Guide and walkthrough for "The Elder Scrolls III: Morrowind". Morrowind walkthrough Morrowind walkthrough

Part 1

House Redoran:

PRECAUTIONS
Required quests: Erabenimsun Tribe
Next quest: House Hlaalu
Location: Ald"ruhn; Vivec Arena
Minimum level: 6
Recommended level 12
Necessary things: -------
Suggested items: Potions/Scrolls of Healing
Difficulty: Medium, difficult battle at the end

QUICK REVIEW
Visit Athyn Sarethi (Sarethi Manor in Ald'ruhn) to learn about the members of the Redoran Council.
If you don't belong to the house, save Sarethi's son, Varvur, in Venim manor to get the vote that you are Hortator.
Meet Miner Arobar at his house to get his vote.
Meet Garisa Llethri at his house to get his vote.
Meet Brara Morvayn at her house to get her vote.
Meet Hlaren Ramoren at his house to get his vote.
Meet Brara Morvayn in her apartment in Council Hall to receive her vote.
Return to Sarethi and receive the title of Hortator of Redoran House.

DETAILED REVIEW
Short review.
By now, you should be recognized by the Nevereverine, all four Ashlander tribes. Now, you must go to the three Great Houses to become a Hortator. Let's start with House Redoran (in general, which house to start with does not matter). There are two differences when completing tasks - whether you have previously become a member of the House or not.

Sarethi Manor
Visit Athyn Sarethi at Sarethi Manor in Aldrun. If you are not a member of the House, you will have to persuade him to get him to talk to you. But even in this case, Athyn Sarethi will ask to save his son - Varvur Sarethi from Venim Manor (first house on the right in the Manor District). You must be careful while rescuing him not to kill the Bolvin council member, otherwise the rest of the council members will turn against you.

Rescue Varvur Sarethi
You can find Varvur in the right wing of Venim Manor. In the large room on the bench, you should find a note to Malsa Ules and a key. The note says that the guest is in the room, behind the tapestry. Nearby you will find this very door behind the tapestry, and open it with the key (lock 50). REMEMBER, the nearest security will not like it if you take the key or note. Once you find Varvur, return him back to his father in Sarethi Manor. If the guards see him, they will attack you, so plan your escape plan in advance to keep the route short. Of course, you can kill all the guards, but be careful not to kill Bolvyn. Once you return Varvur back to your father, he will name you Hortator, and will say that the rest of the council will name you Hortator too, with one exception.

Visit Redoran Councilors
This again depends on whether you are a member of House Redoran or not. You must visit all Redoran council members and speak with them (see Red Book 3E 426). All council members are in Aldruin in their respective homes: Miner Arobar, Garisa Llethri, Brara Morvayn, and Hlaren Ramoren. Talk to everyone about the Redoran Hortator and get their vote (of all the council members, only Brara Morvayn is in the Redoran Council Hall).

Bolvyn Venim
The only one who will not agree with you is Bolvyn Venim, no matter who you are or what you are. The only choice is to challenge him to a duel to the death to remove him from your path. But if you kill him right away, the rest of the council will dislike you. You need to agree with him about a fight at the Arena in Vivek. Go to Vivec Arena. He is a very strong opponent (Ebony Armor and Daedric Dai-Katana). He doesn't have a ranged weapon, so you can kill him from a distance.

Return to Sarethi
Once Bolvyn is out of your way, return to Athrun Sarethi to be named Redoran Hortator and given the Hortator Ring (this is such a specific identity identifier :))) You will also receive some news and notes. The sealed package contains records from the temple saying that you must be named Nereverein and Hortator - the four tribes and three Great Houses - to identify yourself with the Archcanon Saryoni in the Vivec Temple. So don't throw it away, you'll need it a little later.

Part 2

House of Hlaalu

PRECAUTIONS
Required quests: House Redoran
Next quest: House Telvani
Location: Balmora, Vivec
Minimum level: 6
Recommended level 12
Required items: 3000 drakes
Expected things: -------
Difficulty: Medium, you'll have to run around a lot, possibly a difficult battle

QUICK REVIEW
Meet Crassius Curio at Curio Manor, Vivec Hlaalu Plaza, and receive a brief introduction to the members of the Hlaalu Council.
Get a vote from Curio that you are a Hortator (gold required).
Find Yngling Half-Troll in Vivec, St. Olms Plaza, Yngling Manor, and get his vote (gold required).
Find Dram Bero hiding in Haunted Manor, Vivec St. Olms Plaza and get his vote.
Find out about Orvas Dren from Dram Bero.
Take care of Orvas Dren in Dren Plantation, north of Vivec (blackmail him or kill him).
Find Velanda Omani at Omani Plantation on Elmas Island, east of Vivec St. Olms Canton and get her vote.
Find Nevena Oles in Ules Manor, northwest of Suran (east of Dren Plantation, and northeast of Vivec) and receive her voice.
Return to Curio and receive confirmation that you are Hortator of Hlaalu House.

