Welcome to Gaia! ::

Reply The Official Morrowind Guild
GAME WALKTHROUGH! MAIN QUEST! Goto Page: 1 2 3 4 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Mon Feb 07, 2005 9:08 pm


Once we get going, this thread will be for the main quest of Morrowind, Tribunal and Bloodmoon.

I'll have help hopefully from my mods and members. So once we get a good guide going, come here for advice on how to do the main quest.

So, first things first, make your character, and if you need help with this part, go to the thread, "Need beginning help? We're here for ya!"
PostPosted: Tue Feb 08, 2005 1:36 pm


MORROWIND MAIN QUEST
#1 Find the Spymaster

Once you've made a character (if you need help, see the thread: Need Help? We're here for ya!), you're given a package for a man named Caius Cosades. He lives in a town called Balmora. So, if you feel like it, head north by walking, follow signs that point to Balmora. At level 1, you'll most likely encounter maybe a few rats, mudcrabs, kwama foragers...and a few scribs but they won't bother you. If you don't want to walk, too slow or feel like going fast, go up to a large dock where a weird giant flea thing is. Talk to the lady and click on travel, then click on Balmora. It costs a bit of gold but not much. You'll arrive in Balmora on the Silt Strider dock (which is the name fo the flea thing).

Once in Balmora, go across the bridges over the river to the east side of town. The house is in the way northeast of Balmora. But don't worry, if you get lost or confused, it'll say the names on the people's doors.

Once you find Caius, talk to him about "package for Caius" or whatever, and he'll give you an order and people to go to.

And a copy of "Short History of Morrowind." Go ahead and sell that. You won't need it. Unless you feel like reading it. If it's one of the skill books, click on it to "read" and a skill should increase. But that'll only happen once per skill book.

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Wed Feb 09, 2005 11:27 am


#2 Antabolis Informant

Hasphat Antabolis, the man who Caius directs you to, is in the Fighters Guild, which is across the river, next to the Mages Guild. The buildings are identical, so don't worry.

Go into the Fighters Guild and way downstairs, go down the hall (ignore the first door on the left) until you come to a door. Open it and go inside. You should see two Imperials, male and female. Go to the man and talk to him about Sixth House or whatever.

He'll say before he can give you any information on it, you need to give him a present. Yeah, people in Morrowind LOVE presents or bribes. So, get your gear ready; you're about to go into a dangerous place.

Note: It's always best if you start the main mission at like, level 5 or higher. Or at least have good stuff. This mission's kinda difficult.

So, go to the south Balmora Entrance and go east across the two bridges and into a mountain region. If you see Fort Moonmoth, you've gone too far right. Take the left path and go up a hill to a bridge. You'll find a hostile Imperial there who summons skeletons. Be careful, or if you're an archer with good marksman, snipe him out.

Go up the hill after the bridge until you find a weird switch and a large building to the right. Touch the switch and QUICKLY run over to the right into the small round door that's opening. Go inside.

You'll run into a lot of rogue people, who want your blood. Kill them, they're kind of easy but kind of not.

Fast track: If you're one of the people who likes to get right to the point, just go over to where there's a ledge up above three doors. Jump up or levitate or get up there somehow. You'll find a door, and then look around after killing the person in there. Look on the shelves until you find a small cube shaped thing. This is what you were looking for.

If you like, find it first then go and kill everyone. It's just for those people who like to explore everything.

Go back to Hasphat and give him the cube thing. Then he'll tell you all you need to know about the Sixth house and the Nerevarine cult.

Or at least I think he will...some people don't know everything about that... sweatdrop
PostPosted: Wed Feb 09, 2005 1:04 pm


#3 Sleepers awake...
Not a mission per se...but an event...


Okay. Now find a bed in Balmora and sleep.

...

If I'm correct, you should have a weird dream.

These occur four times in the game, unless if you're a vampire. Then they'll occur countless times. But that's not until later. wink

Actually, after you do four missions in the main quest, you can sleep in either Balmora, Ald'ruhn, or Vivec. The four dreams can occur in any of these towns, but since you're in Balmora, just sleep there.

These dreams are weird. But they won't harm you in any way. And you can talk about them around town, but people will begin to think you're a crazy outlander.

