****************************************************************************** The Elder Scrolls IV: Oblivion Walkthrough/FAQ For the european PC version of the game It may be alright for the US and XBOX 360 version By Exodist ****************************************************************************** THE ELDER SCROLLS IV ---------------------- O B L I V I O N ******************** ****************** ******* ***** ****** ***** ****** ***** ***** ***** ***** * **** **** *** **** **** *** **** *** * **** *** **** ** *** ** *** ** *** ** *** ** *** * ** ** * **************** GAME INFORMATION **************** Title: The Elder Scrolls IV: Oblivion Developer: Bethesda SoftWorks Publisher: 2K games Platform: PC, XBOX 360 Release: Europe, 24th or 31st of March, US, 20th March (I think) Genre: RPG BBFC Rating: 15, Mature (because of a no bra mod, strange huh?) My Score: 95% or 10/10 ******************** DOCUMENT INFORMATION ******************** Document by: Exodist/Ryan Haighton Document size: 261KB Document version: 2.3 Document hosted by: Gamefaqs (Gamefaqs.com), 1UP (1up.com), DLH (dlh.net). Document written: Started 9th April, latest version 27th June Document © copyright 2006 Ryan Haighton, and is NOT to be stealed. Please ask for permission if you want to host this guide on your website. ******** CONTENTS ******** CHAPTER 1 - INTRODUCTION FAST NAVIGATION: CHAPTER 2 - CONTROLS AND SYSTEM REQUIREMENTS CHAPTER 3 - MAIN QUEST WALKTHROUGH By pressing Ctrl+F, you can CHAPTER 4 - FIGHTERS GUILD QUEST WALKTHROUGH quickly search for the CHAPTER 5 - MAGES GUILD QUEST WALKTHROUGH different chapters of this CHAPTER 6 - THEIVES GUILD QUEST WALKTHROUGH guide. For example, to find CHAPTER 7 - DARK BROTHERHOOD QUEST WALKTHROUGH Chapter 12 quick, press CHAPTER 8 - OTHER QUESTS Ctrl+F, the type in CHAPTER CHAPTER 9 - CHARACTER CREATION 13 - VERSION HISTORY in CHAPTER 10 - SECRETS capital letters to find CHAPTER 11 - ITEMS AND WEAPONS LIST that section fast. I have CHAPTER 12 - CHEATS tested this and it does CHAPTER 13 - GAME UPDATES AND PATCHES work, just make sure your CHAPTER 14 - FAQ just below the contents! CHAPTER 15 - VERSION HISTORY CHAPTER 16 - END OF DOCUMENT ************************ CHAPTER 1 - INTRODUCTION ************************ ******* WELCOME ******* Welcome to my Elder Scrolls Oblivion guide! I decided to *try* and make a decent guide, because I love this game so much! Its just so good, i'm glad it was worth the delay wait! I was once reading an magazine about the Elder Scrolls, so I brought Morrowind. I loved it, so I was going to buy the sequel, Oblivion for christmas. But it never came out. But March, it did. And I got it a week before release, I think. Pre-order is cool. Anyways, it's finally here. The BEST RPG on the PC and XBOX 360! Lets all enter the beautiful land of Cyrodiil, and destroy those Oblivion gates! ********* THE GUIDE ********* So what about the guide? Well, it has a full walkthrough for all the story-line quests, it has guild quest walkthroughs, character development, misc. game stuff and a FAQ. Sorry, theres actually no need on HOW TO PLAY for this game. It's abit pointless really. Thats what the manual is for! If you dont have one, check another guide or buy one off the internet! Your not getting one from me! This current version, the guide isn't fully complete though. You will have to wait for future versions until it's complete, if it ever is. ******** THE GOAL ******** My Ultimate goal is to write the very best walkthrough and FAQ for this game. I will have all the quests in it, full story walkthrough, walkthrough for future expansion packs (let's hope they appear) and a full item list. It's going to be a very big guide in the future, hopefully it won't take up too much time. Good luck to me, and I hope I write this damn thing! ** ME ** I'm a 14 year old teenager, I live in the U.K. and Oblivion is my favourite RPG game. I play games most of the time, and write the occasional guide for them. This is my third guide, and my biggest challenge of writing one too. I want to be a games creator when i'm older, so I also do alot of stuff with TES Construction Set (for Oblivion) and Game Maker 6. I have also made my own world for Well of Souls. My net name is a mix really, sometimes it's Exodist, sometimes it's Ramir_Klensbane, Exodist is preffered. My real name is Ryan Haighton. Well, I hope you find this guide useful for you many needs for Oblivion, and hope you have fun! Also, check out my game, This is Oddball, www.freewebs.com/homerpg its the game I made with Game Maker 6. Ignore the note below, I have the Construction Set now! Time to get modding! NOTE: There is very little chance of having a full walkthrough for this game. I will not be able to give you a list of EVERY item and weapon and armour or stuff like that. It's just too hard for me without the construction kit. Anyways, you might not find what you need. Maybe pop me an e-mail, see if I know. But I am NOT a master of this game. I am still learning stuff everyday, so be patient, or go out and do the quest or whatever it is yourself! ******************************************** CHAPTER 2 - CONTROLS AND SYSTEM REQUIREMENTS ******************************************** ******** CONTROLS ******** PC VERSION: Key / Button Function Key / Button Function Q = Auto Move Tab = Menu W = Move forward Caps Lock = Autorun A = Slide left Ctrl = Sneak mode S = Move backward Alt = Block D = Slide right F5 = Quicksave E = Jump F9 = Quickload R = Switch view Spacebar = Activate T = Wait Left Mouse = Attack F = Toggle weapon Right Mouse = Block Z = Grab Middle Mouse = Change view C = Cast magic Mouse Wheel = Zoom in / out XBOX 360 VERSION: Key / Button Function Key / Button Function N/A = Auto Move B = Menu L Thumbstick = Move forward N/A = Autorun L Thumbstick = Slide left Click L Analog = Sneak mode L Thumbstick = Move backward LT = Block L Thumbstick = Slide right N/A = Quicksave Y = Jump N/A = Quickload Click R Analog = Switch view A = Activate Back = Wait RT = Attack X = Toggle weapon LT = Block LB = Grab Click R Analog = Change view RB = Cast magic N/A = Zoom in / out ******************* SYSTEM REQUIREMENTS ******************* MINIMUM SYSTEM REQUIREMENTS: Windows XP 512MB System RAM 2 Ghz Intel Pentium 4 or equivalent processor 128MB Direct3D Compatible video card and DirectX 9.0 compatible driver; 8x DVD-ROM drive; 4.6GB free hard disk space; DirectX9.0c (included with game); DirectX 8.1 compatible sound card; Keyboard, Mouse RECOMMENDED: 3 Ghz Intel Pentium 4 or equivalent Processor 1 GB System RAM ATI X800 series, NVIDIA GeForce 6800 series, or higher video card SUPPORTED VIDEO CARD CHIPSETS: ATI X1900 series; ATI X1800 series; ATI X1600 series; ATI X1300 series; ATI X850 series; ATI X800 series; ATI X700 series; ATI X600 series; ATI Radeon 9800 series; ATI Radeon 9700 series; ATI Radeon X9600 series; ATI Radeon 9500 series; NVIDIA GeForce 7000 series; NVIDIA GeForce 6000 series; NVIDIA GeForce FX series MY SYSTEM Windows XP Home Edition Service Pack 2 AMD Athlon(tm) 64 Processor 2800+ 1.80GHz, 1.50 GB of RAM NVIDIA GeForce 6600 GT This game seems to work fine for me, although the graphic detail isn't full for everything. Still, the graphics are really, really good, and the resolution looks great. If you have a PC with similar settings, it should work. ********************************** CHAPTER 3 - MAIN QUEST WALKTHROUGH ********************************** So then, the main quest walkthrough. At almost ANY point in the game, you can stop this, and go adventuring around dungeons, towns, horse riding and doing the many guild or town quests. Which is good, if your REALLY stuck. The good thing about Oblivion is that the difficulty isn't that hard really. Going through the story-line quest, you won't find an enemy that your so badly stuck at, you just won't play the game again. With the new Combat system, the game is even more realistic, and easier, so it's not some sort of Hack and slash crap. Anyway, lets get on with the guide! NOTE: This guide won't be of the best of quality, I will add more things and more detail for the hard parts soon. IMPERIAL CITY PRISON OK, you will start by creating your character. OK, once you have done that, you will gain control. I prefer to play in first person mode, but by pressing the R key, you can switch to third person. Remember, you don't get a crosshair in third person. Anyways, after admiring the scenery (you do have all the sliders on full, if not buy a better graphics card!) walk over to the door. You will find the prisoner across the room talking to you, but don't listen. Soon, three guards will come and unlock your door, with the emperor behind them. They will walk in, and open up a secret passage behind your bed. The Emperor will talk to you first, saying your from his dreams. He will thus instantly trust you! Yay. Anyway, the guards are part of the Blades, whom you will join later, and may remember them from Morrowind (the organisation). Anyway, follow them through the passage. Stay back abit first, because something is going to happen which may kill you already. The blades are ambushed by Assassins, so once they are all dead, your told that you should stay in this room, and not follow them. Instead, you should take this oppurtunity to escape! Find the guard that died, and take her equipment, and anything else you think might be usefull to you. Eventually, some giant rats and goblins will break through the wall, so kill them. Go through the passage they opened up, and tutorial messages will tell you the basics of the game. Read the messages, and continue through the rooms. Finally, you will get to a large room. Here is a goblin witch, so kill her. She has a dangerous staff which shoots electric every time it's swung. Take it and equip it if you want to, and kill the rest of the enemies. Go through the only passage, and you will find the Emperor and his guards again. This time, you should fight when your ambushed, as the assassins will come for you this time! This is the time you must choose your birth sign, so choose one you like! Keep following the guards, and eventually, you will find a locked gate. AMBUSH!!! You must do your best to protect the emperor, but you will fail. One of the blades is killed, and so is the emperor. But the Emperor gives you his amulet, that big red one. You can't wear it, so don't try. Kill all the assassins, and then talk to the remaining blade. Here, choose your class, specialization and all that crap, then continue on! Finally, save it before the big door leading to outside. You can tell it goes outside, because of the light. Save it, and you get the chance to change your characters class, appearance, and everything else you choose whilst in your prison escape. If you happy with you character, proceed through the door to Cyrodiil! TO WEYNON PRIORY AND KVATCH OK, checking the map your outside the Imperial City. You should enter and find some equipment to buy, and some quests. Once your finished, make sure the story-line quest is your active quest, and you should see a red arrow on your compass. You should follow this arrow which leads to Weynon Priory. You can also check on the big map to see exactly where it is. So when your finished in the Imperial City, start going in that direction. My advice is to run across the fields, as you really need to follow the path. If you do, be careful, you might run into a bandit asking for 100 gold. Just kill him, but it might a tough battle. Keep going, until your at your destination, so enter the building. Your looking for Jauffre, so find him and talk to him. Give him the amulet, and tell him all about what went on. You are told to find Martin, the emperor Septims son, who is a priest in Kvatch. OK, so you must find him now. So head to Kvatch. You will notice the red sky, and the chaos. Kvatch has been attacked! You will soon find a big red gate, which looks like the Oblivion logo, well actually, it is! Talk to the guards nearby. Martin is trapped inside Kvatch, and you must close gate before you can get inside. Now, I reccommend having all your weapons and armour with full condition, because you may be inside for a while. You can trek back out, but it depends on if you can be bothered. And get lots of healing potions/items! When your ready, head on in! OBLIVION Your now inside Oblivion, a red, fiery, dark and evil place. You will notice the main enemy is Scamps. These may take quite a few hits to kill. You will notice a giant bridge in front of you. Near it, should be a live Kvatch guard. Talk to him, he tells you to rescue his friend, who was captured and is in the tower. Tell him to help you, you will need help for this part! He will start following you, so you have extra help for killing monsters. Follow the path to the left from when you enter, going forward across the bridge, leads to a giant locked gate. To the right is a dead end. OK, keep going and killing the enemies you find on the way. I don't remember what they look like, but I think there is green viney plants that let off a green poisnous gas and hurt you. Be careful of these. Once you find the tower, enter. In here are 2 monsters, one should be a scamp, and another should be a guy in deadric armour. It's a shame you can't pick it up! Anyways, kill them and take note of the two mana shrines which will restore your mana for you! OK, now you will have to travel up the tower, through rending halls, blood feast, corridors of salvation, back to blood feast, and to a big locked door. You must go to a door, leading to another tower. Walk across the really thin bridge, and into the next tower. Kill the daedra, and take his key. Talk to the guy if you want to, and search the dead corspes for stuff like gold. Head back to the door, and go through. You should be inside a giant circular room, with two big black and red things leading up on either side. Kill the deadra and scamps first, then go up either one of the steps. Keep going until your up at the top. You should see a stone in the middle. Save your game, get everything you want, then collect the stone. You have now closed the Oblivion gate, well done! The stone you have can now enchant your weapons or armour for special abilities, so use it if you want to. BATTLE FOR KVATCH Phew, you did it! But it's not over yet. Talk to the guards, and they will ask you to swarm the city with them. You will have to do so to get Martin. First repair all your armour and weapons at the camp, before entering. OK, talk to the guards, and say your ready! Enter Kvatch, and kill the enemies, it's easy because of the guards. Once they are all dead, check their bodies, and enter the church. Find Martin, he is in a brown robe. Talk to him, and tell him everything. How nice of him to trust us strait away! Tell him to wait, and talk to the guard. He wants your help, meaning your quite the warrior! So accept, if you want enchanted armour! You don't have to accept though, if you don't want to do more fighting. If not, go onto the next section. Anyways, you will follow im outside. Keep following him, and killing all the enemies along the way for their stuff. Eventually, you will find the gate to the castle is locked, and cannot be opened from outside. It has to be opened from the inside. Your told to go back to the church. Go back, and talk to the guy with the key. He will follow you, so follow him instead so you know