The Elder Scrolls IV_Oblivion Guide

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The Elder Scr olls IV: Oblivion Guide For other mini-F AQ: http://faqs.ign.com/objects/702/702491.html  http://faqs.ign.com/articles/699/699097p1.html#guildexpelled  The Elder Scrolls IV: Oblivion - Walkthrough (IGN/Gamespy Exclusive) Version: 1.8 Date: 08/24/07 Created by: Alienslof, www.slofshive.co.uk , [email protected]  Arjen 'Grawl' Voogt, www.grawl.nl , [email protected]  Abram 'APY' Wagenaar,  www.planetelderscrolls.com , [email protected]  Cheryl 'Korana', [email protected]  Robin Irvin,  [email protected]  Tina 'Sirius Snape' Duncan, [email protected] When you mail someone, make sure that you mail the right person. Check the section that you want to mail about, and mail the person responsible for it. Please double-check. Yo u might not get an answer if you e-mail the wrong person. This walkthrough can only be hosted with our explicit permission. Currently , it is only to be hosted at  Planet Elder Scrolls, IGN FAQs and Grawl's homepage. Don't expect this to change in the near future, and please let us know if you see this walkthrough hosted anywhere else. Title: The Elder Scrolls IV: Oblivion System: PC, Xbox 360 Developer: Bethesda Softworks Publisher: 2K Games Release Date: 20 March 2006 Table of Contents 01 - Introduction 02 - Races 03 - Classes 04 - Skills/Attributes 05 - Birthsigns 06 - Walkthrough 07 - Quests 08 - Vampires 09 - Map 10 - Items 11 - Cheats/Secrets 12 - Miscellanea 13 - Links 14 - Changelog 15 - Conclusion Table of Contents (Expanded version) 01 - Introduction 02 - Races 03 - Classes 04 - Skills/Attributes 05 - Birthsigns 06 - Walkthrough 06.1 - Tutorial 06.2 - Deliver the Amulet 06.3 - Find the Heir 06.4 - Breaking the Siege of Kvatch 06.5 - Weynon Priory 06.6 - The Path of Dawn 06.7 - Spies 06.8 - Blood of the Daedra 06.9 - Bruma Gate 06.10 - Blood of the Divines 06.11 - Miscarcand 06.12 - Allies for Bruma

Transcript of The Elder Scrolls IV_Oblivion Guide

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The Elder Scrolls IV: Oblivion Guide

For other mini-FAQ: http://faqs.ign.com/objects/702/702491.html

http://faqs.ign.com/articles/699/699097p1.html#guildexpelled

The Elder Scrolls IV: Oblivion - Walkthrough (IGN/Gamespy Exclusive)Version: 1.8Date: 08/24/07

Created by:

• Alienslof, www.slofshive.co.uk , [email protected] • Arjen 'Grawl' Voogt, www.grawl.nl, [email protected] • Abram 'APY' Wagenaar, www.planetelderscrolls.com , [email protected] • Cheryl 'Korana', [email protected] • Robin Irvin, [email protected] • Tina 'Sirius Snape' Duncan, [email protected]

When you mail someone, make sure that you mail the right person. Check the section that you want to mail about, and mail theperson responsible for it. Please double-check. You might not get an answer if you e-mail the wrong person.

This walkthrough can only be hosted with our explicit permission. Currently, it is only to be hosted at Planet Elder Scrolls, IGN FAQs and Grawl's homepage . Don't expect this to change in the near future, and please let us know if you see this walkthrough hostedanywhere else.

Title: The Elder Scrolls IV: OblivionSystem: PC, Xbox 360Developer: Bethesda SoftworksPublisher: 2K GamesRelease Date: 20 March 2006

Table of Contents01 - Introduction02 - Races03 - Classes04 - Skills/Attributes05 - Birthsigns06 - Walkthrough07 - Quests08 - Vampires09 - Map10 - Items11 - Cheats/Secrets12 - Miscellanea13 - Links14 - Changelog15 - Conclusion

Table of Contents (Expanded version)

01 - Introduction02 - Races03 - Classes04 - Skills/Attributes05 - Birthsigns06 - Walkthrough

06.1 - Tutorial06.2 - Deliver the Amulet06.3 - Find the Heir06.4 - Breaking the Siege of Kvatch06.5 - Weynon Priory06.6 - The Path of Dawn06.7 - Spies06.8 - Blood of the Daedra06.9 - Bruma Gate06.10 - Blood of the Divines06.11 - Miscarcand06.12 - Allies for Bruma

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06.13 - The Defense of Bruma06.14 - Paradise06.15 - Light the Dragonfires06.16 - Imperial Dragon Armor

07 - Quests07a - Mages Guild

07a.1 - Bruma Recommendation07a.2 - Bravil Recommendation07a.3 - Cheydinhal Recommendation07a.4 - Anvil Recommendation

07a.5 - Skingrad Recommendation07a.6 - Leyawiin Recommendation07a.7 - Chorrol Recommendation07a.8 - A Mage's Staff 07a.9 - Ulterior Motives07a.10 - Vahtacen's Secret07a.11 - Necromancer's Moon07a.12 - Liberation or Apprehension?07a.13 - Information At a Price07a.14 - A Plot Revealed07a.15 - Ambush07a.16 - Confront the King07a.17 - Collecting flowers when penalized

07b - Fighters Guild07b.1 - The Desolate Mine07b.2 - A Rat Problem07b.3 - The Unfortunate Shopkeeper07b.4 - Unfinished Business07b.5 - Drunk and Disorderly07b.6 - Den of Thieves07b.7 - Amelion's Debt07b.8 - The Master's Son07b.9 - More Unfinished Business07b.10 - Azani Blackheart07b.11 - The Wandering Scholar07b.12 - The Fugitives07b.13 - Trolls of Forsaken Mine07b.14 - The Noble's Daughter07b.15 - Mystery at Harlun's Watch07b.16 - The Stone of St. Alessia07b.17 - Information Gathering07b.18 - Infiltration07b.19 - The Hist

07c - The Arena07c.1 - Ranks and Gold rewards07c.2 - Pit Dog Matches07c.3 - Brawler Matches07c.4 - Bloodletter Matches07c.5 - Myrmidon Matches07c.6 - Warrior Matches07c.7 - Gladiator Matches07c.8 - Hero Matches07c.9 - Champion Match

07d - Thieves Guild07d.1 - May the Best Thief Win07d.2 - Independent Thievery07d.3 - Untaxing the Poor07d.4 - The Elven Maid07d.5 - Adharji's Heirloom07d.6 - Misdirection07d.7 - Lost Histories07d.8 - Taking Care of Lex07d.9 - Turning a Blind Eye07d.10 - Arrow of Extrication07d.11 - Boots of Springheel Jak07d.12 - The Ultimate Heist

07e - Dark Brotherhood07e.1 - A Knife in the Dark07e.2 - Welcome to the Family07e.3 - A Watery Grave07e.4 - Blood of the Damned07e.5 - Accidents Happen07e.6 - No Rest for the Wicked07e.7 - Scheduled for Execution07e.8 - To Serve Sithis07e.9 - The Assassinated Man07e.10 - My Brother's Keeper07e.11 - The Lonely Wanderer07e.12 - Enter the Eliminator07e.13 - Bad Medicine07e.14 - The Night Mother's Child07e.15 - Whodunit07e.16 - The Assassin's Gambit07e.17 - Permanent Retirement07e.18 - Of Secret And Shadow

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07e.19 - The Purification07e.20 - The Dead Drop07e.21 - The Affairs of a Wizard07e.22 - Next of Kin07e.23 - Broken Vows07e.24 - Final Justice07e.25 - A Matter of Honor07e.26 - The Coldest Sleep07e.27 - A Kiss before Dying07e.28 - Following a Lead

07e.29 - Honor thy Mother07e.30 - Whispers of Death07e.31 - Expelled?

07f - Daedric Quests07f.1 - Azura07f.2 - Sheogorath07f.3 - Vaermina07f.4 - Namira07f.5 - Sanguine07f.6 - Malacath07f.7 - Meridia07f.8 - Nocturnal07f.9 - Peryite07f.10 - Mephala07f.11 - Hircine07f.12 - Molag Bal07f.13 - Clavicus Vile07f.14 - Boethia07f.15 - Hermaeus Mora

07g - Side-Quests (Incomplete)07g.1 - The Renegade Shadowscale07g.2 - Where Spirits have Lease (Anvil house quest)07g.3 - How to become a REAL knight07g.4 - The Ghost Ship of Anvil07g.5 - A Brush With Death07g.6 - Separated at Birth07g.7 - Legacy Lost07g.8 - Sins Of The Father07g.9 - Canvas The Castle07g.10 - Order of the Virtuous Blood07g.11 - Shadow Over Hackdirt07g.12 - Origin of the Gray Prince07g.13 - Go Fish07g.14 - An Unexpected Voyage07g.15 - The Gravefinder's Repose07g.16 - Tears of the Savior07g.17 - Zero Visibility07g.18 - Corruption and Conscience07g.19 - Lifting the Vale07g.20 - Unfriendly Competition07g.21 - Bear Season07g.22 - The Rosethorn Cache

08 - Vampires08.1 - How to Become a Vampire08.2 - Where to Find Them08.3 - Once You're a Vampire08.4 - Vampire Survival Guide08.5 - Stages of Vampirism08.6 - Feeding08.7 - Vampirism Cure

09 - Map10 - Items

10a - Weapons10b - Armor10c - Alchemy10d - Sigil Stones

11 - Cheats/Secrets11.1 - Console Cheats (PC only)11.2 - Vampire Cure Quest money exploit11.3 - Screenshots11.4 - Infinite Money11.5 - Easy Stealing11.6 - Item Spawning (PC only)11.7 - World Warping (PC only)11.8 - NPC Spawning (PC only)11.9 - Easily Acquire Free, Weightless Daedric Weapons (Xbox 360)11.10 - Item duplication11.11 - Sigil stones glitches11.12 - Make enchantment effects last forever (Xbox 360)11.13 - Using Shadowmere to store your stuff 11.14 - Faster spellcasting11.15 - Sneak bonus glitch11.16 - Boots of Springheel Jak glitch11.17 - Infinite money with Alchemy11.18 - Easy advancement in...

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11.18.1 - ...Alteration11.18.2 - ...Alchemy11.18.3 - ...Blade11.18.4 - ...Conjuration11.18.5 - ...Destruction (Xbox 360)11.18.6 - ...Sneaking

11.19 - Easy money11.20 - Pickpocketing11.21 - Free permanent bound armor/weapons11.22 - Castle Chorrol glitch

11.23 - Staff charge glitch (PC?)11.24 - Always keep your magical weapons charged for almost no money11.25 - How to carry almost infinite loot11.26 - How to gain instant 100 disposition with whomever you speak to11.27 - Get iron arrows easily

12 - Miscellanea12.1 - On horses12.2 - On houses12.3 - Skill trainers12.4 - Custom spells and enchantments12.5 - Lockpicking12.6 - Where is that Unicorn?12.7 - Putting custom music in Oblivion's music folder12.8 - Which order to do the Guild Quests in to avoid being expelled12.9 - Character Leveling guide

13 - Links14 - Changelog15 - Conclusion

Introduction

After the mysterious and untimely death of the Emperor, desperate factions vie for control of Tamriel's throne. With the empire ready to crumble, the gates of Oblivion open and demons march upon the land, laying waste to everything in their path. To turn the tide of darkness the player must find the lost heir to the throne and unravel the sinister plot that threatens to destroy all of Tamriel.

Welcome to our guide to Oblivion, created by a team of various persons. Different people, the same goal - create the best Oblivionguide there is. We hope you enjoy this guide in your journey through Oblivion, and remember - feedback is always welcome.

RacesBy: APY

Choosing a race is for most people the hardest thing in the game. Once you realize it's not all about the looks, it's indeed a difficulttask to determine what race to choose. All of them have special abilities and skill bonuses so again you will have to think about whatkind of character you're going to play.

For example, if you want to play a combat character with melee skills, a good choice would be either Nord or Orc. Nords have greatskill bonuses but Orcs have the Berserk ability: a wild fighting rage with a Fatigue, Health and Strength bonus.

Race Skill bonuses Special abilities Notes

ArgonianAlchemy +5, Athletics +10,Blade +5, Hand-to-Hand +5,Illusion +5, Mysticism +5,Security +10

Resist Disease (75 points constant), ResistPoison (100 points constant), Water Breathing(constant)

Not really a coherent range of skillbonuses but the special abilities arepretty good.

BretonAlchemy +5, Alteration +5,Conjuration +10, Illusion +5,

Mysticism +10, Restoration +10

Fortified Magicka (+50 points constant), ResistMagicka (50 points constant), Shield (50 points

for 60 secs - once a day)

Good for spell casting althoughthere's no bonus for Destruction. TheMagicka abilities and Shield are greatthough.

Dark Elf Athletics +5, Blade +10, Blunt+5, Destruction +10, LightArmor +5, Marksman +5,Mysticism +5

Summon Ghost (60 secs - once a day), ResistFire (75 points constant)

The more offensive spellcaster, withBlade skill bonus for melee fights.

High Elf Alchemy +5, Alteration +10,Conjuration +5, Destruction+10, Illusion +5, Mysticism +10

Fortified Magicka (+100 points constant),Weakness to Fire, Frost, Shock (25 pointsconstant), Resist Disease (75 points constant)

Offensive spellcasters who only relyon magic, no Blade bonus like DarkElf.

ImperialBlade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5,Mercantile +10, Speechcraft+10

Absorb Fatigue (100 points - once a day), Charm(30 points - once a day)

Speechcraft bonus and Charm specialare great!

KhajiitAcrobatics +10, Athletics +5,Blade +5, Hand-to-Hand +10,Light Armor +5, Security +5,

Sneak +5

Demoralize (100 points - once a day), Night-Eye(30 secs)

The unlimited Night-Eye and Sneakand Security bonuses make for agreat thief character!

NordArmorer +5, Blade +10, Block+5, Blunt +10, Heavy Armor+10, Restoration +5

Frost Damage on touch (50 points - once a day),Shield (30 points for 60 seconds - once a day),Resist Frost (50 points constant)

Excellent skill bonuses for a meleefighter

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OrcArmorer +10, Block +10, Blunt+10, Hand-to-Hand +5, HeavyArmor +10

Fortify Health +20, Fortify Fatigue +200, FortifyStrength +50, Drain Agility -100 (all 60 secs -once a day), Resist Magicka (25 points)

Excellent special ability for meleefighter, less interesting skill bonusesbut still okay

RedguardAthletics +10, Blade +10, Blunt+10, Hand-to-Hand +5, HeavyArmor +10

Fortify Agility +50, Fortify Speed +50, FortifyStrength +50, fortify Endurance +50, FortifyHealth +25 (all 60 secs), Resist Poison (75points), Resist Disease (75 points)

Special ability is excellent for acombat player, skill bonuses prettygood too

Wood Elf Acrobatics +5, Alchemy +10,Alteration +5, Light Armor +5,Marksman +10, Sneak +10

Command Creature (20 points for 60 secs - once

a day), Resist Disease (75 points)Good for stealth fighters.

ClassesBy: APY

During the introductory tutorial level you will have to select your character's class. The game suggests a class based on your style of playing during the introduction. You can confirm this class, choose another class or make your own custom class.

Each class has a certain specialization (Magic, Combat or Stealth), seven major skills and a bonus of +5 to two attributes . Eachspecialization governs seven skills which get a +10 bonus. Therefore, all seven major skills you choose should ideally be skills fromyour specialization. The major skills have a base value of 25 (or 35 if you get the +10 specialization bonus) and are the only skills thatcontribute to leveling up. They also increase faster than the rest of the skills (the so-called minor skills ). These minor skills only startout with 5 points and don't increase as fast.

The list of specializations and their respective governed skills:

Specialization Skills

Combat Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy ArmorMagic Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, RestorationStealth Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, SpeechcraftSee the section on skills for more in-depth information about the twenty-one skills in the game.

Below you'll find a list of the predefined classes in the game. As I said before, you don't have to stick to these but it might be useful if you're a first-time player of the Elder Scrolls series.

Class name Favoredattributes Specialization Major skills In-game description

Acrobat Agility,

EnduranceStealth

Acrobatics, Blade, Block,Marksman, Security, Sneak,Speechcraft

The kind of person that uses agility and endurance to

their advantage. Unafraid of jumping long distances.

Agent Agility,Personality Stealth

Acrobatics, Illusion,Marksman, Mercantile,Security, Sneak,Speechcraft

Charming when they can be seen, and nearly invisiblewhen in shadow.

Archer Agility,Strength Combat

Armorer, Blade, Blunt,Hand-to-Hand, Light Armor,Marksman, Sneak

A marksman, adept at combat at great distances. Ableto take down most foes before they have a chance todraw sword.

Assassin Intelligence,Speed Stealth

Alchemy, Acrobatics, Blade,Light Armor, Marksman,Security, Sneak

Nimble and quiet, they move in darkness to strike atthe unsuspecting. Locks hold no doors shut for them.

Barbarian Speed,Strength Combat

Armorer, Athletics, Blade,Block, Blunt, Hand-to-Hand, Light Armor

Fearsome brutes who inspire fear and dread in thehearts of their enemies. Like a storm, swift andpowerful. Finding little use for heavy armor, they relyon smashing their foes into the ground.

Bard Intelligence,Personality Stealth Alchemy, Blade, Block,Illusion, Light Armor,

Mercantile, Speechcraft

Intelligent and personable, they prefer to accomplishtasks with their words first, and with their swordsecond.

Battlemage Intelligence,Strength Magic

Alchemy, Alteration, Blade,Blunt, Conjuration,Destruction, Mysticism

Able to resolve most conflicts with either spell or sword.They are a deadly mix of scholar and soldier.

Crusader Strength,Willpower Combat

Athletics, Blade, Blunt,Destruction, Hand-to-Hand,Heavy Armor, Restoration

A combatant who wields the power of brute strengthand medicinal knowledge. Cheating death after everyfight, they rely on their keen knowledge of restorationto fight yet again.

Healer Personality,Willpower Magic

Alchemy, Alteration,Destruction, Illusion,Mercantile, Restoration,Speechcraft

Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

KnightPersonality,Strength Combat

Blade, Block, Blunt, Hand-

to-Hand, Heavy Armor,Illusion, SpeechcraftThe most noble of all combatants. Strong in body and incharacter.

Mage Intelligence,Willpower

Magic Alchemy, Alteration,Conjuration, Destruction,

Preferring to use their extensive knowledge of all thingsmagickal, they wield a might more powerful than the

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Illusion, Mysticism,Restoration sharpest blade.

Monk Agility,Willpower Stealth

Acrobatics, Alteration,Athletics, Hand-to-Hand,Marksman, Security, Sneak

Quick and cunning with the empty hand, they arestrong in spirit. They prefer to solve conflict by arrow orby fist.

Nightblade Speed,Willpower Magic

Acrobatics, Alteration,Athletics, Blade,Destruction, Light Armor,Restoration

Spell and shadow are their friends. By darkness theymove with haste, casting magic to benefit theircircumstances.

Pilgrim Endurance,Personality Stealth

Armorer, Block, Blunt, LightArmor, Mercantile, Security,Speechcraft

Hearty folk, well-versed in the tomes of old. They profitin life by bartering in the market, or by persuading theweak-minded.

Rogue Personality,Speed Combat

Alchemy, Athletics, Blade,Block, Illusion, Light Armor,Mercantile

They use speed in combat rather than brute fOrce.Persuasive in conversation, their tongues are as sharpas blades.

Scout Endurance,Speed Combat

Alchemy, Athletics,Armorer, Acrobatics, Blade,Block, Light Armor

Preferring the rolling countryside to the city life, theyare gifted with the ability to evade, guard, and protectthemselves with great proficiency.

SOrcerer Endurance,Intelligence Magic

Alchemy, Alteration,Conjuration, Destruction,Heavy Armor, Mysticism,Restoration

Besting the most well-equipped fighters, they rely onthe spells of the mystic arts. Unique to these mages isthe bodily stamina to be armed with the thickest armor.

Spellsword Endurance,

WillpowerMagic

Alteration, Blade, Block,Destruction, Heavy Armor,Illusion, Restoration

More nimble and athletic than the sOrcerer, and bettersuited for spellcasting than the knight, their attacks areunpredictable. Students of combat and magic.

Thief Agility, Speed StealthAcrobatics, Light Armor,Marksman, Mercantile,Security, Sneak,Speechcraft

Profiting from the losses of others is their love. Able tobe swift in shadow, and crafty in bartering. Locks areenemies, and lockpicks are their swords.

Warrior Endurance,Strength Combat

Armorer, Athletics, Blade,Block, Blunt, Hand-to-Hand, Heavy Armor

Unafraid of light weaponry, they plow into the fray withlittle regard for injury. Masters of al melee tools, theyput little faith in the magickal arts.

Witchhunter Agility,Intelligence Magic

Alchemy, Athletics,Conjuration, Destruction,Marksman, Mysticism,Security

Swift on foot, and clever with spells, they use distanceas their ally. Slower adversaries are fodder for theirarrows.

Skills/AttributesBy: APY

Skills are the abilities your character has. By using a skill, you're improving it. Once you have improved ten skills, you raise one level.When you raise a level you can distribute points over three attributes.

All skills are governed by an attribute. These are the things you can improve on a level-up. When you're using a major skill (seeClasses), on the next level-up you will be able to assign extra points to its attribute.

The attributes range from 1 through 100 and can be changed by potions and magic effects. The game has the following eightattributes:

Attribute Governs skills Description

Agility Marksman, Security, Sneak Affects the marksman damage you can do, the total Fatigue and your ability tomanoeuver and balance.

Endurance Armorer, Block, Heavy Armor Affects your health, fatigue and how much your health increases on level-up.

IntelligenceAlchemy, Conjuration,Mysticism Affects your total Magicka.

Luck - Luck affects everything you do but doesn't govern any skills.

Personality Illusion, Mercantile,Speechcraft Affects people's disposition towards you.

Speed Acrobatics, Athletics, LightArmor Determines how fast you move.

Strength Blade, Blunt, Hand-to-Hand Affects how much you can carry, your Fatigue and how much melee damage you cando.

Willpower Alteration, Destruction,Restoration Affects your Fatigue and how quickly you regenerate Magicka.

BirthsignsBy: APY

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You will have to select a birthsign for your character, during the introductory tutorial level as well. Different birthsigns have differentfeatures (advantages) and you'll have to choose one that fits with your character and your style of playing.

Birthsigns Advantages Notes

Apprentice Magicka +100, 100% Weakness to Magicka Useful for spellcasting mages

Atronach Magicka +150, no Magicka regeneration, Spell Absorption 50% Useful for spellcasting mages but it will takeextra effort to restore Magicka

Lady Endurance +10, Willpower +10 -

Lord Restore Health (6 points for 15 secs), 25% Weakness to fire Restore Health is pretty useful but might not beworth the weakness

Lover Paralyze on touch (10 secs) and lose 120 Fatigue - once a day Always useful

Mage Magicka +50 Useful for spellcasting; you could chooseApprentice but that comes with a weakness

Ritual Restore Health (200 points at once) - once a day, Turn Undead (100points for 30 seconds) -

SerpentCure Poison, Damage Fatigue (100 points on self), Damage Health ontouch (3 points for 20 secs), Dispel (90 points) - all at once, and oncea day

Not really useful in my opinion

Shadow Invisibility (60 secs) - once a day Useful for thieves' quests

Steed Speed +20 +20 Speed is a good choice, but it might notbe as useful later in the game

Thief Agility +10, Luck +10, Speed +10 For playing a stealth characterTower Reflect Damage (5 points for 120 secs), Open Average Lock daily -Warrior Endurance +10, Strength +10 Perfect for combat-oriented characters

WalkthroughBy: Robin

The Elder Scrolls IV: Oblivion was released by Bethesda Softworks on March 20, 2006. This game marked the next step in realisticRPG's. This tells the tale of the aftermath following the assassination of the Emperor of Tamriel. The Amulet of Kings has kept theDragonflame burning and the doors to Oblivion closed to normal man. Now with his death the fire is out and the doors have opened.You must find his lost son and heir to the throne before the evil takes over the land.

Tutorial

Like with all of The Elder Scrolls games you begin your existence in a jail cell. For what exact reasons you don't really know, but yourfuture is about to pan out in ways you never imagined (your character never imagined, as the game player you know you're going tosave the planet).

This is the tutorial section of the game. From the character creation to exiting the sewers it's pretty linear, guiding you throughcreating your perfect character and introducing you to the game's features. The first step is creating the race and physical features of your character. Take a moment to explore the jail cell. Mostly there's just the cups on the table. You can sit down on the stool,something Morrowind didn't offer. Once you've played around walk over to the cell door and the prisoner across the way will commentabout you. Then the Emperor and his guards will enter. After the Emperor's epiphany follow the group through the hidden passage.

The real start of YOU playing the game is when Emperor Septim's guard, Baurus, tells you to not follow them any further. You'll need akey to get through the door anyway so don't worry about trying. Behind you a few rats come through the wall. This is the directionyou want to go once they are dead.

From the Imperial Prison you'll make your way through to the Substructure then on to the Natural Caverns, the Imperial Subterrane,and lastly The Sanctum. Here you'll meet up with the Emperor and his guards.

I witnessed Emperor Uriel Septim's assassination. Before he died, the emperorgave me the Amulet of Kings. He told me to take it to someone named Jauffre, andthat Jauffre would know how to find his last surviving son. He warned that theassassins were in the service of the Lord of Destruction.

Your first task will be taking the amulet to Jauffre at Weynon Priory near the town of Chorrol. Before you can do that you must makeyour way through The Sewers.

Baurus, on of the Emperor's bodyguards, told me that Jauffre was the head of theBlades, an order of knights sworn to protect the Emperor.

The path through the Sewers is also straightforward. Just before you exit to the outside you'll be asked one last time if you want tochange anything about your character. Do so if you wish and then prepare for the rest of the adventure.

Robert submitted a tip about this part: if you want to be able to create a character without having to go through all the underground passages again, you can just create a save in the sewers, and re-make your char at the grate. Simple!

Deliver the Amulet

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Talk to Savlian Matius and help him and his men take back the city. Once done you can enter the Chapel and free the survivors. Oncethe conversation between Savlian Matius and the other guard is finished you can catch up with Martin as he is leaving the castlegrounds. Ask him to follow you back to Weynon Priory.

Weynon Priory

The Priory will be under attack by assassins when you get there. Enter the Chapel and help Jauffre defeat them. Jauffre believes theattackers may have taken the Amulet of Kings from his hiding place in Weynon House. Unfortunately he is right. Through theconversations you'll determine the next course of action is to hide Martin at the Cloud Ruler Temple, the hidden Blades fortress nearBruma.

The Path of Dawn

Once you arrive at Cloud Ruler Temple enter the main gates and ascend to the top of the steps. Martin and Jauffre will follow and givea speech to the other guards. Speak to Martin once they are done talking. He'll wonder what to do next. Speak to Jauffre and he'll askyou to join The Blades. Congratulations, you are now a Knight Brother/Sister of the Blades. You're next task is to find Baurus at LutherBroad's Boarding House at Imperial City Elven Gardens District.

There Baurus will tell you to sit next to him and follow his lead. You'll wait for him to get up and leave the room. Follow the mansitting in the corner when he goes after Baurus. Once the assassin is dead check his body and take the book about the Mythic Dawn.

Baurus has learned that the enemy is a secret cult of Mehrunes Dagon worshippersknown as the Mythic Dawn. He will continue to track down agents in the ImperialCity. I should talk to Tar-Meena at the Arcane University, an expert in daedric cults.She may be able to tell me more about how to find the Mythic Dawn.

Head on over to the Arcane University and speak to Tar-Meena.

Tar-Meena told me that Mankar Camoran is the leader of the Mythic Dawn. Tar-Meena believes that the location of their secret shrine is hidden within MankarCamoran's books about the Mysterium Xarxes. If I want to locate the Mythic Dawn,I must find and decipher the clues in all four volumes.

She will give you volumes 1 and 2 of the books. You have to find the other two volumes. She suggests you speak to Phintias, theproprietor of the First Edition Bookstore in the Market District.

Phintias, the bookseller at First Edition, has told me that he has a copy of Volume 3of Mankar Camoran's "Commentaries on the Mysterium Xarxes" locked away. He isholding it for a client named Gwinas who has already paid for it. I need to get that

book, and find out why Gwinas wanted it.Sit down at the table in the far corner of the bookstore. Wait a few seconds and Gwinas will enter the room. Once he gets the bookfrom Phintias speak to him about it. Once you've explained to him the cult is behind the assassination of the Emperor he'll gladly handyou Volume 3 and not want anything to do with the cult. As for Volume 4...

Gwinas told me that Volume 4, the last book I need, can only be given to you by amember of the Mythic Dawn. He had set p a meeting with one, whom he called"The Sponsor". He was to go alone and sit at the table in the Sunken Sewerbeneath the Imperial City. I will go and take that meeting instead, but should findBaurus first.

You'll find Baurus back at the Boarding House. Enter the house and then exit back to the street and he'll be standing to your left.Speak to him about the meeting and he'll decide the two of you must go get the last book. Follow Baurus to the Sunken Sewerbeneath the Elven Gardens District. He'll lead you the entire way so you don't have to worry about getting lost.

You have the choice of either sitting at the table and meeting with The Sponsor or standing at the top of the stairs to keep watch.Either way The Sponsor will arrive and other assassins will catch the second person standing guard. After the obvious battle thatensues you will find Volume 4 on The Sponsor's body. Also, grab the Sunken Sewers Key from one of the assassin's body. This willhelp you get out. Exit through Dynari Amnis' Basement. You will have to lockpick this door to get out of the basement.

Visit Tar-Meena again...

Tar-Meena says that Mankar Camoran hid a message within his writings, so onlythe "enlightened ones" could join him and the Mythic Dawn. I should study thesebooks some more.

Tar-Meena asks you to come back the next day after she's had some time to think about what's in the books.

Tar-Meena thinks using the first word of each paragraph in the books may reveal amessage. I need to keep looking and see where this leads.

Come back the next day and she'll have some more information.

Tar-Meena has discovered the message in the books: "Green Emperor Way WhereTower Touches Midday Sun". I should go to Green Emperor Way by the ImperialTower and see what can be found.

Around Noon check out the Tomb of Prince Camarril (easily found by the arrow on your Compass). You'll notice a map of Cyrodiil and amarker. Activate it to add the comment to your Journal and the marker to the map. Head to Lake Arrius, the next marker on your

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map. Here you will find the Caverns leading to the secret Mythic Dawn shrine. The Mythic Dawn Guard will let you into the shrine.Next you have to find the Amulet of Kings. Harrow, the Warden of the Shrine, will accept you as an initiate into the Mythic Dawn cultand require you to give him all your belongings.

You have two options here. If you want to go on an all out rampage don't give him your stuff. You will have to kill EVERYONE in theshrine. However, if you do give him everything you will still find the Mysterium Xarxes but everyone will attack you and you'll onlyhave a Dagger as your weapon. Either way Mankar Camoran will escape to the Realm of Paradise with the Amulet of Kings. You'll findthe Mysterium Xarxes on the shrine where he stood making his speech. If you choose you can free the slave you would havesacrificed.

If you gave all your stuff away you can find it... (haven't played this option yet)

Note: Alex F. mailed us the following about this quest: It appears that the option to give him all your stuff is still unknown. I did sohoping I would gain the ability to summon Mythic Dawn armor. I was wrong: all I got was a bound helmet spell. Plus, if you want your

junk back, the dark elf you gave it to will be at the shrine. Kill him and all your stuff will be in his inventory. Next character I do I'm just gonna go rampage, I've learned my lesson.

Once you have the Mysterium Xarxes you must escape the Shrine and return to Cloud Ruler Temple. Just follow the map marker out of the Shrine. Jauffre will greet you at the main door to the Temple and tell you to see Martin.

Spies

I delivered the Mysterium Xarxes to Martin, and told him that Mankar Camoran hadescaped to Paradise with the Amulet of Kings. Martin believes the key to opening aportal to Camoran's Paradise lies within the pages of the Mysterium Xarxes, but hewill need some time to study it, and ward himself against its evil power.

So here's what we've learned so far... The only way to stop the Oblivion invasion is to relight the Dragonfires. The Emperor, theAmulet of Kings, and the Dragonfires are the three divine gifts. As long as the Dragonfires burn the barriers keep the daedra fromentering Tamriel. Only an heir of Septim blood can wield the Amulet of Kings and relight the Dragonfires. Mankar Camoran's plot isalmost complete.

In the meantime Martin asks you to speak to Jauffre about Mythic Dawn agents spying on the Temple. Jauffre tells you that strangershave been sighted near the Temple. He suspects they are Mythic Dawn spies based out of Bruma. You need to talk to Captain Burd of the Bruma Guard for more information. Also, Steffan of the Blades can tell you where he has seen the suspected spies.

Steffan told me that the suspicious strangers have been seen on the road to CloudRuler Temple, usually near the runestone at dusk.

The location will appear on your Compass. The Hestra Rune Stone will also give you Bound Mace and Gauntlets for a good length of

time if you activate it. Heading over to Bruma, you'll find Captain Burd in the Castle's Great Hall or the Barracks.

Captain Burd told me that no strangers were in town, although he said that Jearlhad recently returned from a trip, I should talk to Jearl.

Head over to Jearl's house. You'll have to lockpick your way in. Jearl and his friend skip any introductions and immediately fight you.Take them both down. Search their bodies. You'll find a Basement Key. You'll find the Basement right under your feet in Jearl's house,half hidden by the carpet. Here you will find a scroll with the plans the Mythic Dawn have. Take this to Jauffre immediately.

Jauffre was pleased that I eliminated the spies in Bruma, but is worried that theMythic Dawn have already learned that Martin is at Cloud Ruler Temple. Hepromised to warn the Countess that Bruma is in grave danger.

You should also speak to Martin on his progress with the Mysterium Xarxes.

Blood of the Daedra

Martin has found a section of the Mysterium Xarxes which describes a ritual whichwill allow him to open a portal to Camoran's Paradise, where Manker Camoran hastaken the Amulet of Kings. He has learned that four items are required for thisritual, but has only identified one so far: 'the blood of a Daedra Lord', which hesays refers to a Daedra Artifact.

You will need to locate a Daedra Artifact. Martin has a copy of "Modern Heretics". Read this for information on where to find a DaedraArtifact. The book describes the Shrine of Azura and marks it on your map. You can get an artifact from there perhaps...

Commentary: Yes, unfortunately, for those who have played Morrowind will probably guess that the artifact is Azura's Star, the finest Soul Gem in the game. Luckily, You don't have to use Azura's Star. Any ol' Daedric Artifact will do. So see Daedric Quests section and

pick one you don't care to have the item from so you can give it away.

Once you have the Daedric Artifact, give it to Martin.

Bruma Gate

Martin tells you to speak to Jauffre. Another Oblivion Gate has opened near Bruma, and the Countess has asked for the Blades to help

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her guardsmen close it. You're the only one who's closed a gate. You get to take the guards into Oblivion, along with Captain Burd,and shut the gate. In this Plane of Oblivion the main tower is called The Fury Spike. Head into the Rending Halls, up to the Corridorsof Dark Salvation, and once you get to the Sigil Stone chamber, do the deed.

Captain Burd thanked me for my help, and said that he and his guardsmen will dotheir best to close any new Oblivion Gate that open near Bruma. I should report mysuccess to Jauffre.

Blood of the Divines

Martin has discovered the second item needed to open the portal to Mankar Camoran's realm of Paradise. Now you must obtain theblood of a god, Tiber Septim's blood. Jauffre will tell you the story only the Blades know. You need to seek out Tiber Septim's armor.It's in the catacombs beneath the ruins of Sancre Tor. Jauffre will give you the key to the outer door.

Once inside Sancre Tor, you're task is rather straightforward: Find the skeletons of the four Blades guards. Kill them and free theirghosts. The four will help lift the cursed barrier guarding Tiber Septim's grave. The Compass will direct you to each of their locations.Once you've freed the fourth ghost follow him down to Tiber Septim's shrine. The four will lift the curse and allow you to take thearmor off the shrine.

Now head back to Martin.

I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim'sblood from it, which he needed for the Mysterium Xarxes ritual.

Miscarcand

Martin has deciphered the third item needed for the ritual: a rare Ayleid artifactknown as the Great Welkynd Stone. He knows of only one place that still mightcontain one, the Ayleid ruins of Miscarcand. I must find the Great Welkynd Stone of Miscarcand and bring it to Martin at Cloud Ruler Temple.

You'll find Miscarcand between Kvatch and Skingrad. This ruin has a few new types of puzzles to solve as you make your way to theGreat Welkynd Stone. The first point of frustration will be a false wall right after the main entrance. In front of you will be a wall, butthe map shows a hallway extending beyond that... don't worry about it now. You'll find out why later.

The first trick is in this first section. In the western most room you'll find a glowing button on the wall. Press it to open the gatelocated just before the next section, Sel Vanua. It took me an hour to realize that button opened the gate. I had pressed it twice,since the first time didn't cause any immediate result for me... thus raising the gate back up before I reached it.

In Sel Vanua you'll have to find two buttons. In chronological order you reach the one in the big room in the NE corner first. This willraise the cage covering a Stone that will recharge all your enchanted weapons and armor to full. The second button is in the Southernhallway. This will open a gate to the next section, Morimath.

Stick to the high ground in Morimath. You'll eventually reach the Great Welkynd Stone. This will lower a few false walls and freeing theGreat Miscarcand King from his confines. Once he's dead take the Miscarcand Key from him and make your way through the hiddenhallway where he came from. The key will open the locked gate which... leads you directly to the first section and to the entrancedoor.

Allies for Bruma

You will receive this task just after you eliminate the Spies in Bruma and then the Countess will bring up the subject again during TheDefense of Bruma. You do not have to complete this quest but it may help if you cannot defend the castle before the Great OblivionGate opens. This all depends on your level. High level characters that can take on six or so enemies at the same time (along with theten or so Bruma guards at your side).

Jauffre is worried that the Bruma Guard will not be able to defend Bruma from afull-scale attack by the Mythic Dawn and their daedric allies. He suggested that Itry to obtain support from the other cities of Cyrodiil. Perhaps I can persuade theElder Council in the Imperial City or the guilds to help as well.

Now we must visit the other large cities and get their help defending Bruma from the largest attack from Oblivion and the MythicDawn that Cyrodiil has ever seen. Each city gets a red compass marker so let's start in a loose clockwise order:

ChorrolCheydinhalLeyawiinBravilSkingradKvatchAnvilThe Imperial City

The Defense of Bruma

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Take the stone back to Martin. He'll be talking to Jauffre when you arrive and the conversation is not good. The bottom line is the forthand final item needed is a Great Sigil Stone. To get this stone is to allow a Great Oblivion Gate to open. All the other gates are regularold Oblivion Gates, nothing special. So this mean allowing the Mythic Dawn to continue their plan to attack Bruma.

The Countess of Bruma won't be too pleased with the idea of deliberately allowing an attack on Bruma take place. However, after youspeak to her she reluctantly agrees and meets with Martin in the Chapel of Talos. Follow her there and when you're ready for battle,let her know.

Before you agree to enter the Great Oblivion Gate she offers the choice to call up more Allies for Bruma (if you haven't already doneso) or continue on a begin the quest for the Great Sigil Stone. If you're ready for the big battle tell the Countess. Follow Martin all theway down to the battlefield.

I arrived at the battlefield to find one open Oblivion Gate. Once all three are open,the Mythic Dawn will open a Great Gate, which I must enter and retrieve its GreatSigil Stone.

While you battle you need to make sure Martin doesn't get killed. It won't take long for the other two gates to open and the GreatGate to form. Once the Great Gate opens enter it. You'll find the Daedric Siege Engine crawling towards the portal. If it exits the Gatebefore you reach the Sigil Stone, all will be lost. You have 13 minutes to get to the Sigillum Sanguis and get the Stone.

There are four towers in a square with bridges connecting them. The main tower is called the World Breaker and the other three areWorld Breaker Guard. You'll only enter two of the three Guard towers. From the closest Guard tower marked with the red arrow, makeyour way to the top. Each of these towers have the ascending platform with the spike in the middle. Just activate it with the lever onthe wall like the other Planes of Oblivion you've visited already.

Between the second and third is a broken bridge. You'll have to get a running jump (good Acrobatics will help greatly here) to make itacross. Once your in front of the large gate there is a lever that will open it. From the main World Breaker room head up to the Vaultsof End Times, back into World Breaker, to the locked door to the Sigillum Sanguis. The lock is Average. Just get the Sigil Stone andthat's it.

I reached the Great Sigil Stone and closed the Gate. The Battle of Bruma is won!Now to give the sigil stone to Martin.

Give the stone to Martin and follow him all the way back to Cloud Ruler Temple. Once inside he'll put the four items together andprepare the portal to Paradise

Paradise

This portal is a one way door. Once you enter, you're stuck until the end. Make sure you have all the stuff you need for a lengthybattle with Mankar Camoran in the end.

Martin performed the ritual and opened the portal to Camoran's Paradise. Hewarned me that the portal would close behind me. Martin believes that sinceMankar Camoran bound himself to the Mysterium Xarxes in the creation of Paradise, I can only return to Tamriel by killing him. I must enter the portal, killMankar Camoran, and recover the Amulet of Kings

Paradise has a very straightforward layout. Just follow the stone path along and listen to Mankar Camoran's monologue. This place isalso referred to as Gaiar Alata by the locals. As you talk to them you'll come to find they are trapped here, an eternal hell that looksbeautiful. The Savage Garden will lead you to the Flooded Grotto.

I met a dremora named Kathutet who offered to help me get into the ForbiddenGrottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals havetrapped in a cave. He claimed that the only way to leave the Savage Garden was bywearing the Bands of the Chosen, which he would give me if I help him.

Kathutet will mark the direction to the Lair of Anaxes. You'll find Xivilai trapped behind a boulder. Just "activate" the logs holding theboulder in place and he'll be free. Return to Kathutet to get the Bands of the Chosen and enter the Forbidden Grotto at the back endof the Flooded Grotto.

I have entered the Forbidden Grotto. Now to find my way through to the Terrace of the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.

Along the way you'll run into a High Elf named Eldamil.

He served Mankar Camoran and the Mythic Dawn on Tamriel, but since coming toGairar Alata and seeing the true nature of Mankar Camoran's 'paradise', he claimsto have regretted his deeds. He warned me that it was impossible to leave thesecaves while wearing the Bands of the Chosen, and offered to help me by removingthem.

Accept his offer and pretend to be his prisoner until his Dremora overseer finished his inspection. Get into the cage and let him loweryou. You won't touch the lava below. Once he raises you back up you can escape through the back of the cage. Head South andEldamil will remove the Bands.

The rest is straightforward. No special things you have to do to get out. Just follow the caves as they zig-zag around and you'lleventually find your way back to Paradise. At the top of the path you'll find Mankar Camaron's Palace. Mankar is sitting on his throneand will give another drawn out speech. Once it's over the battle will begin.

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Jeanne Frasoric has agreed to send a recommendation to Raminus Polus.You have your recommendation.

Bravil Recommendation

Varon Vamoir has stolen Ardaline's staff. Speak to Kud-Ei about it and she will tell you to recover the staff any way that you can.

I've been given a charm scroll and need to use it to help persuade Varon Vamori inBravil to return Ardaline's staff.

Use the charm scroll 'beguile' on Varon Vamori and talk to him about Ardaline and the Mage's Staff.

Varon Vamori admitted to taking Ardaline's staff, but has sold it to a friend in theImperial city. I need to deliver this news to Kud-Ei.

Talk to Kud-Ei.

Kud-Ei has given me several more scrolls, and asked me to get the staff back. Ineed to find Soris Arenim in the Imperial City.

Head to the Plaza District to find Soris Arenmim.

Use the beguile scroll on him and get his disposition up above 70 and he'll sell it for 200 gold. If you buy it you get this journal entry:

I've paid Soris Arenim and he has given me Ardaline's staff. I need to deliver thestaff to Kud-Ei in Bravil.

You can buy it, or you can speak to his wife Erissare Arenim and use a Beguile scroll on her to raise her disposition high enough(above 65) so that she tells you that you can find the staff in a locked chest in the cellar. The key is upstairs in Soris's desk. You canget the staff that way, as well. When you have the staff, return to Kud-El and speak to her.

I have delivered Ardaline's staff to Kud-Ei and have earned a recommendation forit.

Cheydinhal Recommendation

Talk to Falcar and find out that the The Ring of Burden has been lost down a well, and your task is to get it back for Falcar.I need to get the key to the Cheydinhal Mages Guild well from Deetsan.

You will need a key for the well, and Deetsan has that key. It is best to wait and talk to her when Falcar is not around, as she is moreforthcoming when he is out of earshot.

I need to enter the well behind the Mages Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task has disappeared; should I learnanything about him, I should speak to Deetsan.

You'll find that someone else, Vidkun - was sent down there already and has not been heard from since. Deetsan will teach you aspell, Buoyancy - which combines Feather with Water Breathing to better help you when you are down in the well. The ring you arelooking for will add 200 points to your encumbrance, so drop as much as you can so that you will not be over encumbered before yougo down there. Get the ring and return to talk to Deetsan.

I have found the Ring of Burden, and should return it to Falcar.Falcar will be gone when you get back, and Deetsan explains this to you when you talk to her. Drop the ring where you choose.

I need to search Falcar's quarters in the Cheydinhal Mages Guild for any sign of hisrecommendation letter. If found, it should be given to Deetsan along with anythingunusual.

A search of the dresser near the bed turns up two dark Soul Gems.There's no evidence of a recommendation in Falcar's room but I've found two BlackSoul Gems. I should take them to Deetsan immediately.

Take these to Deetsan.

Deetsan has agreed to send a letter of recommendation to the Arcane University inFalcar's stead.

Anvil Recommendation

Speak to Carahil and find out about a series of murders and kidnappings along the Gold Road. Carahil wants you to be the bait intrying to solve the mystery.

I need to speak to Arielle Jurard at the Brina Cross Inn north of Anvil.Speak to Arielle.

I need to rent a bed for the night at the Brina Cross Inn, while posing as a travelingmerchant.

Speak to Christophe Marane about getting a room and let him know you are a traveling merchant.I have rented a bed at the Brina Cross Inn. I need to wait in my room for ArielleJurard, and then spend the night sleeping in the inn.

Jurard will meet you there and will let you know the plan of attack.Arille Jurard has instructed me to sleep at the Brina Cross Inn, then travel along theGold Road toward Kvatch.

When you sleep you get another Journal entry:I've spent the night at the Brina Cross Inn. I need to follow the Gold Coast Roadtoward Kvatch and be wary of anyone along the road.

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Leave the inn and head east along the road. Along the road you will see Caminalda, a familiar face from the inn. She is hostile and willattack. You can kill her, and take what you find from her body. You'll note that there is a room key on her person. Take the key back toher room at the inn and use it to get inside. You'll find some loot in a chest in the room that you can take.

I need to talk to Carahil in Anvil and inform her that Caminalda has been defeated.You will get your recommendation.

Speak to Carahil.I have completed my task to Carahil.

Skingrad Recommendation

Speak to Adrienne Berene to find out that a mage Erthor borrowed some of her notes and she wants them back.In order to get a recommendation from Adrienne Berene, I need to find Erthor andreturn him to the Skingrad Mages Guild. I should speak with other guild mages tolearn his whereabouts.

Ask around to find out where Erthor is, and speak to Sullinus Vassinus and then Druja.I have been told that Erthor was last seen at Bleak Flats Cave, west of Skingrad. Ishould remind Adrienne of this.

She will teach you a Weak Fireball spell to help you out. Now to find the cave. Once you find the cave from where it is marked on yourmap, you will find Zombies inside. You will need to kill them first before Erthor will come with you.

I found Erthor in Bleak Flats Cave and have agreed to escort him back to AdrienneBerene in Skingrad.

You can either escort Erthor back, or you can send him back on his own. You will then get your recommendation.Adrienne Berene has agreed to send a recommendation to the Arcane University onmy behalf.

Leyawiin RecommendationFirst, speak to Dagail. She won't have much to say, outside of your needing to talk to Agate.

I need to find an amulet so that Dagail will send a recommendation to the ArcaneUniversity for me. Agate may know more.

When you talk to Agate, you'll find out that Dagail has been having visions, which as of late have been confused. She needs her Seer'sStone amulet which has gone missing.

I need to speak with the mages in the Leyawiin guild hall, in case any of them haveseen Dagail's amulet.

Speak to the guild members and Sdrassa and Alves Uvenim will mention Kalthar. Upon speaking to Kalthar, you will be instructed tospeak with Agate over what you find out.

Kalthar seemed to know a great deal about the missing amulet. I should tell Agatewhat he has told me.

Speak with Agate.Agate has asked that I attempt to question Dagail about her father, to find out whathis connections to the amulet may be.

Dagail gives you a vision in riddle form and your journal will clear it up for you.I need to find the fort at which Dagail's father was stationed. It should besomewhere near Leyawiin.

Your job now is to find the fort where Dagail's father was stationed. You are pointed in the direction of Fort Blueblood. Once you get tothe fort, explore and take out the enemies you find there. You will find in the innermost room a coffin - inside the coffin is the amulet.

I have found the amulet Dagail needed. I should return it to her immediately.Head back out, and you will be confronted by Kalthar. You will have to fight Kalthar.

I have defeated Kalthar, who was attempting to manipulate Dagail. I need to giveher this information immediately. Head back to Leyawiin and return the amulet.I have delivered the amulet to Dagail.

You will then get your recommendation.

Chorrol Recommendation

Your job is to talk to Earana and find out what she wants from Teekeeus. Earana wants you to find a book for her called Fingers of theMountain. This book is in Cloud Top, a ruin in the mountains of Chorrol.

Earana has asked me to bring her a book titled Fingers of the Mountain so that shemay translate it. I need to tell Teekeeus about this immediately.

Speak to Teekeeus and find that he also wants the book.Teekeeus has asked that I find the Fingers of the Mountain text and bring it to himimmediately. I need to search Cloud Top for the book.

Head to the Cloud Top ruin and you'll find the book on a corpse there in the ruin.I've found the book titled Fingers of the Mountain. I need to deliver it to eitherEarana at the Grey Mare Tavern, or to Teekeeus at the Choral Mages Guild.

Give the book to Teekeeus.I've delivered the Fingers of the Mountain book to Teekeeus at the Chorrol MagesGuild. In exchange Teekeeus has agreed to write a recommendation for me. I shallhave to tell Earana that she won't be getting the book.

If you have given the book to Teekeeus instead of Earana, she asks you to steal it from him and bring it to her. Should you refuse, youwill not get the opportunity to do her side quest for the Fingers of the Mountain spell.

(if you refuse to steal the book from Teekeeus) - I have refused to steal Fingers of the Mountain for Earana. That should be the end of my dealings with her.

If you decide to steal it from Teekeeus, he keeps it in his room on the top floor living quarter, behind a locked door inside a locked

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chest.

If you choose to steal the book to Earana she will ask for time to translate the work. She will give you some notes which instruct youto find a Welkynd stone in an Ayleid ruin and then return to Cloud Top and cast a shock spell at the magickal pillar there. Casting thespell at the pillar causes you to be struck by lightening (so you will need to either counter the spell or fortify your health), but you willget in return a lightening spell called Fingers of the Mountain.

If you talk to Teekeeus after giving the book to Earana, he wants you to steal back the book. You can find the book in her chest in herroom in the Grey Mare.

Once you finish your recommendation quests, you get this entry:

I have received recommendations from all of the local guild halls in Cyrodiil. I mustnow travel to the Arcane University and speak with Raminus Polus.

Travel to the Arcane University and speak with Raminus Polus.

