The Elder Scrolls IV - Oblivion Guide Walkthrough, Hints and Tips for PC Games.

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 The Elder Scrolls IV - Oblivion Guide

The Elder Scrolls IV - Oblivion Guide

       _____)                     __                          _____ __    __) 
     /       /)  /)           (__/  )          /) /)         (, /  (, )  /    
     )__    // _(/  _  __       /   _  __  ___// //  _         /      | /     
   /       (/_(_(__(/_/ (_   ) /   (__/ (_(_)(/_(/_ /_)_   ___/__     |/      
  (_____)                   (_/                          (__ /        |      
              ________ ___     __   __       __               
              \_____  \\_ |__ |  | |__|__  _|__| ____   ____  
               /   |   \| __ \|  | |  \  \/ /  |/  _ \ /    \ 
              /    |    \ \_\ \  |_|  |\   /|  (  <_> )   |  \
              \_______  /___  /____/__| \_/ |__|\____/|___|  /
                      \/    \/                             \/ 

                             *** ATTENTION ***

At this early stage in the guide, I really appreciate any feedback I can get 
from people using it regarding pretty much any topic.  I'm particularly 
interesting in hearing if you came looking for information on a particular 
subject and didn't find it.  If you let me know what's missing it's almost 
certainly something I can still add at this point.  I'd also really like to 
know if you find any mistakes or errors so I can correct them as soon as 
possible.  Anything else you wish to send (email address below) is fine too.
| ||                Guide written and compiled by A I e x                 || |
|                   Author: Alex Eagleson                                    |
|                   Began: March 25th, 2006                                  |
|                   Completed: Eventually                                    |
|                   Email: StarOceanDC(at)gmail(dot)com                      |
|                   University of Guelph, Ontario                            |
| ||          Feel Free to contribute anything you wish via email         || |
| || CT.TS ||                  Table of Contents                 || CT.TS || |
|               - Table of Contents.....................CT.TS                |
|               - PC Controls...........................CN.PC                |
|               - Xbox 360 Controls.....................CN.XB                |
|               - System Requirements...................00.00                |
|               - Basic Tweaking........................01.00                |
|                    - Out-of-Game Settings.............01.01                |
|                    - In-Game Settings.................01.02                |
|               - Advanced Tweaking.....................02.00                |
|                    - Read this First!.................02.01                |
|                    - INI Performance Tweaks...........02.02                |
|                    - INI MIsc. Tweaks.................02.03                |
|                    - Nvidia Coolbits Tweak............02.04                |
|               - Gameplay Mecchanics...................03.00                |
|                    - Combat...........................03.01                |
|                    - Interaction......................03.02                |
|                    - Freedom..........................03.03                |
|                    - Crime............................03.04                |
|                    - Everything Else..................03.05                |
|                         - Quests......................03.05                |
|                         - Guilds......................03.05                |
|                         - Persuasion..................03.05                |
|                         - Lockpicking.................03.05                |
|                         - Haggling....................03.05                |
|                         - Leveling Up.................03.05                |
|                         - Health......................03.05                |
|                         - Magicka.....................03.05                |
|                         - Fatigue.....................03.05                |
|                         - Vampirism...................03.05                |
|               - Skills................................04.00                |
|                    - Descriptions.....................04.01                |
|                    - Statistics.......................04.02                |
|               - Character Creation....................05.00                |
|                    - Choosing the Right Character.....05.01                |
|                    - Race & Appearance................05.02                |
|                    - Birthsigns.......................05.03                |
|                    - Character Class..................05.04                |
|               - Introduction: The Prison..............06.00                |
|                    - The Prison.......................06.01                |
|                    - The Imperial Substructure........06.02                |
|                    - The Imperial Subterrane..........06.03                |
|               - The Main Quest........................07.00                |
|                    - Deliver the Amulet...............07.01                |
|                    - Find the Heir....................07.02                |
|                    - Breaking the Siege at Kvatch.....07.03                |
|                    - Weynon Priory....................07.04                |
|                    - The Path of Dawn.................07.05                |
|                    - Dagon Shrine.....................07.06                |
|                    - Spies............................07.07                |
|                    - Blood of the Deadra..............07.08                |
|                    - Bruma Gate.......................07.09                |
|                    - Blood of the Divines.............07.10                |
|                    - Miscarcand.......................07.11                |
|                    - Allies for Bruma.................07.12                |
|                    - Defense of Bruma.................07.13                |
|                    - Great Gate.......................07.14                |
|                    - Paradise.........................07.15                |
|                    - Light the Dragonfires............07.16                |
|               - Daedric Quests........................08.00                |
|                    - Azura............................08.01                |
|               - Fighters Guild Quests.................09.00                |
|                    - A Rat Problem....................09.01                |
|                    - The Unfortunate Shopkeeper.......09.02                |
|                    - The Desolate Mine................09.03                |
|                    - Unfinished Business..............09.04                |
|                    - Drunk and Disorderly.............09.05                |
|                    - Den of Slaves....................09.06                |
|                    - Amelion's Debt...................09.07                |
|                    - The Master's Son.................09.08                |
|                    - More Unfinished Business.........09.09                |
|                    - Azani Blackheart.................09.10                |
|                    - The Wandering Scholar............09.11                |
|               - Optional Quests.......................10.00                |
|                    - The Battle for Castle Kvatch.....10.01                |
|                    - Imperial Dragon Armor............10.02                |
|               - Download Content......................20.00                |
|                    - Horse Armor Pack.................20.01                |
|               - Accomplishments.......................21.00                |
|               - Legal & Copyright.....................LE.AL                |
|               - Credits & Thanks......................CR.DS                |
| || CN.PC ||                       Controls                     || CN.XB || |

O== PC VERSION ==============================================================O

| Key / Button   | Function           || Key / Button   | Function           |
| Q              | Auto Move          || Tab            | Menu               |
| W              | Move forward       || Caps Lock      | Autorun            |
| A              | Slide left         || Ctrl           | Sneak mode         |
| S              | Move backward      || Alt            | Block              |
| D              | Slide right        || F5             | Quicksave          |
| E              | Jump               || F9             | Quickload          |
| R              | Switch view        || Spacebar       | Activate           |
| T              | Wait               || Left Mouse     | Attack             |
| F              | Toggle weapon      || Right Mouse    | Block              |
| Z              | Grab               || Middle Mouse   | Change view        |
| C              | Cast magic         || Mouse Wheel    | Zoom in / out      |

O== XBOX 360 VERSION ========================================================O

| Key / Button   | Function           || Key / Button   | Function           |
| N/A            | Auto Move          || B              | Menu               |
| L Thumbstick   | Move forward       || N/A            | Autorun            |
| L Thumbstick   | Slide left         || Click L Analog | Sneak mode         |
| L Thumbstick   | Move backward      || LT             | Block              |
| L Thumbstick   | Slide right        || N/A            | Quicksave          |
| Y              | Jump               || N/A            | Quickload          |
| Click R Analog | Switch view        || A              | Activate           |
| Back           | Wait               || RT             | Attack             |
| X              | Toggle weapon      || LT             | Block              |
| LB             | Grab               || Click R Analog | Change view        |
| RB             | Cast magic         || N/A            | Zoom in / out      |

| || 00.00 ||                 System Requirements                || 00.00 || |

As you are undoubtedly aware, Oblivion is one of the most graphically 
intensive games to be released in quite some time, and there are a certain 
number of hardware "requirements" that you should meet before you attempt to 
play this game.  You should also be aware that there are many settings in the 
game that can be tweaked in order to let you play with some pretty 
ridiculously old machines assuming you don't mind having the game look like 
Daggerfall.  We'll begin with the basic manufacturer requirements. 


Windows XP 
512 MB System RAM
2 Ghz Intel Pentium Processor (or Equivalent)
128MB Direct3D Compatible Video Card DirectX 9.0 Compatible Driver
8x DVD ROM Drive
4.6 GB Free Hard Drive Space
DirectX 8.1 Compatible Sound Card


Windows XP (with Service Pack 2)
1 GB System RAM
3 Ghz Intel Pentium Processor (or Equivalent)
ATI X800 Series, Nvidia Geforce 6800 Series or Higher Video Card
8x DVD ROM Drive
4.6 GB Free Hard Drive Space
DirectX 8.1 Compatible Sound Card

When it comes to upgrading your system for performance (assuming you at least 
meet the minimum requirements) then upgrading the video card will usually be 
the best option for maximum performance and quality increase.  Upgrading your 
RAM will typically get your a decent performance and framerate increase to a 
point while as long as you meet the recommended requirements for your 
processor, you should be fine in that category.  Now we'll assume that you 
have the game and have it installed and want to start getting better quality, 
with better performance.  Believe it or not, even after you set the game up to 
fit your computer, there are advanced tweaks you can do outside of the game's 
video menu that can increase graphical quality AND performance if done right.  

| || 01.00 ||                   Basic Tweaking                   || 01.00 || |

       /(,  )
      /    /
     /    /
+-- (___ / UT-OF-GAME SETTINGS ------------------------------------- 01.01 --+

This means that for now, we'll look at changing the game's various in-game 
settings for better performance while staying away from system files and mods 
for the time being.  I'll outline what each of the settings does and how it 
affects performance so you'll have a better idea what to change to get your 
game running well.  We'll begin before you even go into the game.  When you 
click the desktop icon it will bring up a little mini menu with options like 
"Play", "Data Files," "," etc.  There should be an option 
there called "Options."  Click that tab first before you play the game.

Click the "Reset to Defaults" button at the bottom which will automatically 
detect the hardware you have installed, and change the game's defaults based 
on that.  For the typical player that will be enough, and they can play the 
game using these default settings.  These defaults however are far from 
perfect and you can undoubtedly get the game working a lot better.  The first 
option "Adapter" shows your video card after auto-detecting.  If that's not 
your video card, or you have more than one, then select yours from the drop 
down menu.  If it's not there then it probably isn't installed correctly.

Resolution is arguably the most important setting when it comes to making the 
game look nice.  The higher the resolution, the more pixels are displayed and 
therefore the more detail can be shown.  For this reason it's also one of the 
more performance intensive settings.  TO be honest your should almost 
certainly base this setting entirely around the monitor you are using unless 
your hardware really sucks.  If you think you can handle the game pretty well, 
then match the resolution to your monitor's highest possible setting.  You can 
turn down other things later to get it to run well.  If you have a widescreen 
monitor make sure you select one of the widescreen resolutions.  Usually the 
maximum resolution option you see if based on your monitor's maximum, so if 
you don't know your monitor's highest resolution then just click the biggest 
one and give it a try.  If it doesn't work, then scale it down a little.

Antialiasing is another important one, especially for people with lower 
resolutions.  It works as follows (here's a bit of a technical lesson to help 
you understand, feel free to skip to the next paragraph.)  The idea is that 
sometimes on a pixel-sized level there is some overlap between objects as to 
what colour to display on a pixel.  Usually it will decide between one or the 
other and display that colour.  Antialiasing means that rather than making 
this decision, it blends the two colours and then displays it giving 
everything a more detailed and less jagged look.  To put it less technically, 
the more antialiasing you have the less jagged edges you have.

Turning antialiasing up higher will smooth the edges between objects and give 
everything a nicer, smoother look.  I recommend antialiasing for people who 
have good hardware systems, but crappy monitors that can only support lower 
resolutions.  Since lower resolutions cannot display unique colours in smaller 
areas as well as higher resolutions, blending becomes a better option.  For 
example, my monitor handles up to 1680 x 1050 resolution which is extremely 
detailed, and the minor difference antialiasing makes does not make up for its 
hit to performance, so I keep it turned off.  For someone with a powerful 
video card who is only able to handle 1024x768, or 1280x1024 then antialiasing 
will be a good choice for them.  Just note that it is extremely performance 
intensive (compared to other settings) and I don't recommend anyone, 
regardless of system set it any higher than 4x.  You don't need any more.

Next we have windowed and full screen which is pretty self explanatory.  
People with weak systems who have to play on lower resolutions might prefer 
windowed mode so that it isn't stretched (but probably not).  The V.Sync 
option is a very important one below those two.  V. Sync is used to sync up 
refresh rates between your system and your monitor.  Its purpose is to prevent 
"tearing", which is what happens when pieces of two different frames are 
displayed at the same time.  Whether you should turn this on or off depends on 
the hardware you are running.  Personally I don't experience tearing whether 
the option is on or off, but since I take a minor performance hit when I turn 
it on, I keep the option off.  As I said you should try playing with this 
option on and off to see which works best for you, and if you start to see 
glitches with the frame display, it means you'll probably need this on.

Screen effects is an interesting one.  For a lot of people the option for HDR 
won't even be selectable.  This is because HDR (which stands for High Dynamic 
Range) is a feature only available on newer video cards.  It's basically a 
type of (arguably) more realistic lighting that is pretty performance 
intensive.  Bloom is another type of lighting that sort of emulates a 
realistic lighting effect, but less intensively.  Don't be too disappointed if 
you can't use HDR, there are a lot of people out there with massive video 
cards that prefer the look of Bloom light to HDR.  One drawback of HDR is that 
you cannot use it at the same time you're using antialiasing, so if you want 
AA then you are forced to stick with Bloom lighting for your game.

Distant rendering is pretty self-explanatory.  Turning on distant landscapes 
will eliminate the fogging effect that doesn't show distant terrains and 
actually show them (but not nearly as well rendered as the near stuff).  You 
can choose to show these landscapes but without any trees or building using 
the buttons below it (but not vice versa of course.)  This about does it for 
the out-of-game setting changes.  There are a lot of settings that you can't 
change in game without restarting so try to get them right here so that you 
don't have to keep quitting and restarting.  Some of them can only be changed 
in game however.  These include texture size, antialiasing, HDR/Bloom 
lighting, resolution, and possibly one or two others I'm forgetting.

        (, /
+-- (__ /    N-GAME SETTINGS --------------------------------------- 01.02 --+

Press Esc to open up the options menu and select video.  Here is where the 
mid-range tweaking begins.  We'll go through each setting one by one and 
determine how it should be changed to give best performance.

Resolution -------- As I mentioned before, resolution is one of the main
                    settings that you should change to get the game to 
                    look better.  Check "Out-of-game" settings to figure
                    out what you should set your resolution to.

Brightness -------- Only applies if you are playing the game in full screen
                    as opposed to windowed mode (windowed mode will default 
                    the brightness to whatever your desktop brightness is at.  
                    This will not affect performance in any way and depending 
                    on what your have your monitor set to, I typically like to 
                    set it about 75% across so that you can actually see where 
                    you're going in dark dungeons (still usually need a 

Texture Size ------ A very important one, and not "too" performance intensive 
                    compared to other ones.  Lower end machines will still 
                    want to turn this down.  You do get quite a bit of bang 
                    for your buck though.  What I mean is that it will make 
                    the game look a LOT better when maxed out.  All you have 
                    to do is head to any town, or look down at the ground 
                    below you.  If there's a sign hanging out front of a shop 
                    it probably says "Bob's Weapons" when textures are high, 
                    and "Blurry Smudge" if textures are low.  Higher textures 
                    are more detailed with fewer edges blurring together.  Set 
                    this to large if you can handle it.

Tree Fade --------- One of the numerous options relating to draw distance, 
                    specifically for trees.  Slide this all the way to the 
                    right and you will see miles of trees ahead of you.  Slide 
                    it all the way to the left and they'll be popping up 
                    directly in front of you every two seconds.  Even for low 
                    end machines you'll want to slide this a little to the 
                    right.  It does have a pretty heavy effect on performance.

Actor Fade -------- I'm not entirely positive, but I believe it has to do with 
                    NPC characters and creatures and how far it will render 
                    them before they disappear.  Has a minimal effect in the 
                    outside world and a makes a difference mainly when you're 
                    in towns.  You can probably set it around the middle on 
                    low-end machines, and max it out on high-end.

Item Fade --------- A relatively unimportant one that just judges how far in 
                    the distance to render items and such.  It's directly 
                    related to the next setting so you probably shouldn't 
                    really change this one much at all, just the next one.

Object Face ------- Determines how far ahead to render objects like rocks, 
                    flowers, buildings, and more.  Directly ties to the 
                    previous setting, when you turn this down then Item Fade 
                    goes down automatically as well.  It's not heavily 
                    performance intensive, slide it all the way right for 
                    high-end machines, otherwise make a judgment call.

Grass Distance ---- One of the most important settings in the game, period.  
                    In Oblivion, rather than using green textures everywhere, 
                    the developers have opted to place tall grass all over the 
                    place which is rendered in full 3D and makes everything 
                    look that much more beautiful.  It's also one of the most 
                    performance intensive options you can select.  People with 
                    weak machines should slide this down to almost 0 (left) if 
                    not all the way.  If you can live without the grass (the 
                    ground textures still look quite good) then you will have 
                    an extraordinary performance boost.  There are actually 
                    people out there with high-end machines who slide it all 
                    the way left for one of two reasons: to get a huge 
                    performance boost since it still looks really good, and 
                    second (to a lesser extent) because sometimes items and 
                    objects get lost in the tall grass.  

                    Make sure you select the right option to match your 
                    computer with the grass.  You can slide it pretty far left 
                    and get a lot of grass pop-up, but if you kind of look 
                    down while you run it's not all that bad for lower-end 
                    machines.  You should be aware that in the advanced 
                    tweaking section, I'll tell you how to change an option so 
                    that the grass is still there but not quite as dense (in a 
                    path of five grass stalks, it might only display three) 
                    but still render it for the same distance.  

View Distance ----- An important one for most people because turning it all 
                    the way down really uglifies the game, but increases 
                    performance.  If you have a mid to high range PC then I 
                    would recommend maxing this out.  Only turn it down if 
                    you're desperate for better performance.  The options 
                    below it only apply if you have it maxed.  You don't 
                    necessarily have to show that poorly rendered distant land 
                    if you don't want to by turning these off.  Some people 
                    think it makes the game look more realistic (foggy 
                    distance rather than blocky green hills).  I don't agree 
                    personally, but to each his own.  Be aware that there are 
                    settings in the advanced tweaking section that allow you 
                    to increase the amount of rendering on distant textures 
                    (to add realism) at a minor performance hit, so you might 
                    want to check those out.

Int. Shadows ------ I'm not too familiar with the various shadow effects in 
                    these games, but I do believe this is the setting for 
                    interior shadow detail (shadows indoors.)  Turning it up 
                    should increase either the shadow detail, number of 
                    shadows or both.  Personally I don't find it makes much of 
                    a difference and even on a high-end machines I keep it low 
                    to increase performance.

Ext. Shadows ------ The external shadows this time, a little more important 
                    than the previous setting but still not too important.  
                    I'd set it around the same setting as you used for Int. 
                    Shadows which can be as low as just a little right of the 
                    far left.  

Self Shadows ------ You'll have to forgive me for not being a big shadow 
                    expert.  To be honest I can't really see much of a 
                    difference at all when this is on.  Some people actually 
                    claim it makes the game look worse (just a rumour).  I 
                    have a high-end machine, but I leave it off.

                    It was poitned out to me recently that self-shadows means: 
                    shadows cast on an object, by an object.  To use a 
                    character for example, self-shadows would display shadows 
                    cast by his / her body, on his / her body.  Supposedly 
                    this option is actually a little glitched at the moment, 
                    weird shadows being cast where they shouldn't, so you 
                    should almost certainly turn it off for now and wait to 
                    see if maybe a patch is released.

Shadows on Grass -- This setting is only for the most powerful computers out 
                    there who just like to max everything.  It is totally 
                    unnecessary to show shadows on grass, you take a 
                    performance hit, and you'll barely notice it.  Turn this 
                    setting off.

Tree Canopy Shadows One of the few really important shadow settings, this 
                    actually makes a big difference.  You'll get a pretty 
                    heavy performance hit for this one so I only recommend it 
                    for high-end cards, but I think it looks quite a bit 
                    better and a lot more realistic.  What it means basically 
                    is that trees will cast shadows on the ground.  Turn this 
                    off and they won't.  Go into a forest and turn it on 
                    there, you'll definitely see a difference.

Specular Dist ----- We're out of shadows now and into lighting effects.  From 
                    what I'm told (though I don't see a huge difference) this 
                    increases the crispness of light on objects (or the 
                    "shine") which is already pretty high with HDR by default.  
                    A lot of users won't notice a difference when they turn 
                    this on.  I recommend you find something shiny (like a 
                    suit of armour) and look at it with this setting on min 
                    and max, then judge where you want it.  If you don't 
                    notice a difference, you're probably not alone.  In many 
                    cases I'd say just dump this all the way left.

HDR Lighting ------ This was covered fully in the "Out-of-Game Settings"
                    in the section above.  Look there for more info.

Bloom Lighting ---- This was covered fully in the "Out-of-Game Settings"
                    in the section above.  Look there for more info.

Water Detail ------ A judgment call here.  95% of the time you're playing you 
                    probably won't be looking at water, but there are nice 
                    rivers, streams and lakes here and there that will 
                    probably look better if you turn this on high for a minor 
                    performance hit.  Unless your hardware is really weak, I'd 
                    say leave it on high.  No big difference, and there isn't 
                    a low setting anyway.

Water Reflections - Again, I don't notice much of a performance hit and it 
                    does look a fair bit better with this on than off.  I 
                    would say turn it on if you're using anything but a low-
                    end machine.

Water Ripples ----- Even with this setting off the water kind of still 
                    ripples, but this will make it ripplier.  Barely 
                    noticeable quality difference, barely noticeable 
                    performance difference.  Whatever.

Window Reflections  I've made it a point to try and remember to look in a 
                    window sometime to see this setting in action, but still 
                    haven't done it.  Same as above.  Makes very little 
                    difference either way.

Blood Decals ------ These make virtually no performance difference at all, 
                    it's more of a "censoring" thing.  If you want blood all 
                    over your hands after you bludgeon a wolf to death, then 
                    turn this on.  It takes no computing power at all.

Anti-aliasing ----- Covered above in the "Out-of-game" settings.

| || 02.00 ||                  Advanced Tweaking                 || 02.00 || |

      (, /   )
        /__ /
     ) /   \_
+-- (_/       EAD THIS FIRST! -------------------------------------- 02.01 --+

Here we will go beyond the limits of the in-game graphics menu and start 
changing some settings that we "may or may" not be changing.  I'll begin with 
a few important points to note before we get started.  We're going to be 
editing an INI file, which stores various different game configuration 
settings (a hell of a lot of them), but since we're going to be editing this 
file and we want to make sure we don't screw up, we'll need to make a backup.  
Here's what to do before proceeding at all with this section of the guide:

Open up My Documents\My Games\Oblivion folder on your computer.  If you don't 
know how to do that then you're in way over your head already and you 
shouldn't try any of this under any circumstance.  See a file there called 
"Oblivion.ini"?  Well you had better.  Make a new folder called "Backup file" 
then copy and paste Oblivion.ini and put it in that folder.  Now anytime you 
screw something up you can replace the file you edit with that backup.

Also note that while I did just tell you to make a backup, and there's 
virtually no way you can screw anything up that can't be fixed in two seconds 
by replacing it with the backup, I'm still going to point out that I am in no 
way responsible if you completely fuck something up.  Remember that's it's 
pretty much impossible to do that in this case, I'm just saying is all.  Some 
people do crazy stuff to their computer sometimes, and it's not my problem.  
The worst thing that can happen with the following tweaks is that your game 
performance starts lagging or glitching.  Replacing Oblivion.ini with your 
backup will ALWAYS fix that and put you back where you started.  Lastly I 
would like to say that most of these tweaks are a combination of, and my own 
personal interpretation of, a lot of word-of-mouth suggestions, forum posts, 
rumours, and other wacky stuff.  For a list of the base sources and where you 
can find more information, check out the credits section of the guide.

Here's how you do it: open up Oblivion.ini in Notepad and you will see a whole 
lot of weird settings with equals signs and numbers beside them.  This is 
where it all begins.  I'm going to outline as many different changes you can 
make as I can, it's up to you to decide which ones are best for you.  DO NOT 
CHANGE ALL OF THEM THAT I LIST.  Read the description first and then decide 
for yourself.  I also recommend making only one or two changes at a time, then 
running the game and seeing if you like the results.  

The best way to test the results of a tweak is to judge framerate (how fast 
and smooth the game runs.)  While playing the game press the ~ button (usually 
above Tab) and type in "tdt" and press enter.  This will bring up the little 
debug information window which shows how many frames per second you are 
getting.  Anything above 20 is good, above 30 is great, more is fantastic.

Finally, before we go into any of the INI tweaks there are a couple 
miscellaneous things that most people recommend you do to increase 
performance.  After installing Oblivion which has quite a few extremely large 
files, it is recommended that you defragment your hard drive (Start -> All 
Programs -> Accessories -> System Tools -> Disk Defragmenter.)  The second 
thing is that you upgrade all the drivers for your graphics card.  For example 
if you're using an ATI X800 (or higher) then don't user the drivers that come 
on the CD with it, go to and click on the "Drivers & Software" 
tab.  Download the drivers from there to get better game performance.

        (, /
+-- (__ /    NI PERFORMANCE TWEAKS --------------------------------- 02.02 --+

So open the file My Documents\My Games\Oblivion\Oblivion.ini right now and get 
ready to tweak!  Use Ctrl + f to find each one rather than manual searching.

Also, reader Kang has pointed out that the lower case letter in front of most 
options refers to what type of input it takes.  For example "bAllow30Shaders" 
the b stands for Boolen, true/false, 0 or 1.  "i" stands for integer, "f" for 
float, "u" for unsigned number, and "s" for String.

