Oblivion:Fort Blueblood
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| Fort: Fort Blueblood |
|
|---|---|
| # of Zones | 2 |
| Occupants | |
| Marauders, Monsters (1 boss-level Marauder) |
|
| Important Treasure | |
| Manduin's Amulet 1 boss-level Chest |
|
| Console Location Code | |
| FortBluebloodExterior, FortBlueBlood, FortBlueBlood02 | |
| Location (view on map) | |
| SE of Leyawiin, in Blackwood. | |
Fort Blueblood is a medium fort southeast of Leyawiin containing marauders (quest-related). [edit] It contains two zones: Fort Blueblood and Fort Blueblood Halls.
Notes
- There is a bug that will cause you to become imprisoned in the final section containing the coffins. If the doors for which you used the Fort Blueblood Key close behind you, you cannot re-open them from the inside. It will keep asking you for a special key and the lock cannot be picked.
- The gate to the right when you enter is controlled by a lever on the other side, about a foot past it. You can use this gate to exit the dungeon.
- The boss-level chest and boss can only be reached during and after completion of the Mages Guild Leyawiin recommendation quest.
Related Quests
- Leyawiin Recommendation: Help a mage regain sanity to obtain a recommendation from Leyawiin.
Exterior
- The exterior is located at coordinates: Tamriel 29, -39
- This location's map marker (M on map) is named Fort Blueblood (editor name FortBluebloodMapMarker). The entrance door is S of the marker, 80 feet away.
- 0-1 archer Bandit is near the entrance
- 0-1 melee Bandit is near the entrance
- 1 Chest 04 is near the entrance
- 1 Jewelry Box (contains 50% chance jewelry, 50% silver nugget, gold change; non-respawning) is near the entrance
- The following plants can be found near the entrance: 29 Clouded Funnel Cap plants, 76 Green Stain Cup plants, 3 St. Jahn's Wort plants, and 3 Tiger Lily plants
Zone 1: Fort Blueblood
When you enter this zone, you automatically see a marauder at a T-intersection. The hall to the right has a door and is blocked by an iron gate with the lever on the other side. This will serve as your shortcut exit later. Now you can only go left. There is a small room accessed from the first one you enter through a door. Be careful when coming in, though, as a pressure plate on the floor will trigger 2 swinging maces. The last room in this zone has many iron weapons and armor pieces (except for greaves) and quite a few chests. Down the adjacent hallway at C is the door to the other zone, Fort Blueblood Halls.
Occupants:
- 1-2 Marauder Battlemages
- 0-1 archer Marauder
- 4-5 melee Marauders
Treasure:
- 2 Chests 01
- 2 Chests 03
- 1 Chest 04
- The following armor will always be found: 1 Iron Boots, 1 Iron Cuirass, 2 Iron Gauntlets, and 1 Iron Helmet
- The following weapons will always be found: 1 Iron Bow, 1 Iron Claymore, 1 Iron Longsword, 3 Iron Shortswords, and 1 Iron Warhammer
- Some of the above items are clustered at location E: 1 Iron Boots, 1 Iron Cuirass, 2 Iron Gauntlets, and 1 Iron Helmet
Traps:
- 1 Pressure Plate trigger at location F on map
- 2 Swinging Mace traps at G
Doors and Gates:
- There are three doors in/out of this zone
- 1 door (at Out) leads outside
- 2 doors (at C and D) lead out of dungeon to Fort Blueblood Halls and Fort Blueblood Halls
- 1 Portcullis Gate at H
Zone 2: Fort Blueblood Halls
The first room has quite a few marauders. The one nearer to the entrance is alone, but the others are clustered near the other hallway. Past that, in front of the entrance to the large boss room, there is another pressure plate activating two swinging maces. The large room contains a boss marauder at A on the map and several other random marauders. The Fort Blueblood Key can be found on the body of the boss marauder during the Mages Guild Leyawiin Recommendation quest. It opens the door to the last area, which, in contrast to the rest of the fort, contains two leveled monsters. There are several coffins and chests there. Manduin's Coffin, during the related quest, contains Manduin's Amulet. As soon as you pick it up, Kalthar appears and attacks you, simultaneously locking the only exit with an unpickable lock. He has the key, and you have to kill him to get it. After that, you can exit this zone by going through door D, which leads you back near the entrance on the other side of the iron gate.
Occupants:
- 1 boss-level Marauder (non-respawning) at location A on map
- 5 Marauders (1 regular Marauder, 2 Battlemages, and 2 Archers; non-respawning)
- 2 Marauder Battlemages
- 0-2 archer Marauders
- 0-2 melee Marauders
- 2 Monsters
Treasure:
- Manduin's Coffin (contains Manduin's Amulet, enchanted battle axe) at location E on map
- 1 boss-level Chest (Marauder variety; locked) at B
- 2 Chests 01 (both locked)
- 2 Chests 03 (1 locked)
- 2 Chests 04
- The other following items will always be found: 1 Cheese Wedge, 1 Iron Battle Axe, and 3 Iron Shortswords
Traps:
- 1 Pressure Plate trigger at location F on map
- 2 Swinging Mace traps at G
Doors and Gates:
- There are two doors (at C and D) in/out of this zone, both leading to the zone Fort Blueblood (locked, key required, opened by Fort Blueblood Key)
- 2 Old Wooden Doors at H and I (H is locked key required, opened by Kalthar's Key; I is locked key required, opened by Fort Blueblood Key)
Other:
- 2 Dead Marauders (wearing heavy boots and cuirass) at locations J on map
- 1 bedroll at b

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