Oblivion talk:The Wayward Knight

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KotT Quest[edit]

This is the Knights of the Thorn quest. It's available before Aid for Bruma. I'm on the daedric artifact quest and I got the quest from someone in the Mages Guild in town. — Unsigned comment by Ché G. (talkcontribs) at 13:15 on 14 April 2006 (EDT)

Where is he?[edit]

I'm just curious as to where Farwil is after you finish this quest. — Unsigned comment by (talk) at 19:13 on 17 July 2007 (EDT)

Immediately after the quest, Farwil and Bremman can be found standing outside Riverview. If you open the door for them, they will briefly enter, before returning back to the Knights of the Thorn Lodge outside the city. --Saruuk 20:33, 17 July 2007 (EDT)

15 pts speech at level 38 - confirmed[edit]

seems this item cannot be leveled anymore — Unsigned comment by Brick G (talkcontribs) at 16:49 on 20 May 2006 (EDT)

Keeping Farwil Alive[edit]

Seems that an easy workaround to babysitting the psuedo-suicidal Dark Elf would be to avoid contacting him altogther. Involves some lava-hopping, but you can clear the tower and close the gate while leaving the boys stranded high and dry the entire time. Once the gate closes, the Thorn Knights reappear along with you in the mortal realm. — Unsigned comment by (talk) at 17:43 on 25 January 2007 (EDT)

In theory you could reverse-pickpocket a 100% chameleon suit on him. Though he might still fall into lava. --Saint 09:31, 18 April 2007 (EDT)
If you have access to the Arcane University you can make an invisibility spell on touch/target. I made an invisibility/shield spell with the idea that any non-essential NPC I was accompanying could get in the first hit without being seen. It turns out, however, that not only do hostile NPCs not see the invisible NPCs, the invisible NPCs don't attack the hostile ones until they themselves are visible. The knights move quickly and stay close, so its quite easy to run past most, if not all, daedra this way. They also remain invisible when you pass through doors. It would pay to invest in some convalescence spells, or paralyse poisons.
P.S.- I just did a quick test. I made one invisible, and the other not. When the fight began the invisible NPC joined in. I also made them both invisible, and myself visible, and they attacked when I was attacked.

Two Rewards[edit]

It is possible to get both of the Rewards form Count Indarys, When You walk up to him for the reward put on the Cowl of the Gray Fox and get the reward walk out of the room take off the cowl put on different clothes drop the clothes you were wearing when you talked to him and walk up to him and swing your sword(Thornblade), right before it hits him try to talk to him, it shouldn't let you, the sword will hit him and he should be unconscious, let the guards arrest you, break out of jail, and go find him, talk to him and he will give you the choices again of which you want, you could get two thornblades, or you could get both of them.

I've moved this note here from the main article in part because it needs a major grammatical rewrite. Also it is not at all clear which parts of this note are necessary and which are extraneous. For example, I'm guessing you don't need to use Thornblade when you attack Count Indarys; probably any weapon or even an offensive spell would work. Also, it seems unlikely that the Gray Cowl of Nocturnal makes any difference here; it's not as if the game scripts are actually based upon whether or not the NPC recognizes who you are. --NepheleTalk 02:07, 18 July 2007 (EDT)

Tried the suggestion but didn't work for me:
125% chameleon (to avoid getting arrested before taking to the Count), the Cowl on, talked to the Count, picked Thornblade, got out of the castle, dropped all armor (including the Cowl except amulets and rings), put on other armors and wielded Thornblade, walked back, swung at the Count, pressed 'f' but the conversation started before the sword hit him, closed conversation, swung again, hit, then pressed 'f' but no conversation (expected), got arrested, tried to pick the cell lock, failed, alerted guard to open the door, broke jail, walked outside and talked to the Count again, no reward dialog. — Unsigned comment by (talk) at 03:07 on 21 July 2007 (EDT)
Judging by the two edits this particular person put in, and the fact those were the only two (ever) added by them, I'm guessing it's safe to say it is one of those "hold select-start then spin the stick three times clockwise, honest!" deals - either that, or his quest was seriously bugged. Indarys supposedly said he killed his son after getting the reward, at least for this person - meaning he triggered this bug:
Update: If you finish the main quest you may still get the reward. Look around Cheydinhal and you will find Farwil and his companion. Speak to him and he will tell you to go to his father, the count. Once you go to the count speak with him and he will let you choose either weapon***Note*** After claiming the reward once you speak to the count, or Farwil's companion they will think you killed him.
I tried to replicate this (before the Main Quest's end) under various permutations (cowl before, after, speaking, not speaking, etc), and was not able to reproduce it. The oddest bug I noted was if you merely struck Indarys (not KO'ing him), then sent to jail immediately after (for assault), Indarys would be waiting for you outside - angry as ever. If this two-reward bug is indeed true and not a hoax, it may only be possible under a very small subset of circumstances once the Main Quest is completed (again, owing to the second edit this person contributed). -- Guest 06:24, 16 August 2008 (EDT)


