Known issues and solutions. Oblivion - starting the game Oblivion game tips

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Known Issues and Solutions

Installation problems
If you have uninstalled and reinstalled Oblivion several times, some systems may display an error the next time you try to uninstall Oblivion. To fix this, insert the Oblivion CD and run setup.exe. This will fix the error and you can uninstall and reinstall the game.

Saved Games
Your saved games are located in My Documents \ My Games \ Oblivion (or \ My Documents \ My Games \ Oblivion).

Before installing the game
Before installing Oblivion, please make sure your computer meets the system requirements for the game.

We also recommend doing preparatory steps by running ScanDisk and Disk Defragmenter prior to installation. These utilities are part of the Windows® operating system and can troubleshoot and fix disk problems that cause installation and / or gameplay issues.

To run these programs and optimize your hard drive:

  1. Open "My Computer".
  2. Right-click on the icon of the disk where you plan to install the game (usually C :).
  3. Click on "Properties"
  4. Select the "Service" tab.
  5. Click "Check Now" to start Scandisk.
  6. When Scandisk is finished, repeat steps 1-3 and click on "Defragment" to launch Disk Defragmenter.

    Please note that defragmentation can take a long time. Better to start it in the evening and leave it to work overnight.

ATI Crossfire
Game performance on systems using ATI Crossfire will be reduced until ATI releases updated drivers to support Oblivion.

Oblivion startup error messages:

They appear as messages about not found dlls, like "d3dx9_27.dll not found."

To fix the error, open the Oblivion DVD and locate the DXREDIST folder. Open it and run DXSETUP.exe. You will install the version of DirectX required for Oblivion to work.

Inability to create new saved games
If during the creation of a character while entering his name was pressed the Tab button, a problem may appear when the game tries to write the save to the corresponding folder. It occurs because the character name is included in the save file name in Windows. This usually happens when you try to switch to another program with the Alt-Tab keys while typing a name. If this happens, autosaves and quick saves will function correctly, but menu saves will not work. The problem can be solved by renaming the hero, such an opportunity will be provided just before leaving prison at the end of the character generation process.

The following will be helpful if the character creation process has been completed:

The player's name can be changed using the console by pressing the `(tilde) key and entering the following: player.SetActorFullName" Player Name "(where Player Name = the name of the character). Press RETURN and exit the console window by pressing the tilde again.

It is also possible to save games using the console, namely by pressing `(tilde) and entering the following: save filename (where filename = the name of the save file of your choice). Press RETURN and exit the console window by pressing the tilde again.

Input problems
Keyboard input problems can result from peripheral control devices. Editing Oblivion.ini might fix the problem. The Oblivion.ini file is located in the My Documents \ My Games \ Oblivion folder. In the section, change the setting "bUse Joystick = 1" to "bUse Joystick = 0" or simply unplug the peripherals. Make sure to save your changes. Note that changes to Oblivion.ini will not be saved if the game is running at the time of making them.

Frequent crashes of the game due to the old system file
For some users, the game may crash due to an old system file. They can be due to the "mpeg2dmx.ax" file. Just rename it to "mpeg2dmx.ax.old" to fix the problem.

Frequent game crashes when an HP printer is connected
The software bundled with your HP printer may cause the game to crash. Before starting Oblivion: Press Ctr-Alt-Del to bring up the task manager. Click on the Processes tab. Right-click on any process that begins with the letters "HP" and select "End." Then you can start Oblivion. Note: The computer must be restarted to use the printer again.

System Tray FF ​​Icons
Some players reported that "FF" icons appeared in the system tray during or after playing Oblivion. These are icons from a separate video / audio decoder you installed called "FFDShow." This program processes Oblivion sound files, which, according to some users, leads to a slowdown in the game, and after it there may be tray icons. Remove them by simply dragging the mouse over them after the end of the game. Removing FFDShow may fix this, but it is NOT required. You can follow the steps below to prevent FFDShow from processing sound for Oblivion anymore.

Instructions for disabling FFDShow for Oblivion without completely removing it:

  1. Click "Start".
  2. Click "All Programs" (or just "Programs", depending on the Windows setup scheme)
  3. Go to the ffdshow folder.
  4. Click "Audio decoder configuration."
  5. In the left pane, click on "Info & debug." This is the second line on the list.
  6. On the right pane, closer to the bottom, find the line with the checkbox "Don" t use ffdshow in: "
  7. Check the box and in the text box below it (it is highlighted when you check this line), add "oblivion.exe" (do not enter quotes). If there are already entries in the field, follow them with a semicolon (;) followed by oblivion.exe. DO NOT use spaces as ffdshow will treat them as part of the filename. The correct entry looks like "explorer.exe; oblivion.exe" (without the quotes).
  8. Finally, click "Ok" and start Oblivion.

Working with a gamepad

While the PC version of Oblivion is best suited for keyboard and mouse controls, you have the option to play with gamepads from various manufacturers. Due to their differences, you may need to make some changes to the Oblivion.ini file located in the My Documents \ My Games \ Oblivion folder. Below are the settings you can change to make an Xbox 360 controller attached to a PC work better with Oblivion. However, it should be noted that since the PC version of the game is optimized for playing with a keyboard and mouse, the gaming experience will NOT be the same as using a 360 controller for the Xbox 360 version of the game. These settings can also be applied to other gamepads, but the values ​​shown will need to be changed again. Finally, the button assignment must be set in the game itself in the "Settings-Control" section, invoked from the main menu, however, DO NOT change the movement settings (Forward, Backward, Left, Right), as this will overwrite the changes made to the Oblivion.ini file.

These are Oblivion.ini's default values:

iJoystickMoveFrontBack = 2
iJoystickMoveLeftRight = 1
fJoystickMoveFBMult = 1.0000
fJoystickMoveLRMult = 1.0000
iJoystickLookUpDown = 6
iJoystickLookLeftRight = 3
fJoystickLookUDMult = 0.0020
fJoystickLookLRMult = 0.0020

Modify these to improve the functionality of the 360 ​​controller connected to the PC.
; X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack = 2
iJoystickMoveLeftRight = 1
fJoystickMoveFBMult = 2.0000
fJoystickMoveLRMult = 2.0000
iJoystickLookUpDown = 5
iJoystickLookLeftRight = 4
fJoystickLookUDMult = 0.7500
fJoystickLookLRMult = 0.7500

Make sure to save your changes. Note that changes to Oblivion.ini will not be saved if the game is running at the time of making them.

Oblivion Launcher updated
The updated launcher now includes options to change the automatically detected "Video Quality" settings. These include Very Low, Low, Medium, High, and Very High. If you select the "Default" value, then your system will be analyzed again and you will be offered the best settings for it.

5. Changes introduced by patch 1.2.0416

Error correction

Fixed bug caused by "bad" form IDs.

Fixed a situation where the game tried to use form IDs that are currently prohibited or not available.

Fixed an issue where form IDs were not properly marked as free, causing items to disappear from the game.

5. Changes introduced by patch 1.1 (PC and Xbox 360)

Approx. transl. For the attention of users of the Russian version Oblivion from 1C, released in June 2006.
The game was released with patch 1.1, so skip ahead to the Patch 1.2 Changes section

Plugin fixes

Fixed a bug when saving a game if the actor is in a new internal slot created in a plugin and loading the saved game without connecting the plugin.

