___ _ __ ___ | |_ _ |_ | _| _ ._ (_ _ ._ _ || _ | \ / | | |(/_ |_ |(_|(/_| __)(_ | (_)||_> _|_ \/ ____________________________________________________________________________ ______ ______ __ __ ____ ____ __ ______ __ __ / __ \ | _ \ | | | | \ \ / / | | / __ \ | \ | | | | | | | |_) | | | | | \ \/ / | | | | | | | \| | | | | | | _ < | | | | \ / | | | | | | | . ` | | `--' | | |_) | | `----.| | \ / | | | `--' | | |\ | \______/ |______/ |_______||__| \__/ |__| \______/ |__| \__| +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | TES IV: Oblivion FAQ/Walkthrough | +-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+ | Author: Xiamut (xiamut@gmail.com) | | Version: 1.10 | | Last Revision: 08/16/07 | | Platform: Xbox 360 | o----------------------------------------o O============================================================================O | - Table of Contents - | O============================================================================O - Introduction........................................................[*01] - The Basics..........................................................[*02] - Controls........................................................[B01] - Combat..........................................................[B02] - Magic...........................................................[B03] - Stealth.........................................................[B04] - Attributes......................................................[B05] - Gaining Levels..................................................[B06] - Character Creation..................................................[*03] - Races...........................................................[C01] - Birthsigns......................................................[C02] - Skills..........................................................[C03] - Classes.........................................................[C04] - Quest Walkthroughs..................................................[*04] - Main Quest......................................................[W01] - Fighters Guild Quests...........................................[W02] - Mages Guild Quests..............................................[W03] - Thieves Guild Quests............................................[W04] - Dark Brotherhood Quests.........................................[W05] - Daedric Shrine Quests...........................................[W06] - Knights of the Nine.............................................[W07] - Side Quests.........................................................[*05] - Anvil Quests....................................................[S01] - Bravil Quests...................................................[S02] - Bruma Quests....................................................[S03] - Cheydinhal Quests...............................................[S04] - Chorrol Quests..................................................[S05] - Imperial City Quests............................................[S06] - Leyawiin Quests.................................................[S07] - Skingrad Quests.................................................[S08] - Settlement Quests...............................................[S09] - Miscellaneous Quests............................................[S10] - Downloadable Content............................................[DLC] - Shivering Isles.....................................................[*06] - Main Quest......................................................[I01] - Side Quests.....................................................[I02] - Achievement List....................................................[*07] - Revision History....................................................[*08] - Thanks/Acknowledgments..............................................[*09] - Contact Information.................................................[*10] - Copyright Information...............................................[*11] ----------------------------------------------------------------------------- *** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the *** *** corresponding code next to section that you want to view and press *** *** enter to jump to that section. *** ----------------------------------------------------------------------------- ------\======================================================================= [*01] \ - Introduction - --------\===================================================================== Oblivion is an open-ended first-person role playing game developed by Bethesda Softworks and published by 2K Games. As the game begins, you are taken to the character creation menu where you will create your in-game persona. The possi- bilities for character creation are nearly endless. Once you have created your character and have been set loose into the world, you are free to do what you want. Be it saving the world, closing Oblivion gates, exploring the depths of dark dungeons, taking on quests, you can do it in Oblivion. This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for the Xbox 360 console. Even though it was written for the 360, it can still be used in conjunction with the PC or PS3 version of TES IV, since the only real differences between the 360, PC and PS3 versions of the original game is the control scheme. Contained in this guide is a walkthrough for the main quest, each of the four guilds that you can join in the game, walkthroughs for the Daedric Shrine quests, as well as directions for each and every side quest. I suggest that you do not read too far ahead, this guide does CONTAIN SPOILERS! I have implemented a search system that I highly suggest you utilize. It is very simple to use and it will make your time navigating this guide a whole lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use the table of contents and type in the corresponding code for the section that you want to jump to. Each quest line sub-section has its own table of contents that contains a list of all of the quests in that section as well. I hope you can find the answers you are looking for... now on to the FAQ! ------\======================================================================= [*02] \ - The Basics - --------\===================================================================== -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Controls [B01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ O========================O===================================================O | - Button - | - Function - | O========================O===================================================O | Left Bumper | Grab objects (press and hold while cursor is over)| |------------------------+---------------------------------------------------| | Right Bumper | Cast selected spell. | |------------------------+---------------------------------------------------| | Right Trigger | Attack with equipped weapon. | |------------------------+---------------------------------------------------| | Back | Open the wait menu. | |------------------------+---------------------------------------------------| | Start | Pause the game and open the start menu. | |------------------------+---------------------------------------------------| | Left Thumbstick | Move your character. | |------------------------+---------------------------------------------------| | Left Thumbstick Button | Toggle Sneak Mode on and off. | |------------------------+---------------------------------------------------| | D-Pad | Activate set hotkeys. | |------------------------+---------------------------------------------------| | Right Thumbstick | Look left, right, up, down. | |------------------------+---------------------------------------------------| | Right | Switch between first and third person view | | Thumbstick | points. Hold down to enter Vanity Mode. Use the | | Button | left and right triggers to zoom in and out. | o------------------------o---------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Combat [B02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are three classifications for weapons in Oblivion: Blade weapons, Blunt weapons and Ranged weapons. The Blade classification encompasses daggers, short swords, long swords, claymores, etc. The Blunt encompasses anything from maces and hammers to one-handed and two-handed axes. Weapons are also further classed as either one-handed or two-handed. With two-handed weapons, while you have the benefit of a slightly more powerful weapon, you lose the extra defense of a shield used in conjunction with a one-handed weapon. Ranged, of course, refers to bows. The damage that a certain weapon deals is dependant on several different factors. The strength of a melee weapon is dependant on your characters weapon classification skill level, the quality of the weapon and the weapon itself. For example, if your character uses blades as their primary weapon type, the damage that the deal while using a blade type weapon will be much higher than the damage they would deal while using a blunt weapon. A bow's damage is dependant on your character's marksmen skill level, the bow itself and your character's agility attribute. There are two different types of melee attacks, basic attacks and power attacks. You can perform power attacks by holding down on the right trigger and push the right thumbstick in a certain direction. As you gain levels in your skills, you will reach new mastery levels. Each time you reach a new mastery level, you will gain a new power attack. A novice can perform a basic power attack with a blade or blunt weapon by holding down on RT and pushing the right thumbstick in any direction. As an Apprentice, one can perform a more powerful power attack, by simply holding down on RT. Journeyman gain the left and right power attacks. Experts gain a backwards power attack with a chance of knocking their opponent back. Finally, Master gains a forward power attack with a chance of paralyzing the target. For ranged weapons, hold down the right trigger to pull the bowstring to its full extension, then release the right trigger to fire the arrow. Of course, as with a real bow, aim the arrow up higher to adjust the distance. As soon as you hit Journeymen, you will be able to zoom in by holding down on the left trigger. To see the other perks associated with the marksmen mastery levels, check out the skills section. Blocking of course goes hand in hand with combat. You can block with weapons, but a shield is much more effective in absorbing a hit than a weapon is. A shield can only be used while you are wielding a one- handed weapon. Bow or two-handed weapon users must block with their weapon. As you use your weapons, their quality will eventually drop. When it drops completely, it will become unusable. A weapon of lesser quality will be dealing less damage than it would be at its full potential, as armor would be less effective at absorbing damage while it is damaged. You can repair your damaged equipment by using a repair hammer. As you gain skills in Armorer, there will be less of a chance of a hammer breaking while you are using it. If your mastery level in Armorer is below Journeyman, you will not be able to repair enchanted equipment. You can, however, bring your damaged equipment to just about any weapon/armor store and have the shopkeeper fix it for a price. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Magic [B03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are six different colleges of magic that can be used. Each different school has different types of spells associated with it: Destruction: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Alteration: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Illusion: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Conjuration: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Mysticism: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Restoration: Cast spells to restore, fortify or absorb physical and magic attributes, cure disease and resist magic attacks. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Stealth [B04] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Characters geared towards stealth focus on surprising the enemy, while remaining out of sight. The heart of the art of stealth is the sneak mode, to enter this mode simply press down on left thumbstick and you will enter sneak mode. While in sneak mode, an eye icon will appear in the middle of the display. While this eye is faded, it means that there aren't any creatures or characters that can see you, you are effectively hidden. While the icon is bright and solid, it means that you have been detected. Several factors affect your chance of being detected by someone. The weight of your boots, the amount of light in a location, the speed of your movement all have an effect on your chances of being detected. While sneaking, do not cast any spells that generate light. While in sneak mode, one can perform sneak attacks if they are undetected. If you are using a ranged or one-handed weapon and you strike a target while you are sneaking undetected, you will get a damage bonus. With ranged weapons, the damage that the bow deals is multiplied by three, with one-handed weapons the damage is multiplied by six. A sneak attack cannot be performed with a two- handed weapon, making any weapon under that category virtually useless to a stealth character. