The Elder Scrolls IV: Oblivion Walkthrough :
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Walkthrough - FAQ/Walkthroughcontacting me: Aaron Phillips, The_Evil_Smile@Hotmail.com (subject = Oblvion) copyright: I don't care who uses my guide for what, if you do decide to use my guide on your own web site, all I ask if for the courtesy of an e-mail letting me know. If you can make money off my guide, go ahead, I couldn't. version 6.1 - overall coverage of the game = 100% Welcome to my total walkthrough for "The Elder Scrolls 4: Oblivion" DON'T FORGET TO SAVE!! SAVE LOTS AND SAVE MULTIPLE FILES!! IF YOU GET STUCK YOU CAN LOAD A PREVIOUS FILE AND TRY AGAIN!! If you're trying to complete a quest, make sure it is your ACTIVE quest by finding it in your current quests log and clicking on it, this will give you the assistance of a quest marker. ------------------ | USING MY GUIDE | ------------------ To use my guide simply search by pressing 'CTRL F' and enter the CHAPTER that covers the specific area of the game you need help on. From there you get a new detailed list of contents for that chapter and can further search for specific information. Contents: """"""""" Chapter 01 - Tips, Facts, Strategies, etc Chapter 02 - Main Story Quests Chapter 03 - Fighters Guild Chapter 04 - Mages Guild Chapter 05 - Thieves Guild Chapter 06 - Dark Brotherhood Chapter 07 - Chorrol Chapter 08 - Cheydinhal Chapter 09 - Bruma Chapter 10 - Anvil Chapter 11 - Bravil Chapter 12 - Leyawiin Chapter 13 - Skingrad Chapter 14 - Imperial City Chapter 15 - Arena Chapter 16 - Daedra Shrine Quests Chapter 17 - Side Quests Chapter 18 - Trainer Quests Chapter 19 - The Collector Chapter 20 - Oblivion Gates Chapter 21 - Caves Chapter 22 - Mines Chapter 23 - Forts Chapter 24 - Villages Chapter 25 - Ruins Chapter 26 - Camps Chapter 27 - Landmarks Chapter 28 - Inns & Stables Chapter 29 - Houses Chapter 30 - Horses Chapter 31 - Nirnroots Chapter 32 - Doomstones Chapter 33 - Vampires Chapter 34 - Alchemy Chapter 35 - Magic Chapter 36 - Wayshrines Chapter 37 - FAQs Special Thanks Guide Status / Update Information / Version History / Author's Notes ------------------------------------------------------------------------------- Chapter 01 - Tips, Facts, Strategies, etc """"""""""""""""""""""""""""""""""""""""" 01.01 - Controls and game menues 01.02 - Creating a new character 01.03 - Taking advantage of the leveling system 01.04 - Things EVERYONE should know ------------------------------------------------------------------------------- 01.01 - Controls and game menues """""""""""""""""""""""""""""""" W = move forward S = move backward A = side step left D = side step right Q = auto-walk, to turn off press any movement key E = jump Z = grab items (so you can move them around in the game world) C = cast selected spell F = ready weapon R = toggle first person / third person view T = calls wait menu TAB = opens inventory L-SHIFT = hold to run / walk CAPS = toggles run / walk L-CTRL = toggle sneak mode SPACE = activate objects, pick up items, talk to NPC's, open doors/chest, etc. 1-8 = hot keys for spells and weapons TILDE = brings up the game consol so you can enter codes and such MOUSE = look around L-MOUSE BUTTON = swing equiped weapon (also can be used to draw weapon) R-MOUSE BUTTON = block CHARACTER MENU: to see your character information, attributes, skills, alliances and stats, open you inventory and click on the red, blue and green bar icon on the bottom left. EQUIPMENT MENU: to equip a weapons, armor or use items, open your inventory and click on the second icon from the left at the bottom, find the weapon, armor or item you wish to equip or use and click on it. MAGICKA MENU: to equip a spell open your inventory and click on the third icon from the left at the bottom, find the spell you wish to equip and click on it. You can also see all negative or positive effects on your character here. JOURNAL MENU: to view the mini-map, world map, current quest, active quests and completed quests, open your inventory and click on the compass icon at the far bottom right. 01.02 - Creating a new character """""""""""""""""""""""""""""""" The 3 base classes of characters to Oblivion are: melee, magic and stealth; all other classes are simply a combination of the 3. There are 21 skills, 7 for each class which are governed by your characters attributes. Because of the many possible character types I will be unable to write specific strategies for ALL character classes, instead I will just do the 3 base classes. WARRIOR: A good melee character needs to focus on Strength and Endurance while keeping a high Agility and Speed. Your skills should be focused on one offence skill, either Blade, Blunt or Hand to Hand, then you should choose to use Heavy Armor, Block, Armorer and Athletics. The other 2 offence skills you are not using should be used occassionally to help power up your attributes at each level up (see 01.02 for more information on this). Playing a warrior class character requires you to get very close to your enemies, you will find yourself in constant need of healing potions and repair hammers. If your health is low and there are still a bunch of badies attacking you, run from them and heal, standing there being beaten down will not provide you much opportunity to strike back, you will have a better chance charging in on them and using power attacks. MAGE: A good caster character needs to focus on Intelligence and Willpower while keeping a high Personality. Your skills should be focused on Destruction, Restoration, Conjuration and Alchemy, but you should also frequently use your Illusion, Musticism and Alteration skills. Playing a caster class character requires you to be a light weight weakling that can't survive much punishment, so you need to stay away from your enemies and try and totally obliterate them before they ever get near you. One way of doing this is by using Conjuration to summon meat shield pets to take the focus