Oblivion walkthrough main quest

Oblivion walkthrough main quest DEFAULT
The Elder Scrolls IV: Oblivion Walkthrough and FAQ for the Main Quest Written by: BlackMist27 This file is Copyright (c) BlackMist All rights reserved. Introduction Blades, Daedric gods, usurpers, everything will be thrown at you in this Elder Scrolls game. You start the game, as ever, in a jail and it's up to you to make the best of it. Should this be your first The Elder Scrolls game, I would assume there are quite a few things not clear yet, so a very brief Introduction: The game takes place in Cyrodiil, the capital province of the empire of Tamriel. The Blades is an organization of the Emperor's personal bodygaurds. Your job this time around, is to protect the empire from a daedric invasion. Table of Contents: Prison Break The Amulet of Kings Martin & Kvatch The Priory and Cloud Ruler Temple Mysterium Xarxes Mehrunes Dagon Shrine Spies Daedric Artifact Teaching Burd the ropes Armor of Tiber Septim The Great Welkynd Stone Defense of Bruma Camoran's Paradise The Dragon Fires The End ******* Prison Break As mentioned in the introduction, you start the game in jail and your first task is getting out of there. As the game starts, you find yourself inside the imperial jail, kept company by the remains of an earlier convict, and being mocked by a neighboring prisoner. During this small time you'll be able to create the basic outline of your character, that is the appearance , race and such. After you've chosen those and have been given some time to experiment with the physics in Oblivion, you'll be visited by an emperor on the run. He'll fill you in on current events, and after you've heard him out, one of his bodygaurds will open a secret passageway in your cell. Follow them into the corridor beyond, and you'll be attacked for the first time by mystic dawn followers. More on them lateron. Again follow the blades and the emperor and they'll arrive at a gate, they're able to go through the gate but you won't. Instead look to the wall on the right of the gate and you'll see an opening, that's your exit. once beyond, you've entered another part of the tutorial, here you can learn a bit about casting spells, opening locks, fighting with a weapon and more. There's not much in terms of directions I can provide here, only one way to go and no way to walk the wrong way or get lost. In case you have doubts anyway, keep an eye on your compass to be sure of the direction you're going in. Once you've fought your way past the rats and goblins that inhabit this part of the dungeon, you'll arrive back in the normal parts of the prison, and you'll meet up with the emperor and his gaurds once again. They're under attack again, but unless you can use a bow, I recommend staying out of this. Speak to the emperor again, for some more info and he'll let you choose your birthsign this time. After that's done you'll go along with the partie and will eventually wind up at the place you were going to in the first place. I recommend staying with the emperor there while the two blades go back to fight of some pursuers. The emperor will once again speak to you and this time hand you the Amulet of kings. Once you have it, the death of the emperor is but seconds away as an assassin makes it to your room and kills him. Try and stay alive while waiting for one of the bodygaurds to return and he'll save you from the assassin. Speaking to Baurus, the bodygaurd, will give you your next quest. First to get out of jail and out of the sewers in one piece, and second to deliver the amulet onto the person most suited to have it. Exit the room and follow the stairs down, to wind up in the sewers. fight your way past a few goblins and rats again and you'll wind up at the outer gate of the sewers. Note! this is a great place to have a permanent save game as upon touching the gate, you'll be able to change anything about your character for the last time before entering the rest of the game. Saves you some trouble next time you wish to start over. And that's it, you find yourself outside now, and are ready to either do as you wish, continue the main quest or both pherhaps? ******* The Amulet of Kings The Amulet of Kings, weilded by the rightfull heir; the one thing keeping the Daedra out of Tamriel, and now you have it. But then you're not the heir, are you? No don't worry, you're not ;-). Speaking to Baurus earlier has given you your new course of action, taking the amulet and delivering it to the grandmaste rof the blades, located at Weynon priory near Chorrol. This is one of those locations to which you can fast travel without even having been there, so that's one option. The other is to do it the old fashioned way and walk there and explore the land while you travel. Whichever way you decide however, let's assume you go there right away. At Weynon priory; you'll see a large building on the left and a smaller building on the right, the right one is a small chapel and the left one is where we're going now. Enter it, and speak to the monk who addresses you upon entering to learn a few things about the aftermath of the assassination. Jauffre, the gransmaster and reason you're here can be found on the second floor, usually up the stairs to the right in the library. Speak to him for even more info, and for some supplies, but mainly because he'll tell you where to find the heir to the throne, an illegitemate son of Uriel Septim; Martin. That's both good and bad news, good because you know the empire isn't yet lost and bad because Martin is in a city besieged by Daedra; Kvatch. Jauffre asks you to go to Kvatch, and bring Martin with you back to the Priory. You'll agree (naturally) and you can go off. You can also however stick around a bit more, and speak to the other people at the Priory for some usefull assistance. Like a free horse from speaking to brother Maborel, and free supplies from the chest unlocked by Jauffre. The horse can be found at the back of the Priory, in a small stable and once you have it, you're off to the next quest, finding Martin. ******* Martin & Kvatch Right then, on to Kvatch, as I mentioned before a city under siege by Daedra. Travel there and while you're riding up the slope leading to the city, you'll see many people running away and will likely notice large flames from afar. Welcome, that's your first view of an Oblivion gate. Just before reaching the actual city, you'll come across a barricade and three gaurds defending the position. Speak to their captain Savlian Matius to learn the facts of the attack, and the fact that Martin was spotted still inside the city, fleeding to the chapel of Akatosh. The captain also asks you to help him close the Oblivion gate, that is to lock the gate for him. now you can dart past the gate into the city, and even easily get to the chapel, and find Martin there, but there's little point as he won't agree to come with you untill after you've locked the oblivion gate so that everyone can get out of there together. So, next up, the Oblivion gate and locking it. You enter the gate not by litterally "walking into it" in fact you can walk right through it and nothing happens. No you enter it by "activating" it in the way you would activate a door or chest. Before I start on the actual inside of that gate, first some general info on Oblivion gates. Each gate is held in place by a Sigil stone, simply remove the stone and the gate will shut. Sounds easy eh? What's the catch you wonder? Good question, eash Sigil stone is located at the top of a Daedric Citadel filled with several levels of Daedra, and surrounded by Oblivion landscape again filled with Daedra. So the basic principle for each gate is the same, enter it, find your way into the main citadel (I say main as some Oblivion gates have several citadels), fight your way to the top and take the sigil stone to close the gate. Now some features of the landscape there; See those longish brownish plantlife? Avoid them! See those red circles on the ground with 4 claw like features on them? Avoid them! See those pillars with the aforementioned red circles on top of them? Avoid those most of all! Aside from that, you'll meet up with levelled Daedra both inside and outside the citadel, and be carefull of the lava as well of course. Right then, back to bruma. Once inside the gate you'll see what I just described and a plutora of other things. At first it will look like chaos to you, and lateron pherhaps the same but so long as you remember the tower is where you need to go, you'll be fine. From the