                                         ||
||           Stats :| : Damage: 17  Weight: 16 Value: 1250                    ||
||  Req. Materials :| : 2 Ebony Ingots, 1 Leather Strip, 1 Daedra Heart       ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC WAR AXE                                       ||
||           Stats :| : Damage: 19  Weight: 18 Value: 1500                    ||
||  Req. Materials :| : 2 Ebony Ingots, 2 Leather Strips, 1 Daedra Heart      ||
||------------------+--------------------------------------------------------||
||            Item :| : DAEDRIC WARHAMMER                                     ||
||           Stats :| : Damage: 30  Weight: 31 Value: 4000                    ||
||  Req. Materials :| : 5 Ebony Ingots, 3 Leather Strips, 1 Daedra Heart      ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    -= J E W E L R Y =-
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    _______________________________________________________________________
.;^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`:.
||            Item :| : GOLD DIAMOND NECKLACE                                 ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 1200                     ||
||  Req. Materials :| : 1 Flawless Diamond, 1 Gold Ingot                      ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD DIAMOND RING                                     ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 900                      ||
||  Req. Materials :| : 1 Diamond, 1 Gold Ingot                               ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD EMERALD RING                                     ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 700                      ||
||  Req. Materials :| : 1 Emerald, 1 Gold Ingot                               ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD JEWELED NECKLACE                                 ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 485                      ||
||  Req. Materials :| : 2 Flawless Amethyst, 1 Gold Ingot                     ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD NECKLACE                                         ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 120                      ||
||  Req. Materials :| : 1 Gold Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD RING                                             ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 75                       ||
||  Req. Materials :| : 1 Gold Ingot                                          ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD RUBY NECKLACE                                    ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 550                      ||
||  Req. Materials :| : 1 Flawless Ruby, 1 Gold Ingot                         ||
||------------------+--------------------------------------------------------||
||            Item :| : GOLD SAPPHIRE RING                                    ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 500                      ||
||  Req. Materials :| : 1 Sapphire, 1 Gold Ingot                              ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER AMETHYST RING                                  ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 180                      ||
||  Req. Materials :| : 1 Amethyst, 1 Silver Ingot                            ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER EMERALD NECKLACE                               ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 830                      ||
||  Req. Materials :| : 1 Flawless Emerald, 1 Silver Ingot                    ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER GARNET RING                                    ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 160                      ||
||  Req. Materials :| : 1 Garnet, 1 Silver Ingot                              ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER JEWELED NECKLACE                               ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 380                      ||
||  Req. Materials :| : 2 Flawless Garnets, 1 Silver Ingot                    ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER NECKLACE                                       ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 600                      ||
||  Req. Materials :| : 1 Silver Ingot                                        ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER RING                                           ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 600                      ||
||  Req. Materials :| : 1 Silver Ingot                                        ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER RUBY RING                                      ||
||           Stats :| : Armor: 0  Weight: 0.3 Value: 600                      ||
||  Req. Materials :| : 1 Ruby, 1 Silver Ingot                                ||
||------------------+--------------------------------------------------------||
||            Item :| : SILVER SAPPHIRE NECKLACE                              ||
||           Stats :| : Armor: 0  Weight: 0.5 Value: 600                      ||
||  Req. Materials :| : 1 Silver Ingot, 1 Flawless Sapphire                   ||
'~._________________|_______________________________________________________,~'
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                 ~-~ ~-~ ~-~  20.3] Enchanting  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2003.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

[Coming Soon!]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ~-~ ~-~ ~-~  20.4] Cooking  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2004.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

[Coming Soon!]

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||           21. Diseases          |||       [vb2100]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  ~-~ ~-~ ~-~  22.1] Vampirism  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2101.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

[Coming Soon!]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                 ~-~ ~-~ ~-~  21.2] Lycanthropy ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2102.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

[Coming Soon!]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                ~-~ ~-~ ~-~  21.3] Other Diseases  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2103.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

[Coming Soon!]

