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Oblivion Ultimate Guide.
Posted:

Oblivion Ultimate Guide.Posted:

BFV
  • Winter 2018
Status: Offline
Joined: Jun 01, 201113Year Member
Posts: 784
Reputation Power: 229
Status: Offline
Joined: Jun 01, 201113Year Member
Posts: 784
Reputation Power: 229
The Best Oblivion Guide On TTG.

Main quests marked in Blue

Locations:


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Platforms
PC
PS3
Xbox 360


Age Ratings
Mature - USA
15 - UK


Style

Single Player RPG (Role Playing Game)
Flrst and Third Person


Created By:
Created By Bethesda Studios and 2K Games.
Published by Bethesda Softworks.


Gameplay
Oblivion is a 'Sand Box' Game.
The Main questline can be ignored for as long as the player wants as the player can free roam and complete sidequests. Also, after completing the main questline, the player can still continue to do as he/she wishes.


Fast Travel
The Fast travel system is the same as 'Daggerfall' and 'Arena'
The player can fast travel anywhere once he/she has travelled there by foot. By defualt, the game autosaves automatically upon travel. Waiting is also useful. EG: It could be 6:00am and you can then wait 18 hours if you wanted to wait for a NPC to go to sleep to steal from their house.

Fast travelling cannot be done whilst there are enemies in the vicinity, or when the guards are persuing you. Also you cannot Fast Travel from certain locations such as in a house.


Races:
There are 10 races in Oblivion
Altmer (a.k.a. High Elves)
Argonian
Bosmer (a.k.a. Wood Elves)
Breton
Dunmer (a.k.a. Dark Elves)
Imperial
Khajiit
Nord
Orc (a.k.a. Orsimer, Pariah Folk, or Corrupted Elves)
Redguard

Your choice of race determines the value of your attributes.
Custom Presets:

Stealth = Khajiit or Argonian
Combat = Orc or Imperial
Magic = Elves


Attributes
There are 8 Basic Attributes:
Agility
Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.
Endurance
Affects your total Fatigue as well as your starting health and your health gain upon leveling up.
Intelligence
Affects your total magicka.
Luck
Affects everything you do in a small way.
Personality
Affects your ability to gain information and better prices from NPCs.
Speed
Affects how fast you move.
Strength
Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.
Willpower
Affects the rate at which magicka regenerates as well as your total Fatigue.


Derived Attributes
Health
The total damage you can take before you die.
Magicka
The magical energy used to cast spells.
Fatigue
Your physical energy reserves.
Encumbrance
The mass of items you can carry.


Birthsighs
The Apprentice: Use mostly for mages
Effects:
Fortify Magicka 100 points on Self
Weakness to Magic 100% on Self

The Atronach: Used for Combat
Effects
Fortify Magicka 150 points on Self
Spell Absorption 50% on Self
Stunted Magicka on Self (prevents standard magicka regeneration)

The Lady: Used for Mages
Effect:
Fortify Willpower 10 points on Self
Fortify Endurance 10 points on Self

The Lord: Used For Mages
Effects:
Restore Health 6 points for 15 seconds
Weakness to Fire 25% on Self, permanent

The Lover: Used For Mages
Effects:
Paralyze 10 seconds on Touch
Damage Fatague 120 Pts

The Mage: Used For Mages
Effects:
Fortify Magika 50 PTS Perm

The Ritual: N/A
Effects:
Turn Undead (Zombie) Up to LVL for 120 seconds.

The Serpent:
Effects:
Damage Health 3 points for 20 seconds (60 points total) on Touch
Cure Poison on Self
Dispel 90 points on Self
Damage Fatigue 100 points on Self

The Shadow: Used For Stealth.
Effects:
Invisibility 100% For 120 Seconds Per Day.

The Steed: Used For Stealth
Effects:
The Steed ability grants a bonus of 20 to your Speed attribute.

The Thief: Used For Stealth
Effects:
Fortify Agility 10 points on Self Perm
Fortify Luck 10 points on Self Perm
Fortify Speed 10 points on Self Perm

The Tower: Used For Stealth/Mages/Combat
Effects:
Open Average Lock (40 points) on Target, once per day
Restore Health 25PTS, once per day.

The Warrior: Used For Combat
Effects:
Fortify Endurance 10 points on Self
Fortify Strength 10 points on Self


Fame:

Fame will affect many things in Oblivion.
The Less fame you have the less you will get.
To buy the best house on the game in Skingrad, You need a fame of 20.

Gaining Fame: You need to do good things. Help citizens, do the main questline, close Oblivion Gates etc. Certain quests require fame.

Quest Name: Order of the Virtuous Blood. Req Fame = 5
Lifting the Vale. Req Fame = 10. ETC


Main Quests:
Delivering the Amulet: The Trip to Weynon Priory
After exiting the sewers, your first task is to deliver the Amulet of Kings to Jauffre, the Grandmaster of the Blades. He resides at Weynon Priory, immediately south of Chorrol. Of course, you can postpone this task indefinitely and complete it at your leisure. However, Oblivion gates will not open until you complete Find the Heir, and you will get a free horse when you deliver the Amulet.

If you decide to depart for Weynon Priory, you can either fast travel there by clicking on Weynon Priory on your world map, or by heading towards the quest marker on foot.


Arrival at the Priory
After you arrive, your journal updates with a message, which says that your next task is to find Jauffre inside. Talk to any of the monks here, and they will inform you that Jauffre is inside at his desk on the second floor, to the right. Speak to Jauffre and hand over the amulet to complete the quest.

After talking to Jauffre about "Assistance", you will be able to acquire numerous items to aid you:

Jauffre will unlock his supply chest, which holds a variety of light and heavy armor, weapons, potions, and scrolls, allowing you to take anything you wish. This chest will not reset with new contents, so you can safely store items there.
Talk to Prior Maborel and he will offer you his horse. You'll be able to find it in the stables outside, but make sure you pick the right horse as taking any of the others will count as a crime (the right one should be easy enough to find, however, as it is distinctly labeled "Prior Maborel's Paint Horse"). If you refuse his offer now you will still be able to receive the horse further ahead in the questline.
Talk to Brother Piner to receive The Warp in the West, a Block skill book.
Talk to Eronor to receive a repair hammer.


Breaking The Seige Of Kvatch: On Oblivion
As noted in Find the Heir, Martin will not escape with you unless everyone else in the Chapel of Akatosh can leave safely, but the guard will not let anyone out until Savlian Matius gives the order. Savlian is too busy killing things outside the Oblivion Gate to aid in your quest, so your only choice is to offer to help him close it. Tell him you want to help, get ready for battle, and activate the gate. You do not need to have delivered the amulet before doing this quest. However, other Oblivion Gates won't open until you do so.

After entering the gate, you will find yourself on an island in the Deadlands, Mehrunes Dagon's Planes of Oblivion. Ahead of you can be seen two Daedra (the exact type depends on your level) running at you on a bridge over a lake of lava. Two towers and a larger tower between them can be seen in the distance. To the left, Ilend Vonius is fighting some of the monsters. At higher levels, there is a fair chance that the Daedra will kill Ilend if you are not fast enough to save him. If he survived, help him kill the Daedra. After they're dead, Ilend will tell you he was sent in with a few other soldiers to try and close the Oblivion Gate. One survivor from the assault was taken as a prisoner to the large tower.

At this point, you can ask Ilend for help or you can try to close the Oblivion Gate by yourself. He will attack with his sword and shield and heal himself relatively quickly. At your command, Ilend can follow you or wait behind, which is useful for tactical raids. However, make sure Ilend doesn't fall into the lava, especially if you knock a creature into it. If you want more companions, you can attack Savlian and his men, and they will follow you into Oblivion, fighting you and hostile creatures. If you yield, however, they will leave.


Climbing the Tower
Your destination is the largest visible tower, which can be recognized by the yellow light visible at the top. The direct route - across the bridge immediately in front of the Oblivion Gate - is blocked by two large war gates. If you have high acrobatics you can simply jump around the gates. If not, you will instead have to head west and head up the western side of the island that makes up this world. Along the way, watch out for landslides (Ilend is particularly prone to getting swept away by the landslides into the lava) and the usual assortment of Daedra and Dremora.

Once you reach the Blood Feast, (the Sigil Keep), venture inside. Inside you will find a few Daedra - of course - so take them out. Your goal is to reach the top of the tower, taking out any enemies you find on the way. For the first section of climbing, enter the Rending Halls, which lead you to the first balcony inside the Blood Feast. From there you can enter the Corridors of Dark Salvation, but two of the doors out of this room are locked and require a key. So take the third door, which leads you outside and across a narrow bridge to one of the smaller towers, Reapers Sprawl.


Menien Goneld inside his cageAt the top of Reapers Sprawl you will find Menien Goneld locked in a cage and guarded by a Dremora Sigil Keeper, who will initiate a conversation with you. He will say, "You should not be here, mortal. Your blood is forfeit, your flesh is mine!" At that point he will attack you. Kill the Sigil Keeper to get his key. Menien will provide you with a bit more information about where you are going, but will insist that you continue on and do not try to rescue him. However, this is a moot point, as you cannot rescue Menien.

Back in the main tower, you can now open the locked doors. If you're in a rush to get the job done, take the northern door from the Corridors of Dark Salvation, watch out for traps, and exit at the first door you come to. You'll find yourself on an even higher-level balcony in the Blood Feast. The Runed Portal on this balcony is a teleporter that takes you up to the top balcony.

From the top balcony you gain access to the final room, the Sigillum Sanguis, which is the room that contains the Sigil Stone. Climb up the stairs, killing any enemies you find, and at the very top you will see a glowing ball balancing on the red stream of lava you saw earlier. This is the sigil stone that holds open the gate to Oblivion. Taking it will transport you to the outside of the Oblivion Gate you entered from, along with Ilend Voniusif he went with you, and will destroy the Oblivion Gate in the process.


Detours in Oblivion
The previous section described the most direct route through the Kvatch Oblivion World. However, exploring a bit more thoroughly can yield some additional treasure.

At the southwest corner of the island is a smaller tower called the Blood Well. At the top of that tower you will find the switch that opens the main war gate (and you will also find a blood fountain). Oddly enough, the switch does not open the war gate immediately adjacent to the Blood Well, but only the war gates back near the Oblivion Gate, for example if you need to resupply, or if you need to take back some of the loot you have gathered so far.