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Attributes [B05] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Each time your character gains a level, you will be able to choose three of the eight attributes to raise by a certain amount. Each attribute has a certain effect on your character, raising an attribute enhances the effect on your character. Below is a table describing each attribute, as well as the effect they have on your character. For information on gaining levels, refer to the section below this one. O===============O============================================================O | - Attribute - | - Affects/Governing Attributes - | O===============O============================================================O | Strength | How much you can carry, your Fatigue, damage dealt with | | | melee weapons. Governs Blunt, Blade and Hand to Hand. | |---------------+------------------------------------------------------------| | Intelligence | Total Magicka. Governs the skills Alchemy, Conjuration, | | | and Mysticism. | |---------------+------------------------------------------------------------| | Willpower | Magicka regeneration rate, how much fatigue you have. | | | Governs Destruction, Alteration, and Restoration. | |---------------+------------------------------------------------------------| | Agility | Reduces the likelihood that you will lose balance when | | | struck by an enemy. Affects how much damage you do with | | | ranged weapons. Governs Security, Sneak and Marksman. | |---------------+------------------------------------------------------------| | Speed | Determines the speed of your movement. Governs the skills | | | of Athletics, Light Armor, and Acrobatics. | |---------------+------------------------------------------------------------| | Endurance | Affects your total fatigue, health and the rate at which | | | your health will increase at when you gain levels. You | | | gain one-tenth of your endurance attribute each time you | | | gain a level. Governs Block, Armorer and Heavy Armor. | |---------------+------------------------------------------------------------| | Personality | Affects people's default disposition towards you. Governs | | | the skills of Speechcraft, Mercantile and Illusion. | |---------------+------------------------------------------------------------| | Luck | Has an effect on everything you do. An example of this is | | | the probability of receiving rare items from random drops. | o---------------o------------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Gaining Levels [B06] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The leveling system in The Elder Scrolls series is different from most traditional RPGs. You do not gain experience points by killing monsters, instead you gain levels by making advancements in your major skills. The seven major skills that you choose during the character creation process are very important for this very reason. To gain a level, you must raise any combination of your seven major skills a total of ten times. There are three main ways to raise your skill levels. One being to simply use it over and over, the lower the skill level, the easier it is to increase it by using it. As a particular skill's level becomes higher, it will take more time to raise it by another level. You can also pay an NPC to train your char- acter in a specific skill. To do this you must find a character that has a mastery level higher than yours in the skill that you wish to be trained in. There is a limit of five trained levels per character level. You may also come across "Skill Books" in the world of Oblivion. Upon reading these skill books, you will gain a level in a certain skill. When you do increase the major skills associated with your class by ten points, you will receive a notification telling you to find a bed to sleep and meditate on what you have learned. You must find a bed and use it to sleep and meditate on what you've learned in order to increase your level. You do not need to sleep right away however, you can "stack" levels and sleep in a bed several times in a row to catch up. When you raise your level, you will have to choose three of your eight attributes to raise. Certain attributes may receive a bonus modifier, which is determined by which skills you have increased since you last raised level. The attributes that receive bonus modifiers are determined by the "governing attribute" of the skills that you have raised. For each two levels you gain in a skill, it will add +1 to that skill's governed attribute's bonus modifier. Whether a skill is Major or Minor does not affect the modifier. For example, if you gain four levels in Armorer, which has its governing attribute as Endurance, ten levels in a minor skill such as Destruction, which has the governing attribute of Willpower, you would receive the opportunity to increase Endurance by +3 and Willpower by +5. The bonus modifier has a limit of +5, so don't bother raising a skill to try and get a modifier by more than ten levels. ------\======================================================================= [*03] \ - Character Creation - --------\===================================================================== The first thing that you must do in Oblivion is design your character. Oblivion features a very in-depth character creation system. You must choose from one of the 10 races, design your character's looks (in great detail if you wish, or you can just choose to randomize their face), select a Birthsign and assign them a class. This section gives a detailed description of the options for the choices you must make. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Races [C01] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a total of ten different races in Oblivion for you to choose from. Each race has its own strengths and weaknesses. Every race receives certain skill bonuses and special abilities that are unique to that race. While deci- ding on a race, keep in mind the type of character you want to be and make sure that your choice is well suited for your desired role. Keep in mind how- ever, that starting stats and skill bonuses really don't matter too much once you reach higher levels. +--------------------------- Argonian ---------------------------+ Description: This reptilian race, well-suited for the treacherous swamps of ------------ its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Skill Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, -------------- Illusion +5, Mysticism +5, Security +10 Race Specials: Resist Disease, Immune to Poison, Water Breathing -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 50 | 30 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 50 | 40 | 40 | 40 | 30 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Breton ----------------------------+ Description: In addition to their quick and perceptive grasp of spellcraft ------------ even the humblest of Bretons can boast a resistance to magic energies. They are particularly skilled at summoning and healing magic. Skill Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, -------------- Mysticism +10, Restoration +10 Race Specials: Fortified Magicka, Dragon Skin, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 50 | 50 | 30 | 30 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 50 | 30 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Dark Elf ---------------------------+ Description: Also known as "Dunmer" in their homeland of Morrowind, the ------------ Dark Elves are noted for their skilled and balanced integr- ation of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Skill Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10, -------------- Light Armor +5, Marksman +5, Mysticism +5 Race Specials: Ancestor Guardian, Resist Fire -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 40 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 30 | 40 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- High Elf ---------------------------+ Description: Also known as "Altmer" in their homeland of Summerset Isle, ------------ the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulne- rable to fire, frost and shock. Skill Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10 -------------- Illusion +5, Mysticism +10 Race Specials: Weakness to Fire, Frost and Shock, Resist Disease, Fortified -------------- Magicka Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 50 | 40 | 40 | 30 | 40 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 50 | 40 | 40 | 40 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Imperial ---------------------------+ Description: Natives of the civilized, cosmopolitan province of Cyrodiil, ------------ they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills. They tend to favor the warrior class. Skill Bonuses: Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercan- -------------- tile +10, Speechcraft +10 Race Specials: Star of the West, Voice of the Emperor -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 30 | 40 | 40 | 50 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 40 | 40 | 30 | 30 | 40 | 50 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +---------------------------- Khajiit ---------------------------+ Description: Hailing from the province of Elsweyr, they are intelligent, ------------ quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, -------------- Light Armor +5, Security +5, Sneak +5 Race Specials: Eye of Fear, Eye of Night -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 40 | 40 | 30 | 50 | 40 | 30 | 40 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 40 | 40 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +----------------------------- Nord -----------------------------+ Description: Citizens of Skyrim, they are a tall and fair-haired people. ------------ Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Skill Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, -------------- Restoration +5 Race Specials: Nordic Frost, Woad, Resist Frost -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 50 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 50 | 30 | 40 | 40 | 40 | 40 | 30 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +------------------------------ Orc -----------------------------+ Description: The people of the Wrothgarian and Dragontail Mountains, ------------ Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage. Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy -------------- Armor +10 Race Specials: Berserk, Resist Magicka -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 45 | 30 | 50 | 35 | 30 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 45 | 40 | 45 | 35 | 30 | 50 | 25 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Redguard ---------------------------+ Description: The most naturally talented warriors in Tamriel. In addition ------------ to their cultural affinities for many weapons and armor styles, they also have a hardy constitution and natural resi- stance to disease and poison. Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy -------------- Armor +5, Mercantile +5 Race Specials: Adrenaline Rush, Resist Poison, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 50 | 30 | 30 | 40 | 40 | 50 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 40 | 30 | 30 | 40 | 40 | 50 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o +--------------------------- Wood Elf ---------------------------+ Description: The clanfolk of the Western Valenwood forests, also known as ------------ "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, -------------- Marksman +10, Sneak +10 Race Specials: Beast Tongue, Resist Disease -------------- Starting Stats ---------------- o------o--------o--------o--------o--------o--------o--------o--------o------o | GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK | o------o--------o--------o--------o--------o--------o--------o--------o------o | Male | 30 | 40 | 30 | 50 | 50 | 40 | 30 | 50 | |------+--------+--------+--------+--------+--------+--------+--------+------| | Fema | 30 | 40 | 30 | 50 | 50 | 30 | 40 | 50 | o------o--------o--------o--------o--------o--------o--------o--------o------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Birthsigns [C02] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Part of the character creation process includes choosing one of the thirteen birthsigns that your marks your character's birth. The birthsigns grant you special powers, some more useful than others. Below is a table listing each of the birthsigns and the effect that they have on your character: O================O===========================================================O | - Birth Sign - | - Power - | O================O===========================================================O | The Apprentice | Grants a 100 point bonus to your Magicka attribute. | | | 100% Weakness to Magicka. | |----------------+-----------------------------------------------------------| | The Lady | Grants a 10 point bonus to your Willpower and Endurance | | | attributes. | |----------------+-----------------------------------------------------------| | The Mage | The Mage grants a permanent bonus of 50 points to your | | | Magicka attribute. | |----------------+-----------------------------------------------------------| | The Thief | Grants a 10 point bonus to your Speed, Agility and Luck | | | attributes. | |----------------+-----------------------------------------------------------| | The Atronach | You do not regain Magicka over time. Instead you have 50% | | | Spell Absorption. Base Magicka increased by 150 points. | |----------------+-----------------------------------------------------------| | The Lord | Blood of the North - Lesser power, regenerates up to 90 | | | of Health. Permanent 25% weakness to Fire. | |----------------+-----------------------------------------------------------| | The Lover | Lover's Kiss - Greater power, paralyze an enemy for 10 | | | seconds at the cost of 120 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Ritual | Mara's Gift - Greater power, Restore health spell. | | | Blessed Word - Turn the Undead. | |----------------+-----------------------------------------------------------| | The Serpent | Slow but potent poison on touch. Also cures and dispels | | | magic on yourself. Costs 100 points of Fatigue. | |----------------+-----------------------------------------------------------| | The Shadow | Moonshadow - Greater power, become Invisible for 60 | | | seconds. | |----------------+-----------------------------------------------------------| | The Steed | The Steed birthsign grants a bonus of 20 to your speed | | | attribute. | |----------------+-----------------------------------------------------------| | The Tower | Tower Key - Greater power, open an Average or lower | | | quality lock once a day. Tower Warden reflects 5 point of | | | damage for 120 seconds a day. | |----------------+-----------------------------------------------------------| | The Warrior | Grants a bonus of 10 points to your Strength and Enduran- | | | ce attributes. | o----------------o-----------------------------------------------------------o -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Skills [C03] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ In total, there are 21 skills in Oblivion. Your character will be composed of seven skills that will be referred