Netruk44/uesp-wiki-content huggingface dataset:
OBMobile:The Illegitimate Son

Quick Walkthrough
# Find Martin in the Planes of Oblivion.
# Deactivate the four Sigil Stones.
# Return to the Oblivion Gate.

Detailed Walkthrough
Special Delivery
Once escaping the prison, the Champion will meet Jauffre in Bruma and hand him the Amulet of Kings. Jauffre will express sorrow for the Emperor's death, but reveals there is another heir to the throne. The Champion is sent to Kvatch to find Martin, the illegitimate son of the Emperor.

Kvatch
right|thumb|The gap to the west that may be jumped across
The level begins inside the Oblivion Gate in Kvatch. It is a single level map with a number of Daedroth and Scamps. The plane is divided into two sides which can be bridged by jumping across the gap to the left of the Oblivion Gate (see image). Martin can be found by traveling north from the Gate, moving east and finally south. He is identical in appearance to the Champion.

The Stones
Martin explains he must deactivate the four Sigil Stones scattered through the planes; each of the stones is near a corner of the map. Martin deactivates the first stones and then "joins" your party - he will follow you, but will be invisible. The second stone is found on the trail back to the Oblivion Gate; the third and fourth are on the north and south ends respectively of the other side of the map, which can be accessed by the means mentioned above. When a stone is selected, the Champion will pause and Martin will appear and deactivate it. On the fourth stone, Martin will stress you and he must return to the Gate before it closes. The stones must be activated in order.

Returning to the Gate
Simply activating the Gate after the four stones have been deactivated will end the quest; Martin and the Champion will then be found in Bruma with Jauffre. Although Martin indicates you must return to the gate before it closes, there appears to be no real time limit.

Notes
The quest, Daedroth in Kvatch can be taken by speaking to the civilian by the Oblivion Gate.
Martin will ask you to defend him while he deactivates the northwest stone; however, no enemies will approach until after the stone has been deactivated. Unused text found in the game files (such as "Martin has died") seems to indicate that it was originally planned for you to have to protect Martin as he works.
OBMobile:Spells

This is a list of the various spells in Oblivion Mobile.
 

† AOE stands for Area of Effect.
OBMobile:Miscarcand (quest)

Quick Walkthrough
#Activate the artifacts in order.
#Defeat the Lich across the extended bridge.

Detailed Walkthrough
The Next Ingredient
thumb|right|The artifact to the southeast
After returning the Armor of Tiber Septim, Martin will ask for the next item - the Great Welkynd Stone. Jauffre suggests searching the Miscarcand Ayleid Ruin but warns the spirits of the departed Ayleids may not be too willing to part with it.  

Another Riddle
The ruins are a single level map with a mass of Ghosts. There are 3 artifacts throughout (one column and two, what appear to be stones) which may be activated at some time. Upon entering the ruin, the Champion finds a faded inscription on a wall : "Twilight falls upon the elves... May the Sun guide you... and the moon follow thereafter..." The riddle appears to suggest the order in which the artifacts should be activated. 

right|thumb|The extending bridge and column
The artifacts may be found in these three locations: 
A stone on the far southeast of the map.
A stone near the maps far southwest. 
A column on the first rights by heading south from the entrance. 

Angry Spirits
Once the southwest stone is activated, three Ayleid Spirits will emerge. They are angered by the Champion's presence and will fight you. 

The column in the map's center may be activated next. Another three spirits will emerge curious as to what the Champion wants. They themselves will not fight however. 

Next, the southeast stone can be activated; and finally, the Column once more.

The Spirits will return, admiring the Champion's persistence. They propose a challenge in exchange for the Great Welkynd Stone. A bridge will extend to the ruins to the North, leading to a Lich and two Ghosts. Once the Lich is destroyed the quest will end - the Spirits will give you the stone and ask you to return to Jauffre.  
  
Notes
If the southeast stone is activated out of order, the Champion will explain that he cannot pick it up now. 
Once a stone is activated, it will vanish. 
Even though you face the Lich and its two Ghosts, you must merely kill the Lich in order to advance.
Curiously, the Spirits ask the Champion to return to Jauffre despite not knowing him or at least knowing that he was after the Great Welkynd Stone.
Shivering:Juggler

The Juggler is a character who seems to have been intended as one of the rewards for completing the Main Quest, judging by her CS editor id of  . She doesn't appear in the final game, however, which might explain the odd race and class: she is a member of the unused Vampire Race, and she has the CharactergenClass given to you during the tutorial.

