_____ _ _ _____ _ _ _____
| ___| | | | / ___| | | | |____ |
| |__ | | __| | ___ _ __ `--. ___ _ __ ___ | | |___ / /
| __|| |/ _` |/ _ '__| `--. / __| '__/ _ | | / __|
| |___| | (_| | __/ | /__/ / (__| | | (_) | | __ .___/ /
____/|_|__,_|___|_| ____/ ___|_| ___/|_|_|___/ ____/
___ ___ _ _
| / | (_) | |
| . . | ___ _ __ _ __ _____ ___ _ __ __| |
| |/| |/ _ | '__| '__/ _ / / / | '_ / _` |
| | | | (_) | | | | | (_) 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.
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4.13: Fifth Trial Zainab
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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 you
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