Elder Scrolls 3: Morrowind Walkthrough and FAQ V1.5 By Stevmill Contents: 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 : Fighters Guild Quests 4.1 : The Rats 4.2 : Egg Poachers 4.3 : Trouble at Caldera Mine 4.4 : The Code Book 4.5 : Debt Money 4.6 : Orc Bounty 4.7 : Ald-Ruhn Fighters Guild 4.8 : Neromancers 4.9 : Nerer Beneran The Outlaw 4.10 : Suran Bandits 4.11 : Delivering Flin 4.12 : Sadrith Mora Fighters Guild 4.13 : Dwemer Ruins Of Nchurdamz 4.14 : Dissapla Mine 4.15 : Corprus Stalker And Rels Tenim 4.16 : Sujamma Courier 4.17 : Escort Sondaale of Shimmerene 4.18 : Engaer 4.19 : Pudai Egg Mine And The Golden Eggs 4.20 : Orcs At A Daedric Ruin 4.21 : Verethi Gang 4.22 : Sarano Tomb 4.23 : Decision 4.24 : Option 1 Save the Fighters Guild 4.25 : Option 2 Vivec Fighters Guild 4.26 : Option 2 The Thieves Guild Bosses 4.27 : Option 2 The Theives Guild Master Section 5 : Guide To Vvardenfell 5.1 : Ascadian Isles 5.2 : The Ashlands 5.3 : Azura's Coast 5.4 : The Bitter Coast 5.5 : The Grazelands 5.6 : Molag Amur 5.7 : Red Mountain 5.8 : West Gash 5.9 : Sheogorad Section 6 : Seyda Neen Quests and Notes 6.1 : Fargoth's Ring 6.2 : Fargoth's Hiding Place 6.3 : The Dead Taxman 6.4 : Cursed Ring Of Vodunius Nuccius 6.5 : Seyda Neen Travel 6.6 : Seyda Neen Trainers 6.7 : Seyda Neen Merchants 6.8 : Seyda Neen Notes Section 7 : Pelagiad Quests and Notes 7.1 : Pelagiad Quests 7.2 : Pelagiad Trainers 7.3 : Pelagiad Merchants 7.4 : Pelagiad Notes Section 8 : Hla Oad Quests And Notes 8.1 : Slave Delivery 8.2 : Hla Oad Travel 8.3 : Hla Oad Trainers 8.4 : Hla Oad Merchants 8.5 : Hla Oad Notes Section 9 : Gnaar Mok Quests And Notes 9.1 : Breeding Netch 8.2 : Hla Oad Travel 9.3 : Gnaar Mok Trainers 9.4 : Gnaar Mok Merchants 9.5 : Gnaar Mok Notes Section 10 : General Tips Section 11 : FAQ 11.1 : How Do I sell High Priced Items? 11.2 : How Do I Use Vampire Dust To Make A Vampire Potion? 11.3 : Can I Join More Than One Guild? 11.4 : Why Do The Ordinators Attack Me? 11.5 : Where Is Creeper, And What Is So Special About Him? 11.6 : I Messed Up The Bonebitter Bow Quest, What Do I Do? 11.7 : Where Are The Propolyon Index Stones Section 12 : Reader Submitted Notes and Hints 12.1 : WarEagle's Easy Golden Saint Soultrap 12.2 : Ye Olde Breadbutt's Easy Athletics 12.3 : Master Alchemy Equipment 12.4 : Pelagiad Armor Ready To Be Stolen 12.5 : The Sword of White Woe 12.6 : Good Loot 12.7 : The Thieves, The Fighters, And The Codebook 12.8 : More Good Loot 12.9 : The Talking Mudcrab 12.10 : Vampire Info 12.11 : Ordinator Armor 12.12 : Azuras Servant Shield 12.13 : Yagrums Book Of Great Arifacts Locations 12.14 : Daedric Quests 12.15 : Xbox Weapon Skill Cheat 12.16 : Daedric Cressent 12.17 : Good Souls 12.18 : Easy Way Over Lava 12.19 : Daedric Dai Katana 12.20 : Ebony Armor Set Location 12.21 : The Wonders Of Sujamma 12.22 : Stat Training Quirks 12.23 : Another Stat Training Quirk 12.24 : Glass Armor Set 12.25 : Another Permanent Bound Item (Non Bug) 12.26 : M'Aiq the Liar 12.27 : Raise A Stat And Make Money 12.28 : Death to Ordinators!!!!!!! (Kwik Kash) 12.29 : Dragonbone Cuirass 12.30 : Cheaper Constant Effect Enchantment 12.31 : Another Easy Way To Raise Sneak Skill 12.32 : Calm The Ordinator 12.33 : Xbox Enchanting Cheat 12.34 : Indoril Armour 12.35 : High level Conjuration Spells Section 13 : Alchemy 13.1 : Alchemy Equipment 13.2 : Component List 13.3 : Cure Potion Recipes 13.4 : Restore Recipes 13.5 : Fortify Recipes 13.6 : Resist Recipes 13.7 : Shield Recipes 13.8 : Misc. Helpful Recipes 13.9 : Drain Recipes 13.10 : Misc. Harmful Recipes 13.11 : Two Item Multiple Effect Potions 13.12 : Reader Submitted recipes Section 14 : Books to learn from 14.1 : Books That Raise Skills 14.2 : Books That Have Other Effects Section 15 : Master Trainer Locations Section 16 : Contact Info. ============================================================================= Section 1: Forward and Credits ============================================================================= Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind "The Walkthrough and FAQ". This is not a complete Walkthrough for every quest and side quest in the game (at least not yet), but at the moment just the main quest needed to finish the game. Later on I will add lists for guild quests and misc. quests found throughout the game. This FAQ was written using the PC version of this game. If there aree any XBox owners that find any differences between this version and the XBox version, please let me know so that I can add the notes for the XBox version. Following revisions will be a little slower in coming out since I got Neverwinter Nights. =) This means Emails might be returned a little slower than usual. Another good place to get answers is the Gamefaqs.com Morrowind Message board. 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 and Mark for some of the Seyda Neen notes. Credit to Digisciple for sending me a possible XBox difference in the Urehilaku Camp. Credit to Karen for informing me about the Breeding Netches being part of the imperial legion quests. Credit to WarEagle, Ye Olde Breadbutt, Sam, Scott Kelley, Bojangles, Jesus, Robin Sequira, Josh Aldrich, Carcanel, DemonicSavior, Demens Ignis, Senaldun, Alex, Victor, God Magnus, SpaceLord, The Great Gerstacker, Jerome, Blue99BMW, dogami, shock_ZERO, giznot, MaconBacon, Dave Marchetti, P3ss1m15t and JABIGDOGS2000 for contributing to the Reader Submission Section. Credit to Bloodrose from the Gamefaqs fourm for sending in a few alternate directions to the Cavern of the Incarnate Credit to LordMagus on the gamefaqs.com message board for helping me fix the Blunt Weapons Master Trainer. Credit to Mad Marduk for the Two Item Multiple Effect Potions part of the Alchemy Section. Credit to BETHESDA for the guide to Vvardenfell, as it came directly from the in game scroll. Thanks go to BETHESDA for making such a great game. GameFaqs.com and all the people who post on the Morrowind message board for giving me the inspiration to write this FAQ, and my girlfriend for letting me spend so much time playing this game. Well, enough of my rambling, and on to the good stuff.... ============================================================================= Section 2: Version Description ============================================================================= 05-31-02 V1.0: The initial offering 06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions Fixed a lot of spelling errors, re-formatted a bunch of stuff. 06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book to notes. Added a few more Seyda Neen notes. Added a little 06-18-02 more to the Cavern of the Incarnate and Dwemer Puzzle box sections. Added a reader Submission Section. Added a section for the Fighters Guild Quests. I also added a section for General Tips and a FAQ section to address some of the more fequintly asked questions I have been recieving via Email. 