Fixed a bug with loading saved games with a connected plugin containing new basic objects such as containers, NPCs and creatures.

Fixed bug with plugins modifying pathpoints scripts.

Companion NPCs no longer disappear after fast travel to an external slot modified by a plugin.

New scripted spell effects in the plugin now work correctly.

6. Changes introduced by patch 1.2

New features

10 New Achievements For Xbox 360 With Shivering Isles Add-On

Error correction

Improved level of detail (LOD) for terrain.

Optimization of the file upload system.

Taking items from dead creatures is no longer a crime.

Fixed a situation with incorrect saving of the state of the doors (closed / open).

NPCs are no longer "shown" on the screen when the player exits the Wait state menu with the "Cancel" button.

Fixed memory leak related to repeated sitting on a chair.

Environment reflection in windows now works correctly.

Fixed a situation when the player continued to be in the "battle" state, while the enemy was no longer nearby.

The player can no longer use the fast travel option while paralyzed.

Fixed "looping" dialogue in the case when a player is arrested by a guard with whom he has "friendly" relations.

Fixed a bug in the crime / punishment system for pickpocketing from a guard.

Summoned creatures from leveled lists now properly evaporate.

Fixed a situation where stolen items could lose their "stolen" status in the case of a female player.

Fixed "crash" that could occur when NPCs with arrows spawn.

Incorrect sounds are no longer played during loading screen.

Attacking a creature you own no longer triggers a crime report.

Fixed issue with incorrect loading of LOD when entering / exiting global areas (worldspaces).

Fixed a bug that allowed the player to achieve an infinite increase in the number of soul stones when throwing and picking up groups of stones.

Fixed "crash" when calling a creature and immediately exiting the player from the cell.

Fixed "crash" when stealing an item, exiting and immediately returning to the inner slot.

Fixed issue with incorrect playing of secondary (idle) NPC animation.

Fixed a random crash when a creature loses sight of the player.

Fixed a random crash associated with incorrect loading of NPCs participating in the battle.

Quest fixes

In the quest "Light the Dragonfires", an incorrect log entry has been fixed when the player has closed the Oblivion gate.

In the quest "Vampire Cure" / "Till Death do They Part", the situation with incorrect transfer of the cure potion from vampirism by Melisande to the player has been fixed.

The Elder Scrolls IV: Oblivion is an RPG from Bethesda Games Studios. Immediately after its release in 2006, it became very popular. The plot is based on the confrontation between the protagonist and the cult of the Prince of Destruction, who plans to open a portal to a new world. The game world of the fourth part allows you to travel to any place, ignoring the main tasks. In this article, you will learn how to master Oblivion. We will start passing the levels with the main quest.

Education

The first stage combines the process of character creation with the beginning of the story. You need to choose a name, gender, age, appearance and race. The main character is imprisoned in the Imperial Prison. You won't have to sit there for a long time. Members of the Order of the Blades and the VII, hunted by the Assassins, will soon appear. The path from the palace goes through your cell. To get out to freedom, follow all the instructions of the guards and do not lean forward, otherwise you will be killed.

An ambush awaits the retinue around the bend. You cannot take part in the battle. After the attack, climb into the gap in the side wall. Here begins the quest "Natural Caves", in which you will be taught how to handle a weapon, sneak, pick locks, conjure and brew potions. In the process of completing the task, it is important to collect all the useful things. When you return to the catacombs, choose a birth sign and continue your journey with the surviving monarch.

Assassins will attack you at the door to the sewer. Uriel foresees his death, and therefore tells you his secret - he has an illegitimate son. The Emperor will give the Amulet of Kings and asks to give it to Joffrey. Uriel will then be killed by an assassin. You won't be able to save him. Baurus will help to deal with the killer and give the key to the hatch. Joffrey (Chief of the Order of the Blades) is in Weynon Priory.

Passage "Oblivion 4" has its own characteristics. So, you can choose a hero class only after the death of the emperor. Take the assignment very seriously. You cannot choose a warrior, thief or magician. It will be very difficult to earn bonuses.

Be sure to save your game in front of the round grill. Before going outside, you can change the parameters of the hero. With new characteristics - without saving the level - you will have to go through the tutorial again. The exit from the sewer leads to the Cyrodiil open spaces. Then you can move in any direction. The main thing is not to lug around a lot of cheap items and save the hateful handcuffs. When enchanted, they will become the magician's only defense that cannot be penalized.

Passing "Oblivion" with Karn allows you to know in advance some of the features of the game. So, if a crown appears over the character, then there is an NPC in front of you. There are several of them in the game. If the status of the NPC is "immortal", then there is no need to worry. Unprotected characters are easier to defend with a low level of development of the main character. Therefore, it is better to complete the main quest as early as possible. After prison, you should not go to the ruins of Miskarkand. Otherwise, you will get a bug that can only be fixed with an unofficial patch for Oblivion. In the quest "Cheydinhal: Corruption" you can lose a strong ally ahead of time.

Deliver the Amulet and find an heir

In Chorrol, follow the compass directions to the Priory south. Tell Joffrey about the emperor's death and give the Amulet. He will offer to take his chest with weapons on the way. Prior Maborel will give the hero a horse, brother Piner - a textbook, and Eronor - a repair hammer.

The illegitimate son of the Emperor Martin serves as a priest in the Akatosh chapel. Go to Kvatch. The Deirdre attacked the refugee camp. The guards try to protect the survivors from the demons of Oblivion. Help Savin barricade the gate to eliminate the threat. Then head to the chapel and tell Martin the whole truth. He will be very surprised, but will refuse to follow to Weynon while the inhabitants are in danger. We'll have to help him close the gates of Obvilion. Immediately after completing the quest, move to Weynon. You don't have to worry about the life of the heir. He is "indestructible".

Hint: If you didn't have time to talk to Martin right after the siege, go to the refugee camp at the foot of the hill. You will meet the heir there.

The monastery was attacked by the servants of the Mythic Dawn and killed Prior Maborel. Deal with the assassins and run to the chapel. We need to help Joffrey with the occultists. The secret community has stolen the Amulet of Kings. Joffrey proposes to send Martin to Cloud Lord Temple. You can get to the place by fast movement.

Dawn Path

Passing the next part of the main quest will reveal the secret of the location of the sanctuary.

Joffrey will tell you that Baurus may know how to get the Amulet back. Go to meet the blade at Luther Brod's boarding house.

Volume 1. Baurus suspects that he is being followed, and will ask you for help. The blade will leave the room and an unknown man will follow him. In a deserted place, Baurus will be attacked. Kill an enemy and search the corpse. You will find the book "Commentaries on the Mysterium of Zarx". Baurus will direct you to Tar-Meena at the University of Wizardry, and he will remain to look for spies.

Volume 2. Leader of the Mythic Dawn - The location of the secret sanctuary is encoded in four books written by him. Tar-Meena will give the second volume and advise to look to the owner of the shop "First Edition" for the third.

Volume 3. Fintias will tell you that one copy he has is for Gwinas, who has already paid for the book and now has to pick it up.

You have several options:

Raise Fintias' attitude towards yourself to 80 and 100 gold.

Tell Gwinas the whole truth. Then he himself will give the book and the meeting note.

Kill Gwinas and collect the book and note.

The Sponsor's note states that the final volume can only be obtained from a member of the Mythic Dawn. A description of the meeting place is given.

