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Oblivion talk:The Battle for Castle Kvatch/Archive 1

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This is an archive of past Oblivion talk:The Battle for Castle Kvatch discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Savlian Matius

Okay, so I've started a new character, and I've gotten to the part where you have to get allies for Bruma.

So I noticed I hadn't completed this quest yet, so I tried. Savlian Matius gets to the courtyard, and I clear out all the daedra.

I talk to him and he says "Charge the courtyard! Leave none of them standing!" even though I killed all enemies, including knocking HIM out a couple of times. Nope. Still no dice.

This happened with my previous character too. Are there any mods or anything that might conflict with this?

--Jojje 04:54, 27 February 2007 (EST)

So you mean you've lifted the gates, and you're in the last courtyard before entering the castle? It looks possible for there to be a conflict with a mod (well, I suppose, you could always imagine something in a mod that could mess anything up). The script there works by keeping track of how many daedra you've killed, using the counter ms49.courtyardkilled. Each of the critters in that courtyard has a custom script, MS49CourtyardScampScript, that gets called when it dies, and that script adds to the counter. Once the counter reaches 9, the game decrees that everyone is dead, updates the quest stage, and moves forward. So it has no idea of whether there are really any enemies left alive; it just assumes that the counter will take care of everything.
So there's all types of things a mod could do here to mess things up. If the number of critters in the courtyard is changed, the counter will never be able to get high enough. Or if any of the critters are changed to be standard daedra, instead of using the template that provides the script, killing them will do nothing. You could try using the console to enter the command set ms49.courtyardkilled to 9 and just force the counter to update. --Nephele 00:38, 28 February 2007 (EST)
A trick I just learned when the same thing happened to me was to just carry on without him and grab the ring myself. It seems that it forces the quest to move along once I grab the ring and give it to him in the courtyard. --Talon Lardner 12:43, 18 March 2007 (EDT)
Thanks a lot, Talon! I'll give that a shot, as I'm experiencing the same problem.
In the interests of working out what went wrong, here's a list of the mods I've got running:
  • Martigen's Monster Mod (probably what's causing the problem, based on Nephele's findings)
  • Crowded Roads
  • Natural Vegetation, Habitat, Weather and Water
Still, if I'm able to just head in and get the ring, that should be ok. Chump 21:33, 28 March 2007 (EDT)
Spooky, I'm using those same mods too (Well, plus a boatload more, I'm a mod addict... *bows his head in shame* --Talon Lardner 22:47, 28 March 2007 (EDT)
I'm using Adrenaline Oblivion, a mod that adds tons of enemies to each encounter, very Lord of the Rings-ish, and I had the same problem where Savlian just stands in the middle of the courtyard and won't run into the castle, even though everything is dead. After reading this I'm almost certain that mods are the cause of this odd little glitch. Thanks a lot for the fix! --66.61.85.80 20:39, 6 May 2007 (EDT)
I think the game bugged out on me because an enemy died to one of my reflects (frost shield, reflect damage) instead of to a direct hit, so the counter was never incremented. I used the console command here and he started working again. Not sure, but I bet yet another nasty bug.--173.171.228.34 07:47, 21 August 2010 (UTC)

I too am using MMM and got this bug. I tried the fix mentioned above but it just gives me the error message

Script command "courtyardkilled" not found.

Any ideas? Dbbolton (talk) 19:03, 9 May 2014 (GMT)

Quest ID?

What is the quest ID for this quest? --4.158.156.70 20:12, 5 April 2007 (EDT)

MS49 --Nephele 20:26, 5 April 2007 (EDT)

"Everybody lives"

The page talks multiple times about keeping everybody alive. Who lives or dies doesn't actually affect the ending of the quest in any way, does it? The one guy that needs to be kept alive is marked essential, so he can't die anyway.

