The Elder Scrolls IV: Oblivion Walkthrough :
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Walkthrough - FAQ/WalkthroughThe Elder Scrolls IV ------------------------------------------------------------------------ _______ ______ _ _________ _________ _______ _ ( ___ )( ___ \ ( \ \__ __/|\ /|\__ __/( ___ )( ( /| | ( ) || ( ) )| ( ) ( | ) ( | ) ( | ( ) || \ ( | | | | || (__/ / | | | | | | | | | | | | | || \ | | | | | || __ ( | | | | ( ( ) ) | | | | | || (\ \) | | | | || ( \ \ | | | | \ \_/ / | | | | | || | \ | | (___) || )___) )| (____/\___) (___ \ / ___) (___| (___) || ) \ | (_______)|/ \___/ (_______/\_______/ \_/ \_______/(_______)|/ )_) #################################### ##################################### ################################## ############## ########### ########### ########## ########## ######### ########### ######### ######### ######### ######### ######### ######### # ######## ######## ###### ######## ######## ######## ######## ######## ####### ####### ####### ##### ####### ###### ## ####### ####### ####### ###### ####### ###### ####### ##### ###### ##### ###### ##### ###### #### ###### #### ##### ### ##### ## #### ### ## FAQ/Walkthrough (for PC, Xbox 360 and Playstation 3) V4.00 2006-02-17 Copyright 2006, 2007 Barry Scott "PapaGamer" Will A premium version of this Walkthrough is available. It includes maps, screenshots, hyperlinked cross-references and more. See http://www.papagamer.com/content/view/28/39/ This FAQ/Walkthrough does not include a Character Guide. You can find my Character Build Guide at: http://www.papagamer.com/faqs/oblivion_character.txt The Character Build Guide includes a complete rundown of all the skills, races, attributes and birthsigns in Oblivion, as well as many class templates for your amusement. **Bethesda has released the v1.1.511 patch for both PC and Xbox 360. You should download and install this patch as it fixes a number of quest-related bugs. Xbox 360 users can download the patch via Xbox Live. PC users can download the patch here: http://elderscrolls.com/downloads/updates_patches.htm The PS3 version of the game should already be at patch level 1.1.511. KNIGHTS OF THE NINE BOXED SET ------------------------------- The KoN boxed set includes all the official mods released independently by Bethesda during the course of 2006. Most of the mods were previously covered in this guide, and that coverage has not changed with the release of KoN. The official mods included in KoN are: Horse Armor (DLC1) Orrery (DLC2) Wizard's Tower (DLC3) Thieves' Den (DLC7) Mehrunes' Razor (DLC9) The Vile Lair (DLC5) Spell Tomes (DLC4) Knights of the Nine (DLC8) Knights of the Nine has its own major section in this guide. Mehrunes' Razor and Repairing the Orrery are listed under Side Quests. The other mods are covered in Expanding Your Game, under Official Mods. **SPOILER WARNING** This guide contains plot spoilers. You have been warned. ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTACT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ To contact me about the guide, send email to: barry@papagamer.com Please include "Oblivion FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal by using the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Front Matter Contact Information Table of Contents How to Use This Guide Gameplay.....................................................GP00 Controls & Icons..........................................GP01 Game Mechanics............................................GP02 Radiant AI.............................................GP02-A The Leveled System.....................................GP02-B Time, Waiting & Resting................................GP02-C Travel, Horses & Quest Markers.........................GP02-D Mini-games: Lockpicking & Persuasion...................GP02-E Enchanting, Spellmaking & Soul Gems....................GP02-F Combat....................................................GP03 Heavy Melee............................................GP03-A Light Melee............................................GP03-B Archer.................................................GP03-C Magic..................................................GP03-D Magicka Effects...........................................GP04 Frequently Asked Questions................................GP05 Main Story...................................................MS00 Tutorial..................................................MS01 Deliver the Amulet........................................MS02 Find the Heir.............................................MS03 Breaking the Siege of Kvatch..............................MS04 Weynon Priory.............................................MS05 The Path of Dawn..........................................MS06 Dagon Shrine..............................................MS07 Spies.....................................................MS08 Blood of the Daedra.......................................MS09 Blood of the Divines......................................MS10 Miscarcand................................................MS11 Bruma Gate................................................MS12 Allies for Bruma..........................................MS13 The Wayward Knight (Cheydinhal)........................MS13-A Bravil.................................................MS13-B Anvil..................................................MS13-C