Through a Nightmare , Darkly Through a Nightmare , Darkly is a quest in . Kud - Ei asks the Hero to help free her friend Henantier , who is trapped . If they agree , they are led to Henantier ' s house , where Henantier is asleep . Walkthrough . Kud - Ei explains that Henantier created a " Dreamworld Amulet " that would allow him to enter his Dreamworld ; he believed that he would be able to train himself by doing so , as he would control the content of this world . However , he has not awoken for three days . The Hero must wear the Dreamworld Amulet and sleep in the bed next to Henantier ' s in order to enter the Dreamworld and free him . Inside the dreamworld , they have no inventory ( although there are items scattered about which can be picked up and used ) . In addition , they are also silenced and cannot use magic . The dreamworld takes the form of a disheveled version of Henantier ' s house , in which Henantier is standing in a confused state . There are four exits to the house , each leading to a test . There is no specific order in which the tests must be completed . However , if the player wants armor to protect against the traps in the other tests , they may want to complete the Test of Resolve first . Test of Patience . The Test of Patience requires the Hero to figure out the same route across some trapped pressure plates . Upon entering the test , they are transported to a walkway suspended in darkness . In front of them is a reader which contains a " Mysterious Scroll " . On this scroll are three patterns of Daedric letters . Continuing along the walkway , they find a grid of stone pressure plates . Using the scroll as a guide , they must find the proper path across the plates . The top of the scroll displays the solution to the first set of pressure plates , the middle displays the second , and finally the third solution . The first plate where they enter will be signified on the scroll by a certain character . The Hero can only step onto one plate at first . Counting the plates on the ground will reveal which symbol represents that plate on the scroll . They must cross the grid by stepping on each of the plates represented by this symbol , or they take damage from several traps around the grid . The process is the same for the next two grids . Note that with high Acrobatics , it is possible to jump across the majority of each grid . It is also quite possible to simply sprint across each grid and " wait out " the damage afterward . The traps do far more damage than their real world counterparts , so be sure to grab the healing potions from the container downstairs before beginning the quest if attempting this method . After solving the puzzles , retrieve the Element of Patience at the end of the walkway . This will teleport the Hero back to Henantier . Test of Perception . The Test of Perception tests the Hero ' s ability to recognize the presence of traps . They are teleported to another floating walkway . The reader in front of them contains a torch , equip it . Travel along the walkway , using the torch ' s light to detect and avoid the pressure plates that trigger various traps . Note that stepping on a plate will not actually fail the test . The Hero can simply activate a pressure plate trap and back up ; falling rock traps will be avoided altogether by doing this , while dropping blades will swing in a sequence and can be easily avoided by careful timing . On the last part of the walkway , simply avoid the pressure traps by jumping to the smooth stones . At the end of the walkway , retrieve the Element of Perception . Test of Courage . The Test of Courage tests the Hero ' s willingness to swim underwater for long periods of time . Grab the Weak Potion of the Sea in the reader . Then , swim through a long underwater tunnel , using the potion to avoid drowning . It is best to use the potion while swimming , once the air meter starts to get low . The potion will refill the meter and prevent it from dropping , maximizing the time the Hero can spend underwater . There is another water - breathing potion around halfway through the tunnel , though using the first potion in the manner described above should render it unnecessary . Note that wearing the armor acquired during the Test of Resolve will slow the Hero ' s swimming speed , increasing their reliance on the potions . If the Hero is Argonian , they are still able to breathe water and this test will pose no challenge . At the end of the tunnel is Grotto of Courage , which holds the Element of Courage . Test of Resolve . Before entering this test , be sure to take the healing potions in a cupboard to the left of the doorway . The Test of Resolve tests the Hero ' s strength and power . It takes place inside what looks like the Imperial City Arena ( although the yellow team ' s gate has been blocked ) . The reader contains a staff , a blade weapon , and blunt weapon ( all of which vary depending on the Hero ' s level ) , and full sets of light and heavy armor ( also level - dependent ) . It is recommended to save the game at this point . Once equipped , enter the Arena . The gate shuts and two Dreamworld Minotaur s spawn , and must be killed . This can be an extremely difficult fight without the Hero ' s normal inventory . Disarming both of them helps . If the fight still proves difficult , the staff is recommended as the weapon of choice . Since the Minotaurs only have melee attacks , the Hero can run backwards around the arena while blasting them with the staff from outside their range . An alternative method is to allow the Minotaurs to spawn , then quickly retreat back toward the door before the gate closes . The Minotaurs are too big to fit in this hallway , and can be easily killed with the staff . Be careful though , as if one get too close to them , they can sometimes push their way into the hall . Is may also be possible to jump onto the sidelines of the Arena , and fire at the Minotaurs from outside their reach . Once both Minotaurs have been defeated , stairs raise up from the ground and it is possible to complete the Test . Completion . After collecting all four Elements , return to Henantier . He will transport the Hero and himself out of the Dreamworld , and the Hero ' s inventory will be returned . Their reward will be a few scrolls , such as Heroic Touch , or Fortify Magicka .