MORROWIND
RPG by Bethesda Soft./Ubi Soft
A short solution by Lu Richardson
---------------------------------
The product:
Morrowind is an improvement on the previous Elder Scrolls, which to my mind
were far too large, needlessly involved, pretty aimless and downright boring.
I lost interest before I could finish either of them, the reason being that
quality is always infinitely preferable to quantity.
I'm afraid we have pretty much the same problem here: but at least, in the
case of this product, the whole environment is much better drawn and the
feeling of being there is more real.
Having just completed a totally brilliant game called Gothic, everything felt
very familiar indeed in Morrowind, even if it was on a much larger scale and
nowhere near as direct and exciting. The similarity was amazing... right down
to details such as the incessant rain and the general lack of umbrellas.
At any rate, I thought I'd have a go at Morrowind and try to finish it before
the next millennium.
General information:
As the manual says, the whole point of the game is to do precisely what you
feel like doing in your own way. How involved you get (by talking to
everybody and accepting tasks) is up to you; but in order not to make this
solution interminable, given the huge scope of the world you could explore, I
will try to keep to the main thread of the story.
As ever, I recommend you get the "god mode" cheat to reduce the tedium. There
are also useful cheats to give yourself a strength of 500 (so that you can
carry more stuff), a personality of 500 (everyone adores you) and a Security
skill of 100 (so you can open all those pesky locked doors).
Read all books you find, some improve your attributes. Collect everything you
can get your hands on and turn it into cash; but note that none of the shops
can afford to buy the really expensive stuff. Make sure you have a good
collection of scrolls and potions, particularly those which cure diseases.
The combination of a Mark scroll and a Recall potion can help with travel.
I'll take it for granted that you'll talk to everybody asking about any text
marked blue and about rumours and secrets. Eventually, you'll meet people who
have only to tell you what you already know. No harm in trying to get new
info, though. And, of course, you'll need to talk to people when you are
looking for someone or a particular place.
As to combat, you'll find it pretty boring. The main thing is, get the first
blow in. Luckily I got a wonderful weapon very early on called "Warhammer of
Wounds" and I didn't need to bother with any other.
This solution was written for the following type of character: Race,
Redguard; Class, Crusader; Birthsign, The Steed.
I dare say that if one chose to be, say, a Thief or a Mage, the tasks would be
different. Perhaps that's the idea: a whole lot of different approaches
within one product.
Well, here we go.
SEYDA NEEN
At the start, follow instructions exactly in the "tutorial" section and read
carefully all the explanations you are given.
You are taken out of gaol and sent to the Census and Excise, where you will be
officially freed and given a chance to choose your race, class, birthsign and
to try to improve your looks - all according to your preferences. You will
also receive instructions and a package. Turn to your left and go through the
door. Explore the two rooms here and pick up anything worth selling: don't
ever attempt to pick up anything anywhere else when there is someone present,
nor should you go into combat mode when innocents are around, otherwise
everyone turns on you.
Find the door out. As you cross a courtyard to the next door you are told to
look in the barrel and find a ring.
Though that door you will see Eargoth. Talk to him and you find he has lost a
ring; if you give him the one from the barrel you get brownie points, but it's
up to you.
Roughly behind him you will see Arille's Tradehouse. Go in, talk to Arille,
pick Barter and unload all the loot you collected (keeping anything you might
be needing) and buy a decent weapon and whatever armour you can afford; keep
some money, though, you will need it. When you are ready, you can go upstairs
and talk to everyone - somebody here will offer you a job which you can refuse
or accept, again it's up to you.
You can now leave: you can also knock at every door, talk to everyone, go
visit the Lighthouse and nick a lantern, whatever. I'll stick to the main
quest.
With your back to the Tradehouse as you come out, turn left and cross the
bridge, go to the signposts, look at them and follow the path to your right.
You will see some stairs going up on your right, which take you to the stilt
strider. Engage Harvame in conversation, choose Travel and then Balmora.
