What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by ovrlord11

Version: 1.00 | Updated: 12/28/2006

A general guide to:

The Elder Scrolls IV: Oblivion: Knights of the Nine
Version 1.00


I.How to get Knights of the Nine

II. Disclaimer

III. Intro

IV. Walkthrough
A. Pilgrimage
B. The Shrine of the Crusader
C. Priory of the Nine
D. Stendarr's Mercy
E. Nature's Fury
F. Wisdom of the Ages
G. The Path of the Righteous
H. The Sword of the Crusader
I. Umaril the Unfeathered

V. Legal Stuff

I. How to Get Knights of the Nine

Knights of the Nine is a downloadable plugin from www.obliviondownloads.com for
$9.99. I think that it is also available in hardware form at some stores, but
I am not sure, so don't take my word for it.

II. Disclaimer

Please keep in mind that when I played Knights of the Nine, I was a level 33
fighter and a master of blade, armorer, and heavy armor. Therefore, some of the
fight difficulties, enchantments, and characteristics found in this guide may
be slightly different. I am fairly certain that the enchantments on the
Crusader's armor and weapons are leveled, and that the ratings of the armor and
weapons depend upon the current armor of the player,  and the players armor,
blade, and blunt skills. To sum up, I will give you my versions of the
enchantments, etc., but they will probably be different depending on your
skills and level. Also, I am skipping over the quests The Faithful Squire and
The Blessing of Talos because they are merely connectors to give you an item
or spell and send you on to the next quest.

III. Intro

First off, thanks for reading my guide. Now, before we plunge into the
walkthrough, know this: This is a general walkthrough that shows players how to
get through the game, not an in-depth strategy guide for every single inch of
the story. Therefore, I will move quickly past the straightforward,
baddie-ridden parts of the game, and spend my time on the parts where people
may have issues.

IV. Walkthrough

A. Pilgrimage

Unlike other plugin quests, KotN doesn't begin immediately. Instead, you must
search for rumors of an attack on the Anvil chapel. Once you hear of these,
go to Anvil and ask around about the attack or the prophet who preaches doom
and destruction in front of the church. Your quest prompter should pop up and
tell you to talk to the prophet about what has happened. Essentially, the
Prophet explains the background of the KotN and that Umaril, an evil Ayleid
sorcerer-king has returned from the spirit realm and is wreaking vengeance on
the mortal gods. He says that the only way to defeat Umaril is by collecting
the Relics of the Crusader, Pelinal Whitestrake. He asks you if you are a
worthy knight to go questing for this cause. Pick any of the "no" answers and
he will tell you that you first must cleanse your soul by visiting the
wayshrine of each of the Nine. He gives you a map to get started. Just follow
the map, and when you pray at the last shrine, you will have a vision in which
the ghost of Whitestrake fills in more of the story, and directs you to his
tomb/shrine for further clues. Also, for visiting all nine wayshrines, you get
the greater power Pilgrim's Grace, which is a combo of each god's blessings and
your infamy rating is reduced to zero.

B. The Shrine of the Crusader

As it turns out, Pelinal's shrine is buried underneath the waters of the Niben.
This dungeon is fairly straightforward; just fight your way through the undead
that block your path, and grab the Helm of the Crusader. This helm is handy to
have, boosting your Restoration and your Personality. Wearing it also gives you
the lesser power Serene Beauty, which is a Calm touch spell. Now that you have
the Helm, leap over the railing to the skeleton below and grab Sir Amiel's
diary and ring. The diary tells of an order called the Knights of the Nine that
are devoted to finding and protecting the Relics of the Crusader. Your quest
log prompts you to visit this priory, as the diary claims that the Cuirass of
the Crusader is stored there.