Chorrol................................................MS13-D The Battle for Castle Kvatch...........................MS13-E Leyawiin...............................................MS13-F Skingrad...............................................MS13-G Defense of Bruma..........................................MS14 Great Gate................................................MS15 Paradise..................................................MS16 Light the Dragonfires.....................................MS17 Imperial Dragon Armor.....................................MS18 Fighters Guild...............................................FG00 A Rat Problem.............................................FG01 The Unfortunate Shopkeeper................................FG02 The Desolate Mine.........................................FG03 Unfinished Business.......................................FG04 Drunk and Disorderly......................................FG05 Den of Thieves............................................FG06 Amelion's Debt............................................FG07 The Master's Son..........................................FG08 More Unfinished Business..................................FG09 Azani Blackheart..........................................FG10 The Wandering Scholar.....................................FG11 The Fugitives.............................................FG12 Trolls of Forsaken Mine...................................FG13 The Stone of St. Alessia..................................FG14 The Noble's Daughter......................................FG15 Mystery at Harlun's Watch.................................FG16 Information Gathering.....................................FG17 Infiltration..............................................FG18 The Hist..................................................FG19 Expelled From the Fighters Guild..........................FG20 Mages Guild..................................................MG00 Anvil Recommendation......................................MG01 Bravil Recommendation.....................................MG02 Bruma Recommendation......................................MG03 Cheydinhal Recommendation.................................MG04 Chorrol Recommendation....................................MG05 Fingers of the Mountain................................MG05-A Fingers of the Mountain, Part II.......................MG05-B Leyawiin Recommendation...................................MG06 Skingrad Recommendation...................................MG07 A Mage's Staff............................................MG08 Ulterior Motives..........................................MG09 Vahtacen's Secret.........................................MG10 Necromancer's Moon........................................MG11 Liberation or Apprehension?...............................MG12 Information at a Price....................................MG13 A Plot Revealed...........................................MG14 The Bloodworm Helm........................................MG15 The Necromancer's Amulet..................................MG16 Ambush....................................................MG17 Confront the King.........................................MG18 Mages Guild Suspension....................................MG19 Thieves Guild................................................TG00 May the Best Thief Win....................................TG01 Independent Thievery......................................TG02 Untaxing the Poor.........................................TG03 The Elven Maiden..........................................TG04 Ahdarji's Heirloom........................................TG05 Misdirection..............................................TG06 Lost Histories............................................TG07 Taking Care of Lex........................................TG08 Turning a Blind Eye.......................................TG09 Arrow of Extrication......................................TG10 Boots of Springheel Jak...................................TG11 The Ultimate Heist........................................TG12 Cast Out of the Thieves Guild.............................TG13 Dark Brotherhood.............................................DB00 A Knife in the Dark.......................................DB01 A Watery Grave............................................DB02 Accidents Happen..........................................DB03 Scheduled for Execution...................................DB04 The Renegade Shadowscale..................................DB05 The Assassinated Man......................................DB06 The Lonely Wanderer.......................................DB07 Bad Medicine..............................................DB08 Whodunit?.................................................DB09 Permanent Retirement......................................DB10 Of Secret and Shadow......................................DB11 The Purification..........................................DB12 Affairs of a Wizard.......................................DB13 Next of Kin...............................................DB14 Broken Vows...............................................DB15 Final Justice.............................................DB16 A Matter of Honor.........................................DB17 The Coldest Sleep.........................................DB18 A Kiss Before Dying.......................................DB19 Following a