This has nothing to do with how the game unfolds, but it's just interesting to do.

Of course, if you DO find these dreams, that opens you to attacks from ambushers in the town you had the dreams. When you sleep further on in the main quest, suddenly you'll be awakened by some kind of Ash Zombie. Not a fun thing especially when you're trying to heal wounds.

So maybe limit them to one town that you hardly visit. Of course that's difficult because these three towns are three of the busiest and most important of all.

Anyways, you'll also be seeing more wierd Dunmer that pop around, and they're called Dreamers. These guy are not good news. If you possibly provoke one, they'll attack. They're weak and easy to fight, but it becomes a nuisance getting your inventory crowded with clubs, corpusmeat, and common pants. lol

So to prevent them as much as possible, when you have the time, you can go to the sixth house bases (except for Ilunibi...wait for the main mission to give you that one) and kill the Dagoths inside to stop Dreamers from erupting all over Morrowind.

Also, a few people in town will thank you for stopping them, since they were getting dreams from Dagoth Ur as well, and were becoming Sleepers, which are sprouting Dreamers.

But it's different for shutting down the dreams in Ald'ruhn. There's a woman here who worships ash statues, basically a sixth house agent of some kind. So unlock her basement, finding eerie but cool red glows and a lot of ash statues...and corpusmeat. xp So, take the statues, drop one in front of the woman (who's name is Hanarai Assutlanipal), then pick it up and talk to her about Ash Statue. She'll attack, but she's easy to kill. Then the Dreamers and Sleepers will stop in the city of Ald'ruhn.

But you can always wait to do all this. Cosades has another mission. 3nodding

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Wed Feb 09, 2005 1:19 pm


#4 Muzgrob Informant

This mission is a little awkward, but a bit more difficult since you'll be going into an Ancestor Tomb, where skeletons like to hang out...and bonelords. eek Not good for low level characters.

Hasphat's info only told you about the sixth house...he didn't have info on the Nerevarine cult. So Caius sends you off to Sharn gra-Muzgrob, a female Orc in the Mages Guild.

She's in the downstairs room, to the left of the entry.

She wants the skull of Llevule Andrano, but she warns you not to really let anyone around town know...Necromancy isn't a good thing on Vvardenfell and the people won't like you poking around into tombs. So don't tell anyone.

But if you ask her of being a Necromancer, she'll deny.

If you're one of the nosy types and want to know what she's up to, look around in the Mages Guild until you find the book, "Legions of the Dead" in a chest. Confront her with it, and she'll spill the beans. To let you keep the cover on her real job, she'll teach you a spell of Summon Ancestor Ghost. This doesn't change anything in the main quest, but you know...nosiness gets you certain things in Morrowind. 3nodding Keep that in mind.

So, to do the actual mission. The tomb she's talking about is the Andrano Ancestral tomb, which is on the south road to Pelagiad. But make sure you have a silver or enchanted weapon at hand...or a few good good spells. Undead creatures won't be affected otherwise.

The skull is marked so you won't get confused with it and the others in the tomb. Take it and go back to Muzgrob.

She'll let you know about the Nerevarine cult. She'll give you notes like Hasphat did, and so return to the spymaster.

You're now Blades Apprentice. Be sure to talk to Caius about that or he won't bump you up. And so, Caius has a new mission for you. 3nodding
PostPosted: Thu Feb 10, 2005 9:47 am


#5 Vivec Informants

Be prepared...this mission's long.

But not difficult...

Caius is sending you to Vivec to find three informants about the Nerevarine Cult and the Sixth House. They're all around Vivec, which for starting characters, that city can be confusing.

Cosades will give you a paper on who to locate. That should help.

But if you don't feel like reading that then I'll explain in easier words.

The informants you need to locate are Addhiranirr, a female Khajiit, an operative of the Thieves Guild who's in the St. Olms Underworks. Huleeya, an Argonian in the Morag Tong who's in the Foreign Quarter Waistworks inside of the Black Shalk Cornerclub. And finally, Mehra Milo, a female Dark Elf who's in the Temple Library.

Let's try Addhiranirr first...she's probably the easiest.

