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===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
**WALKTHROUGH**
------------------------------ 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.
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.
Wind Stone 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!
Beast Stone 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.
Tree Stone 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.
Sun 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.
Earth Stone 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.
Water 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 15.
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.
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