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||           22. Trophies          |||       [vb2200]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Here you can find all of the trophies in the game. We'll list them down below
by their worth (Bronze, Silver, etc..) and give you the dirt on how to get
them. Note that these trophies, while divided by worth, are in the same order
that they appear on the trophy list.

(-NOTE-) A LOT of these trophies are rewarded upon completing certain quests,
         so please excuse all of the "Go read that section of the guide"
         comments...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                ~-~ ~-~ ~-~  22.1] Bronze Trophies  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2201.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

 o Unbound
¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Unbound".

 = How to get: Simply finish the intro to the game. You can't really miss
               this...
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Bleak Falls Barrow
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Bleak Falls Barrow".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o The Way of the Voice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "The Way of the Voice".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Diplomatic Immunity
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Diplomatic Immunity".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Alduin's Wall
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Alduin's Wall".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Elder Knowledge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Elder Knowledge".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o The Fallen
¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "The Fallen".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Take Up Arms
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Join the Companions.

 = How to get: To get this trophy, simply join the Companions. You can learn
               how to easily by searching that section of this guide.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Blood Oath
¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Become a member of the Circle.

 = How to get: Keep playing through the Companions questline. This trophy will
               be given to you during the quest "The Silver Hand".
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Gatekeeper
¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Join the College of Winterhold.

 = How to get: You'll get this trophy upon starting down the College of
               Winterhold questline. Read that section of the guide to find
               out how!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Revealing the Unseen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Revealing the Unseen".

 = How to get: This is one of the College of Winterhold quests. Read that
               section of the guide if you need further help with this quest.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Taking Care of Business
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Join the Thieves Guild.

 = How to get: You'll get this trophy upon joining the Thieves Guild, so check
               out that section of the guide if you need to know where they
               are or how to join them.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Darkness Returns
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Darkness Returns".

 = How to get: This is one of the Thieves Guild quests. If you need help in
               completing this quest, read that section of the guide.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o With Friends Like These...
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Join the Dark Brotherhood.

 = How to get: You'll get this trophy upon joining the Dark Brotherhood, so
               check out that section of the guide if you need to know how to
               join them.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Bound Until Death
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Bound Until Death".

 = How to get: This is one of the Dark Brotherhood quests. If you need help in
               completing this quest, read that section of the guide.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Taking Sides
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Join the Stormcloaks or the Imperial Army.

 = How to get: You get this trophy as soon as you start ONE side or the OTHER
               during the Civil War questline. Vin and I wrote down a guide on
               EACH side, so consult the guide of whichever side you choose to
               help to learn how to join them.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o War Hero
¯¯¯¯¯¯¯¯¯¯¯
 = Details: Capture Fort Sungard or Fort Greenwall.

 = How to get: You'll do one of these missions as you carry on with the Civil
               War Quests. BE CAREFUL THOUGH, as doing the MAIN STORY MISSION
               "Season Unending" can screw with who owns what. As an Imperial,
               you should be taking over Fort Greenwall. As a Stormcloak, you
               should be taking over Fort Sungard. FYI.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Sideways
¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete 10 side quests.

 = How to get: Side quests aren't hard to find, you just have to be nosy. When
               you're nosy alot, you'll have 10 side quests under your belt
               before you know it. Side quests appear as their own quests, and
               are not labeled under "Miscellaneous Objectives". A good
               example would be a quest you get out of a book, like "The
               Legend of Red Eagle".
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Hero of the People
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete 50 Misc Objectives.

 = How to get: You can get a LOT of these done just by playing the game, but
               to really rack them up, chat up the townsfolks. Talk to people
               and do stuff for them. These tasks are always pretty small and
               go by fast.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Hard Worker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Chop wood, mine ore, and cook food.

 = How to get: Now this is a funny trophy. All three of these things are easy
               to do. Chop wood in Riverwood, mine ore in any mine (you will
               need a pickaxe for this) and cook at any camping site (or Inn).
               To cook you need to gather food/ingrediants so you can follow
               one of the game's many recipies.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Snake Tongue
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Successfully persuade, bribe, and intimidate.