Volume 4. Tell Baurus about everything and go to get the book together. The blade is "immortal" only until it comes into the room. Therefore, first save the game. Enter the room and sit on a chair. Raven Camoran - "sponsor" is coming soon. Deal with the cultists who attacked Baurus, take the last volume and the key to the Flooded Sewers from Raven. Baurus goes to the Temple to Martin, and you move to Tar-Mina with all the books. Save your game.

Four volumes contain the code - the first letters of the paragraphs: "Green Emperor Way Where Tower Touches Midday Sun". The Green Imperial Trail is the central area of ​​the city with the White Gold Tower. Find Camarril's Tomb there. At noon, the wall map will glow bright red. Activate the drawing and get a mark.

Hints: If Baurus dies on the way to the temple, go back to save and replay the level.

Shrine of Dagon

The secret location is in the caves of Lake Arrius. Save your game before going there. The gatekeeper will inform you that you need to talk to the caretaker Harrow. He will take you for a beginner, demand that you give him all the property and put on a robe.

Passing the game "Oblivion" at this stage requires a clear assessment of their abilities. There are two options for action: the first is to accept the offer and pretend to be your own, the second is to refuse and fight. In the first case, you will find yourself without money and weapons in front of a crowd of enemies who, sooner or later, will expose you. Otherwise, you will have to fight from the first minutes of your stay in the cave.

If you are wearing a robe, Harrow will lead you through the hall to the hall with Mankar Camorn and the faithful. After a short speech, the Master will open a portal and disappear. It will not work to prevent him at this stage. We need to get hold of the book "Mysterium Zarx". Mankar's daughter, Ruma, invites you to stab the priest Gilius. If you refuse, you will be immediately attacked. Agree. Wait until all occultists leave the company, grab the book and run through the living quarters.

If you refuse to give up the property to Harrow, you will have to clear all the premises in a similar scenario. But then the first battle will come much earlier. After getting out of the caves, go to Martin. He will decipher the texts.

Completing Oblivion with Karn found another clue. As soon as you pick up the book, the statue collapses and falls on the Argonian. Therefore, first you need to kill all the cultists, then free the lizard and take the book.

Looking for stones

Spies

Talk to the captain of the guard and the locals about the wanderers. Search Jerl's home. In your pockets you will find a key to the basement and a note with a plan of attack on Bruma. Report her to Joffrey and Martin.

Daedra Blood

Martin will tell you that you need 4 items to open the portal. The first of these is "the blood of the Lord Daedra". Must read Modern Heretics from the Temple library. A mark will appear on your map indicating the shrine of Azura. As a result of the quest, you will receive a "reusable" soul stone - the Star of Azura. It's better to keep it for yourself. But to close the quest, you need to give Martin one of the following artifacts of your choice: Golden Sword, Savior's Skin, Volendrang, Ebony Blade, Ring of Kajit, Mace of Molag Bal, Skull of Corruption.

Blood of deities

This is the second item to open the portal. The ancient ruins of Sankr contain armor splattered with the blood of the founder of the dynasty. In the north, in the mountains, there is an old fort. There is an entrance to the catacombs. Julius will give the key. Stock up on potions. You will have to face a lot of evil spirits. In the dungeons, you will find an undead blade. It needs to be destroyed. The liberated soul will tell you that it is necessary to find and get rid of three more such blades. Then go to the Reman's tomb, take the armor and take it to Martin.

Bruma Gate - Entrance to Oblivion

Completing the next quest requires closing the portal. The Countess needs help. Go to the city gates. You will meet old comrades there. Lead them through the gate. They lead to the vast area of ​​Oblivion. It is advisable to quietly slip through the guards. You cannot kill them - you will receive a fine of 1000 coins. In the main tower, take the key to the dremoor. Take the Sigil Stone at Sigillum Sanguis. This will close the gate. Travel back to the Temple.

Defending the city

Allies of Bruma

Joffrey will report that the guards failed to protect the city from the Mythic Dawn. Help should be sought from the Council of Elders in But the Chancellor will explain that the soldiers are involved in other battles. Captain Savlian Matius will provide one soldier to help if you have completed the "Battle for Castle Kvatch" quest. Otherwise, contact the Counts and Countesses of Cyrodiil.

Miskarkand

To perform the ritual, you need the Great Welkind Stone, which is in ruins. Grab the Varla Stone on your way. Take the key from the body of King Miskarkand, which opens a short passage to the exit.

Defense of Bruma

The fourth item is the Great Sigil Stone.

Follow Martin to the exit from the city. The mythical Dawn opens three gates, including the Great. In this battle, you need not only to survive, but also to save the life of the heir. It will be difficult to do this if the level of the hero is high. Bring everyone you can. Passing the game "Oblivion" at this stage requires maximum concentration of forces. Bring enchanted weightless items into battle, including the Ritual Stone. It will be required if partners die in battle. Also take as many restorative potions as possible. Learn the Chameleon and Invisibility encounters.

During the battle, the most important task is to save Martin's life until the moment he enters the gate. If he dies, the game is over. After you cross the gate, Martin will become immortal again. For killing a random ally, a fine of 1000 coins is charged. You cannot run away from the battlefield, otherwise the heir will die.

Great gate

A Daedra vehicle must not drive through the exit. You will have a quarter of an hour to find the Great Sigil Stone. Spend the first three minutes exploring the area. Ignore the siege engine. The main thing is to get to the Tower of the World Destroyer. Head north to the Smoke-and-Burn Cave. From there, go up to the top of any of the three towers, activate the controls and go down to the level of the gates of war. Clashes with opponents are best avoided. To do this, use the "chameleon" skill. On the ground floor is the entrance to the Vaults of the End of the World. A trap corridor leads to a hall with three doors. Open the left one and go up to Sigillum Sanguis. Take the stone. In Cyrodiil, help fight the Daedre and Dremora. Give Martin the last item and take him to the Temple of the Lord of the Clouds.

Paradise is the final task of the Oblivion main quest. The passage of this level is different from the rest. Here immortals cannot be killed under any circumstances.

Martin began the ritual. Enter the portal. You will be taken to the Wild Garden. You need to get to the Forbidden Grotto with the help of the "bracers of the chosen". Here you will meet the elf Eldamil. He promises to help if you kill Master Mankar. Trust him and follow the directions. After getting out, move to Mankar's palace. Raven and Ruma will help him in the battle. The first prefers close combat, the second - long-range. After the death of Mankar, Paradise will begin to collapse, and you will be transferred to the Temple. Do not forget to take the Amulet of Kings, staff and robe with you.

"Oblivion". Walkthrough quests: tips

Rarely does a game go without patches. The Elder Scrolls IV is no exception. The "Oblivion: Golden Edition" walkthrough has its advantages. It corrected typos, voice acting and map. In addition, the patch added the add-ons "Knights of the Nine" and "Shivering Isles" in Russian.

It takes several days to complete the Oblivion 4 game. Although you can save it at any time, you don't want to return to the same mission several times. Therefore, here are some tips for completing assignments.

1. Quests with which it is better not to delay.

1.1. All recommendations of the Mages Guild. Admission to the University of Secret Arts will allow you to create. But after that, it is better to stop career growth. The level at which the success of completing the task directly depends on the development of the main character (GG) - the Oblivion Mages Guild. Passing the "Wizard's Staff" at an early stage of development will give the maximum value of the parameters of the staff.

