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Odgovor: The Elder Scrolls IV: Oblivion -
24.11.2006, 18:58
Martin & Kvatch
Right then, on to Kvatch, as I mentioned before a city under siege by
Daedra.
Travel there and while you're riding up the slope leading to the city, you'll
see many people running away and will likely notice large flames from
afar. Welcome, that's your first view of an Oblivion gate.
Just before reaching the actual city, you'll come across a barricade and
three gaurds defending the position. Speak to their captain Savlian Matius
to learn the facts of the attack, and the fact that Martin was spotted still
inside the city, fleeding to the chapel of Akatosh.
The captain also asks you to help him close the Oblivion gate, that is to
lock the gate for him. now you can dart past the gate into the city, and
even easily get to the chapel, and find Martin there, but there's little point
as he won't agree to come with you untill after you've locked the oblivion
gate so that everyone can get out of there together.
So, next up, the Oblivion gate and locking it. You enter the gate not by
litterally "walking into it" in fact you can walk right through it and
nothing happens. No you enter it by "activating" it in the way you would
activate a door or chest.
Before I start on the actual inside of that gate, first some general info on
Oblivion gates. Each gate is held in place by a Sigil stone, simply remove
the stone and the gate will shut. Sounds easy eh? What's the catch you
wonder? Good question, eash Sigil stone is located at the top of a Daedric
Citadel filled with several levels of Daedra, and surrounded by Oblivion
landscape again filled with Daedra.
So the basic principle for each gate is the same, enter it, find your way
into the main citadel (I say main as some Oblivion gates have several
citadels), fight your way to the top and take the sigil stone to close the
gate.
Now some features of the landscape there; See those longish brownish
plantlife? Avoid them! See those red circles on the ground with 4 claw
like features on them? Avoid them! See those pillars with the
aforementioned red circles on top of them? Avoid those most of all!
Aside from that, you'll meet up with levelled Daedra both inside and
outside the citadel, and be carefull of the lava as well of course.
Right then, back to bruma. Once inside the gate you'll see what I just
described and a plutora of other things. At first it will look like chaos to
you, and lateron pherhaps the same but so long as you remember the
tower is where you need to go, you'll be fine.
From the gate, travel due northwest to find a survivor of the Kvatch
guards, you can choose to either take him along or have him go back to
the captain outside Kvatch, I choose the latter but if you can use the help,
the first is a good option.
After that encounter, travel due north to thew main citadel you see
dominating the surroundings there.
You'll notice two towers next to it, the one on the left you don't need at
all, the one on the right you also need. But first things first, enter the main
citadel; Blood feast. Enter the tower, to arrive on the "blood feast" level.
Fight your way up to the "rending halls" level and then even higher to the
"corridors of dark salvation" level.
On that level, in the first large room you get to, exit the tower through the
door in the center of the west wall. You'll find yourself on a walkway
leading to the Reapers sprawl tower in which you can find both another
remaining prisoner, and the sigil keeper who has a key to the final room
you need to go to for the Sigil Stone.
Kill one, speak to the other and make sure not to forget the key. Then
return to the main tower, open the door now on your left with the key and
continue onto the sigillum Sanguis. Once inside there find your way to
the top, touch the Sigil stone and you're done. Fow now at least.
The world will turn upside down for a minute and you end up back
outside Kvatch, next to a now ruined oblivion gate.
Speak to the captain Savlian once again and he'll ask you to come along
in breaking the siege of Kvatch, accepting it basically means going inside
and killing all the daedra that are in that part of town. Once done, speak
to the captain again and this quest is finished. The siege is lifted and now
Martin will accompany you to Weynon Priory.
Speak to him inside the chapel, and he'll follow you. Now you can either
travel on foot, or fast travel back to the priory. Don't worry, chossing the
second way will have Martin follow you right along and you end up
together just outside the priory.
Neki ljudi samo zinu, pa zagade okolinu...
Nisam paranoičan, ali to ne znači da me neko ne progoni!
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