Ashe main quest walkthrough
Choose your current chapter. Read the hint first, then reveal the full solution only when you need it. Later chapter titles and expanded solutions contain story spoilers.
Before troubleshooting
Keep a safety save. Try reloading a nearby earlier save and reproducing the issue. Record the quest, objective, versions, relevant mods, and what happened immediately beforehand. Report reproducible blockers through Nexus or Discord.
Use Ashe’s in-game failsafe dialogue where appropriate. PC console stage changes are a last resort: a skipped stage can leave scenes or aliases incomplete. Ask for help with the exact quest state before forcing progression. Follow the current Nexus instructions when updating.
Gameplay Systems
Friendship measures your bond; Ethical Points shape Ashe’s outlook; the Romance Meter tracks romantic interest. They serve different purposes.
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Tracking Ashe's Opinion (Ethical Points)
Ashe’s personality evolves based on a numerical score. The score influences the final character quest outcomes and some dialogue options. Though her fundamental personality remains her as an aloof person, specific responses may vary based on this score. These are talked about in the paragraph below.
Friendship and Relationship Mechanism (Friendship Points)
Ashe also has a separate friendship/relationship meter that heavily influences her dialogue and accessibility to follower features like trading, tracking, and more. Deepening this relationship is essential for unlocking her primary character quest. Tracked with Friendship Points, or FP. FP generally can’t be reduced, unless the player does something she really doesn’t like.
Explaining the difference between Ethical Points (EP) and Friendship Points (FP)
In Ashe's storyline, FP generally doesn't impact dialogue choices or outcomes. FP primarily serves as a prerequisite for Ashe to gradually reveal her true self to the player and initiate her character quest. Beyond that, accumulating a sufficient amount of FP becomes relevant for progressing through potential romance phases .
On the other hand, EP plays a significant role. It influences specific dialogue options that become available depending on whether Ashe adopts a pacifistic, utilitarian, or aggressive stance at different points during the quest. Additionally, both quest-related decisions and the player's actions in the open world can influence these points.
Think of Friendship Points as an indicator of general closeness, ranging from the player being a complete stranger (lowest) to Ashe adoring the player platonically (highest). Conversely, Ethical Points shape her overall worldview.
Romance Meter:
Ashe has a romance meter (RM) to gauge Ashe's affection for the player, ranging from considering you a close friend to regarding you as a significant other. However, a prerequisite for both ends of this spectrum is maintaining a reasonably high Friendship Points (FP) level, especially considering that Ashe desires a genuine (platonic) connection beyond all else. The RM will be influenced by the player's dialogue choices made throughout the quest line.
Recruiting Ashe
Look for a white-haired mercenary at the Winking Skeever in Solitude. Bring 200 gold.
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When you start off the game, you can either go to Riverwood or Whiterun, or head to Solitude directly (this is where Ashe is). In Riverwood and Whiterun there are different NPCs that can point you to start Ashe's quest (Lucan in Riverwood and Ysolda in Whiterun), otherwise you can read news pamphlets placed at certain parts of these locations. Additionally, guards around the overworld will universally point you to Solitude to start Ashe's quest. Currently (as of 1.0.6) a quest objective starts with quest markers pointing to Riverwood and Whiterun, but this is planned to be removed in the future.
Note: If you've installed the NPC impressionist patch (the one disabling the impressionist voices) you cannot trigger Ashe's quest through characters like Lucan and Ysolda as that dialogue was disabled. You can still trigger her quest through the guards, reading news pamphlets, or heading to the Winking Skeever directly.
In-game Quest ID - MM_AsheIntro
Prologue - Whispers of White Hair
Keep talking to Ashe and follow the journal’s prompts. When asked to sleep, use a bed; some conversations need 24 in-game hours.
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To recruit Ashe, you need 200 gold. No way around it. Once you first meet Ashe, she will be closed off. To start her main quest you need to get to know her more, which means just talking to her and selecting usually the topmost dialogue options (these are new, scripted topics and different from the usual radiant follower topics). Additionally, at certain points you're instructed to go to sleep. You can go to sleep at any bed in the game, and you'll be greeted about whether or not you want to proceed with a playable flashback sequence. If you do experience the flashbacks, you'll have to talk to Ashe afterward and choose to optionally share your experiences or choose not to.
