===HOW TO GET TO MOURNHOLD===
This is a frequently asked question
First: Your character will get attacked by a Dark Brotherhood Assassin early in the game, your journal will update
Second: Your journal will tell you to go report to a guard
Third: Talk to the guy in Admantium armour in Ebonheart, he will then reffer you to a mage in the council chambers
And wella your in mournhold
======HOW DO I BECOME A WEREWOLFE======
The only way to become a werewolfe is to play the Bloodmoon main quest. If you want a walkthrough of the quest here it is
Quest 1: Morale Has Been Low
Carius will inform you that his men have been slightly "edgy" and the freezing
fort is not the cause. Because you're the new guy, Carius automatically trusts
you to get to the bottom of this mystery. You can start by asking the guards
why morale has been low. You can find a guard on the first floor of the General
Quarters. They won't tell you anything, but they'll ask for "booze" instead.
It's now safe to assume that you will need an alchoholic beverage for this
quest. Head into Carius' room, and go to his right to find some Greef. That
will do nicely. Head on over to your favorite guard and give the poor man what
he desires. Conveniently, he'll complain about this "dry fort." Confront
Carius says he didn't ban alchohol. I smell conspiracy. He also says that
it was Antonius Nuncius, the priest, who really had a problem with alchohol.
Having a talk with Nuncius about it will get you nowhere (but do it anyway,
he's funny). Instead, talk to a guard about Nuncius. He apparently has an
office in the Armory. It's on the second floor, so go there. It's not much of
an office. There are various types of drinks all around, but you'll only get
the journal entry if you unlock his desk and take a peek inside. What's this?
Drinks! And money! Take the money and leave, back to the fraudulent priest.
He'll admit he hid the drinks (finally). He gives you two choices: You can
either turn him in, or let him go free.
Choice One - Turn that greedy oportunist in:
Turning in Nuncius will result in him getting pissed at you, but Carius will be
proud of the job you did and give you some potions.
Choice Two - Let his crime slide
While this is morally the wrong thing to do, many people may choose this.
Nuncius gives you his key, which is absolutely the ONLY way you can get into
his cabinet with drinks galore. Don't try to use a lockpick, it won't work.
Carius won't believe what you are telling him, but he'll still give you 3
potions of "cure common disease."
The choice is yours. In case you're wondering, Regardless of the choice you
make, Nuncius is stuck on Solstheim indefinitely, miserable as can be. Hold
onto one of the potions, even if you have corpus disease already. Trust me.
Quest 2: Weapons Being Smuggled
No matter the choice you made on the previous mission, Carius still wants you
to do his bidding. It is evident in Fort Frostmoth that fewer weapons are
available than there should be. Carius feels you're not yet worthy of going
alone, so you can take Saenus Lusius or Gaea Artoria. If you ask him about the
two, the difference becomes apparent immediately. Lusius is a weakling who's
clever while Artoria is an idiot who can kill people with her sword. This
choice is significant. Lusius will give you the option to avoid a bit of
fighting, while Artoria makes fighting easier. If you're really weak, then go
for the chick. Otherwise, stick with Lusius.
Decide now and talk to one of them. They're both in the General Quarters.
However, Lusius is on the upper level while Artoria is on the ground floor.
After getting a companion, go to Faustus on the ground floor of the Armory.
He'll tell you that the smugglers are in Gandrung Caverns. Leave the fort to
the north for the first time and take a look at the scenery while you travel
east along the shore. It's only a short walk to the caverns. Once you're
inside, a journal entry will inform you that you're in the right place.
Fight your way through the caverns. If you're with Artoria, kill everyone.
If you're with Lusius, though, the head guy of the whole smuggling ring
will offer you a proposition. You can either let the guy leave, or choose
to kill everyone. The effects of these choices are hard to see. An
obvious result of letting the smugglers leave is that you don't have to fight
everyone. However, there may be more to the decision than that. If you do
choose to let them leave and come back MUCH later, they will still be there.
