| The Elder Scrolls IV: Oblivion S.I. Walkthrough (PC) |
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Version: 0.6 Date: 05/08/07 |
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Created by:
If there are any technical details or layout issues, please contact APY. This walkthrough can only be hosted with our explicit permission. Currently, it is only to be hosted at Planet Elder Scrolls and IGN FAQs. Don't expect this to change in the near future, and please let us know if you see this walkthrough hosted anywhere else.
Title: The Elder Scrolls IV: Oblivion: Shivering Isles
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01 - Walkthrough
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By: Alienslof |
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Once the expansion is installed, wait a day. You will then be updated with a rumour of a strange doorway that has opened up.
Sure enough, a new marker has appeared out in the middle of Niben Bay, east of Bravil. Swimming or water walking is the only way to reach it. Once there, a large stone face dominates the island, with a blue glowing doorway in its mouth and surrounded by a few colourful characters. It's worth talking to them just for the entertainment value. An Imperial guardsman will warn you that people who go in there are either not seen again, or return 'changed' - in other words, mad. It's just a simple matter of stepping through.
Haskill asks you to sit and once you're comfortable, will explain that things are not going well in the Shivering Isles and the Mad God is seeking a mortal to become his champion.
Once you accept the job, the room disintegrates into a cloud of butterflies (rather a nice effect) and you find yourself sitting on the top of a hill looking down into a lush, mushroom-filled valley. In order to access the main part of the land, you must first pass through the Gates of Madness. These are guarded by the Gatekeeper.
Time to look into this, then. | ||||||||||||||
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Down the hill lies Passwall, a small hamlet of rickety shacks inhabited by a few people (all mad in one way or another). By talking to these folk, you can learn much about the Gatekeeper, and none of it nice. They speak of a party of adventurers who are going to attempt to take him on. You are treated to a nice little fight scene when you go to investigate. He kills all of them with ease.
Talking to the villagers will point you in the direction of Jayred Ice-Veins. He can be found wandering around, or in the small inn. Also, by talking to some of the people, you can learn that the keys to both Gates are in fact sewn up into the Gatekeeper's body - it looks like killing him is going to be the only way past.
Jayred does indeed have some interesting information. He explains that the Gatekeeper only has one weakness and that is to his own flesh and bone - or at least those from which he was created. He mentions the Gardens of Flesh and Bone and needing to get through a locked gate - once in there, he claims he can use some of the bones lying there to create special bone arrows that can be used against the monster.
Jayred will lead you off to the Garden once you tell him you're ready - all that's required is to follow him.
The lock is an easy one and once through the gate you are attacked by three Shambles, skeletal-type creatures made from bones tied together. In the centre of this courtyard lies the skeleton of a dead Gatekeeper. Jayred will retrieve the bone pieces he requires from this corpse.
Once a little time has passed, locate Jayred and he will give you a handful of the arrows and ask if you are ready to take on the creature. He will then follow you to Gates of Madness.
The arrows deal him a great deal of damage and with both of you shooting at him, he is quickly taken down. He's quite slow, though has a large stride - fortunately there is plenty of room to keep backing up while firing arrows at him.
At this point, I don't think it makes any difference which one you pass through, as both sides of the Shivering Isles lands are accessible. If I'm wrong, I'll amend this.
There is an alternative method for killing the Gatekeeper. In Passwall's tavern, The Drunken Wastrel, there's a woman there at night who brags about being the mother of the Gatekeeper. Relmyna Verenim tires of talking to you and directs you to her apprentice, Nanette.
Upon being persuaded, (bribe or butter her up) Nanette informs you that the Gatekeeper's mother's tears will hurt him, and that the mother visits the Gatekeeper every night around midnight. Follow her there, sneaking behind her, and draw close enough to hear her talking to the Gatekeeper.
She drops a handkerchief soaked with tears that you can pick up and get three doses of her tears, which are a potent poison that acts for 120 seconds on the Gatekeeper.
You can then get the bone arrows from Jayred or just poison a hand weapon and attack the Gatekeeper right then and there.
(Thanks to Henry F. Petrash for the alternative method.) | ||||||||||||||
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Once you reach New Sheoth, it's soon clear that just like the rest of this strange land, it is divided up into two, one side for Mania, known as Bliss and one side for Dementia, known as Crucible. Bliss is bright and colourful like the lands of Mania. Crucible is dark, dingy and brooding like Dementia's own land. Sheogorath's palace is also similarly divided, right up to his throne; clearly, the fellow is quite insane, with two sides to his madness. There you will find the Daedric Prince and Haskill, his advisor - the man you met first. Talking to Sheogorath is entertaining to say the least; but once you work through the nonsense, it soon becomes evident that he is worried for his realm, and looking for someone to be his champion and put everything to rights. Namely you. He speaks of the coming of Jyggalag, the Prince of Order and this bodes ill for the Realm of Madness. He needs to get some defences back up to protect the realm and its subjects. The first line of defence is a magical one known as the Resonator of Judgement. The problem is that this device has been inactive for years and needs to be started up again.