A guide to Vivec will be helpful, or you can go around and look for St. Olms. My instructions may not help. sweatdrop Okay so, to get to St. Olms, go around Foreign Quarter until you get to the south bridge, onto the Redoran canton, go to the left and onto the bridge to the Arena. From there, go south to the canton directly south of Arena. That's St. Olms. Go up the ramp (doesn't matter which ones), then into a door called "St. Olms Waistworks". Once in there, you go down a staircase and to a door marked "St. Olms Canalworks." Go in there.

To get to Waistworks, go into one of the little trapdoors, and you can explore down there to find Addhiranirr.

Problem: She won't talk to you.

But there's one thing you can do. She claims there's a tax agent named Platorius upstairs in the Waistworks who's trying to find her to get her taxes. Of course, she doesn't want to pay them.

The peaceful way to do things which is the best, go find Platorius and tell him that Addhiranirr has left on a gondala to the mainland. He'll go chase after her, or think he is. whee Go back to Addhiranirr and let her know. Then she'll talk some about the Sixth House and a bit about the Nerevarine Cult.

Okay, one down and two to go.

Huleeya's easy to find. Head back to Foreign Quarter and into the Waistworks, then into the Black Shalk Cornerclub. Huleeya's over in a corner, but he won't talk. He'll just say that the three Dark Elves in the club (note: NOT THE BARTENDER!!!) who dislike him and act hostile to him because he's a free Argonian, and these are pro slavery jerks.

Okay there's two ways to go with this. One, if you've got good persuasion, you can bribe them to like you, then talk to them about "Filthy Lizard", and they'll tell you they won't act hostile.

Or, you could taunt them all and kill them.

Either way works. I suggest taunting when going the killing option because it won't give you a bounty since they attacked you first.

Okay so now talk to Huleeya again, and he'll follow you to Jobasha's Rare Books, a bookstore on the opposite side of the canton.

Take him there, and once inside he'll give you notes about the Nerevarine Cult...but he doesn't know anything about the Sixth House. So that's done.

To find Milo.

This is sort of easy to find...but the interior of the Temple Halls can be a little confusing.

The Hall of Wisdom is the right place, so go in there and find the Library upstairs. Milo is the Dark Elf in the blue robes (or you could just go up to her and her name will appear wink ). Talk to her, but she'll say that you can't talk there. So follow her to the back of the library where she'll tell you a whole lots of stuff. But she requires something. You need to give her a book called Progress of Truth. You can either steal it from the library (but beware, Odinators are about), or go to Jobasha's Rare Books and buy it there.

Take it to Milo and she'll give you notes to give to Caius.

But then, she has some other news for the spymaster. She feels that the Temple Ordinators are watching her. So, she says that the key word is "amaya". This will appear later when something happens.

Caius gives you 200g for your good work. wink And, Caius says that he'll need a litte while to analyze the info, so you get a little vacation. So go rest, do a few things or whatever, then return for your next mission.

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Thu Feb 10, 2005 10:12 am


#6 Zainsubani Informant

This mission's a piece of cake.

You need to go to Ald'ruhn to find Hassour Zainsubani, a traveling trader who used to be an Ashlander.

Ashlanders like gifts. Keep that in mind.

Talk to him, he's in the Ald Skar Inn I believe...

Talk to him, and you'll find he likes poetry. So, either steal one of his own poetry books or go buy one. Either way will do. Take the book and give it to him. He'll give you notes on the Ashlanders for the spymaster, but then he also mentions something about his son Hannat, who went to explore Red Mountain but hasn't returned.

Red Mountain=Bad place.

But in truth, he's really inside of a Sixth House Base called Mamaea. If you like, you can go there and rescue him, but I'd wait to do that when you're a higher level...like level 20 or something. sweatdrop

Neeway, go back to Caius. He's got another mission, and this one's a long walk from home. eek
PostPosted: Thu Feb 10, 2005 12:51 pm


#7 Meet Sul-Matuul

Prepare to be traveling quite a way...no matter how hard you try you'll have to walk.

But first, rethink about what you've learned so far. Caius gives you another package---the one you took to him in the beginning. If you read it, it'll really explain a lot.

So the Empire thinks you're Nerevarine and Caius is pushing you towards that goal.

