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Odgovor: The Elder Scrolls IV: Oblivion
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Odgovor: The Elder Scrolls IV: Oblivion - 24.11.2006, 19:02

Armor of Tiber Septim

The armor of Tiber Septim, you're supposed to get it to martin so he can
use the blood still on it in a spell.

Jauffre sends you to Sancre Tor, a legendary place to the north of Chorrol,
and to the southwest of Bruma.

Before going here, make sure to have either an enchanted or Silver
weapon, as you're bound to meet lofs of ghosts and wraiths inside.

This is a fairly easy dungeon, in the first hall, fight your way past the
undead untill you reach a small platform with an undead warrior wearing
a somewhat odd looking helmet. Kill it to learn it's the ghost of an
Ancient Blade warrior. Be carefull though that you don't walk into dead
ends, there is one in peticular with a very nasty surprise for unsuspecting
travellers.

Rielus (the name of the Blade) will tell you the tale of Sancre Tor, how he
and three others were trapped there and explains how you can get the
armor. You need to kill the undead bodies of his three friends before you
can access the armor. Also, don't forget to search the bodies of the four
blades for very nice artifacts.

Trhough the near door, brings you to an entry hall, one door leads to the
tomb of the Reman emperors, that is the last door you need. In each of the
other three halls however is another Undead blade to be found.

To the left of where you entered is the prison, the fastest route to the
blade: from the entrace, right, left, right, left, the second right, third left,
first left, and then turn right to find the Undead blade. Kill it and return to
the entry.

Next from the entry, take the door leading to the hall of judgement, as it
will save you some time.

Follow the path untill you reach a large room, to the far right is where you
can find the blade. Kill it and rather then heading back the way you came,
take the exit to the right of where you entered the room to find a path
straight to the catacombs, the last hall of this dungeon.

Once inside, you'll see the undead blade nearly at once, kill it and return
to the entry now since you're nearly done.

When you reach the entry, take the door leading to the Reman Emperors.
Inside you'll see the four ghosts of the blades kneeling, they'll break the
spell that would otherwise prevent you from reaching the armor. Wait
untill it's gone, walk up to the tomb and take the shield.

Walk back to the exit of Sacre Tor, and travel back to Cloud temple to
report your success and hand Martin the armor.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion
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Odgovor: The Elder Scrolls IV: Oblivion - 24.11.2006, 19:03

The Great Welkynd Stone

The third of four items sees you travelling to an Ayleid Ruin, the last one
to have a great Welkynd stone.

Miscarcand can be found to tne northeast of Kvatch and is a pretty basic
dungeon again. One thing be hard to find, or at least it was for me ;-), is
the hidden switch for the gate to the second level. From the entrance,
follow the path untill you can only go left or right, go right and then left
again, just beyond this staircase on the left side is the switch.

Head back to the staircase, and now head right to track back a bit. Follow
the path there, leading over a bridge and you'll find yourself at the gate to
the second level.

In this section again follow the path untill you arrive at a large hall, in this
hall be sure to go to the south end first, beyond a door there is the button
to get another gate out of the way. Once pressed, head to the north side
for the door leading to Morimath and the great stone.

Again, following the path here will lead you to a large room with in the
center the great stone, don't worry about the staircases though, they'll only
activate themselves once you've picked up the great stone, so don't bother
searching for a button. Instead walk around the platform to find the path
up. Be prepared for a fight though, as both a lich and a number of
zombies appear once you've taken the great stone from it's place.

Kill them all, and walk to where the lich used to be to find a very fast way
back outside.

Once outside, travel back to the cloud ruler temple and speak to Martin to
finish this quest.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion - 24.11.2006, 19:04

Defense of Bruma

Well, depending on your choice this can be one of the longest or one of
the shortest quests in the main quest. It's suggested to you that you get the
aid of the other cities in Cyrodiil to help defend Bruma while you carry
out another part of Martin's plan.

