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< The Elder Scrolls IV: Oblivion
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Oblivion does actually have a main quest, but if you're anything like me you'll ignore it for a few weeks while getting that new sword or reputation with your guild. The main quest is always there to work on, but it's not required at all.

Getting Started and Getting the Amulet

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Escaped the Imperial Sewers, Main Quest Beginning.

The game basically starts with you in jail. The emperor and his guards have to go through a passageway that leads right through your cell allowing you to escape. This level is mostly a tutorial so I'll let you figure it out. Once you reunite with the king you have to fight off a few assassins. The king will then go into a dead end and the guards will tell you to stay with him. Talk to the king and you'll start a cut scene where he tells you to find his friend Jauffre and show him the Amulet of Kings. After saying that he is promptly killed by an assassin.

Now that you've got the Amulet and you got out of the sewers you're supposed to go to Weynor Pirory and show it to Jauffre. You could just as easily do nothing at all though and screw around in the Imperial City.

Deliver the Amulet

On your map Weynon Priory is located just south-west of Chorrol and you can fast travel there from the beginning. Inside of the main building on the second floor, Jauffre is sitting at his desk. Talk to him and he'll take the Amulet of Kings from you for safekeeping (guess how that ends up) and tells you there is a long lost heir to the throne in Kvatch. He sends you there to get him and bring him back so that he's safe from assassins.

Note: If you ask Jauffre about "Assistance he will unlock a chest that holds some nice weapons potion and armor. some of the other monks will give you assistance as well, including a book that increases levels.

Find the Heir

When Jauffre sends you to find Martin in Kvatch it sounds like a simple errand. When looking at the map though you'll notice the nearest fast travel point is a bit south of Kvatch. How odd. On arriving at this point you'll be approached by a panicking elf who explains to you that gates to Oblivion opened up last night and Daedra burned the city to the ground and slaughtered most of the guard and citizens. Ask around and you'll find out a few soldiers are trying to keep the Daedra back. Get up there to lend them your sword.

Talking to the captain he'll tell you that Martin is a priest and hurried people into the chapel to try and wait it out. He also tells you no one can get in unless the gate to Oblivion closes. When you agree to help fight you and the soldiers will rush a few weak scamps outside the portal. Then the guard captain tells you that he sent some men into the gate and the never came out so naturally you have to go in and fetch him.

Into Oblivion

Inside Oblivion it's the generic hell with fire and brimstone. You'll immediately see one soldier running around fighting scamps. Help the guy out and he'll talk to you. Now you can choose whether for him to stay and help you or go outside and help the captain. I personally suggest you send him out because the "allies" in Oblivion tend to be idiots who charge in front of you and then get angry when you slash them. If you're really lonely though he does help.

The good news is that this place is fairly linear and easy to navigate. The bad news is that this is the first time in Oblivion (assuming you went straight to the main quest) that the enemies pose a threat. These are armored Daedra not goblins in the sewers. So follow the path and make your way to the tower. Now the odd thing about this tower is it seems to be completely parallel. If you go left it will be a curving pathway into a room if you go to the right it's a mirror image of the pathway and goes to the same room. It is impossible to get lost in this place as long as you keep moving upwards and killing demons.

Eventually you'll reach a floor with a few doors one of which is locked. Go into the other and you'll find yourself on a thin bridge going to another tower (nice architecture for demons) head across to the next room. You'll hear cries for help and climb up to see an old guy (presumably one of the guards sent in) in his underwear locked in a cage. The Daedra guarding him promptly threatens you and attacks you. You can talk to the guy in the cage or you can do the reasonable thing and kill the demon. The guard then tells you that the sigil keep is home to the sigil stone an artifact that is the heart of this plane of oblivion. Grab the Daedra's key and head back to that door you couldn't open.

From here on out you'll run into the freaky spell caster guys. Now it's enough trouble with one scamp running around but they are capable of summoning more so don't hesitate to kill the guys in black robes as soon as you see them the scamps he summoned will disappear and continue on your fairly straight path.

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Closed an Oblivion Gate, Main Quest.

When you reach the top you'll see a giant flaming stone suspended by chains. Reach over and activate it and the entire plane will collapse. You'll be thrust out and watch as the gate implodes. Tell the captain you're ready and you can all rush into Kvatch and kill a small group of Daedra (they vary with your level). Then head into the Chapel and talk to Martin. He'll agree to come with you and says we should hurry back to Weynon Priory.