where your going. Some other guards will follow you too. OK, keep going and eventually you will reach to the inside of the castle. If the guy with the key dies, just take his stuff and his key. Open the gate to get inside the castle, and the guards from before will flood in, killing the monsters. Now it's time to find the count, and see if he's alright! OK, so follow the guards into a really big and long room with his throne at the end. Kill the monsters, and collect all the items. Now go through the door behind the throne, on the floor above. You will reach the guards room soon. He's unfortunately dead, so take his ring for proof. Go back to the guard leader, show him the ring. He will give you the enchanted armour. OK, head back to Martin, and tell him to follow you. WEYNON PRIORY OK, after making Martin follow you, quick travel to Weynon Priory. A farmer tells you that the place has been attacked! So kill the assassins (they're the same ones from the prison) and look in the praying shrine for Juaffre. Fortunately he's still alive, talk to him and tell him you found Martin! He will tell you to look with him for the amulet. OK, so follow him into the secret room. Damn, they've taken the amulet. OK, Juaffre tells you to take Martin to Cloud Ruler temple, and he's following you. So find Prior Maborels horse, as he's dead. This will be YOUR horse for the time being until you can afford your own, so now fast travel to Cloud Ruler Temple. CLOUD RULER TEMPLE OK, here take Martin, and you will meet some more Blades. Listen to Martins speech, and your now part of the Blades, just like in Morrowind. OK, juaffre tells you of someone that might now how to get the amulet back, so you must head to Barus in the Imperial city. It seems that Buarus is the only blade that survived the emperors assassination. IMPERIAL CITY Use fast travel to go to the Imperial city. Even if your not on your horse, it comes with you, as if you're riding it. A message at the top of the screen should say "Your horse is stabled at the stable outside of the city" or something like that. OK, so head to the bar Buarus is at. Talking to him, he seems abit angry, and tells you nothing but to sit down next to him. So do so. Talk to him again, and he believes someone is watching him. So wait for him to go into the basement, and follow the person thats following Barus. Inside the basement, kill the assassin, then search the body to find a book. Read it to get a Magic Skill up. Now, talk to Barus. It seems you need these 4 books. He tells you to talk to a mage at the university just outside of town. So talk to her. She gives you the second volume of Commentaries of the Mysterium Xarxe. She says you should visist the book shop, the First Edition to find the third and fouth volumes of these books. OK, so head to the market district and find the First Edition. Go inside, and talk to the owner about the book. He says he has it, but some one has special ordered it. Talk about this person, then exit conversation. Immediately the guy will walk in. Wait for him to buy his book, the talk to him. Tell him how they killed the emperor, don't mention about you buying it. He will say he doesn't want anything to do with the cult, and gives you the book. Now, ask him about the 4th book. He will say he was going to meet a cult member for the book. So find Buarus, he should be at the place you first found him, in the bar! Talk to him, he says he knows that part of the sewers well, so follow him in. After walking through the sewers, killing the enemies (they're only goblins, rats and mud crabs, no big deal), you will reach your destination. He says he will go in, don't argue with him. Let him,then walk up the stairs to the left. Go through the door, and save. Unsheath your weapon, and get ready. They will find out Buarus didn't come alone, and you will be attacked by 3 cult members. Possibly, 2 of them will appear infront of you, so try to get them before they transform into their armoured forms. Kill all 3. It doesn't matter if Buarus dies. Try to make him live though. Once all 3 are dead, search all 3 bodies until you get the 4th book. OK, now head back to Tar-Meena at the University. Talk to her, she says you should study the books for a code. It appears, if you wait for 4 days, she gives you the code. If your feeling up to finding it yourself, you must read the first word of every paragraph, the word begginning with the big red letter. Use these to find the code. Anyways, the code is "Green Emperor Way, where tower touches sun." So you must head to Green Emperors way. Once there, look for a princes tomb. It looks like a small dome kind of tomb. Anyways, if your stuck, just wait until it's noon (12PM) and look around the tombs, until you find a red map on the wall. Then pressing the space bar will mark the location on your map. You have found the Mythic Dawn Shrine. Well done! MYTHIC DAWN SHRINE Once you have fast traveled to Cheydinhal, use your horse/feet to travel to the lake at which the cave is. Once there, you should look for a cave. As soon as you find it, go in. Save your game. OK, walk in and don't attack the guy. He thinks your good, so don't do anything. Once your past him, the other guy will ask you something. There are 2 ways of doing this part, killing everyone, or sneaking through. Anyways, the guy asks drop to take all your armour, weapons, items and gold, meaning you cannot get them back. If you still want to sneak through, drop your items in the corner of the first room, and then continue. Make sure you don't have too much gold though, you can't drop that. Anyways, if you don't drop your stuff, he will attack you. Kill him and the door guard if you want to. And remember, you can't take that cool looking armour that appears on them! Into the next room, head forwards, and left. You won't be able to go through this gate, remember this. Anyways, kill the mythic dawn guy, and go back to the entrance, then go right. Through this passage, you will find a door to the left, but don't go through yet. If your good at the annoying lock-picking mini-game, then keep going. At the end, is a locked gate, hard level. Pick the lock, and go through, down into the dead end. This dead end has quite a couple of items in it, so take want you want, then pick the average lock on the chest. You can get 200 gold (around that anyways) and some scrolls I think. Head back up through this door we found, now on the right if you went down to the dead end room. You SHOULD have the key for it, so go through. In here, is where everything is going on. Walk through, and notice the gate. It's not closed. Yet. Anyways, if your sneaking, wait for all the people to go after the sacrifice, and you will realise that the main guy, the master, has the amulet, and has fled to Paradise. You can't get the amulet, but what about their book, their bible? So quickly, nab that, killing the mythic dawn people if your that kind. As soon as you have the book, it doesn't matter if you sneaked your way through. Everyone in this cave wants you dead. Anyways, if the sacrifice isn't dead, activate him, and watch his efforts of escape. Oh dead, that giant statue fell on him. He should have some gold on him, so take it. OK, from where you got the book, you should be facing back where you came in. So go there, and the gate should be shut. If not, lucky you, go through and escape. Although I am almost certain it's always closed. So instead, turn around, and go left. Go down the stairs, but not the stairs to the right. Instead, carry on and you will find a door to the left. Go through. Here, you might want to run past the 20 odd mythic dawn guys. Anyways, keep going until you appear at a big room, with people either side of a statue, I think. Here, if your running, go left, jump up the rock, onto the top floor. If you nearly killed any mythic dawn people, you should see them running in this direction. Follow them. You will come to the next part, you have a choice. Go left, or right. Don't go left, it leads to that gate we found earlier, and its locked. Go right, and keep going until you in the next part of the cave. Pilfer the room, then press the handle you should see on the wall. Down the passage way, you should see the rock move away, go through and you will find yourself back at the first room! Go through the door to outside. Phew, you made it through this what I think is actually quite hard! Well done! CLOUD RULER TEMPLE Arriving back at Cloud ruler temple, you must find and talk to Martin. Give him the book, and he says he will read it, and try and figure out what the book means. Talk to Jauffre, and he tells you all about how spies are all around Bruma. You must find these spies, see what they're planning, and kill them. OK, so you must talk to the leader guard of Bruma. BRUMA OK, find the leader guard, he's wandering around the castle. Talk to him, and he will tell you that there's been no activity apart from one person. Head over to their house, and you will realise that it's locked. Pick the lock, and enter. There will be 2 people that will attack you, they are spies. Kill them (they are just mythic dawn people) and search their bodies. On one of them is a basement key, take it and look for the trapdoor. It's slightly hidden underneath the carpet near the bed. Unlock it and go through. Once in the basement, you will see a table with a book and a scroll on it. Read the scroll, this reveals the cults plans. Take it, and head back to Cloud Ruler Temple. CLOUD RULER TEMPLE Give Jauffre the scroll, he will congratulate you, and tell you to talk to Martin. Do so. He gives you a long and complicated lecture on this paradise buisness. He will tell you, that you need some items. The first on the list is some deadra lords blood. You will only need an deadric item though. So where can we get one? Well, reading one of his books on the table, there is a particular shrine, Azuras shrine. In the walkthrough we will go here, as it isn't far from here. Get the place marked on your map, and get going! NOTE: Remember, your a blade. If your low on decent armour (if you have Iron) then I suggest going into the east wing (if its not that, its West wing). Here, go downstairs, to get your very OWN set of Blades armour, and a katana/dai katana! It's all free, and it's not stealing. You will now also look really cool until you get better armour. So then, your almost finished with the game's main story line. It's not as long as Morrowind, that took forever. It's not as hard either. Don't give up now, your just a couple of hours from the finish! AZURAS SHRINE OK, to get there fast, fast travel to the mythic dawn lake cave, then go by horse (you DO have one by now, right). Once there, you will need glow dust to offer to Azura. See those Will-o-the-wisps hanging around? Kill one to get glow dust. Be careful, when I tried to kill one, it was constant reloading. They take the piss if they keep healing themself. You must use a magic, daedric OR sliver weapon to hurt them. You most probably won't have deadric (unless you use a bound spell) so Silver is your best bet. After killing one, take the glow dust, I believe that also, their remains start moving in a direction, really fast, so start pressing space fast, but hopefully that won't happen. Wait until dawn or dusk, and offer Azura the glow dust. She tells you to kill 5 vampires, that slain a evil vampire, but caught the disease. Theres one thing you want to check. If you have a cure disease potion, head over to the Gutted mine. If not, get one. Inside the gutted mine, head down, and be careful of the spike ball trap. If you do get the disease, don't heal it until you kill all 5 vampires. The first vampire is a warrior, only equipped with a sword and shield. Use your magical/silver/deadric weapons to kill her. The second one is easy, then the third one is abit more trickier. She has a giant warhammer, with a six or so power rating. It's weak, but everytime your hit, it makes your strength go down. Thats the problem. After killing her, pull the rope with the rock on the end, to open a secret passage. Enter, and fight the fourth vampire. He's just like the first, but he has a dagger. After killing him, kill the last one. He's a mage, and usually summons monsters to kill you. He's very easy to kill though, so get on with it. Pick up the note from the fourth vampire. Once you have done that, talk to Azura at any time, and get Azuras Star. Be warned, it's a very good soul gem thingy, so if you don't want to waste it, find another shrine. Take this Star back to Martin. CLOUD RULER TEMPLE Fast travel here, and talk to Martin. He gives his thanks to you finding an artifact, and makes sure you definately want to part with it. Select yes if your sure, and then after exiting conversation, Jauffre will talk to you immediately. He says that you must close the Oblivion gate infront of Bruma. Do so, so head to the gate. NOTE: This quest is optional. You don't have to do it, but I suggest you do. It's easy, and you can get some good items from the enemies there. OBLIVION Head over to the arrow, it's just abit south of the town stable. Head over there and talk to the captain of the guard. He will ask you when your ready to invade Oblivion. When your ready, you and the guards will enter Oblivion. Your back, and it looks similar. Anyways, continue forwards, following the same path. Along the way you will be attacked by Clanfear, flame atronach and of course, Scamps. Killing these is no problem with the Bruma guards to help you. From time to time you will have to kill people, but they are easy like the monsters. Keep going, eventually you will get to the tower. I think the guy infront of the tower has a really, really good sword with a 12 attack rating. And it's enchanted. Enter the tower when your ready. This tower is abit like the last one, you just have to keep going up. Following the path, head up the tower, being careful of the traps. When you find a locked door, kill the guy near it for the key. Once you get to the sigil stone room, go for it! Climb all the way to the top, and grab it. Your transported back, and you will see the gate crumble. Well done, thats the second gate you have closed! Now head back to Martin. CLOUD RULER TEMPLE Back at Cloud Ruler temple, talk to Martin. He says the second ingrediant must by the blood of a divine. So he tells you to talk to Jauffre. Do so, and he tells you to go to Tiber Septims shrine, to find his armour. He also tells you to talk to the count or countess of every city, to get troops for Bruma. He also wants you to talk to the Elder Council. Go and do that before venturing to Tiber Septims shrine. Although it IS optional, I reccommend it highly. TIBER SEPTIMS SHRINE OK, once your at your destination, you will find it's a big fortress ruin. Use the compass arrow to find the part you need, and you will find the door. Use the key you got to enter. Now your in the shrine, you must find the armour. Before entering though, I suggest you get alot of magical/enchanted, silver or daedric weapons. This place is full of Ghosts. Eventually after looking through the shrine, you will find a dead blades skeleton. Kill him, and his ghost will appear. It seems that there is a enchanment blocking way to Tiber Septims tomb, and you must get rid of it. To do this, kill all four of the blades, and their ghosts will work together to get rid of this