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________________________________________________KVATCH REBUILT__________________ _______________________________ __________________________________________________Walkthrough___________________ _______________________________ __________________________________Written by Harry Gilpin, AKA captainwolfos____ _______________________________ ============================== 0. Contents: ============================== 1.

Credits and Legal 2. Notes 3. Walkthrough I. Kvatch Rebuilt: Sticks and Stones II. Kvatch Rebuilt: Blood on the Road III. Kvatch Rebuilt: Falling Flowers IV. Kvatch Rebuilt: From the Shadows V. Kvatch Rebuilt: A Sanguine Howl VI. Aftermath 4. Side Quests i. Kvatch Rebuilt: From the Shadows - A Knife in the Dark ii. Kvatch Rebuilt: Hero of Prosterity iii. Kvatch Rebuilt: The Roar of Blood 5. Added NPCs and Their Equipment 6. New Armour/Weapons/Items Etc. 7. Locations Added by this Mod 8. Useful Information/Console Codes ________________________________________________________________________________ _______________________________ ============================== 1. Credits and Legal ============================== I make no claim to the fantastic mod that is Kvatch Rebuilt. It was created by a very talented group of modders (Kvatch Rebuilt Team), and uploaded by Elessar_VPR. I am simply writing this wa lkthrough due to popular demand for one. That and I'm bored. While I have created a walkthrough for this mod, it was written without permissi on. Should the creators of the mod decide that they do not want this walkthrough distributed on the Internet, I shall graciously remove it. I do not appreciate people taking other people's work and claiming it as their o wn, so I will not be very happy if this walkthrough has been claimed by someone else as their own work, on this site or another. You have been warned. Redistribution is fine, as long as I'm credited. That's all I ask. The Elder Scrolls IV: Oblivion is owned solely by Bethesda Softworks. Etc. Etc. This file will only be hosted by me on the Elder Scrolls Nexus site. http://www .tesnexus.com/ ________________________________________________________________________________ _______________________________

============================== 2. Notes ============================== Starting the questline does not require starting any of the Main Oblivion Questl ine. It does, however, require that you complete the optional quest 'The Battle For Castle Kvatch'. Also, afte r the quest 'Falling Flowers', the MQ does need to be at least started. To completely finish the KR questline, the MQ also needs to be completed. A lot of characters added by this mod are Essential, so it is not advisable to a ttack them. Most only have low quality, easily affordable equipment on them, anyway, so it is not worth attempt ing to loot them. It is strongly recommended that you do not wait anywhere near Kvatch when waitin g for the next quest, as things in or around the city may not move or appear as they are supposed to. An exampl e of this is when the architects arrive, their tents are supposed to appear for the second quest. Sometimes this doesn't happen, and you may be forced to use movetoqt to find one of the required quest characters. As great as this mod is, like all other massive mods, bugs and clipping are very likely, especially when used in conjunction with other mods. There are a few bugs (some potentially quest break ing) in later quests. Loading previous saves may be necessary in some places. On that note, one quest in particular has several different options. Some of th e given options are bugged, and may work on one attempt but on others. You may have to persist, or try a differ ent option to continue. Most have more or less the same outcome overall, regardless of which you pick. I have played through the quest several times to ensure the amount of time you n eed to wait is correct, but have had different amounts of 'waits' each time. On one play I've had to wait 10 day s, while on others I've had to wait just 7 days. Be patient between quests, but also be realistic. Waiting 100 str aight days either means you may have missed something, or the quest has bugged out. All timescales given are therefo re purely estimates, as it is difficult to give an exact time if the amount of time you have to wait is more o r less random. I am Welsh, and therefore use British English, and so I will say 'Armour' instea d of 'Armor' in some places. However, considering I have an American English version of the game, if the item description says 'Armor', I will refer to it as such in the walkthrough. ________________________________________________________________________________ _______________________________ ============================== 3. Walkthrough

============================== I. Kvatch Rebuilt: Sticks and Stones Requirements: The Battle For Castle Kvatch Time after previous quest: ~7 days A week after the battle is over, you will be approached by a Nord man named Igna r Rodblock with a message from Savlian Matius. He requests that you come to Kvatch to see him as soon as possi ble. Reading the message is not compulsory, but it does add a quest marker making Savlian easier to find. Head over to Kvatch and you may notice some things have been moved around; the people are starting to clear the city. Find Savlian; if you're having trouble with this he usually hangs around at the front of the castle or in his t ent (his tent is still labelled as being owned by Savlian, so taking stuff is considered stealing). When you find Savlian, he will inform you that he is looking to start rebuilding the city, and needs your help to do so. He asks you to go to Skingrad in the east and ask Count Hassildor for so me architects to get the ball rolling. Head on over to Castle Skingrad. In the courtyard, you will be approached by a Breton named Arnand. He is easy t o point out as he is wearing a monk robe. He will tell you that there is no chance of an audience with the Cou nt, as his 'dinner' has not yet arrived. After accepting his proposal, he will ask you to find a man named Somu tius Entius and ask him what the hold up is. The Entius Farm is a small farmhouse west of Skingrad; go inside and talk to Ent ius. Entius will tell you that the reason the goods haven't been delivered yet is because he doesn't have them; they were stolen by goblins, injuring him in the process. He says if you go and retrieve the goods, he will give you a ring in return. Head slightly to the north east of the farmhouse to Green Fall Mine. Outside th ere are two Night Blood goblins, but they may already have been killed by the time you get there by bandits, as t he mine is right next to the Cursed Mine with a bandit or two outside. Likewise, the bandits may have been k illed by the goblins, depending on your level. Head inside Green Fall Mine. Green Fall Mine is a small, linear silver mine, so there is little chance of get ting lost, and there are a few notable valuables here. It is a goblin dungeon, so you will encounter goblins. Directly in front of you as you enter the mine, there is a silver vein. In the next 'room', there are two lockpicks on top of a broken crate and a chest containing random loot. In the next room, there are two goblins, one chest containing random loot and tw o Wisp Stalk plants. The next room has two/three goblins, a silver vein and a chest containing random loot. The next, bigger room has two/three goblins, a silver vein, two chests and a loc ked cell (lock level: hard) containing a dead captive. Loot the Goblin War Chief if you want the key to the

