************************************************* The Elder Scrolls IV: Oblivion Walkthrough/FAQ For the european PC version of the game It may be alright for the US and XBOX 360 version By Exodist ************************************************* THE ELDER SCROLLS IV ---------------------- O B L I V I O N ******************** ****************** ******* ***** ****** ***** ****** ***** ***** ***** ***** * **** **** *** **** **** *** **** *** * **** *** **** ** *** ** *** ** *** ** *** ** *** * ** ** * **************** GAME INFORMATION **************** Title: The Elder Scrolls IV: Oblivion Developer: Bethesda SoftWorks Publisher: 2K games Platform: PC, XBOX 360 Release: Europe, 24th or 31st of March, US, 20th March (I think) Genre: RPG My Score: 95% or 10/10 ******************** DOCUMENT INFORMATION ******************** Document by: Exodist/Ryan Haighton Document size: 107KB Document version: 2.034 Document hosted by: Gamefaqs (Gamefaqs.com) Document written: Started 9th April, latest version 11th April ******** CONTENTS ******** 1. Introduction 2. Main Quest Walkthrough 3. Fighters Guild Quest Walkthrough 4. Mages Guild Quest Walkthrough 5. Theives Guild Quest Walkthrough 6. Dark brotherhood Quest Walkthrough 7. Other Quests 8. Character Creation 9. Misc. Stuff in Game 10. Items and Weapons List 11. FAQ 12. Version History 13. End of Document ************************ CHAPTER 1 - INTRODUCTION ************************ ******* WELCOME ******* Welcome to my Elder Scrolls Oblivion guide! I decided to *try* and make a decent guide, because I love this game so much! Its just so good, i'm glad it was worth the delay wait! I was once reading an magazine about the Elder Scrolls, so I brought Morrowind. I loved it, so I was going to buy the sequel, Oblivion for christmas. But it never came out. But March, it did. And I got it a week before release, I think. Pre-order is cool. Anyways, it's finally here. The BEST RPG on the PC and XBOX 360! Lets all enter the beautiful land of Cyrodiil, and destroy those Oblivion gates! ********* THE GUIDE ********* So what about the guide? Well, it has a full walkthrough for all the story-line quests, it has guild quest walkthroughs, character development, misc. game stuff and a FAQ. Sorry, theres actually no need on HOW TO PLAY for this game. It's abit pointless really. Thats what the manual is for! If you dont have one, check another guide or buy one off the internet! Your not getting one from me! This current version, the guide isn't fully complete though. You will have to wait for future versions until it's complete, if it ever is. ******** THE GOAL ******** My Ultimate goal is to write the very best walkthrough and FAQ for this game. I will have all the quests in it, full story walkthrough, walkthrough for future expansion packs (let's hope they appear) and a full item list. It's going to be a very big guide in the future, hopefully it won't take up too much time. Good luck to me, and I hope I write this damn thing! ** ME ** I'm a 13 year old teenager, I live in the U.K. and Oblivion is my favourite RPG game. I play games most of the time, and write the occasional guide for them. This is my third guide, and my biggest challenge of writing one too. I want to be a games creator when i'm older, so I also do alot of stuff with TES Construction Set (for Oblivion) and Game Maker 6. I have also made my own world for Well of Souls. My net name is a mix really, sometimes it's Exodist, sometimes it's Ramir_Klensbane, Exodist is preffered. My real name is Ryan Haighton. Well, I hope you find this guide useful for you many needs for Oblivion, and hope you have fun! Ignore the note below, I have the Construction Set now! Time to get modding! NOTE: There is very little chance of having a full walkthrough for this game. I will not be able to give you a list of EVERY item and weapon and armour or stuff like that. It's just too hard for me without the construction kit. Anyways, you might not find what you need. Maybe pop me an e-mail, see if I know. But I am NOT a master of this game. I am still learning stuff everyday, so be patient, or go out and do the quest or whatever it is yourself! ********************************** CHAPTER 2 - MAIN QUEST WALKTHROUGH ********************************** So then, the main quest walkthrough. At almost ANY point in the game, you can stop this, and go adventuring around dungeons, towns, horse riding and doing the many guild or town quests. Which is good, if your REALLY stuck. The good thing about Oblivion is that the difficulty isn't that hard really. Going through the story-line quest, you won't find an enemy that your so badly stuck at, you just won't play the game again. With the new Combat system, the game is even more realistic, and easier, so it's not some sort of Hack and slash crap. Anyway, lets get on with the guide! NOTE: This guide won't be of the best of quality, I will add more things and more detail for the hard parts soon. IMPERIAL CITY PRISON OK, you will start by creating your character. OK, once you have done that, you will gain control. I prefer to play in first person mode, but by pressing the R key, you can switch to third person. Remember, you don't get a crosshair in third person. Anyways, after admiring the scenery (you do have all the sliders on full, if not buy a better graphics card!) walk over to the door. You will find the prisoner across the room talking to you, but don't listen. Soon, three guards will come and unlock your door, with the emperor behind them. They will walk in, and open up a secret passage behind your bed. The Emperor will talk to you first, saying your from his dreams. He will thus instantly trust you! Yay. Anyway, the guards are part of the Blades, whom you will join later, and may remember them from Morrowind (the organisation). Anyway, follow them through the passage. Stay back abit first, because something is going to happen which may kill you already. The blades are ambushed by Assassins, so once they are all dead, your told that you should stay in this room, and not follow them. Instead, you should take this oppurtunity to escape! Find the guard that died, and take her equipment, and anything else you think might be usefull to you. Eventually, some giant rats and goblins will break through the wall, so kill them. Go through the passage they opened up, and tutorial messages will tell you the basics of the game. Read the messages, and continue through the rooms. Finally, you will get to a large room. Here is a goblin witch, so kill her. She has a dangerous staff which shoots electric every time it's swung. Take it and equip it if you want to, and kill the rest of the enemies. Go through the only passage, and you will find the Emperor and his guards again. This time, you should fight when your ambushed, as the assassins will come for you this time! This is the time you must choose your birth sign, so choose one you like! Keep following the guards, and eventually, you will find a locked gate. AMBUSH!!! You must do your best to protect the emperor, but you will fail. One of the blades is killed, and so is the emperor. But the Emperor gives you his amulet, that big red one. You can't wear it, so don't try. Kill all the assassins, and then talk to the remaining blade. Here, choose your class, specialization and all that crap, then continue on! Finally, save it before the big door leading to outside. You can tell it goes outside, because of the light. Save it, and you get the chance to change your characters class, appearance, and everything else you choose whilst in your prison escape. If you happy with you character, proceed through the door to Cyrodiil! TO WEYNON PRIORY AND KVATCH OK, checking the map your outside the Imperial City. You should enter and find some equipment to buy, and some quests. Once your finished, make sure the story-line quest is your active quest, and you should see a red arrow on your compass. You should follow this arrow which leads to Weynon Priory. You can also check on the big map to see exactly where it is. So when your finished in the Imperial City, start going in that direction. My advice is to run across the fields, as you really need to follow the path. If you do, be careful, you might run into a bandit asking for 100 gold. Just kill him, but it might a tough battle. Keep going, until your at your destination, so enter the building. Your looking for Jauffre, so find him and talk to him. Give him the amulet, and tell him all about what went on. You are told to find Martin, the emperor Septims son, who is a priest in Kvatch. OK, so you must find him now. So head to Kvatch. You will notice the red sky, and the chaos. Kvatch has been attacked! You will soon find a big red gate, which looks like the Oblivion logo, well actually, it is! Talk to the guards nearby. Martin is trapped inside Kvatch, and you must close gate before you can get inside. Now, I reccommend having all your weapons and armour with full condition, because you may be inside for a while. You can trek back out, but it depends on if you can be bothered. And get lots of healing potions/items! When your ready, head on in! OBLIVION Your now inside Oblivion, a red, fiery, dark and evil place. You will notice the main enemy is Scamps. These may take quite a few hits to kill. You will notice a giant bridge in front of you. Near it, should be a live Kvatch guard. Talk to him, he tells you to rescue his friend, who was captured and is in the tower. Tell him to help you, you will need help for this part! He will start following you, so you have extra help for killing monsters. Follow the path to the left from when you enter, going forward across the bridge, leads to a giant locked gate. To the right is a dead end. OK, keep going and killing the enemies you find on the way. I don't remember what they look like, but I think there is green viney plants that let off a green poisnous gas and hurt you. Be careful of these. Once you find the tower, enter. In here are 2 monsters, one should be a scamp, and another should be a guy in deadric armour. It's a shame you can't pick it up! Anyways, kill them and take note of the two mana shrines which will restore your mana for you! OK, now you will have to travel up the tower, through rending halls, blood feast, corridors of salvation, back to blood feast, and to a big locked door. You must go to a door, leading to another tower. Walk across the really thin bridge, and into the next tower. Kill the daedra, and take his key. Talk to the guy if you want to, and search the dead corspes for stuff like gold. Head back to the door, and go through. You should be inside a giant circular room, with two big black and red things leading up on either side. Kill the deadra and scamps first, then go up either one of the steps. Keep going until your up at the top. You should see a stone in the middle. Save your game, get everything you want, then collect the stone. You have now closed the Oblivion gate, well done! The stone you have can now enchant your weapons or armour for special abilities, so use it if you want to. BATTLE FOR KVATCH Phew, you did it! But it's not over yet. Talk to the guards, and they will ask you to swarm the city with them. You will have to do so to get Martin. First repair all your armour and weapons at the camp, before entering. OK, talk to the guards, and say your ready! Enter Kvatch, and kill the enemies, it's easy because of the guards. Once they are all dead, check their bodies, and enter the church. Find Martin, he is in a brown robe. Talk to him, and tell him everything. How nice of him to trust us strait away! Tell him to wait, and talk to the guard. He wants your help, meaning your quite the warrior! So accept, if you want enchanted armour! You don't have to accept though, if you don't want to do more fighting. If not, go onto the next section. Anyways, you will follow im outside. Keep following him, and killing all the enemies along the way for their stuff. Eventually, you will find the gate to the castle is locked, and cannot be opened from outside. It has to be opened from the inside. Your told to go back to the church. Go back, and talk to the guy with the key. He will follow you, so follow him instead so you know where your going. Some other guards will follow you too. OK, keep going and eventually you will reach to the inside of the castle. If the guy with the key dies, just take his stuff and his key. Open the