Of course, keeping everybody alive is the most satisfying way to complete the quest. And the hardest. I'm level 3 and playing an assassin-type character and it's just hell that I can't use my damage multiplier. I'm already poisoning every arrow I've got and drawing the enemy fire to me, but it's still extremely hard to kill all the enemies fast enough to keep these utter wimps of guards alive. With friends like these... JRM 17:32, 13 September 2007 (EDT)

Who lives or dies has no effect at all on the quest. Even talking to the Kvatch guards at the conclusion of the quest will yield generic greetings and the 'Rumors' topic. I don't think Savlian Matius is marked as essential though. So, while it doesn't really matter if anyone else dies (apart from you), if Savlian dies, that has an impact on both this quest, and Allies for Bruma. It's possible to just make a run for the Signet Ring and return to Savlian, but Savlian seems to have an odd habit of getting his armour broken and running around in his T-shirt. --Saruuk 19:19, 13 September 2007 (EDT)
I'm virtually certain that Savlian is essential, at least until you give him the ring. Everybody else has a nasty habit of dying, though. --Gaebrial 03:06, 14 September 2007 (EDT)
Funny thing is, I'm now right before triggering the main run to the castle. If I "kill" Savlian he just drops unconscious (so yes, he appears to be essential), but if I set bEssentialTakeNoDamage to 0 and bForceReloadOnEssentialCharacterDeath to 1, Savlian will die, but I don't get a reload prompt. (If Martin dies, of course, I get a "Martin has been slain, all hope is now lost", but I'm guessing this is coded separately). It doesn't quite work as I expect it to. (I'm trying these settings as way of upping the challenge/frustration a bit.) JRM 07:14, 14 September 2007 (EDT)

Console Codes for Kvatch Armor

I did this quest a while ago, but lost special levelled Kvatch armor when moving houses. What are its console codes, because they don't appear on the article for this quest, and I don't seem to be able to find it in the other sections either...? Never mind - found it. Was spelling both words incorrectly ;)

Dark Brotherhood

Just on a side note, I find this is one of the best places to get Legion Armour and also Initiation into the Dark Brotherhood. It needs refining but when it is just you and the Legionairre in the Counts quarters, kill him there. No bounty, dark brotherhood and legion armour. It is a decent set of armour for a new guy, and if the oblivion stone you get has a element enchantment then you easilly OHKO him. Berober04 10:11, 2 February 2008 (EST)

Not everyone on top of the Castle is Daedra!

After spoke I completed this quest by returning the Signet ring to Savian, I exited the castle and crossed the bridge. As I did, I turned and looked back and saw a shadowy figure at the top of the castle. I figured there was one lone daedric archer that I hadnt finished off, so I put a 'damage health' potion on my bow and killed the straggler in one shot.

To my surprise, as I entered the Kvatch chapel and spoke to one of the guards there, I had a 1000 bounty and was being arrested!

Reloading the game, I took a closer look at the shadowy figure this time and found that it was a legion guard up there. I believe that I completed the quest with one or more legion guards alive, so perhaps one of them went up there as I left the castle?169.145.3.12 13:33, 29 May 2008 (EDT)

This was probably a glitch. In the normal course of things, guards won't spawn up there, but oddities like this will happen from time to time. --Robin Hood (TalkE-mailContribs) 11:56, 4 June 2008 (EDT)

Verification talk

I put a verification tag on the note on the main page. I personally think that whoever put that note there doesn't know what he's talking about. --Darth NANAME 11:37, 1 June 2008 (EDT)

I've deleted the whole note. This quest is nothing to do with the chapel halls and undercrofts - you gain access to those when you start the Pilgrimage quest of KotN. –RpehTCE 00:53, 2 June 2008 (EDT)

Attacked by guards

I closed the oblivion gate and when I talked to Savlian and said I was ready, Jesan Rilian and Merandil attacked me! The first time I went straight to Savlian and they attacked, and the secon time I talked to Merandil beforehand and they still attacked me! The third time I talked to both and the same happened. I tried saying I'm not ready then saying I am, and even doing it without clothes to see if the undercover mod im using affected it. Every time I got attacked!--Volthawk 11:11, 4 August 2009 (UTC)