can u do it with this quest? — Unsigned comment by (talk) at 18:06 on 22 August 2007 (EDT)

Additional Info[edit]

Should there be a map of the bloodwell also? Seeing as it is part of the area. Also, when i went through there were two sets of giant gates on the bridge after u meet farwil, how do you open these? its not on the main page i think. i couldn't find the switch, which i thought would've been in the bloodwell. --Piercethetruth 04:19, 27 November 2007 (EST)

I got two Thornblades.[edit]

I finished the quest and I didn't do anything funny. I just did it. When I spoke to the count, I chose the Thornblade as my reward. When I looked in my inventory to see if it was an upgrade and equip it, I noticed I had two of them for some reason. It was indeed an upgrade, so I equipped one and sold the other. Perhaps this should be added under the bugs section of the article? — Unsigned comment by (talk) at 05:24 on 9 February 2008 (EDT)

Moved from the Article[edit]

  • A more advanced method of dealing with the gate and Farwil is: When you arrive at the cavern door turn to your right, there should be a flat rock outcropping ledge that leans over a small, rocky goat trail that leads to the path below. Traverse this path (there's a few deadra and flame towers) to where you come within sight of Farwil (the long bridge should be just off to your right in the distance, and there should be two pillars between which a scamp lays slain), and you'll get a quest update saying that you've found him, his party looks pretty beat up and you should go talk to him. Once you get that quest update, back up a bit and turn to your right. Looking across the lava, you should see a moderate-sized island with a broken wall at it's crest. Lava-hop to it (should only be one or two hits of damage if you're using a waterwalking spell) and face the bridge. If you're a journeyman marksman, you can get to the edge of the island facing the bridge, notch an arrow and zoom in. You should be able to see the mobs between the gates. Hit one of them with an arrow (you'll have to aim about a foot above their heads) and they should run off the bridge in your direction, right into the lava. (You might have to hit each one of them if they're far apart). Once those guys are dead, continue to your right again, lava-hop across another small molten river (maybe 2 or 3 hits of damage this time) and you'll make it to the big island with the tower at the other end of the bridge. Just proceed to the top of the tower, killing every deadra you come across up to the stone, then head back down to Farwil. (When you enter the base of the tower, 2 more random deadra should have spawned, just kill them off). Go back across the lava, the way you came, meet up with Farwil, the gates on the bridge should now open. Just run back up to the sigil stone without having to worry about Farwil coming into any danger.
I've moved this because it seems to be almost entirely personal experience quite apart from it being a long-winded way of getting the job done. If the author would like to cut out the specifics and reduce the length then it might be worth including, but I doubt it. –RpehTCE 07:05, 26 May 2008 (EDT)

Strange journal entries[edit]

Although I doubt it, is it possible that this quest was supposed to be available to the player before the Find the Heir quest? It's quest that all of the journal entries make it seem as theough the player's character has never entered an Oblivion Gate, when entering one before this mission (Breaking the Siege of Kvatch) is required to reach this quest. --Merco 13:57, 4 June 2008 (EDT)

It is likely that the quest stages could be seen as reminders on how to close Oblivion Gates. It is impossible for it to have been implemented before Find the Heir quest because Oblivion gates only start appearing after you close the gate at Kvatch. Or, possibly it was designed so that the guard doesn't know you've closed gates before, and desided to give you a synopsis just in case. Vesna 11:03, 5 June 2008 (EDT)
This quest was also a popular demo for Oblivion Gates for media when the game was being previewed... They probably just never took out the instructions for the demo... -- 16:51, 19 July 2009 (UTC)