1.2 "Namira" is better to master, while Charisma is not pumped above 60.

1.3 "Sketches with death" is best done at level 1, when the ratio between damage from poison and health is the most optimal.

1.4. The first and fourth tasks of the Thieves Guild are closely related to each other, so you will not be able to get the maximum reward for each. But you need to master them at level 10. The Thieves: Azani Blackhart walkthrough "in the early stages will allow you to get an elven cloak and a set of armor.

2. Quests with which it is better not to rush.

2.1. "The Dark Brotherhood of Oblivion". Completing these tasks is estimated not only by awards, but also by points of Notoriety. At the beginning of the game, when the Fame level is still very low, this will be a big hindrance.

2.2 "Information for services". Before the quest, you should buy the "Lord's slumber" spell from Volanaro. After the assignment, he will die.

2.3 "Sins of the Fathers". After completing this task, Fathis Ules will stop buying stolen goods.

2.4. "Dreams of Oblivion". The passage of this quest is difficult for many. As part of the task, you need to collect 4 crystals and complete side tasks. The first three crystals find almost everything, but with the fourth, problems arise. You need to take a quest from Galen to find the fourth stone. It is located next to the port.

"Oblivion". Walkthrough "Shivering Isles"

This addon introduces the player to the new world of Sheogorath. The gate to the portal is located near Bravil. The new world is divided into two parts: Mania and Dementia. The first is a vibrant and colorful kingdom with highly emotional personalities. The second is the complete opposite of the first. Sheort is a city of the new world, divided into two parts. He is one of a kind in the entire Oblivion. The passage of the "Shivering Isles" consists of completing 17 main and 15 side quests, during which the player will get acquainted with unique characters. For example, a female blacksmith turns the ore of madness into a powerful weapon. The city is patrolled by golden saints and lovely temptresses who, for the slightest violation of order, throw the player into prison.

Summary

Passage of the Oblivion game is a fascinating process. A large number of different kvstas, unique characters and an exciting plot take the player into the world of amazing adventures. The replayability only enhances the experience.

In the many dungeons and caves of Cyrodiil, you will meet vampires. These aggressive comrades are not only eager to get rid of you, but they can infect the hero along the way with Porphyric Hemophilia *. If within three days you are cured of the disease (Cure Disease) - drink a potion, eat an ingredient, pray at the altar, cast a spell, there will be no consequences: neither external nor internal. In the screenshot on the left, the face of a healthy hero. It will be shown below how it changes. if you decide to become a ghoul.

However, if you neglect the treatment, then after three days, waking up from a nightmare, you will find that changes have occurred in the body, the skin has become pale, the eyes are red, you have become faster, stronger and acquired new abilities. Now for a normal existence you have to drink the blood of the sleeping people. As always, there are pros and cons to vampirism.


Unlike previous games in the series, the peace-loving citizens of the Empire will not attack you as soon as they see you. But the vampire existence is much less interesting: there are no clans, or any other curious features of the life of a ghoul. There is only one quest associated with vampirism, and that is the cure from it!

Vampirism has four stages. Regardless of the stage, you gain 100% Resist Disease and 100% Resist Paralysis. A number of attributes and skills will increase, the amount of the increase depends on the degree of development of vampirism.

Attributes receiving bonus:
Speed
Strength
Willpower

Bonus Skills:
Acrobatics
Athletics
Destruction
Hand to Hand
Illusion
Mysticism
Sneak

Consider the stages of vampirism and the characteristics of life in detail.

0-24 hours
Vampirism 25 %
+5
Fire vulnerability 20 %
5 %
Solar damage 0 units health in sec
New ability Hunter's vision
Hunter "s Sight
Hunter "s Sight is a new spell that grants Night Eye for 30s on self, Detect Life for 100 feet for 30s on self. Costs 5 Magicka.

There are no negative consequences of the first stage of vampirism, except that looking in the mirror is already unpleasant and you need to remember about regular nutrition.

Elapsed time since last feed 24-48 hours
Vampirism 50 %
Increase in attributes and skills +10
Fire vulnerability 30 %
Resistance to conventional weapons 10 %
Solar damage 1 unit health in sec
New ability Vampire seduction
Vampire "s Seduction
Seduction of the vampire (Vampire "s Seduction) - the ability to cast a spell Charm once a day, 50 p for 20 s, the radius of action - when touched.

This is where all the troubles associated with regrown fangs begin. The main one is solar damage. When you are in the sun, you lose health every second, so far by one per second. The effect is slightly softened if there are clouds in the sky. And the horror is that just when you need to quickly hide from the scorching rays of the daylight, you cannot use Fast Travel! Well, at least in the dimension of Mehrunes Dagon, tanning does not threaten.

You can only move fast at night. If, as a result, you "arrive" at your destination during the day, you will not receive penalties for the alleged exposure to the sun, but upon arrival you will immediately begin to burn.

Naturally, you cannot wait in the sun. Having started waiting at night and not getting out of this mode in time, you risk getting a fatal burn.

The attitude of the inhabitants of Cyrodiil towards you - a pale red-eyed bastard - will change for the worse, so that "Seduction of the Vampire" may come in handy.

Elapsed time since last feed 48-72 hours
Vampirism 75 %
Increase in attributes and skills +15
Fire vulnerability 40 %
Resistance to conventional weapons 15 %
Solar damage 4 units health in sec
New ability The realm of horror
Reign of Terror
Reign of Terror - the ability to cast a spell once a day with the following effects: Silence at 20 feet for 60 s, Demoralize up to level 6 for 60 s, radius of action - on touch.

The sun damage will increase even more, and the appearance will become even more disgusting. All the troubles associated with these features persist.

Elapsed time since last feed more than 72 hours
Vampirism 100 %
Increase in attributes and skills +20
Fire vulnerability 50 %
Resistance to conventional weapons 20 %
Solar damage 8 units health in sec
New ability Embrace of the shadows
Embrace of shadows
Embrace of Shadows - the ability to cast a spell once a day with the following effects: Night Eye for 90 seconds on oneself, Invisibility for 180 seconds on oneself.

All the previous minuses will intensify, an additional nuisance - sometimes, seeing you, the guards will attack.

If you walk up to a sleeping NPC and "activate" it, the question "What do you want from this character?" (What would you like to do with this person?) With the options Feed and Talk. Select feeding and return to the first stage of vampirism.


In order not to suffer from sunburn, you will have to eat once a day. Strange, but, waking up in the morning, NPCs do not experience any discomfort, so you should not be tormented by your conscience. The most comfortable dining rooms for a ghoul are guilds and quiet corners of cities where beggars sleep. Please note that if you are caught doing this, they will not pat you on the head.

The Dark Brotherhood quest line will give you the opportunity to become a ghoul voluntarily. To do this, you just need to talk to Vincent in time and go to sleep.

Another option is provided if you have installed the official plug-in "Merhunes" Razor. Eating the heart of the warrior Dagon will reward the hero not only with prion cannibal disease, but also porphyrin hemophilia.

If you gape and have reached the first stage, but do not want to suffer with the cure, you can get rid of the disease using the console (open and close with the "~" key). Dial
player.additem 977E4 1
This will add Melisande's Medicine Bottle to your inventory.