Never mind I just killed them.Volthawk 21:22, 14 August 2009 (UTC)


I have the same problem, do you have Ren Guard Overhaul or OOO? (May 31 2010)

Bug

(moved from the article)

Sometimes the archers on the mages atop the castle will engage Savlian in combat, and being that Savlian cannot fly, he will run into the wall endlessly attempting to fight back. To bypass this issue, simply walk back into the chapel and back out and engage Savlian in dialogue as soon as you get to him.

"Archers on the mages"??? –rpehTCE 04:45, 14 August 2009 (UTC)

If going back in and out of the chapel doesn't work does that mean I'm proper screwed?


To the person above me, yes. I've tried to go around this, I've managed to get Savlian to go back to the normal spot and got me to go get the key but the person whose holding the key glitches up and won't use or give the key, when killed the key doesn't show in his inventory. I also tried using the paintbrush glitch and that didn't work even though i got into the castle, you need Salvian to active the final part at the count. :/ — Unsigned comment by 24.138.51.89 (talk) on 31 January 2010

A quick question

Do the enemies in the castle's entrance respawn? I'd like to get a better version of the Kvatch cuirass (the level 15 version would do for me), but I also want to keep as many allies alive as possible, and I'd be fairly annoyed if I did the quest at low levels, left, and came back only to find a respawned horde of enemies slaughtered the allies I worked so hard to keep in one piece. GenocideHeart 12:26, 22 September 2009 (UTC)

I'm not sure, but I think the creatures will keep respawning until you finish the quest (up to stage 100). At that point a script kicks in that prevents the creatures from respawning again. --Timenn-<talk> 14:56, 5 October 2009 (UTC)


i found that if u leave the city of kvatch and wait 12-24hrs it fixes the bug

Moved Note

It is possible for Savlian to fall into the moat and become stuck under the bridge if he does not detect that the gate is locked.

This needs verification because it seems to be a one-off bug. –Elliot talk 06:02, 16 December 2009 (UTC)

Happened to me as well. Still can't do the damned quest

Using Martin to break the siege

On the recommendation in the wiki, I decided to bring Martin along with me to this mission, intending that he would help keep the guards alive and provide some support in the fight. Everything went well until we reched the castle great hall, where there were a number of Daedra. The guards (and Martin) rushed in headlong as they tend to do. In the middle of the combat, I noticed that Martin was not just killing daedra, but also killing the Kvatch guards! He tore through them in short order, and I wasn't able to speak to him - he only stopped when he knocked Savlian unconscious, at which point he seemed to revert to regular behaviour.

I can't work out what happened to set this off - when he finally calmed down, Martin was stuck full of arrows. Is it possible that the guards were trying to shoot the daedra he was fighting, hit him too many times, and that caused him to go hostile on their group? I did this quest early on (at level 2) so the only enemies were Stunted Scamps and Clannfears, neither of which seem to be capable of causing any frenzy effect.

It didn't stop me completing the quest because Savlian was still marked as essential and so Martin couldn't kill him, but if you are trying to complete the quest with no deaths it is certainly something to watch out for. 66.64.158.162

Ty for your contribution. Your conjecture seems sound to me; another unfortunate NPC behaviour. I think Bethesda would be well advised to induct quest allies and followers into a temporary player faction, so they are less likely to attack each other during a quest, and remove them if necessary, afterward. Anarchangel 06:39, 10 January 2010 (UTC)

Kvatch Guard IDs

You know the two Imperial Legion Soldiers and one Imperial Archer who join you for this quest? Does anyone know what their BaseIDs are? I'd quite like to keep them alive, since I'm doing this quest at level 30 and will need all the help I can get. They're not listed here http://www.uesp.net/wiki/Oblivion:Imperial_Legion_Soldier, and I the Planet Elder Scrolls page doesn't list RefIDs, so there's no way of knowing from clicking on them in the console what their BaseIDs will be.

