Daggerfall:Open a Chest

A UESPWiki – Sua fonte de The Elder Scrolls desde 1995


 
A merchant needs a magical chest opened.
Location(s): Any questgiver of the Mages Guild
Reward: None / A Wand
Reputation Gain: see Reputation Gain/Loss
ID: n0b00y16
Required Reputation: In Guild
Difficulty: Easy
 
Ficheiro:DF-Box.png
What is inside this box?

Quick Walkthrough

  1. Talk to a questgiver of the Mages Guild.
  2. Travel to the pawn shop in town where the merchant is waiting.
  3. Talk to the merchant and cast an Open spell.
  4. Respond to anything the chest may reveal.
  5. Report back to the questgiver to end the quest.
  6. Be sure to follow the time limit.

Detailed Walkthrough

Quest Offer

The questgiver says:

(Brother/Sister), I need someone who can cast the Open spell. Please tell me you have learned this by now.

Quest Acceptance

The questgiver goes on:

Well, that's a start. The job I need you for is quite simple. Even a child could probably do it, but here you are. A local merchant, (merchant's name), bought an antique chest, but has been unable to get it open. The best locksmiths in (pawn shop) have tried and failed, so (he/she) has asked us if we can help. Now, we really don't have time for such trifling matters, but the Guild could use (his/her) patronage, so I agreed to send someone. From what I am told, it sounds like one of (first mage)'s trick boxes. (He/She) made hundreds of them in (his/her) day, mainly as gifts for (his/her) friends, and they still turn up from time to time, as the workman- ship really is outstanding. . . where was I? Oh yes, well, the secret to these boxes is that they are almost impossible to open in any way except by the use of the simple, standard Open spell. (He/She) specifically made them resistant to the fancy alternative spells (his/her) friends liked to use. Yes, (he/she) tended to waste (his/her) considerable talents on jokes like this. A real shame. Well, run along.

Quest Decline

The questgiver answers:

(Brother/Sister), leave me in peace and run along. I have work to do and so do you, if I'm not mistaken.

Quest Object

Head to the pawn shop in town where the merchant with the box is waiting. When you enter the shop, talk to the merchant and he will say:

The Mages Guild sent you? Very good. I knew my old friend (questgiver's name) wouldn't let me down. Here is the box. I hope you have some idea of how to open it. I'm at my wits end.

Prepare any circinate Open spell, either on your own or by using a magical item, while the box is in your inventory. It is not necessary to cast the spell, allowing you to conserve your magicka. Once the box is open there are four possible scenarios.

Scenario 1

An Imp comes out of the box cackling in an unnaturally deep gravelly voice:

Happy birthday, (second mage) you old fart!

Kill the annoyance and report back to the questgiver.

Scenario 2

There is a wand inside the box, which has following engraving:

To (third mage) on your 110th birthday. Use me for a preview of your 120th birthday!

When you use the wand, a skeleton warrior will appear and attack you. Dispose of this undead nuisance and report back to the questgiver. You may keep the wand after the quest is over.

Scenario 3

When you open the quest, smoke will pour out and reveal an engraved card saying:

Dear (fourth mage)
Hope you like the new place. Did you remember to call the exterminator before you moved in?
Your friend
(first mage)

Some rats and giant bats will show up. Kill them and report back to the questgiver.

Scenario 4

You will find nothing but a few scraps of faded confetti in the box. Report back to the questgiver to complete the quest.

Quest End

After you have opened the chest and taken care of possible enemies, talk to the merchant. Afterwards report back to the questgiver, who will say:

Eh? What do you want? Oh yes, the trick box. I trust it didn't give you any difficulty. A little good publicity for the Mages Guild and all that rot. Jolly good.

Reputation Gain/Loss

A successfully completed quest results in a reputation gain according to the table below.

Faction/Person Reputation Gain
Mages Guild +5
The Mercenary Mages +5
Associated factions +2

A failed quest results in a reputation loss according to the table below.

Faction/Person Reputation Gain
Mages Guild -3
The Mercenary Mages -3
Associated factions -2
Oblivion and all associated Daedra Princes +1
Sheogorath -1
The Night Mother +1
The Dark Brotherhood and its associated factions +1
Ebonarm -1
The Order of Arkay and its associated factions -1
The Benevolence of Mara and its associated factions -1
The Akatosh Chantry and its associated factions -1
The School of Julianos and its associated factions +1
The House of Dibella and its associated factions -1
The Temple of Stendarr and its associated factions +1
The Thieves Guild and its associated factions +1
Random Ruler -1
Daggerfall and its associated factions -1
Sentinel and its associated factions -1
Wayrest and its associated factions -1
The King of Worms and The Necromancers -1
The Underking and his agents -1
Orsinium and its associated factions -1
The Glenmoril Witches -1
The Dust Witches +1
The Daughters of Wroth +1
The Witches of the Marsh +1
The Beldama +1
The Tide Witches +1
The Merchants -1
The Bards -1
The Prostitutes -1
Wrothgarian Mountains and its associated factions +1

(Allies/Enemies affiliations for listed factions are not considered)

Enemies

Any of the followings:

  • 1x One Imp
  • 1x One Skeleton Warrior
    • 3x One Rat every three in-game minutes
    • 2x One Bat every two in-game minutes

Ficheiro:DaggerfallImp.gif Ficheiro:DaggerfallSkeleton.gif Ficheiro:DaggerfallRat.gif Ficheiro:DaggerfallBat.gif

Notes

  • This quest is only available with the CompUSA Special Edition Patch.
  • If there is no pawn shop in the town where you get the quest, the quest cannot be completed since the defined quest location will be missing.
  • The time limit for this quest is always two days.