Oblivion:The Wayward Knight
The UESPWiki – Your source for The Elder Scrolls since 1995
|
![]() |
|
[edit] Quick Walkthrough
- Ask the local guards about the Knights of the Thorn.
- Enter the gate to Oblivion.
- Make your way through the caves, and meet Farwil and a fellow knight.
- Find the Sigil Stone room, and close the gate.
- Make your way out of the gate and back to the count to receive your reward.
[edit] Detailed Walkthrough
This can be completed as part of the Allies for Bruma section of the Main Quest.
[edit] Attack on a Gate
The son of Count of Cheydinhal, Farwil Indarys, has entered the Oblivion gate with his group of knights called the Knights of the Thorn. Asking the local town guard about Knights of the Thorn reveals that they spend most of their time making up wild stories and drinking at the tavern.
[edit] In Oblivion
After entering the gate you will find that, unlike most Oblivion gates, this quest takes place in a unique plane of Oblivion. It is a fairly straightforward gate run through a series of caves, ending with Farwil plus his one surviving knight, Bremman Senyan. However, if you're Acrobatics is fairly high you can leap down the cliff, landing on rocks, and get down there without crawling through the caves. Talking to Farwil activates a rather wild story, while speaking with his companion unveils the real story. This is followed by a long, unbroken bridge over lava with four random Daedra. It is a good idea to keep Farwil away from the ledges so he avoids falling into the lava. All Daedra will be drawn to attack Farwil first, and since he doesn't have much health, protecting him is vital.
The main tower is a typical run with two corridor-ramp areas and the Sigil Stone's room. Upon entering the main tower, the two knights will go sword-happy and may very well enter the corridors after some Daedra they managed to spot up in the rafters. At this point, it may be quite impossible to keep Farwil alive. Moving the difficulty slider to the left in the gameplay options may make it much easier to kill the Daedra that attack him. Since Farwil and Bremman always accompany you through an area door, just run outside from time to time to heal them. For good measure, leave behind a conjured monster to keep the Daedra occupied indoors while you prepare your party for a renewed assault.
[edit] Reward
If Farwil is returned safely, he will make you a Knight of the Thorn and gives a leveled Knights of the Thorn Medallion (constant Fortify Speechcraft). You will receive +2 Fame. Access to the Knights of the Thorn lodge is also awarded, but there is not much in there. It does have some beds which makes for a decent place to rest. It is probably a bad idea to use the chests and crates to store items because they might respawn.
The Count will also offer a reward of one of two magic items, a sword or a staff; only one can be selected. If the sword is chosen, the Count will present Thornblade, a leveled longsword of Disintegrate Armor. The alternative is the Staff of Indarys (leveled Shock Damage and Damage Strength). The Count will also give allies to Bruma.
If Farwil dies, his ring must be retrieved as proof. You can also take the Knights of Thorn Medallions from both him and Bremman. Your final reward from the Count will be lessened, as you just get a leveled gold reward (see chart below) plus Farwil's Indarys Signet Ring. In this case, you only get +1 Fame.
If Farwil is killed by the player, the quest ends. Beware, if you do kill Farwil and save afterwards, the Allies for Bruma quest will be unfinishable, as the Count will refuse to talk to you. You will also receive +2 Infamy for killing Farwil.
[edit] Gold Reward
(The leveled gold reward is only if Farwil dies and you return his ring to the count. If he survives, you get one of the weapons described above.)
| Level | Reward |
|---|---|
| 1-4 | 75 Gold |
| 5-9 | 150 Gold |
| 10-14 | 225 Gold |
| 15-19 | 300 Gold |
| 20-24 | 375 Gold |
| 25+ | 450 Gold |
[edit] Maps
[edit]
Cave Maps
[edit]
The Chaos Stronghold Maps
[edit]
Notes
- You can avoid dealing with Farwil altogether by jumping around the column holding up the gates where Farwil is found. This does require a short trip through the lava, and a character with high endurance is recommended. Also, having a water walking enchantment, spell or potion might be a good idea as you can, with a good timing, leap many times almost all the way to the other side of the bridge without taking much damage. Custom made potions or spells with a good restore effect over a duration of time are also recommended. By never talking to Farwil, removal of the sigil stone can be done without ever putting him at risk, as he will not be triggered to follow. Farwil will talk to you, but he won't start following you until you talk about the Oblivion Gate. Farwil will appear at the closed Oblivion Gate as if the quest had been completed by keeping him alive.
- A simple "ditch him" strategy will not work. No matter how well you hide or lock him away, every time you pass through a door, he will be transported with you. If you want to avoid babysitting Farwil, you must never converse fully with him; when his dialogue automatically begins after emerging from the Bowels cavern, simply press 'cancel' to stop the conversation. If you jump down, it must be before you enter the Bowels cavern, not after, which the previous tip seems to suggest. Like all critical plot encounters, using invisibility, sneak, or chameleon will not help you avoid an encounter if you are within range. There are a series of considerable drops involved, so lower level characters may have a rough time avoiding Farwil. It is entirely possible to simply "slide" down the slopes and never take fall damage, although it is slow going.
