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Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of The Elder Scrolls IV - Oblivion FAQ


The Elder Scrolls IV - Oblivion FAQ Walkthroughs


The Elder Scrolls IV - Oblivion FAQ

The Elder Scrolls IV
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FAQ/Walkthrough (for PC & XBox 360)
v3.00 2006-06-12
Copyright 2006 Barry Scott "PapaGamer" Will

A premium version of this Walkthrough is available. It includes maps,
screenshots, hyperlinked cross-references and more. See
http://www.papagamer.com/
for more information.

**THIS IS NOW A FULL AND COMPLETE WALKTHROUGH FOR ES4:OBLIVION. EVERY QUEST
THAT APPEARS IN THE GAME--INCLUDING THE OFFICIAL PLUGINS--IS INCLUDED IN THIS
GUIDE.**

The Elder Scrolls IV: Oblivion was developed by Bethesda Game Studios,
published by Bethesda Softworks and 2K Games and is copyright 2006 Bethesda
Softworks. This guide is not endorsed by, nor is the author associated with,
Bethesda Game Studios, Bethesda Softworks or 2K Games.

This FAQ/Walkthrough does not include a Character Guide. You can find my
Character Build Guide at:

http://www.papagamer.com/faqs/oblivion_character.txt

The Character Build Guide includes a complete rundown of all the skills,
races, attributes and birthsigns in Oblivion, as well as many class templates
for your amusement.

**Bethesda has released the v1.1 patch for both PC and XBox 360. You should
download and install this patch as it fixes a number of quest-related bugs.
XBox 360 users can download the patch via XBox Live. PC users can download the
patch here:
http://elderscrolls.com/downloads/updates_patches.htm

*SPOILER WARNING*
This guide contains plot spoilers. You have been warned.


<~~~~~~ CONTACT INFORMATION ~~~~~~>

To contact me about the guide, send email to:
barry@papagamer.com

Please include "Oblivion FAQ" in your subject line so I don't auto-discard the
message. Also, please read the FAQ carefully prior to asking for help on any
part of the game. If you send me additional suggestions or hints for the game
and I find them useful, you will be acknowledged in the Credits.

If you found this guide useful and would like to contribute a small token for
my efforts, you may send money through PayPal by using the Donate link found
on my Web site:
http://www.papagamer.com/

Thank you, and enjoy the guide!


<~~~~~~ TABLE OF CONTENTS ~~~~~~>
Front Matter
Contact Information
Table of Contents
How to Use This Guide

Gameplay.............................................................GP00
Controls & Icons..................................................GP01
Game Mechanics....................................................GP02
Radiant AI...................................................GP02-A
The Leveled System...........................................GP02-B
Time, Waiting & Resting......................................GP02-C
Travel, Horses & Quest Markers...............................GP02-D
Mini-games: Lockpicking & Persuasion.........................GP02-E
Enchanting, Spellmaking & Soul Gems..........................GP02-F
Combat............................................................GP03
Tips & Tricks.....................................................GP04
Frequently Asked Questions........................................GP05

Main Story...........................................................MS00
Tutorial..........................................................MS01
Deliver the Amulet................................................MS02
Find the Heir.....................................................MS03
Breaking the Siege of Kvatch......................................MS04
Weynon Priory.....................................................MS05
The Path of Dawn..................................................MS06
Dagon Shrine......................................................MS07
Spies.............................................................MS08
Blood of the Daedra...............................................MS09
Blood of the Divines..............................................MS10
Miscarcand........................................................MS11
Bruma Gate........................................................MS12
Allies for Bruma..................................................MS13
The Wayward Knight (Cheydinhal)..............................MS13-A
Bravil.......................................................MS13-B
Anvil........................................................MS13-C
Chorrol......................................................MS13-D
The Battle for Castle Kvatch.................................MS13-E
Leyawiin.....................................................MS13-F
Skingrad.....................................................MS13-G
Defense of Bruma..................................................MS14
Great Gate........................................................MS15
Paradise..........................................................MS16
Light the Dragonfires.............................................MS17
Imperial Dragon Armor.............................................MS18

Fighters Guild.......................................................FG00
A Rat Problem.....................................................FG01
The Unfortunate Shopkeeper........................................FG02
The Desolate Mine.................................................FG03
Unfinished Business...............................................FG04
Drunk and Disorderly..............................................FG05
Den of Thieves....................................................FG06
Amelion's Debt....................................................FG07
The Master's Son..................................................FG08
More Unfinished Business..........................................FG09
Azani Blackheart..................................................FG10
The Wandering Scholar.............................................FG11
The Fugitives.....................................................FG12
Trolls of Forsaken Mine...........................................FG13
The Stone of St. Alessia..........................................FG14
The Noble's Daughter..............................................FG15
Mystery at Harlun's Watch.........................................FG16
Information Gathering.............................................FG17
Infiltration......................................................FG18
The Hist..........................................................FG19
Expelled From the Fighters Guild..................................FG20

Mages Guild..........................................................MG00
Anvil Recommendation..............................................MG01
Bravil Recommendation.............................................MG02
Bruma Recommendation..............................................MG03
Cheydinhal Recommendation.........................................MG04
Chorrol Recommendation............................................MG05
Fingers of the Mountain......................................MG05-A
Fingers of the Mountain, Part II.............................MG05-B
Leyawiin Recommendation...........................................MG06
Skingrad Recommendation...........................................MG07
A Mage's Staff....................................................MG08
Ulterior Motives..................................................MG09
Vahtacen's Secret.................................................MG10
Necromancer's Moon................................................MG11
Liberation or Apprehension?.......................................MG12
Information at a Price............................................MG13
A Plot Revealed...................................................MG14
The Bloodworm Helm................................................MG15
The Necromancer's Amulet..........................................MG16
Ambush............................................................MG17
Confront the King.................................................MG18
Mages Guild Suspension............................................MG19

