Friday, August 7

Walkthrough · The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Contributor
Lu Richardson
Last updated
July 27, 2026
Sections
13
Reading time
32 min read

Morrowind

RPG by Bethesda Soft./Ubi Soft

A short solution by Lu Richardson

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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?

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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!

Acknowledgement

Annotated by Lu Richardson for the RPG Gamers archive.