I have been given a recommendation from each ranking member in the local guildhalls, and have been given access to the Arcane University.

Polus promotes you to Apprentice, and gives you a Robe of the Apprentice.

A Mage's Staff Speak to Polus about tasks and he will task you with finding wood for a mage's staff.

I need to find the grove near Wellspring Cave, northeast of the Imperial City, toacquire wood for my Mage's Staff.

Find and enter Wellspring Cave.

I have arrived at Wellspring Cave. I should speak with Eletta or Zahrasha.

You will be attacked by a Necromancer and you will find the body of Zahrasha.

I have found Zahrasha, who is dead. I should investigate what happened to her.

Search her body and get the Wellspring Key. Proceed through and you'll find more necromancers who will attack you. Leave Wellspringcave and you'll find more necromancers. When all are defeated you get another entry:

The necromancers that ambushed me have been defeated. I need to get wood for astaff and get back to Raminus Polus to tell him what's happened.

Look for Eletta's body and activate it to get this entry:

I have found Eletta, who is dead.

Head to the small grove of trees and look for a stone chest and open it to find an unfinished staff. Take this back to Raminus, andspeak to him. He will instruct you to finish your staff.

I have checked in with Raminus Polus. I now need to find Delmar in the ArcaneUniversity.

Find Delmar and choose your staff. You can choose to enchant it with Destruction (fire, frost, shock), Illusion (charm, paralyze,silence), or Mysticism (soul trap, telekinesis, dispel). Once you choose you get this entry:

I've chosen a staff, and need to speak to Delmar when it is complete.

He says to come back tomorrow (24 hours) for the completed staff. When you come back, speak to Delmar and he will tell you yourstaff is completed and you can take it (along with the scrolls you find) from the cupboard. You now have your custom staff.

Speak again to Polus, and you will be advanced to Journeyman and will be given a new task.

Ulterior Motives

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Raminus Polus has asked me to retrieve a book from Janus Hassildor, Count of Skingrad.

Travel to Skingrad and speak with the castle steward, Mercator Hosidius.

Mercator Hosidius, a liaison to the Count of Skingrad has told me the Count is notaccepting visitors. I need to return tomorrow.

Speak to Mercator Hosidius the next day, who has an update for you.

Mercator Hosidius told me the Count will meet with me North of the Cursed Minewest of town at 2am.

Mercator meets you there with two necromancers - who proceed to attack you. Kill them all and the Count will appear and speak withyou.

Count Hassildor saved me from the ambush set by Mercator Hosidius. I need todeliver his message to Raminus Polus.

Go and speak to Polus, who tells you the nature of the quest, and why you were sent, along with telling you the Count's true nature.

I've delivered Hassildor's message to Raminus Polus.

You will be promoted to Evoker, and will get a new task.

Vahtacen's Secret

Raminus Polus has asked that I speak with Irlav Jarol about assisting with hisresearch.

Leave the Arcane University and find Jarol (he will be wearing a white robe). He will set you to the task of finding Vahtacen, and giveyou a key.

I need to find the Ayleid ruins of Vahtacen and speak with Skaleel.

Find and speak with Skaleel.

A room in Vahtacen contains a pillar that reacts to magic. I need to figure out howit works, but I must be careful so that I am not harmed. Its been suggested that Ishould stay away from anything but simple, single effect spells.

Head down into the ruin and speak with Denel. You will find a trunk behind him that contains spells that you need later, so take themnow (thanks to SweetG[UK] at Planet Elder Scrolls who pointed this out to me). He sends you to speak to Skaleel about somereference materials.

Skaleel may have some reference material for deciphering the Ayleid symbols inVahtacen. I should ask her for it.

Ask Skaleel for the reference materials, which will help Denel translate, or simply skip ahead to this if Skaleel is nowhere to be found(as she was in my game):

Stand in the southwest corner of the pillar room, and shoot a fire spell at the pillar. Parts of it will move. Now, move to the left to thenext corner, and shoot a frost spell at the pillar. Parts of it will move.

Move again to the left to the next corner and shoot a damage magicka spell at the pillar. Parts of it will move. Move again to the left tothe next corner and shoot a fortify magicka spell at the pillar and the puzzle will unlock. The pillar moves down, revealing a staircase.

I've solved the puzzle of the pillar, opening up more of the ruins of Vahtacen.

Head down into Vahtacen. Work your way through the tarn and you will be confronted with ghosts (or wraiths), and traps. The lastroom has a large raised area with no apparent way to get to the top. You must head up the staircase in the north part of the room andactivate a switch on your right to raise the stairs. Head up the newly activated stairs in the middle of the room. You will encounterskeletons here, and you can fight them off. There is a switch on a pillar near the cage which opens it and you can take the object youfind there.

I've found an object deep within Vahtacen. I should take it to Skaleel.

Skaleel asks you to take the object back to Irlav Jarol.

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I need to deliver the Ayleid artifact to Irlav Jarol.

Find Irlav and deliver the artifact.

I have delivered the artifact to Irlav Jarol.

Necromancer's MoonSpeak to Polus again and he speaks to you about necromancy, and trying to gather information on Necromancers. He sends you to theMystic Archives to speak to Tar-Meena.

I need to go to the Mystic Archives and speak with Tar-Meena.

Tar-Meena is overwhelmed and asks you to consult a book, "Necromancer's Moon".

Tar-Meena told me to find a book called "Necromancer's Moon." I need to look for itin the Mystic Archives of the Arcane University.

The book is on a small round table by the door. Look through it and read about how to make your own black soul gems, if you are soinclined. Take the book and talk to Tar-Meena again.

I've found the book "Necromancer's Moon" and should take it to Raminus Polusafter consulting with Tar-Meena.

Talk to Raminus Polus, who sends you to Bothiel. You may also talk to him about advancement to get raised to the rank of Conjurer.

I need to find Bothiel in the Arcane University and speak to her about this "Shadeof the Revenant."

Find and speak to Bothiel.

Bothiel gave me a piece of paper Falcar dropped when he visited her about theRevenant mentioned in the Necromancer's book. I should show the note toRaminus Polus.

Speak to Raminus Polus, who takes the note and sends you to another task.

I need to find the Dark Fissure, south of Cheydinhal, before the next time "theShade of the Revenant" occurs. I should be on the lookout for the "heavenly lights"mentioned in the Necromancer's book.

Fast travel to Vahtacen, and walk over to Dark Fissure. There are mountains, so you'll have to take a long route finding a way to climbup.

Once you get there, you can wait and watch a Necromancer come out and exchange soul gems at the altar, or you can simply go intothe cave and fight the first one you see who has a handwritten note on him. Take this note and get this journal entry:

I have found evidence of Necromancers creating Black Soul Gems at the DarkFissure Cave, as well as other altars throughout Cyrodiil. I need to get thisinformation to Raminus Polus at the Arcane University.

Talk to Raminus Polus and get this entry:

I've told Raminus Polus everything about Necromancers and black soul gems that Ihave seen.

This completes Raminus Polus's quests. You are now to take direction from the Arch Mage Hannibal Traven himself.

Liberation or Apprehension?

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Speak to Hannibal Traven.

I need to travel to Nenyond Twyll, south of the Imperial City, and make sureMucianus Alias is safely rescued from the Necromancers there. I am to escort himback to the Arcane University.

Head to Nenyond Twyll and enter. You will first encounter Fithragaer who instructs you to follow him. Unfortunately, he runs directlyinto a trap and is killed.

Fithragaer, the only surviving Battlemage, is dead. I'll need to continue on my owninto the ruins to find Mucianus Alias.Head into the ruin and watch for traps. You will encounter Necromancers, and will find a Mariette Rielle who informs you that Alias isnow a Worm Thrall and will not be leaving.

Head down into the large bottom chamber. Your pointer will direct you to the door where Alias is hidden behind. There is a switch tothe left of the door which, when activated will reveal what is left of Alias. Activate him to get this journal entry:

I've found Mucianus Alias. He's been transformed into some kind of walking dead;there's nothing I can do for him. I should report his fate to Hannibal Traven at theArcane University.

Report back, and get this entry:

Arch-Mage Traven has been informed of Mucianus Alias's fate.You are instructed to return to Raminus Polus for an advancement to Warlock.

Information At a Price

Speak with the Arch Mage and get this entry.

Count Hassildor wishes to see me. I should travel to Skingrad immediately andspeak with Hal-Liurz.

Hal-Liurz brings in the count, who tells you that you must do him a favor if you want the information he has for the Guild.

Count Hassildor has information that he will provide only if I remove the VampireHunters lurking around Skingrad, as well as a nest of vampires in BloodcrustCavern outside of town.

Go to Bloodcrust Cavern and fight the vampires. Once you kill the last one and take its dust, you get this entry:

The Vampires in Bloodcrust Cavern have been disposed of. now I must deal withthe Vampire Hunters.

The Vampire Hunters are staying at the Two Sisters Lodge in Skingrad. Head there and speak with Eridor. Tell him that the vampiresare already dead and he will ask for proof. You get the option of showing him the vampire dust, and with that - they leave Skingrad.

The Vampire Hunters have left Skingrad. I should return to Castle Skingrad andspeak with Hal-Liurz.

There is an alternate way mentioned in the guide if you do not want to fight vampires. Simply go to the Vampire Hunters and tell themwhere the Vampires are holed up. The hunters will go to the cavern and fight the vampires themselves. Wait for journal entries sayingthat the Vampire Hunters are either dead or have left town. If you do not get these in a day's time, you'll have to go to the cavern andkill the vampires yourself. You can also opt to kill the Vampire Hunters yourself to rid them, if you choose.

Once the Vampires are dead, and the Vampire Hunters gone return to the castle. Speak to Hal-Liurz, who fetches the count for you.

Speak to the count.

Count Hassildor's news about Mannimarco must be delivered to Hannibal Travenright away.

Speak to Hannibal Traven about Mannimarco to complete the quest and get this entry:

I have told Arch-Mage Traven about Mannimarco's presence in Cyrodiil.

You will have to wait a few days before you are set to another task. The guide suggests waiting at least three days before talking toHannibal Traven again.

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A Plot Revealed

When he is ready, Hannibal Traven sets you to another task.Hannibal Traven wants me to check in with Jeanne Frasoric at the Bruma MagesGuild. I should go there immediately.

Head to the Bruma Mages Guild. When you get there, you get this message:

I have arrived at the Bruma Mages Guild. It appears to have been attacked. Ishould look for survivors.

Fight your way through various undead working from the bottom floor up. When you get to Jeanne's office you will be confronted by aNecromancer and you must fight her. Once she is dead, someone reveals himself in a corner. Don't attack him!

J'Skar is the only survivor of the slaughter at the Mages Guild Hall in Bruma. He'sgiven me information about the King of Worms. Hannibal Traven should be toldimmediately. I should return to the Imperial City.

Return to the Arch Mages quarters and speak to him.

I've told Hannibal Traven what J'Skar saw at the Bruma Mages Guild hall.

The Arch Mage asks for a few days (3) to prepare for the next task at hand. Head down to Polus, who will promote you to Wizard andteach you a spell that combines fire, frost and shock.

Given enough time, you are set to a new task by the Arch Mage. Irlav Jarol has taken an artifacts to Fort Teleman to study it, andanother has been taken to Fort Ontus and the Arch Mage wants them back.

I need to travel to Fort Teleman and retrieve the Bloodworm Helm so that it may bekept safe at the Arcane University.

I need to travel to Fort Ontus to retrieve the Necromancer's Amulet, and return it tothe Imperial City.

Head to Fort Teleman and enter. You'll get this entry:

I have arrived at Fort Teleman. I need to find Irlav Jarol, who should have theBloodworm Helm.

Make your way through the Necromancers until you find the corpse of Irlav Jarol, and take the Bloodworm Helm from his corpse.When you do, you'll get this update:

I've recovered the Bloodworm Helm. I need to deliver it to Arch-Mage Travenimmediately.

Deliver the Helm and get this update:

I have delivered the Bloodworm Helm to Hannibal Traven.

Now, you must head to Fort Ontus to recover the Necromancer's Amulet.

Take the trek to Fort Ontus. When you find it and approach the door, you'll get this message:

I've arrived at Fort Ontus. I need to find Caranya, and get the Necromancer'sAmulet from her.

You'll encounter mages who tell you to talk to Carayana. Follow the path around to where Caranya is and open the last gate using alever on your left to get down into the room where she is. She won't be cooperative, so prepare for a fight. Get in close and take herdown.

Your journal will update when you defeat her:

Caranya was a traitor to the Mages Guild and intended to deliver the Amulet to theKing of Worms. I need to get out of Fort Ontus and take the Amulet back to theArcane University.

All of the "mages" who are really necromancers will attack you on the way out, so be prepared. Leave the fort and return to the Arch-Mage.

I've delivered the Necromancer's Amulet to Hannibal Traven.

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Head down to Polus, who promotes you to the rank of Master Wizard.

Ambush

You are set to a new task by the Arch-Mage.

I need to travel to the south of Cyrodiil and meet a group of battlemages preparingto storm the ruins of Silorn.

Head to Silorn and you'll meet the battlemages there. Speak to Thalfin.

I have arrived at Silorn, and spoken with Thalfin. We cannot enter the ruins, so Imust help prepare an ambush for the Necromancers when they attempt to leave.

Station them where you like, and each will express where they are best used based on their abilities. I put Thafil up close, Iver upclose and Merete further back.

The Necromancers will emerge and you'll get an update if you don't stop Falcar from running back inside Silorn:

Falcar has fled back into the ruins of Silorn. I must find him.

This was a hard trek. Necromancers everywhere, and a series of confusing switches. Getting to the place where Falcar is isn't hard.Its getting past the gate to get to him that is. You'll come to a place on the map where you can see where he is, but is separated fromyou by a gate which is remotely activated. The switch is above and behind you on a small balcony. To get there, you have tobacktrack. There is a switch on a pillar in the room with the alchemy apparatus which lowers stones for you to go through. You'll needto go through this passage and work your way up to a small balcony above the location of the locked gates. Hit the switch, and jumpdown to the newly activated gates.

Be prepared. Falcar is a tough fight. Defeat him, search his body to take the soul gem and get this entry:

I've recovered the Black Soul Gem. It needs to be taken back to Hannibal Traven atthe Arcane University.

Take back the gem and get this entry:

The Black Soul Gem has been delivered to Hannibal Traven.

Confront the King

Speak to Traven, who promotes you to Arch-Mage and tasks you with taking on Mannimarco himself.

Hannibal Traven has promoted me to Arch-Mage, and has tasked me with stoppingthe King of Worms. I need to take the Black Soul Gem to Echo Cave and confronthim.

Hannibal Traven will put his own soul into the Black Soul Gem and will fall at your feet. Search his body and pick up the key you find(for later), and the Black Soul Gem to take with you to Echo Cave.

Follow your map to Echo Cave. You will see Bolor Savel outside of the cave, and he has the key to get in. He attacks you - kill him andtake the key. Enter the cave.

I've arrived at Echo Cave, and have gained access to Mannimarco's lair. I need tofind him inside and put an end to him.

Work your way through the Necromancers to the bottom level of the cave, where you will encounter Mannimarco. He will have aspeech for you, then you can fight him. Defeat him and get this message:

I have killed the King of Worms. I should return to the Arcane University toannounce his defeat.

Speak to Raminus Polus.

Raminus Polus thanked me for putting an end to the King of Worms, and hasrecognized me as Arch-Mage of the Mages Guild.

You will receive your robe and hood, as well as accolades. The Arch-Mage's office is now yours, and the quarters are yours as well. Youget to now enlist the help of Apprentices to come along and fight with you (one at a time). You also get the privilege of a resupplyingchest for alchemical ingredients. There is a chest in your new quarters in which you put a single portion of an ingredient into and 24hours later, you will find more of that item that will be at your disposal for a week.

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Your quests are at an end, congratulations!

Collecting flowers when penalizedBy: iamSINATRA

I was recently penalized for stealing from a Mage Guild member. I had to find the 20 Dragon's Tongue Flowers and the 20 RedwortFlowers. It took an awful long time.

Fortunately, I was able to find a "Chuckle Patch" (forgive the Magic Garden reference...as I reveal my age) of Dragon's Tongue andRedwort Flowers.

I have taken a snapshot of the exact location as it appears on the Oblivion map. ( Note: in version 1.2 of the guide this image hasbeen updated for more clarity. )

The flowers are located at the top of the letter D in the word "BLACKWOOD".

The Oblivion Guide (by Prima) does NOT reveal this location. They suggest a cave situated slightly north of where I discovered theflowers. There were only a few Dragon's Tongue flowers in their suggested location versus the vast amount discovered in my "ChucklePatch" (which, in honor of us old school gamers, I will be naming this location) :)

Fighters GuildBy: Grawl

Joining the fighters guild can been done in three places; Chorrol (Vilena Don'ton), Anvil (Azzan) or Cheydinhal (Burz gro-Khash). Gothere if you wish to join the guild. The following quests may not be in the order you do them, since sometimes you have two contactsat the same time.

The Desolate Mine

Head to Burz gro-Khash in Cheydinhal to start this quest.Burz gro-Khash has given me a contract to deliver a weapons shipment to FightersGuild members in the Desolate Mine northwest of Cheydinhal.

Leave Cheydinhal and head towards the mine by horse or by foot. Enter it, and talk with Rienna. Give her a weapon, and give theother two members a weapon too.

I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me thatthe cave has been infested with goblins, and we should clear the place out beforeleaving. I will have to give them each weapons, though.

I have given weapons to the three Fighters Guild members. We should now clearthe Mine of goblins.Run around and start smashing the faces of the Goblins. You'll get a message when you're done with the job.

The Desolate Mine is now clear of the goblins infesting it. I should return to Burzgro-Khash for payment.

When you talk with Burz gro-Khash, you'll get some gold and be promoted to Apprentice.

A Rat Problem

For this quest you need to speak with Azzan in Anvil.Azzan has told me of a contract in Anvil with Arvena Thelas. I should speak to herabout a problem with rats in her basement.

When you find Arvena Thelas, you'll find out you don't need to get rid of the rats, but of something that's bothering her rats.Arvena Thelas has rats in her basements, but they're not the problem. She loves

the rats, but she's been finding them dead. She would like me to go down andinvestigate what's been happening.Enter the house of Arvena and then enter the basement. You'll find the problem - a mountain lion. In a house... indeed. Kill it for her.

I've killed a mountain lion in Arvena's Thelas' basement. They must be sneaking inthrough a hole in the wall somewhere. I should tell Arvena what has happened.

When you tell Arvena about it, she wants you to get rid of more mountain lions. Well, it's all in the job. She knows of a hunter though.Arvena Thelas was glad to know what was killing her rats, but she still doesn't feelsafe. She'd like me to speak with Pinarus Inventius about hunting down mountainlions in the area.

Talk with Pinarus Inventius, and you'll both go hunting down mountain lions outside of town. Follow him and kill the four lions. Arvenamust be happy, let's go tell her!

Pinarus has agreed to look for mountain lions with me. If we find them, we'll killthem, and make Arvena feel safer.We've killed all the mountain lions Pinarus believes are in the area. I should returnto Arvena Thelas.I've told Arvena about the mountain lions, but she doesn't believe her problem is

solved, as there's a mountain lion in her basement now. I'll have to kill it.Go after the next mountain lion and get rid of it. Arvena isn't done with you though.I've killed the second mountain lion in Arvena Thelas' basement. I should tellArvena.

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Arvena now believes that her neighbour, Quill-Weave, might be responsible. Arvenahas seen her sneaking around outside the house at night. I should watch Quill-Weave and see what she's doing. I should not let Quill-Weave see me, though, lestshe get suspicious.

Wait until it's night (7PM should do) and sneak towards the back on the house of Arvena. Seen enough you'll see Quill-Weave dropsome meat down there. Confront her about it, and she asks you not to tell Arvena about it.

I've seen Quill-Weave leaving meat outside Arvena Thelas' house. This must bewhat is attracting the mountain lions into town and into Arvena's basement. Ishould confront Quill-Weave.

I've confronted Quill-Weave, and she has admitted to trying to kill off Arvena's rats.She has promised to stop, and has asked me not to tell Arvena what she's done.If you don't tell Arvena, Quill-Weave will give you a free level-up for Acrobatics. So, tell Arvena Quill-Weave has nothing to do with it,and get yourself that free level-up for Acrobatics.

I've told Arvena Thelas that the problem has been solved, and she has paid me forthe contract. I should see Quill-Weave and tell her I've protected her secret.Quill-Weave thanked me for protecting her secret, and has trained me in Acrobaticsfor free.

Mike submitted the following extra info: If you rat out Quill-Weave to Arvena Thelas, Arvena will train you a level up in speechcraft.

The Unfortunate Shopkeeper

Return to Azzan for the second quest he can give you.Azzan told me about a contract in Anvil, at Norbert Lelles store, Lelles' QualityMerchandise.

Head down the store of Norbert and talk with him. Seems some thieves are stealing his stuff.I've spoken to Norbert Lelles, who says he has had break-ins at his store almostnightly. He would like someone to stay in the store tonight and catch the crooks inthe act.

Wait until it's around 7 PM, and just wait ( intervals of one hour should do) until you find three thieves sneaking into the store. Hitthem with your sword/dagger/mage/staff etc. and get rid of them. Report back to Norbert.

I have taken care of the crooks breaking into Norbert Lesses' store. I should speakwith the shopkeeper himself.Norbert Lelles was surprised to learn that the men breaking in were all formeremployees, though none had been with him long. He was glad that the problemwas taken care of, though.

Unfinished Business

Head back to Azzan to get promoted to Journeyman. He has no more jobs for now, but directs you to Chorrol. Talk with Vilena Don'ton

there. I have been told to report to Vilena Don'ton in Chorrol for assigned duties.Vilena Don'ton has told me that, as a member of the Fighters Guild, there are anumber of duties I'll be excepted to perform. She would like me to speak withModryn Oreyn about these.

Well, let's have a chat with Modryn Oreyn for this quest.Modryn Oreyn has told me that as my first duty, I am to find out why Maglir hasdefaulted on a contract he was given near Skingrad.

Maglir can be found inside an inn. He'll tell you the job was too dangerous for that kind of money, but you're welcome to finish it.Maglir tells me his contract was to find the scholar Brenus Astis' journal withinFallen Rock Save. He doesn't believe he's being paid well enough for the dangerousassignment, so he has chosen not to complete it. He has told me I should completethe contract instead.

Fallen Rock can be found northwest of Skingrad, and is a short walk (or horse ride). Enter it, and be ready for some killing beforeyou'll get the journal. Check your map if you're lost. Make sure to keep the Ectoplasm that the ghosts drop, because you need them ina second for the next quest. After you found the journal, you can return it to Maglir or just return to Modryn. Since Maglir didn'tcomplete his job, let's just return to Modryn and finish the quest.

I have found Brenus Astis' journal. I should either speak with Maglir or tell ModrynOreyn that the contract is now completed.

Drunk and Disorderly

Modryn has another job for you, involving more members of the Fighters Guild that are causing problems.Modryn Oreyn has assigned me another of my duties. I am to travel to Leyawiinand find out why three members of the Fighters Guild--Dubok gro-Shagk, Rellian,and Vantus Prelius--have been causing trouble.

Head to Leyawiin and ask a random citizen (a guard will do) about the problems. He/she'll guide you to the Five Claws Lodge, so gothere.

I have been told that I can find the three Fighters Guild members in the Five ClawsLodge, likely causing trouble. They warn me that it will be difficult to subdue thethree men.

Talk with the men here, and soon enough you'll find out the problem - they have nothing to do, because the Blackwood Companytakes all the jobs.

The men tell me that the reason they've been spending time in the tavern is sheerboredom. The Blackwood Company has been stealing all the Fighters Guild work inthe area.I've agreed to find work for my three guildmates here in Leyawiin. Perhaps some of

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the locals know of some.Talk with a citizen in the city (for example, the woman behind the bar in the lodge) and bribe them so they'll tell you about Margate.Find her, and talk with her. She wants 5 pieces of ectoplasm, and then she'll help you. Remember how I told you to collect them?

I've heard a rumor that Margate, who lives in Leyawiin, may have jobs for theFighters Guild.Margate has told me that she would pay well for minotaur horns or ogre teeth.However, she doesn't trust the Guild yet. I'll need to bring her five portions of ectoplasm, and she'll give us her business.

If you don't have 5 pieces of ectoplasm (most likely) there are various ways to get them:

• Buy one at the All Things Alchemical in Skingrad (only has one!)• Enter the dungeon of a random chapel. They often have ghosts.• Go dungeon-hunting.• The side quest The Ghost Ship of Anvil which contains exactly 5 ghosts to kill on a boat in Anvil (thanks Robert!)

Once you got them, give them to Margate.I've brought Margate the ectoplasm she requested. She'll now pay Fighters Guildmembers for minotaur horns and ogre teeth. I should tell the men back at the FiveClaws.

Well, tell the people the good news.I've told Dubok, Rellian, and Vantus about Margate's need for ingredients. They'veagreed to accept the long-term contract. As this should keep them out of trouble, Ishould report back to Oreyn.

When you head back to Modryn Oreyn, he'll promote you to Swordsman.Oreyn was pleased with my efforts, though troubled that the Blackwood Companyis stealing Fighters Guild contracts.

Den of Thieves

Want more work? Head to Azzan.Azzan has given me a contract to find the lair of some thieves near Anvil. I am totravel with another fairly new recruit, Maglir. I should go to Anvil first and see whatinformation I can learn about the thieves.

Talk with a random person in Anvil to directed towards Newheim the Portly. Talk with him and he'll tell you where the cave is. Alsoaccept the side-quest to find his family heirloom, because it's easy enough to do.

People in Anvil have suggested I speak with Newheim the Portly. He apparently hadsome goods stolen by the thieves.Newheim has told me that the thieves are all Bosmer and may be located in HrotaCave, north of the city of Anvil. Maglir and I should travel there and take care of

them.Head north of the city to find the cave. Get rid of all the thieves inside, and make sure you get the family heirloom too. There is also anice Dwarven Longsword here (Blade, one hand).

Maglir and I have succeeded in clearing Hrota Cave of all of the thieves living there.I should return to Azzan for payment of the contract.

If you got the heirloom, return that first. After that return to Azzan to finish the quest.

Amelion's Debt

Azzan has no more work, but Burz gro-Khash does.Burz gro-Khash has given me a contract to retrieve an heirloom for Biene Amelion,who lives in Water's Edge, a small settlement near Leyawiin. I should report to herfor further details.

Water's Edge is a small village north of Leyawiin. When you talk with Biene Amlion, she'll explain that her father left her a big debt,but that she'll be able to pay it off by getting a sword and armor from the family tomb. You can get the sword and armor, or pay her1000 gold. The latter is easy, but probably not worth it.

Biene Amelion has told me that she wishes for me to retrieve her grandfather'sceremonial sword and cuirass from their family tomb. She is in debt to a localmerchant, and she wishes to sell the sword and cuirass to pay off the debt.I have learned where to retrieve the sword and armor for Biene Amelion.

The tomb can be found north of Leyawiin, but on the other side of the river (it's almost straight to the east of Water's Edge). There isan Oblivion gate close too, but that's not the point. Inside you'll have to open a secret passage by pulling a cord in order to proceedyour journey. At the upper level you'll find the sword and armor.

I have retrieved the ceremonial sword and armor from the Amelion Tomb. I shouldreturn them to Biene Amelion.

If you want to keep the sword and armor (possibly worth over 1000 gold), you can just give her 1000 gold. If you don't want the stuff,you can give them to her.

I have given Biene Amelion her grandfather's ceremonial sword and armor so shemay sell it in order to pay off her debt. I should return to gro-Khash in Cheydinhal.

When you return, you'll be able to advance to Protector. Yay!

The Master's Son

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There is nothing to do in Cheydinhal anymore, but enough in Chorrol.I've been told I should report to Modryn Oreyn in Chorrol for assigned duties.

When you talk with Modryn Oreyn in Chorrol, he'll explain the quest - complete a mission with the Guild Master's son. He can't die, soit's easy enough.

Modryn Oreyn would like me to complete a mission with Viranus Don'ton, the GuildMaster's son.In order to boost the young Don'ton's confidence, I'm to help Viranus discover whatbecame of Galtus Previa in Nonwyll Cavern, northwest of Chorrol.

Have a chat with Viranus Don'ton. He much be fond of this mother, because he wants to speak with her first. Tell him not to, and head

to the cave. It's northwest of Chorrol, and you can reach it by going through the wilderness.Viranus Don'ton and I have arrived at Nonwyll Cavern. We'll have to find out whathappened to Galtus Previa, and I should make sure no harm comes to the youngDon'ton.

After slaying a few trolls and other creatures, you'll find the corpse of Galtus Previa.We have found the corpse of Galtus Previa. We should now return to Modryn Oreyn.

Report back to Modryn, and Viranus will leave your party. However, he as another job for you straight away.We have returned with news of Galtus Previa to Modryn Oreyn. He was pleasedwith our efforts, and has paid the contract for Don'ton. For my efforts, he has givenme a magic blade.

More Unfinished Business

Modryn Oreyn has told me to go to Bravil and find out why Maglir has defaulted onanother contract.

When you go to Bravil, you can find out Maglir is on a tavern called the Lonely Suitor Lodge. Visit the fool and have a chat with him.I've been told that Maglir can be found in the tavern at the Lonely Suitor Lodge.Maglir tells me that he is no longer a member of the Fighters Guild. He is tired of trying to scrounge up work, so he has joined the Blackwood Company.

So much for Maglir. Report this back to Oreyn, and he'll tell you to finish the contract, so talk with Aryarie in the Bravil Mages guild toget the real quest.

Oreyn says I should speak with Aryarie in the Bravil Mages Guild in order to get thedetails needed to complete Maglir's contract.Aryarie at the Mage's Guild has told me she is glad someone from the FightersGuild is going to fulfill her contract. She was unwilling to hire the BlackwoodCompany, as she disliked their reputation. She would like me to find 10 portions of imp gall, and suggests Robber's Glen Cave might be a good spot to hunt for it.

Robber's Glen Cave can be found by following the road north of Bravil. Inside you'll find 12 imps and one troll - enough to finish thequest. Give the stuff back to Aryarie to get a nice ring.

I have found 10 portions of Imp Gall. I should bring them to Aryarie.Aryarie was pleased with the Imp Gall I brought her. As an extra reward, she's

given me a Ring of Aegis. I should return to Oreyn.When you talk with Oreyn, your rank will be increased again - this time to Defender.

Azani Blackheart

Modryn Oreyn has another job for you, but this time it's unofficial...Oreyn would like to speak more about duties, once I am promoted to the next rank.I went to Modryn Oreyn to ask about duties, but he told me he had no "official"duties. However, he asked me to meet him at his house later tonight.

Wait until it's around 8 pm, and head to the house of Modryn. Talk with him, and he'll tell you to meet him in Leyawiin.I met Modryn Oreyn at his house, as he requested. He told me a story about AzaniBlackheart, Vitellus Don'ton's death, and the Blackwood Company's currentinvolvement. He would like me to go with him now to find out what reallyhappened.

I am to meet Oreyn at the Fighters Guild in Leyawiin. From there, we will travel toArpenia to look for Azani Blackheart.Head to Leyawiin by fast-traveling, because following Modryn will take ages, and there'll be plenty more of him to see this mission.Arpenia can be found far north from Leyawiin. He'll follow you there, so guide the way.

Inside of Arpenia, explore every single bit - make sure you leave no part of the map uncovered. This means you need to go through aseries of traps. Once you did this, Modryn will tell you he knows of another ruin, where Azani Blackheart most likely is.

We've searched the ruins of Arpenia, and the place is deserted. There are nocorpses, no signs of battle. Oreyn believes that the entire story was made up bythe Blackwood Company, that perhaps they paid off Azani Blackheart to move hisbase of operations. Oreyn suggests we search nearby Ayleid ruins, and knows of one to the northeast.

Follow Modryn towards the next ruins, north of your current location. Inside you're the one who's leading again, so explore the placeuntil you found Azani Blackheart. Kill him, and (if you're using light armor) make sure you grab his goodies. Get the ring too, becauseModryn wants it.

Oreyn and I have found and defeated Azani Blackheart.I have given the ring to Oreyn. This will allow him to prove that it was the FightersGuild who finally defeated Azani Blackheart.

Modryn will leave the ruins by himself, and tells you to do some other jobs for now.

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The Wandering Scholar

Talk with Azzan to get yourself a brand new job.Azzan has given me a contract to escort Elante of Alinor, a scholar doing researchon Daedra. I am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and protect her while she explores inside.

The easiest way to reach the cave is by heading to Kvatch, and go northeast from there. Talk with Elante inside.I've found Elante of Alinor in Brittlerock Cave. She tells me that she would like to

travel to the bottom of this cave complex, as she has heard there is a DaedricShrine there. She will lead the way, and I will protect her.Elante will lead the way, so follow her. After a short while and a few battles, you'll reach the shrine and the quest is done already.

Elante of Alinor has reached the Daedric shrine, and is ready to leave BrittlerockCave.Elante of Alinor wishes to remain in Brittlerock and continue studying the shrine. Ishould return to Azzan for my payment.

Head to Azzan for your money. No more quests here, so head to Burz gro-Khash.

The Fugitives

Burz gro-Khash has given me a contract to find and kill some fugitives from aprison break that have been menacing Bravil. I should go there and see what I canlearn.

Head to Bravil and talk with a person here. Bribe him/her in order to get the information out.The residents of Bravil are reluctant to speak about the fugitives, for fear of retribution. Perhaps I will have to persuade one of them to give me the information.I have persuaded one of Bravil's citizens to tell me more about the fugitives. Thereare four of them. They are thought to be hiding in Bloodmayne Cave.

Head to Bloodmayne Cave and kill the fugitives. Note that there are two ways to enter the cave, and you have to take both ways inorder to kill them all. One of them is on the upper level of the cave, but with a well aimed shot, you can take care of that.

I have found and killed Hlofgar.I have found and killed Ashanta.I have found and killed Enrion.I have found and killed Dreet-Lai.Now that I have killed all of the fugitives, I should return to Burz gro-Khash for myreward.

When you talk with Burz gro-Khash, you'll be able to promote to Guardian. Yay.

Trolls of Forsaken Mine

Burz gro-Khash has no more work right now, but Modryn has, so talk with him.I have been told to report to Modryn Oreyn for assigned duties.Modryn Oreyn has given me another duty to perform. A band of fighters wascontracted to clear the Forsaken Mine of trolls, but none of them have been heardfrom, including Viranus Don'ton. I am to go investigate.

The mine is located a bit south of Leyawiin. Enter, and explore until you find Viranus Don'ton. Dead. Might as well grab his journal.I found Viranus Don'ton dead. I should look for clues as to what happened here.I've found a journal that Viranus Don'ton kept during his final days. In it, hedescribes how the mission went well until the Blackwood Company arrived. Theybattled, and he survived, gravely wounded. It appears he finally succumbed to hiswounds. I should report this to Oreyn.

Tell Modryn the news, and he'll be a little bit angry... He should be worried instead, because it's his fault, but that's an ethical decisionhe has to work out himself, right? For now, you should find new work.

Oreyn was both angered and saddened by what I told him. He has asked that Iallow him to tell Vilena Don'ton the news about her son. Until then, he suggests Ifind contract work to do.

The Noble's Daughter

Burz gro-Khash has work for you again, so go talk to him.Burz gro-Khash has given me a contact to help Lord Rugdumph gro-Shurgak findhis daughter, Lady Rogbut gra-Shurgak. I can find Lord Rugdumph at his estatenear Lake Arrius.

Head to the estate north of Cheydinhal and talk with mister my-name-is-very-long-and-hard-to-type. He fears his daughter is takenby ogres.

Lord Rugdumph tells me what his daughter was out picking rocks, and he fears shemay have been taken away by a band of ogres that are known to live east of theestate. I am to find and return her.

When you head east of the estate, you'll bump into the ogres soon enough. The three of them can be a difficult fight, so try to take onout by sneaking. When you're done, return the Lady to mister my-name-is-very-long-and-hard-to-type. He'll even give you a sword.

I have killed the ogres who kidnapped Lady Rogbut. I should now escort her backto her father's estate.

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I have escorted Lady Rogbuy back to her father's estate, much to Lord Rugdumph'srelief. He has rewarded me with Rugdumph's Sword. I should now return to Burzgro-Khash for payment of the contract.

Burz gro-Khash is a happy man again if you return to him and tell him the news. He even has another job for you.Burz gro-Khash was pleased with my efforts in retrieving Lady Rogbut gra-Shurgak,and he paid me what was owed on the contract.

Mystery at Harlun's Watch

Burz gro-Khash has given me a contact to go to Harlun's Watch, near Cheydinhal,and investigate the disappearances of some of the local populace. I should speak toDrarana Thelis.

Oooh a mystery! Go talk with Drarana Thelis of the small village.I have spoken to Drarana Thelis in Harlun's Watch. She tells me that folks havebeen seeing strange lights in the swamps, and when they've gone to investigate,none have returned.

I don't know if it has to be night in order to do this quest, but it doesn't hurt. When you arrive, you'll see will-o-the-wisps, and theyare annoying. Your normal weapon doesn't hurt them, but magic does (silver too?). If you can't defeat them, run from them.

It seems that the strange lights people were seeing over the swamp are will-o-the-wisps. But, there don't seem to be any signs of the townfolks who disappeared. TheWill-o-the-wisps (Yes, they actually wrote it with a capital letter here and didn't inthe previous sentence ) were surrounding a cave, though. I should investigate.

Inside the cave you'll soon enough find the corpses of the townsfolks, killed by trolls. Your task is to kill the trolls who did this. Youhave to find these bodies or you will not be able to continue the quest!

Inside the Swampy Cave, I've found the corpses of the townsfolks that are missing.It looks like trolls have been feeding on the people weakened by the will-o-the-wisps. I should make sure to clear out all the remaining trolls from the cavecomplex.I've killed all of the trolls in Swampy Cave. I should report what I've found toDrarana Thelis.

Yes, let's tell Drarana about this. Her voice doesn't reveal her pain, but apparently she is sad. Report back to Burz.Drarana Thelis was saddened at the fates of the townsfolk, but has rewarded mefor my efforts. I should report to Burz gro-Khash for payment of the contract.

The Stone of St. Alessia

Burz gro-Khash doesn't have any jobs, but Azzan does. Talk with him and then talk with the priest inside the Chapel in Bruma.Azzan has told me to report to the Chapel of Talos in Bruma and speak with thepriest Cirroc about a contract.I've spoken to the priest Cirroc in Bruma. He would like me to retrieve a holy relicof the Church, the Stone of St. Allesia. He believes it was stolen by banditsrecently, and he's heard that they were headed east out of town.

Go east of Bruma and find the lonely thief. He doesn't have the stone, though.I've found the lone survivor of the group of bandits that stole the Stone of St.Alessia. He and his men were attacked by ogres and left for dead. He tells me thatthe creatures took the Stone and all their other precious stones with them. Hebelieves that the creatures live in the Ayleid ruin of Sedor.

The ruin can be found far east of your current location, so you may want to fast-travel to a location closer to it, if available.

Inside you'll find out that the stone is locked behind a gate that you can't just open. Look behind you and up. You'll see a balconyhere. Your goal is to go there and push the block. This will open the gate, and allows you to get the stone.

I have found the Stone of St. Alessia in Sedor. I should return it to Cirroc at theTemple of Talos in Bruma.

When you return is to the priest, he'll give you 3 Strong Potions of Healing. Go tell Azzan.I have returned the Stone of St. Alessia to Cirroc. As a show of his gratitude, he'sgiven me some Strong Healing Potions. I should return to Azzan to collect myreward.Azzan has paid me the balance of the contract. He tells me that he has no furthercontracts to offer, but I should speak with Burz gro-Khash in Cheydinhal.

Going back to Burz is useless. Get yourself promoted instead, to Champion.

Information Gathering

I have been promoted to the rank of Champion of the Fighters Guild. I'm told thatModryn Oreyn is looking for me, and I should speak with him as soon as possible.

Go talk to Modryn. He wants you to join the Blackwood Company.I have spoken to Modryn Oreyn, who tells me that, although he has been expelledfrom the Fighters Guild, he will still work to restore its honor. To that end, he wantsme to go to the Glademist Cave and capture a Blackwood Company leader, Ajum-Kajin.

The cave can be found east of Chorrol, and can be a long walk/ride. Once you are inside, kill all the members of the BlackwoodCompany and find the leader. Talk with him, and he'll follow you (if not, hit him - but don't kill him). Bring him to Oreyn.

I have found Ajum-Kajin, cowering in his Blackwood Company hideout. I must

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convince him to return with me.Ajum-Kajin will now return with me to Modryn Oreyn's house.

Modryn wants you to get information from Ajum-Kajin. Tell the fellow to sit down and ask for information. If he refuses, hit him withyour sword, or cast some magic on him. When you are about to ask the final question, he'll commit suicide.

Oreyn would like me to learn some things from Ajum-Kajin: how large theBlackwood Company is; who leads the Company; and what is the source of theirpower. Oreyn has told me I am to use whatever means necessary to get thisinformation.It appears Ajum-Kajin may be ready to give me information.I've learned that the Blackwood Company is over 100 strong, and growing everyday. I must find out who leads them.It looks like Ajum-Kajin is ready to tell me more. I should question him.I've learned their leader is Ri'Zakar. I must now learn the source of their power,what gives them such courage in battle.Rather than divulge the Blackwood Company's secret, Ajum-Kajin has killedhimself. I should speak with Oreyn for further instruction.

Oreyn will give you the Greater Amulet of Interrogation. He wants you to infiltrate into the Blackwood Company.Though we did not get all the of the answers we had hoped for, Oreyn is pleasedwith the information we gained.

Infiltration

Modryn Oreyn would like me to join the Blackwood Company. I am to go to theirheadquarters in Leyawiin, inflitrate ( sic ) their ranks, and follow them on a missionto find out the secret of their effectiveness.

Jennifer reported a problem with this quest: " When entering the Blackwood company hall to speak with Jeetum-Ze: if he is on thestairs, don't talk to him! He will ask you to follow him to the training room and then try to walk through you. This triggers a lock up inthe game where he will walk repeatedly up and down the stairs, but will never show in the training room. "

Head to Leyawiin, and talk with the leader about joining. He'll allow you to join, and order you to follow him into the basement. Themission involves Water's Edge, and you need to drink something called Hist.

I was able to join the Blackwood Company. I am to report to the training room toprepare for an upcoming mission.The Blackwood Company has been hired by the Water's Edge Settlement to takecare of some goblins that have been raiding their town. First, though, we are all todrink a potion made from the sap of a Hist Tree.I have ingested the Hist Sap potion. I feel a strange feeling coming over me.

You don't have to travel to Water's Edge manually, because the game will fast-travel to get you there.We've arrived at Water's Edge, which it seems has been overrun by goblins. I have

been given the other to attack.Hit the goblins, but don't hit your 'friends'. If you do, they'll just start to attack you. The person leading you tells you there are moregoblins inside the houses. Enter them, and notice how the goblins don't attack, and almost appear to live there. Kill them.

The goblins invading Water's Edge have been defeated.You'll pass out, and wake up in the house of Modryn Oreyn. Talk with him about the case.

I've awakened from my Hist Sap stupor at Modryn Oreyn's house. He worries thatthe company will have taken the settlement and moved the residents out.

Return to Water's Edge, and talk with the father of Biene Amelion. Everyone is dead, and yes, you did this. He doesn't know though.Go tell Modryn.

I've returned to Water's Edge to a gruesome sight. Biene Amleion's father standsover the corpses of his daughter and the rest of the settlement. There are corpsesall around--not goblin corpses as it had appeared in my Hist Sap--clouded mind,but human corpses. The Blackwood Company and I slaughtered the entirepopulation of Water's Edge. I must return to Oreyn immediately.Oreyn was deeply troubled by what I told him, but realizes that there was little Icould have done to prevent it. He believes it is time to end the Blackwood Company

forever.The Hist

Modryn Oreyn had decided that the threat of the Blackwood Company must beended. He wants me to travel to their headquarters and destroy the Hist Tree. Itwill be behind a locked door, and it is likely that only Ri-Zakar himself has a key.

Jennifer writes about this quest: " We read that Jeetum-Ze is not always in his room and that walking in and then out will trigger hisappearance. Our first time through he was not in his room. We opened his door to leave and he was walking right in front of his door and we ran into him. He turned to fight and as we tried to hit him the game locked up. I think this is because he calls up a headless

zombie and we were standing right where it appeared! We had to start the entire game system again.

Second time around we used a detect life and he appeared to our right. If you can catch him there he still calls up the zombie, but you can kill both with almost the same sword swing. Space is pretty tight. We were at level 11 in case that changes things. "

Head to the headquarters to get a warm welcome. You'll have to find a bunch of the Blackwood Company members at the same time,which can be tricky. Be sure you go after the man with the red sword first, because he can drain your health (and his sword is nice tohave). Head upstairs until you find Ri'Zakar. Grab the key from his corpse.

I have killed Ri'Zakar. I should get the basement key from his corpse.

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I've gotten the key to get into the basement, where the Hist Tree is located.Rest, and enter the basement, where the tree is located. Battle the two mages and then it's time to end the life of the tree.

The tree has become a perversion of nature. It is surrounded by alien machinery. If I am to destroy this monstrosity, I will need to find a way to destroy the machinerythat surrounds it.

You'll find two lose pipes in this room. Pick them up (in your inventory) and then find the two sides of the machine with spinningwheels. Use them on both sides, and the thing will catch fire.

I have destroyed the machinery surrounding the Hist Tree, and the tree wasdestroyed in the process. I should return to Oreyn.

Outside the room you'll meet Maglir. He even wants to fight you. Hit him... hard. Return back to Oreyn to get the Helm of OreynBearclaw - a heavy armor helm with some nice stats. Talk with Vilena Donon in order to become Master of the Fighters Guild.Oreyn believes our work is now finished. He has given me that Helm of OreynBearclaw as a symbol of our friendship. He suggests I speak with Vilena Don'tonand tell her all that has transpired.Vilena Don'ton was astounded by the events I recounted, and she now realizes thather unwillingness to act could have caused the demise of the Fighters Guild. Shehas promoted me to Master of the Guild.Vilena Don'ton suggests that one of my first actions should be to reinstate ModrynOreyn as my second-in-command, if he will accept the post.

Talk with Modryn about this. He is happy with the news, obviously.I have asked Modryn Oreyn to act as my second-in-command. He accepted, andwill run day-to-day activities of the Fighters Guild in my absence.

Talk with Modryn again, and you can select what he should do. Each month you can return to the guild, and get yourself some money.Good work master!

The ArenaBy: Sirius Snape

To join the Arena, head to the Imperial city, Arena District and speak to Hundolin standing in a doorway, who offers you a choice of being a gambler or a fighter. If you want to be a combatant, You will get a journal update:

I wish to join the Arena faction as a combatant. I must speak with Owyn theBlademaster in the Arena Bloodworks.

Find and speak with Owyn.

I am now a combatant in the Arena faction. To arrange for a match, I must speakwith Owyn in the Arena Bloodworks in the Imperial City. After every match, I mustspeak to Owyn again to close out the match and receive my rewards earned. WhileI'm involved in any active matches, I will be unable to bet on any fights.

He will give you a choice of heavy or light raiments (both enchanted with +2 personality and +5 athletics). You must wear this duringyour matches, or face disqualification. You can choose your weapons (there are various weapons there you can use), shield and helmbut you must wear the raiment.

Ranks and Gold rewards

Pit Dog - 50, 50, 100Brawler - 100, 100, 150Bloodletter - 150, 150, 200Myrmidon - 200, 200, 250Warrior - 250, 250, 300Gladiator - 300, 300, 350Hero - 350, 350, 500Champion - 1000Grand Champion - weekly matches with varying gold for each match

Pit Dog Matches

Match One: Wood Elf - blade, shield, helmMatch Two: Imperial - blade, shield, helmMatch Three: Argonian - archer

Brawler Matches

Match One: Nord - axeMatch Two: Twin Wood Elf sisters - one is an archer, the other has a bladeMatch Three: Khajiit - axe

Bloodletter Matches

Match One: Redguard - mace or blade, shieldMatch Two: Breton - blade, heavy armor

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Match Three: Dark Elf - archer, blade

Myrmidon Matches

Match One: Wood Elf - enchanted frost daggerMatch Two: High Elf - blade, light armorMatch Three: Orc - axe, heavy armor

Warrior Matches

Match One: Nord - bladeMatch Two: High Elf - spellcaster, bladeMatch Three: Orc - warhammer, heavy armor

Gladiator Matches

Match One: three Argonians - unarmed, but good hand-to-hand skillsMatch Two: Khajiit - bladeMatch Three: Breton - blade

Hero Matches

Match One: Imperial (former Blade) - blade, shieldMatch Two: Spellcaster - enchanted shieldMatch Three: Yellow Team Champion, plus a magic user and an archer - you get a boar to help you in your fight

Once you fight your opponents, you are given the option to challenge the Grand Champion Agronak gro-Malog.

I am now an Arena Champion. There are no more standard matches left to fight.Instead, I must challenge the Grand champion, Agronak gro-Malog, for his title.

Champion Match

The Gray Prince - you can fight him straight out, or take his quest. Speak to him about 'the Gray Prince" and take the quest "Origin of the Gray Prince". You find out information that will make your fight a lot easier. The quest involves a trip to Crowhaven ruins nearAnvil.Within the ruins you will find Lord Lovidicus, the Gray Prince's father who attacks you. You can take his journal and report back whatyou find to the Gray Prince. Your reward is a boost in Athletics, Blade, and Block plus an easy victory in the Arena. If you fight himstraight out, prepare for a long hard battle. If you take his quest, it will end with him asking you to take his life (easiest solution).

Check in with Ysabel, and choose a nickname for your character, and then you are ready for battle. When the Gray Prince is dead takehis armor to Ysabel and you will get your own special armor in exchange.

I have defeated the Gray Prince and have been named the new Arena GrandChampion! Ysabel Andronicus told me to return to her after I've gotten some rest,so we can discuss my future.

Speak to Ysabel to get this entry:

As Arena Grand Champion, I can fight in weekly matches against various creatures.All I need to do is see Ysabel Andronicus in the Arena Bloodworks and tell her I'mready for a match.

The weekly matches are good for income and practice, should you choose to take on the matches.

Thieves GuildBy: Grawl

Joining the Thieves Guild can be done in two ways:

• In the Imperial City's Trade District, steal something and let a guard catch you. Go to jail and get back to the Trade District.Some beggar should come up and give you a note.

• Head to the beggar's area of the Imperial City (southwest) around 2 AM, and find where the beggars are (east). Try to findthe small group of three persons. Talk with the man holding the torch (Armand Christophe). Make sure he likes you one wayor another (bribing works) and then ask about "Gray Fox" and then "Joining the Thieves Guild".

Make sure you ask about the rules too, so you don't break them. The most important rule is not to kill any character during yourquests (unless they attack you first).

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May the Best Thief Win

I spoke with Armand Christophe, who is a member of the Thieves Guild. He offeredme a chance to join the guild, but I have to compete against two other thieves,Methredhel and Amusei. Which ever one of us steals Amantius Allectus' Diary firstwill be inducted into the Thieves Guild. It's somewhere in the Imperial City. He toldme that the beggars might be able to tell me where to find him.

The woman seems to know where the diary is (at least the two times I tried this), so follow her. If you enter the house after her, youcan get the diary before she does. Anyway, how to get there:

Head towards the ships, and run toward the big tower (it's a lighthouse). Pass it by and enter the Temple District. Immediately headright into the small alley, and at the end turn left. The second door on your left is the house of Amantius Allectus. In his house, checkthe desk on the right side to find the diary.

