TABLE OF CONTENTS ================================================ 1: Hints, Tips and General Info 2: Tutorial 3: Deliver the Amulet 4: Find the Heir - part 1 5: Breaking the Seige of Kvatch On Oblivion On Sigil Stones 6: The Battle for Castle Kvatch 7: Find the Heir - Part 2 8: Weynon Priory 9: The Path of Dawn 10: Dagon Shrine 11: Spies 12: Blood of the Daedra 13: Bruma Gate 14: Allies for Bruma 14.1 Anvil 14.2 Bravil 14.3 Cheydinhal 14.4 Chorrol 14.5 Kvatch 14.6 Leyawiin 14.7 Skingrad 15: Blood of the Divines 16: Miscarcand 17: Defense of Bruma 18: Great Gate 19: Paradise 20: Light the Dragonfires 21: Imperial Dragon Armor FREQUENTLY ASKED QUESTIONS CREDITS CONTACT ME COPYRIGHT NOTICE =============================================== 1: HINTS, TIPS, and GENERAL INFO =============================================== Pick up some Alchemical equipment. It's a great way to make your own potions and ensure a X5 multiplier to your intelligence at every level if you make good use of it. Alchemy is also a great way to make money early on. Pick ingredients wherever you go, make potions and sell them. You'll never be completely poor this way. A Mortar and Pestle is all you'll need to get started. Adding the other three alchemical tools will make your potions stronger: Alembic, Calcinator and Retort. When Closing Oblivion Gates, ALWAYS ALWAYS keep a save from before you entered the gate. Many people have had issues with a gate not closing after they have taken the Sigil Stone. Reloading and trying again will keep you from getting stuck. At each phase of a quest, check your journal. This will keep you from missing steps and let you know of any special requirements to complete the quest. Some things are time specific and require you to wait. Your journal will tell you how long. Use your map markers. An active quest will usually, not always, give you a map marker to guide you. If you're lost, this is a good way to get back on track. ================================================ 2: TUTORIAL ------------------------------------------------------------------------------- This is going to be brief, short and sweet, as this is the tutorial after all and the point is to teach you the basics. You don't need me to repeat them. This will just give you general directions, where you should be going, things you should look out for, etc... As there's really only one direction you can go at any given time, you really can't get lost in here. You'll begin the game, oddly enough, as a prisoner in your cell. The Emporer and three guards will come through, escaping assassins that have already killed his sons. Follow them into the tunnels. Once Captain Renault has been killed, make sure to pick up her sword. The Emporer and his guards will leave through a door to the Imperial Subterrane. You can't follow as it's locked. Turn to your right and you'll see a hole in the wall. This is your exit and will lead you to another entrance into the Imperial Substructure. Loot every chest, barrel and corpse you come across. You'll find enough weapons, armor and potions to keep you on your feet if you're careful. Enter the substructure. Watch out for Rats and follow these tunnels to the entrance to the Natural Caverns. You'll run into a Goblin here, use him to work on your sneak skill. On the crate next to his fire is a nice Mortar and Pestle. Pick this up as Alchemy is a great way to make money, raise your intelligence and avoid having to pay for potions. I suggest trying to sneak through here wherever possible as the place is crawling with Goblins. Keep your eyes on the floor to spot the tripwire at the entrance to the Goblin's cavern. Before you leave, grab the Goblin Shaman's staff. It's not very powerful but useful for whittling down your enemies health froma distance. Enter the Imperial Subterrane. You'll find you've caught up with the Emporer. At this point, you can choose which sign you were born under. Now, stay with the Emporer and help fend off assassins on your way to the Sanctum. Of course, you can always stand back and let the Blades handle it. ================================================ 3: DELIVER THE AMULET ------------------------------------------------------------------------------- The Mythic Dawn assassins will attack one more time in here. The Emporer will give you the Amulet of Kings and ask you to deliver it to Brother Jauffre at Weynon Priory. He knows the location of the Emporer's last remaining son. You can't stop it, the Emporer will be killed after handing you the Amulet. Take out the last assassin. Baurus will give you directions to Weynon Priory, a map marker and a key to get into the sewers. You'll also choose your class at this point. Either pick from the list or custom create your own. Baurus will also thank you for returning Captain Renault's sword and take it. I know. Don't worry, you can get another one later. Now, head through the archway next to the Emporer's body and you'll find an entrance to the sewers. Save when you enter. You'll have a final opportunity to alter your Race, Class and Birthsign. If you're not sure, go play in the ruin across the water when you exit and see if you like the way your character is set up. If not, re-load your save from inside the sewers and change it. Once outside, Weynon Priory is due West of your position. You can walk or open your map, click on Weynon Priory and Fast Travel there. Before you go, you may want to stop at the Imperial City Market District. Repair your armor, sell off the stuff you don't need, upgrade your weaponry and maybe pick up a few new spells. Don't bother buying repair hammers as you can always find a small supply in the street containers, crates and boxes of any city. WHy spend the money? Make your way to Weynon Priory. You'll find Jauffre upstairs at his desk on the second floor of Weynon House. Deliver the AMulet to him and tell him of the Emporer's last words and request. ================================================ 4: FIND THE HEIR - PART 1 ------------------------------------------------------------------------------- The Emporer had an illegitimate son whom Jauffre hid many years ago. His name is Martin and he should be serving in the Chapel of Akatosh in Kvatch. Jauffre bids you hurry as the assassins who killed the Emporer must surely know of Martin's existence by now. Ask Juaffre about "Assistance" before you leave and he'll offer the contents of his chest to aid you. Ask the other monks about Assistance as well. Brother Piner will give you a copy of "A Warp in the West" which will raise your block skill. Prior Maborel will offer you his horse to speed you on your journey and Eranor the Shepard will give you a repair hammer. On to Kvatch, or rather the camp outside of it. You'll find it SW of Weynon Priory. Either ride or fast travel there. When you reach the refugee camp, you'll be told the city has been sacked by forces from Oblivion. Great portals opened and flooded the city with Daedra. You need to find Savlian Matius, a Kvatch guard, to find out about Martin. He's up at the barricade before the city gates. Before you go, check to see if you need any last minute supplies. At the campfire you'll find Sigrid who sells a few restorative potions and Batul gra- Sharob the armorer. Now that you're outfitted, head up the hill to the gate. As you head up the winding path, the sky darkens with an evil red glow and thunder begins to pulse like