Guide for The Elder Scrolls V: Skyrim (2024)

THE DAEDRIC ARTIFACTS

Guide for The Elder Scrolls V: Skyrim (1)

The Daedra are divine beings that do not belong in the mortal realm. These beings are ruled by the most powerful of the Daedra; the 'Daedric Lords', and since they rule over all others they are regarded as Gods. There are seventeen Daedric Lords each with their own dominion separated from the mortal world by magic barriers, these dominions are known as the 'Planes of Oblivion'. These lords occupy very different spheres of belief to one another and none can be called either wholly evil or wholly good. These lords are sometimes worshiped by mortals, often in the hope of gaining special status or powers from them. As such many mortals have erected 'Daedric Shrines' across Tamriel where the worshipers of particular Gods gather and attempt to summon the Daedric Lords for their blessings and counsel.

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This is where you come in, you can encounter '16' of the '17' Daedric Lords in Skyrim, there is no shrine or quest or any relation in Skyrim to the Daedric Lord 'Jyggalag'. These 'encounters' will always consist of a quest to complete a special task and will always result in you receiving a very special item known as a 'Daedric Artifact'.

So there are '16' Daedric related encounters, and you are only required to obtain '15' Daedric artifacts for the 'Oblivion Walker' achievement, also note there is an achievement for gaining just one artifact. Also note that there are actually '19' Daedric artifacts found in Skyrim, but only '16' of them can be obtained in one playthrough.

Some of these Daedric artifacts (that are indeed Daedric artifacts) will not count towards the achievement and should be discounted or avoided where applicable. These are the 'Skeleton Key' and the 'Rueful Axe'. You find the Skeleton Key during the Thieves Guild quest line, and the Rueful Axe can be chosen at the end of the quest known as 'A Daedra's Best Friend' for 'Clavicus Vile'. These two artifacts do not count for the achievement and must be disregarded.

However, due to an advantageous glitch in the game's programming, during the quest 'Ill Met by Moonlight' for 'Hircine', you are able to successfully, and without any negative consequences, gain two Daedric artifacts that count towards the Oblivion Walker achievement, both the 'Saviour's Hide' and the 'Ring of Hircine'.

Also bear in mind that you can only choose one of the two Daedric artifacts available during the quest 'The Black Star' for 'Azura', either the Black Star or Azura's Star.

So it is possible to gain '16' of the '19' Daedric artifacts in the game in one playthrough.

Here is a short list of the artifacts, highlighting those that count for the achievement:

  1. The Skeleton Key
  2. Saviours Hide
  3. Ring of Hircine
  4. The Mace of Molag Bal
  5. The Ring of Namira
  6. Wabbajack
  7. Azura's Star - You must forsake the Black Star
  8. The Black Star - You must forsake Azura's Star
  9. The Skull of Corruption
  10. Volendrung
  11. The Masque of Clavicus Vile
  12. The Rueful Axe
  13. Spellbreaker
  14. Dawnbreaker
  15. Sanguine's Rose
  16. The Ebony Blade
  17. The Ebony Mail
  18. The Oghma Infinium
  19. Mehrune's Razor

The Order

I have listed the Daedric quests below in a particular order. This order is the most advisable and efficient to complete these quests in; based on your character level, and with regards to other conflicting quest lines. However you are free to complete them in any order you like. The only exceptions are listed below:

Complete 'House of Horror's' for Molag Bal in Markarth before 'A Night to Remember' for Sanguine.

The quest known as 'Pieces of the Past' for 'Mehrune's Dagon' is possibly the most laborious quest of them all so you should leave this one as the very last, basically as a back-up in case the first '15' artifacts do not unlock the achievement for you.

A Note on Glitches

The Daedric quests are among the most glitchy in Skyrim, some of them are also missable for various reasons and so these quests should be prioritized over all others and completed as soon as you are at a high enough character level. I have endeavoured to warn you of every possible known bug attached to each quest as and when they can occur. I've highlighted these bugs in 'Bold Text' to emphasize their importance, they should all be taken seriously, even if you have every up-to-date patch, as some bugs have never been fully fixed. These bugs are not guaranteed however, they are simply possible, taking liberties and ignoring warnings can have very fatal consequences, some bugs cannot be fixed, even by reloading a long kept save point. I have however, also included bug fixes wherever applicable.

Places and People to Avoid

You shouldn't be going to places that you are not specifically prompted to go to for a quest anyway, but here is a list of vitally important areas and NPC's that should be avoided until you are on the specific quest:

  • Alftand: Southwest of Winterhold.
  • Azura's Shrine: South of Winterhold, don't talk to Aranea.
  • Bloated Man's Grotto: North of Falkreath, on the north shore of Lake Ilinalta.
  • Bthardamz: North of Markarth.
  • Cracked Tusk Keep: West of Falkreath.
  • Dawnstar - Windpeak Inn: Don't talk to Erandur.
  • Dead Crone Rock: Southwest of Markarth.
  • Falkreath - Barracks.
  • Fallowstone Cave: Northeast of Riften.
  • Haemar's Cavern: East of Helgen.
  • Ilinalta's Deep: North of Falkreath, north of Ilinalta's Deep.
  • Jorgen's House: Morthal.
  • Knifepoint Ridge: Northwest of Falkreath.
  • Largashbur: Far west of Riften, avoid this area altogether.
  • Markarth - Abandoned House.
  • Meridia's Shrine: West of Solitude, do not approach it.
  • Nightcaller Temple: Near Dawnstar.
  • Peryite's Shrine: North of Markarth, don't talk to Kesh.
  • Reachcliff Cave: Southeast of Markarth.
  • Sacellum of Boethiah: East of Windhelm.
  • Septimus Signus' Outpost: North of Winterhold.
  • Solitude's graveyard: Don't talk to 'Dervenin'.
  • Thieves Guild: Do not complete the quest 'Trinity Restored'.
  • After reaching level 10: Falkreath altogether.
  • After reaching level 14: Sam Guevenne: In a random inn, avoid talking to him altogether.
  • After reaching level 20: Whiterun - Bannered Mare: Don't talk to Hulda.
  • After reaching level 20: Whiterun - Dragonsreach: Don't ask Jarl Balgruuf about his children.
  • After reaching level 20: Silus Versuius' house: Dawnstar.

Essential NPCs

These people are essential to Daedric quests and can die, do not kill them or through endeavour, and reloading save points, allow them to die by any means:

  • Chief Yamarz: West-southwest of Riften, Largashbur, the longhouse
  • Dervenin: Solitude, the graveyard or in the Temple of the Divines
  • Ennis: Rorikstead, the farm (immortal after Patch 1.5)
  • Eola: Markarth, Understone Keep, the Hall of the Dead
  • Hulda: Whiterun, the Bannered Mare (immortal after Patch 1.5)
  • Lod: Falkreath, Blacksmiths
  • Nelacar: Winterhold, the Frozen Hearth
  • Priestess of Boethiah: East of Windhelm, the Sacellum of Boethiah
  • Sam Guevenne: Found in any random city inn after reaching character level 14
  • Septimus Signus: North of Winterhold, Septimus Signus' Outpost
  • Sinding: Falkreath, Barracks, down in the jail in a cell (immortal after patch 1.9).
  • Urag Gro-Shub: College of Winterhold, Arcaneum
  • Ysolda: Whiterun streets or the Bannered Mare (immortal after Patch 1.5)

Additional Notes

  • If you find a 'Flawless Ruby' anywhere DO NOT SELL IT, store it in a safe container (like in your house) or at least keep it on your person.
  • Also store the following items for later, but do not keep them in your inventory: one Deathbell, one silver ingot, one Vampire Dust, one Daedra heart, and one Troll Fat.