off you while you send some firey bolts of death at them. Another way is to blast away at your enemies and when they get near you, cast an invisbility spell and create some confusion. I will leave you to decide how you will play your character. You should also utilize your Alchemy skill to create powerful potions that can increase your Intelligence giving you more Magicka allowing for more spell casting, as well as Magicka replenishing potions. STEALTH: A good stealth character needs to focus on Agility, Speed and Personality, but you also have to find a way to keep your Strength and Endurance at a decent level as well. Your skills should be focused on Sneak, Security and Marksman, while having Acrobatics, Light Armor, Mercantile and Speechcraft as high as possible. Playing a stealth character requires you to be unseen, unheard and clever. While you should try and eliminate your enemies from a distance with your bow, there will be times when you find yourself in close quarters and have to take a beating, having a sword or mace is a good idea, often you will have one from a previously slain enemy. Stealth characters tend to find short cuts by picking locks, lean more towards the evil side of life by stealing, pick-pocketing and murdering. 01.03 - Taking advantage of the leveling system """"""""""""""""""""""""""""""""""""""""""""""" When you level up you get to choose 3 attributes to increase, you will notice that some (if not all) attributes have a bonus to them, the secret to being powerful in this game is to understand how to take advantage of those bonuses. Each skill has a governing attribute, each time a skill levels up it adds a 0.5 bonus to its governing attribute. So for example, if you level up Marksman 4 times, you will get a +2 to Agility when you level up. The game rounds down, so any odd numbers takes the lower bonus point. When you level up, any attributes that had bonuses, but were not selected, have the bonus reset to 0 for the next level, which means you have to level up your skills all over again to receive a bonus to that attribute at the next level up. The maximum bonus is +5. Your character will only level up once you have raised 10 skill levels in your major skills. Increasing your minor skills does not cause you to level up, but they will add to the bonuses for their governing attribute. With this knowledge you can utilize the system so that at each level up you can receive a +5 bonus to all 3 attributes you chose at your level up. For example, Blade and Blunt are governed by Strength, if Blade is a major skill and Blunt a minor skill, you can increase Blunt 10 times and not have to increase Blade to still receive a +5 bonus to strength when you level up. Here is a list of the attributes and the skills that govern them: Strength - Blade, Blunt and Hand to Hand Intelligence - Alchemy, Conjuration and Mysticism Willpower - Destruction, Alteration and Restoration Agility - Marksman, Security and Sneak Speed - Light Armor, Athletics and Acrobatics Endurance - Armorer, Block and Heavy Armor Personality - Speechcraft, Mercantile and Illusion Luck - no governing attribute So to maximize your characters potential, it is best to ensure that you increase enough minor skills governed by the same attribute that your major skills govern to ensure you get that valuable +5 bonus to your attributes. Also know that when you level up your enemies also level up and as you raise levels new, more powerful enemies will start to appear. 01.04 - Things EVERYONE should know """"""""""""""""""""""""""""""""""" QUEST MARKER: the red and green arrows that point you where to go, a red arrow indicates a door you must go through, a green arrow marks the exact spot your quest target is located, use these arrows to guide you. SOUL GEMS: these precious gems are used in combination with Soul Trap spells, once a soul gem has a soul you can use that soul gem to recharge an enchanted weapon, or use it to enchant a weapon or armor. Once used the soul gem disapears. The type of soul gem used does not matter, only the level of soul inside it matters, so a Dark Soul Gem with a grand soul is the same as a normal Grand Soul Gem with a trapped Grand soul or the Azura's Star with a trapped Grand Soul. POTIONS: all potions stack and the most you can have stacked at any given time is 4. So for example, if you have 4 potions of strength that increase strength by 10, use them all at once, you will get +40 strength. MAGIC: magic spells stack, so you can use as many types of the same spell (Feather for example) and they will all stack; this is very useful and covered in detail in Chapter 35. GRABBING OBJECTS: yes you can grab and move just about any object, including dead bodies. It is considered a crime if someone sees you grabbing their things. To do this you simply hold Z and move the mouse. CASTING: when you are running around and exploring, make sure you are casting some form of spell at all times, I recommend using Restoration spells so that your Restoration skill is very high which will allow you to use more powerful spells. If you are a caster character you may not want to do this with your major skills until you have enough bonuses from other minor skills to give you the desired bonuses needed at your next level up. SIGIL STONES: when you're about to close an Oblivion Gate, save right before activating the stone, the effects are random so you can keep loading until you get one you want. Also, you can use these Sigil Stones from anywhere to enchant your weapons or armor. ENEMIES: enemies around Cyrodiil constantly respawn (except in dungeons) and their level and stats are based on your level, the type of creature that spawns is also dependant on your level. Humanoid enemies will also have higher quality items equiped as your level increases. BLACK SOUL GEMS: these are no different than a grand soul gem or Azura's star, but if you wish to create one, here is how to do it. On the night of Freedas at midnight