As you make your way throughOblivion Remastered,you’ll likely notice the incredible volume of powerful weapons your character has access to. If you take the time to explore the world, complete side-quests, and dive into the game’s many caves and dungeons, you’ll never find yourself unprepared for battle. However, sometimes simply having a lot of weapons is not enough. Sometimes, you want the best weapons available. InOblivion Remastered,this weapon isDawnfang/Duskfang.

As the name suggests,Dawnfang/Duskfangis a single weapon with two personalities. Dawnfang is present while the sun is up, and inflicts fire damage. Duskfang comes out at night, and inflicts frost damage. Together, both sides make up one of thebest weapons inOblivion Remastered.In this guide, we’ll walk you through theShivering Islesmission “Baiting the Trap,” and show you how to getDawnfang/Duskfang inOblivion Remastered.

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How to Get Dawnfang/Duskfang in Oblivion Remastered

Unlike many of the most powerful weapons inOblivion Remastered,Dawnfang/Duskfang will not require you to beat an incredibly difficult boss, or complete a complex series of missions. Despite the fact that many consider it to be the best weapon in the game, the method of acquiringDawnfangis relatively straightforward. Still, given its status, many players will likely want to when the sword will become available.

Dawnfang is collected as part of the “Baiting the Trap” mission, which is part of the first quest chain that unlocks after completing “Through the Fringe of Madness” and meetingSheogorath. The Daedric Prince of Madness will first give you the “A Better Mousetrap” mission, which leads immediately into “Baiting the Trap”.

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You will getDawnfang/Duskfangas a reward for completing “Baiting the Trap.”

How to Complete Baiting the Trap in Oblivion Remastered

“Baiting the Trap” takes place withinXedilian,the massive torture complex that you revive in “A Better Mousetrap.” At the end of that mission, you must activate the Resonator of Judgement. Doing so will cause “Baiting the Trap” to be added to your quests. It states that you should return to Sheogorath, but when you use the Teleportation Pad to reach the exit, you will instead be taken toKiliban Nyrandil, the NPC in charge ofXedilian.

He will inform you that, because new adventurers have already begun to enter Xedilian, you’ll have to help him perform his duties before you’re able to leave. The adventurers will enter three chambers, and you must decide how best to deal with them. Each chamber will have two options for how to deal with the adventurers, with one option being a physical obstacle, and the second option being mental. There are not necessarily ‘wrong’ choices here, just variations on how each chamber will play out.

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Chamber 1:

The first chamber presents you with three adventurers encountering a single Gnarl. To the left, you will have a green switch labeledGnarl Swarm.Choosing this option will cause one of the adventurers to die. Picking theGiant Gnarloption will cause one of the adventurers to goinsane.

Chamber 2:

In the second chamber, the two remaining adventurers will encounter a massive cage filled with treasure. The first option,Fire Trap,will kill one of the adventurers. The second option,Drop Keys,will cause the same adventurer to be driven insane.

Chamber 3:

In the final chamber, Grommok the orc will encounter several dead bodies. The first option,Raise the Dead,does exactly that, resulting in Grommok’s death. The second option,Ghost Illusion,causes Grommok to see his own ghost, and after being convinced he’s now dead, goes insane.

You can technically ‘save’ the entire group by choosing the options that drive them insane. Kiliban states that those driven insane will become inhabitants of Sheogorath’s realm. However, it does seem that killing them all increases the amount of loot you collect at the end of the quest.

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Acquiring Dawnfang/Duskfang:

No matter which option you choose, Kiliban will reveal that Grommok was carrying a remarkable sword which now belongs to you. This turns out to be Dawnfang/Duskfang. It is automatically added to your inventory at the end of the mission.

After speaking to Kiliban, make sure to loot the Recovery Chest right before the exit. This is where any loot from the adventurers can be recovered.

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