gate, travel due northwest to find a survivor of the Kvatch guards, you can choose to either take him along or have him go back to the captain outside Kvatch, I choose the latter but if you can use the help, the first is a good option. After that encounter, travel due north to thew main citadel you see dominating the surroundings there. You'll notice two towers next to it, the one on the left you don't need at all, the one on the right you also need. But first things first, enter the main citadel; Blood feast. Enter the tower, to arrive on the "blood feast" level. Fight your way up to the "rending halls" level and then even higher to the "corridors of dark salvation" level. On that level, in the first large room you get to, exit the tower through the door in the center of the west wall. You'll find yourself on a walkway leading to the Reapers sprawl tower in which you can find both another remaining prisoner, and the sigil keeper who has a key to the final room you need to go to for the Sigil Stone. Kill one, speak to the other and make sure not to forget the key. Then return to the main tower, open the door now on your left with the key and continue onto the sigillum Sanguis. Once inside there find your way to the top, touch the Sigil stone and you're done. Fow now at least. The world will turn upside down for a minute and you end up back outside Kvatch, next to a now ruined oblivion gate. Speak to the captain Savlian once again and he'll ask you to come along in breaking the siege of Kvatch, accepting it basically means going inside and killing all the daedra that are in that part of town. Once done, speak to the captain again and this quest is finished. The siege is lifted and now Martin will accompany you to Weynon Priory. Speak to him inside the chapel, and he'll follow you. Now you can either travel on foot, or fast travel back to the priory. Don't worry, chossing the second way will have Martin follow you right along and you end up together just outside the priory. ******* The Priory and Cloud Ruler Temple Assuming you fast travel back to the Priory, you'll arrive in chaos. Eronor comes running at you, and swiftly explains what's happened and what's still happening. Maborel Dead, and the priory under assualt. Be sure to kill the assassins asap since not doing so, can result in the death of important characters. Kill first the attacked coming at you, then the two behind the priory, and together with brother Piner and Martin go into the chapel to save the life of Jauffre. Be sure to keep the last two alive as with their deaths, the MQ will be over. Once you've saved them, follow Jauffre to find the amulet of kings has been stolen and listen to some more talk before Jauffre mentions the next stop; Cloud ruler temple, an Ancient blades fortress to the north of Bruma. Either fast travel there, or take the horses behind the priory, personally I recommend fast travelling as the horse method didn't exactly go smooth for me ^_^. Once in cloud ruler temple, speak to Jauffre to get the opportunity to join the blades, doing so will give you a free set of armor and nice weapons, and then he and Martin, after asking them about it will explain yet more of what's to come. ******* Mysterium Xarxes For this next quest, Jauffre sends you back to the Imperial City to check up on Baurus, the bodyguard who helped you at the start of the game. Fast travel to the elven gardens district, and go to Luthers Boarding house where he has his current residence. Inside you'll find him seated at the bar. Rather then a warm welcome, he'll instruct you not to say anything but to simply sit down next to him, do so and he'll mention someone sitting behind the two of you might be a spy. As instructed, wait till Baurus get's up, then see the other person following him and follow the other person. A short fight follows, make sure Baurus survives. Speak to him to learn the attacker is part of the Mythic dawn cult. Baurus suggests you investigate further on the book you find on the attacker's body, and suggests you speak to Tar-Meena at the arcane university. She's usually found there in the lobby of the arch-mage's tower. Speak to her about the book and she'll mention you need all 4 books to figure out the next clue, she gives you the second part and instructs you to go to the first edition bookstore in the Market district to find the third part. Once you speak to the shopkeeper there you'll find he does indeed have the book, but is holding it for someone. You have several options here, the first is getting the disposition of the shopkeeper over 70 and he'll sell you the book rather then wait for the other customer, I don't recommend this as you need the other guy (Gwinas) anyway. Second is either pickpocking Gwinas for both the book and a note on a meeting he's arranged to get the fourth book, and killing him for that same information is also an option btw. There's also a peacefull solution though, Follow Gwinas back to his room at the Tiber Septim hotel, confront him with the knowledge that you know he has that book and tell him the mythic dawn was behind the murder on the emperor and he'll hand over both the book and the info without a fight. Once you have both, speak to Baurus once again, standing outside of the boarding house this time, and he'll ask you to follow him to that meeting right now. Be prepared as you'll face three mythic dawn assassins. Follow baurus into the sewers, and fight your way past another few rats and mudcrabs and such and you'll reach the place just outside the room where the meeting is scheduled, here Baurus asks you if you want to be the one to go in, or if you wish to be the backup, choose and either go in through the door, or up the stairs. Either way, the cultists come in, speak for a bit and then attack. Kill them and on the body of Raven Camoran you find the fourth and last book of the series. Baurus will mention taking off for cloud ruler temple, and you're left on your own to solve the riddle of the four books. If you're not sure, or want someone to tell you, simply speak to Tar-Meena 4 times on 4 different days and she'll give you the clue. It's not that hard however, simply put the first letter of each paragraph next to one another and you get a special sentence: Green emperor way where tower touches midday sun Basically, this means go to the green emperor way right there in the city (it's the road around the palace), wait untill noon and then look at the surface of the only unnamed column in there. A map will light up and clicking on it will give you the location of your next quest; Lake Arrius Caverns. No need to even report back to Jauffre, though you can if you so wish. ******* Mehrunes Dagon Shrine You're really supposed to go here to recover the amulet of kings, though that's not something you'll be able to do. Your map shows the location of these caverns now, unfortunately no fast travel is possible. Rather travel to cheydinhal and then it's just a small treck upwards. Once inside, the first gatekeeper speeks to you as a brother. He assumed you're part of the guild and offers to take you tino the shrine. The downside to this however, and the reason why I reloaded a save game after my initial response, is because you permanently loose any gold you carry at that moment. The second gatekeeper confiscates your stuff, so if you're not smart there you'll find yourself in hostile territory with no ways to defend yourself. If you choose the sneak approach, drop everything before speaking to him. Alternatively, kill both gatekeepers and fight your way inside. Once inside the antechamber room, go to the right, untill you see a door on the left, that one leads to the actual shrine. The rest here is nice for loot, though comes with the price of having to fight additional guards. Inside the shrine, regardless of the way you choose to get there, you'll get to listen to a speech from, and for the first time see, Mancar Camoran. If you choose the undercover method, after his speech you're asked to kill a victim lying on the altar there, do so and you cna get out easier, if you don't but instead grab the book mysterium Xarxes (the original) everyone will come at you. Of course choosing the combat method at first will give you a fight no matter what. Anyway you do it, make sure to grab the book and return to cloud ruler temple. Getting out of the shrine there is a bit harder as you'll obviously be attacked by just about everyone and their cousin, and you can't exit the same way you came in. From the alter, you came in on the