Baiting the Trap
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| Baiting the Trap | |
|---|---|
| Quest Giver | Sheogorath |
| Location | Xedilian |
| Prerequisite | A Better Mousetrap |
| Next Quest | Understanding Madness |
| Reward | Dawnfang/Duskfang Talisman of Abetment Focus Crystal in Sheogorath's Palace |
| Type | Shivering Isles Main Quest |
- Main article: Quests (Shivering Isles)
Sheogorath sent the Hero to Xedilian to attune the Resonator of Judgement in A Better Mousetrap. Once this task is completed, the next quest begins.
Contents |
Walkthrough
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When standing on the bottom floor of Xedilian in front of the Resonator, go up the stairs to the north and activate the teleportation pad. The Hero will be greeted by Kiliban Nyrandil, a smiling hooded Dunmer who explains that they are trapped here until the chambers are proceeded.
Nyrandil says that there will be three encounters with a group of adventurers. At each encounter they will have a choice to make: either choose a physically harmful fate, more in the spirit of Dementia; or choose a mental assault, closer to the spirit of Mania.
Chamber of the Gnarl
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Added by EbonySkyrimThe first chamber is known as the Chamber of the Gnarl. They can cause either a large group of small gnarls to attack or make a single gnarl appear to grow in size suddenly. Nyrandil says that this effect will be magnified by hallucinogenic spores released into the air.
Move into the west room, on to a balcony overlooking a large empty room. In a moment three adventures - an Orc warrior, an Bosmer archer/thief, and a Dunmer mage will enter the room. The switch to the right, the orange smiley face, will activate the Mania choice, the left will choose Dementia. Either choice will lead to the incapacitation of the archer.
Chamber of treasure
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Added by EbonySkyrimMove onto the nearby teleportation pad. Inside the next room a great treasure waits inside a locked cage. Choosing Dementia will activate a fireball that kills the mage. Choosing Mania will cause a great number of keys to cascade to the floor, and the mage will go mad as he tries to find the correct key.
Chamber of dead
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Added by EbonySkyrimMove onto the third teleportation pad. The final room is blood-spattered and decorated with hanging corpses. The sole remaining adventurer - the Orc warrior - enters. One can either choose murder-by-zombie or drive him mad by making him think he has died without a fight.
Speak to Nyrandil
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After one is finished, speak to Nyrandil again. He will congratulate on the success and give the Hero the sword Dawnfang/Duskfang. Go up the stairs to the Recovery Chest and find leveled loot and the Talisman of Abetment.
Immediately after this, groups of the distinctive silvery crystals suddenly grow without warning, and a trio of Knights of Order appear. Kill the Knights (don't forget to check for Hearts of Order) and speak to Nyrandil again.
He will explain that Knights were attracted to the Resonator and orders you back to Sheograth to notify him of this new and ominous development.
This will complete the current quest and begin the next quest: Understanding Madness.
Journal entries
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| Journal Entry |
|---|
I should now make my way back to New Sheoth and report my success to Sheogorath. |
I've met Kiliban Nyrandil inside one of the many observation rooms of Xedilian. It also appears that Xedilian has its first visitors, a group of adventurers. It's up to me to decide whether to allow Xedilian to kill them or drive them insane. |
I've unleashed the Giant Gnarl on the adventurers in Xedilian. With the threat of what he perceived as certain death knocking at his door, Lewin the Rogue has gone insane. I should make my way to the next observation room and choose how the adventurers will encounter their next obstacle. |
I've unleashed the Gnarl Swarm on the adventurers in Xedilian. Unable to survive their onslaught, Lewin the Rogue has been slain. I should make my way to the next observation room and choose how the adventurers will encounter their next obstacle. |
I've caused Syndelius the Mage to go insane by pouring hundreds of keys on the ground which convinced him that one of them opened the gate to the huge treasure pile. All that remains now is the leader of the group, Grommok. I should make my way to the last observation room and choose how the stubborn Orc will encounter his final obstacle. |
Using a huge pile of treasure as bait, I lured the two remaining adventurers into a fire trap. Syndelius the Mage didn't survive the blast, leaving only their leader, Grommok. I should make my way to the last observation room and choose how the stubborn orc will encounter his final obstacle. |
By making Grommok think that he actually died and became a ghost, I've driven him insane. Now that all of the adventurers have been dealt with, I should speak to Kiliban. |
I've caused death of the remaining Orc adventurer, Grommok, by animating the zombies in the final room of Xedilian. Now that all of the adventurers have been dealt with, I should speak to Kiliban. |
Kiliban Nyrandil has told me to meet him in Xedilian's reception chamber where I can recover the defeated adventurer's gear. I should use the final transport pad and make my way there now. |
I've received some items and gold from Kiliban Nyrandil that had belonged to the adventurers. I can now safely report back to Sheogorath that Xedilian is in full operation. |
Before exiting Xedilian, I was attacked by three unusual beings in equally strange armor. I should ask Kiliban if he knows anything about them. |
Kiliban explained the entity of the strange beings, calling them Knights of Order. He seemed very dismayed and wishes me to hasten to Sheogorath and report their presence.
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| Previous Quest: A Better Mousetrap | Next Quest: Understanding Madness |