Thieves Guild........................................................TG00
May the Best Thief Win............................................TG01
Independent Thievery..............................................TG02
Untaxing the Poor.................................................TG03
The Elven Maiden..................................................TG04
Ahdarji's Heirloom................................................TG05
Misdirection......................................................TG06
Lost Histories....................................................TG07
Taking Care of Lex................................................TG08
Turning a Blind Eye...............................................TG09
Arrow of Extrication..............................................TG10
Boots of Springheel Jak...........................................TG11
The Ultimate Heist................................................TG12
Cast Out of the Thieves Guild.....................................TG13

Dark Brotherhood.....................................................DB00
A Knife in the Dark...............................................DB01
A Watery Grave....................................................DB02
Accidents Happen..................................................DB03
Scheduled for Execution...........................................DB04
The Renegade Shadowscale..........................................DB05
The Assassinated Man..............................................DB06
The Lonely Wanderer...............................................DB07
Bad Medicine......................................................DB08
Whodunit?.........................................................DB09
Permanent Retirement..............................................DB10
Of Secret and Shadow..............................................DB11
The Purification..................................................DB12
Affairs of a Wizard...............................................DB13
Next of Kin.......................................................DB14
Broken Vows.......................................................DB15
Final Justice.....................................................DB16
A Matter of Honor.................................................DB17
The Coldest Sleep.................................................DB18
A Kiss Before Dying...............................................DB19
Following a Lead..................................................DB20
Honor Thy Mother..................................................DB21
Whispers of Death.................................................DB22
Dark Exile........................................................DB23

Side Quests..........................................................SQ00

Quest Index..........................................................QL00
Alphabetical Index................................................QL01
City/Region Index.................................................QL02

Miscellaneous Adventures.............................................MA00
Home Ownership....................................................MA01
Skill Training....................................................MA02
Vampirism.........................................................MA03

Expanding Your Game..................................................XP00
PC Optimization...................................................XP01
PC Console Commands...............................................XP02
Mods..............................................................XP03

Version History & Credits

To quickly jump to a section, copy the section code, press CTRL-F and paste
the section code in the search box.


<~~~~~~ HOW TO USE THIS GUIDE ~~~~~~>

Oblivion is a huge game, and very much free-form. You can spend 100 hours
playing the game and never touch the main quest. You can play through the main
quest a half-dozen times and never do the same side quests twice. In addition,
some dungeons and quests are randomly generated. There's no way to write a
typical linear walkthrough for this game.

So here's how the walkthroughs are organized:

* Main Story: First up is a step-by-step walkthrough of the main story quests.
The main story does advance in a fairly linear manner, so each step along the
journey will be laid out. Of course, you do not have to complete the main
story in any sort of time limit and you can take your time and do lots of side
quests during the main story. However, the Main Story walkthrough will concern
itself only with the quests that are directly connected to the main story.

* Guild Quests: There are four guilds in Oblivion--Fighters, Mages, Thieves
and the Dark Brotherhood (assassins). Each guild has numerous quests
associated with it, and each has its own section in this part of the guide.

* Side Quests: Everything that doesn't fit into the previous categories is
organized here in alphabetical order by quest name.

Before all the walkthroughs is a rundown of basic gameplay in Oblivion,
including the controls, how the Radiant AI works, combat hints and frequently
asked questions.

At the end of the walkthroughs is an index of every quest in the game, with
the section number where you can find the mini-walkthrough for that quest. The
index is organized both alphabetically and by city/region.

A complete breakdown of the character system in Oblivion, including all the
skills, races, signs, etc. is in a separate document, located at:
http://www.papagamer.com/faqs/oblivion_character.txt

After the quest walkthroughs is Miscellaneous Adventures, which covers buying
and furnishing houses, vampirism and training your skills (including the
Master Training quests).

The guide wraps up with Expanding Your Game, which covers optimizing your PC
to run Oblivion well, using console commands (on the PC) for that extra edge
and mods (mostly for PC, but some for X360 as well).

The main point of Oblivion is to explore, have fun and immerse yourself in the
world. The game simply cannot be adequately covered in words, you have to
experience it for yourself. But, if you get stuck, feel like you're in over
your head, or just can't figure out how to do that one little thing...then
this guide is here for you.


[GP00]
~~The Elder Scrolls IV~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GAMEPLAY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OBLIVION~~

[GP01]
<~~~~~~ CONTROLS & ICONS ~~~~~~>

These are the default controls for the game:

+--------------------------------------------------------------------------+
| ACTION | PC (keyboard/mouse)+ | XBOX 360* |
|------------------------+------------------------+------------------------|
| Movement | W, A, S, D | Left stick |
|------------------------+------------------------+------------------------|
| Camera | Move mouse | Right stick |
|------------------------+------------------------+------------------------|
| Activate | SPACE | A button |
|------------------------+------------------------+------------------------|
| Jump | E | Y button |
|------------------------+------------------------+------------------------|
| Run | Left SHIFT | Movement speed is |
|------------------------+------------------------| controlled by the |
| Always Run (toggle) | CAPS LOCK | force on the left stick|
|------------------------+------------------------+------------------------|
| Ready/Sheath Weapon | F | X button |
|------------------------+------------------------+------------------------|
| Attack | Left mouse button | R trigger |
|------------------------+------------------------+------------------------|
| Power Attack | Hold left mouse button | Hold R trigger + |
| | + movement key | move left stick |
|------------------------+------------------------+------------------------|
| Shoot Arrow | Hold left mouse button | Hold R trigger to aim, |
| | to aim, release to fire| release to fire |
|------------------------+------------------------+------------------------|
| Block/Bow Zoom | Right mouse button | L trigger |
|------------------------+------------------------+------------------------|
| Cast Spell | C | R button |
|------------------------+------------------------+------------------------|
| Grab | Z press-and-hold | L button press-and-hold|
|------------------------+------------------------+------------------------|
| Sneak | Left CTRL | Press left stick |
|------------------------+------------------------+------------------------|
| Journal | TAB; You can also open | B button |
| | a journal tab directly | |
| | F1 - Stats | |
| | F2 - Inventory | |
| | F3 - Spells | |
| | F4 - Map/Quests | |
|------------------------+------------------------+------------------------|
| Hotkeys | 1 - 8 | D-pad |
|------------------------+------------------------+------------------------|
| Assign Hotkeys | Press-and-hold 1 - 8 | Press-and-hold D-pad |
| w/Inventory Open | and click item | and select item (A) |
|------------------------+------------------------+------------------------|
| Game Menu | ESC | Start |
|------------------------+------------------------+------------------------|
| Wait | T | Back |
|------------------------+------------------------+------------------------|
| Switch View (1st/3rd) | R | Press right stick |
|------------------------+------------------------+------------------------|
| Vanity Mode | Press-and-hold R | Press-and-hold rt stick|
|------------------------+------------------------+------------------------|
| Quicksave | F5 | |
|------------------------+------------------------+------------------------|
| Quickload | F9 | |
+--------------------------------------------------------------------------+

* XBox 360 Controls list courtesy of Styck and GOSFreak from GameFAQs.