the beating of some great heart. You have your first view of the fiery portal of an Oblivion gate. Savlian Matius will head you off as you approach, warning you away for your safety. As we're not worried about our safety, talk to Savlian and ask about Martin. He last saw him leading a group of survivors toward the Chapel. Savlian and his men can't get into the city to rescue them because of the Oblivion Gate blocking the way. Offer your assistance and he will ask you to close the gate. ================================================ 5: BREAKING THE SIEGE OF KVATCH ------------------------------------------------------------------------------- Savlian has already sent men into the gate to try and close it. None returned. He and his men will clear you a path to the gate through the Daedra. Head for the gate. As you approach the glowing portal, you'll see a door icon appear saying "Oblivion Gate to the Plane of Oblivion". Click and you will be transported. Welcome to Oblivion. Your goal is the tall tower in the distance, the one with the yellow light at the top. Head to your left and you'll find one of the Kvatch guards, Ilend Vonius, being attacked by Daedra. Finish them off and Ilend will tell you what befell the other guards. They were ambushed on the bridge. Only Ilend escaped but another guard, Menien, was taken to the tower. You'll need to find him. At this point you can send Ilend back out to Savlian or take him with you. I sent him back. I am my own cannon fodder. ON OBLIVION: There are some things to watch out for: Avoid clumps of tall, standing roots. These are Harada roots and will lash you if you pass too near. In some palces you may find landmines on the ground. Get too close and they pop into the air and explode. Always listen carefully for the sound of falling rocks. Lanslides are common and can push you off into the lava. If you see tall, yellow flowers, walk carefully around them. They spew poison that will drain your speed. Fleshy pods contain useful potions and other items. Follow the path around to your left. It curves around back to the right and will lead you straight to the tower. Enter the Bloodfeast. As you enter, you'll see two blue fountains. These will restore some of your magicka. The red, or blood fountains, restore your health. The flowing column of fire in the center is always how you'll know you're in the right tower. Now enter the Rending Halls. Good rule of thumb for Oblivion towers: As long as you're heading up, you're going in the right direction. Follow this hall up and take one of the two doors back to the Blood Feast. Up the ramp to either side and take the door to the Corridors of Dark Salvation. At the top of this hall, take the door to the Plane of Oblivion. You'll need a key for the citadel hall doors. Cross the bridge to the other tower. You'll hear a man calling to you as you enter. Head to the top and deal with his jailor. Be sure to take the Sigil Keep Key off his corpse. Menien is trapped in a brood cage and tells you you'll need to reach the top of the tower and take the Sigil Stone to close the gate. You can't save Menien. Had back to the main tower. Use the key to open one the citadel hall door on your left and head up. Re-enter the Blood Feast and take the ramp to either side. At the top, on the floor, you'll see a glowing runed portal to the Blood Feast. Click on this and you'll be transported to the top floor. Take the ramp again and you'll find what you're looking for, the Sigillum Sanguis. You'll find yourself in the dome at the top of the tower. Head up the ramps and at the top you'll see a glowing black orb at the top of the pillar of flame. This is the Sigil Stone. Take this, the gate will close and you'll be transported back to Kvatch. ON SIGIL STONES: Each Sigil Stone has two enchantable effects, one offensive and one defensive. All you need to do to use it is click on it in your inventory and choose the item you wish to enchant, no altars required. There are five levels of stones: Descendant - Levels 1-4 Subjacent - Levels 5-8 Latent - Levels 9-12 Ascendant - Levels 13-16 Transcendant - level 17+ The higher the stones level, the more powerful the effects. Example: Descendant- Turn Undead 30 pts. 20 sec OR Detect life 30 pts. Transcendant- Turn Undead 100 pts 30 sec OR Detect Life 180 pts. You can use one or the other of the stones effects when enchanting, not both. Always quick-save before you take the stone then take it and check the effects. If you don't like what you got, reload and do it again. They spawn randomly so the grab and load method will get you what you want, if you're patient. Now that the Gate is closed, find Savlian back at the barricade and tell him the way into the city is cleared. You're not done yet. Savlian asks if you'd help rescue those trapped in the Chapel. Agree and follow the charge to the city gates. Watch where you swing. You're not alone. Savlian and his guards are very good at jumping in front of you as you swing your weapon. If you kill one of them, you'll have to load your last save and try again as they'll call you murderer and attack you. Savlian is unkillable, he'll just go unconcious. Once you've cleared the Daedra out of the plaza, speak to Savlian again and follow him into the chapel. You'll find the survivors in here, including Martin. Savlian sends them to the refugee camp and asks your help in retaking the castle. At this point, you can speak to Martin or ignore him. If you don't talk to him, he'll follow the other refugees down to the camp and be there when you decide to find him. You can also ask him to follow you now. We're going to help Savlian liberate the castle and take Martin with us. Don't worry about him. At this point, like Savlian, he is unkillable and handy with a sword. =============================================== 6: THE BATTLE FOR CASTLE KVATCH ------------------------------------------------------------------------------- Savlian needs to get into the Castle to try and save the Count, who holed up inside with some men to hold off the Daedra. Agree to help and follow him outside. Wipe out the Daedra in the plaza and speak to Savlian again. Seems the Daedra have barred the gate from the inside and you need to find another way. Savlian tells you to find Berich Inian. He's at the chapel, has a key and knows a back way into the gatehouse. Berich is just inside the door of the Chapel and will offer to lead you through the undercroft and to a passage leading into the gatehouse. Three Imperial Legion soldiers will also offer their help, having seen the fires from the road. If Berich should die, you'll need to get the key from his body and follow your map marker to the passage entrance. Follow him through the undercroft and back outside again. Watch where you're swinging. You don't want to hit any of your merry men. Berich will lead you to a trap door to a Castle Kvatch Passageway, and unlock it for you before going back to wait with Savlian at the gate. This passage is a straight shot. Walk across to the ladder on the other side. You and your men will come out between the castle gates. On the other side, up a short flight of stairs, is the wheel lever that will open the gates. Raise the gates and help Savlian defeat the Daedra in the courtyard. This is going to get a little hectic. The mobs are out in force so check your swings. Once you're clear, follow Savlian into the Castle. Clear the