This is a pretty harmless one if you've got the hardware to support it.  Newer 
video cards will have support for 3.0 Shaders, just check the specs.  If yours 
does then changing this from 0 to 1 will give better performance with no hit 
at all whatever to graphical quality.

This is a controversial one going around right now that seems to help some 
people a lot, and others not at all.  It's a real "trial and error" setting.  
Make sure you test the game after changing this one.  As far as I know it 
changes the amount of system memory Oblivion can use to preload stuff for you.  
The higher RAM you have, the higher you set it.  It defaults to 26214400 (the 
value in bytes).  If you have 512 MB of RAM then leave it there.  If you have 
a gig you might want to boost it to 100000000.  2 gigs to 200000000.  As I 
said some people love it, and others (myself included) see no difference.  
This can increase the amount of time it takes to load an area, but while in 
that area it should ideally give you smoother play and better framerate.

ooooo    o o o  A very important one with a very real effect on performance.  
ooooo -> o o o  I mention this in the basic tweaking section as well.  It 
ooooo    o o o  determines the density of the grass (not the grass stalks), 
                but rather how dense grass patches.  The diagram on the left 
illustrates the difference.  Imagine each letter O is a patch of grass.  The 
ground on the left would be with it set to the default, 80.  The one on the 
right would look more like a setting of 150.  Changing this setting allows 
users to still have grass, but not so much so that they don't take as big of a 
performance hit.  It also lets people set huge grass draw distances (another 
setting listed below) but make it so you don't have to render as much.  This 
is an important one for people with low-end computers who like having grass.

Grass looks the exact same with 1 type (default 2) and you get a performance 
boost from it.  Lower this setting down to 1.

As far as I know this will cache some of the textures and whatnot onto your 
hard drive from the game disk so that in the future when you load an area, it 
should go faster and performance should be increased.  More of a "long run" 
kind of thing than something you'd notice, but it's harmless to turn on.  It 
defaults to 0 (which means off) so set it to 1.

This has a direct effect on how detailed distant textures are.  About as much 
of a performance hit as you'd expect from something like this.  Nothing too 
heavy.  It defaults to 5.  If you want more detail then set it to 7, and if 
you want a lot more detail then set it to 9.  No higher.

Similar to the previous one, it increases detail in the distance.  Basically 
the more you turn it up, the more of a performance hit you take.

The same as "Tree Fade" in the game settings, except here you aren't limited 
by the slider.  Set it as high as you want based on your hardware.

The same as the grass draw distance in the in-game video settings, except once 
again you can set it a lot higher.  Even on max in-game you still get grass 
pop up in the distance, turn this up to get rid of that.

Supposedly sets the distance at which grass starts to fade out.  I'm not quite 
sure how it's any different from the previous one.  Most people turn this up 
as well when they turn up the end distance, so it's a judgment call.

More realistic grass lighting if you set it to 1.  Not really necessary but if 
you have the hardware to back it up, it will look better.

More detailed shadows.  Higher for quality, lower for performance.

One of those settings that's kind of up in the air right now.  Some people say 
you get better performance if you change it from 3 to 10.  Others say it makes 
absolutely no difference.  It's up to you.

One of those settings that's kind of up in the air right now.  Some people say 
you get better performance if you change it from 10 to 20.  Others say it 
makes absolutely no difference.  It's up to you.

This is a good one.  LOD stands for "level of detail" which forces the game to 
show maximum detail on nearby objects.  Barely any hit to performance and it 
should make things look a little better overall.  Edit: It has been suggested 
that this will actually force the game to load more than is necessary, and 
perhaps should not actually be turned on.

uExterior Cell Buffer
What does this setting do?  Who knows.  Why do people suggest changing it from 
36 to 72 or 128?  Still don't know, but feel free to try it.

Supposedly it will force the game to play at whatever frames per second you 
set it to.  The game will slow down in order to meet that requirement.  If you 
seem to be able to play the game at a stable 25 FPS, changing this to 25 might 
actually give you an even more stable framerate.  Try it out.

Some say that along with the iThreads tweaks mentioned just above, these one 
being set to the values I listed will also help overall performance.  This one 
is a real toss up, save before you change these.

This is only for people whose graphics cards suck ten kinds of ass, and 
they're desperate for a way to play this game no matter how it looks.  Change 
all three of those values to zero and your game will look like crap, but 
you'll get an enormous increase in performance.

This is a pretty popular one out there right now.  Supposedly it makes water 
look a lot better than it does by default.  I've seen comparison screenshots 
that would seem to suggest these people are right.  Minor performance hit.

        (, /
+-- (__ /    NI MISC. TWEAKS --------------------------------------- 02.03 --+

Here's a neat one.  By default it equals a whole bunch of crazy stuff.  Delete 
all that stuff and set it equal to nothing "SIntroSequence=" and now when you 
boot up the game it will go directly to the main menu, skipping the opening.

Just like it sounds, gives shadows to torches and has pretty much no effect 
whatsoever on framerate or anything like that.

Shows a typical health bar.  Want to see health bars?  Set it to 1.

The water transparency value.  Experiment with it and set it to your liking.

Changes the game speed.  Make it higher to speed things up to crazy amounts, 
make it lower to play the game in slow motion.

Basically sets the curve of grass.  A value of 1 gives you straight grass 
while a value of 10 would give you slightly curved grass.

Change this to 1 and every time you get a level up, you should be able to 
distribute stats right there without having to rest.

This one is neat.  If it's set to 1 then whenever an important character dies 
then you get game over so that it never becomes impossible to progress.

The violence setting!  The first two determine how long each splatter of blood 
lasts on an object, and how many splatters there can be at once respectively.  
No performance issues with this at all.  The last one supposedly (I haven't 
tried it) determines the amount of blood you get.  Raise it from one to 
something like four or five to get a hell of a lot more blood.  Hooray!

Field of Vision
This isn't an INI tweak but it doesn't really belong anywhere else.  Press the 
~ key while playing and type "fov (number)" to change your view degrees.  A 
maximum of 180 shows everything in 180 degrees from you and skews the world to 
hell.  FOV 90 is actually half decent.  FOV 30 is hilarious, everything seems 
so... significant.  I find it oddly more immersive in a way.

The following tweaks were contributed via email by David:

bAllowScreenShot=0 (default)
is a good thing to mention changing to 1, so people can take pictures of their 
beautiful settings.

bUseEyeEnvMapping=1 (Default)
is a silly little bit of thing...  You can
squeeze some extra performance out of the game by turning this off,
-HOWEVER-, the eyes in every face may look somewhat odd.

fGlobalTimeMultiplier=1.0000 (Default)
Think things run too slow or too fast?  You can tweak this and change the flow 
of time.  Be aware that this changes _ALL_ time, not just how quickly time 
passes.  Everything will move slower or faster, combat will change speed, etc.

Ever been sad that an Autosave erased another Autosave that you realize
you really wanted?  The game normally keeps -ONE- backup autosave, however,
if you need more, increase this.

Want the world to keep moving while you're in the menu?  Change
bStaticMenuBackground to 0.

       __     __)
      (, /|  /
        / | /
     ) /  |/
+-- (_/   ' VIDIA COOLBITS TWEAK ----------------------------------- 02.04 --+

One of the best performance enhancers out there is exclusive to Nvidia users.  
Supposedly this tweak can almost double your framerate with absolutely no 
graphical hit whatsoever.  Easily one of the best tweaks available.  

Personally I don't have an Nvidia card so I can't use it, but the steps aren't 
too difficult.  Make sure your video card drivers are up to date, then search 
Google for the Coolbits registry tweak.  Once you have it installed on your 
system then go to Control Panel, Display, Settings, Advanced, then click on 
your video card in there.  Under "Performance & Quality" settings there should 
be an option "Additional Direct3D Settings".  

Under this heading is where you will find what you are looking for.  The 
ultimate tweak is right there: "Max Frames to Render Ahead."  Change that from 
3 to 0 and bam, apply it and you're set.  Hopefully the actual results you get 
on your card live up to the hype created by this particular tweak.

| || 03.00 ||                  Gameplay Mechanics                || 03.00 || |

     )   ___     
+-- (______) OMBAT ------------------------------------------------- 03.01 --+

While the general design of Oblivion does allow for all types of characters 
can be played, the world does seem to reward those players with an ability to 
destroy everything in their path.  Combat can be separated into three types 
based on the three types of character classes, those three types are melee 
combat, magic combat, and ranged combat.  Each are discussed in detail below:

Melee Combat

For the warrior in all of use who choose a physically powerful class, this is 
where it's at.  Skills like Blade, Blunt and Hand-to-Hand comprise the melee 
combat category.  Your weapon should reflect what type you are specializing 
in.  For example, a character skilled in Blade would want to be using either a 
one or two handed sword, while a Blunt specialist would prefer a club, and a 
Hand-to-Hand specialist would wield no weapon at all.  Oftentimes you will 
find enemies who are strong against a particular type of melee combat and weak 
against others, that's just the way the game is designed.  The basics of 
combat are quite simple.  When you have your weapon equipped, click the left 
mouse button to attack with your weapon while aiming 
at the target.

Magic Combat

More applicable to the mage classes, the school of magic associated primarily 
with combat is Destruction, but skills like Conjuration could also apply.  
Destruction magic is cast by pressing the C button by default.  If you're 
playing a solely magic character, I find that mapping the casting button to 
right mouse button works better since you don't block nearly as much as a 
mage.  To learn new spells all you have to do is go to a Mage Guild in 
virtually any town.  They will teach you new spells and sell them like 
equipment.  Different cities have different kinds of spells for you to learn 
so make sure you do lots of exploring.  

Ranged Combat

The practice of attacking with stealth from a distance, with the hope of 
catching your enemy by surprise and avoiding damage yourself.  Even a ranged 
attacker should have some specialization in melee combat as the enemies they 
attack will often come charging.  That first shot is almost always the most 
important.  As a Marksman increases his skill, his arrows will have a better 
effect on the target often paralyzing them.  Keep in mind however that you 
must keep a reserve stock of arrows at all times, and you don't have an 
infinite number of those.

        (, /
+-- (__ /    NTERACTION -------------------------------------------- 03.02 --+

The opposite of combat is of course verbal interaction.  There are hundreds of 
NPCs to interact with around the world, and with over 50 hours of dialogue 
recorded for the game (which incidentally fills half the game DVD) they've 
probably got quite a bit to say.  When you speak to someone you'll usually get 
a number of options to ask them about.  Only relevant topics will appear so 
usually if you can ask about something, it means they probably have something 
to say about that topic (unlike other similar games where you can ask about 
everything, and always get the same generic response every time.)

Options which have been grayed out means you have already asked about them.  
The "Rumors" option which often appears is an important one which will often 
yield new information or locations on your map from people who have heard this 
or that from so-and-so.  When you speak to someone about something but the 
option does not get grayed out, it means they're holding something back and 
that's when the persuasion option comes in handy.  To learn more about this 
option and how to get people to talk, scroll down to the section that covers 
all the skills in detail and look up the skill "Speechcraft."

      (, /       
     ) /         
+-- (_/   REEDOM --------------------------------------------------- 03.03 --+

In such an open ended game, there is no end to the amount of things you can do 
just for the sake of... doing them.  With a completely non-linear storyline 
that allows you to do whatever, whenever you feel like it, then sometimes 
those feelings are bound to manifest themselves in a way that's less than... 
legal.  But we'll get to that.  Let us first discuss the various choices you 
have that don't involve breaking the law (and of course, being punished.)

There is a "main quest" so to speak and the game will guide you along it from 
right when you exit the sewer.  What happens if you decide to ignore the main 
quest and go exploring for hours?  Not besides whatever you find on your 
adventure.  You could come across a woman who lost her cat, find it for her, 
and the same man you're supposed to speak to will still be waiting for you 
back in his house with his arms crossed.  Doesn't matter how long it takes.

But what happens if you happen to kill the man who is waiting for you, to tell 
you where you need to go next?  Well as both raders Lassie and Veritas have 
reminded me, I made the error of stating that these people could be killed 
making it impossible to progress with the main story.  The fact is that in 
reaity, the worst that you can ever do is knock them unconscious (from which 
they will eventually wake.)  It is not physically possible to do enough damage 
to kill these characters, this way they make sure that you cannot get yourself 
in permanent trouble.  There are still some characters of some importance that 
can be killed, but not if it hinders your main quest progress.

     )   ___     
+-- (______) RIME -------------------------------------------------- 03.04 --+

Committing Crimes
Power corrupts and absolute power corrupts absolutely.  In this game you have 
the power to sneak into an old woman's house and take her spoon.  You also 
have the power to kill her.  There has to be some kind of punishment for this 
right?  Well there is, and I'll explain how it works in this section.  Each 
crime has a certain "value" to it if you will depending on its severity.  The 
severity of these crimes is approximately ranked as follows: entering a 
restricted area, stealing, violence, and murder.  Let's look at each one:

Entering a restricted area means unlocking a door when the crosshairs is red.  
This means the lock is one the door for a reason.  In a dungeon you might find 
a locked door, and no one cares if you open it or not.  When you're in 
someone's house and a the door to their bedroom is locked, breaking the lock 
is going to get your in a bit of trouble.  Sometimes you can even find 
yourself in a restricted area without braking locks, but you'll usually be 
told to leave and only get in trouble if you don't.

Stealing means one of two things, taking items that someone owns from their 
dwelling, or their person (pickpocketing.)  Stealing from someone's house or 
business is easy, just hover your crosshairs over and item and press the space 
bar to take it.  If the hand symbol is red, this means the item belongs to 
someone else and if you take it you're going to get in trouble.  TO pickpocket 
someone you need to activate sneak mode, and then come up on them without 
being seen.  Instead of talking to them you'll pick their pocket and have a 
chance of being caught based on your sneak skill.  Stealing is slightly more 
illegal than entering a restricted area, but not as illegal as...

Violence!  Run up to someone and punch them in the face?  Suddenly you're the 
bad guy in this situation.  Fortunately there are some ground rules here since 
violence can occur accidentally sometimes.  If you attack someone by accident, 
try holding the block button constantly and sometimes they will realize your 
pacifist nature.  While you are in combat with friendly NPCs helping you, you 
can usually hit them once, or twice, or thrice and they'll call out angrily, 
but not hold it against you unless you just don't stop.  This is more of a 
crime than either of the aforementioned ones, but not even close to...

Murder.  When you kill an innocent person, and it's not out of self defense 
then you are a murderer.  No doubt about it.  Run up to someone in their house 
and punch them, that's violence.  Keep punching and punching and don't stop 
until they are a bloody heap on the floor, that's murder and you're going away 
for a long time.  Top of the crime chain right there.  Now that we've looked 
at all the various crimes, we'll see how the punishment system works.

First I really want to stress this fact, it's only a crime if you get caught.  
There are issues with stolen items and vendors who won't buy them, but other 
than that you're pretty clean.  It's when you do get caught that the law comes 
into play and they're pretty relentless.  Being caught for a crime will 
trigger one thing: the person who witnessed it (or was victimized by it) will 
report it immediately to a nearby guard.  This isn't a completely scripted 
happenstance, depending on what kind of person they are they may be more or 
less likely to report you, but for the most part you'll be getting in trouble.  
Especially for shop owners, they love to really stick it to you.

Once a guard has been made aware of your crime, he or she will hunt you down 
relentlessly.  When they finally catch up, you'll have three options: Go to 
jail, resist arrest, or pay a fine.  Resisting arrest means the guard will 
attack you, and a whole lot of other guards, and no matter what level you are 
guards are always at a higher level.  It's basically the "kill me" option.

Going to jail is an interesting, albeit non-preferable option.  All of your 
things will be confiscated when you are taken for the, the one exception being 
a single lockpick if you have one.  You have two options when in jail, waiting 
it out or breaking out.  To wait it out simply examine the bed and choose to 
do so.  You will have to wait one day for every 100 gold of bounty on your 
head (bounty is discussed in the next paragraph) and for each one of these 
days one skill will be decreased (tells you which ones after you get out.)  
The exception to this rule are sneak and security which will get increased if 
chosen, but since it's random it's a lot more likely to decrease something.  
If you use your one lockpick to break out of jail, you'll have to sneak past 
the many guards and find your equipment in the evidence chest.  Breaking out 
of jail will increase the bounty on your head as well.  Not a good idea.

Finally you have the best option (aside from not committing a crime at all) 
and that is to pay a fine if you can afford it.  Nothing bad will happen if 
you do this besides having the stuff you stole taken back.  The amount you 
have to pay is based on your bounty, which is approximately equal to the value 
of the item you stole, based on the level of the person you attacked, and 1000 
or more gold if you actually do kill someone.  If you can't back away from a 
crime this is the best option you have for making up for it.

+-- (_____) EVERYTHING ELSE ---------------------------------------- 03.05 --+

Like most open-ended RPGs, Oblivion uses a quest-based gameplay system to 
allow users to complete the game at their leisure.  There are quests that fall 
under various categories like "main game" and some that are simply 
miscellaneous, while others are guild quests.  Quests usually take the form of 
"this needs to be done" and a location is marked on your compass.  You go 
there, do whatever needs to be done and come back for your reward and next 
quest.  Many of these quests progress the main story and many do not.

They're like factions, or groups of similar people who come together with a 
common interest.  There are three main guilds in this game that you can join, 
but are not necessarily connected to the main story and they are: The Fighters 
Guild, The Mage Guild and The Thieves Guild.  Most guilds have locations in 
each of the cities, with the Thieves Guild being the exception to that rule.

Typically to join a guild you simply enter the guild headquarters and ask to 
become a member.  The exceptions to this rule are the Thieves Guild, and the 
Dark Brotherhood which I have no yet mentioned.  In order to get into these 
guilds you must follow a different path, and usually that path involves 
committing some crimes.  TO learn more about how to join these guilds then 
simply scroll down to the section that covers the quests for that specific 
guild.  The rewards for being in a guild are various, but for the most part 
worthwhile and you'll miss out on tons of unique quests if you don't join.

Persuasion, Lockpicking & Haggling
To learn more about these three particular topics, check out the skills 
section.  Everything you need to know about Lockpicking is under the security 
skill.  Everything you need to know about Persuasion is covered in the 
Speechcraft skill and everything you need to know about buying and selling is 
covered under the Mercantile skill since that is directly what they apply to.

Leveling Up
To level up in this game, similar to Morrowind but unlike most other RPGs, 
instead of fighting enemies and gaining EXP or getting it from quests, you 
must simply increase any combination of your major skills a total of ten times 
for one level.  For example, increasing five of your major skills two times 
apiece would give your character a level up.  When you gain a level you must 
find a bed to rest in (waiting doesn't count).  At that point you will have 
the chance to increase three attributes of your choice.  The more they apply 
to the skills you increased, the more you can increase them.  For example, 
increasing Blade five times and Athletics five times would probably mean you 
can get a +5 bonus to strength and speed when you level up.

Health, Magicka & Fatigue
The game's basic stat values are pretty self-explanatory with the one 
exception being fatigue.  Health is the amount of damage you can take before 
you die.  Magicka is the amount of magic you can cast before you need to 
recharge.  Magicka and fatigue recharge automatically, health does not.  
Fatigue affects most of the stuff you do, primarily melee combat damage.  As 
you jump and attack your fatigue will drain.  When it's maxed you will do 
maximum damage and as it drains you will do less and less damage each time 
making it so that the more you fight without resting, the weaker your attacks 
get.  There are potions which restore each of these stats.

When you are fighting vampires you might contract a condition known as 
Polyphyric Hemophilia.  This is a pretty harmless... that is as long as you 
cure it within 72 hours or so.  After that point you might notice that you're 
beginning to change physically.  Suddenly your face is a little more pale, but 
that's okay because a lot of your stats and skills just got a +5 boost.  You 
also have some new abilities, this might just be the greatest thing ever.

That's how it starts of course.  You are now a vampire.  You can no longer use 
a cure disease potion to get rid of it.  There is a quest to remove the 
vampire curse, but it's a lot easier to just avoid contracting vampirism in 
the first place if you don't want it.  Basically I'll just outline what it's 
like to be a vampire, as well as the pros and cons associated with it.

In the first stage of vampirism you will look pretty normal and people will 
treat you normally.  You can go out during the day and everything is fine.  
You've got stat boosts and a couple new abilities.  The next time you go to 
sleep after more than 24 hours have passed you will progress to the next 
stage.  New weaknesses and new abilities appear.  Suddenly you can't go out in 
the sun without taking a bit of damage for every second you spend.  You look 
more like a vampire and people with low disposition don't want to talk to you 
anymore.  There is a solution, it's not pretty, but it's what vampires do.

You must suck the blood of a human.  To do this, find someone who is sleeping 
and make sure no one is around.  Now you can simply suck their blood the same 
way you would talk to them.  This will revert you back to the original vampire 
stage where you look pretty normal and don't really take sun damage.  The main 
weakness you have in the first stage is increase damage taken from fire.  Note 
that there are three or four stages you can progress though.  You move between 
stages by going more than 24 hours without feeding on someone and then taking 
a nap.  At the final stage you pretty much can't go out in daylight at all, 
you can't talk to anyone unless their disposition is maxed, BUT you have a 
huge arsenal of great powers you can use over and over again.  As I have 
shown, there are great advantages and disadvantages.  It's not really 
recommended that you play the whole game as a vampire, but when you're looking 
for something fun to do then maybe vampirism is right for you!

| || 04.00 ||                       Skills                       || 04.00 || |

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   ESCRIPTIONS ----------------------------------------- 04.01 --+

Acrobatics -------- Acrobatics is a great sill for those players who really 
                    want to be agile and... jumpy.  Useful?  Absolutely not.  
                    There are very few cases where this would actually help 
                    aside from letting you fall greater distance for less 
                    damage.  I would highly recommend you do not select this 
                    skill as a major skill unless you want to level up 
                    quickly, but poorly.  Too many of the skills upgraded each 
                    level will inevitably be acrobatic and you'll find 
                    yourself falling behind when it actually comes to combat.  
                    The plus side of this perk though is the fun factor.  
                    Being able to jump huge distances and great heights when 
                    it's almost maxed out and you're wearing very little is 
                    always a plus.

Alchemy ----------- This skill is really good if you know how to use it well.  
                    Put all of those various pointless ingredients you find in 
                    flowers all over the world to good use by turning them 
                    into potions.  In order to create potions you must first 
                    have a Mortar and Pestle which you should be able to 
                    acquire in stores.  From there you can move onto things 
                    which will improve the power and effectiveness of your 
                    creations like the Retort, Alembic and Calcinator.  The 
                    menu for creating something through alchemy is brought up 
                    by selecting your alchemical apparatus in the menu and 
                    then choosing your ingredients.  From here it's mostly 
                    based on your Alchemy skill.

Alteration -------- These will alter the physical property of... things.  
                    People for example, or objects.  You can alter your stats, 
                    or you can alter a lock to swap it from the "locked" to 
                    "unlocked" state.  It's not exactly the most useful skill 
                    out there, but it can come in handy when the time is 

Armorer ----------- This dictates your ability to fix equipment rather than 
                    having to pay someone else to do it for you.  As you wear 
                    your equipment and use it to either beat enemies with, or 
                    to wear while being beaten, then it's going to wear down 
                    and become less effective / valuable.  What you need to 
                    purchase are items called Repair Hammers which repair your 
                    equipment.  The better your skill, the more you can use 
                    them without breaking them.

Athletics --------- This includes a number of things like your movement speed 
                    on both land and water, as well as the amount of fatigue 
                    that depletes and how fast it recovers.  Basically the 
                    more athletic you are, the better shape you are in.  The 
                    skill is leveled up simply by running so like Acrobatics, 
                    it can be leveled pretty easily.  More useful than 
                    Acrobatics since the higher the skill, the faster you get 
                    fatigue back.

Blade ------------- Your skill with a sharp weapon like a sword or a knife.  
                    Of the three possible melee combat skills, this one is 
                    arguably the best overall as there are so many good bladed 
                    weapons out there to choose from.  All you have to do is 
                    attack more with Bladed weapons to level up this skill.  
                    There are three primary melee combat skills, Blade, Blunt 
                    and Hand-to-Hand.  Of the three you should only choose one 
                    as a major skill; trying to focus on more than one will 
                    simply make you weaker in the long run.

Block ------------- This is a great and often underestimated skill that will 
                    become better the more you use it.  The right mouse button 
                    allows you to block and reduce the damage of an enemy 
                    attack.  It has an added bonus of doing more than that as 
                    you level it up.  Proper timing when blocking can make the 
                    difference between winning and losing in a difficult 

Blunt ------------- Blunt is another melee combat skill that you would choose 
                    if you plan to use large weapons like clubs and maces.  
                    The higher the skill level the better you are at pounding 
                    enemies with these weighty weapons.  The more you use them 
                    the more this skill will increase.  There are three 
                    primary melee combat skills, Blade, Blunt and Hand-to-
                    Hand.  Of the three you should only choose one as a major 
                    skill; trying to focus on more than one will simply make 
                    you weaker in the long run.

Conjuration ------- Basically this is the "summoning" category.  Whether it be 
                    creatures or equipment, Conjuration does it all.  
                    Sometimes the creatures you summon aren't all that great 
                    at fighting, but they sure work well as distractions.  Not 
                    only that you can summon them, beat up on them and 
                    increase other skills!  The magical soulbound weapons you 
                    create aren't half bad either.

