The elder scrolls oblivion secrets. The elder scrolls iv: oblivion: secrets of the imperial province game tactics and tips from the artisans

Developer: Bethesda Softworks
Publisher: 2K Games
Localizer in Russia: Akella
Publisher in Russia: 1C
Officially sold with: March 20, 2006
Russian status: in official sale since June 23, 2006
Genre: RPG

HUGE LOCATION

Start the game and urgently enter the following into the console (called by the key - tilde [~]): coc testinghall and you will be taken to a huge test location. What is not here! And all kinds of animals and creatures, things, armor and so on, so on. It is very easy to get lost, so be extremely careful in this "world of doors".

ARENA - ARENA

Oblivion has an obvious reference to the progenitor of the entire TES series - The Elder Scrolls: Arena... Visit the Imperial City (location such) in the world of Oblivion, on the walls of this main city there are quite a few posters with the image of fighters and the inscription ARENA. Naturally, these posters advertise the local playground attraction - the Arena, where you can fight too. But the image itself refers us to The Elder Scrolls: Arena - the first game in this great series. Probably, the developers put this image for the anniversary of the first part in order to immortalize their project. By the way, Arena is already free and can be downloaded from the official website.

FAMILIAR GUY

Khajiit M "Hayk Liar, who first appeared in The Elder Scrolls: Morrowind, can be found at the walls of Anvil and Leyawiin. What he talks about is hints at topics of discussion on the official forums of the game. I must say that he only says one phrase at a time, so you have to chat with him at regular intervals.

GIANT CRAB

Some of the designers of this game clearly suffer (?) From gigantomania. Several huge creatures and objects were discovered in the vast territory of the game. So in order. The first is a giant crab that lives in a cave called "Green Meadow" (translated by 1C). You will have to wander around the cave for a long time, swim and look outside the doors. But on the last level this crab of indecent size awaits you. He will not cause serious danger, so it will not be difficult to deal with him.

GIANT FISH

Giant number two in our selection lives near the town of Bravil in the Nibene Bay. Dive to where shown in the screenshot with the map and you will find a hatch called "Grotto of the Bravil Warlock." Having penetrated there, you will have to swim a little, but if you try, you will find a Giant killer fish, which will be as easy to kill as a huge crab. On her corpse there is a sea of \u200b\u200bthings that she either absorbed or ... this is the Bravil sorcerer himself, who turned himself into a fish. This is evidenced by the name of the grotto.

GIANT PLANT

Another gigantic trick of the designers is hidden near the town of Skingrad, not far from the Dull Plain cave. Go to the nearest lake or pond, and your gaze will open the only huge Nirn Root in the game. It is assembled in the same way as usual and takes up the same amount of space in the inventory. To find it easily, see the map.

"BAD TROLL"

A funny character can be found under one of the bridges of the river that flows near Bravil. Run to the place indicated in the image and dive into the water from the bridge, a dead troll will open to your eyes. After searching him and finding the note, you will understand why he committed suicide. Another joke from the developers.

Invisible creature

The only invisible creature in the world of Oblivion freely roaming the vastness can be seen in the mountains of "Cheydinal County". Climb high into the mountains to a place called "Jumping Rock" (shown in the screenshot). Your gaze will have an excellent view, if, of course, the weather is good and the visibility is far, but we are not talking about that now. There is a camp on this ledge, and nearby are things, among which there is a guest's diary. If you are not too lazy to read it, you will find out a funny story associated with the character "Svenya" (yes, yes, that's right, the localizers were not mistaken). Further, after passing a short distance from this camp, an invisible creature will attack you, which will not be so easy to kill. This is a kind of "Udurfrukt-matron".

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 it was possible to 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: OblivionHaving overcome the quest chains of magicians, warriors, thieves and the Dark Brotherhood, having searched the 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 cave with a torch. Anyone who will watch the "suspicious" NPC for 24 hours. Anyone 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 to the 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 everyone, 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 a lot of bottles with 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, feeling a riddle in his gut, the secret seeker takes a torch and carefully examines every barrel, every stone.

