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.

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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....



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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.



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Section 3: 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.



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.



3.2 Dwemer Puzzle Box
-----------------------------------------------------------------------------

After getting equipped, return to Caius and ask about your "orders".
Caius will mention that he needs information from a man named Hasphat
Antabolis in the Balmora Fighters Guild. Caius will also mention that
you will most likely need to do a favor for Hasphat before he will tell
you anything. Before you go, Caius will give you access to any books in
his house.

To get to the Fighters Guild, cross the northernmost bridge to the west
side of town, go up the first flight of stairs and turn south before
you get to the second flight. The Fighters Guild is on the left, and
Hasphat is downstairs in the lower level. Once you speak with Hasphat
you will find out that he will be happy to give up the information....
For a price. He requests you to retrieve a Dwemer Puzzle Box from a
ruin named Arkngthand.

To get to Arkngthand, head south out of town past the Silt Strider
port, then cross the bridges east over the Odai River. At the 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.



3.4 Vivec Interviews
-----------------------------------------------------------------------------

Sleep on night, and you will have a strange dream. Go back and talk
with Caius and get your next orders. There are 3 more people that he
wants you to interview.
Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in
Vivec,
Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar
located in the lower waistworks of the Foreign Quarter section of
Vivec,
and Mehra Milo - a temple priestace in the library of the Hall of
wisdom and Justice in Vivec (she has copper hair and eyes). Caius will
give you a parchment with this info and 200 gold to aid you in your
journey.

Take the Silt Strider to Vivec. When you get there you will be near the
Foreign Quarter, so the first person to interview will be Huleeya.

Huleeya - To get to the lower waistworks, take one of the four ramps up
to the next level of the canton, and enter one of the doors labeled
Lower Waistworks. The Black Shalk is in the middle hallway on the east
side. Huleeya is the only Argonian in the place. When you speak with
him, he will mention that he wants to go to his friends bookstore, but
some troublesome fools are preventing him. Ask him about each topic
and you will learn that his friend-s bookstore is Jobasha's Rare Books,
but you need to persuade the troublesome fools to let him go. Talk to
one of the fools and use bribes (or admiration if you are the opposite
sex) to get a good rep with them, then ask about the filthy lizard. If
they say "they don't care" then you have done your job. Talk once again
to Huleeya. He wants you to escort him to the bookstore. Jobasha's
Bookstore is in the middle hallway on the west side of the Lower
Waistworks. Once inside, talk to him about the Nerevarine Cult, and he
will give you some notes to take to Caius.

Next we look for Addhirnirr. Leave the Lower Waistworks and go back
downstairs and cross the bridge to the south to get to the Redoran
canton. Now walk across the east bridge to the Arena canton, once again
cross the south bridge to the St. Olms canton. Once there you will need
to go to either the east or west side of the canton to go up to the
Waistwork level and enter. Next go downstairs and into the Canal Works.
Go down the stairs and you will see a trap door to the St. Olms
Underworks and enter. Addhiranirr is on the northeast side of the
canals. Talk to her and she will mention that she is in a little spot
of trouble. Ask her about the Census and Excise Agent. She wants you to
make this person go away before she will give up any info. The taxman
is upstairs in the St. Olms Waistworks near where you came in. His name
is Duvianus Platorius and he is on the north side. Talk to him and lie
to him, saying "she went to the mainland". Now go back and talk to
Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give
you all the information that she knows. Since you are done with
Addhiranirr you should leave and return to the outside of the St. Olms
canton.

Now for the last interview.... Mehra Milo. Head to the southwest corner
and cross the bridge to the Temple canton. Enter the Hall of Wisdom
straight ahead. Go down the hallway about half way (next to an
Ordinator) , there are two ramps to your left and right that lead to
the Library. Mehra is the woman with copper hair and eyes, talk with
her and she will want to talk to you at the back of the Library.
Follow her and talk with her again. Ask her about the Nerevarine Cult
and the book "Progress of Truth". She tells you to get a copy of
"Progress of Truth" for Caius. There is a copy on the top shelf in
the southwest corner of the library, if you can steal it. If your
thieving skills are not up to par, you can buy (or steal) a copy from
Jobasha's Rare Bookstore in the Foreign Quarter.

Return to Caius. Upon talking with him you will be promoted to
Journeyman of the Blades. You will also get 200 gold.