Destruction ------- This is the primary school of magic for a mage.  Spells in 
                    this category will be used to make it so your enemies are 
                    no longer alive any more.  Fire magic, frost magic, shock 
                    magic and more all fall under this category.  Utilization 
                    of the Destruction skill is an absolute necessity for 
                    anyone who wishes to become a powerful mage.

Hand-to-Hand ------ This particular skill gets to be fleshed out even more 
                    than any other skill, and why is that?  Because it's my 
                    favourite skill in the game.  I don't think I could bring 
                    myself to play any other kind of melee character.  For the 
                    record, this entire guide was written while playing as a 
                    Redguard Pugilist character named "Truck Badass" who 
                    utilized not but his fists and the power of the special 
                    Adrenaline Rush to bludgeon the shit out of any enemies 
                    that pissed him off.  I can't even begin to describe how 
                    cool this character is.  The lack of any powerful weapons 
                    is of course the main drawback to this skill.  I can't 
                    even think of any noteworthy advantages.  To be honest the 
                    only reason I can possibly see to playing a H2H character 
                    is just that it's tens of thousands of times more badass 
                    than any other character type.  A stealthy assassin comes 
                    close, but the competition is frankly dominated.  This one 
                    aspect of the game will probably keep me playing forever.

Heavy Armor ------- Your ability to wear and be less encumbered by heavy 
                    armour like iron armour, dwarven armour etc.  The more you 
                    get attacked while wearing it, the more your skill will 
                    increase and the more bonuses you will get.

Illusion ---------- Magic that involves the art of illusion, deception and 
                    control.  Allows you to screw around with the minds of 
                    creatures, to create light where there is no light, and 

Light Armor ------- Unlike the skill of heavy armor, armour that is not so 
                    heavy gets the advantage here.  Fur armour, or cloth 
                    armour, robes and the like will all give bonuses when 
                    worn and your skill is at a higher level.  The only way to 
                    level it of course is to be attacked while wearing light 

Marksman ---------- This is the primary skill of a ranged attacker.  It 
                    directly affects how much damage you do with a bow, how 
                    accurate you are and how likely your arrows are to cause 
                    additional negative effects to your target.  A skilled 
                    marksman can have his enemy down and incapacitated before 
                    the enemy even has a chance to react.

Mercantile -------- Directly associated with buying and selling.  This 
                    determines your ability to Haggle.  When you go to a shop 
                    there will be an option to Haggle.  When you slide the bar 
                    to the right you are trying to get a better deal, but when 
                    you try to sell or purchase an item the shopkeeper might 
                    not accept your offer and you might have to slide it back 
                    left in order to make the deal.  The shopkeeper's decision 
                    as to whether or not to accept your offer is based on 
                    three things.  Your Mercantile skill, their Mercantile 
                    skill, and their disposition toward you (increased through 
                    persuasion.)  It's a trial and error process.  Every time 
                    you buy or sell and it works disposition goes up 
                    (especially for expensive stuff.)  Having your offer 
                    refused lowers disposition.

Mysticism --------- A semi-useful school of magic that is focusing on both 
                    protection and detecting.  You've got your protection 
                    against diseases and draining effects as well as the bonus 
                    of being able to detect life and more.  Not exactly all 
                    that useful, but it has its moments.

Restoration ------- One of the most important schools of magic for a mage, 
                    this is directly connected to your ability to heal lost 
                    health.  A higher Restoration skill will allow you to 
                    learn more restoration magic and have it heal more health 
                    for the same amount of Magicka.  A necessity for all mages 
                    and sometimes a good skill to major in for other classes.

Security ---------- This skill is directly associated with your ability to 
                    lockpick.  Sometimes (well, really often) you will find 
                    locked doors and chests in the world of Cyrodiil and 
                    you'll want to be able to open them without a key.  That's 
                    what the security skill is for.  Fortunately (or 
                    unfortunately depending on how you look at it) the game is 
                    designed so that if you're good you can pretty much open 
                    any lock regardless of difficulty, at any skill level.  
                    The Security skill should only be selected as a major 
                    skill if you're playing a stealthy thief who does a LOT 
                    of Lockpicking.

                    As for Lockpicking itself, it's not too complicated.  When 
                    you examine a locked object you'll get an inside view of 
                    the lock.  Position the pick under any one of the tumblers 
                    that is done, and most the mouse up.  This will knock the 
                    tumbler upward, then it will fall back down.  The speed at 
                    which it falls is pretty random.  The difficulty of the 
                    lock is based on how many tumblers are in the "down" as 
                    opposed to the "up" position.  When all the tumblers are 
                    up then the door / chest is unlocked and you may proceed.

                    To keep a tumbler up you must move the mouse up to knock 
                    it upward, then click the mouse after it stops but before 
                    it falls to lock it in place.  If the timing is off on 
                    your click then the lockpick will break and every one of 
                    the tumblers will fall back down that you have already 
                    locked into place (but not the ones that were up when you 
                    started.)  The Security skill affects two things: tumblers 
                    fall back down slower, and not all of the tumblers come 
                    loose again if you break a lockpick.  Slower and fewer as 
                    you level the skill up (level it up by clicking tumblers 
                    into place.)  Basically you should quicksave every time 
                    before you try a lock, and if you break too many picks 
                    then load and try again.

                    Tip submitted by SadBunny:

                    I was exploring some mine/dungeon/kind of thing, don't 
                    remember which one but I can find out if you need to know. 
                    There I found this book"Advances on Lockpicking". The book 
                    is very short (only 2 pages), very funny and quite useful. 
                    It contains a wonderful hint for more successful 
                    lockpicking attempts.

                    Anyway, the hint is to hold your torch to the lock you 
                    want to pick so it heats up. This will make the tumblers 
                    in the lock behave much more similar to eachother and less 
                    random, thus making it easier to click at exactly the 
                    right time. Just wielding the torch while attempting to 
                    pick a lock will do.

Sneak ------------- Sneak is the primary skill of a stealthy character and it 
                    comes in handy for all sorts of situations.  When you 
                    activate sneak mode with the Ctrl button, an eyeball will 
                    appear on your crosshairs.  When this eyeball is dark then 
                    you cannot be seen or heard by anyone.  When it's bright 
                    then someone detects you.  While you are not detected 
                    there are a number of things you can do.  Stealing items 
                    is possible if you do it without being detected and you 
                    won't get in trouble for it.  Even killing can be done 
                    undetected as long as its fast and not messy.  When you 
                    sneak up behind a friendly target you can press the space 
                    bar to pick their pocket.  The higher your sneak skill the 
                    less likely they will be to notice you took something.  
                    Also the weight of the item makes a difference too.  The 
                    same applies for sneaking in general, the higher your 
                    skill the less noticeable you are.  It also helps for 
                    combat.  Sneaking up behind someone and using a charged 
                    attack will give you a bonus of up to 6x as much damage 
                    for the hit.  This helps for characters that don't even 
                    specialize in sneak.  Your ability to sneak also depends 
                    on the boots you are wearing at lower skill levels.

Speechcraft ------- Finally we come to Speechcraft and the art of persuasion.  
                    For the record this is one of the most useless skills 
                    there is, but no matter.  When you talk to someone you 
                    should see an option at the bottom beside the X.  Unless 
                    this person is a shopkeeper or trainer, then this is 
                    probably the persuasion button which appears for almost 
                    everyone.  Persuading people to like you increases their 
                    disposition and makes them more likely to give you 
                    information.  For example, if you ask about something and 
                    the subject you ask about does not get grayed out after 
                    asking, then they are holding something back that they 
                    might tell you if their disposition is higher.

                    When you click the persuade button it brings up a weird 
                    wheel, with the options "Start" and "Bribe."  We'll leave 
                    bribe for now.  When you click start you'll see four 
                    different sized cones over top of four different options: 
                    coerce, boast, admire and joke.  When you click on each of 
                    these you will perform that action, it will then be 
                    blocked and the cones will rotate once to the left.  You 
                    must click all four of these in any order to finish the 
                    session.  Clicking them will have either a positive effect 
                    or negative effect on the person's disposition.  There are 
                    a total of four options as I mentioned, two of them will 
                    always decrease disposition and two will always decrease.  
                    Which are dependent on the person, but they never change.

                    So how do you use this information to your advantage?  
                    Well it's basic strategy.  Let's say when you click on 
                    admire and joke, disposition goes up, and it goes down for 
                    boast and coerce.  The size of the cone on each topic 
                    affects the change.  A big cone on admire in this case 
                    means disposition goes up a lot while a big cone on coerce 
                    means it goes down a lot.  Small cone on admire means it 
                    goes up a little etc.  Each time you click one they rotate 
                    and you can't click that option again.  The basic idea is 
                    that you always click the big cone when it's on a good 
                    option, and the small cone when it's on a bad one so that 
                    the disposition increase is bigger than the decrease.  The 
                    problem is that with the rotate and the blanking out of 
                    options, you are often forced to choose between the lesser 
                    of two evils.  The "less bad" of two bad choices.  

                    After a bit of practice you should be able to get a 
                    strategy down pretty easily.  Maybe clicking a small cone 
                    on a bad option you can see will move a big cone to a good 
                    option.  When you're planning ahead then that's when 
                    you'll do best.  Even if you keep screwing up there's 
                    nothing that stops you from doing it over and over again 
                    until it gets maxed out.  A person's maximum disposition 
                    is based on your Speechcraft skill.  The higher it is the 
                    higher you can go.  As for the "Bribe" option it actually 
                    lets you pay money to increase disposition beyond the 
                    maximum.  ONLY USE THIS OPTION when you max disposition 
                    first, otherwise you're paying money for something you 
                    could do by just using the wheel.  Most times you don't 
                    need to bribe though, the max disposition you can hit is 
                    sufficient to get them to talk about whatever it is that 
                    they're holding back from you.

      (__/  ) 
     ) /      
+-- (_/ TATISTICS -------------------------------------------------- 04.02 --+

| Acrobatics          | Governing Attribute: Speed                           |
| Novice              | Cannot attack while jumping / falling                |
| Apprentice          | Can use normal attacks while jumping / falling       |
| Journeyman          | Dodge ability and Block + jump to roll               |
| Expert              | 50% fatigue loss for jumping                         |
| Master              | Jump on the surface of water                         |
| Alchemy             | Governing Attribute: Intelligence                    |
| Novice              | Recognizes the first of four ingredients             |
| Apprentice          | Recognizes the first two of four ingredients         |
| Journeyman          | Recognizes the first three of four ingredients       |
| Expert              | Recognizes all four ingredients                      |
| Master              | Can make potions from a single ingredient            |
| Alteration          | Governing Attribute: Willpower                       |
| Armorer             | Governing Attribute: Endurance                       |
| Novice              | Cannot repair magic items                            |
| Apprentice          | Repair hammers last twice as long                    |
| Journeyman          | Repair magic items                                   |
| Expert              | Repair items beyond 100% to 125%                     |
| Master              | Cannot break repair hammers                          |
| Athletics           | Governing Attribute: Speed                           |
| Novice              | Restore fatigue while running                        |
| Apprentice          | Restore fatigue 25% faster while running             |
| Journeyman          | Restore fatigue 50% faster while running             |
| Expert              | Restore fatigue 75% faster while running             |
| Master              | Restore fatigue at 100% while running                |
| Blade               | Governing Attribute: Strength                        |
| Novice              | Basic power attack                                   |
| Apprentice          | Damage bonus to power attack                         |
| Journeyman          | Disarming side power attack                          |
| Expert              | Knockback backward power attack                      |
| Master              | Paralyzing forward attack                            |
| Block               | Governing Attribute: Agility                         |
| Novice              | Fatigued by blocking, H2H block against weapons bad  |
| Apprentice          | No longer fatigued by blocking                       |
| Journeyman          | Blocking weapon not damaged, H2H block gives recoil  |
| Expert              | Counterattack with shield                            |
| Master              | Disarm with shield                                   |
| Blunt               | Governing Attribute: Strength                        |
| Novice              | Basic power attack                                   |
| Apprentice          | Damage bonus to power attack                         |
| Journeyman          | Disarming side power attack                          |
| Expert              | Knockback backward power attack                      |
| Master              | Paralyzing forward attack                            |
| Conjuration         | Governing Attribute: Intelligence                    |
| Destruction         | Governing Attribute: Willpower                       |
| Hand-to-Hand        | Governing Attribute: Strength                        |
| Novice              | Basic power attack                                   |
| Apprentice          | Damage bonus to power attack                         |
| Journeyman          | Disarming side power attack                          |
| Expert              | Knockback backward power attack, block knockback     |
| Master              | Paralyzing forward attack, block knockback           |
| Heavy Armor         | Governing Attribute: Endurance                       |
| Novice              | Heavy armor degrades rapidly                         |
| Apprentice          | Heavy armor degrades at normal rate                  |
| Journeyman          | Heavy armor degrades slower                          |
| Expert              | Heavy armor encumbers only 50%                       |
| Master              | Heavy armor does not encumber                        |
| Illusion            | Governing Attribute: Personality                     |
| Light Armor         | Governing Attribute: Speed                           |
| Novice              | Light armor degrades rapidly                         |
| Apprentice          | Light armor degrades at normal rate                  |
| Journeyman          | Light armor degrades slower                          |
| Expert              | Light armor does not encumber                        |
| Master              | Light armor gets 50% armor bonus                     |
| Marksman            | Governing Attribute: Agility                         |
| Novice              | Pulling bow fatigues                                 |
| Apprentice          | No bow fatigue penalty                               |
| Journeyman          | Can zoom with bow using block button                 |
| Expert              | Arrows can knock down target                         |
| Master              | Arrows can paralyze                                  |
| Mercantile          | Governing Attribute: Personality                     |
| Novice              | Worn items sell for less                             |
| Apprentice          | Worn items sell for same value                       |
| Journeyman          | Sell any types of items to any vendor                |
| Expert              | Can invest in shop to give 500 more gold             |
| Master              | All shops have 500 more gold                         |
| Mysticism           | Governing Attribute: Intelligence                    |
| Restoration         | Governing Attribute: Willpower                       |
| Security            | Governing Attribute: Agility                         |
| Novice              | Four tumblers fall on broken pick                    |
| Apprentice          | Three tumblers fall on broken pick                   |
| Journeyman          | Two tumblers fall on broken pick                     |
| Expert              | One tumbler falls on broken pick                     |
| Master              | No tumblers fall on broken pick                      |
| Sneak               | Governing Attribute: Agility                         |
| Novice              | 4x/2x melee/ranged damage bonuses                    |
| Apprentice          | 6x/3x melee/ranged damage bonuses                    |
| Journeyman          | Boots make no difference while sneaking              |
| Expert              | Moving makes no difference while sneaking            |
| Master              | Sneak attack ignores armor rating                    |
| Speechcraft         | Governing Attribute: Personality                     |
| Novice              | Can bribe to increase disposition                    |
| Apprentice          | Can rotate the persuasion wedge once for free        |
| Journeyman          | Disposition counter decreases 50% slower             |
| Expert              | Disposition does not decrease much with bad option   |
| Master              | Bribes cost half the price                           |

| || 05.00 ||                  Character Creation                || 05.00 || |

     )   ___     
+-- (______) HOOSING THE RIGHT CHARACTER --------------------------- 05.01 --+

Oblivion allows you to build the character you want almost from the ground up.  
While it does offer a large amount of freedom there are still three "base" 
types for which each customization is a slight variation from.  Those three 
types are a warrior (combatant), mage (magic user) and stealth (typically a 
ranged attacker.)  unless you plan on trying to specialize a hybrid of any two 
it's usually best to decide which of these three types you would like to focus 
on and then build your character from there.  Each of these three main types 
is discussed in the following sections followed along with many more other 
tips regarding the build of a new character.  It is recommended that you read 
everything before you begin, once you have completed the initial dungeon there 
is no way to go back and edit any of your characters attributes.

      (, /   )
        /__ /
     ) /   \_
+-- (_/       ACE & APPEARANCE ------------------------------------- 05.02 --+

The very first screen you see after the game's cinematic opening sequence is 
the interface to design the appearance and select the race of your character.  
Of your numerous options here, choosing your race is the most important so we 
will begin with that one.  Along with race is an option to select the gender 
of your character.  Obviously the majority of players will select their own 
gender, however there are subtle differences between the two.  Put in general 
terms the male is typically the better choice in for most races, though the 
advantage is marginal at best.  Males excel a little more in combat roles 
while females often excel in magic roles. 

Race is where the differences begin to get a little more pronounced.  Again 
you may wish to play a race solely based on how much you like their physical 
appearances, just keep in mind that a High Elf really does make a poor 
physical fighter and it's in your best interests to choose your race based on 
the type of character you wish to play.  (Again I will remind you that despite 
these recommendations, you should feel free to play any character of any race 
you choose for any reason you wish.  You've got that kind of freedom.)

The following is a list of each race along with the skill bonuses they receive 
and the special abilities they will start with at the beginning.

| Skill               | Argonian | Breton   | Dark Elf | High Elf | Imperial |
| Acrobatics          |    --    |    --    |    --    |    --    |    --    |
| Alchemy             |    +5    |    +5    |    --    |    +5    |    --    |
| Alteration          |    --    |    +5    |    --    |    +10   |    --    |
| Armorer             |    --    |    --    |    --    |    --    |    --    |
| Athletics           |    +10   |    --    |    +5    |    --    |    --    |
| Blade               |    +5    |    --    |    +10   |    --    |    +5    |
| Block               |    --    |    --    |    --    |    --    |    --    |
| Blunt               |    --    |    --    |    +5    |    --    |    +5    |
| Conjuration         |    --    |    +10   |    --    |    +5    |    --    |
| Destruction         |    --    |    +10   |    +10   |    +10   |    --    |
| Hand-to-Hand        |    +5    |    --    |    --    |    --    |    +5    |
| Heavy Armor         |    --    |    --    |    --    |    --    |    +10   |
| Illusion            |    +5    |    +5    |    --    |    +5    |    --    |
| Light Armor         |    --    |    --    |    +5    |    --    |    --    |
| Marksman            |    --    |    --    |    +5    |    --    |    --    |
| Mercantile          |    --    |    --    |    --    |    --    |    +10   |
| Mysticism           |    +5    |    +10   |    +5    |    +10   |    --    |
| Restoration         |    --    |    +10   |    --    |    --    |    --    |
| Security            |    +10   |    --    |    --    |    --    |    --    |
| Sneak               |    --    |    --    |    --    |    --    |    --    |
| Speechcraft         |    --    |    --    |    --    |    --    |    +10   |
| Skill               | Khajiit  | Nord     | Orc      | Redguard | Wood Elf |
| Acrobatics          |    +10   |    --    |    --    |    --    |    +5    |
| Alchemy             |    --    |    --    |    --    |    --    |    +10   |
| Alteration          |    --    |    --    |    --    |    --    |    +5    |
| Armorer             |    --    |    +5    |    +10   |    --    |    --    |
| Athletics           |    +5    |    --    |    --    |    +10   |    --    |
| Blade               |    +5    |    +10   |    --    |    +10   |    --    |
| Block               |    --    |    +5    |    +10   |    --    |    --    |
| Blunt               |    --    |    +10   |    +10   |    +10   |    --    |
| Conjuration         |    --    |    --    |    --    |    --    |    --    |
| Destruction         |    --    |    --    |    --    |    --    |    --    |
| Hand-to-Hand        |    +10   |    --    |    +5    |    --    |    --    |
| Heavy Armor         |    --    |    +10   |    +10   |    +5    |    --    |
| Illusion            |    --    |    --    |    --    |    --    |    --    |
| Light Armor         |    +5    |    --    |    --    |    +5    |    +5    |
| Marksman            |    --    |    --    |    --    |    --    |    +10   |
| Mercantile          |    --    |    --    |    --    |    +5    |    --    |
| Mysticism           |    --    |    --    |    --    |    --    |    --    |
| Restoration         |    --    |    +5    |    --    |    --    |    --    |
| Security            |    +5    |    --    |    --    |    --    |    --    |
| Sneak               |    +5    |    --    |    --    |    --    |    +10   |
| Speechcraft         |    --    |    --    |    --    |    --    |    --    |

| Race                | Special Abilities                                    |
| Argonian            | Water breathing, Resist Disease, Resist Poison       |
| Breton              | Fortified Maximum Magicka, Shield, Resist Magicka    |
| Dark Elf            | Summon Ghost, Resist Fire                            |
| High Elf            | Fortified Max Magicka, Resist Disease, Magic Weaknes |
| Imperial            | Charm, Absorb Fatigue                                |
| Khajiit             | Demoralize, Night-Eye                                |
| Nord                | Frost Damage, Resist Frost, Shield                   |
| Orc                 | Drain Agility, Fortify Str, Fortify Fatigue, Berserk |
| Redguard            | Adrenaline, Fort. Health/Strength/Endurance, Resist  |
| Wood Elf            | Command Creature, Resist Disease                     |

As you can see there are some classes that just seem naturally suited to their 
roles.  For example, those looking for a powerful melee fighting class would 
be best to select the Redguard based on the above values.  One wishing to be a 
stealthy character would likely choose the Wood Elf and a Mage would best be 
played as a Breton or High Elf.  Keep these statistics in mind when selecting 
your character, they aren't quite as important as the skills you actually 
select, but they still factor in quite heavily. 

We now move onto the less important physical characteristics of your 
character.  I'm referring specifically to their appearance.  before altering 
this you will first want to enter their name by clicking "Enter character 
name" at the top of the window.  Obviously this can be whatever you wish.  You 
can choose which order to alter the features of your character but I'll 
outline them in a top to bottom fashion.  The top and most complex option is 
the face.  Given that there are more options that you could ever possibly 
want, the game does give you a "Random" option which will screw around with 
all the settings and spit out a randomly generated face for your character.  
This face can then be modified to your liking.  Sometimes the random face is 
actually good enough to use without any modification at all.

The shape allows you to alter the, well, the shape of the face while the tone 
is more focused on minor adjustments, colours and whatnot.  Outside of this 
detailed menu back at the main character creation window is also an option to 
change both your hairstyle, hair colour and hair length.  Finally the age and 
complexion bars both do exactly what you would imagine they do when you slide 
them from left to right.  Age your character with ease!  Upon completing the 
final design of your character, proceed when you are ready.  Note that this is 
not a finalization stage and you will have one more chance to alter everything 
you just did.  The very first area in the game is like a training dungeon 
which allows you to get a little experience in combat and exploring and judge 
whether you like the character or not.  Following that you will have another 
chance to edit your attributes and then after that, you're stick with it.

      (, /    )
     ) / ____)
+-- (_/ (      IRTHSIGNS ------------------------------------------- 05.03 --+

When you reach the Imperial Subterrane and find the emperor again, one of the 
first things he will do is ask you your birthsign.  The following is a quick 
and easily accessible list that shows each birthsign bonus, and below the list 
an explanation of which birthsign you might want for your character.

| Birthsign           | Bonuses                                              |
| The Apprentice      | Magicka + 100, 100% Magicka Weakness                 |
| The Lady            | Willpower + 10, Endurance + 10                       |
| The Mage            | Magicka + 50                                         |
| The Thief           | Agility + 10, Speed + 10, Luck + 10                  |
| The Atronach        | Magicka + 150, Spell Absorption 50%, no Magicka Reg. |
| The Lord            | Restore Health, 25% Fire Weakness                    |
| The Lover           | Paralyze Touch 120 Fatigue Cost                      |
| The Ritual          | Restore Health, Turn Undead                          |
| The Serpent         | Damage Health, Dispel, Cure Poison, Damage Fatigue   |
| The Shadow          | Invisibility                                         |
| The Steed           | Speed + 20                                           |
| The Tower           | Open Lock, Reflect Damage                            |
| The Warrior         | Strength + 10, Endurance + 10                        |

Some of them are pretty obvious that you would want to choose for your type of 
character.  For example, someone playing a powerful melee fighter would most 
certainly choose to be born under The Warrior birthsign.  For a mage he/she 
would either choose The Mage birthsign, or if he/she was willing to choose the 
more aggressive option, go for The Apprentice which despite the weakness is 
worth it for the extra bonus.  I would not personally recommend The Atronach 
for a mage but it's your decision.  For a stealthy thief character you have a 
couple of options.  The best one is of course The Thief which comes with a few 
great bonuses, however The Shadow also has its merits.  Being able to turn 
invisible will really come in handy despite only being able to do it once a 
day.  The rest of them can just be chosen for special interest, or if you see 
some great advantage to them which I have overlooked.

     )   ___     
+-- (______) HARACTER CLASS ---------------------------------------- 05.04 --+

Upon speaking to the guard after you acquire the Amulet of Kings, that is when 
you will be able to choose your character class.  There are a fair number of 
pre-made classes available to you, so if you wish to just select something 
that sounds like it would apply then that is always an option.  The best 
option of course is to choose the "Custom Class" option and build a class 
specifically tailored to the kind of character that you want. Let's begin by 
looking at the three options you have for a primary character type.