This could just be a game thing, or it could mean that the smuggler tricked
you. It doesn't affect you, so just make whatever choice you want. After
getting the journal entry that says you cleared out the cave, go back to the
fort. Wait, was it this broken up when you left? Your companion tells you
to find Captain Carius. He's not in his chambers, so go find the partner
for this mission that you did NOT go with. Talk to both, and find out
that you should go to the Nord Village up north. For the record, it's called
Skaal Village, and it's on the other side of the island. It's basically in
the northeast Corner. If you put the in-game map to World setting, you can see
a zone that is darker than the rest of the map. Skaal Village is in the
center of the dark zone.
Quest 3: Restore the Power of the Skaal
How did finding the captain turn into restoring the power of some village
you've never seen? You'll find out soon. Once you get to Skaal Village,
find Tharsten Heart-Fang in the greathall. Hand him the decaying skull of the
Skaal warrior, and he'll tell you that you have to represent all of advanced
mankind and atone for their sins. Sounds like fun. Go to Korst Wind-Eye's
place, which is the Shaman's Hut, and speak to the badly-clothed mystic. He
wants you to find six stones and restore their power. Read Aevar's story,
because it will basically tell you how to accomplish all of the tasks. Then
take a look at the document showing the location of the six stones, which is
now going to be referred to as the "map." You could go in the order that Aevar
did, or you could be smart and go the fastest way.
This stone is SW of the Shaman's Hut. On the map, it looks like it is in the
center of where the two rivers meet, but it actually to the west. Activate the
stone like you would open a door. It asks you to travel south and then east of
Fjalding Lake to free the wind from a bag. You are looking for Glenschul's
Tomb. It is almost exactly SE of the Wind Stone, and is one square south of
Thirsk. Navigate through the tomb until you reach a bag. Open it and you will
hear a whoosh, signifying that the wind has been released. Go back to the Wind
Stone and reactivate it. You're 1/6 through this quest!
This stone is more-or-less east of the Wind Stone. It's also one square north
of the east square of Lake Fjalding. The task for this stone is to help the
injured beast to the south. Head one square south of Lake Fjalding to find a
Snow Bear, being tortured by evil ricklings. Kill the ricklings, but be VERY
careful. The first time through I accidently hit the bear making the quest
impossible. When the ricklings are dead, open up the bear like you would a
corpse, and take out the arrow. Then cure the bear with a spell if you have
the ability. If not, stand there for a minute or two and you will get a
journal entry that tells you he is healed completely. Travel with the bear
back to the stone to finish the task for this portion of the quest.
I found this stone was very difficult to locate. If you run a line north from
the fort, this stone would be bordering the line on the west side. It is SW
of the the east square of Lake Fjalding. As usual, the map doesn't help too
much in finding the stone. Once you DO find it in the Insifier Plains, talk
to the Tree Stone. It tells you to go east and find some seeds. Travel
east until you get the message that you have a new journal entry. You'll see
5 or so spriggans and a rickling. They are actually close, just a few squares
away. Don't bother with the spriggans, but take on the rickling instead and get
the seeds from his corpse. Run back to stone and walk around the stone, a
little to the west, until you get the option to plant the seeds. Do so, and
then use the stone.
The Sun Stone's actual location is not even close to its location on the map.
The stone is significantly south of the east square of Lake Fjalding, and NE
of Fort Frostmoth. Your mission this time is to free the sun from the Hall of
Penumbra. Bethedsa makes it very easy to find this dungeon. Merely travel
west in between two rows of rock formations. Fight through the dungeon,
killing the beasts. The last grahl at the end of the dungeon is much
tougher than the previous creatures. Make sure you loot the corpse of this
"lightkeeper" grahl. After grabbing the eyeball, use it on the wall of ice
nearby to "free" the sun. Head back to the Sun Stone and use it to finish
the sun's quest.
