How to unlock Oblivion Focus of Effort. Walkthrough The Elder Scrolls IV: Oblivion: The Crucible

  • you can see on the map the location of all marked game locations and their names;
  • when selecting any location in the scrolling list or directly on the map:
    • the location icon will be highlighted with a red frame and you will easily notice it among others;
    • you can read the description of the location, incl. with information about quests, inhabitants and valuable finds.

List of Shivering Isles locations

  • Aychan
  • Raging Camp
  • Bliss
  • Brellack
  • Vitarn
  • Gates of Madness
  • Door to Cyrodiil
  • Palace of New Sheoth
  • deepwallow
  • Blackberry Bush
  • miserable camp
  • Zazelm
  • flooded camp
  • Zeddefen
  • Xedilian
  • Zeywara
  • Ziditta
  • Ziretard
  • New Sheoth Cemetery
  • root hole
  • Crucible
  • Bay Camp
  • Camp Backwash
  • Tall Tree Camp
  • Camp Longtooth
  • Blood Island Camp
  • Camp Lunatics
  • Camp Hope
  • Camp of Confusion
  • Camp of Lost Time
  • Camp Broken Neck
  • Milkar
  • Grim Labyrinth
  • knife hole
  • Nora Swamp Gas
  • lake camp
  • pointed cliff
  • pasval
  • fragrant grove
  • Gardens of Bones and Flesh
  • Sylarn
  • Secret entrance to Saselm
  • Split
  • Moaning Halls
  • waste camp
  • Corpse Pass
  • Terrible Lair
  • Fellmoor
  • highcross
  • Suicide Hill
  • black lair
  • Hall of Bone Growth
  • Ebrocca
Select a location to view from the list on the left

Aychan

small fortress, located on the Laughing Shore, which contains violators of the laws of Mania. This is where the golden saints will send you after their arrest.

Inhabitants: grammites, scalelons.

Zones: Aychan Dungeon.

Location codes: XPAichanExterior, XPAichan01.

Plants (outside): Alocasia (8), Hericium azure (8), Worm's head (4).

Plants (inside): Fire Mushroom (18), Shout (3), Watcher's Eye (4), Root Stalk (17).

Camp Backwash

A small camp consisting of a wooden shed over three sleeping bags that surround an extinct campfire.

Inhabitants: Zealots.

Location codes: SEBackwashCamp.

Plants: Letifer Orca (1).

black lair

A large root cave occupied by grammites.

Inhabitants: Grummits, gnarl captives.

Zones: Black Lair; Black Lair - Outer Camp; Black Lair - Channel; Black Lair - Inner Camp; Black Lair - Tunnels.

Location codes: XPBlackrootLairExterior, XPBlackrootLair01, XPBlackrootLair02, XPBlackrootLair03, XPBlackrootLair04, XPBlackrootLair05.

Plants (outside): Black Resin (2), Blister (2), Giant Rot (3), Mushroom Grass (2), Swamp Tendril (3), Young Mushroom Tree (14).

Plants (inside): Rotten Scale (2), Thorn (12), Root Stalk (41), Withering Moon (113).

Finds: Hollow Amber Branch (3), Hollow Amber Stump (1).

Blood Island Camp

A camp favored by grammites. It consists of one hut built on stilts with two sleeping bags inside.

Inhabitants: Grummits, Balevogs.

Location codes: SEBloodBayCamp.

Plants: Blisters (1), Mushroom Grass (2), Grumite Eggs (4), Grumite Egg Clutch (2).

Camp Broken Neck

A camp occupied by heretics. There are two wooden huts located at a height, both of which can be reached with the help of decks and stone heaps.

Inhabitants: heretics.

Location codes: SEBreakneckCamp.

Plants: Alocasia (6), Red Algae (4), Worm Head (2), Aster Flower (4).

Brellack

Brellack - sacred place for the golden saints, as they return here from the Waters of Oblivion. The keep was given to the Auril by Lord Sheogorath and no mortal can enter these halls... at normal times.

Inhabitants: golden saints, knights of the Order, priests of the Order.

Zones: Brellak - Hall of Honor; Brellack - Hall of Honor; Brellak - Hall of Prayer; Brellak - Font of rebirth.

Location codes: XPBrellachExterior, XPBrellach01, XPBrellach02, XPBrellach04, XPBrellach05.

Plants (outside): Alocasia (6), Hericium azure (8), Red Algae (4), Young Mushroom Tree (3), Worm's Head (7).

Camp Hope

An abandoned camp consisting of a single wooden hut built on stilts.

Location codes: SECampHopeful.

Plants: Alocasia (3), Red Algae (4), Worm Head (4).

Tall Tree Camp

A camp occupied by heretics. Consists of one hut, standing on stilts, with three sleeping bags and a wooden chest inside.

Inhabitants: heretics.

Location codes: SECampTallTrees.

Plants: Alocasia (2), Red Algae (5), Worm Head (1).

cann

Large ruins occupied by heretics and hungry.

Inhabitants: heretics, hungry.

Zones: Cann - Big hall; Cann - Amphitheater; Cann - Halls of Tranquility; Cann - Arena; Cann - Arena, ground floor.

Location codes: XPCann01, XPCann02, XPCann03, XPCann04, XPCann05.

Plants (outside): Alocasia (9), Aster Flower (3), Red Algae (3), Young Mushroom Tree (4), Worm Head (2).

Plants (inside): Fire Mushroom (21), Shout (17), Root Stalk (39).

Treasures: Skull of Salonia Viria, Silent Shout, Hollowed Amber Branch (2), Hollowed Amber Stump (1), Madness Ore Vein (4).

Corpse Pass

A small cave that contains violators of the laws of Dementia. This is where the dark seducers will send you after your arrest.

Inhabitants: grammites, dark seducer - jailer.

Zones: Blighted Dungeon.

Location codes: XPCorpserotPassageExterior, XPCorpserotPassage01.

Plants (outside): Giant Rot (3), Mushroom Grass (4), Grumite Egg Clutch (11), Orca Letifer (3), Marsh Tendrils (5), Young Mushroom Tree (6), Waterroot Pod (7).

Plants (Inside): Chrychalka (1), Thorn (1), Root Stalk (6), Withering Moon (17).

Finds: Silent Shout, Madness Ore Vein (1).

Sylarn

Only in the ancient ruins of Cylarn can one ignite the Flames of Agnon, which in turn can ignite the Great Torch of New Sheoth in the chapel of Arden-Sul. The Flame of Agnon feeds on the fire of the Altars of Pleasure and Despair, and only the servants of Sheogorath - Auril or Mazken - can kindle the Altars by sacrificing themselves. But the golden saints have captured the Altar of Delight and the dark seducers control the Altar of Despair, and neither side is willing to back down...

Inhabitants: dark seducers, golden saints.

Zones: Cylarn - Altar of Despair; Sylarn; Cylarn - Underdeep.

Location codes: XPCylarneExterior02, XPCylarne01Altar, XPCylarne01, XPCylarne02.

Quest: The Cold Flame of Agnon (Choose one of the sides in the battle for Cylarn and light the Great Torch over New Sheoth).

Plants (outside): Alocasia (9), Young Mushroom Tree (6), Worm Head (5).

deepwallow

A small village built on a swamp that sprawls near the Horn of the Heretic. All three of its inhabitants are more or less paranoid.

Inhabitants: Biley, Dulfumf gro-Urgash, Erver Devaney.

Buildings: House of Biley, House of Dulfumf gro-Uggash, House of Erver Devany.

Location codes: SEDeepwallow.

Grim Labyrinth

A small cave located south of the island Fire. Deep inside the Dungeon hides the camp of the hostile Breton Traylius. Traylius' diary tells the story of his struggle with his love, Alyssa, who didn't like this place and decided to leave...

Inhabitants: Traylius, scalons, elytras, gnarls, balivogs.

Zones: Grim Labyrinth; Gloomy Labyrinth - Dungeon.

Location codes: XPDireWarrenExterior, XPDireWarren01, XPDireWarren02.

Plants (outside): Alocasia (4), Red Algae (8), Young Mushroom Tree (4).

Plants (inside): Fire Mushroom (62), Red Algae (37), Worm's Head (28), Young Mushroom Tree (26), Lion's Mane (10), Alocasia (9), Root Stalk (8), Chrychalka (7), Watcher's Eye (2).

Finds: Lee "ssane (bow of Alyssa, Traylius's lost love), Hollow amber branch (2), Hollow amber stump (2).

Door to Cyrodiil

A kind of gate connecting the province of Cyrodiil and the Shivering Isles - the kingdom of Sheogorath.

Entering this door for the first time, you will meet there Haskill, Lord Sheogorath's valet, Prince of Madness, Lord of Timelessness. After talking to him, the main quest of the Shivering Isles will begin.

Location codes: SEGreetingRoom.

Camp Lunatics

A camp occupied by heretics (or hungry). It consists of two huts and wooden decks and bridges, which offer a beautiful view of the Yiming Sea (especially at night).

Inhabitants: heretics or hungry.

Location codes: SEDreamwalkCamp.

Plants: Young Mushroom Tree (1), Red Algae (9), Worm Head (3).

root hole

A very large cave inhabited by elytras (you can't get here before the start of the quest Addicted, because to enter inside you need to take Felldew - a substance that carries special, glowing green, elytras).

Inhabitants: Elytras, Felldew lovers, Joofy the Brown.

Zones: Root hole; Root Burrow - Overgrown Marsh; Root Burrow - Buzzing Tunnels; Root Burrow - Bramble Halls; Root Burrow - Sanctuary of Decadence.

Location codes: XPDunrootBurrowExterior, XPDunrootBurrow01, XPDunrootBurrow02, XPDunrootBurrow03, XPDunrootBurrow04, XPDunrootBurrow05.

  • Addicted (Find the Chalice of Inversion in the Root Hole for Teydon, Duke of Mania),
  • Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits).

Plants (outside): Alocasia (11), Hericium azure (17), Red Algae (15), Young Mushroom Tree (1), Worm's Head (9).

Plants (inside): Fire Mushroom (220), Shout (27), Watcher's Eye (5), Root Stalk (149).

Finds: Bowl of Inversion, Silent Shout, Hollow Amber Branch (2), Hollow Amber Stump (1).

Ebrocca

Large ruins with three external entrances. Ardvi Malifant, Father of the Bosmer clan, built these ruins very recently as the resting place of his dead mother. However, apparently, the death of his mother drove Ardvi to madness, because he built a family crypt extremely protected from grave robbers - with numerous deadly traps without any safety mechanisms ... Then Ardvi systematically killed all his relatives.

Inhabitants: Flesh atronachs, shambles, skinned hounds, skeletons, Bregor the Burner, Father of Clan Malifant.

Zones: Ebrokka - Diskenia; Ebrocca - Duvein; Ebrocca - Sepekra; Ebrocca - Massi; Ebrocca - Fieli; Ebrokka - Crematorium.

Location codes: XPEbroccaExterior, XPEbrocca01, XPEbrocca02, XPEbrocca03, XPEbrocca04, XPEbrocca05, XPEbrocca06.

Quest: Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits).

Plants (outside): Alocasia (1), Hericium azure (2), Red Algae (4), Young Mushroom Tree (3), Worm's Head (9).

Finds: Din's Ashes, Broken Humerus, Fish Scale Amulet (Copper Amulet: Disease Resistance 25%, Water Breathing).

Fane

A small ruin occupied by a group of heretics who worship an unholy being known as Giub, Lord of the Pit. Heretics sacrifice "volunteers" to Giub, first swinging them over the Pit in Fane (a deep vertical root tunnel) and then throwing them into the Pit, continuously reciting the Giubu prayer while doing so...

Inhabitants: Heretics, Scalons, Baliwogs.

Zones: Fein.

Location codes: XPFainExterior, XPFain01.

Plants (outside): Alocasia (5), Aster Flower (6), Hericium Azure (2).

Plants (inside): Fire Mushroom (61), Shout (5), Root Stalk (10).

Finds: Hollow Amber Branch (1), Hollow Amber Stump (1).

Fellmoor

A small farm near South Road specializing in the cultivation of aquatic root pods. Fellmur is ruled by the Altmer Sindanwy. They say she makes everyone work day and night. Perhaps the workers are not too happy about this ....

Inhabitants: Sindanwi, Kishashi, Raynar Joe, Rylan.

Buildings: Sindanwi's house, Kishashi's house, Rylan's house.

Location codes: SEFellmoor.

Quest: All in Place (Help the Khajiit workers overthrow the Sindanwe who control their thoughts).

fragrant grove

A large cave inhabited by grammites.

Inhabitants: grammites.

Zones: A fragrant grove; The fragrant grove - Camp.