cell (Green Fall Mine Cell Key). The chest next to the entrance of that room contains the goods you're looking fo r; a vial of 'Strange Red Liquid', as well as some random clutter. The next room is not compulsory now that you have the goods, but contains a Gobl in Shaman, three Cairn Bolete plants, three empty Petty Soul Gems and one empty Lesser Soul Gem, as well as 8 Wisp Stalk plants in the small 'hallway' before it. Now that you have the goods, return to Entius at his farm, and he will give you The Free Hand Ring, which has a constant Fortify Block 7pts enchantment. Return to Arnand at the castle to give him the good news. He will tell you that he will pull some strings to get Hassildor to meet you, at 10:00pm the next evening. (Note: occasionally, the Count will come out of his quarters to meet you at 10:0 0pm the same day, although this does not happen often). Arnand will stay in the castle courtyard for the remainder of the game. Wait un til 10:00, and the Count will come out of his quarters to talk to you, although he will not actively seek you out, so you will have to start the conversation. (Note: DO NOT break into his quarters. He will simply have a random generic con versation with you, and this will not continue the quest. You DO have to wait. Note: if you happen to miss Hassi ldor, he will continue leaving his quarters every evening at 10:00pm until you talk to him. Don't panic. Note: th e Count will meet you outside his quarters in the castle courtyard, and not in the great hall as is his regular me eting place.) Talking to the Count will reveal that he has no problems with sending architects to help rebuild Kvatch. Return to Kvatch, notice a few more NPCs wandering around and 'working', then ta lk to Savlian who will thank you for your help, but will not reward you. (Note: this is important; if you do not talk to Savlian, the quest will not prog ress or finish, you will have a very long wait until the next one starts) Leave Kvatch and go about your world saving business. ________________________________________________________________________________ ________________________________ II. Kvatch Rebuilt: Blood on the Road Requirements: Kvatch Rebuilt: Sticks and Stones Time after previous quest: ~16 days Two weeks after you complete your first little errand for Savlian, Ignar will fi nd you with another note, this time from the head architect, Procius Douarus. Again, reading the note isn't necessa ry, but makes finding Procius easier. When you head to Kvatch you will notice that more ruins and debris have been removed, and more tents have been pitched (if this doesn't happen, see Notes). Procius' tent is one of the first ones you will see as you enter the city, and everything in it is labelled as owned by him; taking things is considered stealing.

Talking to Procius will reveal that there has been a supply problem; some of the ir required supplies have not been delivered from Anvil, and he would like you to go and find out why. Head west t o Anvil Docks. At the end of the docks, outside of the Fo'c's'le, you will find a Redguard name d Staron Hawker. Talk to him, to find out that the supplies have already been shipped, but that there was obvious ly something wrong with the setup. He thought that there were too many people at the dock for a simple deli very, so the supplies have clearly been stolen. He suggests checking the road between Anvil and Kvatch. Either walk around the city, or through the city to the north gate, and from the re walk, run or ride along the road to Kvatch. Shortly after you pass the Brina Cross Inn, there should be a p ool of blood on the road. Following the blood leads past a few dead merchants and a dead bandit, to a cave surrounded by bandits who didn't die. As this is a bandit cave, there is a small chance that these bandits will be replaced by dogs and/or bandit hedge wizards, but either way, prepare for a fight. There are ~7 bandits, depen ding on how many spawn. Outside the cave, called the Laughing Stand Cave, are some of the supplies which should have gone to Kvatch; 3 tents, 8 crates containing either random loot or torches, 3 barrels containing random food, 2 chests containing random valuables, 5 sacks containing food, as well as some lower class clutter, a flax tunic and a copy of the Guide to Anvil. Head into Laughing Stand Cave. Laughing Stand Cave is a fairly linear cave containing bandits and a fair bit of (mostly loose) loot. As soon as you enter, you will be greeted by two bandits. Directly ahead is a t able with an iron claymore and a food sack, and next to the table is a chest containing random loot. Going right leads you to a dead end, with a bandit, a fire (which the bandit is often stupid enough to try and walk through), a torn sack of grain (which is usually empty) and a chest (lock l evel: average). Going to the left of the table will lead you to a tripwire which triggers a swin ging mace trap, and a skeleton directly underneath it. The next section of the cave contains two bandits, one chest and another table w ith an iron cuirass, 4 loose gold pieces, crab meat, a leek and a corn cob. The next section contains a lone bandit, a sack, a torn sack of grain and two ba rrels. At the entrance to the main 'room' of the cave there is a tripwire triggering tw o swinging wooden mace traps. (Occasionally, one of the bandits will trigger the trap and kill him/herself) I n here are seven bandits, including three named bandits; two Vible's Bodyguards and Vible the Cruel. Vibl e himself usually carries a fair amount of gold. The room contains a bonfire, which bandits may walk through, tw o cupboards containing food and Beer, eight Beer bottles, two Apples, a Ham, three (normally empty) barrels, a c hest containing random valuables,

some lower class clutter, a dead merchant, two sharpened cutlasses, a silver cla ymore and nine Bodkins of Damaging Illumination; enchanted arrows added by the mod (see: Added Armour/Weapons/Items Etc.). After killing Vible the Cruel, return to Kvatch and talk to Procis. He will tha nk you and tell you that you may be needed again sometime in the future. ****************************** After this quest ends, should you decide to remove the mod, you will have to typ e setstage KRUninstall 10 into the console, and THEN remove it's bits and pieces from the Data folder to fully remo ve the mod. Without the console, returning to Kvatch with the mod partially uninstalled will remove Kvatch from t he map, with naught but a floating broken chapel on the ground. ________________________________________________________________________________ _______________________________ III. Kvatch Rebuilt: Falling Flowers Requirements: Kvatch Rebuilt: Blood on the Road Time after previous quest: ~20 days Like the other quests, you will eventually be approached by Ignar again and give n a message from Procis. Unlike the previous quests, however, reading the note is required to progress the quest , as this time you do not need to go to Kvatch for your instructions. Reading the note will reveal that the rebuild is coming along well, but it needs some flora to spruce up the place. He directs you to a master gardener near Anvil, who has unfortunately suddenly g one into retirement for absolutely no reason. Procis would like you to try to convince this master to come out of his retirement, at least for long enough to pretty up the new Kvatch. Head over to Sapling Manor to the west of A nvil (there is no map marker). Nothing in Sapling Manor is considered to have an owner, so feel free e entire of the house. It is not considered trespassing to enter it at any time of the day, either, so ake a decent, if small, player home after the quest is over. (Note: all containers in the house respawn, with the exception of all ks, and the chest labelled 'Flora Ingredients'. Taking the flora ingredients may be useful for a later Inside is a Bosmer named Godras, but he is currently in depression as ving for his dead wife, Belwen. After talking to him, you will discover that he doesn't remember much it happened, but he would like you to leave as you have dredged up some bad memories. to loot th this may m of the sac quest.) he is grie about how