Are you sick of this quest yet? The Earth Stone's location is hard to
describe. If you find Raven Rock, which is NW of Fort Frostmoth, then you
can go NW from the west square of Raven Rock. You'll find it eventually.
When you do, the stone will tell you to go NE to find the Cave of Song. These
are awful directions. It is actually east of Thormoor's Watch. To find
Thormoor's Watch travel along the west coast. It's also on the paper map
provided by the game. Enter the cave, which is on the paper map, and get to the
Cave of Song. In this area, look for three stalagmites and three stalactites
lined up with each other. Repeat the SOUNDS that the top rocks make. To do
this, activate middle-right-left-right, and, for the next succesion,
left-right-middle-left. This may be random, though. Get out of there and
return to the Earth Stone.
Almost done! Grab 2 potions of "water breathing" if you aren't using the Boots
of Blinding Speed. The Water Stone is NE of Thormoor's Watch. It's actually one
of the easiest to find. Activate it for your instructions. To find the island
that the instructions speak of, go basically west and then travel north along
the coast, looking out to the sea. You should be able to see this island from
shore. The island will have a black horker on it. Follow the Swimmer until it
stops. Then surface, take the potion, and dive. Enter the cave and swim
through its twisted halls until you face a skeleton. Kill the skeleton and
grab the potion of water behind it. Quaff another potion if needed to make
your way outside. Swim back to the shore and get back to the Water Stone. Use
the potion you found in the cave. That's it! No more insane stone-given tasks
for the entire expansion!
Go back to the Skaal Village. Inform Heart-Fang that you've restored the power
of the Skaal. He's suprisingly ungrateful.
Quest 4: Prove Your Wisdom
This quest is really fun. You are sent to investigate a crime. Rigmor
claims thet Engar Ice-Mane stole his furs. Gather information in this order:
First talk to a non-guard random person in the Skaal about Engar.
Then talk to Engar's wife (Risi Ice-Mane) about Engar and Rigmor.
Finally, talk to Rigmor about Risi Ice-Mane
After you have done that, return to the Ice-Mane abode and collect a note under
the pillow. Confront Risi about it, and she'll admit to an affair with Rigmor.
Talk to Rigmor about the whole affair and he'll admit to his crime. Lead him
to the greathall, and speak to Heart-Fang. You must decide Rigmor's fate now.
Go ahead and pick sacrifice - it's the nicer thing to do.
Bring Rigmor with you outside and over to the wolf pen. Be a nice helpful boy
and open up the pen door. Rigmor will walk inside and put up a pathetic fight
against the wolves. It's better this way.
Quest 5: Prove Your Strength
You're proven your loyalty and wisdom, so what's left? The ability to beat up
things. Talk to Heart-Fang until he tells you to go meet Wind-Eye on the lake.
Actually, he can be found at the NE tip of the lake. He'll tell you to prove
your strength by swimming into the fire shooting out of the lake and then into
the cave to kill Aesliip. Find the fire in Lake Fjalding and swim into it, and
into the cave. Make your way through the Cave of Fjalding to Aesliip's layer.
Aesliip is there, and he talks (yes, talks) to you. He claims he used to be
a Skaal. Click continously on the new dialogue options until he asks you if
you will assist him. Agree not to kill him, but instead to help out. Aesliip
will follow you. Go into the next area. Have fun murdering all of the (Dire)
Frost Atronachs. Aesliip is more or less useless. When you do kill them all,
Aesliip will just die for no reason. With his dying breath, he gives you his
awesome ring that adds 75 magicka points, and gives you 10 willpower. It's
the only piece of equipment from Solstheim I kept. Leave the whole cavern area
with the thought that you just saved an entire land mass. Report to Wind-Eye.
Quest 6: Attack of the Wolves II
Report to Heart-Fang. He'll tell you to go away, so do that. Run up and down
the front of the Greathall until the message warning about the wolves is
triggered. These are not just ordinary wolves. They are werewolves. Go outside
and kill the freaks of nature. If you're too weak to help, then stay away,
because the guards are quite effective for once. When the wolves are all dead,
go back into the Greathall, just in time to witness the only person in the
room collapsing. Kill the two werewolves. Go outside and speak to Wind-Eye.