These are black Rock Caves (Black Rock Caverns) A stone's throw from Chorrol, northwest of town. The entrance to the underground 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, several 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 soft 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, for outside you will find two powerful ghosts. They 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 everyday 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 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 hatch 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. Open with the switch (this time - material) stone door and be very careful. In a huge grotto lies a broken ship, ancient and dangerous. Several ghostly pirates are guarding him. 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 one 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 stonehengees 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 Black Courier newspaper, a lizard from the Mages Guild reports that he does not consider these relics 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, in order 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.

But full list 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. Gives the enhancement of 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 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 a spell to accelerate (+20 to speed) and strengthen 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 Tavern. The spell is a 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.
  • Disciple. 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-worn 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 the burning zombie nailed to the burning 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 and last level, the hero - an observer of the drama unfolding on sheets of paper - will understand that the end 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 it? 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 inaccessible 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 opened 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 was unable 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 - for some reason the lich 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 luckier.

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 the key to solving 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 sign 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 away? Present? imperative mood?) ».

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-the-strongest Meridia to go (came?)»

It seems that they were personally visited by the Daedra Lady. 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 installers-stones (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 that 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 skuoma 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, agility 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 \u200b\u200bonly 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, an 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. Just across the street from it (south of the Lucky Old Lady statue) on top floor a nondescript house is a hangout. 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 inform us that even the son of Count Regulus, the young Gellius Terentius, uses skuuma. Let's visit the castle. And that's right - Gellius's 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 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 tasks. Even then, we were informed 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 at the very border with Morrowind. Through him, the drug flows 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 girl 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 agreed 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 goes northeast to a remote inconspicuous camp. There are two Dunmer bandits from the Kammon Tong organization (Morrowind, remember?). They accept skuuma, give the orc woman money, and hide the cargo in a secret place to the north of the camp - this is a hollowed out rock near the Kingcrest Cavern.

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

After receiving 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 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 zodiac 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 \u200b\u200bare 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 from the hero not less than 20 fame. 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” of at least 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. It 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 cliff) go southeast.
  • Shezarr Stone (requirement - 60). Applies a 10% shield of reflection, enhances blacksmithing, blocking, and both armor (+20, two minutes). Seek north of Leyawiene, 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.

Disputes between players about whether to be infected with vampirism in Oblivion still do not subside. On the one hand, becoming a nocturnal predator provides serious advantages over ordinary mortals, but on the other hand, it imposes certain restrictions. However, no one bothers you to independently study the mechanics of vampirism in Oblivion, and then make a decision.

A bit of history

Fans of The Elder Scrolls series probably know that the ability to turn into a bloodsucker first appeared in Daggerfall. In this part, the hero, infected with vampirism, was dying in the truest sense of the word. Then, after a few days, the protagonist woke up in the crypt and found that, for obvious reasons, he was expelled from all the guilds in which he was a member. In return, the character received 20 points to all characteristics, as well as several unique skills, including levitation.

In Morrowind, the vampirism mechanic is not so "imb". The hero acquired only 20 points for some combat characteristics, and NPCs began to react negatively to him. In general, the life of a nocturnal predator in this part was another headache.

Voluntary contamination

Now, in fact, it's time to look at the mechanics of the vampirism infection in Oblivion. So, the hero can catch porphyrin hemophilia, and this is the name of the disease that turns you into a bloodsucker either voluntarily or accidentally. To begin with, we will focus on the first method.

By completing the tasks of the Dark Brotherhood, you will meet Vincent Valtieri. At some point, this character will offer the hero a so-called dark gift, and you can accept it or refuse. If you give your consent, and then sleep, the protagonist will find characteristic bite marks on his neck, after which the transformation will begin.

