The Elder Scrolls IV ============================================================= KNIGHTS of the NINE /\ /OO\ /O/\O\ /O/88\O\ /O/8888\O\ /O/888888\O\ /O/88888888\O\ /O/8888888888\O\ /O/888888888888\O\ /O/88888888888888\O\ /O/8888888888888888\O\ /O/888888888888888888\O\ /O/88888888888888888888\O\ \O\88888888888888888888/O/ \O\888888888888888888/O/ \O\8888888888888888/O/ \O\88888888888888/O/ \O\888888888888/O/ \O\8888888888/O/ \O\88888888/O/ \O\888888/O/ \O\8888/O/ \O\88/O/ \O\/O/ \OO/ \/ lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lSl The Elder Scrolls IV: Oblivion lSl lSl Knights of the Nine Guide lSl lSl by WhyteScythe187 and elsquanto lSl lSl lSl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lSl Table of Contents lSl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lSl 1.00 - Version History lSl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lSl 2.00 - Walkthrough lSl lSl 2.01 - About Knights of the Nine lSl lSl 2.02 - Starting KOTN & The Pilgrimage lSl lSl 2.03 - The Helm of the Divine Crusader lSl lSl 2.04 - The Priory of the Nine lSl lSl 2.05 - The Boots of the Divine Crusader lSl lSl 2.06 - The Mace of the Divine Crusader lSl lSl 2.07 - The Gauntlets of the Divine Crusader lSl lSl 2.08 - The Shield of the Divine Crusader lSl lSl 2.09 - The Greaves of the Divine Crusader lSl lSl 2.10 - The Sword of the Divine Crusader lSl lSl 2.11 - The Blessing of Talos lSl lSl 2.11 - Umaril the Unfeathered lSl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl lSl 3.00 - Contact info and Legal Stuff lSl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl _______________________________________ lOl 1.00 - Version History lOl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl Vers. 1.00 - Finished and Submitted Vers. .75 - Inserted detailed walkthroughs for the first two dungeons. More making the guide look pretty (3/25/07) Vers. .55 - Guide began to be put into Faq format, added Table of Contents, and the walkthrough section all the way up to the Mace of the Crusader. (3/19/07) Vers. .50 - Guide is a skeleton and an organizer... ______________________________________ lOl 2.00 - Walkthrough lOl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl ********************************************* 2.01 - About Knights of the Nine ********************************************* Knights of the Nine, or KOTN as it will be referred to oftenly from now on, is a Downloaded content available from the Xbox live marketplace. This DLC costs about 10 US dollars when this guide is being written, but other Downloaded content has been available free for special offers or holidays, so anything could change. In order to get Knights of the Nine, simply enter the Xbox live marketplace from the dashboard, and go into the games section. Scroll down until you see "Oblivion", and enter that. Here you will see a list of all the DLC's, gamerpictures, and themes, but KOTN should be near the bottom. Select it, and it should download. Compared to other things available on the marketplace, this is a very fast download, but playing any games on live will stop it, so go single player for a while. After you get a friendly little message saying "Download Complete", KOTN is yours. KOTN is built in with the PS3 version of Oblivion ********************************************* 2.02 - Starting KOTN & The Pilgrimage ********************************************* The first thing you should notice is that you don't get a friendly little message like you would with any other DLC. KOTN is actually an integrated questline, as if it were part of the game from the start. Start it like you would any other quest, talking to random people and exploring, going to every city asking for "Rumors", or you can be lazy and read the next paragraph. Eventually, people will mention some "prophet" preaching in front of the Chapel in the city of Anvil.They will also mention an attack on Anvil chapel. Go to Anvil chapel, a nice guard will stop you and say you don't want to go in there. And he's right, there is some pretty gruesome stuff in there. But if you want to know the full story, then go ahead. But if that's not your taste, head on over across the street looking for the prophet. If he's not there, then look for a small bedroll lying on the ground. That's his house. Wait for him there and eventually he'll show up. When he talks to you, open up all the dialogue options. You don't actually have to listen to him rant, just pretend to. Eventually, admit to him you are interested in gathering all of the Crusader's relics. He'll ask you what you're claims to fame are, and you can answer with the guilds you are currently the head of. Say you have no claim to fame, and he'll give you a nifty map giving you the locations of all the nine wayshrines you need to visit. ~The Pilgrimage~ You need to visit every wayshrine on the map, where it will tell you that you have prayed at this