He'll inform you that you are diseased. Do you still have those disease-curing
potions that Carius gave you? Use them to cure the werewolf disease. Another
option is to not cure at all - but that's only if you want to be cursed with
being a werewolf. I wouldn't recommend it. Once you are cured, Wind-Eye will
give you the next quest.
Quest 7A: Totem of Claw and Fang
Now that you've been cured of your infection, Wind-Eye trusts you again. You
are now officially recognized as a Skaal (sort of). Wind-Eye wants you to
recover the Totem of Claw and Fang in Skaalara, with is a bit NE of Thirsk,
near the coast.
There are two strategies for grabbing the Totem, and both worked for me. If
you're a warrior-type person, kill all of the werewolves inside before going
for the Totem. What you can also do, if you have the Boots of Blinding
Speed or a good invisibility/chameleon spell, is just run through and grab the
Totem. The Totem of Claw and Fang is in a 30-lock chest to the very south of
the cave. Once you get the Totem, get out of there and return to Korst
Wind-Eye. Give him the Totem. Did you notice how short the quests have become?
Quest 8A: The Ristaag
The Totem is necessary for the Ristaag ceremony. The ceremony is
basically a great hunt in which you kill a spirit beast which is a souped-up
snow bear conjured by the Totem.
Once you recieve the quest, run over to the west side of Lake Fjalding. You are
sent to meet Rolf Long-Tooth. You can find him before nightfall, even though
he won't talk to you until night. Once you find him, rest until 9 p.m. and
then talk about the Ristaag. He'll tell you to follow him in the search
for the bear. As you walk, a loud shout eminates from the rocks. Long-Tooth
tells you to invesigate, so head to the giant rock formation to your right.
Behind it, hidden well, is poor Sattir. You should go back to Long-Tooth once
the journal is activated. Walk a little more and another hunter shouts. Run two
rocks over to the left to find Axe-Wife. Go back to Long-Tooth, and prepare for
a fight. Follow him for a little longer. Three werewolves magically appear
next to you. Kill them without touching Long-Tooth. He finally lets you lead,
so bring him with you and find the spirit bear. This bear is nothing compared
to the werewolves, so kill it. Grab the bloody heart of the beast, and speak
again to Long-Tooth. Run back to the Skaal Village alone and tell the good
news to Wind-Eye.
Quest 9A: Ominous Signs
This is THE most pointless quest. While Wind-Eye mentions the bloodmoon
prophecy, he doesn't want to go into detail. Instead, he finds it more
important to talk about the death of the horkers. Maybe you've seen them
littered near the shore. Wind-Eye is basically in denial, and he's looking
for any reason other than the bloodmoon prophecy that horkers are dying.
That's why Wind-Eye sends you to Castle Karstaag. Castle Karstaag is a castle
of ice that's actually very cool looking. You can find the castle by traveling
west from the Skaal Village. There is a direct path and bridge to help you
across the river. However, there are a TON of berserkers on the other side of
the bridge, so go around if you don't think you're ready. Once you get to
Castle Karstaag, you'll find its impossible to open the main door.
There is a back entrance underwater very near the castle, north of the island.
Don't bother with water breathing. Enter and meet the freaky talking rickling,
Krish. You are only told a fraction of his story, but it makes perfect sense
later. In the absence of the leader of Castle Karstaag, Krish wants to take
over. He hired grahl but the grahl ate all of Krish's allies. You
NEED him to go upstairs, so take him with you. The area is a little confusing
but you'll figure it out soon enough.
Fight through the grahl. The little rickling demands you kill all the grahl. If
Krish dies, restore an earlier save. Once you kill all of the grahl (you'll
know they are all dead because Krish tells you so), exit to the Banquet Hall.