Bremman Glitch[edit]

"If you kill Farwil in one hit (thus not initiating a fight with his teamate) and you get his teamate to get stuck, alive, OUTSIDE of the Sigil Tower, upon closing the gate, the teamate will follow you everywhere, no matter what. The only way to get him to stop is to kill him. (Or with a high enough speed, you can outrun him, but that will only last so long)" — Unsigned comment by ddpacker (talkcontribs) at 02:29 on 14 July 2008 (EDT)

The Signet Ring[edit]

A minor point, the article says if Farwil dies you must give the Count Farwil's ring. I don't think it's a "must." You don't have to do this to get a gold reward or, from what I can tell, your +1 Fame. I know because Farwil decided it was important to chase the deadra into the lava to fight them, not once but twice. After the second time, I decided he wasn't worth saving and moved on. I do feel bad for his companion though, who displayed his unending but misplaced loyalty to Farwil by following him into the lava. Anyway, when I went to the Count he was only a bit disappointed about my not having the ring.Bluedevilblue 16:56, 11 August 2008 (EDT)

Good point. The quest dialogues are a bit confusing, but after staring at them enough I was able to figure out the sequence that happens without the ring, and confirm that you end up receiving the same reward as if you did have the ring. I've updated the article accordingly. --NepheleTalk 18:05, 11 August 2008 (EDT)

All the Rewards Except the Medallion[edit]

I've done this quest 8 times, at various levels starting from 18 to 53. I've never failed to keep Farwil alive but with the console versions 360 and PS3, moving too fast in Oblivion as well as Shield spells being reflected by Farwil almost always ended up triggering the Animation bug. So with PS3 GOTY, I decided to ignore this quest all together but after completing a SI quest and receiving the Thorn Shield from Pike; I wanted to see if Farwil's dialog would be different.

Well, since I didn't want to risk getting my save destroyed for the 8th time, (currently lvl. 35) upon entering the gate, 100% Chameleon, Acrobatics 255, Encumberence 0, simply jumped all the way down into the lava. Walked over to the other side of the bridge, killed only about half of the enemies and closed the gate in 3min, 20sec. Wow great so what? Well, I never talked to anyone, not the Count, guards, and of course not Farwil until everyone came out of the gate. Then I was spammed by all the Journal entries that I had skipped and after talking to Farwil for the first time, there was no topic "Knights of the Thorn" and the guards told me about the count's son gone missing, and thanked me for closing the gate and that I should speak to Farwil. Farwil just tells me to go talk to the Count. I get my reward, and +7 fame. (I don't know why) The membership was automatic although Farwil never said anything about the Knights of the Thorn and the count didn't have any information either. (Aid for Bruma, Chancellor Ocato, Cheydinhal, Rumors.) And I never received the Medallion. (not that I would want one but is it because I had retrieved Pike's in SI?)--Webdemon00 12:59, 5 September 2008 (EDT)

P.S. As usual Farwil and Bremman become permanently stationed in front of Riverview; but Farwil's dialog is the one when you are carrying/wearing the Medallion. But I don't even own one. --Webdemon00 13:52, 5 September 2008 (EDT)

Glitch from not completing quest[edit]

I decided to skip the quest and then finished the Main quest. Afterwards, I spoke to the Count, who rewarded me for saving his son. However, next time I spoke to him after leaving the castle he told me that I killed his son, and refused to speak with me further. Has anyone heard of this before? By the way, I play on an Xbox 360. — Unsigned comment by (talk) on 29 December 2008

....ummm, yes. Which is perhaps why it's already documented in the quest notes and in the quest bugs. --NepheleTalk 12:49, 3 January 2009 (EST)

How do I heal Farwil[edit]

Its impossible to complete this quest. — Unsigned comment by (talk) on 24 January 2009

It's not impossible, and there are enough tips already on the article. To heal him you need a spell that does Restore Health on Target or Touch. See this for a list of vendors. –RpehTCE
If you wait for an hour, he should be healed back up as well. 01:54, 8 April 2010 (UTC)

Bugged Quest, Trapped in Oblivion! HELP PLZ! Hind: Skip it[edit]

For me there is no way to end this quest: I got the sigil stone with my 2 allies alive. But when i grab the stone the animation comes, my allies disappear but I stay trapped in oblivion! When I jump down in the room where I grabbed the stone its getting extremely lightened (lowering brightness doesn't help). I could find my way out, nearly blind, after 1st door my allies come back. But still i cant leave Oblivion cause i cant get up on the mounatain. tryed it for 2 houres to get up there. no way. also no way through caves.