However if you're confident that you don't need the help of others, or
pherhaps not the help of everyone, then you could go along with the quest
and simply start it right now.

I'll assume however that you, like me, will get the help of the other cities.

One note, there's no sense in going to the Imperial city for this, they won't
help you no matter what.

Anvil

Speak to countess Milona Umbranox in the castle here. She'll ask you to
close the gate located to the northwest of the city.

Upon entering the gate, you find yourself once again in enemy territory,
This time you won't be able to simply walk up to the citadel, instead there
are two caves connecting you to the upper part and the Citadel.

Two caves with rather different ways to get there, unless you wish to
enter another puzzle, I recommend the cave closest by. That is from the
entrace gate, turn left and then almost immediately right, a small bit up
the mountain. Fight past some daedra in there and you wind up close near
the entrance of the Citadel.

From the acces of this cave, walk a small bit counter clockwise and you'll
find yourself at the entrance of the Citadel.

Once inside, no catches. Simply fight past all the daedra to the upper
levels and once there touch the sigil stone to close the gate and be
transported back to Anvil.

Speak to the countess again and she'll give you her support. On to the
next city now.

Bravil

Speak to count Regulus Terentius here, He'll ask you to locate and close
the gate located to the northwest of the city. (Be sure not to make the
same mistake I did, that is closing the wrong gate and then thinking the
game has glitched ;-) )

Upon entering Oblivion here, head south and then east. Be carefull of the
turrets there though, but east is the way to go as you can open a gate by
activating switch at the top of the shrine there.

After opening the gate, either return to where you came into the world
and go north through the now open gate into the citadel, or head a bit
further north from the shrine and then turn west to enter the very same
citadel.

Once inside, same old same old. Fight your way upwards and touch the
sigil stone.

Cheydinhal

Here the situation becomes a tad more complicated, still speak to the
Count to get the quest to close the gate, but the complication arises when
you speak to the guards just outside the Gate.
They'll mention the son of the count was trying to show off, and entered
the gate together with a friend. So now not only are you expected to close
the gate, but also to save the life of the son of the count.Though don't
worry, even with a dead count's son you'll be able to complete this quest.
The reward however will be less good.

But don't worry, looking for the son won't inconvenience you too much,
in fact he'll be waiting for you right along the route you need to take to
the Citadel anyway.

Head due east towards the citadel and you'll notice a few friends of the
count's son lying dead. Apparently their mission wasn't as much a success
as they thought it would be. Just before getting to the bridge leading to
the citadel, you'll meet the only two survivors, the count's son and a friend
of his.

After finding them, they'll play as backup untill they're either killed or
untill you close the gate. Speaking to the son also triggers the gates across
the bridges to open btw.

Cross the bridge, enter the citadel, watch for those nasty spike and blade
traps again and fight your way upwards all the while keeping the son
alive, and you're done. Take the sigil stone, thus closing the gate and you
wind up just outside Cheydinhal again.

Speak to the son to be given an honorary position in his organisation, the
knights of the thorn. Then speak to the count again to finish the quest.

Assuming you kept the son alive, you'll also be rewarded with the choice
of a unique artifact, either a sword with desintegrate armor enchantment
or a staff with a damage strength and shock enchantment.

You'll of course also receive the count's aid for the overall quest.

Chorrol

Speak to countess Arriana Valga here to get the quest. The gate is located
to the south of the gate of Chorrol.

Upon entering the gate, you'll notice two citadels, one right next to you
and another one due south. The one next to you has some great loot, but
isn't your goal here.

You'll notice the center Citadel is surrounded by 5 smaller towers, you'll
need to go through at least one of those to reach the central tower. Enter
the central tower, and Fight your way upwards, you'll find yourself unable
to go any higher.

The key to this mystery are the other towers. Going through one of them,
will allow you to get higher up on the main citadel. Once higher in the
citadel, the story becomes the same again. Fight your way past traps and
daedra to get to the Sigil stone, collect it and close the gate.

Report back to the countess and she'll agree to send aid to Bruma.