BALMORA
If you go downstairs you will find in front of you the Council Club. Go in,
make some enquiries and as you come out, turn to your left and keep going,
over a bridge, till you come to the South Wall Cornerclub, which is exactly E
of the spot at which you arrived in Balmora. Go in, up the stairs, talk to
Bacola Closcius and he will tell you where the guy you are looking for (Caius
Cosades) is and how to find him. So go out the main door, up the stairs on
your right, turn left at the top and walk to the end. The house you are
looking for is in front of you, to the right.
Caius tells you to get trained and to join a guild. Find the Blades and talk
to them. They will give you things to sell and they can also train you
cheaply when you are ready. Then go to the guild of your choice (in my case,
the Fighters Guild) and read their charter before you sign up. You will be
given simple tasks to do, so do them. Find Thelas's house, talk to her (she
gave me a key), kill the rat in her bedroom, leave, go upstairs to her
warehouse, kill two rats, go back to her and get a reward, then back to the
Guild for advancement and another task.
To get to the mine, go S from the Guild following the river. When you get to
the hanging bridge, turn your back on it and follow the path until you get to
the mine. Keep right and enter the queen's hive - kill the beasties along the
way and collect what you can off them for later sale. In this new section you
will meet Othan and Valas, kill them and collect what they are carrying. Back
to the Guild for promotion and another task.
This time you have to get four guys out at Caldera. Visit the Mage Guild next
door and find a lady who will transport you there. Once in Caldera, ask for
directions to the ebony mine. Leave by the W gate, follow the path around to
the S and you will soon find the first of the Telvanni. Enter the Cavern
nearby and you'll find the other three. Having killed them all you can go
back to Balmora.
You get your reward (try for advancement) and you are sent to Sottilde in the
South Wall. Talk to her, use Persuade and bribe her - the code book cost me
1000 bucks! Take the code book back to the Guild.
Guess what? You've got another job. Suras is the place you want, SE of
Balmora, you can walk there or take the strider to Vivec and then to Suras.
Once you get there, you have to ask around to find Helaviane Desele at her
place. Stop first at the Apothecary and buy Telvanni Bug Musk, which
supposedly makes you irresistible.
Go to Desele, but before you face her use the Musk where no-one can see you
and quickly talk to her about the debt - this time you get away with a bribe
of 100 gp, which you will get back when you get to Balmora and the Fighters
Guild.
Don't forget to ask for advancement when you get there, then go for another
task.
This time you have to bring to justice one Dura gra-Bol, only nobody will tell
you where he is. To save on shoe leather, I will disclose that he lives on
the E side of the river, in the southernmost house by the shore. Just go in,
up the stairs, kill him. Then loot the house. When you get back to the Guild
you'll find there are no more duties for you but that you could go to one of
three other places to get more tasks and advancement.
Let's go instead to see our old friend Caius to see if he has any orders...
which indeed he has. So, back to the Fighters Guild, go downstairs, talk to
Antabolis and he asks a favour. Get all the information you need and go for
it.
Follow the instructions correctly and you'll find that while crossing the
bridge an individual called Snowy Grenius attacks you for no reason I could
fathom. Since he is summoning skeletons, go for him first and let the
skeleton fend for himself. You will also be attacked by flying creatures.
When that's over, carry on over the bridge, follow the path SE and you will
see a semicircular crank. Use it. Move forward to the spherical door, just
opening, and go in. Go forward and down the ramp all the way ignoring the
tunnel opening (you get attacked by someone called Ruuz at the very bottom of
the ramp), look to your right and clamber up the boulders, go left through the
door, fight Boss Crito and, on the shelves to your left you will find the
puzzle box. You can leave now the way you came or explore the rest of the
area if you want.
Take the box to Antabolis and he will give you some info and some papers for
Caius (look at them). Take the opportunity of using one of the beds in the
Guild and you'll have a strange dream. Take the papers to Caius and he
promptly sends you to the Mage Guild in search of somebody. When you are
almost there you should be met by someone called Llandras Belaal who will
address you and say strange things.