C. Priory of the Nine

The priory is mostly deserted, but if you activate the Knights' seal in the
floor with Amiel's ring, you will be allowed into the basement and eventually
the undercroft of the priory. In the undercroft, the ghosts of eight of the
KotN appear and block the exit. To win your life and the Cuirass, you must
defeat each of them in single combat. If you are decently leveled and well
armed, this shouldn't be too hard. Once you beat all of them, you can take the
Cuirass, which will boost your Health, Restoration, and resistance to normal
weaponry. Next, you must question the Knights to find the whereabouts of the
remaining relics. You recieve info on the Gauntlets, the Boots, the Mace, and
the Shield. I will deal with these relics in the most logical order.

A Brief Note: At some point after this section of the story, Bravil's chapel is
ransacked in the same manner as Anvil's.

D. Stendarr's Mercy (The Gauntlets)

Sir Casimir tells you that the Gauntlets are located in Chorrol's chapel of
Stendarr, but no one seems to be able to lift them from the floor. Once at the
chapel, you learn that Sir Casimir's cursed descendant, Kellon, is living in
the chapel hall. After some conversations with Kellon and Areldur, the chapel's
priest, you find out that the only  way to retrieve the gauntlets is to show
mercy and take Kellon's curse upon yourself. Do so; the curse slows down your
fatigue regeneration, but it is not disabling. Now you can get the gauntlets,
which will fortify your Restoration and give you disease resistance. Also, the
gauntlets give you Merciful Touch, a lesser power that will heal another on

E. Nature's Fury (The Boots)

You learn that the boots' location may be gleaned from a group of Kynareth's
worshipers located southwest of the western terminus of the bridge to the
Imperial City. Kynareth's priest tells you that you may have the boots if you
can pass Kynareth's test in the Grove of Trials. The Grove is due west of your
position and is marked by a circle of white-barked trees. After a few seconds,
a forest guardian will appear (a giant grizzly bear in my case) and begin to
attack you. Under no circumstances should you attack it! If you do, you fail
the test and the guardian will most likely kill you. If you do nothing, you
get a message saying you passed and the guardian will stop its attack. A door
will appear in the large rock nearby which leads to a cave containing the
Boots. The boots are perhaps the most valuable piece of armor in all of
Oblivion, because in addition to fortifying your Restoration, these boots give
you the ability Woodland Grace, which will allow you to walk unharmed among
some normal critters (I think just bears, wolves, and mountain lions).

F. Wisdom of The Ages (The Shield)

You learn that the shield was lost in Fort Bulwark. Once you get there, you
will find that the place is full of Conjurers. Fight your way through them; the
appropriate switches for all of the bridges and gates are in plain sight. You
will meet an imprisoned fellow knight, who tells you that "When the eyes of the
Guardians are upon you, Julianos will show you favor." Journey a bit farther in
and the meaning of this will become evident. In an apparently dead-end room,
there are four statues facing outward, which are the first set of guardians.
Activate the cranks at the bases of the statues until they all face the center
marker and stand there to open a stone door. The next area is a room lined
with more guardians facing the wall with stone chests at their bases. In the
center is a larger chest that randomly spawns items belonging to some guy (I
think his name is Rothan or something similar). To get the guardians to turn
around and face you, you must place up each item in its associated chest. I
cannot remember the specific order, but every now and then, an image of the
correct item will appear above its chest, and you can figure out the rest by
trial and error. You've made the correct choice when the chest turns white and
the statue turns. When all of the statues have been turned around, a door will
open that leads to the Shield, which has a powerful Reflect Spell enchantment.
I'm fairly certain that the only shield better than this one is Spell Breaker.

