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Oblivion talk:Unearthing Mehrunes Razor/Archive 1

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This is an archive of past Oblivion_talk:Unearthing Mehrunes Razor discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Beating Heart

2 questions about Beating Heart. 1) Is it a quest item (I assume it's not as you can eat it...) 2) can you duplicate it via Enchanted Chest? Lisan al Gaib 15:27, 12 January 2007 (EST)

Not a quest item. And it can't be duplicated... the enchanted chest has a hard-coded list of items it will duplicate, so no new items added by mods can be duplicated (although I don't see that duplicating would do much... you can only become a vampire once, even using the beating heart). --Nephele 16:24, 12 January 2007 (EST)
However, it IS possible to duplicate the Beating Heart with the duping trick (punch, equip arrows and attempt to unequip, drop item, you know the drill). While you'll only catch the diseases once, your Infamy will continue to rise. If, for whatever reason, you'd like to raise your Infamy to ludicrous levels easily, the Beating Heart makes it simple. --Kurai-sama 15:52, 15 March 2007 (GMT +3)
If you are a master of alchemy you may want multiple hearts to make multiple Vampire Potions, just for the novelty factor. --Manic 10:22, 14 June 2011 (UTC)

Mehrunes Razor Random Deaths

Since getting Mehrunes Razor, on two occasions my character has randomly died. Is Daedric banishing reflectable?

Also, does Daedric banishing fire off even if the weapon has no charges?

Yes, no

Yes Daedra Banishing is reflectable. --Manic 10:20, 14 June 2011 (UTC)

StryderOmega's Guide to Morag Tong Perfection

Ok! Everyone wants to know what is the deal with this armor?

It is completely randoized from your 5 level difference set.

Here is my advice to get you the perfect level 30 set.

(You must not have the quest started. If you do, delete the mod. Save your game. The redownload / install it.)

Save at the Abandoned Mine - since it is the closest to the fort.(Then exit Oblivion, enable the mod, come back in, so you should have the new quest every time you load.)

Now, set your difficulty slider to the easiest.

Run through the fort until you get to the caves. Sneak past the guys at the fire. Go into the jailhouse.

(If you have arrows that hit in a 10ft radius, this may be the time to use them.)

Two ways of killing the Morag Tong Assassin.

Way 1: Shoot your arrows at the door, targetting him. The explosion from the 10ft radius arrows will hit him.

Way 2: Open the gate and beat the crap outta him.

Now loot his corpse, and see what the stats are. The best stats are this:

Morag Tong Cowl- Fortify Marksman 15pts, Detect Life 120ft; 0 armor
Morag Tong Cuirass- Fortify Agility 13pts, Resist Normal Weapons 25%, Resist Magic 25%; 15 armor
Morag Tong Greaves- Fortify Speed 13pts, Feather 100pts; 7 armor
Morag Tong Gloves- Fortify Security 15 pts, Fortify Luck 13 pts; 5 armor
Morag Tong Boots- Fortify Acrobatics 15 pts, Fortify Sneak 15pts; 5 armor

If you don't get the perfect set, reload and try again.

If you did started the quest, and not listened to my advice, the armor is set, and you will get the same one repeatidly.

Good luck. Got my perfect set the 8th run through at level 42.

This has been moved to discussion because the article proper is not the place for Anyone's Guide to Anything. If you want to crow about your achievements then it belongs here. If you want it in the article then remove your name and run spellcheck. My apologies for sounding like I've appointed myself Moderator but I'm a sanctimonious prick IRL too so it's not like I'm putting on airs. :p

--OGRastamon 23:44, 22 November 2006 (EST)

Does a higher luck and/or PC level help the chances of you getting the best set? I've tried many times at level 33 and still no luck. 15:58, 14 August 2007 (EDT)
You must be at least level 20 to get the highest level set. But as long as you are at least level 20, you have a 50% chance of receiving the level 20 version and a 50% chance of receiving the level 15 version, for each item. Those chances are not altered by increasing your level or by increasing your luck. Also, remember that a 50% chance for each individual item means that you only have a 1 in 32 chance of receiving the level 20 version of all five items. And random chances being random means that it is quite possible to try 100 times and never succeed. --NepheleTalk 21:58, 14 August 2007 (EDT)

Why is it so Great?

