Elder Scrolls IV: Oblivion Remastered
The Elder Scrolls IV: Oblivion Remastered
Hints and Tips:
---------------
Submitted by: David K.
-= A Safe and Productive First Route =-
1. Use the final sewer gate as the last free character-edit checkpoint. Review race
and origin, birthsign, specialization, favored attributes, and the seven major
skills before confirming the exit. Make a separate manual save before leaving so
an early build mistake can be corrected without replaying the tutorial.
2. Travel to the Imperial City Market District, sell ordinary weapons and armor, and
keep repair hammers, lockpicks, restore-health potions, useful scrolls, and
ingredients with matching effects. Store unique equipment until its quest or
long-term value is known.
3. Deliver the Amulet of Kings to Jauffre at Weynon Priory. The main quest can then
wait while the character earns money, joins guilds, buys spells, and improves one
reliable damage skill. Entering the Kvatch crisis is easier after obtaining repair
supplies, ranged damage, and several manual save slots.
4. Join the Fighters Guild or Mages Guild in a city where membership is offered.
Guild halls provide beds, trainers, merchants, and supplies, but ownership rules
still apply. Check the cursor label before taking an item that may count as theft.
5. Keep three rotating manual saves: one before entering a dungeon or Oblivion Gate,
one before a quest decision, and one after returning safely to town. Autosaves are
useful recovery points, but they should not be the only copies of a long campaign.
-= Character Creation That Survives Enemy Scaling =-
Oblivion rewards specialization, but enemies and leveled loot continue to react to
character level. A dependable build needs one primary damage method, one defensive
answer, and one recovery method that improve during normal play. Raising many utility
skills while neglecting combat can still increase level, leaving later enemies much
slower to defeat.
Major skills improve faster and contribute strongly to level progress. Minor skills
also contribute in the remaster, so there is no need to hide every frequently used
skill outside the major list. Choose major skills that define the build, then make
sure the overall plan contains at least one weapon or Destruction skill, one armor or
avoidance skill, and one healing or control skill.
Race and origin shape the opening through attributes, skill bonuses, powers,
resistances, and weaknesses, but they do not lock the character out of a guild or
play style. Pick an advantage that will be used during the first several hours rather
than chasing a theoretical perfect character.
- The Warrior is a direct melee choice because Strength supports most melee weapons,
health, and carrying capacity while Endurance improves durability.
- The Lady supports durable hybrid characters through Endurance and Willpower.
- The Thief gives Agility, Speed, and Luck and suits archers, scouts, small-blade
users, and flexible characters.
- The Mage increases maximum Magicka without adding the severe resource restriction
of the Atronach.
- The Atronach provides a large Magicka reserve and spell absorption but prevents
normal Magicka regeneration. Choose it only with a planned supply of
restore-Magicka potions, Welkynd Stones, Ayleid Wells, and other refill sources.
The remaster uses origins instead of the original game's sex-based attribute
packages. Read every displayed change before confirming an origin. A coherent opening
package is more valuable than a small late-game statistical advantage.
-= Leveling, Virtues, and Attribute Priorities =-
Skills rise through successful use. Weapon skills increase by landing attacks on
valid targets, armor skills by taking hits while the armor is worn, magic skills by
casting effective spells, and utility skills through their related actions. Killing
an enemy does not provide a separate pool of general experience.
When the level icon appears, sleep in an owned or permitted bed. The remaster grants
12 Virtues to distribute among three attributes, with no more than five points placed
in one attribute during that level. The original requirement to engineer specific
skill increases for large attribute multipliers is gone.
Endurance-related health is recalculated in the remaster, so delaying Endurance does
not permanently ruin maximum health. It remains valuable for health and recovery.
Strength supports most melee damage, health, and carrying capacity. Agility supports
bows, daggers, shortswords, fatigue behavior, and stagger resistance. Intelligence
increases maximum Magicka, Willpower improves Magicka and fatigue recovery, Speed
improves movement and jumping, Personality improves initial disposition, and Luck
provides a small broad skill benefit.
Spend Virtues where they solve a current problem. Raise Strength when encumbrance
repeatedly ends an expedition, Endurance when survival is poor, Agility for bows or
small blades, Intelligence when required spells exceed the Magicka pool, and
Willpower when recovery between casts is too slow. Speed is useful, but it should not
replace damage and defense during early combat-heavy levels.
Do not hold many pending levels without a reason. Enemies and leveled rewards react
to character level while equipment and tactics may remain unchanged. Sleep, assign
Virtues, repair equipment, and confirm that current difficulty still produces
reasonable fights.
-= Important Skill Rank Breakpoints =-
Every skill uses Novice 0-24, Apprentice 25-49, Journeyman 50-74, Expert 75-99, and
Master 100. Open the skill page after crossing a threshold because the remaster gives
many skills different perks from the original release.
- Armorer 25 permits repair of enchanted equipment. At 50 repair hammers last longer,
at 75 equipment can be repaired beyond normal maximum condition, and at 100 repair
hammers no longer break.
- Alteration, Conjuration, Destruction, Illusion, Mysticism, and Restoration unlock
Apprentice, Journeyman, Expert, and Master spell tiers at 25, 50, 75, and 100.
- Alchemy reveals two ingredient effects at 25, three at 50, and all four at 75. The
remaster also improves extra-potion creation at higher ranks. At 100 a potion can
be made from one ingredient.
- Blade 25 strengthens power attacks and improves weapon durability. Blade 50 applies
Weakness to Normal Weapons with power attacks, 75 adds a bleed chance to regular
attacks, and 100 strengthens the weakness effect.
- Blunt 25 strengthens power attacks and improves weapon durability. Blunt 50 grants
a temporary Shield effect from power attacks, 75 adds a Silence chance to regular
attacks, and 100 strengthens the Shield effect.
- Block 25 prevents shield or weapon condition loss while blocking. Higher ranks
reduce blocking fatigue cost; 75 adds Shield Bash, and 100 strengthens it.
- Heavy Armor degrades normally at 25, much more slowly at 50, encumbers less at 75,
and no longer adds worn-armor encumbrance at 100.
- Marksman 25 removes fatigue cost while drawing a bow. At 50 focused aiming becomes
available; 75 and 100 add increasing chances to paralyze with arrows.
- Sneak 25 increases undetected attack damage, 50 reduces movement noise, 75 improves
concealment in bright areas, and 100 lets sneak attacks ignore armor.
- Security reduces the maximum number of tumblers that fall after a broken lockpick
from four at Novice to three, two, one, and finally zero at Master.
- Acrobatics 25 unlocks Dodge, 50 reduces jumping fatigue, 75 permits jumping across
the water surface, and 100 greatly reduces fall damage and jumping fatigue.
Use training to cross a threshold that changes the current build immediately. Paying
for several ranks that stop below the next perk gives less short-term value than
finishing Armorer 25, a required spell tier, Marksman 50, or another decisive break.
-= Difficulty and the Two Damage Controls =-
Update 1.2 separates Player Combat Damage from Enemy Combat Damage and provides
Novice, Apprentice, Adept, Journeyman, Expert, and Master choices. Adjust the two
controls independently. If enemies only become slow damage sponges, increase player
damage without lowering enemy damage. If incoming bursts are the problem, reduce
enemy damage while keeping player damage high enough for deliberate combat.
Difficulty can be changed without restarting the campaign. Treat it as a balancing
tool for a scaled open world. A poison, summon, control, or sneak build may need a
different combination from a direct melee build at the same character level.
-= Combat Fundamentals =-
Enter serious fights with full health, Magicka, and fatigue. Sprinting, power
attacks, jumping, blocking, and other actions consume fatigue. Stop sprinting before
contact and let the bar recover while the enemy approaches. Starting a fight nearly
empty removes the margin needed to block, stagger, or retreat.
Use range and terrain before trading blows. Bows, spells, poisons, summons, doorways,
pillars, slopes, and narrow bridges can separate a group. Pull one enemy into a
cleared room and avoid backing into unexplored space. Close a door when the area
allows it, then heal, repair, and prepare the next engagement.
Blocking is strongest as a reaction rather than a permanently held stance. Read the
windup, block the strike, and answer during recovery. Against fast enemies, a short
normal attack is safer than a long power attack. Against a slow heavy swing, step out
of range or interrupt with control magic instead of trusting a damaged shield.
Weapon condition changes damage and armor condition changes protection. Repair after
every dungeon or long gate, not only when an item breaks. Carry several repair
hammers until Armorer improves, and use a smith when a valuable item is too damaged
to risk field repairs.