Kvatch

Rather then needing to close a gate here, you already did that, here you're
expected to help free the castle. Apparently that's still held by the Daedra
and that's where you come in.

Travel to the chapel at Kvatch there and speak to captain Savlian Matius.
He'll ask you to come along with liberating the castle, agree and he'll lead
the way out the eastern chapel doors. You'll come across some Daedra
there, the way to the castle is very short but also blocked, that is the gate
leading to the actual castle is blocked.

If you have either bow and arrow, or some spells, try and take out the
daedra atop the castle walls. That makes walking and running around that
area a lot easier.

Speak to the captain once again and he'll give you a solution to the locked
gate problem, a secret route leading to the inside of the castle's gatehouse.
First things first however, the key. travel back to the chapel and speak to
private Berich Inian. He has the key and being polite to him will also get
him to explain the route you need to take to get to the secret passageway.
The private will follow you along, and speak to the other soldiers in the
chapel will get you a few more helpers.

Follow the route leading you through the crypt, onto the underground way
into the castle. Be prepared to face a number of daedra guarding the way.
Follow the entire path and at the end you'll find yourself in the gatehouse
of the castle, with two gates and one lever. Activate the lever, and
assuming the soldiers that went with you are still alive, you'll have both
them and the soldiers with captain Savlian to wipe out the daedra in the
courtyard, and later inside the castle itself. With all those soldiers that
shouldn't cause a problem.

Once you've found the body of the late count of Kvatch, and given his
signet ring to Savlian, the captain will agree to aid Bruma.

Leyawiin

Speak to count Marius Caro here for this quest. The gate is located to the
northeast of the city.

Enter the gate to find yourself on a small island across the way from the
main citadel. Travel a small way west to find a cave leading to the main
island. Fight your way through it and arrive on the main island.

Your first goal should be to enter the main citadel, it cannot be reached
through normal means. You'll have to go through the smaller towers to
open the gates blocking the entrance to the Citadel. It's not that hard,
except for the Daedra you might encounter.

Once inside the main citadel, it's back to business as usual as you'll have
to fight through daedra, avoid traps and find the sigil stone.

Find it, close the gate, return to the vastle and speak to the count to get his
support for the Bruma struggle.

Skingrad

Another difference here, speak not to the count at first, but to one of his
stewards, Mercator Hosidus (unless you killed him during the mages
guild quests) or the argonian Hal-liurz.
Speak to them and explain the situation, and they'll set up a meeting with
the count.

You might think this odd? The count is a vampire so he doesn't show
himself too often lest he be detected.

Speak to the count to hear the same story you've heard before, close the
gate for support. The gate is located to east of castle Skingrad.

Once inside you'll see two smaller towers and a large third tower which is
across a pool of lava. Your first step is the two smaller towers, at the top
you'll find switches that will activate a bridge across the lava, leading to
the actual Sigil tower.

It's basically fighting your way past daedra again, activating the switches,
in the main tower it's the same, fight your way up and touch the sigil
stone to close the gate of oblivion and re appear near Skingrad.

Return back to the count, report your success and he'll agree to aid
Bruma.

Bruma Gate

Once you have the support of all various cities, you can head back to
cloud ruler temple and report your success to Jauffre.

Speak to Martin to start the actual quest here. He'll tell you to contact the
countess and set up a meeting in the chapel of Bruma. Speak to her and
be prepared, getting her to the chapel means you're almost going to war so
make sure you're prepared.

Inside the chapel, the countess will speak to Jauffre and Martin and then
will wait for your final go ahead before starrting everything.

Travel together with martin, Jauffre and some blades to the gate of bruma
and you'll be cheered by folks in the streets, or rather Martin will be, and
you can observe that.

Provided you got the aid of all other cities, just outside the gate you'll be
greeted by 10 warriors ready to aid you in the defence of Bruma. Follow
martin to the site of the impending war and defend him, yourself and the
others as a total of 4 oblivion gates open.