mobs from the hall. Savlian and his men will hold their postion while you head back to find the Count. Straight back you'll find a door to the Great Hall. In here, at the back, are the Count's Quarters. You'll find the Count face down in a pool of his own blood. Take the Colovian Signet Ring from his body and return to Savlian with the bad news. He's crushed by the Counts death and grateful you retrieved his Signet Ring. Savlian awards you his Kvatch Cuirass. This is a great piece of Light Armor early on as it fortifies your Endurance and Strength. =============================================== 7: FIND THE HEIR - PART 2 ------------------------------------------------------------------------------- Now that Kvatch is free, you and Martin must return to Weynon priory and Jauffre. As before, you can walk or use your map and Fast Travel. Martin will be pulled along with you if you choose the short route. If you opted not to take Martin with you, you'll find him down at the refugee camp wandering around. Just make Finding the Heir your active quest and you should recieve a map marker for him if you're having trouble finding him. =============================================== 8: WEYNON PRIORY ------------------------------------------------------------------------------- When you arrive, the Priory is under attack by the same assassins who killed the Emporer. Prior Maborel is already dead and Eranor believes Jauffre was in the chapel praying when they attacked. Head inside the chapel and you'll find Jauffre being attacked by three of the assassins. Deal with them quickly. Jauffre is afraid they came for the Amulet of Kings. Follow him to check on it's hiding place. As he suspected, the amulet is gone. Reassure him that you have found Martin. He's relieved and suggests a safer place to protect him, Cloud Ruler Temple, the ancient fortress of the Blades. It's in the mountains just above Bruma. Head outside and Martin and Jauffre will mount up on the remaining horses. You can ride the Orange Road all the way to the Temple. It's a lovely, scenic ride. However, Jauffre has a tendency to take off into the outback after wolves and anything that he thinks needs killing. He can dissapear for quite a while on these side trips of his. This is a problem as you can't get in to Cloud Ruler Temple unless Jauffre is with you. If you opt to ride, make sure to keep track of him. On reaching Cloud Ruler Temple with your entourage intact, the gates open. The Blades hail Martin Septim as the true heir. Martin gives a lackluster speech and thanks you for saving his life. You'll get to remind him he's going to be Emporer here. Now, speak to Jauffre about how to retrieve the Amulet. ================================================ 9: THE PATH OF DAWN ------------------------------------------------------------------------------- At this point, Jauffre will offer to make you a Knight Brother or Sister of the Blades. Don't get excited. You can't rise in the ranks as there are no quests to do for the Blades. Jauffre wants you to speak to Baurus. He may have a lead on how to get the amulet back. You'll find him at Luther Broad's Boarding House in the Elven Gardens District of the Imperial City. Before you leave, visit the East Wing of Cloud Ruler Temple. In the armory you'll find a full set of Blades Heavy Armor, weapons and a couple repair hammers. Upstairs in the library are a skill book and a set of Novice Alchemy equipment. You can also use the beds in the west wing anytime. Outside, head over to the practice square where two of the Blades are sparring. Watch for a minute and you'll gain permanent +2 bonuses to both your Blade and Block skills. On to the Imperial City and Luther Broad's Boarding House. You'll find Baurus having a drink at the bar. He'll tell you not to say anything and sit. Grab the stool next to him. The man in the corner has been watching Baurus. When he gets up and the stranger follows, you're to follow him and see what happens. Follow them into the basement where the stanger reveals himself to be a member of the Mythic Dawn. Waste him and search his body. You'll find an odd book called Mythic Dawn Commenteries Volume 1. Take this and speak with Baurus. He has learned the assassins are members of the Mythic Dawn Cult which worships Mehrunes Dagon. He asks you to take the book to Tar-Meena, a scholar at the Arcane University. Find out what she knows and report back. You can find Tar-Meena in the Arch Mage's Lobby. It seems a man named Mankar Cameron is the leader of the cult and penned the Commenteries. There are four volumes, each containing clues to the location of the Mythic Dawn's hidden shrine to Mehrunes Dagon. You'll need to find the other three. Tar-Meena will give you the library's copy of Volume 2 and refer you to Phintias at the First Edition in the Market District to find the other two. Be sure to read all four volumes as they are skill books. Head over to the First Edition and talk to Phintias. You'll need to work on his disposition a bit. He does have a copy of Volume three he's holding for a cutomer. If he likes you enough, he'll sell it to you for 100 gold. If you're short on cash, or just don't want to buy the book, don't worry. Phintias tells you the cutomer, Gwinas, is late to pick up his book. Go outside and wait for Gwinas to enter the shop, follow him in, and wait until Phintias has given him the book. Now speak to Gwinas. Inform him the Mythic Dawn are the ones who killed the Emporer and he has a bit of a breakdown. He'll give you his copy gladly and also tell you the only way to get a copy of volume four is from a member of the cult. He has a meeting set up to meet a sponsor from the cult and gives you the note detailing the location of the meeting in the sewers below the Elven Gardens. Report back to baurus with this information. Baurus knows the place in the note and will lead you through the sewers. Stay close and try to keep him alive if possible. You'll find mudcrabs, rats and Goblins aplenty on your way to the meeting. When you reach the door, you'll have the option to take the meeting yourself or go upstairs, sneak and cover Baurus's back while he meets with the sponsor. I reccomend letting Buarus take the meet if you want him to have a better chance of coming out alive. Head up the stairs and through the door. The sponsor will arrive and talk to Baurus. Meanwhile, two Mythic Dawn guards will find you and attack. Dispatch them quickly and help Baurus finish off the sponsor. Loot his body to find Volume 4 of the Commenteries. Baurus will now leave for Cloud Ruler Temple. You should make your way back to Tar-Meena and see what she can discover from the books. Tar-Meena wants to study the first two volumes. Wait twenty-four hours and return. She thinks she's found the secret to Mankar Camerons writings and asks you to wait one more day while she puzzles it out. The next day, she has found the hidden message contained in the books. "Green Emporer Way where tower touches mid-day sun." Head over to Green Emporer Way, the graveyard surrounding the Imperial City Palace. On the SW side of the palace, you'll find the Tomb of Prince Camarril. Be there at noon and you'll see a softly glowing, red outline of Cyrodiil. Click on this and you'll recieve a map marker for Lake Arrius Caverns, home of the Mythic Dawn. ============================================== 10: DAGON SHRINE ------------------------------------------------------------------------------- Lake Arrius Cavern is NNW of Cheydinhal, on the shore of Lake Arrius. Follow your map marker to the cave entrance. When you enter, you'll see a man in Mythic Dawn robes by a door. You can handle this place two ways: (A) Go in, swords swinging and kill all that cross your path or (B) Play along quietly and you'll be led right to the amulet. We're going to play along. Speak to the doorkeeper and answer "Greet the new day." He welcomes you and opens the door, saying Harrow will escort you to your initiation. Now, my tip on surviving this: Just inside the door, BEFORE you talk to Harrow who is just around the corner, drop your weapon, armor and a few restorative potions on the floor. Now go down the hall and you'll run into Harrow, the Warden of the Shrine. He asks for all your posessions and offers an intiate robe. Don't worry, you'll get it all back, hand it over. When he's sone talking, go back to the door and pick up all your stuff. At this point, he doesn't care. Now follow him into the Shrine. No lamb to the slaughter for us. Inside, you'll find Mankar Cameron himself giving a long winded, evil genious monologue to the troops. He's also wearing the Amulet of Kings. Wait while he wraps up the floor show. Don't get overzealous. You can't catch him and kill him before he escapes. You'll get another shot at him later. When he's gone, his daughter, Ruma Cameron, will ask you to come forward and make your offering to Dagon. She wants you to slay the Argonian sacrifice. Agree to slay him. If you want to kill him, grab the silver dagger from the podium and do it. If you want to save him, click on him and choose to release the prisoner. It's important to free him BEFORE you grab the book as when you do, the statue will fall on the prisoner and kill him. Either way, all oblivion breaks loose and Dagon's faithful are after you now. Re-equip your weapon and armor and send them to meet their god. Make sure to find a kill Harrow. Sholdn't be an issue as he's a little mad at you. Loot his corpse and you'll find everything you gave him. Once you've dealt with all the faithful down here, go back up the stairs and turn right. You can't go out the way you came in as the door is now barred. You'll have to escape through the living quarters. If you saved the Argonian prisoner, he will lead you out. He's a not a fighter, stick close, if you lose him he's dead. Jeelius is fast and runs back to you when confronted if you're close enough. Once you reach the entry chamber, where you came in, Jeelius will thank you for saving him and ask that you visit him at the Temple of the One in the Imperial City. Now you can back and loot the living quarters. Now that you've escaped with the Mysterium Xarxes, return to Cloud Ruler Temple and speak with Martin. Stop off at the Temple of the One on your way. Again, if you saved Jeelius, he will raise your Restoration, Mysticism and Alchemy skills a point each. #Watch your back in cities now. You've earned the anger of the Mythic Dawn and their hidden agents in the cities will jump you in the streets. Back at Cloud Ruler, you'll most likely find Martin in the great hall, pouring over musty books. Martin, worried at the loss of the amulet, is hopeful now that you have found the Mysterium Xarxes. He thinks he may be able to find a way into Mankar Cameron's Paradise with it. He'll need some time to study it. In the meantime, Jauffre has a job for you. Speak to Baurus before you leave Cloud Ruler. In gratitude for helping him, he will raise your Blade, Block and Heavy Armor skills a point each. ================================================= 11: SPIES ------------------------------------------------------------------------------- Jauffre has had reports of Spies in the hills around Bruma. He needs you to identify and eliminate them. He'll refer you to Captain Steffen, here in Cloud Ruler and Captain Byrd in Bruma for more information. Find Captain Steffen and ask about Spies. He's seen them on the road to the Temple, just north of Bruma by the Runestone at dusk. Make your way to the runestone and wait until 5pm. You'll find a woman, Jearl, waiting at the runestone. Kill her and loot her house keys from her corpse. Now head into Bruma and you'll find Captain Byrd in the Castle Bruma Barracks in the evening. Upon hearing that Jearl was a spy, he authorizes you to search her house and take care of anything you find, any way you see fit. Head over to Jearl's house after 7am and you'll find the second spy, Saveri Faram, asleep in Jearl's bed. Deal with her and then head into the basement through the trap door by the table. You'll find a couple sopies of the commenteries and Jearl's orders, detailing an all out attack on Bruma, as well as a mention of finding out who helped Martin escape Kvatch. Return to jauffre with the orders. He is pleased with your work and pledges to warn the countess of the impending attack. You should speak to Martin again as he's made some progress with the Xarxes. ================================================ 12: BLOOD OF THE DAEDRA ------------------------------------------------------------------------------- Martin has decipherd part of the ritual needed to reach Cameron's Paradise. He needs the blood of a daedra, specifically a daedric artifact and you get to find one for him. You'll find a copy of Modern Heretics on his table. Read it and you'll recieve a map marker for the Shrine of Azura. I don't reccomend you give him Azura's Star as it's a re-usable soul gem, the only one in the game. Whatever artifact you give him will be destroyed. There are 15 Shrines to choose from. As my character is currently level 2, we're going to do the Shrine of Sheogorath. If you want to use a different artifact, check out my Daedric Shrine Guide for details on all the Shrines and their rewards to find one you don't mind parting with permanently. SHRINE OF SHEOGORATH: LOCATION: Leave Leyawiin by the West Gate and follow the road North. Stay on this side of the river. You'll pass "White Stallion Lodge". Keep heading North and you'll come to "Waters Edge", turn due NNW. You'll pass "Rockmilk Cave" and should run into the Shrine a little ways later. It's slightly further from Waters Edge as that is to White Stallion Lodge OFFERING: A lesser soul gem, a head of lettuce and yarn. TIME: Any REWARD: Wabbajack Staff - Wabbajack on target Charge 3000 / 10 uses QUEST: Let the wierdness begin. There are several faithful around the Shrine, they're all in their undies and all mad as hatters. Ravel is the one you want, he'll give you the absurd list of offerings you need. Buy or borrow what you need. The imperial city market has everything on your list, either in a shop or stashed in the street crates. Now that you have all your goodies, approach the Shrine. Sheogorath is a real fruit bat with too much time on his hands. He asks you to visit the settlement of "Borderwatch", where they are "dull, dull, dull". He wants you to bring one of their darker prophecies to life, simulating the events, and providing him with amusement. You are to find the Shaman and ask him about the K'Sharra prophecies. You should have a map marker for the village now. The Shaman's name is Ri'Bassa, he's probably hanging out by the cookfire. If he likes you enough, he'll tell you about the prophecy. It has three plagues: a vermin infestation, all of the sheep