Will somebody explain to me (in normal words) why this weapon is so special !? Because the promised instant kill is based on Luck!? personally i think its a bit of a disappointment Okay, there is a lot of stuff to loot but a fearsome weapon?? I disagree !! RazieL X --— Unsigned comment by (talk)

It's considered a fearsome weapon because when you move the difficulty slider all the way to the right you'll notice that no one dies in one hit except maybe you. So if you get this dagger you get a chance to instantly kill someone no matter how much health they have. So if you ask me I would rather have Mehrunes Razor over Umbra when im fighting three minotaur lords in the arena.

Banishing Effect

does the banishing effect work every time you attack with it?, so the first time you hit your opponent he can die, the second time, he can still die, after 10 hits with 200 luck, there is a extremely large chance that he is dead?

Yes, the game rolls dice every time you stick an opponent with the weapon. For 200 luck, after 1 hit, there's a 90% chance your opponent didn't die from the effect, after 2 hits it's 81%, and after 10 hits the chance is only 34% that he's still standing. ThebigMuh 09:35, 17 May 2007 (EDT)

Forgemaster's Amulet

I am going to assume that these numbers means 1-6 and 7-18 and 19+ but if I'm wrong please report it would be very strange if only at the three specific levels would the enchantment be there — Unsigned comment by Lookingeast (talkcontribs)

It actually means that the amulet you receive is randomly determined based on your level, as described in more detail at Leveled Lists. The numbers provide the level at which each item will first possibly appear. It's how all of the random item lists are summarized, although this particular list ends up being somewhat unusual because the items' levels are strangely spaced. At levels 1-6 you will only possibly receive the first one. At levels 7-18 you have a 50% chance of receiving either of the first two items (xx002736 or xx002742). At level 19+ you will only possibly receive the last amulet (xx002744). --NepheleTalk 00:11, 14 July 2007 (EDT)

Is this Quest Possible to do at Level 1?

Is it? — Unsigned comment by (talk)

I would guess so, considering the leveled loot at the bottom of the quest page includes stats for level 1. --Eshe 18:06, 24 July 2007 (EDT)
I've done this quest three times: once by going in with a level 50 character and just killing everything in site, once by creeping around stealthily and only killing the enemies I had to, and once with a mixture of the two. Given there's such a wide range of ways to complete it, I'd have to say "Yes", although it would probably be tricky given the obstacles you face. --RpehTalk 03:16, 25 July 2007 (EDT)

Yes it can be done....the soldier enemies die in 1 power hit...or 3 weak hits...

the dagger however does wonders with Umbra, King of Miscarcard etc :) now they too can die in one hit or as many as you can get before your own one hit death :O

The Scroll of Transmutation

Does it respawn, and is it only found in the area that Unearthing Mehrunes' Razor takes place? (Can it be found in random loot after the plug-in is installed.) --Merco 14:09, 2 November 2007 (EDT)

No, it does not respawn, but it is easily dupable using the scroll glitch. — Unsigned comment by (talk) at 14:09 on 26 September 2009
I was unable to dupe with the scroll glitch. — Unsigned comment by (talk) at 02:38 on 20 December 2009
I can verify that I was unable to dupe this scroll using the scroll trick; however, I was able to dupe it using the clone-yourself-and-loot-the-body trick. Also, using increasingly large stacks of scrolls along with some telekinesis spells (for when I became over-encumbered) I also found that the scroll of transmutation does absolutely nothing if you have 2.3 million gold nuggets in your inventory. I was expecting a big payday; I got nothing for my trouble. — Unsigned comment by (talk) at 22:35 on 17 September 2010

Everyday weapons

When equipped, do the rakes and hoes found in this expansion function the same way as claymores and battle axes etc- or is the animation different when they are being held? --Merco 14:09, 2 November 2007 (EDT)

Animation is the same as a claymore--Drake3555 21:20, 8 August 2008 (EDT)

Leveled Items

I did this quest at level 1, so I got some pretty junky loot. I am now level 32, and i wonder if I delete the mehrunes razor plugin, and then re download it, can i get better loot without screwing up my game?