So without further ado here is the recommended order in which to complete the Daedric quests, remember to save when prompted and take your time, allow dialogues to play out all the way, do not attack innocent people or commit crimes during these quests and see them out 'til the end, try not to activate other quests or go wandering off in the middle of a Daedric quest:

Saviour's Hide and the Ring of Hircine

  • Level Required: 1
  • Quest Name: Ill Met By Moonlight
  • Type of Artifact: Saviour's Hide- Light armour with poison resistance and magic effects and Ring of Hircine: Unique ring granting unlimited Werewolf transformations
  • Daedric Lord: Hircine
  • Artifact Count: 1 and 2

Bug Warnings

  • Do not transform into a werewolf at any point during this quest

Pre-Quest Notes

  • You'll encounter leveled bandit hunters.
  • You will gain two Daedric artifacts.

> Go to Falkreath. Save.

> Go into the 'Falkreath Barracks' and then down into the jail.

> The only prisoner, 'Sinding', will approach the bars, if he doesn't, leave the jail, then re-enter. Talk to Sinding and take the ring, wait for him to transform and escape or he can become stuck there. (Note that the ring he gives you will not count as an artifact until you complete his objective), SAVE.

> If you encountered a dragon at Falkreath make sure the blacksmith 'Lod' is not dead before continuing, he is essential for the Clavicus Vile Daedric quest.

> Go and kill the 'White Stag'.

Guide for The Elder Scrolls V: Skyrim (2)

Kill it quickly - if it escapes to a high point on the Throat of the World and seems unreachable you can fast-travel to High Hrothgar and carefully sneak downhill towards it.

> Talk to the White Stag's spirit and offer to kill Sinding.

> Head to 'Bloated Man's Grotto', it's on the northwest shore of 'Lake Ilinalta'.

> Once inside SAVE, don't attack the werewolf Sinding, a little way inside you'll talk to him on a rock above you, offer to help him.

> Kill all the hunters, Do not hit Sinding by mistake, not even with non-hostile spells like 'Healing Hands' or he may become hostile and you cannot retrieve the Ring of Hircine.

> When all the hunters are dead SAVE.

> Talk with Sinding, tell him that the hunters are dead, exit the cave and the 'Aspect of Hircine' (the White Stag) will appear again. Say 'I failed to bring down Sinding', Hircine will nevertheless grant you the 'Ring Of Hircine'.

Collecting your first Daedric Artifact will unlock:

  • Daedric Influence

    Acquire a Daedric Artifact

    Guide for The Elder Scrolls V: Skyrim (3)

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> Go back into the cave, kill Sinding, take his hide and receive a second Daedric artifact; the Savior's Hide from Hircine. SAVE.

Post-Quest Notes

  • As a bug you may later encounter Sinding walking the roads, alive, or dead in Werewolf form back in his cell.

The Mace of Molag Bal

  • Level Required: 1
  • Quest Name: The House of Horrors
  • Type of Artifact: One-handed mace with damage stamina, magicka and soul trap effects
  • Daedric Lord: Molag Bal
  • Artifact Count: 3

Bug Warnings

  • Do not start the Daedric quest 'A Night to Remember' by talking to 'Sam Guevenne' before completing this quest.
  • If you are experiencing the 'Crafting/object interaction bug', where you are unable to interact with any crafting objects, avoid this quest, until it is fixed.

Pre-Quest Notes

  • You'll encounter a lot of levelled Forsworn and a Forsworn boss.

> Go to Markarth, SAVE.

> Walk up to the 'Abandoned House' a little way into the city, follow the stream from the main gate, it's on your right.

> You should see the 'Vigilant Tyranus' outside the entrance, offer to help him (you may need to leave Markarth and then return for him to spawn), SAVE before entering the house and keep this SAVE, at least until you have left.

> Follow Tyranus, do not interrupt him, go through the house until you reach a locked door, a voice will soon ask you to kill Tyranus, do it by any means.

> Go down into the basem*nt and through the tunnel behind the shelves.

> Activate the rusty mace, say; 'It's an altar', and ask to revenge 'Boethiah'.

> Follow your marker to one of the six random Forsworn redoubts to free 'Logrolf'. Save once your there.

> Fight through and kill all the Forsworn, take note of Logrolf's location and avoid hurting him, if he accidentally gets hit with anything you could fail the quest, make sure all the Forsworn in the area are dead, then free Logrolf, SAVE.

> Fast travel back to Markarth, SAVE before entering the abandoned house.

> Follow Logrolf downstairs and wait for him to be captured, at this point you should activate a dialogue between Molag Bal and Logrolf, if it doesn't happen you will have to reload the previous SAVE and try again. If it does happen wait for the dialogue to end then beat Logrolf into submission with the mace, but don't kill him, if you do kill him however don't worry, Molag Bal will just resurrect him.

> Another dialogue should trigger, wait for it to end, then beat Logrolf to death and you'll receive the Artifact the 'Mace of Molag Bal', SAVE.

The Ring of Namira

  • Level Required: 1
  • Quest Name: The Taste of Death
  • Type of Artifact: Stamina increasing ring which increases health after feeding on dead people
  • Daedric Lord: Namira
  • Artifact Count: 4

Bug Warnings

  • Get rid of any followers prior to starting this quest.

Pre-Quest Notes

  • You'll encounter leveled Draugr and a boss Draugr.

> Go to Markarth, SAVE, from the main entrance go straight up following the little waterway, cross it using the second large stone bridge on the left, up the stairs on your right and into the double-doors marked 'Understone Keep'.

> Talk to 'Brother Verulus' upon entering, ask 'Why not?' then offer to help him, do not intimidate him.

> Before you follow the marker round the corner you should read the Alteration Skill Book 'Daughter of the Niben' which is up the stairs on a table near the throne, and also the Conjuration Skill Book 'The Warrior's Charge' found in the Jarl's quarters on a table.

> Continue on to 'The Hall Of The Dead', once inside SAVE. You'll hear a voice, continue through the hall until you meet 'Eola', answer 'Guilt, what are you talking about?' then 'Where is this place?', and offer to help her.

> Before you leave the hall you should look for the Restoration Skill Book '2920 Rain's Hand V4' found on the shelf next to the priest's bed. Now tell Verulus it's safe.

> Go to 'Reachcliff Cave' to the southeast of Markarth, SAVE, accept Eola as a follow and help her clear out the Draugr, be careful not to kill Eola or allow her to die.

> After killing the boss Draugr talk to Eola, she wants you to bring Verulus to her, SAVE.

> Use the newly opened tunnel on the left to make a quick exit and fast travel directly back to Markarth's Understone Keep.

> The marker may not be on the keep's entrance, but you will nevertheless find Brother Verulus in the keep, he's sometimes further in, inside the Hall of the Dead.

> Tell him you have need of a priest, then convince him to follow you.

> Leave the keep and fast travel back to 'Reachcliff Secret Entrance'.

> Go inside and lead Verulus to Eola, SAVE.

> Once he's lying down, SAVE! as he may sink through the altar, then kill him anyway you like, but avoid damage to Eola or anyone else. Now activate his body and eat his flesh, you'll receive the Daedric artifact; the 'Ring Of Namira', SAVE.

Wabbajack

  • Level Required: 1
  • Quest Name: The Mind of Madness
  • Type of Artifact: Unique staff that turns enemies into various random entities
  • Daedric Lord: Sheogorath
  • Artifact Count: 5

> Go to Solitude, SAVE, go straight ahead and to your right through the large arch, find the graveyard just to the right and behind the 'Hall of the Dead'. Find 'Dervenin' nearby, he circles the graveyard by day wearing brown and talking out loud to himself.

> Say to him: 'What do you need?', then offer to help him, (if this dialogue option doesn't appear you may need to ask around Solitude for rumours concerning Dervenin).