Reading the manual and talking to Haskill will reveal several clues to achieving this goal.
It's quite a bit of a trek, especially as there are no horses in the Shivering Isles, though the destination of a miscellaneous quest is along the same route. (See A Liquid Solution)
It's soon evident that the place has been in disuse for a long time, and is now home to a tribe of Grummites. These will object to your presence with violence. Pay special attention to the Grummite Shamen - in particular the staffs they carry.
I found each Shaman near to where the Focus Crystals needed to go, though they may move around a little depending on the fighting. Once placed, the crystal lights up. Same applies for the other two.
This is a large, grey shiny mass of angular crystals coming up through the floor. Activate this to complete the switching on of the Resonator. The first line of defence is now once more active. Screenshot: Resonator of Judgment
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However, before you return, you get to see this magical device in action. What's more, you have a hand in how it works. For the best and most entertaining experience of this, checking the manual is worthwhile. Once you start to head out of Xedilian, you bump into a man who seems to be the caretaker for the whole building. He can also offer advice and is worth talking to.
There are two choices to each of the next tasks, so I'll include the journal entries for each. One choice results in death for the hapless adventurers, the other results in them going insane. This is a good demonstration of how the Resonator works on the minds of invaders, and is how it dispenses its defence. First one is a choice between one giant Gnarl creature or a horde of them. One is death, the other, insanity. Press the button of your choice at the sides of the viewing balcony. Insanity:
Death:
Second up is a test of frustration for the unfortunate party. Who can resist the lure of such a large pile of treasure? Insanity:
Death:
By the time you come to the last one, only the Orc is left alive. He's come this far - can he survive it? Insanity:
Death:
Killiban explains that you are to receive the spoils of this little demonstration which he has taken from the now dead or insane adventurers.
Foremost among the items is a very special sword, one you probably saw the Orc carrying. Depending on what time it is, the sword will be named 'Duskfang' or 'Dawnfang'. Amongst the Orc's belongings is a note containing information about this sword, explaining how it transforms itself depending on night or day, and also its very special ability to upgrade itself. A particularly nice piece of kit!
As you make your way out of the building, you will be attacked by three shiny, angular beings. Kill all three.
Killiban does indeed know what they are. They are warriors of Jyggalag, known as Knights of Order. These are the beginning of his invasion of the Shivering Isles.
When you step outside there are more of them accompanied by a priest - as you kill them, he summons in more. To stop them, you must shut down the crystal thing they're popping out of. Like Oblivion gates, these will randomly pop out all over the Isles. As each Knight dies, take the Heart of Order he drops. Activate the crystal monolith thing and it will ask if you want to put in a Heart. It takes several but that seems to be the key to shutting them down. Only once the monolith is closed can the priest be killed - until then, he just gets back up.
Sheogorath seems pleased that you have Xedilian up and running. He decides that in order to fully understand the Realm of Madness, you should experience both sides. He tasks you with going to talk to the Duke and Duchess. Thadon is the Duke of Mania and Syk is the Duchess of Dementia. Each one will give you a task to complete that will broaden your understanding of madness.
These can be done in any order. | ||||||||||||||
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Thadon can often be found in his garden if he's not in the throne room. He explains that he's addicted to a substance called 'felldew' and he needs the Chalice of Reversal to cure himself of it. He feels that you should feel what being addicted to something is like for yourself - a voyage of enlightenment, if you will.
Thadon has no idea where it is, but asking around his staff yields results and a map marker. Wide-Eye the Argonian explains that it's in an Elytra lair called Dunroot Burrow.
There is only one way to get in, which is to ingest some felldew, which you can get from one of the burrow guards just outside.
As soon as you ingest this stuff, you begin to feel the addiction kicking in. While it lasts, some of the Elytra will ignore you as it works like a hormone, making you smell like one of them.
As you proceed through the Burrow, you can pick up more of the felldew, which will temporarily alleviate the withdrawal - however, each time you eat more, the effects wear off that much faster, the withdrawal becomes more severe and you need more and more in order just to function as your strength wanes.
The Burrow opens up into a ruined tower of a similar style to Xedilian. This has become home to several addicted people who will attack you on sight, worried that you are coming for their felldew supply. All you can do is kill them. In the centre of the top room is the Chalice you seek. Once you have possession of the Chalice, you feel your addiction fade - now you know why Thadon wants it!
Once you deliver the Chalice, Thadon shows his gratitude by granting you a place in his Court of Mania. A fake version of the Chalice appears on one of the plinths in Sheogorath's throne room, along with the Attenuator of Judgement display.
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0.5 (1 May 2007) - initial version 0.6 (8 May 2007)
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Thanks to: Henry F. Petrash Copyright © 2007 by Alienslof, Abram 'APY' Wagenaar. Design by Arjen 'Grawl' Voogt. This guide may only be used by IGN and Planet Elder Scrolls. |
Submitted by AlienSlof -
Created 5/1/07
(Last Modified 5/8/07)
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