Liberation or Apprehension?

Background
Raminus Polus reveals that Arch-Mage Traven personally provides the next task. Legally, the Council Chambers may be traveled to. Traven asks that an informant, Mucianus Allias, in the Ayleid Ruin of Nenyond Twyll be found and rescued. He wants the Hero to arrive as soon as possible before the Imperial Battlemages on the scene botch the job.

Quest Details
Upon entering Nenyond Twyll, the last surviving member of the battlemages, Fithragaer, is encountered. He mentions that the rest of the battlemages have died and the necromancers have retreated farther into the ruin. After asking the Hero to follow, he triggers a floor trap and is lunged into a patch of spikes. Fight through the proceeding halls to locate Mucianus Allais. Several Necromancers, their constructs, and Wraiths appear in the following rooms. Each of these necromancers has a valuable, higher level weapon, potions, and gold. High Strength or the Pack Mule Feather spell helps during this quest.

Mucianus' fate
Entering the room "Nenyond Twyll Riellesel", Mariette Rielle appears then attacks. Kill her and continue on. Near the end, Mucianus Alias can be found, except that he has been turned into a zombie. Wait for the journal-update, after which he can be killed. This is optional. The Hero may simply wish to report back to Traven.
 * If the hero doesn't kill Mucianus, he eventually makes his way out into Cyrodiil attack people until he is killed.

Trivia

 * In the room that leads to the informant, there are two Varla Stones. Their cages can be opened by swimming to the buttons, one on each side of the walkway.
 * While it is possible to save the battlemage, no award is received from it. His can only give rumors.
 * If trying to sneak past the necromancers, avoiding fights, Mariette Rielle must still be fought. She does not immediately attack, but her dialogue is triggered when close to her, invisible or otherwise.
 * Killing the surviving Battlemage expels the Hero from the Mages Guild.
 * The surviving Battlemage may end up on the trap in a way that it is repetitively triggered, requiring an even more careful navigation of the room. This may be fixed upon returning from the second area of the ruins however.