> Head to the 'Blue Palace', SAVE before you consider reading the Speech Skill Book 'Biography of the Wolf Queen' in the Jarl's quarters.

> Now find 'Erdi' or one of the other marked servants, and ask them to let you into the 'Pelagius Wing', or pick one of their pockets for the key, and go in. Make sure to SAVE immediately after entering the Pelagius Wing.

> You will be suddenly transported to a new area without any activation or warning. This place is known as 'The Mind of a Madman', you'll also lose all your items and abilities (temporarily). This area is classed as an outdoor area, where a dragon may attack (this bug is fixed in patch 1.9) and as you'll have no weapons or abilities you will have to reload your SAVE.

> You'll find the Daedric Lord 'Sheogorath' and 'Pelagius III' sitting at a table, talk to Sheogorath and follow the dialogue until he gives you the Daedric artifact: 'Wabbajack', (press [cn_X} or Guide for The Elder Scrolls V: Skyrim (7) to equip it). You can't leave with the artifact just yet though.

> You'll have to use this mysterious staff in three trials to escape, walk under any one of the arches (it doesn't matter which order you do them in) to face each challenge:

  • Confidence: You'll find the personification of Pelagius' Anger as a normal sized man fighting a tiny man named Confidence; you must restore the balance between them. Use Wabbajack to shrink Anger and enlarge Confidence, avoid the two spectres of Self-doubt while doing so. When they're restored, Sheogorath will say well done and Self-doubt will kill Anger. Save and move on to the next trial.
  • Paranoia: You'll find a stone fort, proceed up the steps to the arena where the two atronachs are fighting. One of these is yours, and the other belongs to the guy standing opposite you. You have to defeat your opponent. Don't bother with the atronachs, use Wabbajack on one of the guys sitting next to your opponent. SAVE and move to the next trial.
  • Night Terrors: You'll find Pelagius in a bed, use Wabbajack on him to start the night terrors. A series of increasingly difficult enemies will spawn one by one, use Wabbajack on them once they appear, you will turn them into non-hostiles, do not attack them further just use the staff on Pelagius to spawn the next one each time 'til there are no more, SAVE.

> Go back and talk to Sheogorath, he'll let you keep Wabbajack, and the fine clothes. You'll then be transported back to the Blue Palace in Solitude, SAVE.

Post-Quest notes:

  • After returning to the Pelagius walk forward and go downstairs to find the Lockpicking Skill Book 'Surfeit of Thieves' in the cellar room.

Azura's Star and the Black Star

  • Level Required: 1
  • Quest Name: The Black Star
  • Type of Artifact: Azura's Star: Reusable grand soul gem, Black Star: Reusable black soul gem
  • Daedric Lord: Azura
  • Artifact Count: 6

Pre-Quest Notes

  • You can only attain one of the above artifacts, choosing the Black Star is wiser if you use soul gems, choosing Azura's Star will gain the option to recruit 'Aranea' as a good follower.
  • You can find the 'Lady' Standing Stone during this quest.
  • You'll encounter levelled necromancers, Dremora and two mage bosses.

> Speaking to most innkeepers around Skyrim, such as 'Dagur' at the 'Frozen Hearth' in Winterhold or 'Elrindir' at the 'Drunken Huntsman' in Whiterun will place the shrine's location onto your map.

Guide for The Elder Scrolls V: Skyrim (8)

The easiest way to reach it is by starting at Winterhold, follow the road south until you see a pass on your right, follow this under the stone arch, keep close to the rocks on your left and proceed down, turn left when the rocks end and follow the faded snowy path winding up the mountain, you'll soon see the very large stone shrine on your left.

> Climb the stairs and SAVE before talking to 'Aranea Lenith' and offer to help her.

> Fast travel back to Winterhold, go into the Frozen Hearth and talk to 'Nelacar', he may be in a side room, bribe or intimidate him (persuasion may be bugged and will never work), SAVE. He wants you to head out to 'Ilinalta's Deep', a medium-sized Imperial fort that mysteriously collapsed some time ago. It is located on the northern banks of the western side of Lake Ilinalta; make your way there.

> Before you enter Ilinalta's you should take the time to visit the 'Lady' Standing Stone nearby in the lake to the south, it will grant you a 25% boost to both health and stamina regeneration rates.

> Now head to Ilinalta's Deep, SAVE then enter. Once inside, SAVE, a boulder, meant to prevent access to the second zone prior to this quest, may still be present, the only known fix is to exit, then re-enter the ruin. You can find the Conjuration Skill Book 'The Doors of Oblivion' in the first room, on the northwest table. Clear out the Necromancers and the undead, you can also find the Alteration Skill Book 'Breathing Water' in an underwater room near a submerged chest, and the Enchanting Skill Book 'A Tragedy in Black' in the room with the arcane enchanter and alchemy table.

> You'll encounter a high level mage boss, take care of him and proceed upstairs to the room with the dead skeleton of 'Malyn Varen', take the 'Broken Azura's Star' from his lap (or on the floor) and exit via the ladders, SAVE. Due to a possible bug, you will not be able to pick up or see the Star, exit then re-enter the ruin via the nearby ladders to fix this.

> Now you can either fast travel back to Azura's Shrine and talk to Aranea to receive 'Azura's Star', or to Nelacar in Winterhold to receive 'The Black Star'. Both count for the Achievement and whichever you choose you will have to enter the Star itself and destroy Malyn's soul. Make two separate SAVES before you speak with either Aranea or Nelacar about entering the star.

> Enter the star, destroy Malyn's Dremora minions first (harvest and retain a Daedra heart for later. If you're really having trouble with the Dremora you can lower the setting to Novice, then kill Malyn. Due to a possible bug; if you're killed by a Dremora in the Star after killing Malyn, you may spawn at your last SAVE with both the repaired star and the broken star in your inventory. If this happens do not continue as if you are done, fall back on your older SAVE and do it again.

> Once Malyn is dead, you'll be transported back to Skyrim with the complete star that you chose, SAVE.

Post-Quest Notes

  • Whichever star you chose, a group of necromancers will later track you down and try to kill you in revenge.

The Skull of Corruption

  • Level Required: 1
  • Quest Name: Waking Nightmare
  • Type of Artifact: Health damaging staff with extra damage after collecting people's dreams
  • Daedric Lord: Vaermina
  • Artifact Count: 7

Bug Warnings

  • This quest is very glitchy so SAVE strictly.
  • Get rid of any follower before starting this quest.

Pre-Quest Notes

  • You'll encounter leveled mages and orc hunters.

> Go to Dawnstar, SAVE, enter the 'Windpeak Inn' and find 'Erandur', speak to him and offer to help him 'end the nightmares of Dawnstar'.

> There are many glitches involving Erandur, he can be very slow and annoying but be patient and walk beside him up to the top of the nearby cliff and don't interrupt him. You'll encounter a few higher leveled wild animals near the top; these could be very dangerous at a low level so be careful.

> After killing the creatures at the entrance of 'Nightcaller Temple' but before talking to Erandur SAVE, then talk to him and proceed inside.

> Once inside SAVE, Erandur may disappear as a possible bug, the only solution is to reload previous SAVE. Erandur will open a magic doorway; proceed through with him and up to the balcony. He will explain that the artifact; the 'Staff of Corruption', is located below, and it needs to be destroyed. You'll then go downstairs and encounter awaken two hostile orcs, defeat them and Erandur will say that the magic barrier you encountered needs to be disabled, to do this he needs a book from the library.

> Head back upstairs with Erandur, if he gets stuck on the stairs either push him up with Unrelenting Force or reload previous SAVE. He'll unlock the door, SAVE before proceeding inside.

> In the library you'll encounter multiple hostile mages and orcs, defeat them all, then Erandur will ask you to find a book called the 'Dreamstride', it's above you in the southeast corner, on a pedestal, SAVE.