DETAILED REVIEW
Short review.
This quest is to convince every member of the house to your approval as a Hortator. The order in which votes are received is not important. Again, you must visit all House Council members to have them vote for you. Yellow Book 3E 426 contains a list of members of Hlaalu House, and can be obtained from Nileno Dorvayn at Balmora Hlaalu Manor. Members are Crassius Curio, Yngling Half-Troll, Dram Bero, Nervana Oles, and Velanda Omani.

Crassius Curio
Crassius Curio, downstairs at Curio Manor in Vivec, Hlaalu Plaza, will vote for you if you pay him. If you are a member of the house, you will only need 500 drakes (or 300 if your reputation is high enough), otherwise 1000 drakes will be required. Pretty simple. Curio will also give some good advice regarding other board members.

Yngling Half-Troll
Yngling Half-Troll, located in Vivec, St. Olms, District Plaza, Yngling Manor. He will also ask for 1000 drakes if you are a member of the house, otherwise 2000 drakes. The fallback option is to kill Yngling, who is on pretty good terms with the other council members if you talk to them about it (eg Dram Bero).

Dram Bero
Dram Bero is hiding in the basement of the Haunted Manor in Vivec in St. Olms Plaza. You will need to unlock the basement door. You only need to talk to him and get his vote, you won't need any gold at all. He will also mention that Velanda and Nevena are loyal to Orvas Dren. Orvas is Duke's brother and has a Netch ranch on the Ascandian Islands.

Taking Care of Orvas Drain
To convince Velanda and Nevena, you will first need to take care of Orvas Dren. You can kill him, but he has good armor and weapons, and he also has some good bodyguards. There is an opportunity to blackmail if you have some papers stored in a locked basement (the bodyguard has the key). Also, there is an opportunity to increase your reputation in his eyes if you talk to him about protecting Morrowind, in the end Dren will call you Hortator. Orvas lives on Dren Plantation - a large estate north of Vivec. I tried to talk to him, but my reputation was so low that he kept attacking me. You may be much luckier in killing him without causing disapproval from the guards.

Talk with Velanda and Nevena
Once you have taken care of Orvas, you can continue to receive votes by talking to Velanda and Nevena. Velanda is located in Omani Plantation on Elmas Island, which is east of Vivec St. Olms Canton. Nevena lives in Ules Manor just northwest of Suran (east of Dren Plantation, and northeast of Vivec). As soon as you talk to them about Hlaalu Horator, they will call you that.

Walkthrough of the game Morrowind 3. Part 1

When the game starts, you find yourself in the hold of a ship. Talk to the other prisoner, tell him your name, then when the guard comes, go out onto the deck. As soon as you go down the ramp. Another guard will approach and ask your gender, race and appearance. You have a wide choice, so choose according to your taste.

Then go through the door and talk to the person right in front of you, with his help you will finish creating your character. You will receive a certificate of release, now go through the other door and enter the room on your right. Take the dagger, master key and silver items from the table. Go to the chest on the bottom shelf of the closet and open it with the master key. Go through the next door, take everything that is there from the barrel. In the next room, talk to Cellus Gravius ​​and receive your first task. Chat with him on all topics and learn a lot of interesting things. Now go out and you will find yourself in the vast world of Morrowind. The city you find yourself in is Seyda Neen, a fishing town on the edge of the world. Here you can take on a couple of side quests.

After leaving the city, go west along the path, a man will fall from a height in front of you and you can pick up +1000 acrobatics scrolls.

In the northwest you will find the body of a tax collector. Talk to Sokutsius Ergalla and receive a task to investigate the murder.

Give the ring found in the barrel to Fargus. Then go to the second floor of the tavern and talk to the man by the stairs. Go outside and climb to the top of the lighthouse. Wait until night and see where Fargus hides his cache, take your ring from there and go to the employer.

Now it's time to go to Balmora. You can go up to Silt Strider and pay money for the flight or walk, stopping in a couple of dungeons along the way. You won't get lost. If you follow the signs to Balmora.

When you arrive in Balmora, go to the house in the northeast corner of the city and speak with Caius Cosadus. He will give you tasks throughout the game.

Walkthrough of the game Morrowind 3. Part 2

HASFAT AND THE DWEMERIC PUZZLE.

Your first task is to talk to Hasphat Antabolis at the Fighters Guild. By the way, by the way, you can join there and complete side quests if you talk to the guild leader on the second floor.