you will need to be at the altar outside of the map marker Dark Fissure, place an empty grand soul gem in the altar and then cast any soul trap spell on the altar. When you loot the altar you will recieve a black soul gem. DAYS OF THE WEEK: Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Sunday: Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Loredas ------------------------------------------------------------------------------- Chapter 02 - Main Story Quests """""""""""""""""""""""""""""" 02.01 - Tutorial 02.02 - Deliver the Amulet 02.03 - Find the Heir (part 1) 02.04 - Breaking the Siege of Kvatch 02.05 - Find the Heir (part 2) 02.06 - Weynon Priory 02.07 - The Path of Dawn 02.08 - Dagon Shrine 02.09 - Spies 02.10 - Blood of the Daedra 02.11 - Bruma Gate 02.12 - Blood of the Divines 02.13 - Miscarcand 02.14 - Defense of Bruma 02.15 - Great Gate 02.16 - Paradise 02.17 - Light the Dragonfires 02.18 - Imperial Dragon Armor ------------------------------------------------------------------------------- 02.01 - Tutorial """""""""""""""" Go near the door to your cell to be mocked by a Dark Elf prisoner across the hall, the mocking is different for each race and gender. After the mocking some guards and a robed guy will come to your cell, they demand you move to the back, so move to the back. You will only lose the ability to move for a moment, when the emperor speaks to you just blow through the conversation, when its over the Blades open a secret passage and you regain the ability to move. Follow the Blades and the emperor and you'll run into some assassin's who will end up killing Captain Renault, after the battle the Blades and the emperor leave you, but a hole opens up on the south east wall in the northern most corner of the area. In this next room there is a door to 'Imperial Substructure' on the south east wall, it is locked, you can either pick the lock or grab the key of the dead goblin shaman beside the door, either way, do what ever you wish to get through this door. In this room there is a path on the north east wall, follow this path and you'll encounter some rats and a zombie, kill them and keep following this path north until you enter another room with some rats in it, on the north west wall is an opening to another room, enter this room and kill some more rats. At the far back north west wall is a path that leads out of this room into another, in this next room there is a path in the north corner on the south west wall, follow this path and you enter a small room with an opening on the south east wall, take this new path to a room that at the far south has a door to 'Natural Caverns' on the south east wall, open the door. Follow this path until your reach a small room with a goblin, kill the goblin and then find the path that is on the north east wall, follow that path through a room with a goblin skirmisher and a trap, the rope that runs across the floor will trigger the big clubs of doom hanging from the ceiling to fall. Take the south east path out of this room and you will be in a room where you have to continue south east, at the bottom of this path you will be turned north east, just keep going and you will come to a large room, on the east wall is a path that goes north east, take that path. This path will take you to a door to 'Imperial Subterrane', go through this door. Follow the path and you will come to an opening on the south west wall, go through it and go west, you will find that you are on a ledge above the Blades and the emperor, jump down and if they haven't already died you will get to fight some assassins. The emperor will stop the Blades from killing you and ask to speak with you, approach him and he will eventually ask what sign marked your birth. You must chose for yourself what sign you want, each has benefits, some have downfalls, all are pretty much equally balanced, but designed for different character types, so there is no single best one. Make your choice and then finish the conversation. From here just follow the Blades and the emperor, they will lead you to a door to 'The Sanctum' go ahead and open it. Keep following the emperor and eventually you will be stuck on guard duty as the Blades run off to fight, stand near the emperor and he will start a conversation with you and give you the Amulet of Kings. After that an assassin jumps out and kills the emperor. After all the assassins are dead there will only be Baurus and you, he will be beside the emperors body, go near him and he will start a conversation with you. In this conversation you will be able to chose or create your character class; this is one of the most important parts of the game. You must chose a character type that suits how you play, the skills you master are dependant on the attributes you focus on through leveling up, consider everything you plan on doing with your character and make the best choice for your style of play. After the conversation you will now have the wonderful quest markers on your map and compass. Use the quest markers to guide you out of the prison. When you get to the exit you will have one last chance to change your race, birthsign and class, when you're happy with your character exit the sewers to complete this quest. 02.02 - Deliver the Amulet """""""""""""""""""""""""" Open your world map and scroll west to Chorrol, just south east of Chorrol is a village map marker, this is 'Weynon Priory' fast travel there. Follow your quest marker and you will find Jauffre sitting at a table reading. Talk to him and flow through the conversation to end this quest. 02.03 - Find the Heir (part 1) """""""""""""""""""""""""""""" Get to an out-doors area and open your world map, then scroll south west to Kvatch, fast travel to the city map marker. A wood elf will start a conversation with you and tell you Kvatch is destroyed, end the conversation and follow your quest marker north until you reach some guards at the top of the hill. Savlian Matius will come up to you and start a conversation, once you have the option to 'Help' say you will help and you will complete this part 1 of this quest. You will need to complete 'Breaking the Seige of Kvatch' to continue. 