To sto nemozes uc u njuhov "STAB" je zato sto si ubio jednog od njihovih membera.
mozes se na dva nacina izlijecit od vampirizma
1. ako si cheater evo ti ID za Vampirism Cure Potion FormID: 0009812D
pritisni tilt (lijevo od broja 1)

i kucaj "player.additem 0009812D" ENTER i popijes potion i gotovo
2. imas quest "Vampirism Cure".
odes u Imperial City, u Arcana University i nađes lika pod imenom Raminus Polus i slijedis uputstva on ce te poslat do "Count
Hassildor" u Skingrad islijedi upute.....
evo ti ako znas dobro engleski svi questovi za DARK BROTHERGHOOD:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DARK BROTHERHOOD
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~
*NOTE* The Dark Brotherhood should not be undertaken by anyone with a weak
stomach or a disinclination to slaughter people for money. How a game with
these types of tasks got through with (initially, anyway) a 'T' rating is a
mystery. The Dark Brotherhood is a major reason the game was re-rated to 'M'.
*QUESTS* The following journal quests run during the Dark Brotherhood story;
they are "placeholder" quests that merely tell you to go get your next
contract. They are not individually broken down in this walkthrough:
* Welcome to the Family
* Blood of the Damned
* No Rest For the Wicked
* To Serve Sithis
* My Brother's Keeper
* Enter the Eliminator
* The Night Mother's Child
* The Assassin's Gambit
* The Dead Drop
Like the Thieves Guild, Dark Brotherhood quests are geared toward Stealth
characters. Unlike the Thieves Guild, you don't need Stealth to complete the
missions. After all, each task basically involves killing someone and you
don't have to be a sneak-thief to do that.
However, each contract carries with it bonus perks based on meeting specific
parameters. Meeting these parameters and receiving the bonus does require
Stealth. For example, in one quest you must infiltrate the Imperial prison and
kill a prisoner. To get the bonus, you must do so without killing any guards.
In another quest, to get the bonus, you must make the assassination appear to
be an accident *and* not kill the target's servant.
You will also need some lockpicking skill to complete some of these tasks,
whether you do it stealthily or not. If you have trouble with the lockpicking
mini-game, you may wish to hold off on joining the Brotherhood until you've
received Nocturnal's Skeleton Key, which you can do at level 10.
The Dark Brotherhood is more than a gang of hit men (women/cats/lizards). They
are a religious cult that worships Sithis, the Dark Lord of Death. They
delight in killing and bloodshed, but more than just being savage, they
delight in performing complicated murders that require cunning and stealth.
There are some...interesting conversations you can have with your colleagues,
and they are not for the faint-of-heart.
Also, you should be aware you cannot join the Brotherhood with the goal of
wiping them all out. Such is not possible; though the Brotherhood is nearly
destroyed in the course of these quests, it is your destiny to rebuild it. You
can't rise to the top only to kill the few remaining survivors. So if that's
your goal, forget about it and find something else to do.
Joining the Dark Brotherhood is simple: murder someone. But, you can't just
murder *anyone*, you have to murder an innocent. (Well, maybe innocent is not
the right word; you have to perform what the game deems an unnecessary
killing.) There are several possibilities:
1) Fight through the Arena, perform "Origin of the Gray Prince" and then
challenge the Gray Prince to a fight, which ends with him begging you to kill
him. This is more like assisted suicide and you won't get in trouble with the
law, but the game regards it as murder anyway. This is the safest murder you
can commit, since it's not really murder and the character only exists to die
anyway. On the flip side, you have to fight through 21 successively more
difficult battles to reach the Gray Prince.
2) Kill a beggar. Make sure no guards are around when you commit the crime.
Beggars generally sleep outdoors on bedrolls. The beggars play a big role in
the Thieves Guild quests; if you intend to play through the Thieves Guild,
murder one in the Imperial City--there are five total in the city, so they'll
be some left over that can help you with the Thieves Guild quests.
3) Kill a non-essential innkeeper or shopkeeper. There are a dozen or more
shopkeepers in Imperial City and several inns, so you could probably off one
of them in their sleep without messing up your game too much. You always run a
risk of killing someone who sells something that may be important to you
later; but you can minimize this. Just make sure the merchant you kill doesn't
provide any other services, such as training or armor repair.
4) Kill a solitary Imperial Legionnaire or Forester you encounter on the road.
Trying to kill a guard in town is tough as you will be attacked by the other
guards and the citizenry, but one of the wandering troopers in the country can
probably be dispatched without too much trouble. This will get you in trouble
with the law, so you'll have to pay a fine or serve some jail time.
When you commit a "proper" murder, you'll get a message saying, "Your killing
has been observed by forces unknown..." The next time you sleep (and you have
to sleep, not just Wait), your rest will be interrupted by one Lucien
Lachance. He introduces you to the Dark Brotherhood and asks if you would like
to join their family.
You still have an out--maybe you didn't intend to kill an innocent and you
don't really want to join the Brotherhood. You can turn Lachance down and he
won't bother you again. You can also (try to) kill Lachance, in which case he
definitely won't bother you again. If you choose to join, Lachance first sends
you on an initiation run...