Lead..........................................DB20 Honor Thy Mother..........................................DB21 Whispers of Death.........................................DB22 Dark Exile................................................DB23 Knights of the Nine..........................................KN00 Pilgrimage................................................KN01 The Shrine of the Crusader................................KN02 Priory of the Nine........................................KN03 Nature's Fury.............................................KN04 The Path of the Righteous.................................KN05 Stendarr's Mercy..........................................KN06 Wisdom of the Ages........................................KN07 The Faithful Squire.......................................KN08 The Sword of the Crusader.................................KN09 The Blessing of Talos.....................................KN10 Umaril the Unfeathered....................................KN11 Epilogue..................................................KN12 Side Quests..................................................SQ00 Quest Index..................................................QL00 Alphabetical Index........................................QL01 City/Region Index.........................................QL02 Miscellaneous Adventures.....................................MA00 Home Ownership............................................MA01 Skill Training............................................MA02 Vampirism.................................................MA03 Alchemy...................................................MA04 Expanding Your Game..........................................XP00 PC Optimization...........................................XP01 PC Console Commands.......................................XP02 Mods......................................................XP03 Version History & Credits....................................VH00 Legal........................................................LG00 To quickly jump to a section, copy the section code, press CTRL-F and paste the section code in the search box. ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HOW TO USE THIS GUIDE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ Oblivion is a huge game, and very much free-form. You can spend 100 hours playing the game and never touch the main quest. You can play through the main quest a half-dozen times and never do the same side quests twice. In addition, some dungeons and quests are randomly generated. There's no way to write a typical linear walkthrough for this game. So here's how the walkthroughs are organized: * Main Story: First up is a step-by-step walkthrough of the main story quests. The main story does advance in a fairly linear manner, so each step along the journey will be laid out. Of course, you do not have to complete the main story in any sort of time limit and you can take your time and do lots of side quests during the main story. However, the Main Story walkthrough will concern itself only with the quests that are directly connected to the main story. * Guild Quests: There are four guilds in Oblivion--Fighters, Mages, Thieves and the Dark Brotherhood (assassins). Each guild has numerous quests associated with it, and each has its own section in this part of the guide. * Knights of the Nine: This mini-expansion to Oblivion includes previously released material through Bethesda's official mods store (both for PC and X360). The main KoN quest is described after the guild quests; other KoN content is scattered through the Side Quests and Expanding Your Game sections. * Side Quests: Everything that doesn't fit into the previous categories is organized here in alphabetical order by quest name. Before all the walkthroughs is a rundown of basic gameplay in Oblivion, including the controls, how the Radiant AI works, combat hints and frequently asked questions. At the end of the walkthroughs is an index of every quest in the game, with the section number where you can find the mini-walkthrough for that quest. The index is organized both alphabetically and by city/region. A complete breakdown of the character system in Oblivion, including all the skills, races, birthsigns, etc. is in a separate document, located at: http://www.papagamer.com/faqs/oblivion_character.txt After the quest walkthroughs is Miscellaneous Adventures, which covers buying and furnishing houses, vampirism and training your skills (including the Master Training quests). The guide wraps up with Expanding Your Game, which covers optimizing your PC to run Oblivion well, using console commands (on the PC) for that extra edge and mods (mostly for PC, but some for X360 as well). The main point of Oblivion is to explore, have fun and immerse yourself in the world. The game simply cannot be adequately covered in words; you have to experience it for yourself. But, if you get stuck, feel like you're in over your head, or just can't figure out how to do that one little thing...then this guide is here for you. [GP00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GAMEPLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ *SAVE EARLY* *SAVE OFTEN* *KEEP LOTS OF SAVES* Oblivion, like any major, western-style RPG, has its share of glitches and ways things can go wrong. Frequently, the only solution is to go to an earlier save. You should make a new save at least every 