Hello!

Thanks for downloading The Mad Scientist Mod V1.1, I hope you enjoy it! ;)

SIMPLY EXTRACT THESE FILES, THEN PLACE THEM IN THE FILE UNDER BETHESDAsOFTWORKS\OBLIVION\DATA, INCLUDING THE MESHES, TEXTURES
ETC, AND IF ASKED TO MERGE CLICK YES.

COMPATIBILITY

	As yet I know of few compatibility problems (if you find any it would be helpful to let me know):

--OOO: The fella's in Dzonot Cave kill an important character. I'll release a patch soon, hopefully

--[Vanilla Oblivion]: There is a small amount originally used in the shivering isles expansion which you SHOULD use to play 
this mod (but I've included the stuff, if you don't). If you do choose to play without the expansion, it will add a quest to 
begin the shiv expansion; (which I can't get rid of!) but to remove this, simply press the ` button (console) and type 
"stopquest SE01Door", which should fix the problem.



CONTENT

In case there is any deliberation about any changes in the content of The Mad Scientist, here is a short intro. As previously
stated, the pre-release version was very much an introduction. The mod consists of more puzzles as well as increased humour, 
foolishness, and a diabolically original storyline.

The story begins in IMPERIAL CITY, where rumours spring of a strange man living in Lake Rumare. As we all know, rumour is 
often founded in fact, and the PC can find this character, who lives in a Shipwreck in the said location. Your meeting 
results in a series of (often) pointless, and (mostly) silly quests, fun and light hearted and not too taxing. However, 
the player is soon inexplicably embroiled in a long storyline combating a strange hybrid creature...


The mod contains:

	*a large castle
	*an ownable 'house'
	*new weapons
	*new armour
	*new clothes
	*new architecture
	*new books
	*many new general items
	*20+ new NPC's
	*15+ new quests
	*A new Guild
	*many interesting new interiors
	*much more!


V.04 – Uploaded the file to sites. Original file with 2 quests, 1 NPC and a new location/house
V.05 – Changed the Guest rooms so they had an animated door instead of a teleporter, improved the fast travel location of the
ship wreck. Built the labyrinth (with creatures) and scripted a new mini-quest. Also improved choices and cleaned up Shoe
quest.  Wrote ‘The Fishy Fiend’. General cleanup.  Big changes.
V.06 (unreleased beta)– New Quests, general improvements on all segments of the mod; quests, coding, NPC’s, animals, and 
interior and exterior cells. New books, and strange lore written in.
V.1.0 - Completed all quests, added new items, NPC's etc. General cleanup process. Tested and (hopefully) glitch free.



Q U E S T    H E L P    A N D    W A L K T H R O U G H S





*SPOILERS*

*The Intro*

	1) To begin the quest speak to any 'human' character in The Imperial City about 'any strange rumours?' 
	2) If you are having problems locating the Scientists ship wreck, check the NW half of Lake Rumare (which surrounds 
TheImperial City), it's located under the sea, North from Weye, easily visible by looking for the partial mast above the 
water.

*The Quest For Shoes*

	1) If you are stuck on the quest "The Search for Shoes", then visit Dzonot Cave and enter it, following the cave 
around and killing all the Shoe Minions in the process, until you reach a door, which should be called "The Shoe Monster's 
Lair", you then kill The Shoe Monster, and should see a large pile of shoes on the floor behind him. As the journal entry 
states, you'll need to search the pile in order to find the shoes.
	2) The shoes should be located towards the NW corner of the pile; called "the scientist's shoes". If you're really
having trouble locating them, just pick all the shoes up until the quest bump comes.

*Wine... beautiful wine*

	1) The Wine Cellar is located in the Labyrinth.
	2) The door to the cellar is (strangely) on the roof of one of the passage ways in the Labyrinth.
	3) If you REALLY can't find it, return where you entered (the only room off the centre chamber with a door. Go down
the corridor to get the orientation and then turn back. Go out of the door again and turn immediately 90* clockwise (right)
then enter the passage way directly ahead of you (i.e. the one on the right hand-side facing you). Walk down here with your
eyes on the roof, and you should be following a windy path (after a while), you should, then, find it easily.
 
*Inebriation*

	1) There is a skeleton in the labyrinth which is grasping a note located on the floor; pick it up to add the quest.
	2) If you don't know how to finish 'Inebriation', all you have to do is bring the skeleton some ale ;)

*Some very important supplies*

	1) It's very simple, locate the correct ingredients (as highlighted in the note given to you. If you managed to lose
it, enter the console (` or ¬) and type "player.additem JAShoppinglist 1", which should make a new one for you.
	2) If you can't find enough ingredients I suggest the inns around Cyrodiil, the ingredient shops, the Feed Bag, and
for Skooma, the Bravil Skooma Den. Once you have them all a quest log will appear.