gate to get inside the castle, and the guards from before will flood in, killing the monsters. Now it's time to find the count, and see if he's alright! OK, so follow the guards into a really big and long room with his throne at the end. Kill the monsters, and collect all the items. Now go through the door behind the throne, on the floor above. You will reach the guards room soon. He's unfortunately dead, so take his ring for proof. Go back to the guard leader, show him the ring. He will give you the enchanted armour. OK, head back to Martin, and tell him to follow you. WEYNON PRIORY OK, after making Martin follow you, quick travel to Weynon Priory. A farmer tells you that the place has been attacked! So kill the assassins (they're the same ones from the prison) and look in the praying shrine for Juaffre. Fortunately he's still alive, talk to him and tell him you found Martin! He will tell you to look with him for the amulet. OK, so follow him into the secret room. Damn, they've taken the amulet. OK, Juaffre tells you to take Martin to Cloud Ruler temple, and he's following you. So find Prior Maborels horse, as he's dead. This will be YOUR horse for the time being until you can afford your own, so now fast travel to Cloud Ruler Temple. CLOUD RULER TEMPLE OK, here take Martin, and you will meet some more Blades. Listen to Martins speech, and your now part of the Blades, just like in Morrowind. OK, juaffre tells you of someone that might now how to get the amulet back, so you must head to Barus in the Imperial city. It seems that Buarus is the only blade that survived the emperors assassination. IMPERIAL CITY Use fast travel to go to the Imperial city. Even if your not on your horse, it comes with you, as if you're riding it. A message at the top of the screen should say "Your horse is stabled at the stable outside of the city" or something like that. OK, so head to the bar Buarus is at. Talking to him, he seems abit angry, and tells you nothing but to sit down next to him. So do so. Talk to him again, and he believes someone is watching him. So wait for him to go into the basement, and follow the person thats following Barus. Inside the basement, kill the assassin, then search the body to find a book. Read it to get a Magic Skill up. Now, talk to Barus. It seems you need these 4 books. He tells you to talk to a mage at the university just outside of town. So talk to her. She gives you the second volume of Commentaries of the Mysterium Xarxe. She says you should visist the book shop, the First Edition to find the third and fouth volumes of these books. OK, so head to the market district and find the First Edition. Go inside, and talk to the owner about the book. He says he has it, but some one has special ordered it. Talk about this person, then exit conversation. Immediately the guy will walk in. Wait for him to buy his book, the talk to him. Tell him how they killed the emperor, don't mention about you buying it. He will say he doesn't want anything to do with the cult, and gives you the book. Now, ask him about the 4th book. He will say he was going to meet a cult member for the book. So find Buarus, he should be at the place you first found him, in the bar! Talk to him, he says he knows that part of the sewers well, so follow him in. After walking through the sewers, killing the enemies (they're only goblins, rats and mud crabs, no big deal), you will reach your destination. He says he will go in, don't argue with him. Let him,then walk up the stairs to the left. Go through the door, and save. Unsheath your weapon, and get ready. They will find out Buarus didn't come alone, and you will be attacked by 3 cult members. Possibly, 2 of them will appear infront of you, so try to get them before they transform into their armoured forms. Kill all 3. It doesn't matter if Buarus dies. Try to make him live though. Once all 3 are dead, search all 3 bodies until you get the 4th book. OK, now head back to Tar-Meena at the University. Talk to her, she says you should study the books for a code. It appears, if you wait for 4 days, she gives you the code. If your feeling up to finding it yourself, you must read the first word of every paragraph, the word begginning with the big red letter. Use these to find the code. Anyways, the code is "Green Emperor Way, where tower touches sun." So you must head to Green Emperors way. Once there, look for a princes tomb. It looks like a small dome kind of tomb. Anyways, if your stuck, just wait until it's noon (12PM) and look around the tombs, until you find a red map on the wall. Then pressing the space bar will mark the location on your map. You have found the Mythic Dawn Shrine. Well done! MYTHIC DAWN SHRINE Once you have fast traveled to Cheydinhal, use your horse/feet to travel to the lake at which the cave is. Once there, you should look for a cave. As soon as you find it, go in. Save your game. OK, walk in and don't attack the guy. He thinks your good, so don't do anything. Once your past him, the other guy will ask you something. There are 2 ways of doing this part, killing everyone, or sneaking through. Anyways, the guy asks drop to take all your armour, weapons, items and gold, meaning you cannot get them back. If you still want to sneak through, drop your items in the corner of the first room, and then continue. Make sure you don't have too much gold though, you can't drop that. Anyways, if you don't drop your stuff, he will attack you. Kill him and the door guard if you want to. And remember, you can't take that cool looking armour that appears on them! Into the next room, head forwards, and left. You won't be able to go through this gate, remember this. Anyways, kill the mythic dawn guy, and go back to the entrance, then go right. Through this passage, you will find a door to the left, but don't go through yet. If your good at the annoying lock-picking mini-game, then keep going. At the end, is a locked gate, hard level. Pick the lock, and go through, down into the dead end. This dead end has quite a couple of items in it, so take want you want, then pick the average lock on the chest. You can get 200 gold (around that anyways) and some scrolls I think. Head back up through this door we found, now on the right if you went down to the dead end room. You SHOULD have the key for it, so go through. In here, is where everything is going on. Walk through, and notice the gate. It's not closed. Yet. Anyways, if your sneaking, wait for all the people to go after the sacrifice, and you will realise that the main guy, the master, has the amulet, and has fled to Paradise. You can't get the amulet, but what about their book, their bible? So quickly, nab that, killing the mythic dawn people if your that kind. As soon as you have the book, it doesn't matter if you sneaked your way through. Everyone in this cave wants you dead. Anyways, if the sacrifice isn't dead, activate him, and watch his efforts of escape. Oh dead, that giant statue fell on him. He should have some gold on him, so take it. OK, from where you got the book, you should be facing back where you came in. So go there, and the gate should be shut. If not, lucky you, go through and escape. Although I am almost certain it's always closed. So instead, turn around, and go left. Go down the stairs, but not the stairs to the right. Instead, carry on and you will find a door to the left. Go through. Here, you might want to run past the 20 odd mythic dawn guys. Anyways, keep going until you appear at a big room, with people either side of a statue, I think. Here, if your running, go left, jump up the rock, onto the top floor. If you nearly killed any mythic dawn people, you should see them running in this direction. Follow them. You will come to the next part, you have a choice. Go left, or right. Don't go left, it leads to that gate we found earlier, and its locked. Go right, and keep going until you in the next part of the cave. Pilfer the room, then press the handle you should see on the wall. Down the passage way, you should see the rock move away, go through and you will find yourself back at the first room! Go through the door to outside. Phew, you made it through this what I think is actually quite hard! Well done! CLOUD RULER TEMPLE Arriving back at Cloud ruler temple, you must find and talk to Martin. Give him the book, and he says he will read it, and try and figure out what the book means. Talk to Jauffre, and he tells you all about how spies are all around Bruma. You must find these spies, see what they're planning, and kill them. OK, so you must talk to the leader guard of Bruma. BRUMA OK, find the leader guard, he's wandering around the castle. Talk to him, and he will tell you that there's been no activity apart from one person. Head over to their house, and you will realise that it's locked. Pick the lock, and enter. There will be 2 people that will attack you, they are spies. Kill them (they are just mythic dawn people) and search their bodies. On one of them is a basement key, take it and look for the trapdoor. It's slightly hidden underneath the carpet near the bed. Unlock it and go through. Once in the basement, you will see a table with a book and a scroll on it. Read the scroll, this reveals the cults plans. Take it, and head back to Cloud Ruler Temple. CLOUD RULER TEMPLE Give Jauffre the scroll, he will congratulate you, and tell you to talk to Martin. Do so. He gives you a long and complicated lecture on this paradise buisness. He will tell you, that you need some items. The first on the list is some deadra lords blood. You will only need an deadric item though. So where can we get one? Well, reading one of his books on the table, there is a particular shrine, Azuras shrine. In the walkthrough we will go here, as it isn't far from here. Get the place marked on your map, and get going! NOTE: Remember, your a blade. If your low on decent armour (if you have Iron) then I suggest going into the east wing (if its not that, its West wing). Here, go downstairs, to get your very OWN set of Blades armour, and a katana/dai katana! It's all free, and it's not stealing. You will now also look really cool until you get better armour. So then, your almost finished with the game's main story line. It's not as long as Morrowind, that took forever. It's not as hard either. Don't give up now, your just a couple of hours from the finish! AZURAS SHRINE OK, to get there fast, fast travel to the mythic dawn lake cave, then go by horse (you DO have one by now, right). Once there, you will need glow dust to offer to Azura. See those Will-o-the-wisps hanging around? Kill one to get glow dust. Be careful, when I tried to kill one, it was constant reloading. They take the piss if they keep healing themself. You must use a magic, daedric OR sliver weapon to hurt them. You most probably won't have deadric (unless you use a bound spell) so Silver is your best bet. After killing one, take the glow dust, I believe that also, their remains start moving in a direction, really fast, so start pressing space fast, but hopefully that won't happen. Wait until dawn or dusk, and offer Azura the glow dust. She tells you to kill 5 vampires, that slain a evil vampire, but caught the disease. Theres one thing you want to check. If you have a cure disease potion, head over to the Gutted mine. If not, get one. Inside the gutted mine, head down, and be careful of the spike ball trap. If you do get the disease, don't heal it until you kill all 5 vampires. The first vampire is a warrior, only equipped with a sword and shield. Use your magical/silver/deadric weapons to kill her. The second one is easy, then the third one is abit more trickier. She has a giant warhammer, with a six or so power rating. It's weak, but everytime your hit, it makes your strength go down. Thats the problem. After killing her, pull the rope with the rock on the end, to open a secret passage. Enter, and fight the fourth vampire. He's just like the first, but he has a dagger. After killing him, kill the last one. He's a mage, and usually summons monsters to kill you. He's very easy to kill though, so get on with it. Pick up the note from the fourth vampire. Once you have done that, talk to Azura at any time, and get Azuras Star. Be warned, it's a very good soul gem thingy, so if you don't want to waste it, find another shrine. Take this Star back to Martin. CLOUD RULER TEMPLE Fast travel here, and talk to Martin. He gives his