Sunday, December 18, 2011

Need Some Help with Elder Scrolls V: Skyrim? Tips and Tricks

Some game help and cheats for Elder Scrolls V: Skyrim on xBox360


Get Elder Scrolls 5: Skyrim at Amazon.com

Becoming a vampire
While in combat against vampires, you have a chance of contracting vampirism each time they land a hit on you. If you contract the disease, it can be cured with any regular disease potion. However, if you wait three days, the disease will become permanent, and you will gain the powers of a vampire. There are four stages of Vampirism. The longer you go without blood, the more powerful the benefits of vampirism will become, but the weaknesses will also get worse. You can only drink blood from sleeping NPCs. As each stage of vampirism increases, some effects stay the same, while others change. The four stages of Vampirism and their effect (changes between stages are only listed) are as follows:

Stage 1
Vampires have a 25% increase to their Illusion spells. They are 25% harder for NPCs to detect, have 100% resistance to diseases or poisons, and are 25% resistant to ice.

Vampires are 25% weaker to fire, and their health, magic, and stamina stats are reduced by 15 points in the sunlight. Those three stats also do not regenerate.

Vampires have the power to reanimate the dead to serve them. They can also improve their night vision with another power.

Vampires gain a spell that allows them to drain the health of their enemies.

Stage 2
Vampires are 50% resistant to frost, and their vampiric servant and drain powers are more powerful.

Vampires are 50% weaker to fire, and their health, magic, and stamina stats are reduced by 30 points in the sunlight.

Vampires gain the "Vampiric Seduction" power, which calms enemies (animals and people) for 30 seconds. Thus, they will not attack you.

Stage 3
Vampires are 75% resistance to ice, and their powers of reanimating the dead and draining the living become more powerful.

Vampires are 75% weaker to fire, and their health, magic, and stamina stats are reduced by 45 points in the sunlight.

Stage 4
Vampires are 100% resistant to ice, and their vampiric servant and drain powers are more powerful.

Vampires are 100% weak to fire, and their health, magic, and stamina stats are reduced by 60 points in the sunlight.

All NPCs are hostile towards Stage 4 vampires.

Vampires gain the "Embrace Of Shadows" power, which turns your character invisible for three minutes.

Curing vampirism
You can cure vampirism by turning to werewolf or by doing the "Rising At Dawn" quest.

Becoming a werewolf (lycanthropy)
There are several benefits to becoming a werewolf. In human form, you have increased health. In werewolf form, your speed and physical strength are increased. You are able to travel faster, have claws to tear enemies apart, and can use your howl to scare enemies to run away from battle. When you get injured, you can feed on ravaged corpses as a werewolf to heal your wounds. The werewolf effect is only temporary, and you ultimately revert back to human form, but you can prolong this effect. As a werewolf, you can also avoid the rested buff from sleeping. To become a werewolf, follow the questline of The Companions Of Whiterun. Once you reach the "Silver Hand" quest, you will take part in a secret ritual, where you drink another werewolf's blood and turn into a werewolf yourself. You will be given a choice to commit yourself, and the quest will not advance if you do not commit.

Curing lycanthropy
First, join The Companions faction. Successfully complete all quests for The Companions faction. Then, talk to the leader of The Companions, Kodlak Whitemane, or ask around about a cure for werewolves. Speaking with Aela the Huntress in Whiterun will also tell you more about The Companions' affliction. The Companions will offer you a special quest that will cure your lycanthropy, which is a permanent change. Thus, you will never be able to become a werewolf again. Successfully complete the quest to not be a werewolf ever again.

Joining the College Of Winterhold
Go to the College Of Winterhold in Winterhold. Find the Grand Teacher Tolfdir, and he will offer the "First Lessons" quest. Successfully complete the quest to join the College Of Winterhold.

Joining The Companions
There is a building called Jorrvaskr in Whiterun (look east of Dragonsreach). Inside the building, enter the basement to speak with Kodlak. He will offer the "Take Up Arms" quest. Successfully complete the quest to join The Companions faction.

Joining The Dark Brotherhood
Go to Riverwood, and speak to the bartender inside the inn. Ask him if he has heard any rumors. He will eventually tell you about a boy that is trying to summon The Dark Brotherhood. Follow the side quest to Windhelm. When entering Windhelm, take an immediate right, and travel up the path until you encounter a Dark Elf and child talking. Enter the door to their left, and find the child inside. He will ask you to kill Grinelda The Kind in Riften. Go to Riften, enter the orphanage, and kill Grinelda. Fast travel back to Windhelm, and speak to the child again to get your reward. Next, go outside of the city, and wait for 24 hours. A courier will approach, and give you a note with black handprint on it that says "We Know". Go to the nearest inn, rent a room, and sleep for twenty four hours. When you awake, you will have been kidnapped by one of The Dark Brotherhood. They will tell you that if you kill one of the other three people in the room, they will release you. Choose a person, and kill them. Speak to The Dark Brotherhood again, and they will tell you to meet them at their lair in the pine forest in the far southwest corner of Skyrim. Fast travel to the western watchtower outside of Whiterun, then travel west towards the marker. When you reach the door, answer the question asked with "Silence, My Brother" to enter the sanctuary. Speak to the first person you find inside the lair, and you will now be a member of The Dark Brotherhood.