Enchantments and poisons solve different defenses. A weapon enchantment consumes
charge on successful hits and can be refilled with filled soul gems or a recharging
service. Poison applies to the next successful weapon hit. Use a valuable poison on a
durable target, then let the effect run instead of repeatedly opening the inventory
to apply weak mixtures.
Damage reflection, spell reflection, spell absorption, elemental resistance, and
normal armor are separate defenses. When an enemy resists one method, change damage
type or use a summon rather than repeating the same inefficient attack.
-= Melee, Archery, and Hand-to-Hand =-
For Blade or Blunt, keep a fast weapon and a heavier alternative. The fast weapon is
safer for interrupts and poison delivery. The heavy option is useful when the enemy
is staggered, trapped, or focused on a summon. Daggers and shortswords scale with
Agility in the remaster; most other melee weapons use Strength.
Archery works best from concealment or a prepared lane. Open with a sneak shot,
retreat behind cover while drawing the next arrow, and change position when an enemy
reaches the firing line. Carry a melee weapon or control spell for cramped rooms.
Arrows have weight, so sell large stacks of weak ammunition when encumbrance becomes
a problem.
Hand-to-Hand damages health and fatigue without requiring a weapon, but it demands
close range and controlled movement. Use blocks and short combinations, avoid being
surrounded, and wear defensive gauntlets or enchanted clothing. It is viable, but it
provides less room for error than a shielded weapon build.
-= Magic That Remains Useful at Higher Levels =-
Join the Mages Guild early even on a hybrid character. The recommendation quests open
the Arcane University, where custom spells and enchanted items can be matched to the
Magicka pool and exact task. A furnished Frostcrag Spire provides another route to
spellmaking and enchanting.
A low-cost custom spell is often more useful than an oversized store spell. Use the
shortest duration and smallest area that accomplishes the task. A brief weakness
spell followed immediately by matching elemental damage can be efficient, but confirm
that the weakness lands before spending the remaining Magicka.
Conjuration gives every build a temporary ally that can take attention, block a
doorway, or create a healing window. Summon before the enemy reaches melee range.
Recasting replaces the current summon, so wait until the creature is nearly gone or a
different resistance is required.
Illusion provides control, concealment, and social tools. Calm can stop a losing
fight long enough to heal or leave. Command can redirect an enemy, and Invisibility
can cross an exposed route. Attacking or activating normally breaks Invisibility,
while Chameleon is a percentage-based concealment effect.
Restoration provides healing, disease control, and attribute repair. Keep one
Magicka-efficient self-heal rather than relying only on expensive emergency spells.
Check the active-effects list after fighting vampires, undead, animals, and
spellcasters because health restoration does not remove disease or damaged
attributes.
Mysticism supports soul trapping, detection, dispelling, absorption, and reflection.
Cast Soul Trap before the killing blow and carry empty gems of suitable size. Save a
reusable soul container for enemies that justify it rather than filling it with the
first weak creature encountered.
The Atronach birthsign changes the entire resource loop. Normal waiting and walking
do not refill Magicka. Carry restore-Magicka potions and Welkynd Stones, use Ayleid
Wells when available, and never enter a long sealed dungeon with an empty reserve.
-= Stealth, Crime, and Bounties =-
The sneak indicator shows detection state, but lighting, movement, distance, line of
sight, armor, and Sneak skill all matter. Move slowly behind the target, wait for the
indicator to close, and make the first attack count. Remaining crouched after
detection does not turn later hits into sneak attacks.
Remove heavy boots or switch to lighter equipment when a stealth approach repeatedly
fails. Use Invisibility to cross exposed space, then stop before activating an object
or attacking. Keep a Calm spell or escape route ready when a theft or assassination
attempt creates a fight that the quest did not require.
Stolen items can be sold to fences after joining the Thieves Guild. Store stolen
goods in a confirmed safe container until a fence is available. Guards can confiscate
stolen inventory when a bounty is resolved.
Paying a fine, serving time, resisting arrest, and using the Thieves Guild to clear a
bounty have different costs. Make a manual save before resolving a major bounty.
Serving time can reduce skills, while resisting can kill quest NPCs and create much
larger consequences than the original offense.
The Dark Brotherhood and Thieves Guild can be completed on one character, but
criminal acts raise Infamy and conflict with Knights of the Nine. Finish holy content
before a long criminal run or be prepared to repeat the Pilgrimage when the
Crusader's Relics reject the character.
-= Lockpicking and the Skeleton Key =-
Watch each tumbler instead of pressing immediately. A tumbler that rises slowly gives
a larger timing window; a fast rebound is harder to catch. Set one tumbler at a time
and pause after a success. Rushing the next pin risks losing earlier progress.
Shady Sam, outside the Imperial City wall near the Elven Gardens side, is an early
source of lockpicks. Thieves Guild fences also sell them. Keep a reserve before
entering Ayleid ruins, forts, and missions with locked evidence rooms.
Nocturnal's shrine quest rewards the Skeleton Key, an unbreakable lockpick that also
improves Security. It removes lockpick attrition but does not replace the value of
learning tumbler timing before the shrine quest becomes available.
-= Speechcraft, Disposition, and Trading =-
Disposition affects information, quest cooperation, and prices. In the persuasion
wheel, identify which actions the NPC likes and dislikes, then place the largest
wedge on a liked action and the smallest wedge on a disliked action. Read the full
rotation before committing the first choice.
Bribes are faster when a quest needs only a small disposition increase. Charm spells
are efficient for repeated conversations, but the required disposition must remain
high when the dialogue check occurs. Cast Charm immediately before speaking and
finish every required topic before the effect expires.
Merchant gold is a per-transaction ceiling. Sell expensive items one at a time below
that ceiling. Repairing equipment before sale raises value, while disposition and
Mercantile affect the final price. Do not spend more on repairs than the increased
sale value of ordinary loot.
Use a trading base with several nearby merchants, repair service, spell access, and
safe storage. Reducing travel and loading between services saves more time than
chasing a tiny price advantage across Cyrodiil.
-= Alchemy and Ingredient Management =-
Alchemy converts plants, food, and creature parts into healing, resource restoration,
buffs, and poisons. Keep an apparatus in a safe home or carry a light set. Better
apparatus quality improves results, while skill rank determines which ingredient
effects can be recognized and combined.
Match at least two ingredients that share an effect. At low skill only the first
effect is visible; later ranks reveal more effects. Sort ingredients by effect, make
needed potions first, then use surplus low-value ingredients for training and sale.
- Keep Restore Health and Restore Magicka for long ruins, gates, and expansion
dungeons.
- Carry Cure Disease so an unnoticed condition does not survive the expedition.
- Feather and Fortify Strength provide emergency capacity for the return to town.
- Damage Health is a direct opening poison, while Silence, Burden, Damage Magicka,
and elemental weaknesses are useful against specialized enemies.
- Store Nirnroot and other quest ingredients until their required use is known.
At Master Alchemy, one ingredient can create a potion. Before that rank, do not
assume that a single ingredient with the desired effect is sufficient. Keep only the
best apparatus of each type in the active inventory because duplicate pieces add
weight without improving the mixture.
-= Enchanting, Soul Gems, and Sigil Stones =-
Custom enchanting at the Arcane University or a furnished Frostcrag Spire consumes a
filled soul gem and a nonenchanted item. The soul controls the available magnitude.
Save before spending a rare grand soul because the item name, effect, and slot cannot
be changed after creation.
Armor and clothing enchantments are constant effects. Weapon enchantments use charge
on successful hits. A fast weapon applies an enchantment frequently but empties more
quickly, so reserve powerful elemental, absorption, or weakness effects for targets
that justify the cost.
Sigil Stones are taken from the top of an Oblivion tower and close the gate. Their
effects are leveled. Save before activating the stone when choosing among generated
effects, then inspect the result after returning to Cyrodiil. Use defensive stones on
light clothing for mages and stealth characters or offensive stones on weapons that
already fit the build.
Azura's Star is reusable and useful for recharging enchanted weapons. It cannot hold
black souls. Decide carefully before surrendering any Daedric artifact during Blood
of the Daedra because the chosen artifact is permanently lost.
-= Equipment Condition, Weight, and Safe Storage =-
Carry one primary armor set and one situational set rather than every useful item.
Store faction uniforms, unique rewards, spare alchemy tools, rare ingredients, and
collectible weapons in an owned home or another confirmed nonrespawning container.