When you get to the Mage guild, go downstairs and find Sharn. She wants a
skull and will give you precise directions on how to find the tomb. Leave
town over the double bridge going E and follow her instructions precisely.
There is nothing to it - use the magic weapon she gave you to dispose of the
undead and find the skull. Take it back to her and she will give you more
papers for Caius (look at them).
Go to Caius, read the book on the floor but don't take it. Give him the
papers, you get promoted; ask for orders and you will be sent to Vivec to see
three people. So go to the stilt strider and cough up.
VIVEC
Go SW and over the bridge to the Foreign Quarter. If you turn to the right
you'll find a gondolier who can take you places (and tell you all about them)
but you might like to take a little time to go all the way to the top of the
pyramid (canton) and enter the Foreign Quarter Plaza where the Fighters and
Mages Guild are. You could go into the Fighters Guild, find Lorbumol and ask
for new orders. It's easy enough to find the guy he wants, who will give you
what you are after quickly enough. Back to the Guild.
By the way, all the cantons are the same. Get used to the system of ramps
which get you all the way up to the Plazas and all the way down to the
gondolier level. You will need to move quickly later on.
While you are in this canton, you might as well find Huleyaa for Caius. She
is in the Cornerclub in the Lower Waistwork level, on the upper floor, to the
E. She wants to go with you to Jobasha's book shop (also at Lower Waistwork),
so talk to the guys around, click on "lizard", bribe them 100 gp, and click on
"lizard" again. When you've bribed all three of them talk to Huleyaa and tell
him you can travel together. Take him to Jobasha's. Ask your questions and
you will get papers for Caius (read them).
When you've done here, get down to the gondolier. You can do this in any
order you like, but first I got the Fighters Guild job out of the way - so go
for it and come back to get advancement and when you get your orders, you'll
find the next job will have to wait.
On to the other guys you have to find, so let's go to the Temple. Head for
the Halls of Wisdom and go to the Library. Talk to Milo, do as he says. You
need to find a book.
Next, St. Olms. Get down to the lowest level to find Addhiranirr - she won't
talk to you until you get rid of the Customs and Excise man, so go up and
start talking to people until you meet him. Lie to him to get him off the
canton and then go back to Addhiranirr to get the info you need.
Now go to Jobasha's and buy from him The Progress of Truth, and you can go
back to Caius. He needs time to think so go to Ald'ruhn via the stilt strider
and visit the Rat in the Pot, talk to Tongue-Toad and let him leave town. Go
back to the Guild at Vivec and get advancement and more orders.
This time, go to St. Olms and find Dro'Bakhar by asking people. When you find
him, kill him and get back to the Guild at the Foreign Quarter. Yet another
order.
You have to find Lirielle Stoine at The Rat in the Pot, in Ald'ruhn. Visit
her and she'll give you a sob story - she doesn't seem to have the money, so
search for a mine called Mallapi following her instructions. In one of the
side shafts you will find Ruran "Stoine dead" and underwater. Search him and
you'll find no money. Go back the Guild; I wanted to explain matters to
Lorbumol, but he just wanted the money. I forked it out of my own pocket and
got half back again. Anything for a bit of peace.
Of course, you get another job. By this time I was thoroughly fed up running
boring errands so I went back to Balmora to see Caius. He was now ready to
send me to Ald'ruhn after someone called Zainsubani. Get yourself over there,
ask around about this guy and talk to him clicking, as usual, on all the blue
words. He will give you some notes, read them.
While you are here you can talk to Lirielle, if you want, and visit the
Fighters Guild for another task you can perform (or not) when you are good and
ready.
Bet back to Balmora and to Caius. The conversation you have with him is more
enlightening and perhaps we are, at long last, getting somewhere.