> Take the book back to Erandur who'll then say he needs 'Vaermina's Torpor' which is located in the adjacent laboratory.

> The laboratory contains some more mage's and orcs in close quarters, Erandur will help you to defeat them. Once all the enemies are dead, you can find the Alchemy Skill Book 'Mannimarco, King of Worms' in the alchemy lab room.

> Now talk to Erandur again then find the Torpor, a red bottle located on the lower level on a bookcase just below Erandur, SAVE.

> Take it to Erandur who'll tell you to drink it, make sure you are not over-encumbered before consuming the Torpor; you'll be transported back in time and into the body of 'Brother Casimir'.

> You'll find yourself in a dreamy version of the Temple at the time when the orcs attacked, you are told to activate the 'Miasma release chain'. You can't attack anyone and no one will attack you, so just run through 'til you reach the upper level and pull the chain on the wall.

> You'll be transported back to the present and into your own body, albeit on the other side of the magic barrier. When your quest updates to 'disable the barrier', pick up the soul gem located to the left of the chain, SAVE, then go and talk to Erandur.

> Now follow Erandur down to the Staff of Corruption, you'll be attacked a few times more, then Erandur's old-friends will awaken and attack you. Defeat them then SAVE before talking to Erandur. (If you cannot activate Erandur you can either reload previous SAVE or exit the Temple and re-enter).

> Talk to him and he'll then proceed to disable the barrier surrounding the Skull of Corruption, wait until he disables it, Vaermina will command you to kill him, you must kill Erandur now!

> Activate the altar to receive the Skull of Corruption, SAVE.

Volendrung

  • Level Required: 9
  • Quest Name: The Cursed Tribe
  • Type of Artifact: Two-handed absorb stamina warhammer
  • Daedric Lord: Malacath
  • Artifact Count: 8

Bug Warnings

  • If you have a Daedra heart or any troll fat, store them away prior to starting this quest.
  • Get rid of any followers prior to starting this quest.

Pre-Quest Notes

  • You'll encounter giants, bears, and trolls in close quarters.

> You may overhear rumors in Riften about trouble at an orc stronghold named 'Largashbur', this will place it on your map, ' located to the southwest of Riften.

Guide for The Elder Scrolls V: Skyrim (9)

> Go to Largashbur but be careful as you approach because you'll trigger a giant to attack the orc's at the gate. Quickly distract and kill the giant avoiding any damage to the orc's. Do not loot the orcs' corpses, once the giant is dead, SAVE, drop the Daedra hearts or troll fats nearby, and talk to 'Atub' or 'Ugor'. (If Ugor is dead, try reloading to see if he is alive. If that doesn't work for you and you are unable to enter the stronghold, climb up the inclined wooden beam on the west side to get in and talk to Atub).

> The orcs will explain that they are cursed, and they require a 'Troll fat' and a 'Daedra heart'. If you haven't dropped them nearby and didn't store them away you can visit an alchemical store such as 'Arcadia's Cauldron' in Whiterun and buy them. If they have none, you can pick up permanent Daedra Hearts here:

  • One on a plate outside Kodlak's room in the Jorrvaskr living quarters in Whiterun.
  • Two are sold by Enthir at the College of Winterhold.
  • Two in the west side of the first room of 'Nightcaller Temple' just east of Dawnstar.
  • One on a table in the 'Hall of the Vigilant' located south of Dawnstar past 'Red Road Pass'.

Permanent Troll fats can be found here:

  • Seventeen can be found inside the 'East Empire Company Warehouse' near Solitude.
  • Two in Sadri's Used Wares in Windhelm.
  • Two can be found in the 'Hall of Countenance' in the 'College of Winterhold'.

> Give the ingredients to Atub, SAVE, follow her and allow her to summon the Daedric Lord 'Malacath' for guidance. He will command that the 'Giant Leader' be killed and his club retrieved. The orc 'Chief Yamarz' asks for your help, agree to help him, SAVE.

> Before you leave Largashbur you may want to check out the cellar of the longhouse for the Block Skill Book 'Battle of Red Mountain'.

> The Giant Leader is in 'Fallowstone Cave' located northeast of Riften, you can follow Yamarz as he haphazardly makes his way there, he's very slow and often wanders off, so it's better to fast travel to 'Riften Stables' and walk there alone. You'll meet Yamarz at the entrance, keep a SAVE outside of the cave, also do not use the Beast Form power at any point whilst inside this cave.

> Follow or lead Yamarz through the cave encountering giants, cave bears, and trolls, do not harm Yamarz. You'll go down several ledges following a stream to a pool on the lowest level. Continue to follow the stream deeper into the cave. A dark path on the right leads up to an area filled with bones and the exit to 'Giant's Grove'.

> Once inside SAVE, Yamarz will offer to pay you more gold if you kill the Giant Leader yourself and let him take credit. If you agree, he will betray you afterwards, persuade him to perform his duty and he'll charge the Giant Leader and be quickly killed. After the Giant Leader and Yamarz are dead Malacath will praise you and ask you to take 'Shagrol's Hammer' from the giant's corpse. He wants you to bring it back to Largashbur and 'whip the orcs back into shape'. (If you are unable to activate the giant's corpse re-load the SAVE outside the cave entrance). Exit the grove and turn left, go through the pass and follow the ledge all the way back to the entrance. Return to Largashbur.

> Once there, SAVE before speaking to 'Atub', Malacath will ask that you place the hammer on the shrine, SAVE again before placing it. The hammer transforms into the Daedric artifact 'Volendrung'. Make sure you pick it up from the shrine right now, it will be floating above the skull between the antlers, failing to pick it up now may cause it to disappear forever, SAVE.

The Masque of Clavicus Vile

  • Level Required: 10
  • Quest Name: A Daedra's Best Friend
  • Type of Artifact: Heavy helmet with fortify barter and persuasion, and regenerate magicka effects
  • Daedric Lord: Clavicus Vile
  • Artifact Count: 9

Bug Warnings

  • Complete any active quests for the Companions before starting this.

Pre-Quest Notes

  • The Rueful Axe does NOT count for the Oblivion Walker achievement.
  • You'll encounter difficult levelled vampires and a boss mage.

> Go to Falkreath, SAVE, talk to the town blacksmith 'Lod' and offer to help find his dog.

> Set out after Lod's dog 'Barbas', once you find him he will engage you in conversation, offer to help him, do not talk to Barbas at any point after this. Make sure the 'A Daedra's Best Friend' quest is active in your journal.

> You can then either follow him to 'Haemar's Cavern', which can be very glitchy, and irritating, as he wanders off all over the place and attacks everything in sight, or you can just meet him there. It's located at the dead end of a mountain pass east of Helgen, southwest of Ivarstead.

> To get there without following Barbas, fast travel to Helgen, follow the road east, you'll soon see the cave on your compass, the road will take you there.

> Once inside, SAVE, then battle through levelled vampires and their thralls; you may find the Destruction Skill Book 'Response to Bero's Speech' on a desk near two dead bandits.

> Now enter 'Haemar's Shame', SAVE again, then continue on to the 'Shrine of Clavicus Vile'.

Guide for The Elder Scrolls V: Skyrim (10)

If you were quick you'll see Barbas fighting a few levelled vampires and a vampire Boss, help him kill them then activate the shrine, do not talk to Barbas.

> Clavicus will ask you to retrieve the 'Rueful Axe' from 'Rimerock Burrow' located far to the northwest along the high west road from Solitude, exit via the passage behind the shrine (pull the chain on the right) and make your way there.

> Once inside, SAVE, then kill the powerful mage 'Sebastian Lort' and his atronach, also find the Conjuration Skill Book '2920 Hearthfire V9' in the final chamber, retrieve the axe from the table and then return to the shrine, SAVE.