+ The PC version does support gamepads; however, there are some problems with
the default control setup. Find your Oblivion.ini file (typically in
My Documents\My Games\Oblivion) and open this file in a *text* editor such
as Notepad. (Don't use Word or Wordpad or other word processing program.
Stick with a simple, plain text editor.)

Find these lines in the section headed [Controls]:

fMouseSensitivity=0.0020
;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack=2
iJoystickMoveLeftRight=1
fJoystickMoveFBMult=1.0000
fJoystickMoveLRMult=1.0000
iJoystickLookUpDown=6
iJoystickLookLeftRight=3
fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020

These are the default movement (left analog stick) and camera (right analog
stick) controls. Specifically, the Look (i.e. camera) controls may not be
set properly for your joystick. If moving the right analog stick has no
effect on the camera, change these two lines:

fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020

Increase the value of 0.0020 to something significantly larger, such as
0.5000. If the camera still does not respond or is sluggish, increase to
1.0000 and so on until the camera responds to the right joystick in a way
that works for you.

Additionally, you may find the camera movement does not correspond correctly
to the joystick movement: i.e. the camera moves up and down as you move the
stick left and right. In that case, switch these values:

iJoystickLookUpDown=6
iJoystickLookLeftRight=3

so that you have:

iJoystickLookUpDown=3
iJoystickLookLeftRight=6

You may also need to change some of these values completely depending on
your controller and your controller's drivers. You can set the buttons
within the Controls Options of the game.


| Icons
+-------
When in first-person perspective, the center of the screen is occupied by a
crosshair. When you move over a target, the crosshair changes depending on the
target.

* Face: NPC, Activate the NPC to talk to him or her

* Crown: plot critical NPC, Activate the NPC to talk to him or her

* Open hand: a loose item, press Activate to take the item

* Closed fist: something that can be manipulated (such as a door or switch),
press Activate to...well...activate the item

* Pottery jar: container, press Activate to open the container

* Door: a door, Activating may open the door or take you to another area
depending on the door

* Lock: this icon appears in the lower right corner of the screen when a door
or container is locked.

* Moon and stars: a bed, Activate to sleep in the bed

* Book: a book or note, Activate it to read the item

* Stool: a chair, bench, etc., Activate it to sit down, press Activate again
while not targeting anything to stand up

* Horseshoe: a horse, press Activate to mount the horse, press Activate again
while not targeting anything to dismount

* Bat: NPC, Activate the NPC to feed on him or her (can only be used when you
are a vampire)

* Eye: indicates you are in Sneak mode

Sometimes icons display in red. When you see a red icon, don't touch the item
or you'll be accused of a crime. Unless, of course, you're trying to commit a
crime, then go ahead and touch away...


[GP02]
<~~~~~~ GAME MECHANICS ~~~~~~>

Most of the basic gameplay elements are dealt with during the tutorial. How to
pick things up, how to drop them, how to equip weapons and spells, how to
Sneak, etc. But, there are a lot of things going on under the hood that the
tutorial never mentions. This section covers all those extra game mechanics.


| Radiant AI [GP02-A]
+---------------------
Radiant AI is Bethesda's name for its NPC scripts. NPCs in Oblivion are
supposed to "act like real people". At first, this really seems to be the
case. After a few hours invested in a city, you'll see it's just another bunch
of scripts strung together with some pseudo-random events to give the feel of
actual intelligence.

Here are some of the things the Radiant AI does:

* NPCs keep a schedule. Their schedule is occasionally randomized, but, for
the most part, these characters move around eating, working, sleeping and
other activities at different times of the day on a regular schedule.

* NPCs react to crimes. Enter one's house uninvited and they'll call for
the gendarmes. Hit someone and they'll scream, "Assault!" Etc.

* NPCs talk to one another as they pass on the street. After spending a couple
hours in a city, you'll have heard every variation on conversation there is.
(Since everything in Oblivion is voice acted, the number of conversations is
quite limited.) Sometimes, hearing these conversations opens up a new topic
for you, often leading to a quest.


Here are some things the Radiant AI does not do:

* Force you to keep a schedule. For the most part, if someone tells you to
meet them at midnight tonight or else, you can show up at midnight three
weeks later and they'll be there waiting patiently for you. There are very,
very few quests in Oblivion that actually require you to act within time
constraints.

* React to assaults on allies. The vision/hearing of every NPC in Oblivion
must be impaired. If you have two enemy mages on opposite sides of a large
room, you can blow one of them to smithereens while the other wonders
aloud about the rats. This does help with combat since you don't want lots
of bad guys swarming you, but it is kind of ridiculous.

Example: right after killing the captain of a ship, two sailors barged into
the cabin. The PC was hidden in the back room. Seeing the captain dead on
the floor, the sailors proceeded to engage in a random conversation. The PC
steps out of the back room and fires a spell at one of the sailors. That
sailor charges and is dispatched. The other sailor, still behind the
partition at the front of the cabin, complains about the loud noises made by
the rats.

That’s the Radiant AI for you!


* Care much about the world around them. There are scripted instances where
you can't get help from someone because of an Oblivion gate nearby, but,
for the most part, while the big, bad demonic invasion is happening, most
NPCs still just want you to kill (or protect, depending on the situation)
the rats in their basement.

