_____ _ _ _____ _ _ _____ | ___| | | | / ___| | | | |____ | | |__ | | __| | ___ _ __ `--. ___ _ __ ___ | | |___ / / | __|| |/ _` |/ _ '__| `--. / __| '__/ _ | | / __| | |___| | (_| | __/ | /__/ / (__| | | (_) | | __ .___/ / ____/|_|__,_|___|_| ____/ ___|_| ___/|_|_|___/ ____/ ___ ___ _ _ | / | (_) | | | . . | ___ _ __ _ __ _____ ___ _ __ __| | | |/| |/ _ | '__| '__/ _ / / / | '_ / _` | | | | | (_) | | | | | (_) V V /| | | | | (_| | _| |_/___/|_| |_| ___/ _/_/ |_|_| |_|__,_| Elder Scrolls 3: Morrowind Walkthrough and FAQ V1.7 (Updated 12-17-02) By Stevmill This file is Copyright (c)2002 Steve Miller. All rights reserved. ============================================================================= Table Of Contents ============================================================================= Section 1 : Message From The Author Section 2 : Walkthrough Version Description Section 3 : Game Version Notes 3.1 : Version 1.0 3.2 : Version 1.1.0605 Additions 3.3 : Version 1.1.0605 Bug Fixes 3.4 : Version 1.1.0605 Quest Fixes 3.5 : Version 1.2.0722 Additions 3.6 : Version 1.2.0722 Bug Fixes 3.7 : Version 1.2.0722 Quest Fixes Section 4 : Blades Quest 4.1 : Deliver a Package 4.2 : Dwemer Puzzle Box 4.3 : The Skull of Llewle 4.4 : Vivec Interviews 4.5 : Ashlander Informant 4.6 : Urshilaku Camp 4.7 : SixthHouse Base 4.8 : Corprus Cure 4.9 : Lost Prophecies 4.10 : Third Trial 4.11 : Fifth Trial Urshilku 4.12 : Fifth Trial Ahemmusa 4.13 : Fifth Trial Zainab 4.14 : Fifth Trial Erabenimsum 4.15 : Fourth Trial House Redoran 4.16 : Fourth Trial Telvanni House 4.17 : Fourth Trial Hlaalu House 4.18 : The Archcanon, Vivec, And The Wraithguard 4.19 : Ghostgate 4.20 : First Vampire 4.21 : Second Vampire 4.22 : Third Vampire 4.23 : Fourth Vampire and The Keening 4.24 : Fifth Vampire and The Sunder 4.25 : Sixth Vampire 4.26 : Seventh Vampire and Dagoth Ur Section 5 : Fighters Guild Quests 5.1 : The Rats 5.2 : Egg Poachers 5.3 : Trouble at Caldera Mine 5.4 : The Code Book 5.5 : Debt Money 5.6 : Orc Bounty 5.7 : Ald-Ruhn Fighters Guild 5.8 : Neromancers 5.9 : Nerer Beneran The Outlaw 5.10 : Suran Bandits 5.11 : Delivering Flin 5.12 : Sadrith Mora Fighters Guild 5.13 : Dwemer Ruins Of Nchurdamz 5.14 : Dissapla Mine 5.15 : Corprus Stalker And Rels Tenim 5.16 : Sujamma Courier 5.17 : Escort Sondaale of Shimmerene 5.18 : Engaer 5.19 : Pudai Egg Mine And The Golden Eggs 5.20 : Orcs At A Daedric Ruin 5.21 : Verethi Gang 5.22 : Sarano Tomb 5.23 : Decision 5.24 : Option 1 Save the Fighters Guild 5.25 : Option 2 Vivec Fighters Guild 5.26 : Option 2 The Thieves Guild Bosses 5.27 : Option 2 The Theives Guild Master Section 6 : Guide To Vvardenfell 6.1 : Ascadian Isles 6.2 : The Ashlands 6.3 : Azura's Coast 6.4 : The Bitter Coast 6.5 : The Grazelands 6.6 : Molag Amur 6.7 : Red Mountain 6.8 : West Gash 6.9 : Sheogorad Section 7 : Seyda Neen Quests and Notes 7.1 : Fargoth's Ring 7.2 : Fargoth's Hiding Place 7.3 : The Dead Taxman 7.4 : Cursed Ring Of Vodunius Nuccius 7.5 : Seyda Neen Travel 7.6 : Seyda Neen Trainers 7.7 : Seyda Neen Merchants 7.8 : Seyda Neen Notes Section 8 : Pelagiad Quests and Notes 8.1 : Pelagiad Quests 8.2 : Pelagiad Trainers 8.3 : Pelagiad Merchants 8.4 : Pelagiad Notes Section 9 : Hla Oad Quests And Notes 9.1 : Slave Delivery 9.2 : Hla Oad Travel 9.3 : Hla Oad Trainers 9.4 : Hla Oad Merchants 9.5 : Hla Oad Notes Section 10 : Gnaar Mok Quests And Notes 10.1 : Breeding Netch 10.2 : Hla Oad Travel 10.3 : Gnaar Mok Trainers 10.4 : Gnaar Mok Merchants 10.5 : Gnaar Mok Notes Section 11 : FAQ 11.1 : How Do I sell High Priced Items? 11.2 : How Do I Use Vampire Dust To Make A Vampire Potion? 11.3 : Can I Join More Than One Guild? 11.4 : Why Do The Ordinators Attack Me? 11.5 : Where Is Creeper, And What Is So Special About Him? 11.6 : I Messed Up The Bonebitter Bow Quest, What Do I Do? 11.7 : Where Are The Propolyon Index Stones 11.8 : Why Are Some Of My Stats (or Skills) Listed In Red? 11.9 : How Do I Get To The Puzzle Canal Temple Shrine? 11.10: What Are All Of The "X's" On The Map That Came With The Game? 11.11: Is It True That You Can Get Your Own House In This Game? 11.12: I Killed Someone In The In The Corprusarium, What Do I Do? 11.13: Where Can I Find Grand Soul Gems? 11.14: What Is Leveled Loot? 11.15: Where Do I Find The Morag Tong? 11.16: All Of My Armor Skills Are Zero, What Happened? Section 12: : Stat and Skill Tips 12.1 : Easy Acrobatics Skill 12.2 : Another Easy Acrobatics 12.3 : Ye Olde Breadbutt's Easy Athletics 12.4 : Easy Mercantile 12.5 : Easy Sneak skill 12.6 : Another Easy Way To Raise Sneak Skill 12.7 : Easy Security Skill 12.8 : Easy Speechcraft 12.9 : Stat Training Quirks 12.10: Another Stat Training Quirk 12.11: Raise A Stat And Make Money Section 13 : Miscellaneous Tips 13.1 : WarEagle's Easy Golden Saint Soultrap 13.2 : The Thieves, The Fighters, And The Codebook 13.3 : The Talking Mudcrab 13.4 : Vampire Info 13.5 : Good Souls 13.6 : Easy Way Over Lava 13.7 : The Wonders Of Sujamma 13.8 : Permanent Bound Item (Non Bug) 13.9 : M'Aiq the Liar 13.10: Cheaper Constant Effect Enchantment 13.11: High level Conjuration Spells 13.12: Ordinator Armor 13.13: Death to Ordinators!!!!!!! (Kwik Kash) 13.14: Calm The Ordinator 13.15: Daedric Quests 13.16: Slave Key Locations 13.17: free bounty removal 13.18: Great Map Program 13.19: The Taunt-Bribe Trick 13.20: Good use of Mark and Recall Section 14 : Reader Submitted Loot 14.1 : Master Alchemy Equipment 14.2 : Pelagiad Armor Ready To Be Stolen 14.3 : The Sword of White Woe 14.4 : Good Loot 14.5 : More Good Loot 14.6 : Azuras Servant Shield 14.7 : Yagrums Book Of Great Arifacts Locations 14.8 : Daedric Cressent 14.9 : Daedric Dai Katana 14.10: Ebony Armor Set Location 14.11: Glass Armor Set 14.12: Dragonbone Cuirass 14.13: Indoril Armour 14.14: Umbra Sword 14.15: Super Gauntlets 14.16: Amulet of Shadows 14.17: Eleidon's Ward Shield 14.18: Dengstagmer's Ring 14.19: Ice Blade of Monarch, Skull Crusher 14.20: Easy Daedric Weapons 14.21: Grand Soul Gems 14.22: Scroll of Golden Saint 14.23: Grandmaster lockpicks 14.24: Resistance Ring 14.25: Ebony weapons 14.26: Good Daedric shortsword and much more 14.27: Fists of Randolf and More 14.28: Glass Armor and Daedric Claymore 14.29: Dwarven Claymore 14.30: Chryshamere 14.31: Lords Armor 14.32: Bittergreen Cup Section 15 : Reader Submitted X-Box Cheats 15.1 : Xbox Weapon Skill Cheat 15.2 : Xbox Enchanting Cheat 15.3 : Permanent Fortify Stat or Skill 15.4 : Morgans Instant Heal Trick Section 16 : Magic Effects Section 17 : Books 17.1 : Books That Raise Skills 17.2 : Books That Have Other Effects Section 18 : Races 18.1 : Argonian 18.2 : Breton 18.3 : Dark Elf 18.4 : High Elf 18.5 : Imperial 18.6 : Khajiit 18.7 : Nord 18.8 : Orc 18.9 : Redguard 18.10: Wood Elf Section 19 : Classes 19.1 : Acrobat 19.2 : Agent 19.3 : Archer 19.4 : Assassin 19.5 : Barbarian 19.6 : Bard 19.7 : Battlemage 19.8 : Crusader 19.9 : Healer 19.10: Knight 19.11: Mage 19.12: Monk 19.13: Nightblade 19.14: Pilgrim 19.15: Rogue 19.16: Scout 19.17: Sorcerer 19.18: Spellsword 19.19: Thief 19.20: Warrior 19.21: WitchHunter Section 20 : Skills Section 21 : Master Trainer Locations Section 22 : Alchemy 22.1 : Alchemy Equipment 22.2 : Component List 22.3 : Cure Potion Recipes 22.4 : Restore Recipes 22.5 : Fortify Recipes 22.6 : Resist Recipes 22.7 : Shield Recipes 22.8 : Misc. Helpful Recipes 22.9 : Drain Recipes 22.10: Misc. Harmful Recipes 22.11: Two Item Multiple Effect Potions 22.12: Reader Submitted recipes 22.13: Potion Creation Tips Section 23 : Credits Section 24 : Copyright Notice Section 25 : Contact Info ============================================================================= Section 1: Message From The Author ============================================================================= Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind "The Walkthrough and FAQ". This is not a complete Walkthrough for every quest and side quest in the game (at least not yet), but at the moment just the main quest needed to finish the game, and the Fighters Guild. Later on I will add lists for the other guild quests and misc. quests found throughout the game. This FAQ was written using the PC version of this game. There might be some differences when I talk about things that have been added in a patch, or an official add-on for the PC, I will try to note when a difference is caused by a patch, but I am sure I will not get them all (if you are wondering what has changed in the patches take a look at the game version section of this FAQ). Official add-on references will always be noted. Following revisions will be a little slower in being released, as College, work and my daughter take up 99.99% of my days. If you have questions that are not covered in this FAQ a good place to get the answer is the Gamefaqs.com Morrowind Message board. As I am getting so much email asking questions about this game I need to state that I will no longer be answering questions that already covered in the FAQ, so be sure to carefully read the table of contents to see if what you need is in here, also make sure you read the FAQ section. The other types of questions I will not be answering are: questions about quests for factions not covered in my FAQ, where can I find a certain type of armor/weapon, what is the best armor/weapon, etc... This guide is not finished, and I do not know where everything is. Try looking for it in the editor. Sorry for the rant, but I need to thin out the email I receive. If you like this FAQ, or have a comment you can send me a note to my email address found down below in the contact information section. If you contribute to this FAQ, I will give you due credit in this section in later revisions. I get many tips from readers, and when I receive the same tip from more than one reader I will only post the first received (unless there is some pertinent info that was missed.) Please note, I get a lot of email regarding this game, so I might not be able to return every email, and when replying to an email that I send you please include the previous text, so I can remember who you are and what we were talking about. ============================================================================= Section 2: Walkthrough Version Description ============================================================================= 05-31-02 V1.0: The initial offering 06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions Fixed a lot of spelling errors, re-formatted a bunch of stuff. 06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book to notes. Added a few more Seyda Neen notes. Added a little 06-18-02 more to the Cavern of the Incarnate and Dwemer Puzzle box sections. Added a reader Submission Section. Added a section for the Fighters Guild Quests. I also added a section for General Tips and a FAQ section to address some of the more frequently asked questions I have been receiving via Email. 06-20-02 V1.3 Was informed that part of section 3.26 got deleted, so I put to it back in. Added some more reader submitted hints. Finished 06-25-02 the Fighters Guild quests. Added a reader contribution for the code book quest, and one for the Urshilaku Camp. 06-29-02 V1.4 Added some more reader submissions. Added a reader submitted to Seyda Neen note. Fixed spelling of Pelagaid throughout the 07-02-02 FAQ. Added the Guide to Vvardenfell section. Added Hla Oad and Gnaar Mok sections. 07-04-02 V1.5 Added some more reader submissions (Keep them coming, I will to keep adding them. If they are for a quest line I will probably 07-10-02 wait until I write a walkthrough for the whole quest line.) Added a note to the Gnaar Mok section. Added a note about the Secretmaster level alchemy equipment. Updated the FAQ section. Edited the Master Trainer Section a little. Fixed the Blunt Weapon Master Trainer. Updated the credits section. Added a new section to the alchemy section: Two Item Multiple Effect Potions. Added a missed quest in Seyda Neen, and a Seyda Neen Travel Section. Changed some of the town notes to reflect the fact that the boxes, barrels, etc.. contain Random loot, and not necessarily the items I had listed. 07-11-02 V1.6 Added tons more reader submissions, a section on races, a to section on classes, a section on magic effects and a section 12-12-2002 on skills, changed the formatting, added a copyright and authorized distribution site section. I updated my forward to reflect some requests I am making to my readers. Changed the reader submission sections into a few separate categories for easier navigation, and removed the title "reader submitted" and just have separate tips sections (the submitted tips are still denoted with the credit at the end, and are still unverified). Added some information to the books sections. 12-17-02 V1.7 Seems I deleted the book section when rebuilding V1.6, so I put it back in. ============================================================================= Section 3: Game Version Notes ============================================================================= This game originally shipped with many bugs. If you are experiencing a problem that should not be happening, or would like to see what things are fixed within the newest patches, you can read the following section. ----------------------------------------------------------------------------- 3.1: Version 1.0 ----------------------------------------------------------------------------- Original release. ----------------------------------------------------------------------------- 3.2: Version 1.1.0605 Additions ----------------------------------------------------------------------------- When a default cell is created, water creatures are added to the cell. This means as you swim further and further away from the mainland, and new water cells are created, they will be populated by water creatures. An auto run feature has been added. You can now continue to run forward when you press the Q key on your keyboard once. This will cause you to run forward until you press the autorun key a second time or the back or forward movement keys. A version number has been added to main menu screen. A health Bar for NPCs and creatures has been added for when you are in combat. An orange health bar for the creature or NPC you are currently in combat with will now appear above your own health bar on the lower left part of the screen. This health bar will only appear when you are attacking a creature or NPC and will slowly fade out if you stop attacking. It will also update to a different creature or NPC's health if you switch targets in the middle of combat. Added Difficulty slider to Preference menu under Options. The Difficulty slider has 200 different settings that will either increase the amount of damage you deal and receive or reduce the amount of damage you deal or receive, depending on where you set the slider. The user can now load multiple plug-ins without losing references when both plug-ins affect the same cell. This means that if you have 2 or more plug- ins that add or remove references from, for example, Fort Moonmoth, you will be able to keep all of the additions or removals from all the loaded plug- ins. Added a "DirectX Diagnostic" button in the Morrowind Launcher that allows you to run the DirectX Diagnostic tool directly from our interface. This can be reached in the Morrowind launcher. Click on Technical Support in the launcher and you will see a DirectX Diagnostic button that will run this handy tool. The DirectX Diagnostic tool is very helpful for problem shooting any technical problems you may be having with the game. Added a sound quality button to the Options menu. The two available choices are Hardware Acceleration and Software Mode. Those of you that are still experiencing sound problems should set this Software Mode. ----------------------------------------------------------------------------- 3.3: Version 1.1.0605 Bug Fixes ----------------------------------------------------------------------------- Fixed a crash bug involving the purchase and equipping of the Imperial Chain Cuirass. Fixed several sound problems with several lower quality sound cards. You should be able to play the game with your Hardware Acceleration set at full from now on. Fixed a bug that was causing problems when you attempted to save with a container open. Only guards marked as re-spawn will re-spawn now. Plug-ins will no longer come up with a warning in the launcher saying that that plugin/save uses a different version of master file than is present when they do not. Jumping up slopes will no longer cause you to float and glide. Summoned bound items no longer give you infinite stats. You will no longer crash to desktop if you press Enter while making potions. You can no longer drop conjured weapons if they un-equip then equip them. Health numbers for weapons in the quick keys menu pop up help will now display accurately. Loading while the container menu is open will no longer create multiple cloned containers. Fixed some menu bugs with saving a game by only allowing saves to occur if you have no other menus open. Memory leak when summoning bound items has been fixed. Fixed a crash when canceling barter. Fixed a freeze that locked the game in a bad menu mode after Sleeper dreams. Training skills will now add to level up bonus for misc. skills. Armor weight will no longer shift between Heavy, Medium, or Light. Restore and Drain abilities now affect the current value, not the base value, of attributes being modified. Inventory change of pc during an attack no longer causes bad animations. The frost atronach will now attack faster than before. ALT, SHIFT, and CTRL keys were rarely getting stuck down in menu mode. This will no longer happen. Fixed a bug where you could gain money when buying something instead of paying money for it. The launcher will not gray out options any longer. Robe of St. Roris changed to Cast When Used. Equipping a soul gem/apparatus, etc, during combat will no longer remove them from your inventory. Fixed a crash when hitting F1 with the quick keys selection menus open. Fixed a problem with sounds persisting after a cell change. Fixed a bug in the Berserk ability that was draining all of your fatigue after its use. Fixed a bug with beast races and the spell cycle function. Now when a beast race has an item they cannot wear (full helm, boots), it will not show up in this menu. Fixed a bug in the weapon cycle function that was allowing constant effect weapons to add bonuses to you permanently. Corrected a bug that would cause an NPC to sometimes run inexplicably while wandering. NPCs/Creatures, which bump into an obstacle while wandering without the presence of a pathgrid, will select a new point to go to rather than trying to work around the obstruction. Corrected a bug where the vertical movement distance was not calculated for followers and they could lag behind excessively. NPCs will no longer attempt to open trapped doors to reach you. Fixed a bug where you could kill an NPC responding to a crime, with a single blow, and not receive a bounty for murder. Fixed a bug where you, as a vampire with a high bounty, could commit additional crimes, and guards would fail to respond. Corrected a bug where an NPC would fail to respond if you were in a crouch and hit them with a projectile weapon. Fixed a bug concerning trying to equip multiple repair items during combat would cause a crash. Fixed a bug with the way dispel worked in conjunction with good and bad effects on you. Fixed a crash bug involving shooting a projectile at an actor that was far enough away that they were not active. Fixed a missing art file with the Redas War Axe. ----------------------------------------------------------------------------- 3.4: Version 1.1.0605 Quest Fixes ----------------------------------------------------------------------------- Fixed a bug in Cunius Pelelius' script that would cause a lock up if you clicked on the (evidence of corruption) topic. Fixed a bug that prevented you from speaking to the Daedric Statue of Boethiah if you had spoken to M'Aiq the Liar about (Shrine of Boethiah). Fixed a bug where you were falsely being recognized as Hortator of all houses. If you kill Marcel Maurard, you no longer can get a reward from Miun-Gei over and over. Fixed a House Telvanni quest that was not allowing you to complete Master Aryon's quest involving the collection of wizard spells. Fixed a bug with Dwemer Puzzle box and Hasphat not giving you a key. Bug in the CloudCleaver quest where you could take cloudcleaver from the witch before she dies (thus breaking the quest) has been fixed. Fixed an infinite dialogue loop in Wine-Sot/Cloudcleaver quest. You can no longer receive unlimited gold for solving the murder of Ralen Hlallo. Fixed an infinite dialogue loop in (law in Morrowind) topic. A confirmation box was added to the Magister topic in the Telvanni house quest line to ensure that you do not wish to continue any further in this line. ----------------------------------------------------------------------------- 3.5: Version 1.2.0722 Additions ----------------------------------------------------------------------------- Saved games now know which language they are and the Save and Load menus will not display saves that do not match the current language. Imperial Altars and Temple Shrines now restore damaged skills as well as attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial Altars and Temple Shrines to restore their damaged skills.] ----------------------------------------------------------------------------- 3.6: Version 1.2.0722 Bug Fixes ----------------------------------------------------------------------------- Fixed a bug involving Teleportation spells not extrapolating correct exterior location. Running and jumping through a teleport door no longer damages player when they land on the other side. Fixed a bug involving a crash when mousing over your Faction while in menu mode. The weapon "Fury" now has a "Drain Skill" effect instead of a "Damage Skill" effect. Imperial Altars and Temple Shrines now restore damaged skills as well as attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial Altars and Temple