> Upon returning to the shrine activate it, Lord Vile will give you a choice; choose 'No deal, take back etc'. Hang around for Him to talk a bit and you'll receive the artifact the 'Masque of Clavicus Vile', equip it at least once, SAVE.

Spellbreaker

  • Level Required: 12
  • Quest Name: The Only Cure
  • Type of Artifact: Powerful magic ward deflection shield
  • Daedric Lord: Peryite
  • Artifact Count: 10

Bug Warnings

  • If you have any vampire dusts, silver ingots, deathbells or a flawless ruby, store them away in a safe place before beginning this quest.

Pre-Quest Notes

  • It's OK and advisable to have a follower with you on this quest, ideally not a mage. Lydia, Cosnach, Ahtar, Argis the Bulwark, Kharjo or any Companion would be ideal. You will have to clear a very large ruin and battle a difficult magic resistant spellsword boss.

> After reaching level 12, if you've not met an 'Afflicted Refugee' on the roads, then just head to the 'Shrine of Peryite', located north of Markarth and just northwest of Karthwasten.

Guide for The Elder Scrolls V: Skyrim (11)

> Upon reaching the shrine, SAVE, if you have any of the items listed above, drop them in a safe place nearby before talking to 'Kesh the Clean'. Talk to him and ask to commune with 'Peryite'. Kesh will tell you that you need these four ingredients to summon the Daedric Lord and he'll activate the quest properly for you.

> To find the ingredients: Fast travel or walk back to Karthwasten, some silver ingots are scattered around near the smelter. Fast travel to Solitude, go into 'Angeline's Aromatics' and buy a deathbell and a vampire dust, if she has no deathbells for sale, steal one from her shop. If you already have a flawless ruby and Angeline has no vampire dust, either try 'Arcadia's Cauldron' in Whiterun or the 'Mortar and Pestle' in Dawnstar. Alternatively if you really can't find any dust and you need a ruby, you can find both in 'Shriekwind Bastion'. It's located just northeast of Falkreath.

Guide for The Elder Scrolls V: Skyrim (12)

> Upon entering Shriekwind Bastion SAVE, (you have a 3% chance of finding 'Meridia's Beacon' inside here, if you do, it's OK to take it now). Vampires inhabit Shriekwind so you can obtain a dust from any one of them. Halfway through you'll find a small throne room with blood all over the floor, a flawless ruby is always here; at the foot of the unlit fire pit to the right of the throne.

> If for whatever reason you still can't find one, try:

  • Approximately 430 feet north-northwest of 'Reachwater Rock' which is a small cave southeast of Markarth, south of 'Sky Haven Temple'. There is an abandoned rowing boat with a flawless ruby in it. This map will show you precisely where it is, use the '+' zoom function to see it's exact location: http://srmap.uesp.net/?locx=-145834&locy=4272
  • Armaund Motierre, carries one in his pocket. He can be found during the 'Silence Has Been Broken' quest with the Dark Brotherhood, in the tomb of Volunruud, north-northwest of Whiterun. After completion of the quest, he moves to the Bannered Mare inn in Whiterun. Simply pickpocket him.
  • Korvanjund, Korvanjund Crypt - Northeast of Whiterun: The crypt is the centremost area of the temple. You will find a Word Wall for the 'Slow Time' dragon Shout here also. Note that if you already obtained the first word of this Shout during the College of Winterhold quest line this will be the second word and will not contribute towards the 'Thu'um Master' achievement. Following the path further will lead to a shortcut to the beginning of the Korvanjund Temple area. On the east side of the room, you may spot a couple of bowls placed higher than you can normally reach. They are both on stone shelves: one above a bookshelf, the other close to the stairs. They hold valuable loot and one will contain a flawless ruby. Although they may be difficult to reach by jumping, they can be toppled through ranged attacks. Use the Unrelenting Force shout to shake each bowl. Just remember to look around the entire room, for the gems can fly out very far in different directions.
  • The Katariah - This ship is encountered during the 'Hail Sithis' quest in the Dark Brotherhood quest line. The flawless ruby will be found in the

    *** Spoiler - click to reveal ***

> Once you have all your ingredients fast travel back to the shrine, SAVE, hand the ingredients to Kesh and allow him to knock up the mixture, do not interrupt him, (if you mistakenly glitch the quest by interrupting Kesh and for some reason forgot to SAVE before, you can still continue; kill Kesh and loot the ingredients back, activate the cauldron and mix them up yourself). Activate the cauldron.

> Peryite will appear as some ghostly Skeevers and after some dialogue he will point you to a very large nearby Dwemer ruin called 'Bthardamz' to kill 'Orchendor', SAVE. It's not far so just walk towards the marker.

> You'll encounter unique hostiles known as 'Afflicted' surrounding the entrance to Bthardamz, kill them off and enter the ruin. SAVE, battle or sneak through the Afflicted and occasional Dwemer machine until you reach the 'Workshop'.

> Once inside SAVE, continue through and into the 'Upper District', once inside, SAVE, your compass indicator may be incorrect at this point, but just continue up to the 'Lower District', go through and into the 'Study'. SAVE and proceed through the study and back into the 'Lower District (upper level)' continue through again until you reach the last area the 'Arcanex'.

> Once inside SAVE, battle through the machines, including a 'Centurion', until you reach a gassy room with pipes, SAVE before facing the powerful Spellsword 'Orchendor', he is highly resistant to magic.

> Once Orchendor is dead, collect the key, and the Alteration Skill Book 'Reality and Other Falsehoods' from his corpse and head up to the elevator and back outside, SAVE.

> Fast travel back to the shrine, talk to Kesh first and ask to inhale the fumes, or if he's dead, just inhale them anyway. Peryite will appear again and reward you with the artifact 'Spellbreaker', SAVE.

Dawnbreaker

  • Level Required: 12
  • Quest Name: The Break of Dawn
  • Type of Artifact: One-handed fire-damage sword, that does extra damage to undead
  • Daedric Lord: Meridia
  • Artifact Count: 11

Pre-Quest Notes

  • You may have come across 'Meridia's Beacon' accidentally by now, if you have, skip to the 4th point below.
  • You will learn a word from the 'Elemental Fury' Shout during this quest.

> Find Meridia's Shrine, it's located on 'Mount Kilkreath';

Guide for The Elder Scrolls V: Skyrim (13)

Follow the road west from Solitude and watch for a side road to the north. Follow the road, after a while, there will be a small side road on your right, follow it to the shrine, SAVE. The 'Elemental Fury Word Wall' is located just to the northeast.

> Meridia will request you retrieve her beacon, it can be located at any one of '32' random dungeons. Your quest marker will show you which one. (If there is no quest marker for the beacon it is either in the 'Dawnstar Sanctuary', near Dawnstar, or aboard the ship 'The Katariah', both of these require the completion of the Dark Brotherhood quest 'Hail Sithis!'), either pick it up during this quest or go to the marked dungeon.

Guide for The Elder Scrolls V: Skyrim (14)

> Once inside SAVE, proceed through and retrieve the beacon, SAVE.

> Kill any dragons in the area before returning the beacon to the pedestal at Meridia's Shrine (west of Solitude). Meridia will talk to you in the form of a sphere of light, and ask you to clear out the ruins below Her shrine and kill the Necromancer 'Malkoran'. (If a dragon appears when you are above Skyrim, Meridia and the dragon will fight, and you will be stuck in the sky indefinitely. You can use sneak to hide and wait 24 hours, the dragon should go away and Meridia will continue talking).

> Drop down and enter the ruins, SAVE, proceed through, and activate the light pedestal's to re-direct the beam through the rooms, SAVING as you go,. You'll go back outside to the balcony, and then into the 'Kilkreath Catacombs'.