Please note that Valtieri will not offer his gift to a stranger. In other words, you will need to first complete all his tasks, and only after that the fateful dialogue will take place.

Accidental infection

As for the mechanics of random infection, everything is much simpler here. So, fighting a vampire, the hero can get sick with porphyrin hemophilia, which will start the transformation process. Keep in mind that you can only catch the virus if the bloodsucker hit you in close combat (that is, spells and arrows are not suitable). At the same time, infection can occur even if the enemy's attack was blocked, but the chance of this is far from one hundred percent.

In addition, if the hero has never fought with vampires, and also does not know Vincent Valtieri, he may wake up and find that he has been bitten. As a rule, this situation occurs at high levels and is a kind of plot move designed to add variety to the gameplay.

Prevention

As things stand, it’s much easier to prevent infection than to puzzle over how to recover from vampirism in Oblivion. To do this, it is enough to follow a few simple rules.

Keep vampires out of the melee zone. That way, they won't be able to hit you and thus infect you with porphyrin hemophilia.

When Vincent Valtieri offers you his "dark gift", you need to give it up. It won't really affect anything, other than that you don't become a vampire.

If you do catch the virus, you have exactly 72 hours to recover from it. To do this, it is enough to drink any potion with the effect of healing diseases, or eat an ingredient with the same property. It is also important not to go to bed until the porphyrin hemophilia has completely disappeared.

Of course, the above tips are only suitable for those who do not want to get infected with vampirism in Elder Scrolls Oblivion. Anyone who wants to become a nocturnal predator can do exactly the opposite.

Benefits

It was mentioned earlier that Oblivion's lifesteal has some benefits. Here they are:

  • You get 5 points for the attributes "Willpower", "Strength" and "Speed". At the same time, the bonus grows by 5 units for each day on which you did not eat blood.

  • You cannot be paralyzed or infected with disease. In addition, characters who become vampires take less weapon damage.
  • If you eat blood regularly, no one will guess that you are not human. Naturally, this is true only if you do not bite people in front of passers-by.
  • Three unique skills will become available to you that allow you to charm people, see them through walls and make it impossible to use magic.

In addition, some skills related to physical fitness and magic, the vampire will automatically increase by 5 points. But this is actually not such a significant bonus.

disadvantages

As you know, you have to pay for everything. So vampirism is not only a gift, but also a curse, so you need to take this into account. A Sim with porphyrinic hemophilia will suffer the following negative effects:

  • Fire inflicts more damage on vampires than on ordinary people. In terms of numbers, the damage increases by approximately 25%.
  • If you do not feed on blood for a long time, your hero will begin to suffer from sunlight. This is expressed in constant damage, the value of which depends on the weather (the clearer the sky, the more damage you will receive). Moreover, this effect will increase with each new day, on which the vampire did not drink blood.
  • Your hero will turn into a monster if he does not eat for more than four days. People will begin to notice that something is wrong with him, and the most courageous may even attack.

That's basically it. If the disadvantages outweigh the advantages in your opinion, you can cure the disease by using Oblivion's vampirism cure.

Nutrition

You have probably already understood that nutrition is one of the most important processes in the life of a nocturnal predator. Of course, none of the inhabitants of Cyrodiil wants to donate their blood voluntarily, so you have to use some tricks.

So, you first need to find a sleeping person. When you get close enough to it, you will see that the cursor has changed to a bat-shaped icon. Click the action button. Now you have two options: talk and drink blood. You, accordingly, need a second one.

Keep in mind that you will not harm the person in any way or turn him into a vampire by drinking blood. At the same time, it is not recommended to do this manipulation with the guards, since they can suddenly wake up and certainly will not be happy that they have become food.

If you change your mind about being a vampire

At some point, the nightlife and the need to constantly feed on blood can get bored. Fortunately, the game has the ability to get rid of this problem. Before being cured of vampirism in Oblivion, you will need to complete a special quest, during which you will get the medicine. After drinking it, you will not only turn into an ordinary person, but also acquire immunity to porphyrin hemophilia. In other words, you can't become a vampire anymore.