to as "Major Skills" and the rest will be referred to as "Minor Skills." There are set points that are considered "Mastery Levels." When you reach a particular mastery level, you will receive what is called a "skill perk" for the skill in question. The major skills that you select will start off at the Apprentice mastery level (25). Below is a table listing each mastery level and its level range: O=========================================O==================================O | - Skill Mastery Level - | - Skill Scores - | O=========================================O==================================O | Novice | 0-24 | |-----------------------------------------+----------------------------------| | Apprentice | 25-49 | |-----------------------------------------+----------------------------------| | Journeyman | 50-74 | |-----------------------------------------+----------------------------------| | Expert | 75-99 | |-----------------------------------------+----------------------------------| | Master | 100 | o-----------------------------------------o----------------------------------o The skills are categorized as either Combat skills, Magic skills or Stealth skills. Each skill in these categories have governing attributes that reflect their categories. The governing attribute of a skill is important because, depending on the number of levels in that skill that you gain before gaining a character level, you will get an attribute bonus. For every two levels you gain in a skill you will receive one extra point to that skill's governed attribute. For example, if you gain ten levels in Armorer, it's governing attribute is Endurance so therefore you will be able to raise your Endurance by +5 the next time you gain a level and rest. The maximum attribute bonus that you can get is a +5. Gains in minor as well as major skills count towards the attribute bonus. C O M B A T S K I L L S +---------------------------------- Block ----------------------------------+ Governing Attribute: Endurance Description: Parry melee attacks with shields and weapons. Successful blocks reduce damage received. Novice: A Novice of Block is fatigued when blocking. Also, hand-to-hand blocking against weapons has no effect. Apprentice: An Apprentice is no longer fatigued when blocking. Journeyman: A Journeyman's shield or weapon is no longer damaged when he/she blocks. Opponents may recoil when blocking with hand-to-hand. Expert: An Expert blocking with a shield has a chance to do a knockback counter attack, which staggers the enemy if the shield blow connects. Master: A Master Blocking with a shield has an additional chance of disarming an enemy with a successful knockback counterattack. +--------------------------------- Armorer ---------------------------------+ Governing Attribute: Endurance Description: Repair damaged weapons and armor. Damaged pieces of equipment are less effective. Novice: A Novice cannot repair magic items. Apprentice: Repair hammers now last twice as long. Magic items still cannot be repaired by an apprentice. Journeyman: A Journeyman of Armorer can now repair magic items. Expert: An Expert can repair items beyond their highest conditi- on (To 125%). Expert improved weapons do more damage and expert improved armor offers better protection. Master: Repair hammers never break when used by a Master. +------------------------------- Heavy Armor -------------------------------+ Governing Attribute: Endurance Description: Make more effective use of armors classified as Heavy Armor. Heavy armor includes Iron, Steel, Dwarven, Orcish, Ebony and Daedric. Novice: Heavy Armor degrades rapidly with use (150% of normal rate). Apprentice: Heavy Armor worn by an Apprentice degrades at a normal rate. Journeyman: Armor degrades at a 50% slower rate. Expert: Worn Heavy Armor only encumbers by 50%. Master: Equipped Heavy Armor does not encumber at all. +---------------------------------- Blunt ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blunt more effectively. This encomp- asses mace and axe type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. +---------------------------------- Blade ----------------------------------+ Governing Attribute: Strength Description: Use weapons categorized as blade more effectively. This encomp- asses dagger and sword type weapons. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. +-------------------------------- Athletics --------------------------------+ Governing Attribute: Speed Description: Run and swim faster. Also effectives rate of lost fatigue recovery. Novice: A Novice regenerates Fatigue slowly when running. Apprentice: An Apprentice regenerates Fatigue 25% faster when running. Journeyman: A Journeyman regenerates Fatigue 50% faster when running. Expert: An Expert regenerates Fatigue 75% faster when running. Master: A Master's Fatigue regeneration rate is never reduced while running. +------------------------------- Hand To Hand ------------------------------+ Governing Attribute: Strength Description: Attack without weapons using your fists to damage and fatigue opponents. Novice: A Novice performs a basic power attack with a damage bonus in all directions. Apprentice: Gain damage bonuses with a Mastery Standing Power Attack (Hold RT). Journeyman: Gain damage bonuses with the Mastery Left and Right Power Attacks (Hold right thumbstick left or right and hold RT). Has a chance of disarming the opponent. Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb- stick and hold RT). Also gains a chance of a knockdown. Also gains a chance of a knockback attack while blocking. Master: Mastery Forward Power Attack (Hold up on the right thumbstick and hold RT) with a chance to paralyze. While blocking, gains a chance of a disarm on a knockback attack. M A G I C S K I L L S +------------------------------- Destruction -------------------------------+ Governing Attribute: Willpower Description: Cast spells to inflict magical fire, frost and shock damage or lower resistances to magic attacks. Novice: Cast Novice level Destruction spells. Apprentice: Cast Apprentice level Destruction spells. Journeyman: Cast Journeyman level Destruction spells. Expert: Cast Expert level Destruction spells. Master: Cast Master level Destruction spells. +------------------------------- Alteration --------------------------------+ Governing Attribute: Willpower Description: Cast spells to breathe or walk on water, open lock, shield from physical or magical attacks and alter encumbrance. Novice: Cast Novice level Alteration spells. Apprentice: Cast Apprentice level Alteration spells. Journeyman: Cast Journeyman level Alteration spells. Expert: Cast Expert level Alteration spells. Master: Cast Master level Alteration spells. +-------------------------------- Illusion ---------------------------------+ Governing Attribute: Personality Description: Cast spells to charm, conceal, create light, silence, paralyze, command or effect morale or aggressiveness. Novice: Cast Novice level Illusion spells. Apprentice: Cast Apprentice level Illusion spells. Journeyman: Cast Journeyman level Illusion spells. Expert: Cast Expert level Illusion spells. Master: Cast Master level Illusion spells. +------------------------------- Conjuration -------------------------------+ Governing Attribute: Intelligence Description: Cast spells to summon demonic creatures, magical weapons and armor or turn the undead. Novice: Cast Novice level Conjuration spells. Apprentice: Cast Apprentice level Conjuration spells. Journeyman: Cast Journeyman level Conjuration spells. Expert: Cast Expert level Conjuration spells. Master: Cast Master level Conjuration spells. +-------------------------------- Mysticism --------------------------------+ Governing Attribute: Intelligence Description: Cast spells to absorb, reflect, and dispel magic. Move objects, sense life and bind souls. Novice: Cast Novice level Mysticism spells. Apprentice: Cast Apprentice level Mysticism spells. Journeyman: Cast Journeyman level Mysticism spells. Expert: Cast Expert level Mysticism spells. Master: Cast Master level Mysticism spells. +------------------------------- Restoration -------------------------------+ Governing Attribute: Willpower Description: Cast spells to restore, fortify or absorb physical and magic attributes, cure disease and resist magic attacks. Novice: Cast Novice level Restoration spells. Apprentice: Cast Apprentice level Restoration spells. Journeyman: Cast Journeyman level Restoration spells. Expert: Cast Expert level Restoration spells. Master: Cast Master level Restoration spells. +--------------------------------- Alchemy ---------------------------------+ Governing Attribute: Intelligence Description: Create potions and gain benefits from alchemical ingredients more effectively. Novice: Recognizes only the first of four potential alchemical properties of a substance. Apprentice: Recognize the first two of four potential alchemical properties of a substance. Journeyman: Recognize the first three of four potential alchemical properties of a substance. Expert: Recognize all four potential alchemical properties of a substance. Master: Create potions from a single ingredient. S T E A L T H S K I L L S +-------------------------------- Security ---------------------------------+ Governing Attribute: Agility Description: Utilize lockpicks to open locked door, chests, containers, etc. Novice: As many as four tumblers will fall a pick is broken due to being unsuccessful. Apprentice: As many as three tumblers will fall a pick is broken due to being unsuccessful. Journeyman: As many as two tumblers will fall when a pick is broken due to being unsuccessful. Expert: Only one tumbler will fall when unsuccessful. Master: No tumblers will fall when a pick is broken due to being unsucc- essful. +---------------------------------- Sneak ----------------------------------+ Governing Attribute: Agility Description: Become harder to detect when moving in the shadows by observers. Pick pockets more effectively (To enter sneak mode, press on the left thumbstick button). Novice: Gains a 4x damage bonus for one-handed and hand-to-hand, and a 2x damage bonus for marksmen attacks, when undetected. Apprentice: Gains a 6x damage bonus for one-handed and hand-to-hand, and a 3x damage bonus for marksmen attacks, when undetected. Journeyman: Receives no penalty to his/her chance of detection while sneaking for the weight of his/her equipped boots. Expert: Receives no penalty to his/her chance of being detected while sneaking for moving faster rather than slower. Master: An undetected sneak attack made by a master will ignore the target's armor rating. +-------------------------------- Acrobatics -------------------------------+ Governing Attribute: Speed Description: Jump higher and farther. Avoid damage when falling great distances. Novice: Cannot attack while jumping or falling. Apprentice: Perform normal attacks while jumping or falling. Journeyman: Gain the dodge ability, hold block and jump in a direction to roll (Hold RT, right thumbstick left or right and press Y. or hold RT and down on the right thumbstick to do a back flip!). Expert: Fatigue loss for jumping is reduced by 50%. Master: Gains the Water Jump ability. With good timing, a master can jump off the surface of water. +------------------------------- Light Armor -------------------------------+ Governing Attribute: Speed Description: Make more effective use of armors classified as Light Armor. Heavy armor includes Fur, Leather, Chain, Mithril, Elven, and Glass. Novice: Light Armor degrades rapidly with use (150% of normal rate). Apprentice: Light Armor worn by an Apprentice degrades at a normal rate. Journeyman: Armor degrades at a 50% slower rate. Expert: Equipped Light Armor does not encumber the user at all. Master: While wearing only Light Armor, the Master gains a bonus of 50% to the rating of that armor. +--------------------------------- Marksman --------------------------------+ Governing Attribute: Agility Description: Make more effective use of bow and arrow weapons. Novice: A Novice is fatigued while holding a bow drawn back. Apprentice: No fatigue cost for holding a bow drawn back. Journeyman: While holding block while the bow is drawn, user can zoom in. Expert: Arrow attacks have a chance of knocking the target down. Master: Arrow attacks have a chance of paralyzing the target. +------------------------------- Mercantile --------------------------------+ Governing Attribute: Personality Description: Get better deals when buying or selling items. Novice: Value of item is reduced by worn condition of the item. Apprentice: Value of item that is being sold is not reduced by the worn condition of the item. Journeyman: Can buy and sell any object to any vendor, even if he or she does not usually deal in that type of wares. Expert: Has the ability to invest in a shop, giving the merchant money to permanently increase his or her shop's available gold by 500. Master: All shops in the world always have 500 more gold available. +------------------------------- Speechcraft -------------------------------+ Governing Attribute: Personality Description: Use speech to persuade listeners to like and trust you. Novice: Can offer bribes to increase disposition of certain people. Apprentice: Gains a free rotation wedge in the persuasion menu. Journeyman: Falling disposition timer in the persuasion mini-game is 50% slower. Expert: Disposition loss from negative results in the mini-game are reduced from -150% to -100%. Master: Bribes cast half as much as they normally do. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Classes [C04] -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ During the character creation process, you must select a class. Your class is composed of seven major skills, two favored attributes and a specializa- tion. After the tutorial, you can either choose a predefined class or choose to create your own custom class. The seven major skills that you select will determine how your character levels up. By using these skills and progressing in them, your character will gain levels. The two attributes that you select as favored attributes will receive a +5 bonus. There are three specializations: Combat, Magic and Stealth. Each skill in the specialization selected will gain a +10 bonus. ------\======================================================================= [*04] \ - Quest Walkthroughs - --------\===================================================================== ------------------------------------------------------------------------------ - Main Quest - [W01] ------------------------------------------------------------------------------ Tutorial...................................................