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Tribunal Help


Bloodmoon Help
Tribunal Help
Unique Weapons

This page gives help on Tribunal main quest


Above is a very powerful sword by the name Gravedigger.
Its probly the best sword in the game.

This is a High Ordinator outkast from Almalexia(Hes hard)

To beat the goblin army you have to been quite strong as the goblins have strong weapons and there is alot of them. Your objective:Kill the two goblin warchiefs and altmer trainers. Stock up on health potions and Magicka potions.
Enter the Residential Sewers via Godsreach (northwest corner), then
go east, south, east, then south again to a ladder leading to the
West Sewers. Once up there, go east through a very straight-forward
path until you reach a door to the Battlefield (there is a second
doorway that leads you to the Palace Sewers; skip that). Along the
way, you'll fight what seems like a legion of goblin fighters. If
you're having trouble now, I recommend heading back to the mainland
and leveling up. It gets much harder.
When your in the battlefield, go to a door with a lock level of 100. Fight through and you will soon get to the City Gate.  Go through the city gate, then unlock the level 100 door to reach the  Residential Ruins. At the fork, the northern door leads to the Tears of Amun-Shae, where the two warchiefs are. Further down leads to Teran Hall, where the two atmer trainers are. Kill them and return to Hler(use almsivi)
Reward 15000 gold
Cleansing the shrine
Talk with Gavas, and you'll order that you escort Urvel Dulni to the
Shrine of the Dead, so that he can cleanse it of the undead building
up there. Yes. Another escorting quest. The best course of action for
this one, however, is to first clear out the path to the Shrine of the
Dead, then return and bring Urvel with you. Why? The enemies to the
Shrine are fairly easy, but the Profane Acolytes that guard the inner
sections are tough mothers. It may not be the best idea to have Urvel
wander around as you fight these suckers. Make sure you don't talk to
him, if you plan on going in first. I think talking with him immediately
activate him to follow you.
Enter the Temple Sewers from the basement. To reach the basement, go
to the Halls of Ministry via Drin's offices, then go down to the

Once in the sewers, go west, north, east, then north into a large open
area. Remember this area, as I'll refer to it more often (as we pass
through it a bunch). Head east from here, to Temple Sewers East. When
you go through the door, you'll immediately be attacked by a Black
Dart Gang member. He isn't too tough, but those darts can be deadly. And
if you're at all interested in taking out these guys, refer to the
miscellaneous quest that deals with them.

Continue east until you reach the Temple Gardens. Here, you'll face a
bunch of regular ol' skeletons. Again, nothing too hard, as long as you
don't fool around with them. Continue moving along until you reach a
fork. The door ahead of you takes you to the Temple Shrine. The path
to your right takes you to Gedna Relvel's Tomb, which leads to the
Robe of the Lich quest. I recommend entered the tomb, and move forward
a bit until you receive a message about a smell. This triggers the
quest. Refer to the Robe of the Lich quest in MISCELLANEOUS QUESTS.

Inside the Shrine, you'll come up to your first Profane Acolyte. He'll
immediately summon a bonewalker, then use his powerful magic against
you. As with any summoner, just concentrate on the Acolyte. With him
dead, open up the Old Metal Door, with four more Acolytes. Fortunately,
you can face each one by themself. Simply throw a spell or an arrow/dart
at one to get his attention, then go back into the first large area.
Take him out, then get another one. Rinse and Repeat.

When all four Acolytes are dead, return to the Temple to get Urvel
Dulni. Return back to the Shrine of the Dead, and lead him to the altar
where you killed off the four Acolytes. When he "cleanses" the area,
return back to Drin to complete the quest.
Reward: Blessed Spear
- Barilzar's Mazed Band -

Talk with Fedris Hler about services to our Lady Almalexia. Apparently,
our lady friend wants to get ahold of Barilzar's Mazed Band, although
Hler (or for that matter, Drin) have no idea why she would want this.
He mentions that to get the band, you'll have to go through the
Abandoned Crypt, which was previously blocked off by rocks. It seems
that Almalexia has removed the rocks, and given us entry. Excellent.