ON THE NEREVARINE TRAIL
Go first to the Fort (exit S, over the double bridge, go SE), as suggested by
Caius and collect your supplies; just go inside the Fort and find the guys he
mentioned. You might want to do a bit of bartering as well.
Back to the strider at Balmora and follow Caius instructions to get to Maar
Gan via Ald'ruhn.
Go visit the Outpost (large building to the W of town) and find Nuleno Tedas
behind a wooden door. Ask directions to the Camp and pay attention to what
she has to say. You'll get there with a bit of help from the map.
At the Camp, talk to anybody and say that you fulfil the prophecies. You will
be sent to Zabamund. Say the same and then propose you fight to the death.
He sends you to the yurt next door. Talk to Sul-Matuul inside, repeat your
story and go for the initiation rite. Wouldn't you know it, you have to go
and fetch a bow. Ask for instructions as to how to get to the Burial
Chambers.
Getting the Bonebiter Bow
-------------------------
Follow the instructions. The door is S of the beach on which you saw the pile
of stones (cairn), in the corner of the mountainous "V" you will see in the
World map. You will meet a rat and two skeleton champions which, by the way,
carry valuable claymores. Be careful now: after the second skeleton continue
on but tread with care before you come to the water. Save.
You'll see a door in front of you surrounded by water and rocks. Don't try to
jump to it frontwise - climb carefully one of the side mounds and then jump.
Once through you will have to jump from rock to rock (obligatory in RPGs, it
would seem) till you come to a spot where you will see a solitary round rock
to your left and other rocks in front of you. Continue ahead and jump to the
last, to an unfortunate adventurer, and loot him. To your right there is a
kind of fountain with two urns. If you get behind it you can jump to another
sort of fountain with mummies which have goods on them; if you can't get the
goods by jumping up and pressing the spacebar, cast levitation. Try and empty
the pockets of all the adventurers you'll find dead in this area since you
will need the lockpicks some of them carry.
Back to the solitary rock, get over it and into another door. Keep to your
left and climb the path to yet another door. You go from the Karma Burial to
the Astral and to Laterus. Here keep left and find the narrow paths that go
from door to door - you needn't enter the various chambers unless you want to,
but the one you want is to Juno Burial and is the last that can be reached
following the narrow stone paths, past a waterfall. In Juno, go to the last
chamber to the SE to beat up Wraith Sul-Benipul and get the Bonebiter Bow.
Back to Sul-Matuul, who lets you keep the bow and sends you to the Wise Woman.
Get all the info she has to impart and at the end you'll know that you have
to get the lost prophecies from the dissident priests at the Temple.
First you have to report to Caius, who will find out about the dissident
priests. In the meantime he sends you on a dangerous mission to Fort
Buckmoth. Find out where it is.
Go there, go to the Fort and speak to Raesa. She will give you the
information you need. Get yourself to Gnaar Mok, talk to anybody and ask
about the cave Ilumibi. Just head N, it's easy to find. Once in, it's just a
matter of exploring around (don't kill the Dreamers, they don't bother you)
and finding Dagoth Gares. He speaks honeyed words to you. The Sleeper is
about to Awaken. Kill him and search his body. You'll find a really nice
message. Of course, you now have the dreaded disease.
The Cure
--------
Get back to Caius. He will tell you how to get cured. Follow his
instructions to get to Sadrith Mora (but first make sure you have a couple of
levitation potions; if not, buy them). Find the Wolverine Hall and the
Fighters Guild (two floors down from the Mages Guild) and talk to Sondryn to
get directions to Tel Fyr. Swim, waterwalk or levitate from island to island
to get there and enter the Tower through the small round door. Save. Find
the corridor up, through the door and walk around looking up till you see a
hole in the ceiling. Use a levitation potion and go meet Divayth Fyr. Give
him the object Caius gave you as a gift. Once you've talked to him, go down
the hole, through the door, down the corridor and find the next corridor down
- go through the door and talk to the Warden. Go in and keep left. You must
avoid the inmates and not kill them. I was still under the influence of
levitation so I found it easy to get out of their way.