thanks to you finding an artifact, and makes sure you definately want to part with it. Select yes if your sure, and then after exiting conversation, Jauffre will talk to you immediately. He says that you must close the Oblivion gate infront of Bruma. Do so, so head to the gate. NOTE: This quest is optional. You don't have to do it, but I suggest you do. It's easy, and you can get some good items from the enemies there. OBLIVION Head over to the arrow, it's just abit south of the town stable. Head over there and talk to the captain of the guard. He will ask you when your ready to invade Oblivion. When your ready, you and the guards will enter Oblivion. Your back, and it looks similar. Anyways, continue forwards, following the same path. Along the way you will be attacked by Clanfear, flame atronach and of course, Scamps. Killing these is no problem with the Bruma guards to help you. From time to time you will have to kill people, but they are easy like the monsters. Keep going, eventually you will get to the tower. I think the guy infront of the tower has a really, really good sword with a 12 attack rating. And it's enchanted. Enter the tower when your ready. This tower is abit like the last one, you just have to keep going up. Following the path, head up the tower, being careful of the traps. When you find a locked door, kill the guy near it for the key. Once you get to the sigil stone room, go for it! Climb all the way to the top, and grab it. Your transported back, and you will see the gate crumble. Well done, thats the second gate you have closed! Now head back to Martin. CLOUD RULER TEMPLE Back at Cloud Ruler temple, talk to Martin. He says the second ingrediant must by the blood of a divine. So he tells you to talk to Jauffre. Do so, and he tells you to go to Tiber Septims shrine, to find his armour. He also tells you to talk to the count or countess of every city, to get troops for Bruma. He also wants you to talk to the Elder Council. Go and do that before venturing to Tiber Septims shrine. Although it IS optional, I reccommend it highly. TIBER SEPTIMS SHRINE OK, once your at your destination, you will find it's a big fortress ruin. Use the compass arrow to find the part you need, and you will find the door. Use the key you got to enter. Now your in the shrine, you must find the armour. Before entering though, I suggest you get alot of magical/enchanted, silver or daedric weapons. This place is full of Ghosts. Eventually after looking through the shrine, you will find a dead blades skeleton. Kill him, and his ghost will appear. It seems that there is a enchanment blocking way to Tiber Septims tomb, and you must get rid of it. To do this, kill all four of the blades, and their ghosts will work together to get rid of this enchanment. OK, sounds easy enough. But it can get very nasty indeed. OK, follow his ghost. You will find yourself in a big circular room, with about two or three doors leading from it. One of them leads to the shrine room, don't go in yet. You can't progress any more after that. OK, you must use the compass to find the other three blades, and kill them. Some are easy some are hard. Make sure you kill ALL the ghosts that see you. You don't want a ghost attacking you when your fighting a blade. In the prison, you will have to kill the guard too, to get his key. Anyways, once you have killed all the blades, head to the shrine. Here, the enchanment will dissappear, so head to the shrine. There it is, the armour. Pick it up, and leave this place. Head back to Cloud Ruler temple. CLOUD RULER TEMPLE Find Martin and talk to him. Give him the armour, he thanks you and calls you a true hero. But we still have more work to do. He then tells you that you need a great stone, from a old city. It's all in ruins though. First though, you will notice there is a table pushed next to him, with books on. One of them I think puts your Conjuration up, the other puts your block up. OK, it's time to head to this ruin! MISCARCAND Now, it's either me or this part is actually quite hard. I had one hard time at the end of this crap. Anyways, as you enter, head down the stairs. At the bottom, their is a choice of where you go, left or right. One is a dead end. Anyways, you will have to work your way through a difficult dungeon, with lots of Zombies, skeletons and goblins. Ammusingly though, some fight each other. Anyways, you will have to find a panel you will need to push to open some doors. In the next area, you will have to work your way through alot of zombies and skeletons. In the big starting room, there's a stone in the middle. Take it, it's worth 1000 gold! Once your through here, your in the last part. Walk to the middle of the platform, and claim your prize. The stone. Now, if your too weak and can't beat the ghost king or his zombies, here's a tactic. Quickly run into the room he came out. There should be a raised panel, stand on it. A secret door to the left will open, run through, and unlock the door (hard difficulty, I did it with only 1 pick). Then, follow this path. It will take you back to the start. Simply push the switch, walk through the passage and your at the blood on the floor! Walk forwards, and exit. You just stole a stone, without killing it's guardian. If you did kill it, I reccomend this exit anyways, it's faster then treking back. Well done, I thought that was quite hard! CLOUD RULER TEMPLE You will over hear Jauffre and Martin Septim as he is now called talking about something. Once they have finished, talk to Martin Septim. He will congratulate you for getting the stone, and will tell you of his plan. Notice how he's in armour anyways? He plans to let the big gate to Oblivion open in front of Bruma, so the seige catapult (you might of seen before in a cut-scene near the start of the game) can come. This is how we get the sigil stone for the fourth, and last ingrediant for opening an portal to Paradise. It's a risky plan. You will have to talk to the Countess of Bruma to start. First though, if you still haven't completed Allies for Bruma, do so immediately. You don't have to, but it makes the next quest a hell of alot easier. It invloves you going to all the cities, and the elder council for troops. But first you have to close the Oblivion gate outside their city first before sending troops. It's good for your combat/magic skills, and you can get many more sigil stones. You have already closed the gate at Kvatch, so you just need to talk to the captain there. After doing that, if you want too, talk to the countess of Bruma. OBLIVION OK, head to the countess. Tell her the battle plan, she will agree to talk with Martin. Go to the chapel, and talk to the countess. If you completed Allies for Bruma, this next part will be easier. Tell the countess your ready when your ready, and go to the Oblivion gate. When Martin arrives, he will give his speech. Then, the first few monsters will come through the gate. ATTACK!!! A big battle follows. All the guards, and martin will fight the monsters. Your here to help. Do so, killing anything that comes out the gate. This is actually quite impressive compared to Morrowind. The second gate, then finally the third gate will open. The more allies you have, the more easier this will be. Finally, the gigantic oblivion gate will open. It's huge isn't it. Run through. Here, you will see the big siege machine. Damn it's big. Be careful, it fires fireballs at you. Quickly run to the right, and through the door into the tower. Use the body masher to the stairs, and keep going up until you find the door to the outside. Go through, and cross the bridge into the next tower, then into the next tower. You will realise that all 4 of the small towers connect to each other like a square. At the siege machine side, go into the left tower (as if your looking towards the big tower with the yellow thing in the middle). Go down, and exit. You will appear on a big bridge. Run to the end, and jump. You should make it, I did. Then, you will run into a dead end. Turning around, jump on the bridge. Go into the tower to the right, and go to the very top. Use the switch, or lever or whatever to open the big gate, and go back down to the bridge. Directly across the tower entrance is the gate, it should open. Go into the middle of the bridge, and go left into the big tower. Save your game. You should have about 12 minutes left by now. You better hurry it up. Run to the other side of the room, and into the next part. Start climbing the slope to the left, and be careful, there's dangerous traps on it. At the top, go through the doors to the left or right, it doesn't matter which, or though I chose the one to the left. Once at the top of this slope, go through the door which leads back to the big room in the middle of the tower. Run up the slope, and pick the lock (medium, or 3 tumblers what ever its called). Enter the room, save again. You should have about 9 minutes or so left. OK, just run for it. Like I did for the whole of this section. Run to the top, and grab the Great Sigil stone. Well done, save it. OK, when your teleported back to the oblivion gate, run backwards FAST! Un-equip your weapon, so you run faster. If you don't, the siege machine is going to crush you. It did for me once. Talk to Martin, and give him the stone. Your ready to go to Paradise. Once your in, you can't come back out until you have finished the quest, so make sure all you armour and equipment are in peak condition, buy everything you need and meet him at the Great hall. CLOUD RULER TEMPLE Once you are sure your ready, with all your weapons and armour in peak condition, and some extra weapons in case one breaks, talk to Martin. Tell him to open the gate, he will do so. Enter, Paradise. PARADISE Whoa, it looks nice. But looks can be decieving, as they are for Paradise. You will notice the road infront of you, follow it killing all the enemies along the way. Mankar Camoran will taunt you along the way. You should find an garden, with a path leading up an hill, near a bridge. Go up and talk to the immortalls. They say it's a nightmare, being killed every day by the same creatures. They want to leave this place. Anyways, follow the road again, and you will be stopped by a guy. He will let you either fight him, or you do a deed for him to gain entrance to the forbidden Grotto. I suggest fighting him, he's not very tough. If your not the fighting type, do the deed. You must free Xivilai Anaxes for him. Go North to a dead end, but it turns out it's not. The entrance is near the shore on a rocky slope, so use your compass as a guide. Once inside, the immortalls will beg you not to free him, but do so. You have accepted the deed, so you must. Activate the two logs, and he's free. Talk to the guy again and he will give you the Bands of the Chosen. Equip these, you need them to enter the Forbidden Grotto. Enter the flooded Grotto, and go right. Keep going until you get to the Forbidden Grotto entrance. OK, a guy called Eldamil will talk to you. He says he wants to help you, as he wants to kill Master. Accept his help, he's immortal. It also seems he can remove the bands from you, as you can't exit the Grotto wearing them. Play along with him, getting into the cage when the warden comes. He will lower you, but you won't go into the lava. When your back at the top, turn around and leave. When you get the choice of going left or right, go right and Eldamil will find you. Now work your way out of the Forbidden Grotto. Once out, follow the path again to the right. Eventually, you will come across the place where Mankar Camorans children are. Follow them into the throne room. Save your game, and be ready for a hard battle. Talk to Mankar Camoran, and then the battle begins. Killing his children is pointless, they come back alive immediately. Instead, focus on Mankar. He's abit tricky to kill, as when his health is low, he will heal himself. Also, I think he has an ability which instantly breaks your weapon. Keep attacking him, and try to corner him, as he likes to move alot, to avoid your attacks. Eventually, he will die. Immediately save your game, and search his body for the amulet. Once you have it, check his childrens bodies for anything good for selling or keeping. Paradise will dissolve, and your teleported back to Cloud Ruler Temple. Talk to Martin, he puts the Amulet of Kings on. Your almost finished. Head to the Imperial City. THE IMPERIAL CITY Talk to