Location codes: XPFetidGrove01, XPFetidGrove02.

Plants (outside): Alocasia (3), Aster Flower (5), Gramite Egg Clutch (1), Lion's Mane (10), Red Algae (9), Young Mushroom Tree (2), Worm's Head (4).

Plants (inside): Fire Mushroom (35), Shout (4), Watcher's Eye (5), Root Stalk (66).

Finds: Pyke's Medallion, Hollow Amber Branch (2), Hollow Amber Stump (3).

flooded camp

Abandoned camp. The rickety camp hut leaned over and was flooded with river water.

Location codes: SEFloodedCamp.

Plants: Mushroom Grass (2), Young Mushroom Tree (1), Giant Rot (2), Aquatic Root Pod (3).

Raging Camp

A camp occupied by heretics. Consists of one wooden hut standing on stilts.

Inhabitants: heretics.

Location codes: SEFrenziedCamp.

Plants: Alocasia (3), Hericium azure (5), Red Algae (9), Worm's Head (1).

Gardens of Bones and Flesh

A large cave located inside the Reach. Initially, the cave is inaccessible to the hero (quest).

Inhabitants: shambles, skeletons, hungry, skinned hounds.

Zones: Gardens of Bones and Flesh; Pool of Blood Tears; Corpuscular Conservatory; Shorokhov caverns.

Location codes: XPGardensExterior, XPGardens01, XPGardens03, XPGardens04, XPGardens05.

  • Beyond Madness (Go through the Gates of Madness)
  • Restoration of the Gate Guardian (Find some mystical components needed to create a new Gate Guardian).

Plants (outside): Giant Rot (1), Letifer Orca (2), Young Mushroom Tree (2).

Plants (inside): Rotten Scale (3), Thorn (8), Root Stalk (22), Withering Moon (196).

Hale

A small village located southeast of Fire Island. The inhabitants of Hale are artistic, poetic and fine arts. Pike lives here, the Knight of Thorn from Cheydinhal, who found his love on the islands - Zoe Malena.

Residents: Halyon, Tall-Falling-Trees, Zoe Malena, Pyke (former Thorn Knight of Cheydinhal).

Buildings: Halyon's house, Tall-Falling-Trees' house, Zoe Malena's house.

Location codes: SEHaleExterior01.

Quest: Help the Hero (Return the lost medallion of the Knight of Thorn to Pike).

Camp of Confusion

A camp occupied by Zealots. It consists of two wooden huts built on stilts. The local zealots often fight the heretics of Longtooth's camp for the Tickling Fork.

Inhabitants: Zealots.

Location codes: SEHardscrabbleCamp.

Plants: Mushroom Grass (2), Letifer Orca (3), Giant Rot (3).

highcross

A small village in Mania, located between Joker's Backbone and Holy Watch. Its inhabitants are widely known for their mania and irrationality.

Inhabitants: Brascus Dannus, Mirili Ulven, Circle-Runner.

Buildings: Brascus Dunnus' house, Mirili Ulven's house, Circle Runner's house.

Location codes: SEHighcrossExterior01.

Quest: Classifier (Help Mirili Ulven compose a classifier for the flora and fauna of the Islands).

Suicide Hill

A huge hill rising above the lake, which serves as the purgatory of the Isles. The ghosts of those who killed themselves are doomed to remain here forever. However, it is said that the souls on the Hill can be set free if the remains of their bodies are brought to them...

Inhabitants: Gadeneri Ralvel, Laymark, Lorenz Bolotnik, M "desi, Salonia Viria (all inhabitants of the hill are ghosts that cannot be spoken to).

Location codes: SEHillofSuicides.

Quest (unrecorded in the log): Ghosts of Suicide Hill (Release the souls of five ghosts by finding their skulls scattered throughout the Shivering Isles).

Bay Camp

An abandoned camp consisting of two huts standing on stilts above the water, connected by wooden footbridges.

Location codes: SEInletCamp.

Plants: Bubbleweed (1), Orca Letifer (2), Aquatic Root Pod (2).

knife hole

The Knife Hole was once known as Jyggalag's great library. Within its walls were kept the predictions of all the actions of all creatures, as well as the formulas by which everything was calculated. When Sheogorath discovered the library, he burned it, saying it was disgusting. All that remained of the great library was its keeper, Dius...

Inhabitants: zealots, undead, Dius (former keeper of the great library of Jyggalag).

Zones: Knife Hole; Knife hole - Altar.

Location codes: XPKnifepointHollow01, XPKnifepointHollow02new.

  • Ghosts of Suicide Hill (Release the souls of five ghosts).

Plants (outside): Black Tar (5), Giant Rot (3), Mushroom Grass (2), Gramite Egg Clutch (34), Young Mushroom Tree (2), Aquatic Root Pod (2).

Plants (inside): Root Stalk (17), Withering Moon (47).

Finds: Skull of Gadeneri Ralvel, Hollowed Amber Branch (1), Madness Ore Vein (3).

Hall of Bone Growth

A huge cave inhabited by a variety of monsters. There is also a spare, unmarked on the map, entrance to the cave (to the Bone Outgrowth - Cellar), it is located northeast of the main entrance.

Inhabitants: scalons, gnarls, elytras, grammites.

Zones: Bone Growth - Hall; Bone Growth - Basin; Bone Growth - Joint; Bone Growth - Underground passages; Bone Growth - Ruins; Bone Outgrowth - Cellar.

Location codes: XPKnotboneChamberExterior, XPKnotboneChamber01, XPKnotboneChamber02, XPKnotboneChamber03, XPKnotboneChamber04, XPKnotboneChamber04b, XPKnotboneChamber05.

Quest: Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits).

Plants (outside): Lion's Mane (3), Young Mushroom Tree (3), Root Stalk (1), Worm's Head (1).

Plants (inside): Black Tar (1), Fire Mushroom (40), Rotten Scale (5), Shout (12), Thorn (2), Watcher's Eye (9), Root Stalk (10), Withering Moon (19).

Finds: Blind Watcher's Eye, Hollowed Amber Branch (5), Hollowed Amber Stump (2), Madness Ore Vein (3).

Blackberry Bush

Root cave inhabited by grammites.

Inhabitants: grammites.

Zones: Blackberry Bush; Blackberry Bush - Lost Crypt; Blackberry Bush - Nursery.

Location codes: XPKnottyBrambleExterior, XPKnottyBramble01, XPKnottyBramble02, XPKnottyBramble03.

  • Liquid solution (Find a miracle cure for Sick Bernice),
  • Ghosts of Suicide Hill (Release the souls of five ghosts),
  • Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits).

Plants (outside): Black Tar (7), Blister (5), Giant Rot (2), Mushroom Grass (5), Orca Letifer (2), Young Mushroom Tree (9).

Plants (inside): Chant (2), Watcher's Eye (13), Root Stalk (36), Withering Moon (100).

Treasures: Blind Watcher's Eye, Skull of Lorenz Swamp, Hollowed Amber Branch (2), Hollowed Amber Stump (1), Madness Ore Vein (1).

Camp Longtooth

A camp occupied by heretics who are constantly fighting the Zealots of the Confusion Camp for possession of the Fork of Itching.

Inhabitants: heretics.

Location codes: SELongtoothCamp.

Quest: Tickling Fork (Find Tickling Fork for Big Head).

Plants: Red algae (2).

Finds: Ticklish Fork.

Camp of Lost Time

An abandoned camp located east of the Pointed Cliff.

Location codes: SELostTimeCamp.

Plants: Bubbleweed (1), Young Mushroom Tree (1), Mushroom Grass (3), Orca Letifer (6).

Milkar

Huge ruins located in Mania (Grove of Reflection is not available until stage 50 of the quest Official Symbols).

Inhabitants: scalons, balivogs.

Zones: Milkar - Nexus; Milkar - Tieras; Milkar - Assembly; Milkar - Zetrem; Milkar - Sufflex; Grove of Reflection.

Location codes: XPMilchar01, XPMilchar02a, XPMilchar02aSub, XPMilchar02b, XPMilchar02c, XPMilchar03.

  • The coming storm (Help Ajazda prepare for the near end of the world),
  • Ghosts of Suicide Hill (Release the souls of five ghosts),
  • Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits),
  • Official Symbols (Obtain two items needed to create the Staff of Sheogorath).

Plants (outside): Lion's Mane (9), Red Algae (7), Worm's Head (9).

Plants (inside): Fire Mushroom (101), Shout (7), Worm Head (2).

Finds: Amulet of Disintegration, Blind Watcher's Eye, Lymark's Skull, Hollowed Amber Branch (1).

New Sheoth Cemetery

Graves of NPCs who died as you progress through the game's quests, according to the scriptwriters' ideas, or as a result of your hero's actions, will appear in this cemetery. On the headstones of the graves you will see humorous epitaphs, which are worth reading...

Location codes: SENSDementiaGraveyard.

pointed cliff

The pointed cliff is sacred to the dark seducers, as it is here that they return from the Waters of Oblivion. The fortress was given to the Mazken by Lord Sheogorath and no mortal may enter these halls... at normal times.

Inhabitants: dark seducers, knights of the Order, priests of the Order.

Zones: Pointed Cliff - Hall of Honor; Pointed Cliff - Hall of Veneration; Pointed Cliff - Hall of Prayer; Pointed cliff - Font of rebirth.

Location codes: XPPinnacleRockExterior, XPPinnacleRock01, XPPinnacleRock02, XPPinnacleRock04, XPPinnacleRock05.

Quests: Helpless army (Help the golden saints/dark seducers recapture their fortress from the troops of Order).

Plants (Outside): Blisters (4), Mushroom Grass (7), Grumite Egg Clutch (9), Orca Letifer (3), Young Mushroom Tree (4).

Finds: Crystal Chest (2).

lake camp

A camp occupied by Zealots. Consists of three wooden huts, one of which is partially flooded by lake waters and surrounded by mushroom trees. The other two huts are connected by walkways.

Dwellers: Zealots or Flesh Atronachs.

Location codes: SEPuddlejumpCamp.

Plants: Young Mushroom Tree (1), Orca Letifer (2), Aquatic Root Pod (3).

Terrible Lair

A large cave inhabited by zealots and undead.

Inhabitants: zealots, messes.

Zones: Dire Lair - Trap; Terrible Lair - Abyss; Dread Lair - Sanctuary; Terrible Lair - Nora; Terrible Lair - Camp.

Location codes: XPRottenDenExterior, XPRottenDen01, XPRottenDen02, XPRottenDen03, XPRottenDen04, XPRottenDen05.

Quest: Ghosts of Suicide Hill (Release the souls of five ghosts).

Plants (outside): Mushroom Grass (3), Letifer Orca (2), Young Mushroom Tree (8).

Plants (Inside): Mushroom Grass (17), Thorn (5), Root Stalk (44), Withering Moon (49).

Finds: M "Desi Skull, Hollow Amber Branch (2), Hollow Amber Stump (1), Madness Ore Vein (2).

waste camp

A camp occupied by Zealots. It consists of three wooden huts, two of them are installed on stilts.

Inhabitants: Zealots.

Location codes: SERunoffCamp01.

Plants: Bubbleweed (1), Young Mushroom Tree (1), Letifer Orca (3).

Split

A town located on the border of Mania and Dementia. The city got its name because of its "division" into two halves: one, reminiscent of a bright Mania, and the second, which is a gloomy Dementia. You will see the Manian and Dementian counterparts of all the locals here, each dressed in bright or dark clothing respectively. Even the houses here have twins...

Residents: Atrabi (Dementia), Atrabi (Mania), Horkvir Bearpaw (Dementia), Horkvir Bearpaw (Mania), J "zidzo (Dementia), J" zidzo (Mania), Jastira Nanus (Dementia), Justira Nanus (Mania), Urul gro-Agamf (Dementia), Urul gro-Agamf (Mania).

Buildings: house of J "zidzo (Dementia), house of J" zidzo (Mania), house of Jastira Nanus (Dementia), house of Jastira Nanus (Mania), house of Horkvir Bear Paw (Dementia), house of Horkvir Bear Paw (Mania), house of Urula gro-Agamf (Dementia), house of Urula gro-Agamtha (Mania).

Location codes: SESplitExterior01, SESplitExterior02.

Quest: The Great Separation (Help solve the problem of doubles in Split).

Nora Swamp Gas

Medium-sized cave located in Dementia. Busy with various monsters.

Inhabitants: Balivogs, Elytras, Gnarls, Scalons.

Zones: Swamp Gas - Fissure; Swamp Gas - Burrows; Swamp Gas - Depths.

Location codes: XPSwampgasHoleExterior, XPSwampgasHole01, XPSwampgasHole02, XPSwampgasHole03.