If you delete it, you will probably loose all the loot you got from first doing the quest, other than that it won't screw your game (At least I don't think it will).--Willyhead 09:26, 9 September 2007 (EDT)
No, if you delete you will just loose the plug-in specific items, such as the Razor itself, the Bladeturn hood, Forgemaster's Amulet, etc, etc. The majority of plug ins won't actually screw up with your game it you remove them. --Saruuk 18:51, 9 September 2007 (EDT)
I began this at level 3. I then slept for 1 hour and found out I levelled up. I did it and found out I levelled up to level 9. I tried to get levelled loot, but alas, didn't work. I just uninstalled Mehrunes Razor and re-installed it. I'm going to see if my loot is levelled now. ImmortalKaine 23:46, 15 January 2008 (EST)


This is a bit big for a Quest page, mainly because of the Items section. What do people think about splitting the items out into a separate article - say Unearthing Mehrunes Razor Items or Sundercliff Watch Items - or even just merging them in to the unique items page? --RpehTalk 09:15, 27 September 2007 (EDT)

I think it's a wonderful idea. I vote for creating "Unearthing Mehrunes Razor Items" article. --Mankar Camoran 10:14, 27 September 2007 (EDT)
I could see splitting out the items. I'd vote for putting them on a separate page, though, rather than merging them into an existing page like unique items. (At least, as long as doing that wouldn't now lead to requests to give this mod its own namespace ;) ). I think many readers will want to pull up a list specifically of the items they can expect to get by buying this mod (or lose by uninstalling it...). Also, most of the items would go on the Oblivion:Leveled Items page if anywhere, but because each leveled item has its own subsection there wouldn't be too much advantage to making that page longer (as opposed to a unique item where having it in a table side by side for direct comparison with other items might be useful).
One warning, though: there are more than a few redirects that would have to be updated! --NepheleTalk 12:05, 27 September 2007 (EDT)
Please - one quest, two NPCs, and a page for items? I'm not about to propose a new namespace for that. This is a completely different situation from KotN - 11 quests, 33 NPCs, 8 new locations, 5 books, 2 factions, and a whole host of new items - anyhow, not the place to bring up that debate. --TheRealLurlock Talk 13:56, 27 September 2007 (EDT)
I don't think the no. of quests and NPCs are an issue here. What Rpeh is concerned about is the length of the page, I think. When editing it you get the message "WARNING: This page is 37 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections." May be serious thought should be given to it. --Mankar Camoran 15:05, 27 September 2007 (EDT)
Actually it was a reference to an IRC chat from last night. There was a 'winkey' on Nephele's comment, Lurlock! I think she was yanking your chain dear boy :) --RpehTalk 15:25, 27 September 2007 (EDT)
I wonder why not many people are giving their opinions. This seems to be a matter of general interest. It would be better to say something, for or against. --Mankar Camoran 08:39, 28 September 2007 (EDT)
Well it's only been a day and we'll probably get more people commenting at the weekend. Plus not everybody stays glued to the Recent Changes list (I know I miss things and I'm a patroller :|). I'll give it at least a week before doing anything to give everyone a chance to see and comment. --RpehTalk 09:12, 28 September 2007 (EDT)
To quote "Pirates of the Caribbean", that thing is really more of a guideline than an actual rule. We have many pages that are longer than the 32kb limit, many of which would be very difficult to split in a natural way. Not saying that's the case here - moving the items to another page is a perfectly logical solution in this case. But how would you go about splitting a page like Oblivion:Ingredients, Oblivion:Leveled Items, Oblivion:Scrolls, etc.? And I'm not saying they should be split, just that the 32kb cap is somewhat unreasonable for some pages on this site. --TheRealLurlock Talk 09:33, 28 September 2007 (EDT)
(No clue how many colons I ought to use.) Okay, then. Let me opine that perhaps the items would do well on another page, but that's about the only split I find necessary. I mean, no name space needed, definitely. But I vote that the items get their own page. Somercy 09:40, 28 September 2007 (EDT)
I don't think anyone was suggesting a new namespace for this. That was a reference to a previous debate that maybe KotN might deserve one, but certainly not this. --TheRealLurlock Talk 10:14, 28 September 2007 (EDT)
Well since you ask! You could split Oblivion:Scrolls up by magic school (conjuration, destruction etc) and Oblivion:Leveled Items by object type (Weapons, Armor, Clothing and Staves) as the page is currently split internally. I dunno how you'd do Ingredients though. But I agree - I don't think they should be split either. --RpehTalk 10:24, 28 September 2007 (EDT)
No, Lurlock. I was just trying to make a point that this is longer than other quest pages. Of course, there is no way those pages you mentioned should be split. I just think that this is a bit long for a quest page. --Mankar Camoran 10:21, 28 September 2007 (EDT)