Bid farewell to Hler, and return back to the Temple Sewers. At the
large open-space area, take the western route towards the Abandoned
Crypt. Despite it's spooky name, there isn't much to be scared of in the
crypt. You'll face off with three Lichs (similiar to the Profane
Acolytes of the last quest). Eventually, you'll run into Barilzar
himself, who is a bit pissed off that you've disturbed whatever the hell
he was doing by himself.

Kill him as usual. Careful now; he does hold a large stick (aka Daedric
fricking Claymore!). Once Barilzar is removed, take the band from his
cold, dead body and return back to Hler. Short quest, ay? Hler says
Drin wants to see you, so head over to his office and talk with him.
He mentions that Almalexia wants to see you herself, so enter the
High Chapel (enter from any area in the Temple), and speak with the

For your reward, she gives you Almalexia's Light. It restores 25 points
to all your attributes. Not bad.

- Attack on Mournhold -

When you talk with either Almalexia, Drin, or Hler, each will give their
own personalized response on how they have nothing for you to do. Yay.

If there are any miscellaneous quests you like to do, go ahead and do
that. I'm not sure what exactly activates the next "main" quest, but
I believe you want to rest (or do something) for roughly 12 hours. At
that point, anyone you talk to will say something about creatures
coming from the statue in Plaza Brindisi Dorom. Since no one will talk
to you (everyone says you should go to the Plaza, with no ability to
talk about anything else). Head to the Plaza.

When you arrive, you'll see a bunch of weird looking creatures coming
from the statue in the center of the plaza. You can let the High
Ordinators and Royal Guard kill off the creatures, or you can help them
out. And no, none of the guards will die; once again, no cool looking
Royal Guard armor for us ;). When all the creatures are dead, report
back to either Tienius Delitian or Fedris Hler. It makes no difference
(although if you talk to both, they'll let you know about it).

Both give you the same quest: Go inside the Dwemer ruin through the
opening at Memorial Statue, to Bamz-Amschend. Go inside, and make your
way through a short cave, until you approach a large opening (Heartfire
Hall). When you receive a journal entry update after seeing the new
creatures and the Dwemer fighters' battle return back to Delitian
(you can also go back to Hler, but talk to Delitian gains access to
a couple more quests from the King himself).

When you return to Delitian, he tells you that the King himself
requests an audience with you (who happens to be right in front of the

- Uncover Assassination Plot -

Ah, another assassination plot against the King. For those who already
have gone through Tienius Delitian's quests, we've already stopped one
of these. However, this one's a bit cooler in my opinion.

Helseth reports to you that an orc in the Winged Guar has information
about the newest plot. Using the secret term "uncle's farm" the orc
should give you the latest information. Leave the King's presence,
and head into the Winged Guar, then down into the basement where the
bar is. Since there is only one orc inside, it's obvious that
Bakh gor-Sham is the orc to talk to. You may need to bump your
disposition up, as he won't reply to the code word if its less than

When you mention "uncle's farm," Bakh will tell you the plot is actually
against the King's mother, Barenziah. Well... that's strange. Who
could possibly be behind this.

Return back to the King, and tell him of this news. He orders that you
will be the one to stop the attack, but hiding in the antechamber
outside Barenziah's chambers. Go to her room (take door to Imperial
Cult Services behind throne, then move straight), and close the two
doors (one to her chambers, one to the antechamber). Then, go behind
the screen, right against where the screen and the wall meet. When
you're there, rest for 12 hours. When you wake up, you will receive
a journal entry update, saying you're in the right place. The assassins
may or may not be attacking now. If they aren't, sleep some more. They
will show up eventually.

When the three Dark Brotherhood assassins come in, take'em out. We've
faced them before; they're nothing special. Take their expensive
equipment from their bodies, and return to the King. He will reward
you with Helseth's Collar, and mentions that there may be more work
you can do for him.

- So, you want me to fight the deaf guy? -

Talk with Helseth again. I don't know what his deal is with putting your
life in absolute danger, but he wants you to fight his uber-badass
bodyguard Karrod. Yay. Sleep 24 hours, and talk with the King again.
Mention you're ready to fight, and the King and the rest of the Royal
Guard will walk to the edges of the room, leaving Karrod and you.