Then go downstairs and go to the end of the corridor, go through the door. Hasfat is standing in front of you, but it looks like he is not going to just give us information. He asks to bring him a Dwemer puzzle from the ruins near Balmora. The road to Arkntand is as follows: exit the southern gate of Balmora, then turn east. Go east to the second sign, then turn northeast towards the hill in front of Caldera. After walking a little you will see a sign for Molag Mar. Go in this direction until you reach a bridge. At the other end of the bridge is Pretzel J, who will attack you as soon as you approach. Kill him and move on. You will see the entrance to Arkntand just past the bridge.

To open the door you need to turn the lever. Come in and go down the spiral staircase, killing all the enemies along the way. Once you're down. Turn west and you'll see a ledge directly above you. If you climb onto the ledge, you will see a door leading to the Cells of the Empty Hand. Behind the door you will find the boss Krito and a Dwemer puzzle. You can kill him if you want or just take the cube from the shelf and leave. If you are strong enough you can explore the rest of Arkntand, there are a couple of valuable items there such as Dwemer armor and weapons. But be careful, because the enemies are quite strong in the depths of Arkntand. Then return to Hasfata and he will tell you some information about the Sixth House. Unfortunately, he has no information about the Nerevarine. Return to Kai Cosades and he will send you to Sharn-Gra-Muzgob in the Mages Guild.

After Sharn tells you about the Nerevarine, go to Kai Cosades and he will promote you to the rank of Apprentice of Blades. He will immediately give you the next task. His next task is to talk to the agents in Vivec: Adhiranirr, Huleya and Mehra Milo.

Part 3

House Telvani

PRECAUTIONS
Required quests: House Hlaalu
Next quest: Meeting with Lord Vivec
Location: Tel Vos, Tel Mora, Gnisis (Arvs-Drelen), Tel Branora, Sadrith Mora (Tel Naga)
Minimum level: 6
Recommended level 12
Required items: Levitation
Suggested items: Potions/Scrolls of Cure Paralysis
Difficulty: Medium, one difficult battle, a lot of traveling involved

QUICK REVIEW
Meet with Master Aryon in Tel Vos (Upper Tower) to receive a brief overview of the composition of the Telvanni council.
Get Aryon to vote for you as a Hortator.
Convince Mistress Dratha in the Upper Tower in Tel Mora.
Convince Mistress Therana in the Upper Tower in Tel Branora.
Convince Master Neloth in Tel Naga (Sadrith Mora).
Convince Master Baladas of Arvs-Drelen (Gnisis).
Kill Gothren in the Upper Tower in Tel Aruhn.
Return to Master Aryon, who will name you Hortator of House Telvanni.

DETAILED REVIEW
Short review.
The Telvanni House quest to become a Hortator differs at the end in that you may end up killing all the Telvanni Council Members instead of convincing them. Of course, this is not a solution, but it can be done this way.

Master Aryon
You can start the quest by talking to Master Aryon in Tel Vos (west of Tel Mora). Aryon is in his apartments at the top of Tel Vos. He immediately confirms that you are a Hortator and tells you about the other council members; what should you say to get their votes... Mater Neloth is obviously grumpy, Mistress Dratha doesn't like men, Mistress Therana changes her mind all the time, and Archmagister Gothren will probably refuse you. Aryon recommends that you kill Gothren because he truly deserves to die.

Mistress Dratha
Mistress Dratha is located in the Upper Tower in Tel Mora (east of Tel Vos). If you play as a woman, you will receive her support immediately. If you are a man, you will have to raise your reputation in her eyes to get her to support you (I raised her attitude towards me to 100). If you are a man and not a Telvanni member, it will be impossible to raise your reputation and you will have to kill her.

Mistress Therana
Mistress Therana is found in the Upper Tower of Tel Branora, which is on an island in the far southeast corner of the map (accessible by ship from Sadrith Mora, Molag Marr, Ebonheart, and Vivec). She will act the same as Mistress Dratha, although she can also be charmed by a high speechcraft skill (30 or higher?).

Master Neloth
Master Neloth is located in the Upper Tower in Tel Naga in Sadrith Mora and will call you Hortator if you raise your reputation in his gals high enough (around 70).

Master Baladas
Master Baladas is located in Arvs-Drelen in Gnisis. He will give you his vote if you are a member of the House. Otherwise, you may have to raise your reputation in his eyes until he gives his support. Be careful, various creatures wander around the hall (from a rat to a Daedroth).

Gothren
Gothren is located in the Upper Tower in Tel Aruhn (west of Sadrith Mora). Unfortunately, unlike other members of the council, no matter how hard you try to charm him, he will not give you his vote, forcing you to kill him, as Aryon suggested. This will not be an easy battle as Gothren is a master spellcaster and he has Dremora as his guard. Gothren's favorite spell is paralyze on hit, so you'll need a few potions of Cure Paralysys. If you land several successful hits on him with a powerful weapon at once, he will not have time to cast any spell.