To make things simple and straightforward, I give you quest objectives for when you should talk to Ashe or head to bed. Some quest stages have timers, so if nothing is progressing please wait 24 hours and you should be good.
You'll know you've finished this part of Ashe's quest when she asks to take you to her home, and the quest "A Borrowed Soul" is started.
In-game Quest ID - MM_FriendshipQuest.
Quest FAQ:
Q: I can’t move during dream sections, or the game crashes.
A: Check whether another sleep event, such as the Dark Brotherhood kidnapping, is pending. Return to a save before the overlap and let the events occur separately. If the crash repeats, include a crash log and your quest state in a report before attempting to skip the scene.
Chapter 1 - A Borrowed Soul
Follow the objective to Ashe’s home, let the conversations finish, and stay with her during the workshop tour.
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This chapter begins after completing the rapport-building phase. You'll receive a quest objective to visit Ashe's home, which should already be marked on your map.
Upon arrival, speak with Ashe and explore the full dialogue tree. Afterward, she will walk to a gravestone near her house and begin a monologue. If Ashe cannot reach the gravestone, check for conflicts with mods changing this location. Include those mods in your report; changing load order without checking the conflict may affect other parts of the game.
Once Ashe completes her monologue, a new dialogue tree will become available. Follow her into the workshop, where you'll witness an introduction scene between Ashe and Canas. Ashe will then guide you on a tour of the workshop. After the tour, speak with her to advance the quest and trigger additional cutscenes. The quest is straightforward to complete from this point onward.
During this chapter, dialogue options labeled as (Flirt) will optionally advance Ashe's romance meter.
Chapter 2 begins immediately after. You can optionally use a bed to trigger Ashe's third flashback and hear her commentary, if you haven’t already. Additionally, there are audio logs scattered around the workshop that you can pick up and play. These logs are not tied to any specific quest but add interesting background details. Journals are also available throughout the workshop. One of these journals is a prerequisite for unlocking the optional "Hearthfire Protocol," which allows the player to accelerate their romance with Ashe.
In-game Quest ID - MM_AMQ_01
Quest FAQ:
Q: During “A Borrowed Soul,” Ashe won’t enter the lab or the quest won’t proceed. I can’t find the location.
A: The Dwemer-style workshop is near Stendarr’s Beacon. Follow the marked route with Ashe and, once inside, stay close during the tour; the area near the bed and painting is part of the progression. If she cannot reach the workshop, report the stalled objective and any mods changing that location before forcing a quest stage.
Chapter 2 - All for One
Ask innkeepers about your lead. When you learn something new, talk to Ashe before moving on.
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At the start of this chapter, speak with Ashe about her feelings regarding her quest for vengeance. This conversation will lead you to investigate possible leads on the assassin's whereabouts. You can gather information by talking to various innkeepers. However, if the dialogue options do not appear (or if you're on a repeat playthrough and already know where to go), you can head directly to the Silver-Blood Inn in Markarth and speak with Kleppr.
Kleppr will direct you to Nevas. Sit on the designated chair, and after a short cutscene, you will engage in dialogue with Nevas. During the conversation, you can optionally perform an insight check to uncover his true motives. If successful, you will discover that he is hiding something. Spoiler alert: Nevas will ambush you at the fake location he provides. Alternatively, you can choose to kill him on the spot to end the quest prematurely. Future updates will add additional quest outcomes, including the ability to pickpocket Nevas.
The dialogue options you choose when speaking with Nevas affect Ashe's Ethical Points System, which influences her ethical alignment at the conclusion of her main quest.
If you decide to follow the quest objective markers, Nevas will ambush you with two other assassins at the specified location. Finish the dialogue with them and defeat the group to progress the quest. Afterward, investigate Nevas's body to uncover the real location of Rolen. Speak with Ashe to discuss the next steps and advance to Chapter 3.