Eventually, Karrod will take out his weapon and attack you. There's not
much I can say to help you out here, other than heal when you need to,
and be patient with your attacks. There's no reason to get your butt
kicked here. I managed to have my low level Mage run around the throne
room for about five minutes, throwing spells that did maybe 1/20 of
his life and finally take down Karrod. Despite his reputation, he
doesn't hurt too bad.

When you get Karrod's life down fast, the match will end, and the King
will reward you with the Dagger of Symmachus (worth 10,000 gold at the

- One, Final Quest -

After you've successfully beaten Karrod (hopefully), talk with the King
one last time. His last quest requires you to continue through the
game. He suspects that Almalexia had something to do with the attack on
Mournhold, and he wants you to get "close" to her. Besides, the only
person the King thinks who could've created the creatures is either
Almalexia herself, or her old friend Sotha Sil. Almalexia is likely to
be the only person with information on him, so he requests that you do
work for her.

And if you speak with the King before you finish the game's main quest,
he comes most angry.

Head to the Temple, and talk with Almalexia to continue the game.

Remember to talk with Helseth once you've finished the main quest, as
this is a REAL quest.

- Ending the End of Times -

First order of business from Almalexia is to discover what the End of
Times cult is up to. Almalexia tells you that seven members of the cult
have been found dead in their homes; poisoned. She wants to know what
these people's beliefs are, so she suggests talking to a few people.

Meralyn Othan on the western part of the Great Bazaar had a brother
(Sevil) who was in the cult, and was one of the seven to be found dead.
Almalexia believes she may know more about the cult. Secondly, we must
seek out Eno Romari, the head of the cult itself.

Let's first talk with Meralyn, who is in the Great Bazaar. Talk to her
about the End of Times, and her brother, and she'll explain that the
cult believes the Tribunal is losing its powers, and that members are
killing themselves in some sort of cleansing. Dastardly. Now, let's move
onto the Eno himself. We don't know where he is specially, so talk with
people about him. But since this is a guide, I'll simply tell you
where he is: right outside the Winged Guar, wearing a white robe. Very
easy to spot.

Talk with him about his beliefs, and the topics that are created from
that. When you talk about the cleansing, that's the information you
need for Almalexia (you should receive a journal update for two from
this discussion). Return to Almalexia, and talk to her about the
End of Times.

She's pissed off that there are people in Mournhold who believe that
she is losing her powers, but thanks you for your service. While you
don't have to kill Eno, she does say she'll take "care" of him. Sweet.

- F33r my 1337 skillz, Mournhold! -

Still pissed off, Almalexia wants to revive the power of
Karstangz-Beharn. This Dwemer machine in Bamz-Amschend is the power to
affect the weather of Mournhold. Almalexia is not too happy, and she
wants to create Ashstorms in Mournhold, and make her people pay for
their ignorance... or something.

When talking with her, make sure you ask about "Ashstorms in Mournhold!"
When you bring this up, she gives you a Powered Dwemer Coherer. This
is absolutely necessary to complete this quest. If you don't get this,
you'll have to completely go through the ruins again, as the enemies
will revive. And they're tough as rock.

Enter Bamz-Amshcheud, and enter Heartfire Hall (where you saw the big
battle earlier). There may be a couple guys still standing, so take
care of them (ideally from up on top, so that you can pick each one

From the bottom of Heartfire Hall, enter the Passage of Whispers. Enter
the Hall of Wails if you want to get the items to complete the clutter
quest in the MISCELLANEOUS QUESTS section. Since you're here, you
mind as well do it, no? Go back to the Passage of Whisper, through
a Heavy Dwemer Door down to Radac's Forge. Go through one of the doors
that has a level 100 door. One of the chests should contain two Dwemer
Satchel Packs. You absolutely need two of these, so make sure you get

When you have two Satchel Patches, continue through Radac's Forge until
you come to some collapsed rocks. Hit spacebar on the rocks when its
icon comes up, and the game will ask if you want to use one of the
Satchel Packs to blow open a hole. Say yes, and run your ass back.