(Sodomize the colons!) Well, I don't know too much about there a link to that debate, that I might read up on it and form an opinion? Somercy 10:16, 28 September 2007 (EDT)

There's no page yet but flick through Knights of the Nine and see what you think; I imagine one will be soon forthcoming! --RpehTalk 10:25, 28 September 2007 (EDT)
My comment about the name space was supposed to be a joke (thus the ";)" at the end), although it's definitely proving the point that jokes on the internet never work and making me regret any attempt at humor. As for KotN, there actually already is a substantial name space discussion at Oblivion Talk:Knights of the Nine#New Namespace?, which was the basis for the current organization. --NepheleTalk 15:59, 28 September 2007 (EDT)

Well I didn't see any objections and it's been well over a week so I did the split. Thanks for participating, everyone! --RpehTalk 04:32, 7 October 2007 (EDT)

This certainly is a lot better. Great job, Rpeh! --Mankar Camoran 08:33, 7 October 2007 (EDT)

The Empty Flask

While killing everyone in Sundercliff Village I noticed an Empty Flask on top of the training dummy directly across the room from where you enter the area for the first time.(I think it would be the Southeast corner of the cell).It was on the training paper-thing.I was wondering if anyone else came across it and found its purpose,Thanks.Puddle 16:22, 28 February 2008 (EST)

I don't think it really has a purpose. Bryanmichael11 01:52, 28 November 2009 (UTC)

Bug More of a Note?

On the bugs section it claims that when deadric banishment gets reflected it is a bug. However shouldn't it be more of a note? Seeing as though its nothing unique and its just like having a powerful spell reflected.Bambobo 09:39, 28 March 2008 (EDT)

No, it's definitely a bug. According to the fix notes for the UOMP, "The player will no longer die instantly if the Daedric Banishing effect of Mehrunes' Razor is reflected (this was what was intended according to the scripting comments)". It appears that the intention of the developers was either that Daedric Banishing would not be reflected, or it would not affect the player if it was reflected; however, there was an error in the way that the effect was set up which meant that it could be reflected and kill the player. --Gaebrial 08:15, 1 April 2008 (EDT)


When skimming through the weapons in the Construction Set, I noticed Mehrunes Razor is there. I don't have the mod, so why is this? (It says that there is one user) Lesser Shadow 06:42, 10 May 2008 (EDT)

Well it's sort of there. I assume you mean "MDMehrunesRazor", the name of which is actually "Ceremonial Dagger"? It's not in the game though - the references are in the test cells. You can get hold of it using the console though. I imagine it's just one of the (many) objects that were part of the developing game and got cut before the end. –RpehTCE 03:32, 12 May 2008 (EDT)

Drothan's Key?

I've found the key on Drothan's but I don't know what it does. What does it open? --Zirakseez 17:49, 5 December 2008 (EST)

See this. –RpehTCE 06:15, 6 December 2008 (EST)

Helping the Morag Tong assassin to kill the commander

I wonder why everybody is talking about killing the morag tong assassin or letting him die, just to get his armour. Instead, you should actually help him to succeed, it's fun letting other people do your dirty work. If playing on the hardcore difficulty level, it can be very difficult to get the assassin into the commander's quarters in the first place, because for some reason, the idiot will attack the guards in front of the commander's house. I actually cast invisibility on him to prevent detection, he was sneaking, nobody saw him, all of a sudden the moron stops sneaking and attacks the guards, which attracts every single other guard in the area, and they kill him. So I recommend killing all the guards in the areas through which he passes before opening the jail cell.

When he reaches the commander's quarters, you need to cast some protective spell on him, because otherwise he's got exactly 0% chance to succeed in killing the commander. On the hardcore difficulty level, the commander is extremely overpowered. He will kill the assassin in two to three hits.