(MQ01) Deliver the Amulet.........................................(MQ02) Find the Heir..............................................(MQ03) Breaking the Siege of Kvatch...............................(MQ04) Weynon Priory..............................................(MQ05) The Path of Dawn...........................................(MQ06) Dagon Shrine...............................................(MQ07) Spies......................................................(MQ08) Blood of the Daedra........................................(MQ09) Bruma Gate.................................................(MQ10) Blood of the Divines.......................................(MQ11) Miscarcand.................................................(MQ12) Allies for Bruma...........................................(MQ13) Defense of Bruma...........................................(MQ14) Great Gate.................................................(MQ15) Paradise...................................................(MQ16) Light the Dragonfires......................................(MQ17) ============================================================================== ...Tutorial - (MQ01).......................................................... ============================================================================== Once Oblivion's opening video has concluded, you will be taken to the Imperial Prison. Your first task here is to develop your onscreen persona. At this point, you are only able to create your character's physical features and name them. As you move through the tutorial, you will be able to alter other aspects of your character, however. I will tell you now that you will have one more chance to alter your character's look before you are out of this prison. So if you are having trouble getting your character looking exactly the way you want, you can always move on for now and make more changes once you reach that point. If you are having trouble deciding which race to choose, take a look at the "Character Creation" section in this guide for some information about each race, as well as some other information on creating your character. When you have named and designed your character, exit the character creation menu to begin. Your story begins in the Imperial City Prison. There isn't much in your cell; some bones, a couple of jugs... Don't bother picking any of these items up as they are virtually useless and will just take up space. Your not alone in the prison, there is a Dark Elf in the cell across from you. He immediately begins to hurl insults at you as you gain control of your character. He also assures you that you are going to die in here, trying to scare you or something. Just before you and your new friend become better acquainted with each other, some guards begin to approach, they're heading towards your cell and they're accom- panied by the Emperor! One of the guards commands you to go and stand over by the window in your cell, they assure you that you will not be harmed if you stay out of their way. Go and stand over by the window and the guards will open the door and enter your cell. Emperor Uriel Septim approaches you, apparently he recognizes you from a dream. A short dialogue sequence with the Emperor occurs, select whichever dialogue options you wish. The Emperor explains that his sons have been murdered by assassins, and the he needs to escape because it is believed that he will be the next victim. When your little chat with the Emperor has come to an end, one of the guards will open a secret passage in the cell. Follow The Emperor and the guards out of the cell and through the secret passage. You will eventually come to a halt, some assassins will attempt to attack the Emperor. Captain Renault is slain during the attack, feel free to arm you- rself with her Steel Sword or her Akaviri Katana. The two remaining guards and the Emperor will head through the doorway leading to the Imperial Subterrane. You will not be able to follow them through here, but luckily a new passage opens just to the right of this door. There are some rats in here, so make sure that you have a weapon equipped. Throughout this quest you will receive notifications that will explain the basic controls of Oblivion. If you are feeling confused, press the B button to call up the journal menu, press RT or LT to move over to the Map/Quest section (the one on the far right) and you can view the tips that have already been displayed to you. Step through the passage once you are prepared. You will find an Iron Key in this room on the corpse of a dead goblin. Approach the door at the end of this area that leads to the Imperial Substructure and try to open it. It is locked, but using the Iron Key you can open it without having to pick the lock. In this area, head straight and turn to your left at the opening. Follow this path until you reach some enemies, most likely a few rats and maybe a zombie. If the rats and the zombie are already fighting when you get there, let them finish their fight and take out the winner. The rest of this area is quite straightforward. If you do feel like you are getting lost, press the B button to bring up the journal menu and use RT or LT to go to the Quest/Map sect ion (one on the far right) and move to the area map using the left thumbstick. When you reach the end of this area, you will come to a wooden door that leads to Natural Caverns. As you move forward, you will receive a quest update. It will explain sneak mode to you. If you have a torch out, make sure that you put it away because the goblin will definitely see you if you try sneaking up on him with one equipped. Once the goblin has be dealt with, explore the little encampment. There is a chest behind some rocks, approach it and try to open it. A quest notification will pop up and explain lockpicking to you. There are some more goblins ahead in this area, and you have to be extra careful to avoid the traps in this area. As you exit the area with the first goblin, there are some hanging spike traps. There is a trip wire and a goblin in this area, just get the goblin's attention and he should approach you and most likely get killed by the trap. When the enemy has been dealt with, leave this area and head straight. Straight ahead there are some logs that can be used against the goblins standing below. Run over to them and press A when the prompt appears to activate the push logs. Proceed and you will find yourself in a large, open room. There are rats, several goblins and a goblin witch in this area, so be cautious as you move through. When you are finished exploring this area, proceed to the exit. Go through the door that leads to the Imperial Subterrane to meet up with the Emperor and his guards. You will witness the group being attacked by some more assassins. When the fight is over, the Emperor will approach you and another conversation will begin. At this point, you will have to choose one of the thirteen birthsigns that marked your character's birth. Your character will receive bonuses for the birthsign that you choose. You will have one more chance to change your birthsign before you are out of the prison, so no need to put too much thought into it right at this moment. After the conversation, Baurus, one of the Blades, will begin talking with you. He can tell you some information about the Blades and the Emperor if you wish. He will also hand you a torch, though you more than likely have already picked up a few as you moved through the Imperial Substructure. The Emperor and the guards will continue moving forward, follow them. The group will once again be attacked by a group of assassins as you attempt to move forward. When they are all dead, continue following the group and even more assassins will attack. The Emperor and the guards will go through a door leading to the Sanctum, follow them. Eventually you and the others will reach a dead end. The Emperor feels that this is the end of the line for him, the guards go on ahead while you are charged with the task of defending Septim. He will hand over the Amulet of Kings, and he gives you the task of delivering it to Jauffre in Weynon Priory. An assassin enters the room and slays the Emperor where he stands... There is nothing you can do. After the battle with the remaining assassins, Baurus will approach you. He asks you about the Amulet and you tell him what you must do with it. Baurus tells you about a secret path leading out of the Imperial Prison, through the sewers. He gives you his key, which you must use to get to the sewers. Now it is time to choose your character class. Based on your performance in the tutorial, the game will suggest a class for you to choose. There are twenty-one pre-made classes, but you can also choose to create your own class if you wish. I suggest reading up on the "Character Creation" section of this guide for some useful information to help you with the process. As with your appearance and birthsign, you have one more chance to edit your character's class before the end of the sewers. This point is right before you exit the sewers. When you have decided on your class, Baurus will tell you that you must deliver the Amulet to Jauffre as soon as possible. If you picked up Captain Renault's Akaviri Katana earlier when she was slain, Baurus will thank you for retrieving it and he will take it from you. ============================================================================== ...Deliver the Amulet - (MQ02)................................................ ============================================================================== To get to the sewers, go through the passage that the assassin used to enter the room and slay the Emperor. Locate the locked door that requires a key and open the door using Baurus' key. When you unlock the door, you will find the entrance to the sewers. In the sewers you will find some rats and several goblins, be wary as you progress because it is very dark and the enemies can catch you off guard. Head down the stairs and go through the passage below. Cross the bridge that is farthest to the right in this area. Be cautious as you proceed, there are likely rats or goblins in this tunnel. Climb up the stairs and cross the bridge to the other side of this area and open the gate. Now just continue moving forward until you reach the gate that leads to the City Isle. [Escaped the Imperial Sewers, achieved!] This is it, you're about to step out into the land of Cyrodiil. You can see the light at the end of the tunnel. At this point, if you press A to open the gate when prompted, a menu will appear. This is your ONLY chance to revise your character. Once you step through that gate, you will not be able to edit your character at any other point in the game. I highly suggest that you create a separate save file right before exiting the sewers. This serves several purposes: For one, if you get a few hours in to the game and you feel that your character isn't working for you, you can load up this save and just edit your character without having to go through the entire character creation process again. Also, if in the future you wish to start a brand new character, you can just simply load up this save and create a new character without having to go through the beginning tutorial sequence again. You can edit all aspects of your character while you are at this point, so take the time to make sure that you are completely happy with your character before you proceed. Once you open the gate and set foot outside, you're home free! You are now free to do what you want to do. Nothing is forcing you to proceed with the main quest, so feel free to go off and do some side quests, join a guild or two, scour some dungeons in search of new equipment, etc. You need to bring the Amulet of Kings that the Emperor gave you to a man named Jauffre in Weynon Priory, which is located near the city of Chorrol. Chorrol is located just west of the Imperial City. You can bring up the world map by pressing the B button to call up the character menu, using LT or RT to move to the Quests/Maps section and moving to the second icon to the left in the row. You can use the Right Thumbstick to move and view the map. Now, there are two different ways you can get to Weynon Priory. One of the ways is just by simply walking there, you can set "Deliver the Amulet" as an active quest so the marker that points to Weynon Priory will appear on your compass. There is a faster way to jump to Weynon Priory however. You can "Fast travel" to any location on your map (cities or dungeons you have visited at least once) by calling up the world map, moving the cursor over the location that you wish to travel to, and press the A button while hovering over it. We want to go to Weynon Priory, so call up the world map, locate Chorrol and move the cursor down so it is on top of Weynon Priory, press A and confirm that you want to travel there. Now that you have arrived to Weynon Priory, you must locate Jauffre and deliver the Amulet of Kings. As you enter the Priory, look to your right to see a large house. This is Weynon House and Jauffre is most likely in there. The NPCs in Oblivion have their own schedules and they do not stay in one place. Jauffre should be in Weynon House during the day, along with Prior Maborel. When you enter the house, head up the stairs and turn to the right. Jauffre should be sitting at his desk here. If he isn't and you don't feel like looking elsewhere for him, you can press the Back button and wait a few hours until he goes to sit at his desk. Once you have located Jauffre, speak to him and tell him that you have the Amulet of Kings. Jauffre is shocked that you have brought the Amulet to him, he tells you about Mehrunes Dagon and the realm of Oblivion. Without an Emperor on the throne, he believes that the Daedra from Oblivion may be able to invade Cyrodiil. Once you hand over the Amulet, Jauffre will assign to you another task. It turns out that the Emperor has an illegitimate son named Martin. You must find him and bring him to the safety of Weynon Priory. Before you leave, you can speak