3.5 Ashlander Informant
-----------------------------------------------------------------------------

Caius will tell you that you are in need of an Ashlander Informant, and
someone by the name of Hassour Zainsubani fits the bill. Caius tells
you that Hassour likes gifts, so Caius gives you 100 gold to get him a
little something.

Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the
Ald Kkar Inn. The inn is in the northwest corner of the city next to
the Council Club. To find Hassour, go up the stairs to the bar, on the
right side of the bar is a staircase down. Go downstairs and Hassour is
in the back of the room.

Talk to Hassour about business. Ask about "Gift giving customs"
(the other two options will offend him and lower your Rep), next ask
about a "thoughtful gift" and 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.



3.6 Urshilaku Camp
-----------------------------------------------------------------------------

Caius now wants you to go to the Urshilaku Camp to speak with some
Ashlanders named Sul-Matuul and Nibani Maesa.

To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, 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.



3.8 Corprus Cure
-----------------------------------------------------------------------------

Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an
ancient Telvanni wizard, runs a Corprusarium. Caius will give you a
Dwemer Artifact, 1000 gold, and a few levitation potions before he
sends you on your way.

To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide
to travel to Sadrith Mora (actually Wolverine Hall), walk outside of
the building, swim southwest until you see a large tower. You will
need levitation potions or spells in the tower, because there are no
stairs. The entrance to the tower is on the north side at water level.
Enter the tower via the door marked Onynx Hall, turn to the right
before you enter the room ahead of you, and follow the hall upstairs
and through the door into the Hall of Fyr. Walk forward a few steps and
look up. Use one of the levitation spells or potions to get up to the
next level and go north to find Divayth Fyr. Talk with Divayth and
offer the Dwemer piece as a gift. Ask about the "divine disease" and
"corprus disease". He will mention that corprus makes you immune to
disease......Just like the Nerevarine. Tell him 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.



3.11 Fifth Trial Urshilku
-----------------------------------------------------------------------------

Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku
Nerevarine" then ask about the "need" and "duty". Ask once more about
being the Urshilaku Nerevarine. He will name you Nerevarine and give
you the Teeth of the Urshilaku to prove that the tribe named you
Nerevarine. Leave his yurt and speak with Nibani once more, and ask
her about the three remaining tribes so she will mark there locations
on your world map.



3.12 Fifth Trial Ahemmusa
-----------------------------------------------------------------------------

Ahemmusa - To get to this camp, leave the Urshilaku camp to the north
and walk to the coast, then follow the coast west to the city of Khuul
(you may need to swim some of the way). Go to the docks in Khuul and
speak with Talmeni Drethan and travel to Dagon Fel. Talk with Haema
Farseer on the dock and travel to Tel Mora. Then speak with Tonas
Telvani on the dock and travel to Vos. Leave Vos and travel north
along the coast until the coast starts to go west (near the underwater
entrance to Eluba- Addon Grotto). From this point the camp is a short
walk southwest.

Once you are in the camp speak with Sinnammu Mirpal in the Wise
Woman's Yurt in the northwest corner of the camp. She wants you to
speak with some people before she will speak with you, they
are: Kausi, Dutadalk, and Yenammu. Kausi is in her yurt, which is the
first yurt on the left of the big tent. Go in and ask her about the
"Nerevarine". Next go next-door to Dutadalk's yurt and speak with both
Dutadalk and Yenammu about the "Nerevarine". Now that you have spoken
with these people, go back to Sinnammu and tell her you wish to be
named Nerevarine. Ask her about the "safe place". She now wants you to
go to Ald Daedroth and make it safe for the ashlander tribe to go,
then come back and escort her to Ald Daedroth to prove it is safe.
Once this is done she will name you Nerevarine.

To get to Ald Daedroth exit the camp heading north to the coast. Ald
Daedroth is on an island directly north of the camp (a looong swim or
waterwalk).

Once you get to the shrine you will watch a Ordinator named Drores
Arvel engauge in a little fight, sit back and wait until he wins, then
approach him and speak with him. Tell him that you have come to "Loot
the Shrine" and he will tell you that the Ordinators inside will
leave you alone. Enter the door to go into the Outer Shrine and kill
the two people that will attack you (One of them has a sword that
casts paralyze for 10 seconds, so be careful and be prepared with a
couple of cure paralyzation potions). Go straight to the back of the
room and through the door into the Inner Shrine. Inside you will find
another Ordinator doing battle, leave him alone, but do kill the
Golden Saint, and the Dremora Lord in this room. Once this is done you
may exit the shrine and go back to Sinnammu and get her to follow you
back to the shrine. you don't have to worry about her getting attacked
on the swim to the shrine, as she waterwalks. Take her back to the
Inner Shrine and go behind the large statue in the middle of the room.
She will speak with you and offer to pronounce you Nerevarine of the
Ahemmusa Tribe, and give you the Madstone of the Ahemmusa. Now return
to the Ahemmusa Camp.