I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get backto Armand at Dareloth's garden by midnight.

Now all you need to do is return to Armand Christophe and give the diary.

Independent Thievery

Talk with Armand about jobs, and you'll get a quest for this.

Armand told me that he won't have any commission jobs for me until I sell morestolen property to Ongar the fence. I'll need about 50 gold worth of stolen goodsbefore he will trust me sufficiently.

It should still be somewhere in the night, so you can try to steal some things. If you're not able to do this, you can wait or do thiswhen night falls and you're in a city.

Whenever you want to sell your stolen goods, head to Bruma (fast-travel or walk, whatever you like) and find the house of Ongar.

I've reached my goal. I have fenced over 50 gold worth of goods. I should go seeArmand sometime. He might have something for me.

Once you sold worth 50 gold, talk with Armand again to get a real job. Note that you need to repeat this after every quest, where theamount of stolen gold becomes bigger and bigger. Eventually you'll need to have stolen worth 1000 (or more) gold. In order to keepthis all a bit easier to navigate, I will just tell you how much stuff you need to steal in order to start the quest.

Untaxing the Poor

Talk with Armand about the special jobs to get this one.

Armand of the Thieves Guild has asked me to recover the tax records and taxescollected by the Imperial Watch. They are being held by an over-zealous Captaincalled Hieronymus Lex in the South Watchtower.

Quite an easy quest. Wait until it's night, and then head towards the house where you stole the diary. Around there, you'll find theSouth Watchtower. Enter it, and from that moment on sneak. There will be guards downstairs, but just go up. Keep going up until youended up in the room with Hieronymus Lex. In order to get here, you'll need to pick a lock.

Once you got here, make sure not to wake him, and open the drawer to find the money and the records.

I found the tax records. Now to get them back to Armand in the Waterfront district.Do as said - bring them back to Armand.

The Elven Maid

Have a chat with Armand for a new job. Note that, just like before, you need to sell some stuff before you're able to get new job.Armand of the Thieves Guild has asked me to steal the bust of Llathasa Indarysfrom Cheydinhal. They will pay 100 gold coins.

Head to Cheydinhal and ask a beggar about the bust. He'll tell you where it's located.I learned that the bust of Llathasa Indarys is in her tomb. She is buried in thechapel undercroft of the Temple of Arkay in Cheydinhal.

Enter the temple, and find the stairs that lead down. Make sure no one sees you going down there. Open the door with a picklock andenter the tomb. Sneak in here, and watch out, because there is someone guarding the bust. Find the bust, and sneak out again.

I have the bust. Now to get back to Armand.When you try to find Armand, you'll find out he's not around.

The Waterfront if crawling with Imperial Watch. They are all looking for ArmandChristophe. I'm sure he won't show at midnight. Dareloth's Garden is too hot. I'llneed to find out where he is hiding. Maybe one of the other Thieves Guild membersknows. I'll have to start asking around for them.

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Methredhel is looking for you. She can explain you what's going on.Methredhel contacted me. She says that this whole job was just a setup to flush outthe informant, a Dark Elf named Myvryna Arano. They didn't see fit to let me in onthe plan though. She has specific instructions from Armand to plant the bust inMyvryna's cupboard. Then I have to find Hieronymus Lex and snitch on her.

This may be a bit tricky, with all the guards around. Find her house (Hieronymus Lex is close to it) and enter it using a lockpick. If you're out of lockpicks, just head to your fence in Bruma. Only enter her house at night, because she'll be around. Place the bust inher cupboard when she sleeps, and find Hieronymus Lex.

The bust is in Myvryna's cupboard. Now to tell that windbag Lex where to find it.

You may have to bride him before you're able to convince him where the bust is. He'll command you to follow him, in case you're nottelling the truth. Inside, he'll find the bust and Myvryna will say she is the informant. She can go to jail, and is out of the ThievesGuild.

Hieronymus Lex found the bust I planted. Now all I have to do is report to Armand.Unfortunately I'll have to wait until the next midnight for him to return to theGarden of Dareloth.

Do some other stuff and find Armand when he's back. This ends your work here. It's time to move on in the rank of the Thieves Guild.Good job.

Adharji's Heirloom

Armand is no longer my primary Thieves Guild contact. My new contact is S'krivva,in the city of Bravil. I can find her either at home or at the Lonely Suitor Lodge. Ishould ask her if there are any commission jobs for me.

After stealing more stuff and selling it to your fence, S'krivva will have a new job for you. Find her, and ask her about it.S'krivva has asked me to retrieve a ring that belongs to Ahdarji. She is a Khajiitliving in Leyawiin. I need to go to Leyawiin and see if I can find her.

Head to Leyawiin, and find Ahdarji. Talk with her about the matter.Ahdarji is offering 100 gold coins for her ring. The ring was stolen by Amusei. Iwonder if that is the same Argonian that I competed against to get into the guild?I'll have to look around for him.

Pay a beggar some money to find out where Amusei is.Amusei is in jail here in Leyawiin. The only way I'm going to find that ring is to talkto him there.

Walk towards the jail, and pass the guard. Make sure you hurry up, because the guard will follow you after a short while. Open thedoor with a lockpick and make sure you have another one ready (in your inventory, that is). Talk with Amusei, and give him a lockpickto make him tell you where the ring is.

Amusei knows where the ring is, but he won't tell me unless I get him a lockpick.Amusei told me that the ring was inscribed on the inside with the name AlessiaCaro, a.k.a. the Countess of Leyawiin. Apparently he tried to sell it back to her.When he went to deliver the ring, he was arrested and thrown into jail. She keptthe ring. It must be somewhere in the castle, assuming she isn't wearing it. I'llneed to find someone who can tell exactly where. This might be a good time torevisit Ahdarji, or to see what the beggars know.

Instead of going out and asking beggars, you can bribe someone from the staff too, and ask where the ring is. One of them will tellyou she wears it most of the time.

It seems that Alessia Caro wears the ring all the time, which is going to make itreally difficult to steal it from her. However, I learned that she always takes it off atnight. I'll have to sneak into her bedroom at night and rifle through that jewelrybox.

Note: Rory S. let us know the following: Before stealing the ring from the countess but after finding out that she has the ring, go tellAdharji that the countess has the ring. She will increase your pay from 100 gold to 200 gold. Wait until it's night (2 am will do) andpicklock the door open that leads to her bedroom (up the stairs). There are guards around here, so watch your step. Open the firstdoor on your right, and follow it to the end to end up in the bedroom of Allesia Caro. Open her jewelry box and sneak out again.

Note: Johnny New Englander e-mailed with a possible bug here on Xbox 360 (and PC?): When I opened the jewelry box, I found twoAdharji's Rings. I took both of them and then went back to give them to Adharji. Even though my quest log had registered that I'd

recovered the ring, Adharji did not give me an option to give her the ring back and I could not complete the quest. After an hour of trying to give her the ring, drop a ring, etc, I reloaded from a previous save and redid the mission. This time there were two rings inthe jewelry box like before, but I only took one of them and then went back to see Adharji. Only then did she give me the option togive her he ring and complete the quest. Therefore, IF there are two rings in the jewelry box... only take one of them or you mightnot be able to complete the quest.

Note: Darklord_20 e-mailed an alternative way to sneak into the bedroom chambers: You can sneak into the countess' bed chambersa longer but much easier route. Just go into the castle's basement and search the hollow barrels in there. One has a lever inside whichopens a hidden door. Follow along this path through a torture chamber and you will come across the room that leads into thecountess' bedroom. That way you only need to worry about a single guard, who is quite easy to pass by. The room where you exit the"secret passage" also has a hollow barrel with a lever inside it, in case you want an easy out but wanted to go the direct route in.

I've got the ring. Now to find Ahdarji and collect my reward.Well, head back to Ahdarji =p

Ahdarji was very grateful and rewarded me nicely for the ring. I get the feeling shehates Argonians though. No wonder Amusei had trouble with her. Now all I have todo is report back to S'krivva in Bravil.Go back to Bravil and have a chat with S'krivva.

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Misdirection

When you stole worth 300 gold, you can get this quest from S'krivva in Bravil.S'krivva tells me that Hieronymus Lex, Captain of the Imperial Watch, has pulledguards from all over the Imperial City to lockdown the Waterfront. He has vowed toremain there until someone rats out the Gray Fox. If I want to help I have to findMethredhel. She is hiding somewhere in the Imperial City.

Methredhel lives in the Talos Plaza District, where she is hiding. A beggar can tell you the direction. Have a chat with her.

Methredhel has a plan to fOrce Hieronymus Lex to lift his siege of the Waterfront.Myself and four other Thieves Guild operatives will go on a crime spree. Each of usis assigned a high profile item to steal. I am to steal Hrormir's staff from theArchmage's room at the Arcane University. I have a note I am supposed to leave inhis nightstand.

Head to the Arcane University, and wait until it's about 3 am. Enter the big tower, and take the teleporter up. Here, take the nextteleporter into the Archmage's room. Grab the Hrormir's staff and put a note into the night stand.

I have Hrormir's Icestaff. All I need to do is leave the note in the nightstand.I slid the note into the Archmage's night stand. Now to get the staff back toMethredhel.

Well, give it back... Wait, "back"? It never was hers... ah well...I gave the Icestaff to Methredhel. She says we need to wait for the nobles andwizards to act. She wants me to watch Lex until he is ordered to leave theWaterfront. I have to make sure I get close enough for him to overhear anyconversations. When he does, I report back to Methredhel.

Head to the Waterfront, and watch how a mysterious person gives Hieronymus Lex a note. He seems to be bad at holding things, anddrops it. Grab it for him, but keep it.

While spying on Hieronymus Lex, I saw a Dremora deliver a note to him. Lex hasbegun moving his watchmen out of the Waterfront. I think this is the signal for meto report back to Methredhel. Lex dropped that note. I wonder if I can find it?

Report the good news back to Methredhel. To show the "good will" of the Thieves Guild, you need to deliver the staff back.Methredhel has one last task for me. It's too dangerous to return Thormir's Icestaff directly to the Arcane University. Instead, I have put the Icestaff into a chest inOntus Vanin's home. He is a researcher for the Arcade University and will certainlyfind it there.

Find the house of the researcher, and put the staff in his chest a night. Problem solved.I've planted the Icestaff in the chest in Ontus' bedroom. I should go see S'krivvaand collect my reward.

Have a chat with S'krivva to finish this quest.

Lost Histories

Once you stole worth 400 (or more) gold and sold it, you can get this quest from S'krivva.S'krivva of the Thieves Guild has asked me to find out what happened to the thief named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel fromthe wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to her or I do. I'm getting 400 gold coins either way.

Head to Skingrad and find a beggar who can tell you what happened to Theranis.I discovered that Theranis was arrested. It seems he was found in a tavern, drunkand bragging about stealing something from Castle Skingrad. The Captain of theSkingrad Guard overheard him and arrested him. I'm going to have to break intothe dungeon if I want to speak to Theranis.

There are three ways to get to the jail where Theranis is:

• Steal something and go to jail.• Head into Castle Skingrad, head into the dungeons, sneak past the guard and open the gate (too hard to do, really).• Head into Castle Skingrad and talk with the guard in the dungeons. He won't let you in, but tell you about the butler. Find

the butler Shum gro-Yarug. He will hire you as a person to feed the prisoners.

It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad.Penetrating the castle would be much easier if I had that job.I got myself hired as a servant in Castle Skingrad. I only have access to the GreatKeep, but that should help. Shum gro-Yarug says that the jailors will open theprison door for me. Now I just have to find Theranis.

Head towards the jail, and let the jailor open the door for you. Cranky as he is, he will still do it. Inside is no sign of Theranis, but havea chat with Larthjar the Laggards. Promise to set him free and ask him about "the Pale Lady". Be sure to let him free.

The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady,whoever she is, took Theranis days ago. I don't like the sound of that. There wasan Argonian prisoner in the same cell as Theranis. Apparently he was also takes bythe Pale Lady just a couple of hours ago. The Argonian put up quite a struggle andwas bleeding. It's the only clue I've got right now. I'd better follow it.

Look for blood on the floor, and open a secret door using the "Strange Candle". Follow the trail of blood, while opening more doorsuntil you find a vampire. Kill her, and look around to find the body of Theranis.

Theranis is dead. I found his body in the secret chamber with Amusei and the PaleLady.

Amusei again... well, he has a note on where to find the book, and he won't give it until you two escaped from the castle.The Argonian in the cell with Theranis turned out to be Amusei! Before he died,

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Theranis told Amusei where he hid a special treasure, which I assume is the book.If I can get him out of there, Amusei will tell me where the book is hidden. Of course being seen helping a known prisoner to escape is a crime. I'll have to avoidthe guards in the castle.

Make sure it's night, so not too many people are wandering about. The Pale Lady holds a key to both the jail and the castle. Goingback the way you came would be suicide, since the guard is always around. Instead, leave the wine cellar (steal the most expensiveones) and take the door on the right. Then cross the long hall, into the dining room and open the door here to end up in another hall,which also gives access to the main hall. Don't go to the main hall, but walk straight ahead to end up outside. The door opposite is thedoor that leads to the dungeons. Head through the main gate and hopefully no guard will be around. When you walked a bit further,Amusei will give you the note.

Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word andtell me about the book.Amusei was grateful for being saved from the Pale Lady and told me where to findthe book. It's under a bush, behind Nerastarel's house, near a well.

Find the book and report back to S'krivva.I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva inBravil.

Taking Care of Lex

Have a chat with S'krivva after stealing 500 (or more) worth of gold to get this quest.S'krivva tells me that the Gray Fox is tired of Hieronymus Lex causing problems. Hewants Lex removed once and for all. Countess Umbranox of Anvil is in need of aCaptain of the Guard. She sent away for a list of recommendations from theImperial Watch guard. I must create a forgery that recommends Lex and deliver itto her personally. The Gray Fox has a special interest in Countess Umbranox andhas chosen Lex to be her protector. Very curious.First, I steal the letter from steward Dairihill's desk in Castle Anvil. Then get aforgery made. I have to find and pay for my own forget. Then seal it with theImperial Watch seal from the legion commander's desk in the Imperial City. Dairihillcannot be trusted to deliver the letter. I must personally deliver the forged letter toCountess Umbranox of Anvil. I will be paid 500 gold, plus the cost of the forgery.

When you head to Anvil, talk with a beggar to get some information about the office of Dairihill. He says that it won't be easy to getthere, but there is some kind of secret passage. The blacksmith is suppose to know more.

A beggar told me that there may be secret ways in the castle. I am supposed tofind the blacksmith. I'm not really sure why.

Enter the castle and talk with the blacksmith. He'll open a secret passage for you, which'll lead to a secret door very close to the roomof Dairihill.

Orrin has shown me a secret passage within the walls of Castle Anvil. It should letme get closer to Dairihill's office without being seen by the castle guards.

Enter the passage and wait until it's around 3 am to make sure not many guards are around. Follow the secret passage and enter thesecret door. On your left is the office of Dairihill. Enter it, and find the letter.

I have the letter. Now I need to find a forger.Head down the secret passage again to end up in the room with wine. Be sure to steal the bottles, because they'll help you keep thefencers happy. Outside, a beggar will be able to tell you where a forger lives. Visit him, and he'll be "happy" to forge the letter.

My sources tell me that there is a master forget in Anvil. He is known only as TheStranger. He lives in a house by the Mages Guild.I delivered the letter to The Stranger. He said to return in a day and he would havethe new letter ready. It's going to cost 500 gold coins.

24 hours of doing something else. If you don't have the 500 gold, you can start with getting those together ;) Otherwise, just hit 'T' ordo something else. Return to him in 24 hours.

The Stranger has forged a new letter for me. Now I have to go to the ImperialLegion compound in the Imperial City. I have to seal the letter using the official sealof the Legion Commander.

Head to the Imperial City and wait until it's night. Sneak into the building and find the seal. Note that you don't have to open all thedoors, because you can also walk through the room where the soldiers sleep.

I've sealed the letter with the Legion Commander's seal. Now I must deliver it toCountess Umbranox personally. I will take on the role of courier.

Head to Anvil and deliver the letter to Countess Umbranox. Be sure to talk with Dairihill after this, to get some extra gold.Countess Umbranox has given me her response. Now I need to deliver it toHieronymus Lex. The look on his face should be priceless.

Well, tell Hieronymus Lex the "good news". He won't be too happy, but march off to Bravil straight away. You can visit him, if you want=p

Hieronymus Lex was shocked to learn he has been reassigned. Now the ThievesGuild will be safe from his persecution. All I have to do is get back to S'krivva tocollect my reward.

Well, head to S'krivva to finish the last quest with her. From now on you'll work straight for mister Gray Fox himself!

Turning a Blind Eye

In order to start this quest, you need to steal worth 600 (or more) gold and sell it to a fence. Then make sure you're in a capital city(Bruma won't qualify, for example) a wait (press 'T') until a messenger, in this case Methredhel, arrives and hands you a note from the

Gray Fox. Although the description tells you to wait in the Imperial City, it doesn't really matter. For example, if you finished the lastquest and already fenced worth 600 gold, Methredhel will find you faster, than if you would head to the Imperial City first. Note thatthe first description of the two below doesn't really belong to this quest, but to "Independent Thievery".

I've reached my goal. I have fenced over 600 gold worth of goods. When I'm in thecities, I'll have to keep an eye out for messengers from the Gray Fox. He could call

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for me at any time. I should wait in the Imperial City if I want them to find mequickly.Methredhel sought me out and delivered a message from the Gray Fox. I am tomeet him at the home of Helvius Cecia in Bruma. He has an important task for me.Finally, I am going to get to meet the head of the Thieves Guild in person.

Head to Bruma and enter the house of Helvius Cecia ("The Gray Fox is waiting inside") to meet the Gray Fox. He'll ask you to stealSavilla's Stone from a monastery with monks... blind monks. Sounds easy? It is.

The Gray Fox has given me the task of recovering Savilla's Stone from a monasteryknown as the Temple of the Ancestor Moths. It is in the mountains, somewhere

north of Cheydinhal, in the farthest corner of Cyrodiil. Killing the human guardiansof the stone will not put a bloodprice on my head, but killing innocent people will.The Gray Fox has promised me 500 gold coins.

You may, or may not have a quicker access to the monastery. If you did a bit of the main quest, you can simply drop yourself off at alake that's a bit south of there. If you didn't, head to Cheydinhal and go north from there to reach it.

I found the Temple of the Ancestor Moths. Now I just have to locate Savilla's Stone.Maybe I can persuade one of the monks to help me.

Find a monk, and bribe him until he shows you the catacombs. Follow him there.Brother Holger ( name may be of another monk ) has agreed to show me theentrance to the catacombs. I should follow him.I've entered the Catacombs of the blind monks. The Gray Fox hinted that the trueguardians of Savilla's Stone would not be subject to Blood Price. I'm betting thatalso means they won't be too happy to see me. I'd better be careful from here on.

Check your map and follow the marker until you found the room with Savilla's Stone. Defeat the guardian, and grab the stone. Watchout for the two red stones, and they are protecting the stone and will hurt you.

There is no need to go all the way back. Instead, enter the room on the right (looking from a view when you entered) and simply goup here. Also grab the note to learn a bit more about the cowl the Gray Fox is wearing. Head back to him, and give him Savilla'sStone.

The Gray Fox has rewarded me for my efforts. He was fairly mysterious about whyhe needed the stone. He asked me to be available for when he next calls for me.

Arrow of Extrication

Fence worth 700 gold, and (you know the drill) stay put until a messenger arrives ( not in Bruma though). This time it's your old friendAmusei.

Amusei sought me out and delivered a message from the Gray Fox. I am to meethim at the home of Malintus Ancrus in Chorrol. He has another task for me. Itseems Amusei has finally straightened up and joined the Thieves Guild. He is eventrusted enough to deliver messages from the Gray Fox.

Head to Chorrol and talk with the Gray Fox for your next job.The Gray Fox will pay me 500 gold coins to steal the Arrow of Extrication. It wasrecently recovered by Bravil's court wizard, Fathis Aren. There will be no bloodpricefor killing Fathis, so long as he doesn't die in the castle. I should start my search inBravil.

In Bravil, a beggar will tell you that he keeps all his good in a tower outside of Bravil. However, the tower can't be entered from theoutside, so there must be a secret passage from within the castle.

A beggar in Bravil told me that Fathis Aren has claimed the ruined tower southeastof the city for himself. The door to the tower is impenetrable, but rumor has it thatFathis used a secret passage from inside the castle to get to it.

Enter the castle, and wait until it's day (yes, day). At night guards are guarding the door that leads to the hall, which leads to theroom of Fathis Aren (still there?). So basically, enter the door to a hall at day, take a left, and enter the room of Fathis Aren.Remember your map is your friend. Search the two chests that are next to each other to trigger an event.

I found Fathis Aren't rooms ( room s ?) in Castle Bravil. Now to locate the Arrow of Extrication.

I've searched both chests in Fathis Aren's room. Neither had the Arrow of Extrication. I'm beginning to think it isn't here. This room doesn't seem to haveenough wizardly stuff for a wizard of Fathis stature. I wonder if there is a secretchamber where he keeps his more valuable treasures?

Yes there is. Find the movable pillar to open a secret passage. Enter the door here to find an underground entrance. Open the doorstraight ahead of you, and take the upper path to end up in some water. Follow it until you find out that the path is "broken" and apool where you can dive. Note the fishes (hostile fishes, mind you) here. If you dive all the way down, you'll end up outside in a lake.Don't do this. Instead dive down just a bit, and find a passage that you can swim into. Follow this, and keep opening doors anddefeating enemies until you end up in the tower.

Here, find your way up. In one room you'll find the Arrow of Extrication. Bring this to the Gray Fox.I found a key shaped arrow head, but not the whole arrow. This must be what theGray Fox is looking for, or at least as close as I am going to get. I should take it tohim.The Gray Fox accepted the key shaped arrow head. Apparently it is all that remainsof the Arrow of Extrication. He is going to try and get it reforged. He thanked mefor my efforts and promoted me to Master Thief in the Thieves Guild.

Boots of Springheel Jak

Before you can start this quest, you need to steal worth 800 gold (or more). Wait in a main city and Amusei will give you a new note.Amusei has given me another message from the Gray Fox. I am to meet him atGanrendel's house in Cheydinhal.

Head to Cheydinhal and have a chat with the Gray Fox about your next job. It's quite an easy one.

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There is a descendent of Springheel Jak living in the Imperial City named Jakben,Earl of Imbel. The Gray Fox has suggested I look there for clues as to where he isburied. Once I know where to look, I am to get the boots and bring them back tothe Gray Fox in Ganredhel's house in Cheydinhal.

Head to the Imperial City and ask a beggar to find out where the house is. Enter it, and make sure the servant isn't at home. If he is,wait until the next day. Now enter the house when it's day and talk with Jakben. He is terrified, because his servant isn't home, andwill tell there is a family mausoleum in the basement of the house, and even gives you the key.

What luck! The family mausoleum for the Imbels is in the basement of the Jakben'shouse. The poor Earl was so terrified he told me everything I needed to know. Heeven gave me the key! Now to find those boots.

Head to the mausoleum and look around for the coffin of Springheel Jack. The boots aren't here, but make sure to read the diary tofind out Springheel Jack is/was a vampire. And why does Jakben only leave his house at night? Why doesn't he sleep in a bed... Talkwith him... or rather... kill him, in order to get the boots. Give them to the Gray Fox to finish this off.

The boots were not in the tomb of Springheel Jak. I did find a diary though. Maybeit can provide a clue.I have the boots. Now to get back to the Gray Fox in Ganredhel's house inCheydinhal.The Gray Fox thanked me for getting him the boots. He paid me 500 gold coins formy efforts.

Apparently it's not even needed to enter the mausoleum in order to get the boots. Also, there is a diary on the top floor that hintsabout the mausoleum too. This is all unconfirmed though.

The Ultimate Heist

Before you can start this quest, you need to have stolen worth 1000 (or more) gold. When you did, stay put until Amusei gives you anote.

Amusei has given me another message from the Gray Fox. I am to meet him atOthrelo's house in the Elven Gardens district in the Imperial City.

Head to Othrelo's house to start the last quest. Beware that it's quite big and will the hardest too. You probably expected this anyway.You'll get two of the items you stole for the Gray Fox back, because you'll need them for your quest (the boots to "reach inaccessibleplaces and for long jumps", the arrow to "open the last door to the palace").

The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. Theaudacity of such a theft is astounding! The Gray Fox has laid out the plan for me.It's not simple, but he has given me a written copy for my reference. He has evenset aside the guild rule of blood price for this heist. Now I just have to execute theplan. The first step is to infiltrate the Imperial Palace and activate the Glass of Time, whatever that is.

Even though the Gray Fox told you the Blood Price will be ignored for this quest, you shouldn't kill anyone. This will only raise yourbounty, and it's possible to finish the quest without getting a single bounty. Even better - it's possible to finish this quest withoutgetting seen by guards.

Head to the Imperial Palace and head towards the basement. Make sure the guard doesn't see you when you pick the lock. Inside, aguard will be wandering around. He'll first walk from one side to the other on the outer circle, and then head back by taking theshortest path - by entering the circle. Simply tail him, and active the Glass of Time. This will open the Old Way, which we'll enter later.

I have activated the Glass of Time. According to the Gray Fox, the door to the OldWay in the Imperial Sewers should now be open. Now I just have to find it.

Find the sewers (first exit the Imperial Palace, yes) and enter it. Inside you'll have to turn some wheels, but the path is very lineareventually you'll find the Palace Sewers entrance.

I have found the sewer entrance that the Gray Fox told me to look for. Now I needto find the Old Way.

From now on, you'll meet quite some enemies. The path however, is still very linear. Keep going until you find a wooden door - the OldWay.

I have found the Old Way. This is clearly a long abandoned sub-basement of theImperial City. It looks like it's going to be a long journey to get into the ImperialPalace this way. I need to find the door that connects to the palace interior. If Iremember correctly, I will need the the ( sic ) Arrow Extrication in order to open thatdoor.

A long journey? Indeed... Eventually (yes, linear path) you'll end up in a room with a gate ahead that's closed. You'll also note two redcrystals, that aren't activated, and thus aren't attacking you. You need to jump up to the balcony ("reaching inaccessible places") andpush one of the two buttons here. The gate will open for a short while, but so will the crystals. Run though and enter the next room.Here, walk all the way to the end of the room.

There must be some secret way to open this door. I'll bet this is where I have touse the Arrow of Extrication. Most likely I have to be standing in a special place forthe keyhole to open up. It will be somewhere with a clear view of a pillar.

Head east, and another message will pop up (what is there left to explore?).These walls look like they are meant to move. Maybe the place I need to stand tofire the arrow is behind them. I'd better look for a way to get through them.

Note there is a door here. Open it, and push the button on the left. This will open a secret door in the chamber below. Follow that pathuntil you find another button. Push this to remove the walls in the big room where you got the messages about how the walls were"meant to move". Go back there, and get rid of the new enemies. Stand on the plate between the two red crystals.

This must be the spot. Standing on this pressure plate opens the pedestal at the farend of the room. I should practice with normal arrows a few times before trying theArrow of Extrication. I will only get one try.

You can practice with normal arrows, but you can also do a save and do it that way. If you miss, you'll have to reload, or find thearrow (not sure if that works).I've used the Arrow of Extrication to activate the door and open the secret way intothe palace. There is no telling where I might end up. I should take care to

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A Knife in the Dark

Sleep after committing murder, and you will be greeted by Lucien Lachance, a Speaker for the Dark Brotherhood. He informs you thathe'd like to offer a chance to become part of the Dark Brotherhood family, but you have to prove yourself worthy. You do not need toaccept his proposal, you can choose to never assassinate Rufio, thus never joining the Dark Brotherhood. If you choose to kill Lucien,you will sever your ties with the Dark Brotherhood permanently and will not be able to join. Lucien tells you of an inn on the GreenRoad to the north of Bravil, the Inn of Ill Omen. There you will find a man named Rufio. Kill him, and your initiation into theBrotherhood will be complete. He promises to appear to you again after your task is complete if you sleep in a secure location. If youleave Rufio alone, Lucien will never visit you again and you will not have to join the DB.

Lucien offers you a token of good faith from the Brotherhood, the Blade of Woe, before disappearing.

While sleeping, I was visited by Lucien Lachance, a representative for the assassinsguild known as the Dark Brotherhood. He said that if I wish to join his "family," Imust go to the Inn of Ill Omen, find a man named Rufio, and kill him. If I simplyleave Rufio alone, Lachance will never visit me again.

The Inn of Ill Omens is well marked on your in game map. As Lucien instructs, it's just North (and a little west) of the town of Bravil.Once inside the Inn, the inn keeper and a woman both tell you they suspect Rufio is hiding from someone or something, as he's beenliving at the inn for a few weeks and rarely leaves his room. The inn keeper tells you that Rufio's room is downstairs, through a trapdoor near the stairs, in the private quarters. Rufio's room is the far left room. The door to the room is unlocked, and Rufio is mostlikely asleep in bed (Rufio wanders the inn from around 2am to 6am, the rest of the time he can be found sleeping.). Sneak past thebed and stab Rufio in the back. He's very easy to kill. . A message box will appear reminding you that you should sleep in a securelocation for Lucien to visit you again. You may sleep at the Inn of Ill Omen.

The man named Rufio is dead. The next time I sleep in a location he deems secure,Lucien Lachance will visit me once more, and complete my entrance into the DarkBrotherhood.

Lucien appears to you after resting, and tells you to seek out the abandoned house near the eastern wall in the city of Cheydinhal. Hetells you to enter the basement of the abandoned house and to attempt to open the black door.

He tells you: "You will be asked a question. Answer thusly: "Sanguine, my Brother." You will gain access to the sanctuary. Once inside,speak with Ocheeva.

I must now go to the abandoned house in the city of Cheydinhal, and attempt toopen the door in the basement. When questioned, I must answer with "Sanguine,my Brother" to gain access to the secret Dark Brotherhood Sanctuary. Once inside,I should speak with Ocheeva.

Travel back to Cheydinhal now, either by Fast Travel or by following the well marked roads on your in game map. The house is nothard to find in the city. The house is not far from the East Gate, across from the Cathedral. It's well marked by boarded up doors andwindows, as well as other pieces of debris. Once inside, travel down to the basement. Through a hole in the wall you will find a darktunnel. Follow this tunnel, and you will reach the Black Door. A mysterious voice poses a question: What is the color of night?Remembering Lucien's instructions, you should answer "Sanguine, my Brother." The door opens and you may enter the CheydinhalDark Brotherhood Sanctuary.

I have gained entrance into the Dark Brotherhood Sanctuary. I must now speakwith Ocheeva.

You will find Ocheeva, an Argonian female, not far from the entrance. She welcomes you, and informs you to seek out Vicente Valtierifor new assignments. Ocheeva also offers you a new set of armor.

I have spoken with Ocheeva.

Welcome to the family

The Dark Brotherhood quests offer you "reminders" in your journal. These reminders prompt you to speak with your superiors again toseek new contracts.

I must accept a contract from Vicente Valtieri.Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Vicente Valtieri.

A Watery Grave

Seek out Valtieri inside the sanctuary.. He is surprisingly, a Vampire. Speak to him to gain your first contract. Valtieri informs you thatyou've got a pirate captain to kill. If you agree, he tells you to go to the Waterfront District of the Imperial City. There you will find aship named the Marie Elena. You are to board the ship and find it's captain, Gaston Tussaud. He also mentions that the pirates havebeen moving a lot of cargo recently, and you may be able to smuggle yourself on one of the packing crates

I must go to the Waterfront District in the Imperial City and gain access to thepirate ship Marie Elena, so I can kill Captain Gaston Tussaud. I may be able tosmuggle myself onboard with the cargo, in one of the packing crates.

Travel to the Waterfront district. The Marie Elena is very easy to spot once you arrive. The female dark elf first mate and 2 crewmembers are near the ship. The first mate, Malvulis, threatens you if you mess with the ship or it's crew members. Sneak past them

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and approach the crates on the east side of the dock. Activate an "empty crate". A message box will appear asking if you would like tohide in the crate to be transported, or if you'd like to find another way onto the ship. The choice is up to you, although the crate is arather straightforward route of getting on the ship.

Just as expected, the crate I hid in has been transported to the ship's hold. I mustnow find and kill the Captain, Gaston Tussaud. He's probably in his cabin, at therear of the ship, on a higher deck.

If you choose this method, once inside you will have to sneak up to the middle deck. Once on the next level, the aft, you will need tosneak all the way down the length of the ship. Stop once you hear voices. If you're sneak is high, you may hide in a nearby recess in

the ship walls. If you're sneak level is low, return to the trapdoor and wait until their conversation is over. Once the conversation isover, one pirate will walk away and the other will remain the far back room of the aft. Sneak around to wear you saw him walk from.There is a trap door to the left that will take you the Captain's quarters.

If you choose to find your own way onto the ship, a good hint is to think back on the advice of your fellow Brothers and Sisters if youspoke with them. One of them should have mentioned the strange balcony on the ship. You may use the balcony to gain entrancedirectly to the Captain's quarters by jumping onto it from the dock.

I have gained access to the Captain's cabin of the ship Marie Elena. I must now killGaston Tussaud.

Once inside the Captain's quarters, you may kill him however you see fit. Once dead, you will hear his crew mates knocking on thedoor. They warn that they are entering the cabin. You may choose to stay and kill them if you like. Or, you may take the key from theCaptain's body and unlock a chest on the bedroom dresser. Take this key and open the door at the back of the chambers and onto thebalcony.

Gaston Tussaud is dead. I must now return to the Sanctuary and speak withVicente Valtieri to receive my reward.Return to Valtieri for the reward of the Black Band, an enchanted ring, and to discuss your next contract.

Blood of the Damned

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

Accidents HappenValtieri tells you that he needs you to stage an accident. If you kill the target in the manner specified, you will receive a considerablebonus. He tells you the target is a Wood Elf named Baenlin. You can find him in his home in Bruma. You are instructed to entersilently, and avoid his manservant Gromm at all costs. You are instructed to make your way to a secret door on the second floor, thereyou will find a crawlspace where the fastenings of a mounted head are located. This head hangs over Baenlin's favorite chair. You areinstructed to loosen the fastenings, doing so will cause the head to fall on Baenlin. Baenlin will be sitting in his chair between thehours of 8pm and 11 pm.

I must go to the city of Bruma, find Baenlin's house, and gain entrance. Onceinside, I should stage a tragic accident.

(Note: You can just enter the house and kill both the manservant and the master by brute fOrce. However, by doing so you forfeit thebonus, the dagger Sufferthorn.)

Baenlin's house is the second house on the right inside Bruma's east gate. Entering through the front door is possible, but risky asGromm will likely notice you. There is a basement door around the back of the house. You may enter the house at any hour of theday, but if you wait until around 9 pm you may find sneaking past the man servant much easier. Unlock this door and enter throughthe basement.

Neither Gromm nor Baenlin leave the house, however they will move throughout the house and hours of the day. If you enter early inthe day, and do not sneak while in the basement, Gromm may come down to investigate and inform you to leave the houseimmediately. Sneak through the basement and up into the main section of the house. Wait until Gromm is busy in the kitchen (acrossfrom the living room) or upstairs. Upstairs may prove to be trickier.

I have entered Baenlin's house. If I can access the second floor crawlspace andloosen the fastenings on the mounted head, between 8:00 PM and 11:00 PM, it willfall on Baenlin as he rests in his chair. If Baenlin dies any other way, or if Gromm iskilled, I will lose my bonus.

Go immediately up the stairs. At the top of the stairs, go into the small bed room immediately to your right. To the right of the desk isa door with a peephole, activate it to open the crawlspace. You may choose to close this door behind you while in the crawlspace.

Wait until a time between 8pm and 11pm. Once again, I recommend that you wait to enter the house until this time, as you may get amessage box telling you that you cannot wait while enemies are nearby. Once you are in the proper time frame, activate thefastenings to drop the head on Baenlin.

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The mounted head has fallen on Baenlin, killing him as expected. I must return tothe Sanctuary and speak with Vicente Valtieri to receive my reward.

Gromm may come running out with his weapon out after all the commotion. If he sees you, sneaking back out of the house will bedifficult, so duck down by using sneak mode while in front of the hole where the fastenings once where. You may easily exit the houseby sneaking back through the basement. You should return to the sanctuary to report your progress to Valtieri.

Valtieri is pleased with your results, and rewards you well. If you've completed the quest by staging the accident, you are rewardedthe dagger Sufferthorn as your bonus. If you killed the inhabitants of the house any other way, you are rewarded only the gold. Eitherway, you've gained advancement. Congratulations, you've advanced the rank of Slayer!

After quest note: If you return to Baenlin's house later, you will meet Caenlin, Baenlin's nephew. Caenlin offers you an interestingcomment about his Uncle's death. Perhaps Caenlin was the Dark Brotherhood's client? Gromm, if he's still alive, can be found at Olav'sTap and Tack in Bruma. He pitifully mourns the death of his former master.

No Rest for the Wicked

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

Scheduled for Execution

Speak with Valtieri about your next contract, and you will learn that your next target is a Dark Elf named Valen Dreth. Valtieri tells youthat Valen is a prisoner in the Imperial prison. You might remember him in fact, he's the dark elf that taunted you in the first fewscenes of the game. Valtieri makes reference to your own prison escape, and recommends you use the secret tunnels from the sewersystem to enter the prison. The gate has long since been locked, but Valtieri seems to have acquired a key. You will receive a bonus if you do not kill any of the prison guards.

I must break into the Imperial Prison and kill a Dark Elf prisoner named ValenDreth. I will receive a special bonus if I manage not to kill any guards. I can enterthe Imperial Prison through the connecting sewers, which can be accessed througha locked manhole just outside the prison walls. Vicente has provided me with a key.

Return to the gate you exited earlier in the game, and open it using Valtieri's key. Once inside, there is only one open path, whichleads you in a different direction than your previous exit. Note: There are no guards in the sewers.

I have entered the sewers beneath the Imperial Prison. I must now proceedthrough the sewers and into the prison itself, and kill Valen Dreth.

Travel through to the second section of the sewer. You do not need to raise the gate via the mechanism on the wall, unless you wish togo exploring. You will need to unlock the iron gate across the sewer channel to the northeast. Here you will find a door, leading you tothe third section of the sewers. This section is a round room. There are a few slaughterfish in the water, so be careful to stay on thepath through the room. There's very little in this room, except for a body at the edge of a cistern. Use a lock pick on the manhole toenter The Sanctum. I recommend saving before entering.

Since the death of the Emperor, guards have been dispatched to patrol the lower reaches of the prison. Here in the Sanctum you willencounter the first four guards. Sneak forward until you hear the beginning of a conversation. Wait until you see one guard walk tothe main area of the Sanctum and then slowly sneak after him. You may also choose to sneak down the path to the room where theEmperor died. Here you may find Captain Gepard Montrose's report on the investigation of the Emperor's assassination. You may alsopickpocket Montrose for the keys to the Imperial Prison and Dreth's cell (Save before doing so!) Now make your way out to the mainroom of the Sanctum. The guard that walked away from the conversation will patrol the area in front of the main door out of theSanctum. Sneak behind pillars (remember, your harder to detect if you stay in dark areas). Watch him until he walks away from thedoor, and then make your move towards the door. I recommend saving again.

There are two guards in the Imperial Subterrane. Stay behind pillars and in dark places to avoid them. Look for a door not far fromthe guard's table, and follow the paths up to your old cell. I recommend sneaking in all areas of the dungeon, and saving beforetraveling up the path to your old cell. Once near the door, stop and listen to a guard and Dreth exchanging insults with one another.Once the conversation is finished, the guard makes his way up the stairs. Now is the time to fulfill your contract.

You've got several options to kill Dreth, as long as it's swift. You can assassinate Dreth with an arrow without unlocking the cell, asTelaendril suggested. If you've stolen the key for the cell, you may open it with this key. If not, the cell will open with a lock pick. Nomatter how you open the cell, you can kill Dreth with the weapon of your choice. Talking with Dreth before his death does not effectthe outcome.

Valen Dreth is dead, and no guards have been killed. I must return to theSanctuary and speak with Vicente Valtieri to receive my reward, as well as a bonus.

Once finished, you've got two options for exiting the prison. You may leave the way you came in, once more taking care to avoid theguards. Or, if you've take then key to the Imperial Prison, you may exit through the main entrance of the Prison, up the stairs to theright of Dreth's cell. Unlock the door with the Prison Key, and sneak past the two men sitting to the nearest door. NOTE: DO NOT exitthis way if you have an existing bounty on your head. The guards in the prison courtyard will notice.

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Return to Valtieri for your gold, and if you've succeeded in not killing any guards your bonus, the Scales of Pitiless Justice.

To Serve Sithis

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

The Assassinated Man

Speak with Valtieri about your next contract, and he will inform you that you are required to stage the assassination of a marked man.Valtieri instructs you to go to the city of Chorrol and break into the house of Francois Motierre. Valtieri gives you a specially poisonedknife, the Languorwine Blade. This knife has been treated with Languorwine. Valtieri also provides you with an antidote.

I must go to Chorrol, break into Francois Motierre's house, and then speak withhim. Motierre requested we meet this way, so he is expecting me.

You may find Francois' house is near the main street circle, on the left side. There's no back door to break into, so carefully lock pickthe lock on the front door. Inside, Francois is waiting for you by the door. Francois tells you about his debts to some money lenders,and why he contacted the Dark Brotherhood to stage the assassination before the enfOrcer, an Argonian named Hides-His-Heartcould.

Francois tells you that once you cut him with the knife, you must flee from Chorrol, and that Hides-His-Heart must not be killed.Note: If the Argonian dies for any reason, the quest fails . Francois instructs you to wait 24 hours, and then travel to the ChorrolChapel Undercroft, there you may find his body and administer the antidote.

I must wait in Francois Motierre's house for the enfOrcer Hides-His-Heart to arrive.After this "confrontation," I am to slice Motierre once with the specially poisonedLanguorwine Blade to stage his death. I must do this before Hides-His-Heartattacks Motierre!

Wait next to Francois in the main room. You will soon hear Hides-His-Heart outside the door. He will soon materialize in front of thedoor, and begin threatening Francois. When he sees you, Francois will begging his act, and Hides-His-Heart demands that you stepaside. You must stab Francois at this point, or the quest will fail.

Motierre has been slashed with the Languorwine Blade and appears to have diedfrom the wound, as expected. I must now flee from Chorrol, and leave Hides-His-Heart alive.

Hides-His-Heart will immediately pull his weapon, so head for the door immediately to avoid altercation. If you stay and wait, Hides-His-Heart may be killed by the city watch when the arrive. This will also cause the quest to fail. Make your way out of town.

I have fled Chorrol, and Hides-His-Heart has not been killed. I must now wait a day,so Motierre can be discovered and placed in the Chorrol Chapel Undercroft. There, Imust find Motierre and administer the antidote that will revive him.

Come back the next day (Francois' body will be discovered soon after midnight and taken to the Chapel.) The Chapel Undercroft is justinside the chapel and down the stairs. You will find Francois' body at the southern corner of the bottom level. Activate Francois' bodyto administer the antidote.

I have administered the Languorwine antidote, and Francois Motierre has awakenedfrom his poison-induced sleep. I should now speak with him and make sure he'swell enough to travel to the Grey Mare.

Francois informs you that he's ready to travel on to the Grey Mare, where he can gain transportation out of Cyrodiil. However, Francoisshares some information with you that he had previously forgotten. His ancestors have all been entombed in the Chorrol ChapelUndercroft, and they feel that his resurrection was a violation. Several zombies will now appear in the tomb. One zombie is behindyou, another one in the north wing of the undercroft, and the other in front of the exit door.

Motierre has been revived, but his ancestors have risen from the dead, angry at thedesecration of their tomb! I must keep Motierre alive and escort him out of theUndercroft and to the Grey Mare, where he can arrange passage out of Cyrodiil.

You may choose to have Francois follow you and kill the zombies as you go, or you may choose to have Francois stay where he iswhile you fit them. Either way, make your way out of the Undercroft. You can make it through town to the Grey Mare without anyonenoticing Francois in his alive state. The Grey Mare is a shack, located south of the chapel. Once inside, Francois will thank you for a

job well done. Travel back to the Sanctuary to speak with Valtieri.

Motierre has escaped. I must now return to the Dark Brotherhood Sanctuary andspeak with Vicente Valtieri to receive my reward.

Valtieri is pleased with your results, and gives you the amulet Cruelty's Heart as your reward. Valtieri also gives you a key to the wellentrance and exit to the Sanctuary. You've also earned further advancement! Congratulations, you've earned the rank of Eliminator!

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My Brother's Keeper

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a contract from Vicente Valtieri.Next time you speak with Valtieri about contracts, you will learn that he no longer has work for you to do. You must now report toOcheeva for contracts. Before you leave, Valtieri offers you the gift of vampirism. You do not need to accept at this time, and maycome back later to make good on Valtieri's offer.

Vicente Valtieri has no more contracts for me. Instead, I must speak with Ocheevahere in the Sanctuary. She will provide my new assignments.

Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

Ocheeva has given me a new contract.

The Lonely Wanderer

Ocheeva informs you that you are to kill a High Elf named Faelian in the Imperial City. Ocheeva warns that you must kill him in asecure location with no witnesses. Discretion is important for this mission, as Captain Adamus Phillida is strongly against the DarkBrotherhood and all who practice it. Speak to the fellow guild members about this contract. Valtieri will suggest that you question anyelves in the city, someone must know of Faelian.

I must go to the Imperial City, find a High Elf named Faelian, and kill him. If thereare any witnesses to the killing, or if I eliminate him in any non-secure location, myreward will be greatly reduced. I should start my search by asking any Elves in theImperial City if they've ever heard of Faelian.

Travel to the Imperial City and speak with elves about Faelian. You may need to bribe or persuade them to a disposition past 50 forthem to speak with you about the issue.You are informed that Faelian's a rather "distasteful fellow" and lives at the Tiber SeptimHotel, in the Talos Plaza District.

Faelian lives at the Tiber Septim Hotel, in the Talos Plaza District of the ImperialCity. I should ask the publican, Augustus Calidia, if she has any information. I canfeel myself getting closer. But I must remember, I will forfeit my bonus if Faelian iskilled in an insecure location. The hotel simply will not do.

Speak with Augustus Calidia, the publican, to gain some background on Faelian:

Faelian was once a wealthy nobleman, but has squandered his fortune away onskooma. Faelian spends most of his time wandering the city looking for the drug,leaving his sweetheart Atraena at the Tiber Septim Hotel. Maybe Atraena has somemore information. What I know for certain is that Faelian is very close to death, butI must not kill him in the hotel if I wish to get my bonus.

You may go upstairs and speak with Atraena about Faelian, although all she reveals if her disposition is under 50 is that she loves himand is rather heartbroken. If you speak with her with a disposition higher than 50 she will reveal to you Faelian's habits and locations,and you can go directly to Lorkmir's house and kill him. After gathering intelligence, wait outside the room and wait for Faelian toarrive around 8pm. You may try speaking with him in the hotel, but he will not wish to discuss "business" inside the hotel so near toAtraena.

Faelian leaves the hotel around 1am. Follow him into the city. Here you have several options. You may follow Faelian on his long walkand kill him in a secure location, or you may speak to Faelian and gain his trust. I suggest following Faelian's walk at least once beforespeak with him, it makes locating him later easier. Faelian's walk follows the following path:

• From the Hotel Tiber Septim to the Temple District, where he is from 8 pm to around 1 am.• Through The Temple District to the City Isle Waterfront District• To an "Abandoned" Shack on the west side of town. Here he stays from 2 am to 8 am.• To the Elven Garden's district, where he wanders until around 11 am.• Lorkmir's house in the Elven Garden's district. he is here from 11 am to 5 pm.

You may speak to Faelian at any time away from the hotel. He will tell you that if you bring him some skooma, you will be his "friend."You may bring him skooma to gain his trust. He tells you a man named Nordinor in Bravil sells skooma at night.

I met Faelian, and he wants me to supply him with skooma. If I do that, he mayconsider me a friend, making his elimination that much easier. Faelian mentionedthat a man named Nordinor in Bravil sells skooma, late at night...

Nordinor is in the alley next to Silver Home on The Water. Speak with him to buy some skooma. If you do not wish to travel to Bravil,break into Trenus Duronius' house in the western Temple District. You may find 3 vials of skooma in an unlocked chest upstairs.Return to Faelian and offer him the skooma.

I have supplied Lorkmir with skooma, and gained some valuable information in

return. Every day, from 11:00 in the morning until 5:00 at night, Faelian goes toLorkmir's House, in the Elven Gardens District of the Imperial City. The house isdeserted, so Faelian goes there to use his skooma. I could kill him there to avoidany witnesses. And, conveniently enough, he's even given me a key.

Lorkmir's house is located in the Elven Garden's District, on the central street in the western portion of the district. Use the key

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provided by Faelian to enter the house. Explore while you are here, and you will find Lorkmir's body in the basement. Did Faelian killLorkmir? Perhaps. Kill Faelian by your method of choice while inside Lorkmir's place. Speaking with Faelian and taunting him before hisdeath shows that he really has no idea that you're planning on killing him.

Faelian is dead. I killed him in Lorkmir's House, a secure location with no witnesses.I must now return to the Sanctuary and speak with Ocheeva and receive my rewardand bonus.

Return to the Sanctuary and speak with Ocheeva. She is pleased by your results, and rewards you Shadowhunt, an enchanted bow asyour bonus.

Enter the Eliminator

This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract:

I must accept a contract from Ocheeva.Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Ocheeva.

Bad Medicine

Speak with Ocheeva about your next contract, and she will speak with you about a dying warlord, Roderick. Ocheeva informs you thatRoderick is kept alive by a strong medicine. Your mission is to sneak into Fort Sutch (map marker added) and replace Roderick'smedicine with a special poison. You must place this poison in Roderick's medicine cabinet, and remove the medicine. You must not beseen by any of Roderick's guards, so that no suspicion is cast. If you are seen, you must kill Roderick in another manner…thusforfeiting your bonus.

I must sneak into Fort Sutch, find the medicine of the debilitated warlord Roderick,and replace it with the poisoned bottle Ocheeva has given me. If I am detected byany of the mercenaries, or if Roderick is killed in any other manner, my bonus isforfeit.

If you have investigated the topic further, you may learn that there is an alternate route inside Fort Sutch.

I must sneak into Fort Sutch, find the medicine of the debilitated warlord Roderick,and replace it with the poisoned bottle Ocheeva has given me. If I am detected byany of the mercenaries, or if Roderick is killed in any other manner, my bonus isforfeit. Fortunately, I've learned of an alternate way inside that should beunguarded. Not far from the ruins of Fort Sutch lie the ruins of the Fort SutchAbbey. If I enter there, I can get to Fort Sutch underground through some floodedtunnels.

A map marker for Fort Sutch has been added on to your map after this conversation. There's nothing close to Fast Travel to unlessyou've been in the area previously. Fast Travel to Anvil's Main Gate and travel due North.

If you enter directly into the Fort:

I have successfully entered Fort Sutch. I must now locate Roderick's medicine andreplace it with the bottle of poisoned medicine.

Once inside, activate sneak mode. Use a lockpick to unlock the gate to the right of you. Sneak down these passage ways until youcome to a large room. Stop, and listen to a conversation between two of Roderick' guards. Wait until they have finished speaking, andthen follow them.

If you enter through Fort Sutch Abbey:Locate a trap door in the southwest foundation of the tower, and unlock it using a spell or lock pick. Once inside, you will receive thesame journal entry as above. Continue until you hear the two guards mentioned above in conversation. DO NOT try to pass them. Youneed the guards to unlock a gate behind you. Once the guard's have finished their conversation, turn back around and wait in thesecond niche down a side hall. The guard's will unlock the gate and leave it open behind them.