Random dungeon containers can reset and are unsafe for long-term storage.
When overencumbered, first discard low-value heavy armor and ordinary weapons. Then
use Feather, Fortify Strength, a nearby safe container, or a temporary follower. Do
not leave unique gear in an outdoor container and assume it will remain there.
Horses improve travel but can die, become separated, or enter combat. Dismount before
a dangerous ruin or gate so the horse does not charge into the fight. Make a manual
save before changing the active horse when several mounts are owned.
-= Exploration and Dungeon Discipline =-
Cities are available for fast travel from the beginning, while other markers become
available after discovery. Walk roads early to find wayshrines, inns, mines, forts,
caves, Ayleid ruins, and Daedric shrines. These markers become retreat and return
points for later quest routes.
Clear a dungeon in one direction. At an intersection, finish the shortest branch
first and use the local map to identify unexplored rooms. Locked gates often have a
lever or pressure plate on the far side, so inspect walls, pillars, and raised
platforms before using a rare key or console command.
Ayleid ruins often contain Welkynd Stones, Varla Stones, traps, undead, and concealed
switches. Welkynd Stones refill Magicka. Varla Stones recharge all enchanted weapons
in the inventory, so save one until several valuable weapons are depleted.
-= Oblivion Gate Survival =-
Treat every gate as a self-contained expedition. Repair before entry and bring
healing, ranged damage, fire resistance when available, and enough free capacity for
sigil-tower loot. The exterior may contain several towers, but the objective is the
tower connected to the sigil keep.
Follow bridges, tunnels, and war gates toward the tallest accessible tower. Raised
bridges and locked war gates usually have a control in a nearby side tower. When the
route appears to end, look vertically for a door, lift, or bridge control instead of
crossing lava.
Inside the sigil tower, keep moving upward through the linked chambers until reaching
the Sigillum Sanguis. Elevators and doors can loop through side towers. Use the local
map and prioritize upward exits. Taking the Sigil Stone closes the gate immediately,
so loot the top chamber first.
The transition returns the character to Cyrodiil and may leave nearby enemies active.
Heal before touching the stone, collect important loot, and avoid returning while so
overloaded that movement is impossible.
-= Quest Safety and Point-of-No-Return Habits =-
Make a named manual save before surrendering a unique artifact, entering a painted or
dream world, starting a large city battle, accepting a faction promotion, or choosing
between two outcomes. Many quests preserve the consequence as soon as the journal
advances.
Leveled rewards become stronger at higher levels, but waiting for every reward makes
the early game unnecessarily weak. Take equipment when it solves a current problem.
Delay only a reward intended for the final build whose scaled versions are confirmed.
Protect named quest NPCs. When an ally falls, check the journal before continuing.
Essential characters may only become unconscious, but many side-quest NPCs can die
permanently and remove dialogue, rewards, or later steps.
For a stuck quest, save in a new slot, leave the area, return, wait or sleep for
three in-game days, reload, and restart the game. Verify the installed files and
remove unsupported mods before using a quest-stage console command. Never guess a
stage number on the only usable save.
-= Faction Order and Conflicts =-
The Arena is a useful early route for combat practice and gold because each match has
a clear objective and requires no travel. Complete Agronak gro-Malog's personal quest
before the championship only after deciding whether the changed final encounter is
desirable.
The Mages Guild recommendation quests are worth doing early for spellmaking and
enchanting. The Fighters Guild provides steady combat work and later recurring
income. The Thieves Guild requires stolen-goods sales between major jobs. The Dark
Brotherhood begins only after murdering a nonhostile person and then sleeping.
Knights of the Nine is sensitive to Infamy. A criminal character can complete it, but
the Pilgrimage may need to be repeated. Shivering Isles is largely self-contained and
is best entered with a complete combat kit, disease cures, repair supplies, and
several open save slots.
-= Vampirism and Disease Control =-
Porphyric Hemophilia can develop into vampirism after sleeping if it is not cured in
time. Check active effects after fighting vampires. Use a potion, spell, chapel
altar, or other Cure Disease effect before sleeping when the transformation is
unwanted.
Vampirism grants powers and bonuses but causes sunlight damage at advanced hunger
stages and makes social interaction harder. Feeding reduces the visible stage. The
full cure is a long quest with several ingredients, so save before choosing to remain
a vampire.
A furnished Deepscorn Hollow provides another cure route after obtaining the required
component. Back up the save before using any cure because the change is intended to
be permanent.
Builds:
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-= Shielded Spellsword =-
Use Blade or Blunt, Block, Heavy Armor or Light Armor, Restoration, Destruction, and
Conjuration as the core. Raise Strength for most melee weapons, Endurance for
survival, and Intelligence or Willpower when spell use is limited by the resource
pool. Open with a summon, apply ranged pressure, block the first counterattack, and
then use short melee combinations.
Carry one shield, one fast weapon, one enchanted weapon, a heal, a summon, and one
ranged spell. The build remains functional when Magicka is empty because the weapon
and shield still work, while magic provides another damage path against armored or
physically resistant targets.
-= Stealth Archer and Small-Blade Assassin =-
Use Marksman, Sneak, Security, Light Armor, Alchemy, Illusion, and Blade. Agility
supports bows, daggers, shortswords, fatigue behavior, and stagger resistance. Speed
improves repositioning, while Intelligence provides enough Magicka for Invisibility,
Calm, and control effects.
Scout while crouched, open with a poisoned sneak shot, retreat through a prepared
lane, and switch to a dagger or shortsword only after the target closes. Use
Invisibility for movement and escape and Chameleon for continued concealment. Keep
Marksman and Sneak progressing instead of allowing rapid utility-skill growth to
outpace combat ability.
-= Pure Mage =-
Use Destruction, Conjuration, Restoration, Alteration, Illusion, Mysticism, and
Alchemy or a defensive skill. The Mage birthsign is forgiving. The Atronach is strong
in specific encounters but requires a planned Magicka supply. Raise Intelligence,
Willpower, and Endurance, then add Speed after survival is stable.
Create low-cost custom spells, keep more than one damage element, and summon before
casting expensive attacks. Use Shield effects or light armor until Alteration and
control are reliable. Carry a mundane dagger or staff for weak enemies so every minor
fight does not consume a potion-sized amount of Magicka.
-= Heavy Vanguard =-
Use a Strength-based Blade or Blunt weapon, Heavy Armor, Block, Armorer, Restoration,
Athletics, and one ranged support skill. Raise Strength and Endurance first, then add
Willpower or Agility for fatigue and stagger control. Carry fewer weapons and keep
them repaired.
The vanguard controls doorways and survives mistakes, but encumbrance and repeated
spell damage can still stop it. Use potions or enchanted pieces for elemental
resistance, keep a bow or ranged spell for unreachable targets, and stop sprinting
before the first block.
-= Unarmored Controller =-
Use Illusion, Conjuration, Alteration, Restoration, Destruction, Mysticism, and
Alchemy. Wear clothing enchanted with Shield, elemental resistance, Magicka, or
Chameleon. Let summons and Calm effects reduce the number of active attackers, then
use weakness and damage spells on isolated enemies.
This build has little tolerance for surprise melee hits. Keep Detect Life active in
dense ruins, move quietly, and reserve enough Magicka for an escape spell. A strong
Shield effect protects against physical damage but does not replace elemental and
magical defenses.
Cheats and Console Commands:
----------------------------
-= Console Access and Backup Rules =-
The developer console is available in the native Windows-PC version. Press the grave
or tilde key below Escape on a US keyboard layout. If the key does not respond,
temporarily switch the Windows input layout to English (United States) and try again.
Create a new manual save before any command that changes actor values, quest stages,
ownership, spawned references, race, class, level, or world state. Enter one command,
close the console, inspect the result, and save to a new slot only after the game
continues normally.
To target an NPC, creature, door, chest, or other reference, open the console and
click it. The selected reference ID appears at the top of the screen. A targeted
command affects that reference, not automatically the player.
-= Low-Risk Toggle and Camera Commands =-
tgm
Toggles god mode. Health, Magicka, and fatigue do not deplete normally, and normal
carrying limits are ignored. Enter tgm again before returning to normal play.
tcl
Toggles collision for the selected target, or for the player when no target is
selected. Use it only to escape geometry, move to safe ground, then enter tcl again
before saving.
tai
Toggles general artificial intelligence. Use it for controlled testing and enter tai
again before continuing a quest.
tcai
Toggles combat artificial intelligence while leaving other behavior active. Enter it
again to restore combat behavior.
tdetect
Toggles detection. Use it for stealth testing or to escape a detection loop, then
enter it again before normal play.
tm
Toggles menus and the on-screen interface. Enter tm again even when the console
itself is no longer visible.
tfc
Toggles the free camera while the player remains in place. Enter tfc again before
moving normally.
tfow
Toggles fog of war on the local map.
