The Elder Scrolls IV: Oblivion FAQ

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                              *** 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.
 
 Also note that the guide is being updated almost daily right now, so if you're 
 using it on a regular basis you might want to try hitting "Ctrl + F5" in your 
 internet browser about once per day, just to make sure you're looking at the 
 latest version and not an older one that is cached in your browser history.  
 Same applies if you have the guide saved to your hard drive, you might want to 
 check back for updates now and then.  In the end, it's up to you.  Enjoy!
  ____________________________________________________________________________ 
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 | ||                Guide written and compiled by A I e x                 || |
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 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
 |                   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         || |
 |_||______________________________________________________________________||_|
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 | || 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                |
 |               - Legal & Copyright.....................LE.AL                |
 |               - Credits & Thanks......................CR.DS                |
 |____________________________________________________________________________|
 |~/~~~~~~~/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~~~~~~~/~|
 | || CN.PC ||                       Controls                     || CN.XB || |
 |_||_______||____________________________________________________||_______||_|
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 O== PC VERSION ==============================================================O
 
 o================o====================oo================o====================o
 | Key / Button   | Function           || Key / Button   | Function           |
 o================o====================oo================o====================o
 | 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----------------o--------------------oo----------------o--------------------o
 
 O== XBOX 360 VERSION ========================================================O
 
 o================o====================oo================o====================o
 | Key / Button   | Function           || Key / Button   | Function           |
 o================o====================oo================o====================o
 | 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      |
 o----------------o--------------------oo----------------o--------------------o
 
 
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 |~/~~~~~~~/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~~~~~~~/~|
 | || 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. 
 
 Minimum:
 --------
 
 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
 
 Recommended:
 ------------
 
 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," "Elderscrolls.com," 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 
                     torch.)
 
 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 
                     left 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 DocumentsMy GamesOblivion 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 **** 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 www.ati.com 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 DocumentsMy GamesOblivionOblivion.ini right now and get 
 ready to tweak!  Use Ctrl + f to find each one rather than manual searching.
 
 bAllow30Shaders
 ---------------
 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.
 
 iPreloadSizeLimit
 -----------------
 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.
 
 iMinGrassSize
 -------------
 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.
 
 iMaxGrassTypesPerTexture
 ------------------------
 Grass looks the exact same with 1 type (default 2) and you get a performance 
 boost from it.  Lower this setting down to 1.
 
 bUseHardDriveCache
 ------------------
 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.
 
 uGridsToLoad
 ------------
 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.
 
 uGridDistantCount
 -----------------
 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.
 
 uGridDistantTreeRange
 ---------------------
 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.
 
 fGrasssEndDistance
 ------------------
 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.
 
 fGrassStartFadeDistance
 -----------------------
 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.
 
 bGrassPointLighting
 -------------------
 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.
 
 iShadowMapResolution
 --------------------
 More detailed shadows.  Higher for quality, lower for performance.
 
 iThreads
 --------
 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.
 
 iOpenMPLevel
 ------------
 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.
 
 bForceFullLOD
 -------------
 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.
 
 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.
 
 iFPSClamp
 ---------
 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.
 
 iNumHavokThreads=3
 bUseThreadedBlood=1
 bUseThreadedMorpher=1
 bUseThreadedTempEffects=1
 bUseThreadedParticleSystem=1
 ----------------------------
 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.
 
 bDoSpecularPass
 bDoDiffusePass
 bDoAmbientPass
 --------------
 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.
 
 uSurfaceFPS=15
 bUseWaterReflectionsMisc=1
 bUseWaterReflectionsStatics=1
 bUseWaterReflectionsTrees=1
 bUseWaterReflectionsActors=1
 ----------------------------
 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 --+
 
 SIntroSequence
 --------------
 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.
 
 bEquippedTorchesCastShadows
 ---------------------------
 Just like it sounds, gives shadows to torches and has pretty much no effect 
 whatsoever on framerate or anything like that.
 
 bHealthBarShowing
 -----------------
 Shows a typical health bar.  Want to see health bars?  Set it to 1.
 