Each character type comes with seven skills that you don't have to choose, but 
if you do select they will get a "+5" bonus at the beginning and increase 
faster throughout, the game.  I put this value in quotes because it was kindly 
pointed out to me by PapaGamer (author of the character build guide on 
GameFAQs) that in fact both the insctruction manual and game are incorrect, 
you actually only get a +5 bonus to these skills and not a +10 bonus as it 
says you receive.  Anyway, the Combat character is a warrior, a melee fighter 
who specializes in the skills Armorer, Athletics, Blade, Block, Blunt, Hand-
to-Hand, and Heavy Armor.  The Magic type is obviously more of a mage 
character which specializes in Alchemy, Alteration, Conjuration, Mysticism, 
Destruction, Illusion, Mysticism and Restoration.  Finally the Stealth 
character, a thief or ranged attacker, specializes in Acrobatics, Light Armor, 
Marksman, Mercantile, Security, Sneak and Speechcraft.  Choose whichever of 
the three you think best fits the character you wish to create here.

Next we will have to two of the eight primary attributes for a character.  
These are different that skills in that they sort of "govern" you use of 
skills among other things.  Your magic power for example, or your physical 
strength.  It's all outlined below in the chart to help you decide.

| Attribute           | Affects:                                             |
| Strength            | Maximum Weight, Fatigue, Melee Damage                |
| Intelligence        | Total Magicka and Magic Use                          |
| Willpower           | Magicka Regeneration, Fatigue                        |
| Agility             | Maneuverability, Fatigue, Bow Damage                 |
| Speed               | Movement Speed                                       |
| Endurance           | Fatigue, Max Health, Health Bonus                    |
| Personality         | How Much People Like You                             |

| Luck                | Everything You Do                                    |
| Attribute           | Governs the Skills:                                  |
| Strength            | Blunt, Blade, Hand-to-Hand                           |
| Intelligence        | Alchemy, Conjuration, Mysticism                      |
| Willpower           | Destruction, Alteration, Restoration                 |
| Agility             | Security, Sneak, Marksman                            |
| Speed               | Athletics, Light Armor, Acrobatics                   |
| Endurance           | Block, Armoror, Heavy Armor                          |
| Personality         | Speechcraft, Mercantile, Illusion                    |
| Luck                | None                                                 |

There are some that are obvious choices for each class, and some that are next 
to worthless.  If you're playing a combatant melee character you should choose 
Strength and Endurance.  A Mage is designed to use both Intelligence and 
Willpower.  A Stealth character definitely needs Agility and to a lesser 
extent, Speed.  The other characteristic Personality is next to useless (in 
comparison) while Luck should be used more for fun than anything else.

Now we move on to the seven major skills.  As was said before, every time you 
choose a skill that applies to your class you get a big bonus in that skill.  
You can choose a total of seven and each class has seven class-specific 
skills.  Those skills along with the skills themselves in the tables below:

| Specialization      | Skills that Yield Bonuses:                           |
| Combat              | Armorer, Athletics, Blade, Block, Blunt              |
|                     | Hand-to-Hand, Heavy Armor                            |
| Mage                | Alchemy, Alteration, Conjuration, Destruction,       |
|                     | Illusion, Mysticism, Restoration                     |
| Stealth             | Acrobatics, Light Armor, Marksman, Mercantile,       |
|                     | Security, Sneak, Speechcraft                         |

| Skill               | Effect                                               |
| Acrobatics          | Jump long distances and avoid fall damage            |
| Alchemy             | Create potions and gain benefits from alchemy items  |
| Alteration          | Cast magic to altar physical properties              |
| Armorer             | Maintain weapons and armor at top efficiency         |
| Athletics           | Run and swim faster, regenerate fatigue faster       |
| Blade               | Swords and sharp weapons more effective              |
| Block               | Reduce damage while blocking                         |
| Blunt               | Blunt weapons do more damage                         |
| Conjuration         | Magic to summon creatures and equipment              |
| Destruction         | Cast powerful damage or resistance magic             |
| Hand-to-Hand        | Both damage and fatigue enemies with fists           |
| Heavy Armor         | Use Iron, Steel, Dwarven, Orcish, etc. Armor         |
| Illusion            | Magic to charm, create light, hide, etc.             |
| Light Armor         | Use Fur, Leather, Chainmail, Mithril, Elven Armor    |
| Marksman            | More powerful attacks with a bow                     |
| Mercantile          | Get better deals when buying / selling               |
| Mysticism           | Magic to absorb, reflect, dispel, sense etc.         |
| Restoration         | Magic to heal damage, cure disease etc.              |
| Security            | Use lockpicks to unlock doors and chests             |
| Sneak               | Pickpocketing and move unseen                        |
| Speechcraft         | Persuade people to like and trust you                |

You might just want to choose the seven skills that apply to your character as 
listed above however do note that while most are useful, not all of them are 
really necessary.  For example, if you are using a melee character you will 
probably wish to specialize in one type of attacking.  That may be Blade 
weapons, Blunt weapons or Hand-to-Hand.  Whichever one you choose you really 
don't need to specialize in the other two which leaves you open to two skills 
from other fields.  Mages would probably be best to select every skill from 
their field.  Stealth characters have little use for Acrobatics, and even less 
use for Mercantile and Speechcraft.  You may want to select them anyway for 
the bonuses, but if you have your eye on something else then these three 
skills are probably the ones to drop before any others.  Actually the Illusion 
magic ability might come in handy for a stealth character.  It might probably 
be worth sacrificing the Mercantile skill to specialize in that.  Finally we 
get to name the custom class.  Choose something appropriate to the kind of 
character you wish to be.  The name will not affect any aspects of the game.

| || 06.00 ||              Introduction: The Prison              || 06.00 || |

      (, /
     ) /
+-- (_/ HE PRISON -------------------------------------------------- 06.01 --+

After you have created your character, you will find yourself inside of a jail 
cell.  How you arrived in such a place is anyone's guess, however as you will 
soon learn that question is somewhat irrelevant in the big scheme of things.  
Take a couple of moments to familiarize yourself with the surroundings.  Using 
the left mouse button you can attack with your fists, and holding the right 
mouse button allows you to block.  Blocking will reduce but not eliminate some 
of the damage you take.  The mouse wheel lets you zoom out and cycle from 
first to third person mode.  How you choose to play is up to you, but do note 
that the game was designed specifically with the first person perspective in 
mind.  The next button you will want to get familiar with is the Z button.  
Target some of the objects on the ground or the table and hold the Z button, 
then move your mouse.  You can see that you have the ability to carry and move 
objects around.  Try this on those chains hanging from the ceiling to really 
get a good impression of the game's fancy physics.

Using the space bar while targeting objects in a similar way allows you to 
actually place them into your inventory directly.  Feel free to take the 
objects you see here in the cell even if they are of little value (you will 
find many items of little value to you on your quests.)  For the most part 
just about any item in the world of Cyrodiil can be taken but beware!  Many 
items are the property of others, this is indicated by a red hand symbol when 
you target an object.  If you pick up one of these objects and are caught 
doing it, your crime will most likely be reported.  You can learn more about 
crimes elsewhere in this guide, but we're still getting used to the controls.

The tab button is an important one which allows you to open up the game's main 
menu.  Click on the various buttons along the bottom to cycle between various 
stats and item menus for your character.  Make sure you know where to go to 
find your items, magic etc.  Now onto the more minor things.  The T button 
allows you to wait for a certain amount of time assuming you are not in a 
dangerous area (Oblivion like Morrowind runs in real time so this feature will 
come in handy)  The C button lets you cast spells while holding the shift 
button allows you to run.  Press caps lock to cycle between walk and auto-run.  
Hold down the left mouse button to execute a more powerful melee attack.  This 
attack uses fatigue which is the green bar at the bottom of the screen.  The 
more fatigue you have the more active you are, and the more damage your melee 
attacks will do.  Stop for a moment to rest and it will recover quickly.

That just about covers the basics, anything else I'm sure you will pick up as 
you go.  What you want to do now is proceed forward to the gate of your cell 
and listen in to the conversation.  Once again I'm sure you will be thrilled 
as I was to hear the voice of Patrick Stewart who plays Emperor Uriel.  When 
you are told to stand back and wait by the window, that is exactly what you 
should do.  When Emperor Uriel begins talking to you, you will have a number 
of options for things to ask him.  The order in which you select them makes no 
difference.  Upon gaining control of your character again you may be overcome 
by the urge to attack these people simply because you have the freedom to do 
so.  Try to resist this urge, it is possible of course though they will not 
hesitate to retaliate and the guards are much stronger than you.

      (, /
     ) /
+-- (_/ HE IMPERIAL SUBSTRUCTURE ----------------------------------- 06.02 --+

As you proceed down into the catacombs, do your best to stay close to the 
Emperor and his guards.  At your current level and abilities you could easily 
find yourself overwhelmed (and killed) by some of the assassins that you find 
along the way.  Feel free to jump in and help if you wish, but for the most 
part the guards are perfectly capable of taking care of things themselves.

When the first battle comes around, things will pretty much occur under a set 
script.  No matter what you do one of the guards (Captain Renault) will be 
killed.  Her body along with the bodies of the assassins can be looted by 
pressing the space bar.  Feel free to take everything you see.  Also make sure 
to pick up Renault's Akaviri Katana which should fall down somewhere near her 
body.  Equip the katana for now regardless of your class to better protect 
yourself.  You can also put on the robes that you rook from the assassins.

Just up ahead you'll find the first enemies you need to defeat yourself: a 
couple of rats.  Simply swing your katana or whatever else you have equipped 
to make quick rat meat out of them.  The door up ahead is locked so turn right 
and proceed through the crack in the wall.  There's at least one rat in this 
room you'll have to clear out.  Make sure to explore every inch.  First locate 
the chest in the light beside the skeleton corpse. The chest is locked, but if 
you examine the skeleton you should be able to find a lockpick.  Also collect 
the quiver (arrows) and the bow off of the skeleton.  Now if you are planning 
on being a ranged Marksman you can start to get some practice with the bow.  
In order to use the bow equip both the bow and the arrows in your inventory.

As for that locked chest, it's your first chance to use a lockpick.  While the 
chest is locked with a "very easy" lock you might still want to quicksave your 
game (F5) before trying.  The lockpick system works as follows: you can press 
the auto attempt button to try and open it automatically based on your 
lockpicking ability or you can try it manually which is usually the best 
choice.  What you need to do is position your lockpick under one of the locks 
that is hanging down and move the mouse up to knock it in the air.  Click the 
left mouse button to unlock the lock before it falls back down again.  You can 
find more information on lockpicking elsewhere in the guide but that's pretty 
much all there is to it. If you keep screwing up then simply reload your game.

Take whatever you find in the chest and move on.  There should be a barrel 
somewhat hidden in the dark nearby with some decent items inside.  Look around 
you to try and find a locked door.  If you have any lockpicks this door can be 
picked as well, but there is a better method.  Just a few steps from the door 
is the body of a goblin shaman who not only has the key, but also quite a few 
other items worth taking as well.  Get the key and unlock the door 
automatically.  There is a chest on your right when you enter this room with a 
number of good items and pieces of equipment inside.  As the game suggests, 
try setting a magic spell in your inventory and using it with the C button.  
If you are planning on making your character a Mage then there is no better 
time to start practicing.  If you want you can hotkey your magic (or items) by 
holding the numbers 1 to 8 and clocking on a spell.  Very helpful stuff.

Head down the slope and eliminate your first non-rat enemy (the zombie.)  
Continue onward and open the chest on your right.  Soon you will reach a 
lighted room with pillars (and rats) aplenty.  There's some decent stuff on 
the floor in the middle of the room but at this point you might have to start 
watching what you carry.  If you become over-encumbered simply hold shift and 
click on an item in your inventory to drop it.  The number under the feather 
symbol indicates its weight.  Continue now onward further through the dungeon.  
Before entering the tunnel in the wall down the hall take a look around for a 
cracked wall in this room to find a barrel filled with Ale.  Proceed on 
through the door at the end of the tunnel near the hanging skulls.

At the bottom of the slope there are some items in the box and barrel on your 
right, a pickaxe among other things.  As you go around the corner the game 
gives you a brief tutorial on sneaking.  Press the Ctrl button to go into 
sneaking mode, you can tell you are in sneaking mode because you move slower 
and the crosshair changes to an eye.  If the eye is dark then you have not 
been detected, if it turns yellow it means you are detectable.  While 
sneaking, if you can manage to attack an enemy without being detected (sneak 
up behind) then you will get a 4x damage bonus.  Sneak up behind the goblin 
near the fire and hold the left mouse button to do an extremely powerful 
charge attack.  This should almost kill the enemy in a single hit.

Now save your game and head around the corner.  Contrary to what you just 
learned, there will be no sneaking here.  You're going to rush this guy (make 
sure to save first.)  The reason for this is as follows: he is standing near a 
wire trap.  Run up to the goblin just out of the tunnel so you hit the wire, 
and then stop.  Some large swinging spike traps will come down and ideally 
pound the goblin from behind for a one hit kill.  No problem.

Make a left turn down the next hall at the fork and look for a well hidden 
chest in the darkness.  Break the lock and take the items from inside.  Now 
here's another fun part.  You should see a large pile of logs at the top of 
the hill and two goblins at the bottom.  You know what to do.  Push the logs 
with the space bar and take those goblins out without any effort at all.  
Don't forget to loot their corpses for lockpicks aplenty.  You can never have 
enough of those.  Two chests to open at the bottom of the hill, one unlocked 
and one with an easy lock to pick.  Heal up and proceed.

You might want to try sneaking into the next room and attacking the goblin 
from behind, that usually works quite well but it may well alert some of the 
other goblins in the room.  Just because one of them sees you however doesn't 
mean they all do, try to sneak up on any other enemies that don't seem to 
notice your presence.  There is a goblin shaman in here carrying a neat staff 
so if you're a magic user that might be something worth picking up.  Up the 
slope at the end here is a treasure chest with a few lockpicks in it as well 
as a door that leads up into the Imperial Subterrane.

      (, /
     ) /
+-- (_/ HE IMPERIAL SUBTERRANE ------------------------------------- 06.03 --+

Hop down through the hole in the wall to find Emperor Uriel Septim once again 
with his guards.  Allow them to defeat the assassins that appear and then loot 
their bodies for whatever they have on them.  The emperor will speak to you 
and ask about your birthsign.  At this point you will be able to select one 
from a number of different birthsigns.  Scroll up in the guide a little and 
look in the character creation section for more information.

One of the guards will give you a torch, something which you probably already 
have but it might be a good idea to equip one anyway.  Follow them through the 
door and turn right to find an unlocked treasure chest with some iron arrows 
and lockpicks inside of it.  Keep following the guards to reach The Sanctum.  
Stay behind them until you come to what seems like a dead end and you are told 
to protect the emperor while they run off and start fighting.  Emperor Uriel 
will turn to you and give you the Amulet of Kings the next scene unfolds you 
will finally learn of what you are to do when you leave this place.  Your 
destination is a place called Weynon Priory where you must seek out a man 
named Jauffre.  The guard gives you the key to the sewers so you may escape.

Now you finally get to choose the class for your character which is the meat 
and potatoes of determining how your character will act and what they will 
specialize in.  I highly recommend you scroll up to read about classes in the 
section above on character creation.  There's a fair bit you need to take into 
consideration.  After you have completed this you will finally be given your 
first quest, the quest to "Deliver the Amulet."  At this point the tutorial is 
just about over and you should know the ropes by now.  In case you can't 
figure out where to see your active quests, open the menu and click one the 
map tab at the lower right.  Quests are under that heading.

| || 07.00 ||                    The Main Quest                  || 07.00 || |

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   ELIVER THE AMULET ----------------------------------- 07.01 --+

Our first real quest is well underway, yet we find ourselves still stuck in 
these underground catacombs.  The first goal of this quest is to escape to the 
outside world.  Proceed down the tunnel which opened up to reveal Emperor 
Uriel's assassin.  When you reach the door turn left to find a treasure chest 
sitting just inside the wall.  Unlock the chest and take all of the potions.  
Through the door is the entrance to the sewers.  Make sure you are still 
holding that torch, it can get pretty dark in here.  As you head into the main 
room you'll be attacked by two rats, followed by two very dangerous Goblin 
Berserkers.  Now that you've finally specialized to a specific class perhaps 
those talents will come in handy here.  There are two exits to this room on 
the northeast wall, one on the left and one on the right.  Take the left 
tunnel first to find a treasure chest at the end with some lockpicks and 
arrows inside.  Turn around and take the other tunnel, it leads to a set of 
stairs going up.  This then leads to a bridge and a gate you can open.

The final stretch of the sewer is relatively short.  It leads into a 
cylindrical tunnel and a "Gate to the City Isle."  Before you open this gate 
what you want to do is press F5 to quicksave your game, then open the Esc menu 
and do a main save, then open it up and make another main save on a separate 
file.  The reason for this is as follows: when you examine the gate you will 
have the option to customize everything about your character's appearance and 
race again, his/her birthsign and his/her class.  Now that you have been 
through the initial training dungeon the game gives you the option of making 
corrections, or changing something that you don't like.  Note that after this 
point you will NEVER be able to change these things about your character 
again.  The reason I suggest you make so many saves is so that every time you 
want to start a new character you just load this file, build your new 
character from the menu when you open the gate, and then go from there without 
having to play through the whole introduction sequence again.  When you're 
ready, and everything's okay, open the gate and proceed out into the world.

Now that you're outside on the map, one of the first things you might want to 
do is adjust your graphics settings (unless you're playing the Xbox 360 
version).  Indoors was a different story but now in the enormous outside world 
things might get a little choppy depending on your hardware.  If you're having 
problems deciding what to change and what not to, or just looking for general 
tips on how to improve performance, check out the computer hardware and 
recommendations section of this guide for more information.

There are two primary ways of traveling in this game, you can do it manually 
on foot or you can do it automatically via your map.  There are advantages to 
both, and disadvantages.  Running too your destination allows you to increase 
your skills along the way, Athletics, Acrobatics and combat skills.  Anything 
that you would use along the way.  It allows you to better experience the 
beautiful world of Cyrodiil without just skipping past it.  The advantages of 
fast travel are primarily just that you will be able to progress through the 
game and complete it faster, which isn't necessarily a good thing.  Personally 
I would say that if it's your first character then it's recommended that you 
make the trip yourself.  After you've experienced the world and are ready to 
play a new character, you might opt to simply skip the trip to save time.  
Once again, the decision is yours.  If you decide to use fast travel, open up 
the tab menu and select the world map.  You can click on any destination to 
warp there automatically (though time will still pass.)  Your destination is 
the Weynon Priory to the west.  If you choose to walk / run there yourself, 
use the red flag on your compass to indicate the direction you need to go (in 
this case that direction is west.)  Remember also that not every location is 
available to your with fast travel, often you must first find it yourself 
before you can warp there.  For this reason the use of slow travel now will 
actually make fast travel a more viable option later.

When you arrive at your destination you want to look for a large building 
called the Weynon House.  That will be the location of Jauffre the vast 
majority of the time, but keep in mind that characters in this game unlike 
most games, do not always remain in one place.  Much of it is based on the 
time of the day so in a case like this if you know he is supposed to be here 
and he isn't, you can either go searching for him elsewhere in the area or 
simply use the wait command (T button) for a time when he has returned.  

Enter the house and speak to Maborel.  Ask him about all of the options you 
have and listen to what he has to say.  If this is your first visit to someone 
else's house there are a few ground rules to set down.  Obviously do not 
attack any of these people, doing so will put a bounty on your head and you'll 
likely be thrown into jail and perhaps not welcomed back.  The same applies 
for stealing anything in the house, you will note that when you hover the 
crosshairs over an item in here the hand is red.  That means don't touch.  If 
you're a stealth character you can try to sneak around and take things, but 
there's always risk involved.  Never do anything risky without first saving.

Note that a few items such as the documents on the take have a different icon, 
a red book..  This means the items don't belong to you, but if you press Space 
you can read them without getting in trouble.  If you choose the "take" option 
while reading that's where the trouble begins.  You can open the cupboards, 
but if you take anything they'll come after you.  Note that sometimes people 
don't even like you looking inside their drawers even if you take nothing.  
You can pick up items using the Z button without getting in too much trouble, 
but if you start hanging onto them, taking them away, or even throwing them 
around it might anger the people around you.  Anyway, enough of this aside.  
What you want to do now is go upstairs and see if you can find Jauffre.

He should be sitting at his desk, minding his own business.  Speak to him and 
tell him about the Amulet.  When he asks for it make sure you give it to him.  
Here you will learn a little more about the world known as Oblivion, and the 
gates which have appeared around this world.  Jauffre will tell you about the 
Emperor's only living son, whose name is Martin.  You are told that he serves 
Akatosh in the Chapel in the city of Kvatch.  After he is done talking to you, 
and your quests have been updated, ask him about assistance.  He will offer 
you the items that he has stored in the chest.  There are quite a few nice 
items in there, possibly more than you can carry depending on your class.  If 
you need to unload some of the items that you're carrying for money rather 
than just throwing them on the ground, you might have to look elsewhere.  I'm 
not certain there are any merchants in this small area here.

You will notice now that your first quest, Deliver the Amulet, has been 
completed.  You now have a new quest to "Find the Heir."  Most of this guide 
works on a simple quest-based system.  Simply look up the section based on the 
quest you are currently working on.  At times you might find a quest that is 
not part of the "main quest" line at which point you would need to deviate 
elsewhere in the guide to find it.  It's not entirely linear (much like the 
game) but it should not be difficult at any point to find what you need.

      (, /       
     ) /         
+-- (_/   IND THE HEIR --------------------------------------------- 07.02 --+

After leaving the Weynon Priory and giving Jauffre the Amulet, your new quest 
is to locate Martin, the son of the late Emperor Uriel.  From what you are 
told he is working as a priest in Kvatch which is south of here, so turn your 
compass to face south and move toward the red flag icon.  You've got an option 
aside from walking there and fast travel.  Speak to Maborel downstairs in the 
house and he will offer you the use of his horse.  Around back there is a 
stable with three horses, get on the one which reads as Maborel's horse when 
you hover your crosshairs over it.  You travel quite a bit faster on horseback 
than you do on foot so not only will you be able to make it there much 
quicker, you will also now have a horse you can use whenever you want.

Kvatch is the large city located quite far away up on the top of a hill.  You 
may have to run around the large hill almost entirely until you find a way up.  
If you take the proper way up you will find a camp of refugees along the way 
and realize that things are pretty bad up there.  If you cannot find the camp 
then simply use fast travel to Kvatch and you will be brought there 
automatically.  Make sure you speak to Hirtel (although it's pretty much 
impossible to avoid.)  After you've done what you need to and perhaps rested 
in the beds here then you need to start making tracks for Kvatch up the hill.

Speak to Savlian Matius when you reach the gate of Oblivion in front of the 
city of Kvatch and ask him what's going on.  He tells you that there are still 
survivors of the massacre up in the Chapel, and others in the castle.  Ask 
about Martin to get an update on your quest to find him and then choose the 
option to help.  This will give you a new quest "Breaking the Siege of 
Kvatch" which doesn't actually end your quest to find Martin.  There will be 
times of course when you are working on more than one quest at a time.  If you 
want information relevant to each specific quest, then just go to that section 
in the guide.  For example, despite not having completed this quest it may be 
a good idea to skip ahead to the section on "Breaking the Siege at Kvatch" 
because as of this moment, that's what you're going to do next.

The next time you make any progress in this quest is after you've gone through 
the gates of Oblivion for the quest "Breaking the Siege at Kvatch."  You will 
find Martin inside the Chapel in Kvatch and this quest will be updated when 
you speak to him.  Leave the chapel and exit the city along with Martin.  
Speak to him when you get outside and ask him to accompany you to Weynon 
Priory.  This is a good time to use fast travel just to simplify things.  
You've already been there and Martin will still be with you when you do that.  
Just as a quick warning however, make sure you are well equipped and well 
rested before you make the trip.  Be ready for combat almost immediately.

Upon arrival you will find a group of mysterious assassins killing everyone 
they can at Weynon Priory.  You can get most of the information you need from 
the first person you see.  After speaking to him you will get a new quest, 
"Weynon Priory."  Just like before this quest takes immediate priority over 
the one you are currently working on.  Scroll down to the "Weynon Priory" 
quest for more information on how to proceed from this point on.

This quest will automatically be completed as you progress through the next 
quest "Weynon Priory."  You can essentially consider it done at this point.

      (, /    )
     ) / ____)
+-- (_/ (      REAKING THE SIEGE AT KVATCH ------------------------- 07.03 --+

Your goal is to enter the portal of Oblivion and see what you can do to help 
hold off the forces of evil.  As you approach the portal, you and the guards 
following you will be attacked by a number of enemies that should not be 
difficult to eliminate (you'll be fighting a lot more inside the portal.)  
When you're ready, approach the portal and use the door icon to go inside.  

When you enter the gate there will be two enemies off in the distance directly 
in front of you that charge and attack.  Use the guards to help you fend off 
these enemies.  Approach the large gate directly ahead and try to open it.  
You can't, but this will trigger the appearance of another guard who is 
willing to help.  You can either have him follow you or send him back to the 
camp.  Head back a little bit and then turn and proceed northeast across the 
bridge.  Look for some kind of "fleshy pod" hanging down from above and 
examine it to find some valuable items.  Turn around again and this time 
proceed in the west direction.  The bridge is broken so make a right at the 
fork and follow the ground. Turn right at the end of this path and head north.

Another fleshy pod hangs down here just before a trap of falling rocks, so 
make sure you slow your progress just a little bit.  Watch out for the falling 
rocks on the bridge as well.  When you come to another turn make sure to open 
the fleshy pods on the ground on your left for some more valuable items.  East 
is your direction of choice this time as you proceed further into Oblivion.  
Make a quick right turn and head down the south path where you'll encounter a 
few more enemies.  Watch out for the traps in the ground at the end of the 
path.  Turn left and go northeast through the arch and then left again to 
reach the doors of a large tower called the Tower Portal to Blood Feast.