Alternatively, you can visit a cave called Deep Sight and find a bath room there. If you collect the special ingredient from the formations in the corners and then use the obelisk in the center of the room, you will be cured of vampirism. But keep in mind that this feature will only be available if you have The Vile Lair add-on installed.

Quest

The task that allows you to get rid of porphyrin hemophilia is called "Cure for vampirism." Its passage is as follows:

  • Visit any chapel and tell the priest about your problem.
  • Talk to Raminus Polus at the Magic University.

  • Go to Janus Gassildor. He will direct you to the witch Melisande, who will need to bring 5 great soul stones.
  • The preparation of the potion now begins. First, kill the vampire Hindaril and collect his ashes.
  • Next, get the blood of an Argonian (hit any of them with a special dagger), garlic, bloody grass and nightshade.
  • Take all the ingredients to the witch and wait 24 hours.

Then Melisande will brew the right potion for you. Just think carefully before getting rid of vampirism in Oblivion. Once you take a potion, you cannot become a bloodsucker again.

A little secret

If you are too lazy to get infected or recover from porphyrin hemophilia using standard methods, you can always use the console. Oblivion's lifesteal codes are as follows:

  • Write two commands in sequence: set PCVampire to 2 and Player.SetAV Vampirism 25. This will allow you to immediately become a vampire.
  • The Player.AddItem 977E4 1 command will add Melisande's potion to your inventory. After drinking it, you will be cured of vampirism.

However, it is much more interesting to do all this honestly. By using codes, you lose most of the fun of the game, so try not to get carried away.