Back to Weynon Priory

With Martin in tow fast travel back to Weynon Priory. On arrival at the Priory the farmhand will run up to you and warn you that assassins are here and then promptly get stabbed in the back. You'll then have to fight several assassins and rescue Jauffre. He'll tell you he hid it behind a cupboard and you'll rush off to find it. As expected the Amulet is gone and Jauffre is dismayed.

He'll tell you that you can have Prior Mabel's Horse (sweet free horse!) and that we should take Martin to Cloud Ruler Temple. Fast travel there and walk up. There will be a short speech by Martin and Jauffre to the Blades and then you'll be thanked by everyone and join the Blades. Now that you've joined you have access to the whole temple. I suggest that you get a full set of Blades armor if you like heavy because it's one of the better armor sets in the game. Talk to Jauffre to make a plan for getting the Amulet back

Reunion with Baurus

Jauffre will tell you that you can meet with Baurus in Luther Broad's Boarding House in the Imperial City. When you enter the place and talk to him he'll tell you to sit down and don't talk too loud. Sit down and he'll explain that the guy in the corner is watching him and that he's going to walk into the basement. He'll stand up and walk downstairs and the man in the corner will follow. Follow the two of them and you'll see that the man is an assassin who attacks Baurus. Help hims out and kill the attacker. Baurus will tell you that he's happy to see you and that he's been collecting information. He informs you that the Emperor was killed by assassins from the Mythic Dawn, a daedric cult that worships Mehrunes Dagon. Looting the body you'll find a strange book called Mankar Camoran's Commentaries on the Mysterium Xarxes, Book 1 (From now on just Commentaries 1.)

Search for the Commentaries

He tells you to take Commentary 1 to Tar-Meena, a mage at the Arcane University. If you're of high standing the Mages Guild she'll move around the University, if not she'll just wait for you in the lobby. Bring her the book and she'll give you some basic information about the Mythic Dawn. According to her the Commentaries come in 4 books and collecting the four books is a rite of passage to find the Mythic Dawn headquarters and join. She'll give you the second book and tell you that she'll work on decoding it. She'll also point you to the First Edition book store as a place to find Commentary 4.

When you arrive at the the First Edition the owner will tell you that he has the book on reserve for a very eager customer and can't sell it to you. Take a seat in the corner and wait for a Wood Elf to arrive and buy the book. Let him buy it then have a conversation with him. When you tell him that the Mythic Dawn killed the Emperor he'll be horrified and immediately give you the book. He'll also explain that Commentary 4 can only be received by a current member. He gives you a note that he received that outlines where to meet a Mythic Dawn member. It is at a table in the sewers so head to Baurus to get a nice tour guide.

Follow Baurus through the sewers and fight off the rats, mudcrabs, and goblins until you reach the room where Baurus stops and turns to you. Now there are several options you can take to approach this next room.

  • You can kill Baurus and keep your cover when dealing with the Mythic Dawn. This would result in the cultist actually giving you the book.
  • You can tell Baurus to take the meeting. This gives you an opportunity to test your stealth. It may be possible to stand by and watch the whole meeting if you find a perfect spot (not on the walkway above.)
  • You can take the meeting and let Baurus watch your back. Two cultists will find Baurus after a few seconds and you'll be thrust into a battle with the three cultists. You'll have to kill them all and loot the book.

No matter which way you choose you have the book and Baurus may or may not be dead. He'll let you navigate your way out of the sewers. Give Tar-meena the last 2 books and give her a day. She'll tell you to go to the Emperor's Way in Imperial City at noon, where something will happen. Head over there and you'll see a glowing map on one of the crypts that points you to a Mythic Dawn hideout.

Infiltrating the Dagon Shrine

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Located the Shrine of Dagon, Main Quest.

There are two ways to approach this quest, but they ultimately lead to the same conclusion.