If, on the contrary, you have recovered from vampirism, and now regret it, write in the console:
Set PCVampire to 0
Set vampire.hasdisease to 0
The game will assume that you were not a vampire, and you can get infected again.

If you want to experience vampire joys without risking wandering through dangerous dungeons, visit the test location. You can move there using the console command
coc testvampireinterior
There are two gravestones ready, allowing you to become a ghoul. The first will allow you to calmly go through all the stages, the second will immediately reward you with complete vampirism. By the way, the "food" for the vampire also peacefully snores in the room. If you've already wandered around Testinghall, you've probably already visited this room. To get out of the vampire room back to Tamriel, go through the Test Hall to the Grove of Creatures and use fast travel, or use the console to move to the Toddtest location and teleport from there.


* Porphyric Hemophilia - Porphyrin hemophilia. This translation is adopted in the "Gold Edition" of Oblivion from "1C". Akella's translations (first edition of Oblivion and Morrowind) use the term hemophilia of the crowned. Note that in medicine, the name porphyria (or porphyrin disease) is used. Around this ailment, nicknamed "vampire disease", walks

WikiHow works like a wiki, which means that many of our articles are written by multiple authors. To create this article, 23 people, some anonymous, worked to edit and improve it over time.

If you play The Elder Scrolls IV: Oblivion, sooner or later you will become a vampire, and frankly, sometimes it brings a lot of headaches. There are certain advantages, such as increased skills (skills), and spells like Hunter's Sight, but after a while you will have to avoid sunlight and bite people in the neck, risking a penalty! Stuck with choosing the best way to become a vampire? Then read ...

Steps

    Become a vampire! You cannot have problems with vampirism if you are not a vampire. You can become a vampire by contracting a disease porphyrin hemophilia, which can be obtained during a fight with a vampire or other undead. In the quest "Temple of Azura" (second level) you can complete her task and enter the cave; since everyone present there are vampires, let them attack you until you become infected porphyrin hemophilia and then either complete the quest for a special reward, or just leave the cave. Another way to get vampirism is to progress quite far in the Dark Brotherhood quests until you stop receiving quests from Vincent. Ask him about vampirism, and be sure to tell him that you want to become a vampire. He will bite you the next night in the hideout. This is the safest and most reliable way to become a vampire. If you do not want to kill someone in order to join the Dark Brotherhood, then a good way to get vampirism is to complete the Gray Prince's quest in the Arena. There will be vampires there, but if they don’t infect you, don’t worry. Complete the quest and the Gray Prince will become discouraged. When the time comes to fight him in the arena, he will not resist. This will count as murder and will allow you to join the Dark Brotherhood, but your actions will not be illegal. After being infected with vampirism, you will need to know how to deal with it.

    • The following locations are good for finding vampires: Empty Cave, Bloodcrusted Cave, Raven's Refuge, Memorial Cave, some locations of the Imperial City Dungeon, other forts and caves suitable for vampires, and any places where zombies can be encountered, since they are also carriers "porphyrin hemophilia".
  1. Buy a house. It will be easier for you to deal with vampirism if you can return to your own home instead of looking for a random place in order to while away the time until sunset. Vampirism has four stages; the former gives you several options, but you don't get any significant disadvantages other than increased susceptibility to fire. However, if you do not drink blood within 24 hours, your vampirism will go into the second stage, in which you begin to receive damage from the sun's rays. This damage will increase accordingly every day when you do not drink blood, therefore, finding your own corner, you will greatly facilitate your life. The best home to buy will also be the cheapest; for 2000 gold you can buy a shack in the Port of the Imperial City, which is next to the homeless, which you will need later. You can buy this house from Venisea Melissa in the Imperial Commerce Chamber in the Imperial City Trade District. In addition, in some add-ons, such as Dark Lair, you will find locations that can replace your home, although you will have to pay for certain improvements (read below for more information on using additional content that you can download and which will help you cope with vampirism).

    Drink blood. Like all vampires, you need to drink blood to stay in good shape. It doesn't matter what stage of your lifesteal you are, whenever you bite someone, your stage of lifesaver goes down to the first stage at which you take no damage from sunlight. You can bite someone on the neck by walking up to the sleeping character and pressing the action / activation button. Select "feed" to bite someone in the neck and in a few seconds you will quench your thirst for blood. The most accessible victim is the poor; they sleep in the open air, are easily accessible, are found in most cities, they often rest away from other people, and therefore your bite will go unnoticed, you will not have to pay a fine. From your home in the Port of the Imperial City, the most likely to bite the poor man is Ankus the Worthless, which is right behind the Methredhel house (right up the road from your house), and next to the garden where Armand Christophe meets the new members of the Thieves Guild (behind an abandoned shack nearby with the Metredel house). Ankus goes to bed at 10 pm (like all the poor people), and you get about two hours before Armand Christophe shows up in this area. Sneak up to Ankus (be careful not to get caught; if the eye becomes brighter, then someone can see you) and bite him. You can do this with anyone, but this is the easiest way in this location ..

    Use your abilities. You shouldn't think that vampirism is definitely a bad thing. You get excellent abilities and skills, and if you can competently manage new opportunities, vampirism can make you more powerful than you thought. This can be especially useful if you are not averse to traveling at night and sleeping during the day, and you can also explore dungeons and caves during the day. Participating in night battles in the Arena as a vampire can give you the combat advantages you need, although you can only take part in one battle in the Arena per night before it closes, unless you have completed the Arena quest line, in which case you you can fight monsters at any time of the day, once a week.

    Plan your actions and movements. You need to be vigilant as a vampire - avoiding sunlight and suspicious people, you need to make sure you get to your destination before sunrise, or drink blood before you start taking damage from sunlight in the second stage of vampirism. The need to drink blood in the middle of the journey is a big inconvenience, but be patient and try to complete the quest "Cure for Vampirism" if the disease is causing you a lot of trouble, or find another way to solve the problem, such as the "Dark Lair" add-on. The sun sets at 8 pm, so try not to waste time and start your journey or quests right away.

    Download the add-ons, "Dark Lair" for example, which allows vampires and evil characters to eat and live underground with all the comforts. In particular, the "Dark Lair" was created specifically for vampires - it includes the ability to buy slaves, whose blood you can feed on, and the Renewal Font, which will help cure vampirism. This is the most convenient option as you don't need to buy one to use it. You can download Grim Lair from the Xbox Live Play Store for 150 Microsoft Points on Xbox 360 or other sites on PC. Please note, this add-on may be chargeable.

  2. Look for a cure if you want to get rid of vampirism. The quest "Cure for Vampirism" can be started by talking to Raminus Polus at the University of Mysteries, south of the Imperial City. The quest is long and very difficult, but in the end you will heal from vampirism. In addition to this method of healing, you can get to the Font of Purification in the Dark Lair expansion, which will rid you of vampirism, and this method is much easier. Once healed, you cannot become a vampire again, unless you play on PC and use mods.

    • The progression of vampirism occurs only in moments of rest or sleep - if you do not do one or the other, then there is an opportunity, being a vampire, not to bite anyone. However, this makes it much more difficult to level up and restore health while resting or waiting, as well as completing certain quests in which it is necessary to wait for certain events or characters.
    • The Mages Guild is a suitable alternative for the poor. If you are a member of the guild, simply enter one of the interns' rooms and bite them while they sleep, but remember that if you get caught, you will be expelled from the guild (if you are a member).
    • If you bought a house in Skingrad or any other most expensive house, then in this case you can drink the blood of your servants - just wait until they fall asleep and bite them - you will probably not be noticed. This is the easiest way to lower the level of vampirism, without looking for the poor or entering other people's homes.
    • Homeowners are harder to hunt. You need to pick their locks and keep track of their sleep schedule - they can catch you if you invade too early.