Plants (outside): Giant Rot (1), Gramite Egg Clutch (6), Aquatic Root Pod (2).

Plants (inside): Young Mushroom Tree (20), Root Stalk (152), Rotten Scale (73), Thorn (38), Withering Moon (202).

Finds: Hollow Amber Branch (2), Hollow Amber Stump (1).

Moaning Halls

The Groaning Halls are now home to the "Apostles of Light" of Sirte. Hundreds of years ago, this building was the Temple in Cyrodiil and was used to treat the insane. The temple was destroyed shortly after the death of Emperor Pelagius. After some time, the inhabitants of the Shivering Isles arrived in Cyrodiil, stole the stones of the destroyed building, delivered them to the Isles and restored the Temple here to the smallest detail.

Inhabitants: Apostles, Sirte, Ra "Heran, Luminary Kaz (or Zealots, if the quest Official Symbols has not been started).

Zones: Moaning Halls - Foyer; Moaning Halls - Assembly Halls; Moaning Halls - Lobby.

Location codes: XPHowlingHallsExterior, XPHowlingHalls01, XPHowlingHalls02, XPHowlingHalls03.

  • Official Symbols (Obtain two items needed to create the Staff of Sheogorath),
  • Kunstkamera (Help Una Armina replenish her collection of "outlandish" museum exhibits).

Plants (outside): Giant Rot (7), Mushroom Grass (4), Young Mushroom Tree (4).

Finds: Pelagius Basin, Donation Chest.

Vitarn

A ruined settlement located on the Mogilnaya Shoal. Hundreds of years ago, the people of Vitharn were destroyed by the invaders due to the fact that the four defenders of the fortress did not fulfill their duty, showing cowardice and inaction. All locals were cursed by Sheogorath and now must relive the last moments of the capture of the fortress again and again...

Inhabitants: ghosts of Vitharn residents and ghosts of fanatics (if the quest is not completed), zealots and monsters (after the quest is completed).

Zones: Vitarn - Sump; Vitarn - Reservoir; Vitarn - Stronghold; Vitarn - Mausoleum; Fortress Vitarn.

Location codes: XPVitharn01, XPVitharn02, XPVitharn03, XPVitharn04, SEVitharnWorld.

Quest: Ghosts of Vaitarn (Help the defenders of Vaitarn defend their fortress and bring peace to the souls of the inhabitants).

Plants (outside): Mushroom Grass (5), Gramite Egg Clutch (5), Young Mushroom Tree (3), Withering Moon (35).

Plants (Inside): Root Stalk (3), Withering Moon (24).

Finds: Dagger of Exhaustion, Hollow Amber Branch (1).

miserable camp

A small cozy camp occupied by heretics. Consists of one wooden hut raised on stilts.

Inhabitants: heretics.

Location codes: SEWretchedCamp.

Plants: Lion's Mane (5), Worm's Head (2), Red Algae (6).

Zazelm

A large ruin located east of the Gates of Madness. For Relmina Verenim, creator of the Gatekeeper, Zazelm is home and laboratory. She lives here and performs her experiments on humans and creatures at the Vivisection Center.

Inhabitants: Relmina Verenim, Nanetta Don (Relmina Verenim's last student), undead, turmoil, failed experiments, victims.

Zones: Zaselm; Zazelm - Laboratory; Zazelm - Corpse pit; Saselm - Vivisection Center.

Location codes: XPXaselmExterior, XPXaselm01, XPXaselm02, XPXaselm03, XPXaselm04.

Plants (outside): Mushroom Grass (4), Letifer Orca (1), Young Mushroom Tree (1).

Plants (Inside): Thorn (4), Root Stalk (16), Withering Moon (40).

Finds: Hollowed Amber Branch (1), Madness Ore Vein (1).

Secret entrance to Saselm

Secret entrance to the ruins of Saselm. It leads directly to the premises of the sorceress Relmina Verenim and can only be opened with a key that the hero receives during the quest.

Quest: Restoring the Gatekeeper (Find some mystical components needed to create a new Gatekeeper).

Zeywara

Inhabitants: zealots, undead.

Zones: Zeivara.

Location codes: XPXavaraExterior, XPXavara01.

Plants (outside): Black Tar (7), Vesicle (4), Giant Rot (5), Mushroom Grass (5), Grumite Egg Clutch (2), Orca Letifer (2), Young Mushroom Tree (7).

Plants (Inside): Thorn (1), Watcher's Eye (1), Root Stalk (2), Withering Moon (13).

Finds: Madness Ore Vein (1).

Zeddefen

A large ruin located inside the Reach. Occupied by grammites and the forces of Order (during the quest).

Inhabitants: grammites (before the quest starts), knights of the Order, priests of the Order, refugees (during the quest).

Zones: Zeddefen; Zeddefen - Church; Zeddefen - Great Hall; Zeddefen - Felles; Zeddefen - Thales; Zeddefen - Thales (destroyed); Zeddefen - Ruins.

Location codes: XPXeddefenExterior, XPXeddefen01, XPXeddefen02, XPXeddefen03, XPXeddefen04, XPXeddefen05, XPXeddefenRearDestroyed, XPXeddefenDestroyed01.

Quest: Return of the Limit (Defend the Limit and stop the advancing forces of Order).

Plants (inside): Grumite Egg Clutch (6), Withering Moon (25).

Finds: Crystal Chest (1), Madness Ore Vein (3).

Xedilian

Xedilian is made up of several chambers designed to test adventurers who stray into Sheogorath's realm so that only the most worthy of them can enter the Isles. Ever since the Gatekeeper was created, Xedilian has fallen out of favor...

Inhabitants: Grummites, Knights of Order, Kiliban Nirandil (Keeper of Zedilian), Grommok gro-Barak, Llewyn Tilwald, Sindelius Gatharian (Adventurers).

Zones: Xedilian; Zedilian - Courtrooms.

Location codes: XPXedilian01, XPXedilian02.

  • The best trap(Activate Judgment Resonator to restore Zedilian's health)
  • Trap in action (Determine the fate of three adventurers who come to the Islands).

Plants (outside): Mushroom Grass (2), Letifer Orca (4), Young Mushroom Tree (4), Water Root Pod (3).

Plants (Inside): Fire Mushroom (3), Withering Moon (31).

Ziditta

Small ruins in Dementia, captured by the Zealots.

Inhabitants: Zealots, Flesh Atronachs.

Zones: Ziditta; Ziditta - Catacombs.

Location codes: XPXiditteExterior, XPXiditte01, XPXiditte02.

Plants (outside): Black Tar (3), Blister (2), Giant Rot (3), Grumite Egg Clutch (2), Orca Letifer (1), Young Mushroom Tree (4).

Finds: Crystal Chest (1), Madness Ore Vein (1).

Ziretard

An ancient ruin located west of the Crucible is being used by the paranoid Duchess of Dementia as a secret escape route from New Sheoth. Ziretard can be reached through the entrance marked on the map or through the secret passage in the Private Gardens of the House of Dementia.

Inhabitants: dark seducers, zealots, messes.

Zones: Ziretard; Ziretard - Depths; Ziretard - Dungeon.

Location codes: XPXirethardExterior, XPXirethard01, XPXirethard02, XPXirethard03.

Quest: Ritual of Dementia (Kill the Duchess of Dementia Sil and take her place).

Plants (outside): Mushroom Grass (10), Young Mushroom Tree (7), Aquatic Root Pod (4).

liquid solution

The owner of the "Sick Bernice" tavern considers herself mortally ill and asks to find and bring the Aquanostrum medicine. It can only be found in the Bramblebush Cave, which is overrun with grammites. Entering the cave, turn left at the first fork, then go along the tunnel and turn right. At the next fork, turn into the left corridor, and then straight to the entrance to the Nursery.

Once in the Nursery, jump into the pond with the aquanostrum. You can fill the bottle at the statue located in the center of the lake. Now return to Sick Bernice with the cure. The reward will be the Ring of Freshness, which increases health, stamina, resistance to poisons and diseases.

After a while, visit Bernice, who will again ask you to bring her medicine. And so endlessly.

Brightor

It is said in the Crucible that there is a feud between the owner of the Mysteries of Iril and the thief Brythor. In the store, Iril will ask you to rid him of Brighton. It is worth talking to the thief, who will tell you that he is collecting a collection and he lacks five flawless pearls. There are several options for solving the problem:

find these pearls and give them to Brythor.

kill Brightor.

being the ruler of Dementia or the Mad Prince, talk to Kitlan, who will solve the problem with Brythor.

After getting rid of the thief, return to Iril, who will reward you with gold.

The coming storm

Ajaza in the Nakhodka store is very afraid of the upcoming storm, in order to protect herself she needs the Ring of Dehydration, the Amulet of Disintegration and Soothing Pants.

The easiest way to find the Ring of Dehydration, which is located in the Kunstkamera. You can see where it lies during an excursion, which the hostess of the Kunstkamera will gladly conduct. You can just steal it from the window.

The Amulet of Disintegration is hidden in Milkar, in the "Concentration of Efforts" chest, which is located in the middle of one of the rooms. The chest just won't open. But directly opposite the entrance is a bowl with a burning flame, two more smaller bowls are located on both sides of the entrance, and they need to be lit with the help of the Ritual torch, which lies on the floor. The difficulty lies in the fact that it is impossible to take it in hand. You can use a telekinesis spell, light it in a large bowl and transfer it to each of the smaller bowls. After the fire appears in the small bowls, the chest will open.

Soothing pants are available from New Sheoth Fimmion, who should be looked for in Bliss. He will agree to trade his pants for a sweet roll. Which, most likely, will have to be stolen from the famous culinary specialist Rendil Drarara. Things can be brought to Ajaza one at a time or all together.

Note: For each roll - a pair of pants, if there are more, the quest will fail. The Disintegration Amulet allows you to upgrade your blacksmithing skill, but it cannot be worn during combat. Donated items can either be redeemed or stolen.

final rest

Hirrus Cluthumeus can be found in the Crucible. When you try to talk to him, he will offer to meet after eleven o'clock in the evening at the statue of Sheogorath. During the meeting, he will say that he wants to end his life, but not by suicide, because he is afraid of becoming the ghost of Suicide Hill. He will ask you to kill him, but without him seeing it happen.

Just like that, even secretly, it will not work to kill him, right there your crime will be noticed by the Dark Seducer guarding the city. There is an easier way to help Hirrus get rid of life.

Follow him. He will climb the stairs and stand on the very edge of the parapet, go up to him, talk to him and push him down, choosing the top line in the dialogue.

After searching his body, take the key to his house. On the second floor in the box, your reward is a Ring of Happiness, which increases charm and the ability to carry more weight, as well as the ability to walk on water and lighting.

Ushnar's nightmare

While walking around the Crucible, you can meet the orc Ushnar accompanied by dogs. He is pathologically afraid of cats, including Khajiit, so he is very annoyed by Bish's kadzhet, often encountered on his way. Talk to Bisha, who, it turns out, loves dogs very much, and that's why he follows Ushnar's heels. Bisha will agree to leave Dementia for 100 gold, especially if you say there are a lot of dogs in Bliss too.

After Bisha leaves the Crucible, return to Ushnar. As a token of gratitude, he will give you one of his dogs - a skinned hound that will protect you. Unfortunately, she is not immortal.

Notes: If you yourself are a Khajiit, then Ushnar will not ask you for anything. If you are the Prince of Madness, it is enough for Bisha to simply order to leave the Crucible.

Kunstkamera

In the Kunstkamerea Crucible, the hostess will gladly spend free tour and show curiosities from all over the Shivering Isles. But her exposure is still small and she wants you to help her replenish it.

You need to find:

  • Friendship Dagger
  • Two-Headed Septim
  • strip ring
  • dog tooth key
  • shower tomato
  • Piece of amber resembling Sheogorath
  • mixing bowl
  • Silent Shout (in the arena of the ruins of Cann in a cluster of chants, from the entrance to the right and along the tunnel overgrown with plants).
  • Basin of Pelagius (in the Groaning Halls in a display case, from the entrance to the Assembly Hall, then up, through the door opposite the carpet)
  • Ashes (in Ebrokk in Ebbrokk's Crematorium on a shelf in a Gilded Urn, forward and right in the dungeon behind a metal door, across the room, a button under the shields).
  • Deformed swamp tendril (from the camp of lost time on the way south there are two small rocks, on one of them among the cluster and simple "whiskers")
  • Blind eye of the sentinel (in Milkar, at the very beginning, turn left from the locked door).
  • Ring of Dehydration (pick up from Ajazda)

For each curiosity, Una pays in gold.

Hammer of the antipode

On the Shivering Isles, you can find some kind of matrix designed to make armor or weapons. Yellow ones are for amber weapons, green ones are for insanity ore.