I found that with all the help of all the cities, I could even stand by and do
nothing while they take care of everything, so your real task here doesn't
start untill the great oblivion gate opens in the center of that small valley.

As soon as it opens, and when you're sure nothing bad will happen to
your companions, head inside as soon as possible.

Why asap? Because this is one of few quests in oblivion that has a time
limit. Once inside the gate you'll immeditately notice a large daedric
machine "crawling" towards the oblivion gate. Your task should be to
take the great sigil stone before that machine get's all the way through the
gate.

Impossible? no, but it is hard. So be swift here; enter the first tower on
the left. Go to the top and follow the bridge leading to the tower further
along. travel down here and exit on the other side to find yourself nearly
past the daedric machine. Run along following the path there and before
you you should see two more small towers and a large Citadel, enter the
tower on the left as it's closest.

Again go to the top as soon as possible and flip the switch that will open
the gate blocking your access to the main citadel.

Pass through the gate, enter the main citadel and fight your way past two
sigil keepers, daedra and traps to get to the sigil room and take the stone.

Once you have it, that's it. An end to the rushing, now you can relax for a
bit as Martin congratulates you and such.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion - 24.11.2006, 19:05

Camoran's Paradise

You're nearly done now, so don't worry. Report back to Martin at the
cloud ruler temple to receive this next and nearly last quest.

He'll ask you to travel to Camoran's Paradise and kill the madman. Enter
the portal as it's opened and you find yourself in lovely terrain. Your goal
lies to the east, keep that in mind and consult your map if you need be as
I've heard more then a few people that were lost in here.

Following the path will lead you to a bridge and you'll see a Xivilai in
front of it. No sense in avoiding it so best speak to him right away. He'll
explain you need something he has to enter the next part of paradise, and
he'll hand it over if you do him a service, you can however simply kill
him and take it.

Assuming you agree to do a service for him; travel north and you'll find
another cave. Enter it and speak to the humans there of an Imprisoned
Xivilai and why he was imprisoned, free him to gain the favor of Kathutet
or kill him to force yourself into a fight with him anyway.

Travel back to kathutet and either face him in battle, or receive the bands
peacefully, either way put them on and then enter the cave across the
bridge.

Follow the path here leading to the door marked "forbidden grotto", to
enter there you need to have the bands on. Enter it and find yourself in a
nice dungeon, where quite a few people are being tortured and such.

Just inside the second room here, you'll be spoken to by a former follower
of Camoran who's seen the light and now wishes to help you. Agree and
he'll guide you a bit along the way and help you get past the high level
dremora in there.

At one point he'll tell you to get into a cage as a dremora comes to check
on him, don't worry, it's not a trap. Though you will be lowered down to
the lava, you never actually go in as he keeps his word.

On the other side of this lava pool, the exit to the second level is but a
small way due south.

Once there, simply follow the path first a bith south and then north of
where you entered to come across a Xivilai Medrike, you really need to
kill this one as he holds the key to the exit.

By this time Eldamil has removed your bands and you'll be able to exit
the Grotto as normal.

Back outside, Camoran can be found just a little to the northeast. He has a
mansion there. You'll be greeted by the two children of Camoran you
killed earlier, but don't worry about killing them just yet as they only
respawn any way and they mean you no harm, not yet anyway.

Enter Camoran's mansion to find him standing in front of a throne. He'll
tell you a number of things and then the fight is on. I suggest going after
him and ignoring his children as they both respawn and killing them
really does nothing for you.

Once he's dead, you're automaticaly given the amulet of kings and you'll
find yourself back at cloud ruler temple.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion - 24.11.2006, 19:06

The Dragon Fires

Once back at cloud ruler temple, speak to martin to hear the next course
of action, travelling to the Imperial city, lighting the dragon fites and
containing Oblivion.

Well, easier said then done as after travelling to the city's palace district,
and meeting with the chancellor, you'll learn the city is under attack, by
none other then Mehrunes Dagon himself. Be carefull, as shortly
thereafter two or more mythic dwan assassins enter the council chambers
looking for blood.