    Warnings

    • Remember that fire damage increases and you also take sun damage. People will not want to communicate with you if you are sick with vampirism - this can become the main problem.
    • Be careful when moving fast (or avoid it altogether). The longer it takes, the more likely it is to be exposed to the sun.
    • Only described here one an option on how to deal with vampirism; there are other locations suitable for food and life. Look for what works for you; there are convenient locations for living in Cyrodiil that may suit your preferences. Wherever you decide to live - heal or accept it - vampirism can overtake you anywhere, so be careful.

All that we see is only one appearance.

Far from the surface of the world to the bottom.

Consider the obvious in the world unimportant,

For the secret essence of things is not visible.

Omar Khayyam

This happened when I wandered through the imperial forests, looking into every cave I met, into every abandoned castle. Deep into the forest east of Chorrol town, I found Coldcorn Fortress. It was so ancient that it half collapsed. There were no stairs left in it, and one could get to the bastion only by jumping from the adjacent hill. A chest against the wall caught my attention. Three movements of the pick, and in my hands - several gold pieces, an ancient key and a strange note: “The sword will show the way. Half a mile. Behind the big stone on the right. "

This mystery was just one of the many secrets and secrets of the imperial province. I decided to find a solution-so I became a secret seeker.


After going through the plot The Elder Scrolls IV: Oblivion Having overcome the quest chains of magicians, warriors, thieves and the Dark Brotherhood, ransacking cities in search of side quests, another player will think that he has overcome the game, saw and mastered it completely. "We swam, we know!" - he will say.

And he will be mistaken, because the quests and the plot are only a small part of what the developers put into the game. They have in store for us a huge amount of secrets, secrets and mysteries. Some are very easy to spot and recognize, others will only be found by an attentive and observant player. Someone who can walk around each perimeter of the cave with a torch. Anyone who will watch the "suspicious" NPC for 24 hours. Someone who takes the trouble to read every dialogue and every piece of paper in the game.

By the way, about the scraps. What do these lines mean? "The sword will show the way" - maybe the key to the solution - an ownerless sword lying by the chest? He points north. After walking along it for several hundred meters, I found on the right side a large rock hanging over the ravine. There was a little chest behind him. In it I found a treasure - a small dagger and a note with a short praise: "Blessed are those who walk untouched paths."

These are ancient round stone pedestals, half buried in the ground. In the center of each, like an eternal fire, a white flame burns. The distant ancestors of the elves, the Ayleids, many hundreds of years ago went here with buckets for magic.

In modern Cyrodiil, the hero can use the power of these wells. It is enough to go to the white fire and touch it - the well will restore four hundred units of magic and put another fifty on top. The flame goes out, but not forever. Exactly at midnight it will light up again.

There are thirty-five wells in Cyrodiil. They are most often found in the Nibenay Basin.

The secret of the treasures of Orsinium

Orc Adventurer(Adventurer) I met in a cave Zonot(Dzonot Cave), which is on the shores of the Imperial Island, south of the bridge. It seemed strange to me that a bivouac was broken at the very entrance, apples floating near the shore and many bottles of alcoholic beverages. An orc in a cave fought with bandits. I helped him to deal with the enemies and began to carefully find out what he was doing here. It turned out that he walks through the caves not for self-interest, but only by the will of Lord Gortwog, who sent him. Orsinium needs not only knights, but also funds, all the more so, and therefore the orc fought with the bandits ("I fight, because I fight!"), And in his free time he wandered around and absentmindedly cleared the chests.

I must say that in comparison with the original inhabitants of the cave, the orc did not look very strong and could easily die if two or three bandits fell on him at once. Therefore, if you suddenly meet such a hero underground, help him as quickly as possible and do not let him die. A couple of times I met the bodies of orcs on the way, who went far ahead and died ingloriously, without collecting a single drake for the kingdom of Orsinium.

You can meet such adventurers in different places. These are the ruins of the Ayleids Talwinque, Rielle, Hrotanda vale, Niryastare, caves Arrowshaft cavern, Kingcrest cavern, Gray rock cave, forts Black Boot, Chaman, Urasek, Nomore, and mine Doomed mine.

The secret of the underground ship

There are several dungeons in Cyrodiil that no NPC knows about. They are not important to the plot. You won't be sent there on a mission. At first glance, these are ordinary caves and mines that do not stand out from dozens of others. The adventurer enters them, sows death and chaos, and then exits. But in a quiet cave, as they say, devils are found. And sometimes, having instinctively sensed a riddle, the secret seeker takes a torch and carefully examines every barrel, every stone.

Such are Black Rock Caves(Black Rock Caverns) A stone's throw from Chorrol, northwest of town. The entrance to the dungeon is located behind a waterfall, above a small lake - this is a picturesque place, especially at sunset. Inside you are waiting for the usual bandits and some disappointment - only two halls, a few villains, and a couple of chests. Not rich. But let's take the torch and go around the second hall around the perimeter. Pay special attention to the north wall. Examine the shaded corners behind rocks. Aha! Secret switch, first piece of evidence.

Turn it - and with a quiet rustle, it disappears, leaving behind only a bare rock. The exit from the cave was closed with a huge stone, it is impossible to move the bulk from its place. Fortunately, there is another way out. Do you already feel the catch? You are being taken there. Prepare enchanted weapons and powerful spells as two powerful ghosts await you outside. These are pirates, they fight with curved sabers.

It is interesting: If you hide from the pirates in a dark corner, then sooner or later they will get bored and start a conversation with each other about the most common things: nasty goblins, dangerous Summerset ... Nothing human is alien to ghosts.

When both ghosts are defeated, the cave will be completely empty. Do we really not know who they are and where the sea ghosts appeared in the land cave? And again our friend - a torch - will come to the rescue. Let's go around the hall where we were attacked along the perimeter. And again, behind the stone, there is a small magic switch in the corner. Like the first one, it will disappear as soon as you rotate it. Nothing has changed in this room. But in the next one on the ground, out of nothing, a ghostly trapdoor appeared in the floor. It is surrounded by the glow of ectoplasm.

There, in a secret basement, in a narrow winding corridor, the skeletons and bodies of bandits lie. Use the switch (material this time) to open the stone door and be very careful. In a huge grotto lies a wrecked ship, ancient and dangerous. Several ghostly pirates are guarding it. They are extremely dangerous, but they are just stupid ghosts. They can be defeated by force of weapons, magic, summoned creatures and several health elixirs.

You will not be able to get inside the ship, but around it you will find several chests filled to the eyeballs and you will be able to profit well. There is an order of magnitude more money in each than in ordinary "cave" chests.

The secret is revealed? Nearly. We never found out how the ship got into this grotto. No more leads!