Okato, and he will then talk to Martin. Suddenly, one of the imperial guards will run in, and tell Okato that the city is under attack! Damn, you have to light those Dragon Fires, and bloody fast. Run with Martin outside. If your too weak to kill the monsters, just run into the next area. Once your outside, go left, and keep going. When you reach the next door, go through. You will see the temple in front of you, and then Dagon will appear. F***ing hell. He's one big beast. Talk to Martin, and he will say this is the end. But then you talking about the amulet encourages him, so you must get him inside. Power Attack Dagon to make him stagger, and not attack you. You can't kill him though, he's invincible. Head into the temple, and talk to Martin. Simply watch, and thats it. You have done it. You have saved Cryodiil, and stopped Dagon. Okato will talk to you, and he will tell you that a suit of Imperial Dragon armour is being made for you! You should see the Imperial City section for more details of this quest. Congratulations, you have finished the main story for Oblivion, go out and do the rest of the quests, and make your own if your good enough! ******************************************** CHAPTER 3 - FIGHTERS GUILD QUEST WALKTHROUGH ******************************************** So then, the Fighters Guild. You must be a warrior, or at least a Combat specialist. If not, your just doing these quests because you have done the other guilds quests? Anyways, these quests are all about combat, and stuff like that. It's not easy being a Fighters guild guy, and you may die on some contracts. So i'm here to help you! MORE COMING SOON!!! ***************************************** CHAPTER 4 - MAGES GUILD QUEST WALKTHROUGH ***************************************** So your a magic specialist then? Or you have just done all the other guilds quests. Well, it may take awhile for this section to appear, beacuse i'm not good with magic (restoration I am though, for those healing spells). And I sure do hope its not like Morrowind, where you have to get some damned ingrediants for someone, by looking near swamps. That just takes the piss. Anyways, this will come soon, I hope. MORE COMING SOON!!! ******************************************* CHAPTER 5 - THIEVES GUILD QUEST WALKTHROUGH ******************************************* To be honest, at time of writing I have a lvl 7 Adventurer, no way near completing the main quest, and don't even know anything about the Thieves guild. Apart from the fact some of them buy stolen goods off you. I'll be looking into this, and give more help. I'm not sure if you even get quests! OK, from my current knowledge, it has something to do with Grey Fox. Hang around in the Imperial city, and you should listen to peoples conversations. Eventually, you should get the Grey Fox topic. Talking to people, he is the head of the thieves guild, and is a wicked old thief, and has never been caught by the guards. I will look into this once I have finished the main quest, and will soon bring a guide on entering the guild, I hope. ********************************************** CHAPTER 6 - DARK BROTHERHOOD QUEST WALKTHROUGH ********************************************** Well, you sick murderer! Thought no one knew about your killing crimes! The Dark Brotherhood did. Anyways, I still need to join, so when I do I will give more information on this guild stuff! At the moment, i'll tell you how to join. You must kill someone. Like killing them in their sleep. Find someone you really, really hate and murder them. For fun. And when you next rest (I don't know if waiting works) you will be approached by a Dark Brotherhood member. Thats how you join, and they give you their robes, or clothes, or what ever they are. ************************ CHAPTER 7 - OTHER QUESTS ************************ These are the sort of quests you get by talking to people using the town name topic, or by clicking on Rumors. These can sometimes be a pain when you want to know some stuff. Some Rumors are funny. I can't remember exactly, I think it was a town name topic. Anyways, a guy tells me about a restuarant, selling rat stuff. Then he suddenly says "with fried deer penis," thats the sort of funny stuff you get. Anyways, talk to people, ask them about all the topics and you will get your quests, hopefully! ANVIL: MORE COMING SOON!!! BRAVIL: MORE COMING SOON!!! BRUMA: ALLIES FOR BRUMA OK, so you don't actually start this quest in Bruma, you start it by talking to Jauffre, at the Cloud Ruler Temple. Do this when your about to go to Tiber Septims shrine, until you do the quest to get the sigil stone for the paradise gate ingrediants. This invloves you going to all the cities, and the elder council for troops. But first you have to close the Oblivion gate outside their city first before sending troops. It's good for your combat/magic skills, and you can get many more sigil stones. You have already closed the gate at Kvatch, so you just need to talk to the captain there. Good luck! MORE COMING SOON!!! CHEYDINHAL: CORRUPTION AND CONSCIENCE: I have done this quest, but I need to look through it again so I can write a walkthrough for it. It will be coming soon though! If your feeling brave, you can start it by talking about rumors, good luck! MORE COMING SOON!!! CHORROL: CANVAS THE CASTLE: This is a hardish quest, with absoloutly no fighting in it at all. Anyway, talking to the Countess of Chorrol, it seems her beloved painting of the dead Count was stolen. She tells you to search for it, and find who stole it. She will give you a list of possible suspects. You must now find all of them and talk to them all, asking about the night the painting was stolen. It's not very hard to do, because there are arrows on your compass to show where they are. They're all in the castle, or around it. OK, once you have done that, who did the deed? well, it seems suspicous that most people say it was raining, but Chanel was stargazing that night. Anyways, next head to the west tower. Chanel will say she was there, and another suspects says they saw her in the tower. Once there, look to the left, and you will see the trapdoor leading downstairs behind some crates. Go down, and you will find a mysterious painting. OK, so someone is a painter. Chanel seems like the culprit. But first, she mentions going to the dining hall. So do so, and look at the carpet around the table. You should soon find some painthing marks on the floor! OK, now to check Chanels room. Head in when shes not there, and look in her lectern. She has painting supplies in here. Thats it, your ready to accuse. Talk to chanel, and bribe her to like you first. Then accuse her. She will admit she stole the painting and why if she like you enough. Talk to the Countess, and tell her about what happened. You will get your reward. Well done! MORE COMING SOON!!! IMPERIAL CITY: MORE COMING SOON!!! Note: The imperial dragon armour quest is coming soon. It's pretty easy though, and you shouldn't need help with it. LEYAWIIN: These are all the quests you can find in Leyawiin. KNIGHTS OF THE WHITE STALLION: You can only attempt to do this quest after completing the quest MAZOGA THE ORC. Once doing so, talk to the count of Leyawiin. He says, that the black bandits are annoying him, and he wants you, and Mazoga to kill their leader, Black Brugo. He says you should talk to Mazoga to see if she knows anything. Talk to Mazoga. Great, it seems she does know where Black Brugo is, a place called Telepe (or something like that, i'm doing this from memory). Go there, and wait until midnight-6am. Once at a correct time, head on in. This is a really easy fight with Mazoga at your side. Kill all the bandits and Black Brugo, and take all their black bows. Once you have killed Black Brugo, go back to the count. He will reward you, by making you a Knight of the White Stallions! And he also gives you the shield you see Leyawiin guards carrying, it's abit crap though. Talk to Mazoga, and she will be very pleased. You also get the key to the white knights lodge! If you ever near, you can head on in, and rest in the beds. After finishing the quest, give the count the black bows you got. He gives you 100 Gold for each bow! Well done! MAZOGA THE ORC: I can't quite remember how to start this, but I think it's rumors. Talk to everyone about rumors in Leyawiin, and you should get this quest. Anyways, after starting, talk to the count. He says there is an orc that claims to be a Knight. Find her, and talk to her. She says she wants you to find someone for her. I think it's a hunter. Go to this persons house, and talk to them. They won't go to Mazoga if they don't trust you. Bribe them, or if you good play the persuasion mini-game. Once it's about, over 60, talk to them again. He says he will go. Follow him back to Mazoga. Once they finish talking, talk to Mazoga. She tells you all about what happened, and asks if you can take her to Fishermans Peak. Do so. Once arriving there (you get the directions from her), she will talk to someone. After that, a big fight will follow. Help Mazoga beat the gang, and take their stuff. Okay, head back to the count. Tell him of what you have done, and you will of finished the quest! Don't forget to talk to Mazoga as well. Well done! WHOM GODS ANNOY: This quest is easy. Talk to people about rumors, and you should eventually get a rumor about a wealthy womans house, and how a terrible smell is around it. You decide to investigate, so head over to her house. She tells you about what happened, and how the scamps appeared out of no where, and how they follow her. And she can't drop the staff either. She sends you to talk to one of her friends at the Mages guild. Head over there, and talk to this person. They say you will have to take it back to Darkthahom (or something like that) cave to drop it. So head back to the womans house. Take the staff, and the scamps start to follow you. Find the cave (it's not that far from the East exit of Leyawiin). Enter it, and find the shrine. It's at the very end of the cave. Be careful of the monsters. Once at the shrine, you get a message saying you have the sudden urge to drop the staff. Do so (shift and left click) and then get out of the cave. Hey, the scamps, they aren't following you! Go back to Leyawiin and tell the woman the news. She will give you a ring, the Eidolons Edge! Well done! MORE COMING SOON!!! LEYAWIIN COUNTY: RAID ON GREYLAND: This quest is pathetic. If your going to do it, do it so it's out of the way. Anyway, to the west exit of Leyawiin, where the stable is, a guard should run to you. He will say that a troublesome gang of drug dealers are hiding out at Greyland. The guard says there is a bounty on their head. He will say everytime he goes there to kill them, the lookouts tell them and they run away. So he wants you to kill them. Head over to Greyland, and enter. Kill the 2 drug dealers, one of them has a ring. Pilfer the house, take what you want and return to the guard. Give him the ring. He will give you the bounty. 20 gold. 20 gold is what you get for killing 2 dangerous drug dealers. Crap reward, but at least you have done the quest! Well done, sort of. MORE COMING SOON!!! SKINGRAD: MORE COMING SOON!!! ****************************** CHAPTER 8 - CHARACTER CREATION ****************************** This section is all about the character creating stuff. Like all the races, skills, classes and the stuff you do before actually playing the game. So get reading about this, it may help with your character development! ***** RACES ***** This section has all the races in the game, taken from the european version of the game manual. ARGONIAN: This reptilian race, well-suited for the treacherous swamps of its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Initial Attributes Male Female Intelligence: 40 50 Willpower: 30 40 Personality: 30 30 Agility: 50 40 Speed: 50 40 Strength: 40 40 Endurance: 30 30 Luck: 50 50 Skill Bonuses Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, Illusion +5, Mysticism +5, Security +10. Specials Resist disease, Immune to poison, Water Breathing. BRETON: In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. The are particulary skilled at summoning and healing magic. Initial Attributes Male Female Intelligence: 50 50 Willpower: 50 50 Personality: 40 40 Agility: 30 30 Speed: 30 40 Strength: 40 30 Endurance: 30 30 Luck: 50 50 Skill Bonuses Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10. Specials Fortified Magicka, Dragon Skin, Resist Magicka. DARK ELF: Also known as "Dunmer" in thier homeland of Morrowind, the Dark Elves are noted for their sklled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 30 40 Agility: 40 40 Speed: 50 50 Strength: 40 40 Endurance: 40 30 Luck: 50 50 Skill Bonuses Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armour +5, Marksman +5, Mysticism +5. Specials Ancestor Guardian, Resist Fire. HIGH ELF: Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all races. However, they are also somewhat vulnerable to fire, frost and shock. InitialAttributes Male Female Intelligence: 50 50 Willpower: 40 40 Personality: 40 40 Agility: 40 40 Speed: 30 40 Strength: 30 30 Endurance: 40 30 Luck: 50 50 Skill Bonuses Alchemy +5, Alteration +10, Conjuration +5, Destruction +5, Illusion +5, Mysticism +10. Specials Weakness to Fire, Frost, and Shock, Resist Disease, Fortified Magicka. IMPERIAL: Natives of the civilised, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armour and in the social skills and tend to favour the warrior classes. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 40 Personality: 50 50 Agility: 30 30 Speed: 40 30 Strength: 40 40 Endurance: 40 40 Luck: 50 50 Skill Bonuses Blade +5, Blunt +5, Hand to Hand +5, Heavy Armour +5, Mercantile +10, Speechcraft +10. Specials Star of the West, Voice of the Emperor. KHAJJIT: Hailing from the province of Elsweyr, they are intelligent, quick and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajjit can see in the dark. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 40 40 Agility: 50 50 Speed: 40 40 Strength: 40 30 Endurance: 30 40 Luck: 50 50 Skill Bonuses Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, Light Armour +5, Security +5, Sneak +5. Specials Eye of Fear, Eye of Night. NORD: Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Initial Attributes Male Female Intelligence: 30 30 Willpower: 30 40 Personality: 30 30 Agility: 40 40 Speed: 40 40 Strength: 50 50 Endurance: 50 40 Luck: 50 50 Skill Bonuses Armourer +5, Blade +10, Block +5, Blunt +10, Heavy Armour +10, Restoration +5. Specials Nordic Frsto, Woad, Resist Frost. ORC: The people of the Wrothgarian and Dragontail Mountains, Orcish armourers are prized for their craftmanship. Orc troops in Heavy Armour are among the finest in the Empire, and are fearsome when using their berserker rage. Initial Attributes Male Female Intelligence: 30 40 Willpower: 50 45 Personality: 30 25 Agility: 35 35 Speed: 30 30 Strength: 45 45 Endurance: 50 50 Luck: 50 50 Skill Bonuses Armourer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy Armour +10. Specials Berserk, Resist Magicka. REDGUARD: The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armour styles, they also have a hardy constitution and a natural resistance to disease and poison. Initial Attributes Male Female Intelligence: 30 30 Willpower: 30 30 Personality: 30 40 Agility: 40 40 Speed: 40 40 Strength: 50 40 Endurance: 50 50 Luck: 50 50 Skill Bonuses Athletics +10, Blade +10, Blunt +10, Light Armour +5, Heavy Armour +5, Mercantile +5. Specials Adrenaline Rush, Resist Poison, Resist disease. WOOD ELF: The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 30 40 Agility: 50 50 Speed: 50 50 Strength: 30 30 Endurance: 40 30 Luck: 50 50 Skill Bonuses Acrobatics +5, Alchemy +10, Alteration +5, Light Armour +5, Marksman +10, Sneak +10. Specials Beast Tongue, Resist Disease. So there you have it. All the races in the game. Phew, that took awhile to find it all out, then type it all up. Anyways, on with the next section of this Chapter! ********** ATTRIBUTES ********** A character's mental, physical, and magical abilities are modeled by eight primary attributes. These will range from 0-100, although they can be changed by magic, potion or disease. You can boost any 3 of them up once you level up, and might gain a bonus on one of them. See the level up section for more info on that! If the number is green, that means the attribute has been increased by magic, if its red its been decreased by magic. STRENGTH: Affects how much you can carry, how much Fatigue you have, and how much damage you can do with melee weapons such as swords and axes. Governs the skills of Blunt, Blade, and Hand to Hand. INTELLIGENCE: Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration, and Mysticism. WILLPOWER: Affects how quickly you regenerate Magicka, and how much Fatigue you have. Governs the skills of Destruction, Alteration, and Restoration. AGILITY: Affects your ability to manoeuvre and balance, your total Fatigue, and how much damage you can do with Marksman weapons such as bows. Governs the skills of Security, Sneak, and Marksman. SPEED: Determines how fast you move. Governs the skills of Athletics, Light Armour, and Acrobatics. ENDURANCE: Affects how much Fatigue you have, your Health, and how much your Health will increase when you raise levels. Governs the skills of Block, Armourer, and Heavy Armour. PERSONALITY: Affects how much people like you, which leads to better information-gathering. Governs the skills of Speechcraft, Mercantile, and illusion. LUCK: Luck has an effect on everything you do, but governs no skills. So thats all the Attributes too! ****** SKILLS ****** As you rise in proficiency with your skills, you gain Skill Perks at new Mastery Levels. You will eagerly anticipate the special benefits of these skill Perks each time a skill is raised to a new level of mastery. A red number indicates the skill has been damaged. A green number indicates the skill has been increased with magic. SKILL MASTERY LEVEL SKILL SCORES Novice 0-24 Apprentice 25-49 Journeyman 50-74 Expert 75-99 Master 100 COMBAT SKILLS BLOCK: Governing Attribute: Agility Parry Melee attacks with shields and weapons. Successful blocks reduce damage. A NOVICE is fatigued by blocking, and hand-to-hand blocking against weapons has no effect. An APPRENTICE is no lobger fatigued by blocking. A JOURNEYMANS shield or weapon is no longer damaged when he blocks, and opponenets may recoil when blocking with hand-to-hand. An EXPERT blocking with shield has a chance to do a knockback counterattack, staggering the enemy if the shield blow connects. A MASTER blocking with shield has an additional chance of disarming an enemy with a successful knockback counterattack. ARMOURER: Giverning Attribute: Endurance Maintain weapons and armour at top efficiency. Damaged weapons and armour are less effective. A NOVICE cannot repair magical items. Repair hammers last twice as long for an APPRENTICE. A JOURNEYMAN can now repair magic items. An EXPERT can repair items beyond their highest condition (to 125%). These Expert-improvised weapons do extra damage, and Expert-improvised armour protects more. A MASTER never breaks repair hammers; one hammer lasts a lifetime. HEAVY ARMOUR: Giverning Attribute: Endurance Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony and Daedric armours. For a NOVICE, heavy armour degrades rapidly with use (150% of normal rate). An APPRENTICES heacy armour degrades at normal rate. A JOURNEYMANS heavy armour degrades at a 50% slower rate. An EXPERTS equipped heavy armour only encumbers him by 50%. A MASTERS equipped heavy armour does not encumber them at all. BLUNT: Governing Attribute: Strength Deliver the crushing blows of mace and axe weapons more effectively. A NOVICE does a Basic Power Attack with a damage bonus in all directions. An APPRENTICE gains damage bonuses with the Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Pwer Attacks, and has a chance to disarm. An EXPERT gains a Mastery Backwards Power Attack, and gains a chance of a knockdown. A MASTER gains a Mastery Forward Power Attack, with a chance to paralyze. BLADE: Governing Attribute: Strength Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively. A NOVICE does a Basic Power Attack with a damage bonus in all directions. AN APPRENTICE gains damage bonuses with a Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Power Attack, which have a chance to disarm. A MASTER gains a Mastery Forward Power Attack, with a chance of paralyze. ATHLETICS: Governing Attribute: Speed Run and Swim faster, and regenerate lost fatigue faster. A NOVICE regenerates Fatigue slowly when running. An APPRENTICE regenerates Fatigue 25% faster when running. A JOURNEYMAN regenerates Fatigue 50% faster when running. An EXPERT regenerates Fatigue 75% faster when running. Running never reduces a MASTERS regeneration of Fatigue. HAND TO HAND: Governing Atrribute: Strength Attack without weapons to damage and fatigue opponents. A NOVICE does a Basic Power Attack with a damage bonus in all directions. An APPRENTICE gains damage bonuses with a Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Power Attacks, and has a chance to disarm. An EXPERT gains a Mastery Backwards Power Attack, and gain a chance of a knockdown, and, when blocking, gains a chance of a knockback attack. A MASTER gains a Mastery Forward Power Attack, with a chance to paralyze, and, when blocking, gains a chance of a disarm on a knockback attack. MAGIC SKILLS DESTRUCTION: Governing Attribute: Willpower Cast Speels to inflict magical fire, frost, and shock damage, or reduce resistances to magic attacks. Destruction splls and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level. ALTERATION: Governing Attribute: Willpower Cast speels to breathe or walk on water, open locks, shield from physical and magical attacks, and alter your encumberance. Alteration spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level. ILLUSION: Governing Attribute: Personality Cast spells to charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness. Illusion spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. CONJURATION: Governing Attribute: Intelligence Cast spells to summon otherworldly creatures, summon magical weapons and armour, and turn the undead. Conjuration spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. MYSTICISM: Governing Attribute: Intelligence Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls. Mysticism spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. RESTORATION: Governing Attribute: Willpower Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. Restoration spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. ALCHEMY: Governing Attribute: Intelligence Create potions and gain benefits from alchemical ingrediants more effectively. A NOVICE recognises only the first of four potential alchemical properties of a substance. An APPRENTICE recognises the first two of four potential alchemical properties of a substance. A JOURNEYMAN recognises the first three of four potential alchemical properties of a substance. An EXPERT recognises all four potential alchemical properties of a substance. A MASTER can make potions from a single ingredient. STEALTH SKILLS Security: Governing Attribute: Agility Use lockpicks to open locked doors and containers. As many as four tumblers will fall when a NOVICE fails, and breaks a pick. As many as three tumblers will fall when an APPRENTICE fails, and breaks a pick. As many as two tumblers will fall when a JOURNEYMAN fails, and breaks a pick. Only one tumbler will fall when an EXPERT fails, and breaks a pick. No tumblers fall when a MASTER fails and breaks a pick. SNEAK: Governing Attribute: Agility Pick pockets and move unseen and unheard by observers. A NOVICE gains a 4x damage bonus for one-handed weapon and hand-to-hand, and a 2x damage bonus for marksman attacks, when undetected. An APPRENTICE gains a 6x damage bonus for one-handed weapon and hand-to-hand, and a 3x damage bonus for marksman attacks, when undetected. A JOURNEYMAN receives no penalty to their chance of detection while Sneaking for the weight of their boots. An EXPERT receives no penalty to their chance of detection while Sneaking for moving while Sneaking. The attack of a MASTER on an opponent ignores armour rating when the Master is undetected. ACROBATICS: Governing Attribute: Speed Jump long distances and avoid damage when falling great distances. A NOVICE cannot attack when jumping or falling. An APPRENTICE can make normal attacks - not power attacks - when jumping or falling. A JOURNEYMAN gains the Dodge ability, and can hold block and jump in a direction to do a quick avoidance roll. Fatigue loss for jumping is reduced by 50% for an EXPERT. A MASTER gains the Water Jump ability, and, with precise timing, can jump off the surface of water. LIGHT ARMOUR: Governing Attribute: Speed Make more effective use of Fur, Leather, Chainmail, Mithril, Elven and Glass armours. For a NOVICE, light armour degrades rapidly with use [150% of normal rate]. An APPRENTICE'S light armour degrades at normal rate. A JOURNEYMAN'S light armour degrades at a 50% slower rate. An EXPERT'S equipped light armour does not encumber them at all. When a MASTER wears only light armour, they gain a bonus 50% to the armour rating of that armour. MARKSMAN: Governing Attribute: Agility Deliver more deadly ranged attacks with a bow and arrow weapons. A NOVICE is fatigued while holding a bow drawn back. An APPRENTICE has no fatigue cost for holding their bow drawn back. A JOURNEYMAN holding Block while the bow is drawn has a zoom ability. An EXPERT'S arrow attacks have a chance of knocking the target down. A MASTER'S arrow attacks have a chance of paralyzing the target. MERCANTILE: Governing Attribute: Personality Get better deals when buying or selling goods. For a NOVICE, the balue of an item they sell is reduced by the worn condition of the item. For an APPRENTICE the value of an item they sell is not affected by the worn condition of the item. A JOURNEYMAN can buy and sell any object to any vendor, even if they normally don't deal in that type of ware. An EXPERT can invest in a shop, giving the merchant money to permanently increase his shops available gold to 500. For a MASTER, all shops in the world always have 500 more gold available for barter. SPEECHCRAFT: Governing Attribute: Personality Use speech to persuade listeners to like ans trust you. A NOVICE can offer bribes to increase the Disposition of some persons. An APPRENTICE gains a free rotation of a wedge in the Persuasion Menu. The Falling-Disposition timer in the Persuasion mini-game is 50% slower for a JOURNEYMAN. Disposition loss from 'Hate it' results in the minigame are reduced from - 150% to - 100% for an EXPERT. Bribes cost half as much for a MASTER. And thats finally ALL the skills done. That actually took me quite awhile to do that! ******* CLASSES ******* Classes are in almost every RPG. Theres only a few exceptions, like Dues Ex. Classes are what your characters are good at, like a Knight obviuosly favours a sword to magic. In Oblivion, each class comes with a set of already selected Attributes and Major skills. If you don't like the Attributes or Major skills, you can create your own. At the start of the game, you can also make your character look how you want. ********** BIRTHSIGNS ********** There are many different birth signs in Oblivion, just like in Morrowind. I think they're all the same actually. Anyways, these give you some good, but possibly some bad points. Some are useful, so pick wisely, as you want one which will help your class/race! THE APPRENTICE: Good: Fortify Max. Magicka 100 pt. Constant Effect Bad: Weakness to Magicka 100% Constant Effect THE ATRONACH: Good: Fortify Max. Magicka 150 pt. Constant Effect Spell Absorption 50% Constant Effect Bad: Magicka Regeneration Disabled THE LADY: Good: Fortify Willpower 10 pt. Constant Effect Fortify Endurance 10 pt. Constant Effect THE LORD Good: Restore Health 6 pt. for 15 sec. Bad: Weakness to Fire 25% Constant Effect THE LOVER Good: Paralyze Daily 10 sec. Bad: Lose Fatigue 120 pt. Daily THE MAGE Good: Fortify Max. Magicka 50 pt. Constant Effect THE RITUAL Good: Restore Health 200 pt. Daily Turn Undead 100 pt. 30 sec. THE SERPENT Good: Damage Health 3 pt. Daily 20 sec. Cure Poison Daily Dispel 90 pt. Daily Bad: Damage Fatigue 100 pt. Daily THE SHADOW Good: Invisibility Daily 1 min. THE STEED Good: Fortify Speed 20 pt. Constant Effect THE THEIF Good: Fortify Agility 10 pt. Constant Effect Fortify Speed 10 pt. Constant Effect Fortify Luck 10 pt. Constant Effect THE TOWER Good: Open Average Lock Daily Reflect Damage 5 pt. Daily 2 min. THE WARRIOR Good: Fortify Strength 10 pt. Constant Effect Fortify Endurance 10 pt. Constant Effect ************************************** INCREASING YOUR SKILLS AND LEVELING UP ************************************** Your character has many skills, and a level. Each time a skill level goes up, you can do better things with it (check SKILLS section of this chapter for more details). Each time your character levels up, you can boost any 3 of your Attributes. INCREASING SKILLS There are 3 different ways you can increase your skills. 1. Use it over and over. The lower the skill score, the easier it is to increase it by using it. It takes much longer to raise a high skill by using it. To see how well your are doing in increasing a skill, check the skills part of the character tab in the menu, accessed pressing the TAB button. 2. Buy training from another character. You can only train 5 skill points per level. 3. Learn more about the skill from special books. RAISING YOUR LEVEL You must increase an combination of 10 major skills so you can level up. A picture, a half moon with a arrow pointing up in the middle of it is displayed to the right of the compass. When this is shown, you must sleep in a bed, and when you wake up, your level will increase. Waiting does not count. When you level up, your health, fatuge and magicka will go up, and you will also be able to put up 3 Attributes. If you increased your blade 10 times (as long as its an major skill) you will get a bonus on the governing attribute, which is Strength. ******************************* CHAPTER 9 - MISC. STUFF IN GAME ******************************* Here, I will put all the misc. stuff I can about the game, like potion making, horses, houses and stuff like that. I will try to find almost every misc. stuff in the game, which has almost nothing to do with quests! ************ HORSE OWNING ************ In Oblivion you can keep a horse. Which is a good thing, as you don't have to walk everywhere which can be a pain in the ass. You can buy a horse from any stable which are usually situated outside the main cities, which are shown on your world map. You can buy them at about 2500 gold, or you can steal one. Stealing a horse is a very bad crime in Cryrodiil, and you will be punished with a heavy fine, and get sent to jail. You CAN actually get a horse for free near the begginning of the game, by following the story-line quests. You are allowed to take a dead guys horse, so keep that until you get your own. Be careful, your horse can be killed by enemies, so don't leave them with enemies. If your exploring the outback near towns, you will definately want a horse with you. This will make it easier to travel around, and faster. Currently, you can't fight on horse back, you must get off them to fight. Hopefully in the future though, a data file, or an expansion pack will let you do so. When you fast travel to a town, the horse is automatically stabled outside, so don't worry. There is a plugin you can download for $1.99 from a website, for horse armour. I don't know much about this, and i'm not downloading it. Waste of money. I will look into this to tell you about it though, in a future version. ********** BLACK BOWS ********** Whilst exploring dungeons, mainly near Leyawiin you will fight many Black Bandits. These will ALL (possibly) carry black bows. These are weak and fairly crap bows, but once you have completed a quest, you can give these bows to the count of Leyawiin to get 100 gold. And Black Bandits are fairly easy to kill. The quest involves killing the Black bandit leader, which is also easy as you do it with a orc. See the quest section for more details. ************ HOUSE OWNING ************ MORE COMING SOON!!! ******** VAMPIRES ******** You can be a vampire in Oblivion. It's not the best thing in the world though. To get turned into a vampire, fight one. If your attacked, chances are you will contract Polyphyric Hemophilia. Sleeping for 72 hours will turn you into a vampire. Some of your attributes go up, and you will learn new abilities. You will look normal. After another 24 hours though, you get weaker. You can no longer go out in the sun, it hurts you. No one will speak to you, because your a vampire. Some of your attributes go down, and you lose abilities. To go back to the form before, you must get humans blood. To do this, find them sleeping, and then press space as if you was talking to them. It sucks their blood, so you can continue being a healthy vampire. If you don't want to be a vampire, and have caught the disease, use a cure disease potion. It's that simple. If you don't want to be one, after the 72 hour limit, you must do a quest. The quest will be added soon. ************** OBLIVION GATES ************** I don't know much about this either, but when travelling around the country, you will come across numerous Oblivion gates. I will look into this with more detail, and will list what happens upon entering them. I think you just go in, and find the stone to close the gate. Once you have completed the main story line quests, all the gates are destroyed. So if you want some sigil stones, you better get them before finishing the main story line quest! *************** STORE INVESTING *************** This most probably won't be coming for a long time. I think you need to be an Expert for Mercantile, or something like that. I will have to work hard to bring a guide on this topic of the game, as I do know you CAN invest 500 gold in stores. MORE COMING SOON!!! ********* SOUL GEMS ********* MORE COMING SOON!!! ******* ALCHEMY ******* MORE COMING SOON!!! *************** ACCOMPLISHMENTS *************** If you have the XBOX 360 version of the game, you can get accomplishments. This is the list of them for you, if you do own it. You cannot get these accomplishments in the PC version. I thought I would just add these even if this is a guide for the PC version, as it can be used for the XBOX 360 version too. Escaped the Imperial Sewers Escaped the Imperial Sewers, Main Quest Beginning Closed an Oblivion Gate Closed an Oblivion Gate, Main Quest Located the Shrine of Dagon Located the Shrine of Dagon, Main Quest Delivered Daedric Artifact Delivered Daedric Artifact, Main Quest Destroyed the Great Gate Destroyed the Great Gate, Main Quest Champion of Cyrodiil Completed the Main Questline Murderer, Dark Brotherhood Join the Dark Brotherhood Slayer, Dark Brotherhood Reached Slayer rank in the Dark Brotherhood Eliminator, Dark Brotherhood Reached Eliminator rank in the Dark Brotherhood Assassin, Dark Brotherhood Reached Assassin rank in the Dark Brotherhood Silencer, Dark Brotherhood Reached Silencer rank in the Dark Brotherhood Speaker, Dark Brotherhood Reached Speaker rank in the Dark Brotherhood Listener, Dark Brotherhood Completed the Dark Brotherhood Questline Pit Dog, Arena Joined the Arena in the Imperial City Brawler, Arena Reached Brawler rank in the Arena Bloodletter, Arena Reached Bloodletter rank in the Arena Myrmidon, Arena Reached Myrmidon rank in the Arena Warrior, Arena Reached Warrior rank in the Arena Gladiator, Arena Reached Gladiator rank in the Arena Hero, Arena Reached Hero rank in the Arena Champion, Arena Reached Champion rank in the Arena Grand Champion, Arena Completed the Arena Questline Pickpocket, Thieves Guild Joined the Thieves Guild Footpad, Thieves Guild Reached Footpad rank in the Thieves Guild Bandit, Thieves Guild Reached Bandit rank in the Thieves Guild Prowler, Thieves Guild Reached Prowler rank in the Thieves Guild Cat Burglar, Thieves Guild Reached Cat Burglar rank in the Thieves Guild Shadowfoot, Thieves Guild Reached Shadowfoot rank in the Thieves Guild Master Thief, Thieves Guild Reached Master Thief rank in the Thieves Guild Guildmaster, Thieves Guild Completed the Thieves Guild Questline Associate, Mages Guild Joined the Mages Guild Apprentice, Mages Guild Reached Apprentice rank in the Mages Guild Journeyman, Mages Guild Reached Journeyman rank in the Mages Guild Evoker, Mages Guild Reached Evoker rank in the Mages Guild Conjurer, Mages Guild Reached Conjurer rank in the Mages Guild Magician, Mages Guild Reached Magician rank in the Mages Guild Warlock, Mages Guild Reached Warlock rank in the Mages Guild Wizard, Mages Guild Reached Wizard rank in the Mages Guild Master-Wizard, Mages Guild Reached Master-Wizard rank in the Mages Guild Arch-Mage, Mages Guild Completed the Mages Guild Questline Associate, Fighters Guild Joined the Fighters Guild Apprentice, Fighters Guild Reached Apprentice rank in the Fighters Guild Journeyman, Fighters Guild