15 or 30 minutes and keep at least 15 to 20 savegames. The number of savegames is limited only by your hard drive capacity and many people keep hundreds of saves. (That's probably a little over-board; but, still...) It's easy to find that a decision you made three or four hours ago, playing time, was a bad one and you will want to go back and fix it. On the other hand, you don't want to go back to a several- hour-old savegame if all you need to do is get around a glitch that just happened. *SAVE EARLY* *SAVE OFTEN* *KEEP LOTS OF SAVES* It can't be repeated too often. [GP01] These are the default controls for the game: +--------------------------------------------------------------------------+ | ACTION | PC (keyboard/mouse)+ | XBOX 360* | |------------------------+------------------------+------------------------| | Movement | W, A, S, D | Left stick | |------------------------+------------------------+------------------------| | Camera | Move mouse | Right stick | |------------------------+------------------------+------------------------| | Activate | SPACE | A button | |------------------------+------------------------+------------------------| | Jump | E | Y button | |------------------------+------------------------+------------------------| | Run | Left SHIFT | Movement speed is | |------------------------+------------------------| controlled by the | | Always Run (toggle) | CAPS LOCK | force on the left stick| |------------------------+------------------------+------------------------| | Ready/Sheath Weapon | F | X button | |------------------------+------------------------+------------------------| | Attack | Left mouse button | R trigger | |------------------------+------------------------+------------------------| | Power Attack | Hold left mouse button | Hold R trigger + | | | + movement key | move left stick | |------------------------+------------------------+------------------------| | Shoot Arrow | Hold left mouse button | Hold R trigger to aim, | | | to aim, release to fire| release to fire | |------------------------+------------------------+------------------------| | Block/Bow Zoom | Right mouse button | L trigger | |------------------------+------------------------+------------------------| | Cast Spell | C | R button | |------------------------+------------------------+------------------------| | Grab | Z press-and-hold | L button press-and-hold| |------------------------+------------------------+------------------------| | Sneak | Left CTRL | Press left stick | |------------------------+------------------------+------------------------| | Journal | TAB; You can also open | B button | | | a journal tab directly | | | | F1 - Stats | | | | F2 - Inventory | | | | F3 - Spells | | | | F4 - Map/Quests | | |------------------------+------------------------+------------------------| | Hotkeys | 1 - 8 | D-pad | |------------------------+------------------------+------------------------| | Assign Hotkeys | Press-and-hold 1 - 8 | Press-and-hold D-pad | | w/Inventory Open | and click item | and select item (A) | |------------------------+------------------------+------------------------| | Game Menu | ESC | Start | |------------------------+------------------------+------------------------| | Wait | T | Back | |------------------------+------------------------+------------------------| | Switch View (1st/3rd) | R | Press right stick | |------------------------+------------------------+------------------------| | Vanity Mode | Press-and-hold R | Press-and-hold rt stick| |------------------------+------------------------+------------------------| | Quicksave | F5 | | |------------------------+------------------------+------------------------| | Quickload | F9 | | +--------------------------------------------------------------------------+ * Xbox 360 Controls list courtesy of Styck and GOSFreak from GameFAQs. + The PC version does support gamepads; however, there are some problems with the default control setup. Find your Oblivion.ini file (typically in My Documents\My Games\Oblivion) and open this file in a *text* editor such as Notepad. (Don't use Word or WordPad or other word processing program. Stick with a simple, plain text editor.) Find these lines in the section headed [Controls]: fMouseSensitivity=0.0020 ;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6 iJoystickMoveFrontBack=2 iJoystickMoveLeftRight=1 fJoystickMoveFBMult=1.0000 fJoystickMoveLRMult=1.0000 iJoystickLookUpDown=6 iJoystickLookLeftRight=3 fJoystickLookUDMult=0.0020 fJoystickLookLRMult=0.0020 These are the default movement (left analog stick) and camera (right analog stick) controls. Specifically, the Look (i.e. camera) controls may not be set properly for your joystick. If moving the right analog stick has no effect on the camera, change these two lines: fJoystickLookUDMult=0.0020 fJoystickLookLRMult=0.0020 Increase the value of 0.0020 to something significantly larger, such as 0.5000. If the camera still does not respond or is sluggish, increase to 1.0000 and so on until the camera responds to the right joystick in a way that works for you. Additionally, you may find the camera movement does not correspond correctly to the joystick movement: i.e. the camera moves up and down as you move the stick left and right. In that case, switch these values: iJoystickLookUpDown=6 iJoystickLookLeftRight=3 so that you have: iJoystickLookUpDown=3 