02.04 - Breaking the Siege of Kvatch """""""""""""""""""""""""""""""""""" Go north until you're at the Oblivion Gate and enter it. Inside there are a few monsters that vary depending what level you are, chances are you're still really low so they'll be scamps. What ever they are, they will be fighting a lone guard, save him and he will talk to you. Send him back to Savlian. From the entrance of the Oblivion Gate head north west, just follow this path north west until it turns north, follow it north and it will eventually go east, go east between the 2 large towers ahead of you and then enter the middle one marked by the quest marker. Inside the first room there are 2 doors, one on the east wall and one on the west wall, both go to 'Rending Halls' take either door. There will be a path upwards, take it and at the top you'll run into a door, open the door and you'll be in a small square room. On the south east wall are 2 doors to 'The Blood Feast' take either door. Go up either ramp and you'll find 2 doors on the south east wall that go to 'Corridors of Dark Salvation' take either door. Inside follow the west path upwards and you'll come to a square room, on the west wall is a door to 'Plane of Oblivion' go through this door. Cross the bridge and open the door on the other side, you'll be in a spiral room, go up the spiral ramp and you will find a caged man and a Dremora Sigil Keeper, kill the sigil keeper and talk to the man, he will tell you how to close an Oblivion Gate. Make sure you looted the sigil keeper's corpse and took the Sigil Keep Key. Go back down the spiral ramp to the door you came in from on the north west wall, cross the bridge and open the door on the other side, inside this room on the north wall is a locked door that can now be opened with the Sigil Keep Key, go through this door and follow the path upwards. At the top is a door on the south wall to 'The Blood Feast' open this door. Take either ramp up and at the top you will find a portal on the ground, activate it to be transported. After being teleported turn to the right and follow this path north around the room until you go up another ramp, at the top there will be a door on the south west wall and the east wall, both go to 'Sigillum Sanguis', open either door. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the north side where you can go up either ramp to a platform on the south wall, look north and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. Outside of the Oblivion Gate, follow your quest marker to Savlian Matius and talk to him. He will ask you to help try and take back part of Kvatch, when you're ready tell him so. Follow the guards to the city gates and enter the city. When you enter Kvatch there will be a bunch of Daedra bad guys kill them all. Once they are all dead follow your quest marker to talk to Savlian. After the short conversation follow him into the chapel. Inside the chapel talk to Savlian to complete this quest and obtain a new quest. The quest 'The Battle for Castle Kvatch' is a side quest for information go to: 17.01 - The Battle for Castle Kvatch 02.05 - Find the Heir (part 2) """""""""""""""""""""""""""""" After completing 'Breaking the Siege of Kvatch' follow your map marker to find Martin. When he's infront of you simply talk to him and convince him to go with you. Once he is following you get to an out-doors area and open your world map, scroll to the Chorrol area and fast travel to 'Weynon Priory'. Once there a Dark Elf will come up to you with an assassin right behind him, blast through this conversation. Kill the assassins out here and then look east, the small, but very tall building is where Jauffre is, enter the building and save him from some assassins. After the assassins are dead Jauffre will talk to you, blow through the conversation and then follow Jauffre, he will go into the largest building, up the stairs and into a sectret room on the north east wall, once there he will talk to you again to complete this quest. 02.06 - Weynon Priory """"""""""""""""""""" Get to an out-doors area and open your world map, scroll north to Bruma, just north west of Bruma is a village map marker for 'Cloud Ruler Temple' fast travel there. Once there follow your map marker to the gates, stand around and wait for a moment, then listen to a short introduction and then follow Martin into Cloud Ruler Temple and listen to a speech from Jauffre and Martin. After Martin gives his speech he will talk to you, after the conversation this quest is done. 02.07 - The Path of Dawn """""""""""""""""""""""" Follow your quest marker to Jauffre, talk to him and he'll offer to let you join the Blades, you don't have to, but if you do you can get some cool Blades gear. When you are able to ask Jauffre about 'Amulet of Kings' and when he's done talking get to an out-door area and open your world map and scroll to the middle of the map to the Imperial City, the upper north west city map marker is the 'Imperial City Elven Gardens District' fast travel there. Follow your quest marker to Luther Broad's Boarding House, inside you can find Baurus sitting at the bar, talk to him and he asks you to sit down, do so by activating the stool beside him and then you can talk to him, don't bother trying to talk to him, just offer to listen. After Baurus gets up, the other guy will follow him, wait for a second and then follow that guy into the basement. There Baurus will attack him, help kill the would be assassin and Baurus will ask you to search the body, do so and grab the book 'Mythic Dawn Commentaries 1'. Talk to Baurus, after he's done saying his thing, follow the quest marker out of the building and open your world map then fast travel to 'Imperial City, The Arcane University' marked by the