The problem here is that the game dispels all enchantments when NPCs change cells. So you actually need to wait for the assassin inside the commander's house (sneak or chameleon) and cast the buff spell when he enters the house. However, because the guy will run upstairs right away, you may actually miss him with your touch spell. So I recommend casting Calm for 6 seconds on him to be able to target him. It's not considered a hostile action.

Also, you need to cast some spell on yourself that protects you against area magic cast by the commander, because even if you have 100% chameleon, the commander may still hit you with an area spell. On the hardcore difficulty level, this is equivalent to instant death, no matter how many hitpoints your PC's got.

I am using a mod that allows me to create custom spells with a magnitude of up to 1000 points. So this is the way I've done it:

When the Morag Tong assassin gets close to the commander's quarters, go into his quarters first (wear 100% chameleon equipment), cast

Fortify Magicka and Intelligence by 1000 pts on self for 3 sec

Reflect spell 100% for 120 seconds on self

Run upstairs, remove any weapons in the house, because the morag tong assassin is carrying a blade that disintegrates weapons, so when he disintegrates the commander's weapon, the latter will try to pick up another, so remove any weapons from the house (check containers).

When the Morag Tong assassin enters, immediately cast:

Calm up to level 25 for 6 seconds in 25 feet area

Fortify Magicka and Intelligence by 1000 for 3 seconds on self

Single spell: Reflect spell 100%, Resistance to Poison 100%, Resistance to Paralysis 100%, Shield 85%, Fortify either Strength or Agility (to prevent knockdown) by 100 pts, Fortify blade 12 pts (the assassin has a blade skill of 88 pts), all effects on Touch with a duration of 60 seconds, which gives the assassin enough time to kill the commander.

If you have the Reflect damage effect, it may be a good idea to give the assassin 100% reflect damage as well. Only possible if you already finished the Shivering Isles or if you got the Tower birth sign, otherwise you don't have access to this spell effect.

If the commander casts an area spell, which hits both you and the assassin, both of you will reflect the spell back on the commander, dealing double damage to him.

Even with this powerful buff, the assassin is still not guaranteed to succeed! WRFan 08:13, 2 October 2009 (UTC)

Sheesh, I wish I had read this before I started this quest; the idiot snuck out of his little jail cell and started a fight RIGHT THERE IN THE OPEN. Of course the Drothmeri patrol took notice and half the damn settlement ended up fighting him. I took his nice equipment, but it would have been nice to know that he could very well end up being detected by NPCs other than his intended target. --Irene Metrick 03:35, 29 October 2009 (UTC)

Daedric banishing on player is NOT a bug!

The main page states:

Daedric Banishing may be subject to Reflect Spell; in other words, using Mehrunes Razor on enemies capable of reflecting spells may cause your character to die unexpectedly. This bug is fixed by the Unofficial Official Mods Patch.

Exactly how is this a bug? If you drop the Mehrunes Razor on the ground, cast 100% reflect spell on self and disintegrate an enemy's weapon, the enemy will pick up the razor, hit you, the daedric banishing spell will be reflected by the player and the enemy will die. So this kind of reflection is considered proper by the developers of the inofficial patch, but if a lich reflects the dagger's enchantment back on the player, it's suddenly a bug? Sorry, I don't get it. I removed the inofficial "fix" from the MehrunesRazorSCRIPT. The player must be subject to daedric banishing, just as any other NPC or creature with the exception of essential NPCs and creatures who belong in the OblivionCreatures faction. If people are so stupid as to use the dagger on spell reflecting enemies, it's their own fault if they die.

There's also another error in the MehrunesRazorSCRIPT (DLCMehrunesRazor - Unofficial Patch.esp) - there's one "endif" too many at the end of the script and I'll be damned if I understand how the developers even managed to save the script, as TES will refuse to save scripts that contain errors. WRFan 20:14, 6 October 2009 (UTC)