The female guard will go and guard Roderick's bedside, located up the stairs. The male Orc will patrol the area in front of Roderick'smedicine cabinet in a room down the hall. Wait behind a pillar until the Orc walks to the other side of the room. If you have a decentlevel sneak skill, sneak over to the medicine cabinet and open it. If you're sneak skill is a lower level, use a concealment spell.

Open the medicine cabinet, and remove the medicine. Your journal will update:

I have taken Rodericks' medicine. I must now put the bottle of poisoned medicinein its place.

Add the potion Ocheeva has given you to the cabinet.

The bottle of poisoned medicine has been placed in the cabinet, and the realmedicine removed. The next time Roderick is given treatment, he will die. I mustnow return to the Sanctuary and speak with Ocheeva to receive my reward.

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Make your way out of Fort Sutch, while avoiding detection, and travel back to the Sanctuary to speak with Ocheeva. She will be verypleased with you and will reward you. If you've completed the quest without being detected by Roderick's guards, Ocheeva will rewardyou with the Deceiver's Finery…an enchanted shirt.

The Night Mother's Child

This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract:

I must accept a contract from Ocheeva.Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Ocheeva.

Whodunit

Ocheeva informs you that your next contract is for 5 house guests at Skingrad's Summitmist Manor. The guests all believe they havebeen invited to the house to compete in a search for a chest of gold. The guests, including yourself, are to be locked in the houseunder the guise of only being allowed out once someone has found the treasure, which contains (they believe) they key. Ocheevainforms you that you are to kill each of the guests without witnesses to receive your bonus. You're first order of business is to speak tothe doorman.

I must go to Summitmist Manor in Skingrad, meet with the other guests, andpretend I too have been invited by a mysterious, unknown host. I must then kill allthe other guests. I should start my mission by speaking with the doorman, justoutside the manor.

Fast Travel to Skingrad's East Gate. Summitmist Manor is located across from Rosethorn Hall, next to the Guard House. The doormanFafnir, a fellow Dark Brotherhood member, is waiting outside for you. He gives you the key so that you may exit when the deeds aredone.

I have spoken with Fafnir, the doorman, who appears to be a fellow member of theDark Brotherhood. He has provided me with the key to Summitmist Manor, which Iam to use only after all the guests lie dead. I should now proceed inside and meetthe other guests.

The first person you meet is Matilde Petit. She gives you some background information on the other guests. She will ask you aboutyourself. You may use the more innocent of the options (ie. A female character has the option of telling Matilde that her baby is ill.)You may also tell Matilde that you are an assassin and she will think you are joking with her, and her disposition will increase. Your

journal will update after speaking with her.

I have arrived at Summitmist Manor. I must now kill the unlucky guests -- Matilde,Dovesi, Primo, Neville and Nels. If I can eliminate each guest secretly, without anywitnesses, I will receive my reward and a very valuable reward. If I am discovered,the contract will be complete, but any bonus will be forfeit.

You have several fun options for arranging the deaths. After speaking with everyone, you will learn that each character has their ownfeelings towards another character. You may use this against them. If the character's dispositions are over 70 and other character'sstart dying, you may be able to convince them to attack one another.

You may use their feelings for your own intentions. For example, Dran and Primo are rather attracted to one another. You may use thisto your advantage to send Dran to Primo's room…where she will be alone.

You may also choose to just kill them when the timing is right. Matilde can be found sleeping often, and if alone in the room you maykill her swiftly. Nels is usually found drinking near the table on the middle level. At the right time of day you may find him alone. Primotends to wander around, and may be killed at any time he is alone. Neville is generally on the second and third levels. Neville mayprove to be a difficult fight, and may equip armor for the fight. Try a sneak attack when possible.

No matter how or where you kill the guests, it's recommended you talk to each guest at various points of the quest, with varyingdispositions. The quest is very intricate. Once the guests have all died, your journal will update.

All of the guests are dead, and no one knew I was the killer. I must now return tothe Sanctuary and speak with Ocheeva to receive my reward and bonus.

Exit the manor and return to the Sanctuary. Ocheeva is pleased with you, and receive a very special bonus, the Night Mother'sBlessing. You now have permanent increases to my Sneak, Blade, Security, Acrobatics and Marksman skills.

I have spoken with Ocheeva and received a special reward, the Night Mother'sBlessing. I now have permanent increases to my Sneak, Blade, Security, Acrobaticsand Marksman skills.

The Assassin's Gambit

This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract:

I must accept a contract from Ocheeva.

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Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Ocheeva.

Permanent Retirement

Speak with Ocheeva about your newest contract, and you will learn that Adamus Phillida has retired from the Legion. You mayremember Adamus Phillida from earlier quests and experiences in the Imperial City. Ocheeva informs you that Adamus Phillida hadmade it his life work to persecute the Dark Brotherhood. Now that he has retired, the Black Hand would like to make a statement.

Ocheeva tells you that Adamus Phillida has recently become an honored guest of the City Watch Barracks in Leyawiin. You are given aspecial arrow, the Rose of Sithis. You may use this arrow to kill Phillida, although not required, but you must attack at a t ime when heis unarmored…as the arrow will not pierce his armor. Note: If you attack Phillida with a melee weapon he will equip his armor, thusbecoming harder to kill.

Ocheeva tells you that if you wish to receive a bonus, you must remove Phillida's finger…the one that wears the Imperial Legion ring.You are to place this ring in the desk of Phillida's successor.

I must kill Adamus Phillida, a recently retired Imperial Legion officer, who has takenup residence in the City Watch barracks in Leyawiin. For this task, I have beengiven an enchanted arrow called the Rose of Sithis. If I can hit Phillida with thearrow when he is not wearing his armor, the strike will be fatal. I should head toLeyawiin, stalk Adamus Phillida, and attack when the moment is right. The contractwill be complete when Phillida lies dead, whether I use the Rose of Sithis or not.

Fast Travel to Leyawiin's Castle. You may follow Phillida to learn his daily schedule, or you may speak with Phillida's body guard. Eitherway, you will learn that Phillida takes a daily swim in the pool at the east side of Leyawiin at around 3pm.

Follow Phillida to his daily swim, and kill him using a bow and the Rose of Sithis. Your journal will update when you are done,reminding you of what must be done to obtain your bonus.

Adamus Phillida is dead. I may return now to the Sanctuary for my reward. If Iwant to receive a bonus, however, there is one more task I must complete. Phillidawears an Imperial Legion ring. I should take his finger, with the ring still attached,and put it in the desk of Phillida's Imperial Legion successor, in his office in theImperial City.

Loot Phillida's body for the finger. Make sure you take the keys he carries as well. Once removed from Phillida's corpse, your journalwill update once more:

I have acquired the severed finger of Adamus Phillida, with the ring still attached. Ishould now go to the Imperial City, and place the finger in the desk of Phillida'sImperial Legion successor, in his office in the Prison Barracks. If I do this, I willreceive a bonus. Or, I may forfeit the bonus and simply return to Ocheeva at theSanctuary.

Fast Travel to the Imperial City's Prison District. The desk of Phillida's successor is located within the Legion Offices, located on theouter walls of the courtyard, across from the main entrance to the Prison. Phillida's key will unlock the door. Place the finger inside thedesk, and your journal will alert you to return to the Sanctuary.

I have placed the finger of Adamus Phillida in the desk of his successor, in his officein the Imperial City. I should now return to Ocheeva and claim my reward, andbonus.

Ocheeva will reward you with an extra 500 gold if you complete the bonus section of the quest.

Of Secret and Shadow

This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract. This is the last "reminder" quest youwill receive.

I must accept a contract from Ocheeva.Once you have spoken with Ocheeva about your next contract, she will inform you that she has received a parcel for you directly fromLucien Lachance. She instructs you to open them right away.

I have spoken with Ocheeva, and she has given me sealed orders from LucienLachance himself. Apparently it is an urgent matter, and I must read the orders assoon as possible.

Lucien Lachance's letter calls for you to meet him at Fort Farragut, his personal stronghold.

I have read the sealed orders from Lucien Lachance. I am to meet him at FortFarragut, which is in the wilderness northeast of the Dark Brotherhood Sanctuary.Apparently, he has a special assignment for me. Fort Farragut is located a veryshort walk due north of Cheydinhal's East Gate. Just as Lachance warned, hisstronghold his guarded by 6 Dark Guardians, as well as several other traps.

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You may enter through the fort and deal with the Guardians, or you may enter through a trap door inside a dead tree just north-eastof the Fort's main entrance. This entrance will take you a rope ladder into Lachance's private area…thus avoiding the Dark Guardians.Approach and speak with Lucien Lachance.

The Purification

Lucien has troubling news for you. Earlier in the Sanctuary, you may have heard rumors about a traitor to the Brotherhood. Lucien'snews confirms such rumors. Someone has been working to undermine the Dark Brotherhood, and the Black Hand has been led tobelieve that the traitor is linked to the Cheydinhal Sanctuary. Since the traitor was discovered before you joined the Brotherhood,Lucien asks you to perform the ritual of Purification…killing everyone inside the Cheydinhal Sanctuary.

Lucien offers you two tools that may help you in what must be done: poisoned apples and a powerful scroll that will summon Rufio'sghost to aid you in battle. Once you have finished discussing the grim details with Lucien, your journal will update.

I must kill every Dark Brotherhood member in the Cheydinhal Sanctuary --Ocheeva, Vicente Valtieri, Antoinetta Marie, Gogron gro-Bolmog, Telaendril, M'raaj-Dar and Teinaava. Because I am now working for the Black Hand, I am no longerbound by the Five Tenets, and should employ any means necessary to Purify theSanctuary.

Unfortunately, there is no alternative path for this quest. Travel back to the sanctuary to begin the systematic murders.

M'raaj-Dar will now desire to be your friend now that you've accomplished great things for the Brotherhood. Use this opportunity tobuy all the spells and items from him that you can afford. If he is in the training room, wait until he has finished casting spells toattack him, as he will not have had a chance to restore his magicka yet. NOTE: M'raaj-Dar has more poison apples in his inventory.Ocheeva and Valtieri are easiest killed while sleeping in their private chambers. Note: If you wish to contract Vampirism from Valtierispeak to him before attacking anyone at the sanctuary.Antoinette Marie is easily found in the training room, often with M'raaj-Dar and Valtieri. If you have trouble killing them, summonRufio's ghost.Gogron gro-Bolmog is usually found in the living quarters. He may be difficult to kill for lower level characters. If you have troublekilling him, try substituting his food with a poisoned apple.Telaendril's schedule varies daily. If you have trouble finding her, Ocheeva's body contains a note that details her schedule. Note: If you have not completed Teinaava's Shadowscale quest, you should complete it before attacking anyone at the sanctuary.

Loredas and Sundas -- I will travel to, and remain in, the city of Leyawiin. There Iwill spy any and all vessels entering into the Imperial Province by sea. Upon myreturn to the Sanctuary, I will report on which ships have sailed the Nibennorthward to the Imperial City.

Tirdas -- I am to spend my day here in Cheydinhal, in the establishment known asthe Cheydinhal Bridge Inn. There I will spy the citizens of this city, and report backon anyone I deem a threat to Sanctuary security.

Turdas -- I will remain in Cheydinhal, but keep a watchful eye on the Sanctuaryentrance. At the first sign of suspicious activity, I am to report back to youimmediately.

Your journal will update once more, prompting you to return to Fort Farragut to speak with Lucien Lachance.

The Purification is now complete. Every Dark Brotherhood member based out of theCheydinhal Sanctuary has been killed. I must now report back to Lucien Lachanceat Fort Farragut.

The Dead Drop

Return to Fort Farragut, where Lucien informs you that you will no longer be taking orders directly from him. Instead, orders will beplaced at various "dead drop" locations. You are to proceed to your first dead drop location, at Hero Hill for your next orders.

According to Lucien Lachance, I will now receive my contracts, as well as anyrewards I may be owed, by visiting secret dead drop locations scattered aroundCyrodiil. My next contract can be found in a hidden hollow inside the moss-coveredrock on the top of Hero Hill, which is to the southeast of Fort Farragut.

Lucien also promotes you to the level of Silencer, and presents you with the gift of Shadowmere, a beautiful steed with glowing redeyes.

Notes on Shadowmere: When you fast travel, Shadowmere will fast travel with you, it does not matter if you ride her. However,Shadowmere will not follow you….she will instead remain at the original location of Fast Travel. In other words, if you fast travel to theShrine of Malacath and then walk eastward for some distance, Shadowmere will remain at the Shrine. Shadowmere will beautomatically stabled when you enter towns.

The fastest route to Hero Hill from Fort Farragut is rather steep, so you may wish to leave Shadowmere at Fort Farragut for the short journey. Travel South East from Fort Farragut towards Hero Hill (map marker added).

Once there, climb several flights of stairs. Look to your right for the hallow moss-covered rock. Look inside to receive your first dead

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drop orders.

I have visited my first dead drop location and received my next contract.

The Affairs of a Wizard

Once you remove the dead drop orders, your journal will update, giving you brief information on where to go and who to kill. It's agood idea to read the dead drop letters, as they may provide useful information.

The first dead drop letter tells you to travel to Leafrot Cave and find some way to kill the Necromancer Celedaen, who is attempting totransform into a Lich.

I have received my new orders from Lucien Lachance. I must go to Leafrot Caveand kill a Necromancer who has begun the process of transforming himself into alich. This Necromancer, Celedaen, has not yet completed his metamorphosis but isstill incredibly powerful -- possibly too powerful to kill if faced directly. I shouldsearch the cave for Celedaen's writings, and try to discover his weakness.

A map marker to Leafrot Cave will be added to your map when your journal updates. Leafrot Cave is far to the south. If you take thedirect route, it's through rather rugged terrain so you may wish to leave Shadowmere where she is. You may also follow the road westto Lake Rumare, then head south and southeast. Then cut east cross country, just north of Morahame. You will find the cave at theheadway of the nearby river.

Once inside the cave, seek out Celedaen's journal, located in a small study area in the first room. Reading his notes tells you that hissoul is tied to an hour glass while he undergoes his metamorphosis. Your journal will update, informing you that you should removethe hourglass.

I have discovered the journal of the Necromancer Celedaen. It appears he has useda magic hourglass called the Sands of Resolve to turn himself into a lich and extendhis life indefinitely. The process is not yet complete, however, and the hourglassmust remain on Celedaen's person for some time, as it contains his life fOrce. If Icould remove the Sands of Resolve from Celedaen's possession, perhaps throughpickpocketing, he would surely die.

Celedaen may be found further down the cave. He will pace back and forth between rooms. Wait until his back is turned in one of theside rooms directly off the tunnel, and pickpocket him. Remove the hour glass, and Caledaen will die.

You may also attempt to kill him in other ways. However, be advised that he is a very powerful opponent (roughly 20 levels aboveyour own).

Once Celedaen is dead, your journal will update, informing you of the next dead drop location, in an old sack hidden in the bushesbeneath Chorrol's Great Oak.

Celedaen is dead. I must pick up my reward and next contract at the dead droplocated in an old sack hidden in the bushes beneath the Great Oak, in the city of Chorrol.

This sack may be difficult to find, a tip is to walk around the border of the Great Oak's planter, looking at the base of the tree. Thesack will be against the tree under a bush.

Next of Kin

The second dead drop letter informs you that you are to kill every member of the Draconis family: Perennia Draconis, MatthiasDraconis, Andreas Draconis, Sibylla Draconis and Caelia Draconis. You are informed that the family matron, Perennia, may be found ather home at Applewatch farm. Your journal updates suggesting you seek out Perennia for more information.

I have received my new orders from Lucien Lachance. I must kill every member of the Draconis family -- Perennia Draconis, Matthias Draconis, Andreas Draconis,Sibylla Draconis and Caelia Draconis. I know the location of only the family matron,Perennia Draconis, who can be found on the farm known as Applewatch. I shouldhead to Applewatch, find out as much information as I can on the locations of theother family members, and then systematically kill them all.

Applewatch farm is due west from Bruma's Castle Gate, but you may find it easier to exit from Bruma's North Gate and follow the mapmarker towards Applewatch farms.

Once inside the farm, speak with Perennia. The old woman believes that you have been sent by a shopping service she's enlisted, andgladly gives you a list of her children's whereabouts. Once she has done this, you are free to kill her by any means you see fit. Note:If you attack without speaking with her, you may remove the list from her body.

Perennia Draconis has given me a document that lists the locations of all themembers of her family. She thought I was the delivery person she hired to buy gifts

for her children. I will instead use the list to find and slay each family member. Ishould start with Perennia herself. Then I must kill Matthias Draconis in the TalosPlaza District of the Imperial City, Andreas Draconis in the Drunken Dragon Inn,Sibylla Draconis in Muck Valley Cavern and Caelia Draconis in Castle Leyawiin.

Note: You may kill the family members in any order, not the order listed in your journal. Map markers to all locations and NPCs will be

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added once your journal updates.

Matthias Draconis' house is located in the Talos Plaza District, near the entrance to the Elven Gardens District to the North East and isthe 2nd house of the left side of the street. Pick the lock on the front door to his home and enter between midnight and 5am. You mayfind he has company, perhaps a body guard or servant? Sneak past him and go up the stairs. You will find Matthias sleeping in bed, heis easiest to murder while sleeping.

Andreas Draconis is the proprietor of the Drunken Dragon Inn, located north east of Leyawiin. Once you've arrived, you may killAndreas through any means. Note: it will be easiest to wait until Andreas goes to bed around 2am. Sneak around the counter and waitfor the Imperial trooper to make his rounds to another section of the inn. You may now slay Andreas in his sleep.

Alex Taylor e-mailed a different solution for killing Andreas Draconis: You have an option to tell him that "his mother bled like a pig"and he will attack you...and the guard will help. I'm not sure if this is dependant on his disposition towards you before hand, as I triedthis and he didn't attack...with a maxed out disposition.

Sibylla Draconis lives like a savage in Muck Valley Cavern, located south west of Cheydinhal's West Gate. There's a few creatures inMuck Valley Cavern that you will have to kill before reaching Sibylla. She may prove a hardy opponent. She will attack you on sight.

Caelia Draconis has joined the Imperial Legion, and works as a guard for the city of Leyawiin. The information that she can be foundat the barracks of Castle Leyawiin is misleading. She can be found patrolling the streets for the majority of the day. You may approachher and tell her that you are going to kill her, but she will call the guards for reinfOrcement and you will receive a bounty. You may killher by arrow or other means at any time on patrol. If you don't wish to take the chance of having to fight off the other local guards,follow Caelia until she reaches the Three Sister's Inn around 7am. Pick the lock on her room on the second floor, and you may kill herin privacy.

Once you have killed every member of the family, your journal will update, alerting you to the location of the next dead drop, in a welllocated in the courtyard of Castle Skingrad.

Every member of the Draconis family has been killed. I must pick up my rewardand next contract at the dead drop located in the stone well in the Castle SkingradCourtyard.

Broken Vows

Your next target is a Khajiit nobleman by the name of J'Ghasta, who can be found at his home in the city of Bruma. J'Ghasta wasrecently offered the hand of a prominent Cyrodiil noble's daughter, but turned down the offer when he learned of the girl's rathernegligible dowry. The girl's family is outraged, of course, and has hired the Dark Brotherhood to make J 'Ghasta pay for his insolence.J'Ghasta is an expert in unarmed combat you are warned.

I have picked up my next contract from the dead drop in the Castle Skingrad well. Ihave been ordered to kill the Khajiit J'Ghasta, who can be found at his house inBruma. J'Ghasta is a master of unarmed combat, and will prove a challengingopponent. I should also be aware that J'Ghasta is expecting trouble, and has paidoff the guards to look the other way if our fight spills out into the city streets.

Fast travel to Bruma's East Gate. J'Ghasta's house is located south from the gate, across from the Chapel on the right side of the road.

Upon first entering the house, it seems empty. Checking your local map will show a trap door to a secret training room. This door islocated on the bottom floor, behind the stairs, underneath some bolts of cloth. Travel down to the training room. Here you will findJ'Ghasta.

You do not have to kill him using hand to hand, you may use your weapon of choice. Once J 'Ghasta lies dead, your journal will updatewith the next dead drop location: located in the rotten box under the Old Bridge, just south of the Imperial City.

J'Ghasta is dead. I must pick up my reward and next contract at the dead droplocated in the rotten box under the Old Bridge, just south of the Imperial City.

The Old Bridge is located south of the Imperial City Waterfront, on the Red Ring Road.

Final Justice

Your next task is to kill an Argonian huntress, named Shaleez. By reading the orders, you learn that Shaleez was banished from hervillage near the Black Marsh/Morrowind border for the brutal murder of a Dark Elven family. You may find Shaleez in Flooded Mine.

I have picked up my next contract from the dead drop beneath the Old Bridge. Ihave been ordered to kill an Argonian hunter named Shaleez, who is holed up inthe Flooded Mine. She is a wanted psychopath, so I should be cautious.

A map marker will be added to Flooded Mine, located a short walk north of Bravil. The mine is indeed flooded, so be prepared to dosome swimming.

Shaleez wanders the mine for most of the day. You may kill her at any time of the day, tracking her via the compass marker. Beadvised you may stumble onto her in flooded tunnels, so be prepared to remain underwater for a duration of time if you choose thisroute. The easiest option is to wait to enter the mine between 10pm and 5am, while Shaleez sleeps. Follow the compass marker to

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locate her. Once Shaleez is dead, your journal will update informing you of the next dead drop location.

Shaleez is dead. I must pick up my reward and next contract at the dead droplocated in the coffin just outside the ruins of Fort Redman.

Fort Redman is located north of Leyawiin's North East Gate, on the east bank of the Lower Niben River. Fort Redman is a vampire'shideout…but luckily you do not need to enter the fort. The coffin is on a stone near the door, remove your orders and reward to learnof your next mission.

A Matter of Honor

Your next target is a traveling Dark Elf merchant by the name of Alval Uvani, who is currently renting a house in the city of Leyawiin.Uvani is a well-respected tradesman back in his native Morrowind, but his business often takes him very far from home. His wife hasbecome saddened by his absences, and has asked for him to be assassinated.

Alval Uvani is currently traveling around Cyrodiil, and is never in one place for more than a couple of days. Uvani's schedule isincluded in the coffin. You are warned that Uvani is highly skilled in the destructive arts, and can readily defend himself. ApparentlyAlval Uvani suffers from a rare Dark Elf condition, a serious allergy to honey. If you could somehow get Uvani to drink the honey-based spirit Mead, perhaps by replacing his food, he would suffer from complete paralysation. This would certainly make the Dark Elf abit easier to deal with.

I have picked up my next contract from the dead drop in the coffin outside FortRedman. I have been ordered to kill Alval Uvani, a Dark Elf merchant who spendshis time traveling around Cyrodiil. I should consult the schedule that has been leftfor me to determine where and when I should strike. Uvani is a master in theDestruction school of magicka, and has killed before, but he does have a weakness:if Alval Uvani drinks Mead, he will be rendered immobile, due to a rare allergy tohoney.

You have two options for delivering the mead to Ulvani. The fist is to travel to his home in Leyawiin and replace all the drinks in thecabinets with mead. However, Ulvani will not be in his home for very often.

The second option, and definitely the more immediate and interesting option, is to follow and observe Ulvani at the local taverns. If you watch Ulvani, you'll soon discover that he's no honest elf…he enjoys stealing his food and drink. If you're a good thief yourself,steal all the food and drink in the area and replace it with mead. When Ulvani drinks it, he will become paralyzed in his chair, usuallyaccompanied by Ulvani's remarks about not being able to move. You may then sneak up behind him and kill him. Note: You may alsouse a poisoned apple to kill Ulvani. The second option of the quest may lead you to be caught for stealing or murder. Save beforehand.

Side note: In Olav's Tap and Tack in Bruma, you may have a bit of luck getting Ulvani paralyzed without having to replace the food.You may stumble upon Gromm, from an earlier Dark Brotherhood quest here. If Gromm attacks you for any reason and you kill him,there is a small chance that Ulvani will pick up the mug that Gromm was drinking from. I've had this happen to me personally twice.However, it's very much a luck of the draw situation. If anyone has this situation happen to them as well, please contact me toconfirm.

Once Ulvani is dead, your journal will update with the next dead drop location.

I have killed Alval Uvani. I must pick up my reward and next contract at the deaddrop located in the Market District of the Imperial City, in a hollowed-out treestump behind Stonewall Shields.

Fast travel to the Imperial City Market District. A compass marker will lead you to the hollowed out tree stump.

The Coldest Sleep

Your next target is a savage Nord barbarian, living alone and exposed at a small campsite on the summit of Gnoll Mountain. Thisbarbarian, Havilstein Hoar-Blood by name, savagely butchered the chieftain of a mead hall on the island of Solstheim

I have picked up my next contract from the dead drop in the hollowed-out treestump. I have been ordered to go to the campsite on Gnoll Mountain and killHavilstein Hoar-Blood, a savage Nord Barbarian skilled in the use of the axe.

Gnoll Mountain is marked on your map by a map marker. Upon first inspection, it seems like a straightforward walk east of WildeyeStables near Bruma's East Gate. However, you may not walk directly East there due to some rather steep mountain cliffs. Instead,follow the base of the mountain further east until you come to a road leading up the mountain. Take the west road at the fork, andfollow the compass marker to Hoar-Blood's camp.

Once there, you will be attacked by both Hoar-Blood and his pet wolf, Redmaw. Once Hoar-Blood is dead, your journal will update withthe next dead drop location.

Havilstein Hoar-Blood is dead. I must now pick up my reward and next contract atthe dead drop located in an old chest that is sunk into the pool at the Ayleid ruin of Nornal.

Nornal is located south of Muck Valley Cavern, the cavern where we dispatched of Sibylla Draconis in "Next of Kin". Fast travel to thecavern, and then travel south. Or you may walk south east from the Imperial City.

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Inside Nornal, follow the stairs and then turn right at the first hallway junction. There will be a room filled with water, dive in and swimdown to a stone table, where you will find a floating chest with your next orders.

Note: If you have previously been to Nornal for any reason, the chest was disabled and the room was empty.

A Kiss before Dying

Your next target is a Wood Elf named Ungolim, who resides in the city of Bravil. Bravil is also home to an ancient statue known as theLucky Old Lady. Every night, Ungolim visits the statue between 6pm and 1am. Ungolim is apparently in love with a married woman,and her husband wishes Ungolim dead. You are warned that Ungolim will be expecting you, and that a sneak attack is advised.

I must go to the city of Bravil, and lie in wait near the ancient statue known as theLucky Old Lady. A Wood Elf named Ungolim visits the statue every night betweenaround 6:00 PM and 1:00 AM to make a wish, as is the local custom. When I seeUngolim, I must kill him. I should be warned, however, that Ungolim has beenalerted to danger, and if he senses an assassin will probably attack on sight. He hasalso bribed the guards to look the other way if there is a fight. Perhaps a stealthapproach would be best...

Fast travel to Bravil, and follow the compass marker to the statue. Ungolim is an experienced archer, and moves very fast. He's alsovery good at detecting sneak attacks from lower level characters. If you're sneak skill is high, you may sneak up behind him andattack him with melee weapons. If your sneak is low, you may wish to use an arrow to dispatch of Ungolim.

Note: If Ungolim detects you he will attack on sight. In two instances, I was able to use this to my advantage, as an arrow of his hit anearby NPC. A fit between that NPC and Ungolim then occurred, and the guards joined the fight. I merely stood by and watched asUngolim was murdered by the citizens of Bravil. However, this is not guaranteed to happen...so be prepared to protect yourself!

Once Ungolim lies dead, your journal will update:

Ungolim is dead. I must now journey to the city of Anvil, and pick up my rewardand next contract at the dead drop there. It is located in the barrel just behind thepond, in the city of Anvil.

However, before you can go anywhere a very distraught Lucien appears before you.

I was intercepted by Lucien Lachance shortly after Ungolim was killed.

Following a Lead

Lucien informs you that you have been fooled, and that you have been systematically killing off the members of the Black Hand sincethe death of J'Ghasta! Ungolim was the Listener of the Black Hand! It seems someone has been switching the dead drop locations.

Lucien tells you to travel to Anvil, and wait near the next fake dead drop location…in a barrel behind the pond that harbors a statue.Lucien informs you that he is suspected, and that he will be hiding at Applewatch, since Fort Farragut is no longer safe.

I have been confronted by Lucien Lachance, who told me I have inadvertently beenkilling off the members of the Black Hand! I must now travel to the city of Anvil.Once there, I should wait near the barrel behind the statue in the pond, and seewho comes to set up this fake dead drop. I must then confront this person and findout why they've been tampering with my contracts.

When you arrive in Anvil, you'll find the barrel empty. Wait for a short while, and you'll see a wood elf in ratty clothing coming towardsthe barrel. Wait and watch while he adds the orders to the barrel.

Speak with the wood elf, named Enilroth. He informs you that he was approached by a robed man who approached him the day beforewith offer of payment if he would place the orders. He tells you that he believes the man was renting the lighthouse cellar, and directsyou to speak with the lighthouse keeper for a key.

I spoke with Enilroth, a Wood Elf boy who was paid by a "robed man" to put thedead drop items in the barrel by the pond. Enilroth told me the man had been livingin the cellar of the Anvil Lighthouse, but recently left. This robed man must be thetraitor! I must speak with Ulfgar Fog-Eye, the Lighthouse keeper, and see if he canbe persuaded to part with a key to the cellar...

Side note: Enilroth did indeed place orders in the barrel. These orders detail how you should kill a High Elf named Arquen. DO NOTfollow up on these orders. We will meet Arquen later in the quest line.

Travel to Anvil's lighthouse and go inside to speak with Ulfgar Fog-Eye. He will attack you if you ask for the key and say nothing. If you tell Ulfgar you demand the key in the name of the Dark Brotherhood he will gladly offer you the key, in hopes that you are here toassassinate the strange man who rented out the cellar. The entrance to the cellar is outside, along the foundation. Once inside, your

journal will update.

I have gained entry to the Anvil Lighthouse cellar. I must now search the cellar forsome clue to the Dark Brotherhood traitor's identity, or motives.

Some very strange things have been happening in this cellar. Unlock a door at the back of the cellar, and there you will find theevidence you seek. Near the shriveled "mother's head" is the diary of the traitor. This diary details how the traitor is seeking revenge

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from Lucien and the Night Mother for the murder of his own mother.

Side note: if you've stumbled upon the quest titled The Ghost Ship of Anvil this journal also adds some insight.

I have discovered the traitor's diary. He has been in the Dark Brotherhood foryears, and is now a member of the Black Hand! His goal is revenge against LucienLachance and all of the Brotherhood for the murder of his mother when he was achild, and he actually plans on killing the Night Mother! I must return to LucienLachance at once, at the farm called Applewatch, and give him this information!

Exit the lighthouse and fast travel to Applewatch. Unfortunately, the remaining members of the Black Hand have reached Lucienbefore you. His mangled corpse hangs inside the Applewatch Farm House. Arquen will approach you. She promotes you to Speaker inLucien's place, and informs you to speak to her between midnight and 3 am so that all may seek council with the night mother.

Lucien Lachance is dead, killed by the surviving members of the Black Hand, whodon't even realize the real traitor is still among them! They have advanced me toSpeaker, in Lachance's place. Between the hours of midnight and 3:00 AM, I mustspeak with Arquen about the Night Mother, and all of the Black Hand -- includingme -- will be teleported to the Night Mother's resting place, for some ancient ritual.I must do as Arquen says, so that I might expose the traitor...

Side Note: Outside the door to Applewatch Farm, you may have noticed the semi circle of headstones from the Draconis family.Perennia's headstone speaks of revenge. Activate her headstone, and Perennia's ghost will attack you.

Speak with Arquen within these hours, and you and the rest of the Black Hand will be transported to Bravil, to the same statue whereyou found Ungolim.

I have spoken to Arquen, and the Black Hand has been teleported to the site of theritual.

Honor thy Mother

Once you arrive, Arquen will speak with you again. Your journal will update.

I should play along for now, until I figure out who the traitor is. I'm sure Arquenwill give me further instruction.

Arquen now tells you that she will recite an incantation, which will reveal the entrance to the crypt of the Night Mother. Your playercontrols will be disabled while Arquen recites the incantation.

Arquen has informed me that she will recite an incantation that will allow the Black

Hand an audience with the Night Mother. Arquen also realizes this is all very new tome, and told me I'd be fine as long as I just followed along.Once Arquen recites the incantation, the statue moves back reveals a trap door. Once all the members of the black hand haveentered, your controls will be restored and you may follow. Note: You may wish to activate the statue to receive a bonus of luckbefore descending.

The incantation has revealed the hidden door to the Night Mother's crypt! I mustfollow the other members of the Black Hand down into the crypt. Once we're downthere, the traitor will surely try to destroy the Night Mother. I must stop the traitorat all costs!

Once inside the crypt of the Night Mother, your player controls will be disabled once again as you watch the scene unfold. The NightMother informs Arquen that Lucien Lachance followed Sithis till his dying breath, and that the Dark Brotherhood may not be restoredwhile the traitor is amongst them.

At this point, a man to your right, Mathieu Bellamont, has had enough and admits he is the traitor. He kills the two other men in thetomb, and attacks the Night Mother. Arquen will yell for you to stop him at all costs, and will attack him as well. Once he is dead, your

journal will update.

The traitor, Mathieu Bellamont, is dead, and the crisis that has plagued the DarkBrotherhood is now over. The Night Mother still needs to name a new Listener. Ishould wait and hear what she has to say...

The Night Mother speaks with you again, offering you the chance to become Listener of the Black Hand. She offers you to take all thetreasures from the tomb that you desire before speaking with her again after you have thought about her offer.

The Night Mother has named me Listener of the Black Hand! It would appear mydays of killing for the Dark Brotherhood have come to an end. When I'm ready, Ishould speak to the Night Mother again and she will use her power to teleport meto the Cheydinhal Sanctuary.

Before you speak with her about leaving, loot the crypt. Make sure you take Bellamont's weapon as well. If you have not done theDaedric Quest of Meridia, it would be wise to take the mort flesh. If you have not done the Daedric Quest of Mehala, it would be wiseto take the Night Shade.

When you are ready to leave, speak with the Night Mother. She will improve the stats of the Blade of Woe before teleporting you andArquen back to the Cheydinhal Sanctuary. Your journal will update you on what to do next.

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Arquen and I have been teleported to the Cheydinhal Sanctuary. I should speaknow with Arquen, who will serve as my servant and guide in the days to come.

Arquen tells you that she will act as your Speaker, and will recruit new members for the Sanctuary. She informs you that your job is tovisit the statue of the Night Mother in Bravil once a week to receive orders, and then report them back to Arquen so that she maydispatch contracts. Arquen will also provide you with a weekly portion of the Brotherhood's profits.

I have spoken with Arquen and she has offered her guidance.

Whispers of DeathThis is a permanent reminder of what the Listener of the Black Hand can do for the Sanctuary.

Once a week, I must speak with the statue of the Night Mother in Bravil. The NightMother will give me a list of names and locations of people who require a visit froma Dark Brotherhood Speaker, to arrange an assassination. If I take this informationto Arquen in the Cheydinhal Sanctuary, she will give me my weekly earnings. I cando this every week for as long as I want, and there is no penalty if I choose not to.

Every week, return to the statue of the Night Mother and learn of a new client. Return to Arquen in the sanctuary, and she will rewardyou with your cut of the weekly profits.

None of the names provided by the Night Mother are real characters that can be found in game.

If you killed the Dark Guardian from the sanctuary in the purification quest, upon returning with Arquen to the sanctuary, a new

guardian will be in its place.

As you collect assignments from the Night Mother, the Sanctuary will be repopulated with 3 new members.

As an added bonus, these members are very fun to converse with, as they look up to and fear you. You may ask them questions aboutSithis and the Brotherhood for interesting responses.

Perhaps the greatest bonus is that you can command one member to follow you as a companion, who may also follow while sneaking.

Expelled?

When you first join the guild, you are informed of the Five Tenants:

Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of SithisTenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of SithisTenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis.Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.

If you break one of these tenants, you will be given 2 chances to set things straight. Only be defeating a spirit known as the Wrath of Sithis may you regain your standing in the guild. Your journal will update each time you break the tenants. The first time you breakthe tenants you will receive the following message:

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. Thenext time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. Only by defeating this spirit may I be allowed to rejoin the DarkBrotherhood.

Once you have defeated this spirit, your journal will update with the news that you are allowed to regain your standing in theBrotherhood.

I have slain the Wrath of Sithis, and am no longer exiled from the DarkBrotherhood. I may resume my duties as normal.

If you break the tenants again, you will be given one last chance to set things straight. Your journal will update as it did when youbroke the tenants the first time:

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. Thenext time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. Only by defeating this spirit may I be allowed to rejoin the DarkBrotherhood.

If you defeat this spirit again, you will receive your last chance to regain standing in the Brotherhood. Your journal warns you that thiswas your last chance, and if you break the tenants again you will not be allowed to rejoin the Brotherhood.

I have slain the Wrath of Sithis, and am no longer exiled from the DarkBrotherhood. I may resume my duties as normal. I should be wary, however, forthis was my last chance at redemption. If I invoke the Wrath of Sithis again, I willbe forever exiled, even if the spirit is slain.

If, after your final chance, you break the tenants a 3rd time your journal will once again warn you of the upcoming visit from the

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Wrath of Sithis. However, your journal will also tell you that this is final, and that you've gone to far.

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. Thenext time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. But even if I defeat this spirit, I will never be allowed to complete my dutiesin the Dark Brotherhood. I have gone too far, and Sithis is most displeased...

If you defeat the 3rd and final spirit, congratulations for living through that 3 times! However, you will not be allowed back into theBrotherhood. Your journal will permanently remind you of your indiscretions.

I have defeated the final incarnation of the Wrath of Sithis, but my relationship withthe Dark Brotherhood can never be repaired...

Daedric QuestsBy: Korana

Visiting and fulfilling quests from Daedric Shrines can be very rewarding. In fact, the items received from the quests are some of thebest in game. Due to the quality of the rewards, you must meet a certain level requirement in order to take quests from the shrines.

For most Daedric Shrines, you will need to make an offering before the Daedric Deity grants you reception.

Speak to the followers at each shrine. Usually, a character in a robe will offer you advice on what to offer the shrine, thus creating thequest in your journal.

Daedric Statue Level Required Offering Quest Local Reward

Azura 2 Glow Dust Gutted Mine Azura's StarSheogorath 2 Lettuce, Lesser Soul Gem, and Yarn Border Watch WabbajackVaermina 5 Black Soul Gem Arkved's Tower Skull of CorruptionNamira 5 Personality under 20 Anga Ring of NamiraSanguine 8 Cyrodiilic Brandy Castle Leyawiin Sanguine Rose

Malacath 10 Troll Fat Lord Drad's Estate and BleakMine Volendrung

Meridia 10 Bonemeal, Ectoplasm, or MortFlesh Howling Cave Ring of Khajiiti

Nocturnal 10 None Leyawiin and Tidewater Cave Skeleton KeyPeryite 10 None Oblivion Spell BreakerMephala 15 Night Shade Bleaker's Way Ebony Blade

Hircine 17 Wolf or Bear Pelt Harcane Grove Savior's HideMolag Bal 17 Lion Pelt Brindle Home Mace of Molag BalClavicus Vile 20 500 gold Pell's Gate and Vindasel Masque of Clavicus Vile (or Umbra)Boethia 20 Daedra Heart OblivionHermaeus Mora 21+ None None Oghma InfiniumFinding the Daedric Shrines can be obtained in several ways:

• Wandering and traveling through the country side.• Through dialogue topics. In order to obtain two topics regarding the shrines, you must read the book Modern Heretics: A

Study of Daedra Worship in the Empire. This book is available only after making some progress in the game. You must haveeither completed the Main Quest past "Weynon Priory", or have completed the Mages' Guild Recommendations. (See propersections of walkthrough). Note: Not all of the shrines have associated dialogue topics.

However, you do not need to read this book to complete most of the Daedric Quests (with the exception of Hermaeus Mora). Oneshould note, if you have read this book you will have the helpful dialogue topics, which will add map markers to each shrine on yourmap.

You may do the Daedric Quests in any order, with the exception of Hermaeus Mora, which must be done after all other Daedric Questsare completed. For this walkthrough, quests have been arranged by the required level.

Azura

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The quest at the statue of Azura is somewhat included in the Main Quest, however you may do this quest at any time.

The Shrine of Azura is located in the Jerall Mountains north of Lake Arrius, north east of Cheydinhal.

Speak with Mels Maryon to learn that the Shrine requires a donation of glow dust between dawn (5am to 7am) and dusk (5pm to7pm). Glow dust can be difficult to obtain. Glow dust is obtained from the creatures, Wil-o-the Wisps. These creatures do not appearoften to low level characters. Your journal will update.

I have been told by Azura's followers that an offering of glow dust, obtained from awill-o-the-wisp, is needed to summon the Daedra. The statue should be approachedat dawn or dusk. [You must be level 2 to begin this quest.]

The easiest way to obtain some Glow Dust is to steal the ingredient off a table in the living quarters of Bruma's Mages' Guild. Note: If you join the guild it is not counted as stealing.

Return to the Shrine of Azura and activate the statue and offer the glow dust. Azura will speak with you about 5 of her followers whokilled the Vampire Dratlk, but where infected by vampirism. They have sealed themselves in Gutted Mine. Azura asks you to bring thesweet peace of death to her followers.

Note: Stock up on resist disease potions and items. Also, it's a wise idea to stock up on cure disease potions/spells as well. It is veryeasy to contract vampirism from these vampires.

When Azura was summoned, she told me the tale of her followers who trappedthemselves in the Gutted Mine. She wishes me to find them and kill them, releasingthem from their vampiric existence. Azura will unseal the mine so I may enter.Gutted Mine is over the mountain the Southwest of the shrine. The 5 followers inside the mine are marked on your map and compass.

Once inside the mine, you will meet 3 of the vampires. The other 2 are sealed behind a secret door. Look for a pull cord hanging fromthe sealing to lower the rock that hides this door.

One all are dead, your journal will update.

I have killed all of the vampires in the Gutted Mine. I should return to the shrine.

Return to the shrine, and speak with Azura. She will mention lighting five candles in memory of her lost servants. Five candles willindeed appear behind the shrine. Azura will reward you with Azura's star, a reusable soul gem.

Azura thanked me for allowing her followers the peace of death. She rewarded mewith Azura's Star.Tommie e-mailed the following note about Azura's star:

After getting the Azura Star, use the "Arrow Duplicating Cheat" and make a few extra. They can carry Grand Souls (from non-humanoids only though), I found the Xivilai has Grand Soul attributes. You can use the Star to recharge your magic items when youcapture a soul with it and the star is re-usable; it is also worth a great deal of money more than a Black Soul Gem.

Sheogorath

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No one will tell you the location of Sheogorath's shrine. The shrine is located near the Elsweyr border, halfway between Bravil andLeyawiin. Follow the road south and southeast out of Bravil.

Speak with the quite mad selection of followers at the shrine to learn that you need to speak with Ferul Ravel.

Sheogorath's followers have told me to speak with Ferul Ravel if I wish to have theDaedra summoned. [You must be level 2 to begin this quest.]

Speak with Ferul Ravel to learn that the Shrine requires a donation of lettuce, a lesser soul gem, and yarn. Your journal will update.

Ferul Ravel has told me I'll need a lesser soul gem, a head of lettuce, and someyarn as an offering at the statue of Sheogorath.

These items may be obtained through theft and trading at almost every city in game. Once you have obtained the items, return to theshrine and donate them to the statue. Sheogorath will speak with you, informing you that he wishes you to travel to Border Watch andset prophecy in motion for Sheogorath's entertainment.

After I left the requested items at the Shrine, Sheogorath spoke to me. He told meof the settlement of Border Watch. I am to simulate a prophecy by committing twoacts. I should speak to the shaman in the settlement to learn about the K'Sharraprophecy.

Border Watch is located south of the shrine. Once in town, ask around about the "K'Sharra Prophecy" to learn that you should speakto the village shaman Ri'Bassa. You may find him at the local inn, or at his home. When you speak with him, tell him you're a travelingscholar. Raise his disposition to 60 to learn the signs of the prophecy. He will reveal the first two signs to you: rat infestation and the

mass death of livestock.

The shaman Ri'bassa has told me of the K'Sharra Prophecy. The first sign is vermininfestation. The second sign is plague, and all the livestock are supposed to die. Iwill need to find a way first to create an infestation of vermin.

Continue to speak with Ri'bassa about the town, and he will inform you that the Border Watch Inn has a cheese museum. That couldbe useful, and your journal agrees.

Ri'bassa has suggested I stay at the Border Watch Inn, which apparently has alarge collection of cheeses.

But what cheese would rats prefer? Speak with S'thasa, the inn's proprietor, about the cheeses….and she will mention a very specialcheese: Olroy cheese. The cheese is on display in the display case at the front of the inn.

You have two options for obtaining the cheese. You may pickpocket S'thasa for the key to the display case, or you may pick the lock

on the case while S'thasa is sleeping (between 10pm and 4am).

Once you have obtained the cheese, take it and place it in the large cooking pot outside the inn.

I've placed the Olroy Cheese into the cooking pot. The smell coming from it isastounding.

Rats will begin pouring into Border Watch. You don't have to kill them, but if you wish to you may.

I have used cheese to lure many rats into Border Watch. I should speak withRi'bassa to see if he believes this to be part of the prophecy.

Now you need to slaughter the livestock…in particular the sheep. The sheep pen is south of the inn. You may kill the sheep byweapons, of you can backtrack to the inn and take the bag of rat poison from the stairs and place it in the sheep's trough.

I have poisoned the grain supply in the town of Border Watch. This has killed all thelivestock.

Sheogorath will speak with you now that you've successfully faked two of the signs from the prophecy. What happens next is up toSheogorath. You are told to wait in the center of town for the final sign.

Sheogorath has congratulated me for simulating the first two signs of the K'SharraProphecy. I am to go to the center of town to await the final sign.

What happens next is amazing. The wind blows, the sky reddens, and the village is assaulted by burning dogs...yes, burning dogs!

I have witnessed Sheogorath create the Plague of Fear. I should return to theShrine.

When the fun is over, return to the shrine to obtain your reward- the enchanted staff Wabbajack.

Sheogorath has rewarded me for my efforts by giving me Wabbajack.

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Vaermina

Speak with Ontus Vanin in the Imperial City's Talos Plaza to learn the location of the shrine of Vaermina. The shrine is locatedsouthwest of Cheydinhal, on Lake Poppad.

Once you've arrived at the shrine, speak with Aymar Douar to learn that you will need to offer a black soul gem to the shrine in orderto summon Vaermina.

Vaermina's followers have told me that an offering of a black soul gem is needed inorder to summon the Daedra. [You must be level 5 to begin this quest.]

Here's perhaps the most difficult offering to obtain in all the Daedric quests. Black soul gems are created by Necromancers to hold thesouls of characters, unlike other soul gems which can only hold the souls of creatures. If you're familiar with the Mage's Guild Questsyou've encountered these gems before:

In the Cheydinhal Mage's Guild Recommendation quest you will encounter two of them. However, they will be taken away. You will alsoencounter them in the Mage's Guild quests "Necromancer's Moon" and "Confront the King" (see proper walkthrough sections.)

You may, with decent luck, find them in random loot in Necromancer's Lairs. The nearest lair where you have a chance of obtaining agem is Dark Fissure, located east from the Shrine.

Or you may make one. Here's a brief walkthrough on how to create a Black Soul Gem. However, you may need to be a member of theMage's Guild in order to do so, or have progressed past the "Necromancer's Moon" quest. (Unconfirmed. Please contact me if you areable to make Black Soul Gems and have not met these requirements.)

You will need the following:

• "The Necromancer's Moon" (located in the Mystic Archives in the Arcane University) as well as some notes that detail theprocedures.

• An empty Grand Soul Gem• A soul trap spell

Once you've obtained the following items, visit one of four Necromancer lairs: Dark Fissure (east from the shrine of Vaermina), FortIstirus (east of Kvatch), Fort Linchal (north east of Kvatch), or Wendelbeck (at the headwaters of the Panther River).

Visit the alter outside the shrine of choice. These shrines may only create a Black Soul Gem one day out of the week, so you mayhave to wait. When the time is right, a beam of light shines down from the sky. Place the soul gem on the alter, and cast the soul trapspell. You've now made a black soul gem.

No matter which path you choose, once you've obtained a black soul gem, return to the shrine of Vaermina. Vaermina asks you toretrieve an item that was stolen from her, the Orb of Vaermina. You may find the orb at the tower of Arkved.

After I left an offering of a black soul gem, Vaermina's followers summoned theDaedra, who spoke to me. Vaermina told me of an Orb that had been stolen by thewizard Arkved. I am to travel to his tower, retrieve the Orb, and bring it back toVaermina.

Arkved's tower is located on a hill, south east of the shrine. Bring a few torches before entering! Arkved's tower is a rather unique andperplexing place. Arkved's tower is made of seven levels:

• Level 1: Keep an eye out for the furniture on the ceiling!• Level 2: You will need the torches to make your way through the void, a completely black room.• Level 3: The furniture seems to have grown, either that or you've shrunk!• Level 4: The Hall of Changes, this is a labyrinth style level with lots of doors that lead to nowhere.• Level 5: A room with lots of hanging corpses.• Level 6: A decent sized dungeon with lots of zombie corpses.• Level 7: The "Death Quarters." Upon entering this cell, you will find Arkved unconscious. Read his notes scattered around

the room to learn of the horrors the Orb of Vaermina has shown him. Before leaving, pickup the copy of Palla: Volume 1 (it'sthe only copy!). You may end Arkved's nightmares by killing him if you wish. Take the orb, and your journal will update.

I have retrieved the Orb of Vaermina. I should now return it to the Shrine.

Exit through the door in the northeast wall, and a trap door will now be there, which transports you outside the tower.

Travel back to the shrine, and give Vaermina the orb to obtain your reward: The Skull of Corruption, an enchanted staff which cratesclones of it's targets!

Vaermina was pleased that I returned the Orb of Vaermina. I have been rewardedwith the Skull of Corruption.

Namira

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No one tells you of the location of Namira's shrine. It is located South East of Bruma's East Gate.

Once you arrive at the shrine, you will find that you're pleasantness is rather unpleasant to the followers of Namira. You must makeyourself less "attractive". In other words, you need to lower your personality to 20 or below.

I have learned from the followers of Namira, that they will only summon the Daedrafor someone repulsive. If I am to get their help, I will need to make my self lessattractive to others. [You must be level 5 to begin this quest.]

You have two options here. You may make a potion that will lower your personality, however you will have to make one yourself if youwish to consume it. The potion will have to have at least one positive effect.

The other option is to buy lots of cheap wine. Every bottle will remove 10 points from your personality for 120 seconds. Onceobtaining enough bottles to lower your personality, fast travel back to the shrine.

Once back at the shrine of Namira, drink the wine (or potion) and then speak with Hrolfrodi to obtain permission to activate theshrine.

The followers of Namira have decided that I am repulsive enough to summon theDaedra. I may now approach the statue.

Namira will tell you that her followers in the ruin of Anga are called the "Forgotten Ones", and they live in total darkness. Four priestsfrom the Chapel of Arkay have come to Anga to shine light into the darkness. Namira gives you a special spell, Namira's Shroud. Youare to use this spell on the priests to put out their torches, exposing them to the darkness and the Forgotten Ones.

When summoned, Namira spoke to me about the Forgotten, a group of fanaticalworshippers that lives in the darkness of Anga. Some priests of Arkay are planningto bring light to Anga and "save" the Forgotten Ones. I am to use the spell thatNamira has given me on the priests, and let the Forgotten Ones finish them off.

