Oblivion:Repairing the Orrery

Quick Walkthrough
# Upon installing the plug-in you receive a note alerting you that some part shipments for the Orrery have been hijacked by bandits.
# Travel to Camp Ales to find the first bandit, retrieve a stolen part, and find out where the other parts are located.
# Retrieve the other stolen parts from various campsites.
# Return all the stolen parts to Bothiel and let her repair the Orrery.
# Activate the Orrery to receive a greater power as reward.

Detailed Walkthrough
Stolen Parts for the Orrery
Upon loading the plug-in you will automatically receive a note from Bothiel (a mage at the Arcane University), asking you to recover some missing Dwarven artifacts that are needed to repair the Imperial Orrery. The last known location of the bandits is Camp Ales, to the far west of Cyrodiil. If you start a new game with this plug-in loaded, the note and quest will be given to you when you emerge from the sewers into the daylight at the end of the tutorial level.

Collecting the Artifacts
Travel to Camp Ales, where you will find two or more bandits. It is possible you have already been there (the location exists before the plugin is installed), in which case you can fast-travel. One of the bandits is identified as a male Redguard Bandit Carrier; he is the one that is carrying a Dwarven artifact (specifically a Dwarven Cog) as well as an undelivered letter. The letter lists four other campsites where the other artifacts are hidden.

Travel to each of the other camps to kill the Bandit Carrier located there and retrieve his artifact. The specific camps are:
Bodean Camp: Dwarven Cylinder, carried by a female Redguard Bandit Carrier
Brotch Camp: the second Dwarven Cog, carried by a male Imperial Bandit Carrier
Dagny's Camp: Dwarven Coherer, carried by a male Nord Bandit Carrier
Varus Camp: Dwarven Tube, carried by a female Imperial Bandit Carrier
All four campsites are in the western part of Cyrodiil (in a rough circle centered on Camp Ales), and exist before the plugin is installed. You can also visit any of these campsites before going to Camp Ales, and you will find the Bandit Carrier and artifact already there.

The Bandit Carriers are all equivalent to bandit ringleaders. Therefore, their level is one higher than yours. They can be wearing full suits of light armor, all pieces of which may be enchanted, and they are carrying a blunt weapon that also may be enchanted. The equipment carried by the bandits can be more valuable than the cash reward for the quest itself.

The Orrery
Once you have all the pieces, return to the University and talk to Bothiel, who should be waiting in the Arch-Mage's Lobby (you do not need to be a member of the Mages Guild to complete the quest). Bothiel will take all the items from you, and in exchange reward you with a leveled amount of gold. The gold is 100 times your level, up to a maximum of 3000 gold (although Bothiel says "Here's your reward", there is no screen update telling you the gold was added to your inventory, so it is easy to overlook this reward).

Bothiel will need a day to repair the Orrery, at which point you will get a quest update telling you the repair is complete (the repair is actually completed at midnight, so if you give the items to Bothiel at 11:59 pm, you may only have to wait a couple minutes for the repair to be done). From that point you can enter the Orrery whenever you wish. The first time you go in, you will have to activate it at the Imperial Orrery Console. Once it is active, you can use it to gain one of eight greater powers, as described in the next section.

Powers
The following are the greater powers obtained from the repaired Orrery; a different one is obtained during each of the eight different phases of the moons (Masser and Secunda). The phase changes every three days. The display of the two moons shown at the console can be used to determine the current moon phase, as described in the table (the two moons always have the same phase).

For each greater power, one attribute is fortified by 20 points, while another attribute is drained by 20 points; the duration is always 60 seconds. As with all greater powers, these spells cost 0 magicka, but can only be cast once per day. You can only have access to one of these greater powers at a time. However, you can later return to the Orrery to swap for a different greater power (if the current power is different than the one you already have, you will be asked whether you want to switch out the powers; if it is the same, you will be told that "You already have the Orrery's current power").

The powers are listed in the order in which they become available. Therefore, if you receive ''Secunda's Will on one visit, returning three days later will yield Secunda's Opportunity; waiting another three days will give Masser's Alacrity''.


Notes
thumb|right|The Orrery without the DLC installed
 
The door to the Orrery is present even without the plug-in installed, though it is locked. Entering it counts as trespassing and requires the console as it has no corresponding key. Without the plug-in, the room itself is no more than an unusually enlarged, empty dome.

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