In-game Quest ID - MM_AMQ_02
Quest FAQ:
Q: I can’t talk to the innkeeper or the drinks scene with Nevas doesn’t start. Everyone just stands or sits idle.
A: This can occasionally happen due to vanilla scene hangups or interior overhaul mods (e.g., JK’s Silver-Blood Inn). Try the following:
Leave the inn, return, and wait 3 in-game hours. This is so the AI can refresh and it has enough time to do so.
If on PC and the above fail, consult this article for appropriate console command workarounds.
Chapter 3 - Echoes of the Oath
Listen to the person you came to question. If you need written evidence, search the hut carefully, including the shelves by the entrance.
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Travel with Ashe to the marked location, where you'll find a small hut and a woodcutter named Rolen. The assassin, formerly aligned with the Dark Brotherhood, has retired to this peaceful life on the outskirts of Markarth. Despite their tranquil existence and lack of regret, they are bound by their oath and cannot divulge details of their past orders.
After speaking with Rolen, a cutscene plays, featuring a brief interaction between him and Ashe. Following the scene, Ashe pulls you aside to discuss the next steps.
You have two options to advance the quest:
Persuade Rolen: Convince him to find a loophole in his oath. He reveals the existence of a logbook containing details of his past contracts, though it does not include names. Using this information, you deduce who ordered the hit. Choosing this path increases Ashe's Peaceful Axioms.
Allow Ashe to Kill Rolen: Ashe executes him, and you find the journal in his house. This action raises Ashe's Aggressive Axioms.
For the journal location in the house, it's on the shelf near the door as soon as you enter.
In either scenario, you and Ashe uncover the identity of the individual who ordered the hit: Medeus Attius, Aryo’s former colleague. Medeus acted out of jealousy for Aryo’s creations.
In-game Quest ID - MM_AMQ_03
Chapter 4 - Shadows of the Past
Speak to Calcelmo, then follow the lead. In the cavern, listen to Ashe’s clue about a rock and look closely beside the blocked doorway.
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After reading the journals, Ashe suggests she and the player head back to Markarth - you guys have a name but you don't have a face, or a location to that face. She thinks that Calcelmo might know a thing or two, seeing as how he has history with Aryo. Talk to Calcelmo, and a mini-cutscene plays. After talking to him, talk to Ashe, then head to the location (Blackheart Cavern).
Inside the dungeon, it's initially a bit empty - there is a secret door to proceed with the rest of it (for a hint Ashe references it's near a specific rock).
Further inside, you’ll encounter bandits, some already dead, along with enemies such as flame atronachs, dwarven automatons, and daedra. Midway through the dungeon, Ashe charges ahead, determined to confront Medeus, leaving you to fight through enemies to catch up.
At the end of the dungeon, you find Ashe kneeling beside Medeus’s corpse, devastated to discover that he has already died. You can attempt to console her or remain pragmatic, but the weight of her failure is clear.
Searching Medeus’s chamber, you’ll find a note on a bandit’s body that provides crucial information. The note reveals that someone hired the bandits to assassinate Medeus and hints at a meeting at Icewater Jetty, near a hidden vampire stronghold. Ashe decides to remain by Medeus' corpse to process the situation. She leaves your party and rejoins once you leave the cavern.
When you show the note to Ashe, she recognizes its significance but chooses not to pursue the lead immediately, stating that blindly seeking vengeance has brought her nothing but emptiness. This is a future plot thread that will be explored with Ashe and SDA Awareness.
After this, wait a day and Ashe should greet you to start the next Chapter.
In-game Quest ID - MM_AMQ_04
Quest FAQ:
Q: The door in the cave during “Shadows of the Past” won’t open, or the quest won’t progress.
A: Look for the button on the left side of the door, partly hidden by vegetation. Search the enemies for required quest items. If progression still stalls, report your current objective and what Ashe is doing.
Chapter 5 - Through Hell and High Water
Return to the workshop together. Stay near Ashe and Canas and allow the longer scenes to finish before moving ahead.