Shrines to restore their damaged skills.] The Bound Cuirass can no longer be dropped. Fixed a bug involving a container disappearing if you had its contents menu open and then loaded a save game that would place you in the same room as the container. Objects dropped, while you are swimming with no objects beneath you, will no longer disappear to the center of the world. Stacks of repair objects will now show their quantity when moused over in the world. You will no longer be able to right click out of the Silt Strider travel menu. This was causing a bug that left the travel menu open after all other menus had been closed. Fixed a bug that would allow you to place and remove alchemy objects multiple times in the alchemy menu and create copies of this object in your inventory. Fixed a bug that was deleting alchemy objects if you had a container open at the same time you had the alchemy menu open. If both menus contained the same object, the object was being removed from the world. Opening an alchemy menu will now close any open container menus. Fixed a crash bug involving the creation of new leveled creatures in a plug- in. If you saved your game with a new leveled creature in view from a custom plug-in, then chose to load your save without the plug-in, you would crash. Now if you load this save game you will no longer crash. Fixed a bug involving mouse buttons not responding in menu mode. Fixed the resurrect function to no longer resurrect disabled NPC's or creatures. Fixed a small memory leak when summoning bound items. Items stuck on your mouse pointer will no longer disappear if you click on a spell or magic item in the magic menu. 6th House Amulets no longer drain your fatigue. NPCs now correctly report the presence of publicans and beds for rent in Seyda Neen, Suran, and Dagon Fel. Fixed an art file problem with the Redas War Axe. Script sealedtreasuryreport revised to permit scroll to be closed or picked up from the world if the seal has been broken. Saved games now know which language they are and the Save and Load menus will not display saves that do not match the current language. Fixed a crash bug that occurred when you selected a scroll as active magic then moused over the image of the scroll in the active magic slot on the multi menu. Ingredients in Alchemy menu are sorted alphabetically by name, not ID. Objects in inventory and containers are now sorted alphabetically. ----------------------------------------------------------------------------- 3.7: Version 1.2.0722 Quest Fixes ----------------------------------------------------------------------------- Fixed a problem in an alternate path of the main quest involving an NPC named Addhiranhir. Fixed a bug dealing with the killing of Bolvyn Venim. Now if he is slain [except in a proper duel], an 'Essential NPC Killed' message warns the player he has broken the main quest. Fixed a bug dealing with entering Sul-Matuul's yurt without permission before beginning his part of the main quest. This made him hostile, preventing advancement in the main quest. Now when Zabamund first tells the PC to speak to Sul-Matuul, a hostile Sul-Matuul is reset to not be hostile. Fixed a bug in script VivecArenaScript for NPCs transported to fight duels in the Arena which occasionally caused the NPC to appear below the Arena, breaking the duels and quests. Also added a check and fix to restore NPCs in saved games where dueling NPCs had fallen through the Arena floor and disappeared. Fixed a bug concerning the killing of important NPC's and creatures to the building of your stronghold in House Hlaalu. You should now receive a message saying you can no longer continue with your stronghold if you kill someone important to this quest line. Completing the "Ice Blade of the Monarch" out of sequence for the Imperial Cult as a freeform activity no longer causes the player to lose the earlier 'Ring in Darkness' and "Boots of the Apostle' quests in the faction sequence. Improved directions to the cavern of Milk in dialog and journal for the Mad Lord of Milk quest. Fixed a bug when Dram Bero's champion is slain, but not slain in an Arena duel, Dram Bero's greeting falsely implied that Dram Bero now had given his support for the PC on Hlaalu council. Now the greeting accurately indicates Dram Bero's anger, and other dialog topics indicate that Dram Bero will not support the PC for House Hlaalu council. Residents of Sadrith Mora will now acknowledge when the PC has ended the Gateway hauntings. Added condition 'Journal a2_3_corpruscure 50' to 'Dwemer piece' topic. Prevents giving misc_dwrv_artifact50 before quest has begun, preventing Caius from skipping quests. Fixed a bug in Vedam Dren's dialogue options that was checking a journal without checking the player's faction. It allowed the non-Hlaalu player to be raised in rank in House Hlaalu by killing Orvis Dren, making the player a member of two of the Great Houses. Fixed a bug in a Morag Tong quest that was causing Darys Adram to give quest dialogue to players not currently completing the quest. Fixed a bug that allowed the VA_VampAmulet quest in the Quarra Vampire questline to be restarted after completion. Added a condition to the Morag Tong greeting the player receives from faction members upon becoming Grandmaster. Because a Main Quest character was in the faction, she was not using her appropriate Main Quest greetings, stopping the Main Quest. ============================================================================= Section 4: Blades Quest ============================================================================= The Blades quests are the quests for the main story line of the game. There are many more quests throughout the game, but these are the quests that you need to complete to beat the game. There is no time limit, and you may complete other quests while doing these quests. Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion. ----------------------------------------------------------------------------- 4.1: Deliver a Package ----------------------------------------------------------------------------- After finishing your character, Socuelus Ergalla in the Census and Excise Office in Seyda Neen will ask you to deliver a package to a man named Caius Cosades in a town named Balmora. Go to the Silt Strider (the giant tick) and pay the operator to take you to Balmora. Caius is located in a house in the northeast corner of town on the east side of the river that divides the town. Upon delivering the package, Caius will induct you into the Blades and give you 200 gold to equip yourself before giving you your orders. ----------------------------------------------------------------------------- 4.2: Dwemer Puzzle Box ----------------------------------------------------------------------------- After getting equipped, return to Caius and ask about your "orders". Caius will mention that he needs information from a man named Hasphat Antabolis in the Balmora Fighters Guild. Caius will also mention that you will most likely need to do a favor for Hasphat before he will tell you anything. Before you go, Caius will give you access to any books in his house. To get to the Fighters Guild, cross the northernmost bridge to the west side of town, go up the first flight of stairs and turn south before you get to the second flight. The Fighters Guild is on the left, and Hasphat is downstairs in the lower level. Once you speak with Hasphat you will find out that he will be happy to give up the information.... For a price. He requests you to retrieve a Dwemer Puzzle Box from a ruin named Arkngthand. To get to Arkngthand, head south out of town past the Silt Strider port, then cross the bridges east over the Odai River. At the signpost, head north towards Caldera. Immediately on the right you will see a signpost for Molag Mar, turn right and head uphill on an old road to cross an ancient Dwemer Bridge over Foyada Mamaca (note that a wizard will attack you the first time you cross this bridge, he will summon a skeleton, defeat the wizard and both will disappear). The entrance is on the east side of the foyada, south of the bridge. Turn a crank on a pipe nearby to open the door. To find the cube, follow the rocks on the side of the wall all the way to the bottom floor of the room. There will be rocks in front of you, climb them until you are on the second floor on the west side of the cavern. Go through the door into the "Cells of Hollow Hand" (If you follow the above directions you should end up in the Cells of Hollow Hand near the beginning of the dungeon, not deep within the dungeon). Defeat the guy inside, his name is Boss Citra (if he is not in the room, then you are in the wrong room.), the Puzzle Box is on the bottom shelf to the left of the door (as you enter, right if you are facing the door. I assure you that the box is in this room on one of the shelves, It is the size of a rubics cube. If you can't find it, check every shelf). Grab the box and backtrack out of the dungeon. Return the box to Hasphat in Balmora. Note: Please read and follow the directions above before writing me asking where the box is. Thank you. Hasphat will take the box and give you some notes to take back to Caius. ----------------------------------------------------------------------------- 4.3: The Skull of Llewle ----------------------------------------------------------------------------- Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages Guild and get some additional information. Again you will need to do a favor before the info will be given. The Mages Guild is one door south of the Fighters Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs and to the left in the lower level of the Mage Guild. Sharn will ask you to retrieve the skull of Llewle Andrano from the Andrano Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2 scrolls of Taldam's Scorcher, and 2 scrolls of Vitality. The tomb is south of Pelagiad, just off the road, just before you reach the fork in the road that goes southwest towards Seyda Neen and southeast to Vivec. To find the skull, go down the stairs, and then follow the hallway on the left until you come to a room with 2 skeletons. There is a door in the hallway on the other side of the room. Go through the door and follow the hallway down. The skull is in a room on the right side behind the door. Grab the skull and return to Sharn in Balmora. Give him the skull and ask about "Nerevarine" and Sharn will give you some notes to take back to Caius. Upon returning the notes to Caius you will be promoted to Blades Apprentice and you will be given a few scrolls. ----------------------------------------------------------------------------- 4.4: Vivec Interviews ----------------------------------------------------------------------------- Sleep on night, and you will have a strange dream. Go back and talk with Caius and get your next orders. There are 3 more people that he wants you to interview. Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in Vivec, Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar located in the lower waistworks of the Foreign Quarter section of Vivec, and Mehra Milo - a temple priestace in the library of the Hall of wisdom and Justice in Vivec (she has copper hair and eyes). Caius will give you a parchment with this info and 200 gold to aid you in your journey. Take the Silt Strider to Vivec. When you get there you will be near the Foreign Quarter, so the first person to interview will be Huleeya. Huleeya - To get to the lower waistworks, take one of the four ramps up to the next level of the canton, and enter one of the doors labeled Lower Waistworks. The Black Shalk is in the middle hallway on the east side. Huleeya is the only Argonian in the place. When you speak with him, he will mention that he wants to go to his friends' bookstore, but some troublesome fools are preventing him. Ask him about each topic and you will learn that his friend's bookstore is Jobasha's Rare Books, but you need to persuade the troublesome fools to let him go. Talk to one of the fools and use bribes (or admiration if you are the opposite sex) to get a good rep with them, then ask about the filthy lizard. If they say, "they don't care" then you have done your job. Talk once again to Huleeya. He wants you to escort him to the bookstore. Jobasha's Bookstore is in the middle hallway on the west side of the Lower Waistworks. Once inside, talk to him about the Nerevarine Cult, and he will give you some notes to take to Caius. Next we look for Addhirnirr. Leave the Lower Waistworks and go back downstairs and cross the bridge to the south to get to the Redoran canton. Now walk across the east bridge to the Arena canton, once again cross the south bridge to the St. Olms canton. Once there you will need to go to either the east or west side of the canton to go up to the Waistwork level and enter. Next go downstairs and into the Canal Works. Go down the stairs and you will see a trap door to the St. Olms Underworks and enter. Addhiranirr is on the northeast side of the canals. Talk to her and she will mention that she is in a little spot of trouble. Ask her about the Census and Excise Agent. She wants you to make this person go away before she will give up any info. The taxman is upstairs in the St. Olms Waistworks near where you came in. His name is Duvianus Platorius and he is on the north side. Talk to him and lie to him, saying, "she went to the mainland". Now go back and talk to Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give you all the information that she knows. Since you are done with Addhiranirr you should leave and return to the outside of the St. Olms canton. Now for the last interview.... Mehra Milo. Head to the southwest corner and cross the bridge to the Temple canton. Enter the Hall of Wisdom straight ahead. Go down the hallway about half way (next to an Ordinator), there are two ramps to your left and right that lead to the Library. Mehra is the woman with copper hair and eyes, talk with her and she will want to talk to you at the back of the Library. Follow her and talk with her again. Ask her about the Nerevarine Cult and the book "Progress of Truth". She tells you to get a copy of "Progress of Truth" for Caius. There is a copy on the top shelf in the southwest corner of the library, if you can steal it. If your thieving skills are not up to par, you can buy (or steal) a copy from Jobasha's Rare Bookstore in the Foreign Quarter. Return to Caius. Upon talking with him you will be promoted to Journeyman of the Blades. You will also get 200 gold. ----------------------------------------------------------------------------- 4.5: Ashlander Informant ----------------------------------------------------------------------------- Caius will tell you that you are in need of an Ashlander Informant, and someone by the name of Hassour Zainsubani fits the bill. Caius tells you that Hassour likes gifts, so Caius gives you 100 gold to get him a little something. Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the Ald Kkar Inn. The inn is in the northwest corner of the city next to the Council Club. To find Hassour, go up the stairs to the bar, on the right side of the bar is a staircase down. Go downstairs and Hassour is in the back of the room. Talk to Hassour about business. Ask about "Gift giving customs" (the other two options will offend him and lower your Rep), next ask about a "thoughtful gift" and if your speechcraft skill is good enough will take your earnest thought and effort as an acceptable gift. If your skill is not high enough, he will ask you to find him a book of poetry, if this is the case you can go to the local bookstore in the market district of Ald'Ruhn. You'll find several, there is Ashlander Hymns and some other books with 'Songs' in the title of it, if you've got the money buy all three if you want but you can just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about the "Ashlanders", and he will give you some notes to take back to Caius. Return to Caius and show him the notes. You will be promoted to Blades Finder, and told what was in the package that you delivered to Caius. He says that the Emperor feels that you might be the one to fulfill the Nerevarine prophecies. He will give you a decoded copy of the package and 200 gold. ----------------------------------------------------------------------------- 4.6: Urshilaku Camp ----------------------------------------------------------------------------- Caius now wants you to go to the Urshilaku Camp to speak with some Ashlanders named Sul-Matuul and Nibani Maesa. To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, and then take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a trail north to the Foyada Bani-Dad. Follow the Foyada northwest to the sea. A shipwreck at the sea mouth of the ravine is a landmark. Swim east through the ruins of Assurnabitashpi Shrine. Avoid the Daedra here, as they are powerful and aggressive. Urshilaku Camp lies east of the ruins, inland in a low hollow. When you get to the Urshilaku Camp you must speak with any of the wandering Ashlanders. Choose to "talk" with one then discuss the "Nerevarine Prophecies" Tell them that "you fulfill the prophecies, and wish to speak with Sul-Matuul and Nibani Maesa". They will send you to Zabamund to decide if there is truth to what you say. Zabamund's Yurt is the second Yurt from the right in the Large tent containing multiple Yurts to the south. Speak with Zabamund about the "Nerevarine Prophecies" and offer to pay a 200 gold tribute, and he will direct you to the Ashkhan's Yurt to speak with Sul- Matuul. Note: Reader Digisciple sent in the following: I own Morrowind for the Xbox and I noticed a difference from your walkthrough. When you first get to the Urshilaku camp, I had to bribe the snot out of one of them (any will work) before they would even talk to me. I think I spent around 300 or so before they would talk about the Nereveraine The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the prophecies, next ask about the initiation rite. Sul-Matuul wants you to retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow from the Urshilaku Burial Caverns, before he will let you speak with the wisewoman, Nibani Maesa. The burial ground lies south- southeast of the camp, a north-facing door in a little hill halfway between the camp and the slopes of the Red Mountains. The easiest way to find the Burialground id to go north to the water, then turn east. At a rock carin (a little pile of rocks that looks like a pile of dog crap) on the beach, turn and walk directly south until you find the door to the cavern. To find the bow once you are in the burialgrounds keep moving south and go through the door. Follow the cave until you come to a large chamber filled with water, then turn south and go through the door into the Laterus Burial Chamber. Navigate your way up the stone spiral to the top and through the door into the Juno Burial Chamber. At the end of this chamber is a ghost, which you must kill. After you kill the ghost, search it's remains to find the bow. Now backtrack out of the Cavern and return to Sul-Matuul. Upon returning and showing the bow to Sul-matuul, you will be initiated into the tribe, be named "Clanfriend of the Ashlanders", you will also be allowed to keep the bow. Since you are now part of the tribe, you will be allowed to see Nibani Maesa. Nibani Maesa is located in the northernmost Yurt, called the Wise Woman's Yurt. Speak with her about the prophecies, you may then ask many questions to find out much history about the prophecies, but all you have to ask is if "you pass the test". She will tell you that you are not the Nerevarine, but you could be. She asks you to find a book called "The Lost Prophecies" and return it to her. She will give you to books to read, "The Seven Visions" and "The Stranger". For the time being, you have done enough to please Caius, so return and speak with him. Caius will send word to Mehra Milo to look for the "Lost Prophecies", and will give you a task to keep you busy until he gets an answer. ----------------------------------------------------------------------------- 4.7: SixthHouse Base ----------------------------------------------------------------------------- Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia and find out about a SixthHouse Base. Once she tells you where it is, Caius wants you to go there and kill Dagoth Gares and return a full report. Before you go, Caius will give you 400 gold to get equipped. Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun. Once you are at the fort, enter the door to the interior and Raesa Pullia is straight ahead. Raesa tells you that a trooper came back from the SixthHouse Base with Corprus disease and died, but not before he talked about a cavern near Gnaar Mok called "Ilunibi", that is the SixthHouse Base. Gnaar Mok locals might have a better idea of where the cavern is. To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the Gnisis- Balmora-Ald-Rhun signpost go south, then immediately west on a side road to Drulene Falen's Cottage. Then head cross-country west to the coast, with the Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn south. Gnaar Mok is an island off the coast with a plank bridge connecting it to the mainland. Ilunibi is a little island on the north side of Gnaar Mok. Once inside Ilunibi, walk straight ahead until the fork in the road; turn left and go through the door into Tainted Marrow. Continue straight past the crossroads until you reach the door into Marowak's Spine. Walk to the crossroad and turn right and go through the door into Blackened Heart. Follow the cavern and turn Left at the crossroad, and left again at the next crossroad, continue straight until you reach a door to Souls Rattle. Go through the door and continue to the second set of crossroads, and Dagoth Gares will comeout to meet you. After you kill him, you will get corprus (there is nothing you can do about this, it will happen no matter what). Loot his body. Now that you have killed Dagoth, you are finished here. Return to Balmora. Once you talk with Caius, you will be promoted to Blades Traveler. ----------------------------------------------------------------------------- 4.8: Corprus Cure ----------------------------------------------------------------------------- Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an ancient Telvanni wizard, runs a Corprusarium. Caius will give you a Dwemer Artifact, 1000 gold, and a few levitation potions before he sends you on your way. To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide to travel to Sadrith Mora (actually Wolverine Hall), walk outside of the building, swim southwest until you see a large tower. You will need levitation potions or spells in the tower, because there are no stairs. The entrance to the tower is on the north side at water level. Enter the tower via the door marked Onynx Hall, turn to the right before you enter the room ahead of you, and follow the hall upstairs and through the door into the Hall of Fyr. Walk forward a few steps and look up. Use one of the levitation spells or potions to get up to the next level and go north to find Divayth Fyr. Talk with Divayth and offer the Dwemer piece as a gift. Ask about the "divine disease" and "corprus disease". He will mention that corprus makes you immune to disease...Just like the Nerevarine. Tell him "you may fulfill the prophecy", and he will send you to the Corprusarium to retrieve some boots from Yagrum Bagarn, and return them to him, before he will give you a potion that might cure you of your corprus disease. To get to the Corprusarium you must go back to the Onynx Hall, follow the hallway downstairs until you come to a crossroad, turn right and the door to the Corprusarium is in the back of that room. DO NOT attack anyone in the corprusarium. Enter the Corprusarium and turn left at the crossroad, follow the hall and turn right at the next crossroad and go through to door into the Corprusairum Bowles. Turn left at the next crossroads and follow the path. Yagrum Bagarn will be the guy with the spider legs. Talk with him to get the boots. Return the boots and Divayth Fyr will give you the potion on one condition, that you take the potion in front of him. Do so and you will no longer have any symptoms of Corprus, but retain all of the immunities that corprus provided. Return to Caius in Balmora via the mage guide in Wolverine Hall near Sadrith Mora. Upon returning you will be promoted to Blades Operative and receive 750 gold, magic black pants, magic black shirt, and Caius' Ring. Caius is giving you all of this stuff because he has been recalled to the Imperial City. He is leaving you in charge, and with full access to his house. He will give you one more set of instructions before he leaves. ----------------------------------------------------------------------------- 4.9: Lost Prophecies ----------------------------------------------------------------------------- Now that you no longer have corprus, you need to finis finding the Lost Prophecies. Caius tells you to go and talk with Mehra Miro back in Vivec City. She is being watched, so you might have to find her private quarters. She will leave you a message under the codeword "Amaya". Once you have the prophecies, take them back to Nibani Maesa. From that point on you will be following Nibani's direction in fulfilling the prophecy. Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway down the hall, and then take a few steps south and go down the hall to the right. Make a U-turn and go up the stairs, turn right, and Mehra's door is the last door on the right. Pick the 20th level lock on the door and enter. The note is on the dresser. The note tells you that she went to see the Inquisitor in the Ministry of Truth. Meet her there and bring a couple of Divine Intervention Scrolls. (If you don't have 2, you can get them from Janad Maulinie at the Mage Guild in the northwest corner of the very top of the Foreign Quarter). Before you go to the Ministry of Truth, grab the levitation potions on the dresser. The Ministry of Truth is the floating rock above the Temple Canton. Use a levitation potion and fly up to it. Speak with Alvela Saram, and tell him that you are going to visit someone, and he will give you his key and tell you where Mehra is. Go all the way around and in the back door into The Ministry of Truth. Once in you will have to sneak around, because if you are spotted the sentries will sound the alarm and you will be attacked. At the first crossroad turn left or right and follow the path up and around, the door to the prison keep is directly ahead. Go through the door, you will be spotted right away (I don't know what the penalty for killing the guard is, so I just avoided them), run past the guards and unlock the southern most holding cell. Mehra is inside. Talk with her and tell her you brought the scrolls. She will take one. She wants you to meet her in Holamayan. She tells you talk to a woman named Blatta Hatera on the east docks of Ebonheart and tell her "you want to go fishing" and you will be taken to Holamayn. She will meet you when you get there. When you get there you will be able to get the "Lost Prophecies" from Master Gilvas Barelo. Speak with Vevrana Aryon, a monk at the dock to find the entrance to Holamayn. Use the Divine Intervention scroll to take you to Ebonheart. Go to the east docks, Blatta Hatera is on the northern dock. Tell her you want to go fishing, then travel to the Azura's Coast Region. Vevrana Aryon will be straight ahead. Vevrana will tell you how to get to the monastery and tell you that she can send you back to Vivec when you are ready. To get to the monastery follow the path uphill until you come to the foot of the monastery. Wait until 6 am or 6 pm, and the monastery will open up for you. Once inside, take the stairs to the right down, you will find Mhera and Master Barelo in the room. Speak with master Barelo about the "Lost Prophecies" and he will give them to you. He will also give you "The Seven Curses" and "Kagrenae's Tools". Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she will tell you to return in a while, so she can think about what you have told her. ----------------------------------------------------------------------------- 4.10: Third Trial ----------------------------------------------------------------------------- Talk with Nibani again and ask her about "her judgment". She will tell you that you have passed the first and second trials. She sends you to Sul-Matuul to learn of the third trial, and return to her after it has been completed. Speak with Sul-Matuul and ask about the third trial. Before he will tell you what the third trial is he wants you to prove yourself and bring back three tokens from Kogoruhn: some corprus weepings, a cup with the mark of the house of Dagoth, and the shadow shield. To get to Kogoruhn, walk south out of camp until you come to a path going east-west to the foot of the mountains, follow this path east. Walk past Falasmaryon (it will be on your right), follow the path around the bend until the path forms a T, take the east path and Kogoruhn will be on your left. Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat the Dagoth Girer inside. You will find a Dagoth cup on one of the tables, along with some Corprus Weepings under an urn directly across from the door. Exit and go to the door marked Hall of Phisto and enter. Turn left and follow the hall until you see stairs leading to the door to the Hall of Maki. Go through the door and walk straight, through the wooden door and into the large chamber, take the left walkway down and through the wooden door. Turn north and go through the door, go down to the lower level and continue north to the locked door into Nabith Waterway. Take the left side walkway around until you come to the tube on the left, and go into the tunnel and follow it until you come to the room, go around the room and through the door into Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will have to kill him later in the quest, or you can kill him now if you want to. If you decide to kill him, loot his body and take the Belt of Heartfire). Follow the path around until the crossroads, turn right and go through the door marked Bleading Heart. Go forward and turn right at the crossroads, continue forward until you come to the next crossroad and turn right again. The Shadow shield is straight ahead. Grab it and return to Sul-Matuul. ( Ask Sul-Matuul about the third trial again, and he will reply with a riddle. Basically you must gain the moon and star and return it to Nibani. The third trial takes place in the Cavern Incarnate. Leave the camp and head east along the coast until you come up to the mountains (it is a bit of a hike. I have recieved a few comments that these directions are not accurate, but they are, people have not been walking far enough, you have to walk about 1/3rd the way across the continent, like I said it is a loooong hike. ;) - If you have the paper map that came with the game, look on the north coast, look where the crappy wasteland area meets up with the Grazelands. On the west side of that mountain range is a path, that is the path that leads to the Cavern.), when you get to the mountains there will be a path going south, follow that path (if you see two large spikes of rock (they are huge compared to all the other rocks sticking up from the ground, like 3 times the size) flanking the path you are on the right path, if not the path is east of you). Follow this path until you come to the Cavern of the Incarnate. Wait until 6 am or 6 pm, and then the door will be able to be opened. Walk forward and take the Moon and Star, at this point a movie will play and describe the next two trials. You may speak with all of the failed Nerevarines and receive all of the various items they give you. (If you have better directions to the Cavern from the Camp, please email them to me, and I will add them to the FAQ and give you credit). -Bloodrose's alternate diections to the cavern- The Cavern of the Incarnate is a lot easier to find if you go west from Tel Vos. Take a boat from Sadrith Mora (teleport from any Mage Guild to the Mage Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora. Alternative boat route - go to Gnisis (Almsivi Intervention from Urshilaku Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel Mora. From there, go west until you reach Tel Vos. Continue going due west till you reach the mountains. If you have Levitation (easily gotten from a potion), fly over the mountains and land in the valley. Go south and you'll find the Cavern. If you don't have Levitation, follow the mountains north to the coast, and then swim around them (if you get back to land and find a Daedric ruin, you've gone too far west). You'll find a valley. Follow it south to the Cavern Return to Nibani and ask her about the seven trials and she will acknowledge that you have passed the third trial. She will also tell you about the Fourth and Fifth Trials. The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu, and Telvanni by having them all pronounce you Hortator. The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine. You may complete these next two trials in any order you wish, but since we are already in an Ashlander camp, we will start with the Fifth Trial first. ----------------------------------------------------------------------------- 4.11: Fifth Trial Urshilku ----------------------------------------------------------------------------- Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku Nerevarine" then ask about the "need" and "duty". Ask once more about being the Urshilaku Nerevarine. He will name you Nerevarine and give you the Teeth of the Urshilaku to prove that the tribe named you Nerevarine. Leave his yurt and speak with Nibani once more, and ask her about the three remaining tribes so she will mark there locations on your world map. ----------------------------------------------------------------------------- 4.12: Fifth Trial Ahemmusa ----------------------------------------------------------------------------- Ahemmusa - To get to this camp, leave the Urshilaku camp to the north and walk to the coast, then follow the coast west to the city of Khuul (you may need to swim some of the way). Go to the docks in Khuul and speak with Talmeni Drethan and travel to Dagon Fel. Talk with Haema Farseer on the dock and travel to Tel Mora. Then speak with Tonas Telvani on the dock and travel to Vos. Leave Vos and travel north along the coast until the coast starts to go west (near the underwater entrance to Eluba- Addon Grotto). From this point the camp is a short walk southwest. Once you are in the camp speak with Sinnammu Mirpal in the Wise Woman's Yurt in the northwest corner of the camp. She wants you to speak with some people before she will speak with you, they are: Kausi, Dutadalk, and Yenammu. Kausi is in her yurt, which is the first yurt on the left of the big tent. Go in and ask her about the "Nerevarine". Next go next-door to Dutadalk's yurt and speak with both Dutadalk and Yenammu about the "Nerevarine". Now that you have spoken with these people, go back to Sinnammu and tell her you wish to be named Nerevarine. Ask her about the "safe place". She now wants you to go to Ald Daedroth and make it safe for the ashlander tribe to go, then come back and escort her to Ald Daedroth to prove it is safe. Once this is done she will name you Nerevarine. To get to Ald Daedroth exit the camp heading north to the coast. Ald Daedroth is on an island directly north of the camp (a looong swim or waterwalk). Once you get to the shrine you will watch a Ordinator named Drores Arvel engauge in a little fight, sit back and wait until he wins, then approach him and speak with him. Tell him that you have come to "Loot the Shrine" and he will tell you that the Ordinators inside will leave you alone. Enter the door to go into the Outer Shrine and kill the two people that will attack you (One of them has a sword that casts paralyze for 10 seconds, so be careful and be prepared with a couple of cure paralyzation potions). Go straight to the back of the room and through the door into the Inner Shrine. Inside you will find another Ordinator doing battle, leave him alone, but do kill the Golden Saint, and the Dremora Lord in this room. Once this is done you may exit the shrine and go back to Sinnammu and get her to follow you back to the shrine. you don't have to worry about her getting attacked on the swim to the shrine, as she waterwalks. Take her back to the Inner Shrine and go behind the large statue in the middle of the room. She will speak with you and offer to pronounce you Nerevarine of the Ahemmusa Tribe, and give you the Madstone of the Ahemmusa. Now return to the Ahemmusa Camp. ----------------------------------------------------------------------------- 4.13: Fifth Trial Zainab ----------------------------------------------------------------------------- Zainab - From the Ahemmusa camp walk southwest to find a path. Follow the path southwest, you will walk past the Nerano Ancestral tomb (it will be on the left side "I think") enter the tomb and clear it out, it isn't very big and only has a Greater Bonebiter, two skeletons, an ancestral ghost, and Calvario who is a vampire. Make sure you kill the vampire, and exit the tomb. Continue down the path as it wraps around toward the east. When you come to the crossroad take the southeast fork, walk a few steps until you come to another fork in the road, continue on the southeast path. At the next crossroad take the south path, Follow the path until you come to a T, go west then take the south path at the next fork (you can check your world map if you get lost). Keep going south and you will end up in the camp. Go to the Wise Woman's Yurt on the east side of the camp, and ask for her counsel. She will tell you to talk to the Ashkhan Kaushad. The Ashkhan's yurt is in the middle of the large tent. Speak with him and get your Rep with him up by bribing him. Tell him about the "Nerevarine" and then "tell your story and ask to be named Nerevarine". He will scoff at your claims, so ask him to set you a task. He wants you to go to the Nerano Ancestral Tomb and kill a Vampire. Since you have already done that talk to him again and he will acknowledge that you killed the vampire, but before he names you Nerevarine he wants a gift from you..... A Telvanni Wife. Go and speak with Sunnammu to find out about his tastes. She will tell you to go to Tel Aruhn and by a slave from Savile Imayn and pass her off as a Telvanni Bride. Tel Aruhn is southeast of the camp, but before we go there we will need to pick up an exquisite shirt, skirt, and shoes. So we will first travel northeast to Vos first. Leave the camp to the north and follow the signposts to Vos. Go to the docks and speak with Sedyni Veran to travel to Tel Mora. Got to Eleynan the Clothiers in the south side of town to buy the Exquisite shirt, skirt, and shoes. Return to the dock and speak with Tonas Telvanni to travel to Tel Aruhn. Find Bildren Areleth the Apothecary at the north end of town and buy some Telvanni Bug Musk. Now go and find Savile Imayn. She is in the northwest side of town near the underground entrance. Speak with her and ask for "something special", next talk about "exquisite clothes" and then about "something special" again. Now she wants you to buy some bug musk, but since we already got that, so ask for "something special" again and pay 1200 gold to buy Falura Llervu. Falura is just to the left, speak with her and give her the gifts and have her follow you. From Tel Aruhn travel northwest to get to the Zainab camp (you will have to protect her as you swim across the sea). Once you get into Kushad's Yurt, Falura Llervu will ask you if this is her bridegroom, then talk with Kushad about his "Telvanni Bride" and he will pronounce you Nerevarine and give you the Thong of Zainab. ----------------------------------------------------------------------------- 4.14: Fifth Trial Erabenimsum ----------------------------------------------------------------------------- Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, and then swim to Tel Fyr in the southwest. When you get to Tel Fyr swim west to the shore of the mainland. Erabenimsum is to the southwest (use your map to help guide the way). Go to the wise woman's yurt in the center of the camp and speak with her about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal, Ahaz, Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next Ashkhan. First take out Ranabi, his yurt is the first on the left in the large tent. Go inside and kill him, then loot his body and take the Robe of Erur-Dan. Now go next-door to Ashu-Ahhe's yurt and kill him, Next go next-door to the Ashkhan's yurt and kill both men inside. Loot the bodies and take the War Axe of Airan Ammu from Ulath-Pal, and Saint-Kil's Heart of Fire from the body of Ahaz. Go back and talk with the wise woman again, she will ask you to convince Han-Ammu to be the next ashkhan. Han-Ammu is next-door to the Ashkhan's yurt. Speak with him about "want to be ashkhan". Give the robe to Han-Ammu and make a little speech, talk again about "want to be ashkhan" and give the Heart of fire and make another speech, finally speak again about "want to be ashkhan" and give the axe and give another speech. Now ask to be named Nerevarine. Go back and talk with the wise woman about the "Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" and she will give you the magic belt. (note: if you have a high speechcraft or rep with Han-Ammu, you can just give the speech and keep the items.) Now you have completed the Fifth Trial, now we are going to unite the three Dunmer houses to complete the Fourth Trial. ----------------------------------------------------------------------------- 4.15: Fourth Trial House Redoran ----------------------------------------------------------------------------- House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once you are there travel to the Manor District (which is the huge building in the north of the city). Enter the Sarethi Mannor, which is on the upper level at the 9 o'clock position. Speak with Athyn Sarethi (the guy in the red robe), and ask him about the "Redoran Hortator", then "tell him your story and ask to be named". Athyn will ask you to rescue his son before he will vote you as Hortator. * If you already belong to House Redoran, you will not have to rescue his son to get Athyn's vote. Athyn's son is in the Venim Mannor, which is on the upper level of the Mannor district in the 5 o'clock position. Once you are in the main hall turn right and go into the door marked "right wing". Go down the stairs, to your right on a bench is a note and a key, steal the key if your sneak skill is high enough, if your sneaking skill isn't up to par you can just lockpick the door (50th lvl. lock). To the right of the staircase is a short hallway with a tapestry hanging at the end. Go to the tapestry and look behind it, you will find the door leading to the room with Athyn's son. Unlock the door (either with the key or lockpick) and go speak with Varvur Sarethi, Athyn's son, and tell him you want to travel together. Once you leave the room with Varvus following you, the guards will attack you. You can choose to run away from the guards or fight and kill them. If you want to kill them, DO NOT KILL BOLVYN. I usually choose to run away as you can usually make it to the door with Varvur before they do. Leave the Mannor the same way you came in and return to Sarethi Mannor. When you get close enough to Athyn with his son following he will thank you (without having to enter a conversation), once he thanks you speak with him about the "Redoran Hortator" and he will give you his vote. For most of the other Redoran councilors all you have to do is ask them and they will give you there vote. Miner Arobar - Arobar Mannor is in the Mannor District, upper level, in the 2o'clock position. Enter the manor and walk straight back and into the Guard bedrooms, continue straight through into the private bedrooms, turn right and enter the manor bedrooms, go into the bedroom on the left Miner Arobar is inside, Speak with him about the "Redoran Hortator" to get his vote. Garisa Llethri - Llethri Mannor is in the Mannor District, upper level, in the 11 o'clock position. Enter the Mannor and go downstairs and straight through to the manor bedrooms, follow the hallway and enter the first door on the right. Garisa is straight ahead. Speak with her about the "Redoran Hortator" to get her vote. Barara Morvayn - Barara is in the council Hall located in the Mannor District upper level, 12 o'clock position. It is the manor with three doors. Enter the manor and walk straight to the back and go through the doors into the Council Hall. Walk downstairs and to the northwest corner, there you will find the door to Morvayn's Quarters. Enter and go to the back room to find Barara. Speak with her about the "Redoran Hortator" to get her vote. Hlaren Ramoren - Ramnren Mannor is in the Mannor District, upper level,in the 7 o'clock position. Enter the manor and walk straight back into the private quarters. Hlaren is in the Bonemold Armor. Speak with him about the "Redoran Hortator" to receive his vote. Bolvyn Venim - Venim Mannor is in the Mannor District, upper level, in the 5 o'clock position. Walk straight to the back and enter the private quarters. Go down then up the stairs and turn to the left. Bolvyn is in the room straight ahead of you. Bolvyn will not give you his vote for Hortator, instead he wants to meet you in the Arena section of Vivec and engauge you in a duel to the death. He tells you that he will meet you there. Go to the Arena Section of Vivec via Stilt Strider and Gondola ride. When you get off of the Gondola in Arena, walk up the ramp to the upper level and enter the waistworks. Take the northern hallway and then go east or west, as there are stairs that wrap around going up, follow them and go to the door to the Arena Pit. (before you go in make sure you are ready for a fight, as Bolvyn will attack you as soon as you enter). Enter the door and Bolvyn will attack you (make sure you have plenty of healing spells, scrolls, potions because Bolvyn is strong and well armored). Defeat Bolvyn and loot his body. Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" again, this time you will be named Hortator and given a public notice revealing you as an Imperial spy, a note from Archeanon, and the ring of the Hortator. Now that we are Hortator of the Redoran House we are off to the Telvanni House ----------------------------------------------------------------------------- 4.16: Fourth Trial Telvanni House ----------------------------------------------------------------------------- From Ald-Ruhn take the Silt Strider to Khuul, Then a boat from Khuul to Dagon Fel, then take the boat from Dagon Fel to Tel Mora, then take the boat from Tel Mora to Vos. Leave Vos heading northwest until you reach Tel Vos. (for this part of the quest you will need a good amount of Levitation scrolls or potions, or a levitation spell). Master Aryon - Walk next the entrance to the south tower in Tel Vos, but do not enter, instead cast a levitation spell and fly up to the top of the tallest tower. The Entrance to Master Aryons room is facing south. Speak with Aryon and tell him why you want to be named Hortator, he will give you his vote. You can also talk with him about the other councilors if you want to. When you are finished speaking with him return to Tel Mora. Mistress Dratha - When you are back in Tel Mora, walk up the spiral of the main tower and enter the door into the "upper tower". Walk up the staircase to your right and follow the hallway; Dratha is at the end of the hall. *If your character is a woman, she will give you her vote without a problem. *If your character is a man you must use persuasion (bribes, not admiration) to get your rep with her up really high, then "hurl yourself at her feet and beg" before she will give you her vote. Once she gives you her vote she will also give you a Summon Golden Saint Scroll. Leave Tel Mora and take a boat to Tel Aruhn. Gothren - When you are in the Tel Aruhn docks go toward Tel Aruhn and go through the underground passage into Tel Aruhn. Levitate to the top of the tower and enter the door to the upper tower. Walk up the stairs and Gothren is in the back with two Dremora guards. Speak with Gothren about being the "Telvanni Hortator" and he will tell you he needs more time to decide (no matter how long you wait he will always tell you this, so we have to kill him). keep insulting him until he attacks you (If your Rep is down to zero and he has not attacked you, bribe him to get your rep up again then insult him again. Once you kill him you will get your money back), Kill him and the Dremora guards (you will need a lot of healing and cure paralysis). Once he is dead leave Tel Aruhn and take a boat to Sadrith Mora. Master Neloth - Once in Sadrith Mora docks, walk east and you will come to the Tel Naga Tower, levitate to the top and enter the "upper tower" door. Neltoh is straight ahead. Raise your rep with whim to ~70 and ask him to vote for you as "Telvanni Hortator", he will give you his vote. Leave the tower, and go back to the docks. Take a boat to Tel Branora. Mistress Therana - After your boat ride to the Tel Branora docks head east to the tower. Walk up the spiral walkway and go through the door into the "upper tower". Go down the stairs and through the hall on your left, enter the door on your right into Therama's chamber. Levitate up the chute; go down the hall into the room on your left. Hopefully you have a speechcraft of 30, if not find a way to boost it and speak with Therama. Amuse her, then ask for her vote to be "Telvanni Hortator" and she will agree. You can also kill her if you don't have the necessary speeechcraft skill. Leave Tel Branora tower and go back to the docks and travel back to Vivec Foreign Quarter. Walk to the Silt Strider and take it to Balmora, then Ald-Ruhn, then Gnisis. Master Baladas - When you get to Gnisis walk to Arvs-Drelen, just northwest of the Gnisis Temple. Enter Arvs- Drelen and go straight through the wooden door, turn left and follow the hall, turn left again and the hall will start to go up. Untrap and unlock the door (50th lvl.) and enter. Go to the back of the room and up the stairs, Baladas is in the room. Speak with him and get your Rep with him up, then ask for his vote to be "Telvanni Hortator", and he will give you his vote. Exit Arvs-Drelen and return to Tel Vos. Now that we have all of the votes to be named Telvanni Hortator we need to return to Master Aryon. Speak with him and mention "Telvanni Hortator" again and he will pronounce you Hortator, and give you a robe to prove it. Note: If you have any trouble getting any of the councilors to give you there vote you may kill them. The Telvanni don't seem to mind. The Only councilor you can't kill is Master Aryon, as he is the one to finally pronounce you Hortator. ----------------------------------------------------------------------------- 4.17: Fourth Trial Hlaalu House ----------------------------------------------------------------------------- Convincing the Hlaalu House to name you Hortator can be costly, you will need about 3000 gold to help you plead your case. The Hlaalu councilors are in and around Vivec, so travel back to Vivec. Crassius Curio - Take the gondola from the Foreign Quarter to the Hlaalu section of Vivec. Walk to the top of the canton and enter the Hlaalu Plaza. Enter the Curio manor on the mideast side of the plaza. Crassius is in a room downstairs and to the right and back. Speak with Crassius, tell him your story, and give him 1000 gold to get his vote for Hortator. Exit the canton and go back to the lowest level. Yngling Half-Troll - Take the gondola to the Arena Section of Vivec. Walk from the gondola east, then south across the bridge to the St. Olms Canton. Walk up to the top and enter the Plaza. Enter Yngling's Mannor on the midwest side of the plaza Yngling is behind the door on the left. Tell him your story and pay him off with 2000 gold (If you talk to all of the other councilors first, you can kill Yngling instead of paying him, but I just paid) to get his vote. Leave the Mannor. Dram Bero - Go into the Haunted manor on the southeast corner of the plaza. Dram is locked away in the basement behind a locked door (50th lvl.). There are some lockpicks at the bottom of the table in the southwest corner of the room. Pick the lock and enter the basement. Dram is behind the door on the right, past the dining room.Talk with him and tell your story to get his vote for Hortator. Orvas Dren - Leave Vivec heading north, and head toward the Dren Plantation (the plantation is directly north of Vivec, use your world map to help guide you in case you get lost).Dren's Villa is in the southeast corner of the plantation. Enter the villa, turn left and follow the hallway, turn right and go up the stairs, follow the hall and you will see a desk in front of you. On the desk is a key to the villa and some gold. Back up a few steps and turn right, go up the stairs and Dren will be straight ahead. There are three ways to get Dren's vote for Hortator. *Persuade him enough to get a 90 rep with him, and tell him you want to protect Morrowind from the EMPIRE (this is the option I choose) *Tell him you wish to bring peace to Morrowind, let him attack you, then kill him. *Use the key you found on the desk on the basement door, Kill the guards, then open the locked and trapped small chest on the shelves to the left. Inside there is a note (which you will use to blackmail Dren, 2 grand soul gems, and some other goodies. Then go and talk to Dren and use the note to blackmail him into giving you his vote. Nevena - Leave the Dren Plantation on the east road heading north, follow the path until you come to a sign post pointing toward Suran. Follow the road toward Suran, when you come to the bridge turn around and you will see Ules Mannor to the south, enter the manor. Go all the way upstairs to find Nevena and ask for her vote for Hortator and she will agree. Exit the manor and continue to Suran. Velanda - Take the Suran Silt Strider back to Vivec, and then take the Foreign Quarter gondola to the Telvanni Canton. Then use the bridge to the east to leave Vivic. Continue east until you come to the road going north south. Take this road south, continue until you come to Omari Mannor, enter the manor. Go all the way upstairs to find Velanda, ask for her vote for Hortator and she will agree. Leave the manor and retrace your steps back to Vivec. Go back to the Hlaalu Canton and speak with Crassius again about being named "Hlaalu Hortator", He will name you Hortator and give you the Belt of the Hortator. Congratulations, you have fulfilled the Fourth Trial. ----------------------------------------------------------------------------- 4.18: The Archcanon, Vivec, And The Wraithguard ----------------------------------------------------------------------------- Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane. Go to the Temple Canton, which is the southernmost canton. Speak with Danso Indules atop of the temple in front of the hallway through the middle of the canton, tell her you "wish to meet the Archcanon". She will tell you that the Archcanon wants to meet you, but you are wanted by the ordinators, so you should avoid them by magic or stealth. (as a side note, I spoke with many ordinators after I was told this, and they did nothing. Might be a little glitch.) Go to the Hall of Wisdom and walk a few paces south of the midpoint of the hallway, walk west toward the door to the Hall of Justice, then turn south and go up the stairs. Pick the lock to the High Fanes room (50th lvl.) Go inside and speak with Tholer Saryoni about the "Temple's Doctrine" and agree to meet Vivec. He will give you a key to Vivec's Temple, and a key to his back door (the door whose lock we just picked). Leave the Hall of Wisdom and cross the south bridge to go to Vivec's Temple, go in and speak with Lord Vivec about business and accept the Wraithgaurd, now ask how to defeat Dagoth Ur and Vivec will give you a detailed plan. When you are done with Vivec it is time to head to Ghostgate. Leave Vivec and take the Silt Strider to Balmora. ----------------------------------------------------------------------------- 4.19: Ghostgate ----------------------------------------------------------------------------- Leave Balmora south, and take the road going east. When you come to the signpost take the road toward Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer Bridge, then turn around and go down into the ravine. Follow the Ravine north past the Deadric Shrine. Eventually you will come to Ghostgate. Explore the two towers of Dawn and Dusk to stock up on supplies, such as restore health, and restore stat potions, Levitation scrolls or potions, and get armor fixed. Make sure you speak with one of the priests or Ordinator about the "Red Mountain" to get a map of the mountain, which will update your world map with the temple locations (very helpful for navigating since my directions for this area are really vague for this part). When you are done leave the towers and hit the switches to enter the Red Mountain area. ----------------------------------------------------------------------------- 4.20: First Vampire ----------------------------------------------------------------------------- Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier. The First Vampire Dagoth Uthol is in the Charmara's Breath section of the Kogoruhun Cavern, just east of Vemynal. Enter the cavern, and Dagoth Uthol will be right in front of you. The easiest way to kill him is run past him and jump over the lava, turn around and pick him off with arrows when he gats stuck in, or at the edge of the lava. Kill him and loot his body. Take the Belt of Heartfire and exit the cavern. (You might have killed him while doing the precursor to the Third Trial for Sul-Matuul) ----------------------------------------------------------------------------- 4.21: Second Vampire ----------------------------------------------------------------------------- Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier. Walk Directly north from Ghostgate, when you reach the Yassu Mine turn northwest and follow the path, When you approach the wall turn north, then veer east at the fork. Continue following the path to reach Endusal, Enter the Temple. Walk straight through the door and turn left then go through the next door. Dagoth Endus is inside, kill him and take the Amulet of Heartrime from his body. Exit Endusal. ----------------------------------------------------------------------------- 4.22: Third Vampire ----------------------------------------------------------------------------- Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier. The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal, just northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in Tureynulal. Dagoth Tureynul is straight ahead, behind a couple of doors. Kill him and loot his body for the Amulet of Heartthrum. Leave the Temple. ----------------------------------------------------------------------------- 4.23: Fourth Vampire and The Keening ----------------------------------------------------------------------------- The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in Odrosal. Enter the Academy, walk straight ahead through the door, and Dagoth Ordos is inside. Kill him and loot his body for the Amulet of Heartfire, and Ordos Key. Leave the room and go down the hall to the left. Unlock the door with Ordos' Key and enter the room. Go up the ladder on the left wall to find the Keening. Exit the Training Hall. ----------------------------------------------------------------------------- 4.24: Fifth Vampire and The Sunder ----------------------------------------------------------------------------- The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast of Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow the hall around and turn down the first hallway on your right. Continue straight ahead and into the Hall of Torque. Turn right and follow the hall and turn into the first door on the right. Follow the stairs down and go through two sets of doors. Dagoth Vemyn is in this room, kill him and loot his body for The Sunder and the Amulet of Heartheal. Exit the Dungeon. ----------------------------------------------------------------------------- 4.25: Sixth Vampire ----------------------------------------------------------------------------- Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier. The sixth vampire, Dagoth Araynys, is not in the Red Mountains; he is located near Berandas, which is southeast of Gnisis. You can get there by casting Almsivi Intervention which should place you in Ald-Ruhn, then taking a silt strider to Gnisis. Swim across the river to the southeast; continue going southeast until you come to Berandas (use your world map to help guide you). Now travel east, the place you are looking for is called Mamaca, Sanctum of Awakening, this cavern faces east and is before the Dusharian Shrine. Enter and walk straight ahead into the Sanctum of Black Hope. Turn right after going through the door and follow the hall, when you get to the locked door, go past and turn right again. Follow the path and Dagoth Araynys will be ahead, Kill him and loot his body for the Soul Ring. Leave the cavern and return to the Red Mountains. ----------------------------------------------------------------------------- 4.26: Seventh Vampire and Dagoth UR ----------------------------------------------------------------------------- The best way to approach Dagoth Ur's Citidel (which is directly north of Ghostgate) is from the north. Drop down into the crater and you will see a door with a steel bubble around it (it looks like the door to the Dwemer Dungoen where you found the Puzzle Box), south of this door is a pipe with a crank on it, turn the crank to open the door, quickly return north and enter the door into the Citidel. Go down the stairs and through the door, walk around the hole in the floor and go through the door ahead. Jump down the hole in the floor and continue straight ahead into the inner facility. Go down the stairs and through the door on the right, continue straight through two doors, then turn right, before the third door. Go through the door on the right and go down the stairs and through the door into the lower facility. Dagoth Gilvoth is straight ahead, kill him and loot his body for the Blood Ring. Continue straight and stand in front of the door to the Facility cavern. Dagoth Ur is behind this door, so rest up, and fortify yourself whit as much magic, potions, and magic items as you want. Enter the door. Dagoth Ur is standing there. Speak with him. If you do not posses the Wraithsguard, The Keening, and The Sunder, Dagoth Ur will not fight you, if you do have all these items, end your conversation with Dagoth Ur and Kill him. When you defeat him he will just disappear and the door to Akulakhan's Chamber will open. As you walk to the door heal yourself again and prepare for another fight. In the entrance of the door there is a Heart Ring on the floor. Before you enter the door, equip the Wraithguard, then the Sunder. You must equip in this order or you will take damage. Also equip a levitate or slowfall spell or potion. once this is done, enter the chamber and immediately cast levitate or slowfall. Forget the enemies around and fly (if levitating) or run and jump (if you are using slowfall) toward the giant robot straight ahead. Jump or fly off the ledge and land on the bridge below. Run up to the heart and hit it once with The Sunder. Switch weapons to the Keening, and strike the heart five times. Once you do this all of the enemies will disappear. Run across the bridge then turn around to watch the robot blow up and crumble. Follow the ledge around the cavern until you are back where you started. Turn the crank on a pipe near the ledge to open the door back to the Facility Cavern, and then go through the door. As you try to leave the Facility cavern you will meet Azura, and the ending movie will play. When the movie is over Azura will give you a ring. Exit Dagoth Ur's Citadel and the sky will clear. The world is safe from Dagoth Ur and his evil plans, but the game still continues. You can still go and finish (or start) any remaining quests. ============================================================================= Section 5: Fighters Guild Quests ============================================================================= Go to Balmora via the Silt Strider, go down the ramp and go west, turn north after the Lucky Lockup. The Fighters Guild is the Last building on the right. Enter and go up stairs and speak with Eydis Fire-Eye who is the Guild steward, and ask about joining the Fighters Guild. Once you have joined, you can ask for your first set of orders. Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion. ----------------------------------------------------------------------------- 5.1: The Rats ----------------------------------------------------------------------------- For your first set of orders you will get to play exterminator. You are asked to get rid of the rats that have infested Drarayne Thelas' house. Her house is along the river on the east side. Go there and speak with Drarayne about the rats. She will tell you that the rats have taken over the storeroom upstairs and she will give you a key. Before you go upstairs to kill the rats, there is a rat behind a closed door in this room, kill it, then go upstairs and kill all of the remaining rats. Go back downstairs and speak with Drarayns about the "cave rats", she will give you 100 gold. Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask about advancement to be pronounced Fighters Guild Apprentice. Now ask for your next orders. ----------------------------------------------------------------------------- 5.2: Egg Poachers ----------------------------------------------------------------------------- Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and Daynila Valas, a couple of people that have been charged as being egg poachers. Shulk Egg Mine is southwest of Balmora, on the west bank of the river. Leave Balmora and follow the river south, when you see the suspension bridge crossing the river, turn west and you will find the mine. Enter the mine and follow the cave all the way, until you find the door to the "Queens Lair" Enter the door and go west following the cave. Somewhere along the line, Sevilo and daynila will attack you, kill them and return to the Fighters Guild to speak with Fire-Eye. Speak with Fire-Eye about the poachers to receive 100 gold and four potions of restore fatigue. Ask about advancement to be pronounced Fighters Guild Journeyman. Get your next set of orders. ----------------------------------------------------------------------------- 5.3: Trouble at Caldera Mine ----------------------------------------------------------------------------- Four Telvanni agents are causing trouble in the Calders Mines. They are Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them and return. To get to the mine, exit the Fighters Guild, go south one door and enter the mages guild. Go downstairs and speak with Masalinie Merian the mage guide to travel to Caldera. You will be transported to the Caldera Mages Guild. Leave the town from the northwest gate and follow the path until you come to the signpost (near the naked guy). At the signpost take the southern path, then at the next split, take the southeast path. Before you get to the bridge to the Caldera Mining Post, turn to face northwest and you should see a cave entrance with someone standing guard. Talk to the person standing guard (Alveleg) about the Telvanni agents, once you do, he will attack you, Kill him and enter the cave "Ashanammu". Follow the cave until you come to three people standing around, these are the remaining agents. Speak with on about the Telvanni Agents to get them to attack, then kill them all. Return to the Fighters Guild and speak with Fire-Eye about the agents and you will get 400 gold for your troubles. Ask about your next orders. ----------------------------------------------------------------------------- 5.4: The Code Book ----------------------------------------------------------------------------- Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall Cornerclub. The cornerclub is in the southeast corner of town on the east side of the river. Go there and enter the club. Speak with Sottilde about the codebook, and if you have a good enough rep with her, she will hand the book over, use persuasion if needed. Note: If you belong to both the Thieves Guild and the Fighters Guild at the same time when you attempt this mission, Sottilde will not give you the book at all. In this case you must taunt her until she attacks you, then kill her and take the book. When you do this you will be booted from the Thieves Guild. To rejoin the Thieves Guild you must pay 1000 gold. Note: Reader Bojangles sent in a tip for when you are in both guilds. After a few days of playing, I arrived at the last leg of the Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads of the Fighter's Guild so they can protect the Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she pledges to aid the Thieves' Guild -- thus she doesn't request you to do any jobs against the Thieves' Guild, and omits the quest for the codebook. Then you can ask her for the next job, because she called the one for the codebook a success even though you didn't finish it! This is a great solution to the quest if the Fighter's Guild isn't really your "thing" and you want to get stronger before you do the higher Fighter's Guild quests, because the Thieves' Guild quests are not real combat related. Return to Fire-Eye and speak about the codebook, give her the code book and you will receive 50 gold. Ask about advancement to be proclaimed Fighters Guild Swordsman. Get your next orders. ----------------------------------------------------------------------------- 5.5: Debt Money ----------------------------------------------------------------------------- Your next mission is to get 200 gold in debt money from Helviane Descle in Suran. Once you bring back the money, Fire-Eye will split the money with you. Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (It is the building with the red porch light). Desele is behind the bar, speak with her, and if you have a high enough rep with her she will give you the money, you may have to persuade her. Once you have the money return to the Fighters Guild and speak with Fire-Eye about it. Fire-Eye will give you 100 gold as your cut. Get your next orders. ----------------------------------------------------------------------------- 5.6: Orc Bounty ----------------------------------------------------------------------------- Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol. Dura gra-Bol lives on the east side of the river in Balmora, on the southern end. Enter the house and go upstairs to find Dura. Speak with him and taunt him until he attacks you, then kill him. Return to Fire-Eye and tell her that you have killed Dura to receive your 250 gold bounty. When you try to get some more orders, Fire-Eye will tell you that she has no more for anyone under the level of Fighters Guild Protector. She tells you to check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec. ----------------------------------------------------------------------------- 5.7: Ald-Ruhn Fighters Guild ----------------------------------------------------------------------------- The Fighters Guild is southeast of the Silt Strider. Enter the guild and speak with Percius Mercius down the left stairwell. ----------------------------------------------------------------------------- 5.8 Neromancers ----------------------------------------------------------------------------- Percius wants you to help Ulune Henim kill some necromancers in Vas. If you ask about Vas, percius will mark it on your map. Leave the guild and go to Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to the west, go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Continue west past a few forks in the road, you will pass Pudai Egg Mine on your right, keep going west until you get to the next fork (where the south path leads to the water). Go north, and then follow the path west at the next fork. Water-walk or swim west to Vas (use your world map to help guide you). When you get there Ulyne Henim will be waiting in front of the entrance. Speak with her about fighting together, and enter the cave. (There are ancestral ghosts in here, to kill them you need to use magic, a magic weapon, or a silver weapon). Walk forward, and turn down the hallway on your left, then down the hall on your right, continue down to the lower level. Enter the door o your right into the Vas, Tower (there is a Dremora in here, so be careful). Turn to the right and follow the walkway leading up, go up the stairs and around the back of the room, and up the stairs again. Daris Alram (the necromancer that must be killed) is in this room. Get him to attack you, then kill him. Once he is dead Ulyne will thank you, now you must return to Ald-Ruhn and speak with Percius about the necromancers. Once you do you will be given 500 gold. Ask about advancement to be named Fighters Guild Protector. Ask for your next orders. ----------------------------------------------------------------------------- 5.9: Nerer Beneran The Outlaw ----------------------------------------------------------------------------- Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of Maar Gan. Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via boat ride. Follow the same path to the coast as you did in the last mission, and swim to Vas again. Swim southwest to the island with the Onnissiralis Shrine on it, and then swim south to the large island, the Assurdirapal Shrine is on this island. Walk to the path and follow the path west (it will change direction, but will generally go west) and eventually Sargon will be on your right. Enter the cavern and follow the cave until you come to Milynea Andrethi, go through the door behind and to the left of her, go around the room to get to the top of the platform, and then walk across the wooden walkway into the next room. Walk up the ladder behind Varon Sadralo, turn right and cross the bridge. The next room you come to will have Nerer Beneran in it, get him to attack you, and then kill him (If you loot his body you will find an ebony cuirass). Return to the guild and speak with Percius about Nerer to receive your 500 gold reward. Ask about your next orders. ----------------------------------------------------------------------------- 5.10: Suran Bandits ----------------------------------------------------------------------------- Avon Oran is having problems with bandits in Suran; ask about the "bandits". Leave the guild and travel to Balmora, and then go to Suran via the Sit Strider. Avon Oran's Manor is in the south of town, next to the temple. When you enter the courtyard, turn right and go up the stairs and enter the manor. Speak with Avon about the bandits. He wants you to kill Daldur Sarys in Saturan to end the raids, and then report back to him to collect a 1000 gold bounty. Leave the Manor courtyard from the southern exit, following the river. When you get to the driftwood on the ground turn and go to the northeast. There will be two paths branching off to the north, the first goes to the Inanius Egg Mines, we want to walk north along the second path. Walk north and the path will bend around a grove of dead trees and steam pits, and then come to a fork splitting north and west. Saturan is west. Enter the cavern and follow the cave until you reach the wooden walkway, go down the stairs, turn left and walk to the end of the walkway, Daldur Sarys is upstairs to the left. Get him to attack you, and then kill him. Return to Avon Oran in Suran to claim your bounty, and then return to Percius in Ald- Ruhn and speak with him about the bandits and advancement to be proclaimed Fighters Guild Defender. Get your next orders. ----------------------------------------------------------------------------- 5.11: Delivering Flin ----------------------------------------------------------------------------- Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal Mine, near the Zainab camp. Leave the guild and take the Silt Strider to Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one more boat to Vos. Leave the docks using the path that goes west, when the path splits go southwest, continue southwest past the first signpost and you will come to another fork, go south, past the Yakaridan camp. When the path splits go west until the path splits again, this time go south. At the next fork, the south path will go to the Zainab Camp and the west path will lead to the Red Mountains, go toward the mountains. When the mountain path splits go south, and the Elith-Pal Mine will be on your right. Enter the mine and follow the path straight until you come to the first chamber. Climb the stairs; there is a small stone walkway that leads to the upper level, climb that and continue straight (the stone path is hard to see, a torch or light spell might help). Dangor is in the very back of the mine, speak with him about the Flin, and he will take it. Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will then offer you some brandy, accept it and you will receive some brandy and 500 gold. When you ask for your next orders Percius will tell you that he has no orders for anyone under Guardian and to check in Sadrith Mora. ----------------------------------------------------------------------------- 5.12: Sadrith Mora Fighters Guild ----------------------------------------------------------------------------- Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of Sadrith Mora. Enter Wolverine Hall through the Imperial Shrine, walk forward a few steps and go through the door on your left. Go down the stairs one level and the Fighters Guild is on your left. Speak with Hrundi the guild steward. ----------------------------------------------------------------------------- 5.13: Dwemer Ruins Of Nchurdamz ----------------------------------------------------------------------------- Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins of necromancers, he will mark the ruins on your map. Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming northeast, cross the strip of land to the east, when you get to the next body of water swim along the coast, keeping the land to your left. After a few twists and turns and a long swim you will eventually come to Nehurdamz (Use your world map to help guide you, as my directions are lacking). Note: There is another ruin nearby named Nehardumz, make sure you go to the right ruin. Once at the ruin, speak with Larienna Macrina about exploring together and she will tell you that she wants your help to kill Hrelvesu, tell her you are ready and enter the ruin. Walk straight downstairs, then up the next flight of stairs, turn right and continue up the stairs. Go down the hall and through the door on your left. Go down the stairs and kill the Steam Centurion, untrap and open the ornate Dwemer chest in the room with the lava and take the key inside. (There is also a magic spear named Iiikurok in this room). Leave this room and go down the hall to the left. Unlock the door using the key and enter, Hrelvesu is inside. Kill him and Larienna will thank you and leave. Exit the ruin and return to Hrundi in the Fighters Guild, speak with him to get your 500 gold. Get your next orders. ----------------------------------------------------------------------------- 5.14: Dissapla Mine ----------------------------------------------------------------------------- Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask about the mines to find out that the mines are northeast of Falensarano, ask about Falensarano to have him mark it on your map. Leave the guild and head to the docks, take a boat to Tel Mora, then a boat to Tel Aruhn. Jump off the docks and swim west, you will come to an island with a Daedric Ruin named Yansirramus on it, keep going west until you get to the mainland and a cavern called Nammu. Go north a little ways until you are back on land, turn west and walk until you come to a path in front to Falensarano. Follow the path north, when the path splits go north to the mine. Enter the mine and walk into the first room and speak with Novor about the mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds. Follow the cave until you come to a room with a ladder going up and a hall to your right. Go right and follow the cave, killing all the nix hounds that you come across. You will come to another ladder; Teres Arothan is above, talk with her and have her follow you back to Novor. Speak with Novor about the mines and he will give you four Raw Glass. Return to the Sadrith Mora Fighters Guild and speak with Hruidi about the mine and he will give you 250 gold. Ask about advancement to be named Fighters Guild Warder. Get your next orders. ----------------------------------------------------------------------------- 5.15: Corprus Stalker And Rels Tenim ----------------------------------------------------------------------------- Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos. Leave the guild and take a boat to Tel Mora. The entrance to the trader shop is just east of the entrance to the Lower Tower. Enter the shop and speak with Berwen about the Corprus Stalker, go upstairs and kill the monster, then return to Berwen and talk about the Stalker again. Leave the shop and take a boat to Vos. Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the water to the first island, from there travel northwest two more islands. On the second island go the north side; there you will find the entrance to Shallit at the waters edge in a small cove. Enter the cavern and walk forward until you come to a room with large rocks hanging from the ceiling (remember this room as you will need to come back to it). Note that there is a high ledge on the south wall; we need to get up there so we have to find a potion. Follow the cave around, past the barrel with the note and sword, and go up the flight of stairs. There is a bed roll and some boxes on the ground, mixed around the boxes are two potions of rising force, grab them and return to the large room with the ledge. Use on of the potions to fly up the south wall onto the ledge, and then follow the cave. Rels Tenim is a few rooms back, get him to attack you, and then kill him. Return to Hrundi in the Fighters Guild and speak with him about the Corprus Stalker and Rels Tenim to get your rewards. Get your Next orders. ----------------------------------------------------------------------------- 5.16: Sujamma Courier ----------------------------------------------------------------------------- Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai Caverns, southeast of Ghostgte, between the Foyada Esannudan and Foyda Ashur- Dan. Leave the guild and take a boat to Ebonheart, then leave the town and walk to Seyda Neen. Take the Silt Strider to Balmora. Leave Balmora south, and take the road going east. When you come to the signpost take the road toward Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer Bridge, then turn around and go down into the ravine. Follow the Ravine north past the Deadric Shrine. On your right, before Ghostgate there will be a path flanked by two large spires, turn east and when you get to the next two spires head east and continue past the first northern path. Take the next path north, and look for a path on your left that leads to the Denirar Caverns. Enter the caverns and follow the cavern back and speak with Nelacar about the sujamma, give him the bottles. Return to Hrundi in the Fighters Guild and speak with him about the cavern to get your 500 gold. Get your next orders. ----------------------------------------------------------------------------- 5.17: Escort Sondaale of Shimmerene ----------------------------------------------------------------------------- Hrundi wants you to help Sondaale of Shimmerene through the Temple of Telascro. To get there, take a boat to Tel Bramora, then a boat to Molag Mar. Leave Molag Mar to the west and follow the path until you come to Telascro. When you get there, Sondaale is nowhere to be seen, but if you look on the smaller entrance door, you will see a note stating that she went in ahead of you and to meet her inside. Enter the door with the note and follow the halls until you get to the lower level. Go through the hall to the south, continue straight and enter the door to the lower level. Enter the first door on your left to find Sondale. Speak with her and she will ask you to escort her out of the temple. Have her follow you, and leave the temple. Return to the Fighters Guild and speak with Hrundi about Sondaale to get your 500 gold. Ask for your next orders. ----------------------------------------------------------------------------- 5.18: Engaer ----------------------------------------------------------------------------- Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the Tel Naga Tower at the center of town. Go down the stairs and steal a couple of Rising Force Potions on one of the desks in this room. Use one of the potions to levitate to the door to the Upper Tower on the east wall. Levitate up the shaft to the top level, and then go down the west hallway. There are three doors here, two locked and trapped golden doors and a door to Sadrith Mora. Engaer is behind the north door, so untrap and unlock it, go inside, close the door and get Engaer to attack you then kill him. (Loot his body to find a complete set of bonemould armor and a ring enchanted with the third barrier spell). Return to the Fighters Guild and speak with Hrundi to receive your 1000 gold bounty. Ask about your next orders. ----------------------------------------------------------------------------- 5.19: Pudai Egg Mine And The Golden Eggs ----------------------------------------------------------------------------- Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine. Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west; go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Continue west past a few forks in the road, the Pudai Egg Mine will be on your right. Enter the mine and follow the cave until you get to the main room, take the south branch and enter the Queens Lair. Go left and follow the cave until you reach the Queen but don't kill her. The golden eggs are behind the Queen, grab them all (they weigh 30 pounds each) and return to Hrundi in the Fighters Guild. Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about advancement to be named Fighters Guild Guardian. When you try to get your next orders he will tell you that he doesn't have any for you, and that you should check in Ald-Ruhn, but since we know Fire-Eye in Balmora has more orders for us, we will return to the Balmora Fighters Guild. ----------------------------------------------------------------------------- 5.20: Orcs At A Daedric Ruin ----------------------------------------------------------------------------- Speak with Fire-Eye about orders and she will tell you to visit Alof in his farm northwest of Pelagiad and just north of the Arvel Plantation to get more info about your mission. Leave the guild and take a Silt Strider to Seyda Neen, then walk to Pelagiad. Walk east past the Fort until you get to the Dren Plantation. Go north until you get to the Arvel Plantation, then swim across the lake to Alofs farm. Enter and talk to Alof about the Orcs. He will tell you that you have to kill the orc leader Burub gra-Bamog. Leave the farm and go north along the path until you come to the crossroad, then go west. When you get to a clearing near the mountains with a signpost take the northeast path toward Molag Mar. The path will curve around quite a bit and you will pass a clearing in the mountains with a dead log on the ground, keep going north. At the next signpost go east, then southeast at the next crossroad and follow that path past a steam pit of two. At the next intersection go south, then west, pass the ruin and continue down the path (Yes I said pass the ruin). At the end of this path is a second entrance to the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you, and then kill him. Return to Fire-eye and talk about the orcs to receive 500 gold. Get your next orders. ----------------------------------------------------------------------------- 5.21: Verethi Gang ----------------------------------------------------------------------------- Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang. He is located in Mannammu, southeast of Pelagiad. Leave the guild and take the Silt Strider to Seyda Neen, then walk to Pelagiad. Leave Pelagiad and walk south, you will find Mannammu near the pond across a mud walkway. Enter the cave. Follow the cave all the way to the back. You will come to a room with a raised platform surrounded by water, Dovres is on the platform. Get him to attack you, then kill him. Return to Fire-Eye and speak about the gang to get a 1000 gold reward. Get your next orders. ----------------------------------------------------------------------------- 5.22 Sarano Tomb ----------------------------------------------------------------------------- Fire-Eye tells you of a dangerous creature, a hunger, that has made a home in the Sarano Tomb. She wants you to go and kill the beast and return. Leave Balmora south and follow the path as it goes east across the bridges, until you come to some signposts. Go southeast toward Pelagiad. You will walk down into the Foyda you will come to another signpost, go southwest, then southeast at the next signpost. When you get back to the lush area and the next signpost keep going southeast toward Suran. Shortly after you pass the Fields of Kummu Shrine, you will come to another crossroad, the tomb is north. Enter the tomb and go through the first door on your right, it is locked with a low level lock. Go down stairs and kill the hunger (Loot the body to find the Sarano Ebony Helm, a Drough shield is also in this room). Return to Fire-Eye and talk about the tomb to collect your 1000 gold. Fire-Eye has no more quests for you. ----------------------------------------------------------------------------- 5.23 Decision ----------------------------------------------------------------------------- Here is where you have a decision to make about the future of the Fighters Guild. As it turns out the Fighters Guild is divided and has two groups trying to take control. The Camanna Tong is influencing one side, and the old Fighters Guild is the other. So you have two ways of going. Option 1 is to help Percius end the Camonna Tong influence of the Fighters Guild, and option 2 is to ally with the Camonna Tong against the Thieves Guild. At the end of both paths lies your spot as the Head of the Fighters Guild. ----------------------------------------------------------------------------- 5.24 Option 1 Save the Fighters Guild ----------------------------------------------------------------------------- Go to Ald-Ruhn and speak with Percius about orders. He will tell you that the Fighters Guild is being influenced by the Camonna Tong, and the only way to save it is to kill Sjoring Hard Heart the Guildmaster and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, Percius will name you the Fighters Guild Guildmaster. Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then kill her (loot her body for a Dwarven Mace). Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner of the plaza. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. In this room is Lorbumol gro-Aglakh, and behind the door at the other end of the room is Sjoring Hard Heart. Get them to attack you then kill them both (If you loot Hard Hearts body, you will find a magic hammer). Return to Percius in Ald-Ruhn and talk to him about each of the people you just killed, and he will name you the Fighters Guild Guildmaster. ----------------------------------------------------------------------------- 5.25 Option 2 Vivec Fighters Guild ----------------------------------------------------------------------------- Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner of the plaza. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. Sjoring Hard Heart is behind the door at the other end of this room. Speak with Hard Heart about orders. ----------------------------------------------------------------------------- 5.26 Option 2 The Thieves Guild Bosses ----------------------------------------------------------------------------- Hard Heart tells you that he has allied the Fighters Guild with the Camonna Tong, and that he wants you to kill the Thieves Guild bosses. Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead Habasi in the Southwall Cornerclub at Balmora ...... Dead Aengoth in The Rat In The Pot at Ald-Ruhn...... Dead Heard Heart gives you 5000 gold to pay off guards as needed. Take the Silt Strider to Balmora, go down the stairs and turn right, cross the bridge, then go down the ally to the left of Dura gra-Bols House. The Southwall Cornerclub is to the right of the stairs. Enter the club and Sugar Lips Habasi is around the corner. Get him to attack you, then kill him (loot his body for a bunch of picks and probes, and a glass dagger). Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east of the Fighters Guild, enter the guild and go upstairs to the bar. Near the wall across the bar is a stairway down, go down and Aengoth the Jeweler is down here, get him to attack you, then kill him. Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge leading to the Wolverine Hall. Enter the club and go upstairs and find Big Helende, get her to attack you, then kill her (you can loot her body for more picks and probes). Return to Sjoring Hard Heart in Vivec and talk to him about the bosses and he will make you his second in command Fighters Guild Champion. Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when you try to speak with him. ----------------------------------------------------------------------------- 5.27 Option 2 The Thieves Guild Master ----------------------------------------------------------------------------- Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master and his flunky Crazy Legs. Ask about this and he will tell you that they can be found in Fralinie's Bookstore. Leave the guild and the Foreign Quarter Plaza and head down to the Foreign Quarter Lower Waistworks, then use the eastern entrance to the Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on the south end. Enter the shop and go the back and pick the 65 level lock on the door. In this room are Gentleman Jim and Crazy Legs. Get them to attack you, then kill them both (loot Jim's body for a Daedric shortsword, a skeleton key, and a set of exquisite clothes). Return to Hard Heart to tell him of your achievements, he will be happy, but will then double-cross you and attack you. Kill him to become the Fighters Guild Guildmaster. ============================================================================= Section 6: Guide To Vvardenfell ============================================================================= Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the Sea of Ghosts, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). Vvardenfell District encompasses Vvardefell Island, a great land mass dominated by the giant volcano Red Mountain and cut off from mainland Morrowind by the surrounding Inner Sea. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered on the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes. Vvardenfell has nine basic geographic regions, each with their own distinctive plants and terrain features. Scholars have based their classifications on the different types of land described by the native Ashlanders, so the designations are recognized by most local traders, travelers, and adventurers. These geographic regions are called: the Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad. ----------------------------------------------------------------------------- 6.1 Ascadian Isles ----------------------------------------------------------------------------- The Ascadian Isles is a region of lush, green, well-watered southern lowlands where most of Vvardenfell's agriculture is found. The area includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. The urban areas of Vivec and Ebonheart of the southern coast are densely populated; the inland Ascadian Isles are dotted with small farms and large plantations. The climate is temperate and comfortable, with moderate rainfall. -Ebonheart- The seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. Also located at Castle Ebonheart are the Vvardenfell District Council chambers and the Hawk Moth Legion garrison. The officers, docks, and warehouses of the East Empire Company are also found in Ebonheart. -Vivec City- The largest settlement on Vvardenfell, and one of the largest cities in the East. Each of the great cantons is the size of a complete town. The High Fane and the palace of Vivec are visited by hundreds of tourists and pilgrims daily. Citizens flock to the Arena for entertainments and war games. Outlanders mostly confine themselves to the Foreign Canton, while natives live, work, and shop in the Great House compounds and residential cantons. -Ald Sotha- A splendid Daedric ruin within sight of Vivec City. Though exotic and picturesque, it is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for Sightseers. -Suran- An agricultural village in the northeastern corner of the fertile Ascadian Isles region. Two popular pilgrimage sites are nearby -- the Fields of Kummu and the Shrine of Molag Bal. -Pelagiad- A newly chartered Imperial village between Balmora and Vivec City on the western edge of the Ascadian Isles region. The village is right outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a village in the western Empire than a Morrowind settlement. ----------------------------------------------------------------------------- 6.2 The Ashlands ----------------------------------------------------------------------------- The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn, the district seat of House Redoran, is on the margin of the region. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. -Maar Gan- A small isolated village in a remote region north of Ald'ruhn. The Maar Gan shrine is an important Temple pilgrimage site. -The Ashlander Urshilaku Tribe- Has a permanent settlement at Urshilaku camp in the Ashlands region north of Maar Gan village. ----------------------------------------------------------------------------- 6.3 Azura's Coast ----------------------------------------------------------------------------- The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall. -Sadrith Mora- The district seat of House Telvanni, and home of the Telvanni Council, though only one Telvanni councilor actually lives in Sadrith Mora. Sadrith Mora is an island settlement, and accessible only by sea and teleportation. The town is large, with many services, but it is open only to Telvanni retainers; outsiders must confine themselves to the Gateway Inn. -Tel Branora- The tower and seat of the eccentric Telvanni wizard named Mistress Therana. The tower and its tiny village are located on a rocky promontory at the southeasternmost tip of Azura's Coast. -Tel Fyr- The Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower is the Corprusarium, a refuge-prison where the deranged, distorted victims of the deadly corprus disease are housed and tended. -Tel Aruhn- The Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and head of the Telvanni Council. The associated settlement is a sizable village, and the site of the Festival Slave Market, the largest slave market on Vvardenfell. -Tel Mora- The Telvanni tower of Mistress Dratha, an ancient wizard of the Telvanni Council. The small settlement includes a few craftsfolk and a tradehouse. -Tel Vos- The tower of Telvanni wizard and council member Master Aryon. Tel Vos is a peculiar blend of Telvanni and Western architectural styles, and is close to Vos village. -Bal Fell- The "City of Stone," an ancient First Era ruin in the southeastern islands and promontories of Azura's Coast. The site has a nasty reputation, and several Telvanni wizards currently have competing camps of hirelings and adventurers exploring and looting there. Legend says that Bal Fell was built on the site of an ancient Daedric worship center. -The Ashlander Ahemmusa Tribe- A permanent settlement at Ahemmusa camp on a rocky promontory at the northeastern tip of the Vvardenfell mainland in the Azura's Coast region. ----------------------------------------------------------------------------- 6.4 The Bitter Coast ----------------------------------------------------------------------------- The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. The salt marshes and humid swamps of this region are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the region's secluded coves and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters. -Seyda Neen- The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea. -Hla Oad- A tiny isolated fishing village on western Vvardenfell in the Bitter Coast region. A rough track along the River Odai connects Hla Oad with the town of Balmora. -Gnaar Mok- A tiny island fishing village in the Bitter Coast region of western Vvardenfell. ----------------------------------------------------------------------------- 6.5 The Grazelands ----------------------------------------------------------------------------- The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that give the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains. -The Ashlander Zainab Tribe- A permanent settlement at Zainab camp, near the village of Vos in the Grazelands region. ----------------------------------------------------------------------------- 6.6 Molag Amur ----------------------------------------------------------------------------- Located inland in the southeast of Vvardenfell, Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms. The Ashlanders of Erabenimsun camp hunt game here, but few others venture into this region. The worst part of Molag Amur, called the Great Scathes, is considered impassible even by the Ashlanders. -The outpost at Molag Mar- A fortified stronghold on the southeastern edge of the desolate Molag Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at the outpost's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold. -The Ashlander Erabenimsun Tribe- A permanent settlement at Erabenimsun camp, an isolated hut settlement in the middle of the desolate Molag Amur region. ----------------------------------------------------------------------------- 6.7 Red Mountain ----------------------------------------------------------------------------- The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in the center of Vvardenfell. The outer slopes are steep and rugged, and the crater is deep and dotted with surface lava. The Ghostfence, a magical barrier which blocks travel as well as seals in the harmful, disease-laden weather called 'blight,' rings the volcano's outer slopes, and is broken only at Ghostgate. Within the Ghostfence, rain never falls and the sun never shines; the only weather is the red and deadly ash-blight. -Ghostgate- The gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Ghostgate sits astride the only gap through which the monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten the rest of Morrowind. The Ghostfence itself is a colossal magical artifact that completely encircles Red Mountain and prevents the Blight from spilling its corruption across the rest of Vvardenfell. ----------------------------------------------------------------------------- 6.8 West Gash ----------------------------------------------------------------------------- The western highlands of Vvardefell are called the West Gash. The region extends from the Sea of Ghosts on the northwest coast to the inland town of Balmora, where the region is sandwiched between the Bitter Coast and the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the fishing villages of Ald Veloth and Khuul lie on the north coast. The town of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku camp graze on the sparse but hardy highland vegetation. -Balmora- The district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of Fort Moonmoth lies south of Balmora. -Caldera- A recently chartered Imperial town and mining corporation. The Caldera Mining Company has been granted an Imperial monopoly to remove raw ebony from the rich deposits here. Caldera has the appearance and flavor of a Western Imperial town. -Ald'ruhn- The district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. -Gnisis- A small mining and trade village astride the silt strider caravan route between the northwest West Gash and Ald'ruhn. -Ald Velothi and Khuul- Tiny fishing villages on the northern coast of the West Gash. ----------------------------------------------------------------------------- 6.9 Sheogorad ----------------------------------------------------------------------------- The large island of Sheogorad lies north of Vvardenfell. This island and its associated lesser islands are a maritime wilderness extending north from Vvardenfell into the Sea of Ghosts. The region is largely hostile and uninhabited, with two small villages at Ald Redaynia and Dagon Fel. Only Dagon Fel is reached by ship services; all other island-to-island transport must be provided by the traveler. ============================================================================= Section 7: Seyda Neen Quests and Notes ============================================================================= The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea. ----------------------------------------------------------------------------- 7.1 Fargoth's Ring Quest ----------------------------------------------------------------------------- Fargoth wants you to find his magic ring, it is a Engraved ring of healing which restores 1-5 pts. of health on self. The ring is located in a barrel in the courtyard of the Census and Excise Office (before you enter the building with Sellus Gravius). *If you return it your Rep with both Fargoth and Arrill in the tradehouse will go up. *You can also decide not to return the ring, (but it if you do return it, you have another chance of getting it back when you find Fargoth's Hiding place). ----------------------------------------------------------------------------- 7.2 Fargoth's Hiding Place ----------------------------------------------------------------------------- Hrisskar Flat-Foot has A quest for you. He is located at the top of the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's Hiding place, and he will split any money you find. To find the hiding place go to the top of the Lighthouse, look toward the middle of town and wait until 11pm, Fargoth will move from the town center toward the lighthouse then double back to a stump in the middle of a pond north of the lighthouse. After he leaves go to the stump and look inside. You will find Fargoth's Ring (If you gave it back to him), a journeyman's lockpick, and 300 gold. *If you return to Hrisskar Flat-Foot and give him the gold, he will give you back 100 gold and anything else you found in the stump as your cut, He will also tell you where you can find Fargoth's ring. *Or you can not talk to Hrisskar again, leave that quest unfinished and keep the 300 Gold (my favored Option). ----------------------------------------------------------------------------- 7.3 The Dead Taxman ----------------------------------------------------------------------------- You will hear rumors of a dead taxman. To find the body, follow the road out of Seyda Neen to the north, then follow the signs toward Gnaar Mok and Hla Oad. The path will bend toward the west, you will see a tree directly in front of you, go off the path past the tree until you come to the pond. When you get to the pond turn south and walk. There two piles of rocks with a space between them going southwest. Go between the rocks and you will see the corps on the left. Loot the body to get 200 gold, and the tax record. Return to Sedya Neen and go to the Census and Excise Office and talk to Socucius Ergalla (the guy who gave you your class and birthsign) about the murder of Processus Vitellius. he will ask you if you found the money. *If you say you found the money you will lose 200 gold and he will send you to find the murderer with a reward of 500 gold. *If you tell him that you found nothing (and keep the gold) he will not offer the reward (but if you find the murderer, he will still pay the reward. Possible game bug). The murderer is Foryn Gilnith in one of the shacks west of Arrille's Tradehouse. He will freely admit that he Killed Processus Vitellius. *If you tell him that you believe him and don't punish him he will give you Processus' Ring *If you tell him that he needs to be punished, he will attack you. Kill him (since he attacked you, you will not receive a bounty on your head) and loot the body. You will find Processus' Ring. Return to Socueius Ergalla an he will reward you 500 gold (regardless of weather you gave him the original 200 in gold) Now you can do one of three things with Processus' Ring: *You can sell it (it has a value of 240 gold) *You can keep it to enchant later (It is an Exquisite ring) *You can return it to Thavere Vedrano in the lighthouse. She will give you 2 standard restore health potions (which restore 10 pts of health for 5 sec.) ----------------------------------------------------------------------------- 7.4 Cursed Ring Of Vodunius Nuccius ----------------------------------------------------------------------------- Speak with Vodunis Nuccius (he is walking around in front of the Cencus and Excise Office) about a "Little Advice". He will tell you to Check out the Silt Strider, and to tell Darvame Heleran the Silt Strider operator that Vodunius sent you. Go to the Silt Strider just outside of town and speak with Darvame, select "Vodunius Nuccius" from the dialog