Daggerfall:Invasion from Oblivion

Quick Walkthrough
# Talk to a Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the Daedra within.
# Return to the Quester within the time limit.

Detailed Walkthrough
The Jaws of Oblivion
thumb|right|Beware, the daedra are not always alone...
thumb|right|...but they are always dangerous
 
Speak to the Quester, who says:

:''"(Player's first name), we have an emergency. The Mages Guild has discovered a rift in the wall between Oblivion and our dimension, Mundus. I don't pretend to understand exactly what that means, but it's bad. All sorts of Daedric beings are entering into our world. The Mages Guild says it can seal the breach, but it falls to us to slay the Daedras that have already crossed over. Will you take up this quest, not for gold, but for glory?"
or
:"The end, (player's guild title), may be here at last. For centuries, prophets have spoken of the day when the aetherial walls that separate our dimension, Mundus, from Oblivion, the land of the Daedra, will crack asunder. The Mages Guild will attempt to repair the breach, but they need us to slay the infernal creatures who have already broken through. Can we rely on you for this, (player's guild title)?"

Accept
The Quester goes on:

:"Go quickly then to (dungeon). We have no way of knowing how many Daedra are wandering its halls. The Mages Guild says to slay all Daedric beings you encounter. They will contact you by spell when they detect the last invader gone. Hurry, for in (time limit) days it will be too late."

Decline
The Quester answers:

:"Our world hangs in the balance and you can think only of yourself. I am ashamed to know you are a (Questers)."

Stemming the Blood Tide
Head to the daedra-infested dungeon. Your target will be a daedroth, a fire daedra, a frost daedra, or a daedra lord; the chance of each appearing is one in four. While you may encounter other daedra in the dungeon depending on your level, the quest requires you to kill one specific monster. Once you have found and slain the target daedra, a notification from the Mages Guild appears:

:A voice from beyond echoes in your head, saying... "The last Daedra is dead. With it dead, Tamriel is safe again. Hey what are you doing! Let go of my arms! I am a guild mage! Don't blow out that..."

With the threat gone, head back to the Order.

Reward
When you return to the Quester, he reveals a surprising twist to this story:

:"So you killed the Daedra eh? Actually, this is kind of embarrassing. It turns out that we were duped by a rogue mage. She had summoned a Daedra that she could not control and wanted us to slay it before the Guild found out. She thought that with her story we would do it for free rather than having to pay the Fighters Guild. Normally our order does not pay its members for their trouble. This is an unusual situation. Take these (random gold) gold pieces."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: Any of the following:
Daedra Lord
Daedroth
Fire Daedra
Frost Daedra





Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"If the people of (region) knew what the Mages Guild knows, everyone'd riot."
If you fail the quest, NPCs may say when asked for any news:
"No thanks to (knightly order), the end of Tamriel was narrowly averted."
If you successfully complete the quest, NPCs may say when asked for any news:
"The Mages Guild owes (knightly order) for that fiasco over in (dungeon), so I hear."
If you successfully complete the quest, the quest giver may later greet you with:
"Well, (player's first name), as you sort of saved the world, what can I do for you?"
If you failed the quest, the quest giver will greet you with:
"All of Tamriel was nearly destroyed, (player's first name). And I'm a little annoyed with you."
"I don't think you can blame me for not trusting you after your last debacle."''

Quest Log