So, don't get your hopes up too high over the Radiant AI. The NPCs in Oblivion
pretty much act like the NPCs in every other RPG, except they don't just stand
around waiting for you to show up (unless you're in the middle of a quest
requiring they just stand around until you show up--in which case they'll wait
for months).

And, even if a quest-target NPC is moving around, the convenient objective
marker on your map will always show you where he or she is.


| The Leveled System [GP02-B]
+-----------------------------
Oblivion uses a system that matches enemy levels to your PC's level. It does
this in two ways:

* Changes the type or number of creatures you face. For example, at low level,
the daedra you fight inside Oblivion are mostly scamps and the occasional
clannfear runt. At higher levels, you'll start seeing dremora, adult clann-
fear, atronachs, etc.

* Increases the level of the enemy. This is mostly used on boss creatures.
For example, the opponents you face in the Arena are always the same, but
their level, skills and equipment increase in power as you increase in
power.

The leveled system means you never get in over your head. Whatever challenge
you face is always scaled to your level, so you can do anything at the
beginning of the game. This is also a drawback, as being able to complete any
quest even at level 1 is somewhat unrealistic.

The leveled system also means you never overpower your opponents. There are
never any "easy" fights against overwhelmed opponents. When you encounter
bandits at level 1, they are clad in fur and wield rusty daggers. If you
encounter them at level 20, they are clad in mithril and wield enchanted glass
short swords.

Treasure and store inventories are likewise leveled. At level one, you can
fight for your life through a three-level ruin, dispatching dozens of undead
and come away with a grand total of 32 gold, a flawed jewel and some day-old
bread. Going through the same ruin at level 10 can yield a couple hundred
gold, some soul gems and an enchanted weapon.

The leveled system also affects quest rewards. Finish Fingers of the Mountain
at level 3 and the spell you get is, to say the least, underwhelming. Finish
it at level 25 and you get one of the most powerful spells in the game
(assuming you have the Magicka to cast it). A sigil stone collected at level 5
is a lot less powerful than a sigil stone collected at level 15.

(*NOTE*: PC users can download a mod that corrects this problem.)

The leveled system does present some problems, especially in the main story.
There are a few quests where you have to defeat hordes of enemies, and you are
given help; or, you have to protect someone from enemies. In these cases,
having a higher level PC works against you since your allies do not similarly
increase in power. The last thing you want is a dozen dremora overwhelming the
guards around you, then turning all their attention on you. No matter how uber
you think your gear, you're not going to survive that.

There are some ways to work around this system:

1) Increase your class levels slowly. If you work mostly with minor skills,
and only increase your major skills (and, thus, your class level) when you've
locked in +5 modifiers for your attributes, then you'll run far ahead of the
NPCs of similar level. For more info on the skill/class system, see the
PapaGamer Character Build Guide at:
http://www.papagamer.com/faqs/oblivion_character.txt

2) Play at a lower difficulty level. If a quest is just too hard, turn the
difficulty down until you complete the quest.

3) Use a modded leveling system (see the Mods section near the end of the
guide). This will allow you to level more reasonably without having to pay a
lot of attention to the math. There are also mods that affect enemy leveling,
which makes the game much more interesting.

4) Use the Quest Reward Leveling mod (see the Mods section near the end of the
guide). This levels up quest rewards with your class level, so you'll always
have a use for those special gifts.


| Time, Waiting & Resting [GP02-C]
+----------------------------------
Time in Oblivion passes at the rate of 30 minutes for every one real minute
spent playing the game (not in Pause). So a 24-hour day takes 48 minutes of
real time to play through.

NPCs operate on schedules during the game day. Normal operating hours for
merchants are 8am to 8pm every day. In the cities, most of the rulers hold
court from 8am to 6pm every day. You can find a lot of NPCs at dinner in the
local tavern or castle dining hall around 8pm to 11pm most days. Etc. If
you're looking for someone and you don't have a quest marker for that person,
you can assume that person will be at home, sleeping, at night. Etc.

The calendar is just like the Gregorian calendar, albeit with different names:

January - Morning Star July - Sun's Height
February - Sun's Dawn August - Last Seed
March - First Seed September - Heartfire
April - Rain's Hand October - Frost Fall
May - Second Seed November - Sun's Dusk
June - Mid-Year December - Evening Star

Sunday - Sundas
Monday - Morndas
Tuesday - Tirdas
Wednesday - Middas
Thursday - Turdas
Friday - Fredas
Saturday - Loredas

The months have the same number of days as the Gregorian calendar, thus Last
Seed has 31 days, Heartfire has only 30, etc. The game begins the 27th of Last
Seed, Third Empire, year 433 (7/27/433--The in-game calendar displayed with
the debug console counts the months from 0 to 11, so August/Last Seed is month
7, not 8). You can see the current date by turning on the debug console (tdt)
and choosing page 0 (sdt 0).

What does all this mean?

Well, not much, unless you need to figure out an NPC's schedule. If a
character does activity X on weekdays, you know that means Morndas, Tirdas,
Middas, Turdas and Fredas. If it's currently Loredas, you've got to Wait two
days to catch the NPC. And so on and so forth.

At any time there are no enemies nearby and you are not trespassing you can
use the Wait command (default PC key 'T', XBox 360 button 'Back'). You can
Wait in one hour increments up to 24 hours (one full day). Waiting any period
of time, even just one hour, fully restores your Health, Magicka and Fatigue.
This is a kind of cheap way to heal yourself up while spelunking--clear out
enough enemies and you can just Wait one hour.

You can also sleep, if you have a bed handy. The only times you have to sleep
are:

1) To increase your class level. Unless you're using a mod, or have turned on
instant leveling in your INI file, you must sleep in a bed to level up.

2) Certain quests require you to sleep in a bed. E.g. "Where Spirits Have
Lease" or during Dark Brotherhood quests.