Go into the city, or to the docks, and ask anyone about his wife. If it is alre ady Sundas, you may bypass this part completely and go straight to Belwen by the lighthouse. (Note: clicking the same option repeatedly may give different responses from the same person, so if you want to

finish this quickly, simply talk to the same person until he/she gives up the re sponse you're after.) Talking to the townsfolk will eventually lead to hearing about the ghost of a wo man who appears by the lighthouse every Sundas. They think it may be her. Wait until Sundas and talk to the ghos t. She will tell you exactly what happened on the day she died, and you will discover that it was actually partial ly Godras' fault. She will give you her pendant to give to him. Return to Sapling Manor and give Godras the pendant, and he will suddenly rememb er everything that had happened. He will thank you, and agree to go to Kvatch and perform his services, and then get up and leave for Kvatch. The quest ends here - you do not need to report to anyone in Kvatch, you simply have to wait for the next message from Ignar. ________________________________________________________________________________ _______________________________ IV. Kvatch Rebuilt: From the Shadows Requirements: Kvatch Rebuilt: Falling Flowers, Miscarcand Time after previous quest: ~18 days The city build is running quickly, and the flowers are put into place, but Ignar comes to you again with another message from Savlian. The note itself is rather vague, so it's time once again to pay Savlian a visit in Kvatch. He may be wandering the city, but he is more likely to be at the top floor of th e refugee housing near the north of Kvatch. Talk to him to see what's troubling him so. Savlian will tell you that a book and a note were found amongst some rubble at t he castle, which may be clues regarding the late Count Goldwine's lost child, Arenar. As this person is the h eir to the throne of Kvatch, it is important that he be found and restored to the throne, as is his birthright. Ho wever, he may not even be alive, as reading the book will show that he has had quite a troubled past and has been hu nted down by his 'brothers' for a long time. Savlian will tell you that there may be further clues in Cheydinhal, but he does not know how old this information is. Travel to Cheydinhal and ask around. Asking the Cheydinhal townsfolk will reveal that Arenar (or Ilnori, as is his pe nname) recently went to Mach-Na regarding getting his book published, so go to Mach-Na's bookstore and ask her a bout him. She will tell you that Ilnori is also known as 'Molvirian', and has a house and ladyfriend just outside the city. Head to the east of Cheydinhal to Molvirian's Cottage, and be greeted by two of Molvirian's former brothers, the Shades. Kill them, head inside the cottage, and kill two more of the Shades. T here is little of value in Molvirian's (now ransacked) house, but there is Adria's body (Molvirian's ladyfr iend; RIP) near the fireplace, and Molvirian's Journal on the broken bookshelf. Reading the book starts the si

de quest A Knife in the Dark. (See: Side Quests.) If you do not wish to persue the side quest, simply take the note from one of th e Shades' body and read it; it will direct you to a nearby cave - Salt Marsh Cavern. There are two entrances into t he cavern, one down a hole with a waterfall over the top of it, and another a bit further south; this one is an ac tual door into the cave. The hole is guarded by a lone Shades brother, while the door is being guarded by two. No matter which entrance you pick you will find yourself on the first floor of the cavern. I would advise the mai n entrance, as you cannot leave back through the hole, and there are several other enemies you have to fight whe n you leave if you choose to enter through the hole. (Note: be warned that you will only be prompted to enter the hole once. Also, i f you try to jump into the hole, you will instantly die.) Salt Marsh Cavern is a fairly linear cave with two floors. It is technically cl assed as a Marauder dungeon, as the Shades are part of the Marauder Faction, but there are also several Rats which t he Shades do not attack. Entering through the main door, you will be greeted by a Rat and a Shades Smuggl er. There are three Clouded Funnel Caps and three Wisp Stalks in this room. In the next room are three Rats, two Shades Brothers, one Shades Chiller, one Sh ades Smuggler and one Shades Reaver. There is also a chest on the far right of the room containing random loot. In the next room, there are two Rats, three Shades Smugglers and a Shades Chille r. There is a Dead Farmer on one of the rocks, and behind the massive boulder there is a chest containing random loot, a sack containing three Flour, two Clouded Funnel Caps and three Wisp Stalk Caps. This section is the place yo u will start if you chose to instead enter through the hole guarded by the lone Shade. (Note: in this chamber there is a bridge over a small body of water. Use the br idge. If you fall into the water, the only way out of it is to use tcl, as there are no passages or anything else to get out of the water, and it is slightly too shallow to jump out of it.) Use the door in this room to the next Zone; Salt Marsh Cavern Depths. In this small corridor you will immediately find a Rat and a Shades Brother. Ta king the passage to the left will lead you to a chest containing random loot and four Wisp Stalk Caps. Taking the passage to the right will take you to the main room. The main room contains one Shades Brother, two Shades Reavers, one Shades Chille r and the Kingpin of the Shades. (Note: the Shades Kingpin has some pretty decent armour and a formidable weapon, as well as being an incredibly high level. Tread carefully, low level players.) In the room, at the far right is a chest containing random loot. In the centre of the room are two chests containing random loot, a sack containi ng random food and three bedrolls. Take the Shades Cell Key from the Kingpin to unlock the cell where Molvirian is being held. Talking to Molvirian will reveal that Molvirian is quite a wimp, but he is the h

eir to the throne. You have several options from this conversation; boiling down to either killing him right there, or trying to convince him to take his place as Count Kvatch. ****************************** Convincing Molvirian to Become Count Getting Molvirian to see who he is takes some time. And resources. In order to do this, you must pick up the Exquisitely Crafted Ring off the floor on the right hand side of Molvirian's bed . You must also go to the 'Frozen Grave' west of Bruma and collect Arenar's Amulet. This coffin is generally guard ed by several Feral Alpine Wolves, added by the mod. The grave contains Molvirian's Frostbitten Finger (required i n the Knife in the Dark side quest), Arenar's Amulet and a few random bones. There is a quest marker for this if the grave is difficult to find. After you have collected these items, you must wait outside of Molvirian's Cotta ge for three days, then go inside to talk to him. The first time you talk to him, he will tell you he has been think ing about it, but he still needs some convincing. Talk to him a second time after the quest has updated and he w ill say that he had forgotten about the ring, and that he misses his wolf. He thanks you for letting him rediscover who he is, and he then finally travels to Kvatch to take up his throne. His name changes to Count Arenar Goldw ine, and he becomes Essential. This ends the quest, and you do not need to go back to Savlian. ****************************** Killing Molvirian, then Lying to Savlian If you decide to kill him when you meet him, it makes the quest go far more quic kly. After killing him, you can then go and collect the ring and the amulet, then lie to Savlian, telling him th at in fact you are Goldwine's son/ daughter, and therefore heir to the Kvatch throne. He will completely buy your story; he's clearly desperate for someone to rule, and doesn't question or object to it. ****************************** Killing Molvirian, then Telling Savlian He Had Died You can kill Molvirian when you meet him, and then go to Savlian with or without the ring and amulet (it doesn't matter if you have them or not; the quest will still continue). If you tell Sav lian that you found him, but he had died, Savlian will say that he had figured as much, but had hoped that someh ow he was alive. He thanks you for going on this wild goose chase and says that he needs some time to think abo ut what will happen next. ****************************** Overall, if you decide to kill him, it is easier to do so when you first meet hi