ToggleHudVisibility
Toggles the HUD in builds that include the command added with Update 1.1.
ShowHud
Restores the HUD when a HUD toggle or interface state leaves it hidden.
-= Map, Gold, Lockpicks, and Repair Hammers =-
tmm 1
Shows map markers and changes discovery state. Use it only after making a manual save
when normal exploration progress matters. Recovery: reload the manual save created
before using this command.
player.additem F 1000
Adds 1,000 gold. Replace 1000 with the required amount. Adding extreme amounts can
make normal economy progression meaningless, so use a separate save when testing.
player.additem A 50
Adds 50 lockpicks. Replace 50 with the required amount.
player.additem C 20
Adds 20 repair hammers. Replace 20 with the required amount.
-= Carrying Capacity Override =-
This is a MEDIUM-RISK remaster command. Make a manual save before entering it.
player.forceav encumbrance -9999
Forces the encumbrance actor value far below zero and creates very large practical
carrying capacity. The effect can be version-dependent and may behave differently
after loading. Do not use an assumed zero value as a recovery. Recovery: reload the
manual save created before using this command.
-= Attributes, Skills, and Character Level =-
All commands in this subsection are HIGH RISK because they can create values that no
longer match normal leveling, skill progress, powers, or scaled rewards. Use a
separate manual save intended for testing. Recovery for every command below: reload
the manual save created before using the command.
player.setav strength 80
Sets Strength to 80. Other attribute names include intelligence, willpower, agility,
speed, endurance, personality, and luck.
player.setav blade 75
Sets Blade to 75. Skill names include armorer, athletics, blunt, block, handtohand,
heavyarmor, alchemy, alteration, conjuration, destruction, illusion, mysticism,
restoration, acrobatics, lightarmor, marksman, mercantile, security, sneak, and
speechcraft.
player.advskill blade 100
Adds use experience to Blade. The number is experience progress, not a guaranteed
number of skill ranks.
player.setlevel 20
Sets the character level to 20. It does not safely rebuild every attribute, skill,
leveled reward, or quest state.
-= Character Editor Commands =-
These commands are HIGH RISK. They can recalculate attributes, alter skill progress,
change powers, or leave equipment and appearance inconsistent. Make a separate manual
save and use them only for a test character. Recovery for every command below: reload
the manual save created before using the command.
showbirthsignmenu
Opens birthsign selection. After closing it, inspect every power and active effect
before deciding whether the test save is usable.
showclassmenu
Opens class selection. A late class change can produce unexpected skill and level
behavior.
showracemenu
Opens race and appearance editing. A race change can recalculate statistics and
powers.
sexchange
Changes the character's sex. Inspect appearance, equipment, powers, and active
effects after the command.
-= Object and NPC Recovery Commands =-
unlock
With a door or container selected, removes its lock. Do not use it to bypass a quest
trigger that expects a key, conversation, or scripted event. When the object belongs
to a quest, make a manual save first. Recovery: reload that save.
moveto player
Moves the selected existing reference to the player. Use it only when the exact
missing NPC or object reference is selected. This is safer than creating a duplicate,
but it can still bypass travel or dialogue triggers. Recovery: reload the manual save
created before using the command.
player.moveto REFERENCE_ID
Moves the player to an existing reference. Replace REFERENCE_ID with the exact
reference ID, not a base ID. The destination can be dangerous or inaccessible.
Recovery: reload the manual save created before using the command.
player.placeatme BASE_ID 1
Creates one new copy of a base object or actor at the player. This is HIGH RISK for
quest NPCs because the duplicate does not contain the original reference state. Do
not use it as an NPC recovery method. Recovery: reload the manual save created before
using the command.
-= Quest Diagnosis and Repair =-
sqt
Shows active quest targets and quest IDs. Record the exact quest ID before attempting
any change.
getstage QUEST_ID
Displays the current stage of the specified quest.
movetoqt
Moves the player to the current quest target. The destination can be dangerous and
the move can bypass travel triggers. Make a manual save first. Recovery: reload the
manual save created before using the command.
setstage QUEST_ID STAGE
Moves the quest to a specified stage. This is HIGH RISK. Use only an independently
verified quest ID and documented next stage, never a guessed number. It can skip
scripts, dialogue, inventory changes, or rewards. Recovery: reload the manual save
created before using the command.
completequest QUEST_ID
Marks a quest complete but may not run every required script or reward. Prefer a
verified setstage repair when the correct stage is known. Recovery: reload the manual
save created before using the command.
Do not use a command that completes every quest. Oblivion quests share NPCs,
locations, factions, and world changes. Forcing global completion can leave the save
internally inconsistent even when the journal appears finished.
-= Saving, Field of View, and Immediate Exit =-
save RescueBeforeQuestFix
Creates a named save. Use a short name without punctuation and confirm that the save
appears in the load menu.
fov 90
Sets the field of view to 90 for the current camera context. Menus, aiming, or later
camera changes can reset it.
qqq
Quits the game immediately without a confirmation prompt. Save first.
Savegame Editing / Config Editing:
----------------------------------
-= Steam Save Backup =-
Close the game and Steam, then copy the complete SaveGames folder to a dated backup.
The default folder is:
%USERPROFILE%\Documents\My Games\Oblivion Remastered\Saved\SaveGames
When Windows Documents is synchronized through OneDrive, also check:
%USERPROFILE%\OneDrive\Documents\My Games\Oblivion Remastered\Saved\SaveGames
Copy the complete character save set rather than selecting one file only by its
timestamp. Cloud synchronization can replace a local copy, so make and restore the
backup while the game and launcher are closed. Confirm the load list before allowing
any old cloud copy to overwrite the restored files.
-= Xbox App and PC Game Pass Save Container =-
The Xbox App version can store saves in a Windows Gaming Services container. Close
the game and Xbox App before copying it.
Open:
%LOCALAPPDATA%\Packages
Then open:
BethesdaSoftworks.ProjectAltar_3275kfvn8vcwc\SystemAppData\wgs
Back up the complete wgs folder. The files use generated names and container
metadata. Do not rename, delete, or replace individual files unless a method is
verified for the installed build. Cloud synchronization can repopulate the container
and undo a manual change.
-= Configuration Folder Locations =-
The standard Steam configuration folder is:
%USERPROFILE%\Documents\My Games\Oblivion Remastered\Saved\Config\Windows
The Xbox App configuration folder is:
%USERPROFILE%\Documents\My Games\Oblivion Remastered\Saved\Config\WinGDK
Before changing an INI file, close the game and copy the original. Change one setting
at a time and test the same scene after each change. If startup fails, restore the
backup. Do not copy an entire configuration from another PC without preserving its
display mode, resolution, upscaler, and hardware-specific values.
-= No Safe Manual Save-Value Edit =-
The remaster's save data is not a supported plain-text format for changing gold,
attributes, skills, or quest variables. Use documented console commands for local
single-player adjustments instead of guessing offsets, adding file extensions, or
editing binary data. A damaged save can load successfully and fail later when a quest
or inventory record is read.
Secrets:
--------
-= High-Value Permanent Tools =-
Complete Nocturnal's shrine quest for the Skeleton Key, an unbreakable lockpick that
also improves Security. It removes lockpick attrition from long ruins and makes hard
locks safer without changing the rest of the build.
Complete Azura's shrine quest for Azura's Star, a reusable soul gem. It is one of the
best long-term tools for a character who relies on enchanted weapons. Do not
surrender it during Blood of the Daedra without considering its permanent recharge
value.
Fin Gleam is a glass helmet hidden underwater west of Anvil. It provides Water
Breathing, Detect Life, and Night-Eye, making it useful for underwater exploration
and dark ruins. Search the sea floor carefully and bring a Water Breathing effect if
the character cannot remain submerged safely.
Umbra waits in the Ayleid ruin Vindasel southwest of the Imperial City. The wielder
is extremely dangerous for an early character. Use strong control, summons, terrain,
or return at a higher level. Starting Clavicus Vile's quest before taking the sword
changes how it is handled as a quest item and creates a later reward choice.