with Jauffre and learn some more about Martin, the Blades, the Emperor, and some other information. If you select "Assistance" from the dialogue options, Jauffre will unlock the chest in the Weynon House and allow you to take some basic weapons and armor. If you speak to Prior Maborel, he will offer to give you his horse. If you can find Brother Piner, who should be in the Weynon House, he will give you the "Warp in the West" skill book, which will increase your Block skill by one level when it is read. ============================================================================== ...Find the Heir - (MQ03)..................................................... ============================================================================== You must now journey to the city of Kvatch to find the Emperor's illegitimate son Martin. Jauffre has told you that Martin is serving as a priest in the Chapel of Akatosh. Kvatch is located southwest of the Imperial City, if you choose to walk there you can set "Find the Heir" as your Active Quest so a red marker will appear on your map and compass, leading you to Martin. However you decide to get there, fast travel or by foot/horse, once you reach Kvatch, a man name Hirtel will approach and begin a conversation with you. He brings grave news with him, the city of Kvatch is now in ruins. A gate to Oblivion opened and Daedra poured out and destroyed the city. Up the road you will find what's left of the people of Kvatch, they have set up a small encampment. If you speak to the townspeople, they will tell you about the destruction of Kvatch, if you ask about Martin they tell you that he didn't make it out of the city. You need to make your way up the hill to the city of Kvatch. There is a very straightforward path just north of the fire leading up to the city gates. The sky becomes an ominous crimson as you ascend. Once you reach the top, you will find what is left of the Kvatch guard. In the distance, there is a gate leading to the realm of Oblivion. Savlian Matius will confront you, telling you to turn back. Select "Help" from the dialogue options to offer your services. This will add a new quest, "Breaking the Siege of Kvatch" to your journal. If you ask Savlian Matius about Martin, he will tell you that he believes that Martin is still alive, with a group that barricaded themselves within the Chapel of Akatosh inside the city. Before you can speak with Martin in Kvatch, you must first progress in the "Breaking the Siege of Kvatch" quest. When you have completed the "Breaking the Siege of Kvatch" quest, speak with Martin and have him follow you so you can travel with him to Weynon Priory. If you choose to fast travel to Weynon Priory, Martin will travel with you there, so it is much faster to just fast travel. As you arrive to Weynon Priory, it is evident that there is trouble. Eronor, a dark elf, will initiate a convers- ation with you and tell you what is going on. He tells you that Prior Maborel has fallen, and that Jauffre may still be alive inside the chapel. ============================================================================== ...Breaking the Siege of Kvatch - (MQ04)...................................... ============================================================================== Speak with Savlian Matius and offer your assistance. He will ask you to help close the Oblivion gate that has opened up outside the ruins of Kvatch. Savlian is willing to lead his men into the ruined city in an attempt to reach the survivors in the Chapel of Akatosh, but you must first close the Oblivion Gate that is halting their progress. To close an Oblivion gate, you must climb to the top of a tower and remove the Sigil Stone. This is no easy task, and since this is your first Oblivion gate make sure that you stock up on supplies such as Repair Hammers, health and magic potions, arrows (if needed), or anything else you feel you will need. Things are going to be rough once you step through that portal, so I suggest saving your game before stepping inside. As you approach the gate, some minor Daedra will emerge from the portal. Take them out and then proceed into the gate. There will be some enemies up ahead as you enter the portal. You also may run into a guard names Ilend Vonius, he tells you that a survivor of the assault on the Oblivion Gate has been taken to the large tower within Oblivion. At this point, you can tell him to exit Oblivion and assist Captain Matius, or you can ask him for some assistance. In all honesty, it is better to just send him out of the gate, since it is almost certain that he will die fairly quickly. You have a relatively long and treac- herous path ahead of you. Start by taking the northwest path from the Oblivion gate. This path is very straightforward, but you will want to remain vigilant as you move along. There are several enemies ahead, and some falling boulders that you will need to watch out for. Be on the look out for Harrada roots as well, plants that will swipe at you as you walk by. You should be able to see three tall towers in the distance. You can enter the middle tower, move east and look around for some steps leading up to the door. Take the door that leads to "The Blood Feast." Be on guard as you enter, there is at least one enemy on this lower level. Look around for a door that leads to "Rending Halls" and go through it. Climb up the ramp and open the door, more than likely there is an enemy here waiting just outside the door. There is a Blood Fountain to the left of this room that will heal you if you are low on health. There are likely several enemies packed in this room, so be cautious. Once the area is clear, take one of the doors in this room that leads to the second level of the Blood Feast. Follow the ramp up, while on watch for enemies, and open one of the doors leading to "Corridors of Dark Salvation." As always, remain vigilant as there are enemies in this room waiting for you. Walk up the ramp and open the door to the unlocked door to the left that leads to "Planes of Oblivion." When you step through, you will find yourself outside the tower on a bridge, connected to another tower. Follow the bridge to the end and head inside "Reapers Sprawl." As you enter you will likely hear a man shouting for help, that is the survivor Ilend Vonius was speaking of. Ascend up the ramp with caution, the Dremora Sigil Keeper is above guarding the caged man. Loot the Sigil Keep Key from the Keeper's body once he is slain and then speak with Menien Goneld. Unfortunately there is nothing you can do to release to imprisoned man, but he tells you top proceed on to the Sigil Keep and take the Sigil Stone. Head back down the ramp and exit back through the door that you entered from. Cross the bridge and return to the "Corridors of Dark Salvation." Locate the locked Citadel Hall door at the top of this room. The door will be unlocked with the Sigil Keep Key. Head up the ramp, be very careful of the wall spike traps along the way. Exit this room through the door that leads to the next level of the Blood Feast. Take one of the ramps up to your left or right and open the "Ruined Portal to The Blood Feast." You will find yourself on an even higher level in the Blood Feast area. Cross the bride and follow the ramp up, be cautious of enemies on this level. At the top there is a door leading to the "Sigilum Sanguis." It is an Easy quality lock but it will open with the Sigil Keep Key. I suggest saving your game at this point, because you will probably get attacked by several enemies at once in the Sigil Keep. Take note of the Blood Fountain here, in case things get hectic and you need to retreat. Climb up the spiral ramp to the second level of the keep. Be careful of any enemies, and then proceed up the second ramp on this level. The Sigil Stone is right in front of you, approach it and "Activate Sigil Stone." The room erupts into flames and with a bright flash you are instantly teleported out of Oblivion, back outside the gates of the ruined city. Head back to the group and tell the captain that you have succeeded. When you are ready, tell Matius to proceed. As with Oblivion, make sure you are prepared because things may get hectic once you step foot in Kvatch. Charge towards the gate to Kvatch and follow the guards into the ruined city. The southern plaza is crawling with enemies, but it must be cleared before you can rescue the survivors from inside the chapel. Once all of the Daedra in the plaza have been dealt with, speak with Matius for further instructions. [Closed an Oblivion Gate, achieved!] It's now safe for the survivors to leave the safety of the chapel and join the remaining townspeople in the encampment to the south of the ruined city. Head towards the chapel, which is just north of the plaza and proceed inside. Inside you will find the survivors of the attack on Kvatch still in one piece. You can find Martin in the main area of the chapel, near the shrine. Speak with him and tell him that he is the Emperor's son and that he must travel with you to Weynon Priory. Now speak with Matius to complete the quest. A new quest will be added to your journal called "The Battle for Castle Kvatch." You don't need to do this quest, at this point you can simply take Martin back to Weynon Priory and continue on with the main quest line. This is, in a sense, a side quest. Whatever your decision may be, continue on with your quest. You can find "The Battle for Castle Kvatch" in the "Side Quests" section or if you choose you can continue with the "Find the Heir" quest. ============================================================================== ...Weynon Priory - (MQ05)..................................................... ============================================================================== There are Mythic Dawn Agents attacking Weynon Priory, be careful as they will likely run straight at you when they spot you. Head straight to the chapel to the east of the Weynon House and head inside. Inside, you will find Jauffre being attacked by some Mythic Dawn Agents. Assist him, then he will speak with you and tell you what happened. You must go and see if the Amulet of Kings is safe, follow Jauffre out of the chapel and into the Weynon House. Jauffre discovers that the Amulet of Kings has been taken, he fears that the enemy has defeated them, until you tell him that you have found Martin. Jauffre tells you that Martin has the best chance of survival if you bring him to the Cloud Ruler Temple. It is located high in the mountains of Bruma, you must travel there with Jauffre and Martin to get him to safety. You can head outside of the Weynon House and just simply fast travel there. It would be much quicker since Cloud Ruler Temple is quite a ways away from Weynon Priory, and on top of that you have two NPCs with you to look after. If you fast travel there, they will travel with you so I suggest taking that route. Once you and the others have arrived, approach to the big gates and open them. Cyrus will come to greet your group, and then lead Martin and Jauffre inside. Martin will give a short speech to the Blades. Once it is concluded, he will speak with you again, he suggest speaking with Jauffre to discuss what to do next and how to recover the Amulet of Kings from the enemy. ============================================================================== ...The Path of Dawn - (MQ06).................................................. ============================================================================== If you speak to Jauffre, he will thank you for what you have done, and ask you if you would like to join The Blades. You don't have to join the Blades, it is your choice, you do not need to in order to progress in the storyline. If you do join, he will give you an Akaviri Katana, and you can find some Blades equipment in the Cloud Ruler Temple West Wing. When you are ready speak with Jauffre and select the "Amulet of Kings" from the dialogue options. Jauffre wants you to contact Baurus who is in the Imperial City inside Luther Broad's Boarding House. He believes that Baurus may have some information on the assassins that can be used to help recover the Amulet of Kings. Luther Broad's Boarding House is located in the Imperial City's Elven Gardens dist- rict, unless you want to walk all the way there, you can just fast travel from Cloud Ruler Temple. Once you arrive in the Elven Gardens District, go up the steps in front of you until you reach then junction, then turn to your left. Luther Broad's Boarding House is right here, head inside. Baurus should be sitting on a stool right in front of the counter. Speak with Baurus, he will tell you to sit down, follow his orders and seat yourself on the stool right next to him. Baurus will tell you that in a moment, he is going to get up off the stool, and the man seated in the corner reading is going to follow him. When this happens, he wants you to follow the man. Just select "I'm ready when you are" from the dialogue because Baurus is unwilling to talk about anything at this time. Wait until you see the man seated in the corner reading stand up and start following Baurus, then get up yourself and follow them into the basement. Continue following them, wait until the man starts to attack Baurus, then help Baurus out. The man was in fact, a Mythic Dawn Agent. When he is dead, search his body and retrieve the "Mythic Dawn Commentaries 1" from him. When you have the book, speak with Baurus again. Baurus will tell you what he has learned about the Mythic Dawn cult. When you ask him what the next move will be, he tells you to go and see Tar-Meena at the Arcane University. She is the apparent resident expert on daedric cults, so bring her the book to see what she makes of it, she may be able to tell you more about how to locate the Mythic Dawn. You can step outside and fast travel to the Arcane University, which is located in the Imperial City where you already are, or if you choose, you can walk there. Either way, once you are there walk up to the door and step inside. Tar-Meena is a female Argonian that you should be able to find in the Arch- Mage's Lobby. When you find her, speak with her and select "Mythic Dawn" from the dialogue options. She will tell you a little bit more about the Mythic Dawn, when she is done tell her that you have found one of their books. Tar-Meena tells you that there are four volumes