My MISSION: TO HELP YOU
SKILL | TRAINER | LOCATION _________________________________________________________________________________________ ACROBATICS |Senydie |Fighters Quarters - Waistworks levels - Vivec Arena ----------------------------------------------------------------------------------------- ALCHEMY |Abelle Chriditte |Propyln Chamber - Stronghold Valenvaryon ----------------------------------------------------------------------------------------- ALTERATION |Seryne Relas |Seryne Relas's house - Tel Branora ----------------------------------------------------------------------------------------- ARMORER |Sirollus Saccus |Lowest Level - Hawkmoth Legion Garrison - Ebonheart ----------------------------------------------------------------------------------------- ATHLETICS |Adibeal Hainnabibi |Adibeal's Yurt - Kaushtababi camp - sSuth of Molag Mar ----------------------------------------------------------------------------------------- AXE |Alfhedil Elf-Hewer |Upper Level - Stronghold Falensarano ----------------------------------------------------------------------------------------- BLOCK |Shardie |Courtyard - Buckmoth Legion Fort - Outside Ald'Rhun ----------------------------------------------------------------------------------------- BLUNT WEAPON |Faralenu Henim |Abby of St.Delyn the wise- St.Delyn Plaza - Vivec ----------------------------------------------------------------------------------------- CONJURATION |Methal Seran |Lowest Level of the Ald'Rhun Temple ----------------------------------------------------------------------------------------- DESTRUCTION |Leles Birian |East of Piernette's Farmhouse - East of Pelegiad ----------------------------------------------------------------------------------------- ENCHANT |Qorwynn |Near the exit of stronghold Indoranyon ----------------------------------------------------------------------------------------- HANT TO HAND |Taren Omothan |Southwestern bedroom -lowest level-Holamayan monastery ----------------------------------------------------------------------------------------- HEAVY ARMOR |Seanwen |Arena Fighters Training - Vivec ----------------------------------------------------------------------------------------- ILUSSION |Erer Darothril |Dirty Muriel's Cornerclub - Sadrith Mora ----------------------------------------------------------------------------------------- LIGHT ARMOR |Aerin |Andus Tradehouse - Maar Gan ----------------------------------------------------------------------------------------- LONG BLADE |Ulms Drathan |Armigers Stronghold - Molag Maar ----------------------------------------------------------------------------------------- MARKSMAN |Missun Akin |Missun Akin's hut - atop Falasmaryon stronghold ----------------------------------------------------------------------------------------- MERCANTILE |Ababael Timsar-Dadisan |his yurt - Zainab Ashlander camp ----------------------------------------------------------------------------------------- MYSTICISM |Ardarume |west wing - Gateway Inn - Sadrith Mora ----------------------------------------------------------------------------------------- RESTORATION |Yakin Bael |the Vos Chapel ----------------------------------------------------------------------------------------- SECURITY |Hecerinde |Hecerinde's House - Balmora ----------------------------------------------------------------------------------------- SHORT BLADE |Todwendy |Lucky Lockup - Balmora ----------------------------------------------------------------------------------------- SNEAK |Wadarkhu |Druegh-jigger's Rest - Gnaar Mok ----------------------------------------------------------------------------------------- SPEAR |Mertis Falandas |lower level - Tower of Dusk - Ghostgate ----------------------------------------------------------------------------------------- SPEECHCRAFT |Skink-in-tree's-shade |Mage's Guild - Wolverine Hall - Sadrith Mora ----------------------------------------------------------------------------------------- UNARMORED |Khargol gro-Boguk |Vacant Tower - Dagon Fel _________________________________________________________________________________________
====WALKTHROUGH====
BLOOD MOON WALKTHROUGH
(courtesy of gamefaq)
------------------------------ 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.
===TRIBUNAL WALKTHROUGH===
------------------------------------------------------------------------- - Destroying the Goblin Army - -------------------------------------------------------------------------
Fedris Hler gives your first quest in the main part of Tribunal. Choose matters to discuss, and Hler goes into detail about King Helseth raises an army of goblins beneath Mournhold. This allows Helseth some protection against likely Temple attacks.
Hler asks that you take out two goblin warchiefs, and two atmer trainers, who are helping to train the army.
This is a long quest, and a good test on whether or not your character is capable of going through the rest of Tribunal. Stock up on lots of health and magicka potions, as you're going to need it.
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.
Once you're in the Battlefield, you'll reach a huge cavern. If you can open level 100 locks, use the door to the east (City Gate). If you can't, use a levitate spell/potion to reach the highest point on the northern wall. There is a door that leads to the Abandoned Passageway. Both ways will lead to the same area, but lets take the City Gate path.
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.
Enter the Tears room, and take out the warchiefs in the caves to your west and east. They're both fairly close to the entrance, and you won't have to worry about other enemies dropping in. When the two are dead, you'll receive a journal entry update. Leave the Tears of Amun-Shae, back to the Residential Ruins. Follow the unknown path to Teran Hall. The enemies you killed here previously may have respawned, so make sure you're ready to fight when you first re-enter the ruins.
Make your way through Teran Hall, and you'll come up to the two Atmer trainers (one decked out in full orc armor; both have ebony weapons!). Finish off the trainers, and grab their weapons (Ebony longsword and war axe; 25000 gold!) then return back to Hler. Use an Almsivi Intervention spell/scroll to return quickly. You may want to go back to do some quest work (Thrud miscellaneous quest, Delitian quest assassinations).
Talk with Hler, and you will reward you with a rather large sum of gold (15000).
------------------------------------------------------------------------- - Cleansing the Shrine of the Dead - -------------------------------------------------------------------------
When you talk with Hler again for some more services for the Lady, he'll say you should tak with Gavas Drin, Archcanon of the Temple for a quest. From the reception area, enter the west door to his offices, then left at the fork, then left into the first door you run into.
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 basement.
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. Your reward: Blessed Spear.
When asked about more quests, Drin will say to talk to Hler.
------------------------------------------------------------------------- - 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 Goddess.
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 throne).
------------------------------------------------------------------------- - 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 60.
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 museum).
------------------------------------------------------------------------- - 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 off).
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 these.
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 FRICKING HATE ASHSTORMS!
------------------------------------------------------------------------- - 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 available.
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 Hall.
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 through.
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 drop.
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.
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