enchanment. OK, sounds easy enough. But it can get very nasty indeed. OK, follow his ghost. You will find yourself in a big circular room, with about two or three doors leading from it. One of them leads to the shrine room, don't go in yet. You can't progress any more after that. OK, you must use the compass to find the other three blades, and kill them. Some are easy some are hard. Make sure you kill ALL the ghosts that see you. You don't want a ghost attacking you when your fighting a blade. In the prison, you will have to kill the guard too, to get his key. Anyways, once you have killed all the blades, head to the shrine. Here, the enchanment will dissappear, so head to the shrine. There it is, the armour. Pick it up, and leave this place. Head back to Cloud Ruler temple. CLOUD RULER TEMPLE Find Martin and talk to him. Give him the armour, he thanks you and calls you a true hero. But we still have more work to do. He then tells you that you need a great stone, from a old city. It's all in ruins though. First though, you will notice there is a table pushed next to him, with books on. One of them I think puts your Conjuration up, the other puts your block up. OK, it's time to head to this ruin! MISCARCAND Now, it's either me or this part is actually quite hard. I had one hard time at the end of this crap. Anyways, as you enter, head down the stairs. At the bottom, their is a choice of where you go, left or right. One is a dead end. Anyways, you will have to work your way through a difficult dungeon, with lots of Zombies, skeletons and goblins. Ammusingly though, some fight each other. Anyways, you will have to find a panel you will need to push to open some doors. In the next area, you will have to work your way through alot of zombies and skeletons. In the big starting room, there's a stone in the middle. Take it, it's worth 1000 gold! Once your through here, your in the last part. Walk to the middle of the platform, and claim your prize. The stone. Now, if your too weak and can't beat the ghost king or his zombies, here's a tactic. Quickly run into the room he came out. There should be a raised panel, stand on it. A secret door to the left will open, run through, and unlock the door (hard difficulty, I did it with only 1 pick). Then, follow this path. It will take you back to the start. Simply push the switch, walk through the passage and your at the blood on the floor! Walk forwards, and exit. You just stole a stone, without killing it's guardian. If you did kill it, I reccomend this exit anyways, it's faster then treking back. Well done, I thought that was quite hard! CLOUD RULER TEMPLE You will over hear Jauffre and Martin Septim as he is now called talking about something. Once they have finished, talk to Martin Septim. He will congratulate you for getting the stone, and will tell you of his plan. Notice how he's in armour anyways? He plans to let the big gate to Oblivion open in front of Bruma, so the seige catapult (you might of seen before in a cut-scene near the start of the game) can come. This is how we get the sigil stone for the fourth, and last ingrediant for opening an portal to Paradise. It's a risky plan. You will have to talk to the Countess of Bruma to start. First though, if you still haven't completed Allies for Bruma, do so immediately. You don't have to, but it makes the next quest a hell of alot easier. It invloves you going to all the cities, and the elder council for troops. But first you have to close the Oblivion gate outside their city first before sending troops. It's good for your combat/magic skills, and you can get many more sigil stones. You have already closed the gate at Kvatch, so you just need to talk to the captain there. After doing that, if you want too, talk to the countess of Bruma. OBLIVION OK, head to the countess. Tell her the battle plan, she will agree to talk with Martin. Go to the chapel, and talk to the countess. If you completed Allies for Bruma, this next part will be easier. Tell the countess your ready when your ready, and go to the Oblivion gate. When Martin arrives, he will give his speech. Then, the first few monsters will come through the gate. ATTACK!!! A big battle follows. All the guards, and martin will fight the monsters. Your here to help. Do so, killing anything that comes out the gate. This is actually quite impressive compared to Morrowind. The second gate, then finally the third gate will open. The more allies you have, the more easier this will be. Finally, the gigantic oblivion gate will open. It's huge isn't it. Run through. Here, you will see the big siege machine. Damn it's big. Be careful, it fires fireballs at you. Quickly run to the right, and through the door into the tower. Use the body masher to the stairs, and keep going up until you find the door to the outside. Go through, and cross the bridge into the next tower, then into the next tower. You will realise that all 4 of the small towers connect to each other like a square. At the siege machine side, go into the left tower (as if your looking towards the big tower with the yellow thing in the middle). Go down, and exit. You will appear on a big bridge. Run to the end, and jump. You should make it, I did. Then, you will run into a dead end. Turning around, jump on the bridge. Go into the tower to the right, and go to the very top. Use the switch, or lever or whatever to open the big gate, and go back down to the bridge. Directly across the tower entrance is the gate, it should open. Go into the middle of the bridge, and go left into the big tower. Save your game. You should have about 12 minutes left by now. You better hurry it up. Run to the other side of the room, and into the next part. Start climbing the slope to the left, and be careful, there's dangerous traps on it. At the top, go through the doors to the left or right, it doesn't matter which, or though I chose the one to the left. Once at the top of this slope, go through the door which leads back to the big room in the middle of the tower. Run up the slope, and pick the lock (medium, or 3 tumblers what ever its called). Enter the room, save again. You should have about 9 minutes or so left. OK, just run for it. Like I did for the whole of this section. Run to the top, and grab the Great Sigil stone. Well done, save it. OK, when your teleported back to the oblivion gate, run backwards FAST! Un-equip your weapon, so you run faster. If you don't, the siege machine is going to crush you. It did for me once. Talk to Martin, and give him the stone. Your ready to go to Paradise. Once your in, you can't come back out until you have finished the quest, so make sure all you armour and equipment are in peak condition, buy everything you need and meet him at the Great hall. CLOUD RULER TEMPLE Once you are sure your ready, with all your weapons and armour in peak condition, and some extra weapons in case one breaks, talk to Martin. Tell him to open the gate, he will do so. Enter, Paradise. PARADISE Whoa, it looks nice. But looks can be decieving, as they are for Paradise. You will notice the road infront of you, follow it killing all the enemies along the way. Mankar Camoran will taunt you along the way. You should find an garden, with a path leading up an hill, near a bridge. Go up and talk to the immortalls. They say it's a nightmare, being killed every day by the same creatures. They want to leave this place. Anyways, follow the road again, and you will be stopped by a guy. He will let you either fight him, or you do a deed for him to gain entrance to the forbidden Grotto. I suggest fighting him, he's not very tough. If your not the fighting type, do the deed. You must free Xivilai Anaxes for him. Go North to a dead end, but it turns out it's not. The entrance is near the shore on a rocky slope, so use your compass as a guide. Once inside, the immortalls will beg you not to free him, but do so. You have accepted the deed, so you must. Activate the two logs, and he's free. Talk to the guy again and he will give you the Bands of the Chosen. Equip these, you need them to enter the Forbidden Grotto. Enter the flooded Grotto, and go right. Keep going until you get to the Forbidden Grotto entrance. OK, a guy called Eldamil will talk to you. He says he wants to help you, as he wants to kill Master. Accept his help, he's immortal. It also seems he can remove the bands from you, as you can't exit the Grotto wearing them. Play along with him, getting into the cage when the warden comes. He will lower you, but you won't go into the lava. When your back at the top, turn around and leave. When you get the choice of going left or right, go right and Eldamil will find you. Now work your way out of the Forbidden Grotto. Once out, follow the path again to the right. Eventually, you will come across the place where Mankar Camorans children are. Follow them into the throne room. Save your game, and be ready for a hard battle. Talk to Mankar Camoran, and then the battle begins. Killing his children is pointless, they come back alive immediately. Instead, focus on Mankar. He's abit tricky to kill, as when his health is low, he will heal himself. Also, I think he has an ability which instantly breaks your weapon. Keep attacking him, and try to corner him, as he likes to move alot, to avoid your attacks. Eventually, he will die. Immediately save your game, and search his body for the amulet. Once you have it, check his childrens bodies for anything good for selling or keeping. Paradise will dissolve, and your teleported back to Cloud Ruler Temple. Talk to Martin, he puts the Amulet of Kings on. Your almost finished. Head to the Imperial City. THE IMPERIAL CITY Talk to Ocato, and he will then talk to Martin. Suddenly, one of the imperial guards will run in, and tell Ocato that the city is under attack! Damn, you have to light those Dragon Fires, and bloody fast. Run with Martin outside. If your too weak to kill the monsters, just run into the next area. Once your outside, go left, and keep going. When you reach the next door, go through. You will see the temple in front of you, and then Dagon will appear. F***ing hell. He's one big beast. Talk to Martin, and he will say this is the end. But then you talking about the amulet encourages him, so you must get him inside. Power Attack Dagon to make him stagger, and not attack you. You can't kill him though, he's invincible. Head into the temple, and talk to Martin. Simply watch, and thats it. You have done it. You have saved Cryodiil, and stopped Dagon. Ocato will talk to you, and he will tell you that a suit of Imperial Dragon armour is being made for you! You should see the Imperial City section for more details of this quest. Congratulations, you have finished the main story for Oblivion, go out and do the rest of the quests, and make your own if your good enough! ******************************************** CHAPTER 4 - FIGHTERS GUILD QUEST WALKTHROUGH ******************************************** So then, the Fighters Guild. You must be a warrior, or at least a Combat specialist. If not, your just doing these quests because you have done the other guilds quests? Anyways, these quests are all about combat, and stuff like that. It's not easy being a Fighters guild guy, and you may die on some contracts. So i'm here to help you! JOIN THE FIGHTERS GUILD This quest is easy, as it's actually you joining the fighters guild (duh). You will be told that the fighters guild are looking for new members. So go to either Vilena Donton in Chorrol, Azzan in Anvil, or Burz gro-Khash in Cheydinhal. These people can all be located within the fighters guild building in the different towns. Once talking to them, you must not have a criminal record, or anything like that. If not, you will be accepted into the Fighters guild, well done! You must now talk to Azzan in Anvil or Burz gro-Khash in Cheydinhal to receive contracts (contracts meaning quests). EXPELLED FROM THE FIGHTERS GUILD Of course, you can also get expelled from the fighters guild, if you commit a crime against your borthers, like killing one of them because you don't like them. In case you ARE expelled, you have a chance to get back in. Once your expelled, you must go and see Vilena Donton in Chorrol. To get accepted back into the fighters guild, you must collect twenty bear pelts, and return back to Vilena Donton in Chorrol. Doing so, you will be accepted back into the guild. If you just don't learn, and commit another crime, you will be expelled AGAIN. Go talk to Vilena Donton in Chorrol again. She offers you a chance to redeem yourself, so if you want to get back in the fighters guild, do so. You must now collect twenty minotaur horns. Talk to Vilena Donton to be reinstated into the fighters guild. If you do commit ANOTHER crime, you won't be allowed back into the guild. Once you commit that last crime, thats it. Your out, forever. A RAT PROBLEM Azzan in the Anvil Fighters guild will give you this contract. Take it, it's easy, and it has rats in it. Or does it!? Anyways, you must talk to Arvena Thelas and speak to her about the problem with rats in her basement. Follow the arrow on your compass, until you find her house. Enter, and talk to her. She will tell you that the rats aren't the problem exactly, because she loves them. It's the fact she keeps finding them dead down there thats worrying her. She wants you to go look down there. Go down into the basement. Whoa, whats that thing!? It's actually a hungry mountain lion, killing then eating the rats. Don't worry about the rats, they won't attack you! Searching the basement, you will find a hole they have been coming through. Go talk to Arvena and tell her what has happened. She is glad to know whats killing her poor rats, but she herself doesn't feel safe anymore. She wants you to talk with Pinarus Inventius about hunting the mountain lions down in this area. So find him, and talk to him about it. He will agree, so follow him outside. You will find a whole bunch of the hungry mountain lions, so kill them all. After that, go back and talk to Arvena. She says she doesn't believe you because there is a mountain lion in her basement right now. Go down and kill it. Remember that if all the rats die, you will fail your contract. You don't want to fail it, do you? Anyways, go back and talk to Arvena. She suggests her neighbor, Quill-Weave might be responsible. It seems she has been sneaking around the house at night. Go outside the house, and wait until its night time. Use the arrow on your compass to find where Quill-Weave is. Press ctrl to go into sneak, and follow her, and make sure she doesn't see you. She will eventually go behind Arvenas house and leave some meat outside, attracting the mountain lions. Take it if you want, it doesn't matter. Go talk to Quill-Weave about what she's doing. There's 2 different ways to doing this quest up to now. Assuming all the rats haven't died, you can get 2 different rewards. Talk to Quill-Weave, she will tell you she was using the meat to attract mountain lions. She begs of you not to tell Arvena. Either way, go talk to Arvena. Arvena will always give you your reward of gold, for finding out what happened. If you tell her about Quill-Weave, Arvena will teach you something about Speechcraft (it goes up by one). If you don't tell her about Quill-Weave, you can talk to Quill-Weave to learn something about Acrobatics, for free, it goes