This place can get complicated, I won't try and direct you through every 
specific room one by one, just know that it is your goal to get to the top of 
the tower.  Make your way into one of the reading halls and then up from there 
into the Citadel Hall where two enemies will be waiting.  Examine the Blood 
Fountain to restore a large portion of your health (but it only works once and 
then it needs to recharge.)  Take the door to the Blood Feast and then up the 
slope to the Corridors of Salvation.  Keep going up and you should find a room 
with a couple of enemies and a bunch of locked doors.  One door is not locked 
and it leads to another tower.  When you enter the next tower be careful not 
to fall down the middle.  Proceed up the slope to find a man in a cage. 

After speaking to him a more difficult enemy attacks.  Eliminate this creature 
and then examine his body to get the Sigil Keep Key.  Once you have this key 
go back through the door and across to the previous tower.  Use the key on the 
locked door on your left.  As you head up the hallway watch out for spike 
traps in the wall that will kill you in almost a single strike.  Take the door 
to the Blood Feast and go up the ramp.  Kill the demon here before he runs 
away and loot his corpse for some nice items.  The device beside his is a warp 
portal, examine it to use it.  Take one of the doors at the top and use both 
the Blood Fountain and Magicka Essence fountains if you need them.

Be careful because there are some difficult enemies in this area.  Keep making 
your way up and eventually you will find what is known as a Sigil Stone at the 
very top of the tower.  The instant you take the Sigil Stone there will be a 
bright flash of light and suddenly you will find yourself outside of the gate, 
which is now closed.  This is how portals of Oblivion are closed, the taking 
of the Sigil Stone.  Now head back to the guards who are waiting to talk to 
you and speak with Matius.  If you are ready to begin the attack tell him so, 
however if you're anything like me you probably gained a level while fighting 
through Oblivion.  Remember that there are beds you can use to rest and level 
up back at the camp so it might be a good idea to stop there first.

When you're ready to proceed with the quest, speak to Matius.  Your quest will 
be updated and the guards will begin their attack.  Enter the city with them 
and get ready to fight.  Do everything you can to help out the guards.  If you 
don't help them enough, at least one or two of them are sure to die, but they 
don't have to.  If you want to keep them alive it might be a good idea to save 
before the battle (well it's a good idea anyway) just to make sure.  Once 
every single enemy has been defeated you will get a message on the screen 
saying so.  With all of the enemies dead take a moment to check inside some of 
the various boxes and barrels in the area.  Be sure to check the ruined 
buildings on your left, the first one has a locked chest with an Iron 
Longsword and some arrows inside of it.  In the neighboring building drop down 
into the small little hut to the north for another treasure chest.

Approach the door to the Chapel of Akatosh and go inside.  Speak to Martin and 
tell him everything you know, about how he is the son of Uriel Septim.  You'll 
get an update on your prior quest after you talk to him, but he says that he 
refuses to go anywhere until the entire group can leave together.  If you 
haven't talked to Matius outside, do so and he will say it's time to bring 
everyone out.  Now talk to Matius one more time to complete this quest.  This 
quest actually transforms into a new quest called "The Battle for Castle 
Kvatch."  That quest is actually not part of the main quest line, it's one of 
the game's many optional quests.  You may do it now, later, or even never, 
it's up to you.  You need to decide now whether you want to start this new 
quest, or focus your energy on helping to rescue Martin.  If you choose the 
latter please scroll back up and continue the quest "Find the Heir."

  __       __)
 (, )  |  /
    | /| /
    |/ |/
+-- /  | EYNON PRIORY ---------------------------------------------- 07.04 --+

Defeat the assassins that you find outside before anything else, and then 
enter Weynon Priory (the church-looking building, not Jauffre's house.)  You 
must be ready to fight two more when you go in there at close range to keep 
Jauffre alive.  Agree to go and check on the Amulet, and Jauffre will go with 
you.  Return to his house and check upstairs along with him.  Alas, the worst 
has happened and the Amulet of Kings has been stolen.  Tell Jauffre that at 
the very least you have found and brought Martin back with you.  Jauffre 
explains that the only place even remotely safe right now for Martin would be 
Cloud Ruler Temple up in the mountains.  With this, the quest "Find the Heir" 
is complete.  You now only have this quest on the main line to worry about.

Martin and Jauffre will go around behind the house and get on the horses.  You 
do the same and climb onto the back of the one that remains unoccupied.  Now 
this is very important, make sure to set Weynon Priory as your active quest in 
the journal so that the flag on your compass is pointing to Cloud Ruler Temple 
and not Kvatch again.  Start riding your horse toward the flag icon on the 
compass, and the two of them will follow.  Note that you had might as well 
stop to fight any wolves or other enemies you see along the way, because if 
you don't the other two probably will anyway.  Also note that at this point in 
the game, gates of Oblivion will start popping up randomly all over the world.  
Keep in mind that you can get some nice items and such while fighting through 
them, you are under no obligation to go through it every time you see one.

Make sure you stop for a moment every once in awhile just to wait for the two 
of them, they don't exactly keep up all that well but they'll usually catch up 
if you give them a chance.  Either way whether you take the horses or use fast 
travel you will get there eventually.  Proceed through the large doors of the 
Cloud Ruler Temple and follow your group up the stairs.

Speak to Martin at the top of the stairs and choose every option you have to 
talk to him.  After this speak to Jauffre and he will offer you the chance to 
become one of the Blades.  It's a good offer, and one you should accept.  
Doing so will get you an Akaviri Katana as well as free looting privileges 
over the equipment room in the temple.  This also brings an end to this 
particular quest and gives you the next one "The path of Dawn."

      (, /
     ) /
+-- (_/ HE PATH OF DAWN -------------------------------------------- 07.05 --+

If you enter the east wing (door to the right of the main front door) and make 
an immediate left you'll find the armory.  There is tons of great stuff in 
here for a melee warrior character, and even some great bows for a stealth 
character.  Take what you need and be off.  Your destination now is the large 
Imperial City which is marked on your map.  As always you can either make your 
way there manually or fast travel there.  When you reach the city feel more 
than free to explore around and talk to the citizens.  In regards to the 
quest, your destination is to the west through the door that says Imperial 
Elven Gardens District.  Look around for a door that says it leads into Luther 
Broad's Boarding House.  That is where you'll find the man you're looking for. 

Before speaking to Baurus make sure to speak with Astav Wirich, the reason for 
this will become clear soon.  Talk to Baurus now and sit down on the stool 
behind him.  Baurus says that the man in the corner (who I told you to talk 
to) is following him, and now he wants you to follow the man.  Wait until he 
gets up and follow him through the door, you don't have to worry about keeping 
your distance or anything.  Suddenly, when Baurus turns to attack you have to 
help out.  Kill the man who was following Baurus and loot his corpse to get a 
book.  Speak to Baurus and he'll tell you what he knows about the 
assassination of Uriel Septim.  He says that the assassins were part of a 
daedric cult known as the Mythic Dawn.  Tell him as well about the Amulet and 
about Septim's son.  Baurus tells you about a scholar at the university named 
Tar-Meena who might be able to help out.  Your journal will be updated.

The next task is to seek out this person at the arcane university.  Your map 
has been updated with the new location so all your need to do is follow the 
red flag on your compass.  Right when you get into the university you should 
be able to find Tar-Meena sitting on the bench right at the entrance.  Ask 
about the Mythic Dawn and Tar-Meena will tell you about their Master, Mankar 
Camoran.  Tar-Meena believes that clues to the location of the Master can be 
found in his writings, however not all of the volumes are available.  You will 
be directed to "First Edition" a rare bookstore in the Market District with a 
proprietor who might have an idea where the other two volumes of the book can 
be found.  Off we go again to our next destination, the Market District. 

You should have no difficulty locating the bookstore in the Market District.  
Speak to Phintias and ask him about the books.  He says that volumes one and 
two are rare, but they appear from time to time.  Volumes three and four are 
impossible to find.  His does however mention that he has one copy of volume 
three, but it's on reserve for a customer.  Don't worry, all you have to do is 
stand and wait for about two minutes or so.  Before long the man will come 
into the bookstore and pick up his book.  Speak to him as he's leaving and ask 
about the cult, then tell him that he's in way over his head.  When you 
finally blurt out that the cult was responsible for the assassination of the 
emperor, he's more than happy to give you the third volume out of fear.  

Finally, tell him that you need volume four as well.  He will give you a note 
that he was given regarding a meeting with one of the members of the Mythic 
Dawn; the only way to actually get a copy of the fourth volume.  If you happen 
to miss Gwinas when he comes to pick up the book, then you'll have to go and 
find him at the Tiber Septim Hotel.  This information can be acquired from 
Phintias but only if you bribe him (you can learn a couple of other things by 
bribing him as well.)  Regardless of how you do it, once you have the note 
from Gwinas make sure to read it.  Return to the Elven Gardens District and 
speak once again, locate him by following the red flag, he won't necessarily 
be in the boarding house.  Tell Baurus about the Mythic Dawn meeting and he'll 
say it's just what you need.  He knows where they are so follow him.

He'll go through the grate down into the sewers, follow him down there as 
well.  Might be a good time to whip out another torch.  There are enemies in 
here of course, so make sure that you protect Baurus as well as follow him.  
There aren't a lot of noteworthy chests and items in here but they do pop up 
periodically, so keep your eyes peeled.  The dungeon isn't all that long and 
it's pretty uneventful.  Follow Baurus through a tunnel and a sewer, kill a 
couple of weak enemies, repeat.  Eventually you will reach a point where 
Baurus stops and says this is the door to the meeting room.  He tells you that 
if you go up the nearby stairs you can actually get a vantage point looking 
down on the room.  His job will be to handle the meeting, you go up the stairs 
and keep a lookout.  Tell Baurus when you are ready to go.  (You can actually 
opt to do the meeting yourself, but it doesn't really change much.)

Here's what you should do.  Baurus will be talking to the cultist now, press 
the Ctrl key to enter sneak mode and then sneak out a little bit onto the 
overpass, and drop down to the right so you are still hidden from view.  The 
reason for this is that another two cultists come out of the gate directly 
across on the other side of the overpass, and this way you can stay hidden 
from the ones on the ground as well as those ones.  Assuming you stay here 
until the end, even without being seen the cultist will recognize Baurus and 
you have to go out and save him.  I would point out that while in sneak mode 
and listening to the conversations, you should try to sort of move back and 
forth or around in small circles, you can level your sneak skill this way.

Anyway, regardless of what you do you'll eventually have to fight the 
cultists.  Baurus has a very high chance of dying here but not if you move 
quick and attack quickly.  Try to battle the same enemies that Baurus is 
fighting to distract them toward yourself.  Check all the corpses to find a 
Sunken Sewers Key and the fourth volume of the book (and perhaps even a very 
valuable ring.)  If you head down the hall beside the bale and up the stairs, 
you can actually find a bed you can use to rest.  The exit door is just down 
the hall from here, you can get through it using the key.

Past the numerous enemies there is a large wheel here you need to turn in 
order to open the gate.  Continue through here and up the stairs to get out of 
the sewers via the ladder at the top.  Now make your way back to the 
university and speak with Tar-Meena once again.  You will be told that it 
takes time to study the volumes so you may have to use the wait command and 
wait 12 to 24 hours at a time to learn more.  Keep speaking to Tar-Meena.

You will learn that there is something significant about the first word of 
each paragraph.  To be more specific, after a couple of days you will learn 
there is something specific about the first letter of each paragraph.  When 
you use all four volumes and put them together it reads "Green Emperor Way 
Where Tower Touches Midday Sun."  You can keep bothering Tar-Meena for the 
answer or you can just forget it and go there yourself.  The solution is that 
Green Emperor Way is a street in the city, and midday sun specifically refers 
to noon.  Leave the university and head back north toward the gardens.  

What you're looking for is the large grave on the northwest side that is 
called Tomb of Prince Camarrill.  Getting the answer from Tar-Meena means that 
it appears on your map as a flag so it's pretty easy to find.  Use the wait 
command to wait until as close to noon (but not past) as possible and then 
simply wait out the minutes (which shouldn't take very long.)  You don't even 
need to wait until exactly noon, when it gets close some markings appear on 
the grave.  These will put a new destination on your map so once again head 
toward the red flag.  Your destination is a fair distance away from the city 
but still within reasonable walking time.  Get there however you wish.

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   AGON SHRINE ----------------------------------------- 07.06 --+

The cavern is located on the side of a steep hill, somewhat hard to find but 
the flag should help out quite a bit.  There are a couple of ways you can 
proceed here.  Note the guard standing in front of the door inside.  When you 
approach him he will greet you as if you were someone interested in joining 
the clan who followed the direction of the books and found this place.  This 
allows you to follow along and gain access to the inner sanctum without too 
much violence (though inevitably there is going to be violence, you're just 
delaying it.)  Personally I recommend following along for the time being.

When you go through the door you will be greeted by another man who says you 
must relinquish all of your possessions.  If you reject his request twice the 
man will attack you so you don't have any choice in the matter.  You can get 
your stuff back after this section however you are still free to drop any 
pieces of equipment before talking to him so that you don't have to give them 
up.  Eventually you'll be forced to agree and then you'll be equipped with 
nothing but your robe.  Follow the man through the door and down the corridor.  
He will lead you to another door which brings you to the inner sanctum.

Mankar Camoran is there speaking.  It is in your best interest to wait for him 
to finish.  He gives his speech and then says he is going off to paradise.  
With that the Master disappears into some kind of portal, but does not take 
the book with him.  The instant you pick up the book everyone will turn 
against you so just hold off for now.  You should however pick up the Silver 
Dagger sitting on the podium, no one will get angry about that (in fact they 
encourage it.)  After he is gone Ruma Camoran will speak with you.  She says 
that in order to join the cult, red-drink must be spilled (blood).  There is a 
sacrifice lying there in front of you and you have one of two options.

You can let him live, or let him die.  Of course "letting" him die means 
killing him yourself, it takes only one swing.  The difference is minimal in 
terms of quest simplicity.  What I mean is that if you don't kill him you'll 
have everyone after you.  If you do kill him people will disperse a bit but 
still come after you when you take the book.  The best solution?  Make it a 
truly cinematic moment, as you are about to strike the innocent man down, 
instead use the space bar and choose to free him from the shackles.  In that 
moment as everyone suddenly realizes that you are the enemy, grab the book and 
bolt for the door!  (You still by the way, have to say that you will kill him 
even though you don't.)  Make sure you're ready before you free him.

Now this part is arguably the most difficult part of your quest thus far 
unless you've deviated and done a number of other things.  Make a quick save 
before freeing the man and get ready to follow my instructions to the letter 
quicksaving often to make sure you don't get lost (it's easy to get lost, you 
won't be going back the way you came.)  One thing you do want to keep in mind 
though is that the red flag will guide you.  I'll tell you exactly where to go 
in the following paragraphs and exactly how to get out, so listen close.

Grab the book after saving the prisoner and start jumping to avoid enemy 
attacks.  When you take the book the large statue behind you falls down and 
there's a good chance it'll fall on the prisoner.  Obviously you don't want 
this to happen so turn around just to make sure that he isn't dead.   
There are simply far too many of them to try and fight at once, almost 
regardless of level, so if I were you I'd set your magic to some kind of 
healing spell and keep casting it every time you are hit.  Run up the nearby 
stairs and turn right at the top, not left toward the door where you came 
from, there is now a locked gate in front of it.  After turning right get 
ready to make a quick left and go through the door into the living quarters.  
First part complete, quick save your game now if you've got good health.

Start running forward down the tunnel.  Fortunately going through doors gives 
you a little bit of a head start on the enemies.  When you come to a dead-end 
fork in the road, make a right turn.  The path will curve around to the left 
in a tunnel and when you find yourself in another room there is actually a 
fork in the path, but both exists might be hard to spot.  The first exit is on 
the wall ahead of you (southwest) on the left side that keeps going in the 
same direction, this is not the door you want.  Instead run straight when you 
enter this room and look at the corner on you right, you should find an exit 
on your right that leads sort of north - northwest out of this room.  Save.

In this room there should be a rock pillar in the middle and someone asleep on 
a bed, if so you're in the right place.  Curve around to the left in this room 
and it will take you down a slope through a linear tunnel.  This tunnel 
eventually pops out in a large sort of sanctuary altar room.  You're still 
going in the right direction.  Turn right immediately and go up the stairs.  
Make a right at the top of the stairs and follow this upper path around to the 
right again and again until you're on the other side of the room where the 
only exit is located.  Quick save your game if you have decent health.

This next tunnel leads you on a linear path around the corner into a room with 
picnic tables, barrels, and a lot of torches.  The exit to this room is on the 
right (south) so take it.  At the end of this path there is another fork, 
although the path to the right is shadowed and kind of hard to see.  On your 
left is a door that leads to the antechamber.  You should know that this is a 
dead end path, DO NOT TAKE IT.  You want to go right at the fork instead and 
up the hill.  If you went through the door you'll find a lever and a large 
gate.  Turn around and go back.  The right path leads west up a hill.

At the top of the hill the path curves left and then right.  Here you should 
find a guard holding a torch beside a door leading approximately southeast.  
This is the door you want to go through.  You're almost done.  If you don't go 
through this door you'll end up in a dead end room.  Through the door is a 
small dark room with a rock pillar in the middle.  There is a path on your 
left that slopes downward.  Before going down the sloping path make sure to 
pull the lever on your left at the top of the slope, this will open up the 
rock wall and allow you to reach the very first room again.  Remember that if 
you reach a rock wall and it says that it won't shift, it's because you forgot 
to pull the nearby lever on the wall at the top of the slope.

Now that you're back in the first room again, all you need to do is take the 
exit to get outside.  If you go the wrong way you'll be stopped by a locked 
door so don't worry too much about getting lost.  Once you're outside make 
sure to save your game!  That was probably pretty difficult.  Now you have the 
book and you know what you need to do with it.  Fast travel to Cloud Ruler 
Temple and bring it to Martin.  There is however one problem.  Not only is all 
of your stuff still in that cave, but tons of other stuff as well.  If you 
want to keep going that's fine, skip the next indented section.  This next 
section will detail a trip back through the cave to get all your stuff (and 
more) and probably kill every single clansman doing it.  Fun!

  Re-enter the cave and head back toward the secret exit.  This time when we 
  see anyone, instead of running in fear we're going to be trashing them 
  using whatever combative, magical or stealthical (no that's not a real 
  word) techniques we may have at our disposal.  Hopefully you won't be so 
  overwhelmed as you were in the Dagon Shrine.  At the top of the slope 
  there are a couple of boxes on your right and a chest nearby with an 
  average lock.  Unfortunately if you're anything like me, you don't have 
  any lockpicks due to all your crap being taken.  We'll have to pass.

  When you exit this room that's when you need to be ready for the most 
  intense fight yet.  Anywhere from three to none or ten guards could be 
  waiting for you there, or in nearby rooms.  What I suggest is doing what 
  you can when you get out of this room, then sort of fighting while backing 
  off to the left into that dead-end room.  Try to lure them in there one at 
  a time so that you aren't overwhelmed, and at any time if they stop 
  chasing you, use that as a chance to heal and recover Magicka and fatigue.

  When you go around the corner and down the hill, this time you're going to 
  want to go through the door into the antechamber.  Examine the lever on 
  the ground on your left to open up the gate here.  One thing I would like 
  to mention before you continue is how you can use the enemy attacks to 
  your advantage.  You'll note that their shock spell is relatively 
  powerful.  Well if you can group a bunch of them together and lure enemies 
  toward you, their shock spell will very likely hit and kill their own 
  comrades making your job easier.  It's worth keeping in mind.  Make a 
  systematic search of every room, eliminating all of the cultists in each 
  one.  You can find a few copies of the Master's commentaries as well.

  There's one door with a Hard lock to unlock, and since there's still a 
  good chance you don't have any lockpicks you had might as well go back for 
  now.  Head back through the door just before you hit the gate with the 
  lever.  Now proceed back through the long path toward the Dagon Shrine.  
  Feel free to swipe anything in the room with all the barrels and tables.  
  The next group of enemies you'll find is in the altar room, though they 
  often come one at a time.  Eliminate all of them and keep moving back 
  through the halls.  When you reach the room where the cultist was sleeping 
  on the bed before, check out the various boxes and unlocked chest for a 
  few half decent items.  Continue on into the next room.

  Make sure to check the boxes in this room, in the one beside the desk I 
  found a Necklace of the Sea which gives infinite water breathing and a 
  value of over 2000 Gold.  Grab the soul gems off the shelf and proceed 
  down the hall to the southwest.  Grab whatever you need here and go back 
  through the hall and continue northeast.  Now I can't speak for everyone, 
  but here just before the Dagon Shrine is where I found three more 
  cultists, one of them being Harrow.  You'll remember Harrow as the man who 
  took all your stuff so all you need to do is kill him and loot his corpse 
  to get it all back.  Also check the corpses of these cultists to see if 
  any of them hold the Storeroom Key (one should).  It'll come in handy.

  In the Dagon Shrine, check under the statue wreckage to see if it caught 
  any cultists, and if it did be sure to take their stuff.  Unfortunately 
  that gate is still there blocking the door and as far as I know (I've been 
  wrong before) there's no way to open it up from in here so you need to 
  start heading back.  This will give you a chance at least to unlock any 
  locked chests you may have passed due to a lack of lockpicks.  When you 
  come to the door that leads to the antechamber, take it again.  Remember 
  that door with the hard lock?  Well the storeroom key unlocks it.  Sweet.

  There's a few half decent weapons and items in this room, and some gold as 
  well.  Leave the storeroom and head back through the secret path up toward 
  the exit.  Instead of going through the door into the room with the secret 
  rock exit, continue down the path into the dead-end room on the end and 
  open this large treasure chest.  That pretty much covers it except for 
  that one last chest in that small dark room before the exit.

When you arrive back at the temple Jauffre will speak with you automatically.  
Tell him you were not able to retrieve the amulet but that you do have the 
Mysterium Xarxes.  Take the book inside and speak to Martin who is sitting at 
the table near the entrance.  When you talk to him he will tell you to speak 
to Jauffre regarding some kind of spies, and in the meantime he will do his 
best to translate what he can from the book.  This marks the end of your 
current quest and triggers the new quest in your journal "Spies."

      (__/  ) 
     ) /      
+-- (_/ PIES ------------------------------------------------------- 07.07 --+

After speaking to Martin about the Mysterium Xarxes he tells you too go and 
talk to Jauffre.  Jauffre can be found just outside of the temple.  Ask him 
about "Spies" to get more information on this quest.  Supposedly the guards of 
Cloud Ruler Temple have seen some mysterious men wandering in the shadows for 
the past couple of nights, it's going to be your job to identify who these men 
are (kill them).  A green flag appears on your compass indicating the position 
of guard Steffan.  Talk to him and ask about spies, he will tell you where 
they can be found and it will be marked on your compass with a green flag.

Follow this flag to reach the runestone that Steffan was talking about.  Stand 
by this runestone and wait until after 6 P.M.  Try to stand back from the 
runestone a little, you don't want to appear and have the spies right in front 
of you.  If you can manage to watch them, but stay out of sight you will be 
able to follow the two spies.  They show up and sometimes move separately.  As 
I said you can follow them, but it's slow moving an not too interesting.  The 
much better way is to attack the two of them to get both the Basement Key and 
Jearl's Key.  Once you have these items the game will tell you to go back and 
speak with the guard.  Hold off on that for now, there's something else first.

You want to make your way to the Bruma Caverns which shouldn't be too 
difficult to find with proper direction.  Open up your map and see that the 
entire city of Bruma is sort of oval shaped.  Well on the west side just 
outside of the city wall, a little bit couth of centre is where you will find 
the Bruma Caverns.  Another way to look at it is when you look at your map.  
The word "Bruma" is written on the map.  The Bruma Caverns are just south of 
the lower right tip of the letter "m" in Bruma.  That should get you there.

When you go inside the cave watch out for rats and other stupid little 
rodents.  The path forks at the bottom of the slope to the right.  Turn right 
(the straight path leads to a dead end with nothing to find.)  At the end of 
the right path you'll come to a door for which you should already have the key 
(the Basement Key.)  Raid their room for everything they've got, most 
specifically the item called "Jearl's Orders" which is sitting there on the 
table.  Leave the caves and fast-travel to Cloud Ruler Temple.  Locate Jauffre 
and show him the orders that you found in the spies' possession.

Speak to Martin now, as he has made some progress with the translation.  
Supposedly the ritual to open the portal involves four items, but he is only 
able to decipher one of them and that's "The Blood of a Daedra Lord."  Your 
next task will be to find and recover a daedric artifact.  Ask him about the 
artifact and he'll tell you that daedric cults are the best way to get hold of 
one of these artifacts, there is a book on the subject in the library here.  
Completing your conversation with him marks the end of this quest and the 
beginning of a new quest in your journal: "Blood of the Daedra."

      (, /    )
     ) / ____)
+-- (_/ (      LOOD OF THE DAEDRA ---------------------------------- 07.08 --+

The book that Martin describes will be found in one of two places depending on 
the time and date.  It will either be on the table in front of Martin, or on 
one of the shelves in the east wing.  Locate the book and read it (the book is 
titled "Modern Heretics" and should be sitting alone, not hidden among a row 
of books.)  You should be aware that while this does send you to one artifact 
in particular, any one of the game's numerous daedric artifacts will work in 
this situation.  I will continue under the assumption that you will go where 
you are told, but as is the case with many quests, you do have some freedom.