The Dark Brotherhood is the most secretive of all the factions, and can be hard to find. Start by going to bars and asking about rumors or information. Try talking to bartenders in Windhelm. Eventually you will get a tip to speak with a boy named Aventus Aretino, located in the Aretino Residence in Windhelm. You also may be able to speak with him without first receiving the rumor. Speak to the boy, and accept the "Innocence Lost" quest. Nothing will happen immediately after completing the quest, but soon afterwards, a courier will deliver you a note. Then, sleep and you will be contacted by The Dark Brotherhood. Talk to the stranger at your bedside, and you will then be in The Dark Brotherhood secret society.

Joining the Thieves Guild
First, enter Riften, and find Brynjolf. He is in the town square at the storefront during daylight. Talk to him, and complete his quest. Then, he will ask to meet you at a bar called the Ragged Flagon, located underneath Riften, in the Ratway. Talk to him in the Ragged Flagon to start the "Taking Care Of Business" quest. Successfully complete the quest to become a member of The Thieves Guild.

Dragon Claw chamber codes
Go into your items, and look at a Dragon Claw. Rotate it so you can see the bottom to see the code for the door that it unlocks.

Fast traveling while over-encumbered
You are not supposed to be able to fast travel while being over-encumbered. However, if you have a horse, it is not affected by your encumbrance. Thus, you will have the option to fast travel while on your horse.

Moving faster while over-encumbered
If you are over-encumbered and far away from your destination, the fastest way to move is through the Whirlwind Sprint Shout. It can be used continuously to get you to the nearest city quickly so you can sell. This also works when exiting caves and dungeons.

When you are carrying too much to run, equip a small weapon such as a sword or dagger, and use the power swing while walking to move faster. Note: You will need some stamina to perform the power swing. Additionally, be careful not to hit anyone, as you will obtain bounty, and possible attack from the guards. -From: Brett Grimes

Preventing fall damage
Fall damage can be prevented when sliding down mountains or vertical surfaces by quickly toggling Sneak mode on and off multiple times while sticking to the surface you are descending. This will nullify any damage caused by gravity, and can be very useful if you find yourself at the top of a dangerous looking mountain without any roads to go down.

Faster horse swimming
When you are going through water deep enough that your horse can swim, dismount and mount the horse to go faster.

Climbing mountains
When you reach a point while climbing a mountain and cannot progress forward any longer because the grade is too steep, simply face backwards and start jumping. Point your butt toward the peak, and continuously press [Jump]. It also helps to move slightly from side-to-side as you do this. You can often snag a rock along the way and shimmy up a mountain without having to use a set path. Sometimes facing forward at a 45 degree angle can also help.

Picking up skill books without reading them
Normally, when you pick up a skill book that is not in a container, you will read it and gain a point in that skill. However, there is a way to avoid this by adding the book to your inventory so that you can save it for use later. This is useful for later in the game when it can be difficult to increase a skill. To use this method, you need to have a companion. When you see a skill book, talk to your companion, and select the "I need you to do something" command. Then, put the cursor on the book, and select it. The dialog box will tell the companion to read the book, but the companion will add it to their inventory. You can then take the book from their inventory to read it and get the skill point when desired.

Dragon tomb location
Use a non-dangerous Shout in front of a guard, and a courier will deliver a letter from a "friend", giving you the location of another dragon tomb.

Dragonreach cave puzzle solutions
Inside the cave during your first mission for Dragonreach, you will have to solve a combination puzzle. Look to the wall above the closed gate. You will see two heads with a gap in the middle. Each one holds a picture of a creature (snake and dolphin). On the floor by the lever is the third creature (snake). The combination is Snake, Snake, Dolphine. The second combination is found deeper in the chambers. It is a turntable combination, which is more difficult. The solution is Bear, Owl, Bird. Insert the claw, and the door will open.

Defeating Giants easily
Get a Giant to chase you to a nearby river, then go under water, and the giant will immediately turn and walk away. When he does, sneak out, and shoot him with an arrow. When he turns around to attack, go back under the water, and he will again turn and walk away. Keep repeating this process until he is dead. Note: This is a slow process that takes a while to complete.

Control loading screen
When the loading screen appears, press the Left and Right Analog-stick to rotate the models displayed.



Get Elder Scrolls 5: Skyrim at Amazon.com

No comments:

Post a Comment