After you hear about the attack, speak to martin and you'll suggest using
the amulet of kings to defeat Dagon, he'll ask you to accompany him to
the temple of the one in the city there and he'll do the rest.

Well that's what you need to do now, escort Martin through the city, keep
him alive and make sure you both reach the temple intact. At one point,
just before the entrance you even have to go up against Mehrunes
himself, if only for a short time.

Hurt him enough to get him to stagger and run past him with Martin in
tow to enter the Temple of the One.

Speak to him again and sit back and watch as the rest of the story unfolds.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion - 06.01.2007, 22:52

Dark Brotherhood Quest




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Odgovor: The Elder Scrolls IV: Oblivion - 06.01.2007, 22:53

1. Entry to the Dark Brotherhood

Murder someone, it has to ba a cold blooded murder, so useually it is someone
who does not attcak you on sight, try to find someone out of a city. There are
a few quests that you can do to do this without having to worry about a bounty.
These are the quests that I have found so far:

The Siren's Deception, you get this quest by asking about rumours in Anvil. The
wemen will actually attack you first, so I don'tknow why this counts.
Origin of The Gray Prince, you get this quest by joining the Arenea and talking
to the Gray Prince, who is the Arena Grand Champion. YOu have to talk to The
Gray Prince before you reach the rank of Champion to get this quest. When you
fight him in the Arena he will run at you, sheathe his sword and beg you to
kill him. Thus giving you a cold blooded murder.

When you have, then you should get a message that someone has been watching
you. Sleep as soon as possible and you will be contacted by Lucien Lahance who
is a speaker in the Dark Brotherhood. He will offer you a chance to join the
brotherhood, but you have to perform a hit for him.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!
   
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Odgovor: The Elder Scrolls IV: Oblivion - 06.01.2007, 22:54

2. Initiation, A knife in the Dark.

Item's Required: None

Rewards: Shroud Armour, Shroud Hood (Fortify Sneak, Blade, Marksman, Illusion and Acrobatics 10 points).



You have to travel to the Inn of Ill Omen which is to the south of the Imperial
City half way to Bravil to kill a man called Rufio. He will also give you the
Blade of Woe which is a dagger that you should try to use for all your Dark
Brotherhood contracts. Fast travel to Bravil and follow the road, at the
beginning of the road you will see a cylindrical ruin that is a wayshrine to
Zenithar run over to it and activate it to receive a +10 bonus to your luck,
just before you get to the Inn there is another shrine on the right to Tiber
Septim that gives you +10 strength bonus. You can activate these in the
churches in the city's once you have visited the shrines, they are little
font's around the edges of the inside of the church.

When you arrive at the Inn talk to the Innkeeper and he will tell you that
Rufio is staying in the Inn, if you talk to him somemore about Rufio he will
tell you to use the hatch under the stairs to go and see him. Press select and
wait around until about 3 a.m, press the sneak button and enter the hatch. Take
off your boots if your sneak skill isn't that high and creep down the corridor.
Creep up to Rufio and stab him with the blade of woe this should kill him in
one hit. Sleep in the bed next door and Lucien will visit you again and welcome
you to the family and tell you to go to Cheydinhal, to the abandoned house, and
open the door in the basement with the password that Lucien gave you.

Fast travel to Cheydinhal and go to the abandoned house. Go in to the basement
to the illuminated door and speak the password, talk to Orcheeva who will tell
you to go and speak with Vicente Valtieri who will now give you your contracts.
She will also give you the Shroud Hood and Armour, which fortifys Sneak,
Illusion, Marksman, Blade and Acrobatics by +10, when both are worn. Light
Armour that only weighs 2.5lbs together.

Go straight ahead and down the stairs to meet Vicente who will give you your
contract.


Neki ljudi samo zinu, pa zagade okolinu...


Nisam paranoičan, ali to ne znači da me neko ne progoni!