left side but now your exit must be on the right side. This exit takes you to the living quarters in the caverns there. Head right at the first turn, then left and then take the right turn again. The left is a dead end so if you're being chased, that's the wrong way to go! This brings you to another large room, the exit is to the far left. follow the path again in the next room take the exit on the right, and then turn right again, the door on the left there is not the way so be sure to take the right. The next door you come to brings you back to the very first entrance room at Lake Arrius. And is the way to freedom. Once outside, travel to Cloud ruler temple and report your success to Martin to finish the quest. ******* Spies This next quest is one of the easiest around. Speak to Juaffre and he'll mention he fears the cloud ruler temple is being spied upon, and you're to investigate. He sends you to speak to either, or both, Captain Steffan right there at cloud ruler, or to captain Burd down at Bruma. The first says you should spy on the spies, and find out what they know and the second leads you nearly straight to them. Spying involves being at the place Steffan specifies before 7p.m. and following the two spies back to their base, then killing them. Alternatively, speak to Burd in Bruma to find there might be something wrong with Jearl as she took a recent trip south. This way involves picking the lock of jearls house. So you need a lockpick but make sure no one sees you else you're violating the law. You'll find Jearl and the other spy in the basement of Jearl's house, along with their orders (lying on a small table there). Kill both and take the orders back to Jauffre to finish the quest. ******* Daedric Artifact Speaking to Martin again, will have him tell you that he needs 4 items and with them, you'll be able to enter the paradise of Camoran and eventually kill him. The first is a daedric artifact, any will do. If you don't already have one, I strongly recommend doing the quest for Azura's simply because it's so far the easiest I've done ;-). Open the book modern heretics, lying on Martin's table and the location of this shrine will be marked on your map. Located straight north from the Lake Arrius caverns you visited earlier. Travel there, I fast travelled to the caverns and then used my horse to travel due north, and you'll find a few will-o-the-wisp's near the shrine, kill them and keep at least one of their ingredients. The wait untill the time is either am or pm and "activate" the statue of Azura. She'll give you her quest; find and kill 5 vampires. Travel due southeast to the Gutted mine (I encountered an oblivion gate just outside, so that might be a little detour for you ;-)) Enter the mine and the vampires shouldn't be too hard to locate inside. Be carefull though and try to take them out as soon as possible. As soon as they see you, they turn invisible and without a detect life spell or something similarly usefull, they're hard to find again. Kill all five and report back to the stature for the end of this quest and her reward, Azura's soulgem. A reusable soulgem. Now just my advice to do Azura's quest, you can do whichever one you want to do. Travel back to cloud ruler temple, and speak to Martin to finish this quest and go on the second scavenger hunt. ******* Teaching Burd the ropes You can now choose which quest you wish to do next; After speaking to martin you know you need to get the armor of Tiber Septim, however speaking to Jauffre he asks you to close a gate that's just opened outside of Bruma. You can choose to either close the gate, or to ask Jauffre about Talos to find out where to find the armor. I chose the first, so let's handle the Bruma gate first shall we. Jauffre sends you to find captain Burd, who's standing just next to the Oblivion gate. The catch here is, you shouldn't simply close the gate for them, you should show Burd how it's done. So travel together with Burd and two of his guards through the gate and into oblivion. Once there be prepared for some heavy resistance, but don't worry as you came prepared. Again at the very center you'll find the Tower that contains the sigil stone, so follow the path untill you wind up north of the tower, then travel south to find the entrance. The entrance is facing west. Just like at the kvatch tower, fight your way upwarts. It should be easier due to the help of Burd and his men. Beware though in the rending halls, there are some nasty spikes coming out of the walls here, and even a falling blade. Make sure to avoid them. Above that is corridor of dark salvation and above that your goal, this towers Sigillum Sanctus. Kill the daedra there, and have Burd next to you as you touch the Sigil stone to shut down this gate and be brought back to just outside of Bruma. Report back to Jauffre and you'll have finished the quest. ******* Armor of Tiber Septim The armor of Tiber Septim, you're supposed to get it to martin so he can use the blood still on it in a spell. Jauffre sends you to Sancre Tor, a legendary place to the north of Chorrol, and to the southwest of Bruma. Before going here, make sure to have either an enchanted or Silver weapon, as you're bound to meet lofs of ghosts and wraiths inside. This is a fairly easy dungeon, in the first hall, fight your way past the undead untill you reach a small platform with an undead warrior wearing a somewhat odd looking helmet. Kill it to learn it's the ghost of an Ancient Blade warrior. Be carefull though that you don't walk into dead ends, there is one in peticular with a very nasty surprise for unsuspecting travellers. Rielus (the name of the Blade) will tell you the tale of Sancre Tor, how he and three others were trapped there and explains how you can get the armor. You need to kill the undead bodies of his three friends before you can access the armor. Also, don't forget to search the bodies of the four blades for very nice artifacts. Trhough the near door, brings you to an entry hall, one door leads to the tomb of the Reman emperors, that is the last door you need. In each of the other three halls however is another Undead blade to be found. To the left of where you entered is the prison, the fastest route to the blade: from the entrace, right, left, right, left, the second right, third left, first left, and then turn right to find the Undead blade. Kill it and return to the entry. Next from the entry, take the door leading to the hall of judgement, as it will save you some time. Follow the path untill you reach a large room, to the far right is where you can find the blade. Kill it and rather then heading back the way you came, take the exit to the right of where you entered the room to find a path straight to the catacombs, the last hall of this dungeon. Once inside, you'll see the undead blade nearly at once, kill it and return to the entry now since you're nearly done. When you reach the entry, take the door leading to the Reman Emperors. Inside you'll see the four ghosts of the blades kneeling, they'll break the spell that would otherwise prevent you from reaching the armor. Wait untill it's gone, walk up to the tomb and take the shield. Walk back to the exit of Sacre Tor, and travel back to Cloud temple to report your success and hand Martin the armor. ******* The Great Welkynd Stone The third of four items sees you travelling to an Ayleid Ruin, the last one to have a great Welkynd stone. Miscarcand can be found to tne northeast of Kvatch and is a pretty basic dungeon again. One thing be hard to find, or at least it was for me ;-), is the hidden switch for the gate to the second level. From the entrance, follow the path untill you can only go left or right, go right and then left again, just beyond this staircase on the left side is the switch. Head back to the staircase, and now head right to track back a bit. Follow the path there, leading over a bridge and you'll find yourself at the gate to the second level. In this section again follow the path untill you arrive at a large hall, in this hall be sure to go to the south end first, beyond a door there is the button to get another gate out of the way. Once pressed, head to the north side for the door leading to Morimath and the great stone. Again, following the path here will lead you to a large room with in the center the great stone, don't worry about the staircases though, they'll only activate themselves once you've picked up the great stone, so don't bother searching for a button. Instead walk around the platform to find the path