wayshrine, and may continue. Note that the map is not quite as accurate as you would've liked, so I'll detail the locations in the order that I recommend. Arkay - North of the Brina Cross Inn, which is along the Gold road from Anvil to Kvatch Mara - NW of Cursed Mine, which is West of Skingrad Libella - North East of Fort Carmala, which is South of Chorrol Akatosh - Directly South of Bruma, along the Orange Road Julianos - Right on the Yellow road, SE of the Imperial City Kynareth - Next to a small lake, right on the "S" in the Nibenay Basin Talos - North of Bravil, near the "i" in Nibenay Valley Zenithar - North of the Flooded Mine, which is North of Bravil Stendarr - NNE of Leyawin, along the Green road If all of the wayshrines you visit are on the map that the prophet gave you, you might meet a pair of knights also walking the way; Sir Roderic and Lathon. The pilgrimage will set your infamy points to zero, and give you the greater power "Pilgrim's Grace" *************************************************** 2.03 - The Helm of the Divine Crusader *************************************************** Once you visit the last shrine and pray at it, wherever it may be, you will be teleported into another dimension where a dude named Pelinal Whitestrake will invite you to a brief chat. If you've been paying attention to the story, you'll know who this guy is. Anyways, once it's over, you'll be sent back to Cyrodill, with a new shrine marked on your map. This is the underwater ruin of Vanua. You'll find it under that huge bridge near the Imperial City. This is a fairly typical Alyeid Ruin, there are not nearly as many suprises as you'll find later on in the questline. Take a deep breath and dive underwater to reach the door, then hold your breath a little while longer until you get onto dry land. As you enter, you will fight some undead, they shouldn't be too hard. There will be Welkynd Stones in the subchambers on your right and left. Not very far in, you should reach a square room with four stones in it. There's a push block on the left which will open the ruin for further progress. The ruin gets even more straightforward from here. You'll then enter a larger room where you will need to jump through a hole in the wall in order to access the level of the dungeon that the shrine is in. This is a small mazelike room, and the only way out is through another hole in the wall. Go through this area and you'll drop into the room with the helm in it. On the ground, you'll find the body of Sir Amiel. Go ahead and take his ring, his key, and anything else he has on him. He won't need it anymore. Use the key to open the gate directly across from where you entered, and you'll need to jump through yet another hole in the corner to progress further. This tunnel will allow you to bypass the collapsed part of the tunnel which had hindered your progress. Enter "The Lost Catacombs". Continue to the ruin until you reach another hole. Are you tired of holes yet? Of course you're not. Holes are fun! You are now in a forked hallway, but both paths lead to the same place, thus defeating the purpose. This is the balcony where the helm is. Pick it up, and jump off of the balcony. The doors behind the shrine don't go anywhere. Go through the far door, and enter (surprised?) another hole. In the next room are a kind of large group of enemies, along with a boss chest behind the stone tomb. A door at the far end of the hallway will open up, allowing you to reenter familiar territory. Use the same way that you used to get out in order to get out. ************************************************** 2.04 - The Priory of the Nine ************************************************** You should get this quest indicator soon after you find Sir Amiel's body. Either way, go into the priory and look around. It's a dump. If you have Sir Amiel's ring in your inventory, go to the symbol on the floor that was to your immediate left when you entered. A nifty little path will open before you. Walk down and enter the basement, or "undercroft" if you want to be fancy. Here you will see the cuirass that matches your helmet across the room, but before you can take it, Sir Amiel's ghost will appear before you. Him and his ghostly buddies want to see if you are strong enough to challenge Umaril (that's what this whole thing's leading up to, if you haven't paid attention). They are all very easy fights and come at you one at a time. It shouldn't be much of an issue. Surprisingly, you don't need silver, daedric or enchanted weapons to hurt them, as you would need for most ghosts. Once you get them to admit defeat, they'll let you grab the cuirass. Take the armor (it matches nicely with your helmet), and before you leave, have a chat with some of your new undead allies. Sir Casimir tells you about the Gauntlets of the Crusader, and the whole story about how he accidentally killed some beggar and