06-20-02 V1.3 Was informed that part of section 3.26 got deleted, so I put to it back in. Added some more reader submitted hints. Finished 06-25-02 the Figters guild quests. Added a reader contribution for the code book quest, and one for the Urshilaku Camp. 06-29-02 V1.4 Added some more reader submissions. Added a reader submitted to Seyda Neen note. Fixed spelling of Pelagaid throughout the 07-02-02 FAQ. Added the Guide to Vvardenfell section. Added Hla Oad and Gnaar Mok sections. 07-04-02 V1.5 Added some more reader submissions (Keep them coming, I will to keep adding them. If they are for a quest line I will probably 07-10-02 wait untill I write a walkthrough for the whole quest line.) Added a note to the Gnaar Mok section. Added a note about the Secretmaster level alchemy equipment. Updated the FAQ section. Edited the Master Trainer Section a little. Fixed the Blunt Weapon Master Trainer. Updated the credits section. Added a new section to the alchemy section: Two Item Multiple Effect Potions. Added a missed quest in Seyda Neen, and a Seyda Neen Travel Section. Changed some of the town notes to reflect the fact that the boxes, berrels, etc.. contain Random loot, and not nessesaraly the items I had listed. ============================================================================= 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. Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion. 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 of the room. There will be rocks in front of you, climb them until you are on the second floor on the west side of the cavern. Go through the door into the "Cells of Hollow Hand" (If you follow the above directions you should end up in the Cells of Hollow Hand near the begining of the dungeon, not deep within the dungeon). Defeat the guy inside, his name is Boss Citra (if he is not in the room, then you are in the wrong room.), the Puzzle Box is on the bottom shelf to the left of the door (as you enter, right if you are facing the door. I assure you that the box is in this room on one of the shelves, It is the size of a rubics cube. If you can't find it, check every shelf). Grab the box and backtrack out of the dungeon. Return the box to Hasphat in Balmora. Note: Please read and follow the directions above before writing me asking where the box is. Thank you. Hasphat will take the box and give you some notes to take back to Caius. 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 if your speechcraft skill is good enough he will take your earnest thought and effort as an acceptable gift. If your skill is not high enough, he will ask you to find him a book of poetry, if this is the case you can go to the local book store in the market district of Ald'Ruhn. You'll find several, there is Ashlander Hymns and some other books with 'Songs' in the title of it, if you've got the money buy all three if you want but you can just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about the "Ashlanders", and he will give you some notes to take back to Caius. Return to Caius and show him the notes. You will be promoted to Blades Finder, and told what was in the package that you delivered to Caius. He says that the Emperor feels that you might be the one to fulfill the Nerevarine prophecies. He will give you a decoded copy of the package and 200 gold. 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. Note: Reader Digisciple sent in the following: I own Morrowind for the Xbox and I noticed a difference from your walkthrough. When you first get to the Urshilaku camp, I had to bribe the snot out of one of them (any will work) before they would even talk to me. I think I spent around 300 or so before they would talk about the Nereveraine The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the prophecies, next ask about the initiation rite. Sul-Matuul wants you to retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow from the Urshilaku Burial Caverns, before he will let you speak with the wisewoman, Nibani Maesa. The burial ground lies south- southeast of the camp. A north-facing door in a little hill halfway between the camp and the slopes of the Red Mountains. The easiest way to find the Burialground id to go north to the water, then turn east. At a rock carin (a little pile of rocks that looks like a pile of dog crap) on the beach, turn and walk directly south until you find the door to the cavern. To find the bow once you are in the burialgrounds keep moving south and go through the door. Follow the cave until you come to a large chamber filled with water, then turn south and go through the door into the Laterus Burial Chamber. Navigate your way up the stone spiral to the top and through the door into the Juno Burial Chamber. At the end of this chamber is a ghost, which you must kill. After you kill the ghost, search it's remains to find the bow. Now backtrack out of the Cavern and return to Sul-Matuul. Upon returning and showing the bow to Sul-matuul, you will be initiated into the tribe, be named "Clanfriend of the Ashlanders", you will also be allowed to keep the bow. Since you are now part of the tribe, you will be allowed to see Nibani Maesa. Nibani Maesa is located in the northernmost Yurt, called the Wise Woman’s Yurt. Speak with her about the prophecies, you may then ask many questions to find out much history about the prophecies, but all you have to ask is if "you pass the test". She will tell you that you are not the Nerevarine, but you could be. She asks you to find a book called "The Lost Prophecies" and return it to her. She will give you to books to read, "The Seven Visions" and "The Stranger". For the time being, you have done enough to please Caius, so return and speak with him. Caius will send word to Mehra Milo to look for the "Lost Prophecies", and will give you a task to keep you busy until he gets an answer. 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. I have recieved a few comments that these directions are not accurate, but they are, people have not been walking far enough, you have to walk about 1/3rd the way across the continent, like I said it is a loooong hike. ;) - If you have the paper map that came with the game, look on the north coast, look where the the crappy wasteland area meets up with the Grazelands. On the west side of that mountain range is a path, that is the path that leads to the Cavern.), when you get to the mountains there will be a path going south, follow that path (if you see two large spikes of rock (they are huge compared to all the other rocks sticking up from the ground, like 3 times the size) flanking the path you are on the right path, if not the path is east of you). Follow this path until you come to the Cavern of the Incarnate. Wait until 6 am or 6 pm, then the door will be able to be opened. Walk forward and take the Moon and Star, at this point a movie will play and describe the next two trials. You may speak with all of the failed