I seem to recall UESP having a link to a - I think - Russian website, that listed all RefIDs alongside BaseIDs, but can't seem to find it anymore.

Any help would be great. — Unsigned comment by 87.127.79.8 (talk) on 28 March 2010

They should be these:
  • Soldiers: 00097C79
  • Archer: 00097C78
Otherwise try these: 00053FE8, 00053FEE, 0005466B --SerCenKing Talk 14:21, 28 March 2010 (UTC)

Issues

I have noticed a couple of issues with this quest:

1. First of all, I took Martin along on this quest to help out, which probably doesn't affect anything, but I though it might be worth mentioning. The quest proceeded normally until I reached the hallway between the gate. On one side, a pack of leveled daedra (in my case Clannfear and Clannfear Runts) were in a closely-knit group running against the gate. On the other side, some of the allies were also charging the fence, occasionally even swinging their weapons. It seemed that if I waited too long to open the gates, some of the daedra would actually clip through the gate, and attack Martin and my character. Not only that, but they would occasionally clip through the second gate as well, going on to attack the other allies. Has anyone else experienced this? Does the game put some kind of timed script with this quest?

2. The second issue was directly following this. I wanted all the allies to survive, so (with Martin's help) I killed all the daedra BEFORE opening the gate by attacking them through the fence and fighting them if they clipped through. When I finally opened the gates,Savlian and the others displayed the same behavior as in some of the earlier complaints about this quest: they rushed into the courtyard, and stood still, stuck in combat mode. Again, like the previous problems, this could be fixed by simply grabbing the signet ring off the count's corpse, which would produce a journal update and allow the quest to proceed. It has occurred to me that this part has a slight chance of having been caused by the Kvatch Rebuilt mod that I have active ( which still doesn't explain the clipping in the first issue). As far as I know, with the small amount of mods I do use, none of them affect or have anything to do with creatures, daedra, leveled lists, or... uh... gate opening... However, according to a response posted by someone on this page, the script in this part of the quest works by counting the remaining daedra who have the special script attached to them. So perhaps it only begins counting once the gate is opened, and if all the daedra are already dead before the player opens the gate, then it the scripts can't detect that they have been killed? That would be my best guess. Again, has anyone else ever experienced this?

Thanks in advance for any help on this topic. I'm not ENTIRELY sure this issue belongs here, but I thought it seemed fairly relevant

Thanks, Facebag 14:49, 1 June 2010 (UTC)

Yes, these happened to me as well. I came here looking for a fix (I assume showing Savilan bit of console works ;-). There's also a feature involving returning down to the tunnels: IF you aggravate the creatures beyond the gate and slip back down the tunnel there's a chance they follow you down even though they're nominally behind the gate...Probably "works" only with 'intelligent' creatures (Atrnoachs, Spider Daedra, etc.. but not Clannfears or other monsters). As for your guess: "So perhaps it only begins counting once the gate is opened" I have to agree. I had one monster left before I opened the gate and killing it wasn't enough to complete the quest. For that matter, the fix I was looking for was infact a way of setting the counter. - G3, 06:57, 22 August 2010 (UTC)
A minor update: Setting the quest status to 70 through the console 'fixed' (rather: circumvented) the issue. - G3, 06:11, 23 August 2010 (UTC)
Its good (or unfortunate, depeending on how you look at it) to see that someone else has experienced this as well. First of all, in regards to your issue of the daedra following the player back into the tunnels, I would assume that you are correct. This would seem to be a logical possibility, given that the daedra have already clipped through the gate. As for the part about creature intelligence, that seems to be more or less sound as well. I think that most of the lower tier daedra, monsters etc.. are unable to open doors, and so would remain in the castle exterior cell when you went back into the tunnels. My main reason for posting this was to determine whether or not the problem is established enough to include on the article, and not just an isolated glitch of some sort. You response and the unsigned post at the bottom of this page entitled "I don't know what to do!" seem to provide more evidence of this issue, and in some cases, it seems like the issue cannot be resolved as easily as it was for you and I (this applies particularly to console players). It seems to me that this is actually a rather serious problem, and I though that such an issue would definitely be worthy of mention on the article. If I find some free time, I might actually try and recreate the circumstances under which I encountered this to check it again. However, it seems to me that it's already significant enough to be mentioned. Facebag 17:33, 20 October 2010 (UTC)

