Shivering:Baiting the Trap

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Decide the life, or death, of some greedy new Isles adventurers. edit


The second room of Xedilian.
The second room of Xedilian.


[edit] Quick Walkthrough

  1. Decide the fate of the adventurers
  2. Receive their loot
  3. Fight the Knights of Order
  4. Return to Sheogorath

[edit] Detailed Walkthrough

Xedilian has visitors! If you haven't read the "Manual of Xedilian", Kiliban Nyrandil can explain what's going on; you get to decide the fate of these adventurers, either killing them, or driving them to insanity so they can become citizens of New Sheoth. Follow Kiliban around to each observation room. At each one, you will have the option of either "death" or "madness".

At the first observation room, you will have the choice to unleash a "Gnarl Swarm" or a "Giant Gnarl" on the three adventurers, Lewin the Rogue, Syndelius the Mage, and Grommok gro-Barak. If you choose "Giant Gnarl," the prospect of certain death will drive Lewin insane. Choosing "Gnarl Swarm" will release numerous Gnarls, which will kill Lewin before being driven back. Regardless of your choice, the remaining two adventurers will proceed to the next observation area.

At the second observation room, Syndelius and Grommok are presented with a pile of treasure, locked behind a gate. You will have the choice to activate a "Fire Trap," or to "Drop Keys." If you choose to "Drop Keys," Syndelius is driven insane by the multitude of keys released. Alternatively, the "Fire Trap" option will cause two large fire blasts to kill Syndelius when Grommok touches the gate. Regardless, Grommok will proceed on to the next area alone.

At the last observation room, Grommok enters a room filled with all manner of cadavers. Your options are either to "Raise the Dead" or a "Ghost Illusion." The "Ghost Illusion" will enact an out-of-body-experience upon Grommok, who, tormented by visions of his own demise, will be driven into insanity. Alternatively, the "Raise the Dead" option animates the surrounding corpses who proceed to kill the hapless adventurer.

After you've visited each observation room, you will be greeted again by Kiliban, who will present you with the items that the adventurers won't be needing anymore, including the enchanted sword Dawnfang/Duskfang and Grommok's Journal. The "Recovery Chest" in the room contains the Talisman of Abetment and some random loot. As you exit Xedilian, you will be attacked by three mysterious crystalline creatures. Defeat them and speak again with Kiliban, who will inform you that they are (or were) Knights of Order. Claim the Hearts from the Knights if you wish, as they may be useful during later quests. Return to Sheogorath's Palace to report your progress.

[edit] Notes

  • Even if Lewin is not attacked by any of the Gnarls, he will still keel over and die.
  • Due to its high damage, strong enchantments and dual nature, Dawnfang/Duskfang is considered one of the best weapons in the game.
  • If you opt to drive the adventurers insane, they can be found in a large holding cage shortly after exiting the final observation room.
  • If you exit Xedilian before talking to Kiliban about the Knights of Order, the gates will close and you will be permanently unable to complete the quest.

[edit] Journal Entries

Baiting the Trap (SE03A)
Stage Finishes Quest Journal Entry
5 I should now make my way back to New Sheoth and report my success to Sheogorath.
10 I've met Kiliban Nyrandil inside one of the many observation rooms of Xedilian. It also appears that Xedilian has its first visitors, a group of adventurers. It's up to me to decide whether to allow Xedilian to kill them or drive them insane.
12
15 I've unleashed the Gnarl Swarm on the adventurers in Xedilian. Unable to survive their onslaught, Lewin the Rogue has been slain. I should make my way to the next observation room and choose how the adventurers will encounter their next obstacle. (If you chose the Gnarl Swarm) or

I've unleashed the Giant Gnarl on the adventurers in Xedilian. With the threat of what he perceived as certain death knocking at his door, Lewin the Rogue has gone insane. I should make my way to the next observation room and choose how the adventurers will encounter their next obstacle. (If you chose the Giant Gnarl)

18
20 Using a huge pile of treasure as bait, I lured the two remaining adventurers into a fire trap. Syndelius the Mage didn't survive the blast, leaving only their leader, Grommok. I should make my way to the last observation room and choose how the stubborn Orc will encounter his final obstacle. (If you chose the fire trap) or

I've caused Syndelius the Mage to go insane by pouring hundreds of keys on the ground which convinced him that one of them opened the gate to the huge treasure pile. All that remains now is the leader of the group, Grommok. I should make my way to the last observation room and choose how the stubborn Orc will encounter his final obstacle. (If you chose to drop the keys)

47
50 I've caused the death of the remaining Orc adventurer, Grommok, by animating the zombies in the final room of Xedilian. Now that all of the adventurers have been dealt with, I should speak to Kiliban. (If you chose to raise the dead) or

By making Grommok think that he actually died and became a ghost, I've driven him insane. Now that all of the adventurers have been dealt with, I should speak to Kiliban. (If you chose the ghost illusion)

55 Kiliban Nyrandil has told me to meet him in Xedilian's reception chamber where I can recover the defeated adventurer's gear. I should use the final transport pad and make my way there now.
60 I've received some items and gold from Kiliban Nyrandil that had belonged to the adventurers. I can now safely report back to Sheogorath that Xedilian is in full operation.
70 Before exiting Xedilian, I was attacked by three unusual beings in equally strange armor. I should ask Kiliban if he knows anything about them.
200 0Yes Kiliban explained the identity of the strange beings, calling them Knights of Order. He seemed very dismayed and wishes me to hasten to Sheogorath and report their presence.
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. Where quest is the internal name of the quest, and stage is 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.


Prev:  A Better Mousetrap
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