Коды к игре MORROWIND, прохождение игры, скриншоты.
Section 1 : Forward and Credits Section 2 : Version Description Section 3 : Blades Quest 3.1 : Deliver a Package 3.2 : Dwemer Puzzle Box 3.3 : The Skull of Llewle 3.4 : Vivec Interviews 3.5 : Ashlander Informant 3.6 : Urshilaku Camp 3.7 : SixthHouse Base 3.8 : Corprus Cure 3.9 : Lost Prophecies 3.10: Third Trial 3.11: Fifth Trial Urshilku 3.12: Fifth Trial Ahemmusa 3.13: Fifth Trial Zainab 3.14: Fifth Trial Erabenimsum 3.15: Fourth Trial House Redoran 3.16: Fourth Trial Telvanni House 3.17: Fourth Trial Hlaalu House 3.18: The Archcanon and Vivec 3.19: Ghostgate 3.20: First Vampire 3.21: Second Vampire 3.22: Third Vampire 3.23: Fourth Vampire and The Keening 3.24: Fifth Vampire and The Sunder 3.25: Sixth Vampire 3.26: Seventh Vampire 3.27: Dagoth Ur Section 4 : Seyda Neen Quests and Notes 4.1 : Fargoth's Ring 4.2 : Fargoth's Hiding Place 4.3 : The Dead Taxman 4.4 : Seyda Neen Trainers 4.5 : Seyda Neen Notes Section 5 : Alchemy 5.1 : Alchemy Equipment 5.2 : Component List 5.3 : Cure Potion Recipes 5.4 : Restore Recipes 5.5 : Fortify Recipes 5.6 : Resist Recipes 5.7 : Shield Recipes 5.8 : Misc. Helpful Recipes 5.9 : Drain Recipes 5.10: Misc. Harmful Recipes 5.11: Reader Submitted recipes Section 6 : Books to learn from Section 7 : Master Trainer Locations Section 8 : Contact Info.
============================================================================= Section 1: Forward and Credits =============================================================================
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. Later on I will add lists for guild quests and misc. quests found throughout the game.
If you like this FAQ, or have something to add you can send me a note to my email address found down below in the contact information section. I you contribute to this FAQ, I will give you due credit in this section in later revisions.
This FAQ is meant to be freely distributed, all I ask is that you send me an email request to repost my FAQ. (This will also allow me to log your email address, so I can send you the most updated versions of The FAQ)
I would like to thank and give credit to the following people: Credit for the component list of the Alchemy section goes to Tito13KFM and Randomer for giving Tito13KFM the inspiration to create the list in the first place.
Credit for the reader submitted potion recipes goes to Eevle.
Credit to Cilobaid from the Gamefaqs Morrowind message board for the master trainer locations.
Credit to furball and JMooney for letting me know how to get Elone to admit she trains.
Credit to Jumping Jack for the last two Seyda Neen notes.
Thanks go to BETHESDA for making such a great game. GameFaqs.com and all the people who post on the Morrowind message board for giving me the inspiration to write this FAQ, and my girlfriend for letting me spend so much time playing this game.
Well, enough of my rambling, and on to the good stuff....
============================================================================= Section 2: 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.
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.
3.1 Deliver a Package -----------------------------------------------------------------------------
After finishing your character, Socuelus Ergalla in the Census and Excise Office in Seyda Neen will ask you to deliver a package to a man named Caius Cosades in a town named Balmora.
Go to the Silt Strider (the giant tick) and pay the operator to take you to Balmora. Caius is located in a house in the northeast corner of town on the east side of the river that divides the town.
Upon delivering the package, Caius will induct you into the Blades and give you 200 gold to equip yourself before giving you your orders.
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 sign post, 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. 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". Defeat the guy inside, and turn left, the Puzzle Box is on the bottom shelf. Grab the box and backtrack out of the dungeon. Return the box to Hasphat in Balmora.
Hasphat will take the box and give you some notes to take back to Caius.
3.3 The Skull of Llewle -----------------------------------------------------------------------------
Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages Guild and get some additional information. Again you will need to do a favor before the info will be given. The Mages Guild is one door south of the Fighters Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs and to the left in the lower level of the Mage Guild
Sharn will ask you to retrieve the skull of Llewle Andrano from the Andrano Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2 scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.