imperial legion soldier?

so, i was doing this quest on my level 26 character, and went into the chapel undercroft with berich inian. since i use area-of-effect spells, i figured i would let the extremely leveled creatures take care of them. well, during the battle i realised that berich inian had died, but the imperial legion soldiers were winning! well, the soldiers ended up killing the monsters, but i looked around and there was the dead imperial legion soldier, and his living counterpart look the same, and the archer was alive as well, leaving a total of three imperial legionnaires. i pickpocketed the living soldier and he had the exact same inventory as the dead one except for a 1 gold difference and he was using a claymore instead of a longsword. this means that the imperial legion soldier was killed and instantly respawned another one somewhere in a few seconds. can anyone verify this?

P.S. this is on the 360 version

The soldier didnt respawn. three of them follow you when you go back to the chapel and talk to Berich Inian. one soldier has a longsword, one with a claymore, and one with a bow. and they all have the exact same facial apperance.

OK! So...HELP!

Alright, so... I worked my ass off on this character, first REAL attempt at an Oblivion run-through. Based the character very loosely off of Cloud Strife. Now, I'm rockin' around on the PS3 version and I finish the fighters guild quests. I decide "what hell, I'll do the main story" so I get through to Kvatch without a hit and then...after evacuating the refugees he gives the order to charge into the courtyard and reclaim the castle. (Step 1, before getting the key and going through the undercoft to open the gates) The Dremora respawning ontop of the Castle Wall glitch happened, and knowing it was a glitch I decided to save my file then and there and re-load to try and get it to go away...well...that didn't work. So, I ended up going into the chapel and then re-entering the area and seeing if that would help. That didn't work either, so I tried killing some of the Dremora while Salvian was running into the gate repeatedly...and I can't see any more Dremora, and I can't get Salvian to recognize that his face is in the damn closed gate. ...please tell me I'm not royally boned.

-Windrunner 19:19, 22 August 2010 (UTC)

It's probably much too matter to you now, but if you're on the PS3, probably the only thing you can do is reload an earlier save and try again. Robin Hoodtalk 01:53, 19 September 2010 (UTC)

I dont understand what to do!

Ok,so i decided to open the gate without going to get that Kvatch guard with the key.I used ~ then "tcl" to go through the gate.when i activated the lever,the gate opened but none of the kvatch guards went through until i lured the daedra to them.After the fight ended,they did nothing.I went to Savlian Matius,and talked to him.He said for us to charge into the castle but after he stopped the conversation,he did nothing.I thought i could force the quest on so i went to the castle,killed the daedra,so on until i got to the count's body.I activated it,nothing popped up.I forced his body open by ~ and "activate" and found his signet ring.I took it,and yet again nothing popped up.So i went back to Savlian helplessly,and he was still saying to go into the castle.I currently have a save where the old arena was and one where i am standing in front of Savlian.The save of me in the old arena has the gate open.I had gone through the secret entrance into the castle and it popped a few things up,but me opening that gate got me stuck and deeply confused.I want to finish the quest so please respond to this ASAP! :(

Seems to me you have missed one or more scripts that define what triggers the quest to progress. For right now, my best bet would be to use the console to advance the quest to stage 70, as recommended by the user G3 inresponse to my earlier post. Facebag 18:50, 20 October 2010 (UTC)

Does the Emperor's Body disappear after taking "The Battle for Kvatch" quest?