The next bit is very buggy, please read all of the points below before continuing into the catacombs:

  • Do not SAVE again in the catacombs, until everything is dead.
  • Do not use any type of paralysis spell on Malkoran.
  • Do not use Beast Form to kill Malkoran.
  • Do not use Namira's Ring to feed on Malkoran's corpse.
  • Make sure to collect all of the loot you desire and that everything is dead before you SAVE and then activate the final pedestal to retrieve the sword- and Daedric Artifact 'Dawnbreaker'.

> Once inside SAVE, proceed through the catacombs killing any 'Shades' you encounter. If you didn't read it in Largashbur during the Daedric quest 'Cursed Tribe', then the Block Skill Book 'Battle of Red Mountain' can be found in a corner bookcase before activating the last beacon.

> Continue on to find and battle Malkoran, when he dies his shade will appear, kill his shade as well. With everything dead you can take the time to loot the area. Once you are fully prepared to leave, pick up 'Dawnbreaker'. Meridia will ask you to keep the sword and wield it in Her name, this completes the quest, SAVE.

Sanguine's Rose

  • Level Required: 14
  • Quest Name: A Night to Remember
  • Type of Artifact: Dremora summoning staff
  • Daedric Lord: Sanguine
  • Artifact Count: 12

Bug Warnings

  • Do not talk to 'Sam Guevenne' before completing the quest for Molag Bal above.

Pre-Quest Notes

  • You'll encounter a difficult giant, a hagraven, and multiple higher levelled mage's.
  • You can find the 'Atronach' Standing Stone during this quest.

> Once you reach level 14 you will soon encounter 'Sam Guevenne', He'll be standing at the bar in any one of the main city inns. Here is a of the main '15' inns that Sam can appear in: Eastmarch: Kynesgrove's Braidwood Inn, Windhelm's Candlehearth Hall or New Gnisis Club, Falkreath's Dead Man's Drink, Haafingar Hold: Dragon Bridge's Four Shields Tavern, Solitude's Winking Skeever, Hjaalmarch: Morthal's Moorside Inn, Dawnstar's Windpeak Inn, The Reach: Markarth's Silver-Blood Inn, The Rift: Riften's The Bee and Barb, Ivarstead's Vilemyr Inn, Whiterun Hold: Rorikstead's Frostfruit Inn, Riverwood's Sleeping Giant Inn, Whiterun's Bannered Mare, and Winterhold's Frozen Hearth.

Guide for The Elder Scrolls V: Skyrim (15)

> Once you find Sam, Save before you talk to Him. He'll challenge you to a drinking competition to win a staff, keep drinking until you win and you'll blackout.

> You'll awake inside the 'Temple Of Dibella' in Markarth and talk to the priestess 'Senna'. She'll be very annoyed with you claiming that you messed up the temple. You can either clean the mess up (picking up two bottles of wine, a giant's toe, a hagraven feather, and a note from Sam claiming that you need these items to get the staff), or you can bribe Senna, do not use persuade. Bribing her is advisable as you do not need any of these items and some can fail to spawn or be unobtainable.

> Talk to Senna again and she'll point you to 'Ennis' in Rorikstead. But before you leave you may want to check out the 'Inner Sanctum' to find the Illusion Skill Book '2920 Sun's Dawn V2' on the lowest shelf of a bookcase in a long row of books.

Now you have a choice to bypass a lot of this quest, skip down to the point where it says 'The Wedding Ring' below if your not bothered, it doesn't bug if you decide to skip.

> Go to Rorikstead, SAVE. Talk to Ennis, he wants you to retrieve his goat 'Gleda' for him. You can pay 1000 Gold for the goat or try to intimidate him, do not use persuade, it's quite easy however to retrieve his goat from the nearby hillside. Gleda is being guarded by 'Grok the Giant'. You can talk to the goat to make it follow you back to Ennis, which will set Grok onto you, or you could sneak up to Gleda, talk, then run back to Ennis, or you could try using a calm spell on Grok. Once you have Gleda return to Ennis.

> Ennis will direct you to 'Ysolda' in Whiterun, (If you've married Ysolda she'll be in the home you told her to stay in).

> Fast travel to Ysolda's location, SAVE, find Ysolda, she claims you bought a 'Wedding Ring' from her on credit and she wants the 2000 Gold for it, or the ring back. You can pay, intimidate or go find the ring, do not use persuade.

> The Wedding Ring can be found at 'Witchmist Grove', a small shack to the far south of 'Windhelm' and also south of 'Kynesgrove'.

> Travel out there, and since no other quest takes you closer, you may want to take the time now to visit the 'Atronach' Standing Stone, located far to the south past 'Bonestrewn Crest' and northwest of 'Mistwatch'. This stone will grant you a passive power that increases magicka by 50 points and adds 50% spell absorption, but decreases magicka regeneration by 50%.

> Upon reaching Witchmist Grove, SAVE, you'll find the hagraven 'Moira', your fiancée. Kill her and get the ring from her beautiful body, SAVE. If, due to a possible bug, you cannot find the ring go back to Ysolda and bribe her.

> Convincing or returning the ring to Ysolda will direct you to 'Morvunskar' a fort located on the mountain southwest of Windhelm, go there.

> Once inside SAVE, you'll be facing a lot of high level mage's in here. You'll find the Destruction Skill Book 'Mystery of Talara V3' on a bookshelf in the northeast corridor and the Smithing Skill Book 'Cherim's Heart' next to the forge while you battle through the fort.

> Eventually at the end you will reach the portal to 'Misty Grove', SAVE before going near it. You enter this place by walking into it, not by activating it.

> Walk through to find Sam and some guests sitting around a table, He'll reveal Himself to be none other than the Daedric Lord 'Sanguine'. Any of the items you may have picked up in the temple lose their quest value and you are rewarded with the Daedric artifact; 'Sanguine's Rose' and returned to the inn where it all began, SAVE.

Post-Quest Notes

  • Never return to Misty Grove, you may become trapped indefinitely.
  • Later you will encounter an argonian named 'Deep-In-His-Cups' who'll claim that you owe him 10,000 Gold, you can persuade it down to 750 or kill him. Anything you do will yield no after effects of any kind.

The Ebony Blade

  • Level Required: 20
  • Quest Name: The Whispering Door
  • Type of Artifact: Two-handed, health absorbing sword
  • Daedric Lord: Mephala
  • Artifact Count: 13

Pre-Quest Notes

  • This may require that you complete the Main Story quest 'Dragon Rising' in order to gain access to the relevant dialogue option with Jarl Balgruuf.

> Go to the 'Bannered Mare' in Whiterun, SAVE and then ask the barkeep 'Hulda' about gossip and/or rumours (if she won't start the quest go to the 4th point below, but it's better to start it from here).

> Hulda will point you to 'Jarl Balgruuf The Greater'.

> If he's still in Whiterun, after the siege of Whiterun, (during the Civil War quest line), go find him in Dragonsreach, if not, he'll be in the 'Blue Palace' in Solitude. SAVE and then talk to him about his children.

> Speaking to Balgruuf will point you to his cheeky son 'Nelkir'.

> Nelkir is a Nord child usually found in the main hall of Dragonsreach or wandering the streets of Whiterun (activate Whispering Door quest to help find him), talk to him.

> Nelkir will reveal the existence of a secret door in the basem*nt of Dragonsreach, go and find this door.

> Go through the kitchen on the west side of Dragonsreach's main hall and proceed down the stairs, open the closet door (with hay at the foot). At the back of this small room is a locked door covered in blood. Activate the door and a voice will reveal itself to be the Daedric Lord 'Mephala'. She'll tell you that some of Her power is locked behind the door and She needs you to release it, pointing you back Nelkir.