mysteriously dying and the third, which he wont talk about. He'll tell how thier cooking fire can be smelled across the countryside and suggest you go to the Inn and ask the barmaid about her cheese collection. Helpful, isn't he. The barmaid is a stinky cheese collector. In fact, she has, in a locked case by the bar, the stinkiest cheese ever made, the Olroy cheese. She'll tell you if it was ever left out, it would bring rats from miles around. Show off your sneaking skills, unlock the case, steal the cheese and go back outside. As a point of interest, there's a "Nirnroot" in a pot on the shelf behind her. Outside, the cooking fire is to the left of the Inn, drop in your cheese. Be patient, if you cook it, they will come. A swarm of rats will shortly make their way into the village. Chaos ensues and your journal will update. Your buddy, Ri'Bassa is dropping rat poison around the square to kill them. Now for the second plague. Grab one of the rat poison piles and head over to the sheep pen. It's just to the left of the Inn. Drop the rat poison into the feed trough. The sheep will gravitate to their deaths like...well...lambs to the slaughter. Heh. Once the last sheep drops dead, Sheogorath will speak to you again, congratulating your victory and ask you to go to the center of town for the final plague. You know, the one Ri'Bassa wouldn't talk about. The center of town is the area between the two main stairs. Get comfy and look up. Sheogorath outdoes himself and I'm not going to spoil it. Once the fun is over, return to the Shrine for your reward. Now that you have the Daedric Artifact of your choice, return to Cloud Ruler Temple and hand it over to Martin. Martin needs a few more days to figure out the next part of the ritual. ================================================ 13: BRUMA GATE ------------------------------------------------------------------------------- Find Jauffre, he has another job for you. An Oblivion Gate has opened outside Bruma. The Countess wants you to lead Captain Burd into the gate and show him how to close it. Head to Bruma and find Captain Burd outside the East gate with a small force of guards. After a short speech to his men, Burd will charge into the Gate. Once inside, you'll need to speak to Burd before he'll follow you. Don't worry too much about the Captain, he's unkillable. Watch your swings and feel free to let him draw some of the fire. If you follow the path as it curves around to your left, it will take you right to the tower. Watch out for pillars lobbing fireballs at you. Inside the fury spike, enter the Rending Halls. On the upper floor, go through the Citadel Hall Door to the next floor up and re-enter the Fury Spike. Head up the ramp and enter the Corridors of Dark Salvation. Follow the passage all the way up and back into the Fury Spike. You're now on the top floor and will run into the Sigil Keeper. Kill him and loot the Sigil Key from his corpse. Enter the Sigillum Sanguis and head up the ramps to the Sigil Stone. Quicksave before taking the stone, just in case. Grab the Sigil stone and you and Captain Burd will be transported back to Bruma. Speak to him and he'll thank you, updating your journal. He and his men can now close any other gates that open at Bruma. Head back to Jauffre at Cloud Ruler Temple and report your success. ================================================ 14: ALLIES FOR BRUMA ------------------------------------------------------------------------------- ##This portion of the Main Quest line is optional. If you choose not to do it, Bruma will defend herself. However, You'll miss out on a substantial boost to your fame rating, about 20 points worth. Jauffre worries the Bruma guard isn't up to an all out attack. He wants you to visit each city in Cyrodiil and convince them to send reinforcements to protect Bruma and Martin. Out first step is the Imperial City and Chancelor Ocato. I found him at the Elder Council Chambers between 3pm and 4pm. He is sorry, but he can provide no aid. The Imperial Legions are already committed to fighting the Daedra invasion throughout Cyrodiil. If there's a way to get aid from the Mages Guilds, I was unable to find it. Noone I spoke to had the option to ask about Aid for Bruma. On to the cities where you're going to do the same thing, six times in a row and probably get real sick, real fast of Oblivion Gates. We'll go city by city in alphebetical order. ------------------------------------------------------------------------------- 14.1 ANVIL - The Flesh Spire At the castle, speak to Countess Millona Umbranox. She wants to send help but can't while an Oblivion gate is open outside the city. Head outside Anvil's Main Gate and the Oblivion Gate is off to the west, close enough that you have an icon in your compass. Enter the gate. The tower is above you, you'll have to navigate Nethertunnels to reach it. Head up the path and follow it to your left as it curves around the base of the mountain. You'll find the entrance to the Nethertunnels just past one of those spinning pillars. The door is hard to spot and on you're right. Use your area map to help you locate it. Enter and find yourself in the Hate Tunnels. Follow these to the lowest level and enter the door marked Oblivion Cave. You'll find yourself in the Molten Halls. Follow this tunnel to a dead end room and jump through the hole in the floor. There are two holes to jump down in here, either one is fine and will lead you to another door to an Oblivion Cave, the Scratch Paths. In here, you'll start heading up again. Enter another Oblivion cave door at the top of the ramps, back out to the Oblivion Realm. You're higher up on the mountain now. Follow the path around to your left and enter the Oblivion Cave to the Red Gnash Tunnels. Just keep heading up in here and you'll find a door back to the wastes of Oblivion. As you exit, quickly run to your right as a rockfall will drop right on your head. Follow this path and it will switch back and take you right to the tower door. Enter the Tower Portal. You'll find Magicka Essence and Blood Fountains in here. Enter either door to the Rending Halls. Watch out for the trap on the first landing. You can trigger it with the claw lever on your left in the archway. Head up the second ramp and re-enter the Flesh Spire, go up the ramp and enter the Dead Halls. Up again and back to the Flesh Spire. Take the ramp to either side and enter the Corridors of Dark Salvation. Head up, past the shooting pillars and through the Citadel Hall Door to the next floor. You'll find another pillar. Run past and re-enter the Flesh Spire. From here you can reach the Sigillum Sanguis. Head up the ramps, quicksave and take the Sigil Stone. When you're returned to Anvil, go to the Countess and she will gratefully send aid to Bruma. ------------------------------------------------------------------------------- 14.2 BRAVIL - The Dreaded Refuge At the castle, Count Regulus Terentius is unable to send aid to Bruma with an Oblivion Gate outside the city. Time to close another gate. It's just North of the city, you can't miss it. When you arrive, you can see the Sigil tower in front of you but the entrance is blocked by a gate. Take the path on your left. Follow this and cross the bridge on your right. This path will curve back to the right and lead you to the entrance to the Caverns of the Abused. Head down until you find a hole in the floor. Drop down to