iJoystickLookLeftRight=6 You may also need to change some of these values completely depending on your controller and your controller's drivers. You can set the buttons within the Controls Options of the game. | Icons +------- When in first-person perspective, the center of the screen is occupied by a crosshair. When you mouse over a target, the crosshair changes depending on the target. * Face: NPC, Activate the NPC to talk to him or her * Crown: plot critical NPC, Activate the NPC to talk to him or her * Open hand: a loose item, press Activate to take the item * Closed fist: something that can be manipulated (such as a door or switch), press Activate to...well...activate the item * Pottery jar: container, press Activate to open the container * Door: a door, Activating may open the door or take you to another area depending on the door * Lock: this icon appears in the lower right corner of the screen when a door or container is locked. * Moon and stars: a bed, Activate to sleep in the bed * Book: a book or note, Activate it to read the item * Stool: a chair, bench, etc., Activate it to sit down, press Activate again while not targeting anything to stand up * Horseshoe: a horse, press Activate to mount the horse, press Activate again while not targeting anything to dismount * Bat: NPC, Activate the NPC to feed on him or her (can only be used when you are a vampire) * Eye: indicates you are in Sneak mode Sometimes icons display in red. When you see a red icon, don't touch the item or you'll be accused of a crime. Unless, of course, you're trying to commit a crime, then go ahead and touch away... [GP02] Most of the basic gameplay elements are dealt with during the tutorial. How to pick things up, how to drop them, how to equip weapons and spells, how to Sneak, etc. But, there are a lot of things going on under the hood that the tutorial never mentions. This section covers all those extra game mechanics. | Radiant AI [GP02-A] +--------------------- Radiant AI is Bethesda's name for its NPC scripts. NPCs in Oblivion are supposed to "act like real people". At first, this really seems to be the case. After a few hours invested in a city, you'll see it's just another bunch of scripts strung together with some pseudo-random events to give the feel of actual intelligence. Here are some of the things the Radiant AI does: * NPCs keep a schedule. Their schedule is occasionally randomized, but, for the most part, these characters move around eating, working, sleeping and other activities at different times of the day on a regular schedule. * NPCs react to crimes. Enter one's house uninvited and they'll call for the gendarmes. Hit someone and they'll scream, "Assault!" Etc. * NPCs talk to one another as they pass on the street. After spending a couple hours in a city, you'll have heard every variation on conversation there is. (Since everything in Oblivion is voice acted, the number of conversations is quite limited.) Sometimes, hearing these conversations opens up a new topic for you, often leading to a quest. Here are some things the Radiant AI does not do: * Force you to keep a schedule. For the most part, if someone tells you to meet them at midnight tonight or else, you can show up at midnight three weeks later and they'll be there waiting patiently for you. There are very, very few quests in Oblivion that actually require you to act within time constraints. * React to assaults on allies. The vision/hearing of every NPC in Oblivion must be impaired. If you have two enemy mages on opposite sides of a large room, you can blow one of them to smithereens while the other wonders aloud about the rats. This does help with combat since you don't want lots of bad guys swarming you, but it is kind of ridiculous. Example: right after killing the captain of a ship, two sailors barged into the cabin. The PC was hidden in the back room. Seeing the captain dead on the floor, the sailors proceeded to engage in a random conversation. The PC steps out of the back room and fires a spell at one of the sailors. That sailor charges and is dispatched. The other sailor, still behind the partition at the front of the cabin, complains about the loud noises made by the rats. That's the Radiant AI for you! * Care much about the world around them. There are scripted instances where you can't get help from someone because of an Oblivion gate nearby, but, for the most part, while the big, bad demonic invasion is happening, most NPCs still just want you to kill (or protect, depending on the situation) the rats in their basement. So, don't get your hopes up too high over the Radiant AI. The NPCs in Oblivion pretty much act like the NPCs in every other RPG, except they don't just stand around waiting for you to show up (unless you're in the middle of a quest requiring they just stand around until you show up--in which case they'll wait for months). And, even if a quest-target NPC is moving around, the convenient objective marker on your map will always show you where he or she is. | The Leveled System [GP02-B] +----------------------------- Oblivion uses a system that matches enemy levels to your PC's level. It does this in two ways: * Changes the type or number of creatures you face. For example, at low level, the daedra you fight inside Oblivion are mostly scamps and the occasional clannfear runt. At higher levels, you'll start seeing dremora, adult