1 November 2008 5:38

To receive this quest, you will need to get the next title "Summoner" from Raminus Polus, and he will also give you "Amulet of the Spell Absorber". The new task will be quite interesting and difficult. Raminus will tell you that one of the advisors, Irlav Jarol, is too busy right now and does not have time to oversee the project that is entrusted to him. You need to help the advisor to complete this project. To begin with, Raminus will tell you to go to the advisor himself and ask him for details. Irlav Jarol will be either in the "Council Room of the Archmage Tower" or in the rooms of the magicians, sleeping on the first floor. The "Archmage Tower Council Room" can be accessed through the teleporter in the Archmage's reception room (it will be marked with a red door icon, but do not pay attention to it). The advisor will be dressed in a white robe, so you can easily recognize him. He will tell you about the following. The detachment under his leadership began the excavation of the Island ruins and began to study them, but at a certain stage they encountered a certain obstacle, the secret of which they cannot reveal. Here you just need to help the magicians working on the spot in solving this riddle, because the advisor himself, unfortunately, does not yet have time to deal with this issue himself. This place is called Vakhtasen, it is located in the south of Cheydinhol at the mouth of the Reed River, next to the "Swampy Cave". He will also give you a key to one of the doors in Vakhtasen, which will be useful to you in the future when performing this task. Go to Vakhtasen, the entrance to it goes through a cave, which is quite linear. After a while, you will come to a breach in the wall leading to the Island Ruins. There you will meet the Argonian Skalil, so you need to talk to her, she is the direct supervisor of the study of the ruins on the spot. She will complain that Irlav devotes little time to this case and will introduce you more specifically to the course of the matter. In the process of exploring the Island dungeons, a group of magicians stumbled upon a column that possibly closes a further passage deeper into the dungeons, but they never figured out the secret of how to force the column to open the passage further, when trying to use various magic along the column, the magicians received injuries of varying severity. Now you have to try to unravel this secret. At the other end of the hall, you will see a door that just opens with the key that the advisor gave you. Moving along the corridor, you will soon meet another Denel researcher. He will tell you, in principle, the same thing as Skalil, but he will also tell you one detail, that on the walls of the room with the column were found tablets with inscriptions that may serve as a key to understanding the secret of the column, but the problem is that they were made on the ancient language that is difficult to translate. He will also tell you that Skalil has a book that could still help with translation, but Skalil does not give it to him, considering it a waste of time. Go back to Skalil, take this book from her and give it to Denel, then go to the hall with a column to read the inscriptions on the tablets. The inscriptions are located in the corners of the room in the recesses in the wall, and a huge column will rise in the middle of the hall. The sign closest to the entrance to the left will read "av molag anyammis", the farthest from the entrance to the left is "av mafre nagia", the farthest from the entrance to the right is "magicka sila" and the closest to the entrance to the right is "magicka loria". After you read the tablets, go to Denel and he will translate them for you. The first (the numbering goes in accordance with the sequence given by me above) the inscription will mean to apply fire, the second to apply cold, the third increase in magic, the fourth decrease in magic. That is, you need to apply one of these spells along the column from the side on which the corresponding plate is located. If you do not have any of these spells, then you can take the scrolls with them in the chest, which is located next to Denel. After each use, the column should shift its components, slightly opening the passage, as soon as all four spells are applied, a staircase leading downward should open in front of you and a corresponding information plate should appear. Go downstairs, but be prepared for traps and meeting with various undead. In the first hall there is a large square pit with stakes, which is revealed only if you step on the place under which it is located. Further there will be a small corridor at the end of which there will be a button in the floor, stepping on it, you will open two doors on the sides and one in front of you, some undead will attack you from the side doors. In the new hall, a similar trap awaits you, only this time the stakes are at the top and the place where you are stepping does not fall through, but rises up. After this hall there is a corridor with axes, passing which you will get to the hall in the center, which will rise a pedestal. To raise the steps leading to it, you need to press the button, which is located on the dais at the other end of the hall. When you climb the steps to a pedestal in the center of the hall, you will see a stand in the center, which is covered so that it is not clear what is under it. Press the button on one of the small columns on the plinth to remove it. An elven helmet, or rather an "Ancient Elven Helmet", will be found on the stand. As soon as you take it, hordes of evil spirits will immediately descend, and then choose yourself, either to deal with them, or just to run away. Return to Skalil, she will tell you to take the ancient artifact to the advisor Irlav Jarol. Go back to the university, you will find the advisor in the same places, he will thank you for the work done and this will complete the task.

-1) (_uWnd.alert ("You have already rated this material!", "Error", (w: 270, h: 60, t: 8000)); $ ("# rating_os"). Css ("cursor", "help"). attr ("title", "You have already rated this material"); $ ("# rating_os"). attr ("id", "rating_dis");) else (_uWnd.alert ("Thanks for rating ! "," You did your job ", (w: 270, h: 60, t: 8000)); var rating \u003d parseInt ($ (" # rating_p "). Html ()); rating \u003d rating + 1; $ ("#rating_p"). html (rating); $ ("# rating_os"). css ("cursor", "help"). attr ("title", "You've already rated this stuff"); $ ("# rating_os "). attr (" id "," rating_dis ");)));"\u003e I like 11

Once again on the issue of homosexuality in Oblivion
www.steep20.narod.ru/obl/gay.jpg

Someone asked why the NPC had a set of armor and a set of clothes - did you think they were sleeping in armor? Exclusive

The skingrad guard sleeping in my bed (he paid for his insolence - I was just hungry)
www.steep20.narod.ru/obl/guard.jpg

Have you tried horse riding?
www.steep20.narod.ru/obl/horse.jpg

Many people know that Imperial archers are poaching and often run around cities for reindeer. But

You've never seen such a brutal murder
www.steep20.narod.ru/obl/deer.jpg

Have there been any cases of suicide in your memory? Here we see a peaceful city woman, judging by the pose, jumping from

Roofs (by the way, mysterious appearances of corpses are not uncommon on this street, I think that this is the police

Infinite.)
www.steep20.narod.ru/obl/suicide.jpg

And this is how a vampire is fried in its own juice. Race - Breton. Doesn't it look like a Mowgli?
www.steep20.narod.ru/obl/maugli.jpg

You have noticed that Lucian Lachance was not only brutally killed, but also castrated. I will not give the screen,

See for yourself.