3.13 Fifth Trial Zainab
-----------------------------------------------------------------------------

Zainab - From the Ahemmusa camp walk southwest to find a path. Follow
the path southwest, you will walk past the Nerano Ancestral tomb
(it will be on the left side "I think") enter the tomb and clear it
out, it isn't very big and only has a Greater Bonebiter, two skeletons,
an ancestral ghost, and Calvario who is a vampire. Make sure you kill
the vampire, and exit the tomb. Continue down the path as it wraps
around toward the east. When you come to the crossroad take the
southeast fork, walk a few steps until you come to another fork in
the road, continue on the southeast path. At the next crossroad take
the south path, Follow the path until you come to a T, go west then
take the south path at the next fork (you can check your world map if
you get lost). Keep going south and you will end up in the camp.

Go to the Wise Woman's Yurt on the east side of the camp, and ask for
her counsel. She will tell you to talk to the Ashkhan Kaushad. The
Ashkhan's yurt is in the middle of the large tent. Speak with him and
get your Rep with him up by bribing him. Tell him about the
"Nerevarine" and then "tell your story and ask to be named Nerevarine".
He will scoff at your claims, so ask him to set you a task. He wants
you to go to the Nerano Ancestral Tomb and kill a Vampire. Since you
have already done that talk to him again and he will acknowledge that
you killed the vampire, but before he names you Nerevarine he wants a
gift from you..... A Telvanni Wife. Go and speak with Sunnammu to find
out about his tastes. She will tell you to go to Tel Aruhn and by a
slave from Savile Imayn and pass her off as a Telvanni Bride.

Tel Aruhn is southeast of the camp, but before we go there we will
need to pick up an exquisite shirt, skirt, and shoes. So we will first
travel northeast to Vos first. Leave the camp to the north and follow
the signposts to Vos. Go to the docks and speak with Sedyni Veran to
travel to Tel Mora. Got to Eleynan the Clothiers in the south side of
town to buy the Exquisite shirt, skirt, and shoes. Return to the dock
and speak with Tonas Telvanni to travel to Tel Aruhn. Find Bildren
Areleth the Apothecary at the north end of town and buy some Telvanni
Bug Musk. Now go and find Savile Imayn. She is in the northwest side
of town near the underground entrance. Speak with her and ask for
"something special", next talk about "exquisite clothes" and then
about "something special" again. Now she wants you to buy some bug
musk, but since we already got that, so ask for "something special"
again and pay 1200 gold to buy Falura Llervu. Falura is just to the
left, speak with her and give her the gifts and have her follow you.

From Tel Aruhn travel northwest to get to the Zainab camp (you will
have to protect her as you swim across the sea). Once you get into
Kushad's Yurt, Falura Llervu will ask you if this is her bridegroom,
then talk with Kushad about his "Telvanni Bride" and he will pronounce
you Nerevarine and give you the Thong of Zainab.



3.14 Fifth Trial Erabenimsum
-----------------------------------------------------------------------------

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.



3.19 Ghostgate
-----------------------------------------------------------------------------

Leave Balmora south, and take the road going east. When you come to
the signpost take the road toward Caldera for a few feet then turn
east and go uphill. Cross the Old Dwemer Bridge, then turn around and
go down into the ravine. Follow the Ravine north past the Deadric
Shrine. Eventually you will come to Ghostgate. Explore the two towers
of Dawn and Dusk to stock up on supplies, such as restore health, and
restore stat potions, Levitation scrolls or potions, and get armor
fixed. Make sure you speak with one of the priests or Ordinator about
the "Red Mountain" to get a map of the mountain, which will update
your world map with the temple locations (very helpful for navigating
since my directions for this area are really vague for this part).
When you are done leave the towers and hit the switches to enter the
Red Mountain area.



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.



3.25 Sixth Vampire
-----------------------------------------------------------------------------

Killing this Vampire is optional, but it will make fighting Dagoth Ur
much easier.