After finding the green matrix, take it to the Cutter in the Crucible, who, if there is an ore of insanity, will turn it into enchanted variants. Without an ore matrix, the Carver makes nonmagical weapons and armor. Madness ore armor is better than Daedric armor. This ore can be found on the bodies of dead Grumites and in the forts of Dementia.

The quest is endless.

Some time after installing the addon, you will "reach rumors" that a strange island with a mysterious portal has appeared in the south of the province of Cyrodiil. You are invited to go and look at this unusual phenomenon. There is an island to the east of Bravil, in the middle body of water called Nibenai Bay. Arriving at the place, you will first of all pay attention to the rather unusual flora of the island (very exotic plants), as well as to the large stone face (or rather, three faces in one), in which the portal is located. Do not rush to use the portal, as you will not succeed anyway. First you will need to talk with the guard Guy Prentus. From a conversation with him, you will learn that everyone who entered the portal returned from it insane, and you will receive a strong recommendation not to repeat their mistakes. Immediately after talking with the guard, you will see for yourself the veracity of his words, because the dark elf Belmin Drelet will appear from the portal and start talking nonsense. Guy Prentius will try to calm him down, but as a result he will achieve the opposite effect, and a fight will begin between them. Your task is not to interfere in the duel, but to wait for the guard to kill the newly minted madman. After this disassembly, Guy will come up to you and again try to convince you not to meddle in the portal, but you, of course, will not listen to his good advice. After that, you can go to the portal to get into the world of Sheogorath (if the portal does not immediately let you through, then wait a minute and try again).

Having passed the teleport leading to the world of Sheogorath, you will be surprised to find yourself not in a new exciting world, but in some kind of ordinary office. A certain Breton named Haskill will sit in front of you at the table, after talking with whom you will find out that he is Sheogorath's valet, and you are now on the threshold of the Shivering Isles. Haskill will inform you that his master is looking for a mortal who could stand up for his (Sheogorath's) protection. If you give your consent to participate in this rather vague mission, then you will automatically be assigned to the "Court of Madness" of Sheogorath with the rank of "Traveler". This will end your conversation with Haskill, and he will quietly leave the room. After that, I would advise you to relax and look at the most beautiful picture of the "dismantling" of the room in which you are. First, a blue beam will break through one of the walls, and then the wall will begin to disintegrate, turning into a stream of flying butterflies. At the end of the procedure for melting the room, you will find yourself directly on the Shivering Isles.

Now you will need to go to a meeting with Shigorat himself, which can be reached by passing the Gates of Madness, guarded by a hostile Guardian. To get to this Gate, simply go forward along the path you were on when the room disappeared. After a while you will come to an inconspicuous fork, where you will need to turn right. Further along the road you will meet the settlement of Pasval, bypassing which, you will go directly to the Gates of Madness. The Guardian will be an impressive cyclops with a sword built into his left hand. At the time of your arrival at the Gate, he will just be busy dealing with another batch of adventurers. Do not rush to rush to their aid, because your attacks with magic or weapons will not cause any harm to the Guardian. The whole mess is started only in order to show you the combat capabilities of this monster, so that in the future you know what to expect from it. Also, I would not advise you to try to slip past the Guardian, because the Gates of Madness, which he guards, will still be closed, and you can open them only by killing the Guardian himself and seizing the key to this Gate from him. After watching the battle in which the cyclops will destroy all the adventurers, you can return to the Pasval settlement to try to find out how you can destroy it. First of all, you will need to visit the house of Nanette Don and talk to her in detail, preferably raising the level of her attitude towards you above seventy. Nanette will tell you that she is a student of a certain powerful sorceress Relmina Verenim, and that this sorceress once created the Guardian guarding the Gates of Madness. After talking to Naneiiu a little more, you will also be able to find out from her that Relmina goes every night exactly at midnight to her creation (Guardian) and cries around him for a while. Of course, it will seem to you that this information is of no value, but the fact is that Relmina's tears can seriously injure the Guardian, so they can be used in the fight against him. If there is still quite a lot of time before midnight (more than 4-6 hours), then it makes sense to go and visit Jareed Frostnerves, who lives in his own house in Pasval. In any case, you will need to meet with him, since you will also need his help to eliminate the Gate Guardian. After talking with Jayrid, you will find out that he can make special arrows from bones, which can cause quite a lot of damage to the Guardian. Jayrid will not have the bones themselves, and he will offer you to go with him to get them in the "Gardens of Bones and Flesh". Once you're ready, tell Jareed about it and follow him into the mysterious gardens. There you will be attacked by rather unusual skeletal creatures called "Extensive Chaos". Killing them is not too difficult, but not too easy either. However, this is not so important, since the "immortal" Jayrid will provide you with good "fire" support from his bow. After killing these creatures, collect the bones from their bodies and give them to Jayrid, after which he will tell you that in a few hours he will make special arrows for you. It is quite possible that the time will pass quickly for the extraction of bones and will already approach midnight, when Relmina will have to go and cry to her terrible creature. At about 11 pm, she will come down from her room on the second floor of the Revelers' Purse and go to visit the Guardian, at exactly twelve o'clock she will be near him on the platform in front of the Gates of Madness. Having given vent to feelings and having properly cried next to her pet monster, Relmina will move back, “accidentally” dropping her handkerchief along the way. Unfortunately, she will drop it right next to the Guardian, so you will have to contrive to run up and pick up a handkerchief, dodging this walking meat grinder. A handkerchief wet from tears will immediately be squeezed out by you into special bottles (don't worry, you don't need to prepare empty vials, everything will happen automatically), as a result of which you will actually have a ready-made poison for the Guardian, called "Relmina's Tears". The time for obtaining this poison will fly by quickly and it may already be time for you to visit your friend with "ice nerves", who promised to make arrows that are especially dangerous for the Guardian. If Jayrid has really made them, then go with him to eliminate this giant (it's much easier together). As you understand, it is best to kill him with bone arrows, while their effectiveness can be greatly increased by applying the elixir "Tears of Relmina" to the arrows. If all these procedures are followed, it will not be difficult to kill the Guardian, even if you are not a very strong warrior. After his elimination, search the dead body of the Guardian and take two keys from the Gates of Madness from him. One of them will be from the door leading to the lands of Mania, and the other from the door leading to the lands of Dementia. In principle, there is absolutely no difference which of the doors of the "Gates of Madness" you enter, the lands of Mania and Demenia are inseparable geographically, and the changes come down only to the differences in the flora of these regions. More details about these regions of the Shivering Isles will tell you quietly appeared Haskill. He will also inform you that Sheogorath is looking forward to meeting you in the capital of the Shivering Isles, in the city of New Sheot. At the end of the conversation, Haskill will disappear into thin air, leaving you to your own devices. Now you can finally proceed to the "Gates of Madness" to go beyond the borders of the "Limit", leaving which you will rise in rank at the "Court of Madness" and become a "Pretender", and will also be notified that you need to go to the city of New Sheoth to meet with the god of Madness himself.

The entire realm of Sheogorath is quite dual, including the capital of the Shivering Isles, which consists of three parts. Two parts of New Sheoth (Bliss and Crucible) belong to Mania and Dementia, respectively, and the third is Sheogorath's palace, which in turn is also divided into two parts. You can find the god of madness in the central hall of the palace, sitting on a throne and periodically clapping his hands. The beginning of the conversation will turn out to be quite pleasant, because Sheogorath will immediately reward you with the "Grace of Madness" necklace, for the valor that you showed on the journey to meet him. It slightly increases your protection against fire, cold and electricity. Further, Shigorat will say a lot about the threat to his kingdom from certain forces, but in the end his speech will come down to something else. Sheogorath will ask you to go to a place called Zedilian and repair a structure he owns, which he once used to torture and kill uninvited adventurers. To complete this task, he will provide you with the book "Zedilian's Description" and a strange device called the "judgment attenuator", after which he will send you to his valet for more detailed explanations. Haskill will also not stand on ceremony with you for a long time, having told a little about the algorithm of actions for repairing Zedilian's structure, he will hasten to say goodbye to you. Upon arrival, you will find that Zedilian is occupied by hostile groups of grammites. At first, you will encounter ordinary swordsmen and archers, but after a while you will get to a rather strong grumite shaman, the fight with which can be quite long and difficult. After killing a grumite, you will need to search his corpse and pick up a crystalline staff, in which a focusing crystal is embedded. Now you need to insert the extracted crystal into the nearby "judgment center" in order to activate it, and in one go open the door leading to the next room. Further, acting according to the same algorithm, you will have to reanimate two more ship centers, after which a passage will open leading to the main element of Zedilian's design - the ship resonator. Here the "ship attenuator" handed over by Shigorat will come in handy, which will need to tune the resonator to the desired "frequency". Tuning will not cause any problems, you just need to "activate" the resonator and wait a bit until it tunes itself. After that, proceed to the teleport located to the right of the ship's resonator to proceed to the second part of the task.

On the other side of the teleport, you will be met by a dark elf named Kiliban Nirandil, who will tell you about the principle of operation of the repaired structure. Further, he will report that the first adventurers arrived in Zedilian, and now it is up to you to choose what to do with them: kill or make them insane. Head to observation deck, from which you will observe future victims and control the mechanism that sets in motion the execution of your sentence. After a while, three adventurers will enter the room you are watching: a dark elf, an orc, and a breton. At this point, two buttons on either side of you are activated: the left one will activate the physical elimination of the adventurers, and the right one will psychically destroy them. As a result of one type of impact, the Breton will either go crazy when he sees a large tree come to life, or die when attacked by a detachment of small dendroids, after which the surviving dark elf and orc will proceed further deep into Zedilian. You also have to proceed to the teleport and move to the next room, where you will decide the fate of the survivors: the orc Grommok and the dark elf Sindelius. The algorithm of actions in the second room is the same as in the previous one. With the help of two buttons you choose how the next member of the company of adventurers will die. This time, the magician Sindelius will be fatally unlucky. He will either go insane to find the key to the treasure cage or get killed by a large fireball. As a result, only the leader of the orc gang, Grommok, will remain in mental and physical health, who will continue his journey through Zedilian alone. You will again need to use the teleport to move to the next test site and decide the fate of the last member of the adventurer team. Now you will have a choice whether to release a group of zombies on the orc, after which, of course, he will die the death of the brave, or to deprive Grommok of his mind, creating for him the illusion that he suddenly died for no reason. Upon completion of this procedure, Kiliban will come up to you and offer to follow him to the next teleport in order to move to the reception room, where he will give you your reward. The first gift will be a focusing crystal, which will be waiting for you in Sheogorath's palace, but the second prize - the Dawn/Dusk Fang blade, Kiliban will give you immediately, along with an explanatory note on its use (Grommok's Diary). In addition, Kiliban will allow you to loot a chest with trophies located nearby.

The sword "Fang of Dawn/Dusk" is a rather interesting and complex weapon, so I will describe its capabilities separately. To begin with, in fact, this is not one sword, but two swords, moreover, with the possibility of an upgrade. First, you will get a simple sword "Fang of Dawn" or "Fang of Dusk", depending on what time of the day you will be handed it. From 6am to 6pm it will be Dawnfang with a fire damage effect on hit, and from 6pm to 6am it will be Duskfang with cold damage. At the same time, in both incarnations, the Fang of Dawn/Dusk will have the mysterious property Feeding the Blade, which is responsible for its most unusual abilities. The fact is that when you kill any 12 living creatures with one of the blades, the "Fang of Dawn / Dusk" has the effect of draining magic on impact, that is, the magical power taken from your opponent is transferred to you.

Having received your full reward, you will go to the exit from Zedilian, but then an unpleasant surprise will await you. Some strange creatures called "Knights of Order" will attack you. The fight with the knights will be a bit difficult, but Kiliban will help you deal with them. After the battle, he will tell you in general terms about these creatures and ask you to quickly return to Sheogorath with a message about the attempt of the knights to invade Zedilian. Upon completion of the conversation with Kiliban, another pleasant surprise awaits you, you will be promoted in the "Court of Madness" and become a "Citizen".

Returning to New Sheot and reporting the results of the assignment to Shigorat, you will receive from him the spell "Haskill's Challenge" as a gift. By the name, it is not difficult to guess the purpose of this spell, and Shigorat himself will explain everything to you in detail. After forcing you to practice a little in calling your valet, the prince of madness will get down to business, that is, to explain the essence of the next task. Sheogorath wants you to properly study the manners and customs of his kingdom, so to speak, settle down a little on the Trembling Isles. To do this, he invites you (although rather orders) to visit the houses of Mania and Dementia, and complete the tasks that you will be assigned there (the passage of these tasks is described below). Upon completion of these tasks, you will automatically be awarded the title of "Honorable Madman". After that, you will have to come to Shigorat and report on the execution of his order.