The tomb is south of Pelagiad, just off the road, just before you reach the fork in the road that goes southwest towards Seyda Neen and southeast to Vivec.
To find the skull, go down the stairs, 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.
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.
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 he will take your earnest thought and effort as an acceptable gift. 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.
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, 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.
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 Yuri, called the Wise Woman-s Yuri. 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.
3.7 SixthHouse Base -----------------------------------------------------------------------------
Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia and find out about a SixthHouse Base. Once she tells you where it is, Caius wants you to go there and kill Dagoth Gares and return a full report. Before you go, Caius will give you 400 gold to get equipped.
Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun. Once you are at the fort, enter the door to the interior and Raesa Pullia is straight ahead. Raesa tells you that a trooper came back from the SixthHouse Base with Corprus disease and died, but not before he talked about a cavern near Gnaar Mok called "Ilunibi", that is the SixthHouse Base. Gnaar Mok locals might have a better idea of where the cavern is.
To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the Gnisis-Balmora-Ald-Rhun signpost go south, then immediately west on a side road to Drulene Falen's Cottage. Then head cross-country west to the coast, with the Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn south. Gnaar Mok is an island off the coast with a plank bridge connecting it to the mainland. Ilunibi is a little island on the north side of Gnaar Mok.
Once inside Ilunibi, walk straight ahead until the fork in the road, turn left and go through the door into Tainted Marrow. Continue straight past the crossroads until you reach the door into Marowak's Spine. Walk to the crossroad and turn right and go through the door into Blackened Heart. Follow the cavern and turn Left at the crossroad, and left again at the next crossroad, continue straight until you reach a door to Souls Rattle. Go through the door and continue to the second set of crossroads, and Dagoth Gares will come out 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.
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 that "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.
3.9 Lost Prophecies -----------------------------------------------------------------------------
Now that you no longer have corprus, you need to finis finding the Lost Prophecies. Caius tells you to go and talk with Mehra Miro back in Vivec City. She is being watched, so you might have to find her private quarters. She will leave you a message under the codeword "Amaya". Once you have the prophecies, take them back to Nibani Maesa. From that point on you will be following Nibani's direction in fulfilling the prophecy.
Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway down the hall, 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.
3.10 Third Trial -----------------------------------------------------------------------------
Talk with Nibani again and ask her about "her judgment". She will tell you that you have passed the first and second trials. She sends you to Sul-Matuul to learn of the third trial, and return to her after it has been completed.
Speak with Sul-Matuul and ask about the third trial. Before he will tell you what the third trial is he wants you to prove yourself and bring back three tokens from Kogoruhn: some corprus weepings, a cup with the mark of the house of Dagoth, and the shadow shield.
To get to Kogoruhn, walk south out of camp until you come to a path going east-west to the foot of the mountains, follow this path east. Walk past Falasmaryon (it will be on your right), follow the path around the bend until the path forms a T, take the east path and Kogoruhn will be on your left. Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat the Dagoth Girer inside. You will find a Dagoth cup on one of the tables, along with some Corprus Weepings under an urn directly across from the door. Exit and go to the door marked Hall of Phisto and enter. Turn left and follow the hall until you see stairs leading to the door to the Hall of Maki. Go through the door and walk straight, through the wooden door and into the large chamber, take the left walkway down and through the wooden door. Turn north and go through the door, go down to the lower level and continue north to the locked door into Nabith Waterway. Take the left side walkway around until you come to the tube on the left, and go into the tunnel and follow it until you come to the room, go around the room and through the door into Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will have to kill him later in the quest, or you can kill him now if you want to. If you decide to kill him, loot his body and take the Belt of Heartfire). Follow the path around until the crossroads, turn right and go through the door marked Bleading Heart. Go forward and turn right at the crossroads, continue forward until you come to the next crossroad and turn right again. The Shadow shield is straight ahead. Grab it and return to Sul-Matuul. (
Ask Sul-Matuul about the third trial again, and he will reply with a riddle. Basically you must gain the moon and star and return it to Nibani. The third trial takes place in the Cavern Incarnate.
Leave the camp and head east along the coast until you come up to the mountains (it is a bit of a hike), when you get to the mountains there will be a path going south, follow that path (if you see two large spikes of rock 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, 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.
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.
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.
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.
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.
Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, 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.
3.15 Fourth Trial House Redoran -----------------------------------------------------------------------------
House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once 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
3.16 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.