 = How to get: Time to brush up on your speech skill! Honestly, MANY of the
               speech challenges in the game depend on YOUR level, but by
               playing through the game you will get this trophy as there are
               many challenges you will always win. Just be sure to do one of
               each of these.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Blessed
¯¯¯¯¯¯¯¯¯¯
 = Details: Select a Standing Stone blessing.

 = How to get: Check out our section on Standing Stones and USE one to get
               this trophy.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Citizen
¯¯¯¯¯¯¯¯¯¯
 = Details: Buy a house.

 = How to get: You get a chance to buy a house in Whiterun just by playing
               through the main questline (It will cost 5000 gold). Of course
               you can buy other houses, but the Whiterun one is EASY to get.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Wanted
¯¯¯¯¯¯¯¯¯
 = Details: Escape from jail.

 = How to get: Well FIRST you have to get arrested. Head to any MAJOR town
               and get caught breaking the law on purpose (SAVE beforehand!).
               When the guards come to get you, agree to go to jail.

               Now, you'll always be left with a few lockpicks. Search the
               cell for a grate or loose bricks or SOMETHING that may let you
               escape. You may have to follow a tunnel or a sewer for awhile,
               and lockpick a few doors, but with any lockpicking skill you'll
               do ok and get this trophy. Getting your stuff back and avoiding
               future guards is another matter!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Married
¯¯¯¯¯¯¯¯¯¯
 = Details: Get married.

 = How to get: Easier said then done! Thankfully we have an entire section
               dedicated on marriage, so check it out for help with this
               trophy!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Artificer
¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Make a smithed item, an enchanted item, and a potion.

 = How to get: Ok, so you're going to be using an alchemy lab (gather up and
               save ingrediants!), an enchanter's table (get some enchantments
               that you like!) and a forge (gather up/buy ingrediants) and
               make an item with each of those stations. Not a very hard to
               get trophy. Check out our section of crafting for help if you
               need it!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Master Criminal
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Bounty of 1000 gold in all nine holds.

 = How to get: Wow, now HERE is a doozy trophy to get. Basically, you have to
               rack up 1,000 Gold's worth of BOUNTY in EACH HOLD. Probably the
               best way to do this is MURDER, as that's 1000 bounty right
               there if you murder a GUARD. I would recommend being confident
               of your ability to wipe out 5-6 guards at a time, then visit
               EACH CITY (go to the STABLE if it's a loading-screen city) and
               murder a guard. Then, murder ANYTHING that becomes hostile to
               you so you can FAST TRAVEL to the next city (we do this instead
               of running away to avoid the super-annoying "You cannot Fast
               Travel while a guard is chasing you" message).

               Do this in each Major City and you'll get this trophy.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Reader
¯¯¯¯¯¯¯¯¯
 = Details: Read 50 Skill Books.

 = How to get: This one will take some time, but this guide has a section
               dedicated to WHERE to find all the Skill Books. Handy, no?
               Thank god you don't have to ACTUALLY read them all!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Daedric Influence
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Acquire a Daedric Artifact.

 = How to get: Do one of the many Daedric Quests. We have guides on each of
               them in this guide. Upon completion you'll more than likely get
               a reward from a Daedra which will give you this trophy (There
               ARE exceptions, read the trophy "Oblivion Walker" to see what
               I mean).
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Dragon Soul
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Absorb a dragon soul.

 = How to get: Trust me, you play this game for ANY amount of time and  you
               are going to kill a dragon!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Dragon Hunter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Absorb 20 dragon souls.

 = How to get: Now THIS trophy will take time. Play the main story and you'll
               likely be halfway there. Do all of the guild quests and you'll
               get this for sure. Dragons randomly start showing up after you
               play through the main quest "Dragon Rising", so if you were
               desperate to kill a dragon try fast traveling around the land!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Words of Power
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Learn all three words of a shout.

 = How to get: This will initially take you some time, but there are DRAGON
               WALLS out there that will GIVE you all three words of a shout,
               so check out the guide's section on shouts to see where it is.
               Heck, even near the end of the main questline you'll start to
               learn entire shouts.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Apprentice
¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Reach level 5.

 = How to get: No shortcuts here (unless you use some skill-leveling exploit).
               Just keep playing and you'll get this in time!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Adept
¯¯¯¯¯¯¯¯
 = Details: Reach level 10.

 = How to get: No shortcuts here (unless you use some skill-leveling exploit).
               Just keep playing and you'll get this in time!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Expert
¯¯¯¯¯¯¯¯¯
 = Details: Reach level 25.

 = How to get: No shortcuts here (unless you use some skill-leveling exploit).
               Just keep playing and you'll get this in time!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                ~-~ ~-~ ~-~  22.2] Silver Trophies  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2202.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

 o Glory of the Dead
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Glory of the Dead".

 = How to get: Glory of the Dead is the last MAJOR quest in The Companions
               questline. Follow that section of the guide if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o The Eye of Magnus
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "The Eye of Magnus".

 = How to get: The Eye of Magnus is the last MAJOR quest in The College of
               Winterhold questline. Follow that section of the guide if you
               need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o One with the Shadows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Returned the Thieves Guild to its former glory.

 = How to get: This quest is obtained by not only following the Thieves Guild
               questline through to conclusion, but by also taking on
               additional jobs and re-establishing the Thieves Guild as a
               force once more. See the section on the Thieves Guild's
               miscellaneous quests for more info.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Hail Sithis!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Hail Sithis!".

 = How to get: Hail Sithis! is the last MAJOR quest in the Dark Brotherhood,
               so simply play the questline through to conclusion and consolt
               that part of the guide if you need help.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Hero of Skyrim
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Capture Solitude or Windhelm.

 = How to get: This is the last major quest in the Civil War questlines. Just
               follow that section of the guide through to completion and you
               will gain this trophy.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Thief
¯¯¯¯¯¯¯¯
 = Details: Pick 50 locks and 50 pockets.

 = How to get: A reward for the shifty among us! Honestly, this one comes with
               playing, as you aren't going to find 50 locks in any one place.
               Locks are easy enough to pick though (check out our explanation
               in the game basics section). Pickpocketting is all based on
               percentages, so equip items to help yourself, SAVE, and go on
               a crime spree in any town!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Standing Stones
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Find 13 Standing Stones.

 = How to get: Check out our section on Standing Stones and WHERE to find
               them, then use that to get this trophy.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Golden Touch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Have 100,000 gold.

 = How to get: There's no way around it, this IS going to take some time to
               accomplish. I'd recommend playing through the Thieves guild and
               Dark Brotherhood to help you out. That and sell like crazy! The
               biggest payday I've seen in this game is 20,000 gold from a
               Dark Brotherhood quest, so you COULD save up 80,000 gold and do
               that quest NEXT...
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Delver
¯¯¯¯¯¯¯¯¯
 = Details: Clear 50 dungeons.

 = How to get: You're going to be clearing out a LOT of dungeons as you play
               through the game, so you could just wait on this one. OR, you
               could explore like crazy and go clear dungeons on your own.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Skill Master
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Get a skill to 100.

 = How to get: Well, I'm sure you are familiar with HOW skills level if you
               are reading this... so pick one and get it to 100! Combat
               skills level up over time of course, but there are ways to
               exploit skills like SNEAK, RESTORE, and SPEECH if you are the
               impatient type (like finding a way to hurt yourself and just
               using it to level up restoration). Since the guide has no
               exploit section, I'd recomment finding a forum if you want to
               "cheat" your way to 100.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Explorer
¯¯¯¯¯¯¯¯¯¯¯
 = Details: Discover 100 Locations.

 = How to get: Another trophy that will come with time. Or you could just
               wander around, which is fun. There are WAY more than 100 places
               in Skyrim, so just go out and explore to get this one. Remember
               that black/greyed out locations on the map are undiscovered!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Oblivion Walker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Collect 15 Daedric Artifacts.

 = How to get: Play ALL of the Daedric Quests and collect every Daedra
               artifact you can! This is TRICKY as you can say NO to some
               artifacts! The guide on the Daedric Quests lets you know
               all of your choices, and the KEY here is to pick the item or
               path that gives you the item MADE or POWERED BY a DAEDRA.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Thu'um Master
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Learn 20 shouts.

 = How to get: Well, it's a GOOD thing we have a section dedicated to SHOUTS
               and the location of all of the Dragon Walls. Check out that
               section of the guide for help in finding all of the shouts.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o Expert
¯¯¯¯¯¯¯¯¯
 = Details: Reach level 50.

 = How to get: No shortcuts here (unless you use some skill-leveling exploit).
               Just keep playing and you'll get this in time!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                 ~-~ ~-~ ~-~  22.3] Gold Trophies  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2203.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

 o Dragonslayer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Complete "Dragonslayer".

 = How to get: Simply play the game! Follow the main walkthrough of this guide
               if you need help. This is the LAST mission in the main
               walkthrough.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                ~-~ ~-~ ~-~  22.4] Platinum Trophy  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2204.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

 o Platinum Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 = Details: Collect all other 50 Trophies for this Trophy.

 = How to get: There's not really much to say about this trophy: it's the
               ultimate reward and the last trophy you're going to get.
               Congrats on playing through Skyrim thouroughly!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||        23. Latest Update        |||       [vb2300]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Version 1.0: November 11th - November 14th 2011

Got the entire main quest finished. Poor Vin has been unable to pick up his
copy of Skyrim, which sucks! Also made great progress in The Dark Brotherhood
questline. Submitted to Cheatmasters and Gamefaqs as complete. Found out that
gamefaqs doesn't conisder the guide complete until all guild quests are
complete, which is fair enough. It's hard to judge when a game is "Complete"
without credits rolling...

Verson 1.0: November 14th - November 21st 2011

Still calling this version 1.0. Probably will until gamefaqs calls it a
complete guide. Adding in The Companions and The Dark Brotherhood on this
updates. Vin's working on the Mage's Guild and the skills still. Will
hopefully add both of those soon.

Version 1.0 November 22nd - November 28th 2011

Again with the version 1.0. But hey, all the guilds are done. Still missing
city quests, random quests, Imperial Civil War, and various side quests
(including guild side quests), but all good things come in time. The skills
section looks fantastic, Vinheim is a ****ing artist. As for me, it's 5AM and
I'm working on my third monster...

Version 1.1 November 28th - December 5th 2011

Vin's finished the Imperial Civil War and re-formatted the guide, while I've
still been busy with the Daedric Quests. I've also finally built the TOC to
what the guide will look like when it's done (although my gut tells me I'll
be revising it at some point). Still lots of stuff missing.

BUT, this guide now has a STAR on Gamefaqs.com and has over 250,000 hits. All
of you guys are awesome, and Vin and I appreciate it.

Version 1.2 December 6th - December 29th 2011

Wow, this game has been out for more than a month! It has of course done
very well for itself, as most Bethesda games do. Vin and I took a break from
writing on this for awhile as I hashed out some, let's say, "legal issues"
with some now partners of ours. As a result of that whole ordeal, this guide
is now an android/Itunes app, which I can see would be good for those of you
who love that format and mobility. Vin's computer is currently broken down as
well (I'm unsure of the issue entirely, I just know it isn't good and he's
looking at replacing it entirely).

The guide isn't as complete as I'd want it to be, but that's mainly due to
the legal issues from earlier, but all the questline miscellaneous quests are
done now. There's still a heck of a lot of extra material to cover.

Version 1.3 December 29th - December 30th 2011

Well, happy new year guys! A rather large update, KB wise as we're adding the
Alchemy and Smithing sections. Big thanks to my friend BacterX who wrote the
Alchemy section. We also added in an updated skillbook list as well as eight
random quests. Progress is being made! Hurrah!