Thirteen Star Stones

And Ivan Tsarevich set off on his way;
And rode, rode, and came to the place,
Where the road divided into three.
He saw a pillar at a crossroads,
And on the post is the following inscription:
"Who will go straight ..."
V. Zhukovsky, "The Tale of Ivan Tsarevich and the Gray Wolf"

Runestones can be recognized from afar by the red glowing letters. Very often they are surrounded by a ring of small stones or large rocks of an unusual shape. No one really knows where these stonehendzhi came from on the land of Cyrodiil, and there is no one to even ask the hero about the riddle of the runestones. In an interview with the newspaper "Black Courier", a lizard from the Guild of Mages reports that he does not consider these relict monuments to be sources of ancient and powerful magic (contrary to public opinion).

Only the Guild of Mages is seriously occupied with these stones - from Monday to Friday in the courtyard of the wizarding university are two small lectures on these unusual ancient artifacts. The first starts at ten in the morning, the second at four in the afternoon (if it doesn't rain). It is better to take seats on the benches in advance. Of course, to get into the courtyard of the university, the hero must at least go through all the "recommendation" quests from the guild branches. It is worth noting that the lecturer, a middle-aged Dunmer, sometimes expresses interesting hypotheses - they say, stones are almost half a dozen varieties, and, perhaps, they used to be a magic telegraph in the imperial army.

So far we know that there are three types of runestones - zodiacal and "heavenly". There are thirteen zodiac (according to the number of main constellations), they give a spell that strengthens the character by two minutes. If the hero already possesses a spell from another stone, it is replaced by a new one. Each can be used only once a day.

And here is the complete list of zodiac stones:

  • Magician Located to the north of the headwaters of the Silver Fish River. Grants a fifty-point magicka boost for two minutes.
  • Warrior. It is located southeast of Skingrad at the source of the river. It enhances the skills "blade", "blunt weapon" and "hand-to-hand combat" by twenty units.
  • Thief. It stands to the north of the intersection of the Silver and the Ring Road. Grants a spell that increases agility and luck by twenty points.
  • Atronach. Located north of Shardrock Farm. Supports the illusion and alchemy skills by twenty points.
  • Ritual. Located on the banks of the Niben to the north of the Fisherman's stone. Gives two spells at once - one hundred healing for oneself and one hundred and fifty for another character.
  • Horse. It stands by the Blue Road, between the capital and Cheydinal. Gives out a spell of acceleration (+20 to speed) and strengthening of acrobatics (+20 units).
  • Lady... Located west of Anvil. Grants a spell to strengthen will and endurance (+20 to each characteristic).
  • Serpent. South of Leyawiin. Gives out "Dance of the Cobra", which will paralyze the enemy for five seconds and shatter his health with a time-stretched poison - four units of HP per second, only twenty seconds.
  • Shadow. Southeast of the Corbolo River Bridge. Spell - 15% chameleon for two minutes.
  • Lord. On the border with Hammerfell, north of Niriastare. Grants two minutes cold resistance (50%), in addition to strengthening the ability to wear light and heavy armor (+20).
  • Lover. Southeast of the Imperial Bridge Inn. Spell - two-minute enhancement of luck and charm (+20).
  • Tower. On the shores of Lake Rumare. It makes it possible to open a complex lock once a day, and in addition enhances "blacksmithing" by twenty units.
  • Student. South of Skingrad. Supports the illusion and alchemy skills by twenty points.

The Siamese Lich Mystery

Lost Boy's Cave(Lost Boy Cavern) - the haven of necromancers. The entrance is hidden in a dark ravine, northwest of Lake Canulus. At the entrance lies a weather-beaten magazine, from which we learn that once lived two friends - Erandur and Wangaril. Both were once expelled from the Guild of Mages for dark deeds, but only Erandur was carried away by necromancy so much that he himself turned into a lich.

Wangaril came to the Guild of Mages to warn them that there was one more lich in Cyrodiil, but he was laughed at. And then he decided to deal with the lich personally. He left the journal in stone for future travelers. Tellingly, none of the inhabitants of the cave found him - do the necromancers really never leave the caves?

If you do not take into account a burning zombie nailed to an unburned board, then inside the hero is a classic cave of necromancers with ghosts, the dead and unfriendly inhabitants who prefer black to all colors. Scattered here and there are scraps of paper written in the hand of Wangaril and Erandul. The first panics, the second rejoices. Wangaril got lost in a cave, he tries in vain to get to the surface and gradually goes mad. The leach tosses him threatening notes - a dark sense of humor.

At the fourth, last, level, the hero - an observer of the drama unfolding on sheets of paper - will understand that the denouement is close - the cave turns into a relatively clean dungeon. Do not rush to break open the double doors - it is better to clear the stairs and find the key in the chest.

It's a secret: after climbing the stairs from the cave to the dungeon, pay attention to the bottles of beer scattered on the floor. Who did this? Look up - on a beam under the ceiling lies either a dead or a dead drunk goblin, clutching a bottle in his paw. How he got there is a mystery. Next to him is a chest, unattainable from below. There is nothing interesting under the cover, so you don't have to jump.

According to the last note, Wangaril killed the lich. At least he thinks he killed. Delighted with such an easy victory, our magician decided to ransack the enemy's bins for magic rings and other enchanted artifacts.

But why, having thrown open the double doors, do we see a lich in the throne room? And whose skeleton lies on the throne? The answer to the mystery lies in the name of the undead - his name is Erandar-Vangaril. The magician failed to kill the undead, he only freed the spirit of his friend so that he possessed himself. The souls of two friends were welded together in one person, like Siamese twins.

We revealed this secret, but another one immediately rises in front of us - the lich for some reason does not want to attack us, does not respond to attempts to speak and, moreover, is absolutely invulnerable. Swords and spells simply do not take it, and the summoned creatures do not want to fight the inhabitant of the throne room. I never managed to kill a two-in-one lich. You may be more fortunate.

The mystery of the cruel goddess

The next dungeon on our way is roundabout cave(Sideways Cave). It is very easy to find her - she is two steps south of the place where the hero once left the prison catacombs for the first time into the fresh air, on a small peninsula.

Finding the secret in the dark caverns is not very difficult. But for this you need to go around all the suspicious corners very carefully. As soon as you get close to the secret place, the wall will part by itself, and you will see the entrance to the secret area. Having overcome the corridor, the hero suddenly finds himself in a giant grotto. Water splashes underfoot, around there are the ruins of the ancient Ayleids overgrown with moss - the Lost Abargarlas.

Atlantis and Kitezh-grad rolled into one. How did it happen that not a ship, not a sniffed lich, but an entire dungeon was hidden in caves? What will give us a clue to the mystery? Maybe these huge plant roots that entangled everything around. Or a half-grown statue of the Daedra of Meridia?

We will be helped by a small tablet that lies at the foot of the statue. We cannot read the inscription on it, but someone came here before us and scribbled an interlinear translation next to it: “ Child of Meridia, the strength of an earth root, like sea water (earth like a flood?). People go out (run? Present? Imperative?)».

The Ayleids, for some reason, wanted to evacuate from here. But what made them panic? We move further along the half-flooded, half-flooded corridors. Before us is another plate - and it, too, with a translation: “ The fourth star is the hour (time?). Horror-strongest-strongest Meridia go (came?)»

It seems that the Daedra Lady personally visited them. At the end of the corridors we will see our translator - this is an elf scientist, he is dead. But he did his duty to the end. Next to him is another tablet, which he translated as follows: “ The stone-setters (builders?) Did not rest (woke up?) Meridia. Horror from horror. Rush to safety».