With having no way back to the gate even with athletics and speed as main abilitys i am stuck in Oblivion forever. Luckily i saved before starting this quest... (playing on pc with win xp)

Could anyone finish this quest? Where u teleported after grabbing the stone? Cause the wiki says: "Make your way out of the gate and back to the count to receive your reward." Or did i just miss the way?

Just did it with latest patches and latest UOP... works fine, Steam GOTY Edition -- 16:44, 19 July 2009 (UTC)
Euh... I'm trap the same way, but on ps3 this time... Is there any solutions, because my last save is in front of the citadel... and my character is confronted to eternal oblivion life... worse than hell!

So plz, if you have any answer or possible solution,tell me... -- 15:21,7 August 2010 (US EAST Time)

Hey just i'm in the same position just type coc testvampireinterior into the console and it will transport you out of the oblivion world and into the developers test place. leave the vampire room and find a door marked "door to hawkhaven" go there and you can fast travel back to cheydinhal from there. then go up to the gate and select the gate then type CloseOblivionGate into the console and it should close and all should be well!

Keeping Farwil alive[edit]

After killing the few Daedra right after I entered the gate, I was able to turn around and just tell Farwil and the guards to "wait here". I commenced to kill everything and when I got to the sigil stone, it told me to go back and get Farwil. Which I did. Easy Peasy.

I tried that when I first met them, but the "Wait here" speech option never appeared. — Unsigned comment by (talk) on 26 June 2009
It doesn't appear when you first speak to him, but it does appear when you initiate a dialogue thereafter. --Timenn < talk > 14:05, 26 June 2009 (UTC)
No it doesn't, I'm doing this quest right now. He says "Lead on...", and the 2 topics are "Knights of the Thorn" and "Oblivion Gate" 03:36, 25 July 2009 (UTC)

Bremman Corpse In Thorn Lodge[edit]

This has either been fake all along or fixed in either the latest patch or the UOP patch... I saved Farwil and had Bremm get killed and there was no corpse... Sounded pretty fake anyways but I just wanted to confirm for myself... -- 16:46, 19 July 2009 (UTC)

I saw Bremman's corpse on top of a chest at the foot of a bed in the Knights of the Thorn Lodge despite the fact they BOTH died in the Oblivion gate... in the first fight ;)

Moved note[edit]

If you repeatedly tap 'A' after you've activated the sigil stone and acquired 'transcendent sigil stone', you can get 2-3 more stones. However, doing this will sometimes cause the game to lock up in the following load screen.

Can anyone else confirm this for all platforms? It seems highly unlikely for a patched version of the game. –Elliot talk 05:50, 24 August 2009 (UTC)

In my unpatched game, the only one I could to get to give me 3 was the first one. Though since this is a quest gate, and the other one is a quest gate, I suppose there is a chance it happens. — Unsigned comment by (talk) on 24 February 2010

I have tried that with GOTY Edition for Xbox 360 and I still only received one sigil stone... --Obliviongamer 21:52, 30 June 2011 (UTC)

War Gates[edit]

im tired of oblivion worlds so i just slid all the way down the mountain as per suggested short cut. what is never mentioned in the article are the two locked war gates on the bridge to the main tower. how do i open them?

nevermind, swam the lava. from what i gather, the war gates will never open unless you talk to farwil.

Sitting rocks[edit]

There seems to be a couple of rocks behind Farwil and Bremman than can be sat on like a chair. Usually you clip through them a little bit when you do this. Has anyone seen them sitting on these rocks before? It seems like they may have been intended to as the CS reveals that they are unique to the Cheydinhal Oblivion World, but I've never seen them sitting there. -- 23:02, 28 February 2010 (UTC)

Indeed, it is so. The rock that can be actually used is only one though and yes they are specific to the Cheydinhal Oblivion World. The only likely explanation for this is that Farwil or Bremman were initially scripted to sit on it rather than to wander around. --SerCenKing Talk 20:44, 5 March 2010 (UTC)

Knights of the Thorn dialogue[edit]