up. Be prepared for a fight though, as both a lich and a number of zombies appear once you've taken the great stone from it's place. Kill them all, and walk to where the lich used to be to find a very fast way back outside. Once outside, travel back to the cloud ruler temple and speak to Martin to finish this quest. ******* Defense of Bruma Well, depending on your choice this can be one of the longest or one of the shortest quests in the main quest. It's suggested to you that you get the aid of the other cities in Cyrodiil to help defend Bruma while you carry out another part of Martin's plan. However if you're confident that you don't need the help of others, or pherhaps not the help of everyone, then you could go along with the quest and simply start it right now. I'll assume however that you, like me, will get the help of the other cities. One note, there's no sense in going to the Imperial city for this, they won't help you no matter what. Anvil Speak to countess Milona Umbranox in the castle here. She'll ask you to close the gate located to the northwest of the city. Upon entering the gate, you find yourself once again in enemy territory, This time you won't be able to simply walk up to the citadel, instead there are two caves connecting you to the upper part and the Citadel. Two caves with rather different ways to get there, unless you wish to enter another puzzle, I recommend the cave closest by. That is from the entrace gate, turn left and then almost immediately right, a small bit up the mountain. Fight past some daedra in there and you wind up close near the entrance of the Citadel. From the acces of this cave, walk a small bit counter clockwise and you'll find yourself at the entrance of the Citadel. Once inside, no catches. Simply fight past all the daedra to the upper levels and once there touch the sigil stone to close the gate and be transported back to Anvil. Speak to the countess again and she'll give you her support. On to the next city now. Bravil Speak to count Regulus Terentius here, He'll ask you to locate and close the gate located to the northwest of the city. (Be sure not to make the same mistake I did, that is closing the wrong gate and then thinking the game has glitched ;-) ) Upon entering Oblivion here, head south and then east. Be carefull of the turrets there though, but east is the way to go as you can open a gate by activating switch at the top of the shrine there. After opening the gate, either return to where you came into the world and go north through the now open gate into the citadel, or head a bit further north from the shrine and then turn west to enter the very same citadel. Once inside, same old same old. Fight your way upwards and touch the sigil stone. Cheydinhal Here the situation becomes a tad more complicated, still speak to the Count to get the quest to close the gate, but the complication arises when you speak to the guards just outside the Gate. They'll mention the son of the count was trying to show off, and entered the gate together with a friend. So now not only are you expected to close the gate, but also to save the life of the son of the count.Though don't worry, even with a dead count's son you'll be able to complete this quest. The reward however will be less good. But don't worry, looking for the son won't inconvenience you too much, in fact he'll be waiting for you right along the route you need to take to the Citadel anyway. Head due east towards the citadel and you'll notice a few friends of the count's son lying dead. Apparently their mission wasn't as much a success as they thought it would be. Just before getting to the bridge leading to the citadel, you'll meet the only two survivors, the count's son and a friend of his. After finding them, they'll play as backup untill they're either killed or untill you close the gate. Speaking to the son also triggers the gates across the bridges to open btw. Cross the bridge, enter the citadel, watch for those nasty spike and blade traps again and fight your way upwards all the while keeping the son alive, and you're done. Take the sigil stone, thus closing the gate and you wind up just outside Cheydinhal again. Speak to the son to be given an honorary position in his organisation, the knights of the thorn. Then speak to the count again to finish the quest. Assuming you kept the son alive, you'll also be rewarded with the choice of a unique artifact, either a sword with desintegrate armor enchantment or a staff with a damage strength and shock enchantment. You'll of course also receive the count's aid for the overall quest. Chorrol Speak to countess Arriana Valga here to get the quest. The gate is located to the south of the gate of Chorrol. Upon entering the gate, you'll notice two citadels, one right next to you and another one due south. The one next to you has some great loot, but isn't your goal here. You'll notice the center Citadel is surrounded by 5 smaller towers, you'll need to go through at least one of those to reach the central tower. Enter the central tower, and Fight your way upwards, you'll find yourself unable to go any higher. The key to this mystery are the other towers. Going through one of them, will allow you to get higher up on the main citadel. Once higher in the citadel, the story becomes the same again. Fight your way past traps and daedra to get to the Sigil stone, collect it and close the gate. Report back to the countess and she'll agree to send aid to Bruma. Kvatch Rather then needing to close a gate here, you already did that, here you're expected to help free the castle. Apparently that's still held by the Daedra and that's where you come in. Travel to the chapel at Kvatch there and speak to captain Savlian Matius. He'll ask you to come along with liberating the castle, agree and he'll lead the way out the eastern chapel doors. You'll come across some Daedra there, the way to the castle is very short but also blocked, that is the gate leading to the actual castle is blocked. If you have either bow and arrow, or some spells, try and take out the daedra atop the castle walls. That makes walking and running around that area a lot easier. Speak to the captain once again and he'll give you a solution to the locked gate problem, a secret route leading to the inside of the castle's gatehouse. First things first however, the key. travel back to the chapel and speak to private Berich Inian. He has the key and being polite to him will also get him to explain the route you need to take to get to the secret passageway. The private will follow you along, and speak to the other soldiers in the chapel will get you a few more helpers. Follow the route leading you through the crypt, onto the underground way into the castle. Be prepared to face a number of daedra guarding the way. Follow the entire path and at the end you'll find yourself in the gatehouse of the castle, with two gates and one lever. Activate the lever, and assuming the soldiers that went with you are still alive, you'll have both them and the soldiers with captain Savlian to wipe out the daedra in the courtyard, and later inside the castle itself. With all those soldiers that shouldn't cause a problem. Once you've found the body of the late count of Kvatch, and given his signet ring to Savlian, the captain will agree to aid Bruma. Leyawiin Speak to count Marius Caro here for this quest. The gate is located to the northeast of the city. Enter the gate to find yourself on a small island across the way from the main citadel. Travel a small way west to find a cave leading to the main island. Fight your way through it and arrive on the main island. Your first goal should be to enter the main citadel, it cannot be reached through normal means. You'll have to go through the smaller towers to open the gates blocking the entrance to the Citadel. It's not that hard, except for the Daedra you might encounter. Once inside the main citadel, it's back to business as usual as you'll have to fight through daedra, avoid traps and find the sigil stone. Find it, close the gate, return to the vastle and speak to the count to get his support for the Bruma struggle. Skingrad Another difference here, speak not to the count at first, but to one of his stewards, Mercator Hosidus (unless you killed him during the mages guild quests) or the argonian Hal-liurz. Speak to them and explain the situation, and they'll set up a meeting with the count. You might think this odd? The count is a vampire so he doesn't show himself too often lest he be detected. Speak to the