the floor below and look for the door to the Bloodwell. This takes you into a smaller tower. Use the lift to get to the next level and head to the top where you'll find a gate control. Now head back down the tower and take the door out to the Wastes of Oblivion. The Sigil Tower is just across the bridge. Enter the Tower Portal, then the Rending Halls. As always, keep heading up. At the top, you'll enter the Dreaded Refuge. This ramp will take you all the way up to the Sigillum Sanguis. At the top, take the stone, be returned to Bravil and the Count will agree to send his Guard Captain to Bruma. ------------------------------------------------------------------------------- 14.3 CHEYDINHAL - The Chaos Stronghold The Count of Cheydinhal, like the others, is besieged by an Oblivion Gate and can send no aid while his city is under threat. As an added complication, his fop of a son, Farwil, has gone into the gate with the Knights of the Thorn to try and close it and not returned. Head out for the gate. As you approach, find a guard, Amminus Gregori, keeping watch outside the gate. He'll give you the journal update and quest for Farwil and tell you the Count has offered a reward for his sons safe return or proof of his demise. You really want to invest in a Heal Other spell before going after the idiot son, Convalescance is a good choice as it's not expensive to cast and is an apprentice level spell. Step through the gate into Oblivion. If "The Wayward Knight" is your active quest, you'll have a map marker to head you in the right direction. You'll find a fallen Knight of Thorn just inside the gate. He had a messy end you'll be wishing on Farwil later. Head past him, down the path to your right. Listen for rockfalls in here. The path will turn back on itself and lead to a door to The Bowels. Enter the Bowels and you'll see a hole in the floor. Drop down to the floor below then jump through the next hole beside you. You'll find another fallen knight and a door back out to the Oblivion Realm. Make your way down the path to your right. You'll find yet another fallen knight at the bottom of this path, next to a door back into the Bowels. Head inside and follow this passage down and drop through yet another hole. This passage will lead you down and back out to the realm of Oblivion. As you exit, you'll find Farwil and the last surviving Knight of the Thorn. Farwil gives you a story about single handedly cutting down two score of Daedra. Bremman will give the accurate version. You have no choice, Farwil and Bremman are going to follow you to reach the Sigil Stone and you can't tell them to wait. Now for the fun. Save now, you may need to re-load a few times to keep Farwil alive. The irritating little ponce is danger happy and will dive into the lava to chase down a falling daedra. If he does die, and you just don't want to bother trying to save him, be sure to take the Indarys Signet Ring from his body to give to the Count later. The best way to get them across the bridge before they boil themselves is this: Ignore the daedra. Sheathe your weapon, you'll run faster that way, and charge across the bridge and into the Chaos Stronghold. If alive, Farwil and Bremman will be pulled along with you. The fun's not over. They'll now charge recklessly through the tower after the daedra. Stay with them and try to keep Farwil from being overwhelmed. You are going to need to heal Farwil as he wont heal himself. This tower is very straight forward. Just keep heading up and follow the passages to the top. In the Sigillum Sanguis, take the stone and you, and your jeapordy freindly buddy, will be transported back to Cheydinhal. Speak with Farwil. In gratitude, he will make you a member of the Knights of the Thorn and bestow a Knights of the Thorn Medallion on you. It fortifies your speechcraft. Return to the Count and he will agree to send troops to Bruma. If you managed to keep Farwil alive, the Count will reward you one of two weapons: Thornblade - Disintegrate Armor (Leveled) Staff of Indarys - Damage Strength/Shock Damage (Leveled) If Farwil died, you'll recieve a knights of the thorn medallion and a leveled amount of gold, but only if you return his signet ring. ------------------------------------------------------------------------------- 14.4 CHORROL - The Portals of Natural Disaster Speak with Countess Arriana Valga in the Castle to be given the journal update about the Oblivion Gate. Leave by the South Gate and you can't miss the Oblivion Gate. Enter the gate to the Wastes of Oblivion. You'll see seven towers. The Sigil Tower is in the center and you can't reach it yet. You can go left or right here. We're going to go right and enter the Tower Door to Tsunami. Hop on the Corpse Masher and make your way to the top of the tower. Once there, pull the Tornado Gate Control. Now exit through the door across from you and cross the bridge to the central tower, the Portals of Natural Disaster. Inside, turn right and exit through the next door, back out to Oblivion and cross the bridge. In the Tornado Tower, pull the Tsunami Gate Control and go back to the central tower. Turn right, exit through the next door and cross the bridge. In the Landslide Tower, pull the Eruption Gate Control. Back to the central tower, turn right, exit through the last door, cross the bridge. In the Eruption Tower, pull the landslide Gate Control. Stay in this tower and head down to the bottom. Exit the lower door to the wastes of Oblivion. Head left and you'll see the gates are open. Bear left again and enter the Earthquake tower. Use the Corpse Masher to get to the next floor. Halfway up the tower, you'll find a dor to Oblivion. Exit and cross the bridge back to the central tower. Now you can reach the Rending Halls. In here, use the Citadel Hall Doors directly across from you and head up. Be careful in this passage dodging the blades. At the top, you'll re-enter the Portals of Natural Disaster. Up the ramp and into the Corridors of Dark Salvation. Follow the ramps all the way to the top, back out to the center of the tower and up the ramp. Enter the Sigillum Sanguis. Take the stone and be returned to Chorrol. The Countess will now gladly send reinforcements. ------------------------------------------------------------------------------- 14.5 KVATCH If you already completed the Battle for Castle Kvatch, Savlian Matius will quickly agree to send troops to Bruma, in gratitude for your help. You'll find him in the Great Hall of what's left of the castle. If you haven't done that quest yet, you'll have to complete it before he will help. ------------------------------------------------------------------------------- 14.6 LEYAWIIN - The Lust Keep Speak to the Count who, of course, is unwilling to help until you close the Gate outside his city. From Leyawiin's North East Gate, turn right and cross the river to reach the correct Oblivion Gate. Once in Oblivion, turn left as you can't cross the lava, and enter the Nether Tunnels. Drop down the hole and follow the passages to an Oblion Cave door. Enter and the passage will lead you to a door back out to the wastes. You're now on the other side of the lava. There is a switchback path to your left that winds steeply up this minor mountain. At the top, enter the Bloodwell Tower. Head to the top and pull the Gate Control. Now head back outside and you can enter the Tower Portal to the Lust Keep. Enter the Rending