-= Nirnroot and Seeking Your Roots =-
Nirnroot emits a distinct sound and usually grows near water. The first sample begins
Seeking Your Roots and directs the character to Sinderion in Skingrad. Store every
sample. The quest asks for 10, then 20, then 30, then 40 additional samples, for 100
delivered in total.
Search riverbanks, lake edges, wells, flooded ruins, cellar water, and coastal areas
during normal travel. Nirnroot does not behave like an ordinary respawning plant.
Keep notes on searched locations and do not consume samples in Alchemy until the
current delivery requirement is complete.
-= Ayleid Statues and The Collector =-
Ten Ayleid Statues are hidden in specific Ayleid ruins. Selling the first statue to
Umbacano in the Imperial City begins The Collector and turns the remaining statues
into a profitable long-term search. Record every cleared ruin so a missing statue can
be traced without reopening the entire province.
Umbacano's later quests involve unique Ayleid items and a final expedition. Make a
separate save before handing over a crown or beginning the last ruin because the
choice affects rewards and the encounter.
-= Gray Prince Preparation =-
Speak with Agronak gro-Malog in the Arena Bloodworks and complete his personal
investigation before challenging him only when the altered championship is desired.
The discovered truth changes his willingness to fight. Save before reporting the
result when a normal final duel is preferred.
-= Early Spellmaking and Enchanting Access =-
Frostcrag Spire can provide spellmaking and enchanting stations without completing
all Mages Guild recommendations. Purchase the required furnishings from the assigned
Imperial City merchant, install them at the tower, and keep filled soul gems and
known spell effects available. This is useful for independent or criminal characters.
-= Daedric Reward Decisions =-
Daedric shrine quests provide powerful unique rewards, but several contain permanent
choices. Save before the final conversation and before surrendering an artifact to
Martin. Azura's Star, the Skeleton Key, Spell Breaker, Goldbrand, Volendrung, the
Ebony Blade, the Mace of Molag Bal, the Ring of Namira, Sanguine Rose, Wabbajack, the
Skull of Corruption, the Masque of Clavicus Vile, and the Oghma Infinium all fill
different build roles. Do not trade away a reusable tool merely because another
artifact has a higher sale value.
Solutions / Compact Routes:
---------------------------
-= Main Quest Route =-
1. Deliver the Amulet: Leave the sewers, travel to Weynon Priory near Chorrol, and
give the Amulet of Kings to Jauffre. Take permitted supplies and decide whether to
prepare before continuing.
2. Find the Heir: Travel to Kvatch, speak with the survivors, and learn that Martin
is inside the besieged city. The road is blocked by an Oblivion Gate.
3. Breaking the Siege of Kvatch: Enter the gate, reach the sigil tower, take the
Sigil Stone, and return to Cyrodiil. Help Savlian Matius clear the chapel route
and speak with Martin. The Battle for Castle Kvatch can be completed now or after
gaining better equipment.
4. Weynon Priory: Take Martin to Weynon Priory, defeat the attackers, check the
chapel, speak with Jauffre, and escort Martin to Cloud Ruler Temple.
5. The Path of Dawn: Meet Baurus at Luther Broad's Boarding House and follow the
Mythic Dawn contact without exposing the surveillance. Recover the Commentaries
and use their hidden message to identify the Green Emperor Way meeting point.
6. Dagon Shrine: Travel to Lake Arrius Caverns, enter the Mythic Dawn sanctuary, and
recover the Mysterium Xarxes. When equipment is surrendered during infiltration,
recover it before escaping. Protect Jeelius only when doing so does not cost the
book or the exit route.
7. Spies: Return to Cloud Ruler Temple, investigate the agents watching the temple,
follow the trail into Bruma, and recover the document describing the planned
attack.
8. Blood of the Daedra: Give Martin one Daedric artifact. The item is destroyed
permanently. Use a reward that the current build does not need and avoid
surrendering Azura's Star without considering its long-term use.
9. Bruma Gate: Join Captain Burd, close the Bruma gate, and let him observe the sigil
procedure required for the city's defense.
10. Blood of the Divines: Enter Sancre Tor, defeat the four corrupted Blades, free
their spirits, break the curse, and recover Tiber Septim's armor for Martin.
11. Miscarcand: Enter the Ayleid ruin, work through undead and traps, defeat the King
of Miscarcand, and take the Great Welkynd Stone. Prepare for an ambush while
leaving the final chamber.
12. Allies for Bruma: Ask city rulers for aid. Each city normally requires closing
its local Oblivion Gate before soldiers are sent. The step is optional for
completing the story but increases support during the defense.
13. Defense of Bruma: Confirm readiness only after repairing equipment, stocking
potions, and making a manual save. Protect Martin during the battlefield sequence
and close gates until the Great Gate opens.
14. Great Gate: Enter immediately and move toward the main tower under the time
limit. Use side towers to open war gates, ignore unnecessary loot, reach the
Great Sigil Stone, and take it before the siege engine emerges.
15. Paradise: Let Martin open the portal, enter Mankar Camoran's realm, obtain the
Bands of the Chosen, and use them to pass the forbidden grotto. Work with or
around Eldamil, reach Carac Agaialor, defeat Mankar and his children, and recover
the Amulet of Kings.
16. Light the Dragonfires: Return to the Imperial City with Martin, survive the
attack, and reach the Temple of the One. The final transformation resolves the
invasion and leaves the world open for remaining quests.
-= Mages Guild Recommendation Route =-
Join at any city guild hall, then obtain one recommendation from Anvil, Bravil,
Bruma, Cheydinhal, Chorrol, Leyawiin, and Skingrad. The order is flexible. Keep
separate saves before Cheydinhal's well, Bruma's investigation, and any route that
places a vulnerable guild member in combat.
- Anvil: Investigate merchant attacks on the Gold Road and expose the trap at the
inn.
- Bravil: Recover the stolen staff and resolve the dispute without losing the
required item.
- Bruma: Find the missing guild member by following the staged disappearance inside
the hall.
- Cheydinhal: Recover the ring from the well. Bring Water Breathing and Feather
because the ring is extremely heavy.
- Chorrol: Resolve the dispute over Fingers of the Mountain. Save before choosing
which claimant receives the book.
- Leyawiin: Help Dagail recover the amulet required to control her visions.
- Skingrad: Find Erthor in Bleak Flats Cave and make sure he follows safely back to
the guild.
After all seven recommendations, speak with Raminus Polus at the Arcane University.
Complete A Mage's Staff before investing heavily in custom enchantments, then follow
the necromancer investigation through Ulterior Motives, Vahtacen's Secret,
Necromancer's Moon, Liberation or Apprehension, Information at a Price, A Plot
Revealed, The Bloodworm Helm, The Necromancer's Amulet, Ambush, and Confront the
King.
-= Fighters Guild Route =-
Take contracts from Azzan in Anvil, Burz gro-Khash in Cheydinhal, and Modryn Oreyn in
Chorrol as ranks unlock. The route proceeds through A Rat Problem, The Unfortunate
Shopkeeper, The Desolate Mine, Unfinished Business, Drunk and Disorderly, Den of
Thieves, Amelion's Debt, The Master's Son, More Unfinished Business, Azani
Blackheart, The Fugitives, The Wandering Scholar, Trolls of Forsaken Mine, The Stone
of St. Alessia, The Noble's Daughter, Mystery at Harlun's Watch, Information
Gathering, Infiltration, and The Hist.
Keep Blackwood Company uniforms and Hist evidence only while the current quest needs
them. During the final infiltration, save before drinking or interacting with the
Hist equipment. After finishing the line, check the guildmaster duties and collect
the recurring share instead of expecting it to appear automatically.
-= Thieves Guild Route =-
Read a Gray Fox poster, ask beggars about the Gray Fox, or commit a minor theft and
serve the result to attract the guild. Meet Armand Christophe at the Imperial City
Waterfront at midnight and win May the Best Thief Win by reaching the target item
first without killing a competitor.
Independent Thievery tracks the value of stolen goods sold to fences. Meet each sales
threshold before expecting the next special job. The main sequence is Untaxing the
Poor, The Elven Maiden, Ahdarji's Heirloom, Misdirection, Lost Histories, Taking Care
of Lex, Turning a Blind Eye, Arrow of Extrication, Boots of Springheel Jak, and The
Ultimate Heist.