At the north side of the island is the entrance to the Sump of Misery, which is a cave with a good amount of loot. The cave itself contains four fleshy pods. It also leads to the Desolate Well, which is the otherwise inaccessible tower at the north end of the island. The top of the Desolate Well will reward you with two of the Punished (loot containers), and a blood fountain.

Inside the main tower, the Corridors of Dark Salvation provide access to a couple more small bonus areas. The southern locked door leads to a small balcony containing two of the Punished. Following the passage from the northern locked door all the way to the end leads to another narrow bridge that crosses to the final tower, Meat Harbor. At the bottom of that tower you will find two more of the Punished. There are plenty of Oblivion plants found in this area. You can harvest Bloodgrass, Harrada, and Spiddal Sticks.


Back in Kvatch:

The ruins that await when you enter the city of KvatchNow that you're back at Kvatch, with a destroyed Oblivion Gate behind you, return to Savlian and report your success. He'll say that he knew you could do it, and suggest that now would be a good time to mount a counter-attack on the remaining Daedra. When you're ready, follow him and the other soldiers into the city and help him fight off the monsters near the chapel. If you told Ilend to leave, he will join his fellow guardsmen in the counterattack. Once the Daedra are all dead, he'll walk to the chapel to make sure the civilians inside are alright. At this point, you can either escort Martin to Weynon Priory, or help Savlian reclaim Kvatch in an optional quest.


The Battle For Kvatch: [edit] Make it to the Castle
Whenever you're ready, speak to Savlian Matius to begin the battle. Follow him out of the chapel and wipe out the daedra. If any other soldiers survived the previous quest, they will continue to accompany Savlian and help with the attack. Savlian is an essential character so he cannot be killed. However, the rest of your allies are mortal and unleveled. Keeping them alive, while not necessary, is a notorious challenge at high levels. Eventually, Savlian and his men will reach the path that leads to the castle only to find that the gate has been sealed. He sends you to find Berich Inian, who has the key to the guard house.


Gatehouse
When you return to the chapel, reinforcements have arrived: two Imperial Legion Soldiers and one Imperial Legion Archer tell you that they saw the smoke from the Gold Road. Ask them to follow you, then talk to Berich. He will lead you into the Chapel Undercroft, where you will encounter several Daedra. At the far end of the Chapel Undercroft is a door leading back outside. Berich will lead you through the city streets, fighting Daedra as you go, to a hidden tunnel that leads to the gatehouse. At this point, Berich opens a locked trapdoor with his key, and departs, leaving you and your Imperial Legion soldiers. If Berich gets killed at any point on your way toward the gatehouse, you will have to loot the key to the trapdoor from his corpse and open the trapdoor yourself.

The tunnel is straightforward and free of enemies. At the end, take the ladder up and out and into the gatehouse. On the upper level of the gatehouse is a turn wheel which opens the gates. Berich, Savlian, and any remaining men will rush headlong into the courtyard. Clear the courtyard of any remaining Daedra.


Into the Castle

Inside the Castle's Great HallOnce the courtyard is clear, Savlian will run into the castle. Approach him and he'll tell you to go find the Count of Kvatch while he takes care of the main hall. He and his soldiers will remain at the entrance to the throne room. Only the Imperial Legionnaires will follow you as far as the entrance to the next area. Be sure to grab an Acrobatics skill book A Dance in Fire, v4 from a table in the Great Hall.

Fight your way through the Great Hall towards the north end, where there is a passage leading to the Count's bedroom. Count Ormellius Goldwine is dead in his chambers; there is no possible way to save him. When you find the count, a quest update will tell you to at least take his Colovian Signet Ring back to Savlian. Back in the main hall, inform Savlian of the Count's death to complete the quest. If you give him the ring, he'll give you his Kvatch Cuirass in return, a leveled enchanted light armor. The cuirass fortifies Strength and Endurance by two to eight points.



Weynon Priory: [edit] Red Robed Agents
After closing the Oblivion Gate in Kvatch, you are to take Martin to Weynon Priory. If you haven't brought Martin with you, Jauffre will ride to wherever Martin is located after finding out the Amulet is missing. Upon arrival, Eronor will run to greet you with some bad news: Mythic Dawn agents are attacking the priory. If you attack the Agents before Eronor has a chance to speak to you, it will count as an assault - this is difficult to do, however, since Eronor is already outside, waiting for you to arrive and is scripted to come to you even if you are invisible. In the name of the late Prior Maborel, you must kill these assassins with the help of Brother Piner. After they're dead, you'll find that Jauffre has his hands full killing more agents in the chapel. Head over there and help him finish them off.


Cloud Ruler Temple

Cloud Ruler TempleAfter you help Jauffre kill off the assassins, he will want to check on the Amulet of Kings. As he suspected, the amulet has been taken and will need to be recovered. Jauffre suggests taking Martin to Cloud Ruler Temple, a safe haven for the Blades located to the northwest of Bruma. When you arrive, follow Martin as he is welcomed and hailed by the Blades as Emperor Martin Septim. After Martin gives a speech to the soldiers, he speaks with you about the importance of recovering the Amulet of Kings.


[edit] Joining the Blades
Jauffre will offer you membership into the Blades. If you accept you will be given an Akaviri Katana and you will have access to all the beds, books, armor, and weapons inside the temple. After you make a decision about membership, Jauffre will give you your next quest. It is not necessary to join the Blades in order to continue with the main quest, nor is this your only chance. If you later change your mind, you can just talk to Jauffre again and choose the topic "Join the Blades" as long as Jauffre is still alive (he can die during The Defense of Bruma or Light the Dragonfires, at which point it becomes impossible to join the Blades) and his disposition towards you is 40 or higher. On the other hand, there really isn't any reason not to join the Blades; by not joining, you lose out on all the free stuff available at Cloud Ruler Temple. Cloud Ruler Temple is not the only place made available if you join the Blades. As a chapter-house of the Order of Talos, you will be granted free access to Weynon Priory if you join.



Preparation
If you unlock all the doors in Fathis Ules's House connecting to the Elven Gardens Sewers (front door, basement door, etc.) prior to starting this quest, Baurus will then travel to the Mythic Dawn meeting via Fathis's house, which is a much quicker route. During this quest, Baurus becomes non-essential, so before going on this quest, obtain some Convalescence spells from one of the chapels of the outlaying cities.


An Old Friend
Talk to Jauffre after escorting him and Martin to Cloud Ruler Temple. Now that Martin is safe and secure, the next obvious step is to retrieve the Amulet of Kings so that Martin can light the Dragonfires and end this ordeal. Anticipating this course of action, Baurus, the Blade present at the Emperor's death, and its only other survivor, has been gathering intelligence in the Imperial City. The two of you are to work in conjunction to retrieve the Amulet. You can find Baurus at Luther Broad's Boarding House in the Elven Gardens District of the Imperial City.

Inside, you'll find Baurus sitting down and downing booze. There may be a different assortment of people in the bar, depending on when you arrive (notably, a grumpy old man in the corner named Astav Wirich). Have a seat next to Baurus and chat with him. In the course of his intelligence-gathering, he has attracted unwanted attention and is being stalked. Suspicious of Astav, Baurus formulates a sting operation: he will leave to the secluded basement in the hope the man will follow. Sure enough, as Baurus leaves Astav follows. Head downstairs and intercept him.


Volume One: Astav and Baurus
When Astav discovers that he has an opportunity to strike Baurus down without Imperial interference, he'll summon his Mythic Dawn gear and try to assassinate him. Although the fight is pretty one sided in Baurus's favor, Baurus won't mind if you fight Astav from the rear. After Astav is dead, Baurus will instruct you to check his body for anything useful. You'll find a strange book entitled Mythic Dawn Commentaries 1. Show it to Baurus, and he will suggest that you talk to Tar-Meena, an expert of Daedric Cults, in the Arcane University; she may be able to tell you more about the book you just found.


Volume Two: The Arcane University
Travel to the Arcane University, located in the southeastern corner of the Imperial City. If you have completed Join the Mages Guild, Tar-Meena will be wandering around the Mystic Archives; if not she will be found reading in the Arch-Mage's Lobby. Talk to her about the Mythic Dawn, and find out more about this cult and its patriarch, Mankar Camoran. She says that you will need the complete set of the Mythic Dawn Commentaries (also known as Commentaries on the Mysterium Xarxes) to find their headquarters, and fortunately offers you Book Two, which leaves you to find Books Three and Four.


Volume Three: First Edition
Tar-Meena suggests that you visit the First Edition bookstore and speak with Phintias the proprietor, who may have some information about the last two volumes. His bookstore is in the Market District on the northeast side of the Imperial City, near the center of the district. Upon arriving, ask Phintias about the Mysterium Xarxes. He'll say that while Books One and Two are rare, Books Three and Four are next to impossible to find. He does happen to have a copy of Book Three, but it has already been paid for by another customer, Gwinas. As for Book Four, he states that he has never even seen a copy of it, and has absolutely no idea on where you would find one.

To obtain the third book at this point, you have a few options:

As soon as Gwinas buys the book, talk to him and tell him that the Mythic Dawn were the people who murdered the emperor. As soon as he realizes this, he will give you the book and a note about the meeting.
If you boost Phintias's disposition towards you above 80, he will reluctantly sell the book to you for 100 gold. You will still have to get the note from Gwinas, which you can do by confronting him like in the previous option.
Before Gwinas picks up the book, it can be found in a locked chest behind Phintias's counter. You can steal the book before Gwinas arrives and Phintias will not be able to give it to him. If you talk to Phintias, he will comment that the book has been stolen. Catch Gwinas when he's walking away after attempting to buy the book and talk to him; he will still give you the note.
You can follow Gwinas back to the hotel he is staying at, where you can either pickpocket the book and the note from him, or kill him and take both items from his corpse.
Volume Four can only be obtained from a member of the Mythic Dawn. Gwinas has set up a meeting, which he'll tell you the time and place of, with his sponsor, Raven Camoran, to arrange getting the book. You must go in his place to receive the fourth and final volume.