[DB01]
<~~~~~~ A KNIFE IN THE DARK ~~~~~~>
In order to complete your "application" and fully join the Brotherhood,
Lachance points you to a target: Rufio. Rufio spends most of his time asleep
at the Inn of Ill Omen, which is located on the Green Road about halfway
between Bravil and Lake Rumare.
Speak to the innkeeper and he'll reveal Rufio's room is in the cellar. The
trap door downstairs is just to the left of the main entrance to the inn.
Rufio's room is the last door on the left, and he sleeps all the time, except
for the middle of the night. You can kill him with a single blow.
You can also choose to wake him. If you use the "Oh, but you have Rufio"
response, you'll get a hint of why there is a price on his head. Regardless,
if you do wake him, you better be between him and the door. He moves very fast
for a tired, old man and will hotfoot it for the exit as soon as he finishes
speaking. However, even when awake, he's still a one-hit kill.
Find a bed (you can even use Rufio's) and Sleep, and Lachance will visit you
again. He welcomes you into the family and, if you follow all his conversation
options, gives you some detail on the operations of the Brotherhood.
The leadership of the Brotherhood is composed of a Listener and four Speakers-
-together known as the Black Hand. The Listener receives assignments from the
Night Mother and gives those assignments to the Speakers who pass them on to a
local Sanctuary, where a family member is tasked to carry out the mission. You
also learn the Five Tenets (See "A Dark Exile" below).
Lachance is sending you to the Cheydinhal Sanctuary. Fast Travel to
Cheydinhal's East Gate and go south. The third house on the left, almost
directly behind the chapel, is an Abandoned House. Even though the door is
boarded over, enter and go down into the basement.
Follow the basement to a black door with strange runes carved into it. When
you Activate the door, you are asked for a pass phrase, which is "Sanguine, my
brother". Enter the Sanctuary and find Ocheeva, a female Argonian. She
welcomes you to the Sanctuary, gives you an outfit (Shrouded Armor and Hood
that, when worn together, Fortify your Sneak, Illusion, Marksman, Blade and
Acrobatics by 10 points each) and sends you to Vincente Valtieri for
assignments.
[DB02]
<~~~~~~ A WATERY GRAVE ~~~~~~>
Yes, Valtieri is a vampire, and proud of it. In fact, later on, he'll offer to
give you "The Dark Gift"--i.e. turn you into a vampire.
But only if you want to.
Right now, Valtieri is just your boss. He explains the contract system--some
contracts have bonus rewards if you meet certain conditions. He also will tell
you to talk to your colleagues in the Sanctuary about each contract; they may
have valuable information.
Your first contract is to kill Captain Gaston Tussaud aboard his ship, the
Marie Elena, which is docked at Imperial City's Waterfront district. There are
no bonuses for this mission, just the standard pay. The Marie Elena berths at
the eastern end of the Waterfront dock. There are three ways of reaching the
captain:
1) The direct approach. Simply walk onto the ship. You'll be warned away by
the first mate, but when you don't listen, she and the other crew attack. This
could get sticky, except for the fact that, since they attacked you, all the
guards around the waterfront will be hostile to them. Lead them on a chase
into a group of Legion Watch and...well, watch the fun. Once all the sailors
are down, you can pick the lock on the Captain's cabin, enter and kill him,
then return to Vincente.
2) Stowaway. This is the method suggested by Valtieri when he gives you the
job. Walk past the ship, to the east end of the dock and twiddle your thumbs
for a moment. You'll get a message the nearby crate looks like it has enough
room for you to fit. Choose to climb in the crate and you'll jump straight to
the Marie Elena's cargo hold. Climb up to the middle deck and hide until a
couple of sailors finish their argument and go to bed. Then Sneak past and
climb up to the captain's cabin.
You can kill the captain quickly, but two sailors will hear the noise and rush
in to investigate, so kill them as well. (You can hide in the aft part of the
cabin when the sailors rush in, and then Sneak attack at least once to give
yourself an edge.) When the two are dead, get the captain's key from the chest
next to his bed, open the door in the aft section of the cabin and jump off
the balcony into the water and swim out of range of the enemies on the ship.
Then Fast Travel back to Cheydinhal to report to Vincente.
3) If your Acrobatics skill is high enough, you can jump from the east end of
the dock to the balcony outside the captain's cabin. Then it's just a matter
of picking the lock, killing the captain and running back outside and jumping
into the water to get away. You don't even have to kill the two sailors who
come to investigate, because you don't need the captain's key to get out.
Report back to Vincente.
[DB03]
<~~~~~~ ACCIDENTS HAPPEN ~~~~~~>
Valtieri assigns you the task of killing Baenlin, of Bruma. To earn a bonus,
you must make the killing appear accidental and make sure you don't kill
anyone else, especially Baenlin's servant, Gromm. Valtieri suggests a way to
make it happen: use a hidden crawlspace on the second floor to drop a prized
minotaur head on top of old Baenlin. Baenlin always sits below the head from
8pm to 11pm.