3.17 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, 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.
3.18 The Archcanon and Vivec -----------------------------------------------------------------------------
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.
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.
3.20 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)
3.21 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, turn left and go through the next door. Dagoth Endus is inside, kill him and take the Amulet of Heartrime from his body. Exit Endusal.
3.22 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.
3.23 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.
3.24 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.
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.
The best way to approach Dagoth Ur's Citadel (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 Dungeon 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. 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.
3.27 Dagoth Ur -----------------------------------------------------------------------------
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 4: Seyda Neen Quests and Notes =============================================================================
4.1 Fargoth's Ring Quest -----------------------------------------------------------------------------
Fargoth wants you to find his magic ring, it is a Engraved ring of healing which restores 1-5 pts. of health on self.
The ring is located in a barrel in the courtyard of the Census and Excise Office (before you enter the building with Sellus Gravius).
*If you return it your Rep with both Fargoth and Arrill in the tradehouse will go up.
*You can also decide not to return the ring, (but it if you do return it, you have another chance of getting it back when you find Fargoth's Hiding place).
4.2 Fargoth's Hiding Place -----------------------------------------------------------------------------
Hrisskar Flat-Foot has A quest for you. He is located at the top of the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's Hiding place, and he will split any money you find.
To find the hiding place go to the top of the Lighthouse, look toward the middle of town and wait until 11pm, Fargoth will move from the town center toward the lighthouse then double back to a stump in the middle of a pond north of the lighthouse. After he leaves go to the stump and look inside. You will find Fargoth's Ring (If you gave it back to him), a journeyman's lockpick, and 300 gold.
*If you return to Hrisskar Flat-Foot and give him the gold, he will give you back 100 gold and anything else you found in the stump as your cut, He will also tell you where you can find Fargoth's ring.
*Or you can not talk to Hrisskar again, leave that quest unfinished and keep the 300 Gold (my favored Option).
4.3 The Dead Taxman -----------------------------------------------------------------------------
You will hear rumors of a dead taxman. To find the body, follow the road out of Seyda Neen to the north, then follow the signs toward Gnaar Mok and Hla Oad. The path will bend toward the west, you will see a tree directly in front of you, go off the path past the tree until you come to the pond. When you get to the pond turn south and walk. There two piles of rocks with a space between them going southwest. Go between the rocks and you will see the corps on the left. Loot the body to get 200 gold, and the tax record.
Return to Sedya Neen and go to the Census and Excise Office and talk to Socucius Ergalla (the guy who gave you your class and birthsign) about the murder of Processus Vitellius. he will ask you if you found the money.
*If you say you found the money you will lose 200 gold and he will send you to find the murderer with a reward of 500 gold.
*If you tell him that you found nothing (and keep the gold) he will not offer the reward (but if you find the murderer, he will still pay the reward. Possible game bug).
The murderer is Foryn Gilnith in one of the shacks west of Arrille's Tradehouse. He will freely admit that he Killed Processus Vitellius.
*If you tell him that you believe him and don't punish him he will give you Processus' Ring
*If you tell him that he needs to be punished, he will attack you. Kill him (since he attacked you, you will not receive a bounty on your head) and loot the body. You will find Processus' Ring.
Return to Socueius Ergalla an he will reward you 500 gold (regardless of weather you gave him the original 200 in gold)
Now you can do one of three things with Processus' Ring: *You can sell it (it has a value of 240 gold) *You can keep it to enchant later (It is an Exquisite ring) *You can return it to Thavere Vedrano in the lighthouse. She will give you 2 standard restore health potions (which restore 10 pts of health for 5 sec.)
** 25 gold and silverware cup in the top of a tree stump next to the lighthouse walkway
** There is a copy of "The Wraith's Wedding Day" (a book that will raise your Unarmored skill level by 1) located upstairs in the lighthouse.
** There is an Imperial Newcastle Cuiras under the bed in the room upstairs of Arilles Tradehouse.
** There is 100 gold on a table upstairs in the Census & Excise Wherehouse.
** 31 gold in a small locked chest in the first Census & Excise bldg.
** 31 gold in a small locked chest on Socucius Ergallas desk
** Big stash of weapons and armor in the locked room under Arrille's Tradehouse
**The Locked chest in Draren Thiralas house has a Journeyman's lockpick and probe in it.
**There is an enchanted iron axe in a watered tree stump near the lighthouse... You have to jump on it to access it! (nice weapon for beginner warrior!)