In the house of Mania, the first thing you will need to do is talk to Duke Teiden. From the first phrases it will become clear that he has even bigger problems with his head than Shigorat. However, he will still be able to convey the essence of the task to you. Teiden needs you to bring him some kind of "Cup of Inversion". Further, he will act exactly in the style of Shigorat, that is, he will send for further explanations to his subjects, without naming specific names. The details of the task will be reported to you by an Argonian named "Broad-Eyed", who will most likely be in the vicinity of the duke. She, in a slightly more understandable manner than the duke, will tell you that the Cup of Inversion is stored in a place called "Root Burrow", located northeast of New Sheoth. Arriving there, you will find the skeleton of a rather large tree, in the roots of which the entrance to the hole will be located, blocked by some kind of barrier. To remove this obstacle, you will need to eat the "Feldew" ingredient, which can be obtained by killing a creature called "Elytra". Most likely, next to the tree you will just stumble upon one of them. Having penetrated the Root Hole, immediately begin to move forward, because your time is limited. The portion of Feldew that you swallowed lasts for 2-3 minutes, after which various negative effects begin to be applied to you, and over time their number and strength increase. To neutralize these effects, you accordingly need to take new portions of the narcotic substance (this is how Feldew is positioned), which can be obtained by killing elytra glowing with a greenish light. They are quite dangerous opponents, so it is better to attack them without much thought and kill them very quickly. Moving through the hole is not an easy task, because it has a fairly extensive system of tunnels and also consists of an unusually large number of locations (Root Burrow, Overgrown Marsh, Hooting Tunnels, Bramble Halls, Sanctuary of Decadence). The first four will be the same, but the last location will be a tower immured in the thickness of the earth. Upon entering the sanctuary, you will have to immediately fight off a couple of "Feldew lovers", who, however, will not cause you any special problems, after which you can begin to search for the main goal of your "visit". But you won't have to look for it for a long time, because the Bowl of Inversion will be found in the most prominent place. By taking it, you will have the opportunity to immediately enter the expanses of the Shivering Isles, without returning back through the long and intricate tunnels of the Root Burrow. Now you have to take the Chalice to Teydon, thereby earning his favor. By the way, he will turn out to be an extremely ungrateful uncle, because he will not give you any significant reward for the delivery of an artifact obtained with such difficulty. At this point, the task is considered completed.

In the realm of Sheogorath, there are definitely a lot of mentally ill individuals, and the Duchess of Dementia is no exception. One thing pleases that at the same time she at least clearly expresses herself. The fact is that the Duchess of Seal suffers from a rather severe form of paranoia (such as Glarthir, if anyone knows) and therefore believes that some kind of sophisticated conspiracy has been woven around her. You, as the envoy of Shigorat, are entrusted with uncovering this conspiracy, while a court executioner named Herdir will be assigned to help you knock out information from the suspects. You can find him in the nearby prison room. Take the executioner with you and go in search of Anya Herrick, a court lady close to the Duchess of Seal. You can find Anya either in her own bedroom, or in the palace garden, or near the throne of the Duchess. At first, she will deny any accusations, but after Herdir "talks" with her, Anya suddenly remembers that a couple of days ago the Khajiit Ma "Zadda approached her and offered to participate in a conspiracy against the Forces. In principle, this will be all that Anya can tell you, so now go to the city in search of this conspirator, not forgetting to take Herdir with you. Most likely you will meet Ma" Zadda on the streets of the Crucible ah, but when you start a conversation with him about the conspiracy, you will be disappointed, because he will not provide any information and even Herdir's torture will not have an effect on him. MA "the ass will demand evidence of the accusations against him. However, you should not despair, because there is an option to look for these same evidence. Start by polling the city residents (for example, talk with Hajit Bisha), which may well be tossed to think, although of course it will not do without torture here. As it turns out, MA" OTADDA CHOOSE ALREADY COMPLENER NAME NOTRINED COMPLEMENTION OF THE NENRINA in the Ukrown place, which cannot Do not interest you. Come to the western wall of the Crucible around midnight and wait until the conspirators show up. During their conversation, you will need to hide properly, otherwise you risk being noticed, which will lead to the termination of the meeting and rescheduling it to the next day. From the conversation, it will become clear that Nelrin gives orders to Ma "Zadde, and accordingly, she must be "untwisted" at the expense of participation in the conspiracy. It will not be possible to get a confession out of her so easily, and even with the help of Herdir's torture, this can only be done the third time. In the end, Nelrin admits that she is one of the participants in the conspiracy and will give out the name of the leader of the conspiracy, but at the same time will upset you that without evidence, all this information is of little value. You don’t even have to go to the head of the group of conspirators, an Altmer named Murin, because you still won’t get a confession from her, but rather try to talk with Ma "Zadda, since he remained your only thread in order to obtain evidence. Khajiit will be very frightened of the accusations against him and will not particularly deny, besides, he will show his readiness to provide you with comprehensive assistance in finding evidence that Murin is the leader of the conspiracy. The necessary information is Ma" Zad Yes, he promises to get it by midnight the next day. In fact, everything will happen according to a slightly different scenario than you expect. You do not need to wait for the next day, but it will be enough to go beyond the Crucible and return back to pay a visit to Ma "Zadda's house again. There you will find his dead body, after searching which you will find two keys. Go upstairs to Ma" Zadda's bedroom and open the cupboard opposite the bed. In it you will find all the necessary evidence testifying against Myurin (Ma'Zadda's crumpled note and Nelrin's ceremonial sword). Now you can look at Murin herself (since her house is located almost opposite Ma'Zadda's house) and, for the sake of formality, get a confession from her. After that, return to the palace and present evidence to the Duchess of Sil. She will praise you for the work done and ask you to go to the torture room, where you will see Murin locked in a cage, waiting for her fate to be decided. Soon, Force herself will come there, who will carry out the sentence for Murin. Then she will thank you for completing the task and reward you with the bow "Deadly Edge", after which the task will be completed.

After you have passed the familiarization with the houses of Mania and Dementia, Sheogorat will entrust a more responsible task. You will need to light the Great Torch of New Sheoth to bring hope to the people of the Shivering Isles ahead of the mysterious Gray March. But not everything is as simple as it seems, because the Torch needs to be lit with a special fire, which is only in one place with strange name Sailarn, located far in the north-west of the archipelago, on the island of fire. Arriving at the place, you will immediately have to make a choice, either help the golden saints capture the "Altar of Despair", or help the dark seducers defend it. According to the choice made, you will have a conversation with either the leader of the golden saints aurmazl Kane, or the commander of the dark seducers grakedrig Ulfrey. Whichever side you choose, and whatever subsequent actions you take, the result of everything will be a grandiose battle in the depths of Cylarn, the winner of which will gain control of the altar that previously belonged to the enemy. In the case of the victory of the golden saints, it will be the "Altar of Despair", and in the case of the victory of the dark seducers, the "Altar of Delight". But no matter which version of events is realized, the leader of the victorious side will sacrifice herself on the "Altar of Despair" in order to light the sacred flame of Agnon. After that, you will have to get out and pick up a particle of this flame (do not confuse it with the fire burning on the "Altar of Pleasure") to take it to the temple of Arden-Sul in New Sheoth. There you will be met by two high priests of the houses of Mania and Dementia, respectively. After talking with them, you will need to make a choice on the territory of which of the houses you will light the Great Torch of New Sheoth. Upon completion of this ceremony, the priest of the house in whose favor you have chosen will present you with the "Raiment of Arden-Sul", a robe with pretty good effects.

Now you will need to talk with Shigorat (who will just be in the temple) to inform him about the lighting of the Great Torch. After hearing from you a report on the performance of this task, he will immediately entrust a new one. Depending on your preferences, you will have to lead either the house of Mania or the house of Dementia. For more detailed explanations of how the coronation ritual takes place in both houses, Sheogorath will send you to the priests Dervenin (Mania's house) and Arctus (Dementia's house) respectively. Dervenin will tell you about what needs to be done in order for you to stand at the head of the house of Mania. First, you will need the current ruler of Mania to commit suicide by taking three doses of green pollen, after which you will need to bring a small portion of his poisoned blood to the altar in the temple of Arden-Sul. Arctus will accordingly tell about how the coronation ceremony takes place in the house of Dementia. Everything will be much simpler here, you just need to kill the Duchess of Sil, then cut out her heart from her chest and bring it to the altar in the temple of Arden-Sul. After learning about how both rituals take place, return to Shigorat to inform him of your choice in favor of one of the houses.

If your choice fell on the house of Dementia, then after talking with Shigorat, you will first need to find the Duchess of Sil. Usually she spends all her time in the throne room of Dementia's house, but when you come there, you will not find her on the spot. But her closest assistants Kitlan and Anya Herrick will definitely be present in the hall. Do not even try to wait for the Duchess herself, but immediately proceed to discuss matters with her assistants. As it turns out, they sleep and see when someone overthrows their master, so they will immediately agree to provide you with all possible assistance in eliminating her. Kitlan will give you the key to the inner chambers of the house, and Anya Herrick will volunteer to distract the guards in the protected part of the building. Anya will only partially fulfill her task, so you yourself will have to deal with a couple of dark seducers guarding the entrance to the bedchamber of the Forces. Entering the Duchess's room, you will be surprised to see an already mortified Syl lying on the bed. However, do not rush to conclusions, soon Kitlan will arrive in time for you with a message that the corpse on the bed is a dummy, and the duchess herself disappeared through a secret passage. The entrance to this secret tunnel is located in the garden and is opened by turning one of the busts of Sheogorath located there. Going down into the dungeon, you will find yourself in the corridors of the ancient fortress of Ziretard, which go far beyond the palace. At the very beginning of the journey through the underground tunnels, you will have to maneuver your way through a whole chain of statues spewing fireballs, after which you will encounter hostile groups of dark seducers. After eliminating a few of them, you will soon come out to a room with a barricaded door that will be impossible to open. But not everything is so bad, because there is a workaround. To go through it, you will need to open a secret door, which is unlocked by a button located on one of the small columns. Having bypassed the blocked door along this turn, you will again return to the main path along which Sil went deep into the dungeons of Zirethard. Then you will move forward for some time, destroying small groups of dark seducers, but eventually you will come out to a large hall, from which two exits will lead. One of them leads to the "Depths" of Zeritard, where you will meet with creatures called "Extensive Chaos", and the second one will just lead you to the place where Sil is hiding. She will be guarded by a couple of dark seducers, but in general, killing the duchess should not cause any difficulties. After destroying the Forces, you can "cut out" her heart, and at the same time grab a pretty good hammer "Nerve Breaker", with which the Forces attacked you. Now the only thing left to do is to return to the temple of Arden-Sul and put the heart of the Forces on the altar. After this procedure, a greenish fire will flash on the altar, indicating the end of the ritual. You will not have time to come to your senses, as an angry Teiden will enter the temple with claims about the murder of his beloved, the former Duchess of Dementia. Shigorat will try to explain the "party policy" to him, but the Duke of Mania will not listen to him much and will leave the temple with promises to defect to the side of Jyggalag and take revenge on Shigorat. After viewing this entire scene, you will need to talk with Shigorat in order to finally enter the position and receive the appropriate regalia. To begin with, Sheogorath will give you a "Ring of Power" with pretty good effects and parameters, after which he will give you a special ability to summon a dark seducer for 60 seconds. This completes the coronation ritual for you as the Duke of Dementia.