Reached Journeyman rank in the Fighters Guild Swordsman, Fighters Guild Reached Swordsman rank in the Fighters Guild Protector, Fighters Guild Reached Protector rank in the Fighters Guild Defender, Fighters Guild Reached Defender rank in the Fighters Guild Warder, Fighters Guild Reached Warder rank in the Fighters Guild Guardian, Fighters Guild Reached Guardian rank in the Fighters Guild Champion, Fighters Guild Reached Champion rank in the Fighters Guild Master, Fighters Guild Completed the Fighters Guild Questline *********************************** CHAPTER 10 - ITEMS AND WEAPONS LIST *********************************** If I also have the will and god power, I will finish this section too. This is going to be a tough section to complete. One hell of a tough section. But hey, it makes the guide for Oblivion better! Good luck to me, and the version I finish this in (*if*) will be a very special version. The items go in contruction set order. Sorry if the Enchantments are abit confusing, maybe a section with the enchanment names and what they actually are will appear. AMMO Name Weight Value Enchanting Attack Quest Iron Arrow 0.10 1 None 8 No Steel Arrow 0.10 2 None 9 No Silver Arrow 0.10 2 None 10 No Dwarven Arrow 0.15 5 None 11 No Elven Arrow 0.10 8 None 12 No Glass Arrow 0.10 12 None 13 No Ebony Arrow 0.20 20 None 14 No Daedric Arrow 0.25 35 None 15 No Rose of Sithis 0.10 2 None 9 No Dremora Field Arrow 1.00 1 None 8 No Dremora Broadhead arrow 1.50 2 None 10 No Dremora Barbed Arrow 2.00 4 None 12 No Arrow of Fear 0.10 1 EnWeapDemoralize25 8 No Arrow of Qualms 0.10 1 EnWeapDemoralize25 8 No Arrow of Embers 0.10 1 EnWeapFireDamage05Ember 8 No Arrow of Frost 0.10 1 EnWeapFrostDamage05Shiver 8 No Arrow of Light 0.10 1 EnWeapLight 8 No Arrow of Sparks 0.10 1 EnWeapShockDamage05Spark 8 No Arrow of Fatigue 0.10 2 EnWeapDamageFatigue20 9 No Arrow of Misery 0.10 2 EnWeapDemoralize25 9 No Arrow of Cowardice 0.10 2 EnWeapDemoralize25 9 No Arrow of Burning 0.10 2 EnWeapFireDamage05Ember 9 No Flare Arrow 0.10 2 EnWeapFireDamage2Light 9 No Arrow of Discord 0.10 2 EnArrowofFrenzyArea 9 No Arrow of Numbing 0.10 2 EnWeapFrostDamage05Shiver 9 No Arrow of Jolts 0.10 2 EnWeapShockDamage05Spark 9 No Arrow of Jinxing 0.10 3 EnWeapDamageMagicka20 10 No Arrow of Dispel 0.10 3 EnWeapDispel25 10 No Arrow of Drain Magicka 0.10 3 EnWeapDrainMagicka30 10 No Arrow of Cleansing 0.10 3 EnArrFireAreaWeak 5 No Arrow of Withering 0.10 3 EnArrArrowofWithering 5 No Arrow of Scorching 0.10 5 EnWeapFireDamage10Flame 11 No Arrow of Illumination 0.10 5 EnWeapFireDamage3Light 11 No Arrow of Savage Frost 0.10 5 EnArrFrostAreaWeak 6 No Arrow of Cold 0.10 5 EnWeapFrostDamage10Freeze 11 No Arrow of Shocking 0.10 5 EnWeapShockDamage10Bolt 11 No Arrow of Silence 0.10 5 EnWeapSilence15 11 No Arrow of Harm 0.10 8 EnWeapDamageHealth08 12 No Arrow of Flames 0.10 8 EnWeapFireDamage15Blaze 12 No Arrow of Brilliance 0.10 8 EnWeapFireDamage4Light 12 No Arrow of North Winds 0.10 8 EnArrFrostAreaStrong 7 No Arrow of Freezing 0.10 8 EnWeapFrostDamage15Polar 12 No Stormcall Arrow 0.10 8 EnArrShockAreaWeak 7 No Arrow of Voltage 0.10 8 EnWeapShockDamage15Lightning 12 No Arrow of Stillness 0.10 8 EnWeapSilence20 12 No Arrow of Hexing 0.10 12 EnWeapDamageMagicka25 13 No Arrow of Immolation 0.10 12 EnArrFireAreaStrong 8 No Arrow of Fire 0.10 12 EnWeapFireDamage15Blaze 13 No Arrow of Sunlight 0.10 12 EnWeapFireDamage5Light 13 No Arrow of the Glacier 0.10 12 EnWeapFrostDamage15Polar 13 No Arrow of the Dynamo 0.10 12 EnWeapShockDamage15Lightning 13 No Arrow of the Blaze 0.20 20 EnWeapFireDamage20Scorch 14 No Arrow of Blizzards 0.20 20 EnWeapFrostDamage20Blizzard 14 No Arrow of Storm Strike 0.20 20 EnArrShockAreaStrong 9 No Arrow of Lightning 0.20 20 EnWeapShockDamage20Storm 14 No Arrow of the Inferno 0.25 35 EnWeapFireDamage20Scorch 15 No Arrow of Winter 0.25 35 EnWeapFrostDamage20Blizzard 15 No Arrow of Storms 0.25 35 EnWeapShockDamage20Storm 15 No Megabane Arrow 0.25 35 EnArrSilenceArea 10 No Hatreds Soul Arrow 0.20 80 EnWeapSoultrap15 20 No Arrow of Extrication 0.20 0 None 1 Yes APPARATUS NAME TYPE VALUE QUEST Novice Alembic Alembic 50 No Apprentice Alembic Alembic 100 No Expert Alembic Alembic 500 No Journeyman Alembic Alembic 250 No Master Alembic Alembic 1000 No Novice Calcinator Calcinator 50 No Apprentice Calcinator Calcinator 100 No Expert Calcinator Calcinator 500 No Journeyman Calcinator Calcinator 250 No Master Calcinator Calcinator 1000 No Novice Mortar & Pestle Mortar/Pestle 25 No Apprentice Mortar & Pestle Mortar/Pestle 75 No Expert Mortar & Pestle Mortar/Pestle 500 No Journeyman Mortar & Pestle Mortal/Pestle 250 No Master Mortar & Pestle Mortar/Pestle 1000 No Novice Retort Retort 50 No Apprentice Retort Retort 100 No Expert Retort Retort 500 No Journeyman Retort Retort 250 No Master Retort Retort 1000 No ARMOR To big to complete at the moment, more coming soon!!! BOOK It's about as big as the Armor section, so i'll get to it another time. CLOTHING MORE COMING SOON!!! INGREDIANT MORE COMING SOON!!! KEY MORE COMING SOON!!! MISC ITEM MORE COMING SOON!!! SIGIL STONE There is only 5 different named Sigil Stones in the game. All of them have a value of 0, and can be obtained without doing a quest. So, i'll just list the first 5, because it saves me time of writing the 100 odd sigil stones, all with the same information. NAME VALUE QUEST Descendent Sigil Stone 0 No Subjacent Sigil Stone 0 No Latent Sigil Stone 0 No Ascendent Sigil Stone 0 No Transcendent Sigil Stone 0 No SOUL GEM NAME Value Quest Azura's Star 2500 No Black Soul Gem 500 No Black Soul Gem 1200 No Black Soul Gem 500 No Black Soul Gem 0 Yes Colossal Black Soul Gem 0 Yes Colossal Black Soul Gem 0 Yes Petty Soul Gem 40 No Lesser Soul Gem 40 No Lesser Soul Gem 80 No Common Soul Gem 40 No Common Soul Gem 80 No Common Soul Gem 150 No Greater Soul Gem 40 No Greater Soul Gem 80 No Greater Soul Gem 150 No Greater Soul Gem 350 No Grand Soul Gem 40 No Grand Soul Gem 80 No Grand Soul Gem 150 No Grand Soul Gem 350 No Grand Soul Gem 500 No Petty Soul Gem 10 No Lesser Soul Gem 25 No Common Soul Gem 50 No Greater Soul Gem 100 No Grand Soul Gem 200 No WEAPONS MORE COMING SOON!!! SCROLLS MORE COMING SOON!!! POTIONS MORE COMING SOON!!! **************** CHAPTER 11 - FAQ **************** These are all the Frequently asked questions, but at the moment, I have none. So I have made some up, ones I think are usefull for quick reference. Q. Why do I need a house? A. Well, you can always rest there for free, and furnish it how you want. Otherwise it's abit like your those beggers for money! Q. Does giving beggars money give YOU any benefits? A. No, but its fun seeing what happens to them. Once, I gave a beggar loads of money, and they went off, brought them self some clothes, then to buy their own armour. Of course, I reloaded my save before it. Another beggar just went and brought Skooma, the druggie. Q. Whats better, a higher or lower armour rating? A. A higher one is better. The higher it is, the more protection you will have against attacks. Q. I can't choose a decent class, what do you think? A. Well, if you can't choose, make your own! It's simple, you type in the name, and put in the major skills. Thats what I did, because then it's easier to level up, because you level up the skills you actually WANT to level up! Q. My magical weapon has ran out of charge, what should I do? A. Go to any mages guild, and there should be a person that for a very high cost, will charge it back up for you. Trust me though, you will need alot of money to charge them up though. Q. How come I can find an item worth 1000G, but when I sell it I only get 400G? A. It depends on your mercantile level. The shopkeeper buys low, sells high! I sold an item like that, for 700G, and he started selling it for 2000G. For a more higher value, make sure its magical, like armour or weapons, then sell it to a weapon/armour shop. You will get more money. Q. I left the prison at the start, but now I want to change my character, can I do this? A. Well, no. You won't be able to change your birth sign, class, major skills or anything like that. Q. Is Oblivion better then Morrowind? A. With out a doubt. Morrowind is still a really good game, but this just gets even more better. The only problem is the pie chart of persuasion, the lock picking game and haggling. I don't like those, they are mainly for the XBOX 360 version. Q. But that means you can pick a very hard lock with like, 10 security! A. Still, the mini-game is abit hard. Q. Is there any expansion packs for this game? A. Not yet, but I think there most probably will! Morrowind got 2, so lets hope Oblivion gets 2! If you want some extra content, go to the elder scrolls website (elderscrolls.com or theelderscrolls.com) and download some plugins. These add extra stuff to the game. To activate it, when you put in your disc, it should auto-run. Underneath play, it should say Plugins. Click on it, then click on the box for the plugins you want to be active. Q. Can I fight on horse back? A. No, so be careful. Bandits or other monsters that roam cyrodiil will attack your horse and you if your riding it! You must quickly get off and sort them out, or flee. Your horse CAN die though, so you better be quick about it, and don't leave it with monsters. Also remember, your horse can swim, apart from being amusing, you can get a rather slow but successful getaway! Lets hope an expansion pack has horse combat! Q. Whats the point of the Z key, which lets you hold items in front of you? A. Well, I don't really know. It might be to show off ragdoll physics, move things, place items in certain places. That sort of thing. Q. What are ragdoll physics? A. Well, have you ever played a game, where you die on the edge of a platform. Your character falls dead, and half or maybe all their body is floating off the edge of the platform? Well, in ragdoll physics, the character is like a human. die against a rock, they won't go into it, but around it. Die off a platform, they fall off. They die onto a pipe, their body hugs the pipe. Thats way when say, a wolf dies on a hill, it keeps going until the hill stops, goes flat or something blocks it. Oblivion has Havok to power its ragdoll physics. Q. Is there any patches for Oblivion? A. I don't know. I don't think so at least. Check the elderscrolls.com web and go to downloads, then patches. Check often, and you might find there is one soon! Q. Has the Construction Set come out yet? A. Yes, it came out two days after Oblivion was released in the US. Q. What can it do? A. Well, you can edit absolutely ANY part of the game, like how much points you get for a skill, delete or create your own races, delete dungeons, unlock doors and add your own armour. It's mainly used for creating your own worlds, like a small island with new NPCs, quests and dungeons. It's not that hard to use either. Q. What are the System requirements? A. MINIMUM SYSTEM REQUIREMENTS: Windows XP 512MB System RAM 2 Ghz Intel Pentium 4 or equivalent processor 128MB Direct3D Compatible video card and DirectX 9.0 compatible driver; 8x DVD-ROM drive; 4.6GB free hard disk space; DirectX9.0c (included with game); DirectX 8.1 compatible sound card; Keyboard, Mouse RECOMMENDED: 3 Ghz Intel Pentium 4 or equivalent Processor 1 GB System RAM ATI X800 series, NVIDIA GeForce 6800 series, or higher video card SUPPORTED VIDEO CARD CHIPSETS: ATI X1900 series; ATI X1800 series; ATI X1600 series; ATI X1300 series; ATI X850 series; ATI X800 series; ATI X700 series; ATI X600 series; ATI Radeon 9800 series; ATI Radeon 9700 series; ATI Radeon X9600 series; ATI Radeon 9500 series; NVIDIA GeForce 7000 series; NVIDIA GeForce 6000 series; NVIDIA GeForce FX series MY SYSTEM Windows XP Home Edition Service Pack 2 AMD Athlon(tm) 64 Processor 2800+ 1.80GHz, 1.50 GB of RAM NVIDIA GeForce 6600 GT This game seems to work fine for me, although the graphic detail isn't full for everything. Still, the graphics are really, really good, and the resolution looks great. If you have a PC with similar settings, it should work. Q. Whats the difference's between Morrowind and Oblivion? A. Well, i'll list it for you: Better graphics Better music Better A.I. (Radiant A.I.) New Story line New quests It's on a DVD-ROM (lol) It's set in Cryodiil, not Morrowind Every line of dialouge is spoken, instead of text heavy conversations You can get a Horse You can buy houses There's more features You can fast travel It's newer