> SAVE and then go speak to Nelkir.

> Pickpocket the 'Whispering Door' key from either 'Farengar Secret-Fire' or Balgruuf then head back down to the basem*nt and open the door, you will find the journal 'Admonition Against Ebony' warning you against taking the sword laying next to it, ignore the warning and pick up the Daedric artifact the 'Ebony Blade', quest complete, SAVE.

Post-Quest Notes

  • Farengar will later send a group of heavily armed thugs to track you down and kill you for your thievery.

The Ebony Mail

  • Level Required: 30
  • Quest Name: Boethiah's Calling
  • Type of Artifact: Unique poisonous heavy armour
  • Daedric Lord: Boethiah
  • Artifact Count: 14

Bug Warnings

  • If you have remapped your control configuration, reset them to default for this quest.
  • Get rid of any followers before starting this quest (look ahead to the 4th point below).

Pre-Quest Notes

  • You'll encounter levelled bandits and a bandit boss.

> After reaching level 30 a 'Boethiah Cultist' should attack you, if this happens read the book, 'Boethiah's Proving' on his corpse. I this hasn't happened yet you'll have to go directly to the 'Sacellum of Boethiah'.

> Go to the Sacellum of Boethiah, it's located east of Windhelm;

Guide for The Elder Scrolls V: Skyrim (16)

Follow the east road to 'Traitor's Post', a side road nearby turns up the mountain and leads you up to the Sacellum.

> When you arrive SAVE, you'll hear the game's danger music and see two cultists fighting but no one will attack you. Speak to the priestess, do not kill or allow the priestess to die. She will tell you that you need to prove that "Your tongue can wield a lie". Basically this entails leading a follower to Boethiah's altar to be sacrificed. If you accidentally refuse the quest, or for some reason, the cultists are dead, re-load previous SAVE.

> You will lose your follower forever, and this will not work if your follower is 'Essential', meaning they are vital to a specific quest, and are therefore immortal, (like Delphine). Also do not use a Companion, (even if you have completed the Companion quest line). It will work with these potential followers without completing a prior quest: 'Belrand' located in the Winking Skeever in Solitude, 'Jenassa' located in the Drunken Huntsman in Whiterun, 'Marcurio' found in the Bee and Barb in Riften, 'Stenvar' found in the Candlehearth Hall in Windhelm, and 'Vorstag' found in the Silver-blood Inn in Markarth. Also your housecarl, offered as a follower after helping the Jarls of Skyrim, such as Lydia, Argis, Calder or Iona will work, choose and recruit your preferred follower.

> Bring your follower back to the Sacellum, SAVE, use the command 'I need you to do something' and select the 'Use the Pillar of Sacrifice'. The follower will become stuck to the altar, kill them by any means you wish (you don't have to use the 'Blade of Sacrifice').

Guide for The Elder Scrolls V: Skyrim (17)

> Boethiah will use your follower's corpse as a conduit to talk, do not use your journal or menu during the blurred visuals at this point. She'll state that the last person standing will be given a task, resulting in everyone fighting each other, (including you) to the death. Kill everyone, it may be tactical to allow some of them to kill each other off before finishing the remaining ones.

> Once they're all dead, Boethiah will posses another corpse, if the corpse She possesses enters combat mode for any reason, or refuses to continue dialogue, re-load previous SAVE.

> Boethiah will tell you to kill Her old champion and become Her new champion, pointing you to 'Knifepoint Ridge' located far northwest of Falkreath and west-southwest of 'Bannermist Tower.

> Take the small northwest path, and SAVE when you arrive. Continue through the bandit camp and enter 'Knifepoint Mine'. When you enter (possibly due to having been there before you began the quest) you may find a wall of iron ore blocking your path, making the quest unable to be completed. A known workaround is to look at the bottom left corner of the wall of iron ore and mine the Corundum Vein. This will pull you through the wall allowing you to continue with the quest. Note however that this will only work once, so make sure you have completed everything before heading back up this path. As soon as you have walked through the location of the wall it will reappear, making the rest of the mine unreachable.

> Despite Boethiah's order to kill the bandits stealthily, being detected does not result in any penalty. However most of the bandits inside the mine are busy with their backs to you and can be assassinated. Be on the lookout, also for the Archery Skill Book 'Vernaccus and Bourlor' near the forge.

> Once you defeat Boethiah's Champion, you must equip the 'Ebony Mail'. Boethiah will then speak to you one last time telling you that you are Her new champion and give you the Ebony Mail Artifact as your reward, SAVE.

Post-Quest Notes

  • The Ebony Mail has an automatic poison effect whenever you crouch while wearing it. This can be hazardous in friendly areas, as you may cause harm or even death to important non-hostile characters.

Oghma Infinium

  • Level Required: 1 (intertwines with the Main Story quest 'Elder Knowledge' see Main Story page)
  • Quest Name: Discerning the Transmundane
  • Type of Artifact: Skill increasing book
  • Daedric Lord: Hermaeus Mora
  • Artifact Count: 15

Pre-Quest Notes

  • This will be activated during Main Quest 'Elder Knowledge'.
  • You will encounter a lot of levelled Falmer, Dwemer machines; including a Centurion, levelled chaurus, and you may encounter a giant.

> You can wait for the prompt to go to 'Septimus Signus' Outpost' to find the 'Elder Scroll' during the Main Story, or activate it earlier by just going there directly. Walk north from Winterhold.

Guide for The Elder Scrolls V: Skyrim (18)

> Go inside and talk to Septimus. (This may seem obvious but do not attack or kill Septimus, he is mortal and you'll fail the quest). Offer to help him and he will give you the 'Attunement Sphere' and a 'blank Lexicon', and he'll point you towards a very extensive Dwemer ruin called 'Alftand'.

Note: If you're level 30 or above, this is a good opportunity to activate the Daedric quest 'Boethiah's Calling', if you haven't already done so, by reading the book called 'Boethiah's Proving' on the shelf.

> Make sure you're well prepared, Alftand is quite large. Travel to Alftand, it's southwest of Winterhold, you can reach the entrance to the 'Glacial Ruins' by ascending the mountain and using the makeshift wooden walkway clinging to the cliff side.

> Once inside SAVE, battle through the Dwemer machines in the ruins, then go through the 'Animonculory', then through the 'Cathedral' encountering a Centurion, until you get to 'Blackreach'.

Guide for The Elder Scrolls V: Skyrim (19)

> SAVE, and continue through Blackreach encountering chaurus and a possible giant, until you reach a lift in the far southwest leading to the 'Tower Of Mzark'. SAVE and continue through, go up the spiral ramp to find the Dwemer puzzle.

> Place the blank Lexicon in the slot on the pedestal and SAVE. To decipher the code, press the fourth button from left to right repeatedly until the Lexicon opens and lights up. Then press the second button until you see the overhead lenses directing light onto the sphere, and the first button light up. Press the first button to complete the puzzle, then press the first button again to allow the green pod to be lowered.

> Pick up the, now 'Runed' Lexicon, before you retrieve the Elder Scroll, use the lift underneath you to return to the surface. Do not read the Elder Scroll (by activating it in your inventory), at any point and do not return it to 'Urag-Gro Shub' for the Main Story until you complete this quest first.

> Return to Septimus Signus at his outpost, SAVE and give him the Lexicon.

> Septimus now requires the blood of a Dwemer, unfortunately no known Dwemer still live, so you have to harvest the blood of every other type of Elf to make a simulated facsimile. Make your way out of the outpost.

> At the exit you will be stopped by 'The Wretched Abyss' (Hermaeus Mora), selecting any dialogue options are fine.

> Now you'll need the blood of a Bosmer (Wood Elf), Altmer (High Elf), Orsimer (Orc), Dunmer (Dark Elf), and Falmer (Ancient Snow Elf). Return to Alftand Glacial Ruins.