**There is 100 gold in a cloth sack in a tree stump on the coast just before the wrecked ship!
There are 4 types of equipment that are used in creating Alchemy potions. (Descriptions are from the manual) 1: Mortar and Pestle - Required to mix a potion, and determines the initial potion strength. 2: Retort - Increases the magnitude and duration of all positive effects in a potion. 3: Alembic - Decreases the magnitude and duration of all negative effects in a potion. 4: Calcaiator - Increases the magnitude and duration of all effects in a potion Not: you only need the Mortar and pestle, the other items just increase the effectiveness of the potion.
There are also different levels of Quality of these items, they are: 1: Apprentice 2: Journeyman 3: Master 4: Grandmaster 5: SecretMaster (I think the only way you can get these is via quest, but I don't know who gives the Quests) The higher the quality of the apparatus the more it effects the outcome of your potion.
The format for the Equipment is as follows:
--Equipment Name-- Wt=weight each V=value each Q=Quality
*Mortar and Pestle*
--Apprentice's Mortar and Pestle-- Wt=5 V=100 Q=0.5
--Journeyman's Mortar and Pestle-- Wt=4 V=400 Q=1
--Master's Mortar and Pestle-- Wt=3 V=2400 Q=1.2
--Grandmaster's Mortar and Pestle-- Wt=2 V=4000 Q=1.5
--SecretMaster's Mortar and Pestle-- Wt=1 V=6000 Q=5
*Retort*
--Apprentice's Retort-- Wt=8 V=20 Q=0.5
--Journeyman's Retort-- Wt=6 V=80 Q=1
--Master's Retort-- Wt=4 V=480 Q=1.2
--Grandmaster's Retort-- Wt=3 V=1600 Q=1.5
--SecretMaster's Retort-- Wt=2 V=100 Q=2
*Alembic* Note: Skooma pipes work as an Alembic apparatus
--Tsiya's Skooma pipe-- Wt=2 V=30 Q=0.15
--Good Skooma Pipe-- Wt=2 V=50 Q=0.15
--Apprentice's Alembic-- Wt=10 V=50 Q=0.5
--Journeyman's Alembic-- Wt=7 V=200 Q=1
--Master's Alembic-- Wt=5 V=1200 Q=1.2
--Grandmaster's Alembic-- Wt=3 V=4000 Q=1.5
--SecretMaster's Alembic-- Wt=3 V=1600 Q=2
*Calcinator*
--Apprentice's Calcinator-- Wt=25 V=10 Q=0.5
--Journeyman's Calcinator-- Wt=18 V=40 Q=1
--Master's Calcinator-- Wt=13 V=240 Q=1.2
--Grandmaster's Calcinator-- Wt=8 V=4000 Q=1.5
--SecretMaster's Calcinator-- Wt=6 V=3200 Q=2
5.2 Component List -----------------------------------------------------------------------------
The format for the components is as follows:
--Component Name-- Wt=weight each V=value each
Note: the value listed is the base value, not what you will pay or sell for. Purchase and sell prices are set by a combination of your merchant skill and the Merchants disposition toward you.
--Vampire Dust-- Wt=0.1 V=500 Fortify Health - Fortify Strength - Spell Absorption Vampirism (hmm.. only ingredient that has it.. wonder how you make a vampire potion)
**Gift of Speed** --Fortify Speed, Restore Fatigue-- Use Moon Sugar and Kagouti Hide, Hackle-Lo Leaf and Saltrice (or Crab Meat) This potion lets you run at an accelerated rate without tiring
Submitted by Eevle
**Comeback Kid** --Lightning Shield, Fortify Mana, Restore Health, Restore, Fatigue-- Use Corkbulb Root, Crab Meat, Saltrice, and Stoneflower Petals. This potion will put you back in fighting shape in a hurry, and protects you from further injury with a lightning shield.
Submitted by Eevle
**Iron Man** --Fortify Health, Fortify Strength-- Use Ash Yam, Dreugh Wax, Shalk Resin, and a Large Kwama Egg. This potion will make you stronger and tougher, perfect for tough brawls.
