Online:Sleeping on the Job
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Quick Summary: written by Enodoc, checked by MolagBallet
Quest Stages: written by MolagBallet, not checked |
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Quick Walkthrough[edit]
- Talk to Commander Yjarnn.
- Find Sentry Thod.
- Talk to Hloenor Chill-Owl.
- Find Commander Yjarnn at the barracks.
- Investigate Marla's house.
- Report to Hloenor.
Detailed Walkthrough[edit]
The soldier at the bridge leading to Fort Amol or in front of the Jarl's Manor tells you to speak with Commander Yjarnn if you want to help out at Fort Amol so badly. The commander himself isn't too keen on the idea of you interfering, but he eventually caves and tells you to go find a lazy soldier who hasn't reported into him: Sentry Thod. Try heading on over to the area with the tents and tables, where many Pact members as well as the Mages and Fighters Guilds are gathered. There must have been a party of some sort going on here not too long ago. Speaking with Odrasa Saram at one of the tables reveals that Sentry Thod drank a lot last night, and that you can probably follow a trail of empty bottles to his current location.
Sure enough, Sentry Thod is under the bridge, surrounded by smelly, empty glass bottles of liquor, purportedly of Argonian origin. Thod is fast asleep, and he won't wake up. Return to the small bridge near the site of last night's party. Commander Yjarnn isn't there. You speak to Hloenor Chill-Owl about Thod's whereabouts, only to learn that Commander Yjarnn just walked off with Sentry Thod a few minutes before you arrived. She insists that Thod was just with the commander, despite what you saw. She doesn't believe you when you say that Thod is actually unconscious under the bridge, and tells you that Commander Yjarnn went to the guard house with Thod. This doesn't add up. Perhaps you should see for yourself, and maybe ask Commander Yjarnn what in the world is going on here at the fort.
Head on over towards the guard house, which lies to the west. Commander Yjarnn is speaking with Lord Vurlop, and it's a strange conversation indeed. The commander heads inside the building, but Lord Vurlop is still outside and readily available. Lord Vurlop informs you that the commander has been acting strangely, and suggests that you should follow Commander Yjarnn when he comes out of the guard house to see what he's up to. He tells you to hide behind the nearby rocks, lest Yjarnn suspects that you're following him. A little weird, but you oblige. Sure enough, Commander Yjarnn comes out of the barracks, acting suspiciously. He heads down the road leading south and stops just before the bridge to look behind him. Once he's sure the coast is clear, he runs across the bridge and heads behind west around Deldwine's Inn to meet up with Marla.
It's here where things really start to get fishy. Marla and Commander Yjarnn start talking about how nobody suspects a thing, and how Marla's hidden a body inside Marla's House. This is made stranger by the fact that Marla refers to her house as "Marla's house", as opposed to "my house" like a normal person would say. Something's not right here. Head north and investigate Marla's House... where you find the bodies of the real Marla and Commander Yjarnn! There's also a strange note in the house, detailing the Stormfists' plans involving daedric alchemy to impersonate people. Fake Marla enters the room, and doesn't quite like the fact that you, an interloper have seen the truth. Kill fake Marla and hurry back to Hloenor Chill-Owl. Stormfist alchemists are using Daedric alchemy to appear as people around the premises. There are impostors on the loose in Fort Amol, and the king is in danger!
Trivia[edit]
- The model used for Holenor is the same one used as the Thane in Windhelm,
Quest Stages[edit]
<Alias=LocationHold>
) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.