up by one like last time. Well done, what you might of thought was just killing rats turns out to be a bigger quest. And without you killing rats! Well done. Ask for an advancement, you will now be an Apprentice! THE UNFORTUNATE SHOPKEEPER Talk to Azzan in Anvil to start this quest. You must go to Norbert Lelles store, Lelles' Quality Merchandies. Go over to the store, its at the docks just outside of Anvil. Enter the shop at roughly a time before it starts to get dark, about 5pm or about that. Talk to Norbert, who will tell you he is having break-ins at his store almost nightly. He wants you to stay over night, and catch the crooks in the act. So wait, until its about night time, staying in the shop. Sooner or later, the crooks will enter, being surprised your there. They will immediately attack you. If your not a very good fighter at this point, I suggest running out side. When I did, quite alot of the people and guards came to help me kill the crooks. It made the quest alot easier. Either way, once you have killed them, find Norbert again. Talk to him to finish the quest. You will get gold from him. Well done! THE DESOLATE MINE It seems that Azzan in Anvil has no more quests for you. You must go to Cheydinhal to get some more. Head other there, and talk to Burz gro-Khash, for a new quest. He will tell you to deliver weapons to the Fighters Guild members in the Desolate mine, northwest of Cheydinhal. Once you have found your way to the mine, using the big map and the compass arrow, you must talk to Rienna in the mine. The desolate mine has been infested with goblins, and you should help them to clear out the goblins after giving them all their weapons. Give Rienna the bow, the orc the hammer and the last guy the sword. Talk about weapon shipment again, to get them to go down the mine, finding the goblins that are hiding around. Now you must go on with them, killing all the goblins in the mine. It's not very hard, just follow them, and kill all the goblins you see. There isn't very many either. Once you have killed them all, you should talk to Rienna. She thanks you, and tells you to talk to Burz gro-Khash, to collect your reward. Return to him, tell him you have completed the contract. He will give you some money as your reward. Well done! UNFINISHED BUSINESS Ask Burz gro-Khash for an advancement, if your following the guide, quest by quest. You should get it now, and your next task is at Chorrol. Go to Chorrol, and talk to Vilena Donton, in the fighters guild. Talk to her about duties, instead of contracts. She will tell you that the guild is a brothergood, and there are certain actions that will NOT be tolerated. You must talk to Modryn, who is most probably down stairs. Talking to him, you must finish the contract Maglir defaulted (failed to complete the contract). You must travel to Skingrad, to find Maglir. Travel there, and go to the West Weald Inn, and find maglir, he's some midget I think. He looks abit stupid as well. Anyways, talk to him. He says he isn't getting paid enough to find Brnus Astis' Journal, and he has a family to think about as well. Anyways, he gives YOU the contract, so you must finish it! Go over to Fallen Rock Cave, its not far from Skingrad. Once there, you might want a torch, its quite dark. So then, from the start you will want to go to the end of this passage, where there's fallen rocks. Go right, and at the end of here, go North. Here, go right, into a bigger room. There is a gap to the east, fall down, but be careful. Kill the enemies, and go North. You will find Brenus Astis' Journal, and a chest. Once you have the journal, you can either explore the rest of this cave, or get out immediately. Once out of the cave, you have a choice. You can either give the journal yourself to Modryn, or give it to Maglir. It doesn't matter what you do, you will get your reward either way. I prefer giving it to Maglir. Anyways, after doing what you will, well done! DRUNK AND DISORDERLY Talk to Modryn again, and he will tell you about some guild members being drunk and disorderly in Leyawiin. You must find out why, and stop it. Go to Leyawiin, and talk to a guard about causing trouble to find the location of the guild members. Head over to the Five Claws Lodge, and speak to Witseidutsei about Causing trouble. Then talk to Dubok about Causing trouble and Blackwood company. Then speak to Vantus about the Blackwood company. Then talk to them about getting them work to keep them busy. They say they will gladly stay out of trouble if you can get them so work. Head out of the bar, and find someone walking around. When I did this, they were standing right outside of the door. Talk to them about jobs. You will be told to find Margarte. Her location is marked by the arrow on your compass. Find her, and talk to her about a job. She wants some ingrediants collected for her alchemy, but she doesn't trust the blackwood company, OR the fighters guild. To gain her trust, you must find her five portions of Ectoplasm, then give them to her. Then she will give the guild members some jobs. To get some ectoplasm, go to Margartes house. Head into the chapel, and pick the lock into the basement. You will find Sanctified Dead ghosts, so kill them. After killing ANY kind of ghost, you will get ectoplasm. Once you have five of them, go talk to Margarte. She will be pleased with your work, and will offer jobs to the other guild members. She will want them to get minotaur horns and ogre teeth. If you bring her these items, she will pay you good money too. After doing this, go to Chorrol, and talk to Modryn about causing trouble, and collect your reward. Speak to him about an advancement afterwards, to be promoted to Swordsman rank. Well done! DEN OF THIEVES Head over to Anvil, as there are no contracts in Chorrol anymore. Go talk to Azzan, and he tells you about some thieves. He wants you to kill them all, and he's going to send you Maglir from the Unfinished business quest. If he's not there, it might be because you took the credit for finding the journal, I don't know. Anways, talk to him, he's outside the guild. He will suggest talking to citizens of the town, to find out their location. Some of them will point towards a man named Neweim. He has had some of his stuff stolen off him. Find him, using the arrow on the compass. Talk to him, and he tells you that the thieves are located in Hrota Cave. Ask him about his heirloom, and you will get another quest I think. It's called Neweims Flagon, I think. If it's not a seperate quest, its an update for your current quest. Either way, you kind of have two quests. To find Newiems heirloom, and kill all the thieves. Hrota cave is located north of Anvil, so head there. Inside, go up the small hill-like path, and check the barrel. You will find some torches, so why not equip one? Go down the northeast tunnel, and push aside the rock wall that you find, by pressing Space. Now use the green arrow to locate the theives. Once you have killed all the thieves, you can go back to Azzan to get your reward. But instead, finding Newiems Flagon isn't that hard. Find the room with a pit in it, and you will find Newiems flagon. Give the flagon to Newiem to get a small reward. Go back to Anvil, talk to Azzan, and collect your reward. Well done! AMELIONS DEBT Speak to Bruz gro-Khash in the fighters guild at Cheydinhal to get your next contract. You will have to go find a woman at the Waters Edge settlement. Her location is also marked on your compass, so you can use that to guide you to her. Once you do find her, talk to her. She has a debt of something like 1000 gold or so. You must head into a tomb to find something she can use to repay the debt. OK, so its off to the tomb. Use the arrow on your compass again so you can find it. Once you reach the tomb, save, rest and head on in. As usual, its good if you use a torch, as you gain extra light so you can see more traps and things easily. Either way, head through the tomb. You will fight an combination on skeletons, ghosts and zombies. Once your in a room with loads of coffins and chests, look for a rock attached to a piece of rope. Pull it, to open up a secret passage. Go through it, of course. You will find a wooden door, which leads to another part of this tomb. Rest and save before going through. Once inside, your attacked by loads of skeletons. Kill them all, and you will then have to go up the slope. At the top, you will have to fight a Faded Wraith, kind of like a boss. Once beating him (he's abit harder then the other enemies in this tomb) your free to take some items. You will find Brusef Amelions Cuirass and sword. His sword is essentially a silver sword, but enchanted. Its really good. Go back to Biene, and choose what your going to give her. 1000 gold, the sword or the cuirass? After doing so, go to cheydinhal to get your hard earned reward. Ask for an advancement, you should get it. Well done! THE MASTER'S SON You will have to go to Chorrol to get this quest. Once in Chorrol, go to the fighters guild, and talk to Modryn about your duties. You must do this mission that involves you working with the Guild Masters son. It seems he doesn't have much battle experiance. You must talk to Viranus, and get him to follow you. Tell him not to tell his mother he's going. You must go to Nonwyll cavern which is just North of Chorrol. When your ready, and with Viranus, go inside the cavern. Once inside, go down and then left. To the right is a more or less empty room. Once you reach the fork, keep going strait on. Following the path, go through the door to the end of the slope. At the bottom, you will fight some ogres. Protect Viranus, he must not die. Keep going until your in a large room. Here, go up the ramp to the other side, above the hall you was facing north at when you entered. Go down the hall to find the body of Galtus Previa. Open the chest next to him, and get out. Make your way back out of this place. Once out, go back to Chorrol and talk to Modryn to get your reward. Well done! MORE UNFINISHED BUSINESS Ask Modryn for more duties, to find out Maglir is in trouble again. He might as well just leave the guild! He has defaulted another contract, because he didn't even technically start it. Go to Bravil to find him, by asking people. You should be told to go to the Lonely Suitor Lodge. You will soon see Maglir, with other people. It seems he has joined the Blackwood company. It's a good job too, its about time he left the Fighters guild. But this is also bad, as YOU have to finish his contract. Depending on your actions in the quest Unfinished business, you will find this slightly more easier or it will take a little longer. If you gave him the credit, say to him that the job needs to be completed. he will tell you to go see Aryarie at the mages guild. If you didn't give him credit, you will have to find her by your self. But you have this guide. Aryarie tells you she needs ten Imp Galls which you can get from Robber's Glen Cave. It will be marked on your map. So head over to this cave. Once at the cave, explore it fully to find some really cool items, and lots of imps. Once you have fully explored the cave, and have 10 imp galls, go back to Aryarie in the mages guild. She will reward you. Now go back to Chorrol and talk to Modryn to get your proper reward. Well done! You can get an advancement so your rank is Defender! AZANI BLACKHEART Talk to Modryn again, and he will start to talk about it being time for us to investigate about the Blackwood company. It seems they are doing their jobs well, all the time. And Modryn isn't convinced, especially after an incident with Azani Blackheart. Anyways, he asks you to seem him at his house, after nightfall. Wait, and when it's night, go to his house. Talk to him, and he will tell you the story of what happened. Then, it's time to go to Leyawiin fighters guild. Once you are there, talk to Modryn again. He will tell you that you are going to Arpenia. Once you arrive, make sure you rest and then enter the ruins. Here, you might want a torch, it's pretty dark. Go down the little spiral stairs, then go left. In the next room, go to the right. Sooner or later, you will arrive at a room, and when you look up, you will see some big spikes. Under those, on the floor, you should see outlines of a square. As soon as you step on one, the whole platform will rise, and you will then get crushed by the spikes. As long as the platform isn't under any spikes, when you step on it, it won't rise. Anyways, keep on going, and you will find a big red crystal. It's either me, or it shoots things at you? Anyways, once you get here, talk to Modryn. He will then tell you what he thinks has happened, and will suggest that you travel to Atatar. Follow him, if you go to far ahead of him, he will stop, waiting for you. Anyways, you will soon arrive at Atatar. Once you do, go inside. Now, you will find some Bandits here. There isn't a hard path to follow, just keep going really. There are some big rooms, but you shouldn't get lost. One of the doors you need to open using a button. Anyways, soon, after about three or so parts of the ruins, you will find Azani waiting for you. Along with Modryn, this battle shouldn't be too hard, but he does heal himself. Once you have killed him, search his body and take his ring. Now talk to Modryn, and you will have done the quest. Just take the route you came back to get out, in the previous room, remember to jump over the blades and there might be a gap now. And I forgot to mention this, this ruin has quite a couple of traps in. Be CAREFUL! Talk to Modryn to get an Advancement to Warder so you can get another contract. Well done! For the next contract, head over to Anvil and talk to Azzan. WANDERING SCHOLAR After getting this contract of Azzan, head off to Brittlerock cave with your horse, you do have a horse don't you? Anyways, it isn't that far, just quick travel to the nearest location, or just ride/walk/run there. Once you arrive, talk to Elante who will be waiting for you literally at the start of the cave, so you can't miss her. She is looking for a deadric shrine, and your to protect her whilst she goes about doing this. Anyways, the cave is more or less a strict path, so you shouldn't get lost. Anyways, just go ahead, killing all the monsters you see, they shouldn't give you much trouble, especially with what other fighters guilds quests you have done. Anyways, she will guide you to a dead end, but don't worry, she turns around and goes the right way. Once your at the Deadric Shrine she will thank you for your service, and tells you that you can leave. So go through the door behind the shrine, to appear outside again. Now just quick travel back to Anvil, go to the fighters guild and talk to Azzan for your reward. He suggests going to Cheydinhal for some more work. THE FUGITIVES Talk to Burz-gro-kash in Cheydinhal fighters guild for this contract. He will tell you that some prisoners have escaped in Bravil, and are of course, making trouble. The town watch is useless, so you must go there and sort it out. Your destination, Bravil. Once your at Bravil, talk to someone with the disposition of 60 or over, and they will tell you that the fugitives are hiding out at Bloodmayne cave. Once you arrive, make sure your fully rested up before you enter. Once inside, its pretty much easy to kill them. Just keep on going. The first one you find is in a