Volume Four: The Sewers
As the quest log suggests, go see Baurus back at the Boarding House before heading out to the meeting, and let him know what you've found so far. Accompany him through the rather long Elven Garden Sewers where you'll encounter a few mud crabs and leveled goblins. There is very little loot throughout the sewers, so a direct route to the meeting place is advised (see Preparation at the top of the page). As you follow Baurus through the sewers, periodically heal him to keep him at full strength. Heal him again just before entering the final door to the meeting area - he'll let you know when that is. This will keep him alive through the sewers and, if necessary, through the fight. If you do not have a Convalescence spell, waiting will heal both of you at the same time. However, this will not work in the middle of a battle. The fight with the Mythic Dawn agents at the meeting area can be rather difficult, especially if you want to keep Baurus alive. Keeping Baurus alive is recommended because he can be a big help at lower levels, and also during the other battles in the Main Quest. Additionally, if you meet Baurus at the Cloud Ruler Temple after he and you travel through the sewers, he will thank you and give you a free skill increase in Blade, Block, and Heavy Armor. You may also wish to take the lead in order to protect Baurus on the way, even though he is marked essential until the meeting with the Sponsor - and so cannot be killed until that point - since he can still be injured (weakening him for the upcoming encounter, when he is no longer essential). If you get too far ahead of him, he'll simply wait for you to come back. Once you reach the meeting area, Baurus suggests that you cover him (you can take the lead and have him cover you if you insist, though he will be discovered and attacked). Whatever happens, he says, you must try to get the book and recover the Amulet of Kings. At this point, it is a good idea to rest or apply a Convalescence Spell to Baurus if you have one. As previously noted, Baurus is now non-essential, meaning that he can be killed. The following are the various methods of continuing:

If you take the stairs to the left of the door into the Sunken Sewers, you'll be on an overlooking walkway with a great vantage point, as Baurus mentioned. The Sponsor will enter and talk to Baurus as two more cultists enter from the top, who will most likely see and attack you. Even if they don't see you, the first cultist will recognize Baurus and attack. You have a moment before the two cultists enter to snipe at the cultist below, if you so choose. If you have a silence effect spell or poison, you can hit Raven or one of the other cultists with it. This will stop the victim from casting spells, including their ability to cast Bound Armor and Bound Weapon spells. This stratagem tilts the fight greatly in your and Baurus's favor.
Ignore Baurus's suggestion of using the vantage point, and follow him through the door instead. He will sit at the table, and you should hide in the shadows to the right. (The inset wall to the left is also an excellent place to wait.) When the first cultist comes in, he stands facing the table with his back to you. If you have enough skill in Sneak, immediately sneak up behind him and pick his pocket (if you take too long the other cultists will show up). You will be able to at least get the book and perhaps more. Immediately sneak out of the room the way you came. If you make sure you are in Baurus's line of sight, he will shortly break off the meeting and follow you, and the two of you can leave in peace. He may leave even if you don't.
You may meet the Sponsor instead. Baurus will hide up on the overlook. Sit down in the chair, and the Sponsor will enter. If you get up or try to talk to him he will yell at you. When the other two agents enter the room, they will see Baurus and attack. If you are quick here, there is an opportunity to pickpocket the book before Baurus enters. This will allow you to leave without having to fight the Mythic Dawn Agents. The opportunity arises after the Sponsor has walked behind you and turns his back on you. You can also pickpocket the key to the Sunken Sewers.
Another option for keeping Baurus alive at higher levels is to tell Baurus that "I'm not ready to go yet" and then go through either door by yourself. If you use a Detect Life spell (~60 feet), you can see Raven Camoran through a metal gate on the lower level: he is usually around a corner, behind a wall. To attack him out of line-of-sight, use a ranged spell or scroll with an area-of-effect at the ground closest his feet of at least 15 feet. An arrow will not work, as Camoran is too far away. He and the other cultists will come out and attack you. Here you can safely take out all three while Baurus is still waiting outside. When you are finished and have the book, go back out and talk to Baurus, he will go ahead to Cloud Ruler Temple and the quest will proceed. If you proceed to do it this way Baurus will remain essential.
Another option is to go onto the overlooking bridge and make sure Raven sees you while he is still behind the door. This will make him turn hostile but he will not open the gate so you can take him down with a bow or Destruction spell. The other two attackers will come in but will not be very hard to take out. One will carry a key, allowing you to get the book from behind the gate.
Loot Book Four from the Sponsor along with a level-dependent ring, a Sunken Sewers Key, a potion, and a scroll (unless he used the latter two fighting you). Be sure to thoroughly explore the Mythic Dawn room as well, where there are three crates and three chests (one a boss-level chest) that may contain additional enchanted items as well as additional copies of Mythic Dawn Commentaries Books One to Three.
Once you have the book, you will part ways with Baurus, who states that he'll go to Cloud Ruler Temple to help protect Martin. Note that Baurus can die while making his way back to the temple. Exit the sewers either the way you came or through the new area (Talos Plaza Sewers) unlocked by the Sunken Sewers Key you retrieved from the cultists. You can also return to outside the cult room, take an immediate left into the next room and then exit up a ladder into Fathis Ules's basement.


Before...

...and After

Cracking the Code
The four books each contain a clue as to the location of the cult. Do not read on if you want to try to figure it out yourself! You should be able to figure it out by reading the texts but if you need help, go to Tar-Meena at the Arcane University. She'll think about the puzzle and asks you to get back to her tomorrow afternoon to see if she's made progress. If you wait a day and then ask her about the Mythic Dawn, she will tell you that she is sure that the key to the mystery lies in the first word - or even first letter - of each paragraph in the Commentaries....

Look at the large red letters that begin the paragraphs in the book. Put them all together to read: GREEN EMPEROR WAY WHERE TOWER TOUCHES MIDDAY SUN. Some non-English versions of the game ruin the puzzle due to the initial letter of a word being different.

Green Emperor Way is the central district of the Imperial City, where the Imperial Palace is located. If you are going strictly by the clue from the books, you should wait until nearly midday. Look for the shadow of the White Gold Tower, and walk to the end of the shadow. If you look up, the tip of the tower should be touching the middle of the sun (you will only be able to see the tower if "Distant Buildings" is turned on in Video Options). You should be standing right in front of the Tomb of Prince Camarril, where a set of red runes are glowing to reveal the location of the Mythic Dawn shrine. Click to activate the tomb and advance the quest.

If you're following the quest marker (or reading this guide), there's no need to pay attention to the sun's shadow: you can follow the quest marker straight to the Tomb of Prince Camarril (located just south of the gate leading to the Talos Plaza District). You don't even need to talk to Tar-Meena; at any time after obtaining the fourth volume you can just go to Green Emperor Way. The runes on the tomb will only glow at midday (specifically from 11:48 am to 12:30 pm). You need to be standing on the south side of the tomb (with the palace positioned behind the tomb) to see the runes. The runes on the tomb actually glow every day from the very beginning of the game, but it is only possible to activate the tomb during this quest.



Dagon Shrine: Travel to the Shrine
You've finally been able to track down the location of Mythic Dawn's secret shrine to Mehrunes Dagon. The location, marked on your map, is in the northeastern part of the province at Lake Arrius Caverns, just north of Cheydinhal. Unlike Weynon Priory and Kvatch, you cannot immediately fast travel to Lake Arrius unless you happen to have been there before.


Gaining Entry
The Doorkeeper just inside the cavern will let you into the shrine without too much hassle. He says you should go and speak with Harrow, Warden of the Shrine of Dagon. Harrow will ask you to hand over all of your possessions (including all of your gold) and put on an Initiate's robe. If you refuse, you'll get a warning and another chance to don the robe. If you follow Harrow's instructions, you temporarily become a member of the Mythic Dawn and you are allowed to follow Harrow into the shrine.

At any point, you can refuse to co-operate and instead fight your way in. You will be told that your cover has been blown. You will then need to fight your way through the entire shrine, killing all the cultists you meet. You can choose whatever option is better suited to your character's strengths. If you are a stealthy character - or just really good at running - playing along with the Cult may be advantageous. Strong fighters may have an easier time simply marching in fully armed and cutting down everything in their path.

There are a few strategies for coping with Harrow taking all your equipment:

Harrow will not take any quest items that you may have in your inventory. Therefore having weapons such as the Blade of Woe, Umbra, the Honorblade of Chorrol, or even the weapons shipment from The Desolate Mine can be advantageous.
You can drop most of your equipment on the ground just before speaking to Harrow (you may not want to drop small, difficult-to-find items like keys). You can then pick everything up the moment after you agree to hand everything over. This allows you to enter the next section fully equipped without blowing your cover. You will still need to loot Harrow later in order to retrieve your gold and any other items you allowed him to take.
You can subsequently pickpocket Harrow to retrieve some items. Zero-weight permanent bound items are perfect candidates, since detection is influenced by item weight.
You can obtain some replacement equipment from the storage room at the far end of the Shrine Antechamber. You should drop a few lockpicks before speaking to Harrow (and pick them up after you give him your equipment) because this room is locked. Even if you do not give your equipment to Harrow, a visit here is recommended because it has some nice loot.
You can also walk up to Harrow and let him see you. Then when he starts walking towards you, start walking backwards and back out the door. He will stop at the entrance to the door and start walking back to his position. While he is walking back you can go around him and go through the door without having to give up your stuff.

The Ritual
There are two main options here, largely dictated by whether or not you turned over your equipment when you entered the shrine.


If You Handed Over Your Equipment
Harrow will lead you to a ceremony, which is already in progress, directed by Mankar Camoran himself. After a short speech, Mankar will disappear into a magical portal to Paradise, his realm; unfortunately he will also take the Amulet of Kings with him. It is impossible to kill Mankar at this point, because he is flagged as essential. It is not even possible to try to pickpocket the Amulet from him because he is also flagged as a "ghost" meaning you cannot interact with him in any way. Trying to obstruct the quest at this stage can lead to a serious bug later, so it's best to just let Mankar escape.

