Whodunit? is a quest in The Elder Scrolls IV: Oblivion. A client has arranged a party in order to kill off some enemies with the Dark Brotherhood's help. The goal is to kill all the guests, and a bonus is given if nobody witnesses any murder.
Head over to Skingrad and speak to Fafnir. He will explain the rest of the mission and give the Hero the key to the door. There are five targets - four unarmed civilians and one armed one, Neville, all locked in the house. While it is possible to just enter the house and kill them all, this will forfeit the bonus. To receive the bonus, they must all be killed without anyone seeing it.
To do this, turn up at the house in The Deceiver's Finery (a previous quest reward), or similar outfit, and when the old Breton woman asks, claim to be an assassin and her disposition will shoot to 100, making her more trusting of the Hero's suggestions. Talking to all the targets will reveal various ways to get them on their own in different parts of the house, where they can be dispatched safely.
For example, Dovesi Dran can be tricked into going upstairs alone to wait for Primo Antonius; Neville can be convinced to take a nap; and Matilde Petit can be told to search the basement. Also, when there are only two guests left, talk to one of them and they may attempt to kill the other.
- Fafnir, the Dark Brotherhood liaison outside the house (does not enter).
- Nels the Naughty, a Nord drunk with an unfortunate past.
- Dovesi Dran, a young Dunmer woman.
- Neville, a Redguard and a former Imperial Legion Soldier.
- Primo Antonius, a well-educated Imperial noble who is rather stuck up about the other guests.
- Matilde Petit, a Breton noble, the first person to speak to the Hero when entering Summitmist Manor.
When all the guests have been killed, return to Ocheeva to get the reward and possible bonus.
I must go to Summitmist Manor in Skingrad, meet with the other guests, and pretend I too have been invited by a mysterious, unknown host. I must then kill all the other guests. I should start my mission by speaking with the doorman, just outside the manor.
I have spoken with Fafnir, the doorman, who appears to be a fellow member of the Dark Brotherhood. He has provided me with the key to Summitmist Manor, which I am to use only after all the guests lie dead. I should now proceed inside and meet the other guests.
I have arrived at Summitmist Manor. I must now kill the unlucky guests -- Matilde, Dovesi, Primo, Neville and Nels. If I can eliminate each guest secretly, without any witnesses, I will receive my reward and a very valuable bonus. If I am discovered, the contract will be complete, but any bonus will be forfeit.
All of the guests are dead, and no one knew I was the killer. I must now return to the Sanctuary and speak with Ocheeva to receive my reward and bonus.
I have spoken with Ocheeva and received a special reward, the Night Mother's Blessing. I now have permanent increases to my Sneak, Blade, Security, Acrobatics and Marksman skills.
- It should be noted that this quest is almost exactly like Agatha Christie's book "And Then There Were None," in which the people are described as: "One old maid" (Matilde Petit), "Old military gentleman, real Army by the look of him" (Neville), "Nice looking young lady" (Dovesi Dran), "A bluff, cheery gent" (Nels), and "He was the right kind, born to money" (Primo Antonius). Another reference is that on the dinner table upstairs, there are six sweetrolls on a plate. In the novel, there are little figurines - one representing each of the invited guests, one of which would mysteriously be removed after each murder.
- The bonus, Night Mother's Blessing, can boost a skill past 100. It has not been determined if any increase in actual skill effect occurs.
- For an unknown reason, the AI of the people in the house is seriously lacking. They will in fact never notice when the Hero kills another guest with a melee weapon, even if done in plain sight. Destruction magic will have the opposite effect, immediately forfeiting the bonus even if no one else is in the room. Bows do not appear to be affected. Additionally, all the guests have only 1 point of health, so they will die in one hit from any weapon. This means that despite all the stealthy options available, the Hero can enter in full Shrouded Armor, announce themselves as an assassin, and proceed to slash every guest with the Blade of Woe in plain sight of each other, and still receive the mission bonus.
This section contains bugs related to Whodunit?. Before adding a bug to this list, consider the following:
- If the quest "Turning a Blind Eye" is active but one have not been visited by Methredhel she may come into the house during the quest and be locked in. She will be considered a witness if she sees the Hero kill anyone.
- Bringing any followers into the house while Whodunit? is still active will result in them being stuck there permanently. Such followers include:
- During the quest, the game seals the doors, preventing anyone from leaving the building. There is an unpatched glitch that prevents the game from unsealing the lock. Should any of these people enter during the quest, the game will consider them part of the group from the mission, even long after the mission is completed. If ordered to leave, they will try to head back to their respective areas in the game, but will never actually arrive there. If killed, they respawn within the building. This is particularly important for one-of-a-kind characters such as the Dark Brotherhood Archer or the Adoring Fan, but none of the people listed will be available outside the building again. Guards, however, will respawn their numbers outside, so it's not possible to trap them in the building and play the game free of guards. If this glitch occurs, the only fix is to reload a previous save.
- After the first guest is murdered, a very rare bug may occur where one of the house guests will run around the house and kill most to all other house guests. One will still receive the bonus if the character kills other characters in plain sight, because the player is not the one committing the act.