Nerevarines and receive all of the various items they give you. (If you have better directions to the Cavern from the Camp, please email them to me, and I will add them to the FAQ and give you credit). -Bloodrose's alternate diections to the cavern- The Cavern of the Incarnate is a lot easier to find if you go west from Tel Vos. Take a boat from Sadrith Mora (teleport from any Mage Guild to the Mage Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora. Alternative boat route - go to Gnisis (Almsivi Intervention from Urshilaku Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel Mora. From there, go west until you reach Tel Vos. Continue going due west till you reach the mountains. If you have Levitation (easily gotten from a potion), fly over the mountains and land in the valley. Go south and you'll find the Cavern. If you don't have Levitation, follow the mountains north to the coast, and then swim around them (if you get back to land and find a Daedric ruin, you've gone too far west). You'll find a valley. Follow it south to the Cavern Return to Nibani and ask her about the seven trials and she will acknowledge that you have passed the third trial. She will also tell you about the Fourth and Fifth Trials. The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu, and Telvanni by having them all pronounce you Hortator. The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine. You may complete these next two trials in any order you wish, but since we are already in an Ashlander camp, we will start with the Fifth Trial first. 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 Citidel (which is directly north of Ghostgate) is from the north. Drop down into the crater and you will see a door with a steel bubble around it (it looks like the door to the Dwemer Dungoen where you found the Puzzle Box), south of this door is a pipe with a crank on it, turn the crank to open the door, quickly return north and enter the door into the Citidel. Go down the stairs and through the door, walk around the hole in the floor and go through the door ahead. Jump down the hole in the floor and continue straight ahead into the inner facility. Go down the stairs and through the door on the right, continue straight through two doors, then turn right, before the third door. Go through the door on the right and go down the stairs and through the door into the lower facility. Dagoth Gilvoth is straight ahead, kill him and loot his body for the Blood Ring. Continue straight and stand in front of the door to the Facility cavern. Continue to section 3.27... 3.27 Dagoth Ur ----------------------------------------------------------------------------- ...Continued from section 3.26 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: Fighters Guild Quests ============================================================================= Go to Balmora via the Silt Strider, go down the ramp and go west, turn north after the Lucky Lockup. The Fighters Guild is the Last building on the right. Enter and go up stairs and speak with Eydis Fire-Eye who is the Guild steward, and ask about joining the Fighters Guild. Once you have joined, you can ask for your first set of orders. Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion. 4.1 The Rats ----------------------------------------------------------------------------- For your first set of orders you will get to play exterminator. You are asked to get rid of the rats that have infested Drarayne Thelas' house. Her house is along the river on the east side. Go there and speak with Drarayne about the rats. She will tell you that the rats have taken over the storeroom upstairs and she will give you a key. Before you go upstairs to kill the rats, there is a rat behind a closed door in this room, kill it, then go upstairs and kill all of the remaining rats. Go back downstairs and speak with Drarayns about the "cave rats", she will give you 100 gold. Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask about advancement to be pronunced Fighters Guild Apprentice. Now ask for your next orders. 4.2 Egg Poachers ----------------------------------------------------------------------------- Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and Daynila Valas, a couple of people that have been charged as being egg poachers. Shulk Egg Mine is southwest of Balmora, on the west bank of the river. Leave Balmora and follow the river south, when you see the suspension bridge crossing the river, turn west and you will find the mine. Enter the mine and follow the cave all the way, untill you find the door to the "Queens Lair" Enter the door and go west following the cave. Somewhere along the line, Sevilo and daynila will attack you, kill them and return to the Fighters Guild to speak with Fire-Eye. Speak with Fire-Eye about the poachers to recieve 100 gold and four potions of restore fatigue. Ask about advancement to be pronounced Fighters Guild Journeyman. Get your next set of orders. 4.3 Trouble at Caldera Mine ----------------------------------------------------------------------------- Four Telvanni agents are causing touble in the Calders Mines. They are Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them and reurn. To get to the mine, exit the Fighters Guild, go south one door and enter the mages guild. Go downstairs and speak with Masalinie Merian the mage guide to travel to Caldera. You will be transported to the Caldera Mages Guild. Leave the town from the northwest gate and follow the path untill you come to the signpost (near the naked guy). At the signpost take the southern path, then at the next split, take the southeast path. Before you get to the bridge to the Caldera Mining Post, turn to face northwest and you should see a cave enterance with someone standing guard. Talk to the person standing guard (Alveleg) about the Telvanni agents, once you do, he will attack you, Kill him and enter the cave "Ashanammu". Follow the cave untill you come to three people standing around, these are the remaining agents. Speak with on about the Telvanni Agents to get them to attack, then kill them all. Return to the Fighters Guild and speak with Fire-Eye about the agents and you will get 400 gold for your troubles. Ask about your next orders. 