G. The Path of the Righteous (The Mace)

For the last challenge, you must go to the Leyawiin chapel undercroft, kill any
undead that await and kneel in front of the statue of St. Kaladas.You will be
transported to a ledge that faces a pillar with the mace on it. Ordinarily, you
would fall into the void and be transported back to the undercroft, but when
you wear the Boots of the Crusader, a path of mist will form and you can walk
across to the mace. Both the mace and sword have powerful Fire Damage and
Damage Magicka enchantments, and each gives you an ability that boosts your
blunt or blade, respectively. Also, when I got the sword at level 33, the only
sword that was better was Umbra. When you return from the undercroft, Umaril's
servants, the Aurorans, are attacking the chapel. Once you have killed them,
your quest log will direct you to return to the priory, where you find that
many people from your KotN quests and from abroad have come to join the KotN;
accept their help, as they will accompany you to Umaril's lair.Also, a knight's
squire, Lathon ,has come to the priory to tell you that his master found the
Greaves and the Sword, but was slain by Sir Berich's ghost in Underpall Cave.
Lathon brought you the Greaves, which fortify your Restoration and Destruction
and give you a Shield other on touch lesser power. However, Berich has turned
the sword to evil, and you must go to Underpall to reclaim it.

H. The Sword of the Crusader

Once you get to Underpall Cave, go into the Underpall Keep. After fighting
through some undead, you will eventually reach the Underpall reflecting pool
area. Now you must kill the Ghost of Sir Berich, so make sure to have something
magic, silver, or daedric. Once Berich is dead, take the sword, but DO NOT
equip it. If you do, you get the curse of Sir Berich, which stops magicka
regeneration and gives you 100% weaknesses to all forms of magicka and poison.
Now, you must go to Cheydinhal's chapel of Arkay to reconsecrate the sword.
When you get there you find that, surprise! the chapel is under attack by
Aurorans. The easiest way to deal with them is to run in, reconsecrating the
sword by activating the central altar, and hack the enemies to ribbons with
your powerful new weapon. Reconsecrating the sword also removes your curses.
Once all the Aurorans are dead, return to the priory. When you arrive, you find
out that the Prophet is rallying the new generation of KotN in the Priory
Chapel. Go inside and speak to the Prophet, who, after much long-winded
chattering, will give you the Blessing of Talos lesser power which, in addition
to fortifying your Strength and Endurance and lowering your Speed and Agility
will allow you to follow Umaril into the spirit realm after you have destroyed
his earthly body.

I. Umaril The Unfeathered

This is it, the final assault! Fortunately, you have eight companions to assist
you in hacking through the Aurorans. Umaril's headquarters is in the Ayleid
ruin Garlas Malatar, on the coast north of Anvil. Once inside, slash your way
through the Aurorans with your knights and enter the next section of dungeon.
In this section, there should be a room with an impenetrable barrier and a
large glowing orb on a platform. It is vital that you immediately run up the
stairs and smash said orb, or else the Aurorans will never stop spawning. As
you smash the orb, the barrier disappears, along with the Aurorans and your
surviving knights (It is my opinion that smashing the orb stops time, since the
orb's fragments hang in the air). Follow the corridors of the ruin and you will
finally come upon Umaril himself, who shouts at you in the Ayleid tongue and
promptly attacks. Watch out! he has a huge claymore that has a powerful shock
damage enchantment. However, if you can avoid or weather his attacks for long
enough, you should be able to kill him rather quickly if you use the Sword or
Mace of the Crusader. Once his physical form is dead, cast your Blessing of
Talos spell to be transported to that same vista where you spoke with Pelinal
Whitestrake. There, you must kill Umaril again, but if you did it once, you can
do it again. Once he is dead, you are transported to the undercroft in the
Priory of the Nine, where the ghosts of the KotN thank you for your service
and ascend to heaven, leaving you with the reward that you can now use the tomb
of each knight as a wayshrine to their respective god. Also, you can talk to
the now-redeemed ghost of Sir Berich before he ascends. When you leave the
undercroft, one of the knights runs down to greet you and fills you in on what
happened. Apparently, the surviving knights found your body next to Umaril and
thought that you had gone the way of Pelinal Whitestrake. They therefore buried
you with the other knights in the undercroft until you woke up. He runs outside
to tell the others the good news, and you now have an entourage of eight (the
dead knights have been replaced by generic "Knights of the Nine") soldiers who
can be ordered to follow you around and fight with you.

Congratulations! You are a Crusader of the Nine!

V. Legal Stuff

This document is Copyrighted 2006 to Culver Redd

This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of

View in: