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This page is a full text walkthrough for the 2006 RPG Oblivion. Our complete guide contains quite a bit of information to help you get the most out of the game: step-by-step instructions through each of the main quests, advice for mastering the four main guilds, where to find the best skills and equipment for your character, information on side-quests and other helpful advice.
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Fast Facts
- Developer: Bethesda Game Studios
- Platforms: Windows PC, Xbox 360, PlayStation 3
- Genre: Role-playing (RPG)
- Mode: Single-player
- ESRB rating: M (Mature)
- : March 20, 2006GameSpot: The Elder Scrolls IV: Oblivion PC Game Details PageGameSpot: The Elder Scrolls IV: Oblivion Xbox 360 Game Details Page
- : March 20, 2007GameSpot: The Elder Scrolls IV: Oblivion PS3 Game Details Page
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Oblivion Walkthrough Organization
This walkthrough is broken into three separate pages. Use the table of contents to jump to a particular section within each page. Below the main text walkthrough, we have included links to other walkthroughs and FAQs.Note: Because of the length and magnitude of this guide, you may find it helpful to use your browser's "CTRL + F" search-and-find function. This way, you can precisely search for an NPC's name, an item of interest or whatever else you need.
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Table of Contents - Page 1
The Elder Scrolls IV Oblivion Walkthrough- General Thoughts
- Skills and Leveling
- Combat
- Crime
- A Criminal Life
- Character Building
- Skills and Training
- Vampires
- Odds and Ends
- The Beginning
- Main Quest
- Deliver the Amulet
- Finding the Heir
- Breaking the Siege of Kvatch
- Weynon Priory
- Block
- The Path of Dawn
- Dagon Shrine
- Secret Blade Training
- Spies
- Allies for Bruma
- Blood of the Daedra
- Bruma Gate
- Blood of the Divines
- Miscarcand
- Defense of Bruma
- Great Gate
- Paradise
- Light the Dragonfires
- Imperial Dragon Armor
- The Fighters Guild
- Block
- The Desolate Mine
- A Rat Problem
- The Unfortunate Shopkeeper
- Unfinished Business
- Drunk and Disorderly
- Amelion's Debt
- Den of Thieves
- The Master's Son
- More Unfinished Business
- Azani Blackheart
- The Wandering Scholar
- The Fugitives
- Trolls of Forsaken Mine
- The Stone of St. Alessia
- The Noble's Daughter
- Mystery at Harlun's Watch
- Information Gathering
- Infiltration
- The Hist
- Guildmaster
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Related Pages on Mahalo
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Guide Information
]- This walkthrough will help you beat Oblivion with flying colors. That said, you should keep a few things in mind throughout this walkthrough.
- The game is a dungeon crawler. This means you shouldn't have to be told to search chests and loot bodies. We won't tell you about every chest in every level, and won't tell you to loot bodies, for the sheer sake of simplicity. I will do my best to mention any specific unique loot that isn't randomly generated.
- This walkthrough written using the PC. This means that I will be generally following the idea of using a keyboard to play. Thankfully Oblivion isn't really controller-dependent. I will do my best to only refer to buttons by the action they perform.
- Oblivion uses leveling throughout the world. This means that loot and enemies both get better as you raise in level. This makes it difficult to accurately describe the enemies and their relevant strengths and equipment. Daedra in particular will go up a hierarchy, with stronger versions spawning in missions if you take them at a higher level.
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Leveling
- The enemies and loot throughout the Oblivion world will generally level up with you. This means that they will not usually be far above your abilities, nor will they be far below them. This can make things very difficult if you level without improving your fighting abilities.
- You can love it or hate it. If you don't like it, then you can easily find a mod that reverses the leveling trends and returns them to the ways of Morrowind. I will wholeheartedly support Oscuro's Oblivion Overhaul as a way to make the game much more realistic, though much harder for a new player.
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Natural Learning
- Oblivion operates on a very simple system of gaining skill in something the more that you do it.
- You will gain skill in Blade by hitting enemies with a sword. You gain points in Block by blocking enemy hits.
- You will gain skill points faster in what you choose as your major skills. This is a group of seven skills that your class values.
- You will gain a level by acquiring 10 points across your major skills. If you're a warrior and earn three in Blade, two in Block, three in Heavy Armor, and two in Athletics, then you will gain a level and be able to upgrade your base attributes (such as strength and endurance) the next time you sleep.
- You should try and level up evenly. Gaining 10 points in restoration or acrobatics through training or power leveling is not wise, since your enemies will gain health while you won't gain damage power.
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Training
- There are about five trainers for each of the skills.
- You may train five times for each level.
- These will not stack up.
- You CANNOT forget to train before you level. Do not go to sleep in a bed before you train at least a few of your skills up. You will not get the chance again.
- They each hold a differing level of skill.
- You may only learn from them when you are within a set range.
- You can usually find information about trainers through the rumors section.
- Trainers are usually logical choices. Mages Guild members usually teach magic skills. Fighters Guild members usually teach warrior skills. Thieves Guild members teach stealth. There are many preachers who also teach mid-level magic skills so always drop by and see if they have anything for you.
- A list of master trainers will be available in the section for "Skills and Training."
- Most master trainers require that you do a special quest to gain their training though.
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Melee Combat
- All melee combat boils down to basic moves.
- There are really only three tactics to use for it, though.
- Feel free to throw in some power attacks.
- Just hold down the attack button and pick a direction.
- These attacks gain special bonuses as you level up in your selected style.
- The general forward attack will turn into a paralyzing move at Master levels.
- The sideways moves can occasionally knock the weapon out of their hand.
- The backwards attack can knock the opponent down.
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Hit and Run
- This amounts to hitting an enemy and running away when they prepare to attack.
- You will probably put this to use against big enemies and enemies with big weapons.
- Blocking is usually ineffective against ogres, trolls, minotaurs and anyone wielding a warhammer. You will be staggered by their powerful hit and left wide open.
- This situation calls for you to run away and hit while they're recovering from their slower attack.
- Feel free to throw a few of your basic spells at them as well to weaken them while you fall back.
- The sideways and backwards power attack blend well with this strategy.
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Blocking
- Hit the enemy when they aren't attacking and throw up a block when they start their attack.
- Blocking their attack will at worst break their momentum and at best completely stagger them.
- Blocking can even cause damage at high skill levels.
- This should be used against small and medium size monsters and any human using a sword or dagger against you.
- Tip: This style can also take advantage of power attacks well. Dodge their hit and use a high level power attack to stun or paralyze them. Then you can hammer away.
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Berserker
- Just charge and attack.
- If you have good armor this works surprisingly well.
- Your attacks can stagger the enemy and prevent them from ever countering.
- This works very well against archers and mages.
- You may wish to block while you approach an archer to help deflect the damage and the staggering effect of their shots.
- Power attacks in general work well, since they will usually stagger an enemy and leave them vulnerable.
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Mage Combat
- Mages really only have a few basic tips to follow.
- You may want to at least wield a dagger to slice the occasional enemy when you're out of magicka.
- In general battles, you will just want to use your spells appropriately.
- This means that you cast fireballs or conjure monsters, whichever you like better.
- You'll rely on running away for the most part. Just keep backing up and pick off your enemies.
- Don't forget to buy new spells from the Mages Guild merchants.
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Archer Combat
- Archers are effectively the same as mages
- You'll probably want a backup weapon in case you run low on arrows.
- Consider having a sword class as one of your primary skills.
- You will want to spend a little time learning to sneak so you can get a damage multiplier for stealth attacks.
- You will play the coward with the archer.
- The best archer tactic is to fall back while slinging volley after volley at your enemy.
- Remember to buy more arrows and salvage your spent arrows from bodies.
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Laws
- The legal system is out to get you again in Oblivion.
- Any action that produces a red icon will be illegal.
- There are no illogical laws.
- You just can't break into house, attack without provocation, steal things, etc.
- Trespassing is usually just charged against you if you refuse to leave after being asked a few times.
- Remember that moving another person's objects or reading someone's book is viewed in the same light as shoplifting.
- The guards are a bit psychic and will often quickly determine that you are the killer, even if they just hear the screams.
- Using a rage spell to make someone attack you is a good way to kill inside the city.
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Punishment
- If someone sees you commit a crime they will report it to the nearest guard.
- That guard will then relentlessly pursue you. If he catches you he'll give you three options.
- Note: Your bounty will NEVER decrease and every guard in the game will know about your crime.
- You can choose to pay the fine. This means you will go to jail but immediately bail yourself out. Any stolen property in your inventory will be confiscated. More on that later, though.
- You can go to jail. This means you'll be thrown into a cell. Your entire inventory will be gone, except for a single lockpick (if you have any when you're arrested). If you want, you can pick the lock and escape, but then you'll just get a higher bounty on your head. It's better to just sleep in the bed provided and choose to pay your time. It works out to one day for each 100 gold owed.
- Note: You will lose all your stolen goods and one random skill point for each day spent in jail.
- You can also resist arrest. This is very unwise for the most part. Killing a guard is a 1000 fine and they're usually tough anyway.
- Tip:The only reason to resist arrest is so that you can run away far enough to pay off your bounty at the half-off rate that some of the Thieves' Guild members offer.
- Note: If the guard really likes you he will pay the bounty. This means it is worth your while to hit an approaching guard with a charm spell. You can also just take the time to bribe or charm all of the guards before a major crime spree.
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Evidence
- The guards at the jail will be able to look at your inventory and spot any item you've ever stolen.
- They'll confiscate them and place them in the evidence chest by the jailer's desk.
- Tip: It is ridiculously easy to get your stolen goods back from any jailer. Talk to the jailer and tell him that you wish to visit a prisoner. He'll leave to unlock the door. Pick the easy lock and chose take all.
- Tip: If you really like a piece of stolen equipment and plan to keep it, you should sell it to a fence and immediately buy it back. This will clean the item and make it completely legal.
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Stealth
- Stealth in this game is very basic.
- Hit the Sneak button and then stay out of people's fields of vision.
- When in sneak mode, there will be an eye in the middle of the screen. If it is transparent then you are not seen by anyone. A bright yellow eye means that there is at least one creature staring right at you.
- If they can't see you then they won't report any crimes.
- Noise can make them turn around quickly though.
- Your boots matter a lot when it comes to how quiet you are at early sneak levels.
- Tip: If you want to train your sneak skill easily then there is a simple way. You just have to find a sleeping beggar or break into a big house that is one big room but separated into two floors. You can find these in Chorrol, Cheydinhal, Bruma and Bravil. You gain sneak skill for not being detected by nearby characters. Sleeping characters usually don't wake up with a lot of noise. If you are in their house, start sneaking and run into a corner. Do it long enough to make sure your earning experience and then set it to automatic. PC users can use the Q key while Xbox users may have to use a rubber band. Then you just walk away for a few minutes and enjoy the easy skill points.
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Pickpocketing
- This is actually a pretty simple process.
- The bad thing is that many people don't actually have much worth stealing on their person.
- Start the process by sneaking behind some person. Stay out of their field of sight and try to avoid drawing attention from other people.
- Close the distance and get right behind them until you can select them just like you wanted to talk to them.
- This will open their inventory screen and let you select items.
- Your success rate will be determined by sheer random luck, sneak skills, and the weight of the item you're stealing.
- I'll note that gold seems to be harder to steal than one might think.
- If you succeed it will go into your inventory and you can choose to try and steal something else.
- If you fail they will decide whether they're mad enough to call the guards and they'll be so alert that you can't pickpocket them again for awhile.
- Tip: Just remember to do a quicksave before each pickpocketing attempt. Then you can reload if you fail.
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Stealing
- If you want to actually make money by stealing then you will have to join the Thieves Guild through their quest. #I'll detail your options for that later on.
- If you don't belong to the Thieves Guild then you have no way to fence the items, since all merchants are able to instantly spot stolen merchandise.
- A lot of items are not worth the effort needed to steal them.
- You will want to focus on light but valuable objects like potions, wine, silverware, books, and jewelry.
- If you can pull it off, you can steal a lot of valuable armor from the guard posts or barracks in each city.
- Your best bet in general is to rip off all of the castles in the cities. Just hitting a dining room will get you about 200 gold from the food and silver. Many of them also have display cases with valuable items.
- Castles are usually easy to rob too, since the guards won't patrol the main throne room at night.
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Lockpicking
- Picking locks is an integral part of Oblivion.
- Any adventurer will have to be able to pick locks in dungeons if they want good loot.
- The Security skill works by making mistakes less destructive.
- This isn't particularly effective though.
- If you're good at the lockpicking game you won't need any security skill.
- If you are really bad at it, then look up the Daedric quest for Nocturnal once you're past level 10.
- Tip Fulfilling this quest will give you the Skeleton Key. This tool is an unbreakable lockpick that increases your security skill.
- Until then you will have to learn how to beat the minigame.
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Minigame Instructions
- The minigame is pretty straightforward.
- You will be shown an image of a lock and its five tumblers. #Each of the five tumblers need to be locked in the up position to open the lock.
- How many are down depends on the difficulty of said lock.
- You can set the tumblers up in any order.
- Gently tap the tumbler up and then click when it hits the top.
- If you succeed you will be able to lock it.
- If you click at the wrong time your lockpick will break and the other tumblers will fall back down.
- The number of tumblers that fall will depend upon your Security skill.
- With a bit of practice you should be able to pick any lock.
- The key part of it is to keep tapping the tumbler until it rises very slowly. It is very easy to get these slower ones to lock since you'll have a few seconds to click while its in the sweet spot.
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Character Building
- You'll build your character as part of the game's beginning.
- The game will make suggestions but they aren't great.
- I'm not going to rewrite the games descriptions since that'd be a waste of time.
- Go through the choices and pick the ones that sound good.
- Your subsequent leveling up will be what really shapes the character.
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Race
- The races are also pretty irrelevant in the game.
- If you don't have a specific class in mind you can just pick Imperial. They are good all-rounder.
- Breton will work well for a combat mage.
- Orc or Redguard will work well for a hardcore warrior.
- Khajiit is probably a good choice for a sneaky character.
- Everything else is just for specialty characters.
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Classes
- I personally say just build a custom class.
- The pre-built ones aren't that great.
- The pre-built classes tend to include a few pointless skills in along with the good ones.
- Just choose custom.
- Pick a name for it.
- Chose whether it values combat, magicka, or stealth.
- Pick your ten major skills out of the available 21.
- It seems foolish to list them all here.
- I personally suggest doing a combat warrior build.
- Pick Blade or Blunt, Block, the various schools of magic, and anything else that sounds good.
- Do not pick Security or Mercantile.
- These are all too hard to raise.
- Do not pick Acrobatics or Athletics.
- These will leave you with a poorly leveled character.
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Skills and Trainers
]- Each of the 21 skills in the game have 5 levels.
- As you rise in skill you'll gain some benefits and become more proficient in the area.
- You can repeat the activity to increase your skill or you can train.
- There are two low-level trainers for each skill.
- They can raise your skill to 40.
- Then there are two mid-level trainers who can raise your skill to 70.
- You must have 40 point in the skill to train with them.
- There is one master who can raise it to 100.
- You must be level 70 and you'll have to complete a small quest.
- The mid-level trainers will point you to them.
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Acrobatics
- You will probably increase this all on your own.
- Just keep jumping or set a weight on the E key.
- Tip: It's worthless to become a master Acrobat except for fun.
- Quill-Weave in the house by the front gate of Anvil and Ida Vlinorman in the northeast area of the Imperial District are both low-level trainers.
- Tsrava and Ganredhel are mid-level trainers.
- Tsrava lives in the southern area of Leyawiin while Ganredhel lives in the southeast of Cheydinhal.
- The master trainer is Torbern.
- Ganredhel and Tsrava will tell you to find Aerin though.
- She has a camp way up in the mountains past Bruma and east of Azura's Shrine.
- Just getting to the camp is the test.
- When you there Tolbern will tell you she's gone, but that he can train you.
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Alchemy Training
- This is fairly useful if you like potions.
- You can raise it by eating ingredients or making potions.
- Raising your skill lets you realize the extra potentials of ingredients.
- Felen Relas and S'drassa are the low-level trainers.
- Felen is in the Anvil mages Guild while S'drassa is in the Leyawiin Mages Guild.
- Ardaline and Brotch Calus are the mid-level trainers.
- Ardaline is in the Bravil Mages Guild while Brotch Calus is in a house by the chapel in Bruma.
- Sinderoin is the master trainer.
- You'll find him in Skingrad. He lives in the West Weald Inn wine cellar.
- He will want 2 bottles of fine wine.
- You'll need Tamika and Surilie Brothers wine.
- You can raid any wine cellar in the game to get them.
- Head into a castle basement.
- Skingrad Castle has a huge wine cellar where you can grab two bottles of wine from 399.
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Alteration
- Dovyn Aren and Deetsan are the low-level trainers.
- Dovyn is in the Elven Garden's District while Deetsan is in the Cheydinhal Mages Guild.
- Athragar and Abhuki are the mid-level trainers.
- Athragar is in the Mages Guild in Chorrol while Abhuki can be found at Faregyl Inn that lies to the South of Imperial City.
- The master trainer is Tooth-in-the-Sea.
- He loves staying underwater and lives along the coast to the north of Bravil.
- Talk to him before 1 PM.
- You'll need to stay underwater with him for three hours.
- You can't wait either.
- You'll have to wait for a few real life minutes.
- If you're Argonian, congratulations. Swim out with him and get a sandwich.
- If you have a piece of water breathing equipment you're done too.
- Otherwise grab a few potions of the sea or buy a water breathing spell and continually cast it.
- Once you're done he'll train you.
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Armorer
- Armorer is a very important skill.
- You will need 50 points in it to repair enchanted items.
- After that it's pretty pointless though.
- The master bonus is that you're hammer never breaks, but the training expenses aren't as cheap as just buying a few hammers every now and again.
- Eitar and Tadrose Helas are the two low-level trainers.
- Eitar is in a house by the Chapel in Leyawiin.
- Tadrose lives in the Bravil Fighters Guild.
- Rohssan and Rasheda are the two mid-level trainers.
- Rohssan runs A Fighting Chance in the Imperial Market District.
- Rasheda runs Fire and Steel in the center of Chorrol.
- Gin-Wulm is the master.
- He wanders around the market district but lives in The Best Defense.
- Talk to him once to get the question.
- Answer it run and he'll point you towards The First Edition.
- Go and buy the book called "The Armorer's Challenge" from Phintias.
- Read it.
- You can then answer he by saying that the man won the armorer's challenge.
- He'll then train you.
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Athletics
- This is just how fast you can run and how fast you recover fatigue.
- You'll gain it slowly by traveling.
- Shepard Uuras and Mahei are low-level trainers.
- Shepard lives in the southeastern area of Skingrad.
- Mahei has a house in Leyawiin.
- Hauls-Ropes-Faster and Honditar are both mid-level trainers.
- Hauls-Ropes-Faster mainly hangs out around The Fo'c'sle by the docks in Anvil.
- Honditar lives in a home in the southwestern area of Chorrol.
- The master is Rusia Bradus.
- He lives in the home by the abandoned house in the main area.
- You will need to have found more than 30 locations throughout Cyrodill, not counting the cities and the stables.
- Just run aorund and find them if you don't have 30 yet.
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Blade
- Blade is pretty useful.
- You'll develop stronger power attacks as you level up.
- You probably won't need a lot of training in this since you'll earn most of this skill fighting.
- Naspia Cosma and Right-Wing are low-level trainers.
- Naspia lives in the Castle at Cheydinhal.
- Right-Wing lives in the Bruma Fighters Guild.
- Sherina and Rhano are the mid-level trainers.
- Sherina is in the Leyawiin Fighters Guild.
- Rhano can be found at the Anvil Fighters Guild.
- Alex Lencolia is the master trainer.
- You can find Alex at Faregyl Inn.
- It is a bit south of Imperial city on the road.
- You just need to have 20 fame or 20 infamy.
- You can raise either by doing quests.
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Block
- Block is one of the most useful skills to upgrade.
- You will gain stronger block counterattacks as you level up in it.
- Fadus Calidius and Huurwen are both low-level trainers.
- Fadus is at the Fighters Guild in Skingrad.
- Huurwen is at the Fighters Guild in Anvil.
- Lum gro-Baroth and Ambroise Canne are both mid-level trainers.
- You can find Lum at the Chorrol Fighters Guild and Ambroise at the house in southwest Skingrad.
- Andragil is the master trainer.
- She's in a second story house above Dro'Shanji by the north gate of Bravil.
- She'll demand that you survive a 45 second beating.
- All you can do is block or run around the room.
- After it's over she'll offer training.
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Blunt Training
- Blunt is about the same as Blade. Your attacks are stronger and you'll get special attacks as you level.
- It's good but you'll do a lot of your own training through fighting.
- Burak gro-Bol and Vigdis are both low-level trainers.
- Burak is at the bookstore Southern Books in Leyawiin's market district.
- Vigdis is at the Anvil Fighters Guild.
- Christophe Marane and Azzan are the mid-level trainers.
- Christophe can be foudn at the Brina Cross Inn. It's on the road to the north of Anvil.
- Azzan is at the Anvil Fighters Guild. You will already know him if you are in the Guild.
- The master is Irene metrick.
- She lives in the Elven Gardens District.
- You will need to have killed at least 50 humanoid oppenents for her to train you.
- If you're an expert of blunt I'm sure you've already done this.
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Conjuration
- Your level in this just determines the skill level of spells that you can cast.
- Fathis Aren and Sulinus Vassinus are the two low-level trainers.
- You may have kill Aren in the Thieves Guild line.
- If not he'll be in the Castle at Bravil.
- Sulinus is often the Skingrad Mages Guild.
- The mid-level trainers are Alberic Litte and Arentus Falvius.
- Alberic lives at the Chorrol Mages Guild while Arentus lives at the chapel in Bruma.
- Olyn Seran is the master trainer.
- You can find him at a Molag Bal's shrine.
- You'll have to summon a Faded Wraith before he is able to.
- You can buy a scroll or buy the spell from Athragar at Chorrol's Mages Guild.
- You will have to have 75 points in Conjuration to cast this spell.
- You'll need to train it the old-fashioned way.
- The quickest way is to just cast your best conjuration magic, rest for an hour, repeat.
- Once you're level 75 you can cast the wraith and win his challenge.
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Destruction
- Destruction skill just determines the spells you can cast in the Destruction school.
- Chanel and J'skar are both low-level trainers.
- You can't access J'skar until you reveal him and it is possible for Chanel to be exiled depending on your quest.
- Chanel is at the Chorral Castle and J'skar is at the Bruma Mages Guild.
- Marc Gulitte and Delphine Jend are the mid-level trainers.
- They are both members of the Mages Guild. Marc is in Anvil and Delphine is in Bravil.
- The master is Andaren.
- You can find Andaren a camp to the west of Weatherleah.
- You will need to turn in 20 bear pelts.
- You will probably just want to travel around shops and buy them.
- It will take a lot of wandering to find 20 bears.
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Hand-To-Hand
- You'll learn some cool moves as you upgrade this skill.
- It's a bit impractical for common fighters though.
- Nahsi and Rufrius Vinicius are the low-level trainers.
- Nahsi is at the Fighters Guild in Bravil while Rufrius is at the Fighters Guild in Anvil.
- Davela Hlaren and Ra'quanar are the mid-level trainers.
- Davela is at the Imperial Bridge Inn. It is one the northern side of the Silverfish River in the east.
- Ra'quanar is at the Cheydinhal Castle.
- The master is Helvius Cecia.
- He's in a house that behind the chapel in Bruma.
- You will need to drop your weapons and beat him up for 30 seconds.
- You will have to damage his health by about half if you want to get training.
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Heavy Armor
- Heavy Armor skill makes your armor feel lighting.
- You get training by being hit.
- Brodras and Bumph gra-Gash are both low-level trainers.
- Brodras is at the Leyawiin Fighters Guild and Bumph gra-Gash is at the Bruma Fighters Guild.
- Valus Odiil and Varnado are the mid-level trainers.
- Valus is usually around The Grey Mare.
- Varnado is at The Best Defense in the Imperial Market District.
- Pranal is the master.
- He lives at Roxey Inn along the Red Ring Road.
- You will need to bring him a silver pitcher anda set of glasses.
- You will need to grab them from Guild halls or castles.
- You can buy the glasses at Lelles' Quality Merchandise in Anvil or just hit the Novaroma in Bruma.
- The pitcher should be easy to steal.
- You can probably even buy one back from a fence.
- Once you get them you'll have to deliver them to the innkeeper as a gift.
- Pranel will then train you.
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Illusion
- Illusion is just another school of magic.
- Your skill level determines the spells you can cast.
- Hil the Tall and Jantus Brolus are both trainers.
- Hil lives in the the chapel at Cheydinhal.
- Jantus Brolus lives at Istrius Brolus' home. It is behind the chapel in Bruma.
- Carahil and Kud-Ei are the two mid-level trainers.
- Carahil is at the Anvil branch of the Mages Guild. Kud-ei is at Bravil's branch.
- Martina Floria is the master trainer.
- You can find her in the Chironasium at the Arcane University.
- You will need to give her 10 Welkynd Stones.
- Just grab some from Ayleid ruins.
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Light Armor
- You will be less encumbered by Light Armor.
- You'll pick up a lot of skill from being hit.
- The two low-level trainers are Dul gro-Shug and Olfang.
- Dul is in the Elven Gardens District.
- Olfang lives at the Nord Winds in Bruma.
- Luciana Galena and Ahdarji are the mid-level trainers.
- luciana lives in a house near the south gate of Bravil.
- Ahdarji lives in a house that by the Leyawiin castle.
- J'Bari is the master.
- He lives in a normal house in south Leyawiin.
- You will have to give him an Elven Cuirass if you want training.
- You should have picked one up from bandits at this level.
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Marksman
- Edla Dark-Heart and Shameer are the two low-level trainers.
- Edla is usually in Regner's house. You can find Edla in Bruma's southeastern side.
- Shameer is in a house by Skingrad's chapel.
- The two mid-level trainers are Reman Broder and Pinarus Inventius.
- Reman has a house to the southern side of Skingrad.
- Pinarus wanders around Anvil. He has a house by the gate to the docks.
- The master is Alawen.
- Alawen is at Troll Candle Camp.
- You can find it to the east of Anvil.
- She will be out hunting for most of the day. You'll have to catch her there at night.
- She'll want an Elven Bow.
- You can just buy one at The Archer's Paradox. It's in Bravil.
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Mercantile
- This is pretty pointless.
- At higher levels merchants will have higher amounts of money available for trade.
- This won't matter much though.
- Forosh and Mach-Na are the two low level trainers.
- Forosh can be found at Gottshaw Inn west on the road from Kvatch.
- Mach-Na lives and runs Mach-Na's Books. Just find the store in Cheydinhal's market street.
- Mararte and Seed-Neeus are the mid-level trainers.
- Mararte is in a house by the chapel in Leyawiin.
- Seed-Neeus is the owner of Northern Goods and trade in Chorrol.
- The master is Palonirya.
- She runs Divine Elegance in the Imperial Market District.
- You will need to have 10,000 gold on your for her to find you worthy of training.
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Mysticism
- This is another school of magic.
- Your skill determines your potential.
- Angalmo and Druja are the low-level trainers.
- Angalmo is at the Mages Guild in Chorrol and Druja is at the Mages Guild in Skingrad.
- Ita Rienus and Boderi Farano are the mid-level trainers.
- Ita is at the Mages Guild in Bravil.
- Boderi is usually in the Arcane University's Mystic Archives.
- The master is Dagail at the Leyawiin Mages Guild.
- She'll demand that you close at least three Oblivion Gates if you haven't done so already.
- Just doing the main quest line will take care of this.
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Restoration
- Another school of magic.
- You'll get a lot of training in Restoration through healing yourself after battles.
- Cirroc and Marie Palielle are the low-level trainers.
- Cirroc can be found inside Bruma's chapel.
- Marie is in Skingrad's chapel.
- Marz and Ohtesse are the two mid-level trainers.
- Marz is in Bravil's chapel.
- Ohtesse is in Cheydinhal's chapel.
- The master is Oleta in Kvatch's chapel.
- You will have to finish "The Battle for Castle Kvatch" to get training from Oleta.
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Security Training
- Security training is completely irrelevant if you complete Nocturnal's quest or become good at the lockpicking minigame.
- It just determines how many tumblers fall when you break a lockpick.
- Malintus Ancrus and Samuel Bantien are two low-level trainers.
- Malintus is in the south end of Chorrol.
- Samuel is in the south end of the Talos Plaza District.
- The two mid-level trainers are Dro'Shanji and Mandil.
- Dro'Shanji lives in the middle of Bravil.
- Mandil lives in Othrelos' place. You can find it in the north area of the Elven Gardens District.
- J'Baana is the master.
- You'll find him in a special room in the prison.
- Break into it and talk to him.
- You will need to get a message from S'krivva for him.
- She's the Thieves Guild guide in Bravil and lives near the north gate.
- Get it for J'Baana and you'll be able to train.
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Sneak
- This determines how easy it is to sneak.
- High levels will let you wear heavy armor and still be silent.
- You can train it by sneaking in rooms with sleeping inhabitants.
- The Daedric quest for Vaermina in Arkved's tower will let you infinitely build skill as he'll never wake up.
- The two low-level trainers are City-Swimmer and Glistel.
- City-Swimmer wanders around Bravil.
- Note: He has AI to pickpocket for fun. At some point in the game he'll be caught and not have money for the fine. The guard will kill him.
- Glistel lives with Malintus Ancrus in Chorrol.
- Othrelos and Mirabelle Money are the two mid-level trainers.
- Othrelos is in the Elven Gardens District.
- Mirabelle is the innkeeper for the boarding house you'll find on the Anvil Docks.
- The master is Marana Rian.
- You can find her in the northern side of the Temple District.
- Your mission will be to steal the coin from her pocket.
- Just save, start sneaking, and try.
- Reload if necessary.
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Speechcraft
- This is effectively pointless.
- You can just keep trying the speech game again and again until they're where you need.
- Bribes work well too.
- The low-level trainers are Alga and Uravasa Othelas.
- Alga lives with Honmund in Bravil.
- Uravasa is in the chapel in Bravil.
- The two mid-level trainers are Varon Vamori and Gruiand Garrana.
- Varon just has a house in Bravil. Search for it in the central area.
- Gruiand is in Cheydinhal's chapel.
- The master is Tandilwe.
- You can find Tandilwe in the temple of the One in the Imperial Temple District.
- You will need to have spoken with all 19 beggars in Cyrodiil to get his training.
- There are five beggars through the districts in the Imperial City and two in each of the other cities (minus Kvatch of course).
- If you can't find one just wait at their bedroll.
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Becoming One
- It is possible to become a vampire in the game.
- There are really just two ways to become a vampire.
- The first is to take part in the Dark Brotherhood quests.
- Vincente will offer to infect you.
- Just say yes and sleep inside the sanctuary.
- You'll wake up infected.
- The other way is to just fight some vampires.
- You'll run into some in your quests and there are some random gathering points too.
- Just let them hit you until you contract Porphyric Hemophilia.
- Let it fester for three days.
- Once 72 hours have passed you can sleep. This will turn you into a vampire.
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Life as a Vampire
- It really isn't too bad as a vampire.
- Vampires will receive a few modest stat boosts and only pick up a weakness to fire.
- You can even walk in the sun as long as you're level one.
- Each day you go without feeding bumps you up a level.
- At level two you will be hurt by the sun, be more disliked, but have stronger powers.
- It continues to level four where any sunlight is blinding, but you will have huge boosts to your stats.
- You can revert to level one at any time by drinking blood.
- Do this by feeding on any sleeping person.
- Beggars and guild members are good targets.
- Just sneak up on them and activate the sleeping target like you were going to talk to them.
- A menu will come up to ask whether you want to pickpocket or feed.
- Choose feed and go through the little animation.
- You will be level one again and significantly less disliked.
- Note: The obvious way to take advantage of this would involve basic planning. Get to level 4 and dungeon dive all you want, then drink some blood and sell the loot.
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Cure for Vampirism
- If you are tired of being a vampire then there is one way to cure it.
- Ask any priest and they'll point you towards Raminus Polus at the Arcane University.
- He'll send you to Count Hassildor in Skingrad to look for the latest cure.
- Go there and talk to his current steward to summon the Count.
- Wait a few hours and he'll be in the lobby.
- Ask about the cure to start the next stage.
- He'll offer a big reward for your trouble.
- He'll send you out to find a witch at Drakelowe by the Corbolo River.
- It's a long way out there.
- Just follow the path and find the house.
- Head inside and she'll give you a list of ingredients to find.
- The first thing to find are 5 empty grand soul gems.
- You can probably buy these by traveling to all the Mages Guilds vendors.
- You will then need a bunch of stuff.
- You'll need six garlic cloves, five nightshades, and two bloodgrass samples.
- Make a trip to The Main Ingredient and All Things Alchemical in Imperial City and Skingrad.
- You should be able to just buy the nightshade and bloodgrass.
- If you can't get enough just go to the Mages Guild vendors and get the rest.
- The garlic is a little hardier in that quantity.
- Head to Weynon Priory and go to Jauffre's office.
- There are three in a bowl that should be on his desk.
- There should also be three more in a bowl on the shelf.
- Now for the exotic items.
- The first is the blood of an Argonian.
- Ask the witch about it and she'll give you a special dagger to use.
- Use it on any Argonian. You could search for a bandit or a marauder.
- The fastest way is to pick any Argonian in a secluded area.
- Pajeen at Boethia's shrine is a particularly good choice.
- Just raise their disposition high with bribes, persuasion, and charm.
- Strike them with the dagger and then immediately yield to them.
- You should get away with it if a guard doesn't see.
- Return the knife to Mel the Witch.
- She will tell you where to get the special vampire dust.
- You'll have to travel east of Bravil to Redwater Slough.
- It is a short level.
- Just go left through the door.
- Then turn right.
- You'll have to fight through some minions and get up the ramp.
- Once at the top you can take a left and run right into him.
- Tip: If you are sneaky or fast you can steal his weapon from the coffin and make him use hand-to-hand.
- Use fire enchantments and kill him.
- Keep an eye on your health and watch the damage he's doing.
- He's tough but not too tough.
- Collect the ash from his body and return to the witch.
- Turn in the ingredients and she'll start brewing the potion.
- Wait for 24 hours.
- The potion should now be done.
- Head out to the Castle and summon the Count through his steward.
- When you tell him about the cure he'll walk outside with his servant and open a hidden passage into his wife's room.
- Just watch the scene.
- Count Hassildor will need a day to recover from the grief.
- Wait for 24 hours in the castle.
- Tip: Remember to feed again if you don't want to repulse them.
- Talk to the steward and summon the Count again.
- He'll come down and give you the big reward of about 5,000 gold.
- Go to your potion screen and use the cure to permanently cure your vampirism.
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Enchantment
- Enchantment isn't explained that well in the game.
- You will come across many enchanted weapons in your journey.
- These will cause a special effect each time they hit an enemy until they run out of charge.
- Staffs operate on the same basic principle.
- In order to recharge them you have to have a soul gem.
- Buy a spell called soul trap from someone in the Mage's Guild. Most of the spell sellers offer it.
- When you are attacking a monster, cast soul trap on them.
- Kill them before it wears off.
- When they die their soul will go into one of your soul gems.
- You can then click on the gem and use it like a repair hammer to recharge your equipment.
- Enchanted armor doesn't need to be recharged.
- If you use a lot of enchanted items you will want to do the Daedric Quest for Azura.
- This will give you the Azura Star. It's a rechargeable grand soul gem.
- Note: You are also able to trap conjured monsters.
- This means you'll have a portable recharging set if you have the Azura star and a summon scamp spell.
- I'll note that you can't soul trap a human unless you have black soul gems in your inventory.
- You'll find out how to make them as part of the Mages Guild quest.
- They really aren't worth the trouble though.
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Repairing
- Your equipment will wear down and break from constant battle.
- Use repair hammers occasionally to keep them in working condition.
- Skill in Armorer will decide how long they last and what you can repair.
- As your skill increases you'll be able to use one hammer for a longer period of time without breaking it.
- You won't be able to repair enchanted items until you gain 50 points in it.
- If you don't have a hammer handy you can pay any blacksmith to repair it.
- Once you join the Fighters Guild just pay the porter at the Guild buildings to fix your equipment.
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Acrobatics
- This is a simple tip to help new players.
- You will gain skill in Acrobatics by jumping and by falling and getting hurt.
- The easiest way to gain a lot of skill in Acrobatics is just keep jumping during your travels.
- It is really nice to have a decent level in Acrobatics to make missions easier.
- It is possible to avoid enemies and skip obstacles by jumping well.
- Acrobatics is a pretty worthless skill in the game, but it can occasionally have its own convenience.
- Plus...it's just cool to jump across rooftops.
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Fast Travel
- Using fast travel will make the game a lot shorter.
- You won't stumble across as many caves.
- You won't receive as many advancements in Athletics.
- You won't discover all of the game world.
- You will avoid a lot of unnecessary fights.
- You can save yourself from a lot of boring trips.
- You can make your escort missions go faster.
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Manual Travel
- It will make the game much longer.
- You will discover better loot and more caves.
- You will have a character with better acrobatics and athletics.
- You will discover much more of the little nuances in the game world.
- You will have to suffer through many unnecessary and tedious fights.
- Some of the landscapes will get rather boring.
- Escort missions can be much harder if you have to protect someone the whole time.
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Ghost Tactics
- You will have to fight many different forms of ghost during the game.
- You will need to learn how to fight them effectively.
- Note: These tips also work for Will-o-the-Wisps.
- Damage spirits with spells and Daedric, silver, or enchanted weapons.
- Note: The enchanted weapon doesn't have to have any charge. It just needs to have been enchanted at one point.
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Houses
- There will be an opportunity for you to own a house in each one of the major cities.
- These will be available for varying costs depending on what you're getting.
- That manor in Skingrad is obviously going to be more expensive than the shack on the Waterfront.
- The truth is that what house you have matters little except for roleplaying and personal bragging rights.
- The shack on the Waterfront is more than enough for the rest of the game.
- You just need one secure chest to store your loot in and you'll be fine.
- Note: The chests in the Guild halls are notorious for respawning their equipment. This wouldn't be a big deal but it will usually destroy the equipment it once had. This lead to some quests being broken as key items simply disappeared. So, long story short, do not use any chest to store your items except ones in your houses.
- I personally use them to quickly store my loot so I can eventually make a few selling runs when I need money for training.
- A guide for how to get each house will be placed in the relevant city quest section.
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The Beginning
- NOTE: The videos embedded below are taken from various sources around the Web, and so may present an alternative strategy to our written walkthrough.
- YouTube: Oblivion Walkthrough - Part 1 "Sewers"
- I'll include the half hour of tutorial play as part of the walkthrough.
- This will be about the same for your character no matter what you want to be.
- I will say that anyone new to the game should just play it naturally.
- NPCs in the game will make educated suggestions about how to build your character depending on your play style.
- You can choose to change your choices as you exit the sewer though.
- It time to start.
- This game follows the tradition of Morrowind by having you start out as a prisoner.
- Just wait in your cell and watch as the Emperor and his three Blades walk up to your cell door.
- You will have a short talk with Uriel Septim (aka Patrick Stewart) while the Blades open a secret entrance.
- Follow them through the tunnel.
- For this part you will just want to walk a bit behind the three of them.
- The path is linear.
- A few assassins will attack your group at one point. Since your fists aren't exactly deadly weapons you should just hide by the Emperor and wait.
- It is scripted that one of the Blades will die in the attack. You should take a second to loot her body.
- Tip Make sure that you steal the fallen Blade's katana and the short sword she should also have. There is a good reason for this. You should use her katana for the rest of the tutorial, but at the end Baurus will check to see if you have any of their swords with you. If you do he'll take them away from you to put in a place of honor at the Blades' hall.
- They'll walk through the door and lock it behind them.
- After they leave a few rats will break down the wall to the right of the door.
- Kill the rats and move through the hole.
- Rats shouldn't pose any real threat to you at this time. #The katana is a great weapon.
- You should walk along the path and loot a skeleton lying on the floor.
- It gives you some leather armor and boots.
- You should also find your first bow and your first set of lockpicks.
- You'll have a chance to practice using them on the locked chest nearby.
- If you want you can shoot an arrow into the bucket hanging from the well to practice your aim.
- Keep moving through the tunnel and you'll run into a rat and a dead (at least he was already dead for me) goblin shaman.
- You can take the chance to switch to iron armor and get a few spell scrolls as well as your first spell lesson.
- Tip: Now would be a good time for you to set your fireball and healing spell to hotkeys 1 and 2. To do this you should go to the spell menu, click on the desired spell, and then hit the desired button to attach it to the quick spell list. This should make casting easier. If you want to do this on PC you just have to click on the spell and the number key you want it to be set to.
- There are a few rats and a weak zombie in the next hall.
- You can practice the spells on them if you want.
- There will be a big pile of bones and food up ahead.
- Note There is an iron helmet and a shield slightly hidden in the pile.
- Head across and take care of a rat.
- There will be a door up ahead that will take you to "Natural Caverns."
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Natural Caverns
- This isn't much of a level. It will introduce you to the goblins though.
- Start out by practicing your sneak against the goblin.
- You should try and get a sneak attack in before he spots you.
- His little camp up ahead will have a mortar & pestle for you to practice your alchemy.
- Once you're through looting his camp you should move along the tunnel and spot your first trap.
- There are several traps through the many caves and ruins in the world.
- This one is pretty simple.
- When you break the rope a spiky log will swing down. There is a good chance that the goblin on the other side will set it off and kill himself.
- Move along and you'll get to use a trap against them.
- Hit the Spacebar to knock the logs down the hill to kill the two goblins at the bottom.
- You can then move ahead to the final cavern.
- Note: This will be your first mass battle. You will need to be ready to face more than one opponent at a time. This is a good time to practice drawing enemies over to you to keep from becoming overwhelmed.
- There are usually about 4 normal goblins spread out.
- The only real challenge will be a goblin witch on the other side of the cavern.
- You can kill the witch by charging her and slashing away. #Don't forget to take her staff. This is actually a decent spell caster for the early game.
- If you want you can slaughter some rats with your arrows and spells. They're pinned up in the pit in the center of the room.
- Once you've looted everything head through the door.
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Rendezvous
- This will take you through another hole where you'll run into the Emperor again.
- Baurus should ask what your Star Sign is.
- This shouldn't be too hard of a choice. You can check the character building section for tips though.
- This is another easy section.
- Just keep following them.
- There will be 2 ambushes as you move through. Glenroy, Baurus, and the Emperor are immortal for now so you can choose to fight or sit and wait.
- You will go through a door and set up for the finale.
- You will be locked into a corner to defend the Emperor while Baurus and Glenroy make their last stand.
- In my fight two of the assassins made it through their blockage. You may have to fight for a few seconds before the game magically kills them in order to have an uninterrupted scene.
- Emperor Septim begs you to take the Amulet of Kings to Jauffre in Weynon Priory (Your First Quest).
- After this an assassin will come through a secret wall and knife the Emperor in the back.
- Slash him a few times with your sword to kill him and Baurus should come into your little room.
- Confirm your quest with him and receive a suggestion to your class.
- Once you're done talking he'll confiscate any katana's you picked up (Glenroy usually dies at the last stand).
- Tip: You need to go into your inventory and switch to your other sword.
- Walk through the hole the assassin came through and you'll be able to walk through the final door to the sewer through a well.
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Sewer
- This will be very simple.
- You will just have to head out toward the red arrow on your compass.
- You'll head across a bridge section.
- Prepare to slash a few mudcrabs in the water.
- You'll move through the hole to the right (left is a dead end).
- The stairs in the room take you to a walkway that will lead to a grate.
- Open the grate and walk up to the end of the sewer.
- Note: This will be your last chance to change any of the class choices that you made.
- Tip If you don't care about your character's appearance then you should save here. If you ever want to restart the game you can just load this save and build your character here. This will save you from some repetition.
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Freedom
- You are now free to roam about the country :).
- You can do whatever you want in just about any order that you want to do it in.
- The best place to start would probably be in the Imperial City though.
- You can make it to civilization by either heading out towards the big bridge or by walking up the hill towards the prison.
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Deliver the Amulet
- YouTube: Oblivion Walkthrough - Deliver the Amulet (Time: 5:07)
- This is the first official mission of the main quest.
- It is really easy.
- You should have Weynon Priory marked on your map. It is a little village southeast of Chorrol.
- Travel to Weynon Priory.
- Once you reach the Priory head into the main hall as marked by your compass.
- One monk will stop you.
- Tell him you need to see Jauffre and he will let you.
- Jauffre will be reading at a desk on the upper level.
- Just talk to him to deliver the amulet and receive your next quest.
- It turns out that there is an illegitimate son around in Kvatch.
- Tip: Ask for assistance and he'll unlock a chest with some decent starting equipment and potions.
- You can also ask Brother Piner and Brother Mabel for help. They give you a book that increases your blade skill and a horse.
- I usually just leave the horse there though. Fast travel is a better option unless you really like horse riding.
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Finding the Heir
- YouTube: Oblivion Walkthrough - Finding the Heir (Time: 4:30)
- You need to find Martin.
- He's apparently become a priest in Kvatch.
- When you get near Kvatch there's a man who will come running out to tell you that Kvatch was completely overtaken by Daedric forces.
- Apparently there are strange gates opening up everywhere that send monsters out to attack just about everything.
- You will need to ignore his warning and head up the road.
- Very Important Note: You will need to stop and talk to the female Orc at the camp. She can repair all of your weapons and armor before you go. There is a ton of fighting up ahead. I went through a full set of armor and wore two swords out.
- Walk through the camp and up the winding path.
- You will eventually make it to the top and have to fight a few scamps attacking the remaining guards.
- If you are ready, talk to Salvian Matius.
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Breaking the Siege at Kvatch
- It's time to take the fight back to them.
- The Captain sent some men through the gate but they didn't come back. It's your turn.
- Fight your way up to the gate and enter it.
- You'll find yourself in the Oblivion Realm.
- Note: That lava is hot and will kill you in a few seconds if you fall in.
- There are various Daedric monsters outside that will be leveled to you. I saw scamps when I did it, but you may have to face tougher monsters.
- Use whichever of the three tactics works best to pick them off.
- Once you head through you should see Ilend Vonius.
- This is the only free survivor of the men sent into the realm.
- Get an update from him and learn about a guard that was taken prisoner.
- Once you are finished talking you can choose to send him back or demand that he stays and helps.
- I choose to send him back since you will need his help in the later battles.
- Note: AIs do NOT do well in Oblivion. There are a plethora of reports of NPCs who happily jump into lava because their enemy fell off. This is why I just sent him back. He's put to better use in later battles.
- You can choose to go right if you want some decent loot.
- Head along the strip of land through the lava and loot the fleshy pod at the end.
- Head back and turn left.
- You will run into Harrada Root here. This is a harvestable plant that will hit you when you get close.
- Note: Even the environment is dangerous in Oblivion. Harrada Root, Spidal Sticks, Mage Towers, and Landmines will all be around to attack you if you get too close.
- As you move along the path you will have to watch out for any falling boulders from the cliff to your right.
- The path will curve right and you'll have to keep moving through while killing monsters.
- There will be a fork up ahead. If you can just take the left road to save a little walking time.
- Keep an eye out for the arch up ahead.
- There will be a bunch of landmines around that will fly up and explode if you get too close.
- Take the Tower Portal up ahead to The Blood Feast.
- Tip: There will be Magicka Essence bowls and Blood Essence bowls in all Oblivion towers that will restore your magicka and your health if you use them.
- You will probably start to run into Dremora here. These are human-variants of the Daedric.
- Tip: Always check the weapons that they're using. Dremora often use expensive enchanted weapons that will be quick valuable as loot.
- Tip:Fight Dremora using the same tactics you would use against bandits. Block and then strike until they fall down. If they are mainly using magic don't bother to attack their conjurations. Just kill the conjurer to kill the creature.
- Take either door to the Rending Hall. The side doesn't matter.
- Move through the hall fighting Dremora until you get to Dark Salvation.
- Watch out for the spear traps along the wall. They can be quite dangerous.
- Once you reach the center of the room you will be stuck. #The key to the Citadel Hall is in another direction.
- Head left and move back to the Planes of Oblivion.
- There will be a long bridge to the Reapers Sprawl. Try not to fall off.
- Head to the top level.
- There will be a man in the cage calling for you. This is the trapped guard.
- He'll explain the tactic to kill an Oblivion gate that you will use each time.
- You have to get to the top of the center tower and then remove the Sigil Stone.
- Kill the tough Dremora called the Sigil Keeper.
- If you're lucky you already killed him on the way to the top. If not you'll have to head down until you find him.
- Loot his body for the key to the Citadel Hall.
- Head out and back across the bridge.
- Note: As far as I know, there isn't a way to free the prisoner.
- Open the door to the Citadel.
- Head upwards while watching the walls for spear traps.
- You will go through the door back to the "Blood Feast."
- Just keep going up and fight the Dremora or two in this level.
- There will be a Red Portal that will take you further up.
- Now you'll need to go through the Sigil Sanctum.
- There will again be a Dremora or two consistent with what you've been fighting all along.
- Head up the rib-like stairs and then up the next step of what I refer to as the flesh stairs (you'll see what I mean).
- The sigil stone will be glowing in the middle of the highest part.
- Grab it to close the gate and be thrown outside.
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Retaking Kvatch
- This goes pretty easily.
- I suggest that you take the opportunity to fast travel home (if you've bought one) in order to store your loot.
- Otherwise you should go down to the camp to sell it.
- When you're ready, talk to Salvian again.
- You'll begin the attack on the city.
- There will be about five guards helping you retake the South Plaza.
- The monsters will be the same level that you've been facing all along.
- It's just one big area.
- Just run around and kill things until you're done.
- Note: It is likely that at least one guard will die in the battle. This is expected but not scripted. Don't feel too bad if they get overtaken. It is a battle and you can get some good armor from them.
- Once the fight is over you should talk to Salvian again (He's immortal for the rest of the game).
- If he's knocked out you just need to wait a minute.
- Walk into the Chapel to find Martin and a group of survivors.
- Note: This officially ends the quest. If you want you can talk to Martin and just head to the Priory now. That seemed really stupid and illogical though. The proper flow is to continue freeing Kvatch. Just let Martin walk down to the camp with the rest of them. You can also talk to him and bring him to the battle. He should be immortal.
- The rest of this quest is part of the Kvatch section
- Note: From this point on you'll have to deal with Oblivion gates opening up in the country side randomly.
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Weynon Priory
- This is the next stage of the main quest once you're done with Kvatch.
- You will need to talk to Martin at the Kvatch camp and tell him to follow.
- I suggest that you fast travel to Weynon Priory to save yourself the trouble of guiding Martin.
- Once you reach Weynon Priory assassins will attack.
- The Shepard will beg you to help save Jauffre from any assassins in the chapel.
- You will need to kill a few of the attackers and save Prior Piner.
- He will lead you into the small chapel to the right.
- Fight a few assassins and save Jauffre. You can pray at the altar to get health and magicka.
- Head out with Martin to Weynon House. Go up the stairs and enter the closet (which was actually a secret door).
- Look at the broken chest to notice that the Amulet of Kings is already gone.
- Talk to Jauffre to set out on the journey to Cloud Ruler Temple.
- Martin and Jauffre will take horses and travel with you. I was able to just fast travel, but you should feel free to have an enjoyable ride up into the mountains above Bruma.
- Walk up to the doors and notice that they're locked. One of the Blades will open the gate for you.
- Give Martin and Jauffre a moment to walk up the steps.
- Just sit back and watch Martin's short speech and the little Blade ceremony.
- Once it is over you should talk to Martin and Jauffre. #Jauffre will give you your next quest and offer to let you join the Blades.
- Tip: You should say yes as this will let you get a suit of Blade armor and a Blade katana from the equipment area in the left wing of the temple. These have the same stats as a suit of Legion Armor, but they look a lot better.
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The Path of Dawn
- Get this quest from Jauffre.
- Link up with Baurus in Imperial City to research a lead.
- He's currently holed up in Luther Broad's Boarding House.
- It is in the Elven Gardens District in the Imperial City.
- Just fast travel there and follow the arrow.
- It's on one of the corner blocks at the center.
- Head inside and talk to Baurus.
- He'll ask that you just sit down beside him.
- Sit down in the chair like he says. Just activate it and you will sit at the bar.
- He'll tell you that he's going to get up and walk away.
- He wants you to follow and ambush the man who follows him.
- Just tell him you're ready. He won't talk about anything else until you've taken care of his tail.
- Wait for a few seconds while he walks into the basement.
- The man should get up and follow him into the basement.
- Get up and enter the basement.
- The man will conjure up some Mythic Dawn armor and attack Baurus.
- Lend him a hand and kill the little weakling.
- Baurus will tell you to search the body for clues.
- You'll find a book called "Mythic Dawn Commentaries 1."
- Baurus sends you off to Tar-Meena for more information.
- She's an Argonian working in the Arcane University.
- You can usually find her in the lobby or in the Mystic Archives.
- Just follow the arrow to find her.
- Ask her about Mythic Dawn and mention that you found one of their books.
- She talks about the Mythic Dawn Commentaries.
- You'll need all 4 books to actually find their hideout.
- She loans you the University's copy for Volume 2.
- Talk to Phintias at The First Edition for the other two.
- Travel to the Market District and walk up to The First Edition.
- Phintias will be behind the counter.
- Ask him about "Mysterium Xarxes" to learn about the other Commentaries.
- He has a copy of Volume 3 on him, but it is reserved by another customer called Gwinas.
- If you really want you can persuade him to sell it to you for a high price.
- This isn't the best way to do it though.
- Just wait a minute for Gwinas to come in and pickup the copy.
- Talk to him as soon as he gets it.
- Tell him that he's in over his head with the Mythic Dawn. #He's just a misguided scholar so no reason to be too rough. #Just keep going until you mention that they killed the Emperor and his sons.
- He freaks out and hands over the book and a special note from his Mythic Dawn sponsor about their next meeting date.
- Go back to Luther Board's Boarding House and talk to Baurus.
- Mention the third book and the note.
- He knows the area it is talking about, so he'll lead.
- Just follow him down into the sewers.
- Stay close, but don't worry about Baurus. He's immortal. #The worst thing that'll happen is that he'll be knocked out.
- Just fight the occasional rat or mud crab.
- The worst you'll see is a goblin patrol near the end. At high levels they'll be pretty tough though.
- Just keep following Baurus.
- It'll take a few minutes of walking but you'll get there.
- You'll reach a door and Baurus will turn and talk to you.
- He'll wish you luck and tell you to go up top and cover him.
- If you want, you can tell him that you'll handle the interview and he can cover you.
- Save here.
- Tip: There is no real advantage to doing the interview yourself. Just let him handle it.
- Baurus will walk through the door in front of you and you can take the stairs up to the overlook.
- Start sneaking.
- Two guards start walking towards you from their hideout.
- They will most likely see you.
- Your best bet is to immediately sneak out to the middle and drop behind Camoran.
- Get in a sneak attack before he spots you.
- The key to this fight is killing Camoran early.
- The two guards that run down are weaklings.
- They'll die easily if you aren't taking on Camoran as well.
- Tip: Try to save Baurus. He'll keep helping you until the end of the game and give some special training the next time you see him. It really isn't that hard. Just don't let the guards corner him.
- Once they're dead you can loot Camoran's body for Volume 4.
- Baurus thanks you and leaves for Cloud Ruler Temple to be Martin's personal guard.
- The next time you talk to him he'll boost your Blade, Block, and Heavy Armor skills.
- Loot one of the guards for a key to the Sunken Sewers.
- You can then go up to their room on the overlook level to get some decent loot and extra copies of the Commentaries.
- You can choose to follow the arrow and go out the back route through the Talos Sewers.
- You don't have to though and the loot isn't spectacular.
- If you want you can just backtrack.
- If not, just follow the arrow and use their key to unlock the door to the Sewers at the back of their room.
- Directions are hard to give for this part.
- Just keep moving until you get to the Temple District Sewers.
- Follow the path and go up the ladder into Amantius Allectus' Basement.
- Travel to the Arcane University.
- Note: Make sure you read each of the four Commentaries. They'll boost your magic skills.
- Talk to Tar-Meena again and loan her your books.
- Wait 24 hours and talk to her again.
- She'll give you a clue that the first word of each paragraph seems significant.
- Just wait another 24 hours and she'll tell you that the first letter of each paragraph was important.
- She'll then tell you that this spells "Green Emperor Way Where Tower Touches Midday Sky."
- Travel to the area called the Palace District.
- You will have an arrow marking a tomb.
- Wait until it is around noon.
- The secret map will be visible between 11:45 AM and 12:30 PM.
- Activate the map to mark down their hideout.
- Time for a visit.
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Infiltration
- You can pretend to join them.
- Head to the cavern and greet the doorkeeper. He opens the door and tells you to speak to Harrow.
- Harrow ask for all of your items.
- Tip If you don't want to fight through the next part with a dagger and no armor, you can drop some of your stuff on the ground and then pick it up after you surrender your inventory.
- Follow him to the meeting area.
- Mankar Camoran will teleport into Paradise as you arrive and take The Amulet of Kings with him.
- Your mission is to recover Mysterium Xarxes from the altar to try and follow him.
- Ruma Camoran calls you up onstage.
- She'll ask you to pay the blood price by using the dagger to kill Jeelius.
- If you kill him some of the members will leave the area.
- If you let him live the fight will be tougher, but you'll feel better and be able to receive a few skill bonuses if he makes it out alive.
- The best course of action is to say that you'll kill him so you can pick up the dagger.
- Then just kill the Mythic Dawn members by you using your best fighting skills.
- This will be easier if you used the trick to keep your equipment from Harrow.
- If not, kill him quickly and loot his body for your stuff.
- Once the area is clear activate Jeelius to cut him free.
- Don't take the book until he's clear of the altar.
- Taking Mysterium Xarxes will cause the statue to break and collapse.
- It will kill Jeelius if he isn't free.
- The rest will be addressed when option two merges.
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Attack
- I personally like this course.
- You will have better control of the combat and you'll still face the same number of enemies as you would if you went undercover.
- This just changes it to a front assault.
- To do this you just tell Harrow that you won't hand over your stuff and that you don't want to join.
- He'll attack.
- Kill him and the doorkeeper.
- Save.
- Move forward and wade into the combat.
- Camoran will still teleport before you get to him.
- Just pick a good spot and start killing the Mythic Dawn guards quickly.
- There isn't a lot to say besides that.
- Mages should hammer away at them with their best area attack spells.
- Archers should run around and pick them off.
- Warriors should use a good enchanted weapon to kill the weaklings in a few hits.
- This battle only gets hard if you let it.
- Kill the conjurers before they all summon a Daedra, and this will be easy.
- Just free Jeelius and pick up the Mysterium Xarxes.
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Merged
- The path out is probably locked.
- Besides, you probably want to wipe out all of these Mythic Dawn agents.
- Go back up and start killing.
- Jeelius will be fleeing through the area.
- There isn't much you can do but keep the guards distracted with your attack.
- Tip: If Jeelius survives you'll get a bonus to your Alchemy, Mysticism, and Restoration skills. He'll grant it to you if you talk to him in the Temple of the One in Imperial City's Temple District. If he dies fleeing, don't worry. It really isn't a big deal.
- Follow the path up to the upper level and just start slashing your way through them.
- Work through their living quarters and loot as you go.
- There isn't much in particular about this area.
- Heal and kill as you go.
- It's basically one big line until you enter the caverns at the back.
- Use the lever to open the rock wall and enter the beginning area again.
- Head outside of the cave.
- Travel to Cloud Ruler Temple.
- Jauffre will talk to you as you approach.
- Tell him you lost the amulet but got the Mysterium Xarxes.
- Head into the temple and give the book to Martin.
- He starts studying the writings to find a way into Mankar's Paradise.
- Until then you'll have to wait.
- Jauffre needs you though.
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Captain Steffan
- Captain Steffan will tell you that they meet at the Hestra Rune Stones at dusk.
- They usually meet closer to 7 PM.
- If you want you can wait until 10 PM and follow them back to their secret cave, but that is slow and difficult without any real reward.
- Walk up to them.
- The two spies summon Mythic Dawn armor and attack.
- If you made it through the shrine you should be able to handle them.
- Loot Jearl's body for a key to the house.
- If you want to be official you can report it to Captain Burd to gain permission to search Jearl's House.
- Go inside and look for a trap door by the table.
- Go down and look for "Jearl's Orders."
- It looks like a scroll and should be sitting on the table by the bed.
- Read it to learn about their plan to attack Bruma.
- Report back to Jauffre.
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Captain Burd
- Talking to Captain Burd first will tell you that Jearl left town recently.
- Ask one of the beggars in town about Jearl.
- For 5 gold they'll tell you that someone was in Jearl's house during the "trip."
- Report it back to Burd for permission to search the house.
- Break in and find the trap door in the floor by the table.
- Jearl and another spy should be in the caverns, if they aren't at the runes.
- Grab Jearl's Orders off of the table near the bed.
- You will need to kill both of them so wait for the two to come back.
- Report the news to Jauffre.
- Note: This quest will activate all of the other Mythic Dawn spies in the game. There are a few in each city. If they see you they'll attack immediately as Mythic Dawn agents. The guards and all the civilians will help, so it's mainly a joke. It is a little confusing though.
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Allies for Bruma
- This is an optional quest running in the background of the main quest.
- It will make the Defense of Bruma much easier though.
- Completing it grants you the aid of 9 or 10 extra guards in a future fight.
- You'll have awhile to finish it.
- Try to space out the quest.
- Each one basically requires you to go to a city and ask their Count or Countess for help.
- They'll mark an Oblivion gate on the map that you need to close.
- Note: Just about every tower has the same layout. I will not describe it each time. Just keep going up until you reach the room with the Sigil.
- Only Cheydinhal and Kvatch are special.
- Imperial City is a wild goose chase. He'll just tell you that they can't spare anyone from the Legion.
- The way I did this was to work it in as a way to gather loot between the other missions.
- Tip: If you really get sick of them, you can just run through the level. The Daedra won't catch you and they'll disappear when you grab the Sigil Stone.
- Tip: If you only want to play the bare minimum, you get two guards from Anvil and Chorrol. The rest just give one, but Cheydinhal and Kvatch are separate quest, so you'll probably want to do those anyway. 6 is probably enough.
- Tip: Cheydinhal can send 2 if you don't complete "Corruption and Conscience."
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Anvil
- I was smashing my head into the desk over this one.
- Talk to the Countess to start this one.
- She'll want you to close the Oblivion gate outside.
- The marked gate you need to close is just a bit northwest of the city.
- Enter it.
- This is really annoying.
- Start walking to the left from the starting point.
- There are two towers in the distance, but they're both red herrings.
- Look to the wall on the right.
- You'll see a door to the Nether Tunnels about halfway down the path, about the time as you reach the branch to the first tower.
- Fight through the tunnels and go through the door to the west.
- Fight through more tunnels and exit into the Oblivion plane.
- Head north along the path and enter The Red Gnash Tunnels.
- Fight through this short tunnel.
- Exit to the planes through the door to the northwest.
- Walk along the path and enter the main tower.
- You're now in the tower.
- Enter the Rending Halls, then the Dead Halls, then the Corridors of Dark Salvation, then grab the Sigil Stone from the Sigillum Sanguis at the top.
- Talk to the Countess about Aid for Bruma and she'll gladly send two soldiers to Bruma to aid the garrison.
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Bravil
- Talk to the Count to start this quest.
- The marked gate is to the northeast of Bravil.
- You will need to travel down the path to the west.
- Keep moving and avoid the fireball towers while killing the plethora of Daedra on the route.
- When you see a bridge turn to the north and walk across it.
- Keep going along the path until you see the Caverns of the Abused.
- Note: Be careful. A rock slide comes down on top of you as you approach it. Either enter quickly or wait for it to pass.
- Go through the caverns.
- Drop through the hole and walk back out to the Oblivion Planes.
- There are two towers.
- Just enter one.
- Activate the platform and ride it up to the next level.
- Jump off and walk up the long winding ramp.
- Flip the switch when you reach the top.
- Head back down to the level the platform is on.
- Walk out this door to a bridge that leads to the Lust Tower.
- Just go into the Rending Halls and proceed up to the Corridors of Dark Salvation.
- From there enter the Sigillum Sanguis and grab the Sigil Stone to destroy the gate.
- Head back to the Count and ask for help again.
- He'll gladly send one of his best guards to Bruma.
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Chorrol
- Talk to the Countess to start this one.
- The marked gate is just a bit south of the city.
- Enter it.
- Walk forward a bit and enter the tower called Eruption.
- Activate the platform and ride it up.
- Climb up the spiral ramp until you get to the top.
- Flip two switches.
- One drops a dead body on the platform spike. The other unlocks the part of the gate and raises a bridge.
- Go through the door at the top level and walk along the bridge until you get to the middle tower.
- Walk around the circle and do each of the three other towers.
- For each one you just have to walk across the bridge and enter the top level.
- You then just flip both switches and leave.
- Once that is done you should be back to Eruption.
- Just head back down and exit the tower.
- The main gate should be open.
- Walk forward and enter the bottom of the middle tower.
- Enter the Rending Halls and just work your way up the tower.
- You will reach the Sigillum Sanguis eventually. Grab the Sigil Stone to close the gate.
- Talk to the Countess and she'll pledge two more guards to Bruma.
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Leyawiin
- Talk to the Count to learn about the Oblivion Gate outside the city.
- The marked gate is a bit to the east across the river.
- Enter the gate.
- Head along the western path to find the entrance to Worm Gut Channels.
- Go down the ramp and through the easter door to the Oblivion Caves.
- Exit through the northern door and enter the Planes of Oblivion.
- Follow the path to find Spindle Shrine.
- Head to the top of the tower and out the door.
- Move along the bridge to another tower.
- Use the platform to reach the ramp.
- Just follow it up until the top.
- Activate the two switches on the wall.
- Go down a level and exit the door in the wall.
- The gates will be opening.
- Turn and go into the tower at the center.
- Just head up to the Corridors of Dark Salvation.
- Keep moving up until you reach the Sigillum Sanguis.
- Grab the stone to close the gate.
- Talk to the Count again.
- He'll pledge a soldier to Bruma.
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Skingrad
- This is a bit more complicated.
- Talk to Hal-Liurz and ask about Aid for Bruma.
- She'll fetch the count for you.
- Wait for two hours and he should make it down to the lobby.
- Talk to him and he'll mark the Oblivion gate on your map.
- Travel a bit east of the city.
- Enter the gate.
- Head to the tower in the east.
- Fight your way through to the door and start walking to the top of the tower.
- Enter the Halls of Shame to get there.
- At the top you'll see a switch.
- Activate it to unlock part of the gate.
- Head down a level.
- Head out the door to the Oblivion plane.
- Walk across the thin midair bridge to the other tower.
- Head up a level and unlock the second part of the gate.
- Head back down and out onto the bridge.
- The gate at the bottom should be open now.
- If you have high acrobatics you should be able to survive the jump.
- Otherwise just backtrack through the Halls of Shame and leave.
- Go through the open gate and cross the big bridge to enter the main tower.
- This is the same old Sigil Tower you know.
- Work your way to the Sigillum Sanguis and grab the Sigil Stone.
- Talk to Hal-Liurz again and ask about Aid for Bruma.
- She'll grab the Count again.
- Wait for two hours and he'll be in the lobby.
- Talk to him and ask about Aid for Bruma.
- He'll pledge a guard to the cause.
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Blood of the Daedra
- Once you finish the "Spies" quest Jauffre will tell you to talk to Martin.
- Go inside and talk to him.
- He'll have translated the first chunk of the book.
- You need to get something with the blood of a Daedric God.
- He says that you need to collect an artifact from a Daedra Shrine Quest.
- I have a full section at the bottom for these.
- The game seems to suggest that the Azura quest would be a good one to do.
- You would need to have serious mental issues if you agree.
- The Azura Star is a great item.
- The only bonus is that it is available at level two.
- The thing is that Sheogorath's quest is also available at level two and it gives you a worthless artifact.
- If you are of a higher level than do any of the Daedric Quests and turn in a useless item.
- There are plenty of good candidates.
- I personally turned in Volendrung since I didn't need a heavy blunt weapon.
- Once you have one just give it to him.
- It will be destroyed and he'll go back to translating.
- Around this time Jauffre will have another quest ready.
- It is a good way to kill time and you'll have to do it eventually.
- Otherwise just wait 48 hours for Martin to finish.
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Bruma Gate
- Talk to Jauffre and he'll tell you that the Bruma guards are having to handle a lot of Oblivion gates.
- They want to know how to close a gate.
- Travel to the area outside Bruma's west gate and you'll see the defensive line.
- Get ready and then talk to Burd.
- He'll rally the men and lead a charge to the gate.
- Kill a few Daedra and enter.
- Burd is immortal.
- Just need to close the gate.
- Tip: Save often in case Burd does something stupid, like run into the lava to enter an infinite loop of dying and reviving.
- Tip: If you can keep the two guards alive things will be easier. If you can't help them with spells just use the wait command to heal them once an area is clear.
- Head to the right and fight along the path.
- There isn't much to say.
- Just keep moving and fighting while dodging the defense spires.
- You'll start curving to the left along the way until you eventually make it to the tower.
- Cross the bridge and enter the tower.
- After that it's just another Sigil Tower.
- Head into the Rending Halls.
- Work your way up the ramp into the Fury Spike.
- Work up that ramp and then into the Corridors of Dark Salvation.
- You can pick the lock or kill the Sigil Keeper to steal the key.
- Enter the Sigillum Sanguis and grab the Sigil Stone to close the gate.
- Burd will thank you and say that they'll handle any more gates that pop up before the final battle.
- Head back to Jauffre to report your success.
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Blood of the Divines
- Talk to Martin once 48 have passed since the "Blood of the Daedra" quest.
- He'll tell you that they need the blood of the divine gods, but that they don't have any empowered artifacts.
- The only one that will work is the lost armor of Tiber Septim.
- It should be at the heavily contaminated Sancre Tor.
- There will be a bunch of ghosts for this one. Take your ghost fighting gear.
- Head to Sancre Tor on the map.
- It is to the north of Chorrol. Just follow the arrow and you'll find it.
- Fight through the skeleton guards and enter the ruins.
- There is really just one path for the first part.
- Keep going until you near the entry hall.
- You'll meet and fight an Undead Blade.
- He'll be a really tough skeleton with a nice katana.
- Once he's dead talk to the ghost that appears.
- Rielus explains that he was with three other blades who came to cleanse the area.
- They were all killed by the Underking and imprisoned in the ruins for centuries.
- A magical barrier protects the armor.
- You need to free the other three blades and let them join together to break the curse.
- He'll walk through the entry room once he's done.
- This big circular area connects the other three areas.
- You can do them in whatever order you want.
- I'll start with the prison area.
- Enter the first door to the prison.
- A warden's skeleton guards the door.
- Kill him and take his key.
- Unlock the door and fight the wraiths in the jail area.
- Once you move through both cell blocks you'll reach a large area with an undead blade.
- Kill him and you'll free Valdemar's spirit. He'll walk ahead to the next area on his own.
- Make sure you grab his enchanted shield.
- Walk back to the entry hall.
- Enter the Hall of Judgement now.
- The path to the right is the one you want.
- The left path takes you to The Catacombs, and you'll go there in a minute.
- Follow the path to the right until you find an undead blade.
- Kill him. He uses an enchanted blade so be careful.
- Once he's dead, the ghost of Mishaxhi is released and he'll head to the next area.
- Go up the steps behind him.
- Walk along the little path until you reach an area with a bridge and a few chests.
- Once you're done looting you can drop down and walk toward the exit to The Catacombs.
- If you take this back route to The Catacombs you'll run right into the last undead blade.
- He's tough too so be careful.
- Once he's dead the last ghost will start walking toward the next area.
- Loot his nice sword.
- If you want you can loot the rest of The Catacombs.
- If you don't want to loot anymore you can just backtrack.
- Once you're in the entry hall you can look forward and see the big door down the steps.
- Go through the big door.
- All four ghosts will be waiting for you.
- If not just use the wait command to wait up for the stragglers.
- Once they're all there they'll lean over and break the barrier in a little ceremony.
- Once the barrier is down the ghosts will leave.
- Just head forward and walk up to the little shrine.
- Tiber Septim's armor is lying in the middle of the altar.
- Surprisingly, nothing happens.
- Just walk out of the ruins with your prize.
- Head back to Cloud Ruler Temple and give the armor to Martin.
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Miscarcand
- Let about 24 hours pass from the "Blood of the Divines" quest.
- Martin will then have another part of the book translated.
- You need a Great Welkynd Stone for this one.
- The only one left is at Miscarcand.
- It will be marked on your map between Skingrad and Kvatch.
- Travel to the ruins and fight your way past a few goblins.
- Enter the ruins.
- You are trying to make it to Sel Vanua.
- Take the path to the right and stick to the upper path.
- You will be fighing goblins and leveled undead throughout.
- Tip: The goblins don't get along with the undead. If you are moving along and see them together, back off and wait for them to kill each other. Then jump down to kill the survivors.
- Move along the path. Don't jump off yet.
- Take a left and you'll be on a stone bridge. Your path is blocked by an iron gate though.
- Jump off the bridge and take the path out of the room to the new area.
- You will find a push block in the room.
- Head back up to the bridge. The gate is now up.
- Go through the path into Sel Vanua.
- Enter a large room that is probably holding a battle between the goblins and undead.
- Wait a minute and kill the survivors.
- Go to the back right corner of the room to find a push block that raises the Varla cage.
- Grab the stone if you want it.
- The path out will be blocked.
- Head out the pathway in the south corner.
- Walk through the large room, but heal first.
- It will be another battlefield so it could rough.
- Follow the bridge after that.
- You'll find the stone block at the end of the path.
- Head back and go through the opened gate.
- Follow this new path to Morimath.
- Go through the area. It is a fairly linear path.
- When you come to the split go ahead and stick to the left.
- You will eventually end up in a big room with a Great Welkynd Stone in the center.
- Heal yourself and repair your weapons.
- Grab the stone.
- Grabbing the stone releases two zombie guardians and the King of Miscarcand.
- The zombies are just a bit tougher than the leveled ones that you've been facing all along.
- The King is basically a tough lich.
- For weaker characters or people without magic resistant armor, this could be hard. He does a lot of damage with his magic.
- Tip: You can either take him out quickly or run towards the two zombies. That way his spells will hit them.
- Just use a potion or two and you should be fine.
- The King of Miscarcand opened a new area directly behind the stairs to the north.
- Enter it and step on the pressure plate to open up two new areas with a few enemies.
- Head to the right and loot the Ayleid cask.
- Then back out and walk out to the left.
- Follow the path until you end up in a secret room off of the entrance.
- Step on the pressure pad to open up a wall and end up at the start.
- Exit the ruins and head back to Cloud Ruler Temple.
- Talk to Martin and turn over the stone.
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Defense of Bruma
- The fourth item that you need is a Great Sigil Stone.
- This can only be obtained by letting Mythic Dawn attack Bruma.
- Talk to Martin and he'll ask that you present the plan to the Countess.
- Go to the Castle and propose the plan to her.
- Follow her to the chapel and watch their discussion.
- Tip: This is a good place for a save game, if you hadn't figured that out.
- When you're ready tell her to let the attack commence.
- Follow Martin out of the city and onto the battlefield.
- There will be a big group of soldiers running to the spot too.
- Save now as Martin impersonates Aragorn with his speech.
- Note: The reason I've been telling you to save is because of the atrocious AI. If I had a dollar for every report of Jauffre and Martin fighting to the death, I'd be able to upgrade my PC to play Crysis. If one soldier hits another a few times this can trigger a full civil war that results in Martin dying with you being unable to do a thing about it.
- Once the speech is done you can take your spot on the line.
- If you completed the Allies for Bruma quest you can stand back and take some cool screenshots.
- You will have 9 foreign soldiers, Burd and 2 Bruma guards, Martin, Jauffre, and Baurus.
- They should be able to handle things.
- In fact you'll probably just hit friendlies if you enter the fray.
- The only way to really contribute is to attack isolated groups as they come out of the gates.
- So just do whatever you want for now. Keep an eye on Martin and help him if he's hurt.
- Once the third gate opens you should be ready to run.
- The Great Gate will open.
- Make a mad dash to enter it.
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Great Gate
- You will now have about 12 minutes to close the gate and stop the big siege weapon from destroying Bruma.
- Tip: If you are sick of fighting this is a perfect time to run. The loot is weak and you have a time limit.
- Save and start moving.
- Enter the World Breaker Guard tower to the right.
- Activate the platform and ride it up.
- Go all the way to the top and head out the door onto a bridge.
- Cross the bridge to the next tower.
- Immediately exit the side door on the top floor.
- Cross the bridge to a third tower.
- In this one you need to head down to the 2nd level where the platform usually stops.
- Head out the door on this level.
- Run past the siege engine to a broken bridge.
- If you have decent Acrobatics (I had 64) you should be able to make the jump.
- If you can't, just make it to the broken slab below and go through the cave and up into the tower.
- If you make the jump run past the defense towers and up into the tower in front of you.
- Use the lift and then run up the ramp.
- Go all the way to the top and use the switch to open the gate.
- Run down a level and exit the door.
- It will take you to a long pathway.
- There is a tower at the midway point.
- Run down the path and turn left to enter the tower.
- It is pretty familiar from here on out.
- Just keep moving up the ramps until you reach the Sigillum Sanguis.
- You can kill the Sigil Keeper and steal his key or just pick the lock. It was only average when I played.
- Head up the stairs and grab the Great Sigil Stone to break the gate.
- You'll come out as the siege engine breaks.
- Tip: You can grab a Sigil Stone lying on the ground below it if you need one for enchantments.
- The guards will cheer and depart.
- You'll need to give Martin the stone at Cloud Ruler Temple to advance the quest.
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Paradise
- The battle isn't over.
- You now need to kill Mankar Camoran.
- Talk to Martin and he'll summon the portal to Paradise.
- Prepare like you would for an Oblivion Gate.
- When you're ready, just go through it.
- You'll be greeted by the omnipresent Mankar.
- His voice will fill you in on the basics.
- Just follow the path for now.
- You'll probably have to fight some leveled Daedra along the way.
- You'll also meet some Ascended Immortals.
- These are dead Mythic Dawn supporters who suffer here.
- Talk to them to learn that you must get Bands of the Chosen and leave through the Forbidden Grotto.
- Just follow the white path until you run into a Dremora called Kathutet.
- Listen to his story about his hand in Kvatch and then decide how you'll get the Bands.
- He'll gladly dual for them, but he'll offer a quest as an alternative.
- He's a few levels above you.
- If you haven't had trouble before than just fight him. It's a lot faster.
- Loot the Bands off his body.
- If you've been struggling so far than you'll have to do the quest.
- Note: I'll also wish you luck since the next parts will not get any easier.
- The quest is to go to the Lair of Anaxes and free a trapped friend.
- Just go west toward the water and follow the arrow to the lair.
- There will be some Ascended Immortals who beg you to leave him trapped but there isn't another way.
- Just remove the logs holding the rock in place and he'll break free.
- Just leave. He doesn't want to fight you anyways.
- Walk back to Kathutet to get the Bands.
- Put on the Bands now.
- Note: They will make you 50% weak to fire and you can't remove them for the time being.
- Head past him onto the bridge and enter the Flooded Grotto.
- Sit for a minute and listen to Mankar's speech about the world if you want to know the backstory.
- Then start moving through.
- The Ascended Immortals will leave you alone.
- Fight some Daedra until you make it to a Mythic Dawn member called Eldamil.
- He wants to help you.
- Agree to act like a prisoner.
- When Orthe walks in you just need to wait for Eldamil to explain.
- Enter the cage when he tells you to do so.
- Note: You can just fight Orthe and about two other Dremora to save time, but it won't really help.
- Wait for him to lower you down. He'll raise you up later and lower the gate on the other side.
- He'll also attack Orthe to buy you some time.
- Heis reincarnation will meet you later if he dies.
- Walk down the path and stick to the right.
- Going left will just make you fight Orthe for no reason.
- Kill two Dawn members in the next room and then walk through the door.
- Eldamil will pop up and remove your Bands now.
- Tip: Remember to reequip your old gauntlets.
- Note: Not removing the bands will cause you to die when you exit.
- Go ahead and tell Eldamil that he can help.
- If he dies he'll respawn and meet up with you again.
- Just follow the path until you come to a stronger Daedra named Medrike at the very end.
- He shouldn't be too hard to kill if you have Eldamil's help.
- Follow the tunnel out and exit through the door.
- Go along the path and turn to the left to enter the Temple Area.
- Ruma and Raven Camoran are waiting for you.
- They take you to see Mankar after an awkward greeting (you are the one who killed them after all).
- Prepare for the big fight.
- Follow them into his temple and listen to his speech if you want.
- Save.
- I didn't think he was too tough. Use an enchanted sword and he dies quickly.
- Unfortunately other people don't share this opinion.
- It may be a very difficult fight if you aren't well armed and equipped.
- Just charge in and start damaging Mankar.
- The children will die when he does.
- Loot his body and take the Amulet of Kings.
- Tip: He should also have a nice robe and staff worth looting.
- Note: The two kids have good equipment too, if you can get to them before the world breaks.
- When the temple collapses you come out to a applause in Cloud Ruler Temple.
- Hand Martin the Amulet.
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Light the Dragonfires
- YouTube: Oblivion Walkthrough - Light the Dragonfires Quest (Time: 6:50)
- It's time for the endgame.
- Heal yourself and prepare for one last battle.
- Tell Martin you're ready and head to the Imperial Palace.
- Walk in with Martin.
- If he's not there yet just wait for a bit.
- Head through the main doors and talk to Ocoto to start the next scene.
- He'll recognize Martin as Emperor, but the ceremony is interrupted.
- It seems that there is one last attack.
- Save now to avoid any AI mistakes similar to the "Defense of Bruma" issues.
- Daedra are attacking the city and gates have opened up everywhere.
- You have to fight your way to the temple.
- Some Dremora will run in.
- Help the guards kill them.
- Walk outside with the group.
- Martin can die so try and help.
- Note: There are so many allies that you'll have to be careful not to hurt a friend.
- Your group will contain about 6 palace guards, Martin, Ocoto (immortal), Jauffre, and Baurus.
- A group of 6 Imperial Legion soldiers will run in from the right to help.
- Your best bet is to attack the Dremora or Daedra to the left.
- The two groups will handle everything in front of you.
- Once the area is clear the group will head to the Temple District.
- Just stick close to Martin and go through the door.
- You should not bother fighting here.
- You will be overrun eventually.
- You just need to run a bit to the right and get through the door.
- There is an Oblivion Gate to your left.
- The group should attack it and distract the Daedra.
- Some spare members should attack the gate to the right too.
- You need to round the corner and see that Mehrunes Dagon himself spawned here.
- Once you see him Martin will run right to you.
- He'll tell you that there's been a change of plan, but he still needs to get into the Temple.
- The reason you shouldn't fight is that speed is your friend.
- The Daedra will be tied up with fighting.
- Dagon will also be tied up handling the soldiers attacking him.
- If you wait too long, they are just a bunch of corpse at his feet.
- Quicksave.
- Make a mad dash right past him.
- You can try and stagger him with a power attack but that doesn't really help.
- Run right past him and Martin should follow.
- Duck through the door to the left behind Dagon.
- Nothing will follow you.
- You'll get a message and Martin will load in front of you.
- Follow him to the right.
- He'll talk to you and start the ending cutscene.
- Sit back and enjoy.
- Chancellor Ocoto will talk to you after its done.
- Make sure you talk to him about being the Champion of Cyrodiil.
- If nothing big glitched in the AI, you're done.
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Imperial Dragon Armor
- Ocoto will commission a personal set of Imperial Dragon Armor for you.
- It is the same armor that Martin wore to Bruma.
- It will be ready in the Imperial Legion's Armory in two weeks.
- Just move around and wait for the message telling you its done.
- Follow the arrow to the armor.
- The armory is behind an iron gate to the right of the entrance to the Prison.
- Grab the armor off the table.
- It is alright but outdated at high levels.
- Ebony and Daedra will be better. It is light though.
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Joining the Fighters Guild
- YouTube: Oblivion Walkthrough - Joining the Fighter's Guide (1:18)
- If you want to join the Fighters Guild you will have to find the appropriate leader.
- Simple inquiries at any of the guild halls will result in being told to ask Vilena Donton in Chorrol, Burz gro-Khash at the Cheydinhal branch, or Azzan in the Anvil branch.
- You'll probably want to talk to Burz gro-Khash or Azzan first though, since you will get your first mission from one of them.
- All you have to do is ask and you'll become a member.
- Ask them about "Contract."
- The quests don't necessarily have to be in this order.
- You can usually do Anvil and Cheydinhal quests interchangeably.
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The Desolate Mine
- YouTube: Oblivion Walkthrough - The Desolate Mine (Time: 6:55)
- This was the first one I did so I'll list it first.
- Talk to Burz gro-Khash.
- He'll hand you a steel bow, a warhammer, and a sword.
- Don't worry. They officially weigh nothing so you won't have to worry about inventory issues.
- Follow the compass marker to find The Desolate Mine.
- It's a bit northwest of the city.
- Once you get there you will have to follow the marker to the little side cavern with three fellow members waiting by the fireside.
- Talk to Rienna first. She's the woman in the center.
- She'll take the bow for herself and ask you to dispense the rest to her men.
- In what could be the easiest puzzle ever, you have to guess that the Orc wants a hammer and that the Elf wants the sword.
- Once they have their weapons you can talk to Rienna again to start the mission.
- They'll run down into the mine with you.
- Note: You're a newbie there for assistance. They will follow their own initiative while they're in the mine.
- They will be fine for the most part during the mission.
- The only problems come when the Elf decides to use Chameleon and run off on his own.
- He can get overwhelmed and die.
- Also try to stay ahead of them and set off the log trap as soon as you see it.
- This can quickly kill one of them, since they don't avoid traps.
- Use a quicksave and restart if one of them dies.
- It doesn't take long to clear the mine.
- The loot is usually pretty bad.
- Remember to loot the silver veins to pick up nuggets though.
- Note: I'm serious about trying to keep them alive. Keep an eye on stragglers. As a group they're strong but they can be overwhelmed alone. If they fail you won't get as much money. More Important You will have to listen to rumors for the rest of the game about the mission in The Desolate Mine going bad. It gets annoying fast.
- There isn't too much to say in particular about the mission.
- It should all be low level goblins spread out along the two branches.
- If one person runs down a branch alone, follow them and help.
- Always help the Elf before the Orc. The Orc tends to do better in combat.
- Once both sides are cleared Rienna will be able to talk to you about your success.
- Head back to Burz gro-Khash for your award and your first advancement.
- He'll send you to Azzan for new missions.
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A Rat Problem
- Azzan in Anvil will give you the old cliche mission about a rat problem.
- You should follow the marker on your compass to Arvena Thelas' house.
- She'll usually be upstairs in the bedroom.
- Talk to her and you'll find out that the rats aren't the problem.
- She raises them as pets and something is killing them.
- Head down to the basement and find a mountain lion killing the rats.
- Kill the lion and try not to hit any of the rats.
- Head back up and tell her that it was a mountain lion.
- She'll beg you to go on a hunt with the local adventurer.
- His name is Pinarus Inventius.
- Follow the compass marker to find him.
- He usually wanders around town, sits in his home, or goes to the local inn.
- Once you talk to him he'll gladly agree to help Arvena.
- You need to follow him out of town and up the road a bit.
- Note: He's a bit slow, but it isn't much of a walk.
- Once you get to a little meadow he'll stop.
- Four mountain lions are here in their den.
- He'll charge in to kill them.
- Try and help as much as possible.
- Tip: To fight the mountain lions effectively in such numbers you really need to block a lot. Their attacks are strong enough to almost always stagger you, so you will want to deflect them.
- Tip: Grab a lion pelt and hold unto it. You'll need one in a few quests and they are hard to find.
- Head back to town and tell Arvena Thelas' that you've taken care of the problem.
- She has a different feeling about that though.
- It turns out that there's another lion in the basement.
- Kill it.
- Head back up to talk to her.
- She will tell you that something is up.
- She suspects that Quill-Weave is intentionally drawing them in to kill her rats.
- Go out back and wait for it to be between 9 PM and midnight.
- Watch Quill-Weave leave some food out by the hole in the basement.
- Confront her about it.
- She'll apologize and state that she just wanted to draw the rats out, not the lions in.
- She promises to stop and asks you to not tell Arvena.
- If you tell Arvena you'll get the gold and she'll teach you Speechcraft.
- If you lie you'll still get the gold and you can get some training in Acrobatics from Quill-Weave.
- Tip: They're both basically worthless but you can learn Acrobatics by setting a weight on the E key for ten minutes. Speechcraft training is much harder.
- Head back to Azzan to report your success and get your next mission.
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The Unfortunate Shopkeeper
- YouTube: Oblivion Walkthrough - Fighter's Guild: The Unfortunate Shopkeeper Quest (Time: 5:39)
- This one is ridiculously short and straightforward.
- Talk to Azzan.
- Head towards the port area.
- Once there just follow the compass arrow to the Norbert Lelles shop.
- Talk to him about the break-ins and he'll ask you to stay behind in the shop overnight to kill the thieves.
- Tip If you have a decent fence in the Thieves Guild this is a golden opportunity. You will be alone in the shop before and after the mission. Clean it out along with the potions in the room above.
- Once you're ready wait upstairs.
- You'll get an interrupt when they break in at about 11 PM.
- There will be three men with bandit armor and weapons.
- Tip: You should try and hold your ground at the top of the stairs. This will position you so that only two of the three men can attack you. It will make the fight much easier.
- Once they're dead you can walk out and follow the compass marker to the nearby inn.
- Talk to Norbert to tell him that the problem is taken care of.
- Head back to Azzan for your advancement.
- He'll tell you to go to Vilena Donton for your next mission.
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Unfinished Business
- YouTube: Oblivion Walkthrough - Fighter's Guild: Unfinished Business Quest (Time: 8:55)
- Vilena Donton will either be in the guild hall or at home.
- Talk to her and ask about your duties.
- You'll be sent to Modryn Oreyn next.
- Find out that an Elf called Maglir has defaulted on his contract.
- They want you to go to Skingrad to find out why and eventually complete the contract.
- Travel to Skingrad.
- Find Maglir through the compass marker. He's usually drinking at the West Weald Inn.
- He'll refuse to do it and say that he isn't willing to fight for the little payment.
- Ask him about the job for Fallen Rock Cave to be added to your map.
- It is a bit northwest of Skingrad.
- Note: Some form of ghost can be here at higher levels. You will need a silver weapon or an enchanted weapon to even damage them.
- The cave is linear and pretty non-eventful.
- Fight your way down the path while following the compass marker.
- Make it into a room near the back of the cave which has a big canyon running down the center of the room.
- There will be a little stream at the bottom.
- Save and then jump down into the little river.
- The other way down will be blocked by a rockslide. You have to jump down.
- Any decent warrior should be able to survive it by now though.
- Kill the odd skeleton or mudcrab around and follow the arrow into a special room with a journal.
- Just head out and go to see Modryn Oreyn.
- You can tell him the truth or lie and say Maglir found it.
- Saying that Maglir found it will mean a lost fame point, but you will have a bit easier of a time on some quests down the line.
- Fame barely factors into the game anyway.
- The gold is the same either way.
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Drunk and Disorderly
- YouTube: Oblivion Walkthrough - Fighter's Guild: Drunk and Disorderly Quest (Time: 9:50)
- Speak to Modryn again.
- Find out about the next problem with the Guild.
- They've received a bunch of complaints about rowdy members in Leyawiin.
- Go there and start asking people on the street about it and someone should point you toward the Five Claws Lodge.
- Visit the inn.
- The members are just bored because some new upstart called the Blackwood Company is stealing all of their jobs.
- Find them work somewhere in town.
- Just start asking people and you should get Margarte's name and location.
- Follow the compass marker to find her. She's usually at home.
- Margarte needs alchemic supplies and she doesn't want to use Blackwood.
- Unfortunately, she doesn't trust the Fighters Guild either.
- You will need to give her five ectoplasm samples before she'll hire your friends.
- You may already have these if you've been fighting ghosts.
- If not, travel to different stores and buy them or just kill more ghosts.
- Tip: The chapel near her house has a tomb below it that is full of ghosts. If you pick the lock you can kill some of them and collect their ectoplasm to complete the quest.
- Once you have enough head back and talk to Margarte.
- She'll agree to work exclusively with the Fighters Guild and offers top dollar for ogre teeth and minotaur horns.
- Note: You can also sell these to her to make money.
- All that's left is to go back to the bar and tell the men about their new job.
- Go back to Modryn for the reward and for another advancement in rank.
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Amelion's Debt
- YouTube: Oblivion Walkthrough - Fighter's Guild: Amelion's Debt Quest (Time: 4:57)
- Get this mission by talking to Burz gro-Khash.
- Your job is to retrieve some armor from a tomb to help Amelion repay a debt.
- Talk to Amelion in her village north of Leyawiin to start the mission and get the location of the tomb.
- Swim across the river and walk up to the tomb.
- Note: You can basically buy the armor and sword for 1000 gold. If you have the money on you it is possible to pay her debt. She'll let you keep what you find.
- Note: There is a full set hidden throughout the cave if you want it.
- Note: This is a really nice set of light armor and it also looks pretty cool. It's worth the search.
- Head into the cave and follow the path.
- Face the standard undead enemies for your level.
- You will possibly have to fight a wraith at the end and possibly some other ghosts along the way. Bring a silver sword or an enchanted weapon.
- Head down the linear path until it opens up into a room with three other passages.
- The one right across from you will have a rockslide when you enter it.
- It is also the location of the gloves to the set.
- Look for them on the ground right in front of the rocks.
- Turn and look down the two passages to your left.
- Head down the short one to the right.
- It leads to a coffin.
- Loot the coffin for some decent equipment and then jump behind it.
- The boots to the set will be on the ground.
- Head back to the main room.
- Pull on the giant rock hanging on a rope in the other passageway.
- This will unleash whatever is behind the rock wall to your left.
- Don't open it until you are ready for a fight.
- Walk down the path and keep watching for armor.
- Tip: Search all of the coffins and chests. Most of them have nice rings and money in them that will be worth more than the quest reward.
- Head through a wood door and enter another wide room.
- The shield is behind a crate in the back right area of this room.
- Keep moving down the path to come to the final tomb room.
- There will be one tough guardian monster left.
- It will be about or level or two above whatever you've been fighting.
- It can be a tough wraith or, as it was in my case, a skeleton guardian.
- Use the same tactics you'd use for the easier versions.
- Just use them a bit longer and wear the enemy down.
- Once the fight is over, look to the panel with the skylight shining down on it.
- The cuirass and sword will be sitting here.
- Walk into the back right corner of the room to find the greaves on the floor.
- head through the door in the back of the room.
- You'll now be able to make a quick escape via a hole in the floor.
- Before you do, look behind the chest in the room. The helmet is hidden behind some wisps.
- Once you have the helmet, the set is complete.
- Jump through the hole in the floor and walk to the beginning of the cave.
- Decide what to do based on your situation.
- If you pay her debt than you'll receive a good sword and some nice light armor.
- You can also just give up the sword and chest piece and keep the rest of the stuff to have a semi-good set.
- I usually don't wear light armor, but the set looks very nice and I'm a bit of collector. I went ahead and bought it.
- The choice is yours.
- Once you're done you can head back to the Guild to report your success.
- Azzan in Anvil has your next mission.
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Den of Thieves
- YouTube: Oblivion Walkthrough - Fighter's Guild: Den of Thieves Quest (Time: 7:22)
- Get this quest from Azzan.
- Your mission will be to clear out a cave full of thieves near Anvil.
- Maglir is also being sent with you.
- That's not saying much though since Maglir is worthless in combat.
- He's in god mode though, so at least you don't have to babysit him.
- Ask around town and find out that the thieves recently robbed Newheim.
- Follow your quest marker and talk to him.
- He'll either be in his home or drinking down by the docks.
- They also stole a family heirloom of his. If you can find this tankard he'll reward you.
- Note: Searching for Newheim's tankard is technically a separate quest. I don't know why you wouldn't take care of it now though.
- Newheim will tell you that they're holed up in Hrota cave and he'll even mark it on your map.
- The cave is located to the north of Anvil.
- Just follow your map marker and find the cave.
- After that, there isn't too much else to it.
- Once you enter the cave you'll see that each thief is marked with a green arrow.
- There should be eight of them spread out throughout the cave in little clusters.
- Newheim's Tankard is sitting on a table in the big room in the back.
- If you can't find it just go into your journal and switch quests to have the tankard get its own map marker.
- The combat shouldn't be too tough.
- Just take it slow and work your way through each group.
- None of them are any better than leveed bandits.
- Once you're done just head back to Azzan to report your success.
- If you've already completed "Amelion's Debt", then you will be ready for another quest from Modryn.
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The Master's Son
- YouTube: Oblivion Walkthrough - Fighter's Guild: The Master's Son Quest (Time: 8:39)
- Track Modryn down and find out about the next quest.
- You'll get the basic story that your job is to babysit the Guildmaster's son on an easy mission.
- Find Viranus Donton in the Guildmaster's house.
- Follow the compass marker and talk to him.
- It doesn't matter what you say to him.
- He'll follow Modryn's order regardless.
- The actual contract is to find and rescue Galtus Previa in Nonwyll Caverns.
- Note: Even though you are supposed to protect Viranus, you can actually just let him do his own work. He's immortal at this point in the Fighters Guild series. You don't actually have to protect him.
- Travel to the marked cave and follow the compass marker to the back.
- This is a really simple cave.
- There shouldn't be anything worse than rats or mudcrabs for most of it.
- Two trolls attack at the end though.
- Tip: At this point in the game your block skills might be good enough to duke it out with trolls. If you can block without being staggered often, you should switch strategies.
- Once the trolls are dead, look at Galtus' body to end the quest.
- Head back to Modryn to end the quest.
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More Unfinished Business
- YouTube: Oblivion Walkthrough - Fighter's Guild: More Unfinished Business (Time: 8:04)
- Modryn offers this next quest.
- It turns out that our old friend Maglir is causing trouble again.
- He has a contract with the Mages Guild in Bravil and he didn't even bother to make initial contact.
- Talk to anyone in the town and learn that Maglir is hiding in The Lonely Suitor Lodge.
- Once you find him, learn that he's abandoned the Fighters Guild to join the Blackwood Company.
- If you helped him before, you can tell him that the contract must be fulfilled.
- He'll be nice and tell you that he was supposed to talk to Aryarie.
- If you didn't help him, then you'll have to get her name from Modryn.
- Find her in the Mages Guild building.
- She needs 10 Imp Galls.
- If you don't already have them, she'll suggest that you go to the nearby Robber Glen Cave to collect them.
- I would actually suggest going to the cave anyway.
- It has a lot of good loot in it and imps are pretty easy to kill.
- Tip: Imps are just like mages. Just charge them and attack. They are really weak at close combat.
- Kill ten imps and get their galls to finish the requirements.
- Head back to Aryarie and give her the galls.
- Aryarie hands over a few potions as a reward.
- Head back to Modryn to report Maglir's defection and your success.
- Modryn will reward you with some more gold and an advancement.
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Azani Blackheart
- YouTube: Oblivion Walkthrough - Fighter's Guild: Azani Blackheart Quest (Time: 7:51)
- Meet Modryn in his house after dark.
- Wait until its after 8 PM and then head down to meet him.
- You'll now learn a bit more about the Blackwood Company and the problems of the Fighters Guild.
- Once Modryn is done talking he'll want to start a quest to see what's become of Azani Blackheart.
- Fast travel to Leyawiin and find Modryn again in the Fighters Guild building.
- He'll mark Arpenia on your map and start following.
- The ruins are basically abandoned except for the occasional rat or mudcrab.
- You should head along the main path and just try and explore the ruins as much as possible.
- There's a decent amount of minor loot still left if you check the casks.
- At some point Modryn will walk up to you and suggest that Blackheart must have left under his own power as there isn't any sign of a battle.
- Note: This can become bugged. Use a mixture of wait and reloading saves to try and make Modryn's script kick in.
- Blackheart really liked these ruins though.
- Modryn suggests that you should head up to the closest one.
- Follow Modryn out and then walk the short distance to your new target, Atatar.
- Try to keep Modryn with you. Unlike Maglir, he's actually skilled in combat and ready to fight.
- He also can't be killed so he'll come in handy.
- The ruins are relatively linear.
- Keep an eye out for traps and keep moving forward.
- Any attempt to give directions would just be confusing.
- The map will be your best friend for this mission.
- Bandit forces will be scattered throughout the first level.
- Once you get to the second level you'll have to face the occasional bandit mage.
- The level Atatar Haelia Anga is the only one that will require some thought.
- Activate a switch to the right of the gate if you want to get through.
- This will take you to the final gate and Atatar Loria.
- Azani Blackheart sits in this small throne room.
- He isn't too tough on his own and Modryn should actually help a good bit with him.
- Once he's dead search his body and loot the ring.
- Give it to Modryn to end the quest and prove that Blackwood made a corrupt deal.
- Note: Search the throne room and open the door in the back right corner. Blackheart's bedroom has a lot of good loot in it that's basically free for the taking.