The sixth vampire, Dagoth Araynys, is not in the Red Mountains, he is
located near Berandas, which is southeast of Gnisis. You can get there by
casting Almsivi Intervention which should place you in Ald-Ruhn, then
taking a silt strider to Gnisis. Swim across the river to the southeast,
continue going southeast until you come to Berandas (use your world map
to help guide you). Now travel east, the place you are looking for is
called Mamaca, Sanctum of Awakening, this cavern faces east and is before
the Dusharian Shrine. Enter and walk straight ahead into the Sanctum of
Black Hope. Turn right after going through the door and follow the hall,
when you get to the locked door, go past and turn right again. Follow
the path and Dagoth Araynys will be ahead, Kill him and loot his body
for the Soul Ring. Leave the cavern and return to the Red Mountains.



3.26 Seventh Vampire
-----------------------------------------------------------------------------

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.)



4.4 Seyda Neen Trainers
-----------------------------------------------------------------------------

Raflod the Braggart
Upstairs in Arrille's Tradehouse

Skill - to Level
---------------------
Med. Armor - 54
Long Blade - 49
Block - 44



Elone
Upstairs in Arrillo's Tradehouse

Skill - to Level
---------------------
Athletics - 52
Med. Armor - 52
Long Blade - 62
(Must be a member of the Blades for her to train you)



Adraria Vandacia
Upstairs in Census & Excise Wherehouse

Skill - to Level
----------------------
Speechcraft - 55
Light Armor - 50
Sneak - 45



Socucius Ergalla
Census & Excise Office

Skill - to Level
----------------------
Sneak - 54
Acrobatics - 54
Light Armor - 54



4.5 Seyda Neen Notes
-----------------------------------------------------------------------------

** 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!


=============================================================================
Section 5: Alchemy
=============================================================================

5.1 Alchemy Equipment
-----------------------------------------------------------------------------

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.



--Alit Hide--
Wt=1 V=1
Drain Intelligence - Resist Poison - Telekinesis - Detect Animal

--Ampoule Pod--
Wt=1 V=5
Water Walking - Paralyze - Detect Animal - Drain Willpower

--Ash Salts--
Wt=0.1 V=2
Drain Agility - Resist Magicka - Cure Blight Disease
Resist Magicka (wonder why it's listed twice.. maybe twice as powerful?)

--Ash Yam--
Wt=0.5 V=1
Fortify Intelligence - Fortify Strength - Resist Common Disease
Detect Key

--Bittergreen Petals--
Wt=0.1 V=5
Restore Intelligence - Invisibility - Drain Endurance - Drain Magicka

--Black Anther--
Wt=0.1 V=2
Drain Agility - Resist Fire - Drain Endurance - Light

--Black Lichen--
Wt=0.1 V=2
Drain Strength - Resist Frost - Drain Speed - Cure Poison

--Bloat--
Wt=0.1 V=5
Drain Magicka - Fortify Intelligence - Fortify Willpower - Detect Animal

--Bonemeal--
Wt=0.2 V=2
Restore Agility - Telekinesis - Drain Fatigue - Drain Personality

--Bread--
Wt=0.2 V=1
Restore Fatigue

--Bungler's Bane--
Wt=0.5 V=1
Drain Speed - Drain Endurance - Dispel - Drain Strength

--Chokeweed--
Wt=0.1 V=1
Drain Luck - Restore Fatigue - Cure Common Disease - Drain Willpower

--Coda Flower--
Wt=0.1 V=23
Drain Personality - Levitate - Drain Intelligence - Drain Health

--Comberry--
Wt=0.1 V=2
Drain Fatigue - Restore Magicka - Fire Shield - Reflect

--Corkbulb Root--
Wt=0.1 V=5
Cure Paralyzation - Restore Health - Lightning Shield - Fortify Luck

--Corprus weepings--
Wt=0.1 V=50
Drain Fatigue - Fortify Luck - Drain Willpower - Restore Health

--Crab Meat--
Wt=0.5 V=1
Restore Fatigue - Resist Shock - Lightning shield - Restore Luck

--Daedra Skin--
Wt=0.2 V=200
Fortify Strength - Cure Common Disease - Paralyze - Swift Swim

--Daedra's Heart--
Wt=1 V=200
Restore Magicka - Fortify Endurance - Drain Agility - Night Eye