Baenlin lives just north of Bruma's East Gate (next to the house you can buy).
You have a choice to make. The easiest time to infiltrate the house is during
the middle of the night; however, you can't Wait while trespassing, so you
would be stuck twiddling your thumbs for around 30 real minutes (15 game
hours) until 8pm when you can drop the head. One way to make use of this time
is to Sneak-run into the wall in the hidden crawlspace. You'll gain 25 or more
ranks in your Sneak skill during the time you're waiting.
The other option is to Wait until 8pm to infiltrate the house. You may still
be able to successfully Sneak past Gromm and Baenlin, but you're going to need
a fairly high Sneak skill to accomplish this. Choose your time, go around the
back of the house and pick the lock to the basement. Go into Sneak mode and
pick the lock on the door to the main floor.
The crawlspace is up on the second floor--make a U-turn at the top of the
stairs and go through Gromm's bedroom to the far corner, where you'll find the
secret panel. At the appointed hour, Activate the fastenings on the end wall
of the crawlspace and hear the satisfying thump of death. Resist the urge to
peek out the hole, Gromm will see you and soon be in the crawlspace with you.
Enraged Nord + big axe + cramped quarters = reload time.
Sneak out of the crawlspace and down the stairs. Gromm will be standing,
weapon out, over the old man's body. Sneak along the far wall to the basement
door and go out the way you came in. For "accidentally" killing Baenlin
without killing Gromm, you get Sufferthorn, a dagger with Damage Health and
Damage Strength enchantments.
[DB04]
<~~~~~~ SCHEDULED FOR EXECUTION ~~~~~~>
Valtieri next reveals there is an Imperial prisoner, Valen Dreth, who needs to
be put out of his misery. It seems another prisoner recently escaped using
secret tunnels under the prison (that would be you) and you are now to use
those tunnels to get back into the prison and kill Dreth. If you can do so
without killing any guards, you'll get a bonus.
Your path back through the underground system will not be identical to the
path you took when fleeing in the wake of the emperor. However, much will be
familiar, especially your cell and the sneering dark elf across the hall.
The route through the sewers, the Sanctum, the Subteranne and the prison is
pretty straightforward. The challenge here is not in figuring out which way to
go, but avoiding the guards with torches that patrol regular routes. The trick
is to stay in Sneak mode as far into the shadows as possible and watch the
route of each guard. Choose your moment to Sneak through--usually by scurrying
along in the wake of the guard.
The biggest problem occurs in the Sanctum. Getting out is difficult as there's
a guard right next to the stairs and the stairs are well lit. You can use an
Invisibility spell to get through here, or wait until the guard turns and
stares as the back wall for a few minutes.
When you reach your old cell, hide in it while a guard chats with Dreth, then
step across the hall and say goodbye to your old friend. The easiest thing to
do is a spell or arrow through the bars of Dreth's cell; he's wasted away and
a single shot should be the end of him.
If you Sneak down the hallway to the left of Dreth's cell, you should be able
to procure a prison key from the guardroom at the end of the hall. Then go
back up the other way and enter the main prison room. You can exit Sneak mode
now, this is a public area, and walk right out, then Fast Travel back to the
Cheydinhal Sanctuary. Assuming you killed no one but Dreth, your payment
includes the Scales of Pitiless Justice. This miscellaneous item Fortifies
your Strength, Intelligence and Agility while Draining your Personality. It
works any time it is in your inventory; just drop it to lose the effect.
[DB05]
<~~~~~~ THE RENEGADE SHADOWSCALE ~~~~~~>
This is not an official Dark Brotherhood quest, rather it's a favor for the
male Argonian, Teinaava. He tells you a tale of a Shadowscale (Argonian royal
assassin), Scar-Tail, who decided to forsake his duties and flee to Bogwater
Swamp. Teinaava asks you to go kill him and bring back his heart as proof of
his death.
Anything for a friend, right? Bogwater is southeast of Leyawiin, almost as far
south as you can go in Cyrodiil. Tidewater Cave (Nocturnal's quest),
Darkfathom Cave ("Whom God's Annoy" side quest) and Fort Blueblood ("Leyawiin
Recommendation" Mages Guild quest) are the closest quest-related landmarks for
Fast Traveling. If you've not visited them yet, Fast Travel to Leyawiin and
hoof it.
You'll find Scar-Tail by a small campfire, weakened by a previous fight with a
Shadowscale agent. You can: 1) kill him and take his heart; or, 2) talk to him
and he asks that you allow him to live and take the heart of the dead
Shadowscale as proof and Scar-Tail's treasure for yourself. If you decide on
option #2, you'll find the treasure in a hollow rock near the campfire and the
dead agent a short way from the campfire.
Regardless of which heart you bring back to Teinaava, you get the Boots of
Bloody Bounding, with Fortify Acrobatics and Blade enchantments.
