The Elder Scrolls 4: Oblivion Remastered offers a captivating main story that can keep you engaged for hours. However, some sections of the main quests can be pretty tricky, and finding the best strategies to navigate them can be a challenge.
The Spies main quest has moments where you need to find a character with minimal guidance. This guide will help you tackle any difficulties you encounter during the quest and move forward in the storyline.
How To Start The Spies Quest
You can kick off the Spies quest after raiding Dagon’s shrine and bringing the Mysterium Xarxes to Martin Septim at the Cloud Ruler Temple. Martin will inform you that he needs some time to decrypt the book, while you can talk to Jauffre about the spies near the temple.
Next, you’ll want to find Jauffre and ask about the suspected spies. He’ll mention that soldiers have spotted unfamiliar faces outside the temple, so you should check in with Steffan for more intel.
A chat with Steffan will reveal that spies tend to gather at the Rune Stone near the temple at dusk, and he’ll suggest that you handle the situation.
Spies Quest Walkthrough
Follow the quest marker to the Hestra Rune Stone and wait until 6 PM for the spy to appear. After some time, you’ll see Jearl near the Rune Stone, and she will immediately turn hostile and attack you.
Once you defeat Jearl, loot her body for her house and basement keys. Your quest log will then update, prompting you to talk to Captain Burd, the commander of the Bruma Guard, for additional information on the spies.
It’s possible for both spies to appear at the Rune Stone simultaneously. You can take them down at once, which saves you the hassle of looking for Saveri Faram later, but you’ll still need to complete the other objectives of this quest.
Fast travel to Bruma Castle and speak with Captain Burd. He’ll share that things have been quiet in Bruma, with Jearl arriving from the south after her travels. Once you inform Burd of Jearl being a Mythic Dawn Spy, he will allow you to search her house for more clues.
Searching For Clues In Jearl’s House
Jearl’s House is located in the southern part of Bruma. Upon entering, you may find nothing significant, but look for a small hatch on the ground that leads to the basement. Inside the basement, you’ll come across Jearl’s Orders, detailing the spy’s mission.
After picking up and reading Jearl’s Orders, you’ll discover that there are actually two spies. You can exit the basement through the hatch you entered or through the door that leads to the Bruma Caverns. There’s nothing noteworthy in the caverns—just an exit out of Bruma.
Now return to Jauffre at the Cloud Ruler Temple to report your findings. Jearl’s Orders indicate that the Mythic Dawn is planning a significant attack on Bruma. After learning this, Jauffre instructs you to eliminate the other agent, known as Saveri, to prevent any complications.
Where To Find Saveri
Tracking down Saveri can be quite tough since you won’t get much help when asking the townsfolk about her whereabouts. You need to find the local beggar.
Jorck the Outcast can be found next to Arnora’s house, which is located to the left of Jearl’s House. For five gold coins, Jorck will inform you that he has seen a stranger inside Jearl’s residence.
You can persuade the beggar and ask about the Gray Fox. If you express interest in working with the Gray Fox, Jorck will direct you to a specific spot in the Imperial City to learn more about him, spinning off into the Finding the Thieves Guild quest.
When heading to Jearl’s house, don’t expect to find Saveri right away. Instead, wait until nighttime. Try visiting Jearl’s house between 3 AM and 7 AM to find her inside.
If Saveri is awake, she will immediately attack you as soon as she spots you. You’ll need to defeat Saveri Faram.
Once you’ve handled her, return to Jauffre to report that you have taken care of both spies.
Jauffre will thank you and suggest you speak with Martin, as he may have finished decrypting the book. This will conclude the quest, and talking to Martin will initiate the Blood of the Daedra main quest.