count to hear the same story you've heard before, close the gate for support. The gate is located to east of castle Skingrad. Once inside you'll see two smaller towers and a large third tower which is across a pool of lava. Your first step is the two smaller towers, at the top you'll find switches that will activate a bridge across the lava, leading to the actual Sigil tower. It's basically fighting your way past daedra again, activating the switches, in the main tower it's the same, fight your way up and touch the sigil stone to close the gate of oblivion and re appear near Skingrad. Return back to the count, report your success and he'll agree to aid Bruma. Bruma Gate Once you have the support of all various cities, you can head back to cloud ruler temple and report your success to Jauffre. Speak to Martin to start the actual quest here. He'll tell you to contact the countess and set up a meeting in the chapel of Bruma. Speak to her and be prepared, getting her to the chapel means you're almost going to war so make sure you're prepared. Inside the chapel, the countess will speak to Jauffre and Martin and then will wait for your final go ahead before starrting everything. Travel together with martin, Jauffre and some blades to the gate of bruma and you'll be cheered by folks in the streets, or rather Martin will be, and you can observe that. Provided you got the aid of all other cities, just outside the gate you'll be greeted by 10 warriors ready to aid you in the defence of Bruma. Follow martin to the site of the impending war and defend him, yourself and the others as a total of 4 oblivion gates open. I found that with all the help of all the cities, I could even stand by and do nothing while they take care of everything, so your real task here doesn't start untill the great oblivion gate opens in the center of that small valley. As soon as it opens, and when you're sure nothing bad will happen to your companions, head inside as soon as possible. Why asap? Because this is one of few quests in oblivion that has a time limit. Once inside the gate you'll immeditately notice a large daedric machine "crawling" towards the oblivion gate. Your task should be to take the great sigil stone before that machine get's all the way through the gate. Impossible? no, but it is hard. So be swift here; enter the first tower on the left. Go to the top and follow the bridge leading to the tower further along. travel down here and exit on the other side to find yourself nearly past the daedric machine. Run along following the path there and before you you should see two more small towers and a large Citadel, enter the tower on the left as it's closest. Again go to the top as soon as possible and flip the switch that will open the gate blocking your access to the main citadel. Pass through the gate, enter the main citadel and fight your way past two sigil keepers, daedra and traps to get to the sigil room and take the stone. Once you have it, that's it. An end to the rushing, now you can relax for a bit as Martin congratulates you and such. ******* Camoran's Paradise You're nearly done now, so don't worry. Report back to Martin at the cloud ruler temple to receive this next and nearly last quest. He'll ask you to travel to Camoran's Paradise and kill the madman. Enter the portal as it's opened and you find yourself in lovely terrain. Your goal lies to the east, keep that in mind and consult your map if you need be as I've heard more then a few people that were lost in here. Following the path will lead you to a bridge and you'll see a Xivilai in front of it. No sense in avoiding it so best speak to him right away. He'll explain you need something he has to enter the next part of paradise, and he'll hand it over if you do him a service, you can however simply kill him and take it. Assuming you agree to do a service for him; travel north and you'll find another cave. Enter it and speak to the humans there of an Imprisoned Xivilai and why he was imprisoned, free him to gain the favor of Kathutet or kill him to force yourself into a fight with him anyway. Travel back to kathutet and either face him in battle, or receive the bands peacefully, either way put them on and then enter the cave across the bridge. Follow the path here leading to the door marked "forbidden grotto", to enter there you need to have the bands on. Enter it and find yourself in a nice dungeon, where quite a few people are being tortured and such. Just inside the second room here, you'll be spoken to by a former follower of Camoran who's seen the light and now wishes to help you. Agree and he'll guide you a bit along the way and help you get past the high level dremora in there. At one point he'll tell you to get into a cage as a dremora comes to check on him, don't worry, it's not a trap. Though you will be lowered down to the lava, you never actually go in as he keeps his word. On the other side of this lava pool, the exit to the second level is but a small way due south. Once there, simply follow the path first a bith south and then north of where you entered to come across a Xivilai Medrike, you really need to kill this one as he holds the key to the exit. By this time Eldamil has removed your bands and you'll be able to exit the Grotto as normal. Back outside, Camoran can be found just a little to the northeast. He has a mansion there. You'll be greeted by the two children of Camoran you killed earlier, but don't worry about killing them just yet as they only respawn any way and they mean you no harm, not yet anyway. Enter Camoran's mansion to find him standing in front of a throne. He'll tell you a number of things and then the fight is on. I suggest going after him and ignoring his children as they both respawn and killing them really does nothing for you. Once he's dead, you're automaticaly given the amulet of kings and you'll find yourself back at cloud ruler temple. ******* The Dragon Fires Once back at cloud ruler temple, speak to martin to hear the next course of action, travelling to the Imperial city, lighting the dragon fites and containing Oblivion. Well, easier said then done as after travelling to the city's palace district, and meeting with the chancellor, you'll learn the city is under attack, by none other then Mehrunes Dagon himself. Be carefull, as shortly thereafter two or more mythic dwan assassins enter the council chambers looking for blood. After you hear about the attack, speak to martin and you'll suggest using the amulet of kings to defeat Dagon, he'll ask you to accompany him to the temple of the one in the city there and he'll do the rest. Well that's what you need to do now, escort Martin through the city, keep him alive and make sure you both reach the temple intact. At one point, just before the entrance you even have to go up against Mehrunes himself, if only for a short time. Hurt him enough to get him to stagger and run past him with martin in tow to enter the temple of the one. Speak to him again and sit back and watch as the rest of the story unfolds. I won't spoil too much here, but I will say one minor thing; Our side wins ;-) ******* The End Well that's it really. Evil has been vanquished, the empire saved thanks to first you and then Martin. Having done all the quests you now should have a fame of 40ish, meaning everyone wil be very charming to you. Cloud ruler temple can be used by you as you please, and now you're ready for everything else.martin is gone however, you won't see him again. So that leaves but one thing for me to say, congratulations on beating the main quest! One thing however that comes from beating the main quest, sort of an after reward, is a full suit of Imperial Dragon armor. Speak to Councillor Ocato after having finished the main quest, and he'll mention he's given the order to construct a suit of armor for you. After you speak to him about that, wait for two weeks and then go to the Imperial legion district in the imperial city, and visit the armory there for your armor. ******* This piece of work is copyright BlackMist27 c) If you want to add this to your site, please contact me for permission first. All information written has come from me alone, unless otherwise specified. This information may not be sold without permission. If you wish to use any part of this guide in your own FAQ or Walkthrough, just send me an e-mail. [email protected] Sites Hosted On: GameFaqs, World of Gaming, and Gamer's Temple
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Oblivion walkthrough video guide (Xbox , PS3, PC)