Once Mankar gets away, a quest message will pop up to inform you that your new target should be the Mysterium Xarxes, because it may aid you and Martin in retrieving the Amulet. At this point you will be introduced as a new Initiate to Ruma Camoran, Mankar's daughter and she will ask you to perform a ritual sacrifice of Jeelius, an Argonian priest. You may choose to agree or refuse to perform it. If you refuse, the cultists will immediately turn on you. Since you are weaponless and vastly outnumbered, this will be a very difficult battle. You have several choices at this point:

Once you have the knife for the ceremony, you can wander around unbothered until you find Harrow among the worshippers. Simply use the dagger to kill him, then search the body for your items.
Kill Jeelius, which will allow you to wait until things cool off a bit before stealing the book. Although you are now part of the Mythic Dawn, you cannot get out of the cave until you take the Mysterium Xarxes. Wait for one hour, which will allow the whole room to clear out except for Harrow, Ruma Camoran, and one additional guard (who stands behind the altar area). Then proceed to grab the book, attack those three and escape, fighting any other cultists along the way.
Agree to the sacrifice (for now at least). Go to the podium and pick up the silver dagger. Then grab the Mysterium Xarxes and run for it. You'll need to keep running all the way through the Shrine Living Quarters (avoiding many cultists along the way). You won't be safe until you make it out of the caverns.
If you are powerful enough to deal with the cultists, you can refuse to make the sacrifice, or even free Jeelius.
If you want to save Jeelius, note that picking up the Mysterium Xarxes will cause the statue of Dagon to collapse on top of him. See Jeelius for tips on how to help him survive.
See Fighting the Cultists for tips on how to survive the ensuing fight.
If your sneak skill is high enough, you can pickpocket your best items from Harrow and then use those items to kill him and take the rest of your stuff back, making the rest of the battle easier.
Another way is to pickpocket some lockpicks from Harrow and use them to open the door at the end of the hall outside the Shrine. You will find a basement with some scrolls, potions and weapons which will make it a lot easier when you attack.

If You Blew Your Cover
If you refused to turn over your equipment in the first place, you will need to kill Harrow (and the doorkeeper if he runs in). Fight and sneak your way through the antechamber and into the main Dagon Shrine, where the ceremony led by Mankar Camoran is going on. Your quest should update with your new target: the Mysterium Xarxes. Fight your way to it. Taking it will collapse the statue, close the entrance and open a new exit through the cult's living quarters. Using this method allows you to take followers into the shrine with you.


Fighting the Cultists
In most cases, you will end up having to fight your way through many Mythic Dawn cultists.

By choosing opportune times to start fighting, you can reduce the number of cultists you will need to fight. In particular, most of the cultists will leave the shrine area if you wait for a while (the shadows on the upper level of the shrine area are good areas to hide while waiting).
If you are outnumbered by cultists at the shrine, you can stand under the statue of Mehrunes Dagon. When the cultists are under it with you, run and grab the Mysterium Xarxes. This will cause the statue to collapse on top of them, killing most of them instantly.
To avoid being cornered by multiple cultists, keep moving at all times.
Use area-effect staves/spells to damage as many people at once as possible.
If your conjuration is at least at an apprentice level, you can summon some bound armor and a bound weapon for extra protection against the cultists.
If you are as playing as a stealthy archer, you can sneak to the far upper-right corner and play sniper from a perch. It will take a significant amount of time for the cultists to run all the way around and up to reach you. You could potentially pick many of them off with poisoned arrows by the time they realize what's going on and begin to move in.

Jeelius
Helping Jeelius to survive this quest can be challenging (although optional).

One challenge is avoiding his death when the statue of Mehrunes Dagon collapses on top of him. If you free him before taking the Mysterium Xarxes then the statue will not collapse on top of him: however, you cannot access the Living Quarters until you have the book, so this option makes it impossible to purge that area before he gets there. Otherwise, as soon as you grab the book, you can rush to stand over Jeelius, deflecting some of the statue, and casting a healing spell on him if necessary. Similarly, casting a short duration custom spell on him combining shield, fortify endurance, and fortify health can make him tough enough to survive the statue falling. Also, casting a destruction spell with an area effect on the falling statue may deflect most large chunks. Alternatively, cast Chameleon on self and Invisibility on the Argonian. Free him and he will run away, hiding in some corner. Now grab the book and the statue will collapse on the empty altar.

As soon as you free Jeelius, he will run towards the exit, avoiding as many guards as he can. However, he will always take the long path through the Living Quarters, even if the (much shorter) route via the Antechamber is still accessible. Jeelius is able to cast a few randomly-determined spells, so he might be able to heal himself and should be able to attack the cultists with a destruction spell. However, he will die if he gets cornered. Trying to follow Jeelius can make things worse because it just attracts more cultists than if he tries to flee alone. If you do try to follow Jeelius, be prepared to use many healing (or even defensive) spells on him.

To guarantee Jeelius's survival, you can delay freeing him until after you have gone through all of the Living Quarters and killed all of the cultists. Then return to the shrine, release him, and accompany him out through the empty corridors. This may take several attempts due to the statue falling.

If you escort Jeelius through the caves, he will thank you once you get outside and introduce himself as Jeelius from the Temple of the One in the Imperial City. If he survives, you can go to the Temple Of the One a few days later and he will give you free one-point skill boosts in Alchemy, Mysticism, and Restoration, provided they are below 90.


Escaping from the Caverns
No matter which option you choose, you will end up leaving the Dagon Shrine area through the door on the north side of the shrine, leading to the Shrine Living Quarters. This door does not unlock until you take the Mysterium Xarxes, at which point the door you entered through also locks.

There are many cultists (as many as 15) in the living quarters, all of whom have to be killed or avoided to make it out. Taking the time to check the chests and other containers can be worthwhile, because they may contain good loot.

Once you make it through to the first zone, Lake Arrius Caverns, your way is blocked by a "Rock Wall". The turn handle to activate the Rock Wall is located at the start of the tunnel, in the previous room.


Return to the Temple
When you finally make it outside, head towards Cloud Ruler Temple with the Mysterium Xarxes. Martin may be found in the Great Hall of the Temple, and he will take the Mysterium Xarxes. He believes it may hold the key to opening a portal to find Camoran, but he will need some time to safely study it.



Investigate Spies
Once you've given the Mysterium Xarxes to Martin, he tells you to speak to Jauffre about Spies. Apparently the gate guards have seen strangers along the road near the temple for the past few nights and Jauffre wants you to find them. Speak to Captain Steffan for more details. Steffan says the spies have been seen near the Runestone at the bottom of the hill near dusk.


[edit] The Rune Stone
There are two Mythic Dawn Agents to find and eliminate to complete this quest: Saveri Faram and Jearl. Note that even though it is possible to pickpocket the Basement Key from Jearl as she leaves her house and obtain proof that Jearl is a spy, you will still be forced to kill the spies. The pointer will point back to Jauffre at Cloud Ruler Temple as soon as you obtain the proof, but he will instruct you to kill them anyway (see stage 85).

The first can most often be found at the Hestra Rune Stone (map) indicated by Steffan, just southeast of the Temple towards Bruma. At sunset (shortly after 5:00 pm, to be specific), one or both Mythic Dawn Agents will appear in the ruins and attack you on sight. The runestone's Bound Gauntlets and Bound Weapon (dagger or mace) may be useful in the fight.

If you need help, you can lead the agents to either the town or the temple and have the guards help you kill them. You can also go directly into Jearl's house in Bruma during the day. This makes it much easier to get help if you need it.

Once the first Mythic Dawn agent is dead, you will receive a quest message to speak to Captain Burd in Bruma, as Jauffre previously mentioned. Make sure you loot all keys from the first agent's corpse.

If you kill both agents before talking to Captain Burd and then talk to Jauffre, he will direct you to locate their base, so you will still need to talk to Captain Burd to continue.


[edit] Jearl's Basement
The first agent has two keys on her which should help you find the cultists' base in Bruma.

You can head directly to Jearl's house or seek further guidance from Captain Burd. He might be found patrolling the Great Hall in Bruma. Ask him about Spies in town and he doesn't have any specific information. Tell him what you've found so far. If you killed the cultist at the runestones he'll allow you to search Jearl's home, otherwise he'll mention the Bruma Caverns are being used by the spies.

Jearl's house is in the southern part of Bruma and is easily entered with the key you retrieved from her. There's nothing much to be found on the first floor. The one locked chest just has a 75% chance of containing one piece of armor (fur or leather) or one weapon (iron or steel). However, there is a concealed trapdoor that is partially hidden by the green rug closest to the bed. Alternatively, you can go through the Bruma Caverns found just west of town.

Either way, you'll end up in Jearl's basement (both entrances locked, level dependent, opened with the Basement Key from either spy). On a table you find Jearl's Orders, which reveal the enemy's plans. Apparently she and Saveri were casing the Cloud Ruler Temple in preparation for an all-out attack on it and Bruma through the use of Oblivion Gates. The basement doesn't contain anything else of interest except copies one and two of the Mythic Dawn Commentaries.

The second agent will likely attack you on your way to Jearl's basement. If you're having trouble finding the second agent, Saveri Faram or Jearl can be found at the house only at specific times. They can be found sleeping in her bed during the night, but otherwise may be found in the basement, caverns, or woods between Bruma and the Cloud Ruler Temple. Be ready, as the remaining agent will likely attack on sight.

If you report back to Captain Burd, he will allow you to enter Jearl's house at any time. For all practical purposes, this means that the house becomes yours. Be aware, however, that only the chest on the ground floor is safe for storage.


[edit] Return to Cloud Ruler Temple
Return with the plans to Jauffre who will congratulate you on your efforts and then run off to warn the Countess of Bruma about the impending attack. Speak to Martin to learn what he has discovered from the Mysterium Xarxes so far.



Blood of the Daedra: Cloud Ruler Temple
After learning about the impending attack on Bruma by the Mythic Dawn cult, speak to Martin about his progress on deciphering the Mysterium Xarxes. It seems in order to open a portal, four items are needed. So far he has only determined what one of those items is: a Daedric Artifact.


Blessings of the Fifteen
Ask Martin about Daedric Artifacts who will suggest you read Modern Heretics for more information on these artifacts. The book will be on the table Martin sits at while working. The book provides all the information necessary to get a Daedric artifact from Azura's shrine (including a map marker for its location). If you've been focusing on the main quest so far, the quickest way to get to Azura's shrine is to fast travel back to Lake Arrius Caverns and head cross-country from there. The page on Azura's quest describes what to expect once you reach Azura's shrine. However, Azura is not the only option. There are 15 Daedric artifacts available in Cyrodiil, one from each of 15 Daedric lords; any of these artifacts will satisfy Martin's needs. Details on all of these quests are provided under Daedric Quests.