Anga will now be marked on your map, and is a short walk to the south of the Shrine. Once inside, the four priests will be marked onyour compass and map. They are rather easy to see as well. Cast Namira's Shroud on each priest, and watch as their torch goes outand they are surrounded by the Forgotten. Once each priest is dead, your journal will update.

All of the priests of Arkay are dead. I should return to the shrine.

NOTE: Do not kill any of the priests yourself. Do not kill any of the Forgotten. You will forfeit the reward.

Namira is thankful that the Forgotten may once again live in darkness. You are awarded the Ring of Namira.

Namira appreciated my efforts. I have been rewarded with the Ring of Namira.

Sanguine

In Skingrad, you learn the location of the Shrine of Sanguine. Speak to Fadus Calidius in the Fighter's Guild, or to Falanu Hlaalu at AllThings Alchemical.

The shrine is located Southwest of Weatherleah, and south east of Fort Dirich. Speaking with Fadus or Falanu will update a mapmarker.

Once arrived at the shrine, speak with Engorm. He will inform you that in order to seek the wisdom of the shrine, you must offer abottle of Cyrodiilic Brandy.

The followers of Sanguine have told me that, in order to summon the Daedra, I willneed to leave an offering of Cyrodiilic Brandy at the statue. [You must be level 8 tobegin this quest.]

Cyrodiilic Brandy can be found several places in game. You can buy Cyrodiilic Brandy at the Main Ingredient in the Imperil City'sMarket District.

Once you have obtained a bottle, speak with the shrine to donate the bottle. Sanguine will speak with you after your offering. He tellsyou that the newly wed Countess Alessia Caro, Countess of Leyawiin, is about to throw a dinner party. Sanguine finds the countess"stuffy" and asks you to liven up the party. Sanguine provides you with the spell Stark Reality and asks you to use it on her at theparty.

After I provided the offering to Sanguine, the Daedra Prince spoke to me. Sanguinebelieves that the Countess of Leyawiin is too stuffy, and wants me to do somethingabout it. She will be hosting a dinner party tomorrow, and I am to sneak into thecastle undetected and cast the spell of Stark Reality on her.

A guard is stationed outside the dining room door. If you wait until 6pm and speak with him, he will let you in if you are wearingexpensive clothing or high end armor and his disposition is under 70. If you bribe him to a higher disposition than 70, he will allowyou in without fancy apparel.

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I have convinced the guard to let me into the Countess Caro's dinner party.

Once inside, cast Stark Reality on the Countess and Guests. All their clothing disappears! Unfortunately, the spell has also affectedyour inventory and all your items are gone until you return to the shrine.

It is very tricky to not be detected when you cast the spell. The spell is counted as an assault, and you are detected by the guards.You may fight them (nothing like a good fight in your skivvies), pay the fine, or go to jail. Note, if you go to jail drop a lock pick on theground before casting the spell and pick it up before agreeing to go to jail. Depending on what happens, your journal will update.

Note that you cannot pay the fine unless you drop the money first, usually around 300 gold.

I have succeeded in casting the Stark Reality spell on the Countess of Leyawiin andher company. I should return to the Shrine of Sanguine.

I was detected while attempting to cast the spell of Stark Reality on the Countessof Leyawiin and her guests. I should return to the Shrine of Sanguine.

Once you've exited the Castle, return to the Shrine of Sanguine. Your items will be in a nearby chest, and Sanguine will reward youwith the Sanguine Rose, a Daedra summoning staff.

Sanguine was pleased with my efforts. He has given me the Sanguine Rose as areward. I may retrieve my belongings in the nearby chest.

Malacath

Speak to Pinarus Inventus in Anvil, or the mage Thaurron (in the Mages Guild in Anvil) to learn the location of Malacath's Shrine. Theshrine is located north, and slightly west, of Anvil.

When you arrive at the shrine, it appears that Malacath favors Orcs. However, if you speak with Shobob gro-Rugdush you will learnthat Malacath favors Troll Fat, and that you may summoning Malacath by donating Troll Fat.

One of Malacath's worshippers has told me that, in order to have the Daedrasummoned, I must leave an offering of Troll Fat at the statue. [You must be level10 to begin this quest.]

If you've done the painting quest in Cheydinhal, painted troll fat will not work for donation. Trolls will appear on leveled lists from level4 and up. You may find Trolls near Veyond, a ruin north-east of Leyawiin. You will also encounter them during some Fighter's Guildquests (see proper walkthrough section), as well as during the Nocturnal and Meridia Daedric Quests. If you wish, you may leave thisquest and come back until you have obtained Troll fat from the other two Daedric Quests. Note: In the Meridia Daedric Quest, theingredient may be found on a table in Howling Cave. Some alchemists may sell the ingredient as well.

Once you've obtained Troll Fat, donate it to the statue. Malacath tells you that Lord Drad (who's estate you may have passed en routeto the shrine) has taken Malacath's Ogres as his own. Malacath refers to the Ogre's as his little brothers, and asks you to free theOgres from their slavery in Bleak Mine.

When I left the offering, Malacath was summoned and spoke to me. He tasked mewith traveling to the estate of Lord Drad and freeing his ogre slaves.

Travel to Lord Drad's Estate, which is just a bit south of the shrine. Speak with Lord Drad about the Ogres. If you tell him that youthink no beasts should be slaves, you will anger him and you'll have to get the location of Bleak Mine from his wife. Tell Lord Drad youadmire his efforts, and he will tell you the location of Bleak Mine.

I have spoken with Lord Drad. He believes the ogres to be suitable slaves, as theyare mindless beasts, and is pleased with the ogres he uses in Bleak Mine. I appearsI will have to free the ogres myself, if I am to complete Malacath's task for me.

Bleak Mine is located a short walk east of the estate. Once inside, your journal will update.

I have entered Bleak Mine. Now I must free Malacath's ogres.

Sneak past the guards and locate the two Ogre holding cells and unlock them. Warning- the locks are difficult. If you do not have theability to unlock hard locks, but do have decent fighting skills, you may kill the guards first and take the key to the holding cells fromtheir bodies. You may also attempt to pickpocket the guards for the keys. Your journal will update twice, once for each cage.

I freed one group of ogres. I must check to see if there are more to be freed.

I have freed all the ogres in the Bleak Mine. I should return to the Shrine of Malacath.

If any guards are alive when the Ogre's escape, the Ogre's will help you dispatch of the attacking guards. Note: If the guard's kill anyOgre's Malacath is not angered. However, if you kill any Ogre's you will forfeit your reward.

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Return to the Shrine of Malacath to obtain your reward, the great hammer Volendrung.

Malacath was satisfied with my efforts to free the ogres. He has rewarded me withVolendrung.

Next time you return to Lord Drad's Estate, you will find the Drad's working under the supervision of the Ogres!

MeridiaThere is no one to speak to in order to gain directions to the Shrine of Meridia. However, not far west of Skingrad you will see theshrine marker on your compass. Fast Travel to the stables outside of Skingrad and head west. Soon you will see a mine icon on yourcompass (Cursed Mine),travel west towards this icon and then a bit further west to locate the Shrine of Meridia.

Once at the shrine, speak to Basil Ernarde to learn that Meridia hates the undead. If you bring her an offering from the remains of anundead you may approach the shrine. It's intentionally vague, as Meridia will accept more than one offering. It is known that she willaccept ectoplasm, mort flesh, and bonemeal. Bonemeal can be found on various skeletons in game, Mort Flesh may be found inzombies and in the Night Mother's Crypt (from the Dark Brotherhood quests), and ectoplasm may be found on ghosts. It's beenreported that there is a portion of ectoplasm not far from the shrine...under a bush south west from the northernmost bench west of the shrine.

One of Meridia's followers has told me that the Daedra can be summoned if something from the corpse of an undead creature is left as an offering at thestatue. [You must be level 10 to begin this quest.]

Once you have made your offering to the statue, Meridia will speak to you and inform you that she hates the unholy undead, andwishes you to rid a cave of Necromancers. She informs you that Howling Cave harbors 5 Necromancers.

After I made the correct offering, Meridia appeared and spoke to me. The Daedratold me of a cult of necromancers in the Howling Cave who have been stealing fromgraves in order to raise an undead army. Meridia wants the necromancers killed. Ican reach them from a secret door in the back of the cave.

Howling cave is located east of Castle Skingrad. It's not hard to miss from the outside, it's courtyard contains a small graveyard. Onceinside, you will be met by several undead. Kill them, and proceed to the back of the cave to the north. Check your local map for thelocation of the secret door. Stepping towards that door should lower a rock, allowing you to travel to the lower section of the cave.Here you will meet the necromancers. They can reanimate the corpses and zombie's lying about, as well as summon their ownundead. Once all 5 are dead, your journal will update informing you to return to the shrine.

I have killed the necromancers in Howling Cave. I should return to the Shrine of Meridia.

Meridia is pleased with how you dispatched the necromancers, in reward she gives you the enchanted ring of Ring of Khajiiti.

Meridia was gratified that I had performed the task assigned to me. As a reward, Ihave been given the Ring of Khajiiti.

Nocturnal

Note: a map marked with the quest locations can be found in the maps section .

When you activate this shrine, located north of Leyawiin, just off the road at the end of a dirt track, Nocturnal will speak to you. Nooffering is required for this one. She tells you that her 'eye' has been stolen and she asks that you get it back for her. The thieves aretwo Argonians and you will need to find these two in order to learn the whereabouts of this artifact.

When summoned, Nocturnal spoke to me of the eye of Nocturnal, which has beenstolen. The Daedra believes the thieves to be in Leyawiin. I am to go there, find thethieves, and return the Eye to the shrine.

After returning to Leyawiin, you are presented with a blank - nothing showing on compass, or in journal. Asking about the 'Eye of Nocturnal' just brings up blank looks and no information. Instead, you need to speak to any male imperial guard about the 'Leyawiin'topic, of which you will learn that two Argonians, Weebam-Na and Bejeen, have been bragging about scoring a rare jewel.

I have been told that Weebam-Na and Bejeen were recently heard talking about avaluable jewel they had found, and how it would make them wealthy.

Upon confronting Weebam-Na about this, he denies all knowledge, as does his female friend, Bejeen, and you will be unable to getany information at all out of either of them.

Weebam-Na denies knowing anything about the Eye of Nocturnal, and tells meBejeen knows nothing either. Perhaps I should try to listen in on their conversationsand see if they offer any clues.

Leave the house, then re-enter, and stay in sneak mode behind the screen near the door, just in earshot of them. The two Argoniansare discussing this now that they know you're onto them, and if you listen carefully, you will learn the location of the jewel andadditional info about what creatures to expect once you get there. You can confront them about this, but it has no effect on thelocation of the item, as they don't rush off to move it.

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I overheard Bejeen and Weebam-Na speaking of Tidewater Cave, and the treasurethey've hidden there. I should investigate the cave.

Tidewater Cave contains various leveled creatures, but the main enemies are two trolls outside and three inside. Some water-breathing is also worth having handy. The Eye is at the end of an underwater passage and looks like an eyeball on spider legs.

When you return with this to the shrine, Nocturnal is delighted and rewards you with the Skeleton Key, an unbreakable lock pick thatalso grants you +40 to your security skill. One of the most useful items in the game!

Peryite

The Shrine of Peryite is a shrine that you must find through adventuring, as no one will inform you of the location. The Shrine islocated on the southeast bank of the Silverfish River, east of the Imperial Bridge Inn.

When you arrive at the Shrine, you find the 5 worshippers frozen in place! Your journal will update.

I have found the Shrine to Peryite, but something is wrong with his worshippers.They seem frozen in time, mindless. None move or speak. [You must be level 10 tobegin this quest.]

Activate the shrine to receive more information. Peryite tells you that his followers attempted to summon him via a spell. He's a littlevague about if the spell backfired, or if he retaliated. Nonetheless, the souls of his followers are in Oblivion, while their bodies remain.Peryite wants you to return the souls to their bodies, and will send you to Oblivion in order to do so. Now is a good time to stock up onitems and potions. There's many Daedra here, so be prepared! (Note: make sure you pick up a Daedra heart here for a later quest.)

Peryite has told me that five of his followers, in an attempt to get closer to Him,have transported their souls to a plane of Oblivion. The Daedra would like me totravel there and carry their souls back to this world. I should approach the statueagain when I am prepared to go.

Note: You do not need soul trapping spells or soul gems for this mission.

Activate the statue when you are prepared to leave, and you will be transported to Oblivion. Activate the souls to "find" them. Youmay find the 5 souls in the following locations:

• Romayn: Southwest, near the door to a tower.

I have captured the soul of Ilvel Romayn.

• Er-Teeus to the north, near the entrance to Sightless Grotto

I have captured the soul of Er-Teeus.

• Kewan: through Sightless Grotto, and then northeast

I have captured the soul of Kewan.

• Maren: small island

I have captured the soul of Maren the Seal.

• Mirie: past archway with corpses.

I have captured the soul of Mirie.

All 5 souls are near large single fires, so if you get lost search for smoke. Once you've collected all 5 souls, your journal will updatetelling you to return to where you entered, to exit through a gate that Peryite has opened.

I have found all of the souls of Peryite's followers lost in Oblivion. Peryite was toopen a gate for me when they were found. I should head back to where I enteredthis realm.

Return to the shrine, and you will find the worshippers have returned to their "normal" selves.

I have returned to the mortal realm, and the souls of Peryite's followers have goneback to their bodies. I should speak with the Daedra again.

Speak with Peryite to receive your reward, the enchanted shield Spell Breaker.

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Peryite was grateful for my help. He has given me Spell Breaker as a reward.

Mephala

Speak to Ontus Vanin (Talos Plaza district) or Luther Broad (Elven Gardens District) in the Imperial City to learn the location of Mephala's shrine.

The shrine is located North of the Imperial Prison Sewer, on the northeast corner of Lake Rumare, just over the hill from the RoxeyInn.

Speak to Dredena Hlavel and she will tell you to make an offering of night shade between midnight and 5am. Nightshade may befound through Dark Brotherhood quests, as well as the "Vampire Cure" quest. You may also buy it from The Main Ingredient, locatedin the Imperial City Market District.

Mephala's followers have told me that, in order to summon the Daedra, I must firstleave an offering of nightshade at her statue between midnight and dawn. [Youmust be level 15 to begin this quest.]

Mephala will speak to you about her tangled web. She wants you to travel to Bleaker's Way, and stir up some discontent between twofamilies by murdering the two founders of the town, each a member of the two families, and planting evidence on their bodies tomake it appear that the two men killed each other.

Mephala has told me about the settlement of Bleaker's Way. She would like me tokill the leaders of the two families, and leave evidence that the murders were doneby the other family. I am to allow no one to see me commit the crimes.

Bleaker's Way is located on a mountain to the northwest. Speaking with Mephala will add a map marker to your map. Once you'vearrived, speak to anyone in the town to learn who you need to kill.

I have learned Nivan Dalvilu is the head of the Dalvilu family, and Hrol Ulfgar theleader of the Nordic clan.

Now, you may locate the homes of both men to dig up some evidence to plant once you've killed them both. Dalvilu's house is west of the inn, and Ulfgar's house is at the west end of town. Both houses are empty from 2pm to 6pm. Unlock the doors and slip inside.

Inside Dalvilu's house, there is a ceremonial dagger on the table. Take this, and your journal will update.

I have found a Dalvilu ceremonial dagger. This might be useful to leave as

evidence.Now onto Ulfgar's house. Upstairs, on a table next to a guide to Leyawiin, is the Ulfgar family ring. Take this as evidence, and your

journal will update one more.

I have found the Ulfgar family ring. This might be useful to leave as evidence.

Now that you've gathered the evidence, it's time to plant the seeds of discontent. Wait until the two men return to their houses, alittle after 10pm. Kill each man, and place the evidence you've collected on each body. Your journal will update twice for each man:

I have killed Nivan Dalvilu. I should leave something in his corpse to implicate theUlfgar clan..

I have left the Ulfgar family ring in the corpse of Nivan Dalvilu.

I have killed Hrol Ulfgar. I should leave something in his corpse to implicate theDalvilu clan.

I have left the Dalvilu dagger in the corpse of Hrol Ulfgar.

Now, your journal will update alerting you to speak to someone in the village of the murders.

I've placed evidence on both bodies of the family leaders. Now I must tell someoneI saw them attack each other.

Speak to anyone you like. Once you've done this, travel outside to watch the fight! You may join in if you like, but do not kill everyonein the battle, or you will forfeit your reward!

I reported the 'attacks' on the family leaders. Soon the families will be at eachother's throats. Now I must return to the shrine of Mephala.

Following your journal's advice, when you've satisfied your entertainment return to the shrine. Mephala will be pleased with your

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work, and will reward you with the Ebony Blade.

Mephala was pleased with the strife I have caused. She has rewarded me with theEbony Blade.

Note: If you've previously been to Bleaker's way and started trouble before making an offering to the shrine, you will not be able totake this quest from the shrine. If you've made the offering, but then made trouble in Bleaker's way before your journal updated, youwill receive a strange journal entry:

Something I did in Bleaker's Way apparently spoiled Mephala's schemes, so sherefused my offering.

You will not be able to take this quest.

Hircine

Speak with Ontus Vanin again (see Mephala) to learn the location of the shrine of Hircine.

Hircine's shrine is located north west of Bravil, in the Nibenog Valley. Once you've arrived at the shrine, speak with one of theworshippers, Vajhira. She will ask if you are the hunter or the prey. Tell her you are a hunter, and she will inform you that you mustmake a donation of Wolf or Bear Pelt to the shrine.

Hircine's followers have told me that, in order to summon the Daedra, I must leavean offering of a wolf or bear pelt at the statue. [You must be level 17 to begin thisquest.]

In your travels, you may have come across Wolf or Bear Pelt. If not, there is a wolf pelt available on top of a barrel in the CheydinhalFighter's Guild. Or you may wander the countryside in search of wolves and pears.

Once you've obtained the proper pelt, donate it to the statue and Hircine will speak with you. He tells you that he'd like you to travelto Harcane Grove and kill the last Unicorn, and return it's horn to him.

After I made the required offering, Hircine was summoned, and spoke to me. Hetold me that he desires the horn of a unicorn. I may be able to find a unicorn in theHarcane Grove.

Harcane Grove is located south east of the shrine. If you reach the Wayshrine of Zenithar, you've gone too far and you should backtrack north west.

The unicorn is protected by several minotaurs. It's possible to sneak in the tall grass and take them out using a bow and arrows. Killthem however you see fit.

If you've managed to kill the minotaurs without alerting the Unicorn, you may approach her and ride her. If she attacks, try calmingher with a spell. It's worth it for the reactions from townspeople!

Eventually, if you wish to complete this quest you will have to kill her and take her horn. Once you've acquired the horn, your journalwill update.

I have killed the unicorn and retrieved its horn. I should return to the shrine of Hircine.

Return to the shrine of Hircine, and he will award you with the Savior's Hide, an enchanted cuirass.

Hircine was impressed with my skill in hunting the unicorn. He has rewarded mewith the Savior's Hide.

Molag Bal

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Again, no one tells you the location of Molag Bal's shrine. To find the shrine, head west from the stables outside the Imperial City, nearthe Talos Plaza District. Once you've reached the Ayleid ruin Narfinsel, travel south.

Once you arrive at the shrine, speak to Amir to learn that in order to summon Molag Bal you need to donate a Mountain Lion Pelt.

Molag Bal's follower has told me that, in order to summon the Daedra, I mustpresent an offering of a lion pelt to the statue. [You must be level 17 to begin thisquest.]

If you've previously done the quest from Mephala, and have traveled to Bleaker's Way, there is a chance you might have encountereda mountain lion. If you've completed the Fighter's Guild quest "A Rat Problem" (see walkthrough section) you may have collected apelt from that quest. There are 2 dead mountain lions in game: One southwest of Fort Ash, and the other in Newt Cave. You have ahigh chance of encountering a mountain lion in any mountainous area.

Once you've obtained a pelt, activate the shrine. Molag Bal will tell you that a man named Melus Petilius has taken an oath of non-violence. Molag Bal wishes you to fOrce Melus Petilius to kill you, yes kill you, with a Cursed Mace…which Molag Bal provides. You aretold to travel to Brindle Home, where Petilius lives.

Molag Bal has spoken to me, and wishes me to help him corrupt Melus Petilius, byfOrcing him to kill me with the Cursed Mace. I should travel to Brindle Home andsee what I can find.

Brindle Home is located to the southwest of the Shrine. Speak with the inhabitants of Brindle Home. You may need to raise theirdisposition to over 60. You will learn that Petilius took his oath after the death of his wife, and lives just southwest of town.

I have spoken to a resident of Brindle Home, who tells me that Petilius has lived ina small house outside of town since the death of his wife.Continue speaking with the residents of Brindle Home, and you will learn that Petilius visits the grave of his dead wife every day.

I have learned that Petilius visits the grave of his wife every day.

You may try approaching Petilius at any time, but despite your best efforts he will not attack. If you try, you will receive this journalentry:

Although I tried to goad Petilius into fighting me, he would not. Perhaps I will haveto try when he is in a different state of mind.

Follow Petilius to his wife's grave, he usually leaves around 10am. Leave the mace near the grave stone, attack Petilius, and thenspeak with him. He will now pick up the mace, do not fight him back. Allow Petilius to kill you. Make sure that the mace is available to

him, or he will attack you by another means…forfeiting your reward. Upon death, you will be transported back to the shrine.

I have goaded Melus Petilius into attacking me with the Cursed Mace. I have beentransported back to the Shrine of Molag Bal.

Speak with Molag Bal to receive your reward, the Mace of Molag Bal.

Molag Bal was pleased that I was able to corrupt the paladin. He has rewarded mewith the Mace of Molag Bal.

Note: Once the quest is finished, you may travel back to Brindle Home and speak with Petilius, which is rather amusing. You may alsokill him and claim the Cursed Mace for yourself.

Clavicus Vile

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Once again, you receive no tips on where to find the shrine of Clavicus Vile. The shrine is located southwest of the Imperial City.Follow the Gold Road or the Red Ring Road. The shrine is located near where the two roads form a loop.

Once you've arrived talk to Ma'Raska. He tells you that you will need to donate 500 gold to the shrine in order to speak with theDaedric Prince.

One of Clavicus Vile's worshippers has told me that in order to summon the Daedra,an offering of 500 gold must be given to the statue. [You must be level 20 to beginthis quest.]

If you have the gold, donate it to the statue. Clavicus Vile tells you that he is in search of the sword Umbra, which contains the soul of the warrior Umbra...someone Vile has had past experience with. Vile tells you to head to Pell's Gate.

When I gave my offering at the Shrine of Clavicus Vile, the Daedra Lord told meabout Umbra, and how he wishes me to return to him the Umbra Sword. I shouldstart my search in Pell's Gate.

Chances are you may have already located Pell's Gate on your way to the shrine. If so, you may fast travel there. If not, travel east of the shrine. Pell's Gate is located south of the Imperial City near the Red Ring Road.

Once you've entered Pell's Gate you will hear a strange voice. Apparently Barbas, Vile's hound, has transported himself into yourbackpack! You may have noticed how the hound disappeared after speaking with Vile.

Barbas tells you that Umbra's bad news in the hand of Vile, and asks you to walk away from the quest. However, you don't have to.

Barbas, the Hound of Clavicus Vile, has spoken to me through the figurine thatappeared in my pack. He tells me that returning the Umbra Sword to Clavicus Vileis a mistake, likely to cause great ruin to Vile's domain.

Speak with an elderly man, named Trroke the Wide. He will inform you that his apprentice, Lenwin, found the sword and wasovercome by it- looking for fights and then running off with mercenaries after adopting the name Umbra.

He tells you that while she hasn't been to Pell's Gate in years, there have been rumors of her being seen near the ruins Vindasel.

I've been told that Umbra was once a resident of Pell's Gate, but now has left.Some claim to have seen her recently near the Vindasel Ruins.

Vindasel is located northwest from Pell's Gate, directly off the Red Ring Road. Once inside Vindasel, the layout is rather simple, withlow level creatures. However, there are two traps you need to watch out for. The first trap is located in the large room just at the baseof the stairs. A section of the floor will fall down into spikes, impaling you if you cross over it. Instead, walk around until you come to awall, and then jump over one corner of the trap. The second trap is located in a large room with pillars. This trap will release poisongas when you approach. You may wish to cast a resist poison spell, or run as fast as you can around the outer corners of the roomtowards the exit.

Not far past these traps you will come to a hallway with a gated view of the room below. You have a wonderful view of Umbra…however using an arrow from this gate simply backfires.

Travel down into this room and speak with Umbra. She gives you a choice: Leave and live, or stay and die.

I have met the one called Umbra and been offered a choice: stay and fight, or leavein peace.

You should note before making your choice that Umbra is a very powerful opponent. On top of carrying the sword Umbra, she's alsoglad in a full suit of Ebony armor. She can kill you with one good hit.

The best course of action is to tell Umbra that you wish to leave and not fight. Your journal will update, and Barbas will be pleased. He

even offers to smooth things over with Vile.

I have chosen to leave Umbra in peace. I should return to the Shrine of ClavicusVile and make my decision known to the Daedra Lord.

However, Umbra is one of the best weapons in game, and if you play your cards right you may keep it for yourself. Attack Umbrawithout warning. I recommend using a summoning spell or scroll, and attacking her from behind while she fights off whatevercreature you've summoned. Once she is dead, Barbas will plead with you to keep the sword for yourself. Before leaving, loot theroom. Your journal will update once you remove Umbra from Umbra's corpse.

I have retrieved the Umbra Sword.

Now you have three options:

1. Return to the shrine of Clavicus Vile and formally deny him the sword. He will be angry, and threaten you, but no harm willoccur. His followers will dislike you. However, you may keep the sword for yourself.

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Clavicus Vile was not pleased that I elected not to return to him the Umbra Sword.

2. Neglect to return to the shrine.3. Give the sword to Clavicus Vile, despite the warnings from Barbas. In exchange for the sword, Vile will award you with the

Masque of Clavicus Vile. This mask will raise your personality 20 points while wearing it (constant effect). It really dependson which you prefer- a good weapon or an increase in personality.

Clavicus Vile appreciated my efforts. He has taken the Umbra Sword and rewardedme with the Masque of Clavicus Vile.

Boethia

A problem occurs if you're playing this quest with a non-standard character (using a mod): Alienslof e-mailed: "Because it uses 9 people of whatever races you aren't, when I did this quest today with my Dremora, it messed up. I was able to complete it, but it loaded all the NPCs in on the same little patch of ground as the cage you are teleported into. Several of them then slipped into thelava. On top of this, there were 10 NPCs, one of each race as there should be, but because I'm playing a Dremora, it loaded all 10!"

Speak with Borba gra-Uzgash of Borba's Goods and Stores in Cheydinhal to learn the location of the Shrine of Boethia. The shrine islocated a very long distance southeast from Cheydinhal. If you've already been to Vaermina's Shrine, fast travel here and travel southeast to save some time.

Once you've arrived at the shrine, speak to Haekwon to learn that you must offer a Daedra heart in order to summon Boethia.

I have been told by one of Boethia's followers that in order to summon the Daedra,I must give a Daedra heart as an offering to the statue. [You must be level 20 tobegin this quest.]

Daedra hearts can be found on the corpses of human like Dremora, for example the Dremora and the Xivilai. You may have previously encountered them in other Daedric quests. You may also purchase a summoning spell, and remove the heart from the corpse. Thereare two hearts in game, one in the Anvil Fighter's Guild (inside a locked display case), and the other in the Ayleid ruin of Ceyatatar.

Once you've obtained a Daedra heart, active the shrine of Boethia. Boethia scorns you, but offers you the chance to prove yourself worthy. You are challenged to take part in the Tournament of Ten Bloods, and a portal to Oblivion will be opened.

Boethia has told me that I am to participate in the Tournament of Ten Bloods. WhenI am ready, I should enter the nearby portal to Oblivion, and I will be sent to one of his realms for the battle.

Stock up on weapons, armor, and potions before entering. It's a wise idea to bring full soul gems and hammers to repair and rechargeyour items. Once you enter the portal, you will be fighting 9 other characters, each of a different race than your own. Tip: there areno collisions to keep you from falling in the lava…but then again your opponent may also fall into the lava!

Once you've successfully beat all your opponents, your journal will update.

I have defeated all of Boethia's followers in the Tournament of Ten Bloods. I shouldspeak once more with the Daedra Lord.

Another portal will open, bringing you back to the Shrine of Boethia. Speak with Boethia to receive your reward, the enchanted sword Goldbrand.

Boethia was pleased with my performance in the Tournament of Ten Bloods. He hasrewarded me with the enchanted sword, Goldbrand.

Hermaeus Mora

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Once you've made your decision, the book disappears, and you have completed the Daedric Quests!

Side-QuestsBy: various people

This section contains walkthrough for the various sidequests in the game, but is incomplete.

The Renegade ShadowscaleBy: Alienslof

This is a side quest given by Teinaava of the Dark Brotherhood. You must be a member of the Dark Brotherhood, and have completed the quest Scheduled for Execution . This quest must be completed before the Dark Brotherhood quest The Purification in order to besuccessfully finished.

Speak with Teinaava, and he will ask you to do a special favor for him. He asks you to kill an Argonian named Scar-Tail and bring backhis heart as proof. Speak with Teinaava and Ocheeva to learn about the way of the Shadowscale, and to learn of what a dishonor theyconsider Scar-Tail to have performed by abandoning his duties as an assassin. A map marker will be added to your map, marking thelocation of Bogwater.

I must journey to the southeastern tip of Cyrodiil, to a swamp known as Bogwater.There I will find a renegade Shadowscale known as Scar-Tail. I must kill Scar-Tail,and return his heart to Teinaava.

Bogwater is southeast of Leyawiin. Once you've arrived at Bogwater, you will find an Argonian near a small camp. Approach and speakwith Scar-Tail. Scar-Tail informs you that a royal assassin just visited him, and lost. You will be given two choices: Let Scar-Tail live ordie.

If you allow Scar-Tail to live, he will offer you his treasure in a nearby hollowed out rock. He will also inform you to take the Argonianheart from the dead assassin as proof. The assassin's body is next to a large tree. If you take this option, Teinaava will never know thedifference.

I have agreed to spare Scar-Tail's life. I must take the heart of the dead Argonianassassin, and present that to Teinaava instead. To thank me, Teinaava has sharedthe secret hiding place of his treasure -- in the hollowed-out rock near Bogwatercampfire.

Or you may kill Scar-Tail and take his heart. He warns you it will be an easy fight, as he's been wounded by the previous assassin.

Scar-Tail has been killed. I must now return to the Dark Brotherhood Sanctuary inCheydinhal and present his heart to Teinaava.

Both choices lead to the same outcome- you will need to remove an Argonian heart from one of the bodies. Once you have done so,you will receive a new journal entry.

I have obtained the Argonian's heart. I must now return to the Dark BrotherhoodSanctuary in Cheydinhal and present it to Teinaava.

Return to the Sanctuary to receive your reward from Teinaava: The Boots of Bloody Bounding, which fortify your acrobatics and bladeskills with constant effect enchantment.

I have presented Teinaava with the Argonian's heart.

Where Spirits have Lease (Anvil house quest)By: Alienslof

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After touching the altar, I heard the voice of Lorgren Benirus. He said he wished toatone for his past and make peace with the Nines. All he wished was to be wholeagain. This must be the way to lift the curse from Benirus Manor. I should touch hisskeleton while I carry the bony hand and put an end to this madness.

Lorgren did indeed lie, and instead of him atoning for anything, he rises up as a Lich and immediately attacks you. Put it down asquickly as you can to avoid it conjuring in more undead to help it out. Once he's been disposed of, you can loot the body and the restof the room, which contains a few goodies.

Completing the skeleton was a ruse and Lorgren rose from the dead! I had nochoice but to destroy him. With his destruction, the curse of Benirus Manor waslifted. I should return to the Count's Arms and speak to Velwyn.

Now you find out why there wasn't any furniture-buying option. When you re-emerge from the cellar, you find your housetransformed. Where before there were just empty rooms full of junk, now there are homely rooms, fully furnished, lit and ready to belived in. Your dilapidated house that looked like being a lot of refurbishing work is now a fully furnished home. You can move inproperly at this point.

To finish the quest, seek out Velwyn at the Count's Arms. He will apologize for running away, but is very pleased you managed toresolve the problem once and for all. He considers all his loose ends taken care of and goes back to live in the Imperial City. I considerthis to be the best value home in the game; it's a largish place, quite posh, and you don't need to pay out any more on furnishings,unlike the others. As long as you can beat the Lich, you have a very nice, well-to-do house for very little outlay.

How to become a REAL knightBy: Jake Dixon

First, go to Leyawiin Castle. Talk to the count and ask about "service to Leyawiin". He'll tell you about an Orc named Mozago in themain hall. He wants you to see what she wants.

She asks you to go get Weebum-na, a hunter (the quest markers will lead you to him). Talk to him about the Orc. If he says no, bribehim or make him like you more. He will go to Mozago and they will have a chat about Fishermans rock. Weebum-na refuses andleaves then.

Talk to Mozago and she will ask you to take her to Fishermans rock (the quest marker will lead you). Once you get there she will talkto a man. They will be about to fight and a quest update will come, saying you should help her kill him and the other people aroundhim (his "gang").

Once you are done, she will explain why she killed them. Go back to the castle and tell the count. He will be pleased and send you andMozago on another mission to kill black Brugo.

He lives in an Ayleid Ruin (again, your quest marker will lead you to it). Go inside, he will be in the first room on the left with a bunch

of his men. Kill them and him, go back to the castle. The count will make you and Mozago a REAL knight of the white-errant. You canalso Turn in Black bows for 100 septims, which distinguishes Black Brugo and his gang from other ones.

The Ghost Ship of AnvilBy: Korana

In the Anvil harbor, look for the northernmost ship, the Serpent's Wake. On the decks you'll meet Varulae. She's very upset about thefact that all her crew have been murdered and are now haunting the ship. She asks you to brave the decks below and retrieve hercrystal ball for her.

A High Elf sorceress named Varulae has asked me to retrieve her crystal ball,located in the hold of the ship the Serpent's Wake, which is moored up in Anvil Bay.The crystal ball is in a chest in the ship's hold. I should be careful, however -- thecrew have all been slain, and now roam the ship's decks as creatures of undeath.

Varulae will provide you with a key to the ship. Once inside, enter the cabin of the ship. Here you will find the captain's body. Loot hisbody for the key to the rest of the ship...and while you're at it help yourself to any other goodies you might find! You will alsoencounter a Spectral Sailor, a ghostly wraith with a sharpened cutlass.

Now travel down to the mid deck of the ship...there's not much here besides more Spectral Sailors and some of the crew membersbodies. At the end of this deck is the door to the Cargo Hold. Enter the Cargo Hold to find Varulae's crystal ball. The crystal ball isfound in a chest not far from the ladder. Your journal will update.

I have retrieved Varulae's crystal ball. I must now return it to her on the top deckof the Serpent's Wake.

Return to Varulae on the top deck. She will reward you with Redwave, an enchanted cutlass with a drain health enchantment.

I have given Varulae her crystal ball. She gave me the captain's enchanted cutlassas a reward.

Note: If you search the ship for clues as to why all the crew were murdered, you may find an interesting note with directions to ahouse. However, these directions seem to lead nowhere. If you follow the Dark Brotherhood quests, you will learn in a later quest that

a traitor to the Dark Brotherhood killed the sailors because they taunted him.

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A Brush With DeathBy: Korana

Speak with the good people of Cheydinhal to learn that the esteemed painter Rythe Lythandas has gone missing. Note: Or you maytravel directly to the Lythandas house and speak with Tivela to take this quest. If you learn of the quest through the rumor mill your

journal will update with this:

I've heard that a famous painter named Rythe Lythandas has gone missing.Apparently, his wife Tivela has been frantically searching for him. Perhaps I should

visit their home here in Cheydinhal to see if I can assist with the search.If you've learned of this quest directly from Tivela, your journal will update accordingly:

I've met a kindly Dunmer named Tivela Lythandas. It seems that her husband,Rythe, has gone missing. She seems extremely distraught, so perhaps I should talkto her to find out more information.

If you haven't already done so, speak with Tivela in her home to learn that her husband disappeared from a locked studio where hespends most of his day painting. Tivela will provide you with a key to the studio, and pleads with you find her husband.

Tivela told me that Rythe had been locked in his studio to work on his latestpainting. He usually comes out to eat and sleep, but hadn't done so for more than aday. When she went in to investigate, he was gone. The odd thing was that thestudy door was still locked. Tivela gave me the key to Rythe's study. If I intend tofind him, that's where I should start.

Unlock the studio near the front door using the key. A quick investigation of his studio shows you that the painting he was last working

on seems unusual. Activate the painting, and you will be transported to a painted forest. You're inside the painting!

After touching the painting Rythe had been working on, I suddenly found myself standing in a strange forest. It looks familiar, like the Great Forest in the heart of Cyrodiil, but something is different about it.

Rythe's not standing far from where you've arrived. Speak with him to learn that he was in his studio working on a painting when hewas startled by a wood elf thief who knocked him unconscious.

I've located Rythe Lythandas. He was standing in this strange forest, seeminglywaiting for someone to rescue him. He blames his predicament on a thief. I shouldcontinue speaking with Rythe to find out more.

Rythe tells you that when he awoke, he was still locked in the studio, his paintbrush was gone, and the thief was gone. He thennoticed something different about his painting. Apparently, the thief leapt into the painting and then painted guardians for himself toprotect him. You learn that these guardians are painted trolls. However, these guardians have attacked their creator. Rythe will tell youthe story of how this strange place came to be, and you will learn of the Brush of Truepaint. Without that brush, Rythe and you cannotexit the painted forest.

I've learned that a thief broke into Rythe's studio and stole his Brush of Truepaint.Using the artifact, he escaped into the painting. He then painted trolls to protecthimself, but they turned on their creator and killed him. Now the Brush is on thethief's body, and we can't leave without it. I should take my leave of Rythe for nowand begin exploring this surreal forest.

Rythe will provide you with several bodies of Turpentine to use against the Painted Trolls. There are 6 painted trolls. The forest israther small, and most likely the trolls will find you. Kill them all, and loot their bodies for Painted Troll Fat. Once you've followed thetrail of trolls, you should find the body of the thief not too far away.

I've located the thief's corpse. I should now search it for the Brush of Truepaint.Loot the corpse for the brush, and your journal will update once again:

I've retrieved the Brush of Truepaint. I should go back and return it to Rythe, sotogether we can leave this strange landscape.

Return back to Rythe, and give him the Brush of Truepaint. Rythe informs you the two of you may now leave.

I've given the Brush of Truepaint to Rythe. He said he could paint an exit andbeckoned me to follow him. I should do so.

Rythe will then paint a door back to the studio.

Rythe used the Brush of Truepaint to paint a door back to his studio. I should nowstep through and return back to Tamriel.

Step through, and soon the two of you will be back in the studio.

We've arrived back in Rythe's home. The painting is now sealed, and Rythe is safe.I should speak to him when I have a moment.

Speak with Rythe once more, and he will thank you. In exchange for helping him and keeping the secret of his painting success he willreward you with the Apron of Adroitness. It's not much to look at, but it's enchanted with an intelligence and agility bonus.

As a reward for getting him home safely with the Brush of Truepaint, Rythe presented me with a fitting reward; his Apron of Adroitness.

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this information to Guilbert.Travel back to The Grey Mare and inform Guilbert that Ogres are dead. He will ask you to escort him and Reynald back toWeatherleah. You may fast travel back there, and the twins will follow shortly after.

Guilbert was very happy to hear that I'd killed the band of ogres at Weatherleah,and is anxious to return. I should take he and his brother there as soon as I'mready.

Once back at Weatherleah, the brothers will thank you, you will be rewarded some gold, and your journal will update.

The Jemane brothers have returned safely to Weatherleah.Note: If you take the quest "Sins of the Father" the estate garden will grow again, and the interior will be cleaned up to remove allexistence of the Ogre's destruction after you've reached Redguard Valley Cave.

Sins Of The FatherBy: Korana

Note: "separated at Birth" and "Legacy Lost" must be completed before this quest may begin.

Some time after you've completed (about 3 days) "Legacy Lost" and returned the Jemane Brothers to Weatherleah, you will beapproached by a Dark Elf (Fathis Ules) in Chorrol's streets. He tells you that Albert Jemane, the brother's father, was once a thief inhis employment. Albert was sent on a mission to retrieve a special item, but decided to keep it for himself. Fathis believes the itemwas taken by the Ogres in the assault on Weatherleah. You are asked to retrieve the item from the Ogre's in Redguard Valley cave.Fathis won't tell you what the item is, but tells you that you will know it when you find it...as it's not something that Ogre's usually

have.

A Dunmer named Fathis Ules has told me that Albert Jemane, Reynald andGuilbert's father, stole a valuable item from the Thieves Guild many years ago. He'soffered to pay me well to return this item to him in Chorrol. Fathis believes it's nowhidden inside of Redguard Valley Cave, which he's marked on my map.

You may speak to the brothers at this point back at Weatherleah, but without proof you anger them with your suggestion that theirfather was a thief. It's up to obtaining the proof now. Follow the map marker to Redguard Valley Cave, due south of Chorrol. Onceyou've reached the door to Redguard Valley Cave, your journal will update.

I've arrived at the entrance to Redguard Valley Cave. I should proceed inside.Once inside the cave can be very confusing, with pits that drop down with tunnels on either side. You will also be up against severalOgres. To save fighting and wandering, jump into the second pit on the first level, then take the tunnel on the right to encounter theRedguard Valley Ogre Caveboss. Kill him, and you will find The Honor Blade of Chorrol on his corpse. This is the item that Fathis washinting at. Your journal will update, confirming that you have indeed found the item and offering you two choices on it's fate:

I've retrieved the Honorblade of Chorrol from the Ogre Chieftain. This has to be theitem Fathis was seeking. However, due to the nature of the item, I think someoneat Castle Chorrol would be anxious to have this back. I need to decide whether tosell the weapon to Fathis, or return it to the Castle.

So now you need to decide what to do with the blade? Keep it for yourself, sell it back to Fathis, or return it?

• If you decide to keep it for yourself, the quest will remain unfinished.• If you decide to sell it back to Fathis, you may most likely find him at the Oak and Crossier Inn. He will reward you with a

leveled amount of gold. Your journal will update:

I've given the sword I took from the Ogre Chieftan to Fathis, and he's paid me quitewell in return. I should go speak to the Jemane brothers about what's happened.

However, when you return and speak to the Jemane brothers, they are not pleased with this and still do not believe your claimsagainst their father. They will curse you with vocal greetings when they see you. Your journal will also update once again once youhave spoken with them: Selling the Honorblade of Chorrol to Fathis has left me with no evidence of Albert Jemane's past, preventingme from convincing Guilbert that his father was once a notorious member of the Thieves Guild.

-If you decide to return the sword to the castle, seek out the Steward Laythe Wavrick...usually inside the castle. He will inform youthat the sword was stolen many years back, and that he is thrilled to have it restored to it's rightful place. As a reward, he will giveyou the Escutcheon of Chorrol, an enchanted shield with fortify endurance and reflect damage enchantments.

I've returned the sword to Laythe Wavrick, Herald to the Countess of Chorrol. Ingratitude, he's rewarded me with the Escutcheon of Chorrol, an item only bestowedto the most honored of heroes. I should go speak to the Jemane brothers aboutwhat's happened.

Travel back to Weatherleah to speak with Guilbert, for a much more pleasing outcome than you receive if you give the sword back toFathis. As thanks for returning the sword to the castle, he rewards you with 4 soul gems. Both him and his brother remain with highdisposition towards you.

I've shown the reward given to me by Laythe Wavrick to Guilbert Jemane. He wassaddened to hear that his father was actually a master thief, but was happy thatthe Honorblade was returned to Castle Chorrol where it belongs. He rewarded mewith a personal keepsake as thanks for righting one of his family's past wrongs.

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The following loophole was submitted by Delthius:

" After turning the Honor Blade into the authorities at Castle Chorrol for the reward, you can pickpocket the countess while she issleeping and take the blade back (which is a very good weapon). While the blade is marked as being stolen, it is considered a quest item and cannot be taken from you, so even if you go to jail the blade remains on your person as quest items cannot be removed.

As the blade has 0 weight, having this blade is not cumbersome. The blade is considered magickal when attacking creatures only affected by magickal/silver weapons. "

Canvas The CastleBy: Korana

Travel to Castle Chorrol and speak to Countess Valga to learn that she's busy with an investigation. If she won't ask for your help,raise her disposition to above 50. She will then tell you that someone has stolen a painting of her late husband from her bed chamber(Note, your journal will say throne room like below but the Countess herself says bed chamber). She will ask you to assist with theinvestigation.

Countess Valga of Castle Chorrol has tasked me with the recovery of a portrait thatwas stolen from her throne room. It's very dear to her as it reminds her of herhusband who was lost years ago. She mentioned clues, perhaps I should find outmore.

Countess Valga informs you that your best bet is to speak to residents of the castle. Once you have found out all you can, search forphysical clues. Your journal will update, prompting you to ask the Countess for more information.

To recover the stolen painting, I should begin by questioning the castle residents,and then search the Castle for physical clues that could help solve the mystery. Mybest bet would be to start with the Countess herself.

The Countess informs you that she was "elsewhere" at the time of the crime, and tells you the only people unaccounted for at thetime where Chanel and Ornolf. She also suggests you question Bittneld the Captain of the Guard, the herald Laythe Wavrick, and hersteward Orok gro-Ghoth. Your journal will update to remind you of everyone's name and position. She warns you sternly- don't accusethe wrong person. If you do so, you might just lower your reward! She will give you keys to access the rest of the castle.

Countess Valga has told me that the only people who were unaccounted for andhad access to her bedchamber were the resident mage, Chanel, and the castleporter, Orgnolf. She suggested I question them and some of the other castleresidents: the Captain of the Guard, Bittneld, her herald, Laythe Wavrick, and herSteward, Orok gro-Ghoth.

Now it's time to begin the investigation. You may speak to any of the following people in any order. Once you have covered them, your journal will update you to begin searching for clues. Note: If you stumble upon any clues while questioning, your journal will notregister the clues and you will need to come back to them. Depending on which person you speak to last, the journal update will beadjusted accordingly. You might need to raise their dispositions to above 60 in order for them to speak with you.

Orgnolf and Chanel are confined to the castle while the investigations are conducted. Chanel is often in her room in the PrivateQuarters, and Orgnolf tends to wander between the Private Quarters and the main hall. Bittneld may often be found patrolling Chorrol,or in the Barracks. Orok is usually in the Private Quarters or the Great Hall, but occasionally travels to Northern Goods and Trade.

First, let's begin by questioning the Herald as he's close by. He's not really under investigation, so he will gladly tell you that Orgnolf has a drinking problem, and has been short on money to support his habit. Your journal will update with this possible motive.

Laythe Wavrick, the castle herald, told me that he's observed Orgnolf having adrinking problem and often asking for money to fund his new habit. I shouldcontinue questioning the suspects the Countess recommended.

Speaking with the Castle Steward reveals a bit more of Orgnolf's drinking problem. Your journal will update once again. If you like,you may travel up to the West Tower to investigate. You will find a clue here, but it is useless until you have finished your questioningand you will have to come back to it.

Orok gro-Ghoth mentioned he was in the castle that entire night because it hadbeen raining, but didn't see Orgnolf or Chanel. Also, he mentioned he had caughtOrgnolf drinking in the West Tower once. When he had threatened to tell theCountess about it, Orgnolf apparently stopped. I should continue questioning thesuspects the Countess recommended.

Rumors seem to be giving Orgnolf the proper motive, but speaking with Orgnolf seems to provide an alibi for the night of the crime.

When I asked about the night in question, Orgnolf told me that he spent a bit of time arguing with a delivery boy in the Great Hall who had a bit of an accident witha wine shipment in the rain, then spent the rest of the night in his room. I shouldcontinue questioning the suspects the Countess recommended.

Chanel is most likely found in her chambers in the upstairs Private Quarters. She claims she was taking star readings in the courtyard,and then went to the dining room before heading to bed. Take note of Chanel's report that she was in the courtyard of the castle,where it's been reported by two other characters that it rained that night.

When I asked about the night in question, Chanel told me that she spent some timein the courtyard of the castle taking star readings. Then she made her way to thedining area off of the Great Hall. Finally, she went to her quarters to sleep. I shouldcontinue questioning the suspects the Countess recommended.

Now it's time to track down Bittneld. If he seems difficult to find, wait until night time and travel to the Barracks. During the day he

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may most likely be found patrolling the town. Speak with him to learn that Chanel also has been spending time in the West Tower.Now that we've spoken with everyone, it's time to find clues to further investigate our 2 suspects.

Bittneld, the Captain of the Guard, said he had been out on patrol in the streets of Chorrol that night. In addition, he mentioned seeing Chanel spend a good deal of time in the castle's West Tower. But when he had confronted her about it, she saidthat was where she had been performing some of her magic research. I've spokento all of the possible suspects and witnesses. Now, I should concentrate ongathering the clues if I'm to solve the crime.

You may find the clues in any order. Depending on which of the three clues you find last, your journal will update the last sentenceaccordingly. With both of our two suspects the West Tower has been mentioned. Travel to the West Tower. On the second floor youshould find a strange painting. Your journal will update with the clue.

I've found an interesting painting in a concealed area of the West Tower. It seemssomeone in the castle is a painter. I think I should continue looking for more clues.

The second clue is a bit harder to find. Travel to the dining room and investigate the carpet. There's paint stains next to a chair nearthe table. Your journal will update with this clue.

I've found paint stains and a paint footprint on the carpet in the dining area off theGreat Hall. I think I should continue looking for more clues.

Who's been linked to the West Tower and the dining room on the night of the crime? Chanel. This warrants a closer investigation of Chanel's room. A quick search reveals painting supplies hidden away in her lectern.

Chanel seems to have painting supplies concealed in a lectern in her room. The factthey're concealed seems suspicious. I now have enough clues to make anaccusation.

Speak with Chanel, and with a disposition of 60 or above she will confess to the crime...but only because she felt the painting didn'tdo the count justice. Chanel now gives you a choice- tell the countess that she took the painting, or lie to protect Chanel?

I've confronted Chanel with the clues, and she admitted taking the painting. Shepointed out where it was hidden, and now I must decide whether or not to tell theCountess about her crime.

If you choose to give the painting to the Countess, Chanel will be banished from the castle and you'll receive gold and some stones inexchange. If you've accidentally accused Orgnolf, your reward will be less.

I've spoken to the Countess about Chanel's crime. She's been banished from theCastle, and as a reward, a sizable bounty of gold and gems has been given to me.

If you decide to protect Chanel, you may tell the Countess that an outsider took the painting. You will still get a slightly diminishedamount of gold. Chanel will offer to paint a portrait for you, and asks you to come back in 3 weeks time to collect.

Chanel was pleased that I didn't turn her in to the Countess. She told me that as areward, she'd paint a portrait for me, but it'll take three weeks. I should return toCastle Chorrol at that time.

Wait 3 weeks outside of Castle Chorrol and your journal will update when it's time.

It's been three weeks. I should return to Castle Chorrol and pick up my paintingfrom Chanel.

The painting is a very unique nighttime portrait of Chorrol. When you drop the painting, it comes on it's own easel for display at thelocation of your choice.

Order of the Virtuous BloodBy: Korana

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In the Imperial City Temple District, Ralsa Norvalo will approach you if you have a fame of 5 or higher. She will inform you that herhusband needs your assistance in an important matter. She won't tell you more, except to come meet her husband at Seridur's house.