*Open your mind...*

	1) This has no quest arrows etc, it is a simple game of puzzle. There are many keys located within the Scientist's
Castle; each one found within the space which has just been unlocked (aside from the first):
	--The Guest Rooms Key is given to the player; this normally starts the quest (unless they found others first!)
	--The first 'puzzle key' is located in the Entry Hall, in amongst the cutlery on the tables; masquerading as such.
This unlocks the 'Dining Room'.
	--The second key is inside the Dining Room, underwater; straight forward from the entry door; below the edge of the
'cliff'. There is a barrel, inside which is some 'lumpy yarn'; once added to the PC's inventory, they find the nest key
inside it.
	--This key opens the 'Big-Small Room'. The key is over the bridge through one of the doors off the edge, on your
left. It is the first door on your left, on the second row down; below the bridge. If you fall, you will simply reappear
somewhere in the Castle. Inside this room there is a table, with a key on it. pick up/move the key and many more spiral out
from it. Search the keys to find one labelled the 'Evil Room Key'. Or pick them all up, if your stuck.
	--The next key is located inside the book "On Oblivion". And I mean INSIDE. Either pick up the book using manual
control (normally 'z'), or simply take it and the key should settle on the desk. If you lose the key, enter the console (`)
and type "player.additem JAUpsideDownkey 1". If it doesn't quest bump after using the console command, simply drop the key
and pick it up again. It opens the Inverse Room.
	--The next key relies more on skill than puzzle. It's in one the container-chests on the roof of the Inverse Room. 
They can be accessed by climbing the slanted walls, then jumping from there, or jumping from the alcove next to them. A high
Acrobatics skill is required really. If you REALLY can't get it, type "player.additem JAWildkey 1" into the console (`). That
unlocks the Random door, which also completes the quest (When you activate the door).

*A Quest For... uh... something*

	1) You must have unlocked the Big-Small room in order to complete this quest. See above for help in doing so (this is
part of the 'Open your mind... quest).
	2) Go into the Big-Small room, and turn left then proceed towards the wall where you will locate a small amount of
books on the floor. On the right hand pile of these is a book called 'The Fishy Fiend'. Read this to complete the quest.
	3) If you already read the book, simply return and read it again. If you have the book in your inventory, activate it
to read it and complete the quest.

*FG1 (refers to the Fools Guild Short-story + Quest number) OR "The Fools Guild?"*

	1) This is a simple ranking system; the more quests you do, the higher ranks you gain.
	2) The ranks go as follows: 'Village Idiot', 'Fool', 'Jester', 'Regal Jester', and 'Head Fool'. You can obtain all of
these. If you should choose.

*FG2 OR "Round, Juicy, Appley goodness"*

	1) This Quest is started by asking the Head Fool if he has any new jobs (as are all the FG quests).
	2) He will instruct you to go to the "Lonely Suitor Lodge" in Bravil. This is obviously best done in parallel with
the coinciding, parallelled FF1 Quest (referenced below).
	3) Directions from the Bravil fasttravel marker: Stroll diagonally forward-right orientated, then over the bridge,
and the lodge is one of the buildings in the right hand corner of Bravil.
	4) The Apples are in a big pile on the table HOWEVER, if you take them it is stealing. You must get into the dark
before taking them; a high sneak skill is obviously handy here. Once you have them, leave them in the "Fools Guild Bag"
ouside Bravil, on the rock outcrop on the right of the bridge. It's very obvious; you're probably not looking in the correct
place if you can't find it.

*FG3 OR "Flibbidib"*

	1) The clue is in the name.
	2) First go up into the attic, which is through a trap-door above the Head Fool's bed. Activate the door, then search
the entire room for anything that may help, as is suggested.
	3) The thing you are looking for is among the books, on the left of the furniture, in the attic. It is a book called
"Flibbidib". After activating this book you gain a spell with the same name.
	4) After casting the spell and object should be added to your inventory. Use the object as a normal key, to unlock
the door, and climb through to find a comfortable hidey hole, with a table chair and magical fire. The key is on the table.

*FG4 OR "Profanity"*

	1) Just say the instructed word to 5 Anvil citizens. If you get stuck for people to ask, then note that you can ask
the same person an infinite amount of times.

*FG5 OR "Fools Deficiency"*

	1) Simply speak to the Head Fool and ask him if he has any more jobs. He will tell you no; he's run out of ideas. He
then breaks down, and offers you the place of Head Fool. If you say No, then he will still continue to offer the rank each
time you speak to him. If you say yes then you take over the Fools Guild.

*FF1 (refers to the Fishy Fiend Storyline + Quest number) OR "The Fishy Fiend"*

	1) Up until you reach the Fools Guild, the quest is easy; simply follow the markers or the quest updates (contact me
if your are stuck before this).
	2) Once you have reach the Fools Guild; enter the building. You then have two choices; a) Become a member of the
Guild (If this is your choice, speak to a fool, then go upstairs and enter the upper story of the building. Then turn left,
and enter the first door on your left and speak to the Head Fool), or b) Kill a fool (you will never be able to join the
Guild, but get direct access to info about the Fiend).
	3) If you chose to become a member you must speak to the Head Fool, and ask him about becoming a member etc. Then,
proceed outside the Guild, and unlock the disembodied gate (with the key he gave you) allowing the Regal Jester to enter (any
fool will tell you to ask her for info; but if you do when she is locked out, she simply asks for help). The next bit is
easy.
	4) Finding 'Scribbons'. It's actually very easy; he is straight ahead, inside the city, from the travel marker of 
'Bravil'. If it's night he'll be asleep on his bedroll; it's basically on the left-hand side, after you've followed all the
houses, it's at the side of the end one. If your still having trouble finding him, he is dressed in beggars rags, called
'Scabby Scribbons', with shocking white hair.
	5) To find the house of the Fiend there are a few premises to note; you're looking for a round metallic trapdoor. It
is located outside Bravil. The exact location is as follows; leave Bravil's main gate; it is directly beneath the bridge, on
a rock outcrop, leaning into the river; on the city-side. Enter. Kill the Fiend. Go back to the Scientist.