4.4 The Code Book ----------------------------------------------------------------------------- Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall Cornerclub. The cornerclub is in the southeast corner of town on the east side of the river. Go there and enter the club. Speak with Sottilde about the codebook, and if you have a good enough rep with her, she will hand the book over, use persuasion if needed. Note: If you belong to both the Thieves Guild and the Fighters Guild at the same time when you attempt this mission, Sottilde will not give you the book at all. In this case you must taunt her untill she attacks you, then kill her and take the book. When you do this you will be booted from the Thieves Guild. To rejoin the Thieves Guild you must pay 1000 gold. Note: Reader Bojangles sent in a tip for when you are in both guilds. After a few days of playing, I arrived at the last leg of the Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads of the Fighter's Guild so they can protect the Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she pledges to aid the Thieves' Guild -- thus she doesn't request you to do any jobs against the Thieves' Guild, and omits the quest for the code book. Then you can ask her for the next job, because she called the one for the code-book a sucess even though you didn't finish it! This is a great solution to the quest if the Fighter's Guild isn't really your "thing" and you want to get stronger before you do the higher Fighter's Guild quests, because the Thieves' Guild quests are not real combat related. Return to Fire-Eye and speak about the code book, give her the code book and you will recieve 50 gold. Ask abou tadvancement to be proclaimed Fighters Guild Swordsman. Get your next orders. 4.5 Debt Money ----------------------------------------------------------------------------- Your next mission is to get 200 gold in debt money from Helviane Descle in Suran. Once you bring back the money, Fire-Eye will split the money with you. Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (It is the building with the red porch light). Desele is behind the bar, speak with her, and if you have a high enough rep with her she will give you the money, you may have to persuade her. Once you have the money return to the Fighters Guild and speak with Fire-Eye about it. Fire-Eye will give you 100 gold as your cut. Get your next orders. 4.6 Orc Bounty ----------------------------------------------------------------------------- Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol. Dura gra-Bol lives on the east side of the river in Balmora, on the southern end. Enter the hous and go upstairs to find Dura. Speak with him and taunt him untill he attacks you, then kill him. Return to Fire-Eye and tell her that you have killed Dura to recieve your 250 gold bounty. When you try to get some more orders, Fire-Eye will tell you that she has no more for anyone under the level of Fighters Guild Protector. She tells you to check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec. 4.7 Ald-Ruhn Fighters Guild ----------------------------------------------------------------------------- The Fighters Guild is southeast of the Silt Strider. Enter the guild and speak with Percius Mercius down the left stairwell. 4.8 Neromancers ----------------------------------------------------------------------------- Percius wants you to help Ulune Henim kill some necromancers in Vas. If you ask about Vas, percius will mark it on your map. Leave the guild and go to Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to the west, go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Contunue west past a few forks in the road, you will pass Pudai Egg Mine on your right, keep going west untill you get to the next fork (where the south path leads to the water). Go north, then follow the path west at the next fork. Waterwalk or swim west to Vas (use your world map to help guide you). When you get there Ulyne Henim will be waiting in front of the enterance. Speak with her about fighting together, and enter the cave. (There are ancestrial ghosts in here, to kill them you need to use magic, a magic weapon, or a silver weapon). Walk forward, and turn down the hallway on your left, then down the hall on your right, continue down to the lower level. Enter the door o your right into the Vas,Tower (there is a Dremora in here, so be carefull). Turn to the right and follow the walkway leading up, go up the stairs and around the back of the room, and up the stairs again. Daris Alram (the necromancer that must be killed) is in this room. Get him to attack you, then kill him. Once he is dead Ulyne will thank you, now you must return to Ald-Ruhn and speak with Percius about the necromancers. Once you do you will be given 500 gold. Ask about advancement to be named Fighters Guild Protector. Ask for your next orders. 4.9 Nerer Beneran The Outlaw ----------------------------------------------------------------------------- Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of Maar Gan. Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via boat ride. Follow the same path to the coast as you did in the last mission, and swim to Vas again. Swim southwest to the island with the Onnissiralis Shrine on it, then swim south to the large island, the Assurdirapal Shrine is on this island. Walk to the path and follow the path west (it will change direction, but will generally go west) and eventually Sargon will be on your right. Enter the cavern and follow the cave untill you come to Milynea Andrethi, go through the door behind and to the left of her, go around the room to get to the top of the platform, then walk across the wodden walkway into the next room. Walk up the ladder behind Varon Sadralo, turn right and cross the bridge. THe next room you come to will have Nerer Beneran in it, get him to attack you, then kill him (If you loot his body you will find an ebony cuirass). Return to the guild and speak with Percius about Nerer to recieve your 500 gold reward. Ask about your next orders. 4.10 Suran Bandits ----------------------------------------------------------------------------- Avon Oran is having problems with bandits in Suran, ask about the "bandits". Leave the guild and travel to Balmora, then go to Suran via the Sit Strider. Avon Oran's Manor is in the south of town, next to the temple. When you enter the courtyard, turn right and go up the stairs and enter the manor. Speak with Avon about the bandits. He wants you to kill Daldur Sarys in Saturan to end the raids, then report back to him to collect a 1000 gold bounty. Leave the Manor courtyard from the southern exit, followung the river. When you get to the driftwood on the ground turn and go to the northeast. There will be two paths branching off to the north, the first goes to the Inanius Egg Mines, we want to walk north along the second path. Walk north and the path will bend around a grove of dead trees and steam pits, and then come to a fork splitting north and west. Saturan is west. Enter the cavern and follow the cave untill you reach the wooden walkway, go down the stairs, turn left and walk to the end of the walkway, Daldur Sarys is upstairs to the left. Get him to attack you, then kill him. Return to Avon Oran in Suran to claim your bounty, then return to Percius in Ald-Ruhn and speak with him about the bandits and advancement to be proclaimed Fighters Guild Defender. Get your next orders. 