m, either by telling him you are there to kill him, or that you are there on behalf of the Dark Brotherhood (if y ou are a member of the Dark Brotherhood yourself), as it takes far less time. Also, if you decide to kill h im after you 'scare' him, it will not work as he then becomes an Essential character, and therefore cannot be kill ed. (Note: if you yourself become Count/ess, you are not immediately allowed into th e castle; it will not be open until the city is completely finished, minus the statues in the courtyard.) ________________________________________________________________________________ _______________________________ V. Kvatch Rebuilt: A Sanguine Howl Requirement: Kvatch Rebuilt: From the Shadows, Battle of Bruma Time after previous quest: ~7 days A week after either you or Molvirian have settled into the new role as Count/ess , Ignar will approach you again with another letter from Procis. Procis writes to tell you that there may be a probl em with the Arena, and he wishes to ask your advice. Head over to find Procis in Kvatch; if he not wandering the city, he will be inside the Wolf's Head Inn. Talking to Procis will reveal that he is quite reluctant to rebuild the Arena at all, considering he believes that Kvatch has seen enough death. After a bit of convincing, he agrees to accompany you to the Imperial City to watch a match at the Arena there. Head over to the Arena District of the Imperial Cit y, and talk to the doorman to bet on a match. Go through the door on the right to watch the fight, and wait until the match has finished and talk to Procis again while still in the spectator box. Make sure you talk to him while still in the box, or else you will have to bet on another match and do this again. In a hilariously expressionless face, Procis will tell you that he has no idea why he had any doubts about the Arena; he loves it. He tells you th at he will oversee the building of the Arena himself, and asks you to go over to Gaban Sele of the Kvatch Mages Gui ld to see about getting combatants. Head back to Kvatch. Go into the Mages Guild, which is in between the gatehouse and the Fighters Guil d by the main gate, and talk to Gaban. He will say that it's about time Procis has come around to the idea of t he Arena, and asks you to go and collect some 'combatants' for the Arena, using a unique Soul Gem he had created called a Soul Cage. Using the spell he teaches you, you must collect the souls of a rat, mudcrab, wolf, imp, troll, boar, bear and mountain lion, as well as three Daedra Hearts for some 'exotic' creatures. (Note: the spell, Sanguine Howl of the Arena, is a scripted spell; regular Soul Trap spells will not work for this part of the quest. It is also a hostile spell, so be careful not to use it on p eople.) Rats and Wolves are easy to come across more or less anywhere in Cyrodiil, and M udcrabs are found almost anywhere

near water. A place where Imps are guaranteed to spawn is Robber's Glen Cave, n orth of Bravil. Trolls are slightly more difficult to find, but can be found practically anywhere where Imps spawn; near the entrance to Pale Pass is a good place to look. Boars do not start spawning until level 5, but can be fou nd anywhere wolves spawn. Black Bears and Brown Bears count toward the Bear Soul, the former does not start spaw ning until level 9, while the latter until level 16. Mountain Lions do not start spawning until level 12. Bears and Lions can be found in all places where Wolves and Rats spawn. (If in doubt see: Useful Information/Console Comma nds.) (Note: Starving Mountain Lions encountered during the Fighters Guild quest do no t count as Lion Souls. Painted Trolls, Savage Trolls, Azhklan Trolls, Kalperklan Trolls and the Uderfrykte Matr on do not count as Troll Souls.) When you have collected the souls and the hearts, go back to Gaban. He will tha nk you, and the quest will end. ________________________________________________________________________________ _______________________________ VI. Aftermath (Note: This is not technically a quest, as it is not mentioned in your journal.) After all of both the Kvatch Rebuilt Quest and the Main Quest are complete, abou t two weeks later Ignar will approach you one last time (this usually coincides with you being able to collec t your Imperial Dragon Armor from the Imperial Armory). He will give you a message from Savlian, saying that the rebuild is complete, and thanking you for everything you have done. If you had decided to let Arenar rule Kvatch, then you may claim Honeydew Manor (just west of the castle) for your own, though it is rather bare, probably by design so that you can put your own s tuff in it. I highly recommend using the mod Imperial Furniture for furnishing your new house. I don't think t here is any quest related to this, and neither Savlian, Arenar, Ignar or Procis say that you or anyone else has any claim to this house, so just take it if you really want it. Feel free to contact me to say otherwise. If you killed Arenar and became Count/ess yourself, then you have almost the ent ire run of the castle to yourself, as well as the ability to claim Honeydew Manor if you're feeling especially gree dy and/or materialistic. The only places you can't enter without trespassing are into people's locked houses (obvi ous), people's locked shops (also obvious), the barracks in the castle, and the castle gatehouse by the main gate. The castle is also quite bare, so feel free to spruce it up a bit with furniture or whatever. The Arena is now up and running, and is playable, as with the Imperial City Aren a. Instead of fighting people, however, you will fight monsters, Daedra and wild animals. ________________________________________________________________________________ _______________________________

============================== 4. Side Quests ============================== i. Kvatch Rebuilt: From the Shadows - A Knife in the Dark Requirements: Kvatch Rebuilt: From the Shadows Time after previous quest: N/A. If you choose to follow this quest, then you will need to remove the Skull, Hear t and Ribs from Adria's body, and take the candles from the chest in the basement (there is a trapdoor hidden unde r a crate by the fire). You will need to find a bolt of cloth (Folded Cloth doesn't work; it's the 4lb Cloth rath er than the 2lb; there are two bolts on the floor in Molvirian's Cottate), some Nightshade, the pulp of 4 Monkshood p lants, 3 Green Stain Cup Caps and 2 Lavender Sprigs. If you looted the Flora Ingredients chest from Sapling Manor , then you should already have the Monkshood, Cup Caps and Nightshade, otherwise, Monkshood is found in abundance i n the Heartlands and Nibenay Basin, while Nightshade is commonly found in the West Weald region. Several Lavender a nd Monkshood plants are dotted around Molvirian's Cottage, and Green Cup Caps are found around the Blackwood re gion and Nibenay Valley. You will also need a bladed weapon, which doesn't necessarily have to be a dagge r, despite what the lore says. If you already use a dagger or sword to fight, then you're already set. For the 'Flesh' part of the ritual mentioned in the journal, you will need to go west of Bruma to a lone stone coffin labelled 'Frozen Grave'. This coffin is generally guarded by several Fer al Alpine Wolves, added by the mod. The grave contains Molvirian's Frostbitten Finger, Arenar's Amulet (which you wi ll need to convince Molvirian to take his place as Count if you do not decide to kill him) and a few random bones . With everything in your inventory, you must click on the either ribcage, heart o r skull in your inventory to create a Dark Sacrament Effigy. Click the Effigy for a prompt to rub Nightshade on your blade, and click it again to drop it. Be sure to be in a place with noone around, as the Black Sacrament is illeg al. Molvirian's basement is a suitable enough place for this. With the Effigy on the ground (it's shown in th e game world as a miniature, unmoving zombie), strike it with your blade three times, the ritual is over and the effigy returns to your inventory in case you need it again. Then simply find somewhere to sleep, and a Dark Brot herhood Speaker will come to you. When the quest is over, the Effigy and Candles will be removed from your invento ry. If you decide to start this quest later, after three days, Molvirian will bury A dria's body. With the body buried and if you have not removed the body parts, you will need a Shovel in your inven tory to dig up the body and loot it. Activating her headstone will show you the epitaph, as well as a prompt to exhum e the body, but you will not be able to do so without a Shovel in your inventory. There is a Shovel in Molvirian's b