Now all the pieces of the puzzle fall into place. The Ayleid Builders have awakened the Deep Terror by disturbing the shrine of Meridia. The goddess came, brought with her the power of the earth and giant roots, which tightly sealed the underground palaces. The elves had no choice but to look for a way to salvation. Judging by the skeletons lying around, not everyone managed to escape.

The mystery of the skooma sellers

Skuuma is a drug made from the so-called moon sugar. Once skooma and moon sugar were consumed only by the Khajiit, but recently elves, humans and even orcs have begun to drink it. This drug is especially dangerous for people who, unlike the Khajiit, do not have thousands of years of experience of using it behind them. A person gets hooked on skooma as quickly as an Indian gets on "water of fire".

Many times, opening chests and pockets, I stumbled upon small, elegant skooma bottles. Several times I ran into drug addicts while completing quests. My hero tried this drug - it gives a powerful increase in strength and speed for twenty seconds. At the same time, dexterity drops sharply. When the drug wears off, the character bounces back ... almost. His intellect falls - almost imperceptibly, but it is possible to return it to its previous values ​​only through a pilgrimage to the sanctuaries of deities in city temples.

As you probably remember, in Morrowind, on the island of Vvanderfell, skooma was carried by smugglers on boats. She came across the hero much more often, and the moon sugar in its original form was smoked by Kai Cosades himself, the agent of the Blades and the immediate superior of the hero.

If you take and carry out a small investigation, you can open up a whole gang that trades in this dangerous drug - skuuma. The Dark Brotherhood quest ("The Lonely Wanderer") brought us to Bravil. Something suggests that illegal trade is flourishing in this impoverished town. Skuuma was sold to us by Nordinor, a salesman from the Fair Deal store. He goes "on business" at night and gets up in a narrow alley next to his own establishment. Literally across the street from it (south of the statue of the Lucky Old Lady), there is a den on the top floor of a nondescript house. Skooma lovers from all over the city - cats and people - gathered here. They constantly drink skuuma and are under its influence. The Khajiit hardly react to an attempt to rob them: “Take everything, I don’t need anything,” they say, even catching the thief by the hand.

An elderly Nord woman will tell us that even the son of Count Regulus, the young Gellius Terentius, uses skuuma. Let's visit the castle. And that's right - Gellius' eyes are strange, and the mood is constantly jumping. In his quarters, Gellius keeps skuuma in an inconspicuous chest behind the headboard. Every Saturday Gellius leaves the castle and, almost without hiding, goes to the brothel, where he remains until the morning.

He buys the drug in the house of Skrivva's cat, who lives a stone's throw from the statue of the Old Woman. It is sad to realize that the Thieves Guild was also involved in the spread of the drug, because it was Skrivva who at one time gave us assignments. Even then, we were told that the cat is absent from the house from time to time. Maybe she just goes to the tavern, maybe she doesn't.

In the capital city, only one person is engaged in the skooma trade - Dark Sam. He is constantly on duty outside the city against the wall behind the stables. Cheydinal is another matter. The city is located on the very border with Morrowind. Through him, the drug is transported from the imperial province to Morrowind. A whole orc gang is involved in transportation.

Orc Bazur Gro-Garz will give us a hint of bad deeds, he will tell the hero not to meddle in his own affairs, especially in the affairs of the Orum gang: "The most serious monsters in Cheydinal are Orum."

If you start to follow the orc Dulfish Gro-Orum, you can easily outline the circle of his acquaintances. The gang includes him and three more orcs - Magub Gro-Orum, Oghash Gro-Magul and in question - Bazur Gro-Garz himself. His face is honest, but who knows.

If you establish external surveillance of the house of Oghash Gra-Magul, you can see how this middle-aged orc woman leaves the house on Tuesday morning. She sets off on a long journey - to the port quarter of the capital to pick up a cargo of skooma in a secret place, in a barrel. She leaves money in a barrel - you can take it - and returns home. The one who puts skooma in the appointed place and takes the money is too cunning to get caught - I have never caught a drug mafia agent red-handed.

On Fridays, the orc woman leaves Cheydinal with a load of skooma and travels northeast to a remote, inconspicuous camp. There are two Dunmer bandits from the Kammon Tong organization (Morrowind, remember?). They accept skuuma, give out money to the orc, and hide the cargo in a secret place to the north of the camp - this is a hollowed out stone near the Kingcrest Cavern itself.

It's a secret: Kingcrest Cave is deep and vast. No people live in it, but it is simply packed with dangerous traps. At the lowest level of the inquisitive adventurer, another mystery awaits - a whole underground forest of dry trees. Why and why is he here? This remains to be seen.

Having received money from Kammona Tong, the orc woman returns to Dulfish boss Gro-Orum and gives him the money. If you want to interrupt the transport of drugs to Morrowind, then you can attack the gang in the Newland tavern. They gather there every day whenever possible and discuss their villainous plans in a closed room.

We have learned with you the secrets of ancient magic wells, runestones, an orc band and several deep caves. But Cyrodiil is a veritable ocean of secrets, and soon we will begin our investigation again. We are waiting for the riddles of the wars of goblins and bandits, the secret of a terrible monster from Solstheim, underground puzzles and amorous secrets of the inhabitants of the province.

Heavenly Stones of Cyrodiil

Seven "heavenly" stones are located in different places in Cyrodiil. They are very similar to the zodiacal rune stones in appearance and color of fiery inscriptions, but they do not give spells to everyone, but only to those who are considered worthy. The more famous your hero is in Cyrodiil, the more likely the stone will recognize him. If the hero became famous "good" (Fame) and at the same time "bad" (Infamy), then the values ​​are summed up. The spells cast by the stones remain with the hero once and for all.

  • Jone's stone loves novice heroes - he requires only the number 10. Gives invisibility and increased "stealth" (+30) for two minutes. Located east of the Sanguine statue.
  • Aetherius Stone expects not less than 20 fame from the hero. Gives a spell that strengthens magic resistance (+20) and increases mana by fifty units. The conditions are usual - the spell works for two minutes, it works no more than once a day. You can find the stone to the northwest of Skingrad.
  • Jude Stone requires the hero to become famous for an "amount" not less than 30. He gives a spell that increases health by forty points and strengthens "blades", "blunt weapons" and "hand-to-hand combat" by twenty points - for two minutes. Stands southeast of the Troll's Candle Cave.
  • Sithis Stone(requirement - 40). Grants Sithis's Net that reinforces Accuracy, Security, Speech, Illusion, and Trade (+20 for two minutes). You can find it north of Kvatch.
  • Magnus Stone(requirement - 50). Strengthens all six schools of magic (+20 units, two minutes). From the mouth of the Panther (Panther Tooth rock) go southeast.
  • Shezarr Stone(requirement - 60). Applies a 10% shield of reflection, enhances blacksmithing, block and both types of armor (+20, two minutes). Seek north of Leyawiin, near the Elsweyr border.
  • Dragon Stone(requirement - 70). North-east of Lake Arria (near Cheydinal). Increases health (+40), magic (+40) and gives strength (+100) for two minutes.

On a note: even in the nature of Cyrodiil there are small, weak magic stones, indicated by the green color of the runes. All they do is summon useful weapons and clothing for the hero. In the wild, the summoned things will come in handy, but you won't take them far.