When choosing a Mania house, the first thing you will need to do is talk to an Argonian named Wide Eyes, who can usually be found in the throne room of the Mania house. After talking with her, you will find out that Teiden takes a drug called "green pollen" every day at dinner at 8 pm (and I thought that Teiden is so vaguely expressing himself), after which he and his subjects get high together (songs and dances). In accordance with the ritual, you need to give Teiden an overdose of the drug, that is, put him in wine and food for a portion of "green pollen". Here, of course, the question arises before you: "Where can I get this pollen?". Wide Eyes will only indirectly mention that the finished drug is stored in a special secret and highly guarded vault. With further communication, you will not be able to "untwist" her to a specific indication of the location of this repository, but from a conversation with Shirokoglaza, you will learn that every day at noon sharp she performs some kind of "special assignment". It is not difficult to guess what kind of "special assignment" this is, therefore, closer to noon, you will need to spy on Wide-eyed and find out where the green pollen reserves are hidden. If you decide to watch her a little before noon, you will find Wide Eyes in a small garden on the territory of Mania's house, reading a book. Exactly at twelve, she will jump as if stung, and slowly move to the exit from the palace, but soon she will suddenly turn right and come to one of the busts of Shigorat. Turning it 90 degrees, Wide Eyes will go down to the opened secret entrance leading to the pollen storage. You will have to follow her in order to grab some additional doses of the drug from there for the Duke of Mania. Once in the dungeon, be careful, because in addition to Wideeye herself, you can be spotted by patrols of golden saints, which are not so easy to deal with. Having made your way through the winding tunnels past the guards, you will go directly to the vault itself, in the middle of which a bunch of "green pollen" will rise. Take as many servings from it as you see fit and come back. Now you will need to get into the kitchen to the duke and pour a couple of servings into his food and wine. To do this, return to the throne room of Mania's house, from where you can get to the "Alcona Conservatory" (a small garden), where you will find a locked door leading to the duke's chambers. There is no direct guard at this door, but the area around the "garden" is patrolled by golden saints. Wait for the moment when you are out of their field of vision and can pick the lock. After getting inside, continue to be careful, as two golden saints patrol Teiden's chambers. You will need to get past these two guards to the duke's kitchen, located in the farthest corner of the room. Once there, you should find on one of the tables a tray with "Teiden's food" and to the right of the tables, on the middle shelf of the cabinet, a bottle of "Teiden's wine". After adding a portion of poison to them, go back, while still being careful, sneaking past the patrols of the golden saints. I want to add that this task is best done at night or during the day between noon and seven in the evening. After adding "green pollen" to Teiden's food, you just have to wait in the throne room of Mania's house, when the duke will be poisoned by it. Exactly at 8 pm Teiden and his courtiers will sit down at the table and begin to have dinner, but in a couple of minutes the Duke of Mania will rise from the throne and begin to recite a verse he has freshly composed. After about a couple of verses, he will begin to clutch at his stomach, and then completely fall to the ground dead. This is where you can start taking action. Approach the body of Teyden and take some poisoned blood from it (and don't forget to grab the "Crown of Euphoria" and the key to the house of Mania), then go to the temple of Arden-Sul and pour Teyden's blood on the altar. After a while, it will flare up with a red flame and begin to burn, and when the flame goes out, a priest named Dervenin will come up to you and call you the Duke of Mania. After that, you will need to approach and talk to Shigorat so that he will hand over the regalia corresponding to your position and entrust you with the next task. But shortly after starting the conversation, you will be interrupted by the angry Duchess of Dementia. She will be very unhappy with the fact that Shigorat gave the go-ahead for the elimination of her beloved Teiden. After shouting a little more on this subject, the Duchess of Sil will announce that she is going over to the side of Jyggalag to become his priestess. Sheogorat will take this news surprisingly calmly and even calmly let Sil go. Upon completion of these showdowns, you will be able to continue your conversation with Shigorat and receive the regalia of the Duke of Mania due to you. The God of Madness will give you a "Ring of Power" with pretty good effects and parameters, after which he will give you the special ability to summon a golden saint for 60 seconds. With this, the ritual of your coronation as the Duke of Mania will be completed.

I also want to warn you about one unpleasant bug in the game. If you, after becoming the Duke of Mania, decide to visit the fortress of Zirethard, you will encounter many aggressive dark seducers there. But that's not the worst part. The main problem is that if you, having passed through the underground passages of the fortress, get into the private gardens of the Dementia house, you will find yourself in a trap. Because the doors leading from there to the palace will be locked, and secret passage back to the dungeon will be blocked. Accordingly, it will be impossible to get out of the private gardens of the Dementia house without the help of the console.

The duke (yin) who has defected to the side of Jyggalag, leaving, will tell Shigorat the unpleasant news that the Reach region has already been captured by the forces of Order. You, as the newly minted duke of one of the houses, Shigorat will immediately instruct you to deal with enemy troops in this territory. First of all, you will need to personally go and inspect the captured area in the Reach area in order to decide how to proceed. Once in the Limit, you will first need to head to Pasval and find out if the city has been captured. There you will find a group of golden saints or dark seducers (depending on which house you are the duke of), which will be attacked by the knights of order immediately after your appearance. After a joint showdown with them, the head of the group of golden saints / dark seducers will approach you and tell you that the forces of order are constantly attacking Pasval, and it is advisable for you to lead their group to defend against the next wave of attackers. Having given orders to the troops that have passed into your subordination, you will have to endure the battle with more than a dozen knights of the order. Upon its completion, you will again need to talk with Aurig Desha / Grakedrig Udiko to find out how to proceed further to stop the attacks from the troops of Jyggalag. The head of the detachment will share with you his thoughts on where fresh reinforcements from the forces of order can appear. The fact is that before the troops of Jyggalag began to attack the Reach area, an ancient Spire was activated near Pasval, which also functions on this moment . In addition, new batches of Knights of Order periodically appear near the revived Spire, which indirectly indicates that the troops of Jyggalag feed their forces precisely from this structure. Aurig Desha/Grakedrig Udiko will also tell you that in the ruins of Zeddefen Fortress there may be underground passages leading just under the base of the Spire. She will suggest that you try to get through these passages and neutralize the source of power, if it really is there. You really don’t have any other choice, so go to Zeddefen to explore its underground part. There you will be met by a large number of knights of order, as well as priests of order (by the way, not all of them can be killed), breaking through the ranks of which you will reach the location of Zeddefen-Feles. After passing along the "organic" path, you will again find yourself in the usual stone tunnels, where you will meet Shelden, the "mayor" of Pasval. After listening to his story, you can take Shelden as your assistant or vice versa tell him "a couple of affectionate" words such that he will run away from you. Be that as it may, shortly after meeting with Shelden, you will go directly to the source of power, which can be neutralized as follows. First of all, you will need three hearts of order for this, which can be obtained by killing several knights of order. Next, you will need to get close to the obelisk, which is a source of strength, and sequentially "feed" these three hearts to it, after which the obelisk will "overload" and the Spire will begin to collapse. The first desire that will arise in you when the building collapses is to quickly leave its limits, but I would not advise you to retreat so hastily. The fact is that next to the obelisk there is a container called a "crystal chest", which contains a large number of quite valuable things. True, it is not so easy to open it, for this you need one heart of order. Having robbed the chest and searched the bodies of the dead servants of order, you can begin to calmly get out. The road for you, of course, will not be safe, except for the constant collapses of the collapsing dungeon, the knights of order will periodically annoy you. By the way, you can take your time getting out of the collapsing dungeons of the Spire, as in the end the building will last as long as you need to go outside. Once on the surface, go in search of Aurig Deshi/Grakedrig Udiko to learn about how things unfolded in Paswal after you left for Zeddefen. She will not tell you anything new, but will only be surprised that you managed to survive. Also, Aurig Desha / Grakedrig Udiko will inform you that she needs to stay in the Limit and complete its cleansing from the remnants of the forces of order, and she will advise you to return to the palace of New Sheoth and talk with Sheogorath. On this task will be considered completed.

Having reported on the completion of the previous task to Shigoratu, as always, you will immediately receive a new one. After the troops of Jyggalag were thrown back by you from the territory of the Reach, the time has come to strengthen the border in case the forces of order decide to attack the trembling islands again. To do this, you will need to go to the sorceress Relmina Verenim and ask her to restore the Gate Guard, which you once destroyed. On a tip from Shigorat, you will learn that Relmina spends most of her time doing magical experiments in the fortress-laboratory of Zazelm. This fortress is located to the east near the "Gate of Madness", but you can enter it only from the main entrance, and not from the secret one. In the fortress you will find quite a few entertaining torture chambers, although in general the progress through it will be quite ordinary. You will have to sequentially go through several locations (Zazelm, Laboratory, Vivisection Center), destroying all kinds of monsters on your way. In the end, you will come to the premises where the sorceress Relmina lives and "works". You won't have a pleasant conversation with her. Relmina will try to humiliate you in every possible way, but in the end she will require assistance in restoring the Gatekeeper. Your task will be to obtain four ingredients: blood solution, bone marrow, skin membrane and breath extract, necessary to restore the Guardian. She will also tell you the place where you can get these ingredients. This will turn out to be the "Garden of Bones and Flesh", already familiar to you, located on the territory of the Limit. So that you do not waste time returning back through the dungeons of Zazelm, Relmina will give you the key to the secret entrance through which you can immediately exit to the surface. By the way, in combination, this key opens the gate leading to the underground rooms of the "Garden of Bones and Flesh". Having reached it and going down, be careful, because in the first room you will be covered with a collapse of stones from the ceiling. In the process of moving through the dungeon, you will encounter such "accidents" more than once, but serious injuries can be avoided by quickly reacting to a slight trembling warning of an impending collapse. The most interesting and rather important innovation that you will almost immediately encounter in the Gardens is a barrier called "Intertwined Roots". In principle, there is nothing special about it, because how it works is completely similar to the mechanism of an ordinary lattice, often found in abandoned forts. That is, in order to remove the interlacing of roots that got in the way, you will need to press the lever of organic origin on the side of the obstacle. However, I digress a little from the main goals of your stay in the Gardens. In the first location, apart from aggressive monsters, you will not find anything, but in the second location (Corpuscular Conservatory) you will have to find two ingredients at once, which Relmina Verenim asked to bring. You can collect the skin membrane on plants resembling flowers, and you will find the bone marrow in a strange formation that looks like a frozen bone brush of some giant mammal. The third location, called "Caverns of Rustles", will have a special difference in the order of advancement. When passing it, you will have to take into account the fact that after crossing any "Root Interlacing" the road back will be "cut off", and then you can only move forward. In addition, the location itself has a very large scale and a multi-level structure, which greatly complicates the orientation during its passage. But be that as it may, in the end you will still come out to a large pulsating cloud, in which you can pick up a vial with another ingredient called "Breath Extract". In the Pool of Bloody Tears, the final location of the Gardens of Flesh and Bones, you will find the last element you need to revive the Guardian. "Bloody solution" You can collect in a large red puddle, near a broken tree root. Having obtained all the required ingredients at your disposal, you will have to return with them to Relmina. Now the sorceress will meet you in a more upbeat mood and immediately send you to choose body parts to create a new Guardian. At some point, you will be given room for creativity, because it will depend on which components you choose. appearance and combat characteristics of the new Guardian. Upon completion of this procedure, you will need to talk with Relmina, who will direct you to the Limit to the Sheogorath monument near the Gates of Madness, because it is there that the rite of creating a new Guardian will take place. Arriving at the place of the ceremony together with Relmina, then you will simply need to follow her instructions. First, the sorceress will open a small pool filled with some kind of liquid, called the "Justification Pond", where the body parts of the future monster will be placed. Further, in the process of conducting the ceremony, at the direction of Relmina, you will alternately add the components obtained in the Gardens to the "Reservoir of Justification". At the end of the entire creation procedure, a big explosion will occur and you will be thrown back a little, after which a new Guardian of the Gates of Madness will appear before your eyes. At the end of the rite, you will be given a small ability to summon a flesh atronach for 120 seconds. In addition, you will have the opportunity to receive an increase in some skills when you "touch" the restored Gate Guardian. Now your last task will be to view the capabilities of this "combat vehicle". After watching how the Guardian dealt with a small party of knights of order, you can return to Shigorat with a report on the completion of the task. Hearing the news that you have restored the Guardian, Shigorat will be very pleased with you, but this joy will not last long...

Soon your conversation with Sheogorath will be interrupted by the "Dark Seducer/Golden Saint - messenger", who will report to Sheogorath that the fortress "Pointed Rock" / "Brellak" has been captured. The mad god will immediately turn his eyes on you as a well-established "magic wand". The choice of whose fortress you begin to liberate will be reversed to the duke of which house you were. That is, if you were the Duke of Mania, then you will free the fortress of dark seducers.

In addition to giving you the task to liberate the fortress, Shigorat will also share with you very curious information regarding the invasion of the Prince of Order. It turns out that Shigorat is Jyggalag, who turns himself and destroys his kingdom in order to create it again. But this time, Shigorat decided to protect his kingdom from himself, putting forward a worthy candidate for his rivals. This candidate for the role of the protector of the kingdom, of course, is you. Therefore, Shigorat sends you on the most difficult tasks in order to temper you before the upcoming decisive battle with the forces of order. By the way, before sending you to liberate the fortress "Pointed Cliff" / "Brellak", Sheogorath will promote you at the court of madness, assigning the title "Regent".

