Through a Nightmare, Darkly

This quest is given by the guildmistress of the Bravil Mages' Guild. She asks you to help free he friend Henantier, who is trapped. If the player agrees, he/she is led to Henantier's house, where Henantier is asleep. The guildmistress explains that Henantier created an amulet that would allow him to enter his Dreamworld; he believed that he would be able to train himself by doing so, as he would control the content of this world. However, he has not woken up for three days. The player must wear the Dreamworld amulet and sleep in the bed next to Henantier's in order to enter the dreamworld and free Henantier.

Inside the dreamworld, the player has no inventory (although there are items scattered about which can be picked up and used). The dreamworld takes the form of a small house, in which Henantier is standing in a confused state. There are four exits to the house, each leading to a test. The order in which the tests are taken does not matter.

Test of Patience
The player is transported to a walkway suspended in darkness. In front of him/her is a reader which contains a Mysterious Scroll. On this scroll are three patterns of Daedric letters. Continuing along the walkway, the player finds a grid of stone pressure plates. Entry is only possible at one point, by stepping onto the first plate. The first pattern on the scroll conforms to the layout of the pressure plates. The first plate, where the player enters, will be signified on the scroll by a certain character. The player must cross the grid by stepping on each of the plates represented by this character, or will take damage from several traps around the grid. The player must then repeat this process for the next two grids of pressure plates, before retrieving the Element of Patience at the end of the walkway. This will teleport the player back to Henantier. (Presumably this is a test of patience as the player must resist the temptation to jump off the grid without working out the correct path).

Test of Perception
The player is teleported to another floating walkway. The reader in front of him/her contains a torch. The player must travel along the walkway, avoiding several traps triggered by pressure plates, before retrieving the Element of Perception. This is a very simple test.

Test of Courage
The player finds a Weak Potion of the Sea (water breathing) in the reader. The player must swim through a long underwater tunnel, effectively making a "leap of faith" that the tunnel will end before the player runs out of air. There is another water-breathing potion around halfway through the tunnel. At the end of the tunnel is the Element of Courage.