An easy way to have access to cheap (i.e. free) beds is to join either the
Fighters Guild or Mages Guild. Just asking to join gives you a key to all the
guild halls, all of which have beds to sleep in. You don't even have to
perform any quests. Every city except Kvatch and Imperial City have both a
Fighters Guild and Mages Guild.


| Travel, Horses & Quest Markers [GP02-D]
+-----------------------------------------
There are three ways to travel in Cyrodiil:

1) On foot, either walking or running.


2) By horse. Faster than running (unless you have a very high Speed
attribute), but somewhat unreliable. You cannot fight while you're on a horse,
they're difficult to steer and they sometimes wander away while you're dungeon
delving.

There are seven horses or types of horses available (the Speed attributes in
these lists are somewhat misleading, as horses can move a lot faster than
humans, so only compare the Speed of a horse against other horses, not
humanoids):

* Paint: Speed 23, Combat 40, Attack Damage 10, Health 300
Available in Bruma, Leyawiin and from Prior Maborel as part of the "Find
the Heir" main quest. Paint horses are the slowest, least combat-worthy
horses in the game. However, they are sturdy (300 Health), cheap and you
can get one free two minutes after you leave the tutorial dungeon.

* Bay: Speed 26, Combat 30, Attack Damage 10, Health 250
Bay horses are sold at the stables outside Bravil and Skingrad. They are
not as sturdy as Paint horses, but are faster.

* Chestnut: Speed 29, Combat 20, Attack Damage 10, Health 200
Faster and not as hardy as the Bay, Chestnut horses are sold in Chorrol.

* White: Speed 29, Combat 50, Attack Damage 12, Health 400
The white horses of Anvil are the sturdiest regular horses available.
They're also pretty fast.

* Black: Speed 33, Combat 60, Attack Damage 15, Health 325
Cheydinhal's black horses are good combat companions and the fastest
regular horses in the game.

* Shadowmere: Speed 33, Combat 50, Attack Damage 20, Health 500
You obtain Shadowmere during the Dark Brotherhood quests. As fast as the
black horses of Cheydinhal and a better fighter, plus, he can never be
killed! (He just falls unconscious.)

* Unicorn: Speed 29, Combat 70, Attack Damage 45, Health 350
The unicorn is the target of a hunt instigated by the daedric lord Hircine.
While a fearsome combatant, he's not particularly suited to be your regular
mount. He doesn't like drawn weapons and will attack even you if you show
steel in his presence.


3) Fast Travel: while outdoors, open your World Map, choose a location and
click its icon. As long as there are no enemies nearby, you'll be asked if you
want to Travel there. Choose yes, and hey! There you are. Some caveats about
Fast Travel:

* Except for the city markers and a few quest-related locations (Weynon
Priory, Cloud Ruler Temple and a couple of others) you must have actually
visited the location to Fast Travel there. Even though someone marks the
location on your map, you must still get there by foot or horse first. Once
you have "discovered" a place, you can Fast Travel there as much as you want.

* If you own a horse, the horse Fast Travels with you (and is used to
calculate time passed, see below) even if you aren't mounted on the horse. If
you Fast Travel into a city, the horse is automatically stabled outside the
walls. There's no fee for stabling your horse.

* Time does pass when you Fast Travel, based on whether you're on foot or on
horse. It's not a large amount of time. Traveling from Cheydinhal in the east
to Anvil in the west takes only 11 hours on foot or 5 hours on a black horse.

* If you use the console to turn on all map markers (tmm 1), you can Fast
Travel to every marker.


Of course, all these travel options don't mean jack if you don't know where to
go. That's where the quest or objective marker comes in. On local maps, world
maps and your HUD compass, you'll see either a green or red arrow
marker--provided you have an active quest. This marker shows you the location
or direction in which your current objective is located.

This is why, many times in this walkthrough, you are told to go through
certain steps. You could, conceivably, skip some of the interrogations and
move straight to the target; however, without questioning people, you won't
get the quest marker on your maps and you'll be trying to find the marble in
the oatmeal.

A red quest marker indicates the target is *not* in the same area as you. A
green quest marker indicates the target *is* in the same area as you. ("Area"
in this sense does not mean the small "areas" loaded by the game as you
travel. You are in the same "area" if you are in the same world-space. This
means a target that is in the world-at-large is in the same area as you if you
are both outside cities and outside any building/dungeon--even if you are on
opposite sides of the map.) Multiple arrows mean there are multiple
targets--i.e. more than one enemy you must kill or more than one NPC who can
provide you with information.

Your quest journal has three tabs: active quest, open quests and completed
quests. Quest markers only show for the active quest, and there can be only
one active quest at a time. To change active quests, select an open quest and
click it. The open quest you selected becomes the new active quest and quest
markers change to reflect the new quest.

If you have no active quest, and you get a new quest, it automatically becomes
active. If you have an active quest, and you get a new quest, you are asked if
you want to Continue or Make This My Active Quest. Continuing adds the new
quest to open quests, but does not make it active. The second option,
obviously, marks the quest as active.


| Mini-games [GP02-E]
+---------------------

LOCKPICKING
-----------
Whenever you Activate a locked door or container, the lockpicking mini-game
starts. You'll see a stylized rendition of the internal workings of a lock.
Through the middle runs a hollow bolt into which your pick is inserted. This
bolt is held in place by from one (very easy locks) to five (very hard locks)
tumblers.

You may attempt to automatically open the lock using the Auto Attempt button,
or you may pick the lock manually. Move the pick under a tumbler and push up
to push the tumbler out of the bolt. The tumblers are spring-loaded and will
pop back down either immediately or after a one- or two-second delay. While
the tumbler is still seated in the up position, LEFT-CLICK or press the right
trigger to set the tumbler. If you click at the wrong time, the tumbler falls
back into place and breaks your pick. Depending on your Security skill, other
tumblers you have already set will also fall and you'll have to set them all
over again.

Security controls the lockpicking mini-game in three ways:

* Higher Security provides a more likely chance of success if you use the Auto
Attempt button to try to pick the lock.

* Higher Security keeps set tumblers in place when you break a pick by failing
to properly set a tumbler. (Novice: all set tumblers fall; Apprentice: up to
three set tumblers fall; Journeyman: up to two set tumblers fall; Expert: only
one other set tumbler will fall; Master: no other tumblers fall.)