As the members of the Dark Brotherhood say, the first speakers were the children of the Evening Mother. And in her grave are five

Little corpses. Were they speakers at that age? Or were they dwarfs?

It would be foolish to miss the opportunity to ride a unicorn. By the way, does anyone know where to find more

One? And if anyone does not know, this is Girtsin's quest for his life jacket (shit compared to Morovsky)
www.steep20.narod.ru/obl/unicorn.jpg

Some have accused the developers of stealing ideas from The Lord of the Rings. I think the Matrix is \u200b\u200bon them too

Influenced. Those who have not seen the wonderful somersault performed by the GG urgently swing acrobatics. But more

In total, I am pleased with the incredible somersaults of the knocked out hero.

Also in the game you can find drug addicts who do not come off the bottle of skooma even during a conversation.

By the way, there is a bug in the Camoran assassination mission. Until you kill Mankar himself, his relatives will

Respawn along with all equipment. This is how I got five rings of 3k each. The funny thing is that leaving

Four of them are in the closet of the Mages Guild along with other things, I lost everything. The game didn't give me

Use dishonestly obtained good.

One book says that the Morag Tong was disbanded in the second era, although comrade nonrevarin lives in

3rd or even 4th era, and the Dark Brotherhood Kyrodiila mentions the existence of the Morag Tong to this day.

A cant of developers again?

Did you not think that S "Krivva (from the guild of thieves) worships Hirtsin? She just always speaks in the spirit of his

Of fans

Once in the capital, I fought with the guards. One civilian decided to help them, for which he was punished.

Having run halfway in my direction, he fell dead with an arrow sticking out exactly between the shoulder blades. My laugh

Scared the neighbors.

Once, having entered a freshly bought house in Skingrad (my favorite city), I saw thickets of garlic there. I thought

How does garlic affect vampires? Then he sat down on a stool under a bunch of garlic and was unexpectedly refused

Legs. I couldn't get up, I had to load. I didn't taste the garlic - the smell was enough for me.

Probably everyone had a guard's ear at least once \u003d). Did you have a healer's hand? (The guard told me this,

Sitting on the throne of a countess of some city while she slept)

Once I went to the merchant at night (to quench my thirst for blood). I sneak up the stairs (and there is a wardrobe with shelves) and

I notice that some strange thing is stretched from the shelf to the steps, which is recognized as a shirt when hovering. I

I thought: Grandpa had set up a stretcher for night guests (I constantly eat in this house - there is a key).

I tried to move the thing with Z, and the shirt flew away with great speed to the opposite wall, two

She ricocheted and fell to the floor. Fun but physics in the game.

I also remembered: I came to Kvatch according to the plot, and there, as usual, the gates are open, the city is on fire, the inhabitants

Panic. I speak to the guard, and he says to me with a joyful look: "It smells of smoke, fire ... and something else."

The mission of TB "Detective Story" was quite amusing - like feel like a maniac. It became especially fun

When the last living inhabitant comes into the room, he sees me standing over a mountain of corpses and says: "You

Be careful here, one of us is a killer "- I almost got scared

I haven't played daguerfall, but Morr definitely didn't have that many bugs. Oblivion will soon be called as

Something like Baglivion or Oblivibag. But then the number of Easter eggs and cool glitches in the best traditions

Series. In TES alone, 80% of glitches make you laugh. That's all for now. Onward to Cyrodiil in search of adventure.

I hope you find this interesting. Sorry for any repetitions.
P.S. The phrase sounds silly: "sometimes it passes through the walls, although I am not a pirate." As far as me

It is known in the pirated versions of the game glitches are added only with translation or quests.