The Let's Play Archive

Elder Scrolls IV: Oblivion

by Lizard Wizard

Part 47: The Elder Updates XLVI - Gearin' Up

Gearin' Up


Having eliminated the threat to Bruma, it's time to report back to Jauffre.


Mmmmmaybe?
But the Bruma Guard cannot defend the city indefinitely. The daedra of Oblivion are innumerable; the guardsmen of Bruma are not.
The guardsmen of Bruma are not many things.
We need to gather what allies we can before Bruma is hopelessly besieged.


Khajiit is in agreement with you. Strong agreement.
You should speak to the rulers of the other cities of Cyrodiil, as well as the Elder Council. Ask them to send aid to Bruma before it is too late.
Very well. Anything else?
Martin made some progress on the Mysterium Xarxes while you were gone. You should speak to him about it.
Noted.


Hello. You have revelations for this one?
I've figured out another item needed for the ritual to open the portal to Camoran's Paradise. The second item is the counterpart fo the first; the blood of a Divine. This was a terrible puzzle to me.
Hmmmm?
Unlike the Daedra Lords, the gods have no artifacts, and do not physically manifest themselves in our world.
Khajiit will once again take your word on this matter.
How then to obtain the blood of a god? But Jauffre solved it. The blood of Tiber Septim himself, who became one of the Divines.
Oho.
This is a secret remembered only by the Blades, passed down from one Grandmaster to the next. Jauffre should tell it to you himself.


Armor of Tiber Septim. Got it.


Martin has suggested tha-
So, Martin wants you to recover the Armor of Tiber Septim? I wish there was another way.
Is this a bad thing?
The Armor is in the Shrine of Tiber Septim, in the catacombs beneath the ruins of Sancre Tor. A holy place, once.
But now...?
But Sancre Tor became evil long ago. No one has returned from the Shrine of Tiber Septim for many lifetimes.
What evil lurks in Sancre Tor?
I do not know. The catacombs of Sancre Tor were sealed by the first Grandmaster of the Blades.


Here, this is the key to Sancre Tor's outer door.
...that rhymed.
I fear I am sending you to your death, but we have no other choice. You must succeed.
So. Another grand tour of Cyrodiil...


I will need supplies.


Bring me your finest armor.


Upgrade! Orcish is the third best flavor of Heavy Armor, but unfortunately we couldn't get a full set. I did get gauntlets, but we still need the carrying capacity afforded to us by the Handy Gloves for now.


My first stop should be the Imperial City. I can calculate my next step from there.


Pfagh! Bandits.


Might as well try out that new spell...


Hmm. Seems to have only been temporary.


Nowhere near so useful as a blade, I think.


Ooh. Nice bow.
That we won't be using for a while because it doesn't have any on it yet, unfortunately.


BEAR
A brown bear, to be precise! I neglected to show it, but eagle-eyed readers probably noticed the level-up icon in the previous update. We're level 15 now, and as a result we'll be seeing these guys in the world now. At 330 HP and 44 points of damage per attack, they're the deadliest animal Cyrodiil has to offer, but as long as you're good about blocking and dodging, you can easily avoid a grizzly fate.


Take this!





Drama queen.


...damn it.


Nothing too interesting this time. This gate layout does have some caves, though, which is a bit of a change.


Hey, wait a minute.


Visible terrain seams? For shame, Bethesda. But really, it's not pervasive or detrimental enough to warrant a demerit.


We also get some really situational spell I'll probably never use.


Big enchantment, big enchantment, no whammies, stop!





Not bad at all.


Tempted as I am to stack more armor rating on myself, I just can't resist the prospect of a bigger, better weapon.


We also stumble upon the shrine of Mephala. Mephala demands nightshade.


Other than that, the trip's pretty uneventful, and we've reached the Imperial City in pretty much no time at all.


What IS that?


Oh.
Minotaurs are on the spawn list now as well. They've got 300 HP, a nasty headbutt "spell" that can deal major damage your armor, and they bear the distinction of being the only monster to carry weapons.


Again, though, they're chumps as long as you're halfway competent.


Hmmm...you know, as long as I'm here I might as well get a proper staff.




























One, please!
We're gonna need it.