[DB06]
<~~~~~~ THE ASSASSINATED MAN ~~~~~~>
This one's a little different. You are *not* supposed to kill someone this
time, rather you are to make it look like you killed someone without actually
performing the deed. Francois Motierre wants to welsh on his debts, and has
asked for the Dark Brotherhood's assistance. Since *someone* is supposed to
die to satisfy the Dark Lord Sithis, Motierre handed over his own mother.
These are the kinds of people you get to deal with.
Motierre's being pursued by an enforcer for the people to whom he owes money.
You're supposed to hit him with a dagger laced with Langourwine in view of the
enforcer and then run away. The Langourwine will cause Motierre to fall into a
coma that feigns death; the enforcer will report Motierre has been killed by
the Brotherhood; and, then you revive the skinflint using an antidote.
(Vincente provides all this for you.) If either Motierre or the enforcer die,
you don't get your payment for this mission, though you can continue to
advance in the Brotherhood.
Fast Travel to Chorrol and find Motierre's house, which is in Chorrol's
upscale district around the great oak (straight ahead from either the North or
South Gate). Enter and Motierre will fill you in on all the details. Soon
after his conversation ends, you'll hear the enforcer, Hides-His-Heart,
picking the lock on the door.
You don't want to waste any time. Equip the Langourwine dagger and stand next
to Motierre. As soon as the Argonian enforcer is inside, strike Motierre and
beat it. If you hang around and listen to Motierre and Hides chat, you won't
learn anything and you'll probably have to kill the lizard (which fails the
mission). You have to get outside the city in order to shake the pursuit.
As soon as your journal lets you know you were successful, Wait 24 hours, then
go to the Chapel of Stendarr and go down to the undercroft. Motierre's "body"
is lying in the southern wing of the undercroft. Activate him to revive him
with the Langourwine antidote. Motierre chooses, at this time, to let you know
his ancestors won't be pleased with his cheating of death, screams, "Aunt
Margaret" and the zombie attacks.
Auntie isn't the only ticked-off relative in the crypt. There are two more
zombies out in the main part of the undercroft. You still have to keep
Motierre alive, so take out Aunt Margaret as quickly as you can, then rush the
other two.
Once all three are dead, lead Motierre to the Gray Mare inn and then return to
Valtieri for your payment. If all went as planned, your reward includes an
amulet, Cruelty's Heart (Fortify Strength and Willpower), promotion and a key
to the "back door" of the Sanctuary. There's a well behind the abandoned house
that leads directly into the Sanctuary (the ladder going up is in a corner of
the main room, behind a broken section of wall). No more trudging through the
basement to get in an out of the place.
Finally, Vincente offers to give you the "Dark Gift"--i.e. make you a vampire.
And he turns you over to Ocheeva for future assignments as he has nothing left
for one of your rank.
[DB07]
<~~~~~~ THE LONELY WANDERER ~~~~~~>
Ocheeva's first assignment is to kill an elf named Faelian in Imperial City.
There must be no witnesses. There are a number of ways in which you can track
down Faelian, but, by far the quickest and easiest is to Fast Travel to the
Talos Plaza district in Imperial City.
Find the Tiber Septim Hotel, which opens out onto the main plaza on the
southwest side of the district. Charm innkeeper Augusta Calidia to a
Disposition of 50 or higher and she'll give tell you Faelian and his
girlfriend live in the hotel. Find the girlfriend, Atraena, who is almost
always in the hotel.
Get her Disposition over 50 and she'll give you the name of the place where
Faelian goes to do drugs during the day: Lorkmir's house in the Elven Gardens
District. Lorkmir's is in the western section of the Elven Gardens, along the
central street.
*NOTE* You could go straight to Lorkmir's house without going through the
girlfriend, but then you get no quest marker to help you find the house. Your
call.
Break in and find Faelian there or Wait for him (he comes in from around noon
until late afternoon). Kill him in Lorkmir's house and head back to
Cheydinhal. Your bonus for a completely successful mission is Shadowhunt, a
steel bow with several enchantments: on hit you will Turn Undead, Damage
Health, Damage Magicka and imbue the target with Weakness to Poison.
[DB08]
<~~~~~~ BAD MEDICINE ~~~~~~>
You're to kill a mercenary warlord named Roderick, who makes his camp in Fort
Sutch. Once again, you're to make the death appear accidental. Roderick is
very sick and takes a powerful medicine daily. You're to replace his medicine
with poison supplied by Ocheeva. Doing so without detection earns you a bonus.
If you are detected, you can kill Roderick (and all his mercenaries) the old-
fashioned way, but then you don't get the bonus.
It turns out the bonus isn't especially good, so don't worry over this one too
much. It really isn't that hard to Sneak in and replace the medicine, but it
does take a while.
Fort Sutch is midway between Anvil and Kvatch, north of the main road between
those two cities. Brina Cross Inn ("Anvil Recommendation" Mages Guild quest)
and Malacath's shrine are the closest quest-related points. You may have even
done "Assault on Fort Sutch" during the main story and can Fast Travel
directly there. Ocheeva suggests finding a back way into the fort through
tunnels leading to a nearby ruined tower.