of the Mythic Dawn Comment- aries. She will give you the "Mythic Dawn Commentaries 2" and tell you that you should check out the bookstore First Edition in the Imperial City Market District. Leave the Arcane University and get yourself to the Market District. When you fast travel, just head straight, past the junction and you will find the bookstore to your left. Go inside and speak with Phintias, the First Edition's proprietor. Select "Mysterium Xarxes" from the dialogue options, he tells you that he has a copy of the third volume on hand, but is already paid for by another customer. If you ask him about Gwinas, the man that is purchasing the book, he will tell you that he is late and should be coming to pick up the book soon. You'll have to wait for him to arrive so you can speak to him about it. Stand off to the side and wait for Gwinas to arrive. Once Gwinas arrives, allow him to walk up to the counter and obtain the book from Phintias. Speak to him and ask about the book, it turns out that Gwinas had no idea that the Mythic Dawn were the group that assassinated the Emperor and his sons. When he realizes this, he wants nothing to do with the Mythic Dawn cult and he is happy to get the book off his hands by handing it over to you. He tells you that you can only obtain the fourth volume by speaking with a member of the Mythic Dawn cult. He had a meeting set up with The Sponsor to obtain the fourth book, he gives you a note which will lead you to the meeting place. The note says to go alone to the Sunken Sewer, beneath the Imperial City, and sit at the table. First, you must head back to the Elven Gardens District and speak with Baurus once more to tell him what you've learned. When you enter Luther Broad's Boarding House, Baurus will automatically initiate a conversation with you. Tell him what you know and he will insist on going along with you to the meeting, since he apparently knows that part of the sewers very well. Follow Baurus out of the boarding house and continue following him, he will eventually lead you to a grate that leads to the Elven Garden sewers. It is very dark in the sewers, so I hope you have some means of creating light, such as a torch or a spell. All you have to do now once in the sewers is follow Baurus and fight of any enemies that try to attack you. You cannot run ahead because Baurus will not follow you, he will just freeze. So make sure that you stay close behind him. Once Baurus stops moving, he will initiate a conversation with you. He wants to go to the meeting while you keep watch on him from above. At this point, Baurus is no longer immune to death, if his health falls to zero he will be dead. If you keep Baurus alive, after the quest if you speak to him, he will raise blade and heavy armor skills by one point. So if you want to keep him alive, tell him that you will meet the Sponsor. Go through the doorway and enter the Sunken Sewers. Approach the table and seat yourself in the chair. The sponsor will enter the room and begin talking to you. A little ways into his briefing, it will be revealed that you did not come to the meeting alone. You have to act fast if you don't want Baurus to die, because several Mythic Dawn guards will come out and attack the both of you. Raven Camoran has the "Mythic Dawn Commentaries 4" on him, locate his corpse once the battle has finished and take it from him. Go through the gate that Raven used to get into the room and climb up the steps. You should have retrieved a Sunken Sewers key from any one of the Mythic Dawn guards' bodies. Follow through this area until you reach the Talos Plaza sewers, using the Sunken Sewers key you can unlock the door. Proceed into the next area, there is likely to be an enemy in here so be cautious. Locate the turn wheel next to the fire and activate it to open the door on the west side of this room. Enter and climb up the steps to your left. In this room, take the passage on the east side of this room. Move straight through this room and then move south down the next large area. Go through the passage at the end and exit through the door to the south of this room which will take you to the south west tunnel. Head straight and go through the door leading to the temple sewers. Enter next area with caution, as there are likely to be some enemies in this room. Activate the turn wheel to your right and go through the gate. First, go through room northeast of this room. Cross the bridge and follow this series of rooms until you reach the end. Look for the turn wheel at the bottom of the stairs and activate it to open the gate in the circular room. Go down to the bottom level of the circular room and follow the newly accessible tunnel. Locate another turn wheel to the left of the tunnel on the western side of the room and activate it. Go through the tunnel and move down to the lower level of this area. Follow the path up and go through the open gate. Take a right in the next room, follow the path and climb up the stairs and you will find a ladder leading to Amantius Allectus' Basement. Exit the basement and leave the house through the door leading to the Imperial City's Temple District. Now you must return to the Arcane University and speak with Tar-Meena. She will tell that Mankar Camoran hid a message within his writings that provide directions to the Mythic Dawn shrine. By deciphering the hidden message and locating the shrine, one would be considered worthy of joining the Mythic Dawn. Tar-Meena will study the texts, and in a day she will have some more information about it. You can study the books yourself however, and try to figure it out. The Mythic Dawn Commentaries are also skill books, so by reading them you will gain skill levels. Now, to solve the hidden message all you have to do is take the first letter of each paragraph and put them together. Simple, isn't it? I guess Mankar Camoran has very low expectations for those he considers "worthy." By taking each letter from the beginning of every paragraph across the four volumes and putting them together, you would get the following string of text: "GREENEMPERORWAYWHERETOWERTOUCHESMIDDAYSUN." This, unjumbled together, is "Green Emperor Way Where Tower Touches Midday Sun." Leave the Arcane University and get yourself to the Imperial City's Palace District, which is the Green Emperor Way that is mentioned in the message. When you are standing by the steps leading to the entrance of the palace, look to the right and you should see a small tomb. This is the "Tomb of Prince Camarril." If it is not close to 12pm, you can press the Back button and wait the amount of hours needed to make the time around 12pm. Stand by the front of the shrine, where there is a vine hanging, and wait until the path is revealed. The symbol should light up at around 11:50am, and it will disappear at 12:30pm, so make sure to use the wait feature so that it is around 11:30am. When the symbol manifests, approach the shrine and press the A button when prompted. It is a map of Cyrodiil that shows the location of the Mythic Dawn shrine. Not a very inconspicuous place to put a map showing directions to your top secret cult hideout now is it? [Located the Shrine of Dagon, achieved!] ============================================================================== ...Dagon Shrine - (MQ07)...................................................... ============================================================================== The Shrine of Dagon is located in the Lake Arrius Caverns. It is just west of the Imperial City and north of Cheydinhal. You cannot fast travel directly to the cavern if you have not been there already. It is marked on your map, and the active quest marker will direct you to it if you choose to walk all the way there. I suggest fast traveling as it is the much faster option. You can start by fast traveling to Cheydinhal's Black Waterside Stables, since the caverns containing the shrine is just north from here. Now you have a relati- vely short trek ahead of you, just follow the green active quest marker and it will lead you straight to the caverns. When you have located the caverns, open the wood door and head inside. Proceed further into the caverns until you come to a door with a couple of red Mythic Dawn flag banners. As you approach, the Doorkeeper will initiate a conversation with you. Your goal in this shrine is to retrieve the Amulet of Kings. There are essentially two ways of comple- ting this quest: For one, you can go along with them, make them believe that you actually want to join the Mythic Dawn, or you can run into the shrine and bash everybody's heads in. I highly suggest that you go with the former, as there are numerous cultists in the shrine and depending on your level, you probably won't be able to take them all on at once. I'm going to assume that you want to go down this route, if you want to do things the violent way it doesn't really require much instr- uction. Basically run in, kill everything that moves and be on your way. The Mythic Dawn Doorkeeper will open the doors to the shrine, Inside you will encounter Harrow, who orders you to hand over all of your items to him, and he will provide you with an initiate Mythic Dawn's robes. If you want, before hand you can drop all of your possessions outside, when Harrow gives you the robe just run over and take all of your stuff back. Agree to give him all of your possessions, if you don't he will simply attack you. Follow Harrow into the Shrine Antechamber, continue following him and he will lead you to the Dagon Shrine. Inside, you will witness Mankar Camoran giving a speech to the Mythic Dawn. On the table in front of him, is the legendary Mysterium Xarxes! Do not touch this book yet, allow Camoran to finish his speech. As his speech concludes, he will open a portal and disappear into "Paradise." He has taken the Amulet of Kings along with him as well. Don't worry, there is nothing that you can do at this point. He has, however left the Mysterium Xarxes in the shrine, that's your ticket to paradise. Ruma Camoran will approach and initiate a conversation with you. She tells you that you are required to spill the blood of Lord Dagon's enemies. Tell her that you will slay the sacrifice, even if you intend not to. If you tell her that you won't do it, the cult will attack you. Grab the Silver Dagger that is next to the Mysterium Xarxes. You can't do much with this, because the whole place will start attacking you, but at least you can arm yourself. Whether you kill the sacrifice or not doesn't really matter, they'll still attack you either way when you snatch the Mysterium Xarxes. You can choose to free the prisoner, which could cause a distraction, but the Mythic Dawn tend to ignore him and go straight for you. Make sure that you have some kind of healing spell or some other means of healing yourself while on the move ready. I recommend that you save your game before you do anything else. Now is a good time to grab all of your possessions from Harrow if you didn't drop them outside. I suggest that instead of killing or freeing the prisoner, you locate Harrow and just start attacking him until he is dead, then run up to the table, grab the book and high-tail it out of there. You're going to need to run like a madman unless you think you can take them all on at once. Hopefully along the way you can manage to pick them off as they are coming at you because you will have a tough time running through the shrine trying to find a way out with a bunch of angry cultists chasing after you. The path that you used for your entrance has been blocked off, so you will have to escape through the Living Quarters. The living quarters are to the left of the giant podium, run up the stairs to the right, past the red flag banners, and follow the path around until you reach the door leading to the living quarters. You've got to move fast, the Mythic Dawn will be sure to follow you through the door. Run straight and turn right as soon as you can. There are some Mythic Dawn Acolytes up ahead, pay them no heed and run past them. Take a left and then a right, don't go down to the left as it leads to a dead end. Follow this path down until you reach a large, open room. Immediately run to your left and hop up the rocks to the higher level of this area. There are a couple of Acolytes up ahead, but they won't be able to jump up after you. Run along the upper level and go through the passage to your left when you reach it. There are several more Acolytes up ahead, as well as the others that you have on your tail. Just keep up with the running and healing. Follow the path along until you reach another room There are two things you can do here, run up past all of the Mythic Dawn and go through the passage to the right, exit to the Shrine Antechamber. Perhaps this is where you can make your stand, the Acolytes will surely follow you, and if you quickly strike when they first appear you should be able to kill them. If you have an adequate amount of healing and mana potions, you should just keep running. Run past the door and just continue following this route until you reach the door leading back to the Lake Arrius Caverns. Run straight ahead, be sure to hit the handle on the wall to your the left as you make a left and then run down past the lowering rock wall. Now just run straight ahead down the middle of the room and exit out of the caverns as you came in. If there are still Mythic Dawn guards pursuing you, they will more than likely follow you outside. It is easy to deal with them however, when they are not all attacking you at once. That's it, you've made it outside! Now you need to bring the Mysterium Xarxes to Martin at the Cloud Ruler Temple. Fast travel to the Cloud Ruler Temple and you Jauffre will approach you. He will ask you about the Amulet, you will have to tell him that Mankar Camoran escaped with it. You do have the Mysterium Xarxes, however, so all is not lost. Head to the Great Hall and bring the book to Martin. He believes that the key to opening a portal to Camoran's paradise lies within the pages of the Mysterium Xarxes, but he requires some time to study it. ============================================================================== ...Spies - (MQ08)............................................................. ============================================================================== After speaking to Martin about the Mysterium