She would have worn a lower-class outfit consisting of grey trousers, brown tunic and orange loafers. Naturally, from her name, she featured a similar juggling animation to Thaedil, and would also have been seen juggling while in conversation mode. She can be found in an inaccessible test cell called The Waiting Room.

Like Thaedil, the Juggler's balls would have been purple, achieved by the absence of a texture for them. The texture provided by the Unofficial Shivering Isles Patch for Thaedil similarly would have also worked for the Juggler.
Shivering:Countess Cirion

Countess Cirion was an Altmer noble and the wife of Count Cirion, ruler of Vitharn. She was killed during the assault on the city, and her body entombed in the mausoleum along with that of her husband.

She was buried wearing red silk robes and hood with gold trimmed shoes, a jeweled necklace and an ebony diamond ring.

Despite being dead, the Countess has a limited schedule. She was to find the player at one point during the Ghosts of Vitharn quest, then sit on the throne for much of the rest of it. Of course, neither package has an effect, and seem to have been copied directly from the AI for her husband's ghost.
 
Notes
Her coffin is labeled as belonging to Countess Mawean, the wife of the founder of Vitharn. The corpse itself being named "Countess Cirion" is most likely a developer oversight - the NPC was most likely copied and modified from Cirion's ghost.
The only way of reaching the Countess' corpse is to use the Console command  . Even if you do this, however, there is no way of taking anything from her inventory as a script prevents her corpse from being activated. You can bypass the script by opening the console, clicking on her corpse and typing "activate", which will open her inventory menu.
OBMobile:Escape From Prison

Quick Walkthrough
#Take care of a pair of Mythic Dawn Assassins.
#Activate a switch to extend a bridge.
#Break out of prison and head to Bruma.

Detailed Walkthrough
Prologue
:;''"The moon rose over Tamriel, red with Imperial blood. The sons of the Emperor have been slain by a mysterious cult, the Dragon Throne to be their next target. The Imperial guards rush to smuggle the Emperor out of the Imperial City through a secret passage in the prison but the cult struck too quickly..."

The game opens with the palace guards escorting the Emperor of Tamriel to a secret passageway in the Imperial Prison. The protagonist, an impolite and graceless prisoner, soon to be known as a Champion, watches in wait. The cultists approach and slay the guards; the Emperor fends them off but is mortally wounded in the process. He hastily calls the Champion and entrusts him the Amulet of Kings, with instructions to deliver it to someone named Jauffre. The Emperor passes on, and the Champion seizes the opportunity to make his escape.  

The Mythic Dawn
thumb|right|The Drawbridge extended
The Champion dons the Emperor's garments as another two cultists approach. They notice the Amulet and attack, from which that point onward the player has control. After slaying the cultists, a passageway will open on the rear of the Champion's cell. The passage is a single level map with a number of Mythic Dawn Cultists and spell casting scamps. New players should be mindful of poison attacks which will greatly damage a player's health if untreated. 

The Bridge
The player should head far left up the two ledges and south from the chest. A switch can be found beside two cultists. 

Activating the switch will open a drawbridge near the center of the level. The player may cross it, jump up the ledge and head west. 

Heading Out
Follow the winding path past the chest and across the gap, activating the gap will allow the Champion to jump across. Head North to the next gap, until the level finishes and the quest ends. 

Notes
The quest A Town Terrified can be taken by speaking to the man near the small trap door.
Oblivion:Temple of the Ancestor Moths (settlement)

Located in the Jerall Mountains, this temple is the home of the Moth Priests, who are the only ones allowed to study the Elder Scrolls. As reading the scrolls progressively makes you lose your sight, the now-blind priests live their life of leisure at the monastery, tending the Ancestor Moths, harvesting their silk and spinning it into bolts of cloth. There are three monks maintaining the outside area of the settlement, while the priests and prelates live in utter darkness in the secret catacombs. You will come here during the Thieves Guild quest Turning a Blind Eye. 

