There are many weapons that you can get your hands on during your time playing The Elder Scrolls IV: Oblivion Remastered, and there are many ways in order to get them, either from looting enemies that you defeat, buying them from different merchants, or getting certain ones from completing quests.

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Weapons can differ in their type and of course their nature and effect, and while some are better than others, one specific unique weapon that you must get your hands on is Dawnfang/Duskfang. Now if you wonder why the double name, then this guide will not only show you how to get it but also how it functions, because it's quite one of a kind.

This quest is part of the Shivering Isles DLC.

How To Start Baiting The Trap Quest

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Baiting the Trap quest starts immediately after you complete A Better Mousetrap as part of the main quest in Shivering Isles.

At the end of your path inside Xedilian, you will meet Kiliban Nyrandil who will speak to you, triggering the quest to begin.

Kiliban will ask you to make a few decisions for each chamber regarding the three adventurers.

Your choices here do not matter or change the course of the quest; they only affect the fate of the adventurers. Either you will have to make them die, or they will go quite insane.

Decide The Fate Of The Adventurers

Chamber Of Conversion

The first chamber will already be available, and you will be able to watch the adventurers face off against one small Gnarl from your high ground position.

Here, you will have two buttons to decide how it goes.

  • Giant Gnarl will make the Gnarl giant and cause one of the adventurers, Lewin, to go insane.
  • Gnarl Swarm will release a bunch of Gnarls and kill Lewin.

Pick one of them and then move on to the next chamber.

Chamber Of Avarice

In the second chamber, you will watch the two remaining adventurers go to seek the caged treasure.

Just like the previous chamber, you will be in your position, ready to decide their fate by pressing one of the two buttons available:

  • Drop Keys will cause the area to be filled with hundreds of keys, none of which are real, driving Syndelius mad.
  • Fire Trap will cause blasts of fire to erupt, killing Syndelius.

After you make your decision, move on to the next chamber, which is the final one.

Chamber Of Anathema

In the third and final chamber, only one adventurer is left: Grommok. He will enter a room filled with hanging corpses and blood everywhere.

From your usual position, you will have two buttons to decide his fate:

  • Ghost Illusion will create an illusion of him dying, which will cause him to go crazy.
  • Raise the Dead will spawn these corpses and make them alive, causing Grommok to die.

Make the final decision.

How To Complete Baiting The Trap Quest

After you decide the fate of the three adventurers, either by killing them or driving them crazy, take the elevator to the upper floor. Kiliban will thank you for dealing with that.

As a reward, he will give you an enchanted, unique sword that has two versions and it will change automatically when the time comes:

  • Dawnfang can be used during the day and is fire-enhanced.
  • Duskfang can be used during the night and is frost-enchanted.

In addition to that, and before you leave, you can loot the Recovery Chest for additional rewards.

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