quest marker. Once there follow your quest marker until you find Tar-Meena, when you find her talk to her and ask her about 'Mythic Dawn'. She will give you the 2nd book, but you have to acquire the other 2 on your own. The first one is easy, get outside and open your world map, fast travel to 'Imperial City Market District'. Follow your quest marker to take you to the First Edition, the businesses of Cyrodiil only operate between 8:00 am and 8:00 pm, so if its locked up you will have to wait until its open. Inside talk to Phintias, ask him about 'Mysterium Xarxes'. He tells you that he has a copy, but its for another customer, there are a few ways of getting this book: 1st, the easiest way is having a high enough personality (use potions and spells) and then proceed to the disposition screen to make him like you even more, if you can make him like you enough he will sell it to you instead for only 100 gold. 2nd, you can break into the chest behind the counter and steal it, just don't get caught. 3rd, the most common way is to ask Phintias about 'Gwinas', after doing so you will have a map marker to find Gwinas. Wait for Gwinas to show up and buy the book, then use your map marker to track him down and talk to him. You need to convince him to give you the book. Or you could just kill him and take it. After you have the book fast travel to 'Imperial City Elven Gardens District' and then follow your map markers until you get to Baurus. He will talk to you automatically and just tell him about 'Mythic Dawn Meeting'. From here just follow Baurus for a long while. Eventually you will come to a room with a door and a set of stairs on the north west wall, Baurus will stop here, get near him and he'll talk to you. You can chose to either let him be the one to do the meeting, or you can make him let you do it, its up to you. If you let Baurus do the meeting read this paragraph, if you do the meeting yourself, read the next paragraph. Baurus will say he may not survive this and you can respond how ever you you see fit (if he does die, it does not effect the outcome of the game). After that go up the stairs, down the hallway and through the door. Stay hidden in the shadows by sneaking and you will see a robed dude appear and start a conversation with Baurus, just listen in for now. Then 2 other robed dudes will come your way, if they see you they will attack, but don't worry, even if you use an invisibility potion they will end up attacking Baurus anyway, so you may as well just attack them as soon as you can, or jump down and kill the one near Baurus, once they're all dead skip the next paragraph and continue reading. When you tell Baurus you want to be the one to meet the sponsor, he will need to be told twice that you do things your way, not his. After that he tells you he may not survive this you can respond how ever you want (if he does die, it does not effect the outcome of the game). After that go through the door at the bottom of the stairs. Inside the room there is a table and a chair straight ahead, go to the chair and activate it to sit down, just wait a bit and a robed dude will come out and start talking to you, but then he will get interupted as a couple of his friends find Baurus, press SPACE to get out of the chair and save Baurus by killing all the badies. With the bad guys dead you can loot their corpses and on Raven Camoran, you will find the Mythic Dawn Commentaries 4, grab the Sunken Sewers Key as well. Follow the map markers until you are out of the sewers. Once out of the sewers open your world map and fast travel to 'Imperial City, The Arcane University'. Follow the quest markers until you reach Tar-Meena, talk to her and ask about 'Mythic Dawn'. You will have to wait 24 hours before she has any more information for you. After 24 hours talk to her and ask her about 'Mythic Dawn' and you will end up having to wait another 24 hours. Once again after another 24 hours talk to her and again ask her about 'Mythic Dawn' and this time she has solved the mystery for you. Go outside and fast travel to 'Imperial City Palace'. Once there follow your quest marker to 'Tomb of Prince Camarril' and wait until it is 12:00 pm. At 12:00 pm the door will have some glowing red symbols, activate it to complete the quest. 02.08 - Dagon Shrine """""""""""""""""""" Open your world map and scroll to Cheydinhal, fast travel to 'Black Waterside Stables' on the west wall of Cheydinhal. Once there follow your map marker north until you reach the cave 'Lake Arrius Caverns'. This is one of those quests that have multiple ways of completing it, they are listed below and what ever way you complete it is up to you and how you play. 1st - kill them all! 2nd - play along (breaks into 2 different paths). 1st, enter the cave and follow the path down into the first room, there is a guy in a red robe by the north wall, he guards the locked door, you can either kill him and take his key or talk to him and let him open the door. Either way, you have to get through that first door. Once the door is open go through it and you will encounter another red robed guy, if you didn't kill the first guy, Harrow will talk to you and ask you to give up all your equipment and money... since you want to kill everyone you don't want to be giving up your possessions, so say no. He will end up trying to kill you and now you're hostile to all the Mythic Dawn followers in this place. Go through the door to 'Shrine Antechamber'. In here a Mythic Dawn Guard will open a door on the south wall, kill him and go through the door he opened. Continue going south and you will find another Mythic Dawn Guard guarding a door to 'Dagon Shrine', open this door. Inside go east until you're at the edge looking down on a room of Mythic Dawn followers and some guy giving a speech. Because you are hostile to these guys you're actually going to have to fight them all. Plan your strategy from up here, and for the love of god SAVE! You can wait for buddy to finish his speech, or jump down and start killing, either way the guy giving the speech gets away. Once all the Mythic Dawn followers are dead go onto the speech platform and you will see an Argonian laying on a stone bench below a giant statue, your quest marker also directs you to a book on a podium. If you pick up the book 'Mysterium Xarxes' the statue behind you will fall and kill the Argonian, if you wish to save him you must free him first, to free him simply talk to him and you will be able to release him, once free he will take off running. Now, go pick up 'Mysterium Xarxes', the statue will crumble and you have a quest marker to guide you out of here. Skip the next 3 paragraphs. 2nd, enter the cave and follow the path down into the first room, there is a guy in a red robe by the north wall, he guards the locked door, talk to him and he will open the locked door, go into that passage way and you'll encounter Harrow, he will start a conversation with you and ask you to give up all your equipment and money... go ahead and give it to him, you will get it back soon enough. Follow Harrow and he will take you to 'Dagon Shrine' where you will find a bunch of Mythic Dawn followers listening to some guy giving a speech, once the speech is over Harrow will announce your desire to join the cult. A female on the speech platform will ask you to come to her, do so and she will start a conversation with you and give you a choice, she will ask you to kill a prisoner, you can either do it (read the next paragraph) or don't (skip the next paragraph). If you wish to kill the poor prisoner and be an evil hero, go up onto the speech platform and the woman will talk to you and ask you to kill the prisoner, go ahead and pick up the dagger sitting beside the book, equip it and then kill the prisoner, the woman will welcome you to the cult. Wait for a bit and most of the guards will disapear. Once the room is clear, use your quest marker to find 'Mysterium Xarxes' and pick it up, Harrow, the guy who has all your equipment and money will be the closest to you, kill him and get your stuff back, after equiping all your stuff kill everyone left in the room and you will now have your quest marker to guide you out of here. Skip the next paragraph. This is probably one of the hardest parts of the game, if you took this choice, please SAVE! If you don't want to kill the poor prisoner you are going to have a tough time, you don't have any weapons or armor. If you go up the platform the woman will approach you and ask if you will kill the prisoner, if you say 'no' they will attack automatically, but you can say 'yes' and then take the dagger and at least have a weapon. How you do this is up to you, but the first person you should kill is Harrow, who has all your equipment. Once he is dead you can loot his corpse and get all your stuff back and then with it equiped you can try your best to kill everyone, chances are there are simply too many, do what ever you must to survive. After they are all dead you can go onto the speech platform where the Argonian prisoner is laying down, there is also a book up here on a podium, if you pick this book up the Argonian will be killed, so lets free him first (unless of course you wish to let the lizard die). Talk to Jeelius and you can free him and he will run away. Now take the book 'Mysterium Xarxes' and the statue behind you will crumble, you also have your quest marker to guide you out of here. When you come to a room that seems to be a dead end but your quest marker says you have to go through this room, look at your map and you will see that this room does connect with the larger room, the trick is there is a switch on the north corner of the entrance to the passage that is a dead end, activate this switch and the path will open, continue to follow your map marker and you will be out of this place. Once you're out of the cave open your world map and scroll to 'Cloud Ruler Temple', just north west of Bruma, fast travel there. Once you're at Cloud Ruler Temple follow your quest marker until you find Martin. You may run into Jauffre who will start a conversation with you, but you don't have to find him first. Once at Martin talk to him to complete this quest. 02.09 - Spies """"""""""""" First you must find Jauffre, follow your quest marker to find him, once you do talk to him and ask him about 'Spies' and he will ask you to talk to Burd in Bruma and Steffan here in Cloud Ruler Temple, follow your quest marker to find Captain Steffan first. Talk to him and ask him about 'Spies'. Just follow your quest marker until you reach a big old stone with green markings, this is the rune stone, wait here until you find the Mythic Dawn agents. The one you need to find is Jearl, she was there between 5:00 pm to 10:00 pm for me, when you find her, kill her and then loot her corpse. Take the Basement Key and Jearl's Key. Open your world map and fast travel to Castle Bruma. Once there follow your quest marker to find Captain Burd. Talk to him and ask him about 'Spies', you'll have to have killed Jearl to advance, tell him she was a spy and he will give you the chance to raid her house for clues. Follow your map marker to find Jearls house, once there enter her house and you will see a table in the middle of the room, on the east side of the table, behind a chair is a trap door on the floor, open it. In the basement there is a table against the north west wall that has a book and a scroll on it, take the scroll. Follow your quest marker to guide you out of Bruma through a secret cavern entrance, once outside open your world map and fast travel to 'Cloud Ruler Temple' north west of Bruma. Once you're there follow your quest marker to guide you to Jauffre. Talk to him and then follow your quest marker to Martin and talk to him to complete this quest. 02.10 - Blood of the Daedra """"""""""""""""""""""""""" Talk to Martin and ask him about 'Daedra artifact' and he will tell you to read a book called 'Modern Heretics' which is sitting on the table in front of Martin. This book will mark Azura's Shrine on your world map, but you don't have to do Azura's shrine if you don't want to, any of the Daedra shrines will give you an artifact that you can give to Martin, go to: Chapter 16 - Daedra Shrine Quests and choose what ever shrine you wish. Once you have a Daedra artifact fast travel to 'Cloud Ruler Temple' just north west of Bruma. Follow your quest marker to find Martin and talk to him. Talk to Martin about 'Daedric artifact' and you will have to sacrifice a Daedric artifact in your possession to complete this quest. 02.11 - Bruma Gate """""""""""""""""" Use your quest marker to find Jauffre at Cloud Ruler Temple, when you find him he will start a conversation with you. After the conversation fast travel to 'Wildeye Stables' on the east wall of Bruma. Follow your quest marker to find Burd, he'll start a conversation with you, when you're ready to go into the Oblivion Gate let him know. After he gives a speech you'll need to go south and enter the Oblivion Gate. While you're doing this Burd can not die, if his health drops to nothing he will be knocked out for a few moments and then come back to life, but the other 2 guards can die, and probably will. Tell Burd to follow you. The creatures you fight here are entirely dependant on your level. From the entrance of the gate go east, stay on this general path and it will eventually turn north, follow the path north until it curves west, just keep going and as you start heading south west you will come to a massive door frame type landmark, go south from here. The path will come to a large flat area, look to the east and you will see a door, go through that door. In this first room there are doors to 'Rending Halls' on the north and south corners, go in either door. Take the path upwards until you come to a square room with some enemies and a blood fountain, there is a door on the east wall marked 'Citadel Hall Door' open that door, follow the path upwards and then go west, at the end of the hall go south, there are 2 doors on the south wall that go to 'The Fury Spike' go through either door. Go up the path and at the top on the west wall is a door to 'Corridors of Dark Salvation' go through this door. Follow the path upward to a small room, right beside the path you came up from is another path that leads upwards, keep going up. At the top is a door on the east wall to 'The Fury Spike' go through that door. You can go up either side, at the back east wall is a Sigil Keeper, this enemy holds a Sigil Key which you can use to open the next set of doors. After killing him and taking his key you can go through either the north or south doors to 'Sigillum Sanguis'. Go up the path and you will find a couple openings on the inside wall, go through either one and you will be in a room with some spike like sets of stairs on either side, go up either set and follow the ledge to the west side where you can go up either ramp to a platform on the east wall, look west and you will see a pillar of fire holding up a black orb, this is the Sigil Stone, activate it. After you're out of the Oblivion Gate use your quest marker to find Burd and talk to him, after that open your world map and fast travel to 'Cloud Ruler Temple' north of Bruma, from there follow your quest marker to find Jauffre, talk to him to complete this quest. The quest 'Allies for Bruma' is a side quest, for information on it go to: 17.02 - Allies for Bruma 02.12 - Blood of the Divines """""""""""""""""""""""""""" After talking to Martin he will ask you to talk to Jauffre, follow your quest marker to find him and Jauffre will give you all the information you need and a key. To find 'Sancre Tor' open your world map, it is north east of Chorrol, the best way to get there is to fast travel to 'Chorrol North Gate' and just follow your map marker from there. Once you find Sancre Tor, follow your quest marker to the entrance. You will be encountering ghosts in this place, so you'll want a silver weapon or good offensive magic. Inside follow the path until it comes to an 'Old Wooden Door' on the south west end of the hallway, open the door and follow the path around to the other side and take the stairs down. On the north west wall is a door that should be open, go through it. Follow this path and you will come to a gate block your way, the switch to open it is at the bottom of the stairs right before the gate against the south east wall, activate the switch and then head north east through the gate and you'll come to an open door, go through the door and follow the hallway. This path will take you to a set of stairs, at the top of the stairs is an Undead Blade, a skeleton, kill him and a ghost will appear. Talk to the the ghost of Rielus and you will be given a mission of finding and killing a couple more undead Blades to free their spirits as well. Follow your quest markers to kill the other undead Blades, just keep following your quest marker. When you enter 'Sancre Tor, Prison' you will come to a gate, to open it just activate the switch right before it against the south wall. Keep following your quest marker and you will come to a room with a locked door and a skeleton called 'Warden Kastav' kill the skeleton and loot the corpse to find the key to the door, or just lock pick the door, it doesn't matter. Either way, keep following your quest marker. Once all the undead Blades are dead, follow the last one you killed and he will lead you to where you have to go. When you get to the area with all 4 spirits of the dead Blades, they will lift the enchantment and give you access to the Armor of Tiber Septim. Follow your quest marker to find it and pick it up. Follow your quest marker to get out of this place. Once you've made it out, open your world map and fast travel to 'Cloud Ruler Temple', north west of Bruma. Follow your quest marker to guide you to Martin and talk to him. Tell Martin about 'Armor of Tiber Septim' to end this quest. 