The settlement consists of the ''Monk's Quarters, the chapel (Temple of the Ancestor Moths), and the Ancestor Moth Crypt, the latter leading to the Catacombs''. 

 
Monk's Quarters
thumb|right|Inside the Monk's QuartersThis is where the three monks serving the retired priests reside. While the quarters are locked at all times, breaking and entering is not considered trespassing, all of the items can taken without penalty, and the two double beds are free to sleep in.

Not surprisingly, there is plenty of yarn and cloth to be found in the quarters, as well as some finished upper-class clothing, a pair of green silk garments and a green brocade doublet. In the northwestern corner, a set of shelves holds a pumpkin, a watermelon, and a rare copy of Pension of the Ancestor Moth. Three potatoes and a slice of boar meat can be found on the nearby table, while another pumpkin sits on the floor next to the fireplace. The humble dining table only holds three pieces of food: a cheese wheel, a bread loaf, and an apple. The quarters only contain three containers: a set of drawers, a chest and a crate, all non-respawning and containing clutter.

Temple of the Ancestor Moths
thumb|right|The Moth Chapel
The small chapel contains little of interest but is used by the three monks every day. Three statues watch over the four benches in the chapel room, while the active altar is surrounded by lit candles. Behind the altar is a copy of Pension of the Ancestor Moth. Near the door is a ladder leading onto the roof of the chapel. During the related quest, it is not possible to speak to the monks while they are praying.

Ancestor Moth Crypt
This crypt serves as the entrance to the secret catacombs where the blind priests and prelates reside. The crypt is visited by Brother Holger every day and is locked at all times. It contains very little of interest as the only usable objects are a roll of cloth and a barrel with three torches.

Related Quests


NPCs Living Here
 

Notes
The Temple of the Ancestor Moths also appears in ESO.

Bugs
 

Maps
OBMobile:The Great Gate

Quick Walkthrough
#Find and take the Great Sigil Stone in Oblivion.

Detailed Walkthrough

The final ingredient
Once the Great Welkynd Stone is delivered, the Champion is shocked to discover the last item for Martin's ritual.  Martin will require the Great Sigil stone - only found in the Great Oblivion Gate. They will have to let the Mythic Dawn open the Great Gate despite the risk to Martin's safety. 
thumb|right|The Stone

The Great Gate
The planes of Oblivion within the gate is a single level map with a number of scamps, both fire wielding and melee attacking. The Great Sigil Stone is in the most North-western corner of the map. 
Once the Stone is activated, the Champion will take it. It is then merely a matter of returning to the Oblivion gate at the level's entrance. Once the gate is activated, the quest will end. 

Notes
Be prepared before beginning this quest, you will not receive the option to save or shop after finishing it. A player must wait until the end of Paradise for the next opportunity.
OBMobile:Paradise

Quick Walkthrough
#Enter Gaiar Alata.
#Find Camoran's Fortress.
#Face off with Camoran for the Amulet of Kings.

Detailed Walkthrough
thumb|right|Martin sends the Champion to Gaiar Alata

The Ritual
Once the Champion returns with the Great Sigil Stone, Martin will prepare for the ritual to open a portal to Gaiar Alata - Mankar Camoran's Paradise. The Champion will be asked to prepare and talk to Martin when he is ready. You are given the opportunity to walk freely inside the Bruma stronghold at this point, however there is very little for a player to do besides manage the Champion's inventory. The Champion is unable to interact with anyone except Martin. Once speaking to Martin again, he will start the ritual and wish the Champion luck.

"Paradise"
thumb|right|Camoran taunts you in his little fun house
After the ritual, the Champion is transported to Camoran's Paradise. It is a small, single level map, with merely two Mythic Dawn agents. All a player must do is effortlessly navigate the winding path to Camoran's Palace to the west.

The Face Off
Upon the Champion's arrival, Camoran will explain that it is too late for Tamriel and that Mehrunes Dagon's arrival into Tamriel is inevitable. The Champion must then face him. Upon defeating Camoran, the quest will end and the Champion will be returned to Bruma with the Amulet of Kings.

Notes
Preparations for this quest should be made before starting The Great Gate as you will not be able to save or shop between these quests.
For reasons unknown, there is a random civilian inside the Bruma Stronghold whom you cannot talk to.
Oblivion:Mage (Fort Ontus)

These Mages head to Fort Ontus with Caranya, after she takes the Necromancer's Amulet there for "safe keeping" during the quest of the same name.

