Make your way to Garlas Malatar and meet with the other Knights. You may choose to have them wait or launch the attack. Essentially your choice makes no difference, for they will all head into the ruin when you enter. Once inside jump down to the open area. Activate the switch on the left pedestal to open the three gates (ideally it is best to kill off the Aurorans in this area before activating the switch, as opening the gates will cause more Aurorans to come in or your Knights to scatter wildly, running into the new unlocked areas in search of more themselves). Once ready, you can either go through the gate on the bottom level or head up the staircase. The bottom gate is the shortest direct route to the next zone, if you head up the staircase take either passage and then head left up another staircase and follow to the map marker.
Enter the door to the zone Ceysel. Make your way through to two locked gates. Activate the switch on the wall between the gates to open them. Go through one of the gates and you'll emerge in a large room with a glowing black sphere called the Dark Orb in the center up on a platform and many Aurorans surrounding the room. Until you destroy the Orb, the Aurorans will keep resurrecting (they show a white healing spell type flourish as they stand back up at full health.) Since your Knights are not similarly immortal (with the exception of Sir Thedret), you will want to destroy the Orb as quickly as possible if you want the original named Knights to survive (and if you don't want to be overwhelmed by them once they've dealt with your followers). Follow the path to the right, up the stairs, and you will find the Dark Orb. Activate the Dark Orb to destroy it. It will explode and freeze time in that room, all Aurorans and your Knights will fade from view. Slightly back west of the Orb is a switch on the bottom of the right arch, activate it to open up a staircase back down to the lower part of the room and the entrance to Umaril.
Battle with UmarilEdit
Proceed north to the door and make your way through the passages to a large room with a shallow liquid pool in the center. As you enter, the room will light up, the passage back will be blocked with energy, and a staircase will rise. Umaril's physical form, an oversized Auroran, appears. Your holy destiny awaits you.
After the battle, be sure to grab Umaril's sword before casting Blessing of Talos (there will be a chance to grab the sword a second time, doubling your gain). You can take as much time as you like exploring and collecting loot before finally casting the spell although you are limited to that room alone. Once you cast Blessing of Talos, turn to the center of the room to watch events unfold. You'll be transported to the sky above the Imperial City with Umaril attacking you. Finish him and his legend for all time. After this battle, when you are falling to Nirn, Umaril's body and his sword will be falling with you. You can target it and take it for a second sword, however, be careful not to land on it when attempting to do so or you will take falling damage, which will probably kill you.
Priory of the NineEdit
After falling for some time, you will be transported to the basement of the Priory of the Nine. Sir Amiel will speak to you and explains what now will happen to them, then watch them all disappear. Sir Berich will remain if you have not already spoken to his ghost. Speak to him too and he will depart.
As soon as you are done talking to the ghosts of the former Knights of the Nine and leave the basement, Sir Thedret will run down the stairs to find out where the voices he heard were coming from. Upon seeing you, he is overjoyed and engages in conversation. According to him, when you went to fight Umaril in the spiritual plane, the remaining knights defeated the last of the Aurorans, and set out to find where you went. They then found your body beside Umaril's, and taking you for dead buried it in the Priory undercroft so the enemies of the Nine would not know you were killed in battle. Being the one to bury you, he can barely restrain his joy at finding you alive and runs upstairs to tell the knights what has happened.
Follow him outside, and you will find him giving a speech to your fellow veterans of the battle (along with new recruits, if you lost any knights during the raid). He will bless the Nine on the Order's victory, and the Knights of the Nine all give you one last hurrah before returning to their new life at the newly restored Priory of the Nine.
- If you now activate one of the tombs of the Knights in the Undercroft, you will receive a blessing consisting of a semi-permanent 5 point Fortify Attribute effect. The effect only appears in your list of Active Effects (there is no on-screen icon), and the associated attribute does not show up in green on your list of attributes. The blessing will last until you activate one of the other tombs (only one of the blessings can be active at once). Because this blessing acts as an ability (like the Oghma Infinium), it counts against the 100 point attribute cap when leveling up, so it is important to switch the blessing off of an attribute if you are about to level up and want to increase the attribute over 95. However, like the Oghma Infinium, this ability can be used to buff a stat permanently above 100. The blessings are:
Knight Blessing Effect Sir Amiel Akatosh's Blessing +5 Strength Sir Caius Stendarr's Blessing +5 Personality† Sir Casimir Mara's Blessing +5 Endurance Sir Gregory Dibella's Blessing +5 Personality Sir Henrik Julianos' Blessing +5 Intelligence Sir Juncan Kynareth's Blessing +5 Speed Sir Ralvas Zenithar's Blessing +5 Luck Sir Torolf Arkay's Blessing +5 Willpower
- † This bug is fixed by the Unofficial Oblivion DLC Patches. The reward is changed to +5 Agility.
- There is also an armor stand in the Undercroft that previously held the Cuirass of the Crusader in the Priory of the Nine quest. It is designed to hold and prominently display all of the relics. If activated, it will offer a selection involving the relics to either "Place All Relics", "Take All Relics", or "Swap Relics". This also repairs, recharges and converts the Crusader's Relics into their level-appropriate variants, i.e. if you got the items at level 5, but are now level 25, placing them on the stand then removing them will mean you now have the level 21+ equivalents of the same items.