asement on top of the two crates. The Speaker will come to you at around 6am the next time you sleep, and you will be presented with three options: Option 1 will be to kill the heir; the Speaker will mention that he did not know there was an heir, but regardless the Brotherhood will take out the contract for 1000 Gold. Option 2 will be to kill a man named Ilnori; the Speaker will say that they have had several contracts for this man, and thus they will 'deal with him' for free. Option 3 will be to scare someone; the Speaker will say that this is an unusual contract, but they will do it for 2500 Gold. However, after being scared, Molvirian becomes an Essential characte r and the quest does not progress, no matter how long you wait. This has been confirmed by several other people, s o I shall label this option as quest breakingly bugged. (Any information to the contrary shall be welcomed.) If you pick either of the 'kill him' options, you can opt to either let the Dark Brotherhood Agent do her work, or kill her while she breaks in to kill him. If you decide to kill the Agent, then this counts as 'scaring' him, and you will be presented with two options; if you say that Kvatch needs their leader, he will take up his place as Count. If you tell him that it's no good fleeing, he will agree with you, and the choice of who becomes Count out of your self and Molvirian becomes up to you, after returning to Kvatch to talk to Savlian. Neither of these options req uire the ring or the amulet. ****************************** Overall, if you decide to kill him, it is easier to do so when you first meet hi m, either by telling him you are there to kill him, or that you are there on behalf of the Dark Brotherhood (if y ou are a member of the Dark Brotherhood yourself), as it takes far less time. Also, if you decide to kill h im after you 'scare' him, it will not work as he then becomes an Essential character, and therefore cannot be kill ed. ________________________________________________________________________________ _______________________________ ii. Kvatch Rebuilt: Hero for Posterity Requirements: Kvatch Rebuilt: A Sanguine Howl, Light the Dragonfires/Imperial Dr agon Armor Time after previous quest: N/A On entering the completed new Kvatch, you will likely see Lenka Valus with an ea sel and a mat on the ground. Talk to her and she will ask you if you would let her paint your portrait for the tow nspeople to erect a statue in your honor. She will tell you to stand near the mat (you will know when you're in th e right place as you will no longer be able to move until she has finished and starts another conversation with you) . When she has finished, she will ask you what pose you would like your statue to be in, from these choices: Kneeling

Praying Standard Heroic On the next cell reset, the statues of both yourself and Savlian Matius will be in the castle courtyard for all to see. ****************************** When the statues are completed, sometimes they are bugged. You may be able to s tart a conversation with them (although they won't actually have anything to say), occasionally they move or c hange their equipment every time you reenter the cell. Sometimes they may carry working torches, which, while a quirky bug, can sometimes be quite useful. Sometimes they sway from side to side when in the fighting stance. Be warned that custom races and/or equips may also bug, and could potentially br eak the quest and render you unable to enter the cell at all. It has been reported that some people with custom rac es or equipment have had CTDs. Be warned. ________________________________________________________________________________ _______________________________ iii. Kvatch Rebuilt: The Roar of Blood Requirements: Kvatch Rebuilt: A Sanguine Howl, Light the Dragonfires/Imperial Dr agon Armor After the city is completely rebuilt, you have the option to watch matches or fi ght in the Kvatch Arena. Your available bets are 50, 100, 200, 500 and 1000 Gold. Talk to Kolfhe Ice-Heart, w ho has now taken over the Arena, to either watch or enter a fight. He will be outside of the Arena, next to the doors to the spectator boxes and the Bloodworks. If you plan to enter the Arena, you talk to Kolfhe, go into the Bloodworks and c hoose your Battle Raiment; either Light or Heavy, as with the Imperial City Arena. Unlike the Imperial City Arena, the Bloodworks here is a might devoid of other c ombatants, and doesn't have the Blademaster or the Battle Matron. Kolfhe serves as the Blademaster here, as wel l as the doorman. The Bloodworks contains a working Basin of Renewal, and a script on the door to the fighting pi t which won't let you in without one of the Kvatch Battle Raiments. Removing the Raiment during a fight will dis qualify you, and you cannot loot opponents' corpses. The rules of the Arena are more or less the same as in the Imperial City, though instead of other people, you will be facing off against Daedra, monsters and/or wild animals. Also, when you reac h the rank of 'Scavenger', you will be able to fight in different environments called 'settings'. Settings have no real effect on the battle, but it does create some interesting questions, like how the hell do they plant fully gr own trees into the ground between each fight? Or how do they keep all that water in there? From Rank of 'Ranger' , you are not limited to wearing

the Raiment, and can wear whatever you want. Or nothing at all. Either way. T here is no Kvatch Raiment of Valor; sorry to disappoint you. Settings: Docks - Arena is completely filled with water. On top of whatever you're fighti ng, there is always a Slaughterfish in the water. There is a shipwreck to the right, and there are two platforms op posite each other Farmyard - Arena contains a stable (left) and a ruined building (right) Forest - Arena contains several trees, which makes ranged attacks slightly more difficult Graveyard - Arena contains a tomb (left), an open grave (right) and several head stones dotted around. Sadly none of the headstones have any interesting epitaphs Oblivion - Arena contains four Oblivion-esque stone claws surrounding a Fire Tur ret. The Fire Turret will only target you, not any of your opponents, but anything caught in the blast will als o be burned First Rank: Prey - 50 Gold for winning 1st Fight - Rat 2nd Fight - Wolf Second Rank: Herder - 100 Gold for winning 1st Fight - Imp 2nd Fight - Boar 3rd Fight - Scamp Third Rank: Scavenger - You start to choose different 'settings'; all creatures are the same regardless of which setting you pick - 200 Gold for winning 1st Fight - you get to choose the setting - Troll and Sc amp 2nd Fight - you get to choose - Wolf and Troll 3rd Fight - you get to choose - Wolf and Scamp Fourth Rank: Trapper - 300 Gold for winning * 1st Fight - you do not get to choose - Dock setting Slaughterfish ** 2nd Fight - you get to choose - Clannfear 3rd Fight - you get to choose - Spriggan 4th Fight - no choice given - no setting - Giant Mud Cra b Fifth Rank: Hunter - 500 Gold for winning 1st Fight - no choice given - Oblivion setting - Daedrot h and Giant Mud Crab 2nd Fight - you get to choose - Mountain Lion and Giant Mud Crab 3rd Fight - you get to choose - Brown Bear 4th Fight - no choice given - no setting - Clannfear Bru te