* Higher Security causes tumblers to drop back down more slowly.

You can figure out when to set a tumbler into place in one of two ways:

* Keep pushing it up and letting it fall and watch the pattern. On more
complex locks the tumbler's patter can be quite long. For example, an easy
lock might have a tumbler with a pattern of short-long-short-short. A more
complex lock might have patterns like
short-long-long-short-short-short-long-short-long. Once you've got the
pattern, click to set on a long segment of the pattern.

* Listen to the sound of the tumbler moving up. There is an extra, very quiet
click when the tumbler is going to stay seated for a second or two. That's
when you can set the tumbler. Once you learn how to recognize that little
extra click, you can pick locks very easily.

There are two ways to get around this mini-game:

1) Work on your Alteration skill and use Open Lock spells.

2) Perform Nocturnal's quest (as soon as you reach level 10) and get the
Skeleton Key. This unbreakable lockpick allows you to pick any lock just by
clicking Auto-Attempt until the lock opens.


PERSUASION
----------
Each NPC has a Disposition score that indicates how likely they are to give
you important information or Haggle with you (if a merchant). You can increase
an NPC's Disposition using a Persuasion mini-game. In some cases, getting or
continuing a quest requires you to get a high Disposition score with the
target.

*NOTE* You can also increase Disposition by using Charm spells, the Imperial
ability, "Voice of the Emporer", or the vampire ability, "Vampire's
Seduction".

To play the Persuasion mini-game, click the Persuade button (face icon on the
left of the conversation menu) during conversation. A segmented wheel opens
next to the NPC. There are four segments: Admire, Boast, Joke and Coerce.
During each round of play, you must perform each action once.

To perform an action, select it and LEFT-CLICK or Right Trigger. Of the four
actions, the NPC will love one, like one, dislike one and hate one. You can
tell the NPC's reaction by examing his or her face when you select the action.
Inside each action's segment of the wheel is a wedge. After each selection,
the wedges "rotate", changing their position.

There are four wedges: 25%, 50%, 75% and 100%. They always rotate clockwise
and their order will differ from round to round. The actions the NPC loves,
likes, dislikes and hates will always be the same, so you only need to test
them at the beginning of the mini-game.

Basic gameplay involves choosing liked or loved responses when they are filled
with a medium or large wedge and choosing disliked and hated actions when they
have only a small wedge in them. All the while you're deciding which action to
pick, the NPC's Disposition is falling.

First, get a blank sheet of paper and sketch four large X's on it:

\ / \ / \ / \ /
\ / \ / \ / \ /
\/ \/ \/ \/
/\ /\ /\ /\
/ \ / \ / \ / \
/ \ / \ / \ / \

Start the Persuasion mini-game and quickly examine the NPC's reactions to each
action. Pause the game and note these reactions in the appropriate section of
your diagrams. In this example, the NPC (a city guard) loves Admire, likes
Boast, dislikes Joke and hates Coerce:

LV LV LV LV
\ / \ / \ / \ /
\ / \ / \ / \ /
LK \/ D LK \/ D LK \/ D LK \/ D
/\ /\ /\ /\
/ \ / \ / \ / \
/ \ / \ / \ / \
H H H H

Next, quickly examine the current position of the wedges, pause the game and
note these in your first X:

LV
\ 25 /
\ /
LK \/ D
75 /\ 50
/ \
/100 \
H

You can now extrapolate where each wedge will be for each selection:

LV LV LV LV
\ 25 / \ 75 / \100 / \ 50 /
\ / \ / \ / \ /
LK \/ D LK \/ D LK \/ D LK \/ D
75 /\ 50 100 /\ 25 50 /\ 75 25 /\100
/ \ / \ / \ / \
/100 \ / 50 \ / 25 \ / 75 \
H H H H

The strategy is simple: First determine in which turn you get the 25% wedge in
Hate and take that--in this example, it is the third turn. Then you want the
100% wedge in Love, or, if that's unavailable (because it occurs in the same
turn as 25% in Hate), then take 75% in Love (second turn in this example).
Then Dislike when it is lower--of the remaining turns (first and fourth),
Dislike is lower in the first. So, the correct strategy for this round is:
Dislike (50%), Love (75%), Hate (25%), Like (25%). You then start the next
round and your opening looks like this:

LV
\100 /
\ /
LK \/ D
25 /\ 75
/ \
/ 50 \
H

Planning ahead yields: Love (100%), Like (50%), Dislike (25%), Hate (25%).
You'll get a greater increase in Disposition this round than the previous
round. Continue until you've maxed the NPC's Disposition.

Your Speechcraft skill can help with the Persuasion mini-game in several ways:
* At Apprentice rank, you can get a free rotation of the wheel during the
mini-game.
* At Journeyman rank, the NPC's Disposition falls more slowly while you're
making your decisions.
* At Expert rank, there is less reduction in Disposition from the hated
response.

Once you get good at this mini-game, you won't need to sketch out your moves,
you'll be able to do it in your head, which dramatically decreases the time it
takes to sweet-talk NPCs.


| Enchanting, Spellmaking & Soul Gems [GP02-F]
+----------------------------------------------
Sooner, rather than later, you're going to be depending on enchanted weapons
and/or armor for survival. You may also find that you want a specific type of
spell that you can't find anywhere from a spell merchant--perhaps you want a
stronger healing spell, but the only stronger ones sold are too high in level
for you to use.

Regardless, you're going to be interested in three things:
* Enchanting your own items (armor, clothing, weapons and jewelry)
* Recharging enchanted weapons
* Making your own spells

-> Spellmaking

To make your own spells requires access to an Altar of Spellmaking. In the
base game, Altars of Spellmaking are only available in Arcane University
to Apprentices (and higher) of the Mages Guild. That means you have to
complete the seven Recommendation quests. You can get an Altar of Spell-
making in Frostcrag Spire if you buy the Wizard's Tower official plugin--
no guild membership necessary.