4.11 Delivering Flin ----------------------------------------------------------------------------- Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal Mine, near the Zainab camp. Leave the guild and take the Silt Strider to Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one more boat to Vos. Leave the docks using the path that goes west, when the path splits go southwest, continue southwest past the first signpost and you will come to another fork, go south, past the Yakaridan camp. When the path splits go west untill the path splits again, this time go south. At the next fork, the south path will go to the Zainab Camp and the west path will lead to the Red Mountains, go toward the mountains. When the mountain path splits go south, and the Elith-Pal Mine will be on your right. Enter the mine and follow the path straight untill you come to the first chamber. Climb the stairs, there is a small stone walkway that leads to the upper level, climb that and continue straight (the stone path is hard to see, a torch or light spell might help). Dangor is in the very back of the mine, speak with him about the Flin, and he will take it. Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will then offer you some brandy, accecpt it and you will recieve some brandy and 500 gold. When you ask for your next orders Percius will tell you that he has no orders for anyone under Guardian and to check in Sadrith Mora. 4.12 Sadrith Mora Fighters Guild ----------------------------------------------------------------------------- Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of Sadrith mora. Enter Wolverine Hall through the Imperial Shrine, walk forward a few steps and go through the door on your left. Go down the stairs one level and the Fighters Guild is on your left. Speak with Hrundi the guild steward. 4.13 Dwemer Ruins Of Nchurdamz ----------------------------------------------------------------------------- Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins of necromancers, he will mark the ruins on your map. Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming northeast, cross the strip of land to the east, when you get to the next body of water swim along the coast, keeping the land to your left. After a few twists and turns and a long swim you will eventually come to Nehurdamz (Use your world map to help guide you, as my directions are lacking). Note: There is another ruin nearby named Nehardumz, make sure you go to the right ruin. Once at the ruin, speak with Larienna Macrina about exploring together and she will tell you tht she wants your help to kill Hrelvesu, tell her you are ready and enter the ruin. Walk straight downstairs, then up the next flight of stairs, turn right and continue up the stairs. Go down the hall and through the door on your left. Go down the stairs and kill the Steam Centurion, untrap and open the ornate Dwemer chest in the room with the lava and take the key inside. (There is also a magic spear named Iiikurok in this room). Leave this room and go down the hall to the left. Unlock the door using the key and enter, Hrelvesu is inside. Kill him and Larienna will thank you and leave. Exit the ruin and return to Hrundi in the Fighters Guild, speak with him to get your 500 gold. Get your next orders. 4.14 Dissapla Mine ----------------------------------------------------------------------------- Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask about the mines to find out that the mines are northeast of Falensarano, ask about Falensarano to have him mark it on your map. Leave the guild and head to the docks, take a boat to Tel Mora, then a boat to Tel Aruhn. Jump off the docks and swim west, you will come to an island with a Daedric Ruin named Yansirramus on it, keep going west untill you get to the mainland and a cavern called Nammu. Go north a little ways untill you are back on land, turn west and walk untill you come to a path in fron to Falensarano. Follow the path north, when the path splits go north to the mine. Enter the mine and walk into the first room and speak with Novor about the mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds. Follow the cave untill you come to a room with a ladder going up and a hall to your right. Go right and follow the cave, killing all the nix hounds that you come across. You will come to another ladder, Teres Arothan is above, talk with her and have her follow you back to Novor. Speak with Novor about the mines and he will give you four Raw Glass. Return to the Sadrith Mora Fighters Guild and speak with Hruidi about the mine and he will give you 250 gold. Ask about advancement to be named Fighters Guild Warder. Get your next orders. 4.15 Corprus Stalker And Rels Tenim ----------------------------------------------------------------------------- Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos. Leave the guild and take a boat to Tel Mora. The enterence to the trader shop is just east of the enterence to the Lower Tower. Enter the shop and speak with Berwen about the Corprus Stalker, go upstairs and kill the monster, then return to Berwen and talk about the Stalker again. Leave the shop and take a boat to Vos. Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the water to the first island, from there travel northwest two more islands. On the second island go th the north side, there you will find the enterance to Shallit at the waters edge in a small cove. Enter the cavern and walk forward untill you come to a room with large rocks hanging from the celing (remember this room as you will need to come back to it). Note that there is a high ledge on the south wall, we need to get up there so we have to find a potion. Follow the cave around, past the barrel with the note and sword, and go up the flight of stairs. There is a bed roll and some boxes on the ground, mixed around the boxes are two potions of rising force, grab them and return to the large room with the ledge. Use on of the potions to fly up the south wall onto the ledge, then follow the cave. Rels Tenim is a few rooms back, get him to attack you, then kill him. Return to Hrundi in the Fighters Guild, speak with him about the Corprus Stalker and Rels Tenim to get your rewards. Get your Next orders. 4.16 Sujamma Courier ----------------------------------------------------------------------------- Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai Caverns, southeast of Ghostgte, between the Foyada Esannudan and Foyda Ashur-Dan. Leave the guild and take a boat to Ebonheart, then leave the town and walk to Seyda Neen. Take the Silt Strider to Balmora.Leave Balmora south, and take the road going east. When you come to the signpost take the road toward Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer Bridge, then turn around and go down into the ravine. Follow the Ravine north past the Deadric Shrine. On your right, before Ghostgate there will be a path flanked by two large spires, turn east and when you get to the next two spires head east and continue past the first northern path. Talke the next path north, and look for a path on your left that leads to the Denirar Caverns. Enter the caverns and follow the cavern back and speak with Nelacar about the sujamma, give him the bottles. Return to Hrundi in the Fighters Guild and speak with him about the cavern to get your 500 gold. Get your next orders. 4.17 Escort Sondaale of Shimmerene ----------------------------------------------------------------------------- Hrundi wants you to help Sondaale of Shimmerene through the Temple of Telascro. To get there, take a boat to Tel Bramora, then a boat to Molag Mar. Leave Molag Mar to the west and follow the path untill you come to Telascro. When you get there, Sondaale is nowhere to be seen, but if you look on the smaller enterance door, you will see a note stating that she went in ahead of you and to meet her inside. Enter the door with the note and folow the halls untill you get to the lower level. Go through the hall to the south, continue straight and enter the door to the lower level. Enter the first door on your left to find Sondale. Speak with her and she will ask you to escort her out of the temple. Have her follow you, and leave the temple. Return to the Fighters Guild and speak with Hrundi about Sondaale to get your 500 gold. Ask for your next orders. 4.18 Engaer ----------------------------------------------------------------------------- Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the Tel Naga Tower at the center of town. Go down the stairs and steal a couple of Rising Force Potions on one of the desks in this room. Use one of the potions to levitate to the door to the Upper Tower on the east wall. Levitate up the shaft to the top level, then go down the west hallway. There are three doors here, two locked and trapped goldern doors and a door to Sadrith Mora. Engaer is behind the north door, so untrap and unlock it, go inside, close the door and get Engaer to attack you then kill him. (Loot his body to find a complete set of bonemould armor and a ring enchanted with the third barier spell). Return to the Fighters Guild and speak with Hrundi to recieve your 1000 gold bounty. Ask about your next orders. 4.19 Pudai Egg Mine And The Golden Eggs ----------------------------------------------------------------------------- Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine. Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west, go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Contunue west past a few forks in the road, the Pudai Egg Mine will be on your right. Enter the mine and follow the cave untill you get to the main room, take the south branch and enter the Queens Lair. Go left and follow the cave untill you reach the Queen but don't kill her. The golden eggs are behind the Queen, grab them all (they weigh 30 pounds each) and return to Hrundi in the Fighters Guild. Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about advancement to be named Fighters Guild Guardian. When you try to get your next orders he will tell you that he doesn't have any for you, and that you should check in Ald-Ruhn, but since we know Fire-Eye in Balmora has more orders for us, we will return to the Balmora Fighters Guild. 4.20 Orcs At A Daedric Ruin ----------------------------------------------------------------------------- Speak with Fire-Eye about orders and she will tell you to visit Alof in his farm northwest of Pelagiad and just north of the Arvel Plantation to get more info about your mission. Leave the guild and take a Silt Strider to Seyda Neen, then walk to Pelagiad. Walk east past the Fort untill you get to the Dren Plantation. Go north untill you get to the Arvel Plantation, then swim across the lake to Alofs farm. Enter and talk to Alof about the Orcs. He will tell you that you have to kill the orc leader Burub gra-Bamog. Leave the farm and go north along the path untill you come to the crossroad, then go west. When you get to a clearing near the mountains with a signpost take the norhteast path toward Molag Mar. The path will curve around quite a bit and you will pass a clearing in the mountains with a dead log on the ground, keep ging north. At the next signpost go east, then southeast at the next crossroad and follow that path past a steam pit of two. At the next intersection go south, then west, pass the ruin and continue down the path (Yes i said pass the ruin). At the end of this path is asecond enterance to the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you, then kill him. Return to Fire-eye and talk about the orcs to recieve 500 gold. Get your next orders. 4.21 Verethi Gang ----------------------------------------------------------------------------- Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang. He is located in Mannammu, southeast of Pelagiad. Leave the guild and take the Silt Strider to Seyda Neen, then walk to Pelagiad.Leave Pelagiad and walk south, you will find Mannammu near the pond across a mud walkway. Enter the cave. Follow the cave all the way to the back. You will come to a room with a raised platform surrounded by water, Dovres is on the platform. Get him to attack you, then kill him. Return to Fire-Eye and speak about the gang to get a 1000 gold reward. Get your next orders. 4.22 Sarano Tomb ----------------------------------------------------------------------------- Fire-Eye tells you of a dangerous creture, a hunger, that has made a home in the Sarano Tomb. She wants you to go and kill the beast and return. Leave Balmora south and follow the path as it goes east across the bridges, untill you come to some signposts. Go southeast toward Pelagiad. You will walk down into the Foyda you will come to another signpost, go soutwest, then southeast at the next signpost. When you get back to the lush area and the next signpost keep going southeast toward Suran. Shortly after you pass the Fields of Kummu Shrine, you will come to another crossroad, the tomb is north. Enter the tomb and go through the first door on your right, it is locked with a low level lock. Yo down stairs and kill the hunger (Loot the body to find the Sarano Ebony Helm, a Drough shield is also in this room). Return to Fire-Eye and talk about the tomb to collect your 1000 gold. Fire-Eye has no more quests for you. 4.23 Decision ----------------------------------------------------------------------------- Here is where you have a decision to make about the future of the Fighters Guild. As it turns out the Fighters Guild is devided and has two groups trying to take control. The Camanna Tong is influincing one side, and the old Fighters Guild is the other. So you have two ways of going. Option 1 is to help Percius end the Camonna Tong influence of the Fighters Guild, and option 2 is to ally with the Camonna Tong against the Thieves Guild. At the end of both paths lies your spot as the Head of the Fighters Guild. 