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Track Down the Mythic Dawn: Oblivion Spies Quest Walkthrough
Protecting the Emperor's heir at Cloud Ruler Temple is a task that defines the middle act of the Oblivion crisis. After the high-stakes infiltration of the Dagon Shrine and the recovery of the Mysterium Xarxes, the narrative shifts toward counter-intelligence. The oblivion spies quest is a pivotal moment where the player transitions from being a simple adventurer to a crucial asset in the Blades' security apparatus. This mission requires a blend of investigation, timing, and decisive action to eliminate a hidden threat loitering at the very doorstep of the last Septim.
The Strategic Context of the Spies Quest
Upon returning to Cloud Ruler Temple with the Mysterium Xarxes, Martin Septim begins the arduous process of deciphering Mankar Camoran's dark primer. While he works, the security of the temple becomes the primary concern. Jauffre expresses growing anxiety regarding reports of strangers seen along the road to Bruma. The Mythic Dawn is no longer just a shadowy cult; they are actively casing the temple, likely preparing for an assassination attempt or a full-scale assault.
Starting this quest involves speaking with Jauffre, who directs you to two key contacts: Captain Steffan of the Blades and Captain Burd of the Bruma Guard. This dual-path investigation is one of the more organic elements of Oblivion's quest design, allowing you to solve the mystery through field surveillance or urban detective work.
Investigating the Runestone: Timing is Everything
Captain Steffan provides the most direct lead. He mentions that the suspicious individuals are often spotted near the Hestra Runestone at the base of the hill leading up to the temple. However, these agents are professionals; they do not stand around in broad daylight.
To catch them, you need to utilize the wait mechanic or simply observe from a distance at the right time. The game's internal clock is crucial here. The agents typically appear near the Runestone at dusk, specifically around 5:00 PM to 6:00 PM.
The Encounter at Hestra Runestone
The agents involved are Jearl and Saveri Faram. Jearl is often the primary target encountered here. As Mythic Dawn sleeper agents, they are equipped with the standard cultist ability to summon Bound Armor and Bound Weapons. If you are playing at a higher difficulty level, these summoned items can make them surprisingly resilient in a 1v1 fight.
If you confront Jearl at the Runestone, she will likely attack on sight once she realizes you are not a common traveler. Defeating her allows you to loot her corpse, where you will find two critical items: Jearl’s Key and a Basement Key. These keys are the thread that leads back to their base of operations in Bruma.
The Bruma Investigation: A City Under Watch
If you prefer a more social or investigative approach, or if you missed the window at the Runestone, heading directly into Bruma is the next logical step. Captain Burd, located in the Great Hall or patrolling the city, acts as your primary liaison. Initially, he might be skeptical, noting that Jearl is a long-time resident who has simply "returned from a trip south."
This is where the "Commoner Intelligence Network" comes into play. Oblivion’s Radiant AI system shines here, as several NPCs in town have unique dialogue regarding Jearl's suspicious behavior:
- The Beggars: Jorck the Outcast and others will reveal, for a small bribe, that Jearl has a guest who never leaves the house during the day.
- Ongar the World-Weary: A frequent visitor to Olav's Tap and Tack, Ongar is observant and will confirm seeing a second woman in Jearl's house.
- Arnora Auria: If you haven't completed her specific side quest, she may also mention hearing strange noises from Jearl's residence.
Armed with this information, you can return to Captain Burd. Upon hearing that a known resident is harboring a potential spy, he grants you legal permission to search Jearl's house. This is a cleaner way to handle the quest if you want to avoid a bounty for breaking and entering.
Infiltrating Jearl’s House and the Secret Basement
Jearl's house is situated in the southern quadrant of Bruma, a typical stone-and-timber structure that blends into the snowy environment. Once inside, the ground floor appears mundane. To find the evidence Jauffre needs, you must locate the entrance to the basement.
The trapdoor is notoriously well-hidden, tucked underneath a green rug near the bed. If you have Jearl's basement key, you can descend into the sub-level. This area serves as a Mythic Dawn safehouse. It is sparse, but on a small table, you will find the "Mythic Dawn Orders."
Reading these orders is a chilling moment. They reveal that the cult has not only identified Martin but is also planning to open an Oblivion Gate outside Bruma to facilitate an attack on the temple. This document is the smoking gun required to progress the main story.
Dealing with the Second Spy: Saveri Faram
The quest objective requires both spies to be neutralized. If you killed Jearl at the Runestone, Saveri Faram might still be at large. She often hides in the basement or can be found in the Bruma Caverns, which connect directly to Jearl's cellar.
The Bruma Caverns provide a tactical alternative. Instead of entering through the house, you can enter the caverns from the wilderness outside Bruma's walls and work your way into the basement from below. This is an excellent route for stealth-focused characters (Thieves or Assassins) who want to catch the spies unaware.
Combat Tactics for Mythic Dawn Agents
At this stage of the game, Mythic Dawn agents are standard fare, but they can be dangerous for lower-level characters. Here are a few strategic considerations for the oblivion spies quest combat:
- Dispel Magic: Since their armor and weapons are summoned (Daedric quality), a Dispel spell can instantly strip them of their protection and offensive power, leaving them in common clothing with low-tier daggers.