Activate an Altar of Spellmaking and you'll be presented with a simple
menu. At the top is a box where you enter your spell's name. On the left
is a list of effects from spells currently in your spellbook. You can only
create new spells using effects you already know--magnitude isn't relevant.

So, if you want to create a spell that does 50 points of fire damage and
you still have Flare (5 points fire damage) in your spellbook (the spell
you're given in the starter dungeon), you can create your 50-point fire
damage spell.

When you choose an effect, you get a new window with four controls:
* Range: one of Self, Touch or Target
* Magnitude: strength of the spell
* Area: how large of an area will be affected by the spell (if you select
Self as the Range, this option disappears)
* Duration: how long the spell lasts

(Some of the sliders may not show depending on the effect. For example,
Detect Life only shows Magnitude and Duration. Other effects may show
additional controls, for example an Attribute control for picking an
Attribute to Fortify or Drain.)

Along the bottom of this window you will see the current number of Magicka
points required to cast the spell based on your skill rank in the
appropriate spell school (next to the lightning bolt icon), the cost to
create the spell (next to the gold coin icon with the arrow) and the total
gold you currently possess (next to the right-most coin icon).

You can manipulate these sliders to get similar effects at different costs.
For example, a spell causing 50 points of fire damage on Target costs 33
Magicka to cast and 99 gold to create. A spell causing 10 points of fire
damage for 5 seconds (total 50 points) costs only 21 Magicka to cast and
63 gold to create. Add a 10-foot explosion to that spell, and it still only
costs 32 Magicka to cast and 96 gold to create. (Magicka costs based on
Destruction rank of 100.)

You can combine effects, even effects from different spell schools in a
single spell. The spell school under which the spell falls is determined
by the first listed effect. The skill rank needed to cast the spell is
determined by the spell cost.


-> Enchanting

In addition to finding a lot of enchanted equipment in the world, you can
make your own. To do so, you need to use an Altar of Enchanting or a sigil
stone (the ones you collect when you close an Oblivion gate). The only
Altars of Enchanting in Cyrodiil are in Arcane University--so you'll have
to complete the Mages Guild Recommendation quests to get in there.
(Alternately, you can buy the Wizard's Tower official plugin and get your
own Altar of Enchanting without joining the Mages Guild.)

To enchant an item with a sigil stone, simple select the sigil stone in
your inventory. Each sigil stone shows two effects: one defensive/buffing
effect and one offensive effect. For example, a stone may show the effects
of Fire Resist and Fire Damage. When you select the stone and click it
(or press the A button), you get a menu showing your available weapons and
worn items that have no enchantments. Select a weapon to get the offensive
effect added to that weapon. Select an item of wear to get the defensive
effect added to that item. You can also name your item. No altars or soul
gems are needed to enchant the item. You will still need soul gems or varla
stones to recharge the item.

In order to enchant an item without using a sigil stone, you must have a
soul gem with a captured soul. Souls and soul gems come in five sizes:
petty, lesser, common, greater and grand. The enchantment ability is
determined by the size of the soul, not the size of the gem.

When you Activate an Altar of Enchanting, you get a menu showing a box
across the top for the name of your item. On the left you can Add Item--
you can enchant any weapon or item you can wear (clothing, armor, rings
or amulets). On the right you can Add Soul Gem, selecting the filled gem
you want to use from your inventory.

After you've selected an item, a list of effects--governed by the effects
you know how to cast (i.e. have similar spells in your spell book)--shows
in the left-hand box. Effects you have added to your item show in the
right-hand box as you add them.

ENCHANTING WEAPONS
-------------------
Weapons can have multiple enchantments, but you must add all enchantments
at one time. Once an enchanted weapon has been made, you cannot add
enchantments to it. The size of the soul you use to enchant the weapon
determines how many total charges the weapon will have:

* Petty: 150 charges
* Lesser: 300 charges
* Common: 800 charges
* Greater: 1200 charges
* Grand: 1600 charges

When you choose an effect to add to the weapon, you get a window with three
controls:
* Magnitude: strength of the effect
* Area: how large of an area will be affected by the weapon
* Duration: how long the effect will last

(Some effects, such as Drain Skill, will show an additional control.)

Below you can see (from right to left): the number of charges used per hit
with the weapon, the number of uses you'll get before the weapon needs to
be recharged (this is the total charges from the soul divided by the number
of charges used per hit), the cost to create the weapon and the total gold
you have in your pockets.

As you manipulate the sliders to create the effect, the number of charges
per hit will go up (or down) with corresponding dips or increases in the
number of uses.

To recharge any enchanted weapon:
* Use a filled soul gem from your inventory, the number of charges
restored from the soul is the same as the number of charges that size
soul provides when enchanting (i.e. 150, 300, 800, 1200 or 1600)

* Use a varla stone in your inventory. Varla stones fully recharge every
enchanted weapon in your inventory.

* Pay a recharger. Various merchants (most in the Mages Guild halls) will
recharge your weapons. They charge one gold per charge restored.


ENCHANTING ARMOR, CLOTHING AND JEWELRY
---------------------------------------
Items you wear can only have one enchantment placed on them. You select
the item, the soul gem and the effect. The magnitude of the effect is
determined by the size of the soul in the gem. The range is always self
and the duration is always constant. Enchanted wear items do not have
charges associated with them.


-> Soul Gems

For purposes of enchanting and recharging, soul gems are highly useful. Of
course, they must first be filled with a soul. You capture souls using a
Soul Trap spell. Cast Soul Trap on an enemy and kill that enemy before
the Trap spell wears off. The enemy's soul will go into the smallest
empty gem in your inventory that is still big enough to hold the soul.

For example, you have an empty lesser and an empty greater soul gems. If
you capture a petty or lesser soul, it will go into the lesser gem. If you
capture a common or greater soul, it will go into the greater gem. If you
capture a grand soul, it will be wasted because you don't have a grand gem
available. If you capture a lesser soul, then a petty soul, the lesser will
go to the lesser gem and the petty will end up in the greater gem.