- If you are with Farwil, save before entering each door in the tower because spawns are randomized for each entry. If Farwil is having great difficulty staying alive with one set of opponents, you may luck out with the next reload and get an easier mix.
- It is possible to paralyze Farwil while he is out of sight of the enemy, allowing you to kill the Daedra while he sleeps. When he recovers he will start attacking you, and it may be impossible to make him yield. Once you get the sigil stone, however, he forgets why you were fighting.
- If you're very quick, you can simply run through the tower and grab the sigil stone without fighting any of the enemies. Farwil and his friend will stay behind to fight them, but if you're fast enough you can get through each door bringing Farwil with you before he gets himself killed.
- The corpse of Farwil's last surviving Knight also has the Knights of the Thorn Amulet.
- You don't have to take this Oblivion Gate quickly. A tip for keeping Farwil alive is to slide the difficulty marker all the way to the left. Then, clear all the enemies in each of the rooms, one room at a time, and if Farwil's health is low then wait an hour (or use Convalescence) for it to heal back up. Then proceed to the next room and do the same thing, and so on, until you can take the Sigil Stone and exit the Gate safely. You might want to save after every room you get through.
- Masters of Illusion may use a targeted 100% Chameleon custom spell on Farwil to ensure the opponents will not attack him. Their ranged attacks can still hit him if he is in the line of fire, so you should flank the enemy when using this technique.
- You may indeed have it all: the fame for saving Farwil, all the associated rewards, and his deserved death—all without soiling your own record. You will need the Cowl of the Gray Fox to do this. Before grabbing the Sigil Stone, be sure you are wearing the Cowl. Upon exit, Farwil stands next to you, so activate his victory dialogue and receive his rewards. After his gratitude speech is complete, he will walk toward the guards by the Gate. Walk with him so that you are apprehended. Resist, remove the Cowl, then "block-yield" (left.ALT-SPACE on the PC) to send the guards back to their patrol. In the meantime, Farwil, being your friend, attacks the guards, who in turn, dispose of Farwil quickly. Loot Farwil's corpse; you may even pocket his ring as a souvenir, as it is no longer cursed as a quest item. Go to the Castle and the Count will gladly offer the best rewards for Farwil's rescue. Your fame advances full measure.Tested on PC - The Count refuses to talk after the guards kill him, since the game requires you to talk to Farwil before the Count will acknowledge you ...So be sure to activate Farwil's gratitude speech first thing out of the gate, before the guards approach. Do that, and you will get it all.
- Another way is to lockpick your way to the inn where Farwil is staying; some angry people there will attack you, and Farwil and others will defend you. Eventually, Farwil will end up killed by a guard. You will not get any bounty.
- If you complete the Main Quest without finishing this quest, the quest will be terminated, with the quest update With the banishment of Mehrunes Dagon to Oblivion and end of the Oblivion Crisis, the gate at Cheydinhal has been destroyed. If you had almost finished the quest, this can lead to a bug.
- After you complete this quest (if Farwil has survived) a special edition of the Black Horse Courier is published: "Cheydinhal Heir Saved!".
[edit] Bugs
- In the Corridors of Dark Salvation there are two doors next to each other which lead to a small ledge in the Chaos Stronghold. The right door leads to the left side of the ledge and the left door leads to the right side.
-
This bug is fixed by the Unofficial Oblivion Patch.
- Once you close the gate, you should be sure to finish the quest by talking to Count Andel Indarys before proceeding with the Main Quest. Otherwise, when you finish the Main Quest, this quest will artificially terminate. The count will insist that you killed his son, even if Farwil is alive and well, and will refuse to give you any reward.
Update: If you finish the main quest you may still get the reward. Look around Cheydinhal and you will find Farwil and his companion. Speak to him and he will tell you to go to his father, the count. Once you go to the count speak with him and he will let you choose either weapon.***Note*** After claiming the reward once you speak to the count, or Farwil's companion they will think you killed him.
-
This bug is fixed by the Unofficial Oblivion Patch.
- If you close the main gate before closing this gate, this gate will close automatically; however, the quest will not update. When you set it as active, it still says that you should meet Farwil at the gate, and your compass still points you there, but there is no gate, and Farwil never comes.
- This isn't really important, but if Farwil and/or his companion get their armor's life lowered to 0 inside the gate they might reappear bearing only their undergarments for the rest of the game (which isn't the most appropriate thing for a prince to do). You could repair this using the bound equipment glitch.
[edit] Journal Entries
- Notes
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
- If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
- On the PC, it is possible to use the console to advance through the quest by entering
setstage quest stage. Wherequestis the internal name of the quest, andstageis the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages. See SetStage for more information.




![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)