As I say, if you keep left you will find a door; keep left from here and you
will soon get to Yagrum. Talk to him and get the boots. Back to Divayth. At
first he did not acknowledge that I had the boots on me, so I had to look into
my inventory and click on them. A right click to get out of the inventory and
this time Divayth asked for the boots first. Drink the potion there and then.
You are cured.
The lost prophecies
-------------------
Back to Caius the way you came. At this point, he will tell you he has been
recalled. Listen to everything he has to say and then get your new orders.
You also get all his neat stuff.
Look at your skill points; you need a Security level 20. So go now to the
South Wall Corner Club, find Chirranirr and buy the skill points you need.
You might like to sleep at Caius house before you go. Get to the strider and
go to the Temple. Use the boat to Hlaalu and again to the Temple. Enter the
Halls of Wisdom and talk to people to find where Mehra is. When you come to
her door, make sure no-one is around. Equip a lockpick as your weapon and
press F as if you were going to fight. You should be able to open the door
without any problem. Inside, get the two levitate potions and the note to
"Amaya" from the chest of drawers. Read it.
Well, it so happens I was already carrying 4 Divine Intervention scrolls, but
if you don't have them you'll have to follow the instructions on the note and
get them.
Levitate to the Ministry of Truth over the High Fane. Talk to Alvela and get
the key. Don't enter through the door next to her but go to the one further
away. Save before you enter. You must not kill anyone, even if you receive
the odd blow. You can try an invisibility potion, if you have it, but it
doesn't last long. Just be quick and dodge. Arm yourself with a lockpick, go
through and pick the lock of the door straight in front. Dodge down the
stairs and get to the far cell to the right. Pick the lock and talk to Mehra.
You automatically give her one of the Divine Intervention spells.
Use one of these spells yourself (it's best to press F1 and place the scroll
in one of the boxes, then press its number) and you'll find yourself in
Ebonheart. Walk E till you get to the docks. Go to the boat on the left,
talk to Hateria and desire to go fishing. Travel. When you get there speak
to Aryon. Do as he says and, at the blank entrance rest till dusk or dawn (6
p.m. or 6 a.m.) when it opens up.
Talk to Barelo and get a load of info plus some documents. These you must
take back to the Wise Woman at the Camp, as agreed. Do so and she will tell
you to go away while she thinks about it. Great. It's not as though the Camp
was easy to reach, either... I went for a saunter around, but I don't see why
one couldn't sleep and then talk to the Wise Woman.
When you do she will tell you much and send you to Sul for a test. He will
give you chapter and verse on what you have to do.
So follow his instructions and get over there. In one of the round huts at
the entrance you will find the cup you are looking for. Once in the main
building, you'll soon find the corprus source; work your way downwards
whenever you can till you hit first the waterway and then, going S here, the
lava. Keep right and look for a door to Bleeding Heart. The shield you seek
is here. Now it's just a matter of getting back to the Camp.
After you talk to Sul speak to anyone outside his yurt for directions and
explanations of the riddle. Talk also to the Wise Woman and the whole thing
will make a little more sense. If you have a Mark spell and a potion of
recall you can cast it here and when you want to return, you just drink the
potion.
The Third Trial
---------------
It would appear the easiest way to get to the Cave is N and E along the coast,
then S past Zergonipal (look at the map to see the long, straight, narrow
valley). Just follow the long valley along till you get to the Cave. Press
"T" and rest till 6 p.m. or 6 a.m. Go in, get the ring and after the little
speech talk to everyone who appears.
Back to the Wise Woman, who will give you the fourth trial. Find out as much
as you can about it.
The Fourth Trial
----------------
First, walk to Maar Gan and take the strider to Ald'ruhn and then to Balmora.
Visit the Hlaalu Council Manor, talk to Nileno, bribe her and find out more -
you get a yellow book with the details you need. Look at it.