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After Ashe turns to talk to you, she tells you that she resolves to visit Aryo's workshop again to uncover the truths of her patch and find direction. During the conversation and depending on the player's response, this conversation can strengthen their bond (and affect Ethical Points or the Romance Meter).
Travel with her to the workshop. After you arrive, a cutscene will play between Ashe and Canas, and a subsequent flashback scene. The cutscene then flashbacks are pretty long, and take you throughout different places in the workshop. Simply follow where Ashe and Canas are running and watch the scenes to progress with the story. After the two scenes, you can choose to talk to either character (choose who you will side with in the argument).
Ultimately (regardless of your conversation choices), Ashe comes to a critical realization: her past may have shaped her, but her choices define who she is now. She resolves to revisit places and people from her history—not to uncover more about who she was created to be, but to better understand who she has become. Chapter 6 - One For All - is started right away.
In-game Quest ID - MM_AMQ_05
A: This issue can sometimes occur if Ashe’s dialogue doesn’t properly trigger after the waiting period. If you've completed "Shadows of the Past" but the next quest isn’t starting, try the following workaround:
Wait 25+ in-game hours somewhere safe (like an inn or player home).
Fast travel to a different major city (Whiterun, Solitude, etc.).
If the quest still doesn’t trigger, reload a save before waiting, then repeat the process.
Users have reported that this method reliably triggers Ashe's dialogue, starting "Through Hell and High Water." Let us know if you encounter further issues!
If this chapter will not start
After finishing “Shadows of the Past,” wait at least 25 in-game hours somewhere safe, then travel to a different major city. If Ashe’s greeting still does not trigger, reload a save from before the wait and try again. Report a repeatable blocker with your current objective.
Chapter 6 - One For All
Use your journal to follow each available branch. Your earlier choices affect which unfinished business remains.
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Ashe greets you to start this umbrella quest to revisit certain parts of her past, to help her receive clarity about her identity. Two quests happen by default (Shattered Orphans and Binding Blade) with the third (Beyond the Blade) happening optionally only if you chose to spare Rolen (the assassin) earlier in Chapter 3. Players need to finish all child quests where applicable to proceed with the final chapter (Chapter 7). That means all quests in your journal for Chapter 6 - if it is only the first two available, you only have to complete those two. If all three are available, then you have to complete all three. If a quest was supposed to start and it isn't starting, you have a bug - more on how to deal with that later.
In-game Quest ID - MM_AMQ_06
Quest FAQ:
Q: The “One for All” quests aren’t starting or functioning correctly.
A: Check the in-game failsafe dialogue in Ashe’s tactics menu. If the relevant quests still do not start, include the current quest state and whether the save predates your update in a report. Do not start every child quest manually; the third route depends on your earlier choices.
Chapter 6a - One For All - Shattered Orphans
Stay close to Ashe during the outdoor sequence. Let Remy finish his lesson before returning to Lynelle and offering supplies.
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This quest begins at the Riverwood Commune, located south of Riverwood near Anise’s Cabin. To reach the area, follow the quest marker to a stone pillar structure with a spiral staircase. Climb it and continue along the path until you arrive at a small settlement with mostly destroyed houses and one surviving house. If the player visits this area before the “One For All” quest begins, they can witness a brief prologue interaction between Ashe and the two siblings, Lynelle and Remy. While this encounter does not affect the main quest, it adds immersion to the story. Upon arriving, the player can optionally talk to Ashe about her thoughts on the area. This conversation has no impact on the quest’s progression or outcome.
Speak to Lynelle near the surviving house to learn about a werewolf attack that devastated the area months ago, leaving the siblings orphaned. Afterward, a scene triggers where Ashe confronts her guilt over her actions. The player is presented with dialogue choices that allow them to influence Ashe’s Ethical Points and relationship status. Supportive or constructive responses encourage Ashe to make amends, while dismissive or aggressive choices can prematurely end the quest, preventing the player from helping the siblings.