There are six different mages, five of which are guaranteed to appear in the first zone of the fort, and all of which may appear up to nine times in Fort Ontus Understreets as part of a leveled list.

At the start of the quest, they wear a mage's robe with a random pair of lower class shoes, wield a leveled, non-magical dagger and carry a copy of the Fort Ontus Key. They aren't members of the Mages Guild, but instead belong to a special Fort Ontus Mage Faction.

While they are still helpful, and despite their lack of Mages Guild membership, male Mages will be heard to say "Hello, guildmate", while female mages say "Greetings, guildmate" instead. They will say a range of things when spoken to: 
''"You'd better talk to Caranya before you do anything else."
"If you're here to help, you'd best go see Caranya. She'll tell you what we need."
"What are you doing here? Well... Caranya will want to talk to you. You should go and see her."
"Are you here about the Amulet? If so, Caranya has it."
"We've been hard at work. Caranya is very determined. You should go talk to her."'' 
As soon as Caranya is revealed as a traitor, however, several changes occur. First, they are removed from their unique faction and are added to the standard Necromancers faction. Next, they all shed their mage's robes and don necromancer's robes instead. Finally, their disposition towards the player drops 50 points and their aggression increases by 50 points.

The mages in the first zone don't move from their initial spots; the ones in the Understreets wander around a small fixed area.

They all use the standard Necromancer spell list.

Mages
 
This mage appears near the large double doors in the southern part of the large central hall in Fort Ontus.

 
 
This is the first mage encountered upon entering the fort, as she stands at the eastern end of the first zone, not far from the entrance.

 
 
This mage is not guaranteed to appear as she is only used in the leveled list.

 
 
This mage is found at the southern end of the corridor west of the main central hall.

 
 
This mage can be found at the northern end of the main central hall, on the raised section.

 
 
This mage appears in the southwestern living chamber, close to the door to Fort Ontus Understreets.

 
Related Quests
Shivering:Brevi

Brevi is a Dark Seducer who was to have played a role in The Lady of Paranoia quest, but didn't make it into the final version of the game.

Like her colleagues, Brevi wears a leveled set of Dark Seducer Armor and a leveled helmet. She wields a leveled seducer weapon. In combat she will either use her weapon or the standard set of seducer spells.

Her role in the Lady of Paranoia seems to have been similar to the one eventually performed by Herdir. A script on her starts with the comment "This covers all scripting specific to NPC SEBrevi in SE05" then there are flags defined for when Kithlan, Anya Herrick, Muurine and Nelrene have been arrested as well as other variables that are similar to ones in Herdir's script. Either she was to perform the same role, or she would have been assigned to guard people.

 
Related Quests
 

Notes
Brevi's only unique line of dialogue was her greeting, "Unless my lady requires me to speak, I remain silent." However, the standard Seducer greeting takes precedence and this is never heard.

Brevi, if spawned with console commands, may sometimes have a "Rumors" topic available. However, the only subject she will talk about is related to Brithaur. Asking about the "Brithaur" topic that subsequently appears will also start the Brithaur quest if it already hasn't been given.
OBMobile:Light the Dragonfires

Quick Walkthrough
#Escort Martin around the city walls and North to the Temple of the One.

Detailed Walkthrough
The Plan
After returning from Gaiar Alata, the Champion will follow Martin to the outskirts of the Imperial City, now overrun with the Mythic Dawn Cultists and Mehrunes Dagon himself. Martin explains that Mehrunes Dagon is the only thing standing between them and the Dragonfires. No mortal weapon can harm Dagon, so their only hope is to avoid him until the mission is complete. Lighting the Dragonfires will seal the rift between Cyrodiil and Oblivion, saving Tamriel from destruction. 

The Last Stand
Martin will join the Champion's party. The Temple district is a single level map with a number of Mythic Dawn Cultists and fire casting Scamps. A player must navigate left around the city walls and North through the gardens. When passing the walls, an invincible cultist will follow the Champion and try to attack from behind. The Cultist will continue to slowly follow the player for the duration of the quest. Entering the door to the temple on the far north of the gardens will finish the quest. 

