As You Like It

AS YOU LIKE IT
QUEST GIVER Daenlyn Oakhollow
LOCATIONS Windhelm, The Gray Isle
PREREQUISITES Honor’s Calling, Brother and Keeper
RELATED QUESTS A Debt of Blood, The Aldmeri Prisoner
ENEMY LEVEL PC x 1 CLASS Bandits
QUEST ID DJGQuest2 EDITOR ID xx2CF48B
NPCS Na’ir, Jerulith, Daenlyn Oakhollow, Na’ir’s Client, Griffith
REWARD None

The As You Like It quest begins when A Debt of Blood is completed. The player’s first objective is to head to the docks in Windhelm, where they will witness some hilarious dialogue, as well as Jerulith in a jester’s hat. Raynes will then show up, explaining that he’s filling in for Griffith. Daenlyn will then chastise his -and the Dragonborn’s- wardrobe, before asking the player if they are ready to depart.

If one wishes, they can ask for more time or say that they are ready, in which case they will be transported to the island. A guard will then halt the group and question their presence. Daenlyn will proceed to introduce himself and Jerulith as troubadours, but Raynes, unwilling to follow the script, decrees that he is the boatman, responsible for ferrying the group back and forth. At this point, the player has two choices- they can decide to claim to be the boatman’s apprentice, or one of the performers.

The Boatman’s Apprentice

If one chooses to tell the guard that they are the boatman’s apprentice, Daenlyn and Jerulith will be ushered into the manor, while the Dragonborn and Raynes row the boat to the back entrance.

Once there, enter the cave- a place called The Depths. In the first chamber, the player will encounter a ramp leading up to a cliff to a higher section of the cave, with a lever at the end of the passage.

Pulling the lever will cause the entrance to seal shut and the water level to rise, eventually causing lethal drowning damage (unless the player is an Argonian, but they’d still be trapped anyway). Raynes or Griffith will make mention of a secondary lever, which is placed next to the ramp on its left side. Pulling it will stop the water trap and open the door.

There will be giant frostbite spiders to dispatch in the next part of the cave, so be ready. After that, the player will enter a third room, this one with Nordic carvings. The duo will then be attacked by two ‘Guardians’- beware, the second one will be invisible (though it is a bear, so it is fairly loud in its roaring).

The next room is an enormous cavern in which there is a fairly narrow path to the next part of the cave. Just don’t fall and you should be fine.

Then you will enter into a corridor, where there will be three separate paths, one heading straight and upwards, and the other two heading downwards, facing left and right respectively. Go straight (you’ll know you’re heading the right way if you go upwards), as the other two paths contain traps.

The Dragonborn will then encounter one final with a bridge and a long drop. All one has to do here is not fall off the bridge (it doesn’t collapse or anything), and go through the door at the end of the room into the basement.

After going through some passages, the Dovahkiin will find themselves in a torture room. Ogle at the sheer amount of blood for a moment, and then grab the key on the table (next to all the torture tools). Talk with Raynes about whether you want to go in guns a’blazin or take a more stealthy approach. Once that’s done, head to the first floor.

One should find the first floor strangely devoid of people, save for a group of servants, the steward and a guard or two in one of the passages off of the basement entrance. Head up to the second floor via the stairs; the baroness should be in one of the rooms there. After dispatching her, Daenlyn and Jerulith should rejoin the player, so it’s time to get off of the island. Once at the boat dock, talk to Raynes, and then Daenlyn to get off the island.

Raynes will stay on the island to round up any remaining ‘lawbreakers’, and Jerulith will bail once the group returns to the Windhelm docks, so it’s up to the player and Daenlyn to go to the New Gnisis Cornerclub and meet with Na’ir.

Once the meeting is over with talk to Daenlyn to complete the quest.

The Performer

If the player decides to stick with the original plan and say that they are a performer, the guard will escort the trio up to the mansion, making small talk along the way. Enter the manor and the group will be met by the steward of the Baroness who will lead the player to the Baroness. After making several promises of great injury to you if you fail to entertain her, the player, Daenlyn and Jerulith will be led to the main hall, where the Baroness will arrive shortly after.

The Player’s main goal will be to raise the baroness’ disposition enough so that you can eventually assassinate her via the play Of Fjori and Holgeir.

What the Player chooses to do, say, and act like will raise or lower her disposition count accordingly.

If the player fails to raise her disposition enough (via failing the tasks, choosing the wrong responses, etc.)  the guards will turn hostile and the Baroness will flee. The number of guards correlates with her disposition- a higher disposition will result in a lesser number of guards (due to Raynes assassinating them).  Head up to the second floor via the stairs; the baroness should be in one of the rooms there. After dispatching her, it’s time to get off of the island, so go outside, fighting through the mess of guards, and head back to the boat dock, where Raynes will be fighting the remaining guards. After dispatching them, talk to Raynes, and then Daenlyn to get off the island.

Raynes will stay on the island to round up any remaining ‘lawbreakers’, and Jerulith will bail once the group returns to the Windhelm docks, so it’s up to the player and Daenlyn to go to the New Gnisis Cornerclub and meet with Na’ir.

Once the meeting is over with talk to Daenlyn to complete the quest.

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