If the player continues, Lynelle approaches them in distress, saying that Remy has run off into the woods. The player follows her to locate him, triggering a scene where Ashe intervenes to save Remy from a wolf attack. With Remy safe, the group returns to the cabin, where Lynelle invites the player inside.
Follow the NPCs to the cabin - you can also just head their yourself and the quest should proceed like usual. In the cabin, Lynelle expresses gratitude and asks for help gathering supplies like food or pelts to sustain her and Remy. Right after this, Remy goes up to the player and privately asks Ashe for hunting lessons.
Follow Remy outside, and a brief scene shows where Ashe teaches Remy how to hunt. You do not actually need to hunt - this is implied through a fade to black. Remy returns to Lynelle and shows his catch. You can then donate supplies. Just talk to Lynelle and a gifting window should pop up. You can gift anything and whatever you give and don't give does not affect how you proceed the quest.
The quest concludes with Ashe visiting the grave and then reflecting on her past choices. Visiting the Riverwood Commune again allows the player to interact with Lynelle and Remy, whose dialogue changes based on the quest’s outcome. While the siblings cannot be adopted, they express gratitude for the player’s help. Adoption support will come in future mod updates.
In-game Quest ID - MM_AMQ_06a
Q: “Shattered Orphans” won’t progress when giving supplies, teaching Remy archery, or dealing with the wolf attack.
A:
After speaking with Remy, follow him outside. Ashe will teach him archery (a fade-to-black scene). Remy then returns to Lynelle to show his catch. At this point, a gifting window should appear, letting you donate supplies. What you give—or don’t give—does not affect quest progression.
Q: In Chapter 6, the wolf and Remy get stuck—Remy’s sister and Ashe just stand by the stairs, the wolf dies without me doing anything, and I can’t interact with anyone.
A:
This happens if the encounter script fails to reset when you run too far ahead of Ashe.
To avoid it:
Stay close to Ashe, just within conversational range. Don’t trigger the wolf events out of sequence.
Q: I updated to version 1.0.6 / 1.0.7 (or later) mid-playthrough, but the quest still isn’t working.
A:
The Chapter 6 fixes only apply if you start from before this quest begins.
If you updated while already in the quest, the fixes won’t retroactively apply.
Chapter 6b - One For All - Binding Blade
Follow the Windhelm lead, listen to everyone involved, and complete the assigned job before returning to the Cornerclub.
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To begin, travel to Windhelm and locate the New Gnisis Cornerclub. Upon entering Windhelm, Ashe will forcegreet you, sharing her reflections on the city’s history and her determination to resolve unfinished business. Another forcegreet will trigger upon entering the Cornerclub itself, setting the stage for your next steps.
After the initial forcegreet, locate Thorfinn in the Cornerclub and speak to him. During this conversation, his bitterness and resentment toward Ashe become evident as he recalls the events surrounding the theft of his greatsword, “Cruel Oath,” during a werewolf attack. Once this dialogue concludes, Ashe will lead you to a private corner of the tavern to discuss the situation further. Here, you will face a critical choice: either help Thorfinn move past his pain or take the ruthless and cold path, abandoning him to his misery. If you choose the latter, the quest ends immediately. Choosing to help, however, allows the story to progress.
If you decide to help Thorfinn, Ashe will approach him to begin a dialogue scene. Despite Ashe’s attempts to apologize and return the greatsword, Thorfinn refuses, stating that the blade, once a symbol of his family’s legacy, has been tainted by its history. Instead, he directs you to a bandit quest he was assigned before abandoning his life as an adventurer. This task gives him time to reflect and decide whether he can truly forgive Ashe.
Your objective is to clear a randomly selected bandit camp within Windhelm’s vicinity. Travel to the marked location, eliminate all enemies, and return to Thorfinn to report your success. During this phase, Ashe will periodically comment on the morality of killing bandits, offering insights into her evolving perspective. The player can guide her thinking through dialogue choices that are peaceful, pragmatic, or aggressive. These choices will influence her Ethical Points but are not required to complete the quest.