You can only capture the souls of creatures that are not one of the ten
player races (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit,
Nord, Orc, Redguard or Wood Elf). Using Soul Trap on a "sentient" race is
a waste of the spell.

The exception is the black soul gem. Black soul gems are grand soul gems
that can be used to capture "human" souls. There are a few black soul gems
that are found as treasure. You can also make your own black soul gems
using a necromancer altar. To make a black soul gem, you need an empty
grand soul gem and a Soul Trap spell (any level spell will do).

Find a necromancer altar (there's one in front of Dark Fissure in eastern
Cyrodiil). Wait until midnight. Look for a bright cone of light shining
down around the altar. (It's easier to see this cone if you look up into
the sky, rather than looking at the altar.) If there's no bright light,
Wait 24 hours and try again. Sometime during the week, a bright cone of
light will shine down on the altar. When it does, put your empty grand soul
gem in the altar and cast Soul Trap on the altar. Remove your shiny new
black soul gem.

SOULS
------
A short list of soul sizes for commonly encountered creatures. These sizes
are for the base creatures. Leveled creatures will have larger souls.

* Petty: Deer, Dog, Goblin, Mud Crab, Rat, Sheep, Skeleton, Slaughterfish,
Stunted Scamp, Wolf

* Lesser: Boar, Clannfear Runt, Deranged Zombie, Ghost, Goblin Skirmisher,
Horse, Imp, Timber Wolf, Troll, Zombie

* Common: Ancient Ghost, Black Bear, Clannfear, Faded Wraith, Flame
Atronach, Goblin Berserker, Goblin Shaman, Goblin Warlord, Headless
Zombie, Minotaur, Mountain Lion, Ogre, Scamp, Skeleton Hero, Spriggan,
Will-o-the-Wisp

* Greater: Brown Bear, Daedroth, Dread Zombie, Frost Atronach, Land Dreugh,
Nether Lich, Skeleton Champion, Spider Daedra, Storm Atronach, Wraith

* Grand: Gloom Wraith, Lich, Minotaur Lord, Xivilai


[GP03]
<~~~~~~ COMBAT ~~~~~~>

As would be the case in any adventure/RPG style game, there is plenty of
combat in Oblivion. Combat can be generalized into three types: Melee, Ranged
and Stealth. You can use magic or weapons in any of the types--yes, there are
plenty of touch spells to use in an up-close-and-personal way. Before getting
into specific tactics for each type of combat, there are some rules-of-thumb
that apply to all combat in Oblivion:


| Divide and Conquer
+--------------------
The combat in Oblivion is real-time and based on simple physics: if you swing
at the right time and in the right place, you hit. If you aim your arrow
properly, you hit. If you don't do these things right, you miss. There are no
dice rolls going on "in the background". Nobody stands around "waiting their
turn". If you get surrounded by three or more enemies, you're dead.

Fortunately, the developers, for the most part, spaced enemies out so you
don't typically walk in on a horde that's just sat down for lunch. Most rooms
have only one or two nasties in them. Larger rooms may have three or four, but
widely spaced out. You need to learn to draw enemies to you one (or, at worst,
two) at a time. Use arrows, ranged spells or jump up-and-down to attract the
attention of the closest to you, then turn and run back a ways so your foe
will foolishly charge after you, not waiting for his/her/its compatriots.

Once you learn how to deal with enemies in *very small* numbers, combat
becomes a lot easier.


| Variety is the Spice of Survival
+----------------------------------
Don't restrict yourself to a single type of combat. Have different methods
(melee weapons, ranged weapons, spells) available to you. Some enemies are
much more difficult to kill in certain ways. For example, the best way to deal
with a mage hurling spells at you is Me Smash! Trading fireballs probably
won't cut it (unless you were born under the sign of Atronach and are using
the opposing spells to regenerate your own Magicka, but that's advanced
tactics and you better know what you're doing...)


| The Better Part of Valor
+--------------------------
Sometimes, sneaking past is the best way to handle the situation, even for non
Stealth characters. And, of course, you can always run away and return later
when you've got new, fancier equipment (with enchantments!)


| Melee Combat
+--------------
If you're used to the charge-and-bash "strategy" present in many RPGs, it's
time to re-think your tactics. Oblivion is much more akin to standard
first-person shooters (which it emulates in gameplay) in which you must use
your brains before your brawn, no matter how well you've crafted your tank.
Simply charging into a battle situation is a good way to end up dead.

Even as a primarily melee fighter, you need to have an arsenal of ranged
weapons and spells at your disposal. They don't have to especially effective,
just enough to either draw enemies to you or to put archers/mages off balance
while you charge. It also doesn't hurt to have some Restoration magic handy.
Use magic between battles to heal yourself, saving the potions for
emergencies--i.e., when you're in the middle of combat and about to die.

You do not want to neglect your inner sneak thief, either. When approaching
large rooms, sneak up to the doorway and try to identify the enemies within.
You may be able to single them out with well-placed arrows, thus keeping
yourself from being ganged up on by three or four beasties.

The watchword for fighters in Oblivion: Patience. Remember, it's a virtue.


| Ranged Combat
+---------------
Ranged combat can be accomplished with a bow or with magic--mostly Destruction
spells, as that is the school with the most damaging ranged spells. Ranged
characters depend on Agility and Speed to stay out of range of melee foes.

Acrobatics is a good skill for this type of fighting as it gives you the
ability to jump up out of the way of the swinging sword and pepper your foe
while they futilely try to reach you. This works better outdoors than in
dungeons, but even some of the bigger caverns and ruins have lots of ledges
and cubbyholes where you can stand and fire away.

You'll want to invest some time in leveling up your Block skill and carry a
shield if using spells (archers can block with their bow). This will be your
fallback if you can't get away from the big nasty with sharp, pointy claws.
You'll not want to wear heavy armor, as it slows you down too much; you may
even want to stick with enchanted robes.

If you go pure archer, you'll tend to be at a disadvantage. You will want to
consider having some melee weapons to use in case of emergency--you can't
snipe everything in this game. Mages will be a little better off as there are
plenty of spells that can do as much, if not more, damage than the typical
melee tank.


| S

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