Submitted by Eevle
**Lead Wall** --Absorb, Reflect, Restore Mana, Paralyze-- Use Void Salts, Comberry, Fire Petal, and Hound Meat. Intended for magic duels, this potion protects you with both absorb and reflect, and also recharges your own magicka. Be sure to use an alembic when preparing this potion though, as it does have the unfortunate side effect of briefly paralyzing the user.
Submitted by Eevle
**Protector** --Fortify Agility, Fire Shield, Lightning Shield-- Use Sload Soap, Fire Salts, Crab Meat, and Corkbulb Root. This potion makes you harder to hit three different ways, and offers resistance to fire and lightning as well. (Note that it is possible to replace the lightning shield with a frost shield, by substituting the corkbulb root and crab meat with willow anther and a large kwama egg).
Submitted by Eevle
**Eevle's Elixer** --Fortify Health, Restore Health, Restore Fatigue, Fortify Magicka-- Use Emerald, Shalk Resin, Saltrice, and a Large Kwama Egg. By combining the effects of fortify health and restore health, your health will rise rapidly enough to survive most close calls. This potion also restores fatigue and provides a magicka boost.
Submitted by Eevle
**Torpedo Juice** --Swift Swim, Water Breathing, Restore Fatigue-- Use Scales, Scrib Jerky, Luminous Russula, and Hackle-Lo Leaf. This potion will speed you through the water.
Submitted by Eevle
**Jacques Cousteau** --Light, Water Breathing-- Use Hackle-Lo Leaf, Red Lichen, Luminous Russula, and Black Anther. This potion is ideal for exploring shipwrecks, grottos and other dark underwater areas.
Submitted by Eevle
============================================================================= Section 6: Books To Learn From =============================================================================
# IN NAME OF BOOK |SKILL RAISED |WORLD ----------------------------------------------------------------------------- Realizations of Acrobacy Acrobatics 5 A Dance in Fire, Chapter 1 Acrobatics 6 A Dance in Fire, Chapter 4 Acrobatics 6 The Black Arrow, Volume I Acrobatics 4 Mystery of Talara, Part 1 Acrobatics 4 A Game at Dinner Alchemy 8 The Cake and the Diamond Alchemy 5 Song of the Alchemists Alchemy 6 36 Lessons of Vivec, Sermon 2 Alchemy 5 36 Lessons of Vivec, Sermon 18 Alchemy 4 Breathing Water Alteration 5 The Dragon Break Re-Examined Alteration 5 Sithis Alteration 5 36 Lessons of Vivec, Sermon 13 Alteration 4 The Lunar Lorkhan Alteration 5 The Armorer's Challenge Armorer 5 Last Scabbard of Akrash Armorer 6 36 Lessons of Vivec, Sermon 6 Armorer 5 36 Lessons of Vivec, Sermon 25 Armorer 5 36 Lessons of Vivec, Sermon 29 Armorer 4 The Ransom of Zarek Athletics 6 A Dance in Fire, Chapter 3 Athletics 6 36 Lessons of Vivec, Sermon 1 Athletics 4 36 Lessons of Vivec, Sermon 8 Athletics 3 36 Lessons of Vivec, Sermon 29 Athletics 4 The Third Door Axe 7 The Axe Man Axe 6 The Seed Axe 6 36 Lessons of Vivec, Sermon 5 Axe 4 36 Lessons of Vivec, Sermon 16 Axe 3 Death Blow of Abernanit Block 4 The Mirror Block 5 A Dance in Fire, Chapter 2 Block 5 36 Lessons of Vivec, Sermon 7 Block 4 36 Lessons of Vivec, Sermon 32 Block 4 The Hope of the Redoran Blunt Weapon 6 The Importance of Where Blunt Weapon 5 Night Falls On Sentinel Blunt Weapon 3 36 Lessons of Vivec, Sermon 3 Blunt Weapon 5 36 Lessons of Vivec, Sermon 9 Blunt Weapon 3 Feyfolken II Conjuration 5 Feyfolken