the gauntlets fell from his hands and now will not budge, the classic sword in the stone deal. Sir Ralvas tells you about the Mace of Zenithar, a task he failed to achieve due to lack of faith Sir Henrek tells you about the Shield of the Crusader, which was kept in Fort Bulwark to be kept safe Sir Juncan will tell you about the Boots of the Crusader, which is protected by Kynareth's "minions" ********************************************* 2.05 - The Boots of the Crusader ********************************************* Make your active quest "Nature's Fury", which you got from Sir Juncan, to get a nifty little map marker on the west side of the Red Ring Road, to the West of the Imperial City. Meet the worshipper's of Kynareth, the equivalent of PETA in Cyrodill. The nice lady named Avita will tell you that in order to get the boots, you must go to the "Grove of Trials". Scary. Walk towards your new map marker and eventually you will find yourself in a isolated section of the forest. Wait a few minutes, and a large bear named "Forest Gaurdian" will come in and try to kill you. Dodge or absorb its attacks, but don't strike the thing. Eventually, it will get bored and walk away, and a nifty little door will open into Kynareth's Grotto. There are two Spriggans standing over the boots, don't attack them. Instead just pick up the boots and walk out. *Note: If you attack any of the animals above in the quest, it will add a point of infamy and force you to redo the pilgrimage **Note: Don't bring any hostile followers around either, they will attack the forest guardian in your defense, which will force you to do the above ********************************************* 2.06 - Mace of the Crusader ********************************************* In the basement of the priory, one of your semi transparent friends named Sir Ralvas will tell you to do what he failed, and get the Mace of Zenithar from the Chapel of Zenithar. So, take a hike over to Leyawin and start this quest. Upon your arrival, another knight will greet you, saying that he tried and failed to get the boots. Instead he has stayed back to protect it. That's Gods: 2, Knights: 0. Go downstairs and pray at Sir Kaladas' tomb, ignoring the spectres, they won't attack you. As soon as you pray, you'll be teleported to some strange area. The mace is right across the huge gaping cliff of death. You can jump for it, but you won't reach it. Or, you can slap on the boots of the Crusader, and an invisible walkway will appear Indiana Jones style. Walk the line, and grab the mace. When you return, you'll find the chapel filled with Aurorans. Get used to killing these guys. I would recommend slashing them until they return, then dodge it and throw a spell at them. That seems to work effectively. ********************************************* 2.07 - Gauntlets of the Crusader ********************************************* Sir Casimir sends you to see the priests in the Chapel of Stendarr in Chorrol. Talk to the priest there, he's named Areldur. He'll tell you the story of the gauntlets (which you already knew), but then he'll add in another fact, that the gauntlets are killing a descendent of Sir Casimir named Kellen. The gauntlets are sitting on the floor surrounded by candles. Don't try to go "sword in the stone" on it, because it won't work. The only way you'll get these is by talking to Kellen, conveniently located in the Chapel basement. Talk to him about the curse, and he'll talk about his suspicion that Areldur knows something, but doesn't want to reveal it. Sure enough, Kellen is right, Areldur knows that he can heal Kellen, but only by taking it upon himself. He's too much of a coward to do it, so he asks you if you knew someone that was courageous enough to take Kellen's curse upon themselves. What a coincidence! Suprise, this forces to you to get the curse moved onto you. So how do you get yourself cursed you may ask? The first step is going over to the Chapel altar, where you will be asked whether or not you wish to take on the curse. This will grant you the spell "Lay hands on", which is a lesser power. Now go over to your good 'ol pal Kellen, and use the spell on him. He'll immediately get excited and begin running around the room. After he calms himself down, you can talk to him again. You can go pick up your Gauntlets now. As a side effect, you get the "Curse of the Consumed", which damages your fatigue by 5 points. Scary. ********************************************* 2.08 - The Shield of the Divine Crusader ********************************************* Sir Henrek will send you to Fort Bulwark to retrieve the Shield of the Divine Crusader. This ruined fort is out in the middle of nowhere, and filled with a bunch of mean conjurers as well as some brain teasing puzzles. As you enter, there are a few paths to take, but only the middle one leads anywhere. The other two just lead to some Daedra and