Following in the footsteps of the original crusader, The Elder Scrolls 4: Oblivion Remastered sends you on a quest to collect the many fragments of the lost equipment born by the Pelinal Whitestrake. And in the process, you'll revive the original order of knights who worked under him.

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Gathering each piece of Pelinal Whitestrake's attire, however, is a task so difficult that it makes sense no one has done it in over an age. With several tricky puzzles to clear (some involving other attire pieces first), you'll have to not only put your brain to unlocking each item but also decide in what order you'll start your search.

How To Start The Priory Of The Nine

The quest begins automatically when you find Sir Amiel's corpse inside Sir Pelinal Whitestrake's tomb. Pick up his ring to initiate this quest.

However, do not leave the tomb without first taking Sir Pelinal's helmet on the way out.

After picking up Sir Amiel's ring, look at your map to see the Priory of the Nine marked as a quest location on your map. It is located in the West Wealdbetween Skingrad and Bravil.

Travel there and enter the priory.

Inside, take an immediate left to find a strange engraving on the floor. Interact with the floor by inserting Sir Amiel's ring.

Go downstairs, and you'll find the armory. There's nothing here for you exactly, so take whatever pleases you and continue down into the undercroft.

Approaching Sir Pelinal's cuirass, you'll see a magical barrier. Get close enough, and Sir Amiel will appear. He will challenge you to a battle against the Knights of the Nine. Defeat them all, including Sir Amiel at the end.

The nine are registered as ghost-class enemies and therefore resist Cold damage. However, you can damage them with normal weapon attacks.

To survive, we recommend having a Protect spell and access to sustainable healing. There will only be a short break in between each fight, not giving you much time to regenerate if you are playing as a lower level.

How To Gather The Crusader's Gear

Take up the cuirass on the back wall. Then, speak to all nine knights in the room. They will tell you the locations of the:

  • Boots
  • Mace
  • Gauntlets
  • Shield

We highly recommend doing these quests in the above order.

At any point, you can use the back armor rack to place your items of the Crusader set if you are in need of somewhere to store the items this questline will give you.

How To Find The Boots Of The Crusader: Nature's Fury

Travel to Kynareth's Shrine west of the Imperial City into the Great Forest. This area is not marked on your map location, so use your map marker.

Upon arrival, speak with Avita Vesnia, the head priestess of the Kynareth enclave.

Exhaust her dialogue, asking into the trial until the prompt to agree to the trial appears. Travel even further west, deeper into the forest, until you see a large outcropping of rocks, one rock seeming as if it has a strange rock-faced door upon it.

Turn around to see a bear approaching you; however, do not attack it. Allow the bear to strike you multiple times until the quest progression prompt appears and the bear wanders off.

We recommend wearing a shield and using it to block the bear's attacks

Enter the shrine grotto, which appears behind the rock door. The Boots of the Crusader will be on the mantle ahead. Pick them up and equip them immediately. You will need them for the next quest.

How To Find The Mace Of The Crusader: The Path Of The Righteous

Head to the Chapel of Zenithar in Leyawiin. As you enter, a new knight, Sir Carodas Oholin will welcome you inside. Exhaust his dialogue and then head down into the Chapel Undercroft.

Inside, there are several undead. Defeat them all first before proceeding.

At the far end of the undercroft, interact with the coffin of Saint Kaladas. This will transport you to a brand new area. Inside, you'll see a great chasm separating you and the mace on a far pedestal. Visibly, it looks like there is no way forward.

To proceed, you must equip the Boots of the Crusader, allowing you to see the way forward. With the boots equipped, you can walk up to the mace and take it for yourself.

After you take the mace and return to the upper level of the Great Chapel, several Aurorans will appear and ambush you. Defeat them all and then speak to Sir Carodas Oholin who will offer to join you on your quest. You can accept him for a free follower or let him stay at the Chapel.

Kantav Cheynoslin almost always dies during this encounter.

How To Find The Gauntlets Of The Crusader: Stendarr's Mercy

Travel to the Great Chapel of Stendarr in Chorrol. As you enter, you will find the gauntlets in the back left corner. You should interact with them, but you'll find they will not move.

After interacting with them, speak to the high elf priest, Areldur, about the gauntlets. Tell him that you've come to retrieve them.

The priest will redirect you to find Kellen down in the Chapel Hall. He should be resting in the room to the right. Talk to Kellen and ask him about his curse. Helpfully, he'll boomerang you back up to chat with Areldur again.

It turns out that Areldur has not been so forthcoming with his knowledge. Ask him about Kellen specifically, and he'll reveal that he's had the answer all along.

Do what Areldur could not:

  • Pray at the altar.
  • Accept the prompt to ask Stendarr about Kellen.

Returning downstairs, go into your magic inventory and select your new spell: Lay Hands. Cast this spell on Kellen, and this will transfer the curse to yourself.

After the curse has been transferred, you can now successfully go back to the gauntlets upstairs to pick them up and continue your quest.

Don't worry too much about the curse. You will receive a boon removing this condition by simply continuing the Knights of the Nine questline.