After speaking with the Dark Seducer/Gold Saint messenger, you can set out on your journey to the Bladed Cliff/Brellac. Pointed Cliff is located in the very southwest of the island, on the edge of the Mad God's Boot peninsula. Brellack is located in the very north of the Trembling Isles, on the Holy Watch Peninsula. Near the fortress, you will meet a group of dark seducers/golden saints led by Adeo/Issmi, who will tell you a sad story about how the traitor Teiden/Sil tricked the forces of order into capturing the fortress and capturing their captain. Of course, now you will need to free the captured captain Dailoru / Staada and recapture the Pointed Cliff / Brelak. Entering the fortress, after a while you will stumble upon a rather unusual structure, somewhat reminiscent of a crystalline (ice) wall. You will not be able to destroy it by direct physical impact, so the question will arise before you, what to do with it next. To destroy this barrier, you will need to find a protruding piece of pipe (the so-called bell) near one of the walls, by activating which you will destroy the crystal partition. For the first time behind it, you will find a standard crystal chest and, accordingly, you can get hold of a rather valuable set of items. When you collide with the crystalline barrier for the second time, destroying it, you will find behind it not another portion of loot, but the captain of the dark seducers / golden saints Dailor / Staad. After talking with her, you will learn that the traitor Teiden/Sil wants to seize the Mazken/Auril Source so that after physical death, dark seducers/gold saints could not return to life again. You now have to try to get to the source and prevent Teiden/Sil from breaking the connection with the source of dark seducers/golden saints. As soon as you cross the threshold of the next location, Dailora / Staada will tell you the unpleasant news that the Source has already been captured, and the connection between it and the dark seducers / golden saints has been broken, after which the captain and her assistant will fall dead on the floor. Having passed to the next location, you will soon find yourself in the hall, in which the notorious source is located, covered with an impressive pyramidal crystalline shell. But unfortunately, you will not even have time to think about how to destroy it, because four knights of order will immediately attack you. Having dealt with them, head to any of the corners of the hall, where on a dais you will find the "bell" already familiar to you, the same ones are located in the other three corners of the hall. You will need to activate them in turn, after which the crystal shell near the Mazken/Auril Source will collapse, and the dark seducers/gold saints will come to life. After some time, the captain of Dailor/Staad will come up to you and thank you for your help in liberating the fortress and saving the source. She will also inform you that although the enemy troops were defeated, the traitor Teiden / Force still managed to escape. In parting, she will give you the ability to summon dark seducers / golden saints and hand over a set of appropriate armor. In addition, at the court of madness, you will automatically be given the title "Defender of the Realm". On this task is considered completed, and you can return back to Shigorat.

This time your conversation with Shigorat will not be too optimistic. The God of Madness will complain about the lack of time, and in general will start whining in the style of "Everything is gone! The cast is being removed, the client is leaving!", after which he will convulse and suddenly disappear. For you, as an experienced emergency specialist, this scene should not have any depressing effect, but rather only awaken new forces, because your life only becomes more interesting from difficulties. Now let's get down to business. Since you do not know what to do next, it would be best to ask Haskill, the closest assistant to the God of Madness, about this. He will tell you the most interesting plan of action. It turns out that in order to stop Jyggalag, at a minimum, someone who has a workable symbol of power should be on the throne of the Shivering Isles. Such a symbol of power has long been the staff of the God of Madness, which unfortunately lost all its magical properties with the disappearance of Shigorat himself. But as it turns out, not everything is so bad, because Haskill knows a place where you can find information on how to create a new staff of the Mad God. This place is called "Knife Hole Ruins", which is located in the center of the Shivering Isles, at the foot of the supporting ridge. You will need to find a library in the hole and find in it information on recreating the Staff of Sheogorath. In order for you to get inside the hole, Haskill will supply you with the "Knife Hole Crystal", which opens the way to the secret library. Arriving at the place, the first thing you will need to do is find the "Ancient Door", which you can easily open with the help of the Crystal handed by Haskill. Surprisingly, there will be no majestic library behind the door, where one could find secret knowledge in books. Before you appear only a strange subject, in appearance resembling a dead man, sitting in an armchair in the middle of the room. But in fact, he will turn out to be quite alive and will even tell you about how it is still possible to recreate the magic staff of Shigorat, and will also show his willingness to start making it directly. To do this, Dius (such is the name of this dull type) will need two ancient artifacts: the eye of Sirte and a branch of the "Tree of Images". For which of them to go first, decide for yourself. By the way, not far from the "library" there is an entrance to the "Altar" location, where you can fight with the Zealot sect and, accordingly, collect a lot of valuable things.

If you decide to first go to get the Branch, then you will have to go to the ancient fortress of Milkar, which is located northwest of the Knife Hole, north of the lookout road and southeast of Hale. Arriving at the fortress, you will need to go down to the dungeon, where you will immediately find yourself at the entrance to the "Grove of Reflections" location, where you will need to proceed. In the "grove" you will almost immediately come across a small lake with an obelisk in the middle. Don't hesitate too long, climb into the lake, after which the obelisk will flash with a green-bluish light, and darkness will begin to thicken opposite the "Tree of Images". After a while, your dark twin will appear from it, armed with a very good sword. Of course, he will not start a friendly conversation with you, but will treacherously attack and try to kill you. No matter how hard it is for you to fight him, but due to the advantage in intelligence, you will sooner or later kill him. As a "gift" from the double, you will get a beautiful sword called "Shadow Man" and a branch of the "Tree of Images" (you can take it by "activating" the root of the mushroom tree standing on the far side of the lake). To get out, you will need to press the button on the stone slab, after which a teleport will open for you, which will move you to the entrance to the "Grove of Reflections". If you properly inspect the nooks and crannies of the dungeon, then in addition to this entrance you will find three more doors leading to the location "Zetrem", "Sufflex" and "Tieras". All these three locations have access to the surface, but they are nothing particularly interesting (except perhaps as a collection of loot). As a note, I will say that the location "Meeting", located in "Thieras", you will meet on the non-plot quest "The Coming Storm", so do not rush to unravel its secret. To get another artifact needed to create the staff of Sheogorath, you will have to go to the Moaning Halls fortress, located in the southeast of the Shivering Isles, on the Heretic Horn peninsula south of New Sheoth. As soon as you enter the fortress, you will meet a hostile apostle in it, who will not be a big problem to kill. After searching the corpse of the Apostle, you will find with him the "Key to the Moaning Halls" and the luminous mantle of the apostle. After that, decide for yourself what is best for you to do. Either you put on his mantle and go further along the corridors of the fortress without any problems, or you will have to send about a dozen more of the same apostles to the next world. Whichever option you choose, at the entrance to the "Meeting Halls" location you will meet the Khajiit Ra "Heran, who will offer you help in killing Sirte, but as a payment he will require you to bring him three daggers, which will need to be taken from the apostles. Whether or not you agree to this offer is up to you. When you finally get to Sirta itself, even with the most peaceful attitude, you will eventually still have to fight and kill her. After that, you can take her eyes from the lifeless body of Sirta. You can not be afraid of an assistant, the Light-bearing Goat, he will not attack while you are wearing the mantle of the apostle. Having acquired the "Branch of the Tree of Images" and the "Eye of Sirte", you can return to the Knife Hole to Dius, so that he will make you a magic staff. Your conversation with Dius will not drag on for a long time, he will almost immediately get down to business and in a couple of minutes he will create a ready-made staff for you. True, he will create only his physical shell, but you will have to fill the staff with magical power yourself. Dius will tell you that this ritual can only be performed in the palace of Sheogorath, because it is there that the "Font of Madness" is located, into which you need to dip the staff to fill it with magical power. You just have to follow his advice and return to the Sheogorath Palace to complete the creation of your symbol of power.

Upon returning to the Palace, you will be in for a nasty surprise. When you try to complete the procedure to recreate the staff of order, you will fail, because the "Font of Madness" will be "poisoned" by crystals of Order. After talking with Haskill, you will learn that the magic font was poisoned at its very source, originating in Mania and Dementia. You now have to go down to the dungeon (the entrance to it is located behind a huge tree in the throne room) and eliminate the cause of the poisoning. So that you do not "break wood" while exploring the dungeons of the source, Haskill will tell you about the gnarls living there, some of which may be infected with the poisoned waters of the font, and will therefore behave hostilely. Some of them that have not been infected, on the contrary, will be needed by you to restore the "Font of Madness". After receiving all the instructions, go around the tree in order to go down to the Source dungeons through an inconspicuous door on its back. Do not rush to go anywhere, but just wait a couple of minutes when the "healthy" gnarl comes around the corner and removes the barrier hit by order crystals. After that, you will have to move with more caution, because further on, many of the gnarls you meet will turn out to be infected and will behave quite hostilely. You can safely destroy them, since you can distinguish the infected from the healthy by the white aura that envelops their bodies. In the Source location, you are faced with the task of clearing 5 infected places, which are guarded by order priests and hostile gnarls. The most important thing in decontamination is to kill the priest, because it is after his elimination that the infected place in the source can be cleansed. As you move through the location, you will encounter weaves of infected roots that will block your further progress. In their disinfection and, accordingly, unlocking, you will be helped by healthy gnarls (they can be "summoned" from cocoons called "Chrysamide Gnarls") and periodically occurring "shards of order" (they can be obtained from the corpses of murdered priests of order). Having freed the entire location of the Source from the forces of order, you can move on to cleaning the Pools of Mania and Dementia. In principle, their disinfection is no different from cleaning the source, only this time you will have to free only one, but a large area. In the pools, you will need to destroy three priests of order at once, plus in one of them you will have to fight the traitor Teyden / Sil. Having finished cleaning the source and the two pools that feed it, you can return back to the Sheogorath Palace to complete the magic staff making ceremony.

As soon as you dip the staff into the waters of the "Font of Madness" and complete the ritual, a messenger of the golden saint / dark seducer will run up to you and inform you that the commander of the palace guard Aurmazl Zude / Autkendo Jansa urgently asks you to meet. After talking with the senior golden saints / dark seducers, you will learn that the forces of order have suddenly attacked the palace, and your help is required in organizing the reflection of this attack. In this case, the newly acquired staff will be very useful to you, as it gives you the opportunity to freeze the knights of order for a while, although golden saints with dark seducers will also be affected by it. As soon as you go beyond the throne room into the courtyard of the castle, the knights of order will immediately attack you. Basically, you can ignore them. special attention, and immediately run to the nearest active obelisk and deactivate it, after which you can calmly deal with the destruction of the attacking knights. Soon the second obelisk will be put into operation, and you will need to deactivate it without delay. Approximately at this stage, the culprit of the "triumph" comrade Jyggalag will appear, who, of course, will not stay away from the general "holiday". Noticing the appearance of the leader of the forces of Order, you will immediately need to direct all your efforts to destroy his physical shell. Although Jyggalag will turn out to be far from a weak opponent, it is still not so strong that his elimination will cause you serious difficulties. If, nevertheless, the battle drags on, it will not hurt you to track the appearance of new obelisks, because they will also have to be deactivated due to the fact that it is from them that Jyggalag will draw energy to restore his strength. One way or another, in the end you will destroy the physical shell of the God of Order, after which he will appear in a slightly different incarnation. On the site of the battlefield, slightly above ground level, a large image of Jyggalag will appear in front of you. Further, your former opponent will tell a sad story about the chain of transformations that he had to make every few thousand years, until you broke this vicious circle. He will also inform you that now you are the God of Madness Shigorat, and you are solely responsible for what is happening on the Trembling Isles, after which he will say goodbye to you and his image will dissolve into thin air. Now you can return to the palace and talk to your closest advisor Haskill, from a conversation with which you will learn that as the ruler of the Shivering Isles, you are entitled to a certain range of privileges and responsibilities.

Privilege:

1. Own bodyguard accompanying you when moving through the territory of the Shivering Isles

2. A personal doctor who will be ready to correct your health at any time, but on condition that you are in the throne room of the palace.

3. Ability to control the weather in the Shivering Isles

4. Ability to call a court dancer for entertainment

5. Luxurious Shigorat outfit with quite impressive parameters for seducing people (lying on the throne)

6. The sword of Jyggalag, which has no magical characteristics, but has an impressive destructive power. You can find him behind the throne of Shigorat, near the door leading to the "Source" (perhaps it will appear only some time after the beginning of your reign)

Responsibilities:

1. If problems arise with the citizens of your kingdom, you are obliged to send troops to eliminate them, or to solve these problems yourself.

Approaching Haskill and talking with him on the topic of "defending the kingdom", you will find out that some trouble has happened in one of the villages of your state. If you decide to go deal with the situation yourself, you will find that a group of monsters attacked the settlement. The task of eliminating some abstract problem immediately becomes quite concrete, and you can start solving it. After killing all the monsters, return to the palace and talk to Haskill again. He will thank you on behalf of the inhabitants of the saved locality and will give you a gift from them in the form of a generous cash reward.

This completes the passage of the Shivering Isles storyline.