Does anybody know the trigger to get "Knights of the Thorn" as a conversation topic? I have talked to the guards, but none of them seem to have the topic in their lists. Mathiusdragoon 14:02, 25 March 2010 (UTC)

Nevermind. I got the topic from Amminus Gregori, who is sitting outside of the Oblivion gate. Mathiusdragoon 19:07, 25 March 2010 (UTC)

Mega Glitch[edit]

Okay I finished this quest and got my reward (thornblade). Then I got bored so I saved and brutally murdered the population of Cheydinhal including Farwil. So I then reload the save, and because I had 80,000 septims I decided to buy the house. So I went the count and he yelled at me for killing off his son. Same happened with Bremman (even though Farwil was right next to him). Is there any fix for this for the 360? If so please for the love of god TELL ME — Unsigned comment by (talk) on 22 April 2010

Reload an earlier save and next time you feel bored, go and read a book. rpeh •TCE 11:41, 23 April 2010 (UTC)


I did not get the knights of the Thorn medallion after this quest. Farwil thanked me and told me to speak with his father, wich I did. I talked to Farwil and his aid after that, and he said I should wear his token proudly, but I didnt have it. I chose the way to complete the quest in wich I completely avoided Farwil in oblivion.

Reloading a previous save did not help. My last save was inside oblivon, after I had started the quest. Maybe its caused by me not talking to the guards outside the gate before I went in? I remember on previous playthroughs I have gotten the medallion. I am an honourary knight and have the main reward, its just slightly bugging me I dont have the medallion.

edit: I reloaded my save inside oblivion and completed the quest by talking to Farwil and escorting him and his aid through the tower. When we returned to Cyrodill Farwil now had the topic 'knights of the Thorn', wich gave me the amulet. It seems that you need to talk to either him or the guards outside the gate for this topic to appear. --Merari 02:38, 19 November 2010 (UTC)

Deleted Notes[edit]

These are the notes I have removed from the article, I place them here so they can be added back if needed.

  • You can avoid dealing with Farwil altogether by jumping around the column holding up the gates where Farwil is found. As the gates on the bridge won't open when not talking with Farwil about 'Oblivion Gate', this does require a short trip through the lava, and a character with high endurance is recommended. Also, having a water walking enchantment, spell or potion might be a good idea as you can, with a good timing, leap many times almost all the way to the other side of the bridge without taking much damage. Custom made potions or spells with a good restore effect over a duration of time are also recommended. By never talking to Farwil, removal of the sigil stone can be done without ever putting him at risk, as he will not be triggered to follow. Farwil will talk to you, but he won't start following you until you talk about the Oblivion Gate. Farwil will appear at the closed Oblivion Gate as if the quest had been completed by keeping him alive.
  • A simple "ditch him" strategy will not work. No matter how well you hide or lock him away, every time you pass through a door, he will be transported with you. If you want to avoid babysitting Farwil, you must never converse fully with him; when his dialogue automatically begins after emerging from the Bowels cavern, simply press 'cancel' to stop the conversation. If you jump down, it must be before you enter the Bowels cavern, not after, which the previous tip seems to suggest. There are a series of considerable drops involved, so lower level characters may have a rough time avoiding Farwil. It is entirely possible to simply "slide" down the slopes and never take fall damage, although it is slow going.
  • If you have an Invisibility-on-touch spell, and some form of hiding yourself like chameleon 100% (see sigil stones) or invisibility, then you can keep casting Invisibility-on-touch on Farwil and on Bremman, and they will not automatically attack the Daedra in the tower (as long as you are invisible too). If you hurry and keep all three of you invisible you can get the stone without fighting at all, or you can Chameleon yourself 100% and sneak attack kill all of the Daedra while keeping Farwil and Bremman invisible.
  • If you are with Farwil, save before entering each door in the tower because spawns are randomized for each entry. If Farwil is having great difficulty staying alive with one set of opponents, you may luck out with the next reload and get an easier mix. If there are enemies within perception range of the door, you can also summon a creature and then leave: Farwil will be teleported back outside with you, but the summon will remain inside and fight the enemies.
  • It is possible to paralyze Farwil while he is out of sight of the enemy, allowing you to kill the Daedra while he remains paralyzed. When he recovers he will start attacking you, and it may be impossible to make him yield. Once you get the sigil stone, however, he forgets why you were fighting.
  • If you're very fast, you can simply run through the tower and grab the sigil stone without fighting any of the enemies. Farwil and his friend will stay behind to fight them, but if you're fast enough you can get through each door bringing Farwil with you before he gets himself killed.
  • You don't have to take this Oblivion Gate quickly. A tip for keeping Farwil alive is to slide the difficulty marker all the way to the left, then clear all the enemies in each of the rooms, one room at a time. If Farwil's health gets low, then wait an hour for it to heal back up, use Convalescence or another Heal Other scroll or spell, or use the Blood Wells to heal him by placing him between you and the Blood Well and activating it. Then proceed to the next room and do the same thing, and so on, until you can take the Sigil Stone and exit the Gate safely. You might want to save after every room you get through.
  • Masters of Illusion may use a targeted 100% Chameleon custom spell on Farwil to ensure the opponents will not attack him. Their ranged attacks can still hit him if he is in the line of fire, so you should flank the enemy when using this technique.
  • Archer players may find their job to be particularly difficult, as the enclosed environment and the knights' suicidal tendencies leads to no clear lines of fire.