Do not kill protected targets during guild work. In The Ultimate Heist, bring many
lockpicks or the Skeleton Key, healing, Invisibility or Chameleon, and a light
inventory. Keep the Boots of Springheel Jak equipped until the scripted fall is
complete; removing or losing them can make the escape lethal.
-= Dark Brotherhood Route =-
After murdering a nonhostile person, sleep in a safe bed and accept Lucien Lachance's
test. Complete A Knife in the Dark and report to the Cheydinhal Sanctuary. Many
contracts provide a bonus only when the stated method is followed, so read the
contract and make a manual save before entering the target area.
The sanctuary sequence includes A Watery Grave, Accidents Happen, Scheduled for
Execution, The Assassinated Man, The Lonely Wanderer, Bad Medicine, Whodunit?,
Permanent Retirement, and The Purification. Whodunit? is easiest to control when each
guest is isolated through dialogue before any body is discovered.
The Purification is a major point of no return. Finish shopping, training, and
optional sanctuary conversations before acting. The later dead-drop sequence includes
Affairs of a Wizard, Next of Kin, Broken Vows, Final Justice, A Matter of Honor, The
Coldest Sleep, and A Kiss Before Dying, followed by Following a Lead and Honor Thy
Mother.
After the main line, Whispers of Death provides repeatable work. Keep that payment
loop separate from unrelated crimes so a large bounty does not make collection
unnecessarily difficult.
-= Arena Route =-
Speak with Owyn in the Imperial City Arena Bloodworks, obtain a raiment, and choose a
match only after repairing and healing. Each rank contains three fights. Use the
Bloodworks basin, bed, and equipment access between matches and report to Owyn after
every victory.
Complete Agronak gro-Malog's investigation before the championship only after
choosing whether the changed final duel is desirable. After becoming Grand Champion,
speak with Ysabel Andronicus for weekly monster matches and collect payment after
each completed event.
-= Knights of the Nine Route =-
1. Pilgrimage: Speak with the Prophet in Anvil and pray at one Wayshrine for each of
the Nine Divines. High Infamy can block progress; repeat the Pilgrimage after
clearing the required standing.
2. The Shrine of the Crusader: Follow the vision, enter the submerged shrine, and
recover the Helm of the Crusader.
3. Priory of the Nine: Defeat the spectral guardians, recover the Cuirass, and
restore the priory as the order's base.
4. Nature's Fury: Travel to Kynareth's test, endure the guardian without killing it,
and recover the Boots.
5. The Path of the Righteous: Solve the Fort Bulwark pressure-plate and statue trials
to recover the Shield.
6. Wisdom of the Ages: Work through the shrine and use the revealed route to obtain
the Greaves.
7. Stendarr's Mercy: Take the curse from Kellen and receive the Gauntlets through an
act of mercy.
8. The Faithful Squire: Rescue the captured knight and recover the Mace from the
ruined chapel.
9. The Sword of the Crusader: Recover the corrupted sword and reconsecrate it at the
proper shrine.
10. The Blessing of Talos: Return to the priory, receive the final blessing, equip
the relic set, and prepare for Umaril.
11. Umaril the Unfeathered: Defeat Umaril physically, use the blessing to follow his
spirit, and defeat him again in the final realm.
The Crusader's Relics check Infamy. Criminal acts after obtaining them can make the
pieces unequip themselves. Store them at the priory and repeat the Pilgrimage when
necessary.
-= Shivering Isles Main Route =-
1. A Door in Niben Bay: Enter the strange door on the island in Niben Bay, speak with
Haskill, and accept passage into the Fringe.
2. Through the Fringe of Madness: Choose whether to fight the Gatekeeper directly or
learn its weaknesses, then enter the Isles.
3. A Better Mousetrap: Reach New Sheoth, meet Sheogorath, activate the Resonator of
Judgment, and complete the ordered dungeon objectives.
4. Baiting the Trap: Use the rebuilt trap to test the intruders and choose how the
encounter is resolved.
5. Understanding Madness: Complete the required Mania and Dementia court
investigations. Both routes advance the central task, but their local consequences
differ.
6. The Cold Flame of Agnon: Capture the Flame for Mania or Dementia and light the
chosen side's Great Torch.
7. Ritual of Accession: Complete the ruler-replacement ritual for the chosen side.
Save before the final act because the method and outcome differ between Mania and
Dementia.
8. Retaking the Fringe: Return to the Gates of Madness, defeat the invaders, and
restore control of the Fringe.
9. Rebuilding the Gatekeeper: Collect the required body parts and choose the
Gatekeeper's abilities before the ritual.
10. The Helpless Army: Rescue the trapped forces in the ordered area and return with
the surviving commander when possible.
11. Symbols of Office: Enter the ruins, recover the staff components, and create the
symbol required to assume authority.
12. The Roots of Madness: Clear the corruption beneath the palace by activating the
ordered source points and surviving the defenders.
13. The End of Order: Defend the palace, stop the final attack, and prepare for the
Greymarch confrontation.
14. The Prince of Madness: Defeat Jyggalag and accept the resulting office, powers,
and continuing control of the realm.
Keep Amber and Madness Ore for the specialist smiths in New Sheoth. Save before
ordering a high-level custom piece because both the material and matrix are consumed.
-= Seeking Your Roots Compact Route =-
1. Pick any Nirnroot and read the journal update.
2. Travel to Skingrad and speak with Sinderion in the West Weald Inn cellar.
3. Deliver 10 samples for the first research step.
4. Deliver 20 additional samples, then 30 additional samples.
5. Deliver 40 additional samples, reaching 100 delivered samples in total.
6. Continue collecting only for additional alchemy stock after all required batches
are complete.
Puzzle Solutions:
-----------------
-= The Path of Dawn: Commentaries and the Tomb Map =-
Collect all four volumes of Mankar Camoran's Commentaries. Read the opening letters
of the paragraphs as one continuous hidden message. It points to Green Emperor Way,
where the tower touches the midday sun.
Go to the Imperial City Palace District and stand at the Tomb of Prince Camarril in
Green Emperor Way. Wait until around noon, when sunlight reveals the red map on the
tomb. Activate it to mark Lake Arrius Caverns and continue Dagon Shrine.
-= Vahtacen's Secret: Pillar Spell Order =-
Bring weak versions of the four required effects so skill rank or Magicka cost does
not stop the puzzle. Read the translated inscriptions, stand where the central pillar
is visible, and cast the effects at the pillar in this exact order:
1. Fire Damage.
2. Frost Damage.
3. Damage Magicka.
4. Fortify Magicka.
Wait for the pillar to react after each cast. If a spell misses or the sequence does
not advance, stop and reload the manual save made before the puzzle rather than
spending rare scrolls in a guessed order.
-= Fort Bulwark: Floor Tiles =-
In the room with four rows of three floor tiles, cross one correct tile in each row.
Facing the far side, use this order:
1. Left.
2. Middle.
3. Right.
4. Left.
A wrong tile triggers the trap. Step back to the safe edge and restart the sequence.
Do not sprint across because passing over two plates can make the result difficult to
read.
-= Fort Bulwark: Guardian Statues =-
In the statue chamber, rotate all four guardians so they face the center symbol. Work
around the room one statue at a time and confirm the head or body direction before
moving to the next. When all four face inward, the route opens.
-= Fort Bulwark: Rodgar's Eight Items =-
The central chest provides one item at a time. Take the item, step on the nearby
panel to reveal the matching symbol or display, and place the item into the
corresponding outer chest. Return to the central chest and repeat the process until
all eight items are placed correctly. Move only one item at a time so a mistake can
be traced without emptying every chest.
-= Dagon Shrine: Equipment Recovery =-
When infiltrating the Mythic Dawn, surrendered equipment is held by Harrow. After the
ritual breaks down, defeat or evade him and recover the equipment before leaving the
caverns. Check weapons, armor, potions, keys, and unique items before crossing the
final exit because returning through the hostile sanctuary is much harder.
-= The Ultimate Heist: Final Escape =-
Keep the Boots of Springheel Jak until the scripted drop is complete. Equip them
before entering the escape route, keep the inventory light, and do not remove them in
midair. After landing safely, heal and make a new save before continuing through the
Imperial City.
Boss Strategies:
----------------
-= The Gatekeeper =-
The Gatekeeper blocks the first entrance from the Fringe into the Shivering Isles. A
direct early fight is difficult because it has high durability and strong melee
pressure. Speak with residents and investigate Relmyna Verenim's work before choosing
the assault.