Probably the most important thing to consider when choosing an artifact to use is whether or not your character can use the item effectively. The full value of each individual artifact is determined by each player's own style, and an excellent sword that no blade-strong character would ever dream of parting with may just be the right choice for an archer or mace-fighter to sacrifice. That said, each artifact does have some consistent qualities that make it a good or terrible choice to sacrifice:

Azura's Star: It is highly recommended that you do NOT give up Azura's Star; this item is much too useful to lose. It is essentially a reusable Grand Soul Gem, and it becomes particularly valuable as you start to rely on enchanted weapons later in the game. Even if you have never used the Soul Trap spell, it's worth keeping the Star for later. It will become extraordinarily useful. Replaceable by Grand Soul Gems, up to the point where the supply of those or the player's patience runs out.
Ebony Blade: An excellent blade for use against NPC spellcasters, but not as effective against more mundane fighters, or monsters (who use powers that are immune to Silence). If you're on a witch-hunt, you will have to compare this with casting silence as a spell or poisoning a weapon with a suitable concoction, and wielding instead a Daedric Longsword (24 damage to the Ebony Blade's 23) enchanted with a Sigil Stone (Absorb Health Sigil Stones available as early as level 5 absorb 10 points or more, with the highest, at level 17, absorbing 24; Ebony Blade absorbs only 8 health).
Goldbrand: A weapon with very high physical damage, rivaling that of the vaunted Umbra. Unlike Umbra, though, this blade's enchantment inflicts further damage. If you're focused on longsword fighting, this is practically an essential weapon in your arsenal. A Daedric Longsword with a Fire Damage Transcendent Sigil Stone does 1 less physical and 3 more Fire Damage.
Mace of Molag Bal: The Absorb Strength enchantment on the mace has no duration, making it wholly ineffective, and the low number of charges of Absorb Magicka make this a relatively poor weapon for actual use, even for a skilled Blunt Weapons user. A Daedric Mace does 1 less damage and the relevant Ascendent Sigil Stone absorbs ten times as much Magicka.
Masque of Clavicus Vile: If you do not intend to use the Umbra sword, then the Masque of Clavicus Vile is an excellent choice to sacrifice, as it increases only your personality, widely considered to be one of the least useful stats since the speechcraft mini-game can be supplemented with an extensive array of aids including bribes, Charm spells, and Fortify Personality and Speechcraft, both available in spell and potion form. Fortify Personality is available at Enchanting Altars, but not in Sigil Stones. Utterly replaceable (other than appearance) by the Knights of the Nine item Helm of the Crusader, which is more durable, lighter, and adds 25 Personality instead of 20.
Oghma Infinium: The value of this artifact, especially when used by a high-level character, is almost beyond consideration. It offers you the opportunity to train your character beyond conventional limits of skills and attributes, and should be retained at the expense of any other artifact you have available. No comparable replacement.
Ring of Khajiiti: The Chameleon 35% and Fortify Speed 10pts effects of the ring make this artifact valuable for Stealth-based characters; a Transcendent Sigil Stone enchantment can provide 30% Chameleon, and surpass the ring's +Speed with 12pts, but not both, obviously.
Ring of Namira: Reflect Damage 12% and Reflect Spell 10%. Potions can provide either effect, at up to 24%, as do numerous other items, although the combination of the two qualities is uncommon (Mirror Shield is another instance).
Sanguine Rose: This artifact can be a powerful weapon if used carefully, especially for a low-level character. However, it can also be a danger to the user. The Sanguine Rose summons a random Daedra next to your target. The Daedra usually attacks the target, but if you are standing nearby there is a chance it will attack you instead. At higher levels entirely replacable by, and unequivocally inferior to in many respects, Summon spells.
Saviour's Hide: As a physical cuirass of Light Armor it is one of the best, being only slightly less protective than Glass, but one-fifth of its weight. Players with The Apprentice birthsign will also find its magic resistance useful. However, it offers nothing spectacular for other types of characters. Compare its 25% magic resistance to a Sigil Stone's maximum of 20%. Incomparable weight for the protection.
Skeleton Key: Is extremely useful for any character, since it gives you infinite tries to open a lock. No comparable replacement. However, there is a bug associated with this.
Skull of Corruption: At best, a creative player can make good use of this staff in a tight situation. At worst, it is a very entertaining toy. If you can keep it, then keep it. No comparable replacement.
Spell Breaker: An excellent shield, especially if you're going up against spellcasters. Even a character unskilled in Heavy Armor can at least equip the shield to make use of its 30% Spell Reflection, whether they have an accompanying weapon or not. Not a wise item to give up, as long as you can shoulder the weight. As with Ring of Namira, Reflect Spell can be provided with potions.
Volendrung: As one of the few weapons with a Paralyze enchantment, Volendrung has its strengths. But, as the heaviest artifact around, only a skilled Blunt Weapons fighter won't mind carrying it everywhere. Neither Sigil Stones nor the Enchanting Altar afford the Paralyze effect, but there are five Oblivion and three Shivering Isles ingredients available to make such a poison.
Wabbajack: When successfully struck, a target, no matter how damaged, is transformed into one of eight random creatures at full health, from a Rat all the way up to an Ogre. After ten seconds, the target reverts back to its original form, healed to full. Available at Level 2; the quest to obtain it is relatively easy. Lightweight. No equivalent replacement. Not a good weapon for low level characters. However, the Wabbajack is actually quite useful to a player that can kill any creature it summons, within ten seconds and more easily than the enemies the player commonly faces. It can be considered a form of crowd control when fighting Ogres, Gloom Wraiths or Goblin Warlords, as there is a 90% chance it will summon something weaker than an Ogre.

Mysterium Artifact
Finding the other Daedric shrines is generally not easy: as suggested by Modern Heretics the shrines are remote and few people know of their existence. Which artifact to obtain for Martin is your choice. One key factor is the level of your character: each quest has a minimum level requirement, ranging from 2 to 20 (Azura and Sheogorath are the only quests available at level 2). Another key factor will be which artifact you think is least useful for your character. All the Daedric artifacts have unique magical powers, including capabilities that are not otherwise available. The artifact you give to Martin will be destroyed and gone for good. Once you obtain a Daedric artifact, return to Martin and give him the artifact. Martin tells you he needs more time to continue translating the Mysterium Xarxes and tells you to speak with Jauffre in the meantime.



Bruma Gates: The Gates of Bruma
Jauffre wants you to help the Bruma guard learn how to close an Oblivion gate. One has conveniently just opened near Bruma. Find Captain Burd outside the gates of Bruma and repel the first wave of attackers. You are then to lead the charge into the gate in order to close it. Lead Captain Burd and his two men (whom he calls Bor and Soren) in after a short inspirational speech from Burd.

You can enter the gate without Burd and his men. Once you get to the top of The Fury Spike, your quest will update, telling you to show Burd how to close the Oblivion gate using the Sigil Stone. If you use the wait command, Burd will soon appear before you and the quest goes on as scripted.


Leading the Charge

Your first view of the Bruma Oblivion world.The Oblivion area has few things of significance, as it's mostly a winding, linear path to the tower. You may find a lone guard fighting Daedra along the way. You may enlist his help or order him to flee. There are various Daedra scattered about along with some treasure and plants. Once you reach the Tower, go inside and make your way to the top. The guards will likely be of good assistance to you providing you can keep them alive. Burd is flagged as essential so he will only become unconscious. Your companions will charge an enemy as soon as it spots you or you attack it. Rest in safe areas to heal the guards as needed. They will also tend to get in the way of your attacks but don't seem to mind being hit a time or two (Warning: If you hit them a third time, they will turn on you. Simply yield to them and they should stop attacking). If you land the killing blow on a guard, you will receive the usual bounty of 1000 gold for murder, but the remaining guards will not try to arrest you until you come back to Bruma. Your disposition with Burd will also fall to zero.


Assaulting the Sigillum Sanguis
Near the top of the Sigil Keep, you will encounter a Dremora Sigil Keeper (he is not any tougher than the Daedra that you have already encountered). Take the Sigil Key from him or pick the lock on the door that leads to the Sigillum Sanguis area. Be warned that there is a small concentration of Daedra guarding the Sigil Stone. Note that if you brought Burd into the gate with you, he must be present in the Sigillum Sanguis for you to remove the stone. If you told him to wait or left him far behind, you will have to go back and find him.


Back to Bruma
Once the gate has been closed and you are back in Bruma, talk to Captain Burd again. He says that he thinks he can handle any more gates that open around Bruma. Return with the news of your success to Jauffre. Speak to Jauffre for an optional sidequest (Allies for Bruma), or speak to Martin to continue with the main quest line



[edit] More Troops
Jauffre tells you that the Daedra from Oblivion are innumerable while the Bruma town guard are not. He therefore asks you to go and petition the other cities in Cyrodiil, the guilds and the Elder Council to send temporary relief troops to help close any Oblivion gates that open around Bruma.


[edit] Cities
Visit any or all of the cities marked by quest markers on your map and ask the count or countess for "Aid for Bruma".

If you visit the Imperial City, High Chancellor Ocato will refuse to call in the legions as they are needed to maintain order in the other provinces. Note that the moment you enter the Imperial Palace district, Ocato will start to move towards his quarters, which are past an unpickable locked door. If this happens, move out of the Imperial Palace district, wait for an hour, then go back and head immediately for the palace. Ocato should be just inside the main door when you enter.

In Kvatch, you must first complete the quest The Battle for Castle Kvatch and then ask Savlian Matius for aid. If you previously did this quest, Savlian is still standing in the ruined Castle. Even though the city is still burning, Savlian will send one anonymous "Kvatch Soldier".

For each of the other six cities, the ruler will refuse to send aid until you close the Oblivion gate threatening their city; these gates all opened after you completed the Dagon Shrine quest. Enter each of the six Oblivion gates in turn, take the Sigil Stones to close them, then ask the counts or countesses of those cities to relocate guardsmen to Bruma. They will be so glad that you closed the gates that they will give up a few soldiers and send them to Bruma.