big room, and is easy to kill, so kill him. The next one CAN be easy, if you get it right. She is waiting behind a log trap, and if she sees you, hopefully, she will run over the logs, which will then damage her alot. When she did it, it killed her, but another time she survived it, but she died in 2 hits after that. After, to find the other 2 members, you need to go into another part of the cave. The first one is up a slope, with a bow, and if your a melee person, they are usually very easy to kill. Then, keep on going. After you have killed those 3, heal up, because a will-o-wisp is waiting, that seems to like to heal itself all the time, whilst managing to pull off atacks at the same time. When you find this, if your good in atletics, run past it, to the right and down a slope. Soon, you will see a fire, behind this fire is the last guy, he can turn invisible so you might miss him when you first enter the room. Kill him, then run back out, avoiding the will-o-wisp. You can kill it if you want to, it just keeps healing itself and makes it harder to kill, and longer. Once you have killed them all, head back to Cheydinhal, and get your reward from Burz. Then get an advancment to Guardian. TROLLS OF FORSAKEN MINE Speak to Modryn again, to get this next contract. It seems that a mine has been inhabited by trolls, and the last group to take them out has failed. Going it alone, you must go to the mine, and clear it out. It's near Leyawiin, so travel there, then head to the mine. Once your at the west entrance, save and enter. You will see the bodies of the fighters guild members, and one of them is Viranus, so take his journal. The guildmaster isn't going to be happy about this is he? The main way to get there, is to follow the arrow on your compass until your in a green area, then start searching. When you find a big room with a hole in the midddle, with a bridge over it (the hole goes from one side of the room to the other) carefully drop down. Continue through here, and you should find Viranus, dead. Take his bloody diary, and take it back to Modryn. Once you have done this, he tells you to go somewhere else for work. THE STONE OF ST ALESSIA Go to Anvil for this contract. Unfortunately, you will be demoted because of what happened to Viranus, and you have to suffer, so thats your punishment. Oh well, we can get them back! Anyways, talk to Azzan, to get the contract. First you will want to hear what happened before going off to get the stolen stone. Go to Bruma, and talk to the healer Cirroc. You will want to go east from town until you find K'Sharr. Talk to him, and he admits to stealing the stone, but some Ogres stole it and took it to Sedor. Go to Sedor, and start fighting your way through Ogres to the bottom, and collect the stone when you find it. To get it, when you enter, keep on going until you find a big room, with 2 ogres in it. Then, go strait foward, into a corridor, and stand on the stone slab thats slightly sticking out from the floor. Wait, and you should hear a door open, turn around, and go into the big room. Go to the right, and then follow this, until you can go left, or right. Go right, and keep going until you see a door with a ogre behind it. Don't open it, unless you want to kill it, go right instead, and up the stairs. Keep going, and you should see the door you opened, then press the switch you see. Look to the left, drop down and go through the door you just opened, and take the stone. Turn around, and your in the corridor with that stone slab. Now go back to Bruma, and give Cirroc the stone. Now head back to Azzan in Anvil, and finish the contract. You will now want to go to Cheydinhal for a contract from Burz. THE LORDS DAUGHTER Talk to Burz-gro-kash for another contract. You will need to speak to Lord Rugdumph. His estate will then appear on your map, so head there. Once you arrive, go inside, and talk to Rugdumph. He tells you that his daughter, Rogbut is missing. You must go to rescue her, he believes that some Ogres might of kidnapped her. Head to the arrow, and then kill the 3 Ogres there, which might be tough. Try picking them off one at a time, by running away, until only one of them is following you. It might be wise to not take your horse, they seem to like killing them. Once the Ogres are dead, talk to Rogbut, and then take her back to the estate. Talk to Rugdumph, and get his sword. Now go back to Burz in the fighters guild, to finish the contract. Ask for an Advancement to go back to Guardian. Well done. HARLUNS WATCH: Talk to Burz again to get this contract. You have to head to Harluns watch, so go south until you reach there. Then, go inside one of the houses (the arrow will point to which one) then talk to the woman inside. Be quick if the door icon was red, when I came back, she attacked me after I talked to her. Anyways, she tells you about some lights at a swamp cave. Go there, and then you will find 3 will-o-wisps there, so kill them (they should be easy by now). Then, enter the cave. Inside, kill all the Trolls you see, and keep on going through the cave until you find the dead bodies of the people that came here. Your next objective is to kill the Trolls, and we have already killed some. So keep going through the cave killing all of the Trolls you see. Theres another part of the cave though, so go through there killing the Trolls there. You may find the last Troll near a door, go through to be taken outside, then check your map. You shouldn't be too far from the cave entrance, so go back and get your horse, you do have one right? And you did kill all of the Trolls too? It's pretty easy, just kill all the Trolls you see, then when the message comes up, telling you to go to the woman again, do so. Talk to her, and she will give you a ring. Go back to Burz, and get your reward. Then ask for an advancement. Your now a Champion! He will also tell you that Modryn Oreyn is looking for you, so you might want to see him. INFORMATION GATHERING: Its nearly time to end this blackwood company mess. But you need some info. Go talk to Modryn at his house to start this quest. Now head over to the cave you are told to go too, and enter it. Keep going through and through the cave, killing everything that attacks you. Soon, after a room with a big hole in the middle going from one side to the other, you will get your first hard fight. The archers are easy to kill if you use a melee weapon, just run into them, and start hacking away, they mostly recoil and don't get much time to attack you. You will find a guy with a big glass warhammer I think it is, kill him, but be careful, he is tough, I had a hard time with him. After that, go through into the next room. There are two guards here, but they are both easy, kill one of them, the the other one. Go through the wooden door to find the guy your looking for, Ajum I think his name is. Talk to him, and take him back to Modryn Oreyns house, and tell the guy to sit down. The easy way to do it is to bribe him, or just sweet talk him until his disposition, or whatever it is, is over 90, then get all the information you can get. If he doesn't tell you anything, exit the conversation, and go back in. Eventually, he will kill himself, so talk to Modryn again to finish the quest, well done! INFILTRATION: This is the second to last Fighters Guild quest, your getting good, but the quests are getting noticebly harder, like that evil guy with that glass weapon. I hated that guy. Anyways, this quest isn't so hard though, so don't worry too much. First off, once you have finished the last quest, talk to Modryn again to get this quest. He want's you to join the blackwood company to see their method of doing their contracts. Head over to Leyawiin, and enter the blackwood company. Head upstairs, and talk to the guy the compass points to so you can join. After your conversation, follow him downstairs, and into the training basement. After he talks to the three other company people, go into your inventory and drink the Hist Sap. After you close your inventory, you will then appear at a new place. Here, just kill all of the goblins you see, then head into the houses to kill the goblins in the houses too. Easy. Once you have killed all the Goblins in Waters Edge, you will yet again automatically appear somewhere else, Modryn Oreyns house. Talk to him, then head outside and fast travel to Waters Edge. Damn those Blackwood company bastards and their stupid Hist Sap. Talk to the guy thats standing their, then leave, thinking about what you have done. Unless your in the Dark Brotherhood, you most probably don't mind. Talk to Modryn again to finish the quest. THE HIST: This is it, the last Fighters Guild quest in the game. Modryn comes to a final decision, to destroy the Hist tree. After talking to Modryn, fast travel to Leyawiin, and find the Blackwood company building. Save outside of it, and make sure to be fully healed, just in case. As you enter, some one will talk to you before you start fighting. Kill all of the people here, it depends on how many people will be here, well, im guessing. Don't stop for anyone, kill them all, if they attack you, attack back. Search all of their bodies, one of the guys should have a key, so head to the top of the stairs, and enter the locked room. You will have to fight another guy, it's either me, or he has an ability that can break weapons instantly, get your best weapons out first and start hacking at him to deal alot of damage, before getting the weak weapons out. Once he is dead, take the key off him, and head back downstairs and go into the basement. Make sure you have healed yourself by waiting for an hour at least. Enter the basement, and kill the two people here. After that, go to the other side of the room, and pick up the two loose pipes, then go to either side of the machine. You should see some cogs turning, so press space at them to break the machine, do this on both sides of the machine (as in ones on the left, the other one is to the right of that one) then head outside this room. Maglir will then talk to you, and attack you. He is extremely easy to kill, so don't sweat it. Head back to Modryn, and talk to him. Once he has told you to talk to Vilena, equip the helmet he gives you, its a good one. Go see Vilena, and she will the advance you to the Guildmaster. Congratulations, you're the guild master of the Fighters Guild. Go back to Modryn, and check out his painting near his bed. :) Talk to him, and he will accept the offer to be second in command. Awww, he sounds really inthusiastic (if thats how you spell it, im not sure, its a big wood) and gives you a choice. You can concentrate on either getting more men, or more contracts. If you choose the men, you will get more equipment, or if you choose contracts, you get more money. After every month in the game, go to the guild hall and use the key to open the lock on the box or whatever it is on the second floor to collect your stuff. Congratulations, you have finished all of the quests in the Fighters Guild! ***************************************** CHAPTER 5 - MAGES GUILD QUEST WALKTHROUGH ***************************************** So your a magic specialist then? Or you have just done all the other guilds quests. Well, it may take awhile for this section to appear, beacuse i'm not good with magic (restoration I am though, for those healing spells). And I sure do hope its not like Morrowind, where you have to get some damned ingrediants for someone, by looking near swamps. That just takes the piss. Anyways, this will come soon, I hope. MORE COMING SOON!!! ******************************************* CHAPTER 6 - THIEVES GUILD QUEST WALKTHROUGH ******************************************* OK, from my current knowledge, it has something to do with Grey Fox. Hang around in the Imperial city, and you should listen to peoples conversations. Eventually, you should get the Grey Fox topic. Talking to people, he is the head of the thieves guild, and is a wicked old thief, and has never been caught by the guards. I will look into this once I have finished the main quest, and will soon bring a guide on entering the guild, I hope. ********************************************** CHAPTER 7 - DARK BROTHERHOOD QUEST WALKTHROUGH ********************************************** Well, you sick murderer! Thought no one knew about your killing crimes! The Dark Brotherhood did. Anyways, I still need to join, so when I do I will give more information on this guild stuff! At the moment, i'll tell you how to join. You must kill someone. Like killing them in their sleep. Find someone you really, really hate and murder them. For fun. And when you next rest (I don't know if waiting works) you will be approached by a Dark Brotherhood member. Thats how you join, and they give you their robes, or clothes, or what ever they are. ************************ CHAPTER 8 - OTHER QUESTS ************************ These are the sort of quests you get by talking to people using the town name topic, or by clicking on Rumors. These can sometimes be a pain when you want to know some stuff. Some Rumors are funny. I can't remember exactly, I think it was a town name topic. Anyways, a guy tells me about a restuarant, selling rat stuff. Then he suddenly says "with fried deer penis," thats the sort of funny stuff you get. Anyways, talk to people, ask them about all the topics and you will get your quests, hopefully! ANVIL: MORE COMING SOON!!! BRAVIL: MORE COMING SOON!!! BRUMA: ALLIES FOR BRUMA OK, so you don't actually start this quest in Bruma, you start it by talking to Jauffre, at the Cloud Ruler Temple. Do this when your about to go to Tiber Septims shrine, until you do the quest to get the sigil stone for the paradise gate ingrediants. This invloves you going to all the cities, and the elder council for troops. But first you have to close the Oblivion gate outside their city first before sending troops. It's good for your combat/magic skills, and you can get many more sigil stones. You have already closed the gate at Kvatch, so you just need to talk to the captain there. Good luck! MORE COMING SOON!!! CHEYDINHAL: CORRUPTION AND CONSCIENCE: I have done this quest, but I need to look through it again so I can write a walkthrough for it. It will be coming soon though! If your feeling brave, you can start it by talking about rumors, good luck! MORE COMING SOON!!! CHORROL: CANVAS THE CASTLE: This is a hardish quest, with absoloutly no fighting in it at all. Anyway, talking to the Countess of Chorrol, it seems her beloved painting of the dead Count was stolen. She tells you to search for it, and find who stole it. She will give you a list of possible suspects. You must now find all of them and talk to them all, asking about the night the painting was stolen. It's not very hard to do, because there are arrows on your compass to show where they are. They're all in the castle, or around it. OK, once you have done that, who did the deed? well, it seems suspicous that most people say it was raining, but Chanel was stargazing that night. Anyways, next head to the west tower. Chanel will say she was there, and another suspects says they saw her in the tower. Once there, look to the left, and you will see the trapdoor leading downstairs behind some crates. Go down, and you will find a mysterious painting. OK, so someone is a painter. Chanel seems like the culprit. But first, she mentions