Upon returning to Thorfinn after completing the bandit quest, he expresses gratitude and acknowledges your efforts. He reveals that he wishes to move on from his depression and start anew but needs work to do so. Thorfinn suggests speaking to Ambarys, the innkeeper, to arrange employment.
When speaking to Ambarys, you can use persuasion or bribery to convince him to hire Thorfinn. Success depends on how well you navigate the dialogue—learning about Ambarys’ background and appealing to his personality increases your chances. If a persuasion or bribe attempt fails, exhaust other dialogue options to try again. Additionally, the method you use to persuade Ambarys (charm or coin) will influence Ashe’s Ethical Points differently, shaping her perspective on handling such situations.
Once you secure work for Thorfinn, return to him at the Cornerclub. He expresses genuine gratitude for your efforts and acknowledges that the sword no longer holds meaning for him. He insists that Ashe keep “Cruel Oath,” recognizing her growth and ability to wield it with honor.
Afterward, speak to Ashe for a final conversation. She reflects on the quest’s events and offers the sword to the player or decides to keep it herself. During this dialogue, you can optionally flirt with Ashe, progressing the romance route if desired. If not, the conversation concludes amicably, with Ashe expressing her gratitude for your support in helping both her and Thorfinn find a measure of peace.
In-game Quest ID - MM_AMQ_06b
Quest FAQ:
Q: Thorfinn is missing during “Binding Blade,” or his quest marker points underground. The quest to kill the bandit leader isn't working.
This issue commonly occurs due to interactions with mods like JK's New Gnisis Cornerclub or from previously clearing bandit camps around Windhelm. To resolve:
Use the failsafe reset from Ashe’s debug dialogue menu near Windhelm’s main entrance (either side). Wait a moment after resetting to ensure proper initialization.
Important: Avoid clearing bandit lairs around Windhelm (or killing their leaders) before starting 'Binding Blade' (MM_AMQ_06B). The quest dynamically assigns a nearby bandit boss as a target, similar to radiant quests. If all nearby locations have already been cleared, the quest might fail to initialize properly. Bandit bosses take approximately 30 in-game days to respawn.
If the failsafe does not resolve the issue, report your quest state, update history, and any mods changing the Cornerclub. A separate new-game test can help identify an existing-save issue; keep your current playthrough and backups intact.
Chapter 6c - One For All - Beyond the Blade
Return to the homestead when directed. After the conversation, look for a trail leading away from it.
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You’ll be sent back to Rolen’s homestead to settle unfinished business. As you approach, you’ll find two dead Dark Brotherhood assassins outside — clear signs the Brotherhood came to finish what you started.
Ashe remarks on the bodies, and the quest directs you to confront Rolen.
Rolen is alive, but hurting and worn down. He tries to keep his dignity — even insisting on mundane routines (like chopping wood) while discussing death like it’s already decided.
During the conversation, Rolen confirms:
Two Brotherhood “greenhorns” attacked him.
He managed to kill them, but one assassin escaped, wounded by a cut from poison-coated steel.
This quest has distinct dialogue flow depending on Ashe’s EP:
High EP (mercy-leaning): Ashe hesitates and may consider sparing him. The player can shape the outcome — including a “penance” style sentence where Rolen repays his debt through ongoing labor/supplies.
Moderate EP (justice vs mercy): Ashe frames it as justice, but the player can still push for a more restrained ending — or encourage revenge.
Low EP (vengeance-forward): Ashe is colder and more revenge-driven. The quest strongly steers toward execution with no clear sparing route.
If Rolen is executed, it’s not a fight - Ashe simply carries out the sentence.
Afterward, Ashe reflects briefly on how it feels (the “weight shifted” line and outcome-specific variants).
Regardless of what happens to Rolen, Ashe insists there’s still a loose end: the assassin who escaped will either:
come back for Rolen (if he lived), or
remain a threat tied to the Brotherhood’s “loose ends” (if Rolen died).
You’ll track the escapee by following a blood trail (blood splatters leading downhill). At the end of the trail, you’ll confront a wounded Brotherhood assassin who fights aggressively and uses potions.