Note that when you talk to the ruler of those cities, the quest markers for all cities will disappear to be replaced by the quest marker for the specific Oblivion gate to close. Once the gate is closed, the quest markers for all incomplete cities will re-appear.

The table below outlines the details of each gate and the soldiers sent once the gate is closed:

City: Soldiers:
Anvil 2
Bravil 1
Cheydinhal 2
Chorrol 2
Leyawiin 1
Skingrad 1
Total: 9
..................



The Wayward Knight: Attack on a Gate
The son of Count Cheydinhal, Farwil Indarys, has entered the Oblivion gate with his group of knights called the Knights of the Thorn. Asking the local town guard about Knights of the Thorn reveals that they spend most of their time making up wild stories and drinking at the tavern.


In Oblivion
After entering the gate you will find that, unlike most Oblivion gates, this quest takes place in a unique plane of Oblivion. The earliest part of the plane will have you traveling through a series of caves, ending with Farwil plus his one surviving knight on the other side of the tunnels, Bremman Senyan. However, if your Acrobatics is fairly high you can leap down the cliff, landing on rocks, and get down there, bypassing the caves entirely. Talking to Farwil activates a rather wild story, while speaking with his companion unveils the real story, Farwil, after failing to go to the town guard for help he has lead a losing battle against the daedric forces in this plane, leading to all of the other members of the Knights of the Thorn dying. Bremman and Farwil managed to evade the rest of the daedra at the base of the bridge leading to the sigil keep. They refuse to return through the way they came meaning you will have to destroy the gate to save them. This is followed by a long, unbroken bridge over lava with four random Daedra. It is a good idea to keep Farwil and the enemies away from the edges, as Farwil and his companion both will blindly jump into the lava to chase an already doomed Daedra. All Daedra will be drawn to attack Farwil first, and since he doesn't have much health, protecting him is vital.


Tactics for Keeping the Knights Alive
The Sigil Keep (called "The Chaos Stronghold") is a typical run with two corridor-ramp areas, eventually leading to the Sigillum Sanguis. Upon entering the Chaos Stronghold, the two knights will go sword-happy and may very well enter the corridors after some Daedra they managed to spot up in the rafters. As you cannot give them commands you will have a particularly hard time saving Farwil from an untimely death. To make matters worse they lack leveled equipment, instead they wear a partial set of steel armor, with a Knights of a Thorn Shield and two different steel weapons. It is also worth noting they have no ranged attacks and will be extremely vulnerable to friendly fire and enemy spell casters.

Considering these factors the best strategy for completing this quest with the best possible ending would be to do it at an early level, as at the higher levels they are mismatched in one on one fights against the daedra, let alone the daedric hordes you face. Though it may seem logical at first glance, it is not recommended to try to rush the tower and hope they will last long enough for you to destroy the gate as they will die long before you can reach the top of the sigil keep. Archery is nearly entirely useless in this quest as the tower's cramped hallways and crooked paths make it almost impossible to line up a shot, not to mention the two suicidal lemmings that will charge right at the enemy. Having spells that provide magical shields against damage, 100% Chameleon spells to keep them safe from most damage, and healing spells to help them recover from the many wounds they will sustain throughout the battle are all recommended. You may also benefit from spells or enchantments that boost disposition since they are both melee fighters friendly fire is very likely.

At level 30, friendly fire is a big problem for a strong fighter; a tactic that might help is to soften up but not kill the closest Daedra in a group before moving on to the next enemy. The two knights should lag behind and finish off the opponents without too much trouble, two on one, and this keeps them behind you and out of your way while you do most of the damage. Then they can be healed before moving on to another group.

After fighting a group, if your companions are on low health, you can wait (if there are no enemies around) and they will regenerate their health.


Reward
If Farwil is returned safely, he will make you a Knight of the Thorn and gives a leveled Knights of the Thorn Medallion (Fortify Speechcraft). You will receive +2 Fame. Access to the Knights of the Thorn Lodge is also awarded, but there is not much in there. It does have some beds which makes for a decent place to rest. It is probably a bad idea to use the chests and crates to store items because some of them respawn.

The Count will also offer a reward of one of two magic items - a sword or a staff; only one can be selected. If the sword is chosen, the Count will present Thornblade, a leveled longsword of Disintegrate Armor. The alternative is the Staff of Indarys (leveled Shock Damage and Damage Strength). The Count will also give allies to Bruma.

If Farwil dies, you can retrieve his Signet Ring and his Knights of the Thorn Medallion. In this case, you only get +1 Fame and your final reward from the Count will be lessened, as you just get a leveled gold reward (see chart below). Although the Count asks for Farwil's Signet Ring, you do not need to have it to obtain the reward; even if you do have the ring, the Count returns it to you.

If Farwil is killed by the player, the quest ends. Beware, if you do kill Farwil and do not reload, the Count will refuse to talk to you for killing his son, making it impossible to do any previously uncompleted quests involving the Count, such as the Cheydinhal house for sale, or the Allies for Bruma quest. You will also receive +2 Infamy for killing Farwil.



Blood of the Devines: [edit] The Blood of the Gods
Martin tells you the next ingredient to open the portal is the Blood of the Divines. Speak to Jauffre to learn that the blood of Tiber Septim (who became the god Talos) can probably be found on his armor in Sancre Tor. These catacombs were sealed by the first Grandmaster of the Blades and any who have tried to explore have never returned. Jauffre gives you a key to Sancre Tor and wishes you luck.

Sancre Tor is now marked on your map. It is located on the northern road from Bruma to Chorrol. Above ground, it is a huge ruined fort with a few skeletons guarding a couple of chests and a Sidri-Ashak Rune Stone. The entrance to the underground portion can be found in the large central tower.


Sancre Tor
The interior of Sancre Tor is filled primarily with ethereal undead (ghosts and wraiths). Since these creatures are immune to normal weapon damage, you will need a silver, daedric, or enchanted weapon if you want to attack them. Alternatively, an Ancient Akaviri Katana will also kill ethereal undead, and they can be freely taken from the blade skeletons after you kill them.

You will also encounter several Undead Blades. The first one will turn into the Ghost of Rielus once you defeat it. Rielus tells you that he was one of four Blades sent to the catacombs by Tiber Septim to discover the source of the evil infestation. The four were captured by the Underking Zurin Arctus, and bound to haunt the catacombs after death. A spell was also put on the passage to the tomb where the armor lies. Approaching it is impossible without freeing all of the Blades. You will take constant Frost Damage, be hit with the "Breath of the Underking" which drains Speed and Willpower, and finally hit an invisible barrier at the end of the corridor.


Free the Undead Blades
Rielus tells you to find and free his three companions so the four of them can undo the curse placed on the Shrine by the Underking. Another Undead Blade can be found in the Catacombs, another in the Hall of Judgement, and the last in the Prison; killing them will release the ghosts of Casnar, Valdemar and Alain respectively. Note that each of the four Blades has a leveled magical item (Amulet of the Ansei, Valdemar's Shield, and two swords Mishaxhi's Cleaver and Northwind). In the prison area you need to open a locked door: either unlock it yourself or kill the undead Warden Kastav for his key. When you have freed all four, proceed into the Tomb of the Reman Emperors to observe them restoring the shrine. Once the evil enchantment has been dispelled, go and get the Armor of Tiber Septim.


Return to Martin
Return the armor to Martin in Cloud Ruler Temple. He will thank you and let you know he's discovered the third ingredient. You may notice that Martin has set up another table in his impromptu study area while you were gone. There are two skill books (The Refugees, Light Armor and The Doors of Oblivion, Conjuration), a third non-skill book (The Firmament), an apprentice calcinator, and two paint brushes.



Miscarcand: The Third Ingredient
Once you've found and brought the Armor of Tiber Septim to Martin, he'll let you know that the third ingredient he needs is a Great Welkynd Stone. This is a rare Ayleid artifact which - as far as he knows - can only be found in one place: the ruins of Miscarcand. He'll also warn you that the vengeful spirit of the last King of Miscarcand is rumored to guard it even in death. The ruins are marked on your map, halfway between Kvatch and Skingrad.


Miscarcand Morimath Hall
The Ruins of Miscarcand
A fairly standard Ayleid ruin dungeon crawl ensues, including undead battling a tribe of Bitterfish Goblins. Details on the interior of Miscarcand are provided on its page.

Once you take the Great Welkynd Stone in Morimath, the King of Miscarcand (a powerful lich) appears in the hall entrance and two Zombie Guardians come up the now raised staircases. Defeat them or run away (although the second option is not ideal - see Bugs). If you do defeat them, there is a shortcut exit that can be accessed through a small room opposite the main hall entrance, which is populated by more Zombie Guardians. Exit Miscarcand and head back to Cloud Ruler Temple.




The Last Requirement {SAVE THE GAME AT THIS POINT AS THERE IS ACTION)
Just before you deliver the Great Welkynd Stone from the last quest, you'll see Martin (now hopefully wearing armor: if he is still in robes, see Bugs) and Jauffre debating about something. After they finish, talk to Martin, give him the stone and he'll fill you in on the last requirement: a Great Sigil Stone. The only way to get one is to allow the Mythic Dawn to open a Great Gate near Bruma.


Escorts through Bruma
Escort Martin, Jauffre and Baurus (if he didn't die in the Imperial City sewers during or after The Path of Dawn) to the Chapel of Talos, then go to Castle Bruma to speak with the Countess. Tell her the plan and she will follow you to the chapel where she will meet with Martin. This is the last chance you have to acquire Allies for Bruma.

If you neglected to obtain assistance from any of the other cities of Cyrodiil, your army will be composed of Burd, Martin, Jauffre, Baurus and some rather meager Bruma Militia.
If you have not yet completed Corruption and Conscience, Ulrich Leland will be sent from Cheydinhal to help defend Bruma.
If you have not yet started the quest, he will be flagged as an essential and hence will be unkillable in the Defense of Bruma - he can only be rendered unconscious. After the battle is done, you can return to Cheydinhal to complete Corruption and Conscience. If Ulrich was dead already, Cheydinhal contributes only one generic soldier to the cause.
If you have started the quest, Ulrich is no longer essential. As with any other action that leads to Ulrich's death, if he is killed in battle by any means, you will gain one Infamy point.
Speak to the countess when you are ready to begin the quest proper and she will order Captain Burd to organize the troops. Follow Martin past the cheering crowd and out of the city.