Sixth Rank: Ranger - 750 Gold for winning 1st 2nd 3rd 4th h Avenger Seventh Rank: Master Ranger - 1500 Gold for winning 1st 2nd 3rd 4th ntuan Land Dreugh 5th Fight - no choice given - no setting - Ionis the Bea r and 2 Giant Black Bear Cubs After this match, you are given the title of Grand Ranger of Cyrodiil and there are no more opportunities to fight at all. ****************************** Unfortunately, The Roar of Blood is perhaps the most buggy quest in the entire m od. * The first time you enter the Dock setting, there will be no official opponent to fight, but there will be the Slaughterfish. All you have to do is wait for a bit and you will be teleported back to the Bloodworks, even if you have not killed the Slaughterfish. ** As of this point, you may notice that you enter the Arena with the gate alrea dy down. If this happens, it is better to stay behind the gate, as after a minute or so the gate will close rega rdless of whether or not you are still fighting. Either that, or using the console command tcl is very useful. If you manage to kill all of your opponents before the gate goes back up, and tr y to return to the Bloodworks, the door will say 'No time for second thoughts now, you have to fight!'. You have t o wait for a message confirming that the fight is over before the door will unlock. While the mod claims that you can only fight or bet on matches between the hours of 9am and 7pm, you are actually able to continue fighting for as long as you can find Kolfhe, up until when he g oes to sleep at around midnight. At 7pm, he goes for a drink or two at The Wolf's Head, then at 8pm wanders aroun d the Arena Bloodworks until he goes to one of the bedrolls at midnight. You can continue fighting again at aro und 9am, assuming you haven't already gotten the highest rank. After gaining the rank of Grand Ranger, Kolfhe will tell you that you can talk t o him if you wish to participate in any more matches. However, while he has the the option of 'Fight' in his dialog ue, the only option you are given as a response is 'Not now', and this does not change. You can bet on matches un Fight Fight Fight Fight you get to choose you get to choose you get to choose no choice given - Spriggan and Boar - Wolf and Brown Bear - Troll and Spriggan no setting - Imp and Garga Fight Fight Fight Fight you get to choose you get to choose you get to choose no choice given - Land Dreugh - Spriggan and Boar - Land Dreugh and Wolf Oblivion setting - Daedrot

til your heart's content, though. Betting on matches occasionally bugs; if the betting match goes to the Dock sett ing, there will be no actual fight, and you will be stuck in the spectator box with no way of getting out. As you c annot fast travel from the inside of the Arena, the only way around this is by reloading a previous save. When fighting, all matches will say that the fight is over, even if you haven't so much as touched your opponent. This still counts as a win for you, but this makes it incredibly easy. ________________________________________________________________________________ _______________________________ ============================== 5. Added NPCs and Their Equipment ============================== i. Ignar Rodblock - Nord Male - Essential - Wandering around Imperial City Marke t District Steel Boots Steel Cuirass Steel Gauntlets Steel Greaves Silver Claymore Doeskin Shoes Tan Linens Quilted Doublet 3 Gold Coins Black Horse ii. Arnand - Breton Male - Essential - Skingrad Castle Courtyard Monk Robe Fur Gauntlets Fur Boots Skingrad Castle Key Skingrad Silver Key 2 Gold Coins iii. Somutius Entius - Imperial Male - Essential - Entius Farm, County Skingrad Quilted Doublet Tan Linens Doeskin Shoes Everything in his house is marked as owned by him; taking things is considered s tealing. Entering the house at any time of day is not considered trespassing. iv. Night Blood Goblins (x11) Night Blood Goblin Night Blood Goblin War Chief Night Blood Goblin Skirmisher Night Blood Goblin Shaman Night Blood Goblin Berserker v. Procis Douarus - Imperial Male - Essential - Kvatch Burgandy Linen Shirt Tan Linens Oiled Linen Shoes 37 Gold Coins

Everything in his tent is marked as owned by him; taking things is considered st ealing vi. Kolfhe Ice-Heart - Nord Male - Non-Essential - Wandering Kvatch; takes over the Arena on completion of the city Coarse Linen Shirt Coarse Linens Huntsman Moccasins Shovel 6 Gold Coins vii. J'Ram-Ku - Argonian Male - Non-Essential - Kvatch Green Felt Linens Sack Cloth Sandals viii. Sadean - Redguard Male - Non-Essential - Kvatch Braided Leather Sandals Brass Ring Green Felt Linens Open Shirt with Suspenders Sadean's Key Hoe 5 Gold Coins ix. Bagamu Azorku - Orc Male - Non-Essential - Kvatch Belted Braies Stitched Leather Shoes Bagamu Azorku's Key Pickaxe x. Fenand - Breton Male - Non-Essential - Kvatch Belted Braies Brown Shirt Buckled Shoes Fenand's Key xi. Staron Hawker - Redguard Male - Essential until end of related quest - Anvil Docks Forester's Shirt Oiled Linen Shoes Belted Braies xii. Vible the Cruel - Nord Male - Non-Essential - Laughing Stand Cave, County K vatch Iron Helmet Iron Greaves Iron Gauntlets Iron Mace Iron Boots Potion of Might Weak Potion of Dispel Gold Nugget 157 Gold Coins xiii. Vible's Bodyguard (x2) - Imperial Males - Non-Essential - Laughing Stand C ave, County Kvatch Iron War Axe Iron Warhammer Breeches Laced Leather Pants Fur Boots Fur Boots Fur Cuirass Fur Cuirass