Halls. Follow the ramps up and back into the Lust Keep. Take this ramp and enter the Corridors of Dark Salvation. At the first landing go through the Citadel Hall Door on your right and up to the next landing. The door is to your, back into the keep. Use the ramp on your right to head up and use the Runed Portal at the top to reach the Sigillum Sanguis. Take the stone, return to Leyawiin and recieve the Count's promise to send aid. ------------------------------------------------------------------------------- 14.7 SKINGRAD - The Brooding Fotress, The Sorrow Keep, The Anguish Keep At the Castle, speak to Mercator Hosidus and he'll get the Count for you. Like the rest, you must close the Oblivion Gate threatening the city to secure his aid. The Gate is ENE of the Castle. Once in Oblivion, head to your right and enter the Anguish Keep. In the Halls of Eternal Twilight, head up to the first landing and take the Citadel Hall door on your left. This takes you back into the keep. Up the ramp and through the second door on your right to the Halls of Shame. Up to the landing, past the pillars and through the Citadel Hall Door on your left. Head all the way up, back out to the keep and up the ramp to the Anguish Shrine. On the second level, pull the Geared Batten lever and release the first of two locks. Now, use the door below to the wastes of Oblivion and cross the extending bridge to the Sorrow Shrine. In the Sorrow Shrine, go to the second level and pull the Geared Batten, releasing the second lock. Now use the doors on wither side to enter the Sorrow Keep. Head down the ramp and into the Halls of Shame. Use the Citadel Hall doors to head down and back into the keep. Down the ramp and take the door out to the wastes. Cross the extending bridge and enter the Brooding Fortress. From here, head up the ramp and into the Corridors of Dark Salvation. Follow these passages up, back into the keep. Head up the ramp and enter the Sigillum Sanguis. Take the stone and be returned to Skingrad. The Count will happily send men to defend Bruma. ================================================ 15: BLOOD OF THE DIVINES ------------------------------------------------------------------------------- Speak with Martin and he's deciphered the next item he needs, the Blood of the Divines. You'll need the blood of Tiber Septim, who was once mortal but ascended to godhood. Find Jauffre as he knows where you can get it. Jauffre believes the Armor of Tiber Septim will give Martin what he needs, it's said to be splashed with his blood. The armor is entombed in the catacombs of Sancre Tor. They have become an evil place and none who have entered have returned. He warns you to be careful and gives you a map marker for the fort. Sancre Tor is West of Bruma and NNE of Chorrol, in the middle of nowhere. Make your way there. Inside Sancre Tor, watch out for the occasional dart trap. It's extensive but difficult to get lost. The first floor is a big circle, follow this and you'll find an Undead Blade. Kill him and his spirit will appear. The UnderKing sealed Tiber Septim's Shrine and cursed him and his three companions to guard it forever. He promises to try and lift the curse if you'll find and free the other Undead Blades. Go through the wooden door to Sancre Tor's Entry Hall. Don't bother with the Tomb of the Reman Emporers yet. You can't do anything until you've found the other Blades. Head to the Hall of Judgement. In the Hall of Judgement, turn right at the fork. Follow the passages down to the large chamber where you'll find the next Blade. Now, head back to where you came in, pass the door to the Entry Hall and enter the Catacombs. You'll find the third Blade as you enter. Free him and make your way back to the Entry Hall. The last Blade is in the Prison. In here, kill the skeleton of Warden Kastav and take his key. It will open the door behind him. You'll find the last Blade at the very back of the Prison Complex. Once you've released him, return to the Entry Hall. Enter the Tomb of the Reman Emporers. The four Blades will kneel and break the Underking's curse. You'll find the Armor of Tiber Septim inside on a small pedestal. Take it and return to Martin at Cloud Ruler Temple. ================================================ 16: MISCARCAND ------------------------------------------------------------------------------- Martin now knows the third item needed for the ritual is a Great Welkind Stone. The only Ayleid Ruin to still contain one is Miscarcand and it's said to be guarded by the Last King of the Aylieds. Rest up, repair your armor and head out. You'll find Miscarcand between Kvatch and Skingrad. In Miscarcand, you'll find Goblins and the Undead duking it out. Follow the passage past the first large room until you come to a corner with a Gate on your left and a passage on your right. Enter the Gate. Down the stairs and you'll see a walkway across the chamber. You'll need to drop to the floor below as you can't open the gate at the other end from here. Drop down and take the door on your right. At the top of the stairs, next to the door across the room, is a blue switch. Press this. Up the stairs and step on the pressure plate to drop the gate. Turn right and head back down the stairs and across the bridge to find the gate has dropped. Enter the Miscarcand, Sel Vanua. At the bottom of the stairs, turn left in this chamber and press the blue switch to raise the Varla Stone Cage.. Grab the stone and go through the gate across the room and down. Cross the bridge in the large chamber and make your way down, around and back in. Hit the Blue Switch on the wall on your left before entering the chamber. Straight across to the other side and you'll find a door to the Miscarcand, Morimath. In the Morimath, cross the bridge and at the bottom of the stairs, turn left. Follow this passage and it will lead you straight to the Great Welkynd Stone. be prepared here and quicksave. When you take the stone, the Last King of Miscarcand and his Zombie Guardians will jump you. Deal with them and use the passage the King opened as a short cut back to the first floor. Once outside, return to Martin with the Stone. ##If you found Miscarcand early, took the Great Welkynd stone not knowing what it was, and are now unable to give it to Martin, Don't worry. Use these codes to remove the stone from your inventory, talk to Martin, then add the stone back in to your inventory. He should accept it then. player.removeitem 000345af 1 player.additem 000345af 1 ================================================= 17: DEFENSE OF BRUMA ------------------------------------------------------------------------------- When you return to Cloud Ruler, Martin and Jauffre are having a bit of an argument. When Jauffre gives up, speak to Martin, return the Armor of Tiber Septim and you'll find out why. Martin has discovered the final item needed to reach Mankar Cameron's Paradise, a Great Sigil Stone. The only way to get one is to allow a Great Gate to be opened outside Bruma, as it did at Kvatch, and you to close it. Martin intends to lead the defense of Bruma himself and wont be dissuaded. He's tired of watching everyone fight for him. Your job is to go to Bruma's Countess and convince her to approve this plan and meet Martin in the Chapel of Talos for a war council. Head down to Castle Bruma and speak with the Countess. She will agree and meet Martin at the Temple. When you're ready