*FF2 OR "Return of the Fiend"*

	1) At the end of the previous quest the Scientist tells the PC to go and ask at the Fools Guild. This is a good idea.
	2) The answer to the riddle is 'edam'. As in MADE-EDAM (yeah I know it's poor) ;)
	3) Rustic Rob can be fairly tough to locate; your best bet is just to wander around the left side of Leyawiin; if you
entered by the West Gate. He looks very similar to Scribs. White hair, beggars clothes; and is called 'Rustic Rob'.
	4) The door to the Fiend's house is simple to find; if you know where it is (obviously!). It is behind the Leyawiin
stables, on the left hand side, partially hidden by the rock. Go out of the main door of Leyawiin and look on your right.
It's a trapdoor like in FF1.

*FF3 OR "The Fiend Strikes back"*

	1) Again, at the end of FF2, the Scientist asks you to go and ask for help from the Fools, Scribs, Rob the Hatter
etc. Ask any of them.
	2) The book the Scientist tells you to get is called 'Concerning Fiends' and is located in the same place you found
the first book 'The Fishy Fiend'. It is on the left hand side book pile this time though. The cover looks similar to that of
'The Fishy Fiend'.
	3) The Artefact room is in the main hall (the Room with the throne and giant picture of the Scientist). It is
directly above the door into this room; there are two planks sticking out which make it obvious to spot when gazing upward.
To gain access, climb the main staircase, then jump from the wall (or take an offset runup works best) and jump to the
chandelier, then jump to the next, then to the planks. It is more difficult at a low acrobatics, but bear in mind I have
personally (as have others) tested this mod a lvl 1 and it isn't that difficult. Once your in the room, simply activate the
two cases to get the quest update.
	4) The Scientist tells you to go to Anvil. Go there via the Main Gate, and two soldiers should approach you, follow
their instructions and go to the dock gate. After leaving the Dock Gate, turn right and go to the Big Rock on the small
beach, past the walkway, but not past the pier to the Lighthouse. It is behind one of the big rocks (The same trapdoor as
found in FF1 and FF2.
	5) Don't worry if the men die, this is fine. If they don't you get 1000 gold for being an awesome fighter.

*FF4 OR "A New Fiend"*

	1) Go back up and get the sheild, it's case is now unlocked.
	2) The rest of the quest has mostly got quest markers which should make it easy, but if you have a problem contact
me.
	3) MAKE SURE YOU WEAR THE SHEILD WHEN ATTACKING THE FIEND! Unless you like dying that is. Continually. Or, of course,
you're playing with a level 1,000,000,000.

*FF5 OR "Revenge of the Fiend"*

	1) The Scientist will tell you he has unlocked the sword case. Go and fetch it, then bring it back to him.
	2) As the Scientist will then tell you, go and do some personal research on the Fiend. You need to speak to:
		--The Mad Hatter OR
		--The special beggars; Rustic Rob, Scabby Scribbons, or Grumpy Jimbob OR
		--Any members of the Fools Guild.
	3) They will tell you he's back and to go to the Talos Plaza District, The Tiber Septim Hotel. He's in the Upper
Story of this.
	4) MAKE SURE YOU USE THE SWORD TO KILL THE FIEND! He is impossible to kill with another weapon, unless it contains
the same magic! And when I say impossible I mean it. He is. Actually impossible. So don't bother trying. Just use the sword.

*FF4/2 OR "A New Fiend" Part II*

	1) After you killed the Fiend (with the sword), you are dragged to a strange island.
	2) Go straight ahead and into the house. The Fiend is in there, and will attempt to converse with you. This is normal
don't kill him! Well, if you really want you can. But if you DON'T, then he will speak to you and inform you your choice:
a) Accept his offer, and he will go and live in the Tiber Septim Hotel. You then own his island and everyone wins. OR
b) Kill him and claim his island and stuff. It doesn't reaally matter which you pick, the outcome is the same; you should
then go and speak to the Scientist who will reward you.

And thats all folks! Thanks for playing, I hope you enjoyed it!


Unscripted Quest "Reginald's key"

	1) Get grapes.
	2) Give grapes to Reginald, by activating him (whilst having grapes in your inventory), then accepting at the menu.

*END SPOILERS*


CREDITS *SPOILER*

COMPLETE THE MOD TO READ THE CREDITS

--They will appear as an item in your inventory.



Feel free to use the Meshes and Textures I have provided with this Mod, but recognision would be greatly appreciated - A LOT
of my time has gone into this project!