clannfear, atronachs, etc. * Increases the level of the enemy. This is mostly used on boss creatures. For example, the opponents you face in the Arena are always the same, but their level, skills and equipment increase in power as you increase in power. The leveled system means you never get in over your head. Whatever challenge you face is always scaled to your level, so you can do anything at the beginning of the game. This is also a drawback, as being able to complete any quest even at level 1 is somewhat unrealistic. The leveled system also means you never overpower your opponents. There are never any "easy" fights against overwhelmed opponents. When you encounter bandits at level 1, they are clad in fur and wield rusty daggers. If you encounter them at level 20, they are clad in mithril and wield enchanted glass short swords. Treasure and store inventories are likewise leveled. At level one, you can fight for your life through a three-level ruin, dispatching dozens of undead and come away with a grand total of 32 gold, a flawed jewel and some day-old bread. Going through the same ruin at level 10 can yield a couple hundred gold, some soul gems and an enchanted weapon. The leveled system also affects quest rewards. Finish Fingers of the Mountain at level 3 and the spell you get is, to say the least, underwhelming. Finish it at level 25 and you get one of the most powerful spells in the game (assuming you have the Magicka to cast it). A sigil stone collected at level 5 is a lot less powerful than a sigil stone collected at level 15. (*NOTE*: PC users can download a mod that corrects this problem.) The leveled system does present some problems, especially in the main story. There are a few quests where you have to defeat hordes of enemies, and you are given help; or, you have to protect someone from enemies. In these cases, having a higher level PC works against you since your allies do not similarly increase in power. The last thing you want is a dozen dremora overwhelming the guards around you, then turning all their attention on you. No matter how uber you think your gear, you're not going to survive that. There are some ways to work around this system: 1) Increase your class levels slowly. If you work mostly with minor skills, and only increase your major skills (and, thus, your class level) when you've locked in +5 modifiers for your attributes, then you'll run far ahead of the NPCs of similar level. For more info on the skill/class system, see the PapaGamer Character Build Guide at: http://www.papagamer.com/faqs/oblivion_character.txt 2) Play at a lower difficulty level. If a quest is just too hard, turn the difficulty down until you complete the quest. 3) Use a modded leveling system (see the Mods section near the end of the guide). This will allow you to level more reasonably without having to pay a lot of attention to the math. There are also mods that affect enemy leveling, which makes the game much more interesting. 4) Use the Quest Reward Leveling mod (see the Mods section near the end of the guide). This mod levels up quest rewards with your class level, so you'll always have a use for those special gifts. | Time, Waiting & Resting [GP02-C] +---------------------------------- Time in Oblivion passes at the rate of 30 minutes for every one real minute spent playing the game (not in Pause). So a 24-hour day takes 48 minutes of real time to play through. NPCs operate on schedules during the game day. Normal operating hours for merchants are 8am to 8pm every day. In the cities, most of the rulers hold court from 8am to 6pm every day. You can find a lot of NPCs at dinner in the local tavern or castle dining hall around 8pm to 11pm most days. Etc. If you're looking for someone and you don't have a quest marker for that person, you can assume that person will be at home, sleeping, during the night. Etc. The calendar is just like the Gregorian calendar, albeit with different names: Gregorian - Oblivion Gregorian - Oblivion --------- ------------ --------- ------------ January - Morning Star July - Sun's Height February - Sun's Dawn August - Last Seed March - First Seed September - Heartfire April - Rain's Hand October - Frost Fall May - Second Seed November - Sun's Dusk June - Mid-Year December - Evening Star Gregorian - Oblivion --------- -------- Sunday - Sundas Monday - Morndas Tuesday - Tirdas Wednesday - Middas Thursday - Turdas Friday - Fredas Saturday - Loredas The months have the same number of days as the Gregorian calendar, thus Last Seed has 31 days, Heartfire has only 30, etc. The game begins the 27th of Last Seed, Third Empire, year 433 (7/27/433--The in-game calendar displayed with the debug console counts the months from 0 to 11, so August/Last Seed is month 7, not 8). You can see the current date by turning on the debug console (tdt) and choosing page 0 (sdt 0). What does all this mean? Well, not much, unless you need to figure out an NPC's schedule. If a character does activity X on weekdays, you know that means Morndas, Tirdas, Middas, Turdas and Fredas. If it's currently Loredas, you've got to Wait two days to catch the NPC. And so on and so forth. At any time there are no enemies nearby and you are not trespassing you can use the Wait command (default PC key 'T', Xbox 360 button 'Back'). You can Wait in one hour increments up to 24 hours (one full day). Waiting any period of time, even just one hour, fully