 uDepthRange
 -----------
 The water transparency value.  Experiment with it and set it to your liking.
 
 fGlobalTimeMultiplier
 ---------------------
 Changes the game speed.  Make it higher to speed things up to crazy amounts, 
 make it lower to play the game in slow motion.
 
 fWaveOffsetRange
 ----------------
 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.
 
 bInstantLevelUp
 ---------------
 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.
 
 bForceReloadOnEssentialCharacterDeath
 -------------------------------------
 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.
 
 fDecalLifetime=10
 iMaxDecalsPerFrame=10
 fMinBloodDamage=1.0000
 ----------------------
 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.
 ______________________________________________________________________________
 
 
        __     __)
       (, /|  /
         / | /
      ) /  |/
 +-- (_/   ' 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.
 
 Punishment
 ----------
 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 --+
 
 
 Quests
 ------
 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.
 
 Guilds
 ------
 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.
 
 Vampirism
 ---------
 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 
                     right.
 
 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 
                     battle.
 
 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 **** 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 
                     more!
 
 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 
                     armour.
 
 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.
 
 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 --+
 
 o---------------------o------------------------------------------------------o
 | Acrobatics          | Governing Attribute: Speed                           |
 o---------------------o------------------------------------------------------o
 | 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                         |
 o---------------------o------------------------------------------------------o
 | Alchemy             | Governing Attribute: Intelligence                    |
 o---------------------o------------------------------------------------------o
 | 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            |
 o---------------------o------------------------------------------------------o
 | Alteration          | Governing Attribute: Willpower                       |
 o---------------------o------------------------------------------------------o
 | Armorer             | Governing Attribute: Endurance                       |
 o---------------------o------------------------------------------------------o
 | 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                          |
 o---------------------o------------------------------------------------------o
 | Athletics           | Governing Attribute: Speed                           |
 o---------------------o------------------------------------------------------o
 | 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                |
 o---------------------o------------------------------------------------------o
 | Blade               | Governing Attribute: Strength                        |
 o---------------------o------------------------------------------------------o
 | Novice              | Basic power attack                                   |
 | Apprentice          | Damage bonus to power attack                         |
 | Journeyman          | Disarming side power attack                          |
 | Expert              | Knockback backward power attack                      |
 | Master              | Paralyzing forward attack                            |
 o---------------------o------------------------------------------------------o
 | Block               | Governing Attribute: Agility                         |
 o---------------------o------------------------------------------------------o
 | 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                                   |
 o---------------------o------------------------------------------------------o
 | Blunt               | Governing Attribute: Strength                        |
 o---------------------o------------------------------------------------------o
 | Novice              | Basic power attack                                   |
 | Apprentice          | Damage bonus to power attack                         |
 | Journeyman          | Disarming side power attack                          |
 | Expert              | Knockback backward power attack                      |
 | Master              | Paralyzing forward attack                            |
 o---------------------o------------------------------------------------------o
 | Conjuration         | Governing Attribute: Intelligence                    |
 o---------------------o------------------------------------------------------o
 | Destruction         | Governing Attribute: Willpower                       |
 o---------------------o------------------------------------------------------o
 | Hand-to-Hand        | Governing Attribute: Strength                        |
 o---------------------o------------------------------------------------------o
 | 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           |
 o---------------------o------------------------------------------------------o
 | Heavy Armor         | Governing Attribute: Endurance                       |
 o---------------------o------------------------------------------------------o
 | 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                        |
 o---------------------o------------------------------------------------------o
 | Illusion            | Governing Attribute: Personality                     |
 o---------------------o------------------------------------------------------o
 | Light Armor         | Governing Attribute: Speed                           |
 o---------------------o------------------------------------------------------o
 | 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                     |
 o---------------------o------------------------------------------------------o
 | Marksman            | Governing Attribute: Agility                         |
 o---------------------o------------------------------------------------------o
 | 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                                  |
 o---------------------o------------------------------------------------------o
 | Mercantile          | Governing Attribute: Personality                     |
 o---------------------o------------------------------------------------------o
 | 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                         |
 o---------------------o------------------------------------------------------o
 | Mysticism           | Governing Attribute: Intelligence                    |
 o---------------------o------------------------------------------------------o
 | Restoration         | Governing Attribute: Willpower                       |
 o---------------------o------------------------------------------------------o
 | Security            | Governing Attribute: Agility                         |
 o---------------------o------------------------------------------------------o
 | 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                      |
 o---------------------o------------------------------------------------------o
 | Sneak               | Governing Attribute: Agility                         |
 o---------------------o------------------------------------------------------o
 | 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                    |
 o---------------------o------------------------------------------------------o
 | Speechcraft         | Governing Attribute: Personality                     |
 o---------------------o------------------------------------------------------o
 | 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                           |
 o---------------------o------------------------------------------------------o
 ______________________________________________________________________________
 