Oblivion walkthrough wallpaper Gates Elder Scrolls IV
This Elder Scrolls IV: Oblivion walkthrough will guide you through Bethesda&#;s best-selling Western RPG for Xbox , PlayStation 3 and PC. It will take you directly through the Main Quest of the game from the opening to the final credits.

The main storyline in the game has the player character trying to stop a fanatical cultist group that has plans to open up the &#;Gates of Oblivion&#;, the portals to a hellish realm that would unleash terror and horror upon the world.

Oblivion Main Quest Walkthrough 1 &#; Escape the Prison (1/3)

Oblivion Main Quest Walkthrough 2 &#; Escape the Prison (2/3)

Oblivion Main Quest Walkthrough 3 &#; Escape the Prison (3/3)

Oblivion Main Quest Walkthrough 4 &#; Find Jaufree

Oblivion Main Quest Walkthrough 5 &#; Breaking the Siege at Kvatch (1/2)

Oblivion Main Quest Walkthrough 6 &#; Breaking the Siege at Kvatch (2/2)

Oblivion Main Quest Walkthrough 7 &#; Find Martin

Oblivion Main Quest Walkthrough 8 &#; Save the Heir

Oblivion Main Quest Walkthrough 9 &#; Path of Dawn Part (1/5)

Oblivion Main Quest Walkthrough 10 &#; Path of Dawn (2/5)

Oblivion Main Quest Walkthrough 11 &#; Path of Dawn (3/5)

Oblivion Main Quest Walkthrough 12 &#; Path of Dawn (4/5)

Oblivion Main Quest Walkthrough 13 &#; Path of Dawn (5/5)

Oblivion Main Quest Walkthrough 14 &#; Dagon Shrine (1/3)

Oblivion Main Quest Walkthrough 15 &#; Dagon Shrine (2/3)

Oblivion Main Quest Walkthrough 16 &#; Dagon Shrine (3/3)

Oblivion Main Quest Walkthrough 17 &#; Spies

Oblivion Main Quest Walkthrough 18 &#; Blood of Daedra (1/3)

Oblivion Main Quest Walkthrough 19 &#; Blood of Daedra (2/3)

Oblivion Main Quest Walkthrough 20 &#; Blood of Daedra (3/3)