Deleted bug (not a bug):

  • If wearing the Gray Cowl of Nocturnal it is important to remove it before closing the gate or the Cheydinhal Guards will attack you. Farwil will attempt to defend you as a member of your party and should he be slain it will be impossible to complete the quest since speaking to his corpse will only result in looting his body.

--Wizy (Talk/Contribs) 17:31, 27 December 2010 (UTC)

Nice work, Wizy! What a load of uselessness! --Krusty 06:46, 28 December 2010 (UTC)
Why should the tips on how to avoid getting Farwil killed be deleted? -- MartinS 01:08, 31 December 2010 (UTC)
I would say because there are too many and they lack formality (in the most part anyway). They don't really need to be in the note section, however i think that a useful strategy should be integrated into the walkthrough (if it isn't already) - Emoboy64 01:19, 31 December 2010 (UTC)
I'll try to work out a few strategies. I need the experience editing anyway. I need to familiarize myself with the quest again though, so feel free to do it before me. Alpha Kenny Buddy 01:44, 31 December 2010 (UTC)

Clean up done?[edit]

The notes section has been tamed and the walktrough provides enough advive, information that I don't think the article needs anymore work. Should we remove the notice? Alpha Kenny Buddy 21:31, 31 December 2010 (UTC)

I took it off, no problems remain in the notes and I think the wording is at least clear enough that you won't have trouble following it in game. Here is a copy of it if you want to see what it was about. If you disagree with me feel free to put it back up, with a removal of the mention of the notes of course... Alpha Kenny Buddy 22:49, 31 December 2010 (UTC)
I believe it may be handy for a note to be added wich details how to do the quest by avoiding Farwil completely. It is quite a useful strategy at higher levels because it saves a lot of trouble keeping them alive. The only downside is that you lose some unique dialogue. But, for me at least, I have already heard it and dont need to everytime. Saving hassle is often much more worth to me. Also, the page states that rushing isnt really helpful, as Farwil will get stuck behind and die. That is not really true. Everytime you go through a door while they are following you they will spawn with you in the other cell. Obviously they wont if you avoid them. Then they will spawn in Cyrodill after the gate closes. -- 07:17, 14 January 2011 (UTC)
If you can write that "avoid-Farwil"-note briefly, then I suggest you give it a go - I just tested it and it might be worth including for higher-level players. --Krusty 17:12, 17 January 2011 (UTC)
I guess if you used acrobatics to avoid them this would be practical, I didn't think of that while i was testing survival strategies to be honest. This would probably be the best solution, especially for stealth characters or ones that rely on ranged weapons or magic. I really think that we should avoid adding anything after that note though, it would probably attract the types that added the dozen something notes the last time, which was why the article needed clean up in the first place. Alpha Kenny Buddy 18:05, 17 January 2011 (UTC)
I'll try and test it in-depth later on, but it is definitely hard to keep the two Knights alive at higher levels (a bit like The Battle for Castle Kvatch) - and don't worry about a new slew of Notes; that will not happen again. ;) --Krusty 18:10, 17 January 2011 (UTC)

Keeping the Knights Alive[edit]

(moved from the article)