a dart trap, respectively. Instead look for a curving stone bridge in the large room. There will be a gate on your right and a drawbridge on your left as you walk across. Ignore them for now. Instead continue walking down the bridge and through a winding tunnel. You'll find a room with a couple of conjurers, a note which reveals their intentions, but most importantly, a switch which will open a gate near the room. Go through this now open gate, and you'll find yet another switch. From the small perch the switch is on, you can see the gate open and the drawbridges lower. Go back down to the bridge and take the newly opened path. You'll come to a hallway with four rows of stepping plates. You will need to step on them in a certain order to open the gate at the end of the hallway. You can use the candles, which will tell you the plates to step on based on how many candles there are. In any case, step on the plates in the following order, row by row. Left Middle Right Left A nice little visual representation...(step on the plus signs) *finish l+l.l_l.l_l l_l.l_l.l+l l_l.l+l.l_l l+l.l_l.l_l *start You will then reach a jail like area. There is a conjurer in here, the lone guard. Use the switches to open the gates to the jail cells. The first will only contain a skeleton, but the other has a redguard in it. His name is Sir Thedret, and he talks about how he was searching for the shield himself when the conjurers caught him. They want to use him to take the shield for themselves, but he refused, and was rewarded with torture and imprisonment. You can ask if he will help you, but he'll say he's too weak. He will however give you a cryptic clue in advancing further in the ruin. Keep advancing. The ruin gets linear for a while. There's a room with another note which reveals the conjurer's plan to kill Sir Thedret, as well as a few gems and coins. After some more standard dungeon crawling, there's a room with several drawbridges, and darts that shoot from the ceiling. If you have plenty of health, you can simply run through the darts, but if not, then you'll need to carefully time it to run when the darts aren't shooting. High acrobatics will allow you to skip the whole dart business by jumping along the ledges. The next room that you enter will have some good loot, as well as the conjurer adept to fight. You should be able to defeat both of them with an ally, but you'll be fine as long as you ignore their summons and just fight them. Once you defeat them, you'll notice that there's another puzzle you will have to solve. Remember that little advice that Sir Thedret gave you? Use it. There are four statues in different directions in the middle of the room. You need to turn the handles at the bases of the statues so that they all point towards the center. Once you fix that, then their will be a fireball, and a previously closed entrance will open up. This will lead through another winding tunnel, and you will get an update saying that this is another puzzle. Goodie. There are eight statues spread around the room, each with chests in front of them. There is also a chest in the middle of the room with a pressure plate in front of it. Stepping on the pressure plate will cause a transparent object to appear next to one of the chests on the perimeter. There is also an item in the chest in the middle of the room. Essentially, this is a memory game, and you need to take the item in the center and put it into its corresponding chest. When you place an item in the correct chest, the statue behind it will glow. When placed in the incorrect chest, it will simply dissapear and a new item will spawn in the chest. The items that spawn are... - Rodgar's Book - Rodgar's Hammer - Rodgar's Skull - Rodgar's Gem - Rodgar's Stone - Rodgar's Helm - Rodgar's Goblet - Rodgar's Sword All appear in the Miscellaneous section of your inventory. Here is a visual display of where the items will go. (exit) Gem [] [] Stone [] spawn chest Skull [] [] Helm Hammer [] [] Goblet Book [] [] Sword (entrance) Once the items are in the correct place, another fireball will open another door, and you can go through and claim your prize - the shield of the crusader. ***************************************** 2.09 - The Greaves of the Divine Crusader ***************************************** This one is pretty easy, once you go back to the priory, a man named Sir Lathon will greet you. He'll say how his master was slewn at the hands of Lord Berich. He gives you the greaves and insists on going with you to Underpall Cave to get the sword back. ********************************* 2.10 - The Sword of the Crusader ********************************* Head on down to Underpall cave, which is in the Northern part of Cyrodill right off of the Orange Road. This ruin isn't very large, but there is only one way to get all the way through it. The other ways will just give you a dead end. Go through the