Oblivion Main Quest Walkthrough 21 &#; Bruma Gate (1/3)

Oblivion Main Quest Walkthrough 22 &#; Bruma Gate (2/3)

Oblivion Main Quest Walkthrough 23 &#; Bruma Gate (3/3)

Oblivion Main Quest Walkthrough 24 &#; Blood of the Divines (1/4)

Oblivion Main Quest Walkthrough 25 &#; Blood of the Divines (2/4)

Obilvion Main Quest Walkthrough 26 &#; Blood of the Divines (3/4)

Oblivion Main Quest Walkthrough 27 &#; Blood of the Divines (4/4)

Oblivion Main Quest Walkthrough 28 &#; Miscarcand (1/4)

Oblivion Main Quest Walkthrough 29 &#; Miscarcand (2/4)

Oblivion Main Quest Walkthrough 30 &#; Miscarcand (3/4)

Oblivion Main Quest Walkthrough 31 &#; Miscarcand (4/4)

Oblivion Main Quest Walkthrough 32 &#; Defense of Bruma (1/2)

Oblivion Main Quest Walkthrough 33 &#; Defense of Bruma (2/2)

Oblivion Main Quest Walkthrough 34 &#; The Great Gate

Oblivion Main Quest Walkthrough 35 &#; Paradise (1/5)

Oblivion Main Quest Walkthrough 36 &#; Paradise (2/5)

Oblivion Main Quest Walkthrough 37 &#; Paradise (3/5)

Oblivion Main Quest Walkthrough 38 &#; Paradise (4/5)

Oblivion Main Quest Walkthrough 39 &#; Paradise (5/5)

Oblivion Main Quest Walkthrough 40 &#; Light the Dragon Fires

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Oblivion main quest walkthrough

There are more than a few story arcs that run through the epic journey of Oblivion. With the different factions, side missions, and NPC quests that you can complete, your time in Cyrodiil can be spent any number of ways doing things for other people. This walkthrough is for the folks that want to experience the main story from beginning to end without any interruptions and not have to worry about those pesky side quests and faction missions and just get the main story and large battles out of the way. Once the main story is completed however, there is still a ton of stuff to do and you will be both the stronger and the wiser to face it!







The Sewers

Once you have created your character, the game will finally begin in earnest and you will be in a prison cell. Wait for the guards to show up and then go towards the window so that they will open the cell door. Once they do, the guards and Emperor will enter for a chat. Talk to them and then follow them through the opening that appears in the wall. For the first part, simply follow the guards until some assassins show up. Stay out of the way of the battle and once it’s over, search the body of Captain Renault to take the sword and torch. As you proceed down the stairs, some rats will break through the wall to the southeast.

Kill them with your sword equipped and go through the opening. Go to the east side of the cavern and you will find a skeleton with a bow and a shield. Grab the goods and search its body for lock picks. Open the chest there for some gold and then continue to the SE corner where you can find a goblin shaman’s corpse. Search it for the iron key and then go through the wooden door next to him. Continue to follow the corridor around to a large area with wooden pillars. In the center of the area will be bones scattered about with a helmet, shield and other goodies scattered about.

Grab what you need and head up the stairs and continue down the corridor to a wooden door that will take you to the Natural Caverns. Follow them forward and you will wind through some caves until you eventually come to a goblin roasting a rat. Sneak up on him and continue through to find a pile of logs at the top of a hill. Push them and they will roll down to kill the two goblins at the bottom. Make your way past them and you will come to a large cavern with a fire in the center. Clear the room of goblins and check the fenced in area to the north for a chest that has an iron sword in it. Continue up the ramp to the northeast and go through the wooden door and through the opening in the wall to meet up with the Emperor and Baurus again. Let the guards fight the assassins that show up.

Continue to the Sanctum and when you reach an iron gate, you will backtrack to a dead end where the Emperor will give you the Amulet of Kings. Talk to Baurus and tell him that the emperor wanted you bring it to Jauffre. Next you will need to pick your classes that you want to excel in and then head off to the sewers to start your delivery of the amulet. Hop through the narrow opening next to the emperor’s body and follow the corridor to the wooden door. Go through and then hop down the round opening to enter the sewers. Go through the hallway and then take the short stairs on the right. Fight through the rats in the next room and then go up the stairs on the left and through the iron gate. Continue to the northeast and you will get outside. Now you that you are in the fresh air, you will need to head far west to reach the Weynon Priory where Jauffre is located.

Make your way there and when you reach it, enter the Weynon House and speak to the monk inside the door. He will tell you that Jauffre is upstairs, so make your way up to find him sitting behind a desk. If it is night time, you may have to hang out for a bit for him to show up. You can rest until the day time and then proceed to talk to him. Tell him about what happened to the Emperor and he will then ask you to go to Kvatch to find the emperor’s son, Martin who is now a priest in the Chapel of Akatosh. Exit out of the house and make your way to the southwest to Kvatch.

Breaking the Siege of Kvatch

Once you reach the city, you will find Savlian Matius just outside of the blood red, brightly lit Oblivion Gate. Talk to him about Martin and he will tell you that he believes he is still alive inside the gate and will ask for your help. Agree and then enter the gate. Once inside, you will see Ilend Vonius just ahead of you. You can help him against the Stunted Scamps there or just let him die. If he dies, you can take all of his armor and weapons. If he lives, you can either have him help you or send him back through the gate. Make your way to the northwest of the area and follow the path to the north when able. Enter the large doors there that lead to the Bloodfeast. Take out the few enemies inside and proceed through the next door to the Rending Halls. Defeat the Churls inside and use the fountain to regain your health. Head through the next door on the right and follow the hallway to the Bloodfeast again.

Follow the pathway around and up the ramp to the Corridor of Dark Salvation. Clear the room of Stunted Scamps and then head through the door on the left to go outside. Cross the large bridge and enter The Reapers Sprawl. Walk up the ramp and you will come to face the Dremora Sigil Keeper. Take him out and take the Sigil Key from his body. Talk to the captive in the cage and he will tell you to get the key. Head back down the ramp and across the bridge again to the Corridor of Dark Salvation. Now use the key on the Citadel Hall door to the left and follow the corridor to another door on the right that leads to the Bloodfeast again. Follow the ramp upwards to the bright red light at the top. Hop on the Ruined Portal and activate it. Follow the pathway to the left and go up the ramp to find a locked door to the Sigillum Sanguis.