Is the possibility strange that a player would expect the Daedric Banishing power so powerful that it ignores Reflect Spell? Don't forget that most players don't think in the lines of this. They would be annoyed if they were suddenly killed because a Lich appears to have the Reflect Spell ability (which appears the same as Spell Absorption). You don't have to agree with that, but it is certainly something that Bethesda would have found a better solution for if they were aware of it. So it's not by design, making the assessment that this is a bug is a valid one. --Timenn-<talk> 12:20, 9 October 2009 (UTC)

respawn note

In the notes it says that the people in this area respawn very quickly. I disagree with that, although I can see why people would think that. When I first played this plugin all I did was sneak around. I noticed that there is a lot of traveling done by the NPCs. Soldiers are on duty, patroling, training or guarding, but at some point they go off duty and will walk towards a building to sleep or eat. Slaves will be transported to and from the mines, with a soldier to guard them. So when you start a fight and kill all soldiers in the area, others might be found there only (gametime) hours later, but they haven't respawned, they've come from the barracks, prison, mine or whatever. So I feel this note is wrong and should be removed/altered. Pinguin333 15:35, 27 March 2010 (UTC)

Agreed. I see nothing that suggests it respawns any differently than elsewhere. Robin HoodTalk 11:17, 21 April 2010 (UTC)
In my experience, they do respawn faster than usual. I am currently clearing the dungeon with a ranged/stealth type character, and backtracking to stash my loot when I'm near max encumbrance. My stash is at the entrance of the second zone. Once, when I went back to the stash, there were a couple soldiers that were not there before (I'd walked around the zone with Detect Life and cleared all houses). One was sitting down, which suggests he has a routine in the zone. I hardly think I spent three whole days in the Forge or Commune. Similarly, when ferrying the loot back to the Imperial City to sell it, there sometimes is a new soldier in the first zone, which is much too small for anybody to miss a soldier walking around, especially with Detect Life. To clarify, the cells are not reset, as my loot and the corpses are still there.
If the soldiers do indeed come from a deeper zone in the dungeon, I feel this should be clarified, as it can be quite a surprise for the player, and it's interesting in itself that the entire dungeon should be so dynamic. 16:35, 8 October 2010 (UTC)
Testing it in-game and looking at it in the Construction Set, I found no evidence that respawning is in any way accelerated. However, what I did find is that there's at least one one-time spawn point (and quite possibly more, I stopped after finding the one) that when you cross that point, there are extra NPCs that will appear. I think that's probably what's lending to the appearance that respawning is faster than normal. Robin Hoodtalk 05:55, 9 October 2010 (UTC)

Respawning chests

Are there any non-respawning chests in the add-on, or do they all respawn? It'd be handy if there were because it'd make it a hell of a lot easier storing loot instead of having to go back to dump it somewhere, or trying to find it all after you'd finished the quest. Spikelovesmetal 11:59, 10 August 2010 (UTC)

Can you dupe Mehrune's Razor with the scroll glitch?

Dunno if it's been covered already, but yeah the titles pretty self-explainatory. Oh and while I'm on it can you dupe the scroll of transmutation as well?

Family Tree "Portrait" behind bed in Recruit Barracks

The image in question

Behind one of the beds on the second floor of the Recruit Barracks in Sundercliff Village is what appears to be a family tree "portrait". It's got a picture of a humanoid being wielding an axe, and the words "Dor'??("?" denotes illegible letters") Tree", along with a hierarchical, branching diagram typical of most family tree tracings. Mousing the cursor over it reveals no object name, and clicking on it with the console active reveals the ID "0b000ddf". Predcon 04:09, 23 March 2011 (UTC)

It's also found in Goblin Jim's Cave and in Jirolin Doran's house in Chorrol. No idea what it's supposed to be though. rpeh •TCE 08:32, 23 March 2011 (UTC)
It looks like it says "Doyan Tree". Datacaust 16:04, 23 March 2011 (UTC)
"Doran Tree", maybe? It looks like its related to the unfinished quest about a certain citizen of Chorrol being related to ogres. Legoless 17:06, 23 March 2011 (UTC)
I've added this to the unfinished quests article, as it seems pretty obvious that it's related to the Chorrol ogre quest. The text is a bit fuzzy, but looking at it in the CS I can make out "Jirolin Doran" beside the human figure. Legoless 00:46, 26 March 2011 (UTC)
Maybe just a link to the image on that page instead? Datacaust 01:01, 26 March 2011 (UTC)
...Why? The more images the better. It's perfectly fine where it is. Legoless 01:11, 26 March 2011 (UTC)
Late reply to old discussion. I just thought it looked weird being the only image on the page. If more images improves the look of the page someone should add more. Datacaust 16:32, 29 April 2011 (UTC)