> Once inside SAVE, you can harvest Bosmer blood from the corpse of 'Endrast', his body is hidden behind a gate and some steam pipes in the lower half of the first room in the Animonculory, SAVE.

> Proceed into the large open vertical room full of spiral ramps and jump down to the corpse of 'Yag Gra-Gortwog' for the Orsimer blood, SAVE. Continue downwards to the room just before the elevator. You'll find the permanent corpses of 'Valie' (for Altmer blood) lying on a torture table, and a Falmer around the corner, SAVE. You can then use the lift for a quick exit back outside.

> For Dunmer blood; there is a dark elf conjurer that's been killed by trolls in the westernmost room of 'Bleakcoast Cave', located east-southeast of Winterhold. Also a permanent corpse of a Dunmer can be found in the water at 'Evergreen Grove' located northwest of Falkreath. Also there is normally a Dunmer Necromancer or Conjurer who can be killed and harvested camped at the 'Ritual Stone' located east of Whiterun across the White River or the Shadow Stone located just south of Riften. And if you still can't find a Dunmer, or require any other elf blood, try looking in outdoor camps, forts, shipwrecks etc, there are varying elves around these places and killing them does not conflict with other quests or raise bounties. Once you harvest your last blood sample SAVE and return to Septimus' Outpost.

> Once inside SAVE before giving Septimus the samples. He'll then use them to open the cube. The Daedric artifact known as the 'Oghma Infinium' will be on a pedestal inside. (If you wish to glitch the book for infinite points see the link below, this is not possible however, as of patch 1.9 (8/4/2013).

Reading the book once normally will allow you to choose one of the three paths:

  • Choosing 'THE PATH OF MIGHT' will boost your Archery, Block, Heavy Armour, One-handed, Smithing, and Two-handed skills by 5 points.
  • Choosing 'THE PATH OF MAGIC' will boost your Alteration, Conjuration, Destruction, Enchanting, Illusion and Restoration skills by 5 points.
  • Choosing 'THE PATH OF SHADOW' will boost your Alchemy, Light Armour, Lockpicking, Pickpocket, Sneak and Speech skills by 5 points.

> The quest is now complete, the book will count towards the achievement once it's in your inventory, so you don't necessarily have to read it yet for it to unlock, SAVE.

If you got the two artifacts from Hircine you should have at least '15' Daedric artifacts at this point, unlocking:

  • Oblivion Walker

    Collect 15 Daedric Artifacts

    Guide for The Elder Scrolls V: Skyrim (20)

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Otherwise continue on with the last Daedric quest below.

Post-Quest Notes

  • If for some reason you have found the Elder Scroll before activating the Main Story quest 'Elder Knowledge' do not sell or drop it anywhere, it is essential for the Main Story quest line, you can however sell it after completing Elder Knowledge to 'Urag gro-Shub' at the Arcanaeum in the College of Winterhold.
  • It's possible to use the Oghma Infinium more than once to raise your skills. Depending on what patch you have, (not possible after patch 1.9), this will be different, check out: http://www.uesp.net/wiki/Skyrim:Oghma_Infinium_(item) to find out how.

Mehrune's Razor

  • Level Required: 20
  • Quest Name: Pieces of the Past
  • Type of Artifact: One-handed dagger with 1% instant kill chance
  • Daedric Lord: Mehrune's Dagon
  • Artifact Count: 16

Pre-Quest Notes

  • You will encounter a lot of levelled Forsworn, mages, orc bandits and chiefs, and two higher levelled Dremora.
  • You will learn a word from the 'Dismay' Shout.
  • You can find the 'Lord' Standing Stone near the Shrine.

> Upon reaching level 20 a courier will find you in any major city, inviting you to visit a museum in Dawnstar. Go to Dawnstar and enter 'Silus Vesuius'' house, speak to him and offer to help retrieve the three fragments of 'Mehrunes Razor', SAVE.

> The 'Pommel Stone' is in 'Dead Crone Rock', a dungeon swarming with a lot of Forsworn and mages located southwest of Markarth. The journey there can be troublesome, but can be completed with good navigation (you could go southwest from 'Dushnikh Yal' and through 'Hag Rock Redoubt' or manoeuvre your way through the hills heading southwest, easier with a horse).

> Once inside SAVE, ascend a series of tiers, battling Forsworn and mages, be on the lookout for the Alchemy Skill Book 'A Game at Dinner' located by a lever opening the way to the rooftop later.

> At the top of the second flight of stairs a metal gate must be unlocked by a lever in another room. Continue back outside and upwards to the pinnacle of the ruin, where 'Drascua' the Hagraven leader possesses the pommel, make sure you kill Drascua and loot the pommel stone before activating the 'Dismay' Word Wall there, and then SAVE.

> The 'Blade Shards' are located in the orc fort 'Cracked Tusk Keep', it can be found to the west of Falkreath. There are three entrances into the keep. The best entrance is a locked door to the right of the main entrance.

> Once inside SAVE and proceed down some steps. This opens directly into an unguarded room where you'll find a sliding panel on the wall to the right of the cage barring access to the 'Cracked Tusk Vaults'. You can find the Smithing Skill Book 'Light Armour Forging' in here by the forge. If you can pick the expert lock it can allow you to access the vaults and the quest item without encountering any enemies in the interior. Otherwise you'll have to get the key from the orc chief in the other room. Once inside SAVE, find the Light Armour Skill Book 'Rislav the Righteous' somewhere in the vaults.

> Activate the levers to the left and right of the final barrier to open the way, watch out for the multiple floor traps and find the blade shards on the pedestal. Once you've retrieved the shards SAVE.

> The 'Hilt' is in 'Jorgen's House' in Morthal, travel there, SAVE. Either pick the lock to his house or persuade Jorgen to give you the key. Jorgen may have died but it's still possible to find the Hilt in the chest, you can also find the One-Handed Skill Book '2920 Morning Star V1' in a bucket on top of the barrel to the left of the bed, SAVE.

> Return to the museum in Dawnstar. SAVE, give Silus all the fragments and he'll ask you to meet him at the 'Shrine of Mehrunes Dagon', located in the mountains in the south of the Pale. Head there now.

> Near the Shrine, just off to the northeast, can be found the 'Lord' Standing Stone, this will add 50 points to your armour rating and 25% magic resistance.

Guide for The Elder Scrolls V: Skyrim (28)

> Upon arriving at the shrine SAVE, Silus will tell you he's unable to re-forge the blade and ask you to do it. Activate the altar (talk to Mehrunes Dagon), and Lord Dagon will command you to kill Silus. You must kill Silus immediately to obtain the artifact, so kill him as quickly as possible.

> When Silus is dead SAVE, then activate the altar again. Lord Dagon will give you the Daedric artifact 'Mehrune's Razor' and then he'll summon two Dremora to test you. Kill them in your preferred manner then loot the interior of the shrine for some major treasures; including the Enchanting Skill Book 'Catalogue of Armour Enchantments', SAVE.

You should have acquired not 15, but 16 Daedric artifacts at this point and unlocked the 'Oblivion Walker' achievement. If for whatever reason it has still not unlocked then your only option now is to begin a new campaign from scratch and attempt all Daedric quests again.

Otherwise congratulations you have unlocked the most difficult and frustrating achievement in the whole of Skyrim.

A big thank you to The Unofficial Elder Scrolls Pages with permission for use of content granted under the Attribution-ShareAlike 2.5 License with due acknowledgement and thanks.

Thank you also to the guys from Bethesda Softworks LLC for providing additional information and writing the Official Elder Scrolls VI Skyrim Game Guide.

11. Miscellaneous Achievements9. The Dark Brotherhood

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