Kill the assassin, and Ashe delivers closing commentary. The quest completes immediately afterward.
At the end, there are optional lines that can lead into playful banter and light flirting (including the candlelight/date-style exchange), and these can raise Romance Meter depending on your setup.
Troubleshooting
Q: The escaping assassin never turns hostile / I kill them but the quest doesn’t advance.
A: This is usually caused by the assassin’s quest alias/reference not filling correctly (or the stage/enable package not firing).
First, update to the latest version (1.3.0+) since this path was revised.
If users want to experience “cut content,” they can start the old quest via console commands. I don’t recommend doing this on saves you intend to keep—it’s purely for seeing what the quest was like before the rewrite. No data was deleted from the mod; the old content was simply disabled to prevent save corruption or other unwanted side effects from content removal (Bethesda does the same with their own cut content).
Chapter 7 - Go Beyond - Vestiges Reborn
Travel with Ashe to the mountain destination and give her time to reflect. Follow her when she leaves.
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The quest begins after completing all Chapter 6 quests. Ashe will forcegreet you shortly afterward. If she doesn’t, wait a few in-game hours or fast travel to a new location to trigger the dialogue. During the forcegreet, Ashe reflects on the transformative journey she has shared with you and expresses a need for clarity. She suggests traveling to the Throat of the World, believing that the vastness of Skyrim’s highest peak may help her gain a fresh perspective.
A quest marker will point to the Throat of the World. You can either fast travel or manually journey there.
Upon reaching the summit, Ashe takes a moment to appreciate the grandeur of the view. She sits on a nearby ledge, prompting you to sit beside her. Follow the quest marker to your designated seat and initiate the next phase of the quest.
During this moment of introspection, Ashe opens up about her struggles with identity, questioning her sentience and the nature of her emotions. Through a series of dialogue options, you can affirm her feelings, reassure her, or challenge her doubts. Ashe eventually comes to terms with her existence, concluding that her experiences, emotions, and choices make her more than just a machine—they make her alive.
Choosing a Path
Ashe stands and moves to a new position near the starting point of the quest. When you speak to her, she reveals that her journey and the choices made along the way have led her to a crucial realization. Based on the Ethical Points (EP) accrued during the previous quests, she determines her path forward. Each path unlocks a unique ability and defines Ashe’s character moving forward:
Pacifist Path (High EP)
Ashe embraces compassion and healing, choosing to protect and nurture life rather than take it.
Unlocked Ability: Rejuvenating Core – Rapid health regeneration for Ashe or the player when health is low (60 seconds, 24-hour cooldown).
Utilitarian Path (Moderate EP)
Ashe seeks balance, embracing the greater good even if it requires difficult choices.
Unlocked Ability: Strategic Rush – Rapid stamina regeneration when health is low, allowing for tactical combat maneuvers (60 seconds, 24-hour cooldown).
Aggressive Path (Low EP)
Ashe chooses strength and power, believing the world rewards ruthlessness and domination.
Unlocked Ability: Relentless Fury – Ashe and the player deal double damage but take half damage for a limited time when health is low (60 seconds, 24-hour cooldown).
After making her declaration, Ashe forcegreets you with dialogue that reflects her chosen path. If you previously activated the Hearthfire Protocol, this dialogue includes Ashe’s acknowledgment of her deeper feelings for you.
Ashe runs down the mountain, and a cinematic moment begins. Emotional music plays, and fast travel is disabled to ensure an uninterrupted experience. Follow Ashe as memories of her mother, Rebecca Montclair Avellan, begin to emerge in a series of poignant voiceovers. These memories reveal Rebecca’s love for Aryo, her struggles with infertility, and her hope that a part of her soul would live on in Ashe.
The voiceovers culminate in a final message from Rebecca to Ashe, affirming her as the culmination of their love and dreams. Rebecca encourages Ashe to live fully, embrace her freedom, and chart her destiny with a kind heart and an open mind.
