Gjest Slettes-xwByZdFZ Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 Her skal man trykke Cntrl+V i en reply, og poste det man får frem! Alle poster på inneholde en Cntrl+V! Ikke rediger eller la vær å poste om det er noe pinlig som popper opp Først ut: Lenke til kommentar
ostov Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 [/b] Hehe. Finnes det ikke en gammel tråd som dette Lenke til kommentar
j-- Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 (endret) Sentenced - Brief Is The Light edit: ser egentlig for meg at denne tråden blir stengt (: Endret 4. desember 2006 av clvn Lenke til kommentar
jojo123 Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 "Klarer" lol hvor kom dette fra? Lenke til kommentar
hsds Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 (endret) Skal bare trykke paste deg jeg sist kopierte? Om jeg har forstått rett.. Isåfall: A polo neck (UK) (or turtle neck in the US) is a garment—usually a sweater—with a close-fitting, round, and high collar that folds over and covers the neck. It can also refer to the style of collar itself, or be used as an adjective ("polo-necked"). Hadde en diskusjon med noen amerikanere at polo og turtle var det samme, men for de er jo polo en annen type krage.. Vi fant ut av det til slutt - hsds Endret 4. desember 2006 av hsds Lenke til kommentar
reds Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 (endret) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title> - Marius Emil - </title> <link rel="stylesheet" href="style.css" type="text/css" /> </head> <body> <!-- Master Container: Centered and 700px wide --> <div id="container"> <!-- Site Top Header --> <div id="topheader"> <span id="title"> <p align="right">Rødsand's hjemmeside!</p></span> </div> <!-- Site navigation buttons --> <div id="navcontainer"> <div class="navitem"><a href="index.html">Hovedsiden</a></div> <div class="navitem"><a href="linker.html">Linker</a></div> <div class="navitem"><a href="bilder.html">Bilder</a></div> <div class="navitem"><a href="kontakt.html">Kontakt</a></div> <div class="navitemlast"><a href="info.html">Info</a></div> </div> <!-- End of Site Navigation Buttons --> <!-- Main content container --> <div class="main"> <br /> <h1>Benvenuto!</h1> <p> Benvenuto - eller velkommen som det heter på godt norsk. Jeg har nå stablet denne siden på beina etter at den forrige siden brutalt ble tatt ned av ukjente gjerningsmenn. Forhåpentligvis vil denne siden klare seg bedre. </p> <p> Jeg har planer om å skaffe meg et eget domene, men det kommer etter hvert. Forslag til navn taes gjerne imot! Du er velkommen til å utforske siden min, og å kommentere hvis noe ser helt galt ut. </p> <hr> <p> <br /><br /> </div> <!-- End of main container --> <!-- Footer --> <div id="footer"> | Totalt eid! © | Copyright 2006-2007 | Marius Emil Rødsand | </div> <!-- End of footer --> </div> <!-- End of master container --> </body> </html> Tja. =/ Endret 4. desember 2006 av Marius E Lenke til kommentar
g@bb@ Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 (endret) Klikk for å se/fjerne innholdet nedenfor The Elder Scrolls IV ------------------------------------------------------------------------ _______ ______ _ _________ _________ _______ _ ( ___ )( ___ \ ( \ \__ __/|\ /|\__ __/( ___ )( ( /| | ( ) || ( ) )| ( ) ( | ) ( | ) ( | ( ) || \ ( | | | | || (__/ / | | | | | | | | | | | | | || \ | | | | | || __ ( | | | | ( ( ) ) | | | | | || (\ \) | | | | || ( \ \ | | | | \ \_/ / | | | | | || | \ | | (___) || )___) )| (____/\___) (___ \ / ___) (___| (___) || ) \ | (_______)|/ \___/ (_______/\_______/ \_/ \_______/(_______)|/ )_) #################################### ##################################### ################################## ############## ########### ########### ########## ########## ######### ########### ######### ######### ######### ######### ######### ######### # ######## ######## ###### ######## ######## ######## ######## ######## ####### ####### ####### ##### ####### ###### ## ####### ####### ####### ###### ####### ###### ####### ##### ###### ##### ###### ##### ###### #### ###### #### ##### ### ##### ## #### ### ## FAQ/Walkthrough (for PC & XBox 360) v2.00 2006-05-26 Copyright 2006 Barry Scott "PapaGamer" Will A premium version of this Walkthrough is available. It includes maps, screenshots, hyperlinked cross-references and more. See http://www.papagamer.com/ for more information. The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios, published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda Softworks. This guide is not endorsed by, nor is the author associated with, Bethesda Game Studios, Bethesda Softworks or 2K Games. This FAQ/Walkthrough does not include a Character Guide. You can find my Character Build Guide at: http://www.papagamer.com/faqs/oblivion_character.txt This includes a complete rundown of all the skills, races, attributes and birthsigns in Oblivion, as well as many class templates for your amusement. *SPOILER WARNING* This guide contains plot spoilers. You have been warned. <~~~~~~ CONTACT INFORMATION ~~~~~~> To contact me about the guide, send email to: [email protected] Please include "Oblivion FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal by using the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! <~~~~~~ TABLE OF CONTENTS ~~~~~~> Front Matter Contact Information Table of Contents How to Use This Guide Gameplay.............................................................GP00 Controls & Icons..................................................GP01 Game Mechanics....................................................GP02 Radiant AI...................................................GP02-A The Leveled System...........................................GP02-B Time, Waiting & Resting......................................GP02-C Travel, Horses & Quest Markers...............................GP02-D Mini-games: Lockpicking & Persuasion.........................GP02-E Enchanting, Spellmaking & Soul Gems..........................GP02-F Combat............................................................GP03 Tips & Tricks.....................................................GP04 Frequently Asked Questions........................................GP05 Main Story...........................................................MS00 Tutorial..........................................................MS01 Deliver the Amulet................................................MS02 Find the Heir.....................................................MS03 Breaking the Siege of Kvatch......................................MS04 Weynon Priory.....................................................MS05 The Path of Dawn..................................................MS06 Dagon Shrine......................................................MS07 Spies.............................................................MS08 Blood of the Daedra...............................................MS09 Blood of the Divines..............................................MS10 Miscarcand........................................................MS11 Bruma Gate........................................................MS12 Allies for Bruma..................................................MS13 The Wayward Knight (Cheydinhal)..............................MS13-A Bravil.......................................................MS13-B Anvil........................................................MS13-C Chorrol......................................................MS13-D The Battle for Castle Kvatch.................................MS13-E Leyawiin.....................................................MS13-F Skingrad.....................................................MS13-G Defense of Bruma..................................................MS14 Great Gate........................................................MS15 Paradise..........................................................MS16 Light the Dragonfires.............................................MS17 Imperial Dragon Armor.............................................MS18 Fighters Guild.......................................................FG00 A Rat Problem.....................................................FG01 The Unfortunate Shopkeeper........................................FG02 The Desolate Mine.................................................FG03 Unfinished Business...............................................FG04 Drunk and Disorderly..............................................FG05 Den of Thieves....................................................FG06 Amelion's Debt....................................................FG07 The Master's Son..................................................FG08 More Unfinished Business..........................................FG09 Azani Blackheart..................................................FG10 The Wandering Scholar.............................................FG11 The Fugitives.....................................................FG12 Trolls of Forsaken Mine...........................................FG13 The Stone of St. Alessia..........................................FG14 The Noble's Daughter..............................................FG15 Mystery at Harlun's Watch.........................................FG16 Information Gathering.............................................FG17 Infiltration......................................................FG18 The Hist..........................................................FG19 Expelled From the Fighters Guild..................................FG20 Mages Guild..........................................................MG00 Anvil Recommendation..............................................MG01 Bravil Recommendation.............................................MG02 Bruma Recommendation..............................................MG03 Cheydinhal Recommendation.........................................MG04 Chorrol Recommendation............................................MG05 Fingers of the Mountain......................................MG05-A Fingers of the Mountain, Part II.............................MG05-B Leyawiin Recommendation...........................................MG06 Skingrad Recommendation...........................................MG07 A Mage's Staff....................................................MG08 Ulterior Motives..................................................MG09 Vahtacen's Secret.................................................MG10 Necromancer's Moon................................................MG11 Liberation or Apprehension?.......................................MG12 Information at a Price............................................MG13 A Plot Revealed...................................................MG14 The Bloodworm Helm................................................MG15 The Necromancer's Amulet..........................................MG16 Ambush............................................................MG17 Confront the King.................................................MG18 Mages Guild Suspension............................................MG19 Thieves Guild........................................................TG00 May the Best Thief Win............................................TG01 Independent Thievery..............................................TG02 Untaxing the Poor.................................................TG03 The Elven Maiden..................................................TG04 Ahdargi's Heirloom................................................TG05 Misdirection......................................................TG06 Lost Histories....................................................TG07 Taking Care of Lex................................................TG08 Turning a Blind Eye...............................................TG09 Arrow of Extrication..............................................TG10 Boots of Springheel Jak...........................................TG11 The Ultimate Heist................................................TG12 Cast Out of the Thieves Guild.....................................TG13 Dark Brotherhood.....................................................DB00 A Knife in the Dark...............................................DB01 A Watery Grave....................................................DB02 Accidents Happen..................................................DB03 Scheduled for Execution...........................................DB04 The Renegade Shadowscale..........................................DB05 The Assassinated Man..............................................DB06 The Lonely Wanderer...............................................DB07 Bad Medicine......................................................DB08 Whodunit?.........................................................DB09 Permanent Retirement..............................................DB10 Of Secret and Shadow..............................................DB11 The Purification..................................................DB12 Affairs of a Wizard...............................................DB13 Next of Kin.......................................................DB14 Broken Vows.......................................................DB15 Final Justice.....................................................DB16 A Matter of Honor.................................................DB17 The Coldest Sleep.................................................DB18 A Kiss Before Dying...............................................DB19 Following a Lead..................................................DB20 Honor Thy Mother..................................................DB21 Whispers of Death.................................................DB22 Dark Exile........................................................DB23 Side Quests..........................................................SQ00 Quest Index..........................................................QL00 Alphabetical Index................................................QL01 City/Region Index.................................................QL02 Miscellaneous Adventures.............................................MA00 Home Ownership....................................................MA01 Expanding Your Game..................................................XP00 PC Optimization...................................................XP01 PC Console Commands...............................................XP02 Mods..............................................................XP03 Version History & Credits To quickly jump to a section, copy the section code, press CTRL-F and paste the section code in the search box. <~~~~~~ HOW TO USE THIS GUIDE ~~~~~~> Oblivion is a huge game, and very much free-form. You can spend 100 hours playing the game and never touch the main quest. You can play through the main quest a half-dozen times and never do the sameside questss twice. In addition, some dungeons and quests are randomly generated. There's no way to write a typical linear walkthrough for this game. So here's how the walkthroughs are organized: * Main Quest: First up is a step-by-step walkthrough of the main quest. The main quest does advance in a fairly linear manner, so each step along the journey will be laid out. Of course, you do not have to complete the main quest in any sort of time limit and you can take your time and do lots of side quests during the main quest. However, the Main Quest walkthrough will concern itself only with the quests that are directly connected to the main story. * Guild Quests: There are four "guilds" in Oblivion--Fighters, Mages, Thieves and the Dark Brotherhood (assassins). Each guild has numerous quests associated with it, and each has its own section in this part of the guide. * Side Quests: Everything that doesn't fit into the previous categories is organized here in alphabetical order by quest name. Before all the walkthroughs is a rundown of basic gameplay in Oblivion, including the controls, how the Radiant AI works, combat hints and frequently asked questions. At the end of the walkthroughs is an index of every quest in the game, with the section number where you can find the mini-walkthrough for that quest. The index is organized both alphabetically and by city/region. A complete breakdown of the character system in Oblivion, including all the skills, races, signs, etc. is in a separate document, located at: http://www.papagamer.com/faqs/oblivion_character.txt The guide wraps up with Miscellaneous Adventures, which covers vampirism, buying and furnishing houses and other non-quest related activity; and Expanding Your Game, which covers optimizing your PC to run Oblivion well, using console commands (on the PC) for that extra edge and mods (mostly for PC, but some for X360 as well). The main point of Oblivion is to explore, have fun and immerse yourself in the world. The game simply cannot be adequately covered in words, you have to experience it for yourself. But, if you get stuck, feel like you're in over your head, or just can't figure out how to do that one little thing...then this guide is here for you. [GP00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GAMEPLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ [GP01] <~~~~~~ CONTROLS & ICONS ~~~~~~> These are the default controls for the game: +--------------------------------------------------------------------------+ | ACTION | PC (keyboard/mouse)+ | XBOX 360* | |------------------------+------------------------+------------------------| | Movement | W, A, S, D | Left stick | |------------------------+------------------------+------------------------| | Camera | Move mouse | Right stick | |------------------------+------------------------+------------------------| | Activate | SPACE | A button | |------------------------+------------------------+------------------------| | Jump | E | Y button | |------------------------+------------------------+------------------------| | Run | Left SHIFT | Movement speed is | |------------------------+------------------------| controlled by the | | Always Run (toggle) | CAPS LOCK | force on the left stick| |------------------------+------------------------+------------------------| | Ready/Sheath Weapon | F | X button | |------------------------+------------------------+------------------------| | Attack | Left mouse button | R trigger | |------------------------+------------------------+------------------------| | Power Attack | Hold left mouse button | Hold R trigger + | | | + movement key | move left stick | |------------------------+------------------------+------------------------| | Shoot Arrow | Hold left mouse button | Hold R trigger to aim, | | | to aim, release to fire| release to fire | |------------------------+------------------------+------------------------| | Block/Bow Zoom | Right mouse button | L trigger | |------------------------+------------------------+------------------------| | Cast Spell | C | R button | |------------------------+------------------------+------------------------| | Grab | Z press-and-hold | L button press-and-hold| |------------------------+------------------------+------------------------| | Sneak | Left CTRL | Press left stick | |------------------------+------------------------+------------------------| | Journal | TAB; You can also open | B button | | | a journal tab directly | | | | F1 - Stats | | | | F2 - Inventory | | | | F3 - Spells | | | | F4 - Map/Quests | | |------------------------+------------------------+------------------------| | Hotkeys | 1 - 8 | D-pad | |------------------------+------------------------+------------------------| | Assign Hotkeys | Press-and-hold 1 - 8 | Press-and-hold D-pad | | w/Inventory Open | and click item | and select item (A) | |------------------------+------------------------+------------------------| | Game Menu | ESC | Start | |------------------------+------------------------+------------------------| | Wait | T | Back | |------------------------+------------------------+------------------------| | Switch View (1st/3rd) | R | Press right stick | |------------------------+------------------------+------------------------| | Vanity Mode | Press-and-hold R | Press-and-hold rt stick| |------------------------+------------------------+------------------------| | Quicksave | F5 | | |------------------------+------------------------+------------------------| | Quickload | F9 | | +--------------------------------------------------------------------------+ * XBox 360 Controls list courtesy of Styck and GOSFreak from GameFAQs. + The PC version does support gamepads; however, there are some problems with the default control setup. Find your Oblivion.ini file (typically in My Documents\My Games\Oblivion) and open this file in a *text* editor such as Notepad. (Don't use Word or Wordpad or other word processing program. Stick with a simple, plain text editor.) Find these lines in the section headed [Controls]: fMouseSensitivity=0.0020 ;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6 iJoystickMoveFrontBack=2 iJoystickMoveLeftRight=1 fJoystickMoveFBMult=1.0000 fJoystickMoveLRMult=1.0000 iJoystickLookUpDown=6 iJoystickLookLeftRight=3 fJoystickLookUDMult=0.0020 fJoystickLookLRMult=0.0020 These are the default movement (left analog stick) and camera (right analog stick) controls. Specifically, the Look (i.e. camera) controls may not be set properly for your joystick. If moving the right analog stick has no effect on the camera, change these two lines: fJoystickLookUDMult=0.0020 fJoystickLookLRMult=0.0020 Increase the value of 0.0020 to something significantly larger, such as 0.5000. If the camera still does not respond or is sluggish, increase to 1.0000 and so on until the camera responds to the right joystick in a way that works for you. Additionally, you may find the camera movement does not correspond correctly to the joystick movement: i.e. the camera moves up and down as you move the stick left and right. In that case, switch these values: iJoystickLookUpDown=6 iJoystickLookLeftRight=3 so that you have: iJoystickLookUpDown=3 iJoystickLookLeftRight=6 You may also need to change some of these values completely depending on your controller and your controller's drivers. You can set the buttons within the Controls Options of the game. | Icons +------- When in first-person perspective, the center of the screen is occupied by a crosshair. When you move over a target, the crosshair changes depending on the target. * Face: NPC, Activate the NPC to talk to him or her * Crown: plot critical NPC, Activate the NPC to talk to him or her * Open hand: a loose item, press Activate to take the item * Closed fist: something that can be manipulated (such as a door or switch), press Activate to...well...activate the item * Pottery jar: container, press Activate to open the container * Door: a door, Activating may open the door or take you to another area depending on the door * Lock: this icon appears in the lower right corner of the screen when a door or container is locked. * Moon and stars: a bed, Activate to sleep in the bed * Book: a book or note, Activate it to read the item * Stool: a chair, bench, etc., Activate it to sit down, press Activate again while not targeting anything to stand up * Horseshoe: a horse, press Activate to mount the horse, press Activate again while not targeting anything to dismount * Bat: NPC, Activate the NPC to feed on him or her (can only be used when you are a vampire) * Eye: indicates you are in Sneak mode Sometimes icons display in red. When you see a red icon, don't touch the item or you'll be accused of a crime. Unless, of course, you're trying to commit a crime, then go ahead and touch away... [GP02] <~~~~~~ GAME MECHANICS ~~~~~~> Most of the basic gameplay elements are dealt with during the tutorial. How to pick things up, how to drop them, how to equip weapons and spells, how to Sneak, etc. But, there are a lot of things going on under the hood that the tutorial never mentions. This section covers all those extra game mechanics. | Radiant AI [GP02-A] +--------------------- Radiant AI is Bethesda's name for its NPC scripts. NPCs in Oblivion are supposed to "act like real people". At first, this really seems to be the case. After a few hours invested in a city, you'll see it's just another bunch of scripts strung together with some pseudo-random events to give the feel of actual intelligence. Here are some of the things the Radiant AI does: * NPCs keep a schedule. Their schedule is occasionally randomized, but, for the most part, these characters move around eating, working, sleeping and other activities at different times of the day. * NPCs react to crimes. Enter one's house uninvited and they'll call for the gendarmes. Hit someone and they'll scream, "Assault!" Etc. * NPCs talk to one another as they pass on the street. After spending a couple hours in a city, you'll have heard every variation on conversation there is. (Since everything in Oblivion is voice acted, the number of conversations is quite limited.) Sometimes, hearing these conversations opens up a new topic for you, often leading to a quest. Here are some things the Radiant AI does not do: * Force you to keep a schedule. For the most part, if someone tells you to meet them at midnight tonight or else, you can show up at midnight three weeks later and they'll be there waiting patiently for you. There are very, very few quests in Oblivion that actually require you to act within time constraints. * React to assaults on allies. The vision/hearing of every NPC in Oblivion must be impaired. If you have two enemy mages on opposite sides of a large room, you can blow one of them to smithereens while the other wonders aloud about the rats. This does help with combat since you don't want lots of bad guys swarming you, but it is kind of ridiculous. * Care much about the world around them. There are scripted instances where you can't get help from someone because of an Oblivion gate nearby, but, for the most part, while the big, bad demonic invasion is happening, most NPCs still just want you to kill (or protect, depending on the situation) the rats in their basement. So, don't get your hopes up to high over the Radiant AI. The NPCs in Oblivion pretty much act like the NPCs in every other RPG, except they don't just stand around waiting for you to show up (unless you're in the middle of a quest requiring they just stand around until you show up--in which case they'll wait for months). And, even if a quest-target NPC is moving around, the convenient objective marker on your map will always show you where he or she is. | The Leveled System [GP02-B] +----------------------------- Oblivion uses a system that matches enemy levels to your PC's level. It does this in two ways: * Changes the type or number of creatures you face. For example, at low level, the daedra you fight inside Oblivion are mostly scamps and the occasional clannfear runt. At higher levels, you'll start seeing dremora, adult clann- fear, atronachs, etc. * Increases the level of the enemy. This is mostly used on boss creatures. For example, the opponents you face in the Arena are always the same, but their level, skills and equipment increase in power as you increase in power. The leveled system means you never get in over your head. Whatever challenge you face is always scaled to your level, so you can do anything at the beginning of the game. This is also a drawback, as being able to complete any quest even at level 1 is somewhat unrealistic. The leveled system also means you never overpower your opponents. There are never any "easy" fights against overwhelmed opponents. When you encounter bandits at level 1, they are clad in fur and wield rusty daggers. If you encounter them at level 20, they are clad in mithril and wield enchanted glass short swords. Treasure and store inventories are likewise leveled. At level one, you can fight for your life through a three-level ruin, dispatching dozens of undead and come away with a grand total of 32 gold, a flawed jewel and some day-old bread. Going through the same ruin at level 10 can yield a couple hundred Sepgoldome soul gems and an enchanted weapon. The leveled system also affects quest rewards. Finish Fingers of the Mountain at level 3 and the spell you get is, to say the least, underwhelming. Finish it at level 25 and you get one of the most powerful spells in the game (assuming you have the Magicka to cast it). A sigil stone collected at level 5 is a lot less powerful than a sigil stone collected at level 15. (*NOTE*: PC users can download a mod that corrects this problem.) The leveled system does present some problems, especially in the main story. There are a few quests where you have to defeat hordes of enemies, and you are given help; or, you have to protect someone from enemies. In these cases, having a higher level PC works against you since your allies do not similarly increase in power. The last thing you want is a dozen dremora overwhelming the guards around you, then turning all their attention on you. No matter how uber you think your gear, you're not going to survive that. There are some ways to work around this system: 1) Increase your class levels slowly. If you work mostly with minor skills, and only increase your major skills (and, thus, your class level) when you've locked in +5 modifiers for your attributes, then you'll run far ahead of the NPCs of similar level. For more info on the skill/class system, see the PapaGamer Character Build Guide at: http://www.papagamer.com/faqs/oblivion_character.txt 2) Play at a lower difficulty level. If a quest is just too hard, turn the difficulty down until you complete the quest. 3) Use a modded leveling system (see the Mods section near the end of the guide). This will allow you to level more reasonably without having to pay a lot of attention to the math. 4) Use the Quest Reward Leveling mod (see the Mods section near the end of the guide). This levels up quest rewards with your class level, so you'll always have a use for those special gifts. | Time, Waiting & Resting [GP02-C] +---------------------------------- Time in Oblivion passes at the rate of 30 minutes for every one real minute spent playing the game (not in Pause). So a 24-hour day takes 48 minutes of real time to play through. NPCs operate on schedules during the game day. Normal operating hours for merchants are 8am to 8pm every day. In the cities, most of the rulers hold court from 8am to 6pm every day. You can find a lot of NPCs at dinner in the local tavern or castle dining hall around 8pm to 11pm most days. The calendar is just like the Gregorian calendar, albeit with different names: January - Morning Star July - February - Sun's Dawn August - Last Seed March - First Seed September - Heartfire April - October - Frost Fall May - November - Sun's Dusk June - December - Evening Star Sunday - Sundas Monday - Morndas Tuesday - Tirdas Wednesday - Middas Thursday - Turdas Friday - Fredas Saturday - Loredas The months have the same number of days as the Gregorian calendar, thus Last Seed has 31 days, Heartfire has only 30, etc. The game begins the 27th of Last Seed, Third Empire, year 433 (7/27/433--The in-game calendar displayed with the debug console counts the months from 0 to 11, so August/Last Seed is month 7, not 8). You can see the current date by turning on the debug console (tdt) and choosing page 0 (sdt 0). What does all this mean? Well, not much, unless you need to figure out an NPC's schedule. If a character does activity X on weekdays, you know that means Morndas, Tirdas, Middas, Turdas and Fredas. If it's currently Loredas, you've got to Wait two days to catch the NPC. And so on and so forth. At any time there are no enemies nearby and you are not trespassing you can use the Wait command (default PC key 'T', XBox 360 button 'Back'). You can Wait in one hour increments up to 24 hours (one full day). Waiting any period of time, even just one hour, fully restores your Health, Magicka and Fatigue. This is a kind of cheap way to heal yourself up while spelunking--clear out enough enemies and you can just Wait one hour. You can also sleep, if you have a bed handy. The only times you have to sleep are: 1) To increase your class level. Unless you're using a mod, or have turned on instant leveling in your INI file, you must sleep in a bed to level up. 2) Certain quests require you to sleep in a bed. E.g. "Where Spirits Have Lease" or during Dark Brotherhood quests. An easy way to have access to cheap (i.e. free) beds is to join either the Fighters Guild or Mages Guild. Just asking to join gives you a key to all the guild halls, all of which have beds to sleep in. You don't even have to perform any quests. Every city except Kvatch and Imperial City have both a Fighters Guild and Mages Guild. | Travel, Horses & Quest Markers [GP02-D] +----------------------------------------- There are three ways to travel in Cyrodiil: 1) On foot, either walking or running. 2) By horse. Faster than running (unless you have a very high Speed attribute), but somewhat unreliable. You cannot fight while you're on a horse, they're difficult to steer and they sometimes wander away while you're spelunking. There are seven horses or types of horses available (the Speed attributes in these lists are somewhat misleading, as horses can move a lot faster than humans, so only compare the Speed of a horse against other horses, not humanoids): * Paint: Speed 23, Combat 40, Attack Damage 10, Health 300 Available in Bruma, Leyawiin and from Prior Maborel as part of the "Find the Heir" main quest. Paint horses are the slowest, least combat-worthy horses in the game. However, they are sturdy (300 Health), cheap and you can get one free two minutes after you leave the tutorial dungeon. * Bay: Speed 26, Combat 30, Attack Damage 10, Health 250 Bay horses are sold at the stables outside Bravil and Skingrad. They are not as sturdy as Pain horses, but are faster. * Chestnut: Speed 29, Combat 20, Attack Damage 10, Health 200 Faster and not as hardy as the Bay, Chestnut horses are sold in Chorrol. * White: Speed 29, Combat 50, Attack Damage 12, Health 400 The white horses of Anvil are the sturdiest regular horses available. They're also pretty fast. * Black: Speed 33, Combat 60, Attack Damage 15, Health 325 Cheydinhal's black horses are good combat companions and the fastest regular horses in the game. * Shadowmere: Speed 33, Combat 50, Attack Damage 20, Health 500 You obtain Shadowmere during the Dark Brotherhood quests. As fast as the black horses of Cheydinhal and a better fighter, plus, he can never be killed! (He just falls unconscious.) * Unicorn: Speed 29, Combat 70, Attack Damage 45, Health 350 The unicorn is the target of a hunt instigated by the daedric lord Hircine. While a fearsome combatant, he's not particularly suited to be your regular mount. He doesn't like drawn weapons and will attack even you if you show steel in his presence. 3) Fast Travel: while outdoors, open your World Map, choose a location and click its icon. As long as there are not enemies nearby, you'll be asked if you want to Travel there. Choose yes, and hey! There you are. Some caveats about Fast Travel: * Except for the city markers and a few quest-related locations (Weynon Priory, Cloud Ruler Temple and a couple of others) you must have actually visited the location to Fast Travel there. Even though someone marks the location on your map, you must still get there by foot or horse first. Once you have "discovered" a place, you can Fast Travel there as much as you want. * If you own a horse, the horse Fast Travels with you (and is used to calculate time passed, see below) even if you aren't mounted on the horse. If you Fast Travel into a city, the horse is automatically stabled outside the walls. There's no fee for stabling your horse. * Time does pass when you Fast Travel, based on whether you're on foot or on horse. It's not a large amount of time. Traveling from Cheydinhal in the east to Anvil in the west takes only 11 hours on foot or 5 hours on a black horse. * If you use the console to turn on all map markers (tmm 1), you can Fast Travel to every marker. Of course, all these travel options don't mean jack if you don't know where to go. That's where the quest or objective marker comes in. On local maps, world maps and your HUD compass, you'll see either a green or red arrow marker--provided you have an active quest. This marker shows you the location or direction in which your current objective is located. This is why, many times in this walkthrough, you are told to go through certain steps. You could, conceivably, skip some of the interrogations and move straight to the target; however, without questioning people, you won't get the quest marker on your maps and you'll be trying to find the marble in the oatmeal. A red quest marker indicates the target is *not* in the same area as you. A green quest marker indicates the target *is* in the same area as you. Multiple arrows mean there are multiple targets--i.e. more than one enemy you must kill or more than one NPC who can provide you with information. Your quest journal has three tabs: active quest, open quests and completed quests. Quest markers only show for the active quest, and there can be only one active quest at one time. To change active quests, select an open quest and click it. The open quest you selected becomes the new active quest and quest markers change to reflect the new quest. If you have no active quest, and you get a new quest, it automatically becomes active. If you have an active quest, and you get a new quest, you are asked if you want to Continue or Make This My Active Quest. Continuing adds the new quest to open quests, but does not make it active. The second option, obviously, marks the quest as active. | Mini-games [GP02-E] +--------------------- LOCKPICKING ----------- Whenever you Activate a locked door or container, the lockpicking mini-game starts. You'll see a stylized rendition of the internal workings of a lock. Through the middle runs a hollow bolt into which your pick is inserted. This bolt is held in place by from one (very easy locks) to five (very hard locks) tumblers. You may attempt to automatically open the lock using the Auto Attempt button, or you may pick the lock manually. Move the pick under a tumbler and push up to push the tumbler out of the bolt. The tumblers are spring-loaded and will pop back down either immediately or after a one- or two-second delay. While the tumbler is still seated in the up position, LEFT-CLICK or press the right trigger to set the tumbler. If you click at the wrong time, the tumbler falls back into place and breaks your pick. Depending on your Security skill, other tumblers you have already set will also fall and you'll have to set them all over again. Security controls the lockpicking mini-game in three ways: * Higher Security provides a more likely chance of success if you use the Auto Attempt button to try to pick the lock. * Higher Security keeps set tumblers in place when you break a pick by failing to properly set a tumbler. (Novice: all set tumblers fall; Apprentice: up to three set tumblers fall; Journeyman: up to two set tumblers fall; Expert: only one other set tumbler will fall; Master: no other tumblers fall.) * Higher Security causes tumblers to drop back down more slowly. You can figure out when to set a tumbler into place in one of two ways: * Keep pushing it up and letting it fall and watch the pattern. On more complex locks the tumbler's patter can be quite long. For example, an easy lock might have a tumbler with a pattern of short-long-short-short. A more complex lock might have patterns like short-long-long-short-short-short-long-short-long. Once you've got the pattern, click to set on a long segment of the pattern. * Listen to the sound of the tumbler moving up. There is an extra, very quiet click when the tumbler is going to stay seated for a second or two. That's when you can set the tumbler. Once you learn how to recognize that little extra click, you can pick locks very easily. There are two ways to get around this mini-game: 1) Work on your Alteration skill and use Open Lock spells. 2) Perform Nocturnal's quest (as soon as you reach level 10) and get the Skeleton Key. This unbreakable lockpick allows you to open any lock just by clicking Auto-Attempt. PERSUASION ---------- Each NPC has a Disposition score that indicates how likely they are to give you important information or Haggle with you (if a merchant). You can increase an NPC's Disposition using a Persuasion mini-game. In some cases, getting or continuing a quest requires you to get a high Disposition score with the target. *NOTE* You can also increase Disposition by using Charm spells or the Imperial ability, "Voice of the Emporer". To play the Persuasion mini-game, click the Persuade button (face icon on the left of the conversation menu) during conversation. A segmented wheel opens next to the NPC. There are four segments: Admire, Boast, Joke and Coerce. During each round of play, you must perform each action once. To perform an action, select it and LEFT-CLICK or Right Trigger. Of the four actions, the NPC will love one, like one, dislike one and hate one. You can tell the NPC's reaction by examing his or her face when you select the action. Inside each action's segment of the wheel is a wedge. After each selection, the wedges "rotate", changing their position. There are four wedges: 25%, 50%, 75% and 100%. They always rotate clockwise and their order will differ from round to round. The actions the NPC loves, likes, dislikes and hates will always be the same, so you only need to test them at the beginning of the mini-game. Basic gameplay involves choosing liked or loved responses when they are filled with a medium or large wedge and choosing disliked and hated actions when they have only a small wedge in them. All the while you're deciding which action to pick, the NPC's Disposition is falling. First, get a blank sheet of paper and sketch four large X's on it: \ / \ / \ / \ / \ / \ / \ / \ / \/ \/ \/ \/ /\ /\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ Start the Persuasion mini-game and quickly examine the NPC's reactions to each action. Pause the game and note these reactions in the appropriate section of your diagrams. In this example, the NPC (a city guard) loves Admire, likes Boast, dislikes Joke and hates Coerce: LV LV LV LV \ / \ / \ / \ / \ / \ / \ / \ / LK \/ D LK \/ D LK \/ D LK \/ D /\ /\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ H H H H Next, quickly examine the current position of the wedges, pause the game and note these in your first X: LV \ 25 / \ / LK \/ D 75 /\ 50 / \ /100 \ H You can now extrapolate where each wedge will be for each selection: LV LV LV LV \ 25 / \ 75 / \100 / \ 50 / \ / \ / \ / \ / LK \/ D LK \/ D LK \/ D LK \/ D 75 /\ 50 100 /\ 25 50 /\ 75 25 /\100 / \ / \ / \ / \ /100 \ / 50 \ / 25 \ / 75 \ H H H H The strategy is simple: First determine in which turn you get the 25% wedge in Hate and take that--in this example, it is the third turn. Then you want the 100% wedge in Love, or, if that's unavailable (because it occurs in the same turn as 25% in Hate), then take 75% in Love (second turn in this example). Then Dislike when it is lower--of the remaining turns (first and fourth), Dislike is lower in the first. So, the correct strategy for this round is: Dislike (50%), Love (75%), Hate (25%), Like (25%). You then start the next round and your opening looks like this: LV \100 / \ / LK \/ D 25 /\ 75 / \ / 50 \ H Planning ahead yields: Love (100%), Like (50%), Dislike (25%), Hate (25%). You'll get a greater increase in Disposition this round than the previous round. Continue until you've maxed the NPC's Disposition. Once you get good at this mini-game, you won't need to sketch out your moves, you'll be able to do it in your head, which dramatically decreases the time it takes to sweet-talk NPCs. [GP03] <~~~~~~ COMBAT ~~~~~~> As would be the case in any adventure/RPG style game, there is plenty of combat in Oblivion. Combat can be generalized into three types: Melee, Ranged and Stealth. You can use magic or weapons in any of the types--yes, there are plenty of touch spells to use in an up-close-and-personal way. Before getting into specific tactics for each type of combat, there are some rules-of-thumb that apply to all combat in Oblivion: | Divide and Conquer +-------------------- The combat in Oblivion is real-time and based on simple physics: if you swing at the right time and in the right place, you hit. If you aim your arrow properly, you hit. If you don't do these things right, you miss. There are no dice rolls going on "in the background". Nobody stands around "waiting their turn". If you get surrounded by three or more enemies, you're dead. Fortunately, the developers, for the most part, spaced enemies out so you don't typically walk in on a horde that's just sat down for lunch. Most rooms have only one or two nasties in them. Larger rooms may have three or four, but widely spaced out. You need to learn to draw enemies to you one (or, at worst, two) at a time. Use arrows, ranged spells or jump up-and-down to attract the attention of the closest to you, then turn and run back a ways so your foe will foolishly charge after you, not waiting for his/her/its compatriots. Once you learn how to deal with enemies in *very small* numbers, combat becomes a lot easier. | Variety is the Spice of Survival +---------------------------------- Don't restrict yourself to a single type of combat. Have different methods (melee weapons, ranged weapons, spells) available to you. Some enemies are much more difficult to kill in certain ways. For example, the best way to deal with a mage hurling spells at you is Me Smash! Trading fireballs probably won't cut it (unless you were born under the sign of Atronach and are using the opposing spells to regenerate your own Magicka, but that's advanced tactics and you better know what you're doing...) | The Better Part of Valor +-------------------------- Sometimes, sneaking past is the best way to handle the situation, even for non Stealth characters. And, of course, you can always run away and return later when you've got new, fancier equipment (with enchantments!) | Melee Combat +-------------- If you're used to the charge-and-bash "strategy" present in many RPGs, it's time to re-think your tactics. Oblivion is much more akin to standard first-person shooters (which it emulates in gameplay) in which you must use your brains before your brawn, no matter how well you've crafted your tank. Simply charging into a battle situation is a good way to end up dead. Even as a primarily melee fighter, you need to have an arsenal of ranged weapons and spells at your disposal. They don't have to especially effective, just enough to either draw enemies to you or to put archers/mages off balance while you charge. It also doesn't hurt to have some Restoration magic handy. Use magic between battles to heal yourself, saving the potions for emergencies--i.e., when you're in the middle of combat and about to die. You do not want to neglect your inner sneak thief, either. When approaching large rooms, sneak up to the doorway and try to identify the enemies within. You may be able to single them out with well-placed arrows, thus keeping yourself from being ganged up on by three or four beasties. The watchword for fighters in Oblivion: Patience. Remember, it's a virtue. | Ranged Combat +--------------- Ranged combat can be accomplished with a bow or with magic--mostly Destruction spells, as that is the school with the most damaging ranged spells. Ranged characters depend on Agility and Speed to stay out of range of melee foes. Acrobatics is a good skill for this type of fighting as it gives you the ability to jump up out of the way of the swinging sword and pepper your foe while they futilely try to reach you. This works better outdoors than in dungeons, but even some of the bigger caverns and ruins have lots of ledges and cubbyholes where you can stand and fire away. You'll want to invest some time in leveling up your Block skill and carry a shield if using spells (archers can block with their bow). This will be your fallback if you can't get away from the big nasty with sharp, pointy claws. You'll not want to wear heavy armor, as it slows you down too much; you may even want to stick with enchanted robes. If you go pure archer, you'll tend to be at a disadvantage. You will want to consider having some melee weapons to use in case of emergency--you can't snipe everything in this game. Mages will be a little better off as there are plenty of spells that can do as much, if not more, damage than the typical melee tank. | Stealth Combat +---------------- Some players prefer getting the drop on their enemies, rather than trying to duel everyone they meet. If you attack someone undetected, you score additional damage--up to six times as much damage using an undetected melee attack. Add poison and/or enchantments to your weapon, and you can rack up a lot of one-hit kills this. The downside? You must have a lot of patience, diligently level up your Sneak skill and take your time going through every dungeon. Stealth fighting is not for those who just want to get things over with. You also can find yourself at a disadvantage if you get into a scrap with multiple foes. Since your fighting abilities are designed for taking out one enemy as quickly as possible, being surrounded puts you in a world of hurt. In order to minimize your chances of being mobbed, you'll want to invest in some ranged Destruction spells or the Marksman skill. You can use arrows or spells to draw a single foe to you, then go into Sneak mode and take them out from hiding. You should also invest in light armor skill, so you're not totally defenseless if Sneaking fails you. [MS00] ~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAIN STORY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~ [MS01] <~~~~~~ TUTORIAL ~~~~~~> This "starter dungeon" is your tutorial for the game. It covers most of the basics. You start by choosing your race. Later you'll choose your birthsign and class. You'll be given the opportunity to change all of these at the end of the tutorial. | Imperial Prison +----------------- Wander around your cell, playing with the chains and listening to the dark elf across the way taunt you. Soon, Uriel Septim himself, accompanied by some of his blades, will show up and give you a way out. Follow them down into the escape tunnel. You'll soon reach a place where the Emperor is attacked and Renault is killed--stay out of this fight, as you don't have a weapon or armor and you can't change the outcome anyway. Loot Renault's corpse for her sword and a torch and search the assassin bodies for miscellaneous stuff (mostly potions). From this point, you can't follow the Emperor's party, but a convenient hole in the wall to the southeast soon opens and a couple of rats run through. Kill the rats, jump through the hole and watch out for more rats. Thoroughly search this large cavern. A skeleton near the entrance has a bow and some arrows, so you can start working on your Marksman skill. There are a number of corpses--one has several lockpicks and another has a key to the exit door. The exit is to the southeast; the lock can be picked if you haven't found the key. (The body with the key is near the door.) | Imperial Substructure +----------------------- There's a zombie at the bottom of the slope leading out of the first room. This will be the strongest foe you've faced thus far. Other than that bit of excitement, you're mostly just fighting rats and collecting loot. Near the exit is a goblin early-warning system consisting of skulls hanging from the ceiling. | Natural Caverns +----------------- Soon after entering the caverns, you'll get your first lesson in sneaking. You can just sneak past the goblin, but might as well sneak up to him and give him the business end of your weapon. Around the next corner is a tripwire. You can jump the tripwire and then fight the goblin beyond it; or, try to run through the tripwire and speed past the goblin, who will then take the brunt of the swinging maces. Don't try this unless you have a Speed rating of 40 or higher. You'll then want to advance carefully through the caverns, fighting each goblin as you come upon it. Don't rush or you'll get two or three of these nasty beasts on you at once and then it's reload time. Near the end, you'll come upon a pile of logs at the top of a slope. Activate the logs to take out the two goblins at the bottom of the slope. Advance slowly down the slope to a very large cavern. There will be three or four goblins in here, one of which is a shaman with a staff that shoots electricity. Use a bow or ranged spell to draw the weaker goblins to you, then bull-rush the shaman. The tunnel exit from this room eventually leads into the Imperial Subteranne. | Imperial Subteranne +--------------------- You come out on a high ledge looking over Uriel Septim and his bodyguards. Jump down into the room and Septim invites you to join the party. During the conversation you'll select a birthsign. Don't worry too much about your selection, you'll get to change it later. Follow the emperor and guards, helping with the assassins as they attack. You'll eventually reach... | The Sanctum +------------- Soon after entering the Sanctum, Baurus and the other guard go to scout ahead, leaving you to guard the Emperor in a side room. Uriel Septim initiates another conversation with you, this time charging that you take his Amulet of Kings to Jauffre, who will know where to find the last remaining son of the Emperor. As soon as you have the amulet, a Mythic Dawn assassin jumps through a secret door and kills Septim. [MS02] <~~~~~~ DELIVER THE AMULET ~~~~~~> | Sewers +-------- Baurus and the other guard return in time to help you deal with the assassin. You can then talk to Baurus about Jauffre. Seems Jauffre is the Grandmaster of the Blades--the Emperor's personal guard--and he bides his time at Weynon Priory outside Chorrol. Baurus also initiates your first chance to choose a class. Don't spend too much time on it now, you can change it later (along with your race and birthsign). He'll then point you through the door the assassin came through, saying it leads to the sewers and freedom. Follow the hall to the sewer entrance, then advance through the sewers. Soon after entering, you'll come to a large room divided by water. There are two exits. The left--north--exit leads to some loot guarded by goblins. The right--southeast--exit eventually leads to the long tunnel out of the sewers. About halfway down the tunnel you'll come to a gate. Wh Endret 4. desember 2006 av g@bb@ Lenke til kommentar
Akidon Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 oooooooo. oooooooo. ououoouuuo ououoouuuo oooooooo Lenke til kommentar
SemikolonP Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 Video of -Laggy- getting a AA on Fury of the Storm on Stepmania Brukte HyperCam til å ta opp en film fra Youtube, og kopierte "beskrivelsen". Link Lenke til kommentar
oysfaerg Skrevet 4. desember 2006 Del Skrevet 4. desember 2006 Søppel vil vi ikke ha på forumet! Tråd stenges Lenke til kommentar
Anbefalte innlegg