--Diamond--
Wt=0.2 V=250
Drain Agility - Invisibility - Reflect - Detect Key

--Dreugh Wax--
Wt=0.2 V=100
Fortify Strength - Restore Str - Drain Luck - Drain Willpower

--Ectoplasm--
Wt=0.1 V=10
Fortify Agility - Detect Animal - Drain Str - Drain Health

--Emerald--
Wt=0.2 V=150
Fortify Magicka - Restore Health - Drain Agility - Drain Endurance

--Fire Petal--
Wt=0.1 V=2
Resist Fire - Drain Health - Spell Absorption - Paralyze

--Fire Salts--
Wt=0.1 V=100
Drain Health - Fortify Agility - Resist Frost - Fire Shield

--Frost Salts--
Wt=0.1 V=75
Drain Speed - Restore Magicka - Frost Shield - Resist Fire

--Ghoul Heart--
Wt=0.5 V=150
Paralyze - Cure Poison - Fortify attack

--Girith's Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Gold Kanet--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Gravedust--
Wt=0.1 V=1
Drain Intelligence - Cure Common Disease - Drain Magicka
Restore Endurance

--Green Lichen--
Wt=0.1 V=1
Fortify Personality - Cure Common Disease - Drain Str - Drain Health

--Guar Hide--
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Hackle-Lo Leaf--
Wt=0.1 V=30
Restore Fatigue - Paralyze - Water Breathing - Restore Luck

--Heather--
Wt=0.1 V=1
Restore Personality - Feather - Drain Speed - Drain Personality

--Hound Meat--
Wt=1 V=2
Restore Fatigue - Fortify Fatigue - Reflect - Detect Enchantment

--Human Flesh--
Wt=1 V=1
Fortify Health - Drain Intelligence - Drain Personality

--Hypha Facia--
Wt=0.1 V=1
Drain Luck - Drain Agility - Drain Fatigue - Detect Enchantment

--Kagouti Hide--
Wt=1 V=2
Drain Fatigue - Fortify speed - Resist Common Disease - Night Eye

--Kresh Fiber--
Wt=0.1 V=1
Restore Luck - Fortify Personality - Drain Magicka - Drain Speed

--Kwama Cuttle--
Wt=0.1 V=2
Resist Poison - Drain Fatigue - Water Walking - Water Breathing

--Large Corprusmeat Hunk--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Large Kwama Egg--
Wt=2 V=2
Restore Fatigue - Paralyze - Frost Shield - Fortify Health

--Large Wrapped Corprusmeat--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Luminous Russula--
Wt=0.2 V=1
Water Breathing - Drain Fatigue - Poison

--Marshmerrow--
Wt=0.1 V=1
Restore Health - Detect Enchantment - Drain Willpower - Drain Fatigue

--Marsus'Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Medium Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Medium Wrapped Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Meteor Slime--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Moon Sugar--
Wt=0.1 V=50
Fortify Speed - Dispel - Drain Endurance - Drain Luck

--Muck--
Wt=0.1 V=1
Drain Intelligence - Detect Key - Drain Personality - Cure Common Disease

--Muffin--
Wt=0.2 V=1
Restore Fatigue

--Netch Leather--
Wt=1 V=1
Fortify Endurance - Fortify Intelligence - Drain Personality
Cure Paralyzation

--Pearl--
Wt=0.2 V=100
Drain Agility - Dispel - Water Breathing - Resist Common Disease

--Poison--
Wt=0.1 V=0
Weakness to Poison - Damage Health - Damage Fatigue - Poison

--Racer Plumes--
Wt=0.1 V=20
Drain Willpower - Levitate

--Rat Meat--
Wt=1 V=1
Drain Magicka - Paralyze - Cure Poison - Resist Poison

--Raw Ebony--
Wt=10 V=200
Drain Agility - Cure Poison - Frost Shield - Restore Speed

--Raw Glass--
Wt=2 V=200
Drain Intelligence - Drain Strength - Drain Speed - Fire Shield

--Red Lichen--
Wt=0.1 V=25
Drain Speed - Light - Cure Common Disease - Drain Magicka

--Resin--
Wt=0.1 V=10
Restore Health - Restore Speed - Burden - Resist Common Disease

--Roland's Tear--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Roobrush--
Wt=0.1 V=1
Drain Willpower - Fortify Agility - Drain Health - Cure Poison

--Ruby--
Wt=0.2 V=200
Drain Health - Feather - Restore Intelligence - Drain Agility