In-game Quest ID - MM_AMQ_07
Quest FAQ:
Q: During the “Go Beyond” quest at the Throat of the World, sitting on the bench doesn’t trigger anything.
A: Confirm that you are using the seat marked for the player and allow Ashe to reach her position. If the scene stays stalled after reloading a nearby save, report the MM_AMQ_07 quest state before using a console workaround.
Bound by Flame and Crystal - Romance Part 01
Finish Chapter 7 and follow the next journal prompt. Prior flirt choices matter; the standard route includes a 24-hour wait.
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This quest automatically begins after completing Chapter 7, "Go Beyond – Vestiges Reborn." Once you’ve followed Ashe down the mountain and completed the previous quest, wait 24 in-game hours. A new objective will prompt you to talk to Ashe.
Note: This quest requires you to have accumulated sufficient Romance Meter (RM) with Ashe by consistently selecting flirtatious dialogue options at least twice (or more) throughout her main questline. Without enough RM, the quest will not trigger.
When you speak to Ashe, she nervously opens up about her feelings. She expresses the deep connection she has developed with you, shaped by the challenges you’ve faced together. At this pivotal moment, you’re presented with three responses:
Reciprocate Ashe’s feelings: Choosing this option solidifies your romance with Ashe and allows the quest to proceed into its romantic content.
Turn Ashe down: If you choose this, the romance quest will end. However, Ashe hints at the possibility of revisiting the romance in future updates.
Delay your decision: If you’re unsure, Ashe will respect your request for more time, leaving the door open for romance later in the quest.
If you reciprocate Ashe’s feelings or opt to delay, she invites you to her workshop for privacy. Fast travel there, where Canas’s NPC will temporarily leave to ensure the two of you can have uninterrupted time together.
Upon entering, Ashe offers you a choice of drinks: milk or Sujamma. Engage in light-hearted conversation with her, learning about her quirks and humor. The dialogue branches here provide insight into Ashe’s character, her relationship with Canas, and her growth since the beginning of her journey.
If you reciprocated Ashe’s confession earlier, the conversation naturally deepens, leading to her sharing vulnerable thoughts about intimacy and connection. She explains her father's intention for her to experience the full spectrum of human emotions, including love. She expresses both excitement and uncertainty, asking for your patience and guidance as she navigates this uncharted territory.
You can respond with tenderness, humor, or boldness, each shaping the tone of the scene. Finally, Ashe leans in for a kiss, prompting the romance to fully bloom:
SFW Version: A fade-to-black sequence depicts the moment.
NSFW Version: If you have an appropriate adult framework installed, animations will play to reflect the romance.
If you chose to delay the romance earlier, Ashe uses the time to reflect on her emotions and her future. She shares her uncertainty about navigating life without vengeance as her driving purpose. You can provide encouragement and guidance, helping her find clarity.
At the end of this branch, you’re given another chance to solidify the romance. If you decide to proceed, Ashe nervously but confidently embraces the moment, leading to the same outcomes as the confession branch. Alternatively, you can choose to maintain a close friendship, which Ashe gratefully accepts.
If you previously activated the Hearthfire Protocol, this quest progresses differently. Ashe immediately invites you to her workshop without the 24-hour wait. Her dialogue reflects a deeper trust and understanding, shaped by the emotional bond established through the Protocol. This path leads directly to an intimate moment, skipping earlier hesitation and uncertainty.
At the end of the quest, Ashe reaffirms her feelings for you. The romance, once established, adds new dimensions to her interactions and future questlines. Your relationship with Ashe will continue to grow in subsequent updates, with new dialogue and story content reflecting the depth of your bond.
In-game Quest ID - MM_AMQ_07Epilogue
Romanced Ashe
Check Ashe’s conversation options. You can choose how often the intimate dialogue appears.
Reveal full walkthrough & troubleshootingStory spoilers

Once you've romanced Ashe, you can opt to kiss or make love to her at any time. You can also disable this dialogue from popping up by selecting the "cool off" dialogue option in her dialogue menu.
See the current release notes for additions to romance dialogue.