And for a good cause. 3nodding

So, this is where the gameplay really starts to come out. You're off to an Ashlander camp WAAAAAAY north...and there's no direct transportation and closest is either Maar Gan or Khuul. Maar Gan is easier, but that way you'll run into a few Daedric Ruins which at that level may either be difficult or slighly hard. Go to Khuul...well it's a little rough up there as well. You'll be doing a lot of swimming and the terrain up there's not easy to get around.

It's a camp called Urshilaku. These are probably the friendliest of Ashlanders...at least for now.

So, get stocked up, train a bit or whatever you need to do. Then, since you're in Balmora, go to the silt strider, go to Ald'ruhn and then from there to Maar Gan. This is the easier route. So from Maar Gan, travel north through the foyadas, avoid Kogoruhn...you'll head there later in the main quest but not now since it's super hard and super big...and then from there just keep heading north through flatlands until you get to the camp, it's close to the north shore.

Use your manners-remember how Ashlanders act from Hassour.

One thing: DO NOT ENTER THE ASHKHAN'S YURT! That's against the rules unless you've been allowed, and you haven't yet.

Instead, talk to the Ashlanders around the camp. Bump their disposition up to 60 or higher using bribes, gifts (such as kwama eggs, trama roots...different people like different things) and that sort. They'll direct you to the Gulakhan, Zabamund. He'll give you permission to talk to the Ashkhan.

Now you can go inside.

Sul-Matuul, the Ashkhan, will send you on an initiation rite-you have to go find his father's magical Bonebiter Bow. You have to find it in the Urshilaku Burial Caverns. It's somewhere southeast of the camp, not too far away. You'll most likely run into maybe some kagouti, bull and betty netches, kwama foragers or whatnot.

Okay, once in the caverns, go through the Astral Burial, then to Karma Burial, then to Laterus Burial. Then, in here keep going up the spiral rock stairs until you get to the top door, makred Juno Burial. Here you'll find the Wraith of Sul-Senipul. Kill the wraith---remember enchanted or silver weapons!---and then take the bow.

Take the bow back to Sul-Matuul, and he'll make you clanfriend of the Ashlanders. Then he sends you to Nibani Maesa, the wise woman. You can't talk to her unless you're Clanfriend. She'll test you to see if you're Nerevarine.

Well, she says you aren't the Nerevarine, but you can become Nerevarine. And she says the Dissident Priests have all the lost information about the Nerevarine Prophecies.

Like the strategy guide says: "Basically, she's Yoda, and she just told you that you might be Luke Skywalker."

(to let you know, I'm doing the quests by experience, with some help from the guide that I may have forgot)

So, once that's done, head back to Balmora. Caius has another mission.

And be prepared... ninja

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Thu Feb 10, 2005 3:26 pm


#8 The Sixth House

This mission sucks no matter how it goes. crying

But you'll be thankful for it later.

By now, if you aren't above level 6, Caius will tell you to take a little break to level up.

But if you're higher, then he'll give you the mission.

There's news that a patrol from Ft. Buckmoth went to a Sixth House base and someone got corpus disease. Corpus is non-curable and will make any creature go mad, but they resist all other diseases and have incredible strength.

Beware of this.

So, they found a half-man priest named Dagoth Gares, who obviously inflicted the corpus upon the member.

Note: Dagoth Anything is bad news. wink

So, head to a seaside town called Gnaar Mok, to the west of Ald'ruhn. From there, head northeast a bit into the small mountain region separating the fields from the coast. There you'll find a cave called Ilunibi.

Remember when I mentioned this?

Go through the caves, killing all the corpus monsters and the ash zombies you run into, possibly dreamers who won't think twice.

So make your way to the bottom where you'll meet Dagoth Gares.

Being a "boss" monster, he gets the privelage to give a speech. Once done, you can use the privelage of being the main character and kill him.

Unfortunately, he gets the last laugh as he dies:


Dagoth Gares
"Even as my Master wills, you shall come to him, in his flesh, and of his flesh." he says.


You've been inflicted with Corpus disease. stare

But before you leave or fight him, snoop around the chamber for some good stuff you can find. I reccomend this.

However, you're forgiven if you don't feel up to it. Before you were feeling like a godly character.

Now you're just another sick guy with a long walk home.
PostPosted: Thu Feb 10, 2005 3:46 pm


#9 Corpus Cure

Nothing's going to change your mood now...except for maybe what Caius has to say.