It's just better in almost everyway Better combat Q. Whats bad in Oblivion? A. Well, the story line is abit short, it's needs to be abit longer. Also, there's the annoying mini-games. They are great for the XBOX 360 version, but not for PC. The lock picking game is frustrating. You have 1 lock pick left, your on a Very Hard locked door. Your sucurity skill is 18. You save it, fail, reload. I once sat there for about, 20 minutes to unlock just one door. Frustrating. Q. Are the graphics, the best on the PC? A. Yeah, most probably. There's only one other game I know with really good graphics, and it takes up about 5 GB of Hard Disk space. That's F.E.A.R.. It's a pretty cool game, and the graphics on that are really good. Q. What should I get, the PC or XBOX 360 version? A. I obviously have the PC version, as I don't have an XBOX 360. It depends. If you want more mods, expansion packs and even more mods, and the construction set, then get the PC. I don't think the expansion packs are going to be released on the XBOX 360, but it's possible. If you don't want so many mods (you can get them with XBOX LIVE, if your willing to fork out for broadband, and such other things), or the construction set, and have a widescreen, really good TV (HDTV I think) then get the XBOX 360 version. All the graphics are on full, and there's no lag either. But do you have an XBOX 360? Q. Is the Construction Set easy to use? A. I think so, although quite a couple of the things are complicated. Keep messing around with it (without saving, you don't want to dodge up the game). Finally, you will be able to make your own NPCs, quests and dungeons. Q. Can you make those things? A. No. I haven't really used the Construction set much, although I have used the Construction Set for Morrowind. All I did was edit some of the games things, like unlock doors I really needed to get through, and place a levetation potion in front of me, when I got trapped at the very last part, and the cave crumbles up on you. I also built my own house, to store my mountain of stuff. Q. Is this just a sequel to Morrowind, or a direct sequel? A. Well, it's just a sequel because it's set in the same game world and that sort of stuff. The story line's in the game have no similarity what so ever. It's not a direct sequel, put it that way. Q. Whats with the A.I. system? A. That was Bethesdas goal, to create a unique A.I. system. It's called radiant A.I., where the NPCs, can literally do what the player can do. Some hunt for trasure in caves, some just walk around town. With Radiant A.I., this means they have a schedule. They wake up, eat, go out, talk and eat some more. It's really cool. It also works with the combat. Especially the enemies blocking. Q. Whats the Combat system like? A. It's alot better then Morrowind. Remember sitting there, repeatedly tapping the mouse button to hit the monster. It's gone. If the weapon hits the enemy, it hurts them. I remember firing an arrow at those annoying cliff racers. The arrow clearly hit it, but didn't hurt it. Still, the dice-rolls are there to calculate how much damage you do. It's just nicer then tapping your mouse all day. Q. What are the controls? A. PC VERSION: Key / Button Function Key / Button Function Q = Auto Move Tab = Menu W = Move forward Caps Lock = Autorun A = Slide left Ctrl = Sneak mode S = Move backward Alt = Block D = Slide right F5 = Quicksave E = Jump F9 = Quickload R = Switch view Spacebar = Activate T = Wait Left Mouse = Attack F = Toggle weapon Right Mouse = Block Z = Grab Middle Mouse = Change view C = Cast magic Mouse Wheel = Zoom in / out XBOX 360 VERSION: Key / Button Function Key / Button Function N/A = Auto Move B = Menu L Thumbstick = Move forward N/A = Autorun L Thumbstick = Slide left Click L Analog = Sneak mode L Thumbstick = Move backward LT = Block L Thumbstick = Slide right N/A = Quicksave Y = Jump N/A = Quickload Click R Analog = Switch view A = Activate Back = Wait RT = Attack X = Toggle weapon LT = Block LB = Grab Click R Analog = Change view RB = Cast magic N/A = Zoom in / out **************************** CHAPTER 12 - VERSION HISTORY **************************** This is the version history section, with everything about this guides versions. 1.100 - The original version, with the whole guide layout complete. I need to start on each section, doing the quests most probably first, as they are most needed. The guide will get updated alot though. 1.445 - Most of the Character Creation section is done. The skills, classes and leveling up sections need to be added. The skills just needs to be finished. 1.749 - The character creation section is complete, maybe in the future I will add more to it, by putting down all the pre-made classes. 2.034 - Full Story quests walkthrough, couple of other quests done, possibly a little bit of a items section now I have the construction set. There is also one new chapter in this guide, a section with all the weapons and items. Look out for further updates on these sections! Also more detailed Character Creation chapter, make sure all information is correct. Added a Credits part to the End of Document part. **************************** CHAPTER 13 - END OF DOCUMENT **************************** This guide is copyright (c) 2006 Ryan Haighton. It is ONLY to be hosted on Gamefaqs, and you must seek permission before putting this guide on your website, or stealing ANY of its contents. E-Mail: Ramir_Klensbane@Hotmail.com Special thanks to: Myself: For playing Oblivion to death, and finding out stuff for this guide, and for me actually writing this! Bethesda: For making the greatest RPG series of all time, from Arena to the brilliant Oblivion! Morrowind: For getting me into TES, and thus buying Oblivion. My PC: For being able to run Oblivion, it has everything needed. Apart from the proccessor, it's slightly off 2GHZ. But it still works fine! GAME CREDITS THE ELDER SCROLLS IV: OBLIVION >Game Design Bethesda Game Studios Executive Producer Todd Howard Senior Producer Ashley Cheng Lead Programmers Guy Carver Craig Walton Lead Artist Matthew Carofano Lead Character Artist Christiane Meister Lead Dungeon Artist Istvan Pely Lead Designer Ken Rolston Quality Assurance Lead Tim Lamb Producers Gavin Carter Craig Lafferty Programming Brendan Anthony Erik Deitrick Scott Franke Ahn Hopgood Christopher Hynes Chris Innanen Mat Krohn Mike Lipari Steve Meister Nathan Nordfelt Brian Robb Jeff Sheiman Dan Teitel Additional Programming Joshua Andersen David DiAngelo Joel Dinolt Michael Dulany Kurt Kuhlmann Davor Mrkoci Matt Picioccio Jean Simonet Orin Tresnjak Jeff Ward World Art Hope Adams Noah Berry Clara Cafasso Tony Greco Grant Struthers Megan Sawyer Rafael Vargas Additional World Art Sally Huang Daniel T. Lee Ryan Sears Andy Barron Dungeon Art Todd Broadwater Tim Lindsey Frank Ward Michael E. Ryan Robert Wisnewski Additional Dungeon Art Jeff Browne Joel Burgess Character and Creature Art Hiu Lai Chong Josh Jones Gary Noonan Hugh Riley Juan Sanchez Additional Character and Creature Art Ka Kei Wong Liquid Development Interface Art Natalia Smirnova Quest Design Brian Chapin Kurt Kuhlmann Alan Nanes Mark Nelson Bruce Nesmith Emil Pagliarulo Additional Design Erik J. Caponi Jon Paul Duvall Additional Writing Ted Petersen Michael Kirkbride Additional Production Tim Bumar Jeff Gardiner Rich Lambert Matt Wotring Sound Design & Voice Direction Mark Lampert Video Design & Production Steven Green Quality Assurance Kevin Kauffman Nathan X. McDyer Will Noble Jennifer Noland Additional Quality Assurance Ben Barreras III Brian Bloomfield Angela Browder Ruben Brown James Costantino Joseph DiAngelo Michael Dulany Viatcheslav Erofeev Toby Franklin Ryan Gerhardt Brian Jackson Michael Jenkins Greg Kline Christopher Krietz Mike Mazzuca Aaron Mitschelen Louis Riley Joseph Romano John Pisano Tihana Tresnjak-Smith Russell Vaccaro Robert Wallace Absolute Quality, Inc. Original Music Composed and Produced By Jeremy Soule www.jeremysoule.com Character Voices Sean Bean Lynda Carter Terence Stamp Patrick Stewart Race Voices Johnathon Bryce Ralph Cosham Catherine Flye Gayle Jessup Wes Johnson Linda Kenyon Elisabeth Noone Michael Mack Craig Sechler Voice Recording Absolute Pitch Studios, Bethesda, MD The Tape Gallery, London, UK Additional Sound Effects dSonic Audio Packaging and Manual Michael Wagner Lindsay Muller Director of Information Technology Steve Bloom Information Technology Rob Havlovick Joe Owens Paul Tuttle Quality Assurance Managers Mike Fridley Rob Gray VP, Public Relations and Marketing Pete Hines Marketing Manager Erin Losi Marketing Coordinator Paris Nourmohammadi VP, Development Todd Vaughn President Vlatko Andonov Localization Babel Media, UK Operations Director Alberto Schiannini Producer Emma Timms Audio Manager Adam Chapman Senior QAC Laura Carter QACs Ben Adams Lex Bentley Audio QAC Arif Khan QSC Les Plumridge French Test Team Carole Aubree-Dumont Seb Celimon Marilyn Gray Abder Ben Bouhout Sebastien Cazenave Sophie Krauss Tom Nettleton Italian Test Team Pino Piccolella Adele Dalena Fabio Gurini Daniele Gallori Francesco Montanini Margherita Seconnino German Test Team Eva M. Walter Liam O'connell Nina Mitterbacher Russell Hyer Justyna Waszkiewicz Daniela Schulze René Lange Spanish Test Team Alberto Mallo Pavel Romero Israel Delgado Bruno Diez Nacho Garcia David Lopez Aragon Maria Guruceta French Audio Test Team Geraldine Berger Carole Aubree-Dumont Sebastien Cazenave Tom Nettleton Seb Celimon German Audio Test Team Eva M. Walter Tammo Klockner René Lange Liam O'connell Translators Guillaume le Pennec Agnès Letourneur Claude Esmein Emmanuelle Roué GMT ThinkAMDS Lia Desotgiu Birgit Neuwald Morton Terence French S&H Entertainment Localization Stefan Hahn + Hans Breuer Mark Pendry Iván Madrigal Virginia Parades Guerrea Natalia Brines-Moya Sonia Vasconcelos Diego Verger José Esteban Ruth Díez Peña Cristina Escobar Elena Otero Phuong Tran-Mai Lara Ferrulli Gabriele Khan Diana Díaz Montón French Recording Studio Hi Fi Genie German Recording Studio M&S Music Dialogue Post-Production Team Hugh Edwards Jeremy Paul Carroll Mary Snee Matthew Carter Richard Joseph Barry Towndrow Spike Burridge Malin Arvidsson Arif Khan Localization Special Thanks Stefan Lupp Mick Philippe David Greg Gaby Martial Le Minoux 2K Christina Recchio Christoph Hartmann David Ismailer Ryan Brant Sarah Anderson Bob Blau David Edwards Scott DeFreitas Lesley Zinn Dorian Rehfield Greg Gobbi Jon Payne Jim Yang Jack Scalici Gabe Abarcar Tom Bass Susan Lewis Jason Bergman ZENIMAX MEDIA CEO Robert Altman President Ernie Del COO Jamie Leder CFO Cindy Tallent EVP-Legal Grif Lesher Administration Jill Bralove Bernice Guice Denise Kidd Barbara Manning Patti Pulupa Valery St. Preux Human Resources Tammy Boyd-Shumway Jazzlyn Flores Receptionist Paula Kasey Executive Chef Kenny McDonald Special Thanks Steve Adamo Scott Alexander Dan Amerson Colin Barrett Scott Berfield Cem Cebenoyan Lev Chapelsky Bruce Dawson Marco de Gries Edelman Public Relations Fredrik Eriksson Blake Fischer Brad Goldberg Mark Griffin Andrew Griffiths Dawn Hershey Greg James Andrew Jenkins Matt Lee Mary A. Luzanski Doug Kubel Mike Mace Stewart Mallee Jason Mitchell Rebecca Mueller Nicky Pearson Tim Preston Manuel N. Regien Naomi Ridout Jeff Royle Vincent Scheib John Smith Jeffrey J. Struckel The Ant Farm Kelly Tofte Ross Odwyer Mike Walsh Mikey Wetzel Darren R Wright All our families and friends All the fans on Elderscrolls.com Uses Gamebryo software Copyright 1999-2005 Emergent Game Technologies Havok.com(tm) Copyright 1999-2002 Telekinesys Research Limited. All rights reserved. See www.havok.com for details. Portions of this software utilize SpeedTree technology. (c) 2002-2005 Interactive Data Visualization, Inc. All Rights Reserved. FaceGen from Singular Inversions, Inc. (c) 1998-2005. All rights reserved. Uses OC3 Entertainment software (c) 1998-2005 OC3 Entertainment, Inc. and its licensors. All rights reserved. Uses Bink Video. Copyright 1997-2001 by RAD Game Tools, Inc. The Elder Scrolls IV: Oblivion Copyright 2006 Bethesda Softworks www.elderscrolls.com This is it. It's the end of my guide. Like I say, if you didn't find what you want, figure it out yourself or look at another guide. I can't have everything about this game in this guide. Anyways, good luck with your travels in Cyrodiil! I hope you did find my guide usefull though! Hope you look out for the next/future versions of this guide! END OF DOCUMENT