Overview and context
If you've just finished the quest A Door in Niben Bay, the next task in the main Shivering Isles campaign for you to complete is Through the Fringe of Madness. Below, you'll find IGN's complete guide to Through the Fringe of Madness, including how to finish the quest and deal with key enemies. You'll have to deal with a few Grummite Whelp enemies while following this winding path towards the town.
Starting the journey: approaching the Gatekeeper
When you get close to the stone archway leading into Xeddefen, turn to the north and continue onwards, walking under the large tree roots towards the quest marker. Here, you'll see the Gatekeeper and get a demonstration of its strength. Follow the path away from the Gatekeeper's location and into the town below.
Two main routes after meeting the Gatekeeper
You've got two main routes here. Killing the Gatekeeper. Option 1 - Jayred Ice-Veins.
Option 1: Jayred Ice-Veins
The first way to deal with the Gatekeeper is to find Jayred Ice-Veins. Speak to him and ask about the Gatekeeper and the Garden of Flesh and Bones. Jayred will request to team up with you, asking for your help in picking the lock to get into the Garden - a nearby graveyard - and finding magical bones to make arrows with. Inside, you'll need to deal with a group of skeletons. Speak to Jayred once the coast is clear.
Wait a few in-game hours - either by using the wait function or by killing time and exploring the area - then find Jayred to continue. Depending on the time, he'll likely be in his house back in Passwall. He'll hand over 20 of the special arrows while keeping 10 for himself. Once the Gatekeeper is dead, you'll be able to loot both the Key to Mania and the Key to Dementia.
Speaking to Dredhwen, the innkeeper at The Wastrel's Purse (the first building as you approach the town), and asking about the Gatekeeper will reveal that Relmyna is staying upstairs. Relmyna will be available to speak to during the day - we caught her going upstairs around 7am. Asking her about the Gatekeeper will reveal that she had a hand in creating the behemoth. Nanette Don's house is just across from the inn. She'll initially be reluctant to tell you anything much about the Gatekeeper as Relmyna is her teacher, but if you persuade her and focus on bribery in the mini-game, she'll reveal that Relmyna's own tears hurt the monster and that she meets with him nightly around 12am.
Head back to the Gatekeeper's location - but keep your distance so you don't get rushed - and wait until 12am. Relmyna will show up and briefly speak to the Gatekeeper, cry, and then turn to leave. Run in, pick up the handkerchief, and get out of there swiftly. The game will let you know that you've now got limited doses of the tears to use as a poison, which will open up the Gatekeeper to damage for a 120 second window. You can apply the tears to your weapon or arrows, attack, and then take advantage of the damage window with an attack of your choice, or use them in tandem with Jayred to get an extra boost of damage.
When you've dealt with the Gatekeeper, loot both of the keys in its inventory to continue onwards. Make your decision on which route you want to follow through the Gates of Madness - the darker route of Dementia or the psychedelic route of Mania - and use the corresponding key. You can learn more about which route will suit your playstyle best in our Gates of Madness breakdown here.
Finding Sheogorath
Once you're through the Gate of your choosing, your next aim is to find Sheogorath. As you follow this path, you'll end up passing a location called Hardscrabble Camp. Unsurprisingly, The Low Road is fairly populated with enemies so keep an eye out as you make your way along it. Your aim is to get to the city of Crucible. Follow the quest marker into Crucible and head into New Sheoth Palace to continue. Cross the courtyard towards the southeast and walk into the Palace. Inside the main Palace room, you'll be able to finally meet Sheogorath himself. Refusing to elaborate, Sheogorath will instruct you to head to an area called Xedilian to run an "errand" for him, wrapping up the quest and moving into A Better Mousetrap.
Key encounters and tips
- Expect Grummite Whelps along the winding path; be prepared for skirmishes as you press toward Crucible. Engage strategically and use the environment to your advantage.
- Interacting with Jayred Ice-Veins can grant access to the Garden of Flesh and Bones and provide arrows that aid your combat against the Gatekeeper. Time your actions to maximize the damage window after applying tears.
- Relmyna's involvement in the Gatekeeper's creation becomes a pivotal plot reveal; visiting The Wastrel's Purse and Nanette Don's house can yield crucial information. Persuasion and bribery options may unlock hidden dialogue and timing on encounters.
Visual aids and potential enhancements
Infographics detailing the Gates of Madness choices, maps showing routes to Mania and Dementia, and a quest flow diagram can help players plan their approach and optimize timing for the Gatekeeper’s vulnerability window.

How To Beat The GATEKEEPER Encounter Explained In 4 Minutes - (Vault Of Glass Raid)
Possible data table: key items and outcomes
| Item | Source | Effect |
|---|---|---|
| Key to Mania | Gatekeeper loot | Opens Mania route |
| Key to Dementia | Gatekeeper loot | Opens Dementia route |
| Tears of Relmyna | Gained from Gatekeeper encounter | Poison for 120-second damage window |
| Special arrows | Jayred Ice-Veins | Higher base damage |
Path to completion
After meeting Sheogorath, you will head to Xedilian to run an errand for him, wrapping up the quest and moving into A Better Mousetrap. This marks the transition from Through the Fringe of Madness to the next chapter of the Shivering Isles storyline.