But that's the long and arduous way. Go straight in the front door and
immediately turn right, picking the lock on the gate. Sneak through the tunnel
until you come out on the upper level of a two-level room. Creep up close to
the edge and listen in on the conversation below.
When it ends, the two mercs head up to your level. Sneak back into the tunnel,
and then follow them when they pass you. They'll lead you through a northeast
passage to a room divided by columns. The orc starts patrolling through the
columns. Your objective is a cupboard on the northwest wall. Sneak around the
columns, avoiding the orc merc's patrol routes.
Open the medicine cabinet, remove Roderick's medicine and put in the poison
you brought with you. Sneak back out the same way you came in, and Fast Travel
back to Cheydinhal. Ocheeva pays you and, if you didn't alert anyone, gives
you The Deceiver's Finery, clothing that Fortifies your Personality and
Speechcraft.
[DB09]
<~~~~~~ WHODUNIT? ~~~~~~>
Your new threads are largely intended to help you with this contract. You're
going to play "Clue" and you get to be the culprit--in every room with every
conceivable weapon. You and five others will be locked into a house for a
"treasure hunt". You are supposed to kill the other five people. To earn the
bonus, you must kill them without any of them ever figuring out you are the
killer.
Fast Travel to Skingrad's East Gate and go down the street a short way to
Summitmist Manor. You'll be met by Fafnir, presumably the man who prayed for
the hits, and he gives you the key to the manor and a few instructions. As you
enter the manor, you're met by an old woman, Matilde Petit. Tell her you're an
assassin sent to kill her and she'll think you're joking; her Disposition will
also rise to maximum. Matilde will also summarize the other targets: Dovesi
Dran, Nels the Naughty, Neville and Primo Antonius.
There are two ways to play this:
1) Just start killing. The guests are initially spread out, none present a
significant challenge and the bonus reward may not be particularly appealing
to you. The important thing is for everyone to die. (When you think about it,
since they all end up dead, the concept of keeping them ignorant of your
identity seems nonsensical. But maybe the client has a perverse sense of
humor.)
2) Use the Persuasion mini-game or Charm spells to raise their Dispositions.
You can then lure a couple of them away, and set the rest on each other. For
example, tell Dran that Antonius has fallen for her and wants to meet her in
his room. Follow her up the stairs and kill her. Offer to team up with Matilde
and suggest you search the basement, when you go downstairs, kill her. Neville
likes to take naps in his room, wait for him to go upstairs and go to sleep,
then kill him. The remaining two (Nels and Antonius) despise each other; you
can easily persuade either one to attack and kill the other, then finish off
the survivor.
When you're done, return to the Sanctuary and report to Ocheeva. If you
accomplished your mission within the parameters, you'll receive the
Nightmother's Blessing--a "spell ability" (like a birthsign) that permanently
increases your Blade, Acrobatics, Sneak, Security and Marksman skills by 2
points each.
[DB10]
<~~~~~~ PERMANENT RETIREMENT ~~~~~~>
Captain of the Imperial Watch Adamus Phillida has been a thorn in the side of
the Brotherhood for a long time. Phillida has finally retired to Leyawiin and
you are sent there to kill him. (The Brotherhood waiting until after his
retirement is another nonsensical plan. Wouldn't it have been more useful to
kill him when he still posed a threat? Whatever.)
You are given a special arrow, the Rose of Sithis that will kill Phillida in
one shot. (The Rose only works on Phillida, don't bother saving it to use on
someone else.) The Rose won't pierce armor, so you have to use it when
Phillida is not wearing his metal suit. To earn the bonus, you must get
Phillida's ring finger and put it in the desk of the current commander of the
Imperial Watch.
Travel to Leyawiin and find the pond just west of the castle guard tower. The
pond is surrounded by houses, has a dock at the northeast corner and a set of
stairs to the south. Go to the dock and Wait until mid-afternoon (about 2pm).
Phillida will soon come to the south end of the pool, where he strips, leaves
his bodyguard and takes a little swim.
*SAVE YOUR GAME*
Draw a bead on Phillida with the Rose of Sithis and shoot him. If you miss,
reload your game and try again. When he's dead, swim out to his body and
Activate it. Take his keys and his ring finger, then swim to the south shore
(the bodyguard will have gone running around the pond to the dock, so you
don't want to go back there), and high-tail it out of town.
*ALTERNATE METHOD*
If you're a fairly high-level character and don't want to run the risk of
mixing it up with the city guards, then you can kill Phillida elsewhere; but,
you won't be able to use the Rose. Go to the Coast Guard station outside
Leyawiin's Northeast Gate. Wait until morning, around 9am, and Phillida will
come with his bodyguard and enter the station. You can enter behind them and
kill them both. You'll have to do it the conventional way and it will be a
tough fight. Get Phillida's keys and finger.
Fast Travel to the Imperial Prison district northeast of Imperial City. From
the main entrance, go to the second door on the left, which leads to the
commander's office. Wait until the middle of the night, go into Sneak mode,
and enter (you have the key) when the Watch isn't...watching. You also have a
key to the desk, so put the finger in there and Sneak back out.