Fur Gauntlets Fur Greaves Weak Poison of Apathy Weak Potion of Healing

Fur Gauntlets Fur Greaves Fur Shield

xiv. Godras - Bosmer Male - Essential - Sapling Manor, County Anvil, Kvatch Dark Shirt Tan Linens Doeskin Shoes Rake Everything in his house is unowned; taking things is not considered stealing. E ntering the house at any time of day is not considered trespassing. xv. Belwen - Bosmer Female - Essential - Ghost - Anvil Lighthouse Blue Collar Shirt Burgandy Linens Oiled Linen Shoes xvi. Feral Alpine Wolf Wolf Pelt Random amount of Gold Coins xvii. Dark Sacrament Effigy - Non-Essential - Non-moving, non-aggressive - Disab led during related quest xviii. Joncis Lamberte - Breton Male - Essential - Wherever you happen to be sle eping - Disabled after related quest Black Hand Robe Black Hand Hood Vampire's Fang xix. Dark Brotherhood Agent - Bosmer Female - Non-Essential - Disabled after rel ated quest Shrouded Armor Shrouded Hood Shortsword of Depletion 5 Gold Coins xx. Adria - Breton Female - Essential - Cheydinhal, Molvirian's Cottage - disabl ed during related quest; replaced by a charred body with a different inventory Brown Shirt Tan Linens Oiled Linen Shoes xxi. Shades Brother (x5) - Khajiit Males - Non-Essential - Molvirian's Cottage, Salt Marsh Cavern Random Iron weapon Heavy/Light Shadow Armor Random amount of Iron Arrows (when carrying Iron Bow) Random Lockpick Random amount of Gold Coins Random Silver Nugget xxii. Shades Chiller (x3) - Khajiit Males and Females - Non-Essential - Molviria n's Cottage, Salt Marsh Cavern Random Enchanted Ring Up to ten random potions/poisons

Random Gold/Silver Nugget Iron Shield Random Iron Weapon Lockpick Random amount of Gold Coins xxiii. Shades Reaver (x4) - Khajiit Males - Non-Essential - Molvirian's Cottage, Salt Marsh Cavern Heavy/Light Shadow Armor Random Potion Random empty Soul Gem (usually Petty) Random Iron Weapon xxiv. Shades Smuggler (x5) - Khajiit Males - Non-Essential - Salt Marsh Cavern Random Enchanted Ring Heavy/Light Shadow Armor Up to ten random potions/poisons Random Gold/Silver Nugget Iron Shield Random Iron Weapon Lockpick Random amount of Gold Coins xxv. Kingpin of the Shades - Khajiit Male - Non-Essential - Salt Marsh Cavern The Hammer of Secunda Secunda's Ward Brass Ring 505 Gold Coins Shades Cell Key Pearl xxvi. Molvirian - Imperial Male - Essential depending on quest choices - Salt Ma rsh Cavern, Molvirian's Cottage, Kvatch, Kvatch Castle Brown Shirt Tan Linens Oiled Linen Shoes Silver Bow Steel Arrow Shortsword of Voltage Colovian Signet Ring (if appointed Count) xxvii. Gaban Sele - Breton Male - Essential - Kvatch Mages Guild Mages Robe Mages Hood Ebony Ruby Ring Manual of Spellcraft Greater Staff of Damage Health xxviii. Danielle Ancois - Breton Female - Non-Essential - Kvatch Mages Guild Mage's Robe Russet Felt Shoes Journeyman Calcinator Journeyman Mortar & Pestle xix. Miaren Arendu - Dunmer Female - Non-Essential - Kvatch, Arendu's Essential Supplies Blue Suede Shoes Blue Velvet Outfit 3 Bread Loaves

Miaren Arendu's Key 14 Gold Coins xxx. Hallfred - Nord Male - Essential - Kvatch Fighters Guild Steel Cuirass Steel Greaves Silver Longsword Orcish Boots xxxi. Shardie - Redguard Female - Essential - Kvatch Fighters Guild Dwarven Arrow Elven Bow Mithril Cuirass Chainmail Gauntlets Chainmail Boots Chainmail Greaves Ebony Shield Ebony Axe xxxii. Nalion - Bosmer Male - Non-Essential - Kvatch Fighters Guild Silver Arrow Silver Shortsword Steel Bow Chainmail Greaves Fur Boots Fur Cuirass Fur Gauntlets Light Iron Shield xxxiii. Caccia Macrin - Imperial Male - Non-Essential - Kvatch Blacksmith's Pants Dark Green Shirt Oiled Linen Shoes Caccia Macrin's Key Pickaxe xxxiv. Borwen - Bosmer Female - Non-Essential - Kvatch Blue Suede Shoes Blue Velvet Outfit 3 Bread Loaves Borwen's Key 10 Gold Coins xxxv. Solding - Nord Male - Non-Essential - Kvatch Steel Longsword Iron Cuirass Iron Gauntlets Leather Boots Leather Greaves Ring of Fire Shield Short Britches Expert Mortar & Pestle Akaviri Pale Ale Potion of Cure Disease Potion of Cure Paralysis Potion of Cure Poison Stron Potion of Health Solding's Key xxxvi. Purple Team Combatant (x2) - Imperial Females - Non-Essential; Respawning

- Kvatch Arena Kvatch Arena Heavy Raiment Random Iron Weapon xxxvii. Kvatch Guards (x26) - Imperial Males - Non-Essential; respawning - Kvatc h Kvatch Cuirass Kvatch Shield Silver Longsword Chainmail Boots Chainmail Gauntlets Chainmail Greaves Guard Helmet Random Lower/Middle Class shirt, pants and shoes Random amount of Gold Coins xxxviii. Kvatch Jailor (x2) - Imperial Males - Non-Essential; respawning - Kvatc h Dungeon Kvatch Cuirass Kvatch Shield Silver Longsword Chainmail Boots Chainmail Gauntlets Chainmail Greaves Guard Helmet Random Lower/Middle Class shirt, pants and shoes Random amount of Gold Coins xxxix. Dead NPCS Dead Captive - Green Fall Mine Dead Bandit - Outside Laughing Stand Cave Dead Merchant (x3) - 2 Outside Laughing Stand Cave, 1 inside xxxx. Kvatch Arena 'Combatants' Black Bear Brown Bear Boar Clannfear Clannfear Runt Daedroth Ionis the Bear Giant Black Bear Cub Clannfear Brute Daedroth Avenger Gargantuan Land Dreugh Giant Mud Crab Great Abecean Slaughterfish Greater Slaughterfish Imp Land Dreugh Mountain Lion Mud Crab Rat Scamp Slaughterfish Spriggan Troll Wolf Timber Wolf