for battle, go to the Temple and speak to the Countess, she'll tell her men to stop closing the gates. Martin will ask you to follow him to the battlefield. Follow Martin down to the Battlefield. Make sure you stay with him, instead of running on ahead, or you'll be waiting by yourself for a long time. The people of Bruma will cheer Martin as the Emporer as you leave the city. Outside the gates, Martin and the soldiers will break into a run, making the trip quick. At the field, Martin will give a rousing speech to the troops and the fight is on. Things are going to get a little hairy here. You must keep Martin alive until the Great Gate has opened. Before that happens, three smaller gates will open. Until then, try to keep Martin from being overwhelmed by daedra. He's good in a fight, but even he can get outmatched. Stay close and pick off the stragglers. Once the Great Gate opens, and you can't miss it, if Martin is still alive, run into the gate fast as you can. Once you're inside, Martin is safe. ================================================ 18: GREAT GATE ------------------------------------------------------------------------------- It's a hell of a sight in here. The walls in front of you will part, revealing a great, bug like machine inching it's way toward the gate. You have thirteen minutes to reach the Great Sigil Stone before the machine reaches Bruma. It's plenty of time. Don't bother killing the daedra unless you have to. It just wastes your precious time. In front of you you'll see a tower to either side. Enter the tower on your left, World Breaker Guard. Head to the top and use the north door to the Plane of Oblivion. Cross the bridge. If you cross over the machine, go back, you're going the wrong way. You should be running alongside, up above. Enter the next tower. Make your way down and take the first door back outside. You're on level with the machine again. Cross this bridge, you'll have to jump a small gap. Run up the hill and you'll see the Sigil Tower flanked by to gates and two smaller towers. Enter the left tower. At the top, pull the Gate Control and head back out the way you came in. The gate is now open. Enter the Tower Portal to World Breaker. Enter the Vaults of End Times, head up and take the Citadel Hall Door to your left. Reenter the World Breaker. Follow this ramp all the way to the top. Kill the Sigil Keeper and loot the Sigil Key from his corpse. Enter the Sigillum Sanguis. Take the Great Sigil Stone and be returned to the battlefield to applause. Find and speak with Martin. He will take the Great Sigil Stone and leave for Cloud Ruler to prepare the portal to Paradise. Go to him when you're ready. Before you leave the battlefield, check the ground in front of the siege machine for your standard sigil stone. It dropped out of the mouth of the machine when it died. ================================================= 19: PARADISE ------------------------------------------------------------------------------- Before you speak to Martin, make sure you have everything you need to survive. There are no shops and no armorer's in Paradise. Once you're ready, speak to Martin. He will open the portal, telling you to retrieve the Amulet and that you're only way back is to kill Mankar Cameron. Time to take back the Amulet of Kings. When the portal opens, use it like an Oblivion gate and be transported to Mankar Cameron's Paradise. When you arrive, Cameron will speak to you as you travel his realm. An entertaining reminder of Dagoth Ur in Morrowind. Ascended Immortals wander the Savage Garden, those who died in Cameron's service. Speak to them to learn the only way to reach him is through the Forbidden Grotto and that you must be wearing the Bands of the Chosen to enter. Daedra also abound here, tormenting the Immortals. Follow the stone path. When it forks, take the downward path. At the next fork, turn to your right and you'll see a Dremora named Kathutet. Don't kill him yet, talk to him. It seems you've earned the respect of the Dremora. He will offer you two choices; Battle or Service. If you choose battle, kill him, take the Bands of the Chosen from his corpse and continue on to the Flooded Grotto. If you choose Service, Kathutet will give you the Bands of the Chosen if you free his Xivilai, Anaxes. The Immortals have trapped Anaxes in a cave up the left side of the path. Follow your map marker and the door to the Lair of Anaxes is on the other side of the rock. At the back of the cave, click on the two logs holding the boulder in place and Anaxes will be free. Now, return to the entrance to the Flooded Grotto and enter. Follow the Tunnel and you'll find Kathutet waiting for you by the door to the Forbidden Grotto. Once he gives you the Bands, Cameron will give you a long winded monologue, revealing some fascinating theories about Tamriel and her gods. Put on the Bands of the Chosen and enter the Forbidden Grotto. The first thing you'll notice is you can't remove the Bands. The second is the Immortals are not having a good time in Paradise, unless you consider lava baths refreshing? Make your way into the tunnels and try not to kill anyone who doesn't attack you first. You have an ally in here, it would be a shame to kill him during a killing spree. In the next chamber, you'll meet Eldamil. Tell him you're here to kill Mankar Cameron and he'll offer to help, anything to free the fools who followed Mankar. Noone wearing the Bands of the Chosen can leave the Grotto. Eldamil will remove them for you but you must play along when the overseer, Orthe, shows up. Agree and follow Eldamil. When Orther shows up, Eldamil will order you into the brood cage. Don't worry, you aren't getting a lava facial. Enter the brood cage and you'll be lowered to the lava, but not into it. When Orthe leaves, Eldamil raises the cage and tells you to meet him further on while he distracts the Daedra. Exit the other side of the cage and take the path on your right. Turn right again and you'll find a door to another level of the Forbidden Grotto. Go through. On the other side, you'll find Eldamil at the end of the passage. He will remove the Bands of the Chosen and ask to come with you. He's not too shabby in a fight. At this point, Cameron will monologue again. There's only one path in here. Follow ti and it will lead you back out to Paradise. Follow the path up and to the right to Cameron's palace. On the way, you'll see large blue and purple Mana Blooms. They'll restore your magicka and health and you should pick as many as you can. Once paradise is gone, this rare ingredient is gone. Climb the steps. At the entrance, you'll meet the children of Cameron, Raven and Ruma. You might remember Ruma from the Dagon Shrine. Follow them into the palace for your long awaited audience with Mankar Cameron. Once you speak to him he will attack. Your best strategy here is to ignore his kids, they'll just distract you. Elmadil can keep them busy while you knock off Daddy. Don't get fancy here. His robe absorbs spells and reflects damage. The higher your level, the more powerful his robe will be. Hit him hard and fast to do more damage than he can absorb or reflect. When he's dead, his children will drop dead on the spot. Loot the Amulet of Kings from his body and Paradise will fall apart. You'll be transported back to Cloud Ruler Temple. The Blades drop to their knees on your return and pay homage to Martin's Champion.