going to the dining hall. So do so, and look at the carpet around the table. You should soon find some painthing marks on the floor! OK, now to check Chanels room. Head in when shes not there, and look in her lectern. She has painting supplies in here. Thats it, your ready to accuse. Talk to chanel, and bribe her to like you first. Then accuse her. She will admit she stole the painting and why if she like you enough. Talk to the Countess, and tell her about what happened. You will get your reward. Well done! MORE COMING SOON!!! IMPERIAL CITY: MORE COMING SOON!!! Note: The imperial dragon armour quest is coming soon. It's pretty easy though, and you shouldn't need help with it. LEYAWIIN: These are all the quests you can find in Leyawiin. KNIGHTS OF THE WHITE STALLION: You can only attempt to do this quest after completing the quest MAZOGA THE ORC. Once doing so, talk to the count of Leyawiin. He says, that the black bandits are annoying him, and he wants you, and Mazoga to kill their leader, Black Brugo. He says you should talk to Mazoga to see if she knows anything. Talk to Mazoga. Great, it seems she does know where Black Brugo is, a place called Telepe (or something like that, i'm doing this from memory). Go there, and wait until midnight-6am. Once at a correct time, head on in. This is a really easy fight with Mazoga at your side. Kill all the bandits and Black Brugo, and take all their black bows. Once you have killed Black Brugo, go back to the count. He will reward you, by making you a Knight of the White Stallions! And he also gives you the shield you see Leyawiin guards carrying, it's abit crap though. Talk to Mazoga, and she will be very pleased. You also get the key to the white knights lodge! If you ever near, you can head on in, and rest in the beds. After finishing the quest, give the count the black bows you got. He gives you 100 Gold for each bow! Well done! MAZOGA THE ORC: I can't quite remember how to start this, but I think it's rumors. Talk to everyone about rumors in Leyawiin, and you should get this quest. Anyways, after starting, talk to the count. He says there is an orc that claims to be a Knight. Find her, and talk to her. She says she wants you to find someone for her. I think it's a hunter. Go to this persons house, and talk to them. They won't go to Mazoga if they don't trust you. Bribe them, or if you good play the persuasion mini-game. Once it's about, over 60, talk to them again. He says he will go. Follow him back to Mazoga. Once they finish talking, talk to Mazoga. She tells you all about what happened, and asks if you can take her to Fishermans Peak. Do so. Once arriving there (you get the directions from her), she will talk to someone. After that, a big fight will follow. Help Mazoga beat the gang, and take their stuff. Okay, head back to the count. Tell him of what you have done, and you will of finished the quest! Don't forget to talk to Mazoga as well. Well done! WHOM GODS ANNOY: This quest is easy. Talk to people about rumors, and you should eventually get a rumor about a wealthy womans house, and how a terrible smell is around it. You decide to investigate, so head over to her house. She tells you about what happened, and how the scamps appeared out of no where, and how they follow her. And she can't drop the staff either. She sends you to talk to one of her friends at the Mages guild. Head over there, and talk to this person. They say you will have to take it back to Darkthahom (or something like that) cave to drop it. So head back to the womans house. Take the staff, and the scamps start to follow you. Find the cave (it's not that far from the East exit of Leyawiin). Enter it, and find the shrine. It's at the very end of the cave. Be careful of the monsters. Once at the shrine, you get a message saying you have the sudden urge to drop the staff. Do so (shift and left click) and then get out of the cave. Hey, the scamps, they aren't following you! Go back to Leyawiin and tell the woman the news. She will give you a ring, the Eidolons Edge! Well done! MORE COMING SOON!!! LEYAWIIN COUNTY: RAID ON GREYLAND: This quest is pathetic. If your going to do it, do it so it's out of the way. Anyway, to the west exit of Leyawiin, where the stable is, a guard should run to you. He will say that a troublesome gang of drug dealers are hiding out at Greyland. The guard says there is a bounty on their head. He will say everytime he goes there to kill them, the lookouts tell them and they run away. So he wants you to kill them. Head over to Greyland, and enter. Kill the 2 drug dealers, one of them has a ring. Pilfer the house, take what you want and return to the guard. Give him the ring. He will give you the bounty. 20 gold. 20 gold is what you get for killing 2 dangerous drug dealers. Crap reward, but at least you have done the quest! Well done, sort of. MORE COMING SOON!!! SKINGRAD: MORE COMING SOON!!! ****************************** CHAPTER 9 - CHARACTER CREATION ****************************** This section is all about the character creating stuff. Like all the races, skills, classes and the stuff you do before actually playing the game. So get reading about this, it may help with your character development! ***** RACES ***** This section has all the races in the game, taken from the european version of the game manual. ARGONIAN: This reptilian race, well-suited for the treacherous swamps of its homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks. Initial Attributes Male Female Intelligence: 40 50 Willpower: 30 40 Personality: 30 30 Agility: 50 40 Speed: 50 40 Strength: 40 40 Endurance: 30 30 Luck: 50 50 Skill Bonuses Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, Illusion +5, Mysticism +5, Security +10. Specials Resist disease, Immune to poison, Water Breathing. BRETON: In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. The are particulary skilled at summoning and healing magic. Initial Attributes Male Female Intelligence: 50 50 Willpower: 50 50 Personality: 40 40 Agility: 30 30 Speed: 30 40 Strength: 40 30 Endurance: 30 30 Luck: 50 50 Skill Bonuses Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10. Specials Fortified Magicka, Dragon Skin, Resist Magicka. DARK ELF: Also known as "Dunmer" in thier homeland of Morrowind, the Dark Elves are noted for their sklled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 30 40 Agility: 40 40 Speed: 50 50 Strength: 40 40 Endurance: 40 30 Luck: 50 50 Skill Bonuses Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armour +5, Marksman +5, Mysticism +5. Specials Ancestor Guardian, Resist Fire. HIGH ELF: Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all races. However, they are also somewhat vulnerable to fire, frost and shock. InitialAttributes Male Female Intelligence: 50 50 Willpower: 40 40 Personality: 40 40 Agility: 40 40 Speed: 30 40 Strength: 30 30 Endurance: 40 30 Luck: 50 50 Skill Bonuses Alchemy +5, Alteration +10, Conjuration +5, Destruction +5, Illusion +5, Mysticism +10. Specials Weakness to Fire, Frost, and Shock, Resist Disease, Fortified Magicka. IMPERIAL: Natives of the civilised, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armour and in the social skills and tend to favour the warrior classes. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 40 Personality: 50 50 Agility: 30 30 Speed: 40 30 Strength: 40 40 Endurance: 40 40 Luck: 50 50 Skill Bonuses Blade +5, Blunt +5, Hand to Hand +5, Heavy Armour +5, Mercantile +10, Speechcraft +10. Specials Star of the West, Voice of the Emperor. KHAJJIT: Hailing from the province of Elsweyr, they are intelligent, quick and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajjit can see in the dark. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 40 40 Agility: 50 50 Speed: 40 40 Strength: 40 30 Endurance: 30 40 Luck: 50 50 Skill Bonuses Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, Light Armour +5, Security +5, Sneak +5. Specials Eye of Fear, Eye of Night. NORD: Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors. Initial Attributes Male Female Intelligence: 30 30 Willpower: 30 40 Personality: 30 30 Agility: 40 40 Speed: 40 40 Strength: 50 50 Endurance: 50 40 Luck: 50 50 Skill Bonuses Armourer +5, Blade +10, Block +5, Blunt +10, Heavy Armour +10, Restoration +5. Specials Nordic Frsto, Woad, Resist Frost. ORC: The people of the Wrothgarian and Dragontail Mountains, Orcish armourers are prized for their craftmanship. Orc troops in Heavy Armour are among the finest in the Empire, and are fearsome when using their berserker rage. Initial Attributes Male Female Intelligence: 30 40 Willpower: 50 45 Personality: 30 25 Agility: 35 35 Speed: 30 30 Strength: 45 45 Endurance: 50 50 Luck: 50 50 Skill Bonuses Armourer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy Armour +10. Specials Berserk, Resist Magicka. REDGUARD: The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armour styles, they also have a hardy constitution and a natural resistance to disease and poison. Initial Attributes Male Female Intelligence: 30 30 Willpower: 30 30 Personality: 30 40 Agility: 40 40 Speed: 40 40 Strength: 50 40 Endurance: 50 50 Luck: 50 50 Skill Bonuses Athletics +10, Blade +10, Blunt +10, Light Armour +5, Heavy Armour +5, Mercantile +5. Specials Adrenaline Rush, Resist Poison, Resist disease. WOOD ELF: The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known. Initial Attributes Male Female Intelligence: 40 40 Willpower: 30 30 Personality: 30 40 Agility: 50 50 Speed: 50 50 Strength: 30 30 Endurance: 40 30 Luck: 50 50 Skill Bonuses Acrobatics +5, Alchemy +10, Alteration +5, Light Armour +5, Marksman +10, Sneak +10. Specials Beast Tongue, Resist Disease. So there you have it. All the races in the game. Phew, that took awhile to find it all out, then type it all up. Anyways, on with the next section of this Chapter! DREMORA: NOTE: This race is only available via download from Oblivionsource.com. It adds a new race, Dremora to the game. Also, every hair and eye set is available for every race. This mod is NOT made by me, so don't e-mail me asking me any questions about it. Dremora have been known to serve the Daedric lord Mehrunes Dagon, a dangerous, powerful and arguably evil Daedric prince. Although Dremora are not considered Daedric princes themselves, are they are Daedric in origin. Initial Attributes Male Female Intelligence: 60 60 Willpower: 35 45 Personality: 20 20 Agility: 30 30 Speed: 50 50 Strength: 50 50 Endurance: 45 35 Luck: 40 40 Skill Bonuses Heavy Armor +10, Blade +5, Blunt +5, Destruction +10, Alteration +5, Mysticism +5, Sneak +5. Specials Demoralize, Resist Weak. There is another resist, but I don't know what it is at the moment. ********** ATTRIBUTES ********** A character's mental, physical, and magical abilities are modeled by eight primary attributes. These will range from 0-100, although they can be changed by magic, potion or disease. You can boost any 3 of them up once you level up, and might gain a bonus on one of them. See the level up section for more info on that! If the number is green, that means the attribute has been increased by magic, if its red its been decreased by magic. STRENGTH: Affects how much you can carry, how much Fatigue you have, and how much damage you can do with melee weapons such as swords and axes. Governs the skills of Blunt, Blade, and Hand to Hand. INTELLIGENCE: Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration, and Mysticism. WILLPOWER: Affects how quickly you regenerate Magicka, and how much Fatigue you have. Governs the skills of Destruction, Alteration, and Restoration. AGILITY: Affects your ability to manoeuvre and balance, your total Fatigue, and how much damage you can do with Marksman weapons such as bows. Governs the skills of Security, Sneak, and Marksman. SPEED: Determines how fast you move. Governs the skills of Athletics, Light Armour, and Acrobatics. ENDURANCE: Affects how much Fatigue you have, your Health, and how much your Health will increase when you raise levels. Governs the skills of Block, Armourer, and Heavy Armour. PERSONALITY: Affects how much people like you, which leads to better information-gathering. Governs the skills of Speechcraft, Mercantile, and illusion. LUCK: Luck has an effect on everything you do, but governs no skills. So thats all the Attributes too! ****** SKILLS ****** As you rise in proficiency with your skills, you gain Skill Perks at new Mastery Levels. You will eagerly anticipate the special benefits of these skill Perks each time a skill is raised to a new level of mastery. A red number indicates the skill has been damaged. A green number indicates the skill has been increased with magic. SKILL MASTERY LEVEL SKILL SCORES Novice 0-24 Apprentice 25-49 Journeyman 50-74 Expert 75-99 Master 100 COMBAT SKILLS BLOCK: Governing Attribute: Agility Parry Melee attacks with shields and weapons. Successful blocks reduce damage. A NOVICE is fatigued by blocking, and hand-to-hand blocking against weapons has no effect. An APPRENTICE is no lobger fatigued by blocking. A JOURNEYMANS shield or weapon is no longer damaged when he blocks, and opponenets may recoil when blocking with hand-to-hand. An EXPERT blocking with shield has a chance to do a knockback counterattack, staggering the enemy if the shield blow connects. A MASTER blocking with shield has an additional chance of disarming an enemy with a successful knockback counterattack. ARMOURER: Giverning Attribute: Endurance Maintain weapons and armour at top efficiency. Damaged weapons and armour are less effective. A NOVICE cannot repair magical items. Repair hammers last twice as long for an APPRENTICE. A JOURNEYMAN can now repair magic items. An EXPERT can repair items beyond their highest condition (to 125%). These Expert-improvised weapons do extra damage, and Expert-improvised armour protects more. A MASTER never breaks repair hammers; one hammer lasts a lifetime. HEAVY ARMOUR: Giverning Attribute: Endurance Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony and Daedric armours. For a NOVICE, heavy armour degrades rapidly with use (150% of normal rate). An APPRENTICES heacy armour degrades at normal rate. A JOURNEYMANS heavy armour degrades at a 50% slower rate. An EXPERTS equipped heavy armour only encumbers him by 50%. A MASTERS equipped heavy armour does not encumber them at all. BLUNT: Governing Attribute: Strength Deliver the crushing blows of mace and axe weapons more effectively. A NOVICE does a Basic Power Attack with a damage bonus in all directions. An APPRENTICE gains damage bonuses with the Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Pwer Attacks, and has a chance to disarm. An EXPERT gains a Mastery Backwards Power Attack, and gains a chance of a knockdown. A MASTER gains a Mastery Forward Power Attack, with a chance to paralyze. BLADE: Governing Attribute: Strength Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively. A NOVICE does a Basic Power Attack with a damage bonus in all directions. AN APPRENTICE gains damage bonuses with a Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Power Attack, which have a chance to disarm. A MASTER gains a Mastery Forward Power Attack, with a chance of paralyze. ATHLETICS: Governing Attribute: Speed Run and Swim faster, and regenerate lost fatigue faster. A NOVICE regenerates Fatigue slowly when running. An APPRENTICE regenerates Fatigue 25% faster when running. A JOURNEYMAN regenerates