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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 ;)

 

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Videoannonse
Annonse

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

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<h1>Benvenuto!</h1>

 

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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.

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<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.

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Tja. =/

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Klikk for å se/fjerne innholdet nedenfor
The Elder Scrolls IV

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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

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