A Dunmer named Ralsa Norvalo has approached me, and said that her husbandneeds assistance in a matter of what she calls 'the utmost importance to the safetyof the citizens of the Imperial City'. She told me to meet Gilen at the house of someone named Seridur. Apparently, all will be explained when I get there.

Seridur's house is located in the South East Corner of the Temple District. Once inside, you will meet Seridur who asks you to followhim to the basement to speak of what assistance is needed. Once there, Seridur introduces you to the members of tThe Order of the

Virtuous Blood, an organization sworn to ridding Cyrodiil of Vampires.

Seridur has revealed to me that he's a member of a group of individuals dedicatedto the destruction of vampires called The Order of the Virtuous Blood. Their goal isto keep the Imperial City safe from these creatures of the night. I should continuespeaking to him and find out how I can assist them.

Seridur asks you to work for The Order, and informs you that The Order has recently learned that an inhabitant of the Imperial Citymay be a vampire, named Roland Jenseric. Seridur claims to have seen Roland arguing with his girlfriend in the garden that borderstheir houses. Seridur says he went to intervene, but could not overcome Roland so he fled. He came back later to find the womandead, with two puncture wounds on her neck. Seridur asks you to seek out and kill Roland Jenseric.

I've been told that Roland Jenseric here in the Temple District of the Imperial City isa vampire. The Order would like me to kill him.

Speaking with Seridur again about Roland and you'll learn that he's vanished. Seridur suggests that you should search his home forclues to his location.

To locate Roland Jenseric, Seridur suggested I search his home, which is also herein the Temple District.

Roland's house is not far from Seridur's house in the Temple District. Unlock the door, and enter.

I've arrived at Roland Jenseric's house. I should begin to search the place for anyclues as to his whereabouts.

On the table on the first floor there is a letter from Roland's girlfriend. In it, she mentions how she would like to meet at Roland'scabin in the Great Forest. Your journal will update and a map marker will be added.

After searching Roland's home, I've found a letter written to Roland from hisgirlfriend. It mentions a cabin where the two would meet. It's located east of theImperial City in the Great Forest. I think this may be where Roland could be hiding.I should head out there immediately before he has a chance to escape.

Travel east of the Imperial City to Roland's cabin. Once you've arrived, your journal will update.

I've arrived at Roland's cabin. I should proceed inside to see if he's here. I shouldbe cautious, as Seridur warned me that vampires could be very dangerous.

Inside, you'll find Roland....but he doesn't attack you. Speak with Roland. He informs you that he's definitely not a vampire....butSeridur is! Roland informs you that he followed his girlfriend on one of her nightly walks, there he witnessed Seridur attacking her.Roland attacked Seridur, who dropped the woman. The woman hit her head on the fall and died. Note: If you spoke with Seridur'sguard during the day, he tells you that Seridur is asleep after a long night of study.

Roland tells me that he thought his lover was having an affair, so he followed herone night on a walk. He came across Seridur draining the blood from her neck.Roland says he attacked Seridur, and in the chaos, Roland's lover was killed.Seridur got away. Knowing Selidur was a respected member of the Imperial City, hepanicked and ran to the cabin here to collect his thoughts and decide what to donext. I need to decide what to do about this.

Roland tells you that you may kill him, or you can investigate the matter further and kill the real vampire. If you agree to help Roland,he will let you know that Seridur visits the First Edition bookstore often. If you decide to kill him, please see the "Alternative Ending"section.

I've decided to give Roland a chance, and will investigate his story. Roland told methat Seridur makes the occasional trip to the First Edition bookshop in the MarketDistrict of the Imperial City. He told me I should speak to the owner, Phintias.

Fast travel back to the Imperial City Market District. Speak to the owner of the First Edition bookstore to learn that Seridur often goesto visit the fallen heroes located in Memorial Cave, located just outside the city. Your journal prompts you to investigate this further. Amap marker will be added. Note: Before leaving for Memorial Cave, stock up on resist disease/cure potions/spells, resist magickapotions/spells, and lots of health potions/spells.

I've discovered that Seridur makes the occasional visit to a place called MemorialCave. It's a burial site for many heroes that died in past wars. Seridur supposedlyhas a relative interred there. Perhaps I should go investigate.

Memorial Cave is located just south east of the city, across the water. Once inside, your journal will update informing you that youhave indeed entered a vampire lair.

I've entered Memorial Cave. It's now being used as a vampire den. I need to see if I can find Seridur in here and put a stop to his charade.

Fight your way through the cave. Once you've reached Seridur he will tell you he's not surprised to see you here, and shares his plans

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to kill the members of The Order, and will attack you. He's a very tough opponent! Tip: If your character is a lower level combat wise,cast a summoning spell for a Daedric creature, ghost, or skeleton. Then run to another part of the cavern and use marksman or targetspells. Once he's dead, your journal will update.

I've slain Seridur. I should return immediately to Roland's cabin and give him thenews.

Fast travel back to Roland's cabin. Roland is very pleased with you, and decides to take Seridur's place in The Order. You will have toreturn to Seridur's house for your reward.

I've returned to Roland's cabin and told him what had transpired. He thanked mefor clearing his name, and vowed to take Seridur's place to continue the Order of the Virtuous Blood. He said I should meet him there for a reward.

Return to Seridur's house to seek your reward. You will find Roland as a member of The Order now, and he rewards you with The Ringof Sunfire to aid you in your fight against Vampires. This ring has reflect spell and resist disease enchantments. You've also beenmade an honorary member of The Order. This means you will receive a reward each time you kill a vampire. Bring back the VampireDust from their bodies, and Roland will give you 250 gold per ingredient.

I've returned to Seridur's home, which the Order still uses to meet. Roland wasthere, and he told me I was now an honorary member of their group. He alsobestowed an enchanted ring on me to help me in my future encounters withvampires.

Alternate ending:You may decide to kill Roland if you like. Once you've done so your journal will update.

I've slain Roland Jenseric. I should return to the Order and tell Seridur that my taskis completed.

Now travel back to Seridur's house to receive 250 gold as a reward.

Seridur was pleased with me, and rewarded me with 250 gold. He said that I'vedone a great service for the Imperial City and I should be proud.

Shadow Over HackdirtBy: Korana

In Chorrol, you may meet Dar-Ma either on the city streets, or inside her mother's shop, Northern Goods and Trade. She will approachyou and introduce herself. You have an option in conversation to be polite or to be rude. If you're polite, you'll gain disposition pointsfrom both Dar-Ma and her mother.

After this encounter, leave the city and wait 5 days or more before returning. Travel to Northern Goods and Trade and Dar-Ma'smother, Seed-Neeus will inform you that her daughter is missing. Dar-Ma went on a delivery for her mother to Hackdirt, a smallsettlement to the south of Chorrol, and has not returned yet. Seed-Neeus suggests you speak with Etira Moslin at the store, sinceDar-Ma was sent to deliver goods to her. If you were nice to Dar-Ma during the first meeting, Seed-Neeus will tell you this right away.If you were impolite, you may have to learn of Dar-Ma's disappearance from the townspeople through rumors and then speak toSeed-Neeus. Either way, if you agree to help your journal will update:

I've agreed to look for Dar-Ma, the daughter of Seed-Neeus of Chorrol. I should goto Hackdirt and speak to Etira Moslin, the owner of the village store. Seed-Neeusalso suggested I look for Dar-Ma's favorite horse, Blossom -- if I find the horse,Dar-Ma is likely nearby.

Travel to Hackdirt. You'll find a small village, half burnt down, with very strange inhabitants. You will later learn that they distrustoutsiders since the village was burnt down and people died many years ago by outsiders who did not believe in the same beliefs of thepeople of Hackdirt. You have several choices to go about this. If you follow your journal, seek out the village's store and speak to EtiraMoslin first. Your journal will update: Etira Moslin says that Dar-Ma never arrived with the scheduled delivery. She seemed to be hidingsomething, however, and I should investigate the town further. The innkeeper will also deny seeing her. Your journal will cast suspicionon this.

Vlanhonder Moslin denies knowing anything about Dar-Ma. He says no youngArgonian has stayed in his inn recently. His evasive manner leads me to suspect heis lying, however, and I should continue my search of the town for clues to Dar-Ma's whereabouts.

Continue to search the Inn, and you will find Dar-Ma's diary.

I have found Dar-Ma's diary in the inn in Hackdirt. I should confront the innkeeperwith this evidence and see if he changes his story.

Speak to him to learn that she was in fact here, and he did lie, but he's still not telling you a thing!

Vlanhonder Moslin admits that Dar-Ma arrived in Hackdirt, but still denies knowinganything about her disappearance. I am now sure that foul play was involved, andwill continue my search of the town for any sign of her.

Dar-Ma's horse, Blossom is behind Etira Moslin's store. You will get the same results from this discovery as you received from thediscovery of the diary.

After a bit more of exploration, you may discover trap doors that lead to Hackdirt Cavern. However, if you'd like to gain some insightand helpful advise, seek out Jiv Hiriel. You may find him in his shack in the south eastern corner of Hackdirt. He tells you that Darmais in danger, but you can't talk with him openly. He will ask you to meet him at his house between 6pm and midnight. You'll find his

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door unlocked.

Jiv Hiriel, one of the Hackdirt villagers, seems to know something about Dar-Ma. Hewas afraid to talk openly, but asked me to meet him in his house tonight after dark.

Jiv informs you that the Hackdirt Bretherin are planning on sacrificing Dar-Ma to bring back "The Deep Ones". Jiv will give you a key togain access to the caverns, and he tells you that everyone attends a meeting called "The Gathering" in the middle of the night. He alsotells you to use the trap door in the inn, as it's closest to where Dar-Ma is being held.

Jiv Hiriel suggested that the trapdoor in Moslin's Inn offers the best way into thecaverns, as it is nearest where Dar-Ma is being held prisoner. I should sneak intothe caverns and try to find her.

The Gathering takes place in the caverns between 1am and 5am. If you like, you may wait inside Jiv's house until this time. Make yourway to the Inn and open the trap door using the key that Jiv gave you. Dar-Ma is locked up in a cell not far from the door, and ishappy to get out of Hackdirt. She tells you they kidnapped her from her room in the inn. Note: You may enter the caverns at any timeof day, you may pick the lock or obtain a key by pickpocketing or killing any villager. However, the Brethren (which you may learnfrom Jiv are the truly devoted shirtless followers who live in the caverns) are very dangerous and will attack you on sight in thecaverns. If you enter during the time of the Gathering, the Brethern will attend and will not attack you and Dar-Ma. If you do happento encounter one, they have a weakness to fire damage. Once you've found Dar-Ma your journal will update. The key to the trap doorthat you've acquired will also open the cell door.

I have found Dar-Ma held captive in caves beneath Hackdirt. Now to free her andescape.

You have a choice- leave Dar-Ma to die, which won't bring back the Deep Ones, or agree to help her back to the safety of Chorrol.Depending on which choice you make, your journal will update. If you agree to help her, your journal will update like so:

I have agreed to help Dar-Ma escape. She asked me to carry word to her mother,Seed-Neeus of Chorrol, if she does not survive the attempt.

Exit back up through the trap door to the inn and make your way to Dar-Ma's horse Blossom. Dar-Ma will mount her horse. If thevillagers are all still at The Gathering, you will most likely not encounter any trouble. It is possible to fast travel back to Chorrol, Dar-Ma and you will arrive safely. Once out of the caverns, your journal should update once again.

I have freed Dar-Ma from the clutches of the foul creatures that infest Hackdirt.Now to escape and deliver her safely back to Seed-Neeus in Chorrol.

Once the two of you have arrived back at Chorrol, Dar-Ma will thank you for bringing her home. Now you should go see her motheragain for your reward of mercantile training.

Seed-Neeus was overjoyed to see her daughter again. They both thanked meprofusely and swore their eternal gratitude, and Seed-Neeus gave me freeMercantile training.

Two Sides Of the CoinBy: Korana

In Bruma, you may learn through rumors that poor Arnora Auria's boyfriend stole all her gold!

I've heard that Arnora Auria of Bruma is looking for some help recovering somemoney that was stolen from her. I should make my way to her house and see if Ican help.

Arnora's house is on the south side of Bruma. Speak with Arnora and she'll tell you she's not in a very good mood due to some stolengold. (You may need to raise her disposition to 60) Speak with her about the stolen gold, and she'll proposition you to help herretrieve it if you agree to help her...and she mentions it's not a really legal task that she's asking you to help her with.You learn that her and her boyfriend, Jorundr, where thieves. She accuses Jorundr of being violent and mean spirited, and fOrcing herto partake in his crimes. Their last caper was to rob a tax shipment, but it went south and a guard died. They hid at a camp in themountains. Arnora says she went to get supplies, and when she came back Jorundr had been arrested and the gold was no longer init's hiding place. She informs you he is currently doing time in the Bruma Castle dungeon, and asks you to speak with him.

Arnora told me about a particular crime that she was fOrced to help her lover,Jorundr, commit. They stole some gold and buried it, but Jorundr was arrested.When she returned to the hiding place, the gold was gone. Jorundr must havemoved it. Now she wants to recover the money. I should go to Bruma CastleDungeons and speak to him.

Once inside Bruma Castle, the dungeons are on the right side of the Great Hall. Enter the dungeons, and speak with the jailor tospeak with a prisoner. He will unlock the door and let you in. However, Jorundr doesn't trust and thinks that the guards put you up tospeaking with him. Your journal encourages you to get arrested to gain his trust. You don't have to go

Jorundr refused to speak to me. He said that he doesn't talk to 'outsiders'. I thinkhe's referring to the fact that I'm not a prisoner. Sounds like the only way to gethim to talk is by getting arrested.

You don't have to go far in order to be thrown in jail, attempting to pick the lock on Jorundr's cell with the jailor close by will have youthrown into the same cell as Jorundr.

I've committed a crime and been sent to jail. Perhaps now I can convince Jorundrto tell me about the stolen gold.

Jorundr is convinced that your not with the guards now, and speaks with you about the stolen gold. He tells you that Arnora plannedthe tax heist, and that he was originally against it. He also claims that she killed the guard, and that she was the one who reported

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their campsite in order to have him arrested while she was out for supplies. He hid the gold while she was gone. He offers to give youall the gold in exchange for proof of her death- her amulet.

Jorundr had a completely different take on what happened with Arnora. He saysshe turned him in, hoping to get the gold for herself, but he had moved it. He'sfurious and wants revenge. Jorundr then offered to give me all of the gold if I killher. All I have to do is show him her amulet.

Travel back to Arnora's house and speak with her. She will give you a choice: kill her ("Jorundr's Way") and take the amulet, or let herlive and take her amulet to Jorundr as proof ("my way"). In exchange, she will split the gold with you. If you choose this option, she

will give you a key to the chest near her bed.

I've convinced Arnora to give me her amulet. However, I've agreed to split the goldwith her. She gave me the key to unlock the chest next to her bed. Inside is theamulet Jorundr is looking for. I should retrieve it and bring it to the Bruma CastleDungeon.

Or, you may kill her. If you do this, don't take the amulet from her body as it is a copy of the original amulet and Jorundr will know.Instead, take the key from her body and unlock the chest near her bed. Even though your journal tells you take the amulet from herbody, it will just send you in a circle!

I've slain Arnora. I should take the amulet off her body and bring it to Jorundr.Depending on your choice, return to Jorundr in jail and show him the amulet. He will be pleased, and reveal that he's buried the gold

just outside Bruma's North Gate.

I've shown Arnora's Amulet to Jorundr. He revealed the location of the treasure asbeing buried outside the town wall.

Depending on which route you choose in regards to Arnora's death, you may have company when you go to claim the loot. If you'vekilled Arnora, you will have no troubles retrieving the treasure. If you let Arnora live, when you go to claim the treasure you will beconfronted by the corrupt guard Tyrellius Logellus, who claim's he overheard the conversation in the jail and has killed Arnora. He willattack. Once you've killed him, you may claim the loot for your own.

I've killed a corrupt guard named Tyrellius Logellus near the stashed loot.Apparently, he had overheard my conversation with Jorundr in the Bruma CastleDungeons and wanted the gold for himself. I think he's also killed Arnora. I can nowrecover the gold unhindered.

Once you've retrieved the gold, your journal will update prompting you to check on Arnora.

I've found the treasure that Jorundr concealed. I should go check to see if Tyrelliuswas telling the truth about Arnora.

Once inside Arnora's house, you will find her corpse. Your journal will update.

I've found Arnora's body in her house. Tyrellius has indeed killed her. I shouldprobably leave before the town guard thinks I had something to do with it. On thebright side, all of Jorundr's gold is now mine.

Origin of the Gray PrinceBy: Korana

Note: This quest must be taken before you rise to the rank of Grand Champion in the Arena quests, otherwise your quest giver dies.

In the Arena Bloodworks, speak to a strangely pale Orc named Agronack gro-Malog, who goes by the title of The Gray Prince. He isthe Grand Champion of the arena, but feels uncomfortable calling himself a prince without proof of his blood line. He tells you that hisfather was Lord Lovidicus, and his mother an Orc servant. He provides you with a key which may help your search for clues to hisblood line at Fort Crowhaven.

Agronak gro-Malog, the Imperial Arena Grand Champion, has sent me on a quest tofind proof of his noble birthright. I must journey now to the west, to a place calledCrowhaven, and begin my search. Gro-Malog has provided me with a key I willsurely need, but even he is unsure what it opens.

Crownhaven is located north west of Anvil. (A map marker will be added from your conversations with The Gray Prince.) Once inside,your journal will update informing you of the Fort's evil presences, which you may have noticed from the friendly welcome from theskeletons and liches outside the Fort.

I have entered Crowhaven. Somewhere inside I will unlock the truth that Agronakgro-Malog is searching for. I should be cautious, however. The fort has long sincelost its noble trappings, and the presence of evil is unmistakable...

Inside, there's a few creatures to fight. Follow the Fort's halls until you come to a gate. There is a small door to the left, and behindthat doors are stairs that lead to a door that Agronak's key will unlock.

Inside, is Lord Lovidicus' private cell. He will most likely attack you, and it's fine if you kill him. Explore this area for the journal of LordLovidicus, found on a table. There's also a sad note that is interesting to read, but adds nothing to the quest progression. This journal

reveals everything. Lord Lovidicus is a vampire, who loved Agronak's mother deeply. When she became pregnant, he revealed hissecret to her in hopes that she would accept him. Instead, she locked him in his quarters and left with the key.

I have discovered the Journal of the Lord Lovidicus. It does indeed contain

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information about Agronak gro-Malog's birth, but proves he was the spawn of avampire! Agronak won't be happy to hear this, but it is the proof he wanted. I musttake the journal to him at the Imperial City Arena Bloodworks.

Travel back to the Arena Bloodworks to give this grave news to Agronak. He is devastated once he reads the journal of his father, andhe tells you that he is no prince, but is instead the spawn of evil. He keeps his word, and adds 3 points to your Athletics, Block, andBlade skills. Note: He's so undone by this news, that if you choose to challenge him in the Arena he will glady let you bring him death.

I have given the Journal of the Lord Lovidicus to Agronak gro-Malog. In return formy assistance, he has shared some of his combat knowledge.

Go FishBy: Korana

Southwest of the Imperial City is the Weye Settlement (one house), located at the end of the large bridge across from the WawnetInn. On the road is Aelwin Merowald, a fisherman who desperately needs your help. Aelwin tells you that he had almost made enoughmoney to retire by selling Rumare Slaughterfish Scales to a well paying alchemist. However, he injured his leg on the job, and asksyou to help him acquire 12 scales...all he needs to afford retirement.

Aelwin Merowald at the Weye Settlement southwest of the Imperial City is lookingto acquire 12 Rumare Slaughterfish Scales to sell to a customer. He's asked me todo the legwork, as he's getting quite old and can't handle the difficult task. TheRumare slaughterfish is a special breed of slaughterfish that can only be found inLake Rumare, directly north of Weye.

Stock up on water breathing potions/spells and jump on into the water! Your map marker will direct you to the spawning pool for thefish. Note: The Rumare Slaughterfish have a weakness to shock. Once you've killed 12 fish and collected 12 scales, your journal willupdate prompting you to speak with Aelwin again.

I've acquired 12 Rumare Slaughterfish Scales. I should bring them to AelwinMerowald at the Weye Settlement as soon as I can.

In exchange for helping Aelwin, he will reward you with the Jewel of Rumare, an enchanted ring with water breathing and fortifyathletics enchantments.

I've given the 12 Rumare Slaughterfish Scales to Aelwin Merowald and he'srewarded me with a magickal ring.

While the quest is done, you may raise Aelwin's disposition to 70 or above and convince him to tell you where he keeps his retirementmoney...if you want to steal it. He keeps the gold in a chest near his fireplace. However, you will have to kill him or pickpockethim...as the chest won't open without the key.

An Unexpected VoyageBy: Korana

This quest begins in the Imperial City Waterfront District. Travel to the Bloated Float, a ship that's been made into an Inn, and rent aroom for the night. Sleep in the bed and you will awake to find that the ship has been put out to sea!

I've awakened to find that the Bloated Float has somehow put to sea with myself on board. I need to find the owner and discover what's happened.

Not far from your room you meet Lynch. After some conversation with him you learn that him and four other members of theBlackwater Brigands have hijacked the Bloated Float. He's locked the bouncer in a storage room, and his boss has the owner of theBloated Float, Ormil.

You will be given the option of several choices with Lynch. Tell Lynch you're a member of the gang, and he'll share with you the factthat the Blackwater Brigands joined 3 months ago...and then sooner or later he'll catch on and you'll have to kill him.

I've killed a thief named Lynch. Apparently, he's a member of some group callingthemselves the 'Blackwater Brigands'. They must have hijacked the Bloated Floatand put her out to sea! It appears that Lynch has locked the Bloated Float'sbouncer in the Storage Room. I should search his body and see if there's a key tofree him.

On Lynch's body are instructions, take them and read them. There's also the key to the storage room, located further down the samedeck. Unlock the storage room and speak with Graman gro-Marad. He lets you know that he's not only the bouncer, but he can alsosail the ship back to the Waterfront District if you can take back the ship. He tells you he won't leave this deck until you've taken careof the guard on the Tavern Deck.

I've found the Bloated Float's bouncer, Graman gro-Marad, locked in a supply room.he confirmed that the ship has been hijacked and that the owner, Ormil, was alsotaken. Graman told me that if I can get him to the ship's wheel on the top deck, hecould take the Bloated Float back to the Imperial City. I should now make my wayup to the Tavern Deck.

Travel back up to the Tavern Deck. If you've read Lynch's instructions, you know that this next Blackwater Brigand is named Minx.Speak with Minx, and tell her Lynch sent you to help their boss, who's name is Selene. Minx will let it slip that Selene is locked in thecabin with Ormil before she realizes that you're not here to help. She will attack, and once she is dead your journal will update once

more.

I've killed a second thief, this one a Dark Elf named Minx. Seems like these thievesare using strange code names. The only useful bit of advice I discovered is that

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their leader seems to be named Selene. I should search her belongings for anythingof use, then make my way to the top deck and secure the ship's wheel for Graman.

Loot Minx's body for the key to the top deck. At this point, Graman should appear on the Tavern deck and tell you that he needs to getto the ship's wheel on the top deck. Now that you've got the key, travel up to the top deck.

Here you will find another Blackwater Brigand named Wrath. His greeting reveals a bit about why the Blackwater Brigands are here,mentioning the Golden Galleon. Inform Wrath that you're awaiting orders, and he will give you a bit more information before you arefOrced to kill him as well. Tell him that you where added to the gain 3 days ago, and he will share with you that their safe house is inBravil. Once he is dead, your journal will update once more.

I've slain yet another thief, this one a large Nord named Wrath. He was guardingthe ship's wheel. He mentioned that they hijacked the Bloated Float to recoversomething called the 'Golden Galleon'. I should now get Graman and tell him thatthe path to the ship's wheel is safe.

Speak to Graman once more to learn that he won't sail the ship until Ormil is out of harms way. Take the key to Ormil's cabin fromWrath's body.

Graman said he wouldn't sail the ship while the Bloated Float's owner, Ormil, is stillin danger. I need to rescue Ormil in the captain's cabin to get the ship underway.

Once inside, speak with Selene. If you've been following the clues given to in conversation by the 3 other bandits, you may be able toconvince Selene to surrender. Choose the following dialogue options:

• I took the key from Wrath.• I'm here to join the gang.• ...three months ago?• To find the Golden Galleon.• You mean in Bravil?• I've killed all of them.

(Note: This doesn't have to happen. If you attack her first, or choose the wrong option and she attacks the quest will continue if youkill her. However, the next 3 steps and journal options no longer apply.) Once Selene hears that you know of her plan, and heraccomplices are dead, she surrenders. She will also give you the Blackwater Blade, a blade with an absorb fatigue enchantment. If you have killed Selene, you may remove the weapon from her corpse.

After discussing the futility of her plan, Selene has agreed to hand back the controlof the Bloated Float to Ormil. I should speak to Ormil to find out what he wishes meto do with her.

Ormil asks you to lock Selene up in a bedroom, the last room on the Inn Deck, until she may be turned over to the authorities.

Ormil has instructed me to escort Selene to the room next to mine on the inn deckwhere she'll be locked in until we arrive at port. I should do so before the BloatedFloat can get underway.

Once you have safely locked Selene in the bedroom, your journal will update letting you know that it's time to inform Ormil to returnto the Waterfront District.

Selene is now safely locked inside a room on the inn deck. I should return to Ormiland let him know, so we can finally get this ship home.

The Blackwater Brigands had made it clear knowledge that they were after the Golden Galleon. What they didn't know, which Ormilnow tells us, is that the Golden Galleon never existed. Ormil's business was suffering, so he made up a story of a Golden Galleon.Ormil let the story leak that the previous owner had hid a Golden Galleon on board the Bloated Float. Ormil encourages you to restduring the journey, but in fact you have to in order for the ship to sail back to the Waterfront District. Travel back to your previousroom and activate the bed.

Ormil has explained that the treasure the thieves were looking for was just a

publicity stunt he created to drum up more business for the tavern. He neverexpected to have the Bloated Float hijacked as a result of that stunt. He thensuggested I get some sleep again for the voyage back to the Imperial City. I shoulddo so to stay out of their way.

When you awake, the ship will be back at the Waterfront District. Your journal will update informing you to speak with Ormil for yourreward.

The Bloated Float has arrived back at the Imperial City. I should speak with Ormilbefore I disembark.

Selene's now gone, and Ormil presents you with some gold. It turns out Selene was wanted by the Imperial watch, and provided areward for her capture. If you killed Selene, you still receive the gold.

Ormil presented me with a bag of gold, and explained to me that the Imperial Cityguard had been looking for Selene, and there was a reward for her capture.

The Gravefinder's ReposeBy: Alienslof

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If you should stop in at the Roxey Inn, along the road north of the Imperial City, you will probably be approached by the innkeeper,Malene. She tells of a necromancer who has been bothering travelers along the road, and as one can imagine, this is bad for business.

Malene at the Roxey Inn in the wilderness north of the Imperial City has asked meto help her rid the area of a necromancer who calls herself Raelynn the Gravefinder.Raelynn can be found in Moss rock Cavern to the north.

(pic: roxeymap.jpg) This is basically a straightforward 'kill everything in the cave' quest: Moss Rock contains leveled necromancersand the woman, Raelynn. Once you've killed her, return to the Inn for your reward of a decent bit of gold.

Malene was delighted with the news of Raelynn the Gravefinder's death, and hasrewarded me with some coin.

Tears of the SaviorBy: Alienslof

The Khajiit, S'drassa, in the Leyawiin Mages Guild is a collector of crystals. If you speak to him, he will ask you to gather some that hehas heard of, known as 'Garridan's Tears'. This can be done by anyone, it is independent of the Guild, so membership is not requiredfor this.

S'drassa of the Mages Guild in Leyawiin has tasked me to find Garridan's tears.S'drassa enjoys collecting crystals of a magickal nature, and is willing to pay ahandsome amount of gold for each Tear I recover. I should continue to speak tohim about these unique formations.

The Khajiit doesn't really know where to start looking for these, but he directs you to the Arcane University to speak to Julienne Fanis,

who does know something about them.

S'drassa described a bit about Garridan's Tears to me. Apparently, they're literallytears of a knight who was somehow frozen long ago. To find where they may belocated, he suggested I speak to a colleague of his at the Arcane University in theImperial City, Julienne Fanis..

Julienne does indeed know about these crystals, but she is no more sure of their whereabouts as S'drassa. Instead, she directs you tothe First Edition bookshop in the city.

Julienne Fanis referred me to a book, 'Knightfall', available at the First Editionbookshop in the Market District if I wanted to learn more about the possiblelocation of Garridan's Tears.

I've purchased Knightfall from Phintias at the First Edition bookshop in the MarketDistrict. I should read it to find out more about Garridan's Tears.

The book does indeed contain plenty of useful information about the location of these crystals. As well as being an entertaining read,it's also an informative one, mentioning the requirement of some very special refined frost salts in order to enter the area.

Knightfall tells the tale of Garridan and the quest for the Everflow Ewer at a placeknown as Frostfire Glade. It is supposedly located in the mountains near Bruma.Using some of the references from the story, I was able to pinpoint it on my map.The book also mentions needing special refined frost salts to get into the Glade. Ishould speak to Julienne Fanis about this.

Sure enough, Julienne just happens to have some with her, and will sell them to you - only one portion of them is needed. Once youhave these, you are ready to look for the Tears.

I've acquired refined frost salts from Julienne. I should now make my way toFrostfire Glade.

(pic: garridansmap.jpg) Once you arrive there, you are faced, not with a glade, but a cave entrance. The cave itself is home to severalwild animals, so care is required as you progress through. The cave opens out into a larger area, with a white door in the back wall,

surrounded by a thin layer of mist. This is the entrance to the Glade.

I've arrived at the entrance to Frostfire Glade. Like the book describes, the refinedfrost salts are in my hand; all I must do is open the seal by touching it.

The door opens out into a leafy forest glade nestled within a ring of hills on all sides. In the hollow, a swirling white mist surrounds arock and ice formation. Patrolling around the perimeter of this, is the Glade's guardian, a frost atronach. You will need to get rid of himso you can search for the crystals in peace; he is the only hostile in this area.When you venture into this mist, you soon find out why the place is called Frostfire! If you have the Atronach birthsign (as my magewho did this quest has), this can actually work in your favor. By casting constant healing spells on yourself while searching, you canget some useful restoration training and the frost-damage hits fill up your magicka pool at the same time. Be careful while scanningthe ground, because of the physics, it's easy to accidentally kick them and get them stuck under rocks - they are small and quitedifficult to see as they are almost the same color as the ground. (pic: garridanstears.jpg for locations of stones - thanks toKikaimegami for the pic) There are five Tears altogether, your journal will urge you to keep looking for more until you have the fifthone.

I've found the fifth and final one of Garridan's Tears. I can now return to S'drassa inLeyawiin for my hard-earned reward, and perhaps a warm fire.

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S'drassa, of course, is highly delighted with your finds, pleased to be able to increase his collection.

I've given Garridan's Tears to S'drassa. He rewarded me with a fair amount of goldfor each of them, plus a bonus for finding more than he had expected.

Zero VisibilityBy: Alienslof

When you find the little hamlet of Aleswell, it appears deserted, but on closer inspection - or the canny use of a detect life spell - youwill see that the people and their animals are all invisible. It's not long before you are approached by a voice out of nowhere, pleadingwith you for help. Diram Serethi and all the other villagers have been made invisible as a result of spells from a wizard living nearby.

I've spoken with Diram Serethi of Aleswell, though I haven't actually seen him. He'sexplained that all the residents are invisible; he suspects a wizard named Ancotar isto blame. I should look for Ancotar in the ruins of Fort Caractacus.

(pic: aleswellmap.jpg) The Fort is just a short walk south of the village, but be aware of invisible animals around the place. The detectlife spell comes in handy here if you have one. Ancotar is not all that welcoming and very irritable when you first bump into him, but if you persist, he will agree to talk with you. It seems that his spell was intended to make just him invisible, but it had a rather widerradius than he expected, thus making the villagers invisible as well! He'd done this to get away from their constant complaining,figuring that if they couldn't find him, they'd leave him alone.

Once you've managed to get him to talk, he will relent and give you a scroll to cast on the people of Aleswell that reverses the spell -he suggests there are a few less favorable side-effects.

I've talked to Antocar, who was unaware of the effect his magic had on the peopleof Aleswell. He's given me a scroll that should reverse the effects; I need to returnto Aleswell to restore its residents.

If you show an interest in his work, especially if you're a mage yourself, he becomes a great deal more amenable, giving you a ring toprotect you from the more unpleasant side-effects of the spell.

Ancotar gave me a ring and suggested I wear it while casting the ReverseInvisibility scroll, to protect me from any side effects. He didn't mention what thoseside effects might be.

Once back in Aleswell, stand in the middle of the village and cast the spell. Everyone will become visible again, even any still insidetheir homes.

I've used the scroll Antocar gave me, and the people of Aleswell are once againvisible. Diram Serethi would probably like to congratulate me on my success.

Diram does indeed want to congratulate you. He is most appreciative of your efforts and offers you a free bed in his inn, any time youshould need it. His enthusiasm about you does wear a little thin on his two sisters - they complain that he never shuts up about yourhelping them!

Diram Serethi thanked me for helping him, and offered me free lodging in Aleswellwhenever I'm in the area.

Corruption and ConscienceBy: DK

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In Cheydinhal, ask some people about rumours and eventually you will be told about unfair fines being imposed upon the citizens. Askabout the fines and you will be referred to Llevana Nedaren.

I was told by one of the townspeople in Cheydinhal that the guards have beenimposing heavy and unfair fines lately. This seemed to begin ever since the newCaptain of the guard, Ulrich Leland, took office. I was referred to Llevana Nedaren,who lives in the south end of town, as she is the most vocal about her dislike of thenew commander.

Talk to Llevana about the fines. She tells you that the guard captain Ulrich is taking the money for himself. She also tells you to find

Garrus Darelliun, Ulrich's second in command, as he is also unhappy about the fines.

Llevana Nedaren told me about the plight of a good friend of hers, Aldos Othran.She explained how he was evicted from his home for non-payment of fines andexpressed her hatred of Ulrich. She mentioned that Ulrich's second in command,Garrus Darelliun, seemed sympathetic to the people's plight. I should speak toGarrus next about this matter.

Find Garrus in the castle and ask him about Ulrich. He tells you that Ulrich is corrupt, and asks you to convince Aldos Othran to testifyagainst him.

Garrus let me know his dislike of his commanding officer and took it a step furtherby letting me know he thinks Ulrich is pocketing much of the money from theinflated fines. He said I should speak to Aldos, as Garrus needs a witness to bringUlrich to justice.

Talk to Aldos about Ulrich, and then follow him.

I found Aldos, drunk as usual. He begged me to follow him back to his old housewhere he wanted me to witness something. I should follow.

Watch Aldos fight with the guard and then find Llevana.

Aldos Othran has been slain by a Cheydinhal guard. He had led me to his oldhouse, where he exchanged heated words with the guard. During the argument,Aldos pulled a knife and the guard put him down. I should tell Llevana the sadnews.

Llevana tells you to speak with Ulrich and get him to come to her. You must now talk to Garrus again.

Llevana was furious after I told her of Aldos's fate. She wants me to go speak toUlrich and somehow convince him to follow me back to her house, where she would"take care of him." This doesn't sound like the best method to deal with Ulrich. I

think I should speak to Garrus first then decide how to handle the situation.Garrus tells you to search Ulrich's quarters for incriminating evidence.

Garrus was saddened by the news of Aldos's death. He vowed to bring Ulrich to justice by any means. He suggested the only way to incriminate the Captain wouldbe by searching his quarters. He is suggesting that I sneak in there and look forsuch evidence. I'll have to decide if I want to do this Garrus's way or Llevana's way.

Option 1 - Llevana's way

Find Ulrich and tell him to follow you and then bring him to Llevana. She should walk toward her house, so follow her there.

I have convinced Ulrich to follow me to Llevana's house. I should lead him therenow.

Once Ulrich was led inside Llevana's house, she cast some sort of paralysis spell on

him. At that point, Llevana released some rats upon Ulrich's helpless body that bitinto him until he was dead. I should report this to Garrus.Talk to Garrus and he tells you to meet him in the Cheydinhal Bridge Inn in two hours.

Garrus was upset that I would resort to such a method to have Ulrich removedfrom his position, but he was glad it was over. He said he would report this to theCount of Cheydinhal, and told me to meet him at the Cheydinhal Bridge Inn in twohours.

Meet Garrus at the Inn, where he rewards you with 575 gold.

Option 2 - Garrus's way

Locate the guard barracks and try to get open Ulrich's door while nobody is looking. You have a key, so no need for spells or lockpicks.

On the drawer near his bed is a book with a letter on top of it. Take the letter to Garrus.

In Ulrich's quarters, I've discovered a letter he wrote to some relatives outside of Cyrodiil. In it, he talks about sending them a great deal of money and goods hepurchased using the illicit funds.

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This is the evidence Garrus would need. I should take it to him.

Garrus takes the letter to the count after he tells you to meet him in the Cheydinhal Bridge Inn in two hours. Meet him there and youare rewarded with 550 gold.

Lifting the ValeBy: DK

Your fame must be 10 or higher to begin this quest.

Look for Tolgan in Bruma castle. If he is not there then he will approach you in the town somewhere. He tells you that the countesswants to meet you.

I've met a Nord named Tolgan. Apparently, he's the herald of Countess NarinaCarvain from here in Bruma. He presented me with a stipend of gold, and a requestfrom Lady Carvain to meet her at the castle.

Talk to the countess at the castle and she will tell you what it is she wants from you.

Countess Narina Carvain has told me that she's seeking a particular relic of Akaviriorigin: The Draconian Madstone, an amulet that supposedly grants the wearerimmunity to poison. It's recently come to her attention that it may be located in theruins at Pale Pass. She's offering a substantial reward for the talisman's return. Ishould speak to her for more information.

Accept the quest, and she will tell you what you need to know.

I've accepted the task. Countess Carvain revealed that she has the diary of amessenger from the original Akiviri army that marched on Cyrodiil at the end of theFirst Era. The messenger's diary supposedly gives clues to the location of the ruinsat Pale Pass. The Countess has provided me with a map, a translation of the diaryto use as a guide and a key that may unlock a door at the site.Countess Carvain told me that her scouts have already located the first landmarkmentioned in the diary, Dragonclaw Rock. Its been marked on my map, so I shouldbegin the journey from there.

Travel to Dragonclaw Rock, the first landmark.

I've arrived at Dragonclaw Rock. I should consult the messenger's diary to learn theway to the next landmark.

If you read the Akiviri Diary Translation, you will know to head west to the statue of The Sentinel. Head west from Dragonclaw Rockuntil you reach this statue. It is a very short distance from the first landmark.

I've reached the second landmark, The Sentinel. I should consult the messenger'sdiary once again to discern the way to the third landmark.

If you read the diary again, you'll learn how to find the Third Landmark. Another short distance to the north lies the entrance to TheSerpent's Trail. It will be guarded.

I've found the third landmark, The Serpent's Trail, which seems to be anunderground passage. I'll need to traverse this passage if I'm to find the ruins.

Make your way through the passage and you will eventually discover the dead messenger who wrote the diary.

I've discovered the body of the messenger who penned the diary I've beencarrying. Even though he died over a thousand years ago, the bones have beenwell preserved by the frost in the caves. He seems to be clutching something in hisbony hand. I should investigate.

Pick up the tablet in his hand.

Near the body of the messenger, I've discovered a slate tablet with what appears tobe Akaviri writing on its surface. These must be the orders the messenger spokeabout in the diary.

Continue through the passage until you come to the exit to Pale Pass. Enter the door.

I've emerged from The Serpent's Trail and find myself face to face with thelegendary Pale Pass. A path winds down into the snowy valley. If I follow it, itshould lead me directly to the ruins.

Do as it says. Follow the path until you come across the ruins. You will encounter many monsters on the way, but its nothing you can'thandle.

I've discovered the crumbled walls of the once mighty Fort Pale Pass. It appears tohave been destroyed by a landslide long ago. I should proceed into the ruins andsearch for the madstone.

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Go through the door to Fort Pale Pass.

The ruins appear to be infested with undead Akiviri. I don't know how long they'vebeen trapped here, but I should proceed with caution. I need to locate the Akiviricommander of the fort who is said to possess the Draconian Madstone.

The place really is infested with skeletons, and some parts can be tricky or difficult. Continue through the old fort until you comeacross a humanoid ghost. Don't run up and stab this guy, talk to him and say "Here are your orders". He will leave and open a door inthe wall, leaving the Madstone as yours for the taking.

After seeing the orders, the Akiviviri Commander vanished. The ruins are now silentand at peace. After so many years, the Akiviri's final mission has been completed. Ishould proceed ahead and search for the Madstone.

Go into the newly opened room and take the Madstone (along with the various other treasures) and then leave the fort through thenearby door.

I've obtained the Draconian Madstone. I should now make the long journey back toCountess Carvain in Bruma.

Talk to the Countess and she will reward you.

I've given Countess Carvain the Draconian Madstone. She was extremely pleased,and rewarded me with an Akaviri artifact from her personal collection called theRing of the Vipereye.

The ring is quite powerful and worth the quest to get it.

(You can proceed to steel the amulet back from behind her throne, along with the diary. They are both worth a lot.)

Unfriendly CompetitionBy: DK

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Speak to one of the shopkeepers in the Imperial City and ask about Thoronir. The Society of Concerned Merchants is looking forsomeone to investigate how he is selling his wares at such a low price. You are told to visit Jensine.

One of the shopkeepers in the Market District of the Imperial City has informed meof another shop that opened recently. Apparently, this shop's prices are so low it'sundercutting all of their sales. They're collectively looking for someone to hire toinvestigate, as they suspect foul play. I was told to go speak with Jensine at her"Good as New" Merchandise store for more information.

Speak to Jensine, and ask her about Thoronir. She'll tell you what she wants you to do.

A group calling themselves the Society of Concerned Merchants has hired me toinvestigate a new store that's just opened up in the Market District with ridiculouslylow prices. They suspect the owner must be doing something illegal. I should pay avisit to Thoronir at The Copious Coinpurse.

Visit Thoronir's shop and have a chat with him. He won't tell you what his secret is, so more discreet methods are necessary.

Speaking to Thoronir hasn't revealed any information. Since he's obviously hidingsomething, I should keep an eye on him, and watch what he does after his shopcloses.

Thoronir's shop closes at 8.00pm. After he closes up he'll take a trip to somewhere in the city, for example an inn. Follow him towherever he goes until he stops, and then wait until 11.00pm. Follow him to behind his shop where he meets with Agarmir. Listen totheir conversation.

I've observed a meeting between Thoronir and a mysterious man named Agarmir.Looks like my new target is Agarmir. I should follow him and see where he goes.Follow Agarmir for a while until he goes back to his house.

I've discovered that Agarmir has a house in Talos Plaza. I should go inside whenhe's not around and investigate.

Agarmir leaves his house at about 4pm on weekdays and 8am on weekends. Break into his house and into his basement.

I've found my way into Agarmir's basement. The place consists of an oddassortment of clothing and trinkets. Most disturbing is the dirty shovel and mud-encrusted boots tucked into the corner and the bits of ground bonemeal strewnabout. I suspect Agarmir's stock he sells is taken from the recently dead. I shouldcontinue to search carefully for more solid evidence into this grisly accusation.

Look for a book on a desk in the corner of the room and read it.

I've found a manifest that seems to detail names of the recently deceased, whatthey were buried with and their locations in Cyrodiil. I should take this macabremanifest and confront Thoronir, as he may not realize where his merchandise iscoming from.

Pick up the book and bring it to Thoronir, who tells you he had no idea what was going on and will do everything to help.

After showing the macabre manifest to Thoronir, he agreed to stop meetingAgarmir. He also told me that Agarmir said he had "something important" to do thisvery day. I think I need to check out the local graveyard, as the last name on thelist is in the Imperial City. I should return with one more piece of evidence of Agarmir's crime to confirm the manifest's contents.

Follow the compass marker to the Imperial City graveyard where you will find an open tomb.

I've noticed that the door to the Trentius Family Mausoleum has been unsealed.This must be Agarmir's doing. I should proceed inside.

Go into the mausoleum. The door will lock behind me. Notice there is another man with Agarmir. Go ahead and talk to Agarmir.

I've located Agarmir inside the Trentius Family Mausoleum. It appears as thoughhe's attempting to desecrate another grave along with someone else I don'trecognize. I need to convince him to stop this heinous act.

Agarmir attacks you after you talk to him. He carries a powerful shortsword called Debaser, which drains your endurance, and in turnyour health. Avoid it at all costs. Kill the two of them, take the key off Agarmir's body and take Debaser for yourself.

Agarmir has been slain. Since the penalty for grave robbing is death, it somehowseems as though justice has been done. I should search the gravesite for anythingpotentially incriminating.

Pick up the shovel beside the coffin.

I've acquired Agarmir's shovel still damp with the fresh earth of the open grave.This is the final bit of proof I need of Agarmir's crimes. I should bring it back toThoronir.

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Thoronir awards you with a handy ring that offers you resistances against the elements. Speak to Jensine for additional gold.

Bear SeasonBy: DK

In Shardrock, west of Meridia's Shrine, west of Skingrad, is a man who wants you to kill six West Weald Bears.

Thorley Aethelred, a shepherd who lives at the Shardrock Farm, has tasked me toslay six West Weald Bears and bring back their fangs as proof. They've beenthreatening his sheep, and he has nowhere else to turn.

Your journal updates every time you kill a bear and take their fangs. When you collect the six fangs, return to the farmer.

I've obtained the sixth and final West Weald Bear Fang. I should return to Shardockand give the fangs to Thorley Aethelred as proof of my deed.

In return for the task, Thorley gives you Mace Etiquette, a book that teaches you Blunt and is worth 25 gold.

The Rosethorn CacheBy: Seraph_sabre

Go into the upper room of your Skingrad house. As you enter the room, immediately to your left you will see a wall which does notquite touch the ceiling (over the stairs and behind the desk). Jump on top of furniture and onto the top of the wall-shelf. Wedgedagainst the outer wall you will see a rolled up scroll called "Long forgotten note". You can try jumping on top of the desk and then the

deer head, but you may need high Acrobatics to jump that high. A third option is just to go to the corner where the scroll is lodged,and jump vertically. If you have high enough Acrobatics and good timing, you can grab the scroll without getting any house upgrades.If you can't jump high enough, you can use the levitating paint brushes. The note contains a riddle: "Two bodies have I, though both

joined in one. The more I stand still, the quicker I run".When you read the note a quest indicator comes up and tells you something along the lines of "I've found a note that could be 200years old... mentions something about treasure... solve the riddle to make finding it easier".

Click for a screenshot of the note .

From reading the note, you get the impression that there is a treasure in an hourglass within the house somewhere. It is very hard tofind as there is no real clue in the note as to where it exactly is, and there are two normal hourglasses in the house in desks, whichmay confuse you. To find the treasure, go down into the basement, it's embedded in the top of the frame of the wooden pillar with thegarlic hanging from it. (This hourglass only appears when you read the note). Click on the "Old Hourglass." This completes the questand you will receive an hourglass, the Ring of the Gray and six flawless gems: two diamonds, two sapphires and two emeralds.

VampiresBy: Alienslof

Just as Morrowind had vampires, Oblivion also has them, and they are fully playable as well. As I almost always play vampirecharacters, this was of great interest to me. I find it hugely satisfying to slurp blood from innocents! There are several importantdifferences between Morrowind's and Oblivion's vampires, which I will detail here. There are no vampire specific quests for themunlike Morrowind, apart from finding the cure, though there are various quests that involve vampires and vampire hunters in one formor another. This will deal mainly with the mechanics of being a vampire, and how to play as one and get the most out of it.

How to Become a Vampire

There are two ways to catch the disease 'Porphyric Hemophilia' (vampire disease):

• Allow a vampire to beat on you, or kill the first one you see and keep accessing the inventory until you see the message thatyou've caught it.

• After completing Vicente Valtieri's quests, he will offer you the 'Dark Gift'. This is the only time you can actually be bitten inyour sleep. He will explain that all you need do is sleep, he pays you a visit and bites you. When you wake, you have thedisease.

At this stage, it can be easily cured just like any other disease; by drinking a cure disease potion, using a spell, or even eating aningredient with that ability. I found that eating mandrake cured it the first time. This doesn't prevent you catching it again, all it doesis remove the disease before you turn.

It takes three days for the disease to turn into full vampirism, once you rest after this time, you will have a dream and wake as avampire and can no longer use a cure potion to be rid of it.

Where to Find Them

The list has been updated in version 1.5:

• Fort Hastrel - just north of Kvatch.• Fort Vlastarius - east of Skingrad.• Memorial Cave - east of the Arcane University. Part of the Virtuous Blood quest.

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• Crowhaven Castle - north-west of Anvil.• Fort Carmala - south of Chorrol and right next to Hackdirt.• Under Arena Bloodworks in the Imperial City.• Dark Brotherhood Sanctuary in Cheydinhal - player is given the offer of an embrace if doing the Dark Brotherhood quests.• Redwater Slough - East of Bravil, the head vampire's ashes are required for Vampirism Cure quest.• Bloodcrust Cavern - South-east of Skingrad, very close to the wall. Part of the Information at a Price quest for the Mages

Guild.• Gutted Mine - directly north (quite a way) of Cheydinhal. Part of Azura's quest . • Fort Redman - on the east bank of the Lower Niben, north of Leyawiin.• Barren Cave - between Cheydinhal and the Imperial City.

Once You're a Vampire

Once you've woken from that first dream, you are now a vampire, requiring to drink blood if you want to keep your looks and play outin the sun. All your other mortal requirements cease to matter, only the blood hunger drives you now. You can choose to go without,the longer you go without feeding, the more monstrous you become, losing your healthy appearance and the use of most services andshops. Then there's the sun damage problem, which hurts more as you become hungrier. On the plus side, you do get some very juicybonuses, stronger, faster, with several new abilities to go with it. Basically, it's a trade-off - good bonuses go with bad weaknesses.

Even at this point, you can gain your looks back by feeding again, though you will lose all but the first level of bonuses by doing so.This allows you to use services and shops again, or explore out in the sun. I consider this the best compromise if you're doing a lot of outdoors work.

Vampire Survival Guide

Vampire's Survival Guide: How to get the most out of unlife!

For those not used to playing as a vampire, sometimes what might seem to me to be obvious isn't to them. Therefore, I've decided towrite this little strategy guide for those folks not as familiar with vampirism as I am. A lot of it comes down to knowing how tomanage the condition, when to take a feed, and when to let the vampirism loose.

When you need services, FEED first!Dungeon crawling while tanked up as a stage 4 vampire is all well and good, it makes you much stronger, sneakier, tougher and allowsyou to carry out more loot. However, when the time comes that you want to sell off that loot, no-one in his or her right mind is goingto deal with a leech like you. By using a little bit of planning, you can arrive in town at night, then all you need to do is find someonewith a handy throat to bite into. Sleeping beggars and patrons of inns are always available. Just sneak up, make sure you're out of sight and munch away. This then puts you back to a stage 1 - able to barter, sunbathe, etc. While in this stage, get all your shoppingdone, talk to any quest-givers, etc, then you can let your vampirism build back up. Also useful for dealing with any quests that canonly be done during the day.

However, all is not lost if you don't want to lose your monstrous nature - after all, it's going to take 4 days to get it back. There are afew strategies you can employ for getting around this:

Stick to using one vendor if you can, as each transaction makes them like you more. Make use of your Vampire Seduction ability tocharm them into liking you. As a general rule, dark elves will have the lowest disposition towards vampires - they really HATE them,so perhaps a human or beast race vendor is a better choice. Bribery is a good way to secure yourself a willing vendor.