Stealth Method

Enter the Dagon Shrine and talk to the first guy. He will unlock the door and you will be met by Harrow. Harrow will ask for all your items if you want to blend in give it to him, he'll also mention that you might get initiated into the guild by Mankar Camoran. Later when you kill him you will get all your stuff back so don't panic too much. Follow Harrow through the caverns and into the main chamber. Mankar Camoran will be preaching to a large group of cultists. He'll then turn around and walk into a portal, leaving the Xarxes behind. Your new objective is to get the book and get out. Camoran's assistant will ask you to take a silver dagger and kill an unconscious hostage. Taking the silver dagger will at least give you a weapon. If you kill the hostage you will be welcomed into the cult and the guards will dissipate.

Wait until it's a handful of people and kill Harrow. Loot him and get all your stuff back. Now grab the book and fight your way through the whole dungeon. Some cultists will transform and melee you, fight them to the death. Others will be wussy spell casters, with enough damage they will turn and run away. Fight through and loot everything you see and you're done with the Dagon Shrine.

Brute Force Method

As soon as the first cultist turns to unlock the door kill him and loot his body. You'll get a key to essentially the whole place. In the next room Harrow will attack you, defeat him as you see fit. From here on you'll just be clashing with guards and fighting your way to the inner sanctum. Mancar Camoran will still flee into his portal and you'll still have to steal his book and fight your way out. Once you have successfully escaped with the Mysterium Xarxes, bring it to Martin. He will begin to decipher it immediately, and tell you to go speak with Jauffre.

Spies

Martin with the book, will point you in Jauffre's direction. Talk to him about spies and he will ask you to speak with Burd in Bruma and Steffan in Cloud Ruler Temple. After ask Steffan about spies, your quest marker will update and point you to one of the spies.

Follow it to the local rune stone, and wait for the spies to show up if they aren't there. If you kill a spy other than Jearl, loot the key from their body to update your quest. If you got lucky and happened to catch Jearl, take both her keys. Head over to Castle Bruma and find Burd and ask him about Spies. If you killed a spy other than Jearl, Burd will tell you that the only person that has come into town recently was Jearl, who was away for sometime. If you killed Jearl, tell him that she was one of the spies, rewarding you thee chance to investigate her home for clues. Tracking Jearl down will be your main objective if you haven't killed her yet. Once you do, go straight to her house and into the basement. On a table in the basement is a note called Jearl's Orders.

Exit out the secret passage from Jearl's basement right out of town. Fast travel to Cloud Ruler Temple and speak to Jauffre. He'll inform Burd of Jearl's Orders and tell you to go talk with Martin.

Blood of the Daedra

Speak with Martin after you have Killed Jearl and spoken to about it Jauffre. Picking Daedra artifact will result in him telling you to find the book in Cloud Ruler Temple's library called Modern Heretics. You won't have to look far as it is right in front of you on the table. After reading it, Your quest will be updated and Azura's Shrine will be marked on your map.

Completing Azura is not a requirement for this quest. You can complete ANY one of the Daedric Quests you feel like as they all reward you with an Daedra Artifact.

Since Azura is the quest suggested of the Daedric Quests it will be outlined here to convenience those that have already started it. Many suggest turning in Wabbajack, the staff obtained from the Sheogorath Shrine. It has a rather useless effect that transforms any monster into a randomly different monster, which can prove to be quite dangerous.

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Delivered Daedric Artifact, Main Quest.

After obtaining a Daedra Artifact, bring it to Martin in Cloud Ruler Temple.

  • Note: Which ever artifact you choose will be gone for ever.

Azura's Shrine

Level Requirement - 2

Once Azura's Shrine has been marked on your map, begin to travel there. First things first, you will need to obtain Glow Dust from a Will-o-the-Wisp or grab the supply the Bruma Mages Guild has in their basement or purchase from a various alchemy merchants. Will-o-the-Wisps can be found in the region north of the Azura's Shrine. Having an immunity to Physical damage, your only chance of defeating one is with magic. Once obtained you must offer the Glow Dust between 5am and 7am or 5pm and 7pm.

After offering your Glow Dust to Azura, she'll send you to a nearby cave. She says that there are five worshippers of hers there who are now vampires. She wants you to give them the release of death. Grant her wish and head over and kill the five vampires in the cave. Once complete, head back to Azura's Shrine for your reward, Azura's Star, a reusable Grand Soul Gem.

  • Azura's Star can be reused for both recharging and enchanting items.