4.24 Option 1 Save the Fighters Guild ----------------------------------------------------------------------------- Go to Ald-Ruhn and speak with Percius about orders. He will tell you that the Fighters Guild is being influenced by the Camonna Tong, and the only way to save it is to kill Sjoring Hard Heart the Guildmaster and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, Percius will name you the Fighters Guild Guildmaster. Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then kill her (loot her body for a Dwarven Mace). Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner of the plaze. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. In this room is Lorbumol gro-Aglakh, and behind the door at the other end of the room is Sjoring Hard Heart. Get them to attack you then kill them both (If you loot Hard Hearts body, you will find a magic hammer). Return to Percius in Ald-Ruhn and talk to him about each of the people you just killed, and he will name you the Fighters Guild Guildmaster. 4.25 Option 2 Vivec Fighters Guild ----------------------------------------------------------------------------- Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner of the plaze. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. Sjoring Hard Heart is behind the door at the other end of this room. Speak with Hard Heart about orders. 4.26 Option 2 The Thieves Guild Bosses ----------------------------------------------------------------------------- Hard Heart tells you that he has allied the Fighters Guild with the Camonna Tong, and that he wants you to kill the Thieves Guild bosses. Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead Habasi in the Southwall Cornerclub at Balmora ...... Dead Aengoth in The Rat In THe Pot at Ald-Ruhn...... Dead Heard Heart gives you 5000 gold to pay off guards as needed. Take the Silt Strider to Balmora, go down the stairs and turn right, cross the bridge, then go down the ally to the left of Dura gra-Bols House. The Southwall Cornerclub is to the right of the stairs. Enter the club and Sugar Lips Habasi is around the corner. Get him to attack you, then kill him (loot his body for a bunch of picks and probes, and a glass dagger). Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east of the Fighters Guild, enter the guild and go upstairs to the bar. Near the wall across the bar is a stairway down, go down and Aengoth the Jewler is down here, get him to attack you, then kill him. Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge leading to the Wolverine Hall. Enter the club and go upstairs and find Big Helende, get her to attack you, then kill her (you can loot her body for more picks and probes). Return to Sjoring Hard Heart in Vivec and talk to him about the bosses and he will make you his second in command Fighters Guild Champion. Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when you try to speak with him. 4.27 Option 2 The Theives Guild Master ----------------------------------------------------------------------------- Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master and his flunky Crazy Legs. Ask about this and he will tell you that they can be found in Fralinie's Bookstore. Leave the guild and the Foreign Quarter Plaza and head down to the Foreign Quarter Lower Waistworks, then use the eastern enterance to the Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on the south end. Enter the shop and go the back and pick the 65 level lock on the door. In this room is Gentelman Jim and Crazy Legs. Get them to attack you, then kill them both (loot Jim's body for a Daedric shortsword, a skeleton key, and a set of exquisite clothes). Return to Hard Heart to tell him of your achievements, he will be happy, but will then doublecross you and attack you. Kill him to become the Fighters Guild Guildmaster. ============================================================================= Section 5: Guide To Vvardenfell ============================================================================= Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the Sea of Ghosts, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). Vvardenfell District encompasses Vvardefell Island, a great land mass dominated by the giant volcano Red Mountain and cut off from mainland Morrowind by the surrounding Inner Sea. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered on the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes. Vvardenfell has nine basic geographic regions, each with their own distinctive plants and terrain features. Scholars have based their classifications on the different types of land described by the native Ashlanders, so the designations are recognized by most local traders, travelers, and adventurers. These geographic regions are called: the Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad. 5.1 Ascadian Isles ----------------------------------------------------------------------------- The Ascadian Isles is a region of lush, green, well-watered southern lowlands where most of Vvardenfell's agriculture is found. The area includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. The urban areas of Vivec and Ebonheart of the southern coast are densely populated; the inland Ascadian Isles are dotted with small farms and large plantations. The climate is temperate and comfortable, with moderate rainfall. Ebonheart is the seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. Also located at Castle Ebonheart are the Vvardenfell District Council chambers and the Hawk Moth Legion garrison. The officers, docks, and warehouses of the East Empire Company are also found in Ebonheart. Vivec City is the largest settlement on Vvardenfell, and one of the largest cities in the East. Each of the great cantons is the size of a complete town. The High Fane and the palace of Vivec are visited by hundreds of tourists and pilgrims daily. Citizens flock to the Arena for entertainments and war games. Outlanders mostly confine themselves to the Foreign Canton, while natives live, work, and shop in the Great House compounds and residential cantons. Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though exotic and picturesque, it is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers. Suran is an agricultural village in the northeastern corner of the fertile Ascadian Isles region. Two popular pilgrimage sites are nearby -- the Fields of Kummu and the Shrine of Molag Bal. Pelagiad is a newly chartered Imperial village between Balmora and Vivec City on the western edge of the Ascadian Isles region. The village is right outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a village in the western Empire than a Morrowind settlement. 5.2 The Ashlands ----------------------------------------------------------------------------- The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn, the district seat of House Redoran, is on the margin of the region. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. Maar Gan is a small isolated village in a remote region north of Ald'ruhn. The Maar Gan shrine is an important Temple pilgrimage site. The Ashlander Urshilaku tribe has a permanent settlement at Urshilaku camp in the Ashlands region north of Maar Gan village. 