Assuming you weren't detected, you can Fast Travel from right outside the door
and return to Ocheeva for your pay and bonus, which is 500 gold.
[DB11]
<~~~~~~ OF SECRET AND SHADOW ~~~~~~>
Ocheeva has important news! Lachance wants to see you. Like, right now. His
headquarters are in Fort Farragut, just east of Cheydinhal. He mentions
something about getting past his guardians to prove your worth, yada yada.
Walk out to Fort Farragut and go around to the northwest side of the fallen
tower and look for a hollow tree. Inside is a trapdoor that leads directly to
Lachance's quarters, skipping a short, but tedious, skeleton-and-trap-filled
dungeon crawl.
[DB12]
<~~~~~~ THE PURIFICATION ~~~~~~>
Lachance informs you there is a traitor working out of the Cheydinhal
Sanctuary. You are above suspicion because the problems began before you
joined the family. Since the Black Hand can't figure out exactly who, among
your brethren in the Sanctuary, is guilty, you are ordered to exterminate them
all in a rite known as "Purification".
To help you out, Lachance gives you a poisoned apple and a scroll that will
summon the ghost of Rufio (your first official victim). In a barrel in the
corner of Lachance's quarters (behind a lock) are ten more poisoned apples.
There are, of course, numerous ways to handle eliminating your fellow
assassins. Regardless of how you go about the killings, you'll want to try to
separate them so they don't gang up on you. One way of working it is to remove
all the food in the main hall and the Living Quarters and putting some
poisoned apples on the food tables and in the food cupboards. You may have to
Wait up to a week before all your victims partake.
You can let the ghost of Rufio out among a small (three to four) group.
They'll concentrate on the ghost, leaving you free to backstab them. The
training room or Living Quarters work well for this tactic--for one because
the Dark Guardian won't be around to pitch in, and also because you tend to
get concentrations of targets in these two places.
Valtieri and Ocheeva, with separate rooms, can be killed in their sleep. You
can also attack other Brotherhood members while they are asleep in the Living
Quarters, but their sleeping habits are irregular.
Once the Sanctuary has been cleansed, return to Lachance. He reveals that each
member of the Black Hand has their own personal assassin, called a Silencer.
Congratulations! You're now Lachance's Silencer. From now on, you'll be
receiving assignments and payment at "dead drop" locations around Cyrodiil.
Your first dead drop is at Hero Hill, south-southeast of Fort Farragut.
Oh, and since you're going to be running all over Cyrodiil at Lachance's
request, he gives you Shadowmere, the fastest, strongest horse in the game.
Enjoy!
[DB13]
<~~~~~~ AFFAIRS OF A WIZARD ~~~~~~>
Find the hollowed-out rock at Hero Hill and read the orders. You're to kill a
necromancer named Celedaen before he completes his transformation into a lich.
Celedaen hangs out in Leafrot Cave, which is south-southeast of your current
location, near the Panther River. The closest quest-related point is Redwater
Slough ("Vampire Cure").
Leafrot Cave is a small, two-level affair full of undead. In the first room is
Celedaen's journal. Reading this will update your quest journal with the
objective of removing Celedaen's magical hourglass in order to kill him.
Celedaen is on the second level of the caves, and it is difficult to Sneak up
on him.
If you can Magickage it, pickpocket the hourglass to kill him instantly.
Otherwise, you're in for quite a fight as Celedaen is much more powerful than
you and can conjure a number of different creatures. Hit him as hard as you
can, ignoring his summons, in order to kill him.
You are then instructed to go to Chorrol. Your payment for this task and
orders for your next task are in a sack near the great oak in northern
Chorrol. Fast Travel to Chorrol's North Gate and go straight south to the
tree.
[DB14]
<~~~~~~ NEXT OF KIN ~~~~~~>
You are ordered to kill the entire Draconis clan: mother Perennia, sons
Matthias and Andreas and daughters Sibylla and Caelia. Start with mom; she
resides at Applewatch Farm, just west of Bruma. During the day you'll
typically find her outside tending to her garden.
She will think you're a courier come to buy and deliver gifts to her four
children. She'll give you a list of what to buy them, and their locations, so
you can deliver the gifts. Oh, you'll be delivering something all right. Kill
mother Draconis (and, possibly, also her dog), then look at your list.
1) Andreas: He runs the Drunken Dragon Inn, northwest of Leyawiin. If you tell
him what you did to his mother, he'll attack you. This causes the Imperial
Legion guard who is almost always at the Inn to attack and kill Andreas for
you. Neat.
2) Caelia: She's a guard in Leyawiin, on the night watch. You can track her
down during the night while she's making her rounds; or, you can kill her in
her room at the Three Sisters Inn. (Note: as a Leyawiin guard, Caelia is off-
limits if you currently have "The Elven Maiden" Thieves Guild quest open.
Finish that quest first before killing Caelia.)
3) Matthias: He lives in the Talos Plaza district of Imperial City, in the
southwestern section (across from Ontus Vanin and next to Agarmir). Break in
during the middle of the night and kill him in his sleep.