Shops are only open during daylight hours, so find somewhere nearby to hole up at dawn, so you can wait without frying until theshop opens. You can then make a mad dash to the door to keep the sunburn to a minimum.

If you're in a guild, use the guild's own vendors, as they are more likely to like you enough to not be too put out by your condition,even if you're a full vampire.

It is worth considering all your options before resorting to feeding if you don't want to lose your full vampirism.

A wise vampire is also an alchemist:The sun damage is a major factor for any vampire who hasn't fed in a while, so being able to brew his own restore health potions cansave him from frying if he's caught outside with nowhere to go when the sun comes up. Someone with good alchemy knowledge canbrew good quality, long-lasting potions that can help to slow down or even stop the worst of the damage. Alchemy is an easy skill tobuild up, just by making lots of potions, selling them and making more. Learn what ingredients have the right properties and makeuse of them.

Dealing with the sunlight:Another trick to minimizing sunburn is being in water. While this doesn't stop it entirely, it will take the sting out of it and slow thehealth loss down significantly if you're caught short with nowhere to run to. You can't fast-travel while taking health damage, so this isa handy alternative that allows you to move around while still healing yourself and keeping the damage minimal.

Stages of Vampirism

There are four stages of vampirism, each with additional bonuses and abilities, as well as weaknesses. These are detailed below:

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• Level 1 (25% Vampirism)• You have had your fill of blood within the last 26 hours.• Lesser Power: Hunter's Sight - can cast over and over and costs 5 magicka per cast. 30 second duration of Detect

Life 100 ft and Night Eye on Self.

• Sun Damage 0• Weakness to Fire 20%• Fortify Willpower 5• Fortify Speed 5• Fortify Strength 5• Fortify Sneak 5• Fortify Mysticism 5• Fortify Illusion 5• Fortify Hand to Hand 5• Fortify Destruction 5• Fortify Athletics 5• Fortify Acrobatics 5• Resist Disease 100• Resist Normal Weapons 5• Resist Paralysis 100

At this stage, you can walk safely in the daylight with no pain. You look mortal enough (although my Khajiit's fur went palerand she got red eyes at this stage - doesn't seem to bother anyone!), and people will deal with you without penalty. Thisstage is also useful for anything that requires you to be out during the day, or for if you just wish to take in the sights andadmire the landscapes. You can maintain this form by feeding once every 24 hours.

• Level 2 (50% Vampirism)• You have not fed properly for around 26 hours. Occurs after resting.• Greater Power: Vampire Seduction - costs 0 Magicka, but can only be used once per day. 20 second duration of

Charm 50 pts on Touch.

• Sun Damage 1 per second.• Weakness to Fire 30%• Fortify Willpower 10• Fortify Speed 10• Fortify Strength 10• Fortify Sneak 10• Fortify Mysticism 10• Fortify Illusion 10• Fortify Hand to Hand 10•

Fortify Destruction 10• Fortify Athletics 10• Fortify Acrobatics 10• Resist Disease 100• Resist Normal Weapons 10• Resist Paralysis 100

At this point you are starting to look rather gaunt and ill, the disposition of NPCs towards you drops slightly, but they willstill talk to you and provide services. You start to take sunlight damage, though this is controllable with a healing spell. Anyconstant effect restore health item will keep you 'alive'.

• Level 3 (75% Vampirism)• You have not fed for 25 hours since gaining level 2. Occurs after resting.• Greater Power: Reign of Terror - costs 0 Magicka, cast once per day. 60 second duration of Silence 20 ft and

Demoralize up to Level 6 on Touch.

• Sun Damage 4 per second.• Weakness to Fire 40%• Fortify Willpower 15• Fortify Speed 15• Fortify Strength 15• Fortify Sneak 15• Fortify Mysticism 15• Fortify Illusion 15• Fortify Hand to Hand 15• Fortify Destruction 15• Fortify Athletics 15• Fortify Acrobatics 15• Resist Disease 100• Resist Normal Weapons 15• Resist Paralysis 100

You are looking quite undead at this point, and NPCs will remark upon it in passing. You may need to employ the charm spellon people to get services from them, although any who like you should still deal with you. Click for an example of facialdegradation .

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• Level 4 (100% Vampirism)• You have not fed for 25 hours since gaining Level 3. Occurs after resting.• Greater Power: Embrace of Shadows - costs 0 Magicka, use once per day. Night-Eye for 90 seconds on Self and

Invisibility for 180 seconds on Self.

• Sun Damage 8 per second.• Weakness to Fire 50%• Fortify Willpower 20• Fortify Speed 20• Fortify Strength 20• Fortify Sneak 20• Fortify Mysticism 20• Fortify Illusion 20• Fortify Hand to Hand 20• Fortify Destruction 20• Fortify Athletics 20• Fortify Acrobatics 20• Resist Disease 100• Resist Normal Weapons 20• Resist Paralysis 100

At this point you are, as Vicente Valtieri puts it, a social pariah. No-one will offer you services unless they really like you,such as members of the same guild as you. Your face is a monstrosity and you sport the teeth of a predator. I found I couldstill talk to many NPCs like this, even though it was quite obvious that I was undead. Sun damage really hurts.

Click for an example of sun damage .

Feeding

This is a relatively simple process, but as with pick-pocketing, it runs the risk of you being caught. You can feed on any sleepingperson, even multiple times, without killing them - I don't think the game actually lets you drain somebody dry. Feeding is only reallynecessary if you want to move around in daylight, and is at worst only a minor inconvenience.

To feed, simply walk up to any sleeping person and activate them. A window comes up asking you what you wish to do, feed or picktheir pockets. Click on feed, and you see yourself leaning over your victim and chowing down.

(Thanks to Kallale, APY, Korana and Jason Nicholas for the extra info I used to compile this.)

Click for an example of feeding .

Vampirism Cure

Sick of the all blood-diet yet? Want to go back to sunbathing without a time limit? Well, there is a cure, but it has to be worked for.Whatever your reason for wanting mortality back, this is the quest that will acquire it for you.

To get things started, you need to talk to Raminus Polus at the Arcane University. He's usually found in the lobby of the University, sobeing a member of the Mages Guild isn't a requirement. Although he doesn't know of a cure specifically, he knows someone whomight have more information when you ask him about 'Cure for Vampirism'. He then suggests you speak with the Count of Skingrad,Janus Hassildor. You won't be able to speak directly with the Count, so speak first to Hal-Liurz, and Argonian female, and she will go tofetch him for you.

Upon speaking to the Count, he tells the sad tale of how he and his wife became vampires, but she refused to accept what she hadbecome and wouldn't feed to sustain herself.

Count Hassildor of Skingrad has asked me to find the cure for vampirism. I shouldlook for a woman in the wilderness along the Corbolo River, east of the ImperialCity and south of Cheydinhal.

See the Map section for a map with the quest locations marked.

The hut, known as Drakelowe, is high up in the hills and stands alone. Melisande the witch denies knowledge at first, but as you talkmore with her, she relents and admits to knowing how to make a potion that cures vampirism completely. Of course, she wants afavor first...

I have found Melisande, who has offered to help me with a cure for vampirism.Once I have brought her 5 empty Grand Soul Gems, she will give me furtherinstructions.

These can be bought from the Mages Guild or found in leveled loot in dungeons. Once you bring these back, she gives you the nextrequest, which is for several ingredients in various quantities. Melisande doesn't care how you acquire the items.

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6 cloves of garlic: this can be found in many houses all over Cyrodiil, and purchased from alchemists if you don't like stealing.

5 nightshade leaves: easily found growing wild south-east of Skingrad.

2 shoots of blood grass: this grows in abundance in Oblivion and around the Oblivion gates.

The blood of an Argonian - she gives you a special blade with which to acquire this.

Melisande has given me a special dagger, with which I am to collect the blood of anArgonian. I should find an Argonian and stab him with the dagger, and return it toMelisande.

It is not required that you kill the Argonian to get the blood, a single stab is enough. This might get you into a spot of bother, so eithera degree of stealth is required, or simply pay the fine and walk away.

Additionally, she also requires the ashes of a powerful vampire, which means more traveling; quite a way south from her location.

Melisande requires the ashes of a powerful vampire to complete her cure. I shouldsearch the area near the North Panther River for Hindaril, a vampire who wasimprisoned in an underground cavern many years ago.

Hindaril can be found in a cave by the name of Redwater Slough, marked on your map, and shares the area with several otherassorted vampires, so care is required when venturing in. Hindaril himself is an unarmoured high elf and his vampire dust is named.Be sure to collect this. Once he's met with final death, return to Melisande with all these items and turn them in. She will require ashort time in which to brew the potion.

Melisande has created a potion to cure vampirism. I have been given two doses;one for myself and one that I need to take to Castle Skingrad. I should travel thereand speak with Hal-Liurz.

Hal-Liurz leads you to a false wall and directs you inside a hidden area. Follow the passage down until you come upon the scene of theCount sitting beside his comatose wife, with Melisande the witch in attendance. She revives the Countess so she can drink her dose of the potion, which unfortunately results in her death. Don't be alarmed by this, it doesn't kill you by drinking it! You are then instructedto leave for a day or so, while he grieves for his wife. After this time, ask to see him again, and he will reward you with 1000 gold foryour efforts.

You can keep the potion that's left and use it as and when you wish to. This is a once-only opportunity, and as far as I know, in thecourse of normal gameplay, you cannot become a vampire a second time. You can still catch the disease, but it won't develop intovampirism.

See the Cheats section for a cheat/glitch regarding this quest.

MapBy: Alienslof

From the game's original files, I managed to extract the untouched Oblivion map. It will be annotated with additional locations in thenear future (the ones that in-game don't appear on the map automatically).

This untouched version can be viewed at Planet Elder Scrolls.

Also available is a map that belongs with the quest to cure vampirism . You can view the full image at Planet Elder Scrolls.

At IGN you can find a full map with all locations marked, by GELoto2. Click here to view the map.

Finally, we also have a map for the Daedric quest for Nocturnal. You can view the full image at Planet Elder Scrolls.

Items

This section contains various lists, detailing available in-game items with their stats. If you're looking for a way to get these items(weapons, alchemy, etc) in-game, check the Item Spawning section for more info. Warning: the info in that section is for PC usersonly.

WeaponsBy: APY

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This table is a list of all weapons and arrows that are available in-game. It lists the name, attack damage it does, the health, themaximum enchant value and the weight.Please note that arrows have no health (since it's ammunition, not a weapon).

Some items may be listed more than once. These are usually so-called ' leveled items'. For example, some properties of the weaponare lower when you get it on level 1, than when you get it on level 20.

Full Name Attack Damage Max. Enchantment Health Value Weight

Akavari Sunderblade 15 3000 350 1500 18Akavari Warblade 16 3000 240 2000 24Akaviri Dai-Katana 16 0 240 150 24Akaviri Katana 14 0 200 120 20Akaviri Katana 14 0 200 0 20Akaviri Warhammer Burden 20 800 400 430 57Ancient Akaviri Katana 15 0 240 180 18Apotheosis 0 3000 20 2200 10Arrow of Blizzards 14 9 20 0.2Arrow of Brilliance 12 22 8 0.1Arrow of Burning 9 2 2 0.1Arrow of Cleansing 5 32 3 0.1

Arrow of Cold 11 5 5 0.1Arrow of Cowardice 9 13 2 0.1Arrow of Discord 9 125 2 0.1Arrow of Dispel 10 13 3 0.1Arrow of Drain Magicka 10 36 3 0.1Arrow of Embers 8 2 1 0.1Arrow of Extrication 1 0 0 0.2Arrow of Fatigue 9 4 2 0.1Arrow of Fear 8 13 1 0.1Arrow of Fire 13 30 12 0.1Arrow of Flames 12 6 8 0.1Arrow of Freezing 12 7 8 0.1Arrow of Frost 8 3 1 0.1Arrow of Harm 12 560 8 0.1Arrow of Hexing 13 450 12 0.1Arrow of Illumination 11 13 5 0.1Arrow of Immolation 8 8 12 0.1Arrow of Jinxing 10 4 3 0.1Arrow of Jolts 9 4 2 0.1Arrow of Light 8 2 1 0.1Arrow of Lightning 14 10 20 0.2Arrow of Misery 9 13 2 0.1Arrow of Numbing 9 3 2 0.1Arrow of Qualms 8 13 1 0.1Arrow of Savage Frost 6 61 5 0.1Arrow of ScOrching 11 4 5 0.1Arrow of Shocking 11 6 5 0.1Arrow of Silence 11 61 5 0.1Arrow of Sparks 8 4 1 0.1Arrow of Stillness 12 250 8 0.1Arrow of Storm Strike 9 10 20 0.2Arrow of Storms 15 10 35 0.25Arrow of Sunlight 13 30 12 0.1Arrow of the Blaze 14 8 20 0.2Arrow of the Dynamo 13 8 12 0.1

Arrow of the Glacier 13 7 12 0.1Arrow of the Inferno 15 8 35 0.25Arrow of the North Winds 7 250 8 0.1Arrow of Voltage 12 8 8 0.1

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ArmorBy: APY

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This table is a list of all armor that is available in-game. It lists the name, health, maximum enchant value and weight.

Some items may be listed more than once. These are usually so-called ' leveled items'. For example, some properties of the armor arelower when you get it on level 1, than when you get it on level 20.

Unfortunately, I have not yet figured out a reliable way to extract the armor rating info from the game. If you know how to do that,please do let me know :)

Full Name Health Value Weight

Aegis of Reflection 202 45 3.6Aegis of the Apocalypse 1000 5000 35Agronak's Raiment 1000 100 72Ambassador's Cuirass 500 180 35Ancient Blades Helmet 300 0 9Ancient Blades Shield 400 0 16Ancient Elven Helm 440 0 0Annealed Cuirass 1350 1800 15Anvil Cuirass 240 90 9Anvil Shield 180 45 3.6Apron of Adroitness 150 15 5Apron of Adroitness 200 35 7.5Apron of Adroitness 290 90 9Apron of Adroitness 450 225 11Apron of Adroitness 750 600 13Apron of Adroitness 1100 1800 15Archer's Gauntlets 135 25 1.8Arena Heavy Raiment 1000 5 72Arena Heavy Raiment 2000 0 72Arena Light Raiment 100 5 13Arena Light Raiment 2000 0 13Armor Crafter's Gauntlets 950 550 10.5Armor of Tiber Septim 900 190 40Ayleid Crown of Lindai 400 100 1Ayleid Crown of Lindai 0 0 1Ayleid Crown of Nenalata 344 100 1Bands of Kwang Lao 80 5 1.5Bands of the Chosen 50 0 2Barkeep's Gauntlets 150 25 6Battle Medic's Cuirass 480 225 11Battlehunter Gauntlets 600 250 9Battlehunter Helmet 600 250 9Beveled Gauntlets 675 500 3Birthright of Astalon 800 3100 13

Black Marsh Helmet 150 25 6Blackwood Boots 400 130 14Blackwood Cuirass 750 480 44Blackwood Gauntlets 380 130 10Blackwood Greaves 570 240 26Blackwood Helmet 380 130 10Blackwood Shield 580 240 20Bladefall Cuirass 880 600 13Blades Boots 500 0 10.5Blades Cuirass 1000 0 35Blades Gauntlets 500 0 7Blades Greaves 500 0 21

Blades Greaves 800 0 21Blades Helmet 500 0 7Blades Shield 1000 0 14Bloodworm Helm 150 55 5

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AlchemyBy: APY

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The game contains several alchemical items, like potions and poisons. Below you'll find a list of all available potions and poisons in thegame, with their weight and effects listed.

Full Name Weight Effect 1 Effect 2 Effect 3 Effect 4

Ale 1 Drain Intelligence Drain Willpower Restore FatigueBeer 1 Drain Intelligence Drain Willpower Restore FatigueCheap Wine 1 Drain Agility Drain Intelligence Drain Personality Restore Fatigue

Cure for Vampirism 0 Restore Fatigue Restore Health Restore Magicka Vampirism cure (script)Cyrodiilic Brandy 0.5 Drain Strength Fortify Endurance Fortify FatigueGrand Elixir of Exploration 0.5 Fortify Fatigue Fortify Health Fortify Blade Fortify Blunt(continued) Fortify Destruction Fortify Restoration Fortify Sneak Fortify Security(continued) Night-EyeHist Sap 0 Hist Sap (script)Human Blood 1 Drain Fatigue Resist PoisonMead 1 Drain Intelligence Drain Willpower Restore FatigueModerate Elixir of Exploration 0.3 Fortify Fatigue Fortify Health Night-EyeNewheim's Special Brew 1 Drain Intelligence Drain Willpower Drain Strength Fortify Personality(continued) Restore FatiguePhilter of Frostward 1 Resist Frost

Poison of Affliction 0.5 Damage EndurancePoison of Apathy 0.5 Drain SpeedPoison of Burden 0.5 BurdenPoison of Catastrophe 0.5 Drain LuckPoison of Clumsiness 0.5 Damage AgilityPoison of Confusion 0.5 Damage IntelligencePoison of Cowardice 0.5 Drain WillpowerPoison of Debilitation 0.5 Drain EndurancePoison of Fatigue 0.5 Damage FatiguePoison of Feeblemind 0.5 Drain IntelligencePoison of Frailty 0.5 Drain StrengthPoison of Fright 0.5 Damage WillpowerPoison of Fumbling 0.5 Drain AgilityPoison of Illness 0.5 Damage HealthPoison of Misfortune 0.5 Damage LuckPoison of Paralysis 0.5 ParalyzePoison of Repulsion 0.5 Drain PersonalityPoison of Separation 0.5 Drain MagickaPoison of Severing 0.5 Damage MagickaPoison of Sickness 0.5 Drain HealthPoison of Silence 0.5 SilencePoison of Slowing 0.5 Damage SpeedPoison of the Fool 0.5 Damage PersonalityPoison of Weakness 0.5 Damage StrengthPoison of Weariness 0.5 Drain FatiguePotion of Absorption 0.5 Spell AbsorptionPotion of Agility 0.5 Fortify AgilityPotion of Alacrity 0.5 Restore SpeedPotion of Antivenom 0.5 Resist PoisonPotion of Chameleon 0.5 ChameleonPotion of Charisma 0.5 Restore PersonalityPotion of Cure Disease 0.5 Cure DiseasePotion of Cure Paralysis 0.5 Cure ParalysisPotion of Cure Poison 0.5 Cure PoisonPotion of Dedication 0.5 Restore Willpower

Potion of Detect Life 0.5 Detect LifePotion of Disbelief 0.5 Resist MagickaPotion of Dispel 0.5 DispelPotion of Endurance 0.5 Fortify EndurancePotion of Fatigue 0.5 Fortify Fatigue

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Sigil StonesBy: ammant

This chapter of the FAQ was written by ammant and is independently available at IGN as well atfaqs.ign.com/articles/699/699354p1.html .

There are 30 different varieties of Sigil Stones, each with a particular set of enchantments (one if used on a weapon and one if usedon a wearable item).

The variety you get will be random, your only choice will be whether to enchant a weapon or wearable item.

Weapon (enemy effect) Wearable Item (character effect)

1. Absorb Agility Fortify Agility2. Absorb Endurance Resist Disease3. Absorb Fatigue Fortify Fatigue4. Absorb Health Fortify Health5. Absorb Intelligence Fortify Intelligence6. Absorb Magicka Fortify Magicka7. Absorb Speed Fortify Speed8. Absorb Strength Fortify Strength9. Burden Feather10. Damage Fatigue Fortify Fatigue11. Damage Health Fortify Health12. Damage Magicka Fortify Magicka13. Demoralize Fortify Willpower14. Disintegrate Armor Shield15. Dispel Spell Absorption16. Disintegrate Weapon Fortify Blade Skill17. Disintegrate Weapon Fortify Blunt Skill18. Fire Damage Fire Shield19. Fire Damage Resist Fire20. Fire Damage Light

21. Frost Damage Frost Shield22. Frost Damage Resist Frost23. Frost Damage Water Walking24. Shock Damage Shock Shield25. Shock Damage Resist Shock26. Shock Damage Night Eye27. Silence Resist Magicka28. Silence Chameleon29. Soul Trap Resist Magicka30. Turn Undead Detect LifeThe magnitude (strength) of the above enchantments will be based on your character level when you found the Sigil Stone.

Descendant Sigil Stone -- Level 1-4Subjacent Sigil Stone -- Level 5-8Latent Sigil Stone -- Level 9-12Ascendent Sigil Stone -- Level 13-16Transcendent Sigil Stone -- Level 17 and up

Jo & Alex and Tommie submitted the following info:

"If you want to choose what sigil stone to bring back from the gate, you're gonna have to be in a Gate first. Find your way to the maintower, where there's a glowing beam going up with circular stairs around it.

At the very top of the tower, the glowing beam will stop at an "altar" where it will be possible for you to take the glowing stone.Before taking the stone, save your game and after saving pick up the stone. There will be a message "Transcendent Sigil Stoneadded". Go in your menu and check which stone you've got. If you like it just exit the menu and let the animation go. If you don't likeit, load the game you saved before taking the stone. "

Cheats/SecretsIn this section you'll find a variety of cheats, hints and tips. If you find something here that's not working, please let APY know

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(contact at the top of the guide).

Console Cheats (PC)By: APY

The console cheats will only work on the PC version of the game, since only that version has an in-game console. Press tilde (~) onyour keyboard to bring it up. Then type any of the following commands and confirm with the Enter key:

Effect CodeAdd all spells to player psbAdds 100 points to an attribute (here luck) modpca luck 100Adds 100 points to the skill modpcs skill 100Adds the desired amount of gold. Replace the 'XXX' with the amount wanted. player.additem 0000000F 'XXX'Allows you to change your birthsign ShowbirthsignmenuAllows you to change your class showclassmenuChange the angle of your point of view (default is 75) POV #Changes player level to desired number (use 1-255) player.setlevel 1Changes your gender SexChangeCompletes all quest stages caqsCreates a window with the full game scene graph SSG

Exit game without using menus qqqForces a skill level up of # levels, example: advskill blade 4 advskill skill #Forces the levelup screen. advlevelFree camera tfcGives the player the given item and amount of the item. player.additem <formID> <amount>Gives you # of item 00000000 (use other hex combinations for items) Player.AddItem 00000000 #Gives you fame SetPCFameGives you infame SetPCInfamyGives you spell 00000000 (use other hex combinations for spells) Player.AddSpell 00000000God Mode Without targeting, type "tgm"Help for console options helpIncrease (or decrease) Ability or Attribute player.setAV <Ability/attribute> <#>Instant kill Click any human or creature, type "kill"Removes Bounty on your head. player.setcrimegold 0Removes item from your inventory (e.g. after cheating) player.removeitem itemID number of items

Show the class selection screen ShowClassMenuShow the name/race/appearance selection screen ShowRaceMenuShow the sign selection screen ShowBirthSignMenuSpawn an NPC or item. Requires using an NPC ID or item ID. player.placeatme <formID>Teleports you to your quest target movetoqtToggle AI taiToggle AI detection tdetectToggle combat AI, "sitting ducks" springs to mind tcaiToggle debug display (FPS etc) tdtToggle Full Help tfhToggle Grass tgToggle land LOD tllToggle leaves tlvToggle sky tsToggle trees ttToggle wireframe mode twf Toggles collision - you go in the direction your facing, up/down/etc ) tclToggles fog of war that hides the map tfowToggles hiding of all menus (for taking screenshots) tmToggles NPC conversation subtitles ShowSubtitle

Unlocks target object Click a locked door or chest, type "unlock"Thanks to The Ossus Keeper for submitting the player.removeitem code!

Piton e-mailed that the TCL (no clipping) cheat code is also very useful when you're in a tomb and want to get back to the entrance:

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go straight up through the ceiling and look for bright light which should be the entrance. This will save you from endlessly wanderingthe halls of wherever you are.

Monkey Man e-mailed to following tricks using the movetoqt command:

If you sit down on a chair or a bench, and then use the cheat "movetoqt" to move to your quest target, when you arrive, you'll still besitting down, no matter where you spawn. Occasionally you'll actually spawn inside an NPC [my brother did this in the Dark Brotherhood quest "Permanent Retirement" and spawned inside Adamus Phillida, sitting in midair.] When you press space to stand up, you'll get up as if you were just sitting in a chair. Also, for some reason, you can press Ctrl and Sneak while sitting in midair, eventhough you're not moving.

A further part to this glitch is when you use movetoqt to spawn inside an NPC while they're sitting down. In third person view, you just see your head inside the person's chest, and when you press Space, they'll talk to you, but you'll be seeing the back of their head constantly trying to turn around and face you, which is hilarious.

Another glitch you can do is to use the console to target an NPC, then talk to them. While they're talking, call up the console againand then type "kill", and they'll die instantly, but still be talking to you. If you do the same thing but type in "movetoqt", you'll still betalking to them even though you're in a completely different spot.

Source: Planet Elder Scrolls

Vampire Cure Quest money exploitBy: Alienslof

There is an exploitable glitch with the reward, which can generate you a good bit of cash. If you stay in the dialogue with him andclick on 'reward' again, he will give you the money a second time. This can be done over and over until you leave the dialogue.

ScreenshotsBy: APY

Find the following line in the settings file 'Oblivion.ini' (usually located in My Documents\My Games\Oblivion\Oblivion.ini):bAllowScreenShot=0 . Change it to bAllowScreenShot=1 . You can now take screenshots using the PrintScreen-key on yourkeyboard. They'll be saved as BMP files in the Oblivion folder.

Infinite MoneyBy: APY

There are various ways of getting infinite money. Both of these are bugs in the game and are likely to be fixed in a patch:

• In the early part of the game, head to the female Orc outside Kvatch. Sell her your equipped weapon (which isn't possible).You'll keep the weapon, but get the money.

• You can go to Dorian's house in the Talos District in Imperial City, you have to kill him. But in doing so you will be able toloot his body for Gold, by pressing (A). It never runs out. A guard will come in and charge you for stealing the first time.Just remember not to steal any other items, when you return. Just loot the guys body for gold.

Also see Google Video for a tutorial on the Dorian glitch.

(Thanks to rhinouga37 for submitting this and Jesse Houwing for confirming this works on PC and providing the video link! )

The following two glitches have been submitted by Russell:

• When you complete the cure for vampirism quest, Janus Hassildor thanks you for saving his wife. Then speak to him about a'Reward'. He will give you 2500 gold (and say something about how you are a vampire too… as I was at the time). You cankeep repeating this infinitely. And it never stops. I went back a week later, and he still doled out the cash. If you are NOT avampire when you ask for the reward he will give you 5000 gold instead. Cha-ching! ( Carrie e-mailed the following: "I received 7500 Gold, not the 5000 mentioned in your guide. I am guessing that the higher level you are the more money you get." )

• If you buy a big house (like the manor in Skingrad) then you get the option to hire a maid/servant. If you wait until they fallasleep, (or you have a good sneak skill) you can pickpocket them. My maid ALWAYS had 242 gold. Just keep going for it(this will also improve your sneak skill). But when you can just go to Hassildor, why bother?

Thanks to Shane-oh for the following:

When the player has reached level 50 in mercantile (so that the player can sell any type of item to any person) there is anotherperson that the player can sell stuff to and get more money in return, the character's name is Shady Sam and he hangs around thewall of the imperial city and has 400 gold.

Easy Stealing

An easy way to steal in a shop, is to find an item that's on the counter. Jump on the counter and walk over it, until it falls off the

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counter. Head to the other side of the shop, so the shopkeeper follows you. Quickly run back and grab the item.

Source: IGN

Item Spawning (PC)By: APY

Using the console in the PC version of the game, you can add many items to your inventory. Press tilde (~) to bring up the console

and type the following command:

Player.AddItem 00000000 #

Replace 00000000 with any hex number from the long list, available at IGNas Excel file or as a list at Planet Elder Scrolls.

World Warping (PC)By: APY

Using the console in the PC version of the game, you can warp to any location in the game. Press tilde (~) to bring up the console andtype the following command:

Player.coc locationID

Replace locationID with any ID from the locations list, available at IGN or at Planet Elder Scrolls.

NPC Spawning (PC)By: APY

Using the console in the PC version of the game, you can make any NPC pop up on your current location. Press tilde (~) to bring upthe console and type the following command:

player.placeatme npcID

Replace npcID with any ID from the NPC list, available at Planet Elder Scrolls.

Please note that this should only be used in emergencies. You're creating a duplicate of the NPC so this might cause unexpectedsituations or even break the game.

Easily Acquire Free, Weightless Daedric Weapons (Xbox 360)By: AssyrianKing8

This chapter of the FAQ was written by AssyrianKing8 and is independently available at IGN as well atfaqs.ign.com/articles/700/700048p1.html .

First off, to be able to access this exploit, you'll need access to the Arcane Academy in the Imperial City. One can easily do this bycompleting seven very easy quests for each Mage's Guild in all of the seven major cities. Once this is done, go to the Chorrol Mage'sGuild and purchase the bound weapon spells that coordinate with which weapons you would like to have, free of charge, danger, andweight.

Once you have your bound dagger, bow, mace, or sword spells (just as long as you have two bound weapon spells, this trick willwork), go to the Arcane Academy and make an incredibly low level Conjuration spell (Bound Dagger on self for 1 second works nicely.)Repeatedly cast this on yourself until your Conjuration skill is at 25. The spell you are about to create will require your Conjuration to

be at, at least, level 25.

Once you hit that benchmark, make a spell that binds two weapons to you at the same time. It doesn't matter how long they're boundto you, but it has to be long enough for you to access the game menu. Once you cast the spell, go into your equipment menu anddrop the non-equipped bound weapon you conjured to yourself. Make sure, when making the spell, to add the weapon you actuallywant to keep second. The game will automatically equip the first weapon in the conjuration spell, but will not equip the second.

After you drop the second weapon onto the ground, pick it up and it becomes just like any other weapon you'd find in the game, sansa price value and the weapon's normal weight. You can even enchant them like normal weapons. This allows you to carry an endlessarsenal of weightless, enchanted weaponry for any situation you'd need them for.

Item duplicationBy: APY

Important! This issue appears to have been resolved from Oblivion version 1.1.425 (beta patch 1.1) onwards.

To clone an item, get out a bow with arrows (about 25 arrows) and draw the bow but do not shoot. Once this has been done, keep itdrawn and go into your inventory and select the arrows twice. Then find whatever item you want to clone and drop it. The item willappear in multiples of the number of arrows in your quiver. Very useful for Mages Guild suspension ;)

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Using Shadowmere to store your stuff By: APY

If you don't have a house yet but you do want to put your possessions somewhere, you may kill Shadowmere. It will get unconscious,and you you're immediately expelled from Thieves and Mages guild.

Thanks to Aksi for submitting this!

Faster spellcastingBy: APY

If you hold the block button down (or tape it if you are lazy) and cast spells they will cast about twice as fast.

Thanks to z Veal for submitting this!

Sneak bonus glitchBy: APY

When shooting at someone from a distance in sneak, if you manage to get a melee weapon out before the arrow hits the target thearrow will do as much damage as the melee weapon would have

Thanks to Shane-oh for submitting this!

Boots of Springheel Jak glitchBy: APY

Jim e-mailed the following tip: I wore the Boots of Springheel Jak into that red dreamworld mission (in Bravil?) and even though I wasn't wearing them I still had the +50 acrobatics. When I finished the mission, I went to re-equip them but it wouldn't let me.Instead I had a permanent +50 to acrobatics regardless of the boots I was wearing, plus I'm pretty sure the boots weigh nothing soit's not even an issue in that regard.

Infinite money with AlchemyBy: APY

It's not too hard to get to Master (100) in Alchemy, even if it's not a major skill. If you have a Skill of 100 in Alchemy, you can getinfinite Shepherd's Pies from your domestic servant at Rosethorn Hall in Skingrad and brew them into Cure Disease potions. TheShepherd's Pie on its own is worth 0 Septims, but the potions are valuable and can be sold in parcels for a large profit.

Thanks JR Henderson for e-mailing this!

Easy advancement in...By: APY

This short subsection contains ways to advance quickly in some skills.

...AlterationBy: APY

All you need to do is get the Easy Open Lock spell from a mage, and find a door to use the spell on. Each time you activate the spell,the level goes up.

I got my Alteration level up from 48 to 60 in about 10 minutes, and leveled up twice in the progress!

Thanks Matty for e-mailing this!

...AlchemyBy: APY

The easiest way to advance alchemy may be outdated due to the 1.1.425 patch, but could be useful for those who don't wish to patch.Using the item clone arrow trick, duplicate massive amounts of 2 items that can combine. After you have a solid stock of each, go intothe alchemy menu and start creating the same potion until you run out. The nice thing here is that you don't have to keep enteringspecific ingredients. You can literally become a master alchemist in minutes.

Thanks to Ericesque for submitting this!

I find that by sneaking along at night in front of my summoned skeleton, my sneak raises rather quickly. For some odd reason, the

skeleton seems to count for the sneak detection.

Thanks to Fashizzlu for submitting this!

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...BladeBy: APY

I found a very neat and nifty way to actually gain one of the harder skills in the game relatively quickly. It took me about two hours togo from 76 blade to 100, which is really difficult to do in my opinion compared to the rest of the game. I did it in the quest called'Where Spirits Have Lease', the quest for buying the house that is haunted.

All I did was buying it and sleeping in the bed, and about seven or eight ghosts spawned in the house. I used two rings that had spellreflect and spell resist to help keep the damage down, and a dagger that did very little damage. I could sit there and take on three

ghosts at a time taking almost no damage at all and gaining fast on my blade. Once they were all killed, all I had to do was travel toany other town or dungeon marked on the map, travel back, and they had respawned. I also gained a little in armorer from theconstant repairing from all this.

Thanks to Kevin R. for submitting this!

...ConjurationBy: APY

Summon a skeleton and repeatedly cast Turn Undeaded on it. It doesn't appear to take any damage, but your Conjuration skill willincrease since the spell is hitting a target.

Thanks to Chris M. for submitting this!

...Destruction (Xbox 360)By: APY

An easy way is to get access to the Altar of spellmaking and create the following: Drain Skill , e.g. Armorer and make the duration for1 sec on self. This will drain your armorer skill for X points for 1 sec but increase your destruction skill. Placing an object on your "C"button leaving it overnight using the spell repeatedly you will have much leveling up! (This can also be done with other Colleges of Magic using the lowest magicka cost spell repeatly).

I believe you need an absorb skill spell to create the Drain skill spell but its cheap and your magicka regeneration is faster than theusage.

Thanks to PokerLoke for submitting this!

...SneakingBy: APY

The easiest way I've found to increase sneak is to simply follow guards around town. Wait until nightfall and stick to the shadows.After a guard walks by you, simply follow him in sneak mode. As the guard goes on his patrol, you will quickly accumulate sneakexperience. Ten minutes will easily get you a few levels.

Thanks to Ericesque for submitting this!

If you go to Imperial City and go to the Palace, you are only allowed to access the first two floors. This is all you need. Take a rightonce you go inside the main palace door and you will eventually come to a small DARK ramp where there is a guard posted all thetime. Once you go down the ramp just go into sneak mode and he will be unable to see you. Simply face the wall and walk (or run)into it. It will be very difficult to tell if you are even moving or not but trust me your sneak will go up rapidly.I maxed out sneak as a level 1 character in about 4 hours one night. If you want to get really lazy you can put rubber band aroundthe control stick to make it so you constantly walk into the wall. This works great if you have other stuff to do. JUST BE WARNED: theXBOX 360 wireless controllers are "smart" so they will shut themselves off after about a half-hour of idleness…even if your character iswalking or running into the wall...

Thanks to Kalypso920 for submitting this!

The easiest way to level up your sneak skill is to go to the Inn of Ill Omen (Which is part of the Dark Brotherhood initiation quest),and enter Rufio's room, in the basement. He sleeps nearly all day, once he got up for about 2 game hours then went back to sleep,but that may have been because i was spamming my healing spell to raise my resto skill. Take advantage of his lazy habit by enteringsneak mode and turning on auto-walk, facing a wall. Now kick back. Go and get a drink. Watch a movie. When you come back yoursneak skill will have increased by a considerable amount. This is really helpful for warrior classes who want to join the thieves guild,but can't be bothered raising you sneak skill properly. Note : This obviously doesn't work if you've already killed Rufio.

Thanks to Matt for submitting this!

If you need to easily raise your sneak to max without being around to do it, try sneaking behind the boar's head above Baenlin in hismanor. Between Baenlin and his bodyguard, you'll level your sneak if you simply enter sneak mode while in the hidden space and setyour controller to walk into the wall. Go out, enjoy your day, and check every so often so you can click through theApprentice/Journeyman/Expert/Master notifications.

Thanks to Josheau for submitting this!

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Easy moneyBy: APY

In Skingrad there is a wood elf who will give you a quest called paranoia. He wants you to spy on several people to see if they areplotting against him.

You will get more money as a reward if you say they are plotting against him. When you have finished spying on them he will attackyou (if you said no-one was spying on him) or get a list of people to kill, which you can show to the guards who will kill him. Get thekey off his body then go to his house. Past the entrance there's a room with a fireplace. In that room there is a basket, it is actually a

container and should have several hundred gold in it.

Thanks to Shane-oh for submitting this!

PickpocketingBy: APY

This only works for people who go unconscious, and it only works the moment they awake.

Sneak around with a bow and arrow, when no one is looking shoot someone. After they go unconscious, turn on sneak, run up tothem and look at them and keep pressing take. When they get up, you should be at the pickpocket menu. Take whatever you want,and when they get up, they won't notice you stole their stuff.

Thanks to Mr. P for submitting this!

Free permanent bound armor/weaponsBy: APY

You need to be an Apprentice in Conjuration and Expert Armorer to perform this.

This can be done even without having access to the Arcane University. Simply buy the bound weapons/armor type spells (bought)from the Chorrol Mages Guild. Use them in battle, but one will need to learn timing since the spells works for various periods of time.When they use a bound (conjured) weapon, or get hit in the bound (conjured) armor, and they have cleared the enemies, go into thesub-menus (while the bound weapon/armor spells are still active), and use a repair hammer(s) on them. Remember, the enemieshave to be cleared to be able to use the hammer. Repair it to 125%.

While still in the sub-menu (DO NOT LEAVE AFTER THE REPAIR), go to the items repaired, and drop them out of your inventory (itallows this after the repair). After dropping them, wait for the spell(s) to wear off, then pick them up, and they are yours to use. Theyalso can be duplicated, in case you need to give them different magickal attributes :)

Thanks to SublimedAndrew and Tommie for submitting this!

Castle Chorrol glitchBy: APY

I was doing "Canvas at the Castle" and found out that if you go into sneak mode and stand directly underneath the torch hangingfrom the ceiling, and jump, you can fly around the room in a crazy manner. This entertained me for a while because I am simple. Thiscan also be done in any tower in castle Chorrol.

Thanks to Piton for submitting this!

Staff charge glitch (PC?)By: APY

If you have found two identical staffs, which does not seem to be uncommon, seem not to need recharging! Simply change from oneto the other (turning away if necessary during a fight), when you switch they are both recharged.

Thanks to Mike for submitting this!

Always keep your magical weapons charged for almost no moneyBy: APY

An easy and great way to always keep your magical weapons charged for almost no money:

1. You need to do the Azura quest to get Azuras Star2. You need to have access to make magical items in the Arcane University

All you have to do is to have a weapon (besides whatever magical weapon you use) and enchant it with Soul Trap spell. Make the spelllast for 1 second and make it last as many charges as possible. According to the kind of soulstone you use, this will land you a weaponwith 300-550 charges with a 1 second Soul Trap. In this way you will be sure to capture every soul of people you kill with this weaponfor the low low price of just about 4 gold if you were to recharge it in the normal way.

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However; Azuras Star, being a recycable soulstone, allows you to use this as much as you like without ever learning the Soul Trapspell or being forced to kill the enemy within the small window the spell presents. This way you can recharge any item you have,basically no matter the cost, in about 5 minutes in any Dungeon while keeping this weapon recharged.This means that you are free to spam Apothesis or similar weapons without having to worry about the price of recharging it.

The only drawback is that you have to use extra space for that extra weapon but luckily there is yet another solution to this, althougha bit more cumbersome (see the next section).

Thanks to Mads for submitting this!

How to carry almost infinite lootBy: APY

All spells in Oblivion will stack as long as they have a different name than the other spells affecting a character. Thus, go to the ArcaneUniversity and make yourself 3-4 spells with Feather. Make the duration and effect max and you have yourself a way to carryequipment and/or loot weighing 300-400 more. This is a great way to grab that extra loot you otherwise would have had to leavebehind and the beauty is that you only have to be affected by the spells when you activate the fast travel in order to make it all theway to a city where you can sell it all off. This can, of course, be done as many times as you want, enabling you to potentially carry atleast 1000 income worth of items if you have the mana/potions for it.Just make sure that you call the spells something different when you make them.

Thanks to Mads for submitting this!

How to gain instant 100 disposition with whomever you speak toBy: APY

Go to the Arcane University and make a Charm spell. Make the effect 100 and the duration 3 or 5 seconds (Targetable).Whenever you trade or speak to someone whom you need to have to like you, just cast this spell in forehand (pretty cheap and thelower duration you make it, the cheaper it becomes) and immidiately afterwards, press the Talk button. They will remain Charmed(100 disposition) throughout the conversation and you have just spared yourself a bunch of time getting that high disposition.

Thanks to Mads & Tyler for submitting this!

Get iron arrows easilyBy: APY

You can get free iron arrows in the Arena Bloodworks. When you enter there will be a target and usually an archer shooting the target.When he is shooting, you can walk in front of him and there will be arrows in the target. You can take the arrows out of the targetwithout him caring.

Thanks to Baldwin1 for submitting this!

Miscellanea

In this section you'll find miscellaneous hints, tips and other things we couldn't fit in other sections.

On horsesBy: Alienslof

Horses come in a variety of qualities, color, speed, durability, etc. They range in price from 500 gold for the slowest, up to 5000 forthe fastest. Listed here in order from lowest to highest, along with the price and where to purchase.

Paint Horse (slowest) - 500 gold - Leyawiin, Five Riders Stables and Bruma, Wildeye StablesBay Horse - 1000 gold - Skingrad, Grateful Pass Stables and Bravil, Bay Roan StablesChestnut Horse - 2500 gold - Chorrol, North Country StablesWhite Horse - 4000 - gold - Anvil, Horse Whisperer StablesBlack Horse (fastest) - 5000 gold - Cheydinhal, Black Waterside Stables

You pay a fixed price that can't be haggled, then one animal will be renamed 'My whatever colour Horse'.

There are two horses you can acquire without paying for them or stealing them. Prior Marborel's slow but steady Paint Horse is givento you at the start of the main quest if you speak to him about assistance. Partway through the Dark Brotherhood quests, LucienLachance gifts you with a black beast called Shadowmere - this horse is the fastest and meanest thing on four hooves and gets veryenthusiastic in fights!

There are also rumors about a unicorn...

(There is a console trick that allows you to rename your horse to whatever name you'd prefer: setactorfullname xxxx - if you use aname with a space, then the name needs to be in quotes, thus: setactorfullname "xxx xxxx" )

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On housesBy: Alienslof

In each town (except Kvatch), there is a potential home for the player to stash spare loot and have their own bed, ranging from adingy shack up to a large manor complete with domestic staff. Items stashed here will not disappear. Like the horses, these can bebought at a non-negotiable price from the ruling Count/Countess who doubles as an estate agent. Some come with side quests thatneed to be completed before buying can begin. Listed in order of poorest to poshest:

Imperial City Waterfront Hovel - 2000 gold. Buy from the Office of Imperial Commerce in the Market District. Furniture can be

purchased from Three Brothers Trade Goods, also in the Market district.

Bravil - 4000 gold. Buy from Count Regulus Terentius, disposition 50 required. Furniture from The Fair Deal.

Leyawiin - 7000 gold. Buy from Count Marius Caro, disposition 60 required. Furniture from Best Goods and Guarantees.

Bruma - 10000 gold. Buy from Countess Narina Carvain, disposition 60 required. Furniture from Novaroma.

Cheydinhal - 15000 gold. Buy from Count Andel Indarys, disposition 60 required. Furniture from Borba's Goods and Stores.

Chorrol (Arborwatch) - 20000 gold. Buy from Countess Arriana Valga, disposition 70 required. Fame of 13 or more also needed.Furniture from Northern Goods and Trade.

Skingrad - 25000 gold. Comes with two mini-quests, hidden treasure and domestic servant. Buy from Count Janus Hassildor's Orcbutler, Shum Gro-Yarug, disposition 70 and fame of 15 required. Furniture from Colovian Traders. After purchasing the servant'squarters furnishings, speak to Gunder the trader's assistant, Eyja, who is in the market for better employment.

Anvil - 5000 gold. This is a special case and is linked with the miscellaneous quest, 'Where Spirits Have Lease'. There's a very goodreason why this one is so cheap!

Skill trainersBy: ammant

This chapter of the FAQ was written by ammant and is independently available at IGN as well atfaqs.ign.com/articles/699/699352p1.html .

Low level trainers will train to level 40Medium level trainers will train to level 70Master level trainers will train to level 100

• Many trainers require guild membership to train• Master Trainers won't have training topic until you are referred to them by a Medium Level trainer. Your skill must be 70 or

higher for Medium Level trainers to refer you (Destruction and Marksman medium trainers also require Disposition of 80).• Master Trainers usually require a set game stat (Fame/Infamy, NPCs killed, etc) and/or a quest completion.

Acrobatics

Low Level Quill-Weave: Anvil (house on main thoroughfare) Ida Vlinorman: Imperial City (house NE quad of Elven Gardens District)

Medium Level Tsrava: Leyawiin (J'Bari's house in south central quad) Ganredhel: Cheydinhal (house SE corner)

Master Trainer Torbern: Aerin's Camp (N. of Cheydinhal, E. of Azura's Shrine, NE of Rugdumph's Estate)* No special requirements or quest

Alchemy

Low Level Felen Relas: Anvil Mages Guild S'drassa: Leyawiin Mages Guild

Medium Level Ardaline: Bravil Mages Guild Brotch Calus: Bruma (house E. of Great Chapel of Talos)

Master Trainer Sinderion: Skingrad (West Weald Inn cellar)* Quest

Alteration

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Conjuration

Low Level Fathis Aren: Bravil Castle Sulinus Vassinus: Skingrad Mages Guild

Medium Level Alberic Litte: Chorrol Mages Guild Arentus Falvius: Bruma Great Chapel of Talos

Master Trainer Olyn Seren: Molag Bal Shrine (W of Imperial City)* Quest

Destruction

Low Level Chanel: Chorrol Castle J'skar: Bruma Mages Guild

Medium Level Marc Gulitte: Anvil Mages Guild Delphine Jend: Bravil Mages Guild

Master Trainer Bralsa Andaren: Camp (Imperial Reserve near Kynareth Shrine W. of Weatherlea Estate)* Quest

Hand-To-Hand

Low Level Nahsi: Bravil Fighters Guild Rufrius Vinicius: Anvil Fighters Guild

Medium Level Davela Hlaren: Imperial Bridge Inn (N. bank of Silverfish River E. of Yellow Rdl) Ra'qanar: Cheydinhal Castle

Master Trainer Helvius Cecia: Bruma (house in SE corner)* Quest

Heavy Armor

Low Level Brodras: Leyawiin Fighters Guild Bumph gra-Gash: Bruma Fighters Guild

Medium Level Valis Odiil: Chorrol (house SE corner or The Gray Mare) Varnado: Imperial City (The Best Defense shop in Market District)

Master Trainer Pranal: Roxey Inn (NE corner of Lake Rumare on Red Ring Rd)* Quest

Illusion

Low Level

Hil the Tall: Cheydinhal Chapel of Arkay Jantus Brolus: Bruma (Istrius Brolus house)

Medium Level Carahil: Anvil Mages Guild Kud-Ei: Bravil Mages Guild

Master Trainer Martina Floria: Imperial City (Chironasium at Arcane University)* Quest

Light Armor

Low Level Dul gro-Shug: Imperial City (house NE quad Elven Gardens District) Olfand: Bruma (North Winds shop)

Medium Level Luciana Galena: Bravil (house above house for sale in southern section) Ahdarji: Leyawiin (house W of castle's southern gate)

Master Trainer J'Bari: Leyawiin (house in south central quad)

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* Quest

Marksman

Low Level Edla Dark-Heart: Bruma (Regner's house on south side) Shameer: Skingrad (house W of Great Chapel of Julianos)

Medium Level

Reman Broder: Skingrad (house SW corner) Pinarus Inventius: Anvil (house)

Master Trainer Alawen: Troll Candle Camp (E. of Anvil) or hunting* Quest

Mercantile

Low Level Foroch: Gottshaw Inn (SW of Kvatch) Mach-Na: Cheydinhal (Mach-Na Books shop)

Medium Level Margarte: Leyawiin (house E Great Chapel of Zenithar) Seed-Neeus: Chorrol (Northern Goods and Trade shop)

Master Trainer Palonirya: Imperial City (Divine Elegance shop in Market District)* Quest

Mysticism

Low Level Angalmo: Chorrol Mages Guild Druja: Skingrad Mages Guild

Medium Level Ita Rienus: Bravil Mages Guild Boderi Ferano: Imperial City (Mystic Archive in Arcane University)

Master Trainer Dagail: Leyawiin Mages Guild* close 3 Oblivion gates

Restoration

Low Level Cirroc: Bruma Great Chapel of Talos Marie Palielle: Skingrad Great Chapel of Julianos

Medium Level Marz: Bravil Great Chapel of Mara Ohtesse: Cheydinhal Great Chapel of Arkay

Master Trainer Oleta: Kvatch (Chapel of Akatosh or refugee camp)* Quest

Security

Low Level Malintus Ancrus: Chorrol (house in SW corner) Samuel Bantien: Imperial City (house SW quad Talos Plaza district)

Medium Level Dro'Shanji: Bravil (house north central section below Andragil) Mandil: Imperial City (Othrelos's house in NE quad Elven Gardensdistrict)

Master Trainer J'banna: Imperial City (inside enclosed NE portion of prison yard in Imperial Legion district)* Quest

Sneak

Low Level City-Swimmer: Bravil (house above S'krivva SW of city gate) Glistel: Chorrol (Malintus Ancrus house in SW corner)

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Medium Level Othrelos: Imperial City (house NE quad Elven Gardens district) Mirabelle Monet: Anvil (Fo' c'sle boarding house on waterfront)

Master Trainer Marana Rian: Imperial City (house in NW Temple District or wandering Arboretum or Waterfront districts)* Quest

Speechcraft

Low Level Alga: Bruma (Honmund's house) Uravasa Othelas: Bravil Great Chapel of Mara

Medium Level Varon Vamori: Bravil (house across from Chapel) Gruiand Garrana: Cheydinhal Great Chapel of Arkay

Master Trainer Tandilwe: Imperial City (Temple of the One in Temple district)* Quest

Custom spells and enchantmentsBy: daedalus42

This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well atfaqs.ign.com/articles/699/699343p1.html .

You need access to the Arcane University for these. Enchant your weapons, armor, and other items with your own spells in theChironasium, and customize your own spells in the Praxographical Center.

You can recharge enchanted items in a number of ways: you can pay a Mages Guild member to do it for you, or use a Varla stone(which recharges EVERY enchanted item in your inventory) or Soul Gem. The amount a Soul Gem will recharge an item is based onthe quality of the soul it contains. Larger Soul Gems can hold higher quality souls. Capture souls in Soul Gems by casting a Soul Trapspell on a creature (non-human) so that the spell is still in effect when it dies.

