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What the Key Opens (questline step)

What the Key Opens is a step of The Covens’ Hoard.

Requirements

Requirement Value
Questline The Covens’ Hoard
Previous step The Lieutenant
Wait after previous step At least one game hour
Prerequisite line The Burning Doors is finished
Play mode Online
Account Registered account required
Offered by Ysolde Marnhel, Master Conjurer of the Mages Guild of Wayrest Map

Objectives

Use the location names in your quest journal. Follow map markers when they are available.

Step Objective Optional
1 Meet Ysolde Marnhel at the quest hall in the named town No
2 Decide the Weir Key's fate: keep it, or let the Order of the Hour seal it away No

Choices

Decision Choice
The Guild gives a house one Weir Key. Keep it, or let the Order of the Hour seal it away? Keep it, for a key is meant to be turned
The Guild gives a house one Weir Key. Keep it, or let the Order of the Hour seal it away? Give it to the Order of the Hour to be sealed

Outcomes

Added gear requires a successful quest payment and a qualifying outcome. Quest mail alone does not count as payment.

Outcome Gold multiplier Gear choice
You kept the Weir Key for your house and took the Guild's fee. A house is given that key only once, and its road leads to the Spire's torn halls. 100% Yes
The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. 125% Yes; one reward tier higher
Ysolde Marnhel stopped waiting for your answer, and the Weir Key stayed in the Guild's vault. No added payment No
Outcome Change type Target Change
The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. Faction reputation The Order of the Hour +5

Named gear

Outcome Item Base item
The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. Hourkeeper's Linen Signet Ring

A named reward uses its listed base only if your class can equip it; otherwise the fitted reward has a different base and no special name.

With Questlines enabled, these outcomes control the added rewards. Gold multipliers apply only to gold the quest actually pays. A gear choice offers a weapon, armour and jewellery; keep one. See Quest rewards and loot for rarity, payment and online reward rules.

Previous step: The Lieutenant.

Online, a failed outcome does not apply its faction-reputation penalties. Legal-standing changes and choices made during the quest are separate.

Scripted gold

Payment Base amount (gold)
Gold payment 300–600

These are the script’s unscaled payment ranges, before the outcome multiplier and any party split. A payment still requires its quest objective or branch; the listed payments are not automatically awarded together.

Sources (15)