Laborers show unique behaviour

The Argonian and Khajiiti Laborers have shown a heretofore unique behaviour when having their Rockpick weapons Corroded via a spell, or just through general wear and tear (as when having their attacks blocked). It seems they "instinctively" unequip these weapons when they near the breaking point, which is something I haven't seen any other breakable weapon-wielding enemy do. Normally they let me Corrode it completely, at which point they drop it. The only thing close to an exception would be Umbra, who only unequips the Umbra weapon when it is broken, instead of dropping it. Predcon 08:01, 23 March 2011 (UTC)

It seems that this behaviour extends even to Laborers in a Paralyzed state. Predcon 00:03, 24 March 2011 (UTC)

Did someone get this wrong on the front page?

"The rest of the diary is an entertaining read, revealing that the steward on the other side of the door (according to a note) is supposed to keep an eye on the cousin of Drothan, who appears to be in charge."

I'm fairly certain that the diary implies that the writer (steward, door guard) is going to work with/help HIS cousin Drothan. Not "keep an eye on him" or his cousin, because they are cousins. I JUST started this quest, so unless there's some plot twists about cousins and family that are revealed in later notes, I think this should be rewritten. dtm 15:01, 29 April 2011 (UTC)

After reading the diary, you have a point. It doesn't mention anything about keeping an eye on Drothan. From what I could tell, from the diary and the Steward's Note, is that the Steward is Drothan's cousin. But the note tells the steward to keep an eye on the cousin. O.o
I'm not really sure what to make of it. --DKong27 Talk Cont 15:14, 29 April 2011 (UTC)
I guess we can presume that 'Vaske' is the actual steward, and the cousin is just an extra hand. I can't imagine an illiterate steward would be of much use anyway. It's probably just an inconsistency, though. Legoless 15:42, 29 April 2011 (UTC)

I think you're right Legoless. The writer of the "small diary" is Drothan's cousin, and doesn't it imply in the small diary that he will just be an assistant? - "someone will do that for me". And it's the real steward's job to keep an eye on Drothan's cousin. dtm 15:51, 29 April 2011 (UTC)

I think you're right legoless. The writer of the "small diary" is Drothan's cousin, and doesn't it imply in the small diary that he will just be an assistant? - "someone will do that for me". And it's the real steward's job to keep an eye on Drothan's cousin. dtm 15:51, 29 April 2011 (UTC) Hi! Thanks Legoless for your redirection to here and I'm sorry about your still having no Legos! ;-) But anyway, during this go round I've not tried to recruit anyone save for the MTA guy who I named "Charlie Horse, M.T.A.". I kept his unique outfit and replaced it with regular stuff that I enchanted with his name, like "Charlie Horse's Leather Cuirass". But now we are standing over the body of Telani Adrethi, but I wasn't so sure of that until I came back here to double check, and I got reminded of my question about the Steward's real name. (By the way, I used "Dispose" on his body this time, ignoring the affect his "Small Diary" usually has on me.) I've reread that diary and the note at this site. I've read this so-called "discussion" albeit all in text form. So, hmm. From my last check here, I thought the Steward's name was "Vaske". But my impression now from this discussion is that whomever is sitting by the table after the "Chimer" door opens may be this "Vaske" person, while the Steward himself remains nameless. Well, okay then I'll name that character's gear and recruit him! But no, wait! The person at that foyer table isn't always the same "NPC", gender included, so then how can that be "Vaske"?! Which leads me back to thinking that the illiterate Steward is "Vaske", but he just doesn't know how to refer to himself when writing about himself in the third person! (Sort of like celebrities I've met in real life, who may start out talking about their character, but by the end, they've switched to talking about their characters as if they were talking about themselves. I shall refrain from naming names/name dropping.)I've also had classmates and other people from later in life, who write like the Steward did in his diary and talk like Mister Gump, but remain unaware of their shortcomings. So with all of that in mind, I think that the Steward is this "Vaske" person. Let me know if there is any further evidence for one side or the other. THANKS! Leo Star Dragon 1 02:39, 15 September 2011 (UTC) Leo Star Dragon 1 02:43, 15 September 2011 (UTC) EDIT: It won't accept my typo correction for "Legoless" that I made! What's up with that? Leo Star Dragon 1 02:45, 15 September 2011 (UTC)