- You can ask any knight to travel with you and act as a follower.
- As soon as this quest appears in your journal, you are given the rank Divine Crusader in the Knights of the Nine faction.
- After the quest, people may make start referring to you as the Divine Crusader when talking to you.
- When this quest is finished, The Prophet disappears from the Priory, and is not seen for the rest of the game.
- It is possible to enter the ruin prior to starting this quest. You can clear out the first few Aurorans in the first section, but you will not be able to advance any further through the ruin.
- The best way to keep your Knights alive is to head straight for the Dark Orb. The sooner you trigger it, the less time Aurorans have to kill your Knights.
- After completing this quest some of the damage done by the Aurorans is reversed. The chapels in Anvil, Bravil, and Cheydinhal are restored, and replacements (Amragor, Aron Verethi, Beem-Kiurz, Eris Senim, Esbern, Inius Colus, Kinther, and Selene Duronia) for the slain priests (Laralthir, Avrus Adas, Marz, Uravasa Othrelas, Hil the Tall, Gruiand Garrana, Ohtesse, and Trevaia, respectively) appear in the chapels.
- Even though Umaril's soul is supposed to be destroyed in the final battle, you can still capture it in a soul gem.
- It is possible to obtain two copies of Umaril's Sword. After Umaril is defeated in the spirit plane, you can quickly grab the second sword before you begin to fall.
- After returning to the Priory from the final battle with Umaril, you may encounter a bug where you lose the ability to sit; either no sitting animation plays and you appear to be standing but can't move, or you sit on nothing beside the chair/bench. The cause of this is an idle animation with bad conditions that "sticks" to you. There is no known way of fixing this with console commands, but it may go away by itself after extended gameplay when many other animations have been applied.
You are required to sit at the beginning of the Shivering Isles expansion, but the game recognizes when you are seated even though it does not appear visually.
You are also required to sit at the end of the quest The Ultimate Heist. This bug can make it possible for the cutscene to freeze at this point and therefore you'll never receive the scroll.
The bug also changes the way vampires feed because they are standing up and there is no animation but the message still goes on. This might halt the Main quest.
- This bug is fixed by the Unofficial Oblivion DLC Patches.
- There is a workaround though; Switch the view to 1st person and attempt to sit. The view will change to 3rd person. Do not press any button. The view will then switch back to 1st person after about 10 seconds and you will be "sitting". When you get up, the view will switch to 3rd person. Wait for the view to switch back and you will have successfully sat down.
- After returning to the Priory, you may experience a bug where Sir Thedret becomes stuck in his speech to the other knights. You cannot talk to Sir Thedret after this point and the other knights stay gathered around him. You can still interact with the other knights and order them to follow you, etc. Sometimes it seems this problem can be solved by 'bumping' into Sir Thedret repeatedly — each time the conversation will restart at a later point and then quickly break up again — until he's through with his dialog and everyone starts moving around normally again.
- This bug is fixed by the Unofficial Oblivion DLC Patches.
- Do not ask any of the other knights to follow you until after Sir Thedret's speech is complete at the end of the quest. Also, if you have not yet recruited one of the knights, do not ask the knight to follow you immediately after recruiting them. These two actions combined cause a bug where the knight is stuck permanently following you (and in many cases the knight is essential, so it is impossible to get rid of him). For more details on this bug, including known fixes, see Knights of the Nine bugs.
- This bug is fixed by the Unofficial Oblivion DLC Patches.
|Umaril the Unfeathered (ND10)|
|Stage||Finishes Quest||Journal Entry|
|0||(All knights join the order and move to the camp at Garlas Malatar)|
|10||I've been granted the Blessing of Talos by the Prophet. I am now ready to destroy Umaril. My knights are on their way to Garlas Malatar to prepare for our final assault on his fortress.|
|15||I have arrived at Garlas Malatar. My sworn foe Umaril the Unfeathered awaits me inside. The final duty in my holy quest is to find him, and destroy him.|
|20||I've ordered my Knights to attack Umaril and his Aurorans at Garlas Malatar. We must destroy Umaril once and for all.|
|22||(Triggered when player hits trigger box in entry of Garlas. Knights will hold inside entrance until player gets here)|
|25||(Player opens first gates)|
|30||(Player hits trigger zone past first gates)|
|40||(Put knights currently joined in special "veterans" faction)|
|50||I have destroyed Umaril's physical form. If the Prophet told me true, I must cast the Blessing of Talos on myself and I will follow Umaril's spirit to a place where he can be destroyed.|
|60||(Moves knights to the priory)|
|80||(Spirit Umaril is dead)|
|90||(Move player back to earth)|
|100||Umaril is utterly destroyed. I have completed my holy quest.|
|200||(Turn off desecrated version of Anvil and Bravil chapels)|
- 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.
- It is possible to use the console to advance through the quest by entering
setstage ND10 stage, where
stageis 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.
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