In the Crucible you can find the "Cutter's Weapons" forge and its owner Cutter. She, like Dumag gro-Bonk in Bliss, will be able to make weapons and armor for you, but from the ore of madness (Madness Ore). The scheme is the same: when talking with her, she will give you a list, which indicates what products she can create, and the amount of ore needed Madness Ore can be found in the dungeons of Dementia in characteristic spike clusters (Madness Ore Deposits), as well as on Grummite. Very strong individuals often also have Madness Ore Matrices with them. As in the case of amber, the Cutter will not forge armor for you if you are below level 8, the weapons and armor she makes are also leveled.

Visit Sick Bernice's diner in the Crucible and talk to its owner. This obviously unhealthy woman will ask you to find a cure for her. According to her, a special liquid, Aquanostrum, which can be obtained in the cave of the Blackberry Bush (Knotty Bramble), can help her. Bernice will give you an empty flask and mark the cave on your map. The cave is inhabited by grammites and has two levels. In the center lower level there is the desired pool with a statue of the deity of the Grummites. Just stand in the water and after a while you will get a full flask for Bernice. Return to the owner of the diner and as a reward you will receive the Ring of Freshness (Circlet of Verdure) with the effects of resistance to diseases and poisons and increase health and stamina. (If you talk to her after a while, the unfortunate patient will ask for another portion of the medicine, and so on ... ad infinitum.)

Hirrus Clutumnus often stands on the landing of the stairs leading to the castle from the Crucible, or walks around the city. Talk to him and he will ask you to meet him after nightfall (after 11 o'clock) near the sewer drain near the statue of Sheogorath (if the quest is active, you can easily find Hirrus by the marker). At the meeting, Hirrus will tell you that his life is eternal torture and will ask you to kill him. It will not be possible to dissuade him from this, and he does not want to kill himself, fearing the fate of ghosts on the Hill of Suicides. So only you can fulfill his will. He also wants the murder to happen unexpectedly and look like an accident. Of course, you can kill him on the spot, but there is a spectacular way to fulfill his requirements. Given that he often stands on the landing of a very high staircase close to the edge, you can simply push him down. To do this, wait until he comes to the edge of the stairs, enter stealth mode and talk to him. You will have the option to push it. If you did everything right, then you will not add a penalty for killing, and the last will of Hirrus will be fulfilled. After Hirrus finds his ultimate rest, search his body below and take the key to his house. On the second floor of this house is a jewelry box (it does not have a red mark on it) - it contains your reward and Hirrus' will.

The inhabitants of Crucible say that Iril (Earil) from the store "Mysteries of Iril" (Earil "s Mysteries) is greatly annoyed by the unfortunate thief Brithor (Brithaur), who is constantly trying to steal something. Visit Iril and talk to him. First, he will offer you to keep you forever young, but also forever dead. After you refuse this crazy offer, ask him about Brytor Iril wants Brytor to disappear forever, and as proof of this he will ask you to bring the thief's heart. Find Brytor. He will tell you that he just loves to "take" things for his collection. And now he needs five flawless pearls (Flawless Pearl) - having received them, he will stop stealing. You have three options for action: you can just kill him and take his heart, you can bring him five flawless pearls, or if you have advanced far along the main plot and in good relations with the court oh Dementia, you can talk to Redguard Kitlanom (Kithlan), you will find him in the throne room of the House of Dementia, and he will throw Brightor into prison. After completing any of these actions, speak to Iril and he will give you a leveled amount of gold as a reward.

On the streets of the Crucible, you could already meet the orc Ushnar gro-Shadborgob surrounded by dogs. Behind him is the Khajiit Bhisha. Talk to the orc. If you are a Khajiit yourself, then the orc will not talk to you and you will not receive this quest. If not, then Ushnar will tell you that he is terribly afraid of cats, so he surrounded himself with dogs. But he is being pursued by Bish's Khajiit, which can't help but increase his phobias. Talk to Bisha, and it turns out that this cat loves dogs very much, that's why he goes after them, and, consequently, after Ushnar. It is not necessary to kill this lover of our four-legged friends - you can give him 100 gold and he will move to Bliss. Or, if you have already become Sheogorath, you can simply order him to move. As a reward, Ushnar will give you his "former" dog - a skinned hound (Skinned Hound), which will become your companion, but, unfortunately, will die rather quickly in your travels.

The owner of the store "Nakhodka" ("Things Found") Ahjazda (Ahjazda) is preparing for an imminent disaster and collects everything you need in case of a cataclysm. She will ask the hero to get her a few things to finish her preparations. She needs: Amulet of Disintegration, Ring of Desiccation, and Calming Pants.

The Dehydration Ring is located in the Kunstkamera (The Museum of Oddities) on the second tier. Just steal it without anyone noticing.

The soothing pants are worn by sweet tooth Fimmion, who walks around Bliss. Talk to him and he will ask for a Sweetroll in exchange for pants. The easiest way to find rolls in Cyrodiil is from innkeepers. If you are too lazy to trudge to Tamriel, then try your luck at the kitchen of the famous culinary specialist Rendil Drarara (Rendil Drarara) in New Sheoth, in the houses of Halion (Halion) or Zoe Malena (Zoe Malene) in Hale, the house of Runs-in-Circles in Highcross or the house of Erver Devani in Deepwallow. Once you have the bun, trade with Fimmion for pants. Note that if you have several rolls, you can get the corresponding number of pairs of pants. Don't be greedy if you get multiple copies of the quest item, Ajazda won't recognize the pants and the quest will hang.

The Disintegration Amulet is the hardest to get. Head to Milchar - it is located at the top of big lake in the area of ​​Mania, along the road. Follow the marker and you'll find a hall in the center of which is a magically sealed container called the Diligence Crux. Carefully inspect the hall - you will see three bowls for lighting a fire. One of them, opposite the entrance, is already on fire, and two more are located on opposite sides of the entrance. In the burning bowl you will find a ritual torch (Ritual Torch), the peculiarity of which is that it cannot be taken into inventory, but can be carried using the item transfer key. So, you need the fire to burn in all three bowls, then the container will open, but keep in mind that the fire goes out pretty quickly. Here the choice is yours: it is more convenient for someone to run with the key held down (by default, Z), and someone prefers to use telekinesis (the second option is more convenient, because then the torch does not fall while running and keeps straight). After focusing and spending some time, open the container and take the Amulet of Disintegration. (By the way, it can be used to upgrade the "gunsmith" skill.)

When you have obtained all three items, return to Ajazda and give them to her. She will give funny explanations why she needed them. As a reward, the Khajiit will teach you the Ahjazda's Paranoia spell, which inflicts Frenzy on everyone who is affected by it.

At the end of the quest, you can steal Soothing Pants from her if you like them, but note that they will be quest items and cannot be dropped. The rest of the things Ajazda will put on himself and steal them will not work.

Walking around the Crucible, you must have become interested in the Kunstkamera. Talk to the owner of this museum, Una Armina, and she will tell you that she collects any strange things scattered across the expanses of the Shivering Isles. You can also ask her to give you a tour of the museum, but there's not much to see on this one. We will have to assist the museum in replenishing the collection. Some of the things Una needs appear randomly, others can be found in strictly defined places. Here is a list of items that appear randomly (in dungeons, chests, on the corpses of enemies, and so on):

Two-Headed Septim (Two-Headed Septim)
-Dagger of Friendship
-Key from a dog fang (Hound's Tooth Key)
-Ring of Disrobing
-A piece of amber resembling Sheogorath (Sheogorath-shaped Amber)
-Mixing Bowl
-Soul Tomato

The rest of the items are in permanent places.

Mute Screaming Maw: This hard-to-find item can be found in the ruins of Cann, at the very bottom of the central bay near Saints Watch in Mania. They are inhabited by heretics and hungry (Hunger). Pass through The Great Hall to the Halls of Tranquility. There, find the entrance to the Arena below. After entering there, turn right and move along the tunnel overgrown with plants, go through a piece of stone ruins and find a cluster of screamers (Screaming Maw) on your left. Look in the roots next to them and find the wonder you are looking for.

Deformed Swamp Tentacle: First, travel to the Lost Time Camp, which is located in the center of the peninsula called Madgod's Boot in Dementia along the road. From there, go south a little along the road to two rocks, on one of which you will find the desired antennae.

Ashes of Din (Din "s Ashes): It is hidden in Ebrocca, north of New Sheoth, on the map below the Highcross settlement. Go through the dungeon forward and to the right until you hit a closed metal door. Behind the door there will be a room in which there are four leather shields. Push those two that are located opposite the entrance and you will see a button that opens a secret passage to the Ebrokki Crematorium, in which on a shelf in the Gilded Urn (Gilded Urn) find the desired ashes.

Blind Watcher's Eye: In Milchar (located up from a large lake in the Mania region, along the road), go forward to a cave with a door in the center, turn left, go a little and look for a Watcher's Eye plant among a cluster of other plants.

Basin of Pelagius (Pelvis of Pelagius): It is kept in the Howling Halls (Howling Halls) - a fortress of heretics, built from the stones of the castle where the mad emperor Pelagius lived his life. At the end of the main quest of the Shivering Isles, you will need to visit this place, located north of New Sheoth, in the center of Heretics Horn. In the Moaning Halls, go straight, go into the Hall of Congregation, go upstairs, you will see a carpet, you will go through the door opposite the carpet. In a small aisle there is a table, and on it in the window is a basin of Pelagius.

*-Ring of Desiccation: If you haven't completed the quest "The Coming Storm", it will already be on a shelf in the museum. If you stole it for the above quest, you will have to kill Ajazda and take the ring from her, as she wears it and cannot be stolen. So you can return the ring back to the Kunstkamera. But keep in mind - this is not necessary to complete the quest, you will not receive any reward and in doing so you will kill the owner of one of the few shops in the Shivering Isles.

For each oddity, Una will give you a certain amount of gold in the range of 200-300 gold. When you have found all twelve Curiosities of the Shivering Isles, the quest will be completed, and you can ask Una to give you a tour of the museum's already full display and learn a couple of interesting facts about your finds. (Note: The Mixing Bowl and Soul Tomato can indeed be used for their intended purpose, i.e. to create potions and store souls respectively.)

Deadsaref
a list of items that appear randomly (in dungeons, chests, on the corpses of enemies, and so on):

Two-Headed Septim (Two-Headed Septim)
-Dagger of Friendship
-Key from a dog fang (Hound's Tooth Key)
-Ring of Disrobing
-A piece of amber resembling Sheogorath (Sheogorath-shaped Amber)
-Mixing Bowl
-Soul Tomato

The rest of the items are in permanent places.

Mute Screaming Maw: This hard-to-find item can be found in the ruins of Cann, at the very bottom of the central bay near Saints Watch in Mania. They are inhabited by heretics and hungry (Hunger). Pass through The Great Hall to the Halls of Tranquility. There, find the entrance to the Arena below. After entering there, turn right and move along the tunnel overgrown with plants, go through a piece of stone ruins and find a cluster of screamers (Screaming Maw) on your left. Look in the roots next to them and find the wonder you are looking for.

Deformed Swamp Tentacle: First, travel to the Lost Time Camp, which is located in the center of the peninsula called Madgod's Boot in Dementia along the road. From there, go south a little along the road to two rocks, on one of which you will find the desired antennae.

Ashes of Din (Din "s Ashes): It is hidden in Ebrocca, north of New Sheoth, on the map below the Highcross settlement. Go through the dungeon forward and to the right until you hit a closed metal door. Behind the door there will be a room in which there are four leather shields. Push those two that are located opposite the entrance and you will see a button that opens a secret passage to the Ebrokki Crematorium, in which on a shelf in the Gilded Urn (Gilded Urn) find the desired ashes.

Blind Watcher's Eye: In Milchar (located up from a large lake in the Mania region, along the road), go forward to a cave with a door in the center, turn left, go a little and look for a Watcher's Eye plant among a cluster of other plants.

Basin of Pelagius (Pelvis of Pelagius): It is kept in the Howling Halls (Howling Halls) - a fortress of heretics, built from the stones of the castle where the mad emperor Pelagius lived his life. At the end of the main quest of the Shivering Isles, you will need to visit this place, located north of New Sheoth, in the center of Heretics Horn. In the Moaning Halls, go straight, go into the Hall of Congregation, go upstairs, you will see a carpet, you will go through the door opposite the carpet. In a small aisle there is a table, and on it in the window is a basin of Pelagius.

*-Ring of Desiccation: If you haven't completed the quest "The Coming Storm", it will already be on a shelf in the museum. If you stole it for the above quest, you will have to kill Ajazda and take the ring from her, as she wears it and cannot be stolen. So you can return the ring back to the Kunstkamera. But keep in mind - this is not necessary to complete the quest, you will not receive any reward and in doing so you will kill the owner of one of the few shops in the Shivering Isles.

Taken from http://tes.ag.ru