options, and Darvame will tell you that he often steers business his way, but he seems unhappy here. Return to Vodunius and ask about "Vodunis Nuccius" to lear that he is indeed unhappy here, but has no money to leave, all he has ia a cursed ring. He will then offer to sell you his ring for 100 gold. You may buy the ring if you want. The Ring will fortify your speed 5 points for 60 seconds, but will also damage your health 10 points. ---------------------------------------------------------------------------- 7.5 Seyda Neen Travel ----------------------------------------------------------------------------- Speak with Darvame Heleran at the Silt Strider to travel to the following places. Balmora 11 gold Vivec 8 gold Suran 14 gold Gnisis 39 gold ----------------------------------------------------------------------------- 7.6 Seyda Neen Trainers ----------------------------------------------------------------------------- Raflod the Braggart Faction: Thieves Guild Upstairs in Arrille's Tradehouse Skill | to Level -----------+--------- Med. Armor | 54 Long Blade | 49 Block | 44 Elone Faction: Blades Upstairs in Arrillo's Tradehouse Skill | to Level -----------+--------- Athletics | 52 Med. Armor | 52 Long Blade | 62 (Must be a member of the Blades for her to train you) Adraria Vandacia Faction: Census & Excise Upstairs in Census & Excise Wherehouse Skill | to Level ------------+--------- Speechcraft | 55 Light Armor | 50 Sneak | 45 Socucius Ergalla Faction: Census & Excise Census & Excise Office Skill | to Level ------------+--------- Sneak | 54 Acrobatics | 54 Light Armor | 54 ----------------------------------------------------------------------------- 7.7 Seyda Neen Merchants ----------------------------------------------------------------------------- Arrille Faction: None Downstairs in Arrillo's Tradehouse Barter gold - 800 Buys: Everything Notes: ----------------------------------------------------------------------------- 7.8 Seyda Neen Notes ----------------------------------------------------------------------------- ** Evidence chest in Census & Excise Office, in the same room as Socucius Ergallas. ** 25 gold and silverware cup in the top of a tree stump next to the lighthouse walkway ** There is a copy of "The Wraith's Wedding Day" (a book that will raise your Unarmored skill level by 1) located upstairs in the lighthouse. ** There is an Imperial Newcastle Cuiras under the bed in the room upstairs of Arilles Tradehouse. ** There is 100 gold on a table upstairs in the Census & Excise Wherehouse. ** 31 gold in a small locked chest in the first Census & Excise bldg. ** 31 gold in a small locked chest on Socucius Ergallas desk ** Big stash of weapons and armor in the locked room under Arrille's Tradehouse ** The Locked chest in Draren Thiralas house has a Journeyman's lockpick and probe in it. ** Copy of the book "Notes on Racial Phylogeny" (Restoration skill +1) on bed in Eldafires House. ** Silver Longsword in a locked chest in Eldafires House. ** There is an enchanted iron axe in a watered tree stump near the lighthouse... You have to jump on it to access it! (nice weapon for beginner warrior!) -Jumping Jack ** There is 100 gold in a cloth sack in a tree stump on the coast just before the wrecked ship! -Jumping Jack ** In ariells room (spelling?) under the pillow there is an echanted dagger as well. í¢â‚¬"Mark ============================================================================= Section 8: Pelagiad Quests and Notes ============================================================================= Pelagiad is a newly chartered Imperial village between Balmora and Vivec City on the western edge of the Ascadian Isles region. The village is right outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a village in the western Empire than a Morrowind settlement. ----------------------------------------------------------------------------- 8.1 Pelagiad Quests ----------------------------------------------------------------------------- Will be updated soon... ----------------------------------------------------------------------------- 8.2 Pelagiad Trainers ----------------------------------------------------------------------------- Ahnassi Faction: Thieves Guild Halfway Tavern Downstairs Skill | to Level ------------+--------- Hand to Hand| 48 Sneak | 48 Acrobatics | 58 Ladia Flarugrius Faction: Thieves Guild Halfway Tavern Upstairs Skill | to Level ------------+--------- Athletics | 36 Speechcraft | 54 Merchantile | 54 Angoril Faction: Imperial Legion Fort Pelagiad Upstairs Skill | to Level ------------+--------- Axe | 44 Longblade | 44 Blunt Weapon| 44 ----------------------------------------------------------------------------- 8.3 Pelagiad Merchants ----------------------------------------------------------------------------- Drelassa Ramothran Faction: None Downstairs Halfway Tavern Barter gold: 400 Buys: Ingredients Notes: She also rent's rooms Ladia Flarugrius Faction: Thieves Guild Halfway Tavern Upstairs Barter gold: 250 Buys: Books Notes: Mebestian Ence Faction: None Mebestian Ence: Trader shop Barter gold: 449 Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items Misc., Magic Items, Potions Notes: UUlernil Faction: None UUlernil: Armorer shop Barter gold: 700 Buys: Weapons, Armor, Repair Items Notes: Offers repair services Shadbak Gra-Burbug Faction: Imperial Legion Fort Pelagiad Barter gold: 900 Buys: Weapons, Armor, Repair Items Notes: Offers repair services Ygfa Faction: Imperial Cult Fort Pelagiad Barter gold: 175 Buys: Ingredients, Potions, Spells Notes: Will let you join the Imperial Cult for 50 gold ----------------------------------------------------------------------------- 8.4 Pelagiad Notes ----------------------------------------------------------------------------- ** Evidence Chest is in the Jail area of Fort Pelagiad in the south wall ** Journeyman's probe and lockpick in a locked chest (30 lvl.) under the trap door in Junal-Lei's house. ** Journeyman's probe and lockpick in locked chest (60 lvl.) in Farusea Sala's house. ** Random Loot in a box in front of the Halfway Tavern ** Ahnassi in the Halfway Tavern talks about "smooth moves" then "Theives Guild", then she will give you a copy of Honor Among Thieves ($100 value) ** Iron Tanto behind the bed in the northernmost locked room upstairs in the Halfway Tavern. ** Quality restore health on lower right wine rack in the basement of the Halfway Tavern. ** Random Loot in the basket next to the wine rack in the basement of the Halfway Tavern. ** Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's House ** Random Loot in boxes under the trap door in Madres Navur's House. ** Repair Tongs on box under the trap door in Madres Navur's House. ** The books Poison Song V and Poison Song VI are in the basement of Adanja's House. ** A copy of Pilgrims Path (which will add Gnisis, Vivec, Ghostgate, Koal Cave Entrance, and Fields of Kummu to your map) is located upstairs in Mebestien Ence: Trader shop. ** A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in Mebestian Ence: Trader Shop. ** Random loot is in a box behind Vulernil: Armorer shop. ** Random loot is upstairs in the Vulernil: Armorer Shop in a locked chest at the foot of the bed. ** 50 gold in a locked chest on the desk of Vulernil: Armorer. ** There is a Pelagiad Gusrd Tower Key on the table behind some bottles in the downstairs of the Pelagiad Guard Tower. ** There are many weapons and Armor laving about and in boxes (waiting to be stolen) in the Pelagiad Guard Tower. ** Random loot located in a box to the right of the Fort Pelagiad main entrance. ** 30 gold in an offering plate on the ground in front of the Imperial Cult Altair in Fort Pelagiad. ** Two Steel Bows and some Steel Arrows are in the West side of the South Wall section of Fort Pelagiad. ** Hrodis in one of the rooms upstsirs in the halfway Taven has the Sanguine belt of Fleetness, which has a constant effect of Fortify athletics by 5 points. ** Imperial Steel Curiass and Pauldrins on a bed downstairs of south wall section of Frot Pelagiad. ** Imperial Steel Helm on table downstairs in Guard Tower. ============================================================================= Section 9 Hla Oad Quests And Notes ============================================================================= Hla Oad is a tiny isolated fishing village on western Vvardenfell in the Bitter Coast region. A rough track along the River Odai connects Hla Oad with the town of Balmora. ----------------------------------------------------------------------------- 9.1 Slave Delivery ----------------------------------------------------------------------------- Speak with Relam Arinith under Fat Leg's Dropoff about "doing some business". He wants you to deliver a slave to someone named Vorar Helas in Balmora. Tell him that you will deliver the slave, then have Rabbina follow you. Leave Fat Leg's Dropoff and head to Balmora. Vorar Helas is in a house just south of Caius' house on the far east side of Balmora. Pick the lock to the house. As soon as you enter Vorar will start to attack Rabbina. You have a choice to make. Either help Vorar or Rabina, no matter which option you choose the quest can be completed. If you choose to help Vorar then you should help to kill Rabbina. Once you do this Vorar will thank you, then tell you that Rabbina was full of Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina to get your reward, a Medusa's Gaze Ring, and 400 gold. If you choose to help Rabbina, you should help kill Vorar. Once you do this speak to Rabbina about her "hope to escape". She will then ask you to escort her to Im-Kilaya at the ArgonianMission in Ebonheart. Take the Silt Strider to Vivec, then walk southeast to Ebonheart. Once there go to the southernmost building on the central island of Ebonheart, this is the Argonian Mission. Enter and Rabbina will thank you. Speak with Im-Kilaya about Rabbina to get you 400 gold reward. ----------------------------------------------------------------------------- 9.2 Hla Oad Travel ----------------------------------------------------------------------------- Speak with Baleni Salavel at the docks to travel to the following places. Ebonheart 19 gold Gnaar Mok 13 gold Vivec, Foreign Quarter 19 gold Molag Mar 34 gold ----------------------------------------------------------------------------- 9.3 Hla Oad Trainers ----------------------------------------------------------------------------- Llemisa Marys Faction: Camonna Tong Under Fat Leg's Dropoff Skill | to Level ------------+--------- Security | 47 Light Armor | 52 Short Blade | 57 Pallia Geno Faction: Imperial Cult Hla Oad Outside Skill | to Level ------------+--------- Sneak | 47 Speechcraft | 57 Light Armor | 52 ----------------------------------------------------------------------------- 9.4 Hla Oad Merchants ----------------------------------------------------------------------------- Perien Aurelie Faction: None Under Fat Leg's Dropoff Southwest corner Barter gold: 150 Buys: Everything Notes: Perien Aurelie Faction: Camonna Tong Under Fat Leg's Dropoff Southwest corner Barter gold: 550 Buys: Weapons, Armor Notes: Has Repair service Llemisa Marys Faction: Camonna Tong Under Fat Leg's Dropoff Barter gold: 150 Buys: Picks, Probes Notes: Sells Picks and Probes Trasteve Faction: None Fat Leg's Dropoff Barter gold: 250 Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items, Misc., Magic Items and Potions Notes: ----------------------------------------------------------------------------- 9.5 Hla Oad Notes ----------------------------------------------------------------------------- ** Book Charwich-Koniinge, Vol. 2 (+1 Hand to Hand) on table in Murudius Flacus's House. ** Book Dance In The Fire Chapter 1 (+1 Acrobatics) on table in Fadila Balvel's house. ** Book Lives of the Saints in Okur's house ** Ask Pallia Geno about joining the Imperial Cult to recieve a copy of the book For My Gods And Emperor. ============================================================================= Section 10 Gnaar Mok Quests And Notes ============================================================================= Gnaar Mok is a tiny island fishing village in the Bitter Coast region of western Vvardenfell. ----------------------------------------------------------------------------- 10.1 Gnaar Mok Travel ----------------------------------------------------------------------------- Speak with Valveli Ares at the docks to travel to the following places. Khuul 25 gold Hla Oad 13 gold ----------------------------------------------------------------------------- 10.2 Gnaar Mok Trainers ----------------------------------------------------------------------------- Anas Ulven Faction: Camonna Tong Nadene Rotheran's Shack Skill | to Level ------------+--------- Security | 47 Light Armor | 52 Short Blade | 57 Sodrara Andalas Faction: Camonna Tong Nadene Rotheran's Shack Skill | to Level ------------+--------- Athletics | 43 Speechcraft | 47 Mercantile | 47 Balan Faction: Thieves Guild Druegh-Jigger's Rest Skill | to Level ------------+--------- Athletics | 49 Med. Armor | 49 Long Blade | 59 Wadarkhu Faction: Thieves Guild Druegh-Jigger's Rest Skill | to Level ------------+--------- Short Blade | 59 Blunt Weapon| 66 Sneak | 100 Dridas Salvani Faction: Hlaalu Arenim Manor Skill | to Level ------------+--------- Block | 52 Athletics | 56 Long Blade | 56 Almse Arenim Faction: Hlaalu Arenim Manor Basement Skill | to Level ------------+--------- Sneak | 54 Light Armor | 60 Short Blade | 64 ----------------------------------------------------------------------------- 10.3 Gnaar Mok Merchants ----------------------------------------------------------------------------- Anas Ulven Faction: Camonna Tong Nadene Rotheran's Shack Barter gold: 100 Buys: Picks, Probes Notes: Sells Picks and Probes Sodrara Andalas Faction: Camonna Tong Nadene Rotheran's Shack Barter gold: 199 Buys: Books Notes: Selvura Andrano Faction: Camonna Tong Nadene Rotheran's Shack Barter gold: 150 Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks, Probes, Repair Items, Misc., Magic Items and Potions Notes: Hinald Faction: Thieves Guild Druegh-Jigger's Rest Barter gold: 150 Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks, Probes, Repair Items, Misc., Magic Items and Potions Notes: ----------------------------------------------------------------------------- 10.4 Gnaar Mok Notes ----------------------------------------------------------------------------- ** In the bow of the boat at the docks, in a locked chest (10 lvl.) is a Journeymans Pick and Probe. ** In the bow of the boat at the docks, are seven bolts of cloth, they weigh 25lbs. each and are worth 50 gold. ** Book 2920, First Seed (+1 Spear) is on the table in Mush-Mere's Shack. ** Exqusite shoes, robe, ring and amulet in the closet of the Arenim Manor basement. ** Book Rear Guard (+1 Light Armor) on a box in Anglalos's Shack. ** Random loot in a barrel by the table in Rostlogi's Shack. ============================================================================= Section 11: FAQ ============================================================================= ----------------------------------------------------------------------------- 11.1 How Do I sell High Priced Items? ----------------------------------------------------------------------------- Q- I've read a lot about selling things to a fellow named Creeper. Somebody mentioned that Ordinator's Maces go for about 12k, but I have yet to find anybody with more money than Creeper. I am baffled. I have located Creeper, but he has only 5000 gold. I attempted to sell a Fiend Katana to him, but he said it was too expensive. When I bought a few things from him, he still only had 5000 gold. I am ever so baffled! How do I sell expensive things to him without having to sell them for 4000 less than they are worth? A- Try some creative selling, Sell him an expensive item and buy some things from him so that you get some items and his 5000 gold. Wait untill the next day, and sell the items you bought back to him for another 5000 gold. wait another day and repeat the process. And for those that don't know, Creeper is a merchant that buys items for full price despite your Merchant skill. ----------------------------------------------------------------------------- 11.2 How Do I Use Vampire Dust To Make A Vampire Potion? ----------------------------------------------------------------------------- Q- What do I do with the vampire dust to become a vampire? A- As far as anyone can tell, vampire dust does not make you a vampire. At least not yet, there might be a further official addon that adds another item that has the vampire effect. ----------------------------------------------------------------------------- 11.3 Can I Join More Than One Guild? ----------------------------------------------------------------------------- Q- Can I join more then one Guild? A- Yes, you can, but some guilds have quests that conflict with eachother. ----------------------------------------------------------------------------- 11.4 Why Do The Ordinators Attack Me? ----------------------------------------------------------------------------- Q- I have no bounty on my head, but every ordinator I see attacks me, why? A- If you have ever equopped a piece of Ordinator armor, the Ordinators feel like you have disgraced them, and will from then on attack you on sight. Even if you remove the armor and get rid of it, they will still attack you. The only way to get them to stop is to use a console cheat command. These commands are found in the Reader Submitted Tips Section. ----------------------------------------------------------------------------- 11.5 Where Is Creeper, And What Is So Special About Him? ----------------------------------------------------------------------------- Q- Where can I find Creeper the scamp? And why does everyone tell me to sell my stuff to him? A- Creeper is Located in Caldera, Ghorak Manor, 2nd floor. The thing that makes him special is the fact that he will buy all of your items at full value, although you will still need to do some creative selling. ----------------------------------------------------------------------------- 11.6 I Messed Up The Bonebitter Bow Quest, What Do I Do? ----------------------------------------------------------------------------- Q- I went into the tomb like I was supposed to, but I didn't search the remains of the Ancestor Ghost, then I left the tomb. When I came back, the remains are gone, how do I get the bow? A- I don't know if the bow is gone for good, but if you have the PC version of the game, you can enter the console by typing the ~ key, then typing the following: player->additem bonebiter_bow_unique 1 ----------------------------------------------------------------------------- 11.7 Where Are The Propolyon Index Stones? ----------------------------------------------------------------------------- Q- What are the locations of the Propolyon Index Stones? A- Hlormaren, Dome Gnisis, Arvs-Drelen Maar Gan, Shrine Maelkashishi, Shrine, Forgotten Galleries Caldera, Irgola, Pawnbroker Tower of Tel Fyr, Hall of Fyr Vivec, St. Olms Temple Rols Ienith, In the Rotheran, Communal Hut Telasero, Lower Level Urshilaku Camp, Wise Womans Yurt ----------------------------------------------------------------------------- 11.8 Why Are Some Of My Stats (or Skills) Listed In Red? ----------------------------------------------------------------------------- Q- Some of my stats (or skills) are listed in red, what does this mean and how do I fix it? A- If a skill or stat is listed in red, this means that it has been affected and reduced by some form of magic or disease. To return it to its normal value you might try curing the disease, or using a restore attribute (or skill) spell or potion. ----------------------------------------------------------------------------- 11.9 How Do I Get To The Puzzle Canal Temple Shrine? ----------------------------------------------------------------------------- Q- How in the heck do I get to the temple shrine in the canal puzzle? A- First, don't enter the maze unless you are on the third level. Then, simply go inside. In the middle of the "H" shaped room, there is a door to the inner canal. Go inside and you will find a room full of water, and a stone telling you to breathe in the waters. Do it. Simply sit in the water until you run out of breath and life. Your life will be restored, and the bridge will appear. Don't have a silver longsword? Don't worry; there is one in the chest next to the shrine. Simply hand it over and the shrine is all yours. -Warpedtpf ----------------------------------------------------------------------------- 11.10 What Are All Of The "X's" On The Map That Came With The Game? ----------------------------------------------------------------------------- Q- What are all of the little "X's" on the map that came with the game? A- The "X's" are the locations of shipwrecks. They usually hold some sort of treasure, the value of this treasure varies. There are also some shipwrecks that are not marked on the map, these usually have better treasure. ----------------------------------------------------------------------------- 11.11 Is It True That You Can Get Your Own House In This Game? ----------------------------------------------------------------------------- Q- I have heard that you can get your own house in this game, is it true? A- Yes, there are a few ways that you can get a house of your own. First you can kill someone and take over his or her house as your own, or you can earn a stronghold. To earn a stronghold, you must join on of the Great Dunmer Houses and work your way through their quests. As you advance through the quests you will receive the stronghold, as well as have it upgraded. ----------------------------------------------------------------------------- 11.12 I Killed Someone In The In The Corprusarium, What Do I Do? ----------------------------------------------------------------------------- Q- I killed on of the guys in the Corprusarium, now Fyr will not cure me of the Corprus disease, what can I do? A- Find a spell merchant that