restores your Health, Magicka and Fatigue. This is a kind of cheap way to heal yourself up while spelunking--clear out enough enemies and you can just Wait one hour. You can also sleep, if you have a bed handy. The only times you have to sleep are: 1) To increase your class level. Unless you're using a mod, or have turned on instant leveling in your INI file, you must sleep in a bed to level up. 2) Certain quests require you to sleep in a bed; e.g. "Where Spirits Have Lease" or during Dark Brotherhood quests. An easy way to have access to cheap (i.e. free) beds is to join either the Fighters Guild or Mages Guild. Just asking to join gives you a key to all the guild halls, all of which have beds to sleep in. You don't even have to perform any quests. Every city except Kvatch and Imperial City have halls for both the Fighters Guild and Mages Guild. | Travel, Horses & Quest Markers [GP02-D] +----------------------------------------- There are three ways to travel in Cyrodiil: 1) On foot, either walking or running. 2) By horse. Horse travel is faster than running (unless you have a very high Speed attribute), but somewhat unreliable. You cannot fight while you're on a horse, they're difficult to steer and they sometimes wander away while you're dungeon delving. There are seven horses or types of horses available (the Speed attributes in these lists are somewhat misleading, as horses can move a lot faster than humans, so only compare the Speed of a horse against other horses, not humanoids): * Paint: Speed 23, Combat 40, Attack Damage 10, Health 300 Paint horses are available in Bruma, Leyawiin and from Prior Maborel as part of the "Find the Heir" main quest. Paint horses are the slowest, least combat- worthy horses in the game. However, they are sturdy (300 Health), cheap and you can get one free two minutes after you leave the tutorial dungeon. * Bay: Speed 26, Combat 30, Attack Damage 10, Health 250 Bay horses are sold at the stables outside Bravil and Skingrad. They are not as sturdy as Paint horses, but are faster. * Chestnut: Speed 29, Combat 20, Attack Damage 10, Health 200 Chestnuts horses are faster; but, not as hardy as the Bay. They are sold in Chorrol. * White: Speed 29, Combat 50, Attack Damage 12, Health 400 The white horses of Anvil are the sturdiest regular horses available. They're also pretty fast. * Black: Speed 33, Combat 60, Attack Damage 15, Health 325 Cheydinhal's black horses are good combat companions and the fastest regular horses in the game. * Shadowmere: Speed 33, Combat 50, Attack Damage 20, Health 500 You obtain Shadowmere during the Dark Brotherhood quests. He is as fast as the black horses of Cheydinhal and a better fighter, plus, he can never be killed! (He just falls unconscious.) * Unicorn: Speed 29, Combat 70, Attack Damage 45, Health 350 The unicorn is the target of a hunt instigated by the daedric lord Hircine. While a fearsome combatant, he's not particularly suited to be your regular mount. He doesn't like drawn weapons and will attack even you if you show steel in his presence. 3) Fast Travel: while outdoors, open your World Map, choose a location and click its icon. As long as there are no enemies nearby, you'll be asked if you want to Travel there. Choose yes, and hey! There you are. Some caveats about Fast Travel: * Except for the city markers and a few quest-related locations (Weynon Priory, Cloud Ruler Temple and a couple of others) you must have actually visited the location to Fast Travel there. Even though someone marks the location on your map, you must still get there by foot or horse first. Once you have "discovered" a place, you can Fast Travel there as much as you want. * If you own a horse, the horse Fast Travels with you (and is used to calculate time passed, see below) even if you aren't mounted on the horse. When Fast Traveling to a city, your horse is automatically stabled outside the walls. There's no fee for stabling your horse. * Time does pass when you Fast Travel, based on whether you're on foot or on horse. It's not a large amount of time. Traveling from Cheydinhal in the east to Anvil in the west takes only 11 hours on foot or 5 hours on a black horse. * If you use the console to turn on all map markers (tmm 1), you can Fast Travel to every marker. QUEST MARKERS --------------- Of course, all these travel options don't mean jack if you don't know where to go. That's where the quest or objective marker comes in. On local maps, world maps and your HUD compass, you'll see either a green or red arrow marker-- provided you have an active quest. This marker shows you the location or direction in which your current objective is located. This is why, many times in this walkthrough, you are told to go through certain steps. You could, conceivably, skip some of the interrogations and move straight to the target; however, without questioning people, you won't get the quest marker on your maps and you'll be trying to find a marble in oatmeal. A red quest marker indicates the target is *not* in the same area as you. A green quest marker indicates the target *is* in the same area as you. "Area" in this sense does not mean the small "areas" loaded by the game as you travel. You are in the same "area" if you are in the same world-space. This means a target that is in the world-at-large is in the same area as you if you are both outside cities and outside any building/dungeon--even