He bumps you up to Blades Traveler.

If that doesn't work, he also informs you that there's a doctor he found that can help you.

Feel better now?

Of course, you'll have to go find this wizard out in the middle of practically nowhere.

Caius gives you a dwemer artifact to give to the wizard Divayth Fyr so that he'll like you more and will be happier to help. Of course, traveling's no fun especially when you're sick. He also gives you 1,000g for expenses, which in this situation are either spells, scrolls or potions. He informs you why and gives you a Levitation potion.


Caius Cosades
"Wizards don't use stairs."


He means it. 3nodding

So go to the Mages Guild and ask to teleport to Sadrith Mora (yes this is quite far isn't it?). From there, head south-southeast until you find the weird plantlike towers of Tel Fyr.

Sorry, no boats or Silt Striders...

Once inside, you can talk to three women, but beware, don't kill any of them. You know how swords can slip and so on (trust me: this has happened before! eek )

They'll tell you he's in the high upper tower. Use the levitation potions, spells or scrolls or whatever and fly up to meet him.

Oh, and he won't mind if you steal from him. Even right in front of him. wink It's his hobby to have thieves come and try to plunder his dungeons.

Giving him the dwemer artifact will bump his disposition up to 80 or so, and now he's not so cranky. Talk about the disease and brag a little about the Morrowind prophesies. This will bump up your reputation in the future, but for now, Fyr will like you and will offer you an experimental potion.

It can either cure you, or kill you.

Of course, theres something to do first.

He wants you to retrieve a pair of enchanted Dwemer armor boots from his corpusarium, which a victim named Yagrum Bagarn has.

Also to inform you: Yagrum is the last living dwarf.

But that's not important.

Feels like you're doing two favors for him and getting half of one back huh?

Oh well it's for your own good.

Once in the corpusarium: DO NOT KILL ANY OF THE VICTIMS! Avoid them with stealth or by all means possible, avoid attacking them.

Yagrum Bagarn isn't asking for a favor for the boots. He'll give them to you, but if you like, talk to him more about the Disappearance of the Dwarves and he'll tell you a bit about it.

Take the boots back to Fyr. He'll then give you the potion, but he wants you to drink it in front of him to observe the affects.

Just do it.

...

For starters, you're still alive. wink

You're not exactly cured though. But you've only got the positive effects from it. You're immune to diseases of all kinds. This fullfills one of the seven Nerevarine prophecies.

Now that you're back to being godly, possibly even more than before, head back to Balmora.

You've got bad news coming. sad

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Thu Feb 10, 2005 4:03 pm


#10 Milo Gone

The bad news?

Okay here goes.

Caius has been recalled to the Imperial city. Apparently there's something the Empire wants him for. Before he leaves, he'll promote you to Blades Operative, which makes you the highest ranking Blade in the district. He also thinks you're the real Nerevarine and tells you to fullfill the prophecies. And, he lets you use his house (not like you really need to...you've got a house right???) and gives you a few things that might help in the last mission he gives you.

You need to go find Milo. She's got the prophecies that Caius wants you to deliver to Nibani Maesa.

Unfortunately, you'll see "amaya".

Something's gone wrong.

She isn't in the library or her quarters. But if you go into the quarters, you'll find a note marked with "amaya" and a note. She's left leviation potions on her desk for you to take, and she says to bring along two Divine Intervention spells...one for you and one for her.

Get them and go to the exterior of the Temple.

See the big rock in the sky? She's in there.

The Temple's gotten word that you're Nerevarine, and they're trying to stop you obviously.

Neeway, fly up to the rock and you'll find a female Ordinator guarding the door. She's a friend of Milo's and she'll give you the key, but warns not to kill anyone inside. Not even the Ordinators. Besides, they're quite durable and won't be easy to kill anyway. So don't try.

Find the key's to Milo's cell and go find it. It should be in a desk nearby. Or, use lockpicks.

Once in Milo's cell, talk to her and give her the DI scroll. Then, she'll teleport, and you can too.

You'll go to Ebonheart, just south of Vivec. Once there, go down to the boat docks and find an Imperial female named Blatta Hateria. Talk to her about "go fishing", and she'll take you somewhere.