How To Find The Shield Of The Crusader: Wisdom Of The Ages

By far, the hardest part of the set to find is the shield. Located in Fort Bulwark in the Black Forest (near the border of Black Marsh), it is guarded by conjurers and puzzle traps.

In fact, the front door (which is located on the waterfront at the bottom) is guarded by several conjurers that you need to defeat before entering.

Once inside, there are several dead ends in this dungeon. To avoid them all, go down the southern path when you reach a split, but don't go so far as the conjurers.

Do not allow the conjurers to lead you down into the arrow trap halfway through the hall. Instead, keep your eyes on the right side (to the west) for a wooden door.

You can choose to continue down the southern path for loot at the far dead end. However, the loot is often not very good and is guarded by two higher-level conjurers.

Take out the Clannfear(or another scaled daedra) in the center before continuing through the room and the door at the very end (we'll come back here later).

Continue through the cave area until you come to a crossroads again. Ahead, there are two conjurers, and one will be scaled two levels higher than the other.

Defeat both and look at the table in the far corner. Find the Conjurer's Note and read it to discover that the candles have some sort of significance.

Directly to the left of the table where you found the Conjurer's Note is a lever you must turn. It rests right under the torch on the wall, and it can be very easy to miss.

Turning this lever will open the gate at the crossroads outside the room. Go through the gate and down to the second lever, which will open the gate in that large room we went through earlier and lower the drawbridges.

Return to that room downstairs and go through the newly opened gate on the north side.

On the far side is a tile puzzle in which you must step on the tiles in the correct order.

The solution to this puzzle is to essentially create a right arrow: >.

From the bottom left tile:

  • Walk diagonally right through the center on the second level and the far right on the third.
  • Stop.
  • Walk diagonally left to the far left tile on the wall.

Continue further into the dungeon

The next room is a prison chamber. There are two prison cells, but you should check the one at the end to find a man crying for help inside.

Free him and introduce yourself to Sir Thedret. Exhaust all of his dialogue to get this very important clue:

When the eyes of the guardian are on you, Julianos will show you favor.

Travel back a little to go through the west room door and face another conjurer. This will prevent the conjurer from showing up later when you least expect them.

Across from the conjurer's room is a bed chamber with a chest you can loot.

At last, go through the door to the north from the prison chamber where you freed Sir Thedret. Inside, you'll be met by two more doors.

For now, go through the smaller door to the west, where you will face as many as three conjurers.

The bigger door will lead to a dead end, but it will have some loot.

Go up the narrow staircase on the left side, following the winding path until you reach a large room with several arrow traps on the ceiling that are constantly shooting.

Take the narrow staircase on your left, and then turn the handle on the lever to the right of the first drawbridge to lower it.

The arrows here are a timed puzzle. Therefore, wait until the arrows rain in front of you and then begin moving forward. Follow the arrows as they move until you get to the handle for the second drawbridge.

Walk past the handle into the corner before turning it, and then wait for your moment to cross the second drawbridge safely.

There is a hidden chest behind the headless statue at the end.

Go down the stairs and into the next room, where you should fight both conjurers before attempting the puzzle. Using what Sir Thredet shared with us, look at the bases of the statues. There are tiny handles at their bottoms.

Use those handles to turn the statues to face the center pressure plate. This will turn off the lights and open the door on the south side.

The next chamber has nine statues with empty chests inside them.

To solve this puzzle, go up to the main chest and stand on the pressure plate. Open the main chest, and there will be one random item inside.

Your task is to put this item in the correct chest. The puzzle solution is as follows, starting from the back left corner (from the chest) and moving clockwise.

  1. Stone
  2. Helmet
  3. Goblet
  4. Sword
  5. Book
  6. Hammer
  7. Skull
  8. Gem

You'll know you got a statue right when it turns around from facing the wall. Continue the process until all nine statues are the right-way-round, and the door forward will open.

There are hints given (little floating, glowing projections of an item over a chest) each time you open the main chest and take an item.

However, the hint given does not reflect the item you received. For example, you may pick up the gem but receive a hint for the location of the helmet instead.

Finally, the next chamber is the final one. No puzzles this time. Just pick up the shield on the altar ahead. The exit from Fort Bulwark will be on either side of the altar on the ground. Follow it and take the first door up the incline.

How To Finish The Priory Of The Nine

With all above relics collected, return to the priory to speak with Sir Amiel.

As you enter the priory, you'll meet Lathon again, the ward of Sir Roderic, whom you might have met earlier during your pilgrimage.

Unfortunately, Sir Roderic has perished - but not before learning of the location of the Greaves of the Crusader and the Sword.

Lathon will hand you the greaves, but the sword will need to be tracked down in the following quest at Underpall Cave (or Underpall Keep).

After telling you everything he knows, Lathon will ask to be made a knight of the order.

  • Accepting Lathon's request will make him a recruitable companion.
  • Denying Lathon's quest will leave him at the priory. You can change this decision at any time.

After speaking to Lathon, you will be moved seamlessly into your next quest.

If you decide to make Lathon a knight, he can follow you to Underpall Cave. However, for some reason, he will only ever stand outside the door and never enter. After multiple attempts, we could not make Lathon come with you for the quest inside though he is intended to be able to do so.

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