Lead the Charge, Again

They're coming...Your army is waiting here and consists of Captain Burd and his guards plus any allies you gained in Allies for Bruma. Obviously the more troops you have, the easier the next part will be. Make your way to the battlefield where an Oblivion Gate is already open. Martin will rally the troops and a wave of Daedra will come through the gate. Depending on your current battle skills, you should be able to deal with the Daedra of the first gate by yourself. The troops won't attack until the Daedra come quite close to their line. Soon a second gate will open and waves of Daedra will come out of that too. Then a third gate and finally the huge Great Gate itself. Your objective is to keep Martin alive until you enter the Great Gate - if Martin dies, the game is immediately over and you must load a previous save. You do not have to kill every enemy in this mission (they will keep on spawning from the Oblivion Gates at regular intervals). Wait for the Great Oblivion Gate to open and enter the gate to complete this quest.



Time Limit

The Siege Crawler advancing towards the Great GateAs soon as you step through the Great Gate, you will be given 15 minutes (real time) to complete this quest. Any longer and the indestructible Daedric Siege Engine will make it to Tamriel, resulting in Martin's death and the invasion of all Tamriel by Daedra. At that point, the game is over: you must reload an earlier save game. This quest can also be terminated if Martin dies while you are in the Great Gate Oblivion World (although the combat in Tamriel actually pauses while you are in there, so Martin can only die if he receives a fatal blow just as you step into the Gate).

You do not need to worry about losing track of time: every minute, the game will post a reminder on the screen telling you how many minutes you have left. However, this countdown clock is actually one minute off: the first message you see tells you that you have 13 minutes left, when in fact you have 14 minutes left. This countdown will continue until it tells you that you have 2 minutes left (at which point you really have 3 minutes left); 65 seconds later, the countdown starts to update every 5 seconds (starting with one telling you that you have 115 seconds left).

Fifteen minutes is a relatively short time to get through this world, but not so short that you need to panic. A normal run should take 10 to 12 minutes. Even if you get lost on the way to the main tower, as long as you make it to the bottom of the tower with two minutes to spare, you should still be able to finish the quest as long as you can avoid stopping to fight anyone.

You can generally decrease the time it takes to complete this quest by:

Using Fortify Speed;
Casting Invisibility so that you do not have to fight enemies.
More specific strategies are listed throughout the guide.


Layout of the World
When you first step through the Great Gate, you will see a huge war gate in front of you that is just starting to open. On the far side of the war gate is the ominous Siege Crawler, which over the next 15 minutes will slowly walk forward towards the great gate. The Siege Crawler does not pose any immediate threat to you, although the many fire towers in the area and the couple of Daedra accompanying the Siege Crawler can be lethal.

The World Breaker (the main tower) is directly in front of you on the far side of the Siege Crawler. Between you and the main tower are six peripheral towers, the World Breaker Guards: a line of three on your left, and a line of three on your right. The nearest four World Breaker Guards will take you to the main island. The furthest two World Breaker Guards each contain a switch on their top level that opens the final sets of war gates. Therefore, you will need to ascend one of those towers in order to gain access to the main World Breaker tower, unless your Acrobatics is high enough to jump around the gates.

The one other feature of interest in this world is a cave system, The Smoke and Scorch, which leads you to the bottom levels of the final two World Breaker Guards. The exterior of this world is barren; there are the usual Oblivion plants and a few Dremora.


Reaching the World Breaker

Going through the Caves
The most direct way to get to the main tower is to ignore the first four World Breaker Guards. Instead, run towards the Siege Crawler, following the left-hand (western) lava shore. It is possible to run along this shore without stepping in the lava, although you will be under constant attack from the numerous fire towers in this area; players who can survive some lava damage may also choose to just swim through, run over, or jump across the lava. Once you pass the middle pair of World Breaker Guard towers (probably shortly after you reach the Siege Crawler), jog to the west to get under the bridge. Continue north and you should run straight into the door to the cave system. This can be done in less than a minute. Fight your way through the caves into either one of the two final World Breaker Guard towers. Ascend the tower and activate the Gate Control.


Closest World Breaker Guard Towers
Enter one of the first two World Breaker Guard towers. This allows you to keep well clear of the lava and avoid a few fire towers. On the downside, you will have to fight or evade a couple of creatures in each tower, and waste some time running up and down and riding Corpse Mashers. Each tower has two doors leading to high-level narrow bridges that connect to the second set of World Breaker Guard towers. Descend in that tower to the lower level door, which lets you out onto one of the wide bridges continuing northwards. Alternatively, if you have high health or Acrobatics, after entering the second tower, take the door on the same level as the one you entered through to get to the bridge that joins the middle two towers and jump off. This method is quicker, but comes at the expense of health. Your next problem is that these bridges have collapsed - on both sides. You can try to jump across the broken spans, or jump down and make it across the broken terrain underneath.


Surface Walk
It is possible to make your way on the surface to the exterior doors to each of the final two World Breaker Guard towers. If you can jump the broken spans of bridges, you are on a path that leads right to the towers. Otherwise, you need to work your away around the many rocks and cliffs on the surface to reach the entrance. By taking the surface route, you avoid a couple of creatures and avoid a slow ride up the Corpse Masher. On the other hand, you can waste a lot of time finding your way through the rocks, and you also miss some of the little loot available in this world.


Ascending the World Breaker

The Great Sigil StoneThe World Breaker tower is a fairly standard Oblivion tower, with a Sigillum Sanguis at the top where you will find the Great Sigil Stone. In the lower level there is just one Dremora, the Sigil Keeper. If your lockpicking skills are poor, you will probably want to stop and kill him, because he possesses the Sigil Key that opens the Sigillum Sanguis. If you miss him, there is a second Sigil Keeper at the top of the tower.

From the ground floor, you will enter the Vaults of End Times. Ascend the first corridor, watching out for the three guillotine traps. The corridor leads to a room with three possible exits. The way upwards is through the door on your left (on the south side of the room); the right door leads to a punished loot container guarded by an Atronach.

Continue upwards in the main tower to the Sigillum Sanguis. In the Sigillum Sanguis, you probably want to stop and find two of the Punished, which contain treasure. Then grab the Great Sigil Stone. Like other quest-related Sigil towers, Sigil stones can be taken multiple times. However, this tower will only donate Great Sigil Stones, and Martin will only take one, so don't go overboard here or you will be left with useless items in your inventory.


Back to Bruma

The battle is over, but the destroyed Siege Crawler remainsYou will arrive back on the battle field underneath the Siege Crawler, which will immediately collapse around you when the Great Gate closes. No matter how quickly you complete the quest, the Siege Crawler will always have emerged partway through the gate. On the ground you will find a standard Sigil Stone, leveled as usual, that drops from the Siege Crawler when it shuts down. Sometimes you have to activate the siege machine to release the Sigil Stone.

Help clean up any remaining Daedra or Dremora. Martin is once again essential, so do not worry about keeping him alive. If there are any other survivors of the battle, they will start clapping. Talk to Martin, who will take the Great Sigil Stone from you and tell you to meet him at Cloud Ruler Temple when you are ready for the next quest... ready to enter Mankar Camoran's Paradise.

When you return to Bruma from Cloud Ruler Temple, you will find a statue of you as the Savior of Bruma, located to your right when entering the city from the North Gate. The statue's appearance is determined (and it spawns) the moment you enter a "new" cell occupied by Martin. This will usually be when you open the door to Cloud Ruler Temple after he has returned there, but can also be on the road to it if you intercept him along the way. The armor and weapon will be the best quality items that you had in your inventory at the time, not necessarily the items that you had equipped.

The game determines the "best" items - not just the most expensive items - taking into account enchantments; for example, the Dark Brotherhood Black Hand Robe has zero value but will take precedence over many other items, including some magical armor. If you are very particular about the appearance of your statue, it is recommended that you leave all of your additional items in a safe place before talking to Martin. If you possess a quest item that cannot be removed that you do not wish your statue to wear, it is still possible to work around this; see the Notes below.



[edit] Enter the Portal

The portal to Paradise.Go to Cloud Ruler Temple and find Martin ready to open the portal to Mankar Camoran's Paradise. He warns you that the portal will close behind you once you enter. Tell him that you are ready and he will open it. Go through as if it were an Oblivion Gate.


Friend or Foe?
You will hear Mankar Camoran's voice in your head; however, you can more or less ignore it. Follow the broken white path through the garden until you find the Dremora Kathutet. Unlike other Dremora, he will not attack you on sight; he has heard of your exploits and deems you worthy to speak to - no small honor among the haughty Dremora. Since Kathutet holds no loyalty to Camoran, he is willing to help you proceed if you provide a service to him. He has the Bands of the Chosen, which you will need to enter the Forbidden Grotto, which lies between you and Camoran. You can get them several ways. You can simply kill him and loot the Bands from his corpse. Alternatively, you can accept the task he gives you, which requires travelling to a cave (follow map marker) and knocking out two logs holding a boulder back that has trapped the Xivilai Anaxes. If you kill Anaxes, you will find Kathutet where he was before; he will become hostile and you'll be forced to fight him. However you choose, carry on until you reach the Forbidden Grotto. Camoran will continue to talk to you. Fight your way through, then put on the Bands of the Chosen when you get to the exit. If you have freed Anaxes, Kathutet will meet you here to give you the Bands of the Chosen. You can now enter the next area but you cannot remove the bands yourself.


The Bands of the Chosen
Once in the Grotto, you cannot leave while still wearing the Bands of the Chosen, but you cannot remove them yourself. Fight your way through the Grotto, and eventually you will be approached by Eldamil, an Altmer Mythic Dawn Agent. Eldamil has grown disillusioned with Camoran's vision, and will offer to remove the bands if you tell him that you plan to kill his master. Eldamil will ask you to act like his prisoner. Soon a Dremora (Orthe) will approach and test your prisoner-like qualities. You will be told to step into the nearby cage to be lowered into the lava river. Your trust in Eldamil was well placed, as he won't lower you into the magma. You will be raised back up and Eldamil will tell you to meet him in the next area where he will remove your bands, as he cannot cross the lava himself. Meet him there and he'll do just that. He might die (maybe killed by Orthe himself), but it doesn't matter: he's as immortal as the other creatures in this Paradise. Alternatively, you can just attack and kill Orthe when he begins to talk with Eldamil. You're now able to escape through the next door and back into Paradise. Eldamil will continue to follow you through the remainder of the quest.