The Finale
thumb|right|Jauffre's farewell

  "Martin and you arrive at the Temple of the One, but Mehrunes Dagon breaks through the Temple dome and threatens to destroy you.   Martin shatters the Amulet of Kings and transforms himself into an avatar of Akatosh, the Dragon God of Time.   In the dragon form he banishes Mehrunes Dagon into Oblivion and Ends the Oblivion Crisis... ...and then vanishes.   Whether he is dead, or has Ascended to join his ancestor Tiber Septim, no one yet knows."  
 
 
After the epilogue plays, the Champion and Jauffre are found inside Cloud Ruler Temple. Jauffre congratulates the Champion on ending the attacks against their plane and expresses sorrow for Martin. He bids the Champion farewell, saying  "Cyrodiil waits for you.  You are free to go, Champion, with the thanks of the entire Empire." The Champion thanks Jauffre and leaves, in hope that they will someday meet again.

Notes
This is the final quest in the game. Items, gold and character stats will not carry on to future playthroughs.
The invincible cultist is bugged - he or she will pass through walls and foliage to get to the player.
OBMobile:A Town Terrified

Quick Walkthrough
#Speak to Wesley in the Imperial City Prison during Escape From Prison about the coming goblin attack.
#Enter the trapdoor into the Imperial City Sewers.
#Defeat the goblin leader.
#Return to the trapdoor.

Detailed Walkthrough
right|thumb|The trapdoor in the Prison
Wesley
During Escape From Prison, a civilian named Wesley can be found standing by the trapdoor northwest of the extending bridge. Wesley will explain that a pack of goblins is planning an attack on the Imperial City and that he is not strong enough to overcome them. The Champion will agree to take care of them, "for the right price".

The Sewers
Activating the trapdoor will transport the Champion to the Imperial City Sewers, which is a small, randomly generated map with a random number of goblins. The goblin leader can always be found at the southernmost corner of the map. Once the goblin leader is defeated - regardless of how many other goblins remain - the Champion will mention he should now return. Activating the trapdoor on the northernmost corner of the map will transport the Champion back to the prison.  

The Reward
Back in the prison, Wesley will thank the Champion and give him a Steel Broadsword in return for his efforts. The quest is then complete.

Notes
This quest is optional; a player may choose to ignore Wesley's request at no cost. 
Once the quest is started, you cannot return to Escape From Prison until the goblins have been taken care of. If you do return the entrance, the Champion will mention he has a feeling if he leaves he will not be able to return again.
Wesley will refer to the creatures as goblins. However, they are, in fact, scamps.
Dawnstar:North

All maps in Dawnstar are quasi-random: although they will remain consistent if starting a new game, they generate differently based on your device.
North
Dawnstar:West

All maps in Dawnstar are quasi-random: although they will remain consistent if starting a new game, they generate differently based on your device.
West
Dawnstar:East

All maps in Dawnstar are quasi-random: although they will remain consistent if starting a new game, they generate differently based on your device.
East
OBMobile:Daedroth in Kvatch

Quick Walkthrough
#Speak to Stefan near the Oblivion gate during The Illegitimate Son.
#Defeat three packs of Daedroth and Scamp followers.
#Return to Stefan for a reward.

Detailed Walkthrough
Stefan
During The Illegitimate Son, a lone civilian named Stefan can be found next to the Oblivion gate. Stefan explains that there are Daedroth leading Scamps into Kvatch and asks for the Champion's help. The Champion needs to kill the Daedroth leaders. 

The Daedroth
There are three packs of Daedroth with scamp followers that appear after the previous Daedroth leader has been killed. It is only necessary to kill the Daedroth and not the Scamps, however it would be wise for a player to defeat them all to avoid being overrun by enemies. 

The packs appear as follows:
# A Daedroth and a Scamp north of the Oblivion Gate after speaking to Stefan
# A Daedroth and two scamps on the southeast side of the map (See:The Illegitimate Son)
# A Daedroth and three Scamps north of the Oblivion Gate

Safety, for the time being...
With the Daedroth Leaders eliminated, a player can return and speak to Stefan for a reward of one Daedric Dagger. The quest is then complete.

Notes
The Daedroth can be defeated alongside the enemies in The Illegitimate Son.