Bruma Gate

After handing over your Daedra Artifact, speak with Jauffre, he'll begin to speak with you weather or not you chose to. An Oblivion Gate has opened and he wants you to assist Burd and the Bruma Guard. Head to Wildeye Stables just outside of Bruma and speak with Burd, he'll also begin to speak with you weather or not you chose to. When you're ready let him know, he has prepared a speech for the Guard to rally behind.

Head into the Oblivion Gate now, Burd and two Guardsmen will accompany you. Burd can only become Unconscious, but the other 2 Guardsmen can die. Follow the path straight once you enter, there should be some enemies close by that you will need to eliminate. When you have a good sight on the tower, follow that path towards it and look for the entrance in.

Once inside the Rending Halls, kill the enemies and head through either door. Follow the hall to the room, there will be a Blood Fountain and a couple of enemies in this room, and a Citadel Hall Door along the east wall. Kill off the enemies and go through the door, following the path afterards. After killing off any enemies that stand in your way, you should eventually come to the entrance of The Fury Spike.

When you're in The Fury Spike, there will be a door on the opposite side to where you stand, Corridors of Dark Salvation...kill your way to the door. Continue up from here, killing anything that gets in your way. At the top is another Fury Spike doorway. In this area there should be an enemy to either side of you, and one across from you. The one across from you is the Sigil Keeper. Kill it, loot the key, and then enter either of the Sigillum Sanguis doorways. Your quest diary will update here. You can either irradicate the enemies in this room and collect some loot, or run straight for the Sigil Stone and activate it. Once the Sigil Stone is activate the Gate to Oblivion begins to shut. You will receive the Ascendent Sigil Stone from doing this as well.

Side Quest

Allies for Bruma

Allies for Bruma is a side quest that is not necessary for completing the Main Quest. However, if you wish to have an easier time and a more believable story, then this will help you greatly. If you're looking for a challenge and glory then ignore the quest.

When back outside, there may be some enemies here too, so be prepared. Now, find and talk to Burd. Once he is done thanking you head to Cloud Ruler Temple and talk to Jauffre to complete this quest. He gives you two quests during the conversation, Blood of the Divines and Allies for Bruma.

Blood of the Divines

After receiving this quest, Jauffre will give you a key and tell you where to find Sancre Tor. Bring a weapon with an offensive magical enchantment or a silver weapon, as you will have to deal with some wraiths and ghosts. In Sancre Tor, follow the path to the Old Wooden Door in the end of the hallway. In here, follow the path around to the other side and take the stairs down. On the north west wall is a door that should be open, go through it. Follow this path to the bottom of the stairs and along the southeast wall, hit the switch. The gate northeast blocking your way, is now open. Head through and go in the door behind the gate.

Follow the path to staircase with an Undead Blade at the around them. Kill it and from its remains a ghost will spawn. Talk to it and your quest journal, he will ask you to free the other three Blades' spirits so they can fulfill their duty to Tiber Septim. Three new markers will be added to your map. Exit through the near by door.

First enter the Catacombs from here, you'll need to get wet and swim around to the entrance. Inside the Catacombs follow the quest marker to the next Undead Blade. After defeating the Undead Blade, don't turn back, keep going and follow the quest marker to your next target. in the next area, again follow your green marker to the next Undead Blade. There is one left now, continue on to the exit leading back to Sancre Tor.

The final Undead Blade is in Sancre Tor, Prison. Inside the prison is a gate blocking you path, the switch to open it is just off to your right against the wall to the south. Head through the gate and follow the last marker to a a room with a locked gate. Kill the Warden Kastav skeleton and retrieve the key from its remains and you can now head through the gate. That or pick the lock. once through the gate, following your marker to the last Undead Blade.

When all Undead Blade's spirits have been freed, head through the main path in Sancre Tor, if you don't know the way you can follow the last Blade's ghost there. Upon the arrival of the fourth and final spirits makes it to the rest of the Blades, they will lift the Undeadking's enchantment. You can finally make it to the Armor of Tiber Septim. After you have it, get out of Sacre Tor.

Outside, fast travel to Cloud Cloud Ruler Temple and give Martin the Armor of Tiber Septim. He'll tell you about the next part of the Mysterium Xarxes required and where to get it.

Miscarcand

Defense of Bruma

Great Gate

Paradise

Light the Dragonfires