Holamayan.

This is a secret monastary hidden from everyone for the dissident priests and the records of it. Once you arrive, you'll have to go up a rock staircase, and depending on the time of day, you'll either face a door or a big round thing.

The door opens only in the twilight hours of the Daedric God Azura. So, that's about 6-8 a.m. or p.m. Sleep until then if it isn't that time already, and then go inside.

Talk to Milo and she'll give you what you need. You can read all the stuff if you want, but it'll most likely be explained later.

It's sad not heading back to Balmora anymore, but for now, go to Urshilaku camp again.
PostPosted: Thu Feb 10, 2005 10:37 pm


#11 Incarnate

Remember when I mentioned a place called Kogoruhn and that you shouldn't go inside?

Now you must.

Once you get back to Urshilaku, talk to Nibani Maesa. But when you give her the info on the prophecies and stuff, she tells you that she needs a day to decide about what to do.

So go mess around in the Ashlands. Plunder Daedric ruins. Go find some sixth house bases and kill the Dagoths inside or something. Or if you're really eager, just rest for 24 hours.

Once that's done, go talk to her.

She agrees to be your guide on the way to being Nerevarine. Yay you have a sponsor...sorta.

So far, you've fullfilled two of the seven visions. Now Sul-Matuul will send you off to do the third.

He sends you off to find three items in Kogoruhn, the ruined Sixth House. It has the appearance of a Dunmer Stronghold, but isn't. wink

You have to find a House Dagoth Cup, some corpus weepings (ick! xp xp xp ), and then a Shadow Shield.

You'll find a lot of stuff though if you feel like plundering the whole thing.

But beware, if you go into Charma's breath, you have risk of entering Red Mountain...which ain't good...

The House Dagoth Cup is on a table top in the Dome of Pollock's Eve, corpus weepings in the same room hidden under an urn, and then the Shadow Shield in the very bottom of the ruins...

So once you find those, you can head back to Urshilaku.

Sul-Matuul will be greatful and let you keep the items. Then he sends you on the next test to find the Cavern of the Incarnate.

This is fun...but long.

He also gives you a poem:


Sul-Matuul
The eye of the needle lies in the teeth of the wind

The mouth of the cave lies in the skin of the pearl

The dream is the door and the star is the key


Nice...but what the hell does it mean?

The teeth are two giant rock pillars that you'll find on the way to the cavern, usually where blight storms always are. The skin and pearl is a rock at the top of them (not like you can see it...the pillars are huge), and then the dream and the star...it's like Holamayan, you have to wait until the twilight hours of Azura to open the cavern door.

So head east quite a way until you see two tall towerlike pillars, then go up that path and you should find the cave.

Once inside, you'll find a statue of Azura holding out a ring.

Pick it up.

...

Wow.

Nice cinema. But anyway, you'll notice a few people appear like ghosts in the room. Talk to all of them, finding that they were failed Nerevarines and they believe you're the one that'll fullfill the prophecies.

Now your new task: Become Nerevarine and the House Hortator.

To be named Nerevarine, you must unite the four Ashlander camps of Vvardenfell with each other.

To be named House Hortator, you must get each of the three Great Houses, Hlaalu, Redoran and Telvanni, to name you Hortator as well.

So head back to Urshilaku.

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Fri Feb 11, 2005 1:19 pm


#12 Unify Urshilaku

Okay, these next seven missions are listed easiest and fastest to hardest and rather-long. You can do these in any order but I'd do them in this order to avoid confusion and stuff. wink

For Urshilaku to name you Nerevarine...well think; you're technically family with the Urshilaku and Nibani is your patron along your Nerevarine quest.

So just talk to Sul-Matuul and ask to be the War Leader of the Urshilaku. He'll ask you to recite a few things, then give you the Teeth of the Urshilaku, a cool amulet that gives you constant Resist Magicka by a certain percent.

Couldn't be easier huh? wink
PostPosted: Fri Feb 11, 2005 4:20 pm


#13 Ahemmusa Safe

Don't let it get to your head that just because one Ashlander camp likes you means that all of them do.

Ahemmusa don't hate you...their situation's just hard.

The Ahemmusa camp is on the highest part of the Grazelands region, so just head to Tel Vos and go north from there.