________________________________________________________________________________ _______________________________ ============================== 6. New Armour/Weapons/Items Etc. ============================== Book: Note from Savlian Matius Progresses quest: Kvatch Rebuilt: Sticks and Stones Location: Wherever you happen to be, given by Ignar Rodblock Total added: 1 Value: 0 Book: Letter from Procius Douarus Progresses quest: Kvatch Rebuilt: Blood on the Road Location: Wherever you happen to be, given by Ignar Rodblock Total added: 1 Value: 0 Ammunition: Bodkins of Damaging Illumination Light 10ft for 20 seconds Damage Health 5pts for 5 seconds Damage Magicka 5pts for 5 seconds Base item: Silver Arrow Location: Laughing Stand Cave Total added: 9 Value: 4 Apparel: The Free Hand Ring Fortify Block 9pts Base item: Ebony Emerald Ring Location: Given by Somutius Entius after completing his task Total added: 1 Value: 180 Book: Note from Procius Douarus Progresses quest: Kvatch Rebuilt: Falling Flowers Location: Wherever you happen to be, given by Ignar Rodblock Total added: 1 Value: 0 Apparel: Belwen's Pendant Quest item: Give to Godras No Enchantment Base item: Jade Amulet Location: Anvil Lighthouse, given by Belwen Total added: 1 Value: 85 Book: Letter From Savlian Matius Location: Wherever you happen to be, given by Ignar Rodblock Total added: 1 Value: 0 Book: Count's notes on the Trials of Ilnori Location: Given by Savlian Total added: 1 Value: 0 Book: Trials of Ilnori

Location: Kvatch, given by Savlian; bookstores around Cyrodiil Total added: Several; sold in bookstores around Cyrodiil, given by Savlian Value: 50 Book: Molvirian's Journal Starts Quest: Kvatch Rebuilt: From the Shadows - A Knife in the Dark Location: Molvirian's Cottage Total added: 1 Value: 0 Apparel: Exquisitely Crafted Ring Quest item: Various uses during related quest Fortify Speechcraft Base item: Ring of Namira Location: Molvirian's Cottage Total added: 1 Value: 200 Apparel: Arenar's Amulet Quest item: Various uses during related quest Resist Magicka Base item: Anora's Amulet (Fake) Total added: 1 Value: 300 Misc: Adria's Ribcage Quest item: Used to create Dark Sacrament Effigy Base item: Ribs Location: Adria's body, Molvirian's Cottage Total added: 1 Value: 0 Misc: Adria's Heart Quest item: Used to create Dark Sacrament Effigy Base item: Human Heart Location: Adria's body, Molvirian's Cottage Total added: 1 Value: 0 Misc: Adria's Skull Quest item: Used to create Dark Sacrament Effigy Base item: Skull Location: Adria's body, Molvirian's Cottage Total added: 1 Value: 0 Misc: Molvirian's Frostbitten Finger Quest item: Used to create Dark Sacrament Effigy Base item: Finger of Adamus Phillida Location: Arenar's Coffin, County Bruma Total added: 1 Value: 0 Misc: Set of Candles Quest item: Used in Dark Sacrament Base item: Candle Location: Chest, Molviran's Cottage, Basement Total added: 1 Value: 0

Misc: Dark Sacrament Effigy Quest item: Used in Dark Sacrament Base item: Zombie Location: Wherever you happen to be, crafted by you with correct items Total added: 1 Value: 0 Book: Damp note Location: Carried by one of the Shades at Molvirian's Cottage Value: 0 Armour: Heavy Shadow Armor Base item: Shrouded Armor Location: Molvirian's Cottage, Salt Marsh Caverns; worn by Shades members Total added: Several; worn by Shades members Value: 4000 Armour: Light Shadow Armor Base item: Shrouded Armor Location: Molvirian's Cottage, Salt Marsh Cavern; worn by Shades members Total added: Several; worn by Shades members Value: 1500 Armour: Secunda's Ward Forify Sneak 10pts Resist Frost 75% Resist Paralysis 100% Fortify Acrobatics 10pts Base item: Shrouded Armor Location: Salt Marsh Cavern; worn by the Shades Kingpin Total added: 1 Value: 10000 Weapon: The Hammer of Secunda Fire Damage 5pt for 5 seconds Shock Damge 5pt for 5 seconds Burden 2pts for 10 seconds Weakness to Fire 50% for 5 seconds Weakness to Shock 50% for 5 seconds Fortify Magicka 25pts for 10 seconds Base item: Ebony Warhammer Location: Salt Marsh Caver; wielded by the Shades Kingpin Total added: 1 Value: 4500 Book: Letter from Procis Location: Wherever you happen to be, given by Ignar Rodblock Total added: 1 Value: 0 Misc: Arena Soul Cage Quest item: Used for collecting souls for the new Arena; click it to see which s ouls you have collected Base item: Eye of Nocturnal Location: Given by Gaban Sele of Kvatch Mages Guild Total added: 1 Value: 0 Book: Note from Savlian Matius Location: Wherever you happen to be, given by Ignar Rodblock

Total added: 1 Value: 0 Armour: Kvatch Arena Heavy Raiment Location: Kvatch Arena Total added: 4 Value: 0 Armour: Kvatch Arena Light Raiment Location: Kvatch Arena Total added: 4 Value: 0 Book: Fall of Kvatch Location: Wolf's Head guest rooms, Kvatch Castle Great Hall Total added: 2 Value: 100 Book: Guide to Kvatch (4 different versions, depending on quest choices and play er gender) Location: Kvatch Castle Total added: 1 Value: 1 Keys Kvatch Dungeon Key Maniel's Key Green Fall Mine Cell Key Shades Cell Key Miaren Arendu's Key Athrelor's Key Bagamu Azorku's Key Boldon's Key Borwen's Key Caccia Macrin's Key Fenand's Key Guilbert Selone's Key Lenka Valus' Key Sadean's Key Sigrid's Key Solding's Key Stenar Rulis' Key Tavia's Key Weedum-Ja's Key ________________________________________________________________________________ _______________________________ ============================== 7. Locations Added by this Mod ============================== The Entius Farm - NPC farmhouse - west of Skingrad Green Fall Mine - Goblin dungeon - west of Skingrad; practically on top of Curse d Mine on the map Laughing Stand Cave - Bandit dungeon - north east of Anvil Sapling Manor - NPC house - west of Anvil

Molvirian's Cottage - NPC farmhouse - west of Cheydinhal - considered trespassin g to enter prior to related quest Salt Marsh Cavern - Marauder dungeon - south west of Cheydinhal ________________________________________________________________________________ _______________________________ ============================== 8. Useful Information/Console Codes ============================== Kvatch Shield - 000352CD Kvatch Cuirass - 0002767A Nightshade - 00033688 Monkshood - 000A792E Troll - 0002DBC Boar - 00097A17 Mountain Lion - 0001E5FA Black Bear - 00097A15 Brown Bear - 00097A16 Wolf - 0006E912 Imp - 0001E649 Rat - 00025314 Mudcrab - 00000B7F Daedra Heart - 0001EC8F Shovel - 000251A8

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