- Do a few normal quests for Azzan or Burz gro-Khash while Modryn works.
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The Wandering Scholar
- Talk to Azzan in Anvil for this next mission.
- It's a standard escort mission.
- Head to Brittlerock Cave and protect Elante of Alinor while she searches for a Daedric shrine.
- The cave is located a good ways northeast of Anvil.
- Note: She can die in this mission. You can still complete it if she dies, but you won't receive any money for it.
- The only good thing is that Elante is generally smart enough to stay away from the monsters on her own.
- Run ahead a bit and Elante will stop.
- She will wait at that location until you come back.
- Take advantage of this and clear the cave.
- Most of the times she will wander down at least one dead end path and turn around.
- Just keep with her until you make it to a shrine room.
- Here she'll take only a passing interest in it and make you think that you'll have to venture deeper.
- She'll change her mind though and decide to study this one.
- Your bonus is book that raises your Blade skill.
- You can now safely head out and report back to Azzan.
- There is another level below this one if you want to fight some more Daedra and get more loot.
- It's your choice though.
- Azzan will congratulate you and point you to Burz gro-Khash for your next mission.
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The Fugitives
- YouTube: Oblivion Walkthrough - Fighter's Guild: The Fugitives Quest (Time: 8:24)
- Talk to Burz gro-Khash to get this one.
- You will just have to kill four people for this quest.
- They are fugitives who've recently escaped from Bravil prison.
- Burz doesn't have their location though.
- Travel to Bravil and find a friend.
- Anyone with a disposition above 60 will tell you that they're hiding in Bloodmayne Cave.
- Find it a bit northwest of Bravil.
- Once you enter you'll find it a bit different from most caves.
- Each fugitive will be marked with a green arrow.
- You should be able to face them all separately or at most two at a time.
- Head through the cave and enter the second room.
- You'll see that its filling with poison gas.
- Pull one of the three rocks on a rope to open the secret passage.
- Just keep heading through the relatively linear cave and hunt them all down.
- The only confusing spot is that one Argonian archer is in a second story room.
- Follow the arrows and fill all four to complete the quest.
- None of them should be tougher than facing an arena opponent or bandit.
- Head back to Burz gro-Khash when you're done.
- If you've completed Azzan's quest, you will receive an advancement.
- Modryn needs to talk to you.
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Trolls of Forsaken Mine
- YouTube: Oblivion Walkthrough - Fighter's Guild: Trolls of Forsaken Mine Quest (Time: 7:42)
- It's time for a depressing mission now.
- Talk to Modryn to learn about a crisis.
- It turns out that Viranus' mission in Forsaken Mine has gone bad.
- He needs you to go in and rescue him if you can.
- Forsaken Mine is a bit south of Leyawiin.
- Walk around the town to get to it.
- Once you head in your heart should sink.
- There's nothing but dead guild members around for the first room or two.
- You should spot a fallen Blackwood Company member as well. Suspicious?
- Tip: Blackwood Company Armor is better than Legion or Blade armor. If you use heavy armor than you should swap out your set.
- There isn't much else to this quest.
- Follow the compass arrow to the back of the cavern.
- The routes are a little odd but they all eventually lead to the same place.
- Fight some trolls once you get past the first area.
- Use your standard tactics here. As I mentioned earlier, you may be able to effectively block their attacks by now.
- You shouldn't ever come across more than two trolls at once.
- Tip: If you do get hurt badly, feel free to rest once the area is clear of enemies. Using the wait command to rest for an hour will leave you completely rejuvenated.
- You'll finally find Viranus' body.
- Walk around it for a minute if you don't get a confirmation in the quest log.
- Search his body to find the Bloody Journal.
- Read it if you want to know the backstory to the failure.
- Once you've got your evidence you can leave and report back to Modryn.
- He'll inform you that this isn't going to be good for either of you.
- Head to Azzan for your next mission.
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The Stone of St. Alessia
- Azzan will inform you that Modryn has been expelled from the Guild for his failure.
- You have also received a demotion. It doesn't really matter though.
- Azzan will have a new mission for you in Bruma.
- You will need to retrieve the Stone of St. Alessia from a group of bandits.
- Head to Bruma and talk to Cirroc in the chapel.
- He'll mark the location of the bandit camp on your map.
- It's just a position on the road east of Bruma.
- Walk there and find the lone bandit K'Sharr waiting for you.
- He'll confess to the crime and then state that it doesn't matter.
- A group of Ogres stole the stone and killed the others.
- They've holed up in Sedor with their new treasure.
- If you want you can kill K'Sharr, but it doesn't really do anything.
- Sedor is a straight path east from your current position.
- There will be a few particularly tough Ogres inside.
- I suggest you have your weapons and armor in top condition since the ogres are very rough on your equipment.
- Rely on hit and run tactics to take out these brutes.
- If you follow the compass marker you'll find the stone on the other side of a locked grate.
- The grate is opened through another device.
- You need to make sure that you step on the pressure plate near it to open another grate to the left.
- Head back and follow the new path.
- It will take you up to an overlooking ledge with a button.
- Pushing the button opens the main grate.
- Head through the now open passage to pick up the stone.
- Leave the ruins and head back to Cirroc in the chapel.
- He'll give you some potions for your efforts.
- Travel back to Azzan to receive your reward.
- This should be your last quest from Azzan.
- The other official ones will come from Burz gro-Khash.
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The Noble's Daughter
- YouTube: Oblivion Walkthrough - Fighter's Guild: The Noble's Daughter Quest (Time: 8:05)
- Burz will give you a new mission. It's a bit of a twist on the damsel in distress.
- There is an Orc noble living outside the city.
- It seems that his daughter has been kidnapped by ogres.
- Talk to Lord Rugdumph at his estate north of Cheydinhal.
- Take a minute to laugh at his "peculiar" speech and then head out to rescue Lady Rogbut.
- The ogres just have her captive in the open a bit east from the estate.
- Run over and kill them.
- They shouldn't be as tough as the ones in Sedor.
- I would suggest that you make every effort to not draw all three to you at once.
- Take two at a time to be safe.
- Once the three ogres are dead just walk up to the fine lady and have her follow you back to the estate.
- Walk back to Lord Rugdumph with Lady Rogbut and receive the reward.
- It is Lord Rugdumph's Sword, which surprisingly absorbs speechcraft when it hits an enemy. Feel free to sell it since it's not that great of a sword.
- Report back to Burz to report your success and get your old rank restored.
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Mystery at Harlun's Watch
- YouTube: Oblivion Walkthrough - Fighter's Guild: Mystery at Harlun's Watch Quest (Time: 7:57)
- This is the last official mission for the Guild.
- You will need to find out why people are disappearing from the nearby town, Harlun's Watch.
- Travel there and talk to Drarana Thelis.
- The town is just a short journey east from Cheydinhal.
- She'll mention some mysterious lights down by Swampy Cave.
- Go there when it's a bit dark to see the lights she's talking about.
- The lights are 3 Will-o-the-Wisps.
- Note: These enemies are like powered-up ghosts. You'll need a silver, daedric, or enchanted weapon to even hit them. You will be pulling your hair out if you don't have spells though. They can absorb your health from close range and of course they can become almost completely invisible. I only beat them by running around and hitting them. This managed to keep them from ever casting their drain spell correctly.
- Once they are dead you should pick up their Glow Dust and save it for Azura's quest.
- Head inside the cave to figure out what's actually killing the villagers.
- Note: There is a strange glitch in the game that breaks this quest. If you've already cleared out this cave then the bodies won't spawn properly and the journal will never update. The v1.1 patch fixed this issue.
- Head inside and fight the few trolls that get in your way.
- Follow the quest marker to find a room with a good stack of bodies.
- The villagers were drawn in by the Will-o-the-Wisps and then finished off by the trolls inside.
- You now have to kill every troll inside the cave.
- The trolls will not be marked. You have to find them all yourself.
- Unfortunately, there isn't much to be said for this quest.
- You just have to use the map and make sure you check each area.
- There should be about seven trolls in the front cave and seven more in the back area, "Swampy Cave Dry Rock Run."
- You'll get a message once they're all dead.
- Walk back up to Drarana to report your findings.
- Head back to Burz to submit your report and receive your reward.
- You will receive an advancement to the champion rank.
- This means you actually have the same rank as Burz and Azzan.
- They'll both tell you that they're out of quests, but that Modryn wanted to see you.
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Information Gathering
- YouTube: Oblivion Walkthrough - Fighter's Guild: Information Gathering Quest (Time: 9:08)
- Modryn wants to secretly destroy the Blackwood Company to avenge the fallen Guildmembers.
- They are apparently spreading their operation to Glademist Cave and Modryn thinks that the timing is perfect to capture a high ranking member called Ajum-Kajin.
- Follow your map marker to Glademist Cave. It will be just a bit east of Chorrol along the main road.
- Travel to the cave and head in.
- You will be fighting Blackwood Company guards. They usually fight in pairs.
- Note: For one of the first times in the game you have to be very careful about their archers. Most of them use enchanted bows with enchanted arrows. These really hurt. Be at full health before you try to tackle a pair of archers.
- Tip You will take a lot of damage in this fight. Do not be afraid to rest for an hour via the wait command.
- Again, the cave is linear and leads to the final room.
- Just follow the path and fight through pairs of guards along the way.
- Tip: Loot a lot of their enchanted equipment to fund this operation.
- Once you've cut through about 9 guards you'll find Ajum-Kajin.
- Tip: Loot the cupboard outside his room to get a bunch of expensive potions and scrolls.
- Don't attack Ajum.
- Talk to him and he'll surrender.
- He'll follow you out of the cave.
- Don't worry. He won't try to escape.
- Travel to Chorrol.
- Walk to Modryn's house and talk to him.
- You're not done yet.
- You will have to have a little "talk" with Ajum.
- Talk to him again to have him sit down in the chair.
- You now have a few options.
- Modryn needs to know the size of the Blackwood Company and the identity of their leader.
- If you have a good personality or some charm spells you can raise Ajum's disposition above 90 to get the information.
- That's not much fun though.
- Put away your weapon and hit him with just your fists to carefully beat it out of him.
- When his health is at 50% you should get a message that he looks like he's willing to talk.
- Ask him about their size.
- Learn that they have 100 members.
- Start hitting him again.
- When his health is at about 85% gone, you'll get another message that he's ready to talk.
- Note: It is possible to accidentally kill him, be careful.
- Ask him who their leader is.
- Ask him what the secret of their power is.
- Unfortunately, he'll just commit suicide.
- Note: You can search his body and discover a special Blackwood ring that does 150 fire damage to self. That's how he committed suicide if you were curious.
- Talk to Modryn to receive an Amulet of the Interrogator if you didn't kill the prisoner.
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Infiltration
- YouTube: Oblivion Walkthrough - Fighter's Guild: Infiltration Quest (Time: 7:35)
- It's time for the second stage.
- Talk to Modryn and he'll ask you to join the Blackwood Company to gain more information.
- Head to Leyawiin and enter their guild building during the day.
- Talk to Jeetum-ze to join.
- You can usually find him in the main room or upstairs.
- Once you join he'll ask you to follow him to the training room for instructions.
- Follow Jeetum-ze and listen to his speech.
- It turns out that they have imported a Hist tree from the Blackwood region and use its special sap to give themselves great power.
- Your only option is to drink the sap and remain undercover.
- Go into your inventory to drink it.
- Once you drink the sap you'll leave to protect Water's Edge from some invading goblins.
- You will automatically teleport and fight seven weak goblins outside.
- Once they're dead the other members will tell you to kill the ones in the houses.
- Head inside each of the three houses and kill all four goblins.
- Once you're done you'll pass out and wake in Modryn's house.
- Modryn will inform you that some Fighters Guild members found you passed out in Leyawiin and that they have no idea what happened.
- Tell him about the Hist Sap.
- He'll become worried and ask you to check on Water's Edge for him.
- Travel there and discover Marcel Amelion crying over the body of his dead daughter.
- There are just seven dead sheep and four dead bodies lined up in the stable.
- You'll realize the grim truth and report back to Modryn.
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The Hist
- YouTube: Oblivion Walkthrough - Fighter's Guild: The Hist Quest (Time: 9:02)
- Modryn is outrage by the deaths caused by their insane tactics.
- Its time to raid their Guild and destroy the Hist Tree.
- Travel to Leyawiin and head into their Guild.
- You'll be stopped at the door and called a traitor and a Fighters Guild spy.
- Kill Ja'Fazir and anyone else who happens to be in the main room.
- Use the pillars for cover from the mages if things get rough.
- There shouldn't be more than two others in the main room.
- Search Ja'Fazir's body to get the key to Jeetum-ze's room.
- Go upstairs and enter.
- If Jeetum-ze isn't in then head outside.
- He'll sometimes walk out when you open the door.
- Kill Jeetum-ze and loot his body to get the key to Ri'Zakar's room.
- Go into Ri-Zakar's room upstairs and kill him.
- Loot his body to get the key to the basement.
- Head down to the main room and use the door by the stairs to enter the basement.
- You'll easily see the huge Hist Tree and battle two mages.
- Use the machinery as cover and then divide and conquer at close range.
- The only way to destroy the Hist Tree is to destroy the machines.
- There are two loose pipes on the south side of the room.
- One is on the table and the other is on the floor.
- Pick up both pipes and try to use each Sap Pump.
- The pipes will break the pump.
- The room is now on fire too.
- You'll receive confirmation that the tree is as good as dead.
- Head out to find an enraged Maglir in the main room.
- He'll complain that you ruined his one chance at happiness and attack.
- If you've survived everything so far, he won't be any challenge.
- Finish Maglir off and leave.
- Report back to Modryn to receive a very "unique" helmet.
- He'll ask you to report what's happened to Vilena Donton.
- Find her and talk about the Blackwood Company.
- Go ahead and tell her the truth about Modryn helping you. It really doesn't matter.
- Talk to her about your advancement to have your rank striped away.
- It's only a technicality though since she chooses to retire and appoints you Guildmaster.
- Walk back and appoint Modryn as your second-in-command.
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Guildmaster
- Your duties with the Guild are pretty limited now.
- Modryn will take care of the day-to-day aspects.
- Talk to him once a month to set the Guild's priorities.
- When you first ask about your duties he'll give you the key to the Guildmaster's chest.
- This chest will be filled with gold and items from the contracts your fighters carry out.
- If you tell Modryn to focus on recruitment then there will be a lot of items put in the chest but you won't get much gold.
- You can tell him to focus on getting contracts to get a lot of gold but no items.
- You can also have him balance between the two.
- Your orders always last for a full month.
- If you forget to talk to him he'll just stay the course until you give him different orders.
- You have now completed all the Fighters Guild Quests.
- Congratulations.
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