Ok I want to get the Emperor's Robes but right now im trying to find some interesting ways to level my Imperial Knight without doing any quests with significant leveled loot (such as the Imperial Dragon Armor, etc) so I thought this would be a fun quest to do, but since its somewhat tied to the main quest does it make the Emperor's body disappear, which disappears after doing anything further into the Main Story. Can anyone confirm this?--24.165.179.157 01:33, 18 December 2010 (UTC)

As far as I know the Emperor's corpse will remain in the tutorial area until the dark brotherhood quest Scheduled for Execution is started. --Wizy (Talk/Contribs) 01:55, 18 December 2010 (UTC)

Do you even need to do this quest?

Its listed as optional on the Main Quest page, but then says in the first line of the Notes section that you still need to do it later anyway. Which is one is correct? 74.77.129.70 22:18, 7 January 2011 (UTC)

This quest never needs to be done. You just need to get to the Chapel to get Martin. You only need to finish this if you want to talk to Savlian to get help for Bruma during the Great Gate quest. --DKong27 Talk Cont 22:24, 7 January 2011 (UTC)
Thanks, good to know. 74.77.129.70 06:06, 16 January 2011 (UTC)
I added the words "optional" to that sentence so that it was more clear that this quest is optional and the quest it's needed for is also optional. Hope that's okay. --Amsuko 17:13, 31 August 2011 (UTC)

managed to keep literally everyone alive, but where do the imperials go?

the 3 imperial guys who show up in the chapel. while i wait for an answer, i'm literally gonna follow them, but if someone could save me the time, or if its in the code for the pc version, that would save me some time lol.

errr nevermind, it would appear that they simply return to the chapel. I know these guys are NPC's without names, but since there is so much talk about keeping everyone (cause its satisfying) and even information on where the kvatch guard stay if you keep them alive, shouldn't there be a side note of where the imperials stay if you manage to keep them alive? I know I would feel more inclined saving them if I knew they didn't simply despawn after. — Unsigned comment by 207.6.248.79 (talk) at 08:33 on February 18, 2011

Moved note

  • Keeping the guards alive is difficult, as the AI does nothing but bull-rush the enemies, who are fairly deadly to the guards. At higher levels, it takes a lot of work to save them from themselves and keep them all alive. Some tips include:
    • See the tips at Equipping Followers for ways to strengthen the guards.
    • Use a Convalescence spell or a custom heal spell to keep the guards alive longer.
    • Soften up the enemy with ranged attacks before they close.
    • Use poisons and/or enchantments to paralyze as well as to do maximum damage to any enemies the guards are fighting.

Not exactly a bad note. But it should be incorporated to the article as we did with The Wayward Knight. --AKB Talk 04:33, 21 February 2011 (UTC)

Keepin the Colovian Signet ring

I managed to get the ring by making Savlian the only one in the castle . Should this be a good add to add on this section? — Unsigned comment by Carlangelo200 (talkcontribs)

Sorry? It shouldn't be possible to keep the signet ring under normal circumstances. Could you be more descriptive? Legoless 23:37, 19 April 2011 (UTC)
You can pickpocket the ring back from Savlian after you complete the quest. I added it to the notes, someone can remove it if they think it's not worth mentioning. Ugly 20:57, 26 January 2012 (UTC)

Kvatch Soldiers Attacked after Completion of Main Quest [[Oblivion:|Kvatch]]

I went through the whole Battle of Kvatch quest as a relatively low level (3-5). I gave Salvian the Ring, and -as of that point- all of the Kvatch soldiers were still alive. I then went on to complete the Main Quest. Although it may not be important, directly before returning to Kvatch I had completed the quest Lifting the Vale. Anyways... I returned to Kvatch to find Salvian & Co. being attacked by a horde of daedric foes. They then ruined all of my hard-work, and killed all but Salvian who was still marked as Essential. Does anyone know why the Daedra keep spawning after the my completion of the Main Quest? 209.169.197.238 18:21, 1 June 2011 (UTC)