                    _____________________________________
O==================|||---------------------------------|||====================O
       Skyrim      |||       24. Credits & Thanks      |||       [vb2400]
O==================|||---------------------------------|||====================O
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                    ~-~ ~-~ ~-~  24.1] Credits  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2401.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'

   = WALKTHROUGH HELP

 o BacterX for writing the entire Alchemy Section of this guide (he would
   also like to thank elderscrolls.wikia for the potion suggestions portion
   in his alchemy guide).
 o Shoe7ess for the Bleak Falls puzzle solution.
 o Geoffrey Drake-Heaton for the Feim meditation description.
 o John Tyldesley, Daniel Dye and Ryan Preiss for some Ice Troll Strategies.
 o Meredith Kniest for a not-stealing work around in "A Cornered Rat".
 o Kraster for MULTIPLE tips.
 o Alisandra Edwards for pointing out my Call of Valor mistake!
 o Phil Boothe for the alternate way to get the Boethiah's Calling quest.
 o Walter Moser for pointing out the controls mistake.
 o Ethan Tranel for pointing out the "Pieces of the Past" level requirement.
 o Various Skyrim websites for pointing out various quest names (which was
   helpful, given that the names of some of the quests the game gives you are
   more like instructions).

 -= Bkstunt =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 o My co-writer Vinheim for doing this and Chrono Trigger with me! I'm glad
   you agreed to do it! Thanks Masa! I have a feeling this isn't our last
   venture.

 o Zylicyde (Aardwolf_Zy) for the Ascii logo and support.

 o Jeremy Wise of CheatMasters.com for sponsoring this guide.

 o Thanks to all the fans and readers! We wouldn't do this without you guys!

 o My wife Lisa and daughter Sadie for putting up with me while I wrote this
   guide. No one gamer could ask for a better wife and no father could ask
   for such a smart, wonderful little girl (even if she does tear up the
   house on a daily basis...).

 -= vinheim =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. People

 o My co-writer Bkstunt. We became friends before writing Chrono Trigger, then
   became really good friends, brothers, after Chrono Trigger and before
   Skyrim. Skyrim just bonded us even more.

 o Raul and Eduardo: Just for being my best friends and always being there for
   me, in the good and bad moments.

 o You: For having the patience of reading through the whole guide.

2. Internet sites

 o www.gamefaqs.com: For hosting my guides.
 o www.supercheats.com: For hosting my guides.
 o www.neoseeker.com: For hosting my guides.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  ~-~ ~-~ ~-~  24.2] Final Words  ~-~ ~-~ ~-~
==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.vb2402.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    '------'
 -= Bkstunt =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Doing this guide was a HUGE undertaking... but I'm glad I did it. I've
always loved Bethesda games after all. Vin and I aren't nearly done with this
guide, so expect more to come! Be sure to come hang out with us on facebook
or send us an email!
                                                           ~ Sincerely, Bkstunt

 -= vinheim =-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This is the end of the file, but not for the walkthrough and our experience.
Greg and me will keep on writing, whether it is separately, or together. The
MasaMune bros will live on forever. Thanks Greg for talking me into doing this
guide with you, and for buying the game.
                                                           ~ Sincerely, vinheim

_______________________________________________________________________________
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          __  __                 __  __                        _
    _____|  \/  |_______________|  \/  |______________________|·|
    \ \  | \  / | __ _ ___  __ _| \  / |_   _ _ __   ___O  O  |·|_________
     \ \_| |\/| |/ _` / __|/ _` | |\/| | |_| | '_ \ / _ \_____|·|xxxxxxxx||
      \__| |¯¯| | (_| \__ \ (_| | |¯¯| | |_| | |_| |  __/_____|·|¯¯¯¯¯¯¯¯¯
         |_|¯¯|_|\__,_|___/\__,_|_|¯¯|_|\__,_|_| |_|\___|     |·|
                                                               ¯
_______________________________________________________________________________
THANKS                                    Document © Bkstunt_31 & vinheim, 2011
FOR                                 The Elder Scrolls V: Skyrim © 2011 Bethesda
READING!                                          E N D   O F   D O C U M E N T
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