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Design: Kimberley Duval - Walmart

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Quest: Aid for Bruma<br />

This is a multi-objective quest. Your goal is to speak to the leaders of each of the other major<br />

cities in Cyrodiil, as well as the Elder Council in the Imperial City, and ask them to aid Bruma with<br />

extra troops so that they can withstand more Daedric assaults. Obviously enough, most of the<br />

leaders of the cities have their own problems, so you shouldn't expect this to be a simple matter<br />

of just talking to different people and having that be that.<br />

Elder Council<br />

Speaking to the lead counsellor (Orato?) doesn't actually lead anywhere; he explains that the<br />

Imperial army is tied up in the provinces, and asks you to go to the cities and gain their aid<br />

directly. Since you've already been doing that, resist the urge to strike him down and simply walk<br />

away.<br />

If you go to the leaders of Anvil, Skingrad, Chorrol, Bravil, Leyawiin, and Cheydinhal, they'll all tell<br />

you the same thing: they'd like to help, but they've got their own Oblivion Gates right outside of<br />

town. In order to win their support for Bruma, you'll have to head into each of the gates, grab the<br />

Sigil Stones, and shut them down. You should've done this a few times by now, so just get into<br />

the central towers (which can sometimes be a tall task), scale them, and shut the gates down,<br />

then return to the various Counts and Countesses to enlist their aid for Bruma.<br />

Some of these planes are a bit more difficult than the others; we've described them below.<br />

Cheydinhal: The Wayward Knight<br />

Cheydinhal's gate has a subquest that goes along with it, so we'll go ahead and discuss it here. If<br />

you speak to Amminus Gregori outside the Oblivion Gate, he'll tell you that the Count's son passed<br />

through the gate with a group of wannabe adventurers and hasn't returned. If you're heading into<br />

the gate anyway, maybe you could keep an eye out for the kid?<br />

Inside the gate here, you'll pass through two sets of Daedra caves, lovingly called "The Bowels",<br />

before you reach Farwil and his much more sensible friend Bremman, all that remain of the<br />

Knights of the Thorn. Farwil won't hear any talk of retreat, and insists that you lead the way to the<br />

citadel of the plane so that you can capture the sigil stone and shut the gate down. There are a lot<br />

of Dremora in the citadel here, so you'll probably need their help; just try to rest every so often to<br />

let Farwil and Bremman get their health back. The goal is to keep them alive, so save often and<br />

reload if they happen to bite it. Both of your wards can move quite quickly, though, so be careful<br />

not to hit them in the back when they run past you towards an enemy.

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