Tutorial ( Oblivion ) Tutorial is a quest in . The Hero of Kvatch escapes the Imperial Prison and learns the basic components of . Detailed Walkthrough . Prison break . begins with a prisoner in a cell of the Imperial Prison , with no worldly possessions and wearing no more than rags . Upon approaching the cell door , a Dunmer in the opposite cell , Valen Dreth , insults the prisoner ; what he says varies depending on the selected race and gender . Soon , Emperor Uriel Septim VII arrives , escorted by three Blades . He remarks that he saw the prisoner in his dreams , and orders his Blades not to hurt the prisoner , allowing them to follow . A secret passage in the cell opens ; follow them inside . Even when they tell the prisoner to stay put , they are able to follow them through most sections of the sewer ; they won ' t attack except in self - defense . Several Mythic Dawn Agent s ambush the party . Depending on the difficulty level , the assassin s may be quite strong in contrast to the party , but generally they do not target the prisoner specifically . It is best to stick to using the Flare , until Captain Renault is killed . Once Renault is dead , pick up her katana for a reward later . Alternate route . Imperial Prison . The Blades soon force the prisoner to stay behind by locking the door behind them . Off to the right , a section of the wall crumbles and two rats come through . Kill them and proceed through the broken wall . Through the cave , the prisoner encounters a few more rats . To the left , there will be a dead skeleton with a few arrows , Leather armor , a bow , and some lockpicks . There may be random precious gems hiding in the area around the bones . Also there will be a barrel , a chest and a crate each with some weapons and lockpicks . Towards the exit there is a dead Goblin Shaman with some magic scrolls and the key to the door . Imperial Substructure . In the next room there is another rat that should be easily disposed of and a chest with a weak potion of sorcery and iron armor . Through the next little path , there are rats and a single zombie . The zombie should deal with the rats . Just proceed through the next few rooms until arriving at the door to the last area . Would - be alchemists might want to collect the fungi scattered throughout the dungeon . Natural caverns . Follow the path down until the goblin is reached . Sneak and Marksman are useful here . Kill the goblin and find some ingredients and a mortar and pestle . Mix them together to make a poison , useful for the next few rooms . Keep going until reaching the big room . The Goblin Shaman carries a a unique staff , which can be used or sold later . Imperial Subterrane . Exiting the cave system , the prisoner finds themselves on a ledge above the ground and sees the Emperor walking with his guards . As they approach the ledge , they are ambushed by a few more Mythic Dawn agents . After the agents are dead and the prisoner climbs down from the ledge , the Blades draw their swords , contemplating killing the prisoner . The Emperor insists he or she is trustworthy and should be allowed to follow . At this point , the Emperor asks which birthsign the prisoner was born under . These signs grant different bonuses . The sign can be changed again at the end of the quest , if the wrong one is picked . Follow them through several chambers , fighting more assassins and finally reaching a dead end . When the Blades realize that they have been led into a trap , they instruct the prisoner to stay with the Emperor while they go kill off the assassins . The Emperor can go no further and hands over the Amulet of Kings to take to Jauffre . After he has his say , a secret door opens up behind him and an assassin cuts him down . The prisoner is unable to move until the Emperor has slumped to the floor . This assassin is somewhat tougher than the others previously encountered , but Baurus comes in to make short work of him after he ' s finished in the other room . When everyone is dead , Baurus gives the key to the Imperial Prison Sewers . He also helps with class selection . Like the birthsign , this can be changed at the end of the quest . Go through the secret passage and open a grate to the sewers . The sewers are filled with rats and goblins . None of these should present a challenge . Off to the right , in the main room , there are six Cheese Wheel s and six sacks of flour — excellent for alchemy . After navigating the sewer , a grate is encountered . This is the final chance to modify race , class , and / or birthsign . These cannot be altered after leaving the sewers . Afterwards , activate the gate and choose : " Finished - Exit Sewers . "