first zone, and ignore the skeletons on the cliff. Upon entering the second zone, immediately take a left down the hallway which heads behind you. When you do come across a skeleton, just gang up on them with Lathon, your combined power should keep them staggered. Sir Lathon does not have a silver weapon, so unless you're powerful enough to be at the daedric stage, keep him away from ghosts. If you come across a hole, (DON'T GO DOWN IT). This should lead you across the body of Sir Roderic. Either way, you need to go find the wraith that was once Lord Vindrel. Careful of the falling rocks, and start the fight with the wraith. Keep him on land, because if he dies over the water the sword may dissapear into the depths below. For now, just fight the other ghost, and see if Sir Lathon (if he is still alive), can distract Lord Vindrel. When both of these transparent baddies are done, grab the sword. DO NOT EQUIP IT. You need to run to the Cheydinhal Chapel if you don't want to get a disease from it. ****************************** 2.11 - The Blessing of Talos ****************************** This quest could possibly be shorter than 2.09. Upon re-entering the priory, you will be redirected to the chapel portion, where the Prophet is giving a sermon. Sit through his rambling, and he will come up and speak to you. He speaks about how Pelinal Whitestrake never had the ninth crusader's relic. Why? There were only eight divines at the time. But now, Tiber Septim has ascended and he is now able to give the power of "The Blessing of Talos". Last time, Umaril was able to escape into the Spirit Realm. Now, he won't be so lucky. Yes, you get to follow the half-god and fight him TWICE. ******************************* 2.12 - Umaril the Unfeathered ******************************* All of the knights that you recruited will be waiting outside the ruin of Garlas Matatar when you get there. Charge into the ruin, and fight some Aurorans. When they are all dead, press the push block on the pedestal to the left of the entrance. Your buddies should be able to take care of them. There are more Aurorans throughout the rest of this zone, but they shouldn't be difficult because your allies distract them while you just slash. Push the block on the wall, and ignore all of the Aurorans you come across. You need to make it to the dark orb at the top of the room, until then, all of the Aurorans will just keep respawning. On the way to the orb, look around the arches for a switch to advance further. Run into the last zone, and you will find yourself in a large room with a big pool in the middle. Here is the big finish. Go kill that oversized Auroran. He's big, mean, and resistant to shock spells. With the sword, you should take him down in no time. After he dies, he will transport himself to the spirit realm. Take the time to heal, grab some loot, grab his sword, etc. When you're ready, cast the Blessing of Talos on yourself and go to the spirit realm. Look familiar? This is essentially the same battle. When you finish off the god (your character should be no stranger to this by now), see if you can grab his sword while you fall, if not, then you'll be transported to the priory still. Have your final chat with your favorite undead people, and watch them dissapear. Perks: - You can place the Crusader Relics in the stand behind the ghosts at any time for safekeeping - You get your own follower, one of the knights. - Those chapels that were desecrated are restored. - People will treat you as famous And that's it. Beating a half-god and once again saving Tamriel nabs you an armor stand, a lackey, and some fame... Le fini... ______________________________________ lOl 2.00 - Contact Info/Legal Stuff lOl lOl~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~lOl This FAQ was created by WhyteScythe187 and elsquanto ~~~~Email~~~~ elsquanto@hotmail.com - elsquanto (derp) tippmannsnyp3r@aim.com - Scythe ~~~~Xbox Live~~~~ Yellodawg - elsquanto Wegrodamus - tippmannsnyp3r@aim.com I won't take random friend requests, but feel free to send them to WhyteScythe. He doesn't have many friends... Specail Thanks to... Bethesda, for such a great expansion All who contributed to this FAQ - Shuyin Komija ___________________________________ l l l FAQ PERMISSION l l___________________________________l The following websites have been permitted to host this FAQ. www.gamefaqs.com www.neoseeker.com If you see this FAQ posted anywhere other than these websites listed above, please contact me or Scythe Help Stop FAQ Theft - Check Out Michael Sarich's FAQ Theft Guide: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=2000094&topic=20885654 ================================================================================== © 2007 Jim Jones and Christopher Corlioni. All Rights Reserved Any Unauthorized Copyright Infringement on this document will result in prosecution to the fullest extent of the law.