I would like to stress additionally that the artifact you get from the Daedric 
quest will disappear when you give it to Martin.  The item that you get for 
the Azura quest (the Azura Star) is a reusable goul gem and overall an 
extremely useful and rare artifact.  There are other much less useful 
artifacts you can get o you may wish to to a different Daedric quest.  I will 
continue with this one solely because that's how the game directs you.

The flag on your compass shows you the way to Azura's Shrine, however you 
can't fast travel there unless you've been there before so get those feet 
moving (or that horse) and head across the great mountains toward the shrine.  
When you arrive you should find a large statue and a number of people praying 
out front of it.  Look for a man named Mels Maryon.  His disposition will 
probably be low so try to persuade him to get him to like you (techniques for 
getting people's disposition up are covered in the persuasion and Speechcraft 
section of this guide.)  Once he's happy, speak to him again and he'll tell 
you to make an offering of Glow Dust at either dusk or dawn to the statue.

Glow Dust can be acquired from the Will-o-the-Wisps which are the yellow 
floating balls of energy you see hovering around the area.  After you defeat 
one of them (using either magic or a magical item) then follow their trail 
until it settles on the ground.  Examine the glowing yellow and you should be 
able to find Glow Dust when you loot them.  Now simply wait until either dawn 
or dusk (after 6 .m. should be a fine time.)  Offer the dust to Azura

The spirit in the statue begins to speak.  She speaks of warriors who many 
years ago, slew an evil vampire and his kin, however all were infected by the 
vampire curse.  She tells you to visit the Gutted Mine where they trapped 
themselves and give them the freedom of death.  Only in doing so will you earn 
her gratitude.  At this point you will get a new quest called "Azura."  This 
quest is not located below here because it is not actually part of the main 
quest line.  You are choosing to do Azura now but you could have just as 
easily selected one of the other daedric quests.  Look for the quest "Azura" 
under the daedric quests section and learn how to accomplish it there.  Once 
you have completed it return here and continue reading for more information.

If you're reading this, it means that you have completed a quest for a daedric 
artifact.  Keep in mind that the ritual will consume the artifact, so if it's 
something you really want to hang onto you might want to do a different quest 
for a different artifact.  Give it to Martin when you are ready.  Doing so 
will bring an end to this quest and start the new quest: "Bruma Gate."

      (, /    )
     ) / ____)
+-- (_/ (      RUMA GATE ------------------------------------------- 07.09 --+

Speak to Jauffre to learn that the problem now is that gates of Oblivion are 
being opened, presumably to attack the city of Bruma.  He wants you to head 
now to the city of Bruma and show them how the Oblivion gates are closed 
(you've done it before, it should be no problem again.)  Travel to the Bruma 
east gate and look for a guard named Burd (he should approach you 
automatically.)  Let him know when you are ready to go and they'll follow you 
into the gate.  The makeup of this gate is obviously different from the first 
one you entered, but it's not randomly generated so you can follow these 
directions to reach the citadel hopefully without too much trouble.

The general shape of the area is kind of like a crescent, you'll spend most of 
your time at the beginning following the path as it curves around to the left.  
With the help of the Bruma guards you must eliminate the enemies as you see 
them and gradually make your way around the curve.  When you have come to a 
point where you have effectively done one big wide U turn, you should find 
yourself in a small area with two Magicka Essence fountains and a Blood 
Fountain.  This means you have gone the right way.  Locate the two fleshy pods 
in he area and take whatever items you can get from them.

Press F4 and open up your map.  Not the world map, but rather the smaller 
detailed map that shows the area in Oblivion.  Notice that to the east you can 
see a lot of rocks and junk piled up, but just a little bit further east there 
is an opening leading south.  You want to take that southern path.  Before 
long you should be able to locate the enormous tower that you have to enter.  
One thing you want to watch out for here is pillars with devices on top of 
them that launch fireballs at your character.  Take cover whenever you see one 
of these traps and quickly make tracks for the tower's entrance.

Take one of the doors that leads up to the next floor after you and the guards 
have eliminated all the enemies.  Look for another door that takes you to a 
place called the Fury Spike.  There's nothing of interest in here except for a 
fountain and an item pod, so go back and take the Citadel Hall Door.  Keep 
moving quickly up here in the next hallway as some kind of large death sickle 
is going to drop down from the roof.  After killing any enemies you see here 
there is another path, once again leading up.  When you reach an area with a 
dark red colour, check the item pods first and then go through either on 
either side.  Both doors lead to the same room and a ramp to the next floor.

Take either path in this room and just keep going up and up.  You get the 
idea.  All you really have to keep in mind for this entire tower is "up and 
up."  Regardless, when you hit the top take the door into another Fury Spike.  
There are two doors up here and both are locked.  Use a lockpick to unlock 
either one of them and proceed forward.  From here it's a pretty straight path 
up to the top where you'll find the sigil.  Take it in your hand and close the 
gate of Oblivion.  After speaking to the captain of the guards, travel back 
once again to Cloud Ruler Temple and report your success to Jauffre.  Now go 
back inside and talk to Martin about the quest "Blood of the Divines."

      (, /    )
     ) / ____)
+-- (_/ (      LOOD OF THE DIVINES --------------------------------- 07.10 --+

After speaking with Martin, he tells you about the second item that you're 
going to need.  Head out and speak with Jauffre again about the matter.  He 
tells you that the item you need is in the catacombs below Sancre Tor, a once 
holy but now evil place.  He will give you the key to Sancre Tor and mark its 
location on your map.  If you believe that you are ready to proceed, then 
equip yourself and rest up.  Now make your way to the flagged location

If you're following the guide then you might have "Allies for Bruma" as your 
active quest, which would put a ton of flags on your compass.  Make sure you 
open your journal and set "Blood of the Divines" as the active quest to get 
the proper location.  It's your responsibility to make it there yourself since 
there is no way to fast travel if you haven't visited the located before.  
When you arrive, you'll find a large area filled with broken down stones walls 
and towers.  Occupying this area primarily are bow and axe wielding skeleton 
warriors.  The many walls in the area make it a good place to use the sneak 
ability.  I would recommend either sneaking (or Rambo-ing) around the area 
hunting down all of the skeletons you can find.  After doing that make sure to 
rest before entering the dungeon.  Make your way to the location marked by the 
flag on your radar, and there you will find a door.  Go inside.

One of the main foes you will encounter in this dungeon is the ghost.  
Conventional weapons are ineffective against this enemy however Hand-to-Hand 
combat seems to work fine.  The primary weakness of a ghost is magic so if you 
have any skill in Destruction, now is the time to use it.  Make your way down 
the first couple sets of stairs and through the door at the bottom.  Turn left 
when you come to a statue and a railing overlooking an area below.  The path 
will turn right again (watch out for any enemies) and when it does keep an eye 
on the statues to your left.  You should be able to find a large chest at the 
foot of one of them.  Take the next set of stairs down to the lower level.  At 
the bottom you'll find a branch in the path that leads southwest into a 
corner.  Be careful because there is a dart trap in the wall protecting this 
path, however if you take just a few steps in that direction you'll find a 
treasure chest with an easy level lock protecting it.

The direction you want to take now is northwest through the door, and down the 
stairs.  Eventually after you fight your way past a couple more enemies you'll 
find yourself at a dead end blocked by a large gate.  Look to your right for a 
lever that will open this gate.  From here the path remains quite linear until 
you go up another set of stairs.  There at the top you will find a undead 
skeleton warrior equipped with a shield.  This enemy is more difficult than 
the others skeletons you faced previously.  Since he has a tendency to stand 
near the torch and face away from you, it gives you a chance to sneak up 
behind for a 6x damage power attack before you begin the actual battle.

Killing the Undead Blade will automatically trigger a conversation with a 
ghost who identifies himself as Rielus.  The spirit says he, along with three 
other Blades were sent there by Tiber Septim to investigate what went wrong at 
Sancre Tor.  The evil of an Underking who left long ago still lingers in the 
dungeon.  The ghost says that if you go forward and free the three remaining 
Blade spirits you may yet be able to lift the curse.  Make sure to check the 
corpse of the Blade after the conversation, there's a good chance that he's 
holding a pretty valuable amulet.  There are a couple of chests here too:

The first chest can be found by standing beside the torch and facing 
northeast.  You'll see it down there sitting beside the pillar.  You'll find 
two more if you head down the hall to the northwest, one on the right side and 
one on the left side.  The hall itself is a dead end.  The direction you 
really want to go is southeast, across the overpass and down the stairs to the 
illuminated door.  Take this door to reach the next area.

When you pop out of this hallway you'll find yourself in a large room.  
Immediately make a right and keep your eye on the right wall.  When you come 
across a small little cranny facing north, take a good look in that little 
area for a somewhat hidden chest.  There are plenty of exits to this room each 
leading to a different area that we will be exploring one at a time, so just 
follow the guide and you won't get lost (or you can go explore on your own, 
which is fine too.)  Continue in the direction you were moving before you 
stopped to get the chest and take the northwest hall up through the door.

This is called the Hall of Judgment.  Make a right when you enter and go up 
the stairs.  It's dark, but there is a door you can open that leads northwest 
here.  Ice the two ghosts right in front of you, and then another one after 
the path turns left.  You'll end up in another open area with some stairs 
leading down.  Take these stairs and eliminate any enemies you find at the 
bottom.  Make a left turn at the fork and this will lead you directly around 
to the other side where another Undead Blade lies in wait.

Not being equipped with a shield should make this one marginally easier to 
defeat than the first one, but you can still use the difficulty of the first 
one to gauge whether you want to try and sneak up or not.  After defeating the 
enemy and looting its corpse, make sure that you locate the treasure chests 
found in the short hallway down there at the bottom.  Once is shut with an 
easy level lock, and the larger of the two is not locked at all.  Once you 
have taken the items then what you need to do is go back up the stairs in the 
direction you came from (there's a chest at the top of these stairs too,) then 
around the hallway and up the southeast stairs once again.  This time, instead 
of going back the way you came, take the southeast exit out of the room.

Following this hallway will lead you to an overpass that goes above another 
room to a platform with two chests, one locked and one unlocked (I found that 
the locked chest had quite a bit of good loot inside.)  After you open it, 
jump down to the room below and kill any enemies you find down there.  Take 
the southwest exit out of this room.  At the bottom of the stairs you'll find 
a treasure chest on your left.  After taking its items, open up the door and 
proceed into the Catacombs.  Right when you enter you'll be in a large room 
with the third of the four Undead Blades.  Perhaps it was just bad luck, but I 
found this one to be more difficult than the previous two.  Sneaking up on him 
might be a good idea.  Also, if you happen to be skill in either Blade, Blunt 
or Hand-to-Hand combat, the sideways power attack works great for disarming 
the enemy.  Pick up his weapon and he'll be near powerless to stop you.

Before leaving this room, take over in the northern corner, sort of hidden 
down in there for a chest with an average level lock.  Lots of great stuff in 
there.  Take the southwest stairs up and around the corner.  When you come to 
a glowing stone tablet, look to both its left and right to find not one, but 
two treasure chests.  Turn northwest (right at the fork) to find a room with a 
whole bunch of natural pillars.  The exit out of this room leads southwest.  
When you reach a dead end at the end of the hallway, turn around to find some 
stone platforms and steps that you can kind of hop up to reach the level 
above.  Look in the west corner up here for a difficult-to-see treasure chest.

Take the overpass across and then go down through the tunnel to the next room.  
When you pop out, look immediately on your right for another treasure chest 
with a couple of decent items.  Eliminate all the enemies in this room so they 
don't get in your way, then look for a treasure chest sitting against the 
southeast wall.  Another chest can be found up on top of what appears to be an 
altar on the northwest side.  Head through the southeast tunnel out of this 
room and then suddenly you'll find yourself back in the Sancre Tor Entry Hall.  
Fortunately we just went through two areas, so you still only have just one 
more Undead Blade to take care of.  If you're having trouble figuring out how 
to get out of this tiny little pong, jump up on the stone platform on the 
right side and then from there onto the nearby stairs.

Your next destination is the eastern exit to the Prison.  Go down the stairs 
and kill the ghost before you find yourself stuck in front of another large 
gate.  Once again the lever to open the gate is on your right.  Follow the 
path until it leads you up to a skeleton warrior, not one of the Undead 
Blades, but rather the prison Warden Kastav.  He's extremely easy, just make 
sure you pick up his key after you defeat him.  Before using the key on the 
door make sure to open the chest on the right.  You can always pick the door 
lock if you want, but there's really no reason at all to do that.

Make a right turn at the fork down the stairs to find a treasure chest and a 
dead end.  The path you need to follow is the one leading east.  When you come 
to another fork make a left this time to find yet another treasure chest.   
Run all the way to the very southern tip ignoring all path branches and you'll 
end up in a room with a treasure chest and a bed.  If you've leveled up once 
since you started in this dungeon (very likely) then this will give you a 
chance to distribute your stat points.  Go up a little bit north again then 
take the first right turn you can down the eastern hall.  Head all the way to 
the very far east corner and there, once again, another treasure chest.

Take a few steps west and turn right so you're facing north.  This path leads 
you into the final room of the prison.  Eliminate the Undead Blade at the 
bottom of the stairs, which takes care of all four of them.  Before going back 
up check he northern hallway for a large treasure chest, and the southern hall 
for a locked treasure chest.  Now what you need to do is backtrack through the 
Prison to reach the large Entry Hall again.  I'm sure you can manage to get 
back there again since the only exit out of the Prison is to that room, and if 
you press F4 you'll find that your map is now filled in.  Just note that you 
can't take the path going north out of the room you're in now, there is a rock 
cave-in that is blocking the way.  Keep reading when you reach the Entry Hall.

Proceed to the middle of the room and go down the stairs to the south.  In 
this room there is an enchanted energy field blocking your progress, however 
now you will find the four ghosts of the Undead Blades.  They will use their 
powers to dispel the enchantment and allow you to proceed.  Sitting stop the 
pedestal is the Armor of Tiber Septim, the item which you came here to 
acquire.  That is all you need.  Now it's time to leave this cursed dungeon 
and travel back to Cloud Ruler Temple where you will present the armor to 
Martin.  He is extremely grateful to you for acquiring the armor and says that 
Jauffre will be truly pleased when he has the chance to see it.

While you were gone Martin was able to translate a little more of the 
Mysterium Xarxes which says the third item in the ritual is the Great Welkynd 
Stone.  He says that the only place still rumoured to have such a stone is the 
ruins of the Ayleid City in Miscarcand.  Of course as usual, just about 
everyone who has ever ventured there has died an untimely death, and it just 
so happens to be your next destination.  There's still that "Allies for 
Bruma" quest that Jauffre gives you, but for now we'll be sticking with 
Martin's quests.  The reason for that will come up later, don't worry.

      __     __)
     (, /|  /|
       / | / |
+-- (_/  |/  |_ ISCARCAND ------------------------------------------ 07.11 --+

The third object of ritual significance is the Great Welkynd Stone.  This 
quest entails you going and retrieving the stone for Martin.  When you select 
this as your activate quest, you will see Miscarcand located somewhere between 
Skingrad and Kvatch.  If you have not found it yet then you will have to walk 
there manually.  You can save time by fast traveling to Skingrad however.  
Miscarcand is a very large stretch of beautiful looking ruins found, as I 
mentioned, between the two cities at the flagged location on your compass.  
When you arrive there head up into the middle and locate a spiral stone 
staircase leading downward to a door.  Open the door to enter the ruins.

This place is pretty dark so depending on the kind of weapons you are using, 
you might want to whip out a torch.  You'll encounter a few enemies right away 
when you get inside, most likely just goblins and such.  Nothing too 
difficult.  Make a right at the corner and head down the stairs.  Drop down to 
the lower level and kill any goblins that attack you here.  On the east side 
you'll find a couple of Welkynd Stones (not great ones) on the ground, and 
there's also a crate to be opened here as well.  Take the hallway leading out 
of here to the north and go up the stairs then turn and start heading south.

You'll come to a branch where you can go right, but the gate is locked.  
You'll find another path forking left (east) but that just takes you back to 
the large room.  You want to keep moving south by opening the door ahead of 
you.  I will say this only once: watch out for zombies!  Actually they're 
pretty easy compared to enemies who actually have weapons equipped, but still 
I think the fact that they're zombies means you must be at least somewhat 
afraid.  You can follow this upper walkway to the end, but it will only lead 
you to a locked gate.  Your only option at this point is to jump down (wait!)

There are tons of enemies down there.  Before you make a leap of faith you 
should know that the goblins and skeletons don't particularly like each other.  
Hell, even the goblins and the goblins don't always like each other.  They 
will fight and kill each other one by one if you wait.  There are three 
problems with this: first, it's boring.  Second, you don't get to rack up all 
those nifty skill upgrades for pounding on tons of enemies.  Third, you'll 
miss out on pounding tons of enemies regardless of the skill points involved.  
Sure I imagine if you're a mage or a ranged attacker you could probably snipe 
down at them from here, but still jumping right into the fray is where it's 
at.  Use some scrolls that fortify your attributes, or character specific 
abilities (Adrenaline Rush Mr. Redguard?" and NOW jump on down there.

Once your taste for bloody murder has been satisfied, pick up your loot and 
look up.  Assuming you're on the more open eastern side of this lower area, 
there are four stone pillars and on top of each one is a Welkynd Stone.  Not 
too shabby. After you've got those run around to the west side and you'll find 
two treasure chests.  Now take the west exit hallway.  Kill (perhaps by 
sneaking up on?) any goblins that you find there at the top of the stairs, 
then pick up the Welkynd Stone off the ground.  There's a useless crate and a 
treasure chest with an average lock beside it as well.  You'll find another 
chest on the other side of the room, this one isn't locked.  Note the shiny 
object sticking out of some kind of panel in the wall.  Examine it to press 
the button and activate... something.  You'll see in just a minute.

Go up the stairs and step on the button to lower the gate that was locked 
before.  Now make a right and head south again.  Suddenly you'll find yourself 
in familiar territory, up above that large room.  This time, when you follow 
the walkway to the end, the gate is no longer locked (it's not even closed.)  
Open up the door and proceed further, down into Sel Vanua.

There are plenty of enemies down the stairs in that first room, so make sure 
that you are prepared.  After defeating them all, take note of the object in 
the middle of the room called the Varla Stone Cage.  Over in the northeastern 
corner you'll find a button on the wall that can be pressed, so press it.  Now 
you can go back to the middle of the room where the cage has been lifted and 
take the Varla Stone.  The Varla Stone has the power to restore the charge of 
all your enchanted items.  Use it once, and it's gone (it's also got a pretty 
decent selling price.)  You will also want to grab the Welkynd Stone off of 
the southern wall.  Take the exit on the southeast side leading south.

You'll end up in another large room with another lower section filled to the 
brim with enemies.  This time however, we're not going to drop down.  Grab the 
Welkynd Stone just on your left when you enter, and then take a few more steps 
north to find another one on your left.  Turn right down the walkway heading 
east and grab a third Welkynd Stone when you pass it on the right.  Beside the 
Welkynd Stone is an Ayleid Treasure chest (just a typical chest with a 
different look) that has an average level lock.  Keep moving east through the 
door and get ready to 9ake on a number of enemies in this area.  When you get 
into this next room, which if you look closely should have a whole bunch of 
short paths that leads to dead ends with two deep indentations in the walls.  
Go to the south end of this room (but don't leave the room) and turn left 
(east) to find a chest in one of these indentations (average level lock.)

Head south through the door and immediately right away you'll see one of those 
odd chests sitting on an edge in the wall.  Take whatever's inside and then go 
down the stairs.  In this hallway here you'll need to locate a button on the 
south wall.  Pressing this button opens up a door that you will reach soon.  
Leave this hallway to the north and you'll find yourself back in that large 
room, but in the lower area this time.  If there are any enemies left alive 
down here make sure to do away with them.  Up at the north end you'll find 
another four stone pillars each with Welkynd Stones atop of them.  Also just 
south of these pillars is an Ayleid treasure chest.  When you're ready to 
continue, take the north door.  There are a couple of nasty zombies in here.  
Try to lure them out one at a time if you possibly can.  They're not much for 
defense, but their attacks are powerful.  Continue north into Morimath.

Watch the hell out for zombie mania down here.  There are a lot of zombies, 
and lots of zombies is never a good thing.  Kill them off one at a time as 
stealthily as possible (a good trick for fighting zombies since they are so 
slow is to wait for them to swing, then move it for a quick couple attacks 
before backing off.  Play it patiently and you'll never get hit.)  Turn left 
at the bottom of the stairs and go west through the room similar to the one I 
described in the previous area.  Immediately when you go through the gate take 
a look on your right to find an Ayleid chest.  Same thing on your left as 
well.  Proceed forward and go south, you'll see something shiny ahead.

The Great Welkynd Stone sits atop its platform here right in front of you.  
You can take the stone anytime you please, but don't be hasty.  When you take 
the stone it will spawn two zombies and a boss.  Make sure you are fully 
healed and have all the fortify magic you need cast before you take the item.  
Grab the stone and suddenly the King of Miscarcand will appear behind you.  
He's primarily a magic caster so a strong melee character should be able to 
pound him down without too much difficulty (his defenses are pathetically 
weak.)  Try to do it quickly before you are overwhelmed by zombies.  
Unfortunately I cannot comment on the difficulty / simplicity of this boss for 
magic or ranged attackers, but I'm sure again it's just a war of attrition.

Once the boss is dead the wall leading north has been opened up.  Open up the 
Ayleid cask with the easy lock and then take the Welkynd Stone off the wall 
behind it.  Down that short dead-end hall to the east are a couple more chest 
with some decent items inside them.  Make sure you're stepped on the button in 
the middle and then proceed down the western hall.  If you can't get through 
this door then it means you didn't take the Miscarcand Key off of the king's 
body, go back and get it.  Watch out for zombies at the top of the stairs, 
you're not entirely in the clear yet.  Don't miss the Ayleid chest on the wall 
to your right either.  Continue down the relatively linear path until you 
reach a four way split at the top of the stairs, and maybe some zombies. 

Take the south branch first and open up the one chest, then the north branch 
to find two more.  To get out of this dungeon you'll need to keep moving down 
the west path.  After going through the door take a look on your right for a 
chest sitting on a platform in the wall.  Open up an average lock to get a 
pile of great items.  Stepping on the button in the floor will cause the wall 
ahead of you to descend into the ground, and suddenly you'll realize that 
you're right back at the entrance to the dungeon.  This means it's time for a 
quick escape, and a pleasant trip back to Cloud Ruler Temple.

When you arrive back at Cloud Ruler Temple, you should find Martin suited up 
in some nice shiny armor having an argument with Jauffre about whether or not 
he should do whatever it is he's planning on doing.  Jauffre realizes that you 
have returned and asks Martin to explain everything, to see what you think of 
his plan.  Speak to Martin and give him the Great Welkynd Stone.  He'll 
explain to your that the fourth item is actually the counterpart to the Great 
Welkynd Stone.  You need to find a Great Sigil Stone.  Unfortunately Martin 
explains that there is a terrible downside.  Great Sigil Stones are directly 
connected to Oblivion gates, and in order to get one they are going to have to 
sit back and allow the Mythic Dawn to open a gate and attack Bruma.

Martin has every intention of leading the defense team at Bruma.  If he is 
going to allow to Mythic Dawn to attack, he feels that it is his duty as 
future Emperor to be there at the front line.  He asks you to go and speak 
with the Countess, to explain the situation and get her to understand Martin's 
decision.  At this point you will get a new quest called "Defense of Bruma."  
You can skip down to the section of "Defense of Bruma" now if you like.  At 
the beginning of the quest I'll explain why it is necessary for you to first 
complete the quest "Allies for Bruma" to increase your chances of success.

      (, /  |
     ) /    |_
+-- (_/        LLIES FOR BRUMA ------------------------------------- 07.12--+

This is an "sub-optional" quest that falls in between whatever other ones you 
have to do, and "Defense of Bruma."  Basically it's going to be your 
responsibility to defend Bruma, but every ally you can get to help you in that 
task will be a great asset to you and increase your chances of success.  You 
certainly don't have to recruit all of them, just enough so that you can get 
through it without... well, dying.  There's no particular order of cities you 
have to visit so I'll cover them in the order that I complete it.  If you only 
wish to do a couple of them, don't feel bound to do it in the same order.

Note first that you cannot enlist the help of the Imperial City, so don't even 
bother trying.  We'll begin by heading to the city of Chorrol.  Fast travel to 
Castle Chorrol to simplify things.  Proceed through the door to the Castle 
Chorrol Great Hall.  Head northwest up into the castle and look for a man 
named Laythe Waarwick at the bottom of the stairs.  He says that the Countess 
is only in attendance between 8 a.m. and 6 p.m. so make sure it is between 
those two times.  If you do so, the countess will be right there in front of 
you.  Speak to her about "Aid for Bruma" and she, like most people you will 
meet, says that she cannot spare any soldiers while the town is under attack 
from the nearby Oblivion gate.  That is what you must do, leave this town and 
close the Oblivion gate located just outside of Chorrol.  You've closed gates 
before and there is no need for a point-to-point guide on how to do it.  Once 
the gate is closed go back inside the town and tell her.  She will gladly 
offer you the use of Chorrol's troops as thanks for your help.

