_____ _ _ _____ _ _ _____
| ___| | | | / ___| | | | |____ |
| |__ | | __| | ___ _ __ \ `--. ___ _ __ ___ | | |___ / /
| __|| |/ _` |/ _ \ '__| `--. \/ __| '__/ _ \| | / __| \ \
| |___| | (_| | __/ | /\__/ / (__| | | (_) | | \__ \ .___/ /
\____/|_|\__,_|\___|_| \____/ \___|_| \___/|_|_|___/ \____/
___ ___ _ _
| \/ | (_) | |
| . . | ___ _ __ _ __ _____ ___ _ __ __| |
| |\/| |/ _ \| '__| '__/ _ \ \ /\ / / | '_ \ / _` |
| | | | (_) | | | | | (_) \ 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
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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.
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4.2: Dwemer Puzzle Box
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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.
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4.3: The Skull of Llewle
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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.
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4.4: Vivec Interviews
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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.
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4.5: Ashlander Informant
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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.
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4.6: Urshilaku Camp
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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.
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4.7: SixthHouse Base
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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.
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4.8: Corprus Cure
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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.
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4.9: Lost Prophecies
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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.
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4.10: Third Trial
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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.
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4.11: Fifth Trial Urshilku
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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.
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4.12: Fifth Trial Ahemmusa
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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5.2: Egg Poachers
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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.
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5.3: Trouble at Caldera Mine
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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.
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5.4: The Code Book
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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.
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5.5: Debt Money
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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.
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5.6: Orc Bounty
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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.
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5.7: Ald-Ruhn Fighters Guild
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The Fighters Guild is southeast of the Silt Strider. Enter the guild and
speak with Percius Mercius down the left stairwell.
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5.8 Neromancers
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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.
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5.9: Nerer Beneran The Outlaw
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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.
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5.10: Suran Bandits
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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.
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5.11: Delivering Flin
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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.
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5.12: Sadrith Mora Fighters Guild
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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.
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5.13: Dwemer Ruins Of Nchurdamz
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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.
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5.14: Dissapla Mine
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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.
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5.15: Corprus Stalker And Rels Tenim
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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.
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5.16: Sujamma Courier
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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.
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5.17: Escort Sondaale of Shimmerene
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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.
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5.18: Engaer
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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.
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5.19: Pudai Egg Mine And The Golden Eggs
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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.
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5.20: Orcs At A Daedric Ruin
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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.
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5.21: Verethi Gang
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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.
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5.22 Sarano Tomb
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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.
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5.23 Decision
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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.
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5.24 Option 1 Save the Fighters Guild
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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.
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5.25 Option 2 Vivec Fighters Guild
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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.
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5.26 Option 2 The Thieves Guild Bosses
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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 bo
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