I'm sure you have some bartering and other things to do in Balmora, so I'll
leave you to it. If you sleep in Caius bed, you will be attacked by a
cultist.
There is a little problem here: before you move on you need a Security level
of 50, but this level is limited by your Intelligence. Get trained as far as
you can and then you can use a scroll of Open (or an amulet or whatever) on
the spot to get up to 50. Make sure you have/buy such a spell.
When you are ready, travel to Ald'ruhn. If you go to the Council Club and
talk to Bralas you'll find out that the Redoran Council House is in the Skar
(the huge mushroom shaped building on your map). Go there, talk to Neminda
about the Redoran councillors - you get a red book, look at it.
First we'll go to Sarethi Manor. Find him and talk to him. Get all the
information you can about the other councillors and then about being an
Hortator. Tell him your story and he'll ask you to rescue his son. Let's go!
Enter the Venim Manor, go to the Right Wing, down the stairs and read the note
on the bench. The boy is being held in a room behind the tapestry on your
right (or in front of you, depending which way you are facing). Get behind
the tapestry and equip a lockpick: cast an Open spell, if necessary, to open
the door. Once inside, equip your usual weapon. Talk to the boy and get him
to follow you. Save. Outside the room you will have to fight two guards -
make sure the boy doesn't get hurt. Go upstairs and through the door. Fight
another lot of guards and, again, protect the boy. Now you can go up the
stairs and out. Go to Sarethi (you'll have to practically walk past him so
that his son is near enough to him to be acknowledged). Talk to Sarethi and
ask him about being an Hortator. You get useful information.
Leaving Venim for the last, it's just a matter of going to each manor house,
asking directions to the guy you are after and mentioning to him the Hortator
business. All will support you. One of them is in the Council House.
Finally, visit Venim and you'll be challenged to a duel, so off you go to
Vivec's Arena travelling there by strider to Balmora, then Vivec, then gondola
to the Arena. Find the pit and Venim will attack you immediately. You have
no choice but to kill him (check out what he's carrying!). Back to Sarethi to
be made Hortator.
Might as well go back to Vivec and deal with the other lot. Read the yellow
book to see where everyone is and go to Curio first, as advised. You'll find
him in the Hlaalu Plaza, in his mansion. He is a very strange fellow. Give
him a kiss when he asks, it's simpler. Accept his little suggestion, you'll
get a lot of info on how to go about things.
Go to the Temple and from there walk to St. Olms. Go to the Plaza and find
Yngling in his manor. Bribe him to get his vote. Out on the Plaza, look
around and find the Haunted Manor; I went in for a look-see (I *like* haunted
places) and found Bram Dero by mistake. You have, however, to pick a door
lock level 50 to get to him. I got his vote just for finding him.
It looks like we'll have to deal with Orvas Dren before anything else. To get
to him travel to Foreign Quarter, get on the mainland and walk all the way to
Dren Plantation, using the map. Find the Villa to meet Orvas and when you
mention the word Hortator you will be given several options - choose the one
about "protection from the Empire" and not only will Orvas vote for you but
will also influence the remaining two.
You can walk from here to Suran and find the Ules Manor, you'll have no
trouble from him. Get back to Vivec and travel to Telvanni. When you get
there ask the gondolier about Velanda Omani and he'll tell you to cross the
bridge to the mainland. Look at the map and find the path going S, over a
wooden bridge, to the Omani Manor. Again, you'll have no trouble with the
vote.
Get back to Curio and he will make you a Hortator.
And now for the next House. We need to get to Sadrith Mora, so take the
strider and go to Balmora, then to the Mage Guild and to the guide. You'll
wind up in the Mages Guild at Wolverine Hall. Get out if you can and get to
the village.
This was a most frustrating search. Make sure you have levitation potions.
First find the Gateway Inn and buy Hospitality Papers from Andarghel. Leave
and find the Council House NE of harbour (if you look at the map, it's a dark
dome). In there, talk to Raven and you will get a brown book. Peruse it.
Now get to the harbour through the Gateway Inn and take a boat, first to Tel
Mora and then to Vos. Head for the NW of town, where a large structure is Tel
Vos, Aryon's home. If you were to inquire inside (Ra'Kothre) you'll be told
to levitate up from the outside and find a S facing door. Let's do just that.
Go up some stairs and talk to Aryon as usual.
Now for Neloth in Tel Naga. Back to the main island and opposite the Gateway
Inn you will see a large structure. That's Tel Naga, go in and levitate first
to a door opposite the entrance and then right to the top of the tower (look
for a hole in the ceiling). Neloth will give you his vote to get rid of you.
Next Dratha at Tel Mora. Grab a boat to get there. From outside, levitate to
the upper tower and go up some more to talk to Dratha. When given the
options, plead. She takes pity and gives you her vote.
Let me consult my list: ah, yes. The next one is Therana at Tel Branora.
Get back to Sadrith Mora and there take another boat to your destination. You
can't miss the tower, just look at the map. Again, don't mess about and
levitate from the outside to the upper tower, up some more and enter Therana's
chamber. Listen politely a couple of times but then tell your story. Been
there, done that, got the vote.
Go back to the main island, Tel Mora and then Tel Aruhn, we are going to visit
Gothren. Once more, levitate to the upper tower and find Gothren. Talk to
him but you'll get no joy; you'll have to kill him and his guards.
Grab a boat to Vos and visit Aryon, who will make you a Hortator. Now you
have to go all the way to the Wise Woman hut. Get a boat to Tel Aruhn, then
Dragon Fel then Khuul. This leaves us quite handy for the Camp, just follow
the coast swimming around headlands if necessary.
Visit the Wise Woman and our old pal Sul and get all the information you can
from them both. Make sure Sul names you Nerevarine and hands the Teeth of
Thingie to you.
The Fifth Trial
---------------
It would seem a good idea to travel to Vos since two of the camps are near
there. Back to Khuul, get a boat. From Vos it's easy enough to get to the
Ahemmusa camp; find the Wise Woman hut, talk to her and you find she is
indignant you hadn't talked to some people first. Sigh! Find the semicircle
of tents and speak to each of these personages in two tents, using the word
Nerevarine as an introduction. Back to the Wise Woman, she has a job for you.
You can go straight N to Ald, swimming and walking or levitating. Once you
get there you will notice that there are fights going on all around you.
Don't start laying about you; wait to see if you are attacked, fight back; but
the guys in the blue frocks, the golden saints and the warlocks are your
enemies. Spare if you can the guys in yellow, indeed, if you see them
attacked by the people I mention, defend them taking care not to hurt them.
Of course, you could just kill everyone - but the better option would be to
see Indavel at the Antechamber and plead the Ahemmusa cause: if you are
charming enough, she will undertake to protect them. First make sure there is
no-one nasty left around, then you have to get the Wise Woman and bring her
here. That should be fun.
After you get back to her and have spoken to her, ask her to accompany you.
Walk, rather than run, and keep looking behind to see if she is still with
you. Take her along easy paths or she'll get stuck half-way up a slope. Save
often. The water is not a problem since she seems to be able to walk on it.
Take her all the way to the Inner Shrine and, at the statue in the centre,
talk to her and she will name you Nerevarine.
Now for the next camp. Zineb is SW of Vos, and you can get half the way there
on foot and then walk the other half. Sorry, my little joke. Find the
Ashkhan's hut and he will send you off to kill a vampire. Follow his
instructions to get there. The tomb is about the same distance from the ruins
as the camp. If you look at the local map when you get N and slightly W of
the ruins you should see a round hill with a path leading to the W slope. Go
in and kill the vampire.
When you get back to the Ashkhan he'll tell you to get him a gift. Get
counsel from the Wise Woman and do as she says. Travel to Vos and get a boat
to Tel Aruhn, then find Savile Imayn, NW of the Tower by the Underground
entrance, talk to her. OK, take the boat to Tel Mora and find the Outfitter
to the S of the Tower. Buy the necessaries from Elegnan; take the opportunity
of buying Telvanni Bug Musk from the apothecary here (you'll be asked for it
later), take the boat back to Tel Aruhn and go to Savile. Buy the slave and
you will get a key so that you can open the cage right next door to Savile.
You give all the stuff to the slave. Here comes another boring trip back to
the Zineb camp. Take the boat to Vos (making sure you are closely followed)
and take the girl to the Ashkhan. Right, that's that. He names you
Nerevarine.
Back to Vos, take a boat to Sadrith Mora and then walk/swim to the mainland
and to the Erabenimsum camp. Go to the semicircle of yurts and speak to the
Ashkhan. You don't get much joy. Out, speak to each of the inhabitants of
the semicircle to find out who are the bad guys, i.e., the ones who are curt
with you. Go and speak to the Wise Woman, get her counsel and speak of the
prophecies. Now go and take out the Ashkhan (grab his Axe), Ahaz (take the
Heart), Ranabi (get his Robe) and Ashu. Go back to the Wise Woman and ask her
counsel again. Go to Han-Annum and speak to him: give him these three items
and he will name you Nerevarine. Visit the Wise Woman again and she will give
you a token.
Back to Nibani. Mention the "Fifth Trial" and she will tell you what to do
next.
ARE WE NEARLY THERE YET?
You have to go Vivec, so go to Khuul and boat yourself there, go to the Temple
and go up the stairs to question Danso Indules about the Archdeacon. She
tells you how you can reach him. Go to the East Chapel of High Fane and then
to the Canalside Level. Mind you don't tread on anyone's toes around here.
Find the locked door, use a lockpick, pay the fine and then go in to talk to
Saryoni. He gives you two keys which will give you access to Vivec. Walk to
the Palace from the Temple, upstairs, open door, get yourself comfortable and
talk to Vivec - he has an awful lot to say. He will give you an armlet called
Wraithguard; ask him about it. Once you have all the information and he has
given you his Cunning Plan, you can say goodbye and look at the documents in
this room. Leave and go to the strider, going to Ald'ruhn. Get to Ghostgate
and rest if you want or do anything else you need to do there, then get
through the gates using the switches.
Use the map to guide yourself to Odrosal, find the entrance to the Training
Academy. Find Odros and kill him, search him and get a key. Go up a ladder
and get the Keening blade.
Now go to Vemynal, find the Outer Fortress door in the SE, keep going left to
the Hall of Torque: in the centre you will find Vemyn, kill him and get the
Sunder hammer he is carrying.
Go to Dragoth Ur and you will find one of those spherical entrances. Go to
your left: if you look at the map you will see an elongated structure. The
lever you have to turn is in the middle of it. Equip Sunder. Go into the
Outer Facility, down to the Lower Facility and eventually you will meet with
Dagoth; talk to him then kill him. Well, of course you can't, but knocking
him out will for some reason open a door to your left.
Go through and don't hang around but run along the narrow path around the big
statue called Akulakhan. This path leads to a bridge which, in turn, leads to
the Heart. Hit it once with Sunder then equip Keening and give it a couple of
blows. If this doesn't work, keep on hitting the Heart with Keening until the
enchanment disappears and Dagoth, who has followed and is intent on murdering
you, will be left vulnerable and you can dispatch him quite easily.
Again, don't hang around and run up the path, because Akulakhan starts
collapsing. When you get to the spherical door, look for the crank, which is
right in front of it, on the edge of the rock. When you leave this room and
make for the other door Azure will appear to you and pat you on the back.
That's it. You remain in the game so that you can go on and do whatever else
you fancy, but it is actually over.
Phew!
The Spoiler Centre