- Shock Damage: Like most Daedric-aligned enemies, they have no specific resistance to shock, making it a reliable element for mages.
- City Guard Assistance: If you find yourself overwhelmed in Bruma, you can lead the spies into the streets. If you have Captain Burd's permission to search the house, the guards will recognize the spies as hostiles and assist you in the fight.
Reporting to Jauffre and Martin
With the orders in hand and both Jearl and Saveri Faram dead, return to Cloud Ruler Temple. Jauffre will take the orders and express grave concern about the impending threat to Bruma. He immediately begins coordinating with the Countess of Bruma, setting the stage for the "Defense of Bruma" questline later in the game.
After speaking with Jauffre, you must check in with Martin. By this time, he has made progress with the Mysterium Xarxes. He reveals that to open a portal to Mankar Camoran's "Paradise," he needs four items of power. The first item he requests is the "Blood of a Daedra," which leads into the next major quest. The oblivion spies quest thus serves as the essential bridge between the discovery of the cult's plans and the active quest to reclaim the Amulet of Kings.
Environmental Storytelling in the Spies Quest
One of the reasons this quest resonates with players is the environmental storytelling. Jearl's house is not just a quest marker; it is a lived-in space that hides a dark secret. Finding the Mythic Dawn Commentaries volumes on the shelves or the specific layout of the basement helps establish the cult as a sophisticated organization with a presence in every corner of Cyrodiil.
It also highlights the vulnerability of the Blades. Despite their reputation as the Emperor's elite protectors, they were being watched from a mere few hundred yards away. This quest humbles the player's faction and raises the stakes for the rest of the campaign.
Technical Troubleshooting and Bug Fixes
While Oblivion is a masterpiece of world-building, it is not without its technical quirks. The oblivion spies quest has a few known issues that can frustrate players:
- The Missing Spy: Occasionally, Saveri Faram may fail to spawn at the Runestone or in the house. If this happens, try waiting in a different cell (like the Bruma Mages Guild) for 24 hours to reset the AI packages.
- Quest Marker Confusion: The map marker might sometimes point to Captain Burd even after he has given you permission to search the house. Ignore the marker and head straight to Jearl’s house in the southern part of town.
- Essential NPC Death: While Jearl and Saveri are not essential, the beggars can be killed by stray creatures (like wolves) near the city gates. If the beggar you need is dead, you can still progress by talking to Ongar or simply breaking into the house.
- The Basement Key Issue: If you accidentally sell the basement key or lose it, the trapdoor can be picked, though it has a high lock level. It is recommended to keep the keys in your inventory until the quest is marked as complete.
Quest Variations and Roleplay Options
For those who enjoy roleplaying, there are multiple ways to approach the resolution of this quest:
- The Ghost: Use Invisibility or high Chameleon to enter the basement, steal the orders, and leave without killing anyone. However, note that the quest log usually requires the death of the spies to fully resolve Jauffre's concerns, as he wants the threat eliminated, not just documented.
- The Lawbringer: Ensure you get official permission from Captain Burd first. This feels like the "correct" path for a character allied with the Knights of the Nine or a law-abiding Crusader.
- The Vigilante: Taking matters into your own hands by ambushing the spies at the Runestone reflects a character who is weary of bureaucracy and wants to protect Martin at all costs.
The Aftermath: Bruma’s Fate
Completing the spies quest changes the atmosphere in Bruma. The guards become more alert, and the threat of the Oblivion Gates feels more immediate. This is one of the few points in the main quest where the player’s actions directly impact the safety of a major city. The information gathered here is what eventually allows Martin to formulate a plan to stop the Great Gate from opening, making your investigation perhaps the most important intelligence work in the Third Era.
By following this detailed path, you ensure that the Mythic Dawn's attempt to destabilize the Blades' headquarters is thwarted. Whether you are a seasoned veteran of Cyrodiil or a newcomer exploring the remastered landscapes, the oblivion spies quest remains a masterclass in quest pacing and atmospheric storytelling.
Summary of Key Locations and NPCs
To keep your investigation on track, remember these key points:
- Jauffre/Martin: Cloud Ruler Temple (Quest givers).
- Captain Steffan: Cloud Ruler Temple (Runestone lead).
- Captain Burd: Bruma Great Hall (Legal entry lead).
- Jearl's House: South Bruma (Evidence location).
- Hestra Runestone: Southeast of the Temple (Ambush location).
- Bruma Caverns: West of Bruma (Alternative entry/escape route).
Understanding the schedules and motivations of these characters turns a simple fetch-and-kill quest into a rewarding deep-dive into the lore of the Mythic Dawn. As you hand the orders to Jauffre and see the relief on his face, you know that for today, at least, the Dragonfires might still have a chance to be relit.
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Topic: Spies Walkthrough - The Elder Scrolls IV: Oblivion Guide - IGNhttps://www.ign.com/wikis/the-elder-scrolls-iv-oblivion/Spies_Walkthrough
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Topic: Oblivion:Spies - The Unofficial Elder Scrolls Pages (UESP)https://en.uesp.net/wiki/Oblivion:Spies
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Topic: Spies Walkthrough | The Elder Scrolls IV Oblivion Remastered|Game8https://game8.co/games/Elder-Scrolls-Oblivion/archives/519365