Wonders Beyond Imagining Wonders Beyond Imagining is a Mages Guild related quest available during the events of . Rogue mage Baltham Greyman requests the Agent to assist him in his search for a magical box , hidden in the ancient Direnni Tower . Background . After completing several mundane tasks for the Mages Guild , and improved their magical skills , the Agent will be accepted as a member of the Guild . An earlier quest for the Guild would have seen the Agent take on a rogue mage named Baltham Greyman , a duel which saw the Agent offered the chance to join Greyman or kill him . In order to receive this quest , the Agent will have had to spare the former Guild protege . Walkthrough . Some 31 – 93 days after sparing Baltham Greyman during a previous encounter , the Agent will be visited by a raven , which will put a message into their pocket . This message is found to be from Greyman , who asks that the Agent meet his " messenger " in a tavern , in a town elsewhere in the Bay . A Novel Messenger . There is no time limit for visiting the " messenger " in the tavern , although when the Agent does so they will be in for a surprise . Indeed , in Greyman ' s preferred tavern will be an iron atronach , with the words " HIT ME " apparently attached to its back . The Agent must duly strike at the atronach once for it to respond : With that , the atronach disappears and the Agent is off to the famed Direnni Tower . Meeting the Mage . Greyman will have already entered the Tower upon the Agent ' s arrival , meaning they will have to find him at some point during the quest . To do so , they must enter the main Tower section , head down the first set of steps before climbing up the other set . On the second floor of the second set of steps will be a doorway to the room in which Greyman is staying , with the mage himself stating : From this point Greyman will accompany the Agent in the hunt for the chest , using spells on the first sight of an enemy . Greyman will also make a variety of comments after battling the random assortment of undead creatures . The Search for Wonders . The search for the chest centres on finding the " pyramid " room within the Tower , with the Agent needing to get to the platform - like area overlooking the pyramid itself . To do this the Agent must go down one flight of steps from Greyman ' s hiding spot , turn the wheel on the wall , before heading back to the corridor with the entrance . From there the Agent must enter the doorway down the corridor , turn 180° and follow the second corridor into the second room before interacting with the brickwall within . The wall will teleport the Agent to an underwater area , although to escape simply head through the only doorway and climb the spiral staircase to exits into a solitary room . The Agent must interact with the second brick - style wall to teleport to the next section , a room with a closed trapdoor and two doors . The southern door is the correct one to enter the pyramid chamber , although the Agent needs to get onto the area above . Fortunately a chain by the alter of the pyramid casts a levitation spell , allowing a quick climb to the chest . A Guardian ' s Duty . Upon climbing onto the platform above the pyramid , the Agent will likely have to slay an undead before approaching the chest . The chest itself lies on its own in the middle of the platform , with conformation of it being the target chest coming when the Agent interacts with it : At this point a Fire Daedra will appear , with the Agent needing to defeat it , or wait until Greyman casts a banishing spell . Either way , once the Daedra has been dispersed , the Agent must escape the Tower , with Greyman still accompanying them . Once the Agent is out , Greyman will hand them their reward . Rewards . The Agent will receive a random magical item from Greyman for their efforts . However , regardless of whether the Agent completes the quest successfully , or fails , they will receive the same penalties to their reputation :