The Master
Follow the path to Carac Agaialor (Camoran's Palace). If you stray too far off the path you'll be warped back to the door you just left. Going down the path, you'll meet Mankar's children, who will tell you they've been expecting you and that their father is waiting for you. They will lead you to their father's throne room, where Camoran himself awaits you with the Amulet. He will enter a long monologue about how the Septim Dynasty has ended and the coming of Dagon cannot be stopped, and that you are powerless against him in his Paradise. Listen if you're interested, otherwise you can start the fight any time by attacking.

You will have to face Mankar, Raven, and Ruma all at once. Raven will summon Mythic Dawn Armor and a bound sword to attack you, while Ruma will stay back and use her staff (a random leveled destruction staff) at range. If Eldamil is still following you, he will aid you in the battle, hopefully keeping at least one opponent distracted. If killed, Eldamil, Raven and Ruma will all reappear a few seconds later, as they are immortal. The only way to end the battle is to kill Mankar.

Mankar himself is very powerful. He possesses a variety of innate abilities and magical gear imbuing him with resistance to Magic, Frost, Shock, and physical attacks, making him vastly more resilient than a typical opponent. He is a Master of Conjuration magic and will summon powerful leveled Daedra, and he has a variety of other magic, including Silence, strong healing spells, and Disintegrate Armor and Shock Damage spells cast by his staff. He also has a fairly large amount of health, and his robes have reflect damage and spell absorption enchantments on them so use caution when attacking him.

Focus on Mankar, unless you want to loot the others, because they'll keep respawning until you kill their father. It is possible to kill them before entering the area with Mankar, and this will of course help in the fight, as you will have two fewer people attacking you.

As soon as Mankar is dead, Raven, Ruma, and Eldamil will all die instantly and Paradise will begin to collapse and after a short time you will be teleported back to Cloud Ruler Temple. During that time you can loot his body for his staff and enchanted robe if you want (but you don't need them to complete the quest). When you get back you'll have the Amulet of Kings in your possession (even if you didn't loot it).



[edit] The Circle Closes
With the Amulet of Kings reclaimed and Martin Septim under safe watch, all that's left to be done is for Martin to relight the Dragonfires in the Temple of the One, resealing the barrier between Tamriel and Oblivion. However, there is still a matter of regal tradition: Martin wants the Elder Council's blessing to be accepted as Emperor without officially being an heir. For one final task, you must escort him to the Imperial Palace to complete the ceremony and end this ordeal at last. Upon arrival, High Chancellor Ocato greets Martin amiably and is about to officially accept him as Emperor when an exhausted and terrified messenger rushes in reporting Oblivion Gates opening inside the Imperial City's walls!


The Jaws of Oblivion
The Daedra and Mythic Dawn have launched a last-ditch effort to achieve victory over the Empire. They have stormed the Imperial City and opened a multitude of Oblivion Gates. No sooner than the messenger stops speaking do Daedra burst through the doors to the council chamber and attack everyone within. With the help of the Palace Guards, the Blades and Ocato, they can be defeated quickly, though this is only the start of the epic battle. If Baurus and Jauffre survived the previous battles, they will aid you in this darkest hour as well. If Baurus is dead, Captain Steffan will take his place.

Be warned that Martin is no longer marked as essential, and further, the game is over if he dies. Because he is only wearing the low-defense Emperor Robes, he will make easy prey indeed. It is up to you to protect him. You would be wise to save the game before you exit the palace, and make any preparations you feel are necessary (repairing weapons and/or armor, making a few potions, etc.).

Once you have exited the Palace, you will be swarmed by a battalion of Daedra that will likely exhaust some of the help you receive from your companions. It is advisable to stay by Martin at all times, helping him kill whatever Daedra he attacks. If you can, use healing spells on him to keep his health up. If you do not have any, simply quickly killing Daedra will minimize the damage dealt to Martin and and help him to survive.

After the Daedra in the Palace District have been dealt with, take a moment to rest and resupply yourself. Repair any broken equipment if you can, and take anything you may need from the bodies of the dead to replace whatever resources you may have used. When you are ready, take the troops through the door to the Temple District. More Oblivion Gates open, spewing forth more Daedra. Instead of trying to attack them, rush to the right to be greeted by the sight of a group of Guards fighting futilely against a massive, red-skinned, four-armed, demonic creature wearing a spiked gauntlet and wielding an axe... Mehrunes Dagon himself!


The Last Stand

The Avatar of AkatoshThe plan has failed. The barriers between Tamriel and Oblivion have already dissolved - lighting the Dragonfires will do nothing now.

Martin soon joins you. In desperation, he tries rapidly to think of a solution. Mehrunes Dagon, as he explains, is an immortal, and can only be killed by another immortal. No matter how many Guards throw themselves at him, Dagon will never fall. However, from this, and your suggestion about using the Amulet of Kings, he forms a backup plan. He decides that all hope may not be lost, and that Dagon can be defeated - but Martin needs to get inside the Temple first. With both an Oblivion Gate and Dagon blocking the way inside, the only way there is past the Daedric Prince himself. If you can just get Martin inside, he will handle the rest.

There are a variety of ways to get past Dagon. Although you can't harm Dagon by normal means, you can "stagger" him, if you do enough damage in a single attack. The critical amount of damage is set to be one-half of the player's health (or 50 points if the player's health is less than 100). If a single attack does more damage than this, then Dagon will stagger backward and be unable to attack for roughly ten seconds, giving you an opportunity to run past. Another option is to count on luck: if Dagon is preoccupied by crushing the Imperial Guards beneath his heel, he may not notice if you simply run past him. Fortifying your Speed will help with this approach. You could also run behind the nearby building, following the outer walls of the district, and slip behind Dagon without him ever seeing you. You may also use an Invisibility spell or Sneak and Chameleon to easily slip past him.

Whichever option you choose, run inside the Temple with Martin in tow. When he enters, he appears almost relieved, and hurriedly explains his plan: the Amulet of Kings is infused with the Dragon God Akatosh's blood, and as Martin is a part of the Dragonblood, he may be able to use his joined blood, the Amulet, and the power of Akatosh's Temple to summon the power of the Dragon himself. He bids you farewell, gasps a thanks to you for all that you've done, and rushes atop the altar as Dagon smashes through the rooftop. Staring down upon the last Septim, Dagon menaces him, but Martin stands unafraid. Suddenly, beams of light burst forth from Martin as he shatters the Amulet of Kings and transforms into a gigantic, flaming dragon. Dagon and Martin - now the Avatar of Akatosh - clash, the two immortals battling for the fate of Cyrodiil. Finally, Martin swoops down and buries his jaws into Dagon's neck, wounding him, and finishes him off with a breath of holy fire. Dagon falls, his physical form banished and the Oblivion Gates closed. Martin, however, pays the ultimate price for borrowing the power of Akatosh: he turns to stone atop the Temple Altar, an eternal monument to him and his bravery.



Guilds:

A guild is a group of people who can significantly benefit you. You can gain Armor, Weapons, Potions and Gold etc, by completing guild quests.

There are four Guilds in Oblivion:

The Fighters Guild: The fighters guild are located in each of the main cities (excluding the Imperial City and Kvatch). You are given quests to fight things. A lot of it will be Combat based close quarters however in some quests you will have other members who will aid you. To rank up in the fighters guild, you need to gain a 'Reccomendation' from each Guild leader in each city.

The Theives Guild: The Theives Guild can be found at any level either by a note from a women, or going to the imperial city waterfront.
How to find:
Fast Travel to the Imperial City waterfront.
Turn 180degrees.
Walk through the arches and turn right.
Keep on walking untill you find a garden type thing.
Wait untill midnight and talk to Christophe Armand.

The theives guild is led by the 'Gray Fox' whos identity is revealed at the end of the quests. Hes he the most wanted man in the Imperial City.
For the theives guild, you are required to fence gold. Witch means breaking into houses and stealing stuff and selling it to a doyen.


The Mages Guild: Designed for Mages (and any class if you want). The Mages work on currupted mages such as necromancers. It involves a lot of retreival and Cave work. It is also quite difficuilt. You can join by talking to someone in the Arcane University located in Imperial City.

The Dark Brotherhood:
You will be contacted by the Dark Brotherhood when you wake up (if you have killed a civilian). You will be tasked to find and kill a man named rufio with a poisened knife.
Theres a lot of curruption within the Brotherhood whitch you will find out. They grants gold bonuses if you complete an activity the way the Brotherhood want you to

[/color]


Weapons and Armor
There are 10 different weapon types in oblivion

Material Req Level(Looted) Req Level (Bought From Shop)
Iron 1 1
Steel 2 3
Silver 4 7
Dwarven 6 10
Elven 9 13
Glass 12 N/A (Dont Sell)
Ebony 16 N/A (Dont Sell)
Daedra 20 N/a (Dont Sell)

Armor:
Level Light Heavy
1 Fur Iron
3 Leather Steel
6 Chainmail Dwarven
10 Mithril Orcish
15 Elven Ebony
20 Glass Daedric

Heavy Armor is best suited for a Combat build (Orc/Imperial)
Light Armor is best suited for a Stealth/magic build (Mage/Khajiit)






If theres anything else I could add please let me know.
Thanks


Last edited by BFV ; edited 1 time in total

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MuschelKubus117 (08-03-2011)
#2. Posted:
MuschelKubus117
  • TTG Senior
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Status: Offline
Joined: Oct 16, 201014Year Member
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Damn this is much. You should maybe make it more organized with and dont use those colors some of them arent that good for longer texts.
#3. Posted:
BFV
  • Shoutbox Hero
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Status: Offline
Joined: Jun 01, 201113Year Member
Posts: 784
Reputation Power: 229
MuschelKubus117 wrote Damn this is much. You should maybe make it more organized with and dont use those colors some of them arent that good for longer texts.
Changed my Fallout one to this one. He was on about my fallout one xxD
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