Relmyna's Tears and Gatekeeper Bone Arrows are specific weaknesses connected to the
preparation route. Gather the available tools, repair the bow, and carry a normal
backup weapon for the moments when the creature closes distance. Use the arena's
space to stay outside its swings and avoid becoming trapped against the walls.
The Wabbajack does not provide a reliable shortcut against this encounter. If the
prepared weakness route still fails, leave the Fringe, improve the main damage skill,
bring stronger healing, and return rather than forcing a low-damage battle.
-= King of Miscarcand =-
The King of Miscarcand waits near the Great Welkynd Stone with undead support. Enter
the final area with disease and attribute recovery, a weapon that can handle undead,
and enough Magicka or charge for control. Clear lesser enemies before committing to
the king so the fight does not become a surrounding attack.
Use pillars and doorways to break lines of attack, summon an ally to divide
attention, and keep fatigue high for blocks or retreats. After taking the Great
Welkynd Stone, prepare for the exit ambush instead of assuming the ruin is finished.
Heal, repair, and save before leaving the final chamber.
-= Mankar Camoran =-
Mankar fights with magical defenses and reflected damage while Ruma and Raven Camoran
support him. The children can return, so defeating them repeatedly does not end the
encounter. Keep pressure on Mankar and use the children only as temporary obstacles
to control.
Do not rely on one expensive spell school. Mix physical damage, poison, summons, and
lower-cost magic so spell absorption or reflection does not consume the entire
resource pool. Watch health after every reflected physical hit and stop attacking
when healing is required. The fight ends when Mankar dies, allowing recovery of the
Amulet of Kings.
-= Mannimarco =-
Take the Colossal Black Soul Gem provided for the confrontation and make a manual
save before entering Echo Cave's final chamber. Mannimarco uses strong magic and
repeated paralysis attempts. Carry Cure Paralysis, spell resistance, reflection, or
absorption when the build has access to them.
Summon before approaching, use the cave geometry to interrupt lines of fire, and
close distance only when fatigue and health are stable. A pure caster should keep a
weapon, staff, poison, or alternate element ready rather than exhausting Magicka into
one defense. Confirm Mannimarco's death and the journal update before leaving.
-= Umaril the Unfeathered =-
Equip the Crusader's Relics, receive the Blessing of Talos, and carry healing for two
separate fights. During the physical battle, keep the Aurorans from surrounding the
character and destroy any active source that continues producing defenders before
committing fully to Umaril.
After the first defeat, use the blessing to follow Umaril's spirit. The second battle
is the true finish. Maintain enough healing and repair capacity for this phase
instead of spending every resource in the chapel. Defeat the spirit and allow the
return sequence to complete before changing equipment or traveling.
-= Jyggalag =-
Update the Windows-PC build before this confrontation because Update 1.2 addressed a
crash connected to Jyggalag. Make a manual save before entering the palace grounds
and another before the final battle.
Jyggalag uses powerful melee attacks and magic and is not stopped by Silence. Keep
medium distance until an attack commits, then strike during recovery. Use summons to
divide attention, maintain physical and elemental defense, and reserve enough healing
for a sudden close-range hit. The Staff of Sheogorath is not a direct control tool
for Jyggalag, so rely on the normal build instead.
If the encounter still crashes on an updated unmodified game, reload the pre-battle
save, allow dialogue and scripted movement to finish, reduce expensive graphics
settings, restart the game, and verify the installed files before trying again.
-= Umbra =-
Umbra is an optional high-risk encounter in Vindasel. Do not treat the sword's early
availability as proof that the fight is intended for a new character. Bring control,
summons, strong healing, repaired equipment, and a clear retreat path.
Pull the fight into terrain where only one attacker can reach the character, use a
summon to create safe damage windows, and retreat before fatigue reaches empty. When
the character cannot survive one clean exchange, leave and return later. Save before
starting Clavicus Vile's quest because the sword becomes part of a permanent reward
choice.
Glitches:
---------
-= Container Item Duplication - Keyboard and Mouse =-
This remaster inventory behavior remained reported after Update 1.2, but it is
inconsistent with some items and containers. Make a manual save, use a disposable
container near a merchant, and test with ordinary items before risking unique or
quest equipment.
1. Empty a chest, barrel, crate, corpse, or other container.
2. Place one copy of the intended target item in the container.
3. In the player inventory, select a large stack of another ordinary item, such as
arrows. The stack size becomes the attempted duplicate quantity.
4. Hold the left mouse button and drag the large stack toward the container side.
5. Release when the container side is active. If a quantity prompt appears, press
Enter twice quickly.
6. Check the player inventory for a returned target stack matching the transfer
quantity.
7. If the wrong item moves, the game crashes, or nothing duplicates, reload the
pre-glitch save and stop using that item or container combination.
Quest items, stolen items, filled soul gems, enchanted equipment, and other objects
with individual state can fail or behave unpredictably. A very large heavy stack can
make the character immobile. Sell or store the result before testing again.
Technical Issues:
-----------------
-= Update Before Troubleshooting =-
Install the current Windows-PC update before applying older workarounds. Update 1.2
contains quest, crash, performance, input, map-marker, and Shivering Isles fixes.
Test an unmodified save after updating before changing INI files or adding
third-party files.
-= Game Does Not Launch or Crashes at Startup =-
1. Confirm that the game is installed on an SSD and that Windows has enough free
space for saves, shader data, and updates.
2. Exit Steam or the Xbox App completely, restart Windows, and launch again.
3. Update the graphics driver and force the game to use the dedicated GPU on a
multi-GPU or laptop system.
4. Disable overlays and close recording, monitoring, browser, and tuning software.
5. Verify or repair the installed files through the active launcher.
6. Remove unsupported mods, injected upscalers, custom DLL files, and edited INI
files, then verify again.
7. Repair the DirectX runtime and allow the game executable and save folder through
security software.
8. Restore default graphics settings before reapplying ray tracing, high shadows,
reflections, foliage, or aggressive resolution scaling.
-= Performance and Outdoor Stutter =-
Test one repeatable outdoor area and change one option at a time. The most expensive
settings include display resolution, resolution scale, global illumination, shadows,
reflections, view distance, foliage, and ray-tracing features. Lower these before
reducing texture quality on a graphics card with sufficient video memory.
Use either the game's supported upscaler and frame-generation options or a clean
native configuration. Remove third-party injected files before comparing performance.
A setting that raises average frame rate can still cause artifacts, input delay, or
unstable frame pacing, so judge movement and camera response rather than one number.
Steam users can test the launcher's Safe Mode when a normal graphics configuration no
longer starts. Once the game opens, restore conservative settings, exit normally, and
then test the standard launch again.
-= V-Sync Is Unavailable =-
V-Sync can be unavailable in the game menu while certain upscaling or
frame-generation options are active. Disable the conflicting option and check the
menu again. When the menu remains unavailable, force V-Sync for the game through the
NVIDIA or AMD control panel instead of editing an unverified INI key.
-= Potion Crafting Crash =-
Update 1.1 addressed a crash involving multiple potions made with stolen ingredients.
When crafting still crashes, make potions more slowly, temporarily remove stolen
ingredients from the active inventory, disable unsupported mods, and verify the game
files. Reload the manual save made before opening the Alchemy menu if inventory state
looks incorrect.
-= Jyggalag or Through a Nightmare, Darkly Crash =-
Update 1.2 addressed crashes connected to Jyggalag and Through a Nightmare, Darkly.
Update first, remove mods, and verify files. Reload a save from before the encounter,
allow dialogue and scripted movement to finish, reduce expensive graphics settings,
and avoid rapidly skipping transitions.
For a persistent Jyggalag crash, test the Saints-led route when that choice is still
available and wait several minutes before entering the palace grounds so the area can
finish updating. Keep the original save because this is a fallback, not a guaranteed
repair for every damaged quest state.
-= Quest or NPC Stops Responding =-
1. Create a new manual save without overwriting the last working save.
2. When an NPC is physically blocked, move away and let pathfinding reset instead of
attacking or creating a duplicate.
3. Fast travel away and return, then wait or sleep for three in-game days.
4. Save, reload, exit the game fully, and restart Windows when the state remains
stuck.
5. Remove unsupported mods and verify the installed files.
6. Use sqt and getstage only after normal recovery. Apply setstage only with the
exact quest ID and a verified next stage.
-= Saves Are Missing or Cloud Sync Fails =-
Check the default C-drive Documents path even when the Windows Documents library was
redirected. The game can create its own folder under the original user profile. Also
check OneDrive Documents. Copy files only while the game and launcher are closed,
then choose one confirmed current source before re-enabling cloud synchronization.