--Saltrice--
Wt=0.1 V=1
Restore Fatigue - Fortify Magicka - Drain Str - Restore Health

--Scales--
Wt=0.2 V=2
Drain Personality - Water Walking - Restore Endurance - Swift Swim

--Scamp Skin--
Wt=0.1 V=10
Drain Magicka - Cure Paralyzation - Restore Personality - Restore Strength

--Scathecraw--
Wt=0.1 V=2
Drain Str - Cure Poison - Drain Health - Restore Willpower

--Scrap Metal--
Wt=10 V=20
Drain Health - Lightning Shield - Resist Shock - Restore Intelligence

--Scrib Jelly--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Scrib Jerky--
Wt=0.2 V=5
Restore Fatigue - Fortify Fatigue - Burden - Swift Swim

--Scuttle--
Wt=0.1 V=10
Restore Fatigue - Fortify Fatigue - Feather - Telekinesis

--Shalk Resin--
Wt=0.1 V=50
Drain Fatigue - Fortify Health - Drain Personality - Fortify Speed

--Sload Soap--
Wt=0.1 V=50
Drain Personality - Fortify Agility - Fire Shield - Restore Agility

--Small Corprusmeat Hunk--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Small Kwama Egg--
Wt=0.5 V=1
Restore Fatigue

--Small Wrapped Corprusmeat--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Spore Pod--
Wt=0.1 V=1
Drain Str - Drain Fatigue - Detect Key - Paralyze

--Stoneflower Petals--
Wt=0.1 V=1
Restore Strength - Fortify Magicka - Drain Luck - Fortify Personality

--Trama Root--
Wt=0.1 V=10
Restore Willpower - Levitate - Drain Magicka - Drain Speed

--Treated Bittergreen Petals--
Wt=0.1 V=10
Restore Intelligence - Drain Magicka - Drain Endurance - Invisibility

--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)

--Violet Coprinus--
Wt=0.5 V=1
Water Walking - Drain Fatigue - Poison

--Void Salts--
Wt=0.1 V=100
Restore Magicka - Spell Absorption - Paralyze - Drain Endurance

--Wickwheat--
Wt=0.1 V=1
Restore Health - Fortify Willpower- Paralyze - Damage Intelligence

--Willow Anther--
Wt=0.1 V=10
Drain Personality - Frost Shield - Cure common Disease - Cure Paralyzation

--Wrapped Corprusmeat Hunk--
Wt=0.0 V=0
Drain Fatigue - Drain Health - Drain Magicka



5.3 Cure Potion Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--CURE BLIGHT DISEASE--
Ash Salts Meteor Slime Scrib Jelly

--CURE COMMON DISEASE--
Chokeweed Daedra Skin Gravedust Green Lichen Muck
Red Lichen Willow Anther

--CURE PARALYZATION--
Corkbulb Root Netch Leather Scamp Skin Willow Anther

--CURE POISON--
Black Lichen Ghoul Heart Meteor Slime Rat Meat Raw Ebony
Roobrush Scathecraw Scrib Jelly



5.4 Restore Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--RESTORE AGILITY--
Bonemeal Sload Soap

--RESTORE ENDURANCE--
Gravedust Scales

--RESTORE FATIGUE--
Bread Chokeweed Crab Meat Hack-Lo Leaf Hound Meat
Lg. Kwama Egg Muffin Saltrice Scrib Jerky Scuttle
Sm. Kwama Egg

R--ESTORE HEALTH--
Corkbulb Root Emerald Marshmerrow Resin Saltrice
Whickwheat Corprus Weepings

--RESTORE INTELLIGENCE--
Ruby Scrap Metal Treated Bittergreen Petals
Bittergreen Petals

--RESTORE LUCK--
Crab Meat Hack-Lo Leaf Kresh Fiber

--RESTORE MAGICKA--
Comberry Daedra's Heart Frost Salts Void Salts

--RESTORE PRESONALITY--
Guar Hide Heather Scamp Skin

--RESTORE STRENGTH--
Dreugh Wax Gold Kanet Roland's Tear Scamp Skin
Stoneflower Petals

--RESTORE WILLPOWER--
Meteor slime Scathecraw Scrib Jelly Trama Root

--RESTORE SPEED --
Raw Ebony Resin



5.5 Fortify Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--FORTIFY AGILITY--
Ectoplasm Fire salts Roobrush Sload Soap