LockpickingBy: daedalus42

This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well atfaqs.ign.com/articles/699/699343p1.html .

Push the tumbler up, then Activate when it's in place at the top of the lock. But there is a method to the madness, the mastery of which might mean you never break a lockpick again! Glubags says:

"The way I go about it is to continuously push the tumbler upward until I notice a significant decrease in the tumbler's upward speed.I know then that it will stay at the top much longer than normal, so I have plenty of time to click when it reaches the top. Pay noattention to downward speed, as the next push speed will be random.Click only when the tumbler rises slowly and you should be able to pick every pickable lock. Just be patient."

A streaming video of this technique in action is available at Planet Elder Scrolls. Disclaimer: Video may not play for everyone.

And last but not least, don't forget that there's a Difficulty Slider in case the game is too hard for you. Or too easy, for that matter!Happy gaming!

Where is that Unicorn?By: Mark S & Dianne, John, Alexi

Also see Hircine's quest .

The unicorn is in Harcane Grove. There are three Minotaurs, but they seem stronger than the usual Minotaurs, so they may besomething else. I rode it. I think you have to not damage the unicorn in the fight with the minotaurs, and the unicorn will attack youthe same as minotaurs when they notice you. I think the unicorn goes back to this spot when you let him go.

Jonathan writes: " [The unicorn] will not attack you unless your weapon is drawn. You can jump on it then and ride off. It will attack anyone who draws their weapon in front of him, even if they're attacking someone else. And yeah, he'll make his way back to thegrove when you dismount (and he stops killing people). "

Putting custom music in Oblivion's music folderBy: Jori

To add your own music to the PC version of the game, go to the Oblivion folder. [for me, that's C:\Program Files\BethesdaSoftworks\Oblivion] Click on the Data folder, then on Music. The five folders in there are Battle, Dungeon, Explore, Public, and Special.To add your own music, which will play at random in-game, simply copy and paste a song into one of those five folders. The next time

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you play Oblivion, it should play at some point in the game.

Which order to do the Guild Quests in to avoid being expelledBy: Mads

Always start off with the Dark Brotherhood (you can do Arena before if you fancy it) and afterwards the Thief's Guild. This will ensurethat you do not risk being expelled during the advancement quests for stealing/killing anyone from a guild of which you are already amember. After the Brotherhood and Thief's Guild, you can do the rest of the guilds in any order. This will also allow for an early fastway of income as well as an early guildmaster reward from the Thiefs Guild for extra 200 encome worth of extra loot (especiallyconvinient with the Feather Spell trick mentioned earlier) and 120' Detect Life for dungeon runs.

Character Leveling guideBy: Wolfspirit

This guide is also available at Planet Elder Scrolls .

A guide to a Godlike, hmmm, perhaps Daedra Lord alike character.

First of all, its important to understand the complete leveling process.

To level up, you must have 10 skill increases in your primary skills. At that level up, you get to increase your stats in a range of +1 to+5. In order to get +5, you need to get 10 increases in the 3 skills associated with the relevant stat.

Also, as you can only increase 3 of the 8 stats at level up, there is no point in training skills that produce increases above 1 for morethan 3 of the stats.

The stats and their associated skill are :

Strength - Blade, Blunt & Hand to hand.Intelligence - Conjuration, Mysticism & Alchemy.Willpower - Destruction, Alteration & Restoration.Agility - Security, Sneak & Marksman.Speed - Light Armour, Acrobatics & Athletics.Endurance - Armourer, Block & Heavy Armour.Personality - Speechcraft, Mercantile & Illusion.Luck - no skills.

So, in order to maintain any level of control over the leveling process, we have to decide which of the skill we have control over, ormore importantly, which ones we don't have control over. Secondly, as our Endurance stat governs the amount of hitpoints we have,it's necessary to increase this stat to 100 a.s.a.p. to get as many hitpoints as possible.

Our first stat for increase to 100 must be Endurance.

So which skills do we not have control over. Well, if you do not wish to walk everywhere, which is very tedious, then the alternative of running automatically increases Athletics. There are going to be times when you have to use jump in dungeons etc which increasesAcrobatics. We must heal ourselves which means increases in Restoration. Also, either of the armour skills, light or heavy. We musthave a way to kill stuff, so either destruction or one of the strength skills. Mercantile to some extent, but this can be kept to aminimum and it doesn't overly affect the ability to increase personality towards the end of the process.

From the above, the most difficult skills to control are Athletics, Acrobatics and Restoration. None of these can be primary skills asthey are far to unwieldy. As they will be secondary stats, they will be contributing to the +5 for Speed and Willpower, combine thiswith our need to increase Endurance and we have our first 3 skill sets to increase. This means that we will be using destruction to killeverything to start with as it is a Willpower based skill.

To have control over the process, I found that it was necessary to have ONE of each of the 7 stat based skills as primary skills. Sowhich?

To start with, Athletics and Acrobatics cannot be primary skills, so our first skill is Light Armour. Restoration cannot be a primary skill,Alteration is eminently controllable, but as Destruction only increases when you do damage, I decided to make Destruction theprimary skill for Willpower so its easier to increase it towards the end of the game. Finally Endurance, as we have Light Armour in theprimary skills, we cannot have Heavy there as well, as this allows us to change armour sets and control the level up. Block can beused a lot to fire low power destruction spells quickly, the more you use a skill the faster it raises. So the Endurance primary skill isArmourer.

So we have:

Armourer, Destruction and Light Armour.

For strength, just choose whichever you like, I went for Blades for Goldbrand and Umbra.

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For Intelligence, I went for Mysticism. The reason for this is that Conjuration will be the intelligence increasing skill and you don't wantit being limited by primary skill level up. Also, Alchemy can be used for creating gold, but its best to save the early levels if you can.

For Agility, I went for Sneak, mainly because the other 2 are a real pain to increase. By using the run into a wall in a trespassing zone,i.e. Rufio at the Inn of Ill Omen or the buxom farmgirl at Whitmond Farm just outside Anvil, sneak is easy to increase and control.

For Personality, I went for Illusion, as again the other 2 are tedious to increase through normal gameplay or intensive training.

So our primary skills are:

Armourer, Destruction and Light Armour, Blade, Sneak, Illusion and Mysticism. So create a custom Class and chose these skills. As amatter of interest, I chose a Breton for race, mainly for extra magicka and spell resist. For birthsign, The Mage for extra magicka.I also chose mage skills to increase these skills quicker and start them slightly higher. In order to maximize hitpoints, its best to startwith Endurance at 55, but that means using a different race.

I'm sure there are other ways to create the primary skill list, but this seemed to me to be the optimum way to produce the bestresults in the shortest time.

So to training.

The first thing to do is keep a record of your skills, so you know when the combination of each 3 has combined to produce an increaseof 10. Remember, we need 30 skill increases per level up for Willpower, Speed and Endurance.

Remember that Athletics and Acrobatics will increase very fast to start with, so don't overdo it and get more than 10 increases.Remember that if any stat has more that 10 increases across all 3 skills at level up. your just making it harder for yourself later on asskills get progressively harder to increase. So its best to fast travel to Weynon Priory, then double back down the road to the ImperialCity and find Fort Ash. Fort Ash is your friend, there is a rat to the left of the first T junction and this is ideal for block, both thearmours, I wore a combination of light and heavy to start with, and restoration. Another more interesting and somewhat productiveway to increase athletics and acrobatics is to start on the Nirnroot quest, this a reasonably safe scenario as most of the time you willonly be fighting mud crabs as nirnroot only grows next to water, its best to just dispatch the mud crabs with destruction as they hurtat low levels. The area around Leyawiin is the capital of Nirnroot growth. Also, when you see rock formation near the shoreline, alwaysspin around and check around the rocks, as Nirnroot love to grow in crevices etc next to the rocks.

This combination gives you access to the first 3 skill stats and only those. Continue to increase by whatever means, I did the regionalmage quests etc. Just try to limit any use of any skill other than the first 3 stat based skill sets or you just make it harder later. Onceathletics and acrobatics start to increase a bit, its easier to use a skill trainer for 1 or both of these. You can also use castle Skingradfor Acrobatics, just run up the stairs and leap over the banister, when you take fall damage, acrobatics increases quickly. So once youhave 10 combined skill points for each stat, go ahead and increase a primary skill to level up, if you have done it perfectly, then it willmean increasing either Destruction, Armourer or Light Armour by 1 which also gives 10 for that skill set and levels you at the sametime. Now rest and take your +5's for Willpower, Speed and Endurance. Now make a note of your new skill numbers and increase all 3sets by 10 again. Continue to rinse and repeat.

If you started as a Breton and chose Willpower as a primary stat, then by level 9 Willpower will be at 100.

Remember that you can now use Restoration and Alteration to your hearts content without having to keep an eye on their numbers,but be aware that Destruction contributes to level up still.

At this point I started to work on Strength. Mainly because you are starting to see better items dropping from mobs and you want tocarry these back to the shops for cash. Also, Blade, Blunt and Hand to Hand works nicely with the endurance skill set and you canincrease both easily. By this time, Athletics and Acrobatics are becoming a real pain to increase, so NPC skill train them and increaselight armour to pick up any balance. Rinse and repeat till endurance and speed hit 100.

Now it starts to gets easy, start working on Intelligence and Agility in combination with Strength. Only use conjuration to increaseintelligence to start with and go all the way to 100 in blocks of 10 per level by spamming spells. Use marksman to start with forAgility, once it starts to rise a bit, NPC skill train marksman with Pinarus Inventius in Anvil and use the running into a wall method toincrease sneak. Pick up Security as and when. As soon as I got lvl 10, I did Nocturnes quest for the security key. Strength will max outnext. Once this does, start working on Personality with Agility and Intelligence, use speechcraft on any NPC, just click the quadrantsas quickly as possible, dont worry about what happens to the disposition, just increase speechcraft to the desired level in combinationwith illusion and mercantile in blocks of 10. You can sort the NPC's disposition out later if you need to.

Continue with this until all stats are at 100.

Once all are at 100, start increasing your primary skills to 100 if they are not there already, train any of the secondary skills at a skilltrainer, restoration and mercantile are good ones to get to 100, never train a primary skills at an NPC skill trainer as its a waste of resources. As a Breton, I did the primary quest up to Baurus' excursion into the sewers to join the Mythic Dawn fairly early aftercompleting all stats to 100 because Manco Cameron's son drop a mundane ring with 50 magic resist. With 100 resist, you arecompletely immune to all magical effects including those from staves. I also went from Oblivion gate to Oblivion gate to getTranscendant Stones with fortify 50 magicka using the save game, check the stone, continue or reload as required.

With this method, I finished up with the following character:

Race : BretonBirthsign : The MageClass : Whatever you want to call your custom class.

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Level : 51Health : 665 (blue number, no artificial increases)Magicka : 524 (green number, 4 enhanced armour items with fortify 50 magicka from transcendant stones) Also using daedric bootswith 105 feather and the Escutcheon of Chorrol, so could add another 100 magicka if I wanted to replace these 2 with fortify magickaitems.Fatigue : 450 (blue number, no artificial increases)

Resist Magic 100%Reflect Damage 47%

Strength : 120 - greenIntelligence : 112 - greenWillpower : 118 - greenAgility : 102 - greenSpeed : 100 - blueEndurance : 110 - greenPersonality : 98 - red (scales of pitiless justice)Luck : 76 - blue

Armourer : 100Blade : 105Destruction : 110Illusion : 100Mysticism : 100Light Armour : 100Sneak : 100

Obviously a lot of these secondary skills can still be increased, but with every quest complete and the ability to take out the entireimperial legion in the imperial city in 1 game day at 75% on the difficulty slider, I think I will leave them for the expansion. I had asmany as 15 imperial guards attacking me at any time during the test, the most important thing is to make the archers change tomelee, or you are hardly ever on your feet!

Athletics : 63Block : 71Blunt : 55Hand to hand : 60Heavy Armour : 100Alchemy : 33Alteration : 100Conjuration : 110Restoration : 110Acrobatics : 74Marksman : 73Mercantile : 100Security : 76Speechcraft : 36

These figures do not include being a Vampire and were achieved without using any cheats whatsoever.

Anyway, hope you find this of some use. It certainly makes for some seriously heated battles with large numbers of mobs which is alot of fun :)

Links

• Oblivion Vampirism Guide by Jason Nicholas• Dark Brotherhood FAQ by TwistidSoul

Changelog

0.1 (29 March 2006) - initial version

0.2 (31 March 2006)

• Added a list of Alchemy items + effects• Added a list of in-game Weapons + stats• Added Fighters' Guild quests• Expanded Bravil Recommendation quest in 'Mages' Guild'• Added some Main Quest quests• Added section on Sigil stones to ' Items'• Corrected some cheats• Corrected minor layout issues

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1.0 (5 April 2006)

• Completed Fighters' Guild walkthrough!• Completed Main Quest walkthrough!• Completed Mages' Guild walkthrough!• Completed Vampires walkthrough!• Added an Arena walkthrough: combatant quests• Added some cheats• Added section 'Miscellanea' with info on horses, houses, skill trainers, custom spells and enchantments, lockpicking• Corrected minor layout issues

1.1 (7 April 2006)

• Completed Dark Brotherhood walkthrough!• Added instructions on how to spawn any NPC• Added some cheats• Added a Links section• Added bits on the Umbra Sword quest and the free weightless Daedric glitch• Added Mages Guild section 'Collecting flowers when penalized'• Corrected minor layout issues

1.2 (9 April 2006)

• Completed Daedric quests walkthrough!• Added misc quest The Renegade Shadowscale• Added item on the Item duplication glitch• Added Expelled? to the Dark Brotherhood walkthrough• Moved Umbra Sword sidequest into Daedric quests• Updated map picture with Mages Guild flowers quest• Corrected minor layout issues

1.3 (13 April 2006)

• Added Daedric quest Nocturnal plus a map of the two quest locations• Updated list of vampire hideouts• Added Vampire Survival Guide• Fixed a misdirection in Boethia's quest (sorry!)• Added an alternative option for a part of the Dark Brotherhood quest Next of Kin.• Added cheat: possible sigil stone glitch on Xbox 360• Added cheat: ring effects without ring equipped? (Xbox 360)• Added misc quest: Where Spirits have Lease (Anvil house quest)• Added bug: possible bug in Thieves Guild Adharji's Heirloom quest• Added two infinite money cheats/glitches

1.4 (16 May 2006)

• Added various quest tips and hints users sent in• Added Shadowmere trick• Taken out 'Azura' section from Main Quest (redundant)• Added link to full annotated map• Added misc quest: How to become a REAL knight• Added cheats and glitches: Using Shadowmere to store your stuff; Faster spellcasting; Sneak bonus glitch; Boots of

Springheel Jak glitch; Infinite money with Alchemy; Easy advancement in Alteration.

1.5 (3 June 2006)

• Updated Vampires: Where to find• Added misc quests: The Ghost Ship of Anvil, A Brush With Death, Separated at Birth, Legacy Lost, Sins Of The Father,

Canvas The Castle, Order of the Virtuous Blood, Shadow Over Hackdirt, Origin of the Gray Prince, Go Fish, An UnexpectedVoyage, The Gravefinder's Repose, Tears of the Savior, Zero Visibility

1.6 (7 September 2006)

• Added Armor list• Removed duplicates from Weapons list• Updated contact info for Alienslof •

Added note about custom race in Boethia's quest• Added loophole to Sins of the Father quest• Miscellaneous typo fixes• Added misc quests: Corruption and Conscience, Lifting the Vale, Unfriendly Competition, Bear Season.• Added misc info about: Unicorns; Easy advancement in Conjuration/Alchemy/Sneaking; Pickpocketing; Sigil Stones; Free

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permanent bound armor/weapons; Sigil stones glitches (updated); Azura's star; Castle Chorrol glitch.

1.7 (3 March 2007)

• Added note about unicorn• Miscellaneous typo fixes• Fixed headers and grouped 'Easy advancement' bits• Added 'Easy advancement in Destruction' (Xbox 360)• Added two alternate ways for 'Easy advancement in Sneaking'• Fixed misdirection in 'Taking care of Lex' quest• Added alternate way of farming ectoplasm in 'Drunk and Disorderly'• Removed 'Incomplete' tag from Arena quests in TOC (why was that still there? :O)• Clarified TOC layout• Fixed background color on some section headings• Removed 'FAQ' section (was empty)• Added note about issues in ' Infiltration' and 'The Hist'• Added note about issue in 'Ultimate Heist'• Ran a spellchecker on the whole walkthrough• Added misc quest: 'Rosethorn Cache'• Added info about possible staff glitch• Added info about: Always keep your magical weapons charged for almost no money; How to carry almost infinite loot; How

to gain instant 100 disposition with whomever you speak to; Which order to do the Guild Quests in to avoid being expelled.

1.8 (24 August 2007)

• Added note about an alternative route in 'Adharji's Heirloom'• Added note about an increased reward for 'Adharji's Heirloom'• Added note about 'The Path of Dawn'• Added quick way to abuse the duplication glitch• Added note about duplicating Varla stones• Added 'Easy advancement in...blade'• Added note to 'Easy advancement in...sneaking'• Added note about the movetoqt console command• Added Wolfspirit's Character Leveling Guide• Added 'Get iron arrows easily'• Fixed typo in quest and quest name 'Origin of the Gray Prince'• Fixed miscellaneous typos

Conclusion

We hope you enjoyed our guide, since we put a lot of work in it. If you encounter problems, feel free to mail the person responsiblefor that part. Suggestions, feedback, comments etc. are welcome too. E-mail addresses can be found at the top of the document.Make sure you're mailing the right person ;)

Thanks to: Aksi, Alex F., Alex Taylor, Alexi, ammant, Andy Eddy at IGN, Assassin X, AssyrianKing8, Baldwin1, Carrie, daedalus42,Darklord_20, Delthius, Dinjitsu222, DK, Ericesque, Fashizzlu, George Simon, gparent, Greg, Hound, Hurley, iamSINATRA, Igor Tokin,Kallale, Jake Dixon, Jason Nicholas, Jennifer, Jesse Houwing, Jo and Alex, Jocke L¿vgren, John, Johnny New Englander, Jonathan,Jori, Josheau, JR Henderson, Kalypso920, Kevin R., Mads, Malcolm, Mark S & Dianne, Matt, Matty, Mike, another Mike, Monkey Man,Mr. P, Oliver, Piton, PokerLoke, rhinouga37, Richard, Robert, another Robert, Rory S., Russell, Seraph_sabre, Shane-oh, Stephen Ng atIGN FAQs, SublimedAndrew, SweetG[UK], The Ossus Keeper, Tony LaFountain, Tyler, z Veal

Copyright © 2006-7 by Alienslof, Arjen 'Grawl' Voogt, Abram 'APY' Wagenaar, Cheryl 'Korana', Robin Irvin, Tina 'Sirius Snape' Duncan.Design by Arjen 'Grawl' Voogt. This guide may only be used by IGN, Planet Elder Scrolls and personal sites of the authors.

Hints & Cheats

http://cheats.ign.com/ob2/068/702/702491.html#819707

Cheat - Duplicate Items (Post Patch)This cheat duplicates items in a similar way to the pre-patch method using a bow and arrows. I haveseen variations on this method involving swinging weapons/fists but found they did not work (onthe PC at least). This method works with Shivering Isles installed and is more straight forward thanthe old method.

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After hunting in a dungeon or doing a quest, check-in on the guild to see if any new guards or mages are lying around dead.

While the mages increase their level as you do, the guards do not, after a while the gaurds won'tstand a chance against the mages. To solve this, wait until morning when the captain of the guard isinspecting the courtyard of the guild. Get him as well as the two guards to follow you into the guild;

the three of them tend to be a match for the higher level mages.

Lastly, if the guard only attacks you and won't attack the mages, use an invisibility spell and he willswitch targets.cboyd2047Hint - Fast Travel For The Grossly ObeseAfter clearing out one of the many dungeons in Oblivion, you may wish to carry out more valuableloot, items, armor and weapons than your current level of Encumbrance will allow. If you're able to,you can cast spells that will temporarily raise the amount you can carry, but if that's not an optionfor you, a simple potion of feather can be very helpful in a pinch.

Clear out all the enemies, taking note of where all the highly valuable (and sometimes heavy) itemsyou're going to want to carry out with you are. Next, load up as much as you can carry, and drink your feather potion. This will temporarily raise your Encumbrance. Now, quickly run around andgrab the other items you want to take. Get outside the dungeon before your potion runs out, andfast-travel wherever you wish.

No matter how far away your destination is, you'll make it, along with all the stuff that you pickedup. Travel to a merchant to sell it all, or travel to your home/hideout to stash it for later. When youarrive, you will be over-encumbered, so in order to move, you'll either have to drink another feather

potion, or temporarily drop a few things.

I usually fast-travel just inside the gate to the Market District of the Imperial City, where Itemporarily drop whatever I can't carry, then run right around the corner to the various shops. I selleverything I don't want to keep, then I return to the gate and pick up the things I dropped. It's a greatway to make large sums of cash fairly quickly.Hint: Free Weightless Daedric WeaponsAfter you've gained access to the Arcane University (to do so you must join the Mages Guild),

purchase two cheap bound weapon spells. You can get the Bound Dagger spell from the DiscountSpells shop in the Imperial City's Market District. Make the second spell you buy bind a weaponthat you want to keep.

Go to the Arcane University's Praxographical Center (northeast corner) and create a spell that doesBound Dagger for one second on self. You can repeatedly use this spell to raise your Conjurationskill above level 25, a level you'll need to achieve in order to get the free weightless Daedricweapons.

Once your Conjuration is at level 25 or higher, make a new spell that will cast Bound Dagger and Bound "whatever weapon you want." (If you don't see the option to create a spell that does anythingother than Bound Dagger, you'll need to make sure that you can actually cast the other boundweapon spell. If you can't, raise your Conjuration skill even higher.) Make sure that you add theBound Dagger effect first, then add the second bound weapon effect. Set both effects for a durationof one second.

Cast the spell you've just created and wait for the sound of weapons equipping. Immediately go toyour menu and you'll see that the second bound weapon appears in your inventory. Simply drop theweapon and you can then pick it up to keep forever. The weapon has no sell value but it's weightless

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and pretty powerful. This bug can be repeated as many times as you like, giving you access to aninfinite number of Daedric weapons.

burningrenadeHint - Increase Disposition Every TryIf you are trying to get a person to like you that has the persuasion option when you talk to him youcan incrase the maximum disposition level a little bit more.

I've tested this trick out myself with some Imperial city gaurds and it works as long as you keeptrying with the person until you reach the "Disposition Maxed" message on the persausion menu.

All you need to do is talk to the person you wish to persuade with your weapon DRAWN and thenget him to like you through the persuasion ability until the menu says "Disposition Maxed." Whenyou do that, simply stop talking to the character and put your weapon away, when you then go tothe persuasion menu and look at the disposition level you will see it is somewhat higher(I believethe maximum posible disposition you can achive through this secret is ten). The amount you can getfrom this seems to depend on the NPC's persuasion level and your charcters persuaion level and the

NPC may have a grudge with you or a bond with you from things you may have done to help or hurt them or your charcter may have infamy and/or fame, or the guild you belong in and your curentrank in that guild may affect the way this person feels about you.

I must also warn that certain charcters aren't possible to persuade mainly charcters involved withquests, (For example Baurus of the Blades.)Hint - Mercantile IncreaseYou can raise most other skills without trouble, except perhaps, for Mercantile. Go to the tents inKvatch. Equip any weapon and get on horseback. Once this is done, talk to the Orc woman withcorn rows and sell the weapon to her. Your weapon will not be sold but you will get 200 gold everytime you attempt this. It raises the mercantile skill while you make money. Win-win.

Submitted by rikyyo jsachssoxHint - Exploiting The UnicornThe unicorn offers tranquility. It's also unseasonably warm. If you have a uniorn, go to any city witha stable and stable the unicorn. Lock the unicorn inside while you are outside. Draw your weaponand the unicorn will get mad. A guard will go inside the stable and start attacking the unicorn. Closethe gate in after the guard while remaining outside. The unicorn will kill the guard and you can lootthe body.

Each guard has a key to his respective city. You can then fast travel to a different city and you can

do it again. Some of the stables have a way for the unicorn to get out, so beware. If the unicorn getsone attack in, it will probably kill you. The only way to kill unicorns is with daedric, magic, or silver weapons.siriustigref Hint - Sigil Stone Picker The gates generate a random plane of oblivion along with a random sigil stone. Go through thetower all the way to the top, till you reach the sigil stone. Simply save the game before the stonespawns and you can re-randomize the stone by re-loading the game, if it's not to your liking.XKahn verti89Hint - Sneak Walk Increase (Requires Rufio)The Inn of Ill Omen is located Northwest of Bravil along the road. In the basement of it is a guynamed Rufio. As long as you are reasonably quiet he will sleep forever allowing you to sneak around the room increasing the skill easily. Just put your guy facing a corner and rig the stick tokeep walking and you gain a new level roughly every minute (early on). Note that if you killed

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Rufio as part of the Dark Brotherhood's quest, you won't be able to use this exploit.Erik-IGNHint - This Fight's Freaking EasyHaving trouble with strong monsters or opponents? Work a bit on your Alchemy skill and learn toconcoct potions to "Damage Health". Combine such potions with your most potent weapon and hityour enemy a few times, then run off and cackle like a maniac while your quarry dies within

minutes. (Repeat as necessary).trddisruptor Hint - Free Iorn ArrowsGo to the arena in the Imperial city and watch the blue team archer shoot arrows. Half the time youcan go in there, the arrows the archers shoots will be there and you can simply take them without

being labelled a thief. Naturally, you may want to save before attempting this. pherr68 herrmindlessHint - Sneak Walk Increase (Requires Armand)There is a way for you to get your sneak skill to rise very quickly in the game. When you have theoption to join the theives guild by meeting Armand at the Imperial Water Front garden around 11

pm, accept his task. He will offer you the option to buy lockpicks. Don't buy any. Go into sneak mode and go behind him. Not only will you get the lockpicks from him for free, you can alsorepeatedly pickpocket him to build up your sneak skill and all he'll say is to go ahead, he doesn'tneed it anyway.daedalus42 whardes2Hint - Arena BlindspotThis requires your acrobatics to be fairly high (always jump when travelling to increase it), sinceyou need to jump to a spot that's normally out of reach. The blind spot is not immune to rangedweapons or spells, but for the most part, you can take down enemy combatants with your rangedweapons or spells without a loss.

Naturally, save your game before you attempt this.

As soon as the fight starts, run to the left. There is a gray stone pillar, next to the gate. Just jump onand up onto it, as high as you can. Often your opponent is there attacking you so the force of theattack may actually push you onto the short pillar.

If you do it right, you can stay perched up there, safely out of reach of most melee fighters. You can proceed to destroy your opponents with arrows or other ranged attacks at your disposal.Hint: Stealing From Blind And Mentally Retarded NPCsI tested this on armor only, but I see no reason why it wouldn't work for any item if it's large enoughfor your atavism to collide with it.

First off, go to any armor shop that has a piece of armor on display that you want. Jump up onto theshop keep's counter and just run into and knock the armor item off the counter. This is not illegaland noone will even care. Next, keep kicking it by running into it multiple times until you have theitem in a corner away from the view of the shop keeper.

The shop owner will actually follow you around the shop while you run about. Get him/her tofollow you to the opposite end of the store, then quickly run back to where you placed the armor item. Use the sneak ability (default RIGHT CTRL) and pick it up before they see you. Done.

Submitted by Laerun

Item Spawn CheatDrop the console and input player.additem itemIDname integer where itemIDname is the internalname for the item and integer is the number of that item you want. For a complete list of items and

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sword Umbra. She will give you a choice to leave and live, or fight and die.KILL HER! Don't be frightened and get that sword! After getting the sword youcan either give it to Clauvicus for a unique helmet the will raise yourpersonality or keep it. Do neither. Instead do not finish the quest. Umbradoes a large amount of damage and has the ability of soultrap placed on it. Ifyou finish the quest it will weigh 45 pounds, but don't finish it and it willstay a quest item. All quest items are weightless so this makes it quiteuseful.

There may be some other reprocussions by not giving him the sword for thequest, telling him you won't give it to him not keeping the quest incomplete,because he mentions keeping an eye on you. So please don't hold that againstme.

Skill progression

http://faqs.ign.com/articles/702/702934p1.html

ELDER SCROLLS: OBLIVION

Skill Progression FAQ

This guide is for the game Elder Scrolls: Oblivion, available for the XBOX 360and PC. This guide outlines the different skills available in the game, theirgoverning attributes, and the benefits of advancement. Brief commentary ofthe advantages of making the skill a Major or Minor have been included, basedupon my own observations and experience.

Nearly every activity in Oblivion falls under some Skill-set. Each Skill-setis governed by one of seven Attributes, and as the Skills are developed,players gain the ability to increase the governing attribute when they level-up. A level-up is earned in the game when 10 Skill Points are earned, in anycombination, from the pool of Major Skills. Once a level-up is earned, aplayer can apply an Attribute modifier to three different Attributes, basedupon skill development for respective Attributes, up to a +5 bonus if 10 SkillPoints are added from the pool of three Skills for any given Attribute. As anexample - Strength governs three skills: Blade, Hand to Hand, and Blunt. Ifbefore earning a level-up, 10 Skill Points from those three Skills (say 4points in Blade, 3 in Hand to Hand, and 3 in Blunt) are earned, then a +5modifier for Strength becomes available once a player levels up.

By developing these related skills and maximizing the attribute modifiers whenleveling up, the player gains a real advantage in remaining even/ahead of theenemies in the game, most of whom level proportionally with the player as thegame progresses.

Each Skill-set has five separate sub-levels: Novice (0-24), Apprentice (25-49), Journeyman (50-74), Expert (75-99), and Master (100). While proficiencyincreases every time a Skill Point is earned in a Skill, certain new abilitiesare gained at each of those new sub-levels. Following is a listing of eachskill, with information of advancement benefits and some personal comments ofapplicability/usefulness as a Major/Minor Skill selection. These personalcomments are based upon my own experience in the game, reflecting my ownstyle, so bear in mind that what works well for me may not work well forothers.My own style of play is predicated on the idea of controlled leveling -choosing Major Skills which can be replicated or replaced with a differentkind of skill (or service, such as a Blacksmith). More information on thisapproach will be available in a guide on controlled leveling, coming soon fromamailhot.

Some General Notes -

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In addition to the techniques listed here, players can consulttrainers in the game to gain Skill Points in different Skills (up to fiveSkill Points/level). For more information on Skill Training, consult this SkillTrainersFAQ written by ammant , my own personal Jesus on all things ES andKotOR.A general note on Magic - Numerous references are made to Spellmaking formore rapid leveling. To access this feature, your character must have accessto the Arcane University. You will also need to purchase certain low-levelspells to use as a 'base' when creating a new spell at the spellmaking altar.Seek out Mage Guilds throughout Cryodiil for more information in this regard.It should be noted as well that regardless of character class, there arenumerous advantages to joining the Mages Guild, and their membership shouldnot be discounted simply because you may be playing with a pure Warrior orAssassin-type player.

A special thanks is offered to the IGN Elder Scrolls Board (notably to ammant,basstelle, and umbraquestsux), from whom I've drawn liberally in providingtips and observations.

ACROBATICS

Governing Attribute - SPEED

Description - Jump long distances and avoid damage when falling greatdistances.Apprentice - You are now able to attack while jumping or fallingusing regular attacks.Journeyman - You're now able to dodge, press the Block button whilejumping to use this.Expert - Jumping uses half the fatigue of before.Master - You're now able to Water Jump. Time this correctly andyou can jump using the water as if it were solid ground.

mas' two cents - An ideal selection as a Speed-governed Major Skill.You rarely need to jump or fall considerable distances in the game, soit's fairly easy to level this skill at your leisure.

Leveling Tip - Find an area with some easily accessible rock formationsand a steep face (mountainsides are ideal). Jump from the top of a rockformation to the ground below repeatedly.

ALCHEMY

Governing Attribute - INTELLIGENCE

Description - Create potions and gain benefits from alchemical ingredientsmore effectively.Apprentice - Recognizes the first two properties of a substance,above the first property recognized by a Novice.Journeyman - Recognizes the first three properties of a substance.

Expert - Recognizes all four properties of a substance.Master - Allows the player to create a potion using only a singleingredient.

mas' two cents - Fine choice for an Intelligence-governed Major Skill,

although the ease in leveling might make it a better selection as a MinorSkill for use in Attribute-farming.

Leveling Tip - Focus on collecting as many harvestable items (plants

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and creature/corpse remains) as possible, storing them in a purchased Home.Also, be on the lookout for higher-level alchemical equipment (Calcinators,Alembics, Mortar-and-Pestles, and Retorts) in caves populated by magic-users:the better the equipment, the stronger the effects of your potions andpoisons). You can gain skill points by eating raw ingredients, and bycreating potions. With an abundance of ingredients to be found in the worldof Cyrodiil, this is among the easiest skills to develop, provided you'retaking the time to collect the ingredients.

ALTERATION

Governing Attribute - WILLPOWER

Description - Cast spells to breathe or walk on water, open locks, shield fromphysical and magical damage, and alter encumbrance.Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Alteration is a Skill set best relegated to MinorSkill status. Its ease in leveling makes it an ideal tool for building upWillpower.

Leveling Tip - Use an Altar of Spellmaking to craft a low-levelShield/Protect Spell with minimal duration and effect. Cast repeatedly.

ARMORER

Governing Attribute - ENDURANCE

Description - Maintain weapons and armor at top efficiency. Worn (damaged)weapons and armor are less effective.Apprentice - Repair Hammers last twice as long.Journeyman - You can now repair enchanted armor and weaponry.

Expert - You can now repair equipment byeond the 100% threshold, to125%, increases the defensive value/Armor Rating of Armor, and damagedelivered by weaponry.

Master - Repair hammers never wear out. One hammer will now lastforever.

mas' two cents - This is a Skill which is almost always useful toanyone who does any degree of exploring. Strongly recommended as a MinorSkill to prevent uncontrolled leveling from those forced to repair theirequipment while out in the wild.

Leveling Tip - Always maintain a healthy supply of hammers beforeventuring out. Loot corpses for weapons and armor, repairing everything youcan, and then discarding any equipment you don't want to hold on to.

ATHLETICS

Governing Attribute - SPEED

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Description - Run and swim faster, and regenerate lost fatigue faster.Apprentice - You regenerate 25% more fatigue while running.Journeyman - You regenerate 50% more fatigue while running.Expert - You regenerate 75% more fatigue while running.Master - You regenerate fatigue at the same rate while running asyou would while standing still.

mas' two cents - Best-suited as a Minor Skill to prevent uncontrolledleveling.

Leveling Tip - This can quickly become a challenging skill to developfor those who are in love with the Fast Travel system. Run everywhere, andremember that swimming helps build Athletics more quickly than running. Itshould be noted that when swimming with an waterbreathing enchantment/spell,the benefit of swimming is reduced. For optimal results, swim underwater(surfacing when necessary), while swinging a weapon.

BLADE

Governing Attribute - STRENGTH

Description - Deliver the slashing and thrusting attacks of dagger and swordweapons more effectively.Apprentice - You gain a new standing power attack which doesmore damage than usual. Press and hold the attack button while standing stillto deliver it.Journeyman - You gain a new sidestep power attack which has achance of disarming your opponent when used.Expert - You gain a new rushing power attach which has a chance ofknocking an opponent down.Master - Your rushing power attack now has a chance of paralyzingyour opponent for a brief period of time.

mas' two cents - Fine choice for a Strength-governed Major Skill. Forthose who choose not to bother with enchanting their weaponry, it may be thebest selection for pure melee combat - from a general standpoint, thereare more Legendary/Daedric Blades than Blunt weapons, and weapon users gainancillary bonuses from enchanted weaponry which are not available to Hand ToHand specialists.

Leveling Tip - Ironically, the best way to better yourself in the BladeSkill is to disregard the improved weaponry which becomes available as yourcharacter levels. Stick with weaker iron blades (keeping them minimallyrepaired) which require more strikes to kill an enemy to increase the rate atwhich Blade Skill Points are earned. Save the stronger weaponry for the more

lethal enemies.

BLOCK

Governing Attribute - ENDURANCE

Description - Parry melee attacks with shields and weapons. Successful blocksreduce damage.Apprentice - Blocking no longer drains Fatigue.Journeyman - Blocking with yoru hands will now cause opponents to

momentarily recoil.Expert - Blocking with a shield can now knock back and stagger anopponent.Master - Blocking now gives you a chance to disarm an opponent.

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mas' two cents - Fine selection as an Endurance-governed Major Skill,

but I wouldn't recommend choosing this AND Heavy Armor as Majors both, as itlimits your tactical options when controlled leveling are taken into account.

Leveling Tip - Find a nice weak enemy (rats are excellent choices) andlet them pummel on you while blocking. Keep a Potion of Cure Disease handy ifyou do - continued attacks from many creatures invariably leads to contractionof one disease or another.

BLUNT

Governing Attribute - STRENGTH

Description - Deliver the crushing blows of mace and axe weapons moreeffectively.Apprentice - You gain a new standing power attack which doesmore damage than usual. Press and hold the attack button while standing stillto deliver it.Journeyman - You gain a new sidestep power attack which has achance of disarming your opponent when used.Expert - You gain a new rushing power attach which has a chance ofknocking an opponent down.Master - Your rushing power attack now has a chance of paralyzingyour opponent for a brief period of time.

mas' two cents - Fine choice for a Strength-governed Major Skill,although the choice of enchanted Blunt Weaponry may not be as diverse orimpressive as what can be found with Blades. Blunt specialists are encouragedto learn more about enchanting their own weaponry.

Leveling Tip - Ironically, the best way to better yourself in the BluntSkill is to disregard the improved weaponry which becomes available as yourcharacter levels. Stick with weaker iron weapons (keeping them minimallyrepaired) which require more strikes to kill an enemy to increase the rate atwhich Blunt Skill Points are earned. Save the stronger weaponry for the morelethal enemies.

CONJURATION

Governing Attribute - INTELLIGENCE

Description - Cast spells to summon otherworldly creatures, summon magicalweapons and armor, and turn the undead.Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Fine choice as either a Major or Minor Skill. Theability to summon other creatures can be invaluable to a magician, so theadded bonus of making it a Major Skill can be immediately useful. As well, asa relatively easy Skill to level, it can be a fine choice as a Minor Skill

used in Attribute-farming.

Leveling Tip - Use an Altar of Spellmaking to craft a one-secondduration Bound Weapon/Armor spell. Cast repeatedly. As a side note, Summon

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Spells can be excellent tools used to develop other offensive skill sets,melee or magic. Summon a creature and attack with weapon or magic for a 'two-for-one' bonus.

DESTRUCTION

Governing Attribute - WILLPOWER

Description - Cast spells to inflict magical fire, frost, and shock damage, orreduce resistances to magic attacks.Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Excellent selection for a Major Skill. BecauseDestruction spells must be targeted on living creatures to gain Skill Points,it can be a more challenging skill set to develop than other magicaldisciplines.

Leveling Tip - Use an Altar of Spellmaking to create a low-level,minimal effect Destruction spell targeted on Self (you). Cast repeatedly,using potions, magic, or the Wait Command to heal as necessary.

HAND TO HAND

Governing Attribute - STRENGTH

Description - Attack without weapons to damage and fatigue opponents.Apprentice - You gain a new standing power attack which doesmore damage than usual. Press and hold the attack button while standing stillto deliver it.Journeyman - You gain a new sidestep power attack which has achance of disarming your opponent when used.Expert - You gain a new rushing power attach which has a chance ofknocking an opponent down.Master - Your rushing power attack now has a chance of paralyzingyour opponent for a brief period of time.

mas' two cents - Best-suited as a Minor Skill unless you are using a

monk-type character intent on specializing in hand to hand combat. By relyingon unarmed combat, players essentially handicap themselves from the benefitsoffered by enchanted weaponry. However, the increased likelihood ofstaggering an opponent or knocking them off-balance helps mitigate thishandicap a bit.

Leveling Tip - No real shortcuts here. Hand to Hand is a Skill thatneeds to be ground out to develop to its fullest.

HEAVY ARMOR

Governing Attribute - ENDURANCE

Description - Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony,

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and Daedric Armors.Apprentice - The durability of Heavy Armor is increased.Journeyman - The durability of Heavy Armor is increased further.

Expert - The encumbrance of Heavy Armor is reduced while runningand/or swimming.Master - The encumbrance of Heavy Armor is negated while runningand/or swimming.

mas' two cents - An ideal selection as an Endurance-governed MajorSkill. Choose Heavy Armor OR Block as Majors, but not both. See the Blocksection for more information.

Leveling Tip - As with Blocking, the easiest way to rapidly level HeavyArmor is by finding a weak enemy, and allowing them to pummel you (withoutblocking their attacks). Keep a Potion of Cure Disease handy in the event youcontract a disease of some kind.

ILLUSION

Governing Attribute - PERSONALITY

Description - Cast spells to charm, conceal, create light, silence, paralyze,command, or affect morale or aggressiveness.Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Illusion can be an extremely useful Skill to a host ofdifferent classes. Based on its versatility, and ease in leveling, it may bebest-suited as a Minor Skill, where its continued use will not present aproblem with uncontrolled leveling.

Leveling Tip - Use an Altar of Spellmaking to craft a low-level spell(Starlight works well) with limited duration. Cast repeatedly.

LIGHT ARMOR

Governing Attribute - SPEED

Description - Make more effective use of Fur, Leather, Chainmail, Mithril,Elven, and Glass Armors.Apprentice - Durability of Light Armor is increased.Journeyman - Durability of Light Armor is further increased.Expert - Encumbrance of Light Armor is negated while running and/orswimming.Master - A 50% increase in protection is offered when wearing allLight Armor.

mas' two cents - Best suited as a Minor Skill, for Attribute-farming,when Heavy Armor/Block development for Endurance is taken into consideration.

Leveling Tip - As with Blocking and Heavy Armor, the easiest way to

rapidly level Light Armor is by finding a weak enemy, and allowing them topummel you (without blocking their attacks). Keep a Potion of Cure Diseasehandy should you contract an illness.

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MARKSMAN

Governing Attribute - AGILITY

Description - Deliver more deadly ranged attacks with bow and arrow weapons.Apprentice - You are no longer fatigued while holding thebowstring with a notched arrow.Journeyman - You can now zoom in on a target while an arrow isnotched by pressing the Block button (one of the best new skill perks in thegame, imho).Expert - You now have a chance of knocking down an opponent whenhe/she/it is struck with an arrow.Master - You now have a chance of paralyzing an opponent whenhe/she/it is struck with an arrow.

mas' two cents - An excellent option for an Agility-governed MajorSkill.

Leveling Tip - As with Melee Weapons, the easiest way to level theSkill quickly is by sticking with weaker bows and arrows, using more shots tokill an enemy. The stronger bows and arrows can be saved for more lethal foes.

MERCANTILE

Governing Attribute - PERSONALITY

Description - Get better deals when buying or selling goods.Apprentice - Damage levels for an item no longer have a bearingon its resale price.Journeyman - You can now sell any item to any vendor, regardlessof their normal inventory/trade.Expert - You can now invest in a shop, giving the retailer anadditional 500 gold with which they can purchase goods from you.Master - Every shop in Cyrodiil now has an additional 500 goldwith which to purchase items from you.

mas' two cents - Best suited as a Minor Skill, as the need for moneycan result in uncontrolled leveling at times.

Leveling Tip - Developing Mercantile Skill is time-consuming. Use theHaggle option with every transaction, always seeking out the best price. Loadup with lighter loot when out in the wild, saving it for 'selling sprees' donefor the sake of leveling your Skill, remembering that the number of

transactions has a greater bearing on developing the skill than value ofitem. Less worthwhile potions made during/after Alchemical leveling spreesare a great source of stock for trade.

MYSTICISM

Governing Attribute - INTELLIGENCE

Description - Cast spells that absorb, reflect, and dispel magic, moveobjects, sense life, and bind souls.

Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

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Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Not a bad choice for Major Skill selection, as therearen't many Mysticism spells which are likely to be needed on a regularbasis, although Mysticism does provide a host of useful effects.

Leveling Tip - Use an Altar of Spellmaking to cast a low-range DetectLife Spell. Cast repeatedly.

RESTORATION

Governing Attribute - WILLPOWER

Description - Cast spells to restore, fortify, or absorb physical and magicalattributes, cure disease, and resist magical attacks.Apprentice - You are now able to cast Apprentice-levelspells.Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.Master - You are now able to cast Master-level Spells.

mas' two cents - Fine choice as a Major or Minor Skill. Developing theskill beyond Journeyman level can be difficult, so some may find itRestoration to be most useful as a Minor Skill. And, as a Minor Skill, it canbe used at will to restore health in a pinch if the Wait option isn'tavailable while in a dungeon/cave.

Leveling Tip - Use an Altar of Spellmaking to cast a low=level RestoreHealth spell for a minimal duration. Cast repeatedly.

SECURITY

Governing Attribute - AGILITY

Description - Use lockpicks to open locked doors and containers.Apprentice - Only three tumblers fall when a lockpick isbroken.Journeyman - Only two tumblers fall when a lockpick is broken.

Expert - Only one tumbler falls when a lockpick is broken.Master - No tumblers fall when a lockpick is broken.

mas' two cents - Best suited as a Minor Skill. You don't want to forceyourself into uncontrolled leveling for the sake of retrieving treasure oropening new passageways in dungeons/caves. As well, Security can become a bitof an afterthought once the Skeleton Key is earned (available once the playerreaches Level 10).

Leveling Tip - Intentionally breaking lockpicks to increase the workrequired to pick locks is about the only way to increase the skill. However,finding lockpicks can be a challenge for some. Spending time sneaking aroundtowns in the evening, avoiding guards and nightowls to pick the locks of homescan help speed up the leveling process as well.

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SNEAK

Governing Attribute - AGILITY

Description - Pick pockets and move unseen and unheard by observers.Apprentice - An undetected attack while sneaking deliversadditional damage (6X factor for melee attacks, 3X factor for ranged).Journeyman - The weight of the character's footwear no longer has abearing on their likelihood of being detected.Expert - Running no longer increases the likelihood of detectionwhile sneaking.Master - Undetected attacks while sneaking now disregard ArmorRating when calaculating damage delivered.

mas' two cents - Best suited as a Minor Skill, based on ease ofleveling.

Leveling Tip - Find a relatively poulated area with a corner. Entersneak mode and walk into the corner. Continue walking to boost Sneak Skillpoints. Sneaking in people's homes in the evening (while they are sleeping)can be an excellent way to develop the skill as well.

SPEECHCRAFT

Governing Attribute - PERSONALITY

Description - Use speech to persuade listeners to like and trust you.Apprentice - You now get one chance to rotate the wedges forresponses without selecting an option to gauge a person's responses beforebeginning to Persuade them.Journeyman - Disposition now decreases more slowly whilePersuading.Expert - Disposition penalty from choosing the most disliked optionis now reduced.Master - The cost for bribes while Persuading is now reduced by50%.

mas' two cents - Ideal selection for a Personality-governed MajorSkill. Speechcraft is rarely needed in the game, making its uselargely optional, leaving the player firmly in control of its development andleveling.

Leveling Tip - Speaking to someone with your weapon drawn decreasestheir initial Disposition toward you, increasing the potential for Dispositiongains from Persuasion.

This guide is for oblivion quests in Anvil.There is not many but i should help.

The Siren's Deception is the first one.You will hear about a female gang luringmen with there charms and then robbing them.The people around town will tell you that Gogan was there last victim.Go talk tohis wife Maelona and she will tell you thatthey stole a family ring and she wants you to get it back.After that head to theflowing bowl in the docks.If you wait a fewmoments you will be approached by two girls,a imperial and a nord.They will askyou to meet them at Gweeden farm at 11.00 pm.

When you enter the house they try and kill you.When you have finished Gogan andMaelona will come in and tell you that theyare secret agents who were set out to find the gang.Before you leave don'tforget to loot the corpses of the siren's.

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The next quest is The Ghost Ship of Anvil.You can start the quest by talking toVaulae in the docks part on the Serpents Wake ship.She asks you to go into the ship and get back an artifact in the ships storagehold,but be careful because the ship is full of wraiths.When you enter the ship find the captain's corpse and take the key [you can usethis key to open the captain's chest].Go below deckand fight your way through the wraiths.Eventually find a crystal ball take itand give it to Vaulae and in return she will give a cutlasscalled Redwave.

thenext final quest of Anvil is Where the spritits hve lease.In the counts armin the east of Anvil is Velvyn Benirus and he is tryingto sell his grandfather's house.You can buy the house for 2500 septims youthe house he will head to the imperial city.Head to thehouse and sleep for a few hours.When you wake there will be three ghost killthem and head down stairs.There should be a broken vaze pick upthe note and the skeleton hand and travel to the counts arm again.When you getthere talk to the inn keeper about Velvyn and he will tell youthat he went to the imperial city and that he is staying in the King and Quenntavern in the elven gardens district.Tell him about the manorand he will agree to head back to Anvil with youand to meet him in the countsarm.When you arrive talk to him and then you and him go to the manor.Fight your way through the ghosts and go to the basement.He will open the secretpassage way and then run of like a coward.Head through the passageway.Activate the skeleton and the hand will be place to complete theskeleton.The skleton will start to talk.A lich will appear kill him and go talkto Velvyn.After the talk is over head back to the manor and you will find outthat is fully furnished.

This is the first part of my walkthroughs to the side quest in the citys.Hopethe walkthrough was helpful.

Anvil and the 3 ghost

http://faqs.ign.com/articles/105/1057949p1.html

This guide is for oblivion quests in Anvil.There is not many but i should help.

The Siren's Deception is the first one.You will hear about a female gang luringmen with there charms and then robbing them.The people around town will tell you that Gogan was there last victim.Go talk tohis wife Maelona and she will tell you thatthey stole a family ring and she wants you to get it back.After that head to theflowing bowl in the docks.If you wait a fewmoments you will be approached by two girls,a imperial and a nord.They will askyou to meet them at Gweeden farm at 11.00 pm.When you enter the house they try and kill you.When you have finished Gogan andMaelona will come in and tell you that theyare secret agents who were set out to find the gang.Before you leave don'tforget to loot the corpses of the siren's.

The next quest is The Ghost Ship of Anvil.You can start the quest by talking toVaulae in the docks part on the Serpents Wake ship.She asks you to go into the ship and get back an artifact in the ships storage

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hold,but be careful because the ship is full of wraiths.When you enter the ship find the captain's corpse and take the key [you can usethis key to open the captain's chest].Go below deckand fight your way through the wraiths.Eventually find a crystal ball take itand give it to Vaulae and in return she will give a cutlasscalled Redwave.

thenext final quest of Anvil is Where the spritits hve lease.In the counts armin the east of Anvil is Velvyn Benirus and he is tryingto sell his grandfather's house.You can buy the house for 2500 septims youthe house he will head to the imperial city.Head to thehouse and sleep for a few hours.When you wake there will be three ghost killthem and head down stairs.There should be a broken vaze pick upthe note and the skeleton hand and travel to the counts arm again.When you getthere talk to the inn keeper about Velvyn and he will tell youthat he went to the imperial city and that he is staying in the King and Quenntavern in the elven gardens district.Tell him about the manorand he will agree to head back to Anvil with youand to meet him in the countsarm.When you arrive talk to him and then you and him go to the manor.Fight your way through the ghosts and go to the basement.He will open the secretpassage way and then run of like a coward.Head through the passageway.Activate the skeleton and the hand will be place to complete theskeleton.The skleton will start to talk.A lich will appear kill him and go talkto Velvyn.After the talk is over head back to the manor and you will find outthat is fully furnished.

This is the first part of my walkthroughs to the side quest in the citys.Hopethe walkthrough was helpful.