For the Xbox App version, back up the complete wgs container instead of searching
only for readable save names. Cloud synchronization can repopulate deleted container
files. Do not test recovery on the only copy of a long campaign.
When the game reports that a save cannot be created, confirm free space and allow the
SaveGames folder through controlled-folder or antivirus protection. Test a new manual
save before continuing the campaign.
-= Keyboard Console Key Does Not Work =-
Switch the Windows keyboard layout to English (United States), return to the game,
and press the grave or tilde key below Escape. Update 1.2 also improved AZERTY and
keybinding behavior, so update before replacing configuration files.
-= Lockpick or Key Rebinding Problems =-
Update 1.2 fixed lockpick rebinding and several keyboard-layout issues. Install the
update, reset the affected binding in the Controls menu, restart the game, and bind
it again. Avoid copying a complete control configuration from another keyboard
layout.
-= Mods and File Verification =-
Mods are not officially supported for the remaster. When a quest, launch, visual, or
save problem appears, remove the mod files completely rather than only disabling a
manager profile. Restore original DLL and configuration files, verify through the
active launcher, and confirm that the unmodified game works before reintroducing one
change at a time.
DLC:
----
-= Knights of the Nine =-
Begin in Anvil after learning about the chapel attack and speaking with the Prophet.
The route revolves around moral standing, the Pilgrimage, and the Crusader's Relics.
Complete or pause Infamy-heavy faction work before relying on the relic set. Use the
full compact route under Solutions for Fort Bulwark and Umaril preparation.
-= Shivering Isles =-
The doorway stands on an island in Niben Bay. Enter with a stable build, empty
carrying capacity, repair supplies, disease cures, and several manual saves. The
realm contains its own settlements, ingredients, Amber and Madness equipment, side
quests, and a continuing role after the final battle.
-= Fighter's Stronghold: Battlehorn Castle =-
Clear the attackers, claim the castle, and purchase furnishings and services to turn
it into a combat-oriented base. Use its storage, training, guards, and living space
as a western operations center. Save before placing unique weapons or armor on
displays.
-= Wizard's Tower: Frostcrag Spire =-
Travel to the tower and purchase its furnishings in the Imperial City. The upgraded
tower provides spellmaking, enchanting, alchemy support, teleport access to Mages
Guild halls, storage, and a permanent mage base. It is the fastest route to custom
magic for a character who does not want to finish every recommendation first.
-= Vile Lair: Deepscorn Hollow =-
Claim the underground lair and buy its upgrades for a stealth or criminal base. It
provides specialized services, storage, and another vampirism cure after the required
component is obtained. Make a separate save before curing vampirism or interacting
with its more dangerous facilities.
-= Thieves Den: Dunbarrow Cove =-
Clear the cove and recruit the pirate crew through the available upgrades. The
restored den offers a hidden base, fences, services, and periodic income from pirate
activity. Return after sufficient in-game time has passed to collect the share.
-= Mehrunes' Razor =-
Follow the rumor to the large hidden complex, work through the opposing forces, and
reach the final decision around Mehrunes' Razor. The dungeon is long and loot-heavy,
so enter repaired and light. Save before the last encounter and before taking a
unique item from the objective chamber.
-= The Orrery =-
Recover the stolen Dwarven components, return them to the Arcane University, and
activate the repaired Orrery. Its greater power changes with the lunar phase. Inspect
the active effect before relying on it for a build or difficult encounter.
-= Horse Armor Pack =-
Take an owned horse to the designated stable and choose an armor style. Armor changes
the horse's appearance and protection but does not make it invulnerable. Dismount
before dangerous combat and save before changing the active horse.
-= Spell Tomes =-
Spell tomes can appear as loot and teach the named spell when read. Read each new
tome before selling duplicates. Learning a spell does not bypass its skill or Magicka
requirements.
-= Deluxe Akatosh and Mehrunes Dagon Equipment =-
The Deluxe content adds quests for Akatosh-themed and Mehrunes Dagon-themed armor,
weapons, and horse armor. Treat these as optional equipment routes rather than
replacements for the main expansions. Keep a manual save before final reward choices
or permanent display placement.
Reference:
----------
-= Eight Attributes =-
- Strength: most melee damage, health, and carrying capacity; not dagger or
shortsword damage.
- Intelligence: maximum Magicka.
- Willpower: Magicka regeneration and fatigue-related recovery.
- Agility: bow, dagger, and shortsword damage, fatigue behavior, and stagger
resistance.
- Speed: movement speed and jumping distance.
- Endurance: health, health growth, and out-of-combat recovery.
- Personality: starting disposition with people and creatures.
- Luck: a small broad modifier to most skills.
-= Twenty-One Skills =-
- Combat: Armorer, Athletics, Blade, Block, Blunt, Hand to Hand, Heavy Armor.
- Magic: Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism,
Restoration.
- Stealth: Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak,
Speechcraft.
-= Thirteen Birthsigns =-
- The Apprentice
- The Atronach
- The Lady
- The Lord
- The Lover
- The Mage
- The Ritual
- The Serpent
- The Shadow
- The Steed
- The Thief
- The Tower
- The Warrior
-= Major Factions and Entry Points =-
- Arena: Imperial City Arena Bloodworks; speak with Owyn.
- Fighters Guild: join through a guild hall in Anvil, Cheydinhal, or Chorrol.
- Mages Guild: join at a city guild hall and complete all seven recommendations.
- Thieves Guild: ask beggars about the Gray Fox and attend the Waterfront meeting at
midnight.
- Dark Brotherhood: murder a nonhostile person, sleep, and meet Lucien Lachance.
- Knights of the Nine: speak with the Prophet after the Anvil chapel attack.
- Shivering Isles: enter the Strange Door on the island in Niben Bay.
-= Daedric Quest Rewards =-
- Azura: Azura's Star.
- Boethia: Goldbrand.
- Clavicus Vile: Masque of Clavicus Vile, with a quest choice involving Umbra.
- Hermaeus Mora: Oghma Infinium.
- Hircine: Savior's Hide.
- Malacath: Volendrung.
- Mephala: Ebony Blade.
- Meridia: Ring of Khajiiti.
- Molag Bal: Mace of Molag Bal.
- Namira: Ring of Namira.
- Nocturnal: Skeleton Key.
- Peryite: Spell Breaker.
- Sanguine: Sanguine Rose.
- Sheogorath: Wabbajack.
- Vaermina: Skull of Corruption.
-= Nine Divines for the Pilgrimage =-
- Akatosh
- Arkay
- Dibella
- Julianos
- Kynareth
- Mara
- Stendarr
- Talos
- Zenithar
-= Permanent Decision and Save Warnings =-
- Final sewer gate: last free review of race, origin, birthsign, class, and skills.
- Blood of the Daedra: the surrendered Daedric artifact is permanently destroyed.
- Fingers of the Mountain: save before choosing which claimant receives the book.
- Agronak gro-Malog: reporting his history changes the championship encounter.
- The Purification: major Dark Brotherhood point of no return.
- Knights of the Nine: Infamy can make the Crusader's Relics unusable.
- Shivering Isles court choice: Mania and Dementia rituals have different outcomes.
- Umbra and Clavicus Vile: save before the final artifact decision.
- Sigil Stone: taking it closes the Oblivion Gate immediately.
- High-risk console change: reload the pre-command manual save for safe recovery.
-= Included Expansion and Add-On Routes =-
- Shivering Isles
- Knights of the Nine
- Fighter's Stronghold
- Wizard's Tower
- Vile Lair
- Thieves Den
- Mehrunes' Razor
- The Orrery
- Horse Armor Pack
- Spell Tomes
How to Find Fin Gleam (OP Helmet):
----------------------------------
How to get the Fin Gleam helmet early in the game. It
has three helpful magical effects.
-=Finding Fin Gleam=-
* Right after you leave the Imperial Sewers, you can fast travel.
Choose to go to the Anvil Stables.
* Once you arrive at the stables, go directly west until you see
an island out in the water. Swim to it.
* Stand on the island and face west. You’ll see rocks going down
into the water. Look down this path of rocks. (You can also use
a distant statue to the right for alignment; keep it just out
of your sight.)
* Go down the rocks and swim straight down into the water.
* Keep looking slightly to your left as you swim deeper.
* You will find the green Fin Gleam helmet near a skeleton on the seabed.
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CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
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