--FORTIFY ENDURANCE--
Deadra's Heart Guar Hide Netch Leather

--FORTIFY FATIGUE--
Hound Meat Scrib Jerky Scuttle

--FORTIFY HEALTH--
Human Flesh Lg. Kwamma Egg Shalk Resin Vampire Dust

--FORTIFY INTELLIGENCE--
Ash Yam Bloat Netch Leather

--FORTIFY LUCK--
Corkbulb Root Corprus Weepings Guar Hide

--FORTIFY MAGICKA--
Emerald Saltrice Stoneflower Petals

--FORTIFY PERSONALITY--
Green Lichen Kresh Fiber Stoneflower Petals

--FORTIFY SPEED--
Kagouti Hide Moon Sugar Shalk Resin

--FORTIFY STRENGTH--
Ash Yam Daedra Skin Dreugh Wax Vampire Dust

--FORTIFY WILLPOWER--
Bloat Meteor Slime Scrib Jelly Whickwheat

--FORTIFY ATTACK--
Ghoul Heart



5.6 Resist Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--RESIST COMMON DISEASE--
Ash Yam Kagouti Hide pearl Resin

--RESIST FIRE--
Black Anther Fire Petal Frost Salts

--RESIST FROST--
Black Lichen Fire Salts

--RESIST MAJICK--
Ash Salt

--RESIST POISON--
Alit Hide Kwama Cuttle Rat Meat

--RESIST SHOCK--
Crab Meat Scrap Metal



5.7 Shield Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--FIRE SHIELD--
Comberry Fire Salts Raw Glass Slaod Soap

--FROST SHIELD--
Frost Salts Lg. Kwama Egg Raw Ebony Willow Anther

--LIGHTNING SHIELD--
Corkbulb Root Crab Meat Scrap Metal



5.8 Misc. Helpful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--DETECT ANIMAL--
Alit Hide Ampoule Pod Bloat Ectoplasm

--DETECT ENCHANTMENT--
Hound Meat Hypha Facia Marshmerrow

--DETECT KEY--
Ash Yam Diamond Muck Spore Pod

--DISPEL--
Bungler's Bane Moon Sugar Pearl

--FEATHER--
Heather Ruby Scuttle

--INVISIBILITY--
Bittergreen Petals Diamond Treated Bittergreen Petals

--LEVITATE--
Coda Flower Racer Plume Trama Root

--LIGHT--
Black Anther Red Lichen

--NIGHT EYE--
Daedra's Heart Kagouti Hide

--REFLECT--
Comberry Diamond Hound Meat

--SPELL ABSORBTION--
Fire Petal Vampire Dust Void Salts

--SWIFT SWIM--
Daedra Skin Scales Scrib Jerky

--TELEKINESIS--
Alit Hide Bonemeal Scuttle

--WATER BREATHING--
Hack-Lo Leaf Kwama Cuttle Luminous Russula Pearl

--WATER WALKING--
Ampoule Pod Kwama Cuttle Scales Violet Coprinus



5.9 Drain Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--DRAIN AGILITY--
Ash Salts Black Anther Daedra's Heart Diamond
Emerald Hypha Facia Pearl Raw Ebony
Ruby

--DRAIN ENDURANCE--
Bittergreen Petals Black Anther Bunglers Bane Emerald
Moon Sugar Treated Bittergreen Petals Void Salts

--DRAIN FATIGUE--
Bonemeal Comberry Corprus Weepings Guar Hide
Hypha Facia Kagouti Hide Kwama Cuttle Luminous Russula
Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk Wrapped Med Corprusmeat Hunk
Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Spore Pod
Violet Coprinus Wrapped Corprusmeat Hunk
Marshmerrow Shalk Resin

--DRAIN HEALTH--
Coda Flower Ectoplasm Fire Petal Fire Salts
Gold Kanet Green Lichen Rolands Tear Roobrush
Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk Ruby Scathecraw
Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Scrap Metal
Wrapped Corprusmeat Hunk Wrapped Med Corprusmeat Hunk

--DRAIN INTELLIGENCE--
Alit Hide Coda Flower Gravedust Human Flesh
Muck Raw Glass

--DRAIN LUCK--
Chokeweed Dreugh Wax Gold Kanet Hypha Facia
Rolands tear Stoneflower Petals Moon Sugar

--DRAIN MAGICKA--
Bittergreen Petals Bloat Gravedust Kresh Fiber
Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk Rat Meat Red Lichen
Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Scamp Skin
Trama Root Wrapped Corprusmeat Hunk
Treated Bittergreen Petals Wrapped Med Corprusmeat Hunk

