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Through the Fringe of Madness
Quest Information
Starting Location: The Fringe
Starting NPC: Haskill
Possible Reward(s):Blessing of Mania or Blessing of Dementia


Did we miss anything during this quest? Is there something we didn't discover? Let us know!


Once you've accepted Haskill's invitation to enter the Shivering Isles and take a stab at becoming Sheogorath's Champion, he will leave and you'll find yourself alone in The Fringe. There are four primary areas located here - Xeddefen, The Gardens of Flesh and Bone, the village of Passwall, and the Gates of Madness. For the purposes of this quest, though, we are only concerned about three of them.

Follow the path to the east as it descends down to a pool of water being patrolled by a single Grummite. Kill the creature, then continue along the path as it curves to the north. When the pathway splits into two directions, take a right and continue heading toward the northeast into Passwall. Don't even bother speaking to anyone here yet. Move forward along the path and ascend the stone stairway leading up to the Gates of Madness. Here, you'll witness five adventurers trying to defeat the Gatekeeper, a monstrous giant with a blade for an arm and no face to speak of (pun intended). The lot of them will get wiped out by the creature, after which you'll get a journal update that you should talk to the residents of Passwall before trying to take down the Gatekeeper yourself. Search the adventurers' corpses for loot, then head back to the village before the Gatekeeper decides to give you a beatdown too.

There are only two ways to defeat the Gatekeeper - with or without help. If you feel up to the challenge and are able to deal enough damage to get past its regeneration, you can simply kill the creature outright. However, if you'd rather reduce the monster's effectiveness before challenging it, then you'll want to speak with Nanette Don and/or Jayred Ice-Veins for some assistance.

With a little coaxing, Nanette will tell you that the Gatekeeper is Relmyna's "crowning achievement." The creature is flawed, though - Relmyna's tears agitate the daedra bound to the Gatekeeper's body. If you wait around until midnight, you can simply follow Relmyna when she goes to visit her creation (this bit of info about her visits can be gleaned from a letter in her room within The Wastrel's Purse). When she's left, go up and snag the "Tear-filled Handkerchief" she leaves behind to receive three Relmyna's Tears. The tears can be applied to any melee weapon or ammunition in order to afflict the Gatekeeper with a significant debuff.

Should you speak with Jayred Ice-Veins about the Gatekeeper, he'll offer to help you bring the beast down. Jayred believes that the bones of a former Gatekeeper can be fashioned into arrows that will cause significant damage to the current Gatekeeper. All that he requests from you is that you pick the lock on the gate leading into The Gardens of Flesh and Bone, which hopefully won't be a problem for you. He even gives you a single lockpick to ensure that you have the tools to get the job done.

Follow Jayred up the path to the northwest and demonstrate your skill with the lockpick to get past the gate. Once inside, help Jayred send the undead inhabiting the garden back to the void, then watch as the barbarian approaches the Gatekeeper Skeleton in the center of the garden and acquires its bones. With a few hours of prep time, you can speak to Jayred again to acquire twenty Gatekeeper Bone Arrows. If you have Relmyna's Tears from earlier, you'll want to apply the poison to the arrows before firing them at the Gatekeeper.

Once you're ready to confront the Gatekeeper, bring Jayred with you to the Gates of Madness and start firing the poison-coated arrows alongside your temporary companion. With the both of you locked in combat, it shouldn't take much effort to slay the beast. When the creature falls, search its corpse for both a Key to Dementia and a Key to Mania. This will trigger another visit from Haskill.

Haskill will explain that the two doors before you lead to Mania and Dementia and then go on to tell you about the Isles' capital, New Sheoth, and the lands beyond the Gates of Madness. Your main goal here is to seek out Lord Sheogorath, and it ultimately doesn't matter which door you pass through in order to accomplish that goal. The main difference between the two is that passing into Mania grants you the Blessing of Mania greater power (capable of causing an AoE Frenzy effect), while passing into Dementia grants you the Blessing of Dementia greater power (capable of causing an AoE Demoralize effect). Just pick whichever one suits your play style.

Alright, now that you've passed through one of the doors, you'll find yourself on The Low Road just to the east of The Fringe. This road will bring you all the way into New Sheoth, where Lord Sheogorath's palace awaits you. It's a long trek and you'll have to deal with several Shambles, Grummites, Skinned Hounds, and the like along the way. You'll also come across Blackroot Lair and New Sheoth Graveyard, but don't concern yourself with these locations just yet. Keep moving until you reach the gate leading into the Bliss or Crucible district.

Head to the northeast corner here and ascend the steps leading up to New Sheoth Palace. The door at the top will bring you to the Palace Grounds. Move across this new area to the east and enter Sheogorath's Palace. Your first audience with Lord Sheogorath will take place inside.

The Prince of Madness introduces himself (and threatens your intestines), then offers you a trinket called the Charity of Madness. It seems Mr. Madness himself is in need of a champion, as something called the Greymarch is coming. Before explaining what the hell he's talking about, he asks that you complete an errand for him. You're to take the Attenuator of Judgment and Manual of Xedilian and travel to a place called Xedilian. This will trigger the A Better Mousetrap quest.