After the explosion, go back to the rocks, and crawl through them to
the Passage of the Walker. The rest of the journey is fairly linear,
as you go through King's Walk up to Skybreak Gallery.

Once in Skybreak Gallery, take out the couple Dwemer enemies on the
outside rim. Once they're done, head towards the center. On the north
facing side of the center, press spacebar on the Dwemer Junction Box.
Press yes, and you put the Powered Dwemer Coherer inside, powering up
Karstangz-Beharn. Turn around, and look at the three levers.

The left and center levers move the pictures, and the right lever stops
the pictures. You want to stop the pictures so that you see one with the
volcano, spewing ash all around. The left lever moves to the right, the
center moves to the left. My best advice is to lower the right lever,
and then move the left lever until you scroll through to the volcano.
I think that works ;).

Once you have the weather set on ashstorms, return to Almalexia. She's
most pleased with your work, despite the fact that she's caused
countless slowdowns on people's computers. Message to Bethesda: WE

- Salas Valor's Last Stand -

I like this quest. Not only does Almalexia give us permission to kill
one of her Hands (the elite of Ordinators), but we also get to keep all
the cool looking armor they use.

Back to the quest. It appears Salas Valor has gone nuts, and abandoned
his post as a Hand of Almalexia. But instead of retiring quietly, he
decided to bitch about his previous employer. Although hesitant to
give you the order, Almalexia assures you that this is the only option

Almalexia tells you to ask people where he is, but I'll save you the
time and just say go to Godsreach. Look around the Winged Guar, and you
should spot Valor fairly easy by his magically enchanted High Ordinator
gear. Talk with him, and he'll immediately attack you.

Valor is tough, but nothing entirely special. He does have a high
reflect magic chance, so be careful you don't kill yourself if you use
magic. His ebony longbade rocks, but its charges don't last too long.
When he's dead, take his equipment, and return to Almalexia.

She's disappointed that Valor had to be killed, but happy that you've
done her dirty work. For your reward, Almalexia offers to do one of
three things:

    1. Skin like iron (CE, fortify light, medium, heavy armor +5)
    2. Protection against paralysis (CE, 20% paralysis resistance)
    3. Warm, reflected glory (CE, Fortify Health + 10)

I suppose you could choose the fourth option, but you'd have to be nuts
to choose that.

- Forging Nerevar's Blade -

It's about fricking time. Going through Morrowind, I was surprised you
were never able to recreate Nerevar's sword. Heck, the main quest makes
no mention of it, until now.

Talk with Almalexia, and you'll begin a long conversation about Nerevar,
and that she believes you are the Nerevarine (does this conversation
change if you are already the Nerevarine?). She explains that after
Nerevar allied with the Dwemer, the Dwarf-King Dumac forged two blades
for Nerevar and Almalexia when they were married. Nerevar was given
Trueflame, Almalexia, Hopesfire. Hopesfire remains with the goddess,
but Trueflame was destroyed in the last battle at Red Mountain, where
Nerevar was killed.

Almalexia as one piece of the blade, and claims that the other two
pieces are conveniently in Mournhold. It's time to find them, then
a craftsman who can forge the blade.

Practically any person outside the Temple will say go see Yogak
gro-Gluk if you want Trueflame reforged. Well, that was fast. Now,
onto the two pieces. I can send you on a wild goose-hunt, or I can
simply tell you to talk with Karrod in the throne room in the palace.
If you've fought him, his disposition should be high enough to where
he will give you the second piece (Old Dwemer Weapon). I'm not exactly
sure who points you to Karrod, but I think it may be Barenziah. She
also mentions talking to Plitinius Mero. Do that.

Mero says that you should try Torasa Arath at the Museum of Artifacts
in Godsreach. Talk with her, and she'll say she has a Dwemer Battle
Shield that may work, but she wants you to donate two items to the
museum. Blasted. Unless you have two good items to go to waste, I
suggest doing King Helseth's quests (if you haven't), or some of the
miscellaneous quests (Golena Sadri, Robe of the Lich) to find two items
to donate. When you've done that, take the three items to Craftmen's

Talk with Yagak gro-Gluk, and have him forge the blade. Wait 48 hours,
and talk with him. He will give you the blade, but say someone will
have to enchant the sword to reflame it. And despite the fact that
we gave way 20,000+ gold at the museum, the Dwemer piece we got from the
museum appears to be worthless. Darn. Ask Yagak about reflaming, and
he'll say try looking for the writings of Radac Stungnthumz, who lived
in Bamz-Amschend. Great; I hate that place.