4) Sibylla: She has gone wild, living with animals in Muck Valley Cavern. This
small series of caves is located halfway between Imperial City and Cheydinhal,
south of the Blue Road. Vaermina's shrine (Daedric quest) is nearby. Kill her
and the animals that protect her.
When the Draconis line has been erased from the annals of history, Fast Travel
to Castle Skingrad and Activate the well in the courtyard. You'll receive your
pay and your next assignment.
[DB15]
<~~~~~~ BROKEN VOWS ~~~~~~>
The father of the bride is upset. His daughter's erstwhile groom decided to
break off the engagement when he saw the size (or lack thereof) of the young
lady's dowry. Papa wants J'Ghasta dead. That should make daddy's little girl
happy.
J'Ghasta lives in Bruma, three doors south of the East Gate. Pick the lock, go
downstairs and look for a trapdoor somewhat hidden behind the staircase.
J'Ghasta is an expert in unarmed combat. Ha ha. Good one! Teach him the
advantage of shiny, pointy things.
Your payment and next assignment are in an old box under Old Bridge. Old
Bridge is directly south of Imperial City's Waterfront.
[DB16]
<~~~~~~ FINAL JUSTICE ~~~~~~>
Shaleez, an Argonian hunter, is your next target. She lives in Flooded Mine
just north of Bravil. As the name implies, there will be some swimming here.
The best time to attack is in the middle of the night, when Shaleez is asleep.
Swim through the tunnels, following your quest marker to the lizard.
After she's dead, you can collect your payment and new mission at Fort Redman,
which is halfway between Bravil and Leyawiin, on the east side of the Niben
River. There's a single bandit roaming the surface area of the Fort. In a
coffin near the door are your blood money and two pieces of paper.
[DB17]
<~~~~~~ A MATTER OF HONOR ~~~~~~>
One piece of paper names your subject: Alval Uvani, a traveling merchant. The
other piece of paper lays out Uvani's schedule. Now here's where lady luck
might just shine on you. Depending on how far into the game you are, Uvani
might already be dead.
Yes, in fact, the further along you are, the higher the probability Uvani
traveled into something he couldn't handle. If you're lucky, as soon as you
get the journal entry opening "A Matter of Honor", you'll get another journal
entry that proclaims you have killed Uvani. Pat yourself on the back for
excellent work and go on to your next job.
(There's no way to tell why or how this happens. Uvani actually does travel
from city to city--unlike some games where he would just spawn in the
appropriate place at the appropriate time. So if you've done the main story,
or a substantial part of the main story, Uvani might have run into some daedra
near one of the random Oblivion gates between cities. Or it could have been
wild animals. Or, maybe a glitch in the AI caused him to have it out with some
Imperial Legion guards. Regardless, count your blessings and move on.)
Otherwise, take a look at Uvani's schedule.
As he travels around Cyrodiil, Alval Uvani can be found at the
following locations, on the following days:
Morndas/Tirdas -- Bravil -- The Lonely Suitor Lodge
Middas/Turdas -- Skingrad -- The West Weald Inn
Fredas/Loredas -- Bruma -- Olav's Tap and Tack
Sundas -- Leyawiin -- Alval Uvani's House (rented property)
Keep in mind that there may be some variation based on the time
it takes for him to get to the different cities.
Your best bet for a clean kill is Uvani's rented house in Leyawiin--it's the
southeastern most house in Leyawiin. Every other location is fairly public and
things can get messy. The downside is, if Uvani starts running behind, he may
not even stop in Leyawiin, or his stop is so brief he never goes into his
house. Regardless, Fast Travel to Leyawiin, Wait until Sundas (you have to
Wait before entering the house), break in and wait until Uvani shows his face.
If you have trouble killing him--he's a master of Destruction magic--your
orders provide a workaround: Uvani is allergic to the honey in mead. You can
get several bottles of mead from the Cheydinhal Sanctuary, distribute it in
his house, remove all the other consumables, then wait for him to come home,
drink the stuff, and be paralyzed.
Your payment and orders are in a hollow stump in the Market District of
Imperial City. Find the garden behind Edgar's Discount Spells and the hollow
stump is there.
[DB18]
<~~~~~~ THE COLDEST SLEEP ~~~~~~>
Your next hit: Havilstein Hoar-Blood. He has a camp east of Bruma. There's
nothing special about this mission. Hoar-Blood is a tough Nord axe-wielder and
he has a pet wolf. Go in gun's blazing or try a Sneak-attack at night when the
Nord is sleeping.
The next dead drop is in the Ayleid ruin of Nornal. Fast Travel to Muck Valley
Cavern (from the Draconis assassinations) and go south. You don't have to go
all the way into the ruins, just go down the first set of stairs and take the
first right. There's a locked gate and chest underwater, so have a Water
Breathing spell handy.
[DB19]
<~~~~~~ A KISS BEFORE DYING ~~~~~~>
You are to kill a Bosmer named Ungolim. He spends his evenings--from midnight
to 2am--praying to a statue known as "The Lucky Lady", in Bravil. You're told
not to worry about guards, they've been bribed to look the other way.
