Mages Guild part IV | The Guilds' quests Oblivion Guide
Last update: 11 May 2016
The Bloodworm Helm
Quest from: Hannibal Traven;
After all the events that have taken place recently the High Council is in fact no more, each member decided to deal with the problem his own way. You have to retrieve two artifacts that have been taken by them from the University's treasury. The first one is Bloodworm Helm, which has been taken by Irlav Jarol to Fort Teleman.
The first level is very simple - just go straight ahead the whole time, fighting off necromancers. You'll reach the door to Fort Teleman Order of the Black Rose. On the second level, you have to reach the green map marker, while facing some daedra monsters. You'll find Irlav's body. Search it to find the helmet. Give it back to Traven and be on your way to find...
The Necromancer's Amulet
Quest from: Hannibal Traven;
The amulet has been taken by Caranya to Fort Ontus. The Mages you encounter on the first level are not very friendly, but still don't seem to be aggressive. Reach the second level, open the door using the lever and enter the big room, where you will talk to Caranya. She turns out to be a traitor! That must be solved with a fight - kill her, take the amulet, and go back the same way you used before, only this time you have to fight all the mages.
When you're back to the Guild, you'll be promoted to Master Wizard and told by Traven that the time has come to strike back.
Ambush
Quest from: Hannibal Traven;
Your goal is to capture an unique Black Soul Gem, which is held somewhere in ruins of Silorn.
Talk to Thalfin. She was in charge of the operation until you arrived. The entrance to Silorn is sealed by some magic enchantment and the only chance you have is to wait until someone tries to take the gem out of there.
You have to decide the battle positions of your group. Thalfin and Iver should stand near the door, Merete should keep her distance.
When everyone's in place, talk to Thalfin again and the operation will commence. Wait patiently until the necromancers get near your positions. The one you should take care of is Falcar - your old buddy from Cheydinhal (told you you'd meet again?). Ignore the rest and go for him as soon as the battle turns out. Some sort of paralysis spell would greatly help (ex. Burden), as he will make a run for the ruins.
If you don't manage to kill Falcar before he reaches the dungeon, it's best to quick load the game and try again. If you don't find it cool to cheat this way, no problemo - go into this yet another standard dungeon and find the traitor in there. Either way is good.
Confront the King
Quest from: Hannibal Traven;
It's time to confront Mannimarco himself. Traven will give you this one last mission and cast some kind of spell on himself that will trap his soul in the Black Soul Gem you received. Take it from his body and you'll become invincible to Mannimarco's enthralling spell. The fight would be quick and painless without it, as you wouldn't stand a chance.
The necromancer's lair is in Echo Cave. Before the entrance stand the keymaster, Bolor Savel. He's saying that he'd sooner die than let you pass. Treat his words seriously and take the key from his body.
Echo Cave is a three level cave, and the last one (Necromancer's Chamber) is a typical boss battle arena. Mannimarco will welcome you with a long and self-confident speech, inevitably leading to a fight. He won't be easy to deal with, but provided you have the Black Soul Gem he is at all beatable. When he eventually dies, take the Staff of Worms from his body. You'll have some fun with this one.
Go back to the University and talk to Polus. You will be officially acknowledged as an Arch-Mage.
Ending
And that's how you reach the top of the Mages Guild hierarchy. As the boss, you get to receive some special perks. From now on, the Arch-Mage's apartment is yours to live in. You have your own spell-making and enchanting altars in here, and also one particularly interesting chest. Once a week you can leave any alchemical ingredient in it, and in 24 hours it will spawn some additional samples of the same substance. Handy, isn't it? |
The other bonus is that, like with Dark Brotherhood, you can now order one of the recruits to follow you and help you in your battles. Don't expect too much from them, though.