Fatigue 50% faster when running. An EXPERT regenerates Fatigue 75% faster when running. Running never reduces a MASTERS regeneration of Fatigue. HAND TO HAND: Governing Atrribute: Strength Attack without weapons to damage and fatigue opponents. A NOVICE does a Basic Power Attack with a damage bonus in all directions. An APPRENTICE gains damage bonuses with a Mastery Standing Power Attack. A JOURNEYMAN gains the Mastery Left and Right Power Attacks, and has a chance to disarm. An EXPERT gains a Mastery Backwards Power Attack, and gain a chance of a knockdown, and, when blocking, gains a chance of a knockback attack. A MASTER gains a Mastery Forward Power Attack, with a chance to paralyze, and, when blocking, gains a chance of a disarm on a knockback attack. MAGIC SKILLS DESTRUCTION: Governing Attribute: Willpower Cast Speels to inflict magical fire, frost, and shock damage, or reduce resistances to magic attacks. Destruction splls and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level. ALTERATION: Governing Attribute: Willpower Cast speels to breathe or walk on water, open locks, shield from physical and magical attacks, and alter your encumberance. Alteration spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level. ILLUSION: Governing Attribute: Personality Cast spells to charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness. Illusion spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. CONJURATION: Governing Attribute: Intelligence Cast spells to summon otherworldly creatures, summon magical weapons and armour, and turn the undead. Conjuration spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. MYSTICISM: Governing Attribute: Intelligence Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls. Mysticism spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. RESTORATION: Governing Attribute: Willpower Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. Restoration spells and spell effects are rated by Mastery Leves; you can only cast spells rated at or below your current Mastery Level. ALCHEMY: Governing Attribute: Intelligence Create potions and gain benefits from alchemical ingrediants more effectively. A NOVICE recognises only the first of four potential alchemical properties of a substance. An APPRENTICE recognises the first two of four potential alchemical properties of a substance. A JOURNEYMAN recognises the first three of four potential alchemical properties of a substance. An EXPERT recognises all four potential alchemical properties of a substance. A MASTER can make potions from a single ingredient. STEALTH SKILLS Security: Governing Attribute: Agility Use lockpicks to open locked doors and containers. As many as four tumblers will fall when a NOVICE fails, and breaks a pick. As many as three tumblers will fall when an APPRENTICE fails, and breaks a pick. As many as two tumblers will fall when a JOURNEYMAN fails, and breaks a pick. Only one tumbler will fall when an EXPERT fails, and breaks a pick. No tumblers fall when a MASTER fails and breaks a pick. SNEAK: Governing Attribute: Agility Pick pockets and move unseen and unheard by observers. A NOVICE gains a 4x damage bonus for one-handed weapon and hand-to-hand, and a 2x damage bonus for marksman attacks, when undetected. An APPRENTICE gains a 6x damage bonus for one-handed weapon and hand-to-hand, and a 3x damage bonus for marksman attacks, when undetected. A JOURNEYMAN receives no penalty to their chance of detection while Sneaking for the weight of their boots. An EXPERT receives no penalty to their chance of detection while Sneaking for moving while Sneaking. The attack of a MASTER on an opponent ignores armour rating when the Master is undetected. ACROBATICS: Governing Attribute: Speed Jump long distances and avoid damage when falling great distances. A NOVICE cannot attack when jumping or falling. An APPRENTICE can make normal attacks - not power attacks - when jumping or falling. A JOURNEYMAN gains the Dodge ability, and can hold block and jump in a direction to do a quick avoidance roll. Fatigue loss for jumping is reduced by 50% for an EXPERT. A MASTER gains the Water Jump ability, and, with precise timing, can jump off the surface of water. LIGHT ARMOUR: Governing Attribute: Speed Make more effective use of Fur, Leather, Chainmail, Mithril, Elven and Glass armours. For a NOVICE, light armour degrades rapidly with use [150% of normal rate]. An APPRENTICE'S light armour degrades at normal rate. A JOURNEYMAN'S light armour degrades at a 50% slower rate. An EXPERT'S equipped light armour does not encumber them at all. When a MASTER wears only light armour, they gain a bonus 50% to the armour rating of that armour. MARKSMAN: Governing Attribute: Agility Deliver more deadly ranged attacks with a bow and arrow weapons. A NOVICE is fatigued while holding a bow drawn back. An APPRENTICE has no fatigue cost for holding their bow drawn back. A JOURNEYMAN holding Block while the bow is drawn has a zoom ability. An EXPERT'S arrow attacks have a chance of knocking the target down. A MASTER'S arrow attacks have a chance of paralyzing the target. MERCANTILE: Governing Attribute: Personality Get better deals when buying or selling goods. For a NOVICE, the balue of an item they sell is reduced by the worn condition of the item. For an APPRENTICE the value of an item they sell is not affected by the worn condition of the item. A JOURNEYMAN can buy and sell any object to any vendor, even if they normally don't deal in that type of ware. An EXPERT can invest in a shop, giving the merchant money to permanently increase his shops available gold to 500. For a MASTER, all shops in the world always have 500 more gold available for barter. SPEECHCRAFT: Governing Attribute: Personality Use speech to persuade listeners to like ans trust you. A NOVICE can offer bribes to increase the Disposition of some persons. An APPRENTICE gains a free rotation of a wedge in the Persuasion Menu. The Falling-Disposition timer in the Persuasion mini-game is 50% slower for a JOURNEYMAN. Disposition loss from 'Hate it' results in the minigame are reduced from - 150% to - 100% for an EXPERT. Bribes cost half as much for a MASTER. And thats finally ALL the skills done. That actually took me quite awhile to do that! ******* CLASSES ******* Classes are in almost every RPG. Theres only a few exceptions, like Dues Ex. Classes are what your characters are good at, like a Knight obviuosly favours a sword to magic. In Oblivion, each class comes with a set of already selected Attributes and Major skills. If you don't like the Attributes or Major skills, you can create your own. At the start of the game, you can also make your character look how you want. ********** BIRTHSIGNS ********** There are many different birth signs in Oblivion, just like in Morrowind. I think they're all the same actually. Anyways, these give you some good, but possibly some bad points. Some are useful, so pick wisely, as you want one which will help your class/race! THE APPRENTICE: Good: Fortify Max. Magicka 100 pt. Constant Effect Bad: Weakness to Magicka 100% Constant Effect THE ATRONACH: Good: Fortify Max. Magicka 150 pt. Constant Effect Spell Absorption 50% Constant Effect Bad: Magicka Regeneration Disabled THE LADY: Good: Fortify Willpower 10 pt. Constant Effect Fortify Endurance 10 pt. Constant Effect THE LORD Good: Restore Health 6 pt. for 15 sec. Bad: Weakness to Fire 25% Constant Effect THE LOVER Good: Paralyze Daily 10 sec. Bad: Lose Fatigue 120 pt. Daily THE MAGE Good: Fortify Max. Magicka 50 pt. Constant Effect THE RITUAL Good: Restore Health 200 pt. Daily Turn Undead 100 pt. 30 sec. THE SERPENT Good: Damage Health 3 pt. Daily 20 sec. Cure Poison Daily Dispel 90 pt. Daily Bad: Damage Fatigue 100 pt. Daily THE SHADOW Good: Invisibility Daily 1 min. THE STEED Good: Fortify Speed 20 pt. Constant Effect THE THEIF Good: Fortify Agility 10 pt. Constant Effect Fortify Speed 10 pt. Constant Effect Fortify Luck 10 pt. Constant Effect THE TOWER Good: Open Average Lock Daily Reflect Damage 5 pt. Daily 2 min. THE WARRIOR Good: Fortify Strength 10 pt. Constant Effect Fortify Endurance 10 pt. Constant Effect ************************************** INCREASING YOUR SKILLS AND LEVELING UP ************************************** Your character has many skills, and a level. Each time a skill level goes up, you can do better things with it (check SKILLS section of this chapter for more details). Each time your character levels up, you can boost any 3 of your Attributes. INCREASING SKILLS There are 3 different ways you can increase your skills. 1. Use it over and over. The lower the skill score, the easier it is to increase it by using it. It takes much longer to raise a high skill by using it. To see how well your are doing in increasing a skill, check the skills part of the character tab in the menu, accessed pressing the TAB button. 2. Buy training from another character. You can only train 5 skill points per level. 3. Learn more about the skill from special books. RAISING YOUR LEVEL You must increase an combination of 10 major skills so you can level up. A picture, a half moon with a arrow pointing up in the middle of it is displayed to the right of the compass. When this is shown, you must sleep in a bed, and when you wake up, your level will increase. Waiting does not count. When you level up, your health, fatuge and magicka will go up, and you will also be able to put up 3 Attributes. If you increased your blade 10 times (as long as its an major skill) you will get a bonus on the governing attribute, which is Strength. ******************** CHAPTER 10 - SECRETS ******************** Here, I will put all the misc. stuff I can about the game, like potion making, horses, houses and stuff like that. I will try to find almost every misc. stuff in the game, which has almost nothing to do with quests! ************ HORSE OWNING ************ In Oblivion you can keep a horse. Which is a good thing, as you don't have to walk everywhere which can be a pain in the ass. You can buy a horse from any stable which are usually situated outside the main cities, which are shown on your world map. You can buy them at about 2500 gold, or you can steal one. Stealing a horse is a very bad crime in Cryrodiil, and you will be punished with a heavy fine, and get sent to jail. You CAN actually get a horse for free near the begginning of the game, by following the story-line quests. You are allowed to take a dead guys horse, so keep that until you get your own. Be careful, your horse can be killed by enemies, so don't leave them with enemies. If your exploring the outback near towns, you will definately want a horse with you. This will make it easier to travel around, and faster. Currently, you can't fight on horse back, you must get off them to fight. Hopefully in the future though, a data file, or an expansion pack will let you do so. When you fast travel to a town, the horse is automatically stabled outside, so don't worry. There is a plugin you can download for $1.99 from a website, for horse armour. I don't know much about this, and i'm not downloading it. Waste of money. I will look into this to tell you about it though, in a future version. You can also get different horses in the game. There are two secret ones, and I will tell you how to get both of them. Apart from you cant keep one of them, they run away once you get off them. So take a screenshot to prove you rode it. SHADOWMERE: To get Shadowmere, you first off want to join the Dark Brotherhood. This will be explained in detail in future versions, for now, just look at the Dark Brotherhood walkthrough section for a basic explanation of how to enter the brotherhood. Then, once you get so far into it, after killing countless people, you will be given the horse at Fort Farragut. She is also invincible, making her the best storage of items. Once you have her, she is the only horse you will ever need, honest. First things first, she is a quest critical object, and when she dies, go back to the fort to get her back. If you lose her, she will also make her way back to the fort. If you want to store some items, get your fists out, and start hitting her until she is knocked out. Now, quickly press space to enter her inventory, but because she is a horse, she can carry as much crap as you want her to do so. Then, do this again when you want your items back. Simple. UNICORN: Yes, you can get a unicorn in the game. Its bloody good too. But unfortunately you can't keep it. Once you get off him, he decides to run back to where you found him. But where do you find him? First off, head to the forests south of the Imperial City. Then, before you find the Unicorn, make sure your weapons are away, and have no weapons equipped. You should find it soon, with some minotaurs to guard it. Damn. Just run in, get on it, and ride away. Unless your doing the quest for a evil god in which you have to kill it. Once you get off, he runs away, which is no good. He runs back to where you found him, so take a screenshot of you riding him. If you go to him equipped with a weapon, he will just attack you. He is stronger then Shadowmere too, the Unicorn is extremely strong, so dont do it. If your sent to kill him, and actually want to, then get a bow or something. ********** BLACK BOWS ********** Whilst exploring dungeons, mainly near Leyawiin you will fight many Black Bandits. These will ALL (possibly) carry black bows. These are weak and fairly crap bows, but once you have completed a quest, you can give these bows to the count of Leyawiin to get 100 gold. And Black Bandits are fairly easy to kill. The quest involves killing the Black bandit leader, which is also easy as you do it with a orc. See the quest section for more details. ************ HOUSE OWNING ************ MORE COMING SOON!!! ******** VAMPIRES ******** You can be a vampire in Oblivion. It's not the best thing in the world though. To get turned into a vampire, fight one. If your attacked, chances are you will contract Polyphyric Hemophilia. Sleeping for 72 hours will turn you into a vampire. Some of your attributes go up, and you will learn new abilities. You will look normal. After another 24 hours though, you get weaker. You can no longer go out in the sun, it hurts you. No one will speak to you, because your a vampire. Some of your attributes go down, and you lose abilities. To go back to the form before, you must get humans blood. To do this, find them sleeping, and then press space as if you was talking to them. It sucks their blood, so you can continue being a healthy vampire. If you don't want to be a vampire, and have caught the disease, use a cure disease potion. It's that simple. If you don't want to be one, after the 72 hour limit, you must do a quest. The quest will be added soon. ************** OBLIVION GATES ************** I don't know much about this either, but when travelling around the country, you will come across numerous Oblivion gates. I will look into this with more detail, and will list what happens upon entering them. I think you just go in, and find the stone to close the gate. Once you have completed the main story line quests, all the gates are destroyed. So if you want some sigil stones, you better get them before finishing the main story line quest! *************** STORE INVESTING *************** This most probably won't be coming for a long time. I think you need