One of the most famous quests in Oblivion, A Better Mousetrap, is introduced by the Shivering Isles expansion. Your task is to restore the old test grounds of Xedilian, as commissioned by Sheogorath, the Daedric Prince of Madness, as your first major challenge.
Far within the Isles’ southern boundaries, this dungeon was built to destroy the minds of unworthy invaders, and now you must repair its defences to prove yourself worthy as a future champion.
Preparation for the Journey

Adventurers embarking to Xedilian should first properly prepare themselves. The journey south of the Gates of Madness winds through treacherous terrain inhabited by the Isles’ strange inhabitants. Pyromancer spells and weapons are particularly effective when used to defend against the amphibious Grummites you will be battling, and a stock of healing potions will get you through their assaults.
Since there are no blacksmiths inside the dungeon working, it is a good idea to fully restore your armour ahead of time. The quest typically begins after the initial encounter with Sheogorath at New Sheoth, where the Prince of Madness tasks you with putting Xedilian in a functional state.
Traveling to Xedilian

The dungeon follows the road to the south of the Gates of Madness, recognisable by its peculiar crumbling stone structures. The approach will see the entrance flanked by grotesque twisted statues – one of Sheogorath’s realm signs.
The outside holds little of the delicate machinery within, though the periodic shriek that peals out of the depths supplies testimony the establishment is still serving its dark function. As you enter, you’ll be greeted by the first of numerous mechanical gates, controlled by buttons instead of locks, which renders security skills irrelevant here.
Restoring the Focus Crystals

The primary objective is to obtain three Focus Crystals located in Xedilian’s chambers. The first one lies just at the back of the entrance, and it is being guarded by a patrol of Grummites with a shaman over the crystal-tipped staff. The frog-like creatures are vulnerable to fire attacks, but their shamans can heal, so they are high-priority targets. After you’ve defeated them and obtained the first crystal, you’ll place it in the Judgment Nexus close by, which begins powering the ancient equipment.
Deeper in the dungeon, the restoration of the second crystal means passing a simple trap. A button between two doors causes a floor panel to drop out from under you, allowing you to drop safely to a lower floor, where another shaman is waiting. The third and final crystal is in the Halls of Judgment, where it is protected by the strongest Grummites in the complex. Every successful restoration of crystals brings more of Xedilian’s defences back online, with gates opening and new ways available.
Activating the Resonator

With all three crystals fixed, you will proceed to the Resonator of Judgment chamber. The massive device is the heart of Xedilian’s torture machines. Upon activation, it channels power throughout the dungeon, bringing life to its entire array of psychological and physical traps.
The activation also summons test subjects – a party of adventurers who wandered in during your repairs – to arrive. This marks the beginning of the second stage of your mission, wherein you will watch and play with their destiny.
Baiting the Trap
You’ll be watching from the control room as the adventurers navigate three test chambers, each with a decision of Dementia (fatal choices) or Mania (psychological anguish). The first chamber features a single Gnarl – invoking Dementia calls in a fatal swarm, while Mania makes the beast giant, frightening the invaders.
Treasure room gives gold in the rear of the locked gate – destroy the greedy with fire or bury them in hundreds of useless keys. Bodies hung in the final chamber can either come to life as attackers or cause a victim to believe that he has turned into a ghost.
Claiming Your Reward

After completing the tests, Kiliban Nyrandil, Sheogorath’s controller, awards you Dawnfang/Duskfang, a powerful morphing sword changing from fiery to icy depending upon whether it’s daytime or nighttime. The other belongings of the adventurers, including the unique Talisman of Abetment, are still up for grabs.
Your leaving Xedilian will not be tranquil, however – the Knights of Order, supernatural armored fighters immune to magic, will lie in wait for you at the gates, offering one last challenge to your fighting prowess before you are able to return to Sheogorath and resume your journey to become the Mad God’s champion.