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Quick Summary: written by Runs-in-Rivers, checked by FolkPunkDruid
Quest Stages: written by FolkPunkDruid, not checked |
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Quick WalkthroughEdit
- Steal the coded rutter.
- Meet Glanir.
- Kill Captain Siro and the Worm Cultist.
- Talk to Glanir outside Crimson Cove.
Detailed WalkthroughEdit
Inside Crimson Cove, you spot a Bosmer kneeling behind a rock. He tells you he is tracking the Crimson Raiders, a group of pirates, and this is their hideout. He wants their rutter, so the Dominion can intercept them. You offer to help him find the rutter and clear out the bandits.
You need to steal the rutter, which can be found southeast following the water. The coded rutter is in the center of the cove on top of the bar, near Rokut the Mauler.
Now that you have the rutter, you can return to Glanir. Take the steep path to the north to find him kneeling beside a well.
He compliments you on your fighting technique, and you show him the rutter. Upon reading it, Glanir discovers that this isn't a simple band of Imperial rogues—they are the Imperial army. The rutter also reveals that an envoy from the Worm Cult and one of the Imperial captains are inside the cove right now. He refuses to let them get away, and you two agree that whomever finds them first gets to take them out.
Captain Siro and the Worm Cultist, Helvia Livianus, are in the largest room on the east side of the cove, close to the skyshard. The easiest way to reach them is by going through the passage north of the well, and then taking the passage on the east to the captain's makeshift study. When you launch an attack on the pair, Glanir will appear in a puff of smoke and join the fight. Once Captain Siro is defeated, he will rise again as a skeletal ghost, and when defeated a second time Glanir will leave the way he came in. Head west to report back to him.
He thanks you for your hard work and hopes this will convince his superiors about the threat the Imperials pose to the Dominion. He will reward you with some gold, and disappear in a puff of smoke.
NotesEdit
- Glanir will still sometimes strike from the shadows even when having not started his quest.
- Captain Siro and Helvia Livianus won't exist inside the cove before starting the quest or reaching the related objective.
- The objective description when having to speak with Glanir after defeating the captain and the cultist states that you should meet him outside of the cove, but instead Glanir stands just a short distance down the path from the room where the fight took place.
Quest StagesEdit
Naval Intelligence | |
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Finishes Quest | Journal Entry |
Glanir needs the Crimson Raider's rutter, a book containing the sailing routes used to avoid Aldmeri detection, in order to easily intercept and defeat them.
Objective: Steal Coded Rutter
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Now that I have the rutter in hand, I should look for Glanir up ahead.
Objective: Meet Glanir
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Glanir has learned that an Imperial captain and a Worm Cultist envoy are stationed somewhere in Crimson Cove. He has asked me to help him defeat the captain and the envoy, both important targets for the Dominion.
Objective: Kill Captain Siro and the Worm Cultist
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Captain Siro and the Worm Cultist are dead. I should meet with Glanir outside of Crimson Cove.
Objective: Talk to Glanir
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<Alias=LocationHold>
) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.