sells a Charm spell, then visit a spell maker and have him create a version of the spell that has a 70 to 100 point magnitude. Use this spell on Fyr, then talk to him again. If you do not have enough magic to cast a spell of that magnitude, you can have a spell made with a lesser magnatude and cast it multiple times for the same effect. ----------------------------------------------------------------------------- 11.13 Where Can I Find Grand Soul Gems? ----------------------------------------------------------------------------- Q- Where is the best place to find Grand soul gems? A- Grand soul gems are leveled loot, often found in bandit caves. ----------------------------------------------------------------------------- 11.14 What Is Leveled Loot? ----------------------------------------------------------------------------- Q- What is leveled loot? A- Leveled loot is random loot that you can find that changes depending on what level your character is. For example: As a level 1 character you might find a petty soul gem in a chest in a cave, but if you were level 15 you might find a grand soul gem instead. ----------------------------------------------------------------------------- 11.15 Where Do I Find The Morag Tong? ----------------------------------------------------------------------------- Q- Where do I find the entrance to the Morag Tong Guildhouse? A- It's in the storage area of the Arena canalworks in Vivec. The canalworks you should be looking for is nearest to the Fighter's Training Area with the little banners with a circle and three swords around it. Go through the door leading to the canalworks and when you head down the steps you should see a door on the other end of the hallway go through that door. The next door is locked, I think, so unlock it. A rat is behind the door so kill it, now there are three doors in this room one on the right side and two on the left. The door on the left nearest to you has a sleeping bag you can sleep in, the door on the left farthest from you has a rat in it, the door on the right has another rat but this room has a trapdoor that's locked, kill the rat then get past the locked trapdoor. You're in the Morag Tong Guildhouse now. ----------------------------------------------------------------------------- 11.16 All Of My Armor Skills Are Zero, What Happened? ----------------------------------------------------------------------------- Q- Something happened to turn all of my armor skills to zero, I have tried everything to get them back to their original level, but nothing works. What happened, and how do I fix it? A- Most likely you have picked up and equipped the Sword of Fury. This sword damages all of your armor skills. In the original version of the game there was a bug that caused these skills to be incapable of being restored. If you have the Xbox version of the game, the only thing you can do is rebuild the skills manually. If you have the PC version of the game you can do a few different things. -You can use the console to fix the skill levels. -If you have the 1.2.0722 patch installed, you can use Imperial Altars and Temple Shrines to restore the skills. I believe this only works if you equip the sword after you have installed the patch. If you equipped the sword before the patch was installed you should use the first option to restore your skills, then the shrines and alters will work from that point on. ============================================================================= Section 12: Stat and Skill Tips ============================================================================= This section contains some reader submitted emails that inform about Stat and Skill tips (the ones with a credit at the end). I did not write the submitted information, nor have I verified the information. These may contain some duplicate information, which I will revise at a later time. Many people emailed me about some of the same items, I tried to include the first submissions, and so you may not see your name here. But I would still like to say thank you for sending the info even if it did not make it to the FAQ. ----------------------------------------------------------------------------- 12.1 Easy Acrobatics Skill ----------------------------------------------------------------------------- The fastest way to raise this skill is to "bunny-hop" everywhere you go. This has the added benefit of being a fairly speedy way to travel. Just keep an eye on your fatigue level if you know a fight is coming up. ----------------------------------------------------------------------------- 12.2 Another Easy Acrobatics ----------------------------------------------------------------------------- I figured out a small trick for really jacking up acrobatics quickly. Instead of simply jumping everywhere you go, find yourself a nice large hill that you wouldn't have any trouble walking up and then start slowly walking up the hill. As you move up the hill hit the jump key as fast as you can and you'll usually be able to rattle off about 3 or 4 jumps per second. I want to be like Mike. -emeraldvale ----------------------------------------------------------------------------- 12.3 Ye Olde Breadbutt's Easy Athletics ----------------------------------------------------------------------------- This is halfway between a cheat and just really cheap play, but it works. Swimming is supposed to be the fastest way to raise athletics, right? so go to Balmora hop in the river and swim in deep enough water that you're defiantly swimming and not just walking. Swim directly into one of the bridge columns so that you're at a right angle to the columns flat side and still swimming but not going anywhere. if you aim yourself properly, you should just be able to hold down the forward key/button and swim indefinitely. I play Morrowind on the Xbox, so I used a rubber band to hold the analog stick forward, but I'm sure you can use something weighted to hold down the appropriate PC key. anyway, get this set up and SAVE your game. then you can go make a sandwich, watch a movie or whatever while your character builds up that athletic skill. I actually watched a movie and went to bed. when I got up the next morning, my athletic skill had raised from 28 to 46. Not the most amazing change, but I didn't have to wait for it to happen. Also and obviously, it's important to save before doing this, your char. could slip off of the column and run out into a monster or off of a cliff or you slip and dive and stay down and drown, computer/Xbox crashes... Anyway, VERY cheap play but it works. -Ye Olde Breadbutt ----------------------------------------------------------------------------- 12.4 Easy Mercantile ----------------------------------------------------------------------------- You can get infinite gold and raise your mercantile skill from The Creeper. He will barter at 1% in your favor. For example, sell him 5000 base price worth of stuff, he'll buy it for 5050 gold. And you can buy it back at 4951 gold giving you a profit of 99 gold. I know its cheap and tedious, but it does work and if you have the time, you can have as much gold as you want and buy anything. Just takes a while. -War123 ----------------------------------------------------------------------------- 12.5 Easy Sneak skill ----------------------------------------------------------------------------- Find a NPC that does not walk around or have anyone else around. A good example would be one of the NPCs in the shacks at Seyda Neen. Walk up to them and they will address you, now back away and quickly run behind them. Hit the sneak key (you will know when you are sneaking because there will be a small icon on the lower left of your screen) and hold it. You can put something on your keyboard if you want, then leave and return later. ----------------------------------------------------------------------------- 12.6 Another Easy Way To Raise Sneak Skill ----------------------------------------------------------------------------- Go into one of the bodies of water around the first town. You will get attacked by some fish. (I can't remember exactly what their name is.) Walk barely out of the water far enough so the fish isn't attacking you and put your character in sneak mode. It will flicker in and out of sneak mode. Try to find a spot of land where you are surrounded by rocks or trees so you don't get attacked by mudcrabs or anything else. Save your game and go do something else for a while. When you come back your stealth skill will have increased drastically. I went from a 40 in stealth to 100 in about 6 hours. -dogami ----------------------------------------------------------------------------- 12.7 Easy Security Skill ----------------------------------------------------------------------------- Buy a lock spell and a bunch of low-level lock picks. Once you have bought the spell, use a spell maker and make a lock spell with a magnitude of 1. Now lock any chest, then open, and repeat. Since the lock level is so low, you should always be able to open it, and this will raise your security skill. ----------------------------------------------------------------------------- 12.8 Easy Speechcraft ----------------------------------------------------------------------------- To raise your Speech-Craft like crazy, go up to someone, and keep admiring him or her nonstop. I did this for 2 hours and got my speechcraft to level 100 -Morgan Weiner ----------------------------------------------------------------------------- 12.9 Stat Training Quirks ----------------------------------------------------------------------------- If you wear the boots of blinding speed and have a major or minor skill based on speed, then you can increase it to the maximum level with a master trainer, and then, since the masters don't have a limit to how high a level they can train you (or something like that), and since your speed attribute will not prevent it from being trained further, you can constantly train it ten points with the master. The result? The skill will always stay at 100, but since your speed is more than 100, you can gain levels infinitely this way WITHOUT going to jail. This works with any item which enhances stats permanently (or with a temporary stat-enhancer, if you talk to them during the effect's duration, but you'll need to reapply the effect before every session). -Demens Ignis ----------------------------------------------------------------------------- 12.10 Another Stat Training Quirk ----------------------------------------------------------------------------- The female trainer in one of the rooms at the top of the stairs in the Lucky Lockup in Balmora is able to train your shortblade skill to 100.....and then some. If shortblade is one of your major or minor skills when you continue to train past 100 your skill will not go up but you will get the skill points counted toward your level. If you have enough money, you could theoretically max out all your stats, hp, etc. It will cost a ton of money to train but it is worth it for leveling if you advanced all your other major and minors to 100 and still have some stats below 100. -Senaldun ----------------------------------------------------------------------------- 12.11 Raise A Stat And Make Money ----------------------------------------------------------------------------- To raise athletics and make good money fairly easily ..swim around Seyda Neen and look for kollops! They have a chance to hold a pearl! 100 gold per pearl and all that swimming will raise your athletics quickly! -SpaceLord ============================================================================= Section 13: Miscellaneous Tips ============================================================================= This section contains some reader submitted emails that inform about Miscellaneous Tips (the ones with a credit at the end). I did not write the submitted information, nor have I verified the information. These may contain some duplicate information, which I will revise at a later time. Many people emailed me about some of the same items, I tried to include the first submissions, and so you may not see your name here. But I would still like to say thank you for sending the info even if it did not make it to the FAQ. ----------------------------------------------------------------------------- 13.1 WarEagle's Easy Golden Saint Soultrap ----------------------------------------------------------------------------- While playing Morrowind I spoke SoulTrap on nearly everything because I wanted to see what happens. By doing this I found a way how you can trap Golden Saints Soul very easy. The only thing you need is a Scroll of Summon Golden Saint. Please don't ask where I had it from, but I found two of them in my backpack. Summon the scroll and then cast SoulTrap on the Golden Saint. Although it's a summoned being, you trap its soul when it dies. This also works with the other summon-spells I've tried. By doing this, you can easily get many souls for enchanting. -WarEagle ----------------------------------------------------------------------------- 13.2 The Thieves, The Fighters, And The Codebook ----------------------------------------------------------------------------- This is a bit lengthy, and if the Fighter's Guild isn't your thing, then it shouldn't be a problem. Also, there is a bit of a Thieves' Guild spoiler in this tip as well, but here goes. When I did this quest, I ended up joining the Thieves' Guild and not getting the codebook at all. I soon found out that my abilities for my character were actually better suited fora thief then a fighter, so I progressed through all of the Thieves' Guild missions. *Spoiler* After a few days of playing, I arrived at the last leg of the Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads of the Fighter's Guild so they can protect the Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she pledges to aid the Thieves' Guild -- thus she doesn't request you to do any jobs against the Thieves' Guild, and omits the quest for the codebook. Then you can ask her for the next job, because she called the one for the codebook a success even though you didn't finish it! This is a great solution to the quest if the Fighter's Guild isn't really your "thing" and you want to get stronger before you do the higher Fighter's Guild quests, because the Thieves' Guild quests are not real combat related. -Bojangles ----------------------------------------------------------------------------- 13.3 The Talking Mudcrab ----------------------------------------------------------------------------- There's a talking Mudcrab with 10K on an island just southeast of Mzahnch northeast of Vivec, east of Ald Sotha, north of Bal Fel southeast of Suran. My Note: I have heard that this crab will buy anything, and you can barter with it to raise your merchant skill. -Robin Sequira My Note: He is on the island under the "H" in Mzahnch on your paper map. ----------------------------------------------------------------------------- 13.4 Vampire Info ----------------------------------------------------------------------------- There are three clans. Berne, Aunde, and Quarra. To become a vampire, fight one, don't kill it, and become diseased. Rest three days and you will belong to the clan of whatever vampire bit you. 20-point boosts to strength, speed and willpower and 30-point boosts to sneak, athletics, acrobatics, hand-to- hand, unarmored, mysticism, illusion, and destruction. Each clan also gives a 20-point boost to skills according to the clan. Very awesome. You can do quests for the clans you joined, the mages guild and house Telvanni only, anyone else will attack you. Oh all three clans are enemies to the others. To cure Vampirism in those three days before you become a vampire you can use a common cure to cure it and still be able to become one again. But after the final cure you cant become a vampire again. Go to Bal Ur. It's located north of the mountains of Suran. Talk to the man in the shrine then to the statue. Bal gives you a quest. Complete the quest and the vampirism will be gone for good. My note: I you are in the sunlight you take a low level of constant damage. -Josh Aldrich ----------------------------------------------------------------------------- 13.5 Good Souls ----------------------------------------------------------------------------- Only ascended sleepers and golden saints can give you constant effect when enchanting items. -Josh Aldrich ----------------------------------------------------------------------------- 13.6 Easy Way Over Lava ----------------------------------------------------------------------------- Try making stepping-stones over lava with books. -Josh Aldrich ----------------------------------------------------------------------------- 13.7 The Wonders Of Sujamma ----------------------------------------------------------------------------- Sujamma can be consumed in huge quantities with negligible side effects (Only temporary loss of int., sometimes minor draining effects), allowing ANY character to kill just about anything at any level (think of the effects of around 300-700 strength with nearly ANY weapon) -Demens Ignis ----------------------------------------------------------------------------- 13.8 Permanent Bound Item (Non Bug) ----------------------------------------------------------------------------- I got a permanent bound axe by enchanting a ring with a bound axe spell, with constant effect, it was about 11,000 septims, and I wasn't even on good standards with the enchanter. You need a golden saint, which I got from a scroll. -Victor ----------------------------------------------------------------------------- 13.9 M'Aiq the Liar ----------------------------------------------------------------------------- This is cool, another surreal Morrowind character. In between Dagon Fel and Ald Daedroth (SE of DF, NW of AD) is a tiny island. Actually, it's more of a large rock. It's off the mainland where Dragon Fel is. On it is a Khajiit (and a chair and a fishing pole), M'Aiq the Liar. You can ask him about many things, including the talking mudcrab, rope climbing, multiplayer, and nudity. But be sure to ask about the Shrine of Boethial. ...Okay, he might be really hard to find, so I'll give that one away for those who want to find it. "You seek the shrine that is no longer there? ... Looks to the seas to the West... take a deep breath and search". Remember that woman is Sedya Neen who said her cousin saw a city in the water near Gnaar Mok? According to my journal, though, it's closer to Hla Oad. -God Magnus ----------------------------------------------------------------------------- 13.10 Cheaper Constant Effect Enchantment ----------------------------------------------------------------------------- When you enchant an item with a constant effect, instead of making the magnitude go from 30-30 for example, you can make it go from 1-59.... that way you can just keep equipping the item until you get something close to the 59, thus increasing the power dramatically. Be warned however that this can take a very long time because you have to equip the item, check the effect, then if you don't like it, unequip then equip, etc. Just keep doing this until you get a high number and don't take off the item after that point. I hope that wasn't too confusing. -Blue99BMW ----------------------------------------------------------------------------- 13.11 High level Conjuration Spells ----------------------------------------------------------------------------- An easy place to get great conjuration spells is in Tel Branora. To get there take a boat from Ebonheart or Vivec. Once there, ask around to find where the Telvanni councilor is. You need to levitate to Upper Tower About half way up the strange spiraling thing. Once there, go into her chambers and levitate up. One of the people there will teach you almost every high level conjuration spell. They have Summon Dremora, Hunger, and even GOLDEN SAINT. *spoiler*For easy trapping of Golden Saints, make a spell after buying the summon where the duration is equal to 10 or 15 seconds and just make sure you have a Grand Soul Gem handy. -P3ss1m15t ----------------------------------------------------------------------------- 13.12 Ordinator Armor ----------------------------------------------------------------------------- Don't wear ordinator armor in front of ordinators. They will attack you from that point on even if you take it off. -Josh Aldrich ----------------------------------------------------------------------------- 13.13 Death to Ordinators!!!!!!! (Kwik Kash) ----------------------------------------------------------------------------- In the foreign quarter plaza there are 2 spots where nobody can touch you. They are behind 2 flower things and it forms a right angle. Jump behind it and whip out your bow and arrow. Shoot the ordinator. Sometimes the game glitches and the ordinator comes running towards you and goes straight through the wall. Just resist arrest and jump to the other side. Anyway when he doesn't go through the wall which is most of the time, just whip out your sword, axe, staff whatever and hack away. he will eventually die. take all his crap and use the mages guild to warp to caldera. go outside and drop al your stolen stuff. Pay your bounty of 40 (yes its still 40 I don't know why) after you do that pick everything up and go sell it to the Scamp, Creeper. This is real easy to do if you're low level too. I did it when I was level 1. Yes 1. -The Great Gerstacker ----------------------------------------------------------------------------- 13.14 Calm The Ordinator ----------------------------------------------------------------------------- To calm the ordinators type the following into the console. -- "ordinator stationary"->SetFight 30 "ordinator wander"->SetFight 30 "ordinator wander_hp"->SetFight 30 "ordinator_high fane"->SetFight 30 "ordinator_wander_hvault"->SetFight 30 "ordinator_wander_tvault"->SetFight 30 -- circumstances: -must be typed exactly as above -must be in Vivec
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.