- I will walk through the fire! -

Enter Bamz-Amschend, and enter the passage of whispers, down to Radac's
Forge. If you don't have another Dwemer Satchel Pack (you should have
at least one more), you're going to have to search throughout the
ruins to find one. The Hall of Winds (opposite of Passage of Whispers
in Heartfire Hall) has one.

In Radac's Forge, enter the first Heavy Dwemer Door you see, and search
for Radac Stungnthumz's ghost. He moves around, so you may need to
look around a bit. However, I've never had any problems finding him.
When you talk to him, you'll discover that he will reflame the sword,
but he needs some Pyroil Tar to do the job. While he used to have some,
it's long gone. He knows that there are some found in the lower caves
of Norenen-dur, in the citadel of Myn Dhrur. Good stuff.

Leave Radac, and continue through to the Passage of the Walker (through
the first collapsed rocks). When you reach another Heavy Dwemer Door,
turn around, and you'll find another group of collapsed rocks. Use
your second Dwemer Satchel Pack, and create an opening for you to go

Alright, we're in Norenen-dur. Move forward a bit, then east towards a
door that goes to the Teeth that Ghash. There two other doors here, but
they lead to nothing (as far as I know). Continue moving along until
you reach the Citadel of Myn Dhrur. Along this path (and in the Citadel
itself), you'll fight the badasses of Morrowind. Storm Atronachs,
Dremoras, Golden Saints, and Winged Twilights are your foes here,
not to mention the Dremora lord, Khash-Ti Dhrur.

When you kill Dhrur, search his body to get the Pyroil Tar. If you're
the adventurous type, levitate up to the top of the Citadel, and enter
Wailingdelve, which contains a lot of Daedric equipment along the
waterfall. Return back to Radac whenever you're ready.

Talk to Radac about "add fire" again, and he'll reflame the sword.
Sweet. Return to Almalexia once you've done this.

- Clockwork Orange, Part I -

After you're relit Trueflame, talk with Almalexia. She'll explain that
Sotha Sil has gone nuts, and she wants you to take him out. At this
point, you have two options. Teleport to the Clockwork City, and finish
the main quest, or say you need to prepare, and do whatever you want.
You need to be at an significantly high level to do this last mission.

At the very least, keep an extra save at Mournhold, just in case.
Teleport to the Clockwork City.

The City is really one puzzle after another. Most doors (ones that don't
lead to a new area) are opened by levers that require a high strength
to push. Off hand, most are easy to do, with the exception of one.

Enter the Outer Flooded Gates, by using the level on the right pillar
(from where you first entered). Go through the door, and head east
past the moving axes. This is pretty easy to do. A nice trick I used
was hold down tab, then turn the camera 90 degrees. This allowed me
to get real close to the axes, and see exactly when they would come down
to kill me.

Hit another level, then go south, east, then north into a larger space,
then east through a door, to the Inner Flooded Halls. From here,
you'll face the norm; a bunch of fabricants. They're tough, but not
too hard as long as they don't bunch up on you. From another large
room, go east to a set of three different axe traps. Again, use the
same strategy as above, and pass through all six axes. It may be a good
idea to save now, so you don't have to go through it again, though.

Use the door to the Hall of Delirium, so south at the fork, then east,
then south again to the Central Gearworks (bypassing the spikes on the
ground). And if you don't have any way to fortify your acrobatics or
speed, I recommend picking up the speed elixers that the fabricants

In the Central Gearworks, go up the spiral ladder, then into the Hall
of Theuda (passing the fire; it seems like you can't pass it, but you
can), then to the Hall of Kasia. Take out the three fabricants, and
slowly walk up the ramp. See what you need to do? Wait the spinning
spike to pass you, then run like heck to the door on the second floor.
If you can fortify acrobatics, you can jump straight to the door. If
you can't, use those speed elixers (at least 15+), then wait for the
spike to pass you, then race to the door to the Dome of Serlyn.

- Clockwork Orange, Part II -

You may be having "fog" problems in the Dome of Serlyn. E-mail me if
you are, and I can help you fix it. Inside, you'll find two levers
to the right of a machine. Keep the left one red, and wait until you
hear a bunch of sound from the machine (it's creating a fabricant).
Keep pressing the right level, until it turns green. Immediately,
run into the machine, pass the enemy, and through the door to the
Dome of Udok.

In Udok, press the lever to your right to create a bridge. The lever
requires a huge amount of strength (100+). It's unlikely you have 100
Strength unless you're at an extremely high level. So what are you
supposed to do? The Hulking Fabricants drop strength elixers; fortify
stength +10 for 10 seconds. Pick up a couple of these, use them, then
press the level.

Moving on, the rest of Clockwork City is fairly linear, through the
Hall of Mileitho, then to the Dome of the Imperfect. I ran away from
most enemies ^_^, tired as hell from the boring fabricants. However,
once you arrive in the Done of the Imperfect, you're greeted by
something most unexpected: a fricking robot!

I have no idea how to kill this guy effectively. I fortifed by
acrobatics, then jumped on top to the non-moving Imperfect, and shot
fireball after fireball. The Imperfect couldn't touch me, but it took
fricking forever to do this.

But unless you're an absolute wuss (like me), this isn't an effective
way of killing him off. This is likely because you aren't using
magic-based attacks, nor do you have what seems like an infinite amount
of magicka (I can assure you, I used up dozens of potions to continue
my onslaught). I'll assume you're at a high level, and holding a weapon
comparable to the badassness of Trueflame. High speed is absolutely
required, so that you can dodge the Imperfects stomp/magic attacks.
Boots of Blinding Speed are great at this, but if you have a decently
high athletics (and you aren't carrying much), then that's enough to
dodge his attacks.

Furthermore, you'll need to beef up your strength. How much?
*cough*A couple hundred*cough*. The higher the better; I've managed to
kill the Imperfect in one hit, with a strength value at somewhere near
3000. The lesson in all of this? Fortify strength pwns us all. If don't
have access to these kinds of potions, then I suggest the cowardly way
of killing this guy that I mentioned first.

Once he's dead, enter the Dome of Sotha Sil.

- The End of our Journey -

Go up to the lifeless Sotha Sil, and you'll receive a journal entry
update. Turn around, and attempt to leave. Almalexia will show up,
using Barilzar's Mazed Band. Dastardly.

Almalexia uses her time to give you a lecture about many things. Such
as: Sending you to Sotha Sil to die, so that she could use you as
a martyr for her new world order, outside of the present Tribunal
ways. She confesses that she killed Sotha Sil herself, and used his
waning powers on the attack of Mournhold.

After much talk, Almalexia pulls out Hopesfire, and attacks. The
toughest amount in Tribunal, Almalexia relies mostly on Hopesfire.
She did use a couple of magic attacks at the beginning of the battle,
so you may want a decent magic resistance (especially considering the
shock damage from Hopesfire).

Other than her damaging weapon, Almalexia just has a lot of life. Pound
on the bitch 'till she dies really isn't a simplified version of the
fight. Heal when needed, and keep pounding away. I found that I took
more damage off her at the end of the fight, so don't fret if it seems
like you're doing no damage against her. She'll go down eventually.

When she dies, take Hopesfire and Barilzar's Mazed Band from her body,
Equip the band on you, and you'll have an option to teleport to Vivec,
Mournhold, or Sotha Sil. Teleport anywhere, and you'll appear in the
High Chapel of Mournhold, no matter what. Exit the Temple to the
Courtyard, and you'll be greeted by Azura.

Considering this is the last part of the game, I'll say nothing about
what Azura says. Weeeee! We're done.

If you did King Helseth's quests, return to him for your reward for
keeping an "eye" on Almalexia: full set of Royal Guard armor. Sweet.