 
  ____________________________________________________________________________
 |~/~~~~~~~/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~~~~~~~/~|
 | || 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.
 
 o=====================o==========o==========o==========o==========o==========o
 | Skill               | Argonian | Breton   | Dark Elf | High Elf | Imperial |
 o=====================o==========o==========o==========o==========o==========o
 | 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   |
 o=====================o==========o==========o==========o==========o==========o
 | Skill               | Khajiit  | Nord     | Orc      | Redguard | Wood Elf |
 o=====================o==========o==========o==========o==========o==========o
 | 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         |    --    |    --    |    --    |    --    |    --    |
 o---------------------o----------o----------o----------o----------o----------o
 
 o=====================o======================================================o
 | Race                | Special Abilities                                    |
 o=====================o======================================================o
 | 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                     |
 o---------------------o------------------------------------------------------o
 
 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.
 
 o=====================o======================================================o
 | Birthsign           | Bonuses                                              |
 o=====================o======================================================o
 | 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                        |
 o---------------------o------------------------------------------------------o
 
 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.
 
 o=====================o======================================================o
 | Attribute           | Affects:                                             |
 o=====================o======================================================o
 | 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                                    |
 o=====================o======================================================o
 | Attribute           | Governs the Skills:                                  |
 o=====================o======================================================o
 | 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                                                 |
 o---------------------o------------------------------------------------------o
 
 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:
 
 o=====================o======================================================o
 | Specialization      | Skills that Yield Bonuses:                           |
 o=====================o======================================================o
 | 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                         |
 o---------------------o------------------------------------------------------o
 
 o=====================o======================================================o
 | Skill               | Effect                                               |
 o=====================o======================================================o
 | 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                |
 o---------------------o------------------------------------------------------o
 
 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.
 ______________________________________________________________________________
 
 
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       (, /    )
         /---(
      ) / ____)
 +-- (_/ (      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.
 ______________________________________________________________________________
 
 
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         /    /
       _/___ /_
 +-- (_/___ /   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.
 ______________________________________________________________________________
 
 
        _____
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         /---|
      ) /    |_
 +-- (_/        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 
 wrists.  
 
 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 || |
 |_||_______||____________________________________________________||_______||_|
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
        _____
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      ) /    |_
 +-- (_/        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 ||                   Optional Quests                  || 09.00 || |
 |_||_______||____________________________________________________||_______||_|
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
        ______)
       (, /
         /
      ) /
 +-- (_/ HE BATTLE FOR CASTLE KVATCH -------------------------------- 09.01 --+
 
 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.
 ______________________________________________________________________________
 
 
 ______________________________________________________________________________
 ~~/~~~~~~~/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~~~~~~~/~~
   || 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 www.gamefaqs.com.  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:
 
 http://www.gamefaqs.com/features/recognition/45802.html
 
 ______________________________________________________________________________
 ~~/~~~~~~~/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~~~~~~~/~~
   || 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:
 
 http://www.elderscrolls.com/forums/lofiversion/index.php/t301118.html
 http://www.elderscrolls.com/forums/lofiversion/index.php/t310936.html
 http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36222&p=1
 http://ideveloper.pandora-studios.com/files/OblivionSettingsGuide.txt
 
 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 controls and Daedric artifact 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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