Next let's have a look at the only quest for help that doesn't involve you 
having to go into an Oblivion gate and close it.  Remember back at Kvatch 
after you closed the gate and rescued Martin, they were planning an attack on 
the castle?  Well you may have done the quest at that point, but if you didn't 
then now is the time to do it (as it directly pertains to this one.)  Make 
your way back to the church in Kvatch where you first met Martin.  When you 
arrive at the church, talk to Savlian Matius to trigger the quest "The Battle 
for Castle Kvatch."  Scroll down now to that quest in the section of the guide 
for optional quests before you continue any further with this one.

With Savlian Matius' troops on your side, that's one more ally to help you out 
in the battle.  There are still four more locations with people who will be 
willing to offer assistance if you give them something in return.  These are 
the towns of Anvil, Skingrad, Leyawiin, and Bravil.  Each of them has an 
Oblivion gate just outside of the town and each one of the leaders wants the 
gate closed in return for the help of the troops.  In the cases of Anvil, 
Bravil, and Leyawiin you can do just like I described for Chorrol and ask for 
their assistance, then close the gate.  It's a little bit more complicated for 
the town of Skingrad so I'll skip over the first three and end this quest 
section with an outline of how to speak to the ruler of Skingrad.

Open up the map and warp yourself to Castle Skingrad.  Take the door to the 
Castle Skingrad Courtyard and then the next door into the County Hall.  Speak 
to the man by the table inside named Mercator Hosidus.  He says that no one 
can see the count, not now and not ever.  If you try and go find him yourself 
you will almost certainly fail.  What you need to do is instead of asking the 
count directly for aid, ask Mercator.  This is the only topic for which he 
will go and summon the count.  When the count arrives speak to him about the 
matter and he, like the others, will tell you to close the nearby gate of 
Oblivion.  Doing so and returning will be enough to have him offer troops.

If you think you have enough allies, then proceed on to "Defense of Bruma."

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   EFENSE OF BRUMA ------------------------------------- 07.13 --+

Travel now to Bruma Castle and speak to Countess Narina Carvain.  You must 
explain to her that while you would be risking the entire city, it is the only 
way to stop the world of Oblivion from conquering this one.  She agrees to 
meet Martin at the chapel.  Follow Narina Carvain outside and down into the 
chapel where you will find Martin.  She and Martin discuss the plan and both 
realize that this desperate act is the only way they have any chance to stop 
the evils of Oblivion.  When you are ready, then speak to Narina Carvain.  
Make absolutely sure you make a backup save here.  You still have a chance to 
fall back on the "Allies for Bruma" quest and get more cities to help you.  
Once you select "Let the Battle Begin" then there is no going back.

Leave the chapel with Martin by your side.  Everyone will start running when 
they get outside.  The party will meet with all of your allies from your 
previous quest at the gate to Oblivion.  Obviously the more cities your 
requested help from, the more allies you will have.  Martin Septim steps 
forward and begins to give a speech to all of your allies, speaking about how 
important this battle will be and how necessary it is that they hold off the 
enemies until the hero of Kvatch (you) can make it into the Great Gate.

Sometime around this time, you'll see one monster pop out of the Oblivion 
gate.  All hell is about to break loose.  This battle is unlike most other 
battles due not only to its size, but your primary task.  It makes no 
difference how many enemies you defeat (although the more you kill, the less 
likely it is that you'll be killed), what really matters is that you keep 
Martin Septim alive.  Do your best to stay close to him and help out whenever 
he is battling an enemy.  The one thing you do NOT want to do is just run off 
on your own and try to take on all the enemies by yourself.  Inevitably one 
could get past you and that could be the one that kills Martin Septim.  As the 
battle progresses more Oblivion gate will be opened and even more enemies will 
come out.  It gets to a point where it's just about impossible to keep things 
under control, there will be more enemies than you know what to do with.  
Finally by the time approximately three gates have opened, you'll get a 
message on the screen saying the great gate has opened.  The great gate is 
about ten times bigger than a normal gate, so you really can't miss it.  
Immediately after you get this message, jump into the gate and all is well.

     /     / )
+-- (____ /    REAT GATE ------------------------------------------- 07.14 --+

The name of the quest changes to "Great Gate" at this point once you've gone 
though.  You're out of the water temporarily, but there's still that enormous 
Daedra weapon moving toward the gate.  As the gate tells you, if that weapon 
reaches the gate then it's game over for Cyrodiil.  Note that this isn't one 
of those "fake time limit things" where sure, if you stand around forever 
you'd eventually lose.  You really do have to move quickly.  You'll find two 
enemies ahead of you when you enter and doors on the left and right sides.  
Kill the enemies or skip them entirely and go through the door on the left.  
Make sure to utilize the quicksave and quickload buttons a lot in here just in 
case you do something stupid that ends up wasting a lot of time.  Pull the 
lever on the wall that activates the elevator in the middle and quickly jump 
on it.

When the elevator stops, get off and begin ascending the sloping path.  When 
you reach the top take the door leading north across a bridge in the Plane of 
Oblivion.  Inside the next tower, rather than going up what you want to do is 
go down the slope and look for a door on the north wall leading out.  This 
will take you back to the Plane of Oblivion and a much wider flat bridge.  
Before long you will come to a point where the bridge is broken and there is a 
large gap.  You'll need a half decent skill in Acrobatics to get across this 
gap.  I would say you could probably do it with 30, or maybe less depending on 
how encumbered you are.  Obviously I have to take into account that not 
everyone will be able to make the jump, and yes there is another way.  

For those who cannot jump across the gap, what you have to do is drop down and 
start heading northwest (more west than north) along the thing shore between 
the north wall and the magma.  Eventually you should come to a point just past 
a hanging vine where there are some mid-sized rocks in front of you.  Jump on 
top of these rocks, and then from these rocks onto the larger rocks north of 
you, and up there hill.  Now that you're up here you should be able to make 
your way back east toward the bridge and be on the other side of that gap.  
Now assuming you're on that bridge (on the north side of the gap), continue 
moving north and then turn around.  You'll find another similar bridge that 
runs east and west.  To the east there is a large door you cannot open and to 
the west is another tower.  You need to enter this tower.

Proceed up... and up, and up and up and up.  At the top you'll have to fight a 
Dremora enemy (who I recommend killing.)  After that take a look around for a 
gate switch and pull it.  This is the gate that was closed when you tried to 
go east across the bridge.  Run back down the slope and exit the tower through 
the door you came in by.  The doors should open ahead of you when you come 
out, so continue moving east.  Before long you'll need to make a left and 
enter the Tower Portal to World Breaker.  From here it's pretty similar to 
what you've done before.  Turn right and go through the first door up to the 
second floor.  Open up the south Citadel Hall Door and keep moving up.

This room is nothing but a couple of steep paths taking you up further toward 
the top.  If you've got a decent amount of time left and want to stop to kill 
a couple of the enemies chasing you then that's probably fine.  You'll need to 
break the locks on a couple of Average locked doors.  Through here it is 
exactly the same as any other Oblivion tower.  At the top you will find a 
Great Sigil Stone ripe for the taking.  Pick up the stone and suddenly you'll 
be warped out of there, hopefully well within the time limit.  

Eliminate any enemies which happen to remain after the gate is closed and then 
locate Martin Septim.  He is eternally grateful for everything you have done, 
but says it is not yet time to relax.  Martin is ready to open the portal and 
give you the means to recover the Amulet from Mankar Camoran, but since it 
will close behind you, you will have to make sure you take everything that you 
need.  Open the wait menu and wait an hour, everything should pretty much be 
back to normal at that point.  Your next destination is Cloud Ruler Temple.  
Remember as I said, you will not be able to return until your mission is 
complete.  Make sure you have everything you need before you enter.  Speak to 
Martin and tell him to open the portal.  There is no turning back now.

       (, /   )
        _/__ /
     ) /
+-- (_/ ARADISE ---------------------------------------------------- 07.15 --+

It's certainly more beautiful than the plane of Oblivion, but you're not here 
to go sightseeing.  As you begin moving through the paradise (killing any 
enemies you happen upon), Mankar Camoran's voice can be heard.  Follow the 
main path wherever it leaps you, and watch out for enemies that are well... 
really powerful.  When you come to a fork in the path, make a right and go 
down the hill.  When you come to another fork again, turn right and a creature 
named Kathutet will speak to you about the Sigil Tower.  Tell him that you 
seek Mankar Camoran and he will say that it would be both an honour to battle 
you, as well as an honour to have to serve under him (Klingon anyone?)  You 
have a choice here, to battle him or to do him service.  Either is fine.

Battling him is difficult because he will automatically be quite a few levels 
above you, and thus almost certainly more powerful.  You'll have to really be 
up on your skills and equipment to beat this guy.  Hopefully you saved your 
game prior to choosing this option because you'll most likely be killed.

The other option is to accept the task of going and rescuing Xivilai Anaxes 
who has been imprisoned.  Choose this option and then head north until you 
come to a stone structure and what seems to be a dead end.  The entrance to 
the lair of Anaxes is located just down the rocky slope by the shore of the 
water on the opposite side.  Use the red flag on your compass as a guide.

Inside you will find a man who begs you not to let Anaxes free as he torments 
them day and night.  Suddenly your task doesn't seem so clear-cut after all.  
Unfortunately that's the task you have been given, and that's what you must 
do.  It's quite easy to free him, the hardest part is doing so despite all the 
people in here begging you not to.  You know the second he is let loose he's 
going to murder them all (again.)  Press the activate button on the two logs 
and that's all you need.  He should be able to pound the rock out of the way 
himself.  Once this is accomplished start heading back to Kathutet.

There's a good chance he will have moved down into the Flooded Grotto.  Use 
the flag on your compass to move down there and find him.  Tell him that you 
will take the key as a reward and he'll give you the Bands of the Chosen."  
Take the southern door out of this room to reach the Forbidden Grotto.  In 
order to unlock the door you must equip the Bands of the Chosen around your 

After killing a couple of enemies you will find a man in here named Eldamil.  
Tell him you are here to kill Mankar Camoran and that Martin Septim still 
lives.  He tells you all about the raid on Kvatch, and the remorse he feels.  
He says that no one wearing the bands can ever leave here, however he knows a 
way to get them off.  Unfortunately someone will be coming by to check up on 
them and you're going to have to act like a prisoner until that someone 
leaves.  Agree to these terms.  After trying to explain your situation to the 
guard, he ends up saying that you're here for questioning.  When he tells you 
to get in the cage you have no other choice.  You'll be lowered down, but not 
far enough to do any damage.  He'll let you out on the other side when you get 
back up to the top and tell you to meet him further down.

Proceed down the hall to the east and turn right.  get ready to fight off a 
number of large and dangerous enemies.  Take the south door that leaps you 
further down into the Forbidden Grotto.  You'll meet Eldamil here again and he 
will remove the bands around your arms.  When he asks to come along with you 
make sure that you say yes, you're definitely going to need the help.  The 
path through here is quite linear.  You'll come to another magma pit with a 
guy in a cage and some enemies to kill.  Cross over to the other side and 
continue down the tunnel leading out of this room.  Before too long and a 
couple of rooms later you'll come across an enemy similar to Anaxes who you 
released earlier.  Make sure to let Eldamil help you with this one.  Finally 
at the top you'll reach the door back out to Paradise once again.

Make a right at the top of the stairs and speak with both Ruma and Raven 
Camoran.  They will tell you that their father is waiting in the chamber.  Go 
through the door to find yourself standing in front of Mankar Camoran.  He 
will begin speaking, you can attack him of course however you might want to 
listen to what he has to say.  When you're ready to begin, give him a swift 
punch/cut/whatever in the face.  Note that he is particularly strong against 
magic so mages will probably find this battle more difficult than most other 
types of characters.  If you absolutely have to beat him and just can't, 
remember that you can turn down the difficulty in the options menu.

Don't even bother trying to attack his children, they will just respawn after 
you kill them.  Everything ends once Mankar is dead so he's the one you need 
to focus all your energy on.  He'll cast spells and heal and Eldamil will 
probably be killed, but all that is irrelevant.  What matters most is that you 
keep attacking unrelentingly until Mankar Camoran goes down.  When he does, 
quickly examine his body and take everything that he has including the Amulet 
of Kings.  Also examine the bodies of Raven and Ruma Camoran because they 
probably have some great things too.  As the building collapses around you, 
you will automatically be transported back to Cloud Ruler Temple.

Speak to Martin Septim and give him the amulet.  As was suspected all along, 
he is able to wear the amulet and prove his lineage.  Martin says that until 
the Dragonfires are lit, he still will not be the true emperor.  He says that 
you must first head to the Imperial City and speak with the Elder Council so 
that will be your next destination.  Off to the Imperial City we go!

   (, /      
+-- (_____ IGHT THE DRAGONFIRES ------------------------------------ 07.16 --+

Travel to the Imperial City Palace and head inside with Martin Septim.  
Chancellor Okato says the council has already considered Martin's claim to the 
throne and will be honoured to serve under him.  As he speaks, suddenly one of 
the guards runs into the room screaming out the chancellor's name.  Oblivion 
gates have opened and the Daedra are attacking the city!  It will be your task 
to successfully escort Martin Septim to the Temple of the One so that he may 
light the Dragonfires!  You'll be attacked almost immediately, but with the 
help of the guards you should be able to overpower your attackers.

Outside of the palace the enemies are even more in number.  Attack like crazy 
and do everything you can to protect Martin Septim, after all, that is your 
duty.  If you think this is a lot of enemies it's nothing compared to what 
you're about to face when you go through that door.  Do not, under any 
circumstance, run ahead of the guards and try to take on the armies yourself.  
You will almost surely be killed.  What you need to do instead is move with 
the guards and fight off the enemies' advancing forces.  Keep moving around to 
the west to find that the evil Mehrunes Dagon has stepped out from the planes 
of Oblivion to lay waste to the city.  You'll have no trouble identifying him.

When he appears, turn around and go back to find Martin Septim.  When you find 
him he tells you that perhaps the Amulet of Kings is the only way to stop the 
demons of Oblivion now.  He asks you to get him past Mehrunes Dagon to the 
Temple of the One.  Get him to follow you and run up to the giant creature.  
Let loose whatever powerful blows you can to kind of stagger the creature (not 
kill it) and run by quickly.  The door to the temple is almost immediately on 
your left after that.  Now all you must do is speak to Martin.

I will not spoil any more of the game from this point on.  Suffice to say you 
must do nothing more than simply watch the events unfold.  The main quest of 
the game has been completed, but as you may expect, your journey is still in 
its infancy.  Assuming you did not leave the main quest until the end there 
are still many many more quests out there to take part in, and still an entire 
world to explore.  In fact, there are a number of reasons why these quests are 
best left until after the main story has been completed.  For one, you will no 
longer have to deal with those annoying Oblivion gates popping up.  They are 
gone forever.  Secondly, you are reward a suit of Imperial Dragon Armor for 
your efforts.  A very nice reward indeed.  From now on, any trace of linear 
progression is gone and you are free to proceed however you wish.  Feel free 
to pop around this guide to learn more about all the remaining quest.

And lastly, congratulations on completing the main quest in Oblivion!

| || 08.00 ||                   Daedric Quests                   || 08.00 || |

      (, /  |
     ) /    |_
+-- (_/        ZURA ------------------------------------------------ 08.01 --+

You will most likely be doing this quest during the main story arc due to the 
fact that it is automatically flagged for you when you agree to read the book 
Martin suggests.  Regardless of this it is still an optional quest.  To 
initiate this quest you must locate Azura's Shrine in the cold northeast 
mountains.  Once you have found it you must kill one of the Will-o-the-Wisp 
enemies and take the Glow Dust from its corpse then offer this dust to the 
statue at either dusk or dawn.  For more information on finding the statue and 
how to initiate the quest, see the "Blood of the Daedra" quest under the main 
quest line.  The rest of this guide will assume you have already started it.

By the way, if you are playing a non-magic character and you can't seem to get 
hold of the Glow Dust since you can't kill those damn Will-o-the-Wisps, then 
there is another solution for you.  Fast travel to Bruma and locate the very 
large church.  Just a few steps north of the church are the guilds for this 
town.  Locate the Mage Guild and go inside.  You can join if you want to make 
this easier, or you can just sneak in and take it.  Go down the stairs on the 
left and open up the hard difficulty locked door at the bottom.  Once you get 
into the living quarters, take the second door on your left.  Now at the back 
left corner look between a couple of beakers to find some Glow Dust.  It was a 
little out of the way, but now you can fast travel back and use it. 

The Gutted Mine is automatically noted on your map for you so head off in that 
direction now.  You should have no difficulty finding the mine based on the 
directions you get from the compass.  Once you get inside, whip out a torch or 
cast a light spell so that you aren't drenched in endless darkness.  Watch out 
for traps as well; no sooner do you walk five steps before a spiky ball on a 
chain comes down in your direction.  Further down you'll encounter your first 
vampire which I personally found to be a quite a difficult enemy.  Make sure 
you're properly prepared and well equipped for the coming battles.

Now there's one thing that's very important to mention.  While you're fighting 
here against vampires you're almost certainly going to contract Polyphyric 
Hemophilia.  This is basically the scientific term for vampirism (in its early 
stages).  When you have it it's just like any other disease, but left 
untreated for days you will start to manifest symptoms of vampirism and at 
that point it's not so easy to get rid of.  There's tons of information of 
vampirism, both its advantages and disadvantages but far too much to list 
here.  If you'd like more information check out the vampirism section of the 
guide, but for now you'll probably just want to make sure you keep some 
disease curing potions on you to cure the Polyphyric Hemophilia.

Try to use the sneak ability in here as much ass possible, even when not 
playing a stealth character I found it to be immensely helpful.  After killing 
the first vampire go left and down the slope.  There shouldn't be any vampires 
down there but there are a number of coffins you can loot.  Return to the 
first room and proceed down the hall to the west.  There should be a couple 
more vampires in this room.  Feel free to leave and rest outside any time you 
need to.  In the room here down this hall there are a couple of paths that 
branch off, one to a couple of coffins and one to a dead end.  The actual exit 
to this room is a fake rock on the west wall.  When you look at it you'll have 
the option of pressing the activate button.  Nothing happens when you do, but 
note the pull rope hanging down to the left of it.  That opens the door.

Down at the bottom there are two more vampires.  Make sure you're prepared and 
do your best to sneak up on them.  A funny thing happened to me in this case, 
I was able to defeat the weaker one but I simply couldn't not kill the armored 
orc.  I ended up fleeing out of the mine but still he followed.  He followed 
me as I ran all the way down south to the city of Cheydinhal where some brave 
castle guards came to my rescue and slayed the orc.  So I guess the point of 
this story, is that if the enemies are too powerful, have them follow you to 
an ally who's even more powerful!  Once you've killed them all (those should 
be the last two) then you'll get a message saying the quest is complete.  Fast 
travel back to the statue to receive Azura's Star, a special daedric artifact 
and powerful soul stone.  If you're doing this quest as part of the main quest 
line, then go now and bring it to Martin in the Cloud Ruler Temple.

| || 09.00 ||                Fighters Guild Quests               || 09.00 || |

The Fighters Guild is where great warriors congregate to do service for those 
weaker folk who need help.  As long as you don't have a bounty on your head 
then you probably meet the requirements to join The Fighters Guild.  We'll 
begin by heading to The Fighters Guild headquarters in the town of Anvil.  
You'll find The Fighters Guild just south of the north gate.  Speak to Azzan 
on the very top floor and join The Fighters Guild.  Once a member, you are 
free to take virtually anything you wish from this building as well as all 
other locations in other towns.  When you are ready to take o na mission, ask 
Azzan about the option "Contract."  He's got one that suits your experience.

      (, /  |
     ) /    |_
+-- (_/         RAT PROBLEM ---------------------------------------- 09.01 --+

Azzan has a tassk befitting of you, the hero.  Some lady here in town has a 
problem with rats in her house.  That's your first job should you choose to 
accept it.  Leave the guild and follow the green marker on your compass, it 
will lead you to the person's house.  Go inside and speak to Arvena.  She 
really does have a rat problem, someone or something has been killing them!  
Her precious rats that live in the basement are in grave danger and she wants 
you to go down there to investigate.  When you get down to the basement you'll 
find that a mountain lion has taken up shelter down there.  Quickly dispose of 
the mountain lion and go back to tell Arvena what has happened.  

The next part of the quest involves you going to find a man named Pinarus 
Inventius who is a hunter and who will know what to do in this situation.  
Leave the woman's home and go across the street into the house of Pinarus 
Inventius.  Speak to the man and ask about mountain lions.  He will suggest 
that you take a little hunting trip with him.  He moves slowly, but be 
patient.  He will lead you out of Anvil and up into the countryside.  
Eventually he will stop and say the mountain lions must be around this area, 
no more than four of them.  Just as he says that you can find four of them 
sittign together right around the corner.  Kill all of them and go back to 
Arvena's house.  Tell her that you've kiled them all, but oh no!  You haven't.  
There's one more in her basement so go down and eliminate that one too.

When you speak to Arvena again she'll tell you about someone named Quill-
Weave.  She believes that this person has got something to do with the 
mountain lions killing her rats, and she wants you to wait around until 
nightfall to find her.  Go around behind the house and wait until about 10 
p.m. or so.  Speak to Quill-Weave who inevitably does show up.  She'll beg you 
not to telll Arvena about the things that she has done.  After that the first 
thing you should do is go and tell Arvena about the things that she has done.  
In return you'll get a nice reward plus a bonus to your Speechcraft skill.  
Your first Fighters Guild contract is complete.  Go back and talk to Azzan 
about Advancement, and he'll give you a promotion to Apprentice.  He's also 
got a new contract for you that might be worth looking into.

      (, /
     ) /
+-- (_/ HE UNFORTUNATE SHOPKEEPER ---------------------------------- 09.02 --+

A man named Norbert Lelles who runs a store selling merchandise in this town 
hass been having some problems with break-ins recently and he asked for help 
from The Fighters Guild to put a stop to them.  Leave this part of the town 
and locate Lelles' Quality Merchandise.  Speak to the man about break-ins and 
he'll tell you he doesn't know how they get inside.  Your job will be to wait 
inside the store to catch the thieves in the act.  Leave the store now and go 
around behind it.  Stand by the back door and wait.  Wait tuntil approximately 
midnight.  Prepare yourself for battle and go in thorugh the back door.

You should find three people inside the store here, your job is to kill all of 
them.  It can be rather difficult to take them all on at once, but you have 
little other choice.  After you've killed all three of them take what they are 
carrying and wait until morning.  Head over to the inn next door and locate 
Lelles.  Tell him what happened and he'll give you your reward.  When you head 
back upstairs in The Fighters Guild and walk to Azzan, he'll say that he 
doesn't have anything for you.  Now you'll need to head off to The Fighters 
Guild located in Cheydinhal if you want to get yourself more work.

      (, /
     ) /
+-- (_/ HE DESOLATE MINE ------------------------------------------- 09.03 --+

Now we have to make our way over to Cheydinhal and find The Fighters Guild 
there.  Travel to the town's west gate and head south from there.  When you 
reach the statue proceed northeast and you should be able to find The Fighters 
Guild quite easily from that point.  Enter the building and look upstairs for 
a man named Burz gro-Khash.  Ask him whether he has any contracts or not.  The 
man will tell you that they have a shipment of weapons they need brought to 
the Desolate Mine, and it's the perfect job for you.  He'll give you all of 
the weapons you need, it's your job to make sure they reach the mine.

The Desolate Mine will appear on your map, and assuming you haven't been there 
before you won't be able to fast travel there.  Leave the town and head toward 
the red flag on your compass.  It shouldn't take you too long to locate the 
mine.  Watch out for goblins guarding the door when you arrive.  Enter the 
mine and locate the three people standing around the fire.  Speak to the 
person named Rienna and give her the bow.  The orc prefers the user of the 
hammer, and the sword should go to the one remaining guy.  After giving the 
weapons, you might need to talk to them again about the topic "Weapons 
Shipment" before they actually start moving down into the mine.

Follow the three of them down as they pound their way through goblin after 
goblin.  Give them whatever assistance you can with their task, there really 
aren't that many of them.  The whole mine is actually fairly short.  Once 
you've eliminated all of the goblins in the mine Rienna will tell you to go 
back and claim your reward.  Return to Cheydinhal and speak to Burz gro-Khash.  
He'll be happy about thhe work you've done and pay you a reward.  

     __     __) 
    (, /   /    
      /   /     
     /   /      
+-- (___(_ NFINISHED BUSINESS -------------------------------------- 09.04 --+

If you've been following the guide then you should be able to ask for an 
Advancement at this point (and get it.)  Your next task is in Chorrol and 
given to you by Vilena Donton.  When you arrive in Chorrol you won't have any 
difficulty locating The Fighters Guild since it's marked on your compass.  
Head upstairs and ask this time about your "duties" rather than your 
contracts.  She explains to you that the guild is a brotherhood and there are 
certain actions that will not be tolerated.  She wishes you to speak with a 
man named Modryn who will assign you with specific duties.  Modryn can be 
found inside this building, most likely down on the first floor.  

He tells you about a man named Maglir who defaulted on a contract (didn't 
finish the job).  This kind of behavior will not be tolerated and he wants you 
to go and find this man.  Your next destination is the town of Skingrad.  When 
you arrive there, enter inside the West Weald Inn.  Here you will find Maglir 
just standing around like an idiot beside the counter.  He says that he indeed 
defaulted, he wasn't paid enough to find Brenus Astis' Journal which is inside 
the dangerous Fallen Rock Cave.  He tells you that he's got a family to think 
about, and if you want the job then it's yours.  You know where to go.