02.13 - Miscarcand """""""""""""""""" Get outside and open your world map, 'Miscarcand' is located directly between Kvatch and Skingrad, fast travel to what ever map marker is closest for you and then follow your map marker until you reach the ruins. Once you've made it there, follow your quest marker to get you inside, here you will be fighting undead creatures, goblins and who knows what else. As always, just follow your quest marker. When you come to an 'Iron Gate' that is locked, you need to jump down into the pit below and take the passage off the west wall and follow it until you come to a small square room, in this room on the east wall is a switch, activate it and then continue following the path north, there will be a switch on the floor that you have to step on to open the gate blocking the path east. Follow your quest marker and you will find the gate has been opened, go through and open the next door to 'Miscarcand, Sel Vanua'. When you come to an 'Iron Gate' that is locked and blocking the path north, go back south through the large room and go all the way south until you're in a hallway with an exit on the east wall, the switch you have to press is in this hallway on the south wall, activate it and then follow your quest marker back to the iron gate that was locked, go through it and open the door to 'Miscarcand, Morimath'. Just follow your quest marker and you will come to the Great Welkynd Stone. After taking the stone the passages in this area will change slightly and a powerful ghost will appear, the King of Miscarcand, kill him and loot his corpse to find a Miscarcand Key, take it. Now, go north and you'll come to a dead end, but there is a switch on the floor, step on it and a path will open to the west, take that path and you'll come to a locked door that can be opened with the Miscarcand Key. Go through the door and follow the path, it will take you to a door to 'Miscarcand' open it. This appears to be a dead end, but on the north end of this little room is a switch on the floor, step on it and a path will open on the north wall. Follow your quest marker from here to get out, once you are out open your world map and fast travel to 'Cloud Ruler Temple' just north west of Bruma. Once there follow your quest marker to find Martin, he will be armed and in an arguement with Jauffre, talk to Martin to complete this quest. 02.14 - Defense of Bruma """""""""""""""""""""""" Get outside and open your world map, fast travel to 'Castle Bruma' and then follow your quest marker into the castle. Now, the countess is normally only in attendance during weekday mornings, but she should be there at all times with this quest active. Talk to her and tell her about 'Battle Plans'. Follow the countess, or the quest marker to the chapel. Narina and Martin will have a short conversation. A key part to completing this quest is having 'Allies for Bruma' completed, this side quest will help you out by giving you strong soldiers, rather than peasant militia, for more information on it go to: 17.02 - Allies for Bruma When you are ready talk to Countess Narina and tell her you are ready to begin the battle. After that follow your map marker out of Bruma and to the battlefield north east of Bruma. Once at the battlefield you will find allies from any city you successfully requested help for Bruma from. You will have to wait until Martin arrives at the battlefield as well, when you are both there Martin will give a speech and the battle will begin. The enemies that spawn will vary based on your level, the higher your level, the more powerful the enemies will be. For now, join the soldiers and just kill away. If Martin dies you will not be able to beat the game. Slowly the second and third Oblivion Gate will open, then finally the great gate will open, enter the great gate to complete this quest. 02.15 - Great Gate """""""""""""""""" Inside you will see a giant spinning machine, this siege engine will destroy Bruma if you don't get to the sigil stone fast enough. You only have 15 minutes, you will be told every minute how many minutes remain, so get going! Go north and you will find you can not go any further because there is a pool of lava, turn east and you'll find a door to 'World Breaker Guard', go in there. Inside step onto the platform in the middle of the room and it should automatically go up, if not, look down and activate it. When it gets to the top, get off and follow the path upwards, go all the way to the top and open the door to 'Plane of Oblivion'. Go across the bridge and open the door to 'World Breaker Guard'. Inside here there is a door on the west wall to 'Plane of Oblivion' open it and cross the bridge, on the other side open the door. Follow the spiral ramp all the way down until you come to the last level where there is a door on the west wall to 'Plane of Oblivion' open the door. Outside go north and you will find the bridge is broken, you will have to make this jump, if you're in heavy armor and are encombered by it, take it off for the moment, its not that hard of a jump, but you should save before taking it, you don't want to fall as it will eat up precious minutes. On the other side keep going north and you will go under a bridge, at the top of the hill turn west and there will be an opening to the south, go through it and on the tower to the west is a door to 'World Breaker Guard' open it and skip the next paragraph, if you can not make the jump read the next paragraph. To the west of the bridge on the north wall is a door 'The Smoke and Scorch' go in this door. Inside there is a hole in the floor directly infront of you, jump down, take the north east path and follow it into the next room and you will find an opening on the north east wall, take it and you will come to a door to 'World Breaker Guard', open it. Inside here go onto the platform in |
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