Go through with the Sigil Keep Key and make your way up the ramps. There will be a few enemies in here, so keep on your guard. When you reach the very top of the room, look to the center and step to the glowing ball. Activate the Sigil Stone and you will appear back outside at the gates to Kvatch. Remember how the operations of the Oblivion Gates work as throughout the main story, you’ll be closing A LOT of them. Go to the south and talk to Matius and after the conversation, go through the large gates the soldiers run to. Once out are inside the city, you will need to clear out the few enemies in the streets. Take them down and then Matius will shout that all is clear. Enter the church to the right of the area and find Martin walking around. Tell him that he needs to come to the Priory with you and he will agree.

Weynon Priory

Make your way there and when you arrive, it will be under attack by the same assassins that attacked the Emperor. Kill all those you come across and then follow Brother Piner into the chapel to find Jauffre. Talk to him and he will tell you that he has hidden the amulet in the house and that you should check on it. Exit the chapel and enter the Weynon House to the right and go up the stairs to where Jauffre is. He will tell you that the amulet is missing and that Martin must be protected. He will suggest going to Cloud Ruler Temple with him, to the north of Bruma. Make your way there via fast travel and you will then be greeted by Cyrus when you open the main gate. Walk to the top of the stairs and Martin will give a speech to the Blades there. Once he is finished the next course of action will be to track down the amulet. Talk to Jauffre and he will first offer you to join the Blades. Decline if you are to keep ongoing with the main storyline quests.

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Main oblivion quest walkthrough

Oblivion:Main Quest

The main quest is about helping the Blades restore a new Emperor and end the threat of the Oblivion Gates. Advancing in this questline will cause Oblivion Gates to open across Cyrodiil. Once the main quest is completed, they will all close.

The order of a couple of quests may be different depending upon whose (Martin's or Jauffre's) quests you are doing first. At some point you will need to have completed at least one of the Daedric quests in order to advance. The main quest never requires you to go anywhere near Bravil or Leyawiin, except for one optional quest.

Most of the quests grant Fame. Six achievements ( points) can be unlocked during the quest line.

  1. Tutorial: You must follow the secret escape route to escape the prison. (OB-qico-DeliverTheAmulet.png 50 pts)
  2. Deliver the Amulet: You must deliver the Amulet of Kings to Jauffre in Weynon Priory.
  3. Find the Heir: Head to Kvatch to find the last heir.
  4. Breaking the Siege of Kvatch: You must help defeat the Daedra invaders and end the siege of Kvatch. (OB-qico-OblivionGate.png 50 pts)
  5. Weynon Priory: Return to the Priory with Martin.
  6. The Path of Dawn: You must return to Baurus in the Imperial City to try to track down the stolen Amulet of Kings. (OB-qico-PathOfDawn.png 50 pts)
  7. Dagon Shrine: Find and infiltrate the Mythic Dawn's shrine.
  8. Spies: Track down those that have been spying on Cloud Ruler Temple.
  9. Blood of the Daedra: Locate a Daedricartifact for Martin. (OB-qico-DagonShrine.png 50 pts)
  10. Bruma Gate: Help the Bruma guard close an Oblivion Gate just outside the city.
  11. Blood of the Divines: Recover the blood of a god for Martin.
  12. Miscarcand: Recover a Great Welkynd Stone for Martin.
  13. Defense of Bruma: Let a Great Oblivion Gate open outside of Bruma.
  14. Great Gate: Find the Great Sigil Stone and close the Great Gate before a Daedric siege engine invades Tamriel! (OB-qico-OblivionGate.png 50 pts)
  15. Paradise: Enter Mankar's Paradise, and retrieve the Amulet of Kings.
  16. Light the Dragonfires: Escort Martin to the Temple of the One… but will you be able to crown him Emperor? (OrderOfTheDragon.gif pts)
  17. Imperial Dragon Armor: Receive your reward for saving the world.
Sours: https://en.uesp.net/wiki/Oblivion:Main_Quest
5 Things Oblivion Did Better Than Skyrim

The Elder Scrolls IV: Oblivion/Oblivion Gates

Oblivion Gates are portals of some kind to Dagon's realm of Oblivion. It looks very evil, with lava (which you can swim through or use a Water Walking Spell on, although it rapidly damages your health), Daedric creatures, and even plants that fight back!

Oblivion gates are a staple in the Main Quest, and according to Martin, the portals shouldn't be possible. But since the Emperor died at the start of the game, and the Dragonsfires are dark, they can now be summoned. You can close them, of course, but it isn't easy. There are two reasons why you should make it a practice:

  1. Taking the Sigil Stone in the tower will close the gate, but you can keep the stone to make Enchantments. At the highest levels, the Transcendent Sigil Stones offer the best enchantments in the game. Transcendent Sigil Stones start appearing at level
  2. Closing Oblivion gates increases your fame. This is helpful for infamous characters (although you could also just complete the Pilgram's Way).


Oblivion gates don't appear much until after the "Dagon Shrine" quest in the Main Quest. Then one will appear outside of each of the 7 cities, except for Bruma. You will have to shut each of these gates for the "Allies for Bruma" quest, but it is optional to do this quest anyway. If you do it, you will gain some levels and get some Sigil Stones. The Cheydinhal gate is tied to a quest called "The Wayward Knight", in which you have to find the Count's son.

In the Realm of Oblivion, the plants can fight back. The Harrada Root can swipe at you for five points of damage. The spiddal stick plant casts a Drain Speed spell if you get too close. The effect can stack, so be careful. You have nothing to fear from the bloodgrass plant.

Sours: https://strategywiki.org/wiki/The_Elder_Scrolls_IV:_Oblivion/Oblivion_Gates

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Come on. Faster. - she fought almost in hysterics. And I gave.



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