Head to Bravil and find the statue in the northern part of town. Find a hiding
place and Wait until midnight. When Ungolim shows up, Sneak attack him
(preferably from range) and then finish him off.
Next thing you know, Lachance shows up and begins chewing you out. Seems you
just eradicated the Listener and all your other hits since the Draconis family
have likewise been members of the Black Hand--Speakers and their Silencers.
Lachance is here to kill you, but then realizes you have no idea what he's
babbling about.
He deduces someone is switching your orders. The rest of the Black Hand
suspects him, and there's a price on his head. The two of you need to find out
who's doing this, and fast. Lachance tells you to go to the next dead drop and
wait to see who comes and drops off the money and orders.
[DB20]
<~~~~~~ FOLLOWING A LEAD ~~~~~~>
Fast Travel to Anvil's North Gate, hang a left and find the barrel behind the
pond. Select a hiding place nearby and wait for a Wood Elf to show up. Make
sure you are not in Sneak mode, then confront the little punk. He claims a man
in a robe put him up to this, and the man lives under the lighthouse here in
Anvil. (Ignore the new orders the Wood Elf has placed for you, they don't lead
to anything. The punk Bosmer keeps your 500 gold--unless you kill him for it.)
Go to the lighthouse, outside Anvil's Dock Gate. Find the caretaker and
question him about his tenant. When he asks, "Who wants to know", tell him the
truth. He'll wet himself trying to give you the key faster.
Use the key to enter the basement of the lighthouse, the door is outside, on
the north face of the tower. In the back room of the cellar is a grisly sight:
a shrine featuring the rotted head of a long-deceased woman. Nearby, on a
little table, is a diary detailing the traitor's mental instability. (It also
provides the back story on "The Ghost Ship of Anvil".) Too bad there's no name
attached.
Take the diary (and the head, for a little extra amusement) and Fast Travel to
the recently departed Draconis family farm, Applewatch. Lachance is waiting
for you there. Unfortunately, the remainder of the Black Hand is waiting for
Lachance. He's dead when you arrive, and you can speak to the other members.
Arquen takes the lead.
You are not suspected of anything; they believe Lachance was the traitor and
everything is now green. Here's where you use the head. Drop it on the ground
and talk to Bellamont. He sure is jumpy isn't he? Oh well, you can't do
anything about him now.
Arquen says they are going to see the Night Mother, who will choose a new
Listener so they can begin rebuilding the Black Hand and the Brotherhood. Wait
until midnight (but not past 3am) and talk to Arquen again. Say you're ready
and you'll all Fast Travel to Bravil and the statue of the Lucky Lady.
[DB21]
<~~~~~~ HONOR THY MOTHER ~~~~~~>
There's a cutscene and the statue opens to reveal a trapdoor. Follow the Black
Hand inside. The Night Mother (a ghost) tells Arquen they're all idiots and
then Bellamont attacks. The other two Black Hand members (i.e. not you and not
Arquen) get it quick and then Bellamont is on you. Take him out. (Note that
neither the Night Mother nor Arquen are predisposed to give you a lot of
help.)
Afterwards the Night Mother once again rants about the idiocy infecting the
Brotherhood, tells Arquen off (again) and promotes you to Listener and puts
Arquen in charge of the Cheydinhal Sanctuary. She also tells you to take what
you want from the crypt. Loot the place thoroughly (you'll never come back
here again).
Talk to the Night Mother again to be transported to the Cheydinhal Sanctuary.
Congratulations! You're the leader of a guild of assassins.
[DB22]
<~~~~~~ WHISPERS OF DEATH ~~~~~~>
Once each week you can go to the Lucky Lady statue in Bravil and Activate it.
The Night Mother will speak to you, giving you the name of someone who needs
the services of the Brotherhood. These people are all outside of Cyrodiil, so
don't even try to do anything about them.
Go see Arquen in Cheydinhal and give her the name. She'll give you a portion
of the weekly take. Gradually, new assassins will start wandering around the
Sanctuary. You can ask any of them to travel with you as a henchman.
Otherwise, there's not much to being Listener. You listen a lot. That's about
it...
[DB23]
<~~~~~~ DARK EXILE ~~~~~~>
When you first join the Dark Brotherhood, Lucien Lachance will fill you in on
the Five Tenets:
Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of
Sithis.
Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to
invoke the Wrath of Sithis.
Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood
superior. To do so is to invoke the Wrath of Sithis.
Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do
so is to invoke the Wrath of Sithis.
Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the
Wrath of Sithis.
You may wander what this "Wrath of Sithis" is. It is a spirit that will attack
you if you break one of the Tenets. The first two times this happens,
defeating the spirit means you're back in the guild. The third time, defeating
the spirit just means you get to avoid reloading your game. You're out of the
Brotherhood forever.
The first three tenets are impossible to break. The game never gives you a
chance to do any of those things. Well, you can fail to carry out an
assignment, but you're never visited by the Wrath, it just remains an open
quest in your journal. So, basically, you'll only run into a problem if you
steal from or kill another member of the Brotherhood.