The Fallen Rock Cave isn't too far out from Skingrad, you make make it there 
on foot in no time flat.  Whip out a torch and head down into the cave.  Turn 
right when you come to a dead end formed by falling rocks, but not before you 
check out the treasure chest.  At the end of this hall is where you will start 
encountering your first enemies (most likely zombies and ghosts.)  The west 
exit out of this room leads to a treasure chest and a dead end.  The way you 
really want to go from here is north.  Turn right almost immediately to find 
yourself in a room similar to the one you just came from.  There should be a 
chest on the raised area to your right.  Keep heading east and down the path 
until you end up in a room with a large gap in the middle.  Don't fall.

Cross the gap by either jumping over it or using the little stone bridge.  
There's a chest on the other side and a tunnel leading north.  As you proceed 
down the tunnel some rocks will fall and block the path.  It seems like you 
would be able to fit through here, but I can't seem to do it so maybe it's not 
possible.  With little choice left return to the previous room and drop down.  
Grab the chest at the bottom and kill any enemies that you find.  Take a look 
to the north to find a small tunnel that you can pass through.  At the other 
end you'll find a chest and beside the chest, Brenus Astis' Journal.  Take the 
journal and leave the cave.  You now have two options: to either bring back 
the journal to Maglir, or return it yourself.  Personall I would recommend 
giving it to Maglir, but it doesn't make a huge difference.  Return it to 
Modryn in Chorrol and tell him whatever you wish and get your reward.

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   RUNK AND DISORDERLY --------------------------------- 09.05 --+

The next duty involves solving a problem some of the guild members are having 
in Leyawiin.  Unfortunately they've been getting a little disorderly at the 
local tavern and it looks bad on the guild.  We'll start by heading there now 
to see what's going on.  When you arrive you may not have any place marked on 
your compass.  SPeak to any of the gaurds and ask about the topic "causing 
trouble" and they'll point you in the direction you want to be going.  Enter 
the Five Claws Lodge and speak to Witseidutsei.  Ask about causing trouble.

Start by talking to Dubok and selecting "causing trouble" followed by 
"Blackwood Company."  Speak to Vantus and talk about Blackwood Company.  After 
that talk about getting work to keep busy, and he says that if you can get 
work for them then they'll gladly stay out of trouble.  Your quest will be 
updated as you set off to find work for them.  This shouldn't be too 
difficult.  Head outside of the bar and look for someone walking around.  
Speak to them and ask about Fighters Guild Jobs.  You'll almost always be told 
to find a woman named Margarte and she'll be flagged on your compass.

Speak to her and she'll say that she wants certain items collected for 
alchemy.  She doesn't trust the Blackwood folks, but she doesn't quite trsut 
you either.  She gives you a miniquest that involves going and finding five 
Ectoplasm items.  (She also happens to be a Mercantile Trainer if you happen 
to want a boost in those skills.)  Ectoplasm is relatively easy to find.  You 
can start by heading down into nearby dungeons with ghosts in them, every time 
you kill a ghost you will get some Ectoplasm.  There is a much easier way 
however.  Just go across the street from Margarte's house and into the chapel.  
Pick the lock on the easy door down in the basement without being seen and in 
there you will find plenty of ghosts called "Sanctified Dead."  Every one of 
them will drop an Ectoplasm when killed.  Bring them back to Margarte.

She's so pleased with what you have done that she offers work to the other 
members of The Fighters Guild.  She wants them to collect Minotaur Horns and 
Ogre Teeth for her.  Incedentally she will also pay good money if you bring 
her those items.  Head back to the bar and tell the men that you've found work 
for them, they really appreciate it.  Travel back to Chorrol now and speak 
with Modryn about "causing trouble" to get your reward.  Speak to him about 
advancement at this point and he'll promote you to Swordsman rank.

      (, /    )
        /    /
      _/___ /_
+-- (_/___ /   EN OF SLAVES ---------------------------------------- 09.06 --+

With no one here in Chorrol to give you any more quests, what you need to do 
next is head back to Anvil.  Speak to Azzan in The Fighters Guild and he'll 
tell you there are some thieves in town that he wants you to deal with.  He 
says that he's not sure how many there are, so he's sending you with a new 
recruit named Maglir (you may have heard of him.)  I'm not sure what happens 
if you took the credit for Maglir's work, perhaps he doesn't accompany you 
here.  When you go outside you'll find Maglir by the door.  Speak to him and 
he suggests that you start wandering around town talking to the citizens to 
see if you can gather any information.  You might have to bribe some of them 
in order to get the information you need.  Get someone to tell you that a man 
named Neweim has had some stuff stolen, and you should talk to him.

You'll find his house in town, however it's illegal to break in and he's not 
at home anyway.  Locate him probably by the dock, but he could be anywhere 
(just use your compass.)  When you talk to him ask about thieves and he'll 
tell you they're holed up in Hrota Cave.  Ask him about his heirloom as well 
to get an update to your quest.  You'll be able to locatethe cave not too far 
north of Anvil.  When you get inside the cave go down the hill to the burning 
fire and check the barrel to get a couple of torches.  Equip one of them and 
head down to the end of the northeast tunnel.  At the end you'll find a rock 
wall that you should be able to push aside with the activate button.

From this room there are a couple of paths that lead further down into the 
cave.  There are more branches and similar halls and rooms than I would care 
to direct specifically, but suffice to say thhe green flags on your journal 
should more than suffice.  Do note however that in the large room with the pit 
in the middle, you can find Neweim's flagon there and return it to him later 
to get a small reward.  Eventually once the last thief is killed you'll get a 
message saying to return to Anvil and collect your reward for clearing out all 
the thieves.  Speak with Azzan and he'll give you your reward.  Once again 
there's no work for you here, so it's time to head over to Cheydinhal.

      (, /  |
     ) /    |_
+-- (_/        MELION'S DEBT --------------------------------------- 09.07 --+

Speak to Burz again in The Fighters Guild and he's got another contract for 
you.  You're to go down into some ancestral tomb and retrieve something.  
Doesn't sound to difficult.  First you have to go and find a woman at the 
Water's Edge settlement.  SHe'll be marked on your compass automatically.  
When you arrive there go inside Biene's house and start talking to her about 
the debt and how you can get the money to repay it.  After talking to her the 
tomb will be marked on your map.  It's not too far from your location at all.  
When you arrive at the tomb make sure you are rested, then go inside.

Whip out a torch if you've got one and proceed down into the tomb.  You've got 
both skeletons and zombies attacking you down here so be careful.  You'll 
probably encountera few ghosts as well.  WHen you hit the bottom take a look 
around for a couple of treassure chests and a coffin you can open.  One tunnel 
leads to a rockslide so be careful.  Locate a rock tied to a rope hanging down 
from the ceiling.  Pulling the rope will cause a secret path nearby to open 
up.  This path should eventually lead you to a wooden door to the sarcophagus 
chamber.  There are tons of skeletons in this room waiting you attack you at 
once, so make suree you're well rested before you actually go inside.

Up the hill at the end of this room you'll enctouner a sub-boss ghost called 
the Faded Wraith that will be just a little bit more difficult than the other 
enemies you've encountered in here so far.  In here sitting on the stone slabs 
you'll find Brusef Amelion's cuirass and sword.  Return and speak with Biene 
and choose to either give her 1000 Gold or the sword / cuirass.  It's up to 
you.  After you're done, return to Cheydinhal to get your reward.  Once again 
you're up for an Advancement in the guild and once again there's no work for 
you here.  You're told to head back to the town of Chorrol for work.

      (, /
     ) /
+-- (_/ HE MASTER'S SON -------------------------------------------- 09.08 --+

When you arrive in Chorrol go into The Fighters Guild and speak to Modryn 
about duties.  He's got a "slightly off the record" mission that involves you 
working with the guildmaster's son.  His mother has been coddling him too much 
and as such, he hasn't had a chance to get much battle experience.  You are 
told not to say anything to his mother.  You'll find Viranus in his house just 
across the street from the guild.  Get him to follow you, but tell him his 
mother is not to know about the mission.  Nonwyll Cavern can be found just 
north of the city.  Bring Viranus there and go inside when you're ready.

When you get inside the cave go down the slope and turn right, you'll find a 
treasure chest in this otherwise empty room.  In the other direction the path 
keeps going down.  You may by chance encounter a swarm of enemies here.  If 
not, then you'll find them a bit futher down.  When you come to a fork in the 
path, keep going straight and open the chest in the next room.  Keep following 
the path to a door at the end and go down the slope.  At the bottom you'll 
likely encounter a couple of large ogres.  Do everything you possibly can to 
protect Viranus.  Proceed onward until you reach a large room.

There's an even larger group of enemies here, probably those weird hulking 
gorilla creatures.  Go up the ramp and around to the other side so that you're 
above the hall that you came from facing north.  At the end of this hall 
you'll find the corpse of Galtus Previa.  Open the chest beside his body and 
get out of this room.  Make your way back up and out of this cave.  Return to 
The Fighters Guild in Chorrol and speak with Modryn to complete the quest and 
get your reward.  Ask about duties to get your next quest asssigned.

      __     __)
     (, /|  /|
       / | / |
+-- (_/  |/  |_ ORE UNFINISHED BUSINESS ---------------------------- 09.09 --+

There's more unifinished business involving Maglir again.  Seems not only did 
he not even complete a contract, he didn't even report to the person at all.  
Your job is to head down to Bravil and find out what the hell is going on, get 
the job done, and send Maglir back.  When you arrive there you won't have any 
locations marked on your compass.  Speak to one of the local people wandering 
around town and you should get directions to the Lonely Suitor Lodge.  When 
you get inside you'll find Maglir with a few other people.  The reason he 
defaulted on this contract is because he has joined the Blackwood Company.

If you gave him the credit for the job in the past, then you can say "The job 
needs to be completed" and he'll give you the location of the client, Aryarie 
at The Mages Guild.  If you didn't cover for him then you'll have to find her 
yourself.  Head now to The Mages Guild and find Aryarie.  She tells you to go 
and find ten Imp Galls at Robber's Glen Cave which is then marked on your map 
after talking to her about it.  Leave town and head there now.

There's nothing special about this cave, it's just full of imps.  Probably 
about two or three more than you actually need.  Even after you've met your 
quota I recommend you keep venturing further down into the cave just because I 
find that the treasure chests in this cave seem to hold some really nice items 
from time to time.  Bring all the Imp Galls back to the woman at The Mages 
Guild and she'll give you a special item as a reward.  Don't forget to return 
to Chorrol as well and speak to Modryn to get your cash reward too.

      (, /  |
     ) /    |_
+-- (_/        ZANI BLACKHEART ------------------------------------- 09.10 --+

Modryn thinks that it's about time you started investigating the Blackwood 
Company.  Before that however, he wants to give you a rank increase.  Speak to 
him about Advancement and you'll be promoted to Defender.  Speak to him about 
duties, but he would prefer you talk about it at his house after the sun has 
set.  Leave the guild and wait until dark then proceed to his house.  Speak 
with him about the Blackwood COmpany and he'll give you a little historical 
background on them.  He asks you to take part in a secret mission along with 
him to go investigate.  When you're ready to go, accept his offer.

Leave Chorrol and head for The Fighters Guild in Leyawiin.  Go upstairs and 
there you will find Modryn waiting for you.  After speaking to him he will 
start following you.  Exit The Fighters Guild and travel north with Modryn to 
Arpenia.  You shouldn't come across anything more dangerous than a few rats at 
the beginning.  Make your way down the stairs until you reach a room with a 
treasure chest right in the middle.  Just east of this chest if you step on 
the floor panel it will shoot up to the ceiling (which just happens to be 
covered in spikes.)  Take a look up at the ceiling so you know what to avoid.  

When you get down to the bottom you'll find a crystal, and every little else.  
Modryn tells you that the Blackwood Company most likely struck a deal with 
Azani Blackheart and there's a good chance he now resides in some nearby 
ruins.  You can go up the stairs nearby and explore the rest of the ruins, but 
there really isn't all that much to find in here.  Exit the ruins and follow 
Modryn to another set of ruins called Atatar.  Head down the first set of 
stairs and watch out for the dangerous swinging death traps in the hallway 
that follows.  When the path forks go either left, right or straight.  They 
all lead to the same room.  Continue down through the specially amrked door.

In this room, eliminate all the enemies and make your way to the southwest 
orner where you'll find a gate leading to a button.  The button opens up the 
gate just outside this small room.  Cross the bridge to the door leading to 
Atatar Haelia Anga.  At the end of this walkway there is a block on your left 
that opens the gate when pressed.  Eliminate all the enemies in here as well, 
open up the chests and take the northeast stairs up to a door.  Make sure that 
you are rested and prepared for battle before going through.

Inside this room is Azani Blackheart, the man you have been looking for.  He's 
a difficult enemy who has a habit of conjuring up enemies to help him fight.  
One fortunate fact is that it's easy to sneak up behind him and get the first 
hit.  After that it's just a mater of pounding him down.  Once you manage to 
kill Blackheart make sure to loot his corpse and take Blackheart's ring.  
Leave the room and take the northwest stairs as opposed to the ones you came 
in from.  Turn right at the fork and hit the button on the wall.  This lifsts 
all the cages in the main room allowing you to take a Welkynd Stone and a 
whoopping three Varla Stones.  Take the northeast door and get the hell out of 
these ruins.  Speak to Modryn outside and tell him that you got the ring.  
This will complete the quest and allow you to advance in rank.

      (, /
     ) /
+-- (_/ HE WANDERING SCHOLAR --------------------------------------- 09.11 --+

Forget about Modryn for now and head back to Anvil.  Azzan has a contract for 
you.  You're to locate a researcher in Brittlerock Cave and help her find a 
shrine.  The cave shouldn't be too difficult to locate although it is a little 
ways from the city itself.  Speak to Elante just inside the entrance to the 
cave and she'll tell you that she wants protection while she searches for the 
Daedric shrine.  The cave is pretty linear so you can probably stay ahead of 
her most of the time and take care of enemies before she reaches the room.  

She may lead you down a tunnel to a dead end coffin room.  If she turns around 
then just follow her and she'll take you down the correct path.  Make sure to 
stay ahead and kill the enemies though.  As you make your way through these 
tunnels you eventually will come to the Daedric shrine.  She thanks you for 
your help and says you ma be on your way.  Take the door behind the shrine and 
it will lead you to a different exit to the outside world.  Head back to the 
town of Anvil and speak to Azzan to get your reward.  If you're looking for 
more work he says you'll have to head to The Fighters Guild in Cheydinhal.

| || 10.00 ||                   Optional Quests                  || 10.00 || |

      (, /
     ) /
+-- (_/ HE BATTLE FOR CASTLE KVATCH -------------------------------- 10.01 --+

After rescuing Martin from the church at Kvatch you can begin this quest.  
Also note that it directly contributes to the later quest "Allies for Bruma."  
What you need to do is speak to Savlian Matius in the Kvatch church and tell 
him you are ready to proceed.  Immediately after he starts moving, run over 
and take the same door he does to get outside of the church.  Here you will 
find a number of typical enemies (based on your level) come charging at you.  
With the help of the other guards make sure you fight them off.  Savlian will 
move ahead and stop, then talk to you.  He says that the only way to get 
through the gate is to go through the gatehouse, but unfortunately it is 
locked.  He tells you to hurry and find a man by the name of Berich Inian.

Turn around and run directly back toward the church.  There you will find 
Berich Inian who does have the key.  Tell him you need it to enter the castle 
and he'll tag along with you.  After talking to him, follow him down the 
stairs to the basement of the church and battle your way through hordes of 
enemies.  Make sure to rest before going outside because when you do, you'll 
be ambushed by what seems like more than a dozen enemies at once.  Killing 
them all is going to be a difficult task so make sure to utilize the help of 
your allies.  Eventually you'll end up in a small room with a hatch in the 
floor.  Inian opens it up for you saying that it is the secret entrance into 
the castle passageway.  Climb down into the tunnel and go from there.

At the end of this short tunnel you should be able to find a ladder on your 
left.  Climb up that ladder and run up the next set of stairs you see to find 
the crank for the gate at the top.  A horde of enemies meets a horde of allies 
here when the gates open, so either jump right into the fray or stand back.  
Just be careful you're not attacking the wrong person.  After they're dead 
take your team into the front hall of the castle and fight off another swarm 
of demons.  After doing this, speak to Savlian and he will send you off on 
your own.  Make your way toward the back of the castle where the red flag on 
your compass is leading you.  Here you will find a giant monster.

What kind of monster depends on your level, but anything 10 and above will 
send a just hulking Daedroth after you.  Either way the monster shouldn't be 
too difficult.  After defeating it, examine the body of Goldwine on the floor 
of the bedroom and take the signet ring back to Matius.  He was dead when you 
entered the room, there wasn't any way to have him stay alive don't worry.  
Head back to Savlian and tell him the count did not make it, then give him the 
ring.  You will get a Kvatch Cuirass as a reward.  The bigger reward occurs 
assuming you have the "Allies for Bruma" quest activated, and you ask him for 
help.  He offers the few men he has to assist in your defense.

        (, /
+-- (__ /    MPERIAL DRAGON ARMOR ---------------------------------- 10.02 --+

After you have completed the main quest you will be rewarded with a suit of 
Imperial Dragon Armor by Ocato.  Unfortunately it takes two weeks for the 
armor to be ready.  Passing the time is quite easy, you can either do it 
naturally or using the wait command.  One of the fastest ways to pass time is 
to fast travel long distances over and over again.  You'll get a message on 
the screen with a quest update once the time has passed.  Make your way then 
to the Imperial City Prison.  From there head through the gate and through the 
door into the armory.  Once inside you'll have hit the jackpot.  Take the 
Imperial Dragon Equipment off the table, and anything else you may want.  

| || 20.00 ||                   Download Content                 || 20.00 || |

       ____  ___)
      (, /   /
     ) /   /  
+-- (_/   (__ ORSE ARMOR PACK -------------------------------------- 20.01 --+

All information regarding horse armor was submitted by MysticWeirdo, and I 
thank him very much for the contribution.

Downloads can be acquired at:

Available for the PC for $1.99 US or for the 360 for 200 Microsoft Points.

After installing this module the Horse Armor quest will appear automatically 
on loading a save game or playing a new game to the point after Baurus talks 
to you following the Emperor's Death.

You'll have found a note, the Horse Armor note which can now be found in your
inventory, that entitles you to a free set of armor for a horse that
you legally own if you take it to Snak gra-Bura, the female Orc that owns
the Chestnut Handy Stables just outside of the western gate of the Imperial

If you go to the Chestnut Handy Stables and talk to Snak gra-Bura and the last
horse you rode is one you have purchased or were given, you'll be given a
choice of Steel or Elven Armor for the horse to complete the quest.

If you want to get armor for another horse it will cost 500 Gold.  There's no
way to remove or change the armor.

Both types of armor will double the amount of punishment your horse will take
before being killed.  As a test an unarmored Chestnut bought from the Chorrol
Stables took 63 punches from my character to be killed. (Note: Attacking a
horse you've purchased, even by accident, gets you kicked out of the Dark
Brotherhood unless your quite a ways into that subplot, the Thieves Guild, and
the Mages Guild.  The ones you're given don't cause this if they get between
your enemy and your weapon.)  The Steel Armor took 128 punches and the Elven
Armor took 126 punches.

| || 21.00 ||                   Accomplishments                  || 21.00 || |

Accomplishments are special goals you can achieve, and they are exclusive to 
the XBox 360 version of the game.  Reader Meatfeast was kind enough to submit 
a list of accomplishments you can do in the Xbox version:

Escaped the Imperial Sewers

--- Escaped the Imperial Sewers, Main Quest Beginning

Closed an Oblivion Gate

--- Closed an Oblivion Gate, Main Quest

Located the Shrine of Dagon

--- Located the Shrine of Dagon, Main Quest

Delivered Daedric Artifact

--- Delivered Daedric Artifact, Main Quest

Destroyed the Great Gate

--- Destroyed the Great Gate, Main Quest

Champion of Cyrodiil

--- Completed the Main Questline

Murderer, Dark Brotherhood

--- Join the Dark Brotherhood

Slayer, Dark Brotherhood

--- Reached Slayer rank in the Dark Brotherhood

Eliminator, Dark Brotherhood

--- Reached Eliminator rank in the Dark Brotherhood

Assassin, Dark Brotherhood

--- Reached Assassin rank in the Dark Brotherhood

Silencer, Dark Brotherhood

--- Reached Silencer rank in the Dark Brotherhood

Speaker, Dark Brotherhood

--- Reached Speaker rank in the Dark Brotherhood

Listener, Dark Brotherhood

--- Completed the Dark Brotherhood Questline

Pit Dog, Arena

--- Joined the Arena in the Imperial City

Brawler, Arena

--- Reached Brawler rank in the Arena

Bloodletter, Arena

--- Reached Bloodletter rank in the Arena

Myrmidon, Arena

--- Reached Myrmidon rank in the Arena

Warrior, Arena

--- Reached Warrior rank in the Arena

Gladiator, Arena

--- Reached Gladiator rank in the Arena

Hero, Arena

--- Reached Hero rank in the Arena

Champion, Arena

--- Reached Champion rank in the Arena

Grand Champion, Arena

--- Completed the Arena Questline

Pickpocket, Thieves Guild

--- Joined the Thieves Guild

Footpad, Thieves Guild

--- Reached Footpad rank in the Thieves Guild

Bandit, Thieves Guild

--- Reached Bandit rank in the Thieves Guild

Prowler, Thieves Guild

--- Reached Prowler rank in the Thieves Guild

Cat Burglar, Thieves Guild

--- Reached Cat Burglar rank in the Thieves Guild

Shadowfoot, Thieves Guild

--- Reached Shadowfoot rank in the Thieves Guild

Master Thief, Thieves Guild

--- Reached Master Thief rank in the Thieves Guild

Guildmaster, Thieves Guild

--- Completed the Thieves Guild Questline

Associate, Mages Guild

--- Joined the Mages Guild

Apprentice, Mages Guild

--- Reached Apprentice rank in the Mages Guild

Journeyman, Mages Guild

--- Reached Journeyman rank in the Mages Guild

Evoker, Mages Guild

--- Reached Evoker rank in the Mages Guild

Conjurer, Mages Guild

--- Reached Conjurer rank in the Mages Guild

Magician, Mages Guild

--- Reached Magician rank in the Mages Guild

Warlock, Mages Guild

--- Reached Warlock rank in the Mages Guild

Wizard, Mages Guild

--- Reached Wizard rank in the Mages Guild

Master-Wizard, Mages Guild

--- Reached Master-Wizard rank in the Mages Guild

Arch-Mage, Mages Guild

--- Completed the Mages Guild Questline

Associate, Fighters Guild

--- Joined the Fighters Guild

Apprentice, Fighters Guild

--- Reached Apprentice rank in the Fighters Guild

Journeyman, Fighters Guild

--- Reached Journeyman rank in the Fighters Guild

Swordsman, Fighters Guild

--- Reached Swordsman rank in the Fighters Guild

Protector, Fighters Guild

--- Reached Protector rank in the Fighters Guild

Defender, Fighters Guild

--- Reached Defender rank in the Fighters Guild

Warder, Fighters Guild

--- Reached Warder rank in the Fighters Guild

Guardian, Fighters Guild

--- Reached Guardian rank in the Fighters Guild

Champion, Fighters Guild

--- Reached Champion rank in the Fighters Guild

Master, Fighters Guild

--- Completed the Fighters Guild Questline

  || LE.AL ||                   Legal & Copyright                || LE.AL ||

This guide is copyright (c) 2006 Alex Eagleson, the author.

This walkthrough was written solely to be hosted at  At this 
stage the guide should not be hosted on any other website.

I do by the way, encourage people to send email, feedback is always 
appreciated in any form, it's always nice to know you've helped someone.

For a list of all my work, please visit the following URL:

  || CR.DS ||                   Credits & Thanks                 || CR.DS ||

Credit goes out to the authors of the various tweak guides out there online to 
help people get this game running at peak performance on their machine.  There 
are all sorts of them available, the following four stand out in particualar:

Thanks to CJayC for continuing to keep GameFAQs running smoothly, and the same 
to Sailor Bacon.  Thanks to Sean, Mark and Jeremy here at the University of 
Guelph, thanks to everyone in the GameFAQs FAQ contributor community for being 
great people, and thanks to everyone who takes the time to send feedback.

PapaGamer pointed out that characters only receive a +5 bonus to skills at the 
beginning of the game, not a +10 bonus.  Many thanks for that.

heatonfour for a minor grammitcal correction.

Chris for pointing out the misspelling in the title.

Mystic Weirdo for Xbox360, artifact tip and Horse Armor info.

David for extra INI tweaks and technical info.

Kang for info on INI tweak terminology.

Meatfeast for the accomplishments list

SadBunny for the lockpicking tip.

Thanks to Piotr who pointed out a number of errors regarding hardware issues 
such as a correction with the effect of anti-aliasing, proper use of V. Sync 
and the effect of self shadows.

Thanks to Veritas and Lassie for pointing out that characters who are vital to 
the progression of the main plot cannot be killed.

Thank you very much finally, to anyone and everyone reading this walkthrough.

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