if you are on opposite sides of the map. Multiple arrows mean there are multiple targets-- i.e. more than one enemy you must kill or more than one location you must visit. Your quest journal has three tabs: active quest, open quests and completed quests. Quest markers only show for the active quest, and there can be only one active quest at a time. To change active quests, select an open quest and click it. The open quest you selected becomes the new active quest and quest markers change to reflect the new quest. If you have no active quest, and you get a new quest, it automatically becomes active. If you have an active quest, and you get a new quest, you are asked if you want to Continue or Make This My Active Quest. Continuing adds the new quest to open quests, but does not make it active. The second option, obviously, marks the quest as active. | Mini-games [GP02-E] +--------------------- LOCKPICKING ------------- Whenever you Activate a locked door or container, the lockpicking mini-game starts. You'll see a stylized rendition of the internal workings of a lock. Through the middle runs a hollow bolt into which your pick is inserted. This bolt is held in place by from one (very easy locks) to five (very hard locks) tumblers. You may attempt to automatically open the lock using the Auto Attempt button, or you may pick the lock manually. Move the pick under a tumbler and push up (move your mouse up or press up on the control pad) to push the tumbler out of the bolt. The tumblers are spring-loaded and will pop back down either immediately or after a one- or two-second delay. While the tumbler is still seated in the up position, LEFT-CLICK or press the right trigger to set the tumbler. If you click at the wrong time, the tumbler falls back into place and breaks your pick. Depending on your Security skill, other tumblers you have already set will also fall and you'll have to set them all over again. Security controls the lockpicking mini-game in three ways: * Higher Security provides a more likely chance of success if you use the Auto Attempt button to try to pick the lock. * Higher Security keeps set tumblers in place when you break a pick by failing to properly set a tumbler. Novice: all set tumblers fall Apprentice: up to three set tumblers fall Journeyman: up to two set tumblers fall Expert: only one other set tumbler will fall Master: no other tumblers fall.) * Higher Security causes tumblers to drop back down more slowly. You can figure out when to set a tumbler into place in one of two ways: * Keep pushing it up and letting it fall and watch the pattern. On more complex locks the tumbler's pattern can be quite long. For example, an easy lock might have a tumbler with a pattern of short-long-short-short. A more complex lock might have patterns like short-long-long-short-short-short-long- short-long. Once you've got the pattern, click to set on a long segment of the pattern. * Listen to the sound of the tumbler moving up. There is an extra, very quiet click when the tumbler is going to stay seated for a second or two. That's when you can set the tumbler. Once you learn how to recognize that little extra click, you can pick locks very easily. There are two ways to get around this mini-game: 1) Work on your Alteration skill and use Open Lock spells. 2) Perform Nocturnal's quest (as soon as you reach level 10) and get the Skeleton Key. This unbreakable lockpick allows you to pick any lock just by clicking Auto-Attempt until the lock opens. PERSUASION ------------ Each NPC has a Disposition score that indicates how likely they are to give you important information or Haggle with you (if a merchant). You can increase an NPC's Disposition using a Persuasion mini-game. In some cases, getting or continuing a quest requires you to get a high Disposition score with the target. *NOTE* You can also increase Disposition by using Charm spells, the Imperial ability, "Voice of the Emperor", or the vampire ability, "Vampire's Seduction". To play the Persuasion mini-game, click the Persuade button (face icon on the left of the conversation menu) during conversation. A segmented wheel opens next to the NPC. There are four segments: Admire, Boast, Joke and Coerce. During each round of play, you must perform each action once. To perform an action, select it and LEFT-CLICK or Right Trigger. Of the four actions, the NPC will love one, like one, dislike one and hate one. You can tell the NPC's reaction by examining his or her face when you select the action. Inside each action's segment of the wheel is a wedge. After each selection, the wedges "rotate", changing their position. There are four wedges: 25%, 50%, 75% and 100%. They always rotate clockwise and their order will differ from round to round. The actions the NPC loves, likes, dislikes and hates will always be the same, so you only need to test them at the beginning of the mini-game. Basic gameplay involves choosing liked or loved responses when they are filled with a medium or large wedge and choosing disliked and hated actions when they have only a small wedge in them. All the while you're deciding which action to pick, the NPC's Disposition is falling. First, get a blank sheet of paper and sketch four large X's on it: \ / \ / \ / \ / \ / \ / \ / \ / \/ \/ \/ \/ /\ /\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ |
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