Krish must be near you for you to enter. Kill all of the weak little ricklings
in this area, and be careful not to harm Krish. After all, the enemies and your
partner look identical. Once you've wiped out everyone, open the large door
and listen to Dulk's mindless complaining. He says that the master was carried
away by wolves. Hmm...3 wolf attacks. It took me two times through this game to
understand how everything correlated. (I guess I'm just slow.) Feel free to
take everything from the castle. Just make sure you've talked to Dulk about the
master being gone. Then you're free to travel back to Skaal Village. Inform
Wind-Eye that the Karstaagians are innocent.
Quest 10A: The Hunter's Game
The last main quest of the expansion is certainly the most difficult.
Wind-Eye tells you to wait. I recommend you grab as many potions of healing
and magicka restoration as you can. Also, repair all of your items. As soon
as you're prepared to proceed, make a back-up save and enter someone's house.
Sleep for as little as one hour, and you'll be the victim of the fourth and
last werewolf attack.
You'll appear in front of Hircine. He's the big, bad guy of Solstheim. He
says that you're now part of the hunt. Guess who else is there. If you haven't
figured it out, you'll soon see. Enter into the door when Hircine shuts
up and agree to assist Falx Carius. Things get VERY difficult. I had dulled
weapons and no potions with me the first time through, so I had to revert to
an unintended method of clearing this dungeon, the Outer Circle. You should
know that Carius's life depends on you right now. Unfortunately, you can't even
tell him to stand still. He'll follow you. There are two ways you can get
through this level with Carius alive. First, you can use your big blade to
slice into the countless werewolves inside. You'll find the key in the chest.
Use it get into the entrance to the Inner Circle at the center of this room.
Before leaving, Carius will tell you to go ahead. (He's a nice guy.)
Alternatively, you can run and jump your way through. This would only work if
you're using the Boots of Blinding Speed. If you're fast enough, you can get
the key and exit before Carius dies. Even though he's under attack when you
leave the Outer Circle, he will end up living as long as he doesn't die while
you're in that room.
The Inner Circle is the location of Heart-Fang. He is, beleive it or not,
corrupted with dark magic. He will eventually turn on you, when you find the
empty chest with no key. Make things easier for yourself. Agree to go with him
but, right after you agree, kill the guy. Things will turn out EXACTLY the
same. Heart-Fang is a little tough, because he turns into a werewolf. You get
the Hircine Ring when you kill him so that you, too, can becomd a werewolf
selectively. Heart-Fang had the key, so take it. You have two choices again.
You can either kill EVERY werewolf or do the smarter thing and transform.
You'll not only get a cool movie, but you'll move really fast. It may take
several tries but if you do a lot of jumping, you can make it through. Once
you go through the warp, you'll end up in a place where you can rest. As a
werewolf, all you can do is wait. Wait until you go back into human form and
find yourself naked. Re-equip everything. Save. 10 points to whomever can
figure out who you'll fight next. Run forward and kill Karstaag, the frost
giant. He's not that difficult at all. Once he dies, run over to the warp gate
and Hircine himself will pop out. You get to fight him now. He has three forms,
and you get to decide which one he uses.
Strength - He turns into a slow but strong animal. When you kill him, you get
an amulet that adds 10 to your strength and 15 to your attack, constant effect.
Speed - He becomes a VERY fast animal. Once you beat him, you get an amulet
that always fortifies your speed by 10, and your athletics and acrobatics by
Guile - He doesn't transform at all, but stays in human form. He has the Spear
of the Hunter, now, which paralyzes, burdens, and poisons. The good news is
that you get the the spear when you beat him.
No matter which form you fought, you can still grab the key and head through
the warp gate. You have defeated Hircine, and the bloodmoon prophecy has not
come true. Travel east back to Wind-Eye and tell him the good news. While he
can't make you leader of the Skaal, he's still grateful for once. If you saved
Carius, go back to the Fort and talk to him. He'll tell you his story.