An alternate route to keeping the knights alive is to take the sigil stone without them. This method is dangerous, therefore it isn't recommend it unless you have a lot of health and a high acrobatics level. A water walk enchantment could replace the acrobatics requirement if you bring a lot of healing potions or strong healing spells. When Farwil talks to you at the bridge, end the conversation without selecting any topics. Since you didn't go far enough in the conversation, the two knights won't follow you when you leave them. Walk across the bridge up to the first gate that blocks your path and carefully fall towards the tower on the left. If done correctly, you will land on, or at least near, a rock sticking out of the lava. From here, you will be able to jump across the bridge's support sticking out of the lava and reach the island with the stronghold. When you take the sigil stone using this method, Farwil and the other knight will be waiting for you beside the destroyed oblivion gate as if you had escorted them through the tower.

A strategy that describes itself as not recommended isn't really worth having on the main article, methinks. rpeh •TCE 12:00, 29 January 2011 (UTC)
But it is recommended if "you have a lot of health and a high acrobatics level", otherwise I wouldn't be mentioned... Personally I think it is sad that
good hints are removed, just because they aren't for every playing style. I thought this site was to document everything about TES so it would be
complete. Thereby giving walkthroughs/help to those who need it. -- MartinS 18:38, 29 January 2011 (UTC)

Closed the Gate, now Farwil Indarys is NAKED[edit]

Well, I went through this Quest, kept Indarys alive (had to save every time we cleared a few enemies and do lots of reloading). His buddy that was with him when I found him died, so I picked up the Thorn Medallion off his corpse, so now I have two of them. Anyway, I closed the gate and when Indarys came and initiated the completion dialogue, he was naked except for his medallion and the Oblivion underpants. I found this very strange, he had full armor when I activated the Sigil Stone (which, btw, I activated a few times and had at least 3 Transcendent Sigil Stone's added to my inventory. This was the first time I tried that "cheat" after reading about it, but even with a 360 GOTY up-to-date with patches, it worked for me. I wonder if anyone else found Indarys naked after the gate closed, or if anyone knows why this might happen... if it's indicitive of some further reaching glitch that will affect me later, I'd love to be aware of that. Kriya75.25.43.8 19:38, 14 February 2011 (UTC)

NPCs unequip broken armor when their cell reloads. So the reload of going to Cyrodiil caused him to take his broken armor off most likely. --DKong27 Talk Cont 19:55, 14 February 2011 (UTC)

Aid for Bruma conflict[edit]

After slaying Farwil (accidentally, in my case) during The Wayward Knight, the count will not speak to you about Aid for Bruma. Or anything else, for that matter. — Unsigned comment by (talk) on 21 February 2011

This is already mentioned in the article. mxk101Talk 19:42, 21 February 2011 (UTC)

Really weird...[edit]

I was just playing oblivion on the xbox and I closed the gate(farwil died in the first fight) and I got the notification that I should talk to Amminus Gregori.One quest arrow leads to where he's sleeping in the Knights of the Thorn lodge but there's one that leads to the wilderness way far away to a rock that is behind a camp and it's just a bit SW of Neyond Twyll can anybody help???

this just happened to me too. ("From Fear to Eternity- Eddie The Head 10:13, 30 August 2011 (UTC))
Ditto all of the above, but I'm on ps3. When I went into the Knights of the Thorn Lodge, and then went back outside, the marker disappeared. I'm going to investigate. Kitkat1749 TalkContribE-mail 10:31, 30 August 2011 (UTC)

Really strange thing (WHAT HAPPENED)[edit]

Initially, I entered the Gate and that was far good. Then I went down the starting hill, where I killed a Storm Atronach. There was a place (Already before the entering of the caves, dunno how far the enter). Since I love the color red, I stayed still on this platform, and I gave a look at the landscape. Far from me, there was a very lighted fuchsia blot, similar to an Oblivion Tower, with the "borders" of it red (Also them very lighted). I assure that my eyes work well and it's not a problem coming from me. Please answer me if it is a common problem TizioMark - Marklir (talk) 13:04, 16 November 2016 (UTC)

From what I read in your post, this seems like a common minor visual error with objects at the verge of fading taking on a singular fog color. Do you have any image of this? -- SarthesArai Talk 16:19, 16 November 2016 (UTC)