III Conjuration 6 2920, Hearth Fire Conjuration 5 2920, FrostFall Conjuration 5 The Warrior's Charge Conjuration 3 The Horror of Castle Xyr Destruction 6 Response to Bero's Speech Destruction 5 A Hypothetical Treachery Destruction 5 The Art of War Magic Destruction 5 Mystery of Talara, Part 3 Destruction 3 Feyfolken I Enchant 6 The Wolf Queen, Book VIII Enchant 5 Palla, Book II Enchant 6 36 Lessons of Vivec, Sermon 19 Enchant 4 The Final Lesson Enchant 5 The Prayers of Baranat Hand-to-Hand 5 The Wolf Queen, Book II Hand-to-Hand 5 Charwich-Koniinge, Volume 2 Hand-to-Hand 4 Charwich-Koniinge, Volume 4 Hand-to-Hand 3 Master Zoaraym's Tale Hand-to-Hand 3 Hallgerd's Tale Heavy Armor 6 2920, MidYear Heavy Armor 4 Chimarvamidium Heavy Armor 3 How Orsinium Passed to the Orcs Heavy Armor 5 36 Lessons of Vivec, Sermon 12 Heavy Armor 4 The Wolf Queen, Book III Illusion 4 Silence Illusion 4 Incident in Necrom Illusion 4 Palla, Book I Illusion 4 Mystery of Talara, Part 4 Illusion 4 The Rear Guard Light Armor 5 Ice and Chilton Light Armor 5 Lord Jornibret's Last Dance Light Armor 4 36 Lessons of Vivec, Sermon 21 Light Armor 3 36 Lessons of Vivec, Sermon 28 Light Armor 5 Words and Philosophy Long Blade 6 2920, Morning Star Long Blade 4 36 Lessons of Vivec, Sermon 17 Long Blade 5 36 Lessons of Vivec, Sermon 20 Long Blade 4 36 Lessons of Vivec, Sermon 23 Long Blade 3 The Gold Ribbon of Merrit Marksman 4 A Dance in Fire, Chapter 5 Marksman 5 Vernaccus and Bourlor Marksman 4 The Marksmanship Lesson Marksman 5 The Black Arrow, Volume II Marksman 3 Cherim's Heart of Anequina Medium Armor 5 Bone, Part One Medium Armor 4 Bone, Part Two Medium Armor 4 36 Lessons of Vivec, Sermon 22 Medium Armor 4 36 Lessons of Vivec, Sermon 33 Medium Armor 4 The Buying Game Mercantile 5 The Wolf Queen, Book IV Mercantile 5 2920, Sun's Height Mercantile 4 36 Lessons of Vivec, Sermon 6 Mercantile 5 36 Lessons of Vivec, Sermon 7 Mercantile 4 Mystery of Talara, Part 5 Unknown 3 The Firsthold Revolt Mysticism 5 2920, Sun's Dawn Mysticism 5 36 Lessons of Vivec, Sermon 4 Mysticism 5 36 Lessons of Vivec, Sermon 36 Mysticism 5 Charwich-Koniinge, Volume 3 Mysticism 4 Withershins Restorations 6 Notes on Racial Phylogeny Restorations 5 The Four Suitors of Benitah Restorations 5 2920, Rain's Hand Restorations 5 Mystery of Talara, Part 2 Restorations 3 The Locked Room Security 5 The Wolf Queen, Book I Security 5 The Dowry Security 5 Chance's Folly Security 5 Surfeit of Thieves Security 4 Unnamed Book Short Blade 5 2920, Sun's Dusk Short Blade 4 2920, Evening Star Short Blade 4 36 Lessons of Vivec, Sermon 10 Short Blade 5 36 Lessons of Vivec, Sermon 30 Short Blade 4 The Wolf Queen, Book VI Sneak 4 2920, Last Seed Sneak 4 Azura and the Box Sneak 5 Trap Sneak 3 36 Lessons of Vivec, Sermon 26 Sneak 5 Smuggler's Island Spear 4 2920, First Seed Spear 4 36 Lessons of Vivec, Sermon 14 Spear 3 36 Lessons of Vivec, Sermon 24 Spear 5 36 Lessons of Vivec, Sermon 35 Spear 4 Biography of the Wolf Queen Speechcraft 5 The Wolf Queen, Book V Speechcraft 5 2920, Second Seed Speechcraft 4 The Wolf Queen, Book VII Speechcraft 5 36 Lessons of Vivec, Sermon 27 Speechcraft 6 The Wraith's Wedding Dowry Unarmored 5 Charwich-Koniinge, Volume I Unarmored 3 36 Lessons of Vivec, Sermon 11 Unarmored 5 36 Lessons of Vivec, Sermon 15 Unarmored 3 36 Lessons of Vivec, Sermon 34 Unarmored 3