Xarxes, he will tell you to go and speak with Jauffre about Mythic Dawn agents spying on the Cloud Ruler Temple. The quest "Spies" will be added to your journal, make this your active quest and the green marker will attach itself to Jauffre, so your compass will lead you to him. Locate Jauffre, speak with him and select "Spies" from the list of dialogue options. Jauffre tells you that strangers have been sighted near Cloud Ruler Temple. He suspects that they are Mythic Dawn spies, based in Bruma. He suggest speaking with Captain Burd in Bruma, who might know of any strangers in town. Captain Steffan of the Blades can tell you where he has seen the suspected spies. The active quest marker will attach itself to Steffan now, so follow your compass and speak with him, he can probably be found patrolling the Cloud Ruler Temple outside. Steffan tells you that the spies have been seen on the road to the Cloud Ruler Temple, usually near the runestone at dusk. Leave the Cloud Ruler Temple and follow the green marker on your compass, it will end up leading you to the Hestra Rune Stone. Steffan said that they are usually seen near the runestone at dusk, the spies should turn up around 11pm, so press the Back button and wait until it is around 11pm. As soon as the Mythic Dawn spies spot you, they will summon their armor Mythic Dawn and attack you. Aren't spies supposed to remain... inconspicuous? Either way, once they are dead you will have to travel to Bruma and speak with Captain Burd. The green marker will attach itself to Captain Burd now, use your compass to locate him. Search Jearl's corpse before you head to Bruma and take Jearl's Key and the Basement Key. Once you have located Burd, speak with him and select "Spies" from the dialo- gue options. After you tell Burd that Jearl was a spy, he will give you permission to search her house to look for clues. Locate Jearl's house, which is marked by the red marker on your compass, and head inside to invest- igate. There isn't any apparent evidence upstairs, there is a trap door that leads to the basement. Look behind the chair to the left of the table and open the trap door. You will find a document entitled "Jearl's Orders" as well as a "Mythic Dawn Commentaries 2." Grab Jearl's Orders off of the table and head back through the trap door leading back upstairs. Exit Jearl's house and either walk or fast travel back to Cloud Ruler Temple. You need to bring this document to Jauffre, who is marked on your compass. Speak with Jauffre show him Jearl's Orders. ============================================================================== ...Blood of the Daedra - (MQ09)............................................... ============================================================================== Go and speak with Martin about his progress deciphering the Mysterium Xarxes. Martin has made some progress deciphering the book, he has discovered that four items are required to open the portal to Camoran's Paradise. So far he has only managed to identify one of these items, "Blood of a Daedra Lord." He tells you about the Daedric artifacts, and how they are created with the essence of a Daedric Lord. He says that the blood of a Daedra Lord refers to a Daedric Artifact. In total, there are fourteen different daedric artifacts. Some of these artifacts are incredibly useful items. To obtain one of these artifacts, you must locate a particular Daedric Lord's shrine and present a specific offering or meet a certain condition. You will then be able to converse with that Daedric Lord, who will then proceed to send you on a quest, in which your reward will be their daedric artifact. Martin tells you that there is a book on his desk entitled "Modern Heretics." Upon reading this book, a map marker leading to the Shrine of Azura will be added to your map. Now, you can bring any one of the fourteen daedric artifa- cts to Martin. The artifact that you receive from Azura's shrine happens to be the incredibly useful "Star of Azura," which acts as a reusable grand soul gem. When you bring Martin a daedric artifact, that artifact will have to be used to open the portal, which essentially means destroying it. Believe me, you do not want to give up the Star of Azura, which is arguably one of the best items in Oblivion. You can go and view the "Daedric Shrine Quests" section in this FAQ, which has walkthroughs for each and every Daedric Shrine quest. There are some daedric artifacts that are not as good as the others, so look over the rewards and decide which one you would be willing to give up. I personally suggest giving up something such as the Mace of Molag Bal, especially if you don't use blunt weapons as your primary weapon type. The problem with this is, you need to be level seventeen to be accepted by Molag Bal, so depending on your level, you may not be able to do that quest at this time. Where as the Star of Azura has a level requirement of only two, its item is much too useful to give up. If you are below level ten, I would suggest seeking the Sheogorath shrine. As a reward for this quest, you will receive a weapon called "Wabbajack." A fun weapon, but essentially useless. Sheogorath's level requirement is only level two, as well. Once you have acquired a suitable Daedric Artifact, return to Martin at the Cloud Ruler Temple and speak with him. [Delivered Daedric Artifact, achieved!] ============================================================================== ...Bruma Gate - (MQ10)........................................................ ============================================================================== After you deliver a Daedric Artifact to Martin, he will tell you to speak with Jauffre because he needs to speak with you. The active quest marker will be pointing to Jauffre, so use it to locate him since he tends to move around quite a bit. He should be outside the Great Hall, and he will probably approach you and initiate the conversation. Jauffre tells you that an Oblivion Gate has opened near Bruma, the countess has requested the assistance of the Blades to help here guardsmen close it. Since you have already dealt with and successfully closed one of these gates before, Jauffre wants you to go and assist the Bruma guards. Once they see how it's done, they should be able to handle any other gates that open up around Bruma. You need to travel to Bruma and meet Captain Burd outside the city walls to help him close the gate. Either walk to Bruma from Cloud Ruler Temple, or you can fast travel to the Wildeye Stables just outside of Bruma, you should be able to see the gate in the distance as you turn around. Approach and you will see the troop of guards gathered outside of the gate. Burd will approach you, tell him when you are ready to enter the Oblivion gate. Remember, things are rough in Oblivion. Make sure that you are well prepared with repair hammers, arrows, potions and the like. Before heading inside, Burd will give the group some pep talk. Once he is finished, draw your sword/axe/mace/bow/staff and charge into the depths of Oblivion! Burd is an "important" character, he is marked with a crown icon when your crosshair is on him. This means when his health falls to zero, he will not die, he will only be knocked unconscious and rendered incapacitated for a short period of time. Burd is the only one who needs to witness you closing the gate, whether the other guards that accompany you into Oblivion live or die is unimportant. Depending on your level, you will come across different variations of Daedra in this gate. If you are at a higher level, you will have to face some nasty Daedra that will probably wipe out the guards in the opening stages. The path to the tower is rather straightforward. You just walk along and eventually you will end in front of a couple of Magicka Essence and a Blood Fountain. There are no splits in this road, just be careful as there are a lot of Daedra in your path, as well as some traps. Watch out for the Fire Towers, there are several of them huddled in one area and they can deal a fair amount of fire damage. Now, once you reach the area with the Magicka Essence and Blood Fountain, it can be kind of difficult to find your way to the tower from here. There is a southern path that you have to take, below the area with the fountains. Keep checking your map to make sure that you are traveling south and you should be able to see that you are following the path. You will find a tower in this area, "The Fury Spike." Head inside. It is likely that there will be a couple of Dremora down here, so be cautious as you enter the area. Locate the door on this level that leads to the Rending Halls and go through. Go up the ramp, clear this room of any enemies, and then follow the path to the east. Follow this path around and up the ramps. You will eventually come to a room that will lead you to the second level of the Fury Spike. Beware of the Daedra in this area, head up the ramp to your left and go through the door that leads to "Corridors of Dark Salvation." As you enter, take the ramp up to your right and follow up, move through the room and then go through the door leading to the third level of the Fury Spike. You will find the Sigil Keeper on this level, kill him and retrieve the Sigil Keep key from his corpse. Proceed through the door leading to "Sigillum Sanguis," The Sigil Keep key will open the locked door. Take care of the enemies that try to stand in your way as you and Burd attempt to reach the top of the tower. Take the Sigil Stone and you will be transported back outside of the gate. Burd and any guards (dead or alive) will be brought back outside along with you. Speak with Burd, he feels able enough to close any new Oblivion gates that open near Bruma. Speaking with Jauffre at Cloud Ruler Temple will complete this quest. ============================================================================== ...Blood of the Divines - (MQ11).............................................. ============================================================================== After you have given Martin some time to figure out the next item needed, speak with him and he will tell you that he has identified the next item, the "blood of a Divine." Since the Divine do not physically manifest themselves, this really had Martin stumped, but luckily Jauffre was able to figure it out. You need to speak with Jauffre to get some more information on this one. You will need to obtain the Armor of Tiber Septim, a holy relic of the Blades. Jauffre tells you that it can be found in a shrine located in the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's blood, who was considered a god. Sancre Tor is located west of Bruma, a map marker will appear on your map when you speak with Jauffre, showing its location. It is a relatively long trek, to make it easier on yourself set "Blood of the Divines" as an active quest so that the active quest marker will point to its location. If you have discovered any locations on the map near Sancre Tor, fast travel to the closest location to shorten the journey. When you have arrived, move along the fort's walls and locate the entrance to the catacombs. Be careful, as there is likely some variation of Skeleton inside the fort's walls. There will be a multitude of undead creatures in the catacombs of Sancre Tor. Depending on your level, you may or may not run into some ghosts, if you do you will need to use a silver or a magical weapon to deal damage to them. Once you reach a closed gate in the catacombs, there is a lever to the right of the stairs that will raise it. Step through and you will find yourself in a relatively large room. Locate some steps and climb up to a higher platform. Here you will come across an undead Blade. The undead Blades that you encounter in Sancre Tor are likely to have some pretty sweet magical items, so make sure to loot them when you have defeated one. You will encounter the Ghost of Rielus, he will thank you for freeing him and ask you to free his brothers as well so that they can help to dispel the Underking's evil enchantment from the Shrine of Tiber Septim. Locate a bridge and exit through the passage. Follow the path and exit this area through a door leading to "Sancre Tor, Entry Hall." Now you can head through any of these doors, and within these areas you will find another undead Blade. For the sake of following along with this guide, start off by entering the "Sancre Tor Prison," which is located to the right of the entrance to the entry hall. It is very likely that you will encounter a large number of ghosts in this area, so remain vigilant as you are moving through. To the left of the gate, you will find a level, flip it to raise the gate. You'll have to kill Warden Kastav in order to get his key to open the locked door. Open the door and head straight, keep on heading straight, don't turn when you first have the chance. When you have the chance to turn a second time, take your right and follow this path straight down. Once you get to the end of this path, turn down the passage to your right. Follow this to the end and head up into the large open area. There is another undead Blade in here, kill it and you will free Valdemar's soul. When you have, backtrack to the Entry Hall. Now locate the door leading to "Sancre Tor, Hall of Judgement," which is to right of the entrance door to the entry hall. This is a small area, head to your right and follow the path until you reach a large room. Head down the stairs and get yourself down to the level with the blood stained floor. Here you will find another undead Blade, kill it and you will free the spirit of Casner. You will find the entrance to "Sancre Tor, Catacombs" in this area. Go back to the higher level, and go through the southwest passage. If you are having trouble finding this, look on your local map and you should be able to see where a new path starts. Follow this to the end and you will reach the door leading to the catacombs, you will find the final cursed Blade within. You'll find the final Blade in the middle of this area, kill him to free the soul of Alain. Backtrack to the entry hall and locate the giant door leading to "Sancre Tor, Tomb of the Reman Emperors." It is the south door in the entry hall. Enter the area and you will see the four ghosts of the Blades that you freed. United, they will dispel the evil enchantment that was placed on Tiber Septim's shrine. Proceed onwards and you will find the Armor of Tiber Septim. All that is left for you to do is return with the armor to the Cloud Ruler Temple and present it to Martin. ============================================================================== ...Miscarcand - (MQ12)........................................................ ============================================================================== Martin has deciphered the third item needed for the ritual: a rare Ayleid artifact known as a Great Welkynd Stone. Martin believes that the Ayleid ruins "Miscarcand" may contain one of these Great Welkynd Stones. Miscarcand is located about halfway between Kvatch and Skingrad, if you fast travel to the Grateful Pass Stables in Skingrad it shouldn't be too long of a walk from there. Inside Miscarcand you will run into Bitterfish goblins and various undead enemies, they will fight each other so if you see them fighting each other, stand back, watch and pick off the winner(s). From the entrance, head down and take a right as soon as you can. Continue heading straight, do not jump down to the lower level, and make a left when you can. You will find yourself on a stone bridge, at the end there is an iron gate. You need to locate a push block, push it and this gate will open. Jump down off the bridge to the lower level, exit this room through the northwest path. In this small room you will find the push block on the wall, hit it and get back to the iron gate. Enter "Miscarcand, Sel Vanua." Do not barge into this area, you will probably witness a battle between a group of the undead and some goblins. On the top right corner of this area, there is a push block on the wall that will raise the Varla Stone cage in the middle of the room and allow you to take the Varla Stone that is inside. The passage at the top right corner of this room is blocked by another iron gate, so you will have to find another way around. Follow the path at the bottom right corner of this room. You will find your- self in a very large room with several goblins and undead fighting each other on the lower level. Do not jump down, follow the bridge to the other end and go through the passage. Through this path you will probably encounter multiple undead and goblins who will fight each other, as always don't get in their way and just fight off the winner. At the end of this route you will find another push block, press it to open the way to the next area. Exit this room to the lower area of the bridge room, the door to the next area is at the north end of this room. Enter the next area, "Miscarcand, Morimath," the Great Welkynd Stone is in this area. Be vigilant, as there will be some variation of zombie in the path leading up to the stone, depending on your level. Follow the linear path and you will see the stone glowing in the distance. Approach it and grab it, as soon as you take it, a lich will spawn the "King of Miscarcand." He has very damaging projectile attacks, damage will vary depending on your level and equipment, but he was able to kill my character in two hits. He will also be accompanied by two zombies, you can use them as meat shields as they are likely to run straight towards you, and the King's projectiles will hit the zombies if they are standing between you. Once the King of Miscarcand is dead, search him for a Miscarcand Key, and he should have dropped a pretty cool staff as well. Take the path on the west side of this area and you will be able to skip directly back to Miscarcand, you just need to step on a floor switch, the wall will lower and the exit will be right across from you. Now all you need to do is return to the Cloud Ruler Temple with the stone and hand it over to Martin. ============================================================================== ...Allies for Bruma - (MQ13).................................................. ============================================================================== The quest is optional in a sense, but I suggest completing it anyway. For one thing, you will need the allies that you gain in this quest for the "Defense of Bruma" quest, you can gain some extra experience and some new equipment, too. This quest requires you to travel to each of the major cities and request aid for the city of Bruma, which is under threat of a full-scale attack by the Mythic Dawn and their daedric allies. You will need to travel to each city and speak with that city's Count or Countess. Of course, it's not that easy. They can't just send away their guardsmen and leave their city unprotected. In all cases you will have to close an Oblivion Gate that has opened near each of the major cities in Cyrodiil. Unless you have been running around closing gates that have opened around Cyrodiil and happened to close one of the ones near a major city. Only then will they be able to spare some of their men. In some cases, there may be more than one Oblivion gate open near a city's walls. You need only enter and shut the one that has the active quest marker pointing to it for the count or countess to be willing to spare some soldiers. You need to visit the Imperial City, Kvatch, Anvil, Skingrad, Chorrol, Leyawiin, Bravil and Cheydinhal. Travel to each city in any order you like, it has no effect on the outcome of this quest. High Chancellor Ocato of the Imperial City is unwilling to spare his troops for the defense of Bruma, you'll have better luck with the other cities. Move on to Kvatch and speak with Savlian Matius in Castle Kvatch. If you have not completed the "The Battle for Castle Kvatch" quest, you will need to complete it before Matius will send some of his men to aid Bruma. In Anvil, you will need to speak with Countess Millona Umbranox. You will need to close the gate that has opened outside of her city. You know the drill here, get to the top of the tower and grab the Sigil stone to seal the gate. When you have closed the gate outside of Anvil, speak with Umbranox again and ask for aid, she will be happy to oblige. Head to Castle Skingrad to speak with the count there. When you are in the county hall, you will need to speak with one of his stewards about seeing him. Speak with Mereator Hosidus, if he isn't there, speak with Hal-Liurz the Argonian stewardess. Select "Aid for Bruma" and they will go upstairs to get Janus Hassildor, the count of Skingrad. Before he sends aid to Bruma, he wants you to close the Oblivion Gate that has opened up outside of Skingrad. Look to your map to find the gate that he wants closed. Once you have successfully shut that Oblivion gate located outside of Skingrad, you may return to the castle and request aid. In Chorrol you will need to speak with the countess Arriana Valga. Select "Aid for Bruma," she will need you to close the Oblivion gate that has opened up outside of Chorrol before she can send aid to Bruma. Once Chorrol is no longer directly threatened, return to the castle and ask for aid again. Speak to Count Marius Caro in Leyawiin and ask about aid for Bruma. There is an Oblivion gate that has opened up outside of Leyawiin's walls, and is a threat to the city. You will need to enter Oblivion and shut this gate, only then will the count be willing to spare some soldiers. Shut the gate and then try speaking with Marius Caro again, he will send some aid to Bruma. In Bravil you will need to speak to Count Regulus Terentius, who needs you to shut an Oblivion gate before he can send aid to Bruma. Speak to Regulus after the gate has been closed, he will send his guard captain, Viera Lerus, to Bruma. Cheydinhal is the last city, if you have been following along. You need to speak with Count Andel Indarys, there is a gate open outside of Cheydinhal, just like every other city. There is a side quest attached to this, you need to head into the Oblivion gate and find the Count's son, Farwil. It is called "The Wayward Knight." If you would like a more detailed walkthrough for this quest, you can find one under the "Side Quests" section of this FAQ. Once the gate has been closed, speak with him about aiding Bruma and he will send some of his soldiers. ============================================================================== ...Defense of Bruma - (MQ14).................................................. ============================================================================== When you give the Great Welkynd Stone to Martin, he will tell you that the last item required to open the portal to Camoran's Paradise is a Great Sigil Stone, a Great Welkynd Stone's counterpart. Martin has come up with a potenti- ally dangerous plan to obtain one of these Sigil stones. He explains that a Great Sigil Stone can only be found within a Great Gate. The Mythic Dawn plan to open a Great Gate, like the one that led to the destruction of Kvatch, outside of Bruma. Martin will lead the defense of Bruma, while you enter the Great Gate and obtain its Sigil Stone. Before you proceed with this quest, I highly suggest that you first complete the "Allies for Bruma" quest. This will make it easier on you when you are waiting for the Great Gate to open. It is not required, and if you don't care to do it that's up to you, but you could always use the experience that you are sure to gain. You need to speak with the countess of Bruma, Narina Carvain, and select "Battle Plans" from the dialogue options. The countess agrees to go and meet Martin at the Chapel of Talos, follow her there. Martin and the countess will have a short conversation. At this point, you can speak with the countess whenever you are ready. You can choose to gather more allies from the main cities as well, if you haven't already. If you speak to Martin he will explain the plan in much more detail. You must allow the Mythic Dawn to open three lesser Oblivion gates, like the ones you see throughout the land of Cyrodiil. At this point, they will gain power from the lesser gates and open a Great Gate, which will be used to bring out a siege machine from within Oblivion and blast through Bruma's walls. Time is of the essence here, you have to move fast once you step through that gate. If the siege machine makes it through, all is lost. When you are ready to start the battle, speak with the countess in the chapel and let the battle begin. Follow Martin and the others down to the battlefield. If you haven't done the "Allies for Bruma" quest, Bruma will be forced to send out their militia to fight. They of course will not stand a chance against the forces of Oblivion. When you arrive on the battlefield, you will find but one lesser gate open. When two more have opened, the Mythic Dawn will open a Great Gate, you will need to go inside and grab the Great Sigil Stone. You must protect Martin until that gate opens. Before the flood of Oblivion starts coming out of that gate, Martin will give some pep talk to the soldiers. Depending on your level, different Daedra will come out of that gate. The higher your level, the nastier the Daedra. ============================================================================== ...Great Gate - (MQ15)........................................................ ============================================================================== You will need to stay and fight off the Daedra that come out of those gates until three gates have opened. Soon after, the Great Gate will open. Do not feel bad about leaving your allies behind, they can fend for themselves. I strongly suggest making a separate save file just before stepping into the Great Gate. As you enter, in the distance you will see the daedric siege engine crawling towards the portal. You only have fifteen minutes to make it to the top of the tower and grab the Sigil stone before it's too late. Go through the door of the World Breaker Guard tower to your right. Step on the elevator and then move about halfway up the ramp and exit through the door leading back out. Cross the bridge and enter the other tower. There is probably an enemy in here, once in has been dealt with exit through the door opposite where you came in. Cross the bridge and enter the tower opposite. Climb all the way up the ramp and exit through the door at the top. Cross the bridge and enter the tower at the end. Move down the ramp until you come to a door leading back outside. You will see a broken stone bridge in front of you. You will need to get a running start and jump across. You don't need a very high Acrobatics level to make it to the other side, my character had an Acrobatics level of 24, you probably have at least that at this point. When you have made it across, look to your right and jump to the trail there. You will see a stone bridge leading to the giant tower in the middle, but there is a closed gate blocking your progression. You will need to go into the "World Breaker Guard" tower that is in front of the stone bridge. Run up to the top of this tower and hit the gate control to open the gate. Run back down and cross the bridge. There are likely to be several Dremora around the giant tower in the middle. I'm not saying to run past them, but if for some reason you are low on time... run past them. Enter "World Breaker," the Great Sigil Stone is in this tower! Kill the Sigil Keeper on this level and take the Sigil Keep Key from his corpse. Locate the entrance to "Vault of End Times" and enter. Watch for the falling blade traps as you make your way up the ramp, they are very deadly. Go through the door to on the south side of this room, or your left as soon as you get off the ramp. Follow this path to the second level of the World Breaker. Follow the ramp up, there should be another Sigil Keeper here, in case you missed the one on the first level. Locate and enter "Sigillum Sanguis." If you're really low on time, just make a mad dash to the top. Activate the Great Sigil Stone and you will be teleported safely outside. [Destroyed the Great Gate, achieved!] You will see the Great Gate crumble before you. You've done it! Look around the area for a Sigil Stone on the ground. Activate it and a Sigil Stone will be added to your inventory. It is very likely that Jauffre died during the battle, he did each time I have done this quest. It doesn't really matter too much, as he isn't needed to progress in the main quest line anymore anyway. Speak with Martin, you now have everything required to open a portal to Camoran's Paradise. Eventually, after this battle, if you check b