--DRAIN PERSONALITY--
Bonemeal Coda Flower Heather Human Flesh
Muck Netch Leather Scales Shalk Resin
Sload Soap Willow Anther

--DRAIN SPEED--
Black Lichen Frost Salts Heather Kresh Fiber
Raw Glass Red Lichen Trama Root Bunglers Bane

--DRAIN STRENGTH--
Black Lichen Bunglers Bane Ectoplasm Green Lichen
Raw Glass Saltrice Scathecraw Spore Pod

--DRAIN WILLPOWER--
Ampoule Pod Chokeweed Corprus Weepings Dreugh Wax
Marshmerrow Racer Plumes Roobrush



5.10 Misc. Harmful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the
potions.



--BURDEN--
Gold Kanet Resin Roland's Tear Scrib Jerky

--DAMAGE FATIGUE--
Poison

--DAMAGE HEALTH--
Poison

--DAMAGE INTELLIGENCE--
Wickwheat

--PARALYZE--
Ampoule Pod Daedra Skin Fire Petal Ghoul Heart
Hackle-Lo Leaf Lg. Kwama Egg Rat Meat Spore Pod
Void Salts Wickwheat

--POISON--
Luminous Russula Poison Violet Coprinus

--WEAKNESS TO POISON--
Poison

--VAMPIRISM--
Vampire Dust



5.11 Reader Submitted Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

**Potion Name**
--Potion Effect--
ingredients needed
description (if any)
Submitted by

**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

=============================================================================
Section 7: Master Trainer Locations
=============================================================================

Acrobatics:
Senyndie, Fighters guild on the waistworks level of the Vivec Arena canton

Alchemy:
Abelle Chriditte, in the Propylon Chamber at the stronghold Valenvaryon

Alteration:
Seryne Relas, at her home in Tel Branora

Armorer:
Sorollus Saccus, on the lower level of the Hawkmoth Legion Garrison in
Ebonheart

Athletics:
Adibael Hainnabibi in Adibael's yurt at the kaushtababi camp, south of
Molag Mor.

Axe:
Alfhedil Elf-Hewer, on the upper level of the stronghold Falensarano.

Block:
Shardie, in the courtyard of the Buckmoth Legion Fort outside Ald'ruhn

Blunt Weapon:
Faralenu Henim in the Abbey of St. Delyn the wise, off St. Delyn Plaza in
Vivec

Conjuration:
Methal Sean, on the lowest level of the Ald-Ruhn Temple.

Destruction:
Leles Birian, east of Piernette's Farmhouse (located east of Pelagiad)

Enchant:
Qorwynn, near the exit from the stronghold Indoranyon

Hand-to-Hand:
Taren Omothan, in the soutwestern bedroom on the lowest level of the
Holamayan monastery

Heavy Armor:
Seanwen, at Arena Fighters training in Vivec

Illusion:
Erer Darothril, at Dirty Muriel's Cornerclub in Sadrith Mora

Light Armor:
Aerin, in the Andus Tradehouse in Maar Gan

Long Blade:
Ulms Drathan, at the Armigers Stronghold in Molag Mar

Marksman:
Missun Akin, in Missun Akin's Hut atop the stronghold Falasmaryon.

Medium Armored Defense:
Cinia Urtius, on the deck of the boat at the Tel Fyre dock

Mercantile:
Ababael Timsar-Dadisun in a yurt in the Zainab Ashlander Camp

Mysticism:
Adrarume, in the west wing of the Gateway Inn in Sadrith Mora

Restoration:
Yakin Bael, at the Vos chapel

Security:
Heccerinde, at his house in Balmora

Short Blade:
Todwendy, at the Lucky Lockup Cornerclub in Balmora

Sneak:
Wadarkhu, at the Druegh-jigger's Rest in Gnaar Mok

Spear:
Mertis Falandas, on the lower level of the Tower of Dusk at Ghostgate.

Speechcraft:
Skink-in-Tree's-Shade, at the Mages Guild in Wolverine Hall at Sadrith Mora

Unarmored:
Khargol gro-Boguk, in the Vacant Tower in Dragon Fel.



=============================================================================
Section 8: Contact Info
=============================================================================

If you want to send me any ideas, congrats, or anything else, you can Email
me at Stevmill@yahoo.com. Thank you









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