5.3 Azura's Coast ----------------------------------------------------------------------------- The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall. Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni Council, though only one Telvanni councilor actually lives in Sadrith Mora. Sadrith Mora is an island settlement, and accessible only by sea and teleportation. The town is large, with many services, but it is open only to Telvanni retainers; outsiders must confine themselves to the Gateway Inn. Tel Branora is the tower and seat of the eccentric Telvanni wizard named Mistress Therana. The tower and its tiny village are located on a rocky promontory at the southeasternmost tip of Azura's Coast. Tel Fyr is the Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower is the Corprusarium, a refuge-prison where the deranged, distorted victims of the deadly corprus disease are housed and tended. Tel Aruhn is the Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and head of the Telvanni Council. The associated settlement is a sizable village, and the site of the Festival Slave Market, the largest slave market on Vvardenfell. Tel Mora is the Telvanni tower of Mistress Dratha, an ancient wizard of the Telvanni Council. The small settlement includes a few craftsfolk and a tradehouse. Tel Vos is the tower of Telvanni wizard and council member Master Aryon. Tel Vos is a peculiar blend of Telvanni and Western architectural styles, and is close to Vos village. Bal Fell is the "City of Stone," an ancient First Era ruin in the southeastern islands and promontories of Azura's Coast. The site has a nasty reputation, and several Telvanni wizards currently have competing camps of hirelings and adventurers exploring and looting there. Legend says that Bal Fell was built on the site of an ancient Daedric worship center. The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa camp on a rocky promontory at the northeastern tip of the Vvardenfell mainland in the Azura's Coast region. 5.4 The Bitter Coast ----------------------------------------------------------------------------- The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. The salt marshes and humid swamps of this region are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the region's secluded coves and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters. Seyda Neen. The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea. Hla Oad is a tiny isolated fishing village on western Vvardenfell in the Bitter Coast region. A rough track along the River Odai connects Hla Oad with the town of Balmora. Gnaar Mok is a tiny island fishing village in the Bitter Coast region of western Vvardenfell. 5.5 The Grazelands ----------------------------------------------------------------------------- The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that give the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains. The Ashlander Zainab tribe has a permanent settlement at Zainab camp, near the village of Vos in the Grazelands region. 5.6 Molag Amur ----------------------------------------------------------------------------- Located inland in the southeast of Vvardenfell, Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms. The Ashlanders of Erabenimsun camp hunt game here, but few others venture into this region. The worst part of Molag Amur, called the Great Scathes, is considered impassible even by the Ashlanders. The outpost at Molag Mar is a fortified stronghold on the southeastern edge of the desolate Molag Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at the outpost's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold. The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun camp, an isolated hut settlement in the middle of the desolate Molag Amur region. 5.7 Red Mountain ----------------------------------------------------------------------------- The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in the center of Vvardenfell. The outer slopes are steep and rugged, and the crater is deep and dotted with surface lava. The Ghostfence, a magical barrier which blocks travel as well as seals in the harmful, disease-laden weather called 'blight,' rings the volcano's outer slopes, and is broken only at Ghostgate. Within the Ghostfence, rain never falls and the sun never shines; the only weather is the red and deadly ash-blight. Ghostgate is the gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Ghostgate sits astride the only gap through which the monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten the rest of Morrowind. The Ghostfence itself is a colossal magical artifact that completely encircles Red Mountain and prevents the Blight from spilling its corruption across the rest of Vvardenfell. 5.8 West Gash ----------------------------------------------------------------------------- The western highlands of Vvardefell are called the West Gash. The region extends from the Sea of Ghosts on the northwest coast to the inland town of Balmora, where the region is sandwiched between the Bitter Coast and the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the fishing villages of Ald Veloth and Khuul lie on the north coast. The town of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku camp graze on the sparse but hardy highland vegetation. Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of Fort Moonmoth lies south of Balmora. Caldera is a recently chartered Imperial town and mining corporation. The Caldera Mining Company has been granted an Imperial monopoly to remove raw ebony from the rich deposits here. Caldera has the appearance and flavor of a Western Imperial town. Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. Gnisis is a small mining and trade village astride the silt strider caravan route between the northwest West Gash and Ald'ruhn. Ald Velothi and Khuul are tiny fishing villages on the northern coast of the West Gash. 5.9 Sheogorad ----------------------------------------------------------------------------- The large island of Sheogorad lies north of Vvardenfell. This island and its associated lesser islands are a maritime wilderness extending north from Vvardenfell into the Sea of Ghosts. The region is largely hostile and uninhabited, with two small villages at Ald Redaynia and Dagon Fel. Only Dagon Fel is reached by ship services; all other island-to-island transport must be provided by the traveler. ============================================================================= Section 6: Seyda Neen Quests and Notes ============================================================================= The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea. 6.1 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). 6.2 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). 6.3 The Dead Taxman