I significantly rewrote this section. After a bit of testing on the xbox version (no pc sorry) I found no evidence of Drothan talking to the statue, or ever attempting to retrieve the razor after 10 minutes of waiting on a few different tries. If there is a script you guys see on the construction set, or have actually seen Drothan attempt to get the razor, feel free to rewrite it. I hope I didn't mess up any formatting or anything like that. dtm 12:01, 30 April 2011 (UTC)


I am having a problem with this quest, I really want to do it but its not in my quest book is there a way for quests to get deleted if its been in there too long or if there are too much quests it will be hidden please help!!!! Secret Chief 22:34, 9 June 2011 (UTC)

Have you downloaded the official Mehrunes Razor Plug-in. If yes then try searching for Sundercliff Watch and see if the quest activates upon your arrival. Quests cannot be deleted from your questbook. Is there anymore information you can give, because your description is brief. --Manic 22:57, 9 June 2011 (UTC)
yes I downloaded the Plug-in but it wont show the quest i am on the 360 version of the game. I havent tried searching for Sundercliff yet though so thanks Secret Chief 23:02, 9 June 2011 (UTC)
If you can't find Sundercliff, re-install the plug-in. It's odd for the quest to never show up like that. --Legoless 23:18, 9 June 2011 (UTC)

Ok I'll try thanks for the advice guys Secret Chief 01:32, 10 June 2011 (UTC)

i tried but it didnt work but it works with other characters Secret Chief 18:45, 10 June 2011 (UTC)

I have had this happen before. I have notice that if you have the xbox live patches and play Oblivion while not signed into Live, sometimes content goes missing. I was on an account when I installed the Unearthing Mehrunes Razor as well as all the other plug-ins on the same day. Every plug-in loaded except for the Mehrunes Razor one and the Orrey. When I start new games sometimes they all appear when you finish speaking to Baurus in the tutorial, however sometimes they did not all load. It may have been because while they were loading one by one I was in and out of my inventory. Strangley since I removed the Imperial Orrey plug-in (Because it was causing to many bugs in the Mages Guild) I have never had this problem since. It might just be one off for me. If you cannot find Sundercliff Watch because its not there then I'm afraid nothing will trigger the quest update (Then again sometimes I have had the plug-in quests appear at random times.) If I was you though I would give up on that account if you intend to complete the quest. Hope this helps. --Manic 21:23, 10 June 2011 (UTC)


If the dungeon responds does that mean i can get another set of morag tong armor or does he not respawn 02:00, 11 June 2011 (UTC)

The dungeon respawns after three days, but many of its inhabitants do not. --Manic 09:17, 11 June 2011 (UTC)
Nope, the guy doesn't respawn. --SerCenKing Talk 10:14, 14 June 2011 (UTC)

Champion already woken and defeated by Drothan/instantly disappears?

I've tried a number of loads and reloads on the final part of the Nefarigium, where Frathen Drothan and the Champion are supposed to be. Each time I start from the door, and each time Drothan is already fighting the Champion. Usually i get there and Drothan is alone in an empty room, with the coffin empty as well. A rapid sprint might mean that I catch him before he kills the Champion, and I eliminated Drothan to see what happens afterwards. The Champion attacked me, though I killed him almost straight away (only half of his life left after his battle with Drothan) and as soon as he touched to floor, he vanished. No body, no Heart, yet it triggers the doorway without me being near it (I killed him in the doorway in front of the stairs). Is this a bug, or is there something I can do to prevent it from happening? I've reloaded about 8 times, and the same scenario plays out. 16:28, 4 August 2011 (UTC)

I've had the same exact bug although I didn't keep retrying it because I was pleased with the outcome. As soon as I came around the final corner and went down the stairs, I witnessed Drothan's body flying past the doorway in a pretty cinematic way. Inside the room the Champ was facing away from me just standing there, so I killed him (he is easier than most of the NPCs I fought on the way in - he didn't do much but standard attack me). As soon as he dropped I ran up, glanced down at a daedric axe and before I could grab it the body disappeared. Simultaneously, the door to the Razor opened and I got a completion message.

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