They shouldn't have respawned. Perhaps they came out of one of the castle's side rooms which you might not have cleared out. Legoless 18:27, 1 June 2011 (UTC)
I believe I left something out, Salvian and the others were not in the castle. They were all standing around in the courtyard.
209.169.197.238 18:37, 1 June 2011 (UTC)
I'm not quite sure what you mean here, either. Once you've completed the quest and given Savlian the ring, he should remain inside the castle. I've never seen him go back out again. I've also not seen respawning Daedra in Kvatch once the Kvatch quests are completed, regardless of the main quest. Did Savlian go into the castle with you while you were doing The Battle for Castle Kvatch, or did he remain in the courtyard at that time? Had you cleared out the castle & courtyard completely before leaving? --Llareian 15:12, 26 July 2011 (UTC)
This happened to me as well. I'll be keeping an eye on Kvatch in future to see whether they come back again. --174.94.48.203 20:44, 20 October 2011 (UTC)

Courtyard gates

It is possible to kill a few daedra on the courtyard by hitting them between the bars before entering the courtyard. They have to be close to the gate if you want to hit them but it's possible and killing a few daedra can help to keep everyone alive on the courtyard at higher levels. — Unsigned comment by 87.212.166.129 (talk) at 18:30 on 25 July 2011

Key un-needed to progress

I'm not sure if it's just my game...but if you use the Staff of Sheogorath to freeze Berich and run for the guardhouse, you are able to enter and then proceed to open the gate without even needing him with you. He'll reappear with the rest outside of the gate, ready to fight the Daedra. TVthePunisher 05:05, 5 September 2011 (UTC)

Keeping your allies alive

When storming the castle where Savilian sends you for the key, the enemies do keep respawning on the battlements and area effect spells shot at the ramparts do hit those enemies. I went into TCL mode and hovered above the castle wall to observe this. Leaving the area is the onl;y sure fire way of avoiding your allies eventually being killed.— Unsigned comment by Sniffles (talkcontribs) at 22:58 on 12 September 2011

Which is why I removed this. I'm too tired to test it right now, but I'm pretty sure you can just leave Kvatch and do other quests, and the men will still be alive near the wall when you get back. If not, then please keep the note - although the "nice planning captain"-line will have to go eventually. That's you commenting on the events - a bit like writing "nice underwear, Countess" during the Sanguine quest. ;) --Krusty 23:03, 12 September 2011 (UTC)
Right. I just left the area, moving on to the next scenario of the campaign. The trouble comes in if you loiter in the area. I made the mistake of shooting the enemies off the walls then leaving the comp for about 10 minutes. 3 of the soldiers were dead when I came back. I removed my comment regarding the Captain's incompetency.
QUESTION: Should it be mentioned that this entire scenario, which is noted for it's extreme difficulty in keeping the soldiers alive, should be taken step by step. 1. Closing the great gate. 2. Clearing the area in front of the chapel. 3. The aborted siege of the castle. 4. The charge with Inian to the manhole of doom. 5. Opening the castle gates. 6. Clearing the first section inside the castle. 7. The second castle section. Each of these sections presents problems in keeping your allies alive. I covered most of the problematic situations but things could be filled out a little. Sniffles 23:58, 12 September 2011 (UTC)

Martin attacking the guards!

Well, I took Martin along with me for this quest, and I guess he killed one of the Kvatch Guards so now all of the allies are dead except the girl and Salvian. Is it not a good idea to take Martin along? Note: I know he murdered them because everyone was attacking Martin and yelling "Someone's been Murdered!"

Well I wouldn't say its a bad idea, because every "Essential" ally you have helps. Stuff like that happens. It is just your preference whether you want to bring Martin along. Eric Snowmane 01:21, 19 October 2011 (UTC)


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