to be an Expert for Mercantile, or something like that. I will have to work hard to bring a guide on this topic of the game, as I do know you CAN invest 500 gold in stores. MORE COMING SOON!!! ********* SOUL GEMS ********* MORE COMING SOON!!! ******* ALCHEMY ******* MORE COMING SOON!!! *************** ACCOMPLISHMENTS *************** If you have the XBOX 360 version of the game, you can get accomplishments. This is the list of them for you, if you do own it. You cannot get these accomplishments in the PC version. I thought I would just add these even if this is a guide for the PC version, as it can be used for the XBOX 360 version too. Escaped the Imperial Sewers Escaped the Imperial Sewers, Main Quest Beginning Closed an Oblivion Gate Closed an Oblivion Gate, Main Quest Located the Shrine of Dagon Located the Shrine of Dagon, Main Quest Delivered Daedric Artifact Delivered Daedric Artifact, Main Quest Destroyed the Great Gate Destroyed the Great Gate, Main Quest Champion of Cyrodiil Completed the Main Questline Murderer, Dark Brotherhood Join the Dark Brotherhood Slayer, Dark Brotherhood Reached Slayer rank in the Dark Brotherhood Eliminator, Dark Brotherhood Reached Eliminator rank in the Dark Brotherhood Assassin, Dark Brotherhood Reached Assassin rank in the Dark Brotherhood Silencer, Dark Brotherhood Reached Silencer rank in the Dark Brotherhood Speaker, Dark Brotherhood Reached Speaker rank in the Dark Brotherhood Listener, Dark Brotherhood Completed the Dark Brotherhood Questline Pit Dog, Arena Joined the Arena in the Imperial City Brawler, Arena Reached Brawler rank in the Arena Bloodletter, Arena Reached Bloodletter rank in the Arena Myrmidon, Arena Reached Myrmidon rank in the Arena Warrior, Arena Reached Warrior rank in the Arena Gladiator, Arena Reached Gladiator rank in the Arena Hero, Arena Reached Hero rank in the Arena Champion, Arena Reached Champion rank in the Arena Grand Champion, Arena Completed the Arena Questline Pickpocket, Thieves Guild Joined the Thieves Guild Footpad, Thieves Guild Reached Footpad rank in the Thieves Guild Bandit, Thieves Guild Reached Bandit rank in the Thieves Guild Prowler, Thieves Guild Reached Prowler rank in the Thieves Guild Cat Burglar, Thieves Guild Reached Cat Burglar rank in the Thieves Guild Shadowfoot, Thieves Guild Reached Shadowfoot rank in the Thieves Guild Master Thief, Thieves Guild Reached Master Thief rank in the Thieves Guild Guildmaster, Thieves Guild Completed the Thieves Guild Questline Associate, Mages Guild Joined the Mages Guild Apprentice, Mages Guild Reached Apprentice rank in the Mages Guild Journeyman, Mages Guild Reached Journeyman rank in the Mages Guild Evoker, Mages Guild Reached Evoker rank in the Mages Guild Conjurer, Mages Guild Reached Conjurer rank in the Mages Guild Magician, Mages Guild Reached Magician rank in the Mages Guild Warlock, Mages Guild Reached Warlock rank in the Mages Guild Wizard, Mages Guild Reached Wizard rank in the Mages Guild Master-Wizard, Mages Guild Reached Master-Wizard rank in the Mages Guild Arch-Mage, Mages Guild Completed the Mages Guild Questline Associate, Fighters Guild Joined the Fighters Guild Apprentice, Fighters Guild Reached Apprentice rank in the Fighters Guild Journeyman, Fighters Guild Reached Journeyman rank in the Fighters Guild Swordsman, Fighters Guild Reached Swordsman rank in the Fighters Guild Protector, Fighters Guild Reached Protector rank in the Fighters Guild Defender, Fighters Guild Reached Defender rank in the Fighters Guild Warder, Fighters Guild Reached Warder rank in the Fighters Guild Guardian, Fighters Guild Reached Guardian rank in the Fighters Guild Champion, Fighters Guild Reached Champion rank in the Fighters Guild Master, Fighters Guild Completed the Fighters Guild Questline ********* THE ARENA ********* There is a place called the Arena in the Imperial city. I have yet to start this, but I will be doing so soon. I am guessing you have to kill monsters or people or something along the lines of that. MORE COMING SOON!!! *********** SKILL BOOKS *********** In Oblivion, you will find many books that you can read. These books will give you much information on the world around you. Some books will increase your skills by reading them, meaning you just open the book and there you go, a skill has been increased. Here I will list all of the books that increase your skills and their location. Book: 2920; Morningstar Skill: Raises your blade skill Location: Can be found in Anvil, in the castle's private quarters. Book: 2920; Sun's Dawn Skill: Raises your mysticism skill Location: Can be found lying on a shelf in the Chapel of Julianos in Skingrad Book: 2920; Rain's Hand Skill: Raises your restoration skill Location: Can be found lying on a shelf in the Chapel of Mara, in Cheydinhal Book: 2920; Second Seed Skill: Raises your speechcraft skill Location: Can be found in the Imperial City, inside the Imperial palace in councilor Ocato's chambers. Book: 2920; Midyear Skill: Raises your heavy armor skill. Location: Can be found in Chorrol, in the store fire and steel Book: 2920; Sun's height Skill: Raises your mercantile skill Location: Can be found in the Imperial city, in the market district, nside the offices of the horse courier. Book: 2920; Last Seed Skill: Raises your sneak skill Location: Can be found in Bravil, in the house of City-Swimme Book: 2920; Heartfire Skill: Raises your conjuration skill Location: Can be found in Bruma, inside the Chapel of Talos Book: 2920; Frostfall Skill: Raises your conjuration skill Location: Can be found in Anvil, inside the great chapel of Dibella there. Book: A dance in Fire 1 Skill: Raises your acrobatics skill Location: Can be found in Cheydinhall, inside Ganredhel's house Book: A dance in Fire 2 Skill: Raises your block skill Location: Can be found in the Imperial City, in the elven gardens district. It lies within the guardhouse in the northeastern part of it. Book: A dance in Fire 3 Skill: Raises your athletics skill Location: Can be found southwest of Skingrad, in the house of Uura the shepherd. Book: A dance in Fire 4 Skill: Raises your acrobatics skill Location: Can be found in the same place as part 1; CHeydinhal, Ganredhel's house. Book: A dance in fire 5 Skill: Raises your marksman skill Location: Can be found in Bruma, in Regners house. Book: A dance in Fire 6 Skill: Raises your mercantile skill Location: Can be found in Chorrol, in the house of Casta Scribonia Book: A dance in Fire 7 Skill: Raises your mercantile skill Location: Appears in boss and Vampire loot. Book: Advances in Lockpicking Skill: Raises your security skill Location: Top level of the fingerbowl cave, just northeast of Aleswell, north of the Imperial city March-Na's bookstore in Cheydinhal Book: Ahziir Traajajazeri Skill: Raises your hand to hand skill Location: Below J'Ghasta's house in Bruma In the Dark Brotherhood sanctuary of Cheydinhal Book: The Argonian Account 1 Skill: Raises your athletics skill Location: Appears only as random loot Book: The Argonian account 3 Skills: Raises your illusion skill Location: Can only be found In the Imperial city, at the mystic archives inside the arcane university. Book: The Armorers Challenge Skills: Raises your Armorer skill Location: Can be found in Cheydinhal, in the fighters guild or in the Imperial City, in the first edition bookstore in the market district. Book: Battle of Sancre Tor Skill: Raises your Blade skill Location: Castle Bravil, in the main hall on display there. can be found As random loot Book: Before the age of Man Skill: Raises your mysticism skill Location: Can be found in the Imperial City, in the Chironasium inside the Arcane University Book: Beggar Skill: Raises your athletics skill Location: Can be found in the Cloud ruler temple, in the great hall there. Book: Biography of The Wolf Queen Skill: Raises your speechcraft skill Location: Imperial city, waterfront. Is found in the house of Armand Christophe Book: The Black Arrow I Skill: Raises your acrobatics skill Location: Brindle home, north of Skingrad, in the home of Torbal the sufficient Book: The Black Arrow II Skill: Raises your marksman skill Location: Can be found in boss level vampire and bandit loot, and in the cheydinhal Dark brotherhood sanctuary (underneath the abandoned house) Book: The Black arts on trial Skill: Raises your mysticism skill Location: Can be found in the Imperial city, in the market district in the mystic Emporium. Book: The Buying game Skill: Raises your mercantile skill Location: Imperial city, elven gardens district Inside Fathis Ules's house. Book: Calcinator Treatise Skill: Raises your Alchemy skill Location: This book can be found as random loot. One fixed place to get it, is by doing the quest "two sides of a coin" a quest situated in Bruma. Speak to Arnoria Auria there to start it. Book: Cherim's Heart of Anequina Skill: Raises your armorer skill Location: Imperial City, market district, can be found in the first edition bookstore. Book: Chimarvamidium Skill: Raises your heavy armor skill Location: Imperial City, can be found in the imperial legion barracks. Book: Daughter of the Niben Skill: Raises your Alteration skill Location: Can be found in Skingrad, in the mages guild, there in the living quarters. Book: Death blow of Abernanit Skill: Raises your block skill Location: Can be found in the dining room of the Anvil fighters guild. Book: De Rerum Dirennis Skill: Raises your alchemy skill Location: Can be found in Skingrad in the store called "all things alchemy" Book: The Doors of Oblivion Skill: Raises your Conjuration skill Location: Can be found in Anvil, in the mages guild. Additional copies are in the Cloud Ruler temple, in the great hall there and in a tower above forth Caractus, which is on the north side of lake Rumare Book: The Dragon Break Skill: Raises your Alteration skill Location: Imperial city, elven gardens district, can be found in Dovyn Aren's house there. Book: The Exodus Skill: Raises your restoration skill Location: Can be found in Skingrad, in the great chapel of Julianos there. Book: Father of the Niben Skill: Raises your marksman skill Location: Can be found in Bravil, in the castle of Bravil. Book: Fighters Guild History Skill: Raises your heavy armor skill Location: Can be found in both the Chorrol and Anvil fighters guild, and of course in the Mystic Archives in the Arcane university. Book: The Firsthold Revolt Skill: Raises your mysticism skill Location: Can be found in the Cheydinhal mages guild, downstairs. Book: Fire and Darkness Skill: Raises your Blade skill Location: This is quest related, it can be found during one of the thieves guild quests called "the ultimate heist" Book: The Gold Ribbon of Merit Skill: Raises your marksman skill Location: Can be found in the Cheydinhal Dark brotherhood sanctuary. Book: Hallgerds Tale Skill: Raises your heavy armor Location: Chorrol, can be found in the fighters guild Book: Heavy armor repair Skill: Raises your armorer skill Location: Can be found only as marauder and tomb loot. Book: The Horrors of castle Xyr Skill: Raises your destruction skill Location: Bravil, can be found in the mages guild. Book: How Orsinium passed to the Orcs Skill: Raises your heavy armor skill Location: Bruma, can be found in the castle, in the lords manor. Book: Ice and Chitin Skill: Raises your light armor skill Location: Leyawiin, can be found in Ahdarji's house there. Book: Immortal blood Skill: Raises your hand to hand skill Location: Can be found in the Imperial city, in the temple district inside the house of Seridur, in his cellar. Additional copies can be found in J'Gasta's house in Bruma, and in a bandit camp just outside the Ayleid ruin Vilverin Book: The Importance of Where Skill: Raises your blunt skill Location: Bravil, can be found in the dungeon of the castle there. Book: Incident in Necrom Skill: Raises your illusion skill Location: Cheydinhal, can be found in the Willow bank Book: King Skill: Raises your blunt weapon skill Location: Can be found in Anvil, inside the castle's royal quarters. Book: Last Scabbard of Akrash Skill: Raises your armorer skill Location: Imperial city, can be found in the fighting chance store in the Market district there. Book: Legend of Krately house Skill: Raises your sneak skill Location: This books is located inside the cloud rules temple, in the library there. Book: The Legendary Sancre Tor Skill: Raises your blunt weapon skill. Location: Can be found in Chorrol, in the house of Vilena Donton. Book: Light Armor repair Skill: Raises your armorer skill Location: Can be found in Bravil, inside the castle barracks. Book: Liminal bridges Skill: Raises your conjuration skill Location: Can be found in the Imperial city, at the Arcane University's mystic archives Book: The Locked room Skill: Raises your security skill Location: Anvil, can be found in a cave below the castle of Anvil Book: Lord Jornibret's last chance Skill: Raises your light armor skill Location: Bleak flats cave, can be found north-northeast of Skingrad. Book: The Lunar Lorkhan Skill: Raises your alteration skill Location: Can be found in boss level conjurer and Necromancer loot. Book: Mace Etiquette Skill: Raises your blunt skill Location: Can only be found as random loot. Book: Mannimarco; King of Worms Skill: Raises your alchemy skill Location: Can be found in the mystic archives, inside the Arcane university in the Imperial City Book: Master Zoaraym's Tale Skill: Raises your hand to hand skill Location: Can be found in boss level tomb creature and marauder loot. Book: The Mirror Skill: Raises your block skill Location: Can be found in Leyawiin, in the city barracks there on the ground floor. Book: Mystery of Talara I Skill: Raises your acrobatics skill Location: Can be found in boss level bandit and vampire loot. Book: Mystery of Talara II Skill: Raises your restoration skill Location: Can be found in boss level conjurer and necromancer loot. Book: Mystery of Talara III Skill: Raises your destruction skill Location: Can be found in boss level Conjurer and Necromancer loot. Book: Mystery of Talara IV Skill: Raises your illusion skill Location: Can be found in boss level conjurer and Necromancer loot. Book: Notes on racial philogeny Skill: Raises your restoration skill Location: Chorrol, can be found in the great chapel there. Book: Palla I Skill: Raises your illusion skill Location: Can be found in Arkveds tower, south of lake Poppad Book: Proper lock design Skill: Raises your security skill Location: You can find this book in the Imperial city, in the waterfront district. Inside the house of Dareloth. Book: Purloined Shadows Skill: Raises your sneak skill. Location: This you can only find as random loot. Book: The Ransom of Zarek Skill: Raises your athletics skill Location: It can be found lying against the outer wall of the Arena bloodworks Book: Reality and other Falsehoods Skill: Raises your Alteration skill Location: This can be found in Leyawiin, in the southern books bookstore. Book: The Rear Guard Skill: Raises your light armor skill Location: Cheydinhal, can be found in the dark brotherhood sanctuary there. Book: The Red kitchen reader Skill: Raises your athletics skill Location: Can be found in Anvil, inside the castle in the private quarters there. Book: The Refugees Skill: Raises your light armor skill Location: Can be found at the first edition bookstore in the Market district in the Imperial ci