Don't talk to the wise woman. And there's no Ashkhan yurt. So talk to the three gulakhans---Kausi, Dutadalk, and Yenammu. They'll direct you to Sinnammu Mirpal, the wise woman, once you talk to them about being Nerevarine.

She'll help you like usual, but also like usual, there's a condition you have to fullfill. The Ahemmusa need a safe haven from the blight creatures that plague their camp.

So she suggests you go and clear out an old Daedric ruin named Ald Daedroth, on an island north of the camp.

She doesn't define "safe". That's all up to you. wink

There's a few options.

1. Stomp on everyone in the ruin.

2. Watch the battling Ordinators (yay our friends are back rolleyes ) fight the Daedra worshipers. Then, when they're done, if they're worshipers left, kill them, if they're Ordinators, lie to them that you're here to loot the dungeon.

Either way will work.

This is all easy. Take the good loot that's easy to get (but probably a pain to haul back to a town), kill everyone that's necissary to kill, then escort the wise woman, which is also easy since she has a water walking spell upon her. You won't need to worry about fish attacking her. Just worry about them attacking you. wink

But one thing you don't want to do is to bring the wise woman with you when you go there to clean it up. She's a weak old woman and probably isn't up to fighting...especially since she's unequipped of a weapon.

Also, if you go to the very bottom of the shrine, you can convince the lead priestess, Hlireni Indavel, to stop the worshippers from attacking the Ahemmusa. You'll also see an Orc who thinks he's a Khajiit... stare

Also, you can play decoy if you like. Outdoors, lead the enemies into difficult terrain and then get out. Indoors, take them to an end of the dungeon then teleport away and move around them. Or use super stealth.

Once you lead the wise woman into the room with the statue of Daedric God, Sheogorath. Then she'll give you the Madstone of the Ahemmusa...which I forget what it does. sweatdrop

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Fri Feb 11, 2005 4:43 pm


#14 Zainab Bride

This mission isn't fun. xp

The Zainab camp is south of the Ahemmusa camp, near the mountains that lead to the Ashlands.

Now, you can go straight to the Ashkhan. He won't mind.

First boost his disposition up to 70. But even so, he won't consider you for Nerevarine...yet.

So go to the wise woman, Sonummu Zabamat. She'll tell you that Kaushad is a big hypocrite. He'll say he doesn't like outlanders, but he loves exquisite outlander shoes. Getting a pair will also help you boost his disposition.

Now that he likes you, he decides to send you off on an errand.

You've gotta kill a vampire.

He's in the Nerano Ancestral Tomb, nearby. He wants you to kill Calvario, a level 14 vampire (c'mon that's easy). And in case if you bump into a Bonelord or Bonewalker, make sure you bring stuff to restore your attributes. Once you kill Calvario and the possible undead stuff, go back and report to Kaushad.

He's not done.

He wants something else. This time it's something serious and major.

A high-born Telvanni bride. eek

Yeah...shocking. But if you talk to Sonummu, she'll say that no high-born Telvanni lady would even consider marrying an Ashlander.

Of course, she's a wise woman right? She's got a trick up her sleeve. She says she knows a slave owner in Tel Aruhn, Savile Imayn, who can provide you with a decoy.

Go to Tel Aruhn, which is just east of there.

Imayn sells you a pretty Dunmer girl slave named Falura Llervu for about 2000 gold...and she tells you to go buy her some clothes, then she'll give her to you to take to Kaushad.

This is tricky.

The Grazelands are plagued with Daedra creatures...the toughest to the weakest. So avoid them at all costs. Hopefully, you have some heal companion spells or something (wouldn't it be nice to just tell Falura to hold onto your back and then sprint all the way there...like InuYasha? stare ).

So once you give her to Kaushad, he'll thank you greatfully, though he's upset that her hips aren't so round as he had wished. But he's happy and will name you Zainab Nerevarine. He gives you the Zainab Thong...er...don't equip this...we don't know if it's the underwear type or sandal type...

And it's got a weak enchantment. It's just another symbol for knowing Zainab has accepted you as Nerevarine.

So head back to town...Molag Mar preferrably. 3nodding
Reply
The Official Morrowind Guild

Goto Page: 1 2 3 4 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum