Truth, Lies, and Prisoners

Truth, Lies, and Prisoners is a quest available in .
==Objectives==
#Talk to Gwilir
#Jump Into the Water
#Talk to Skordo
#Rescue Sinfay, Borgath and Vikord Skullcleaver
##Talk to the Dremora Prisoner
#Meet Skordo Outside the Overseer's Chamber
#Get the Key to the Passage
#Kill Overseer Aruz
#Locate the Liar's Passage
#Talk to Captain Eilram
##Talk to the Dremora Prisoner
#Find Captain Eilram's Sword
#Go to Captain Arakh
#Talk to Captain Eilram
#Find Captain Arakh's Helmet
#Return to Captain Arakh
#Talk to Lyranth
#Kill Ifriz
#Talk to Captain Arakh
#Go to the Portal
#Take the Light of Meridia
#Head Through the Portal
#Talk to Skordo
==Walkthrough==
When approaching the Tower of Lies, the Vestige may run into a man named Gwilir. Talk to him, and he'll tell you that he and his fighters guild companions were ambushed by the Daedra, and that his friends were taken prisoner in the Tower, which is actually a deep pit rather than a tower. He will tell you that the only way into the "tower" is to jump down into the water below you. 
Jump in. There is a skyshard on the southern end of the pool where you land, so be sure to pick that up. once you're down there, talk with Skordo the Knife. He will tell you that a dremora called Ifriz the Unraveler runs this place through tricks and illusions, and that not everyone down here is Fighters Guild; there's even a dremora down here. His captains Eilram and Arakh are on the level above; the daedra keep them separated. He will ask you to rescue his friends from the Ogrims here while he goes to deal with the Overseer. 
The dremora here is Lyranth; you can find her around the ground floor. If you talk to her however, she will reveal no information to you. As for the fighters guild members you were told to rescue, you will find the body of Borgath the Axe in a cave to the south; he has been recently killed. Sinfay can be found in the northern cave and Vikord Skullcleaver is in the east; both are still alive. Once you've rescued them, meet Skordo outside the Overseer's Chamber, in the south of the area. Talk to him to inform him of what happened to his friends. He will tell you that the Overseer is currently in his quarters, and that you'll need to get a key from him to head up to the next level of the tower. 
Head into the Overseer's chamber. Combat should begin immediately. Once the Overseer is dead, grab the key from the chest in the corner, then head out of the room and to the east of the area, to the Liar's Passage where your allies will be waiting. They won't be joining you ahead though. Head through the passage to the other side; beware the many ogrims that guard this place. Once you're on the other side, you'll run into Lyranth again. She will again tell you very little of use, though she will inform you that this place currently has no exit. Either way, head on and speak with Captain Eilram, to the north. He will suspect that you're either a spy or an illusion, and will ask you to retrieve his sword from the Ogrims to prove that you're neither. The sword will be in the ogrim camp to the east. It will be under the tent on the eastern side f the camp. Take it, then head for Arakh's camp in the north of the area. and return the sword to Eilram there.
A situation has developed here where Captain Arakh can barely restrain herself from attacking the other fighters guild members. She says she cannot stop the voices without her helmet, and that the Watchers have it. The watchers are to your south; the helmet can be found hanging from a crane over the abyss. Retrieve it and return to Arakh. This act and the following conversation she has with Eilram will break her free from the hold this place had on her. Lyranth will then appear and offer to help you take down Ifriz the Unraveler. Speak with her and she will tell you that Ifriz has created a barrier that prevents you from getting out of this place; you have to kill him before you can escape. Lyranth has taken down the illusions protecting Ifriz, so you can find him. 
Ifriz is under the dome to the north. He will not be hostile until you approach him, so kill the watcher in the area first. Once he's dead, return to Captain Arakh. She will inform you that the portal out of here is working again, and that they found something that may be one of the fabled Lights of Meridia. Head up to the portal; the light of Meridia will be right beside it. Take it and head through, then talk to Skordo on the other side to finish the quest.
==Reward==
*146–604 
*Skordo's Stalwart
==Journal==
Category:Online: Coldharbour Quests