Return to Master Aryon
upon returning to Aryon in Tel Mora, he will give you the title of Hortator Telvanni, along with the Hortator Clothing, as an identifier of position in society.

Walkthrough of the game Morrowind 3. Part 3

INFORMERS FROM VIVEC.

You will find informants in the outlander area after you arrive in Vivec. The first of three informants is on the lower level of the Outlander Quarter, so go down and go to the Black Shalk Inn. Inside you will see Huleya. Three bandits accosted her. You need to get her out of the inn alive. Be careful: for unpumped Persians, this can be a real challenge. When you're ready, simply talk to Huleya and ask her to follow you. The main thing in a fight is to make sure that she is not killed. When you leave the inn, go west to Jobashi's Bookstore. Inside, Huleya will tell you everything she knows. After the conversation, ask Jobashi for a copy of the book “The Path of Truth.” You'll need it later.

Now go to St. Olmas Parish. The next informant is Adhiranirr. To get there, go two districts to the south and one to the east. Enter the lower zone. Then go to the Channels, from them you will get to the Dungeons and there you will look for Adhiranirr. However, be careful, because there is a powerful guard there, and he will kill you if you get close. After talking with Adhiranirr, you will learn that she is hiding from the agent. And he won't talk to you until he leaves. Just go to the Lower Belt and talk to Platorius. Tell him that Adhiranirr has fled to the continent and he will leave. Go back and talk to Adhiranirr. She will tell you what she knows about the Sixth House and explain that she knows nothing about the Nerevarine.

Now go to the Temple (one district south), you need to talk to Mehra Milo. Enter and go through the first door on the left, into the Halls of Wisdom. Go straight and take the stairs on the left, up to the library. You will find Mehra there. Follow her and she will tell you what she knows about the Nerevarine. She will also tell you to find the book "The Path of Truth". It’s so good that you already have it and don’t have to go anywhere.

Before leaving Vivec, you can go to the Ordinator's Barracks in the Halls of Justice and pick up a few items from the Ordinator's armor. Just don't wear them while you're in Vivec, otherwise the residents will attack you.

Returning to Kai, give him the book and tell him the information. He will say that he needs to think a little, but for now you can walk around and complete side quests. This is very good advice. It is best to join the Guild of Fighters, Mages or Thieves, depending on your character. You can even complete ALL guild quests, then the main quests will seem like baby talk to you. At least upgrading your character to level 10 won't be a bad idea. Or you can just sleep for one day and return to Kai for the task.

POETRY IN THE HEART.

Kai will ask you to visit Hassur Zainsubani in Aldruin.

First you need to go to Aldruin's bookstore and buy the book "Hymns of Ashland". You can get to Aldruin on Silt Strider. When you're ready, go to the Ald Scar Tavern, there's our ashtray on the bottom floor. Talk to him about business, about gifts, about a beautiful gift, then again about business and finally about the Ashpelts.

DECIPRED MESSAGE.

Return to Kai and he will tell you that he deciphered the papers you brought. They say that perhaps you are the Nerevarine. After which he will give the task to get to the camp of the Urshulaki tribe and talk with Sul-Matuul and Nibani Maesa. They will test you for Nerevariety. Make sure you have 6-7 kwama eggs before going there. To get to the camp, fly the Flea to Aldruin, then to Hooul. From here you need to go northeast. Approach the camp carefully, otherwise you will run into trouble in the Daedric Ruins.

Do you remember that you can’t come to the ashtrays without gifts? Well, we have them!! Go to Tussauradad and give him the kwama eggs as a beautiful gift. Then walk around and collect 15-16 trama roots. Give the gifts to Khainab, Shabilbael and Shallat-Piremus. When all of them have an attitude towards you of at least 60, go to Zabamund’s yurt. Talk to him about the Nerevarine prophecies and agree to give 200 coins. He will allow you to enter Ashkhan's yurt.

Walkthrough of the game Morrowind 3. 4th part

FRIEND OF THE TRIBE.

Inside, talk to Sul-Matuul about the prophecies and the rite of passage. He will ask you to deliver him his father's bow from the burial caves of Urshulaki. To find the caves, simply head south-southeast until you come to a plain with hills. The burial caves face north, so you have to walk around to see them. Rest and prepare for the battle within.

Although the cave is almost a straight line, unfortunately it is quite long. Go around the entire cave, as there are several powerful things lying there. When you come across the spirit of Sul-Senipul, kill him and take the bow. Return to Ashkhan. He will allow you to keep the bow and will proclaim you a friend of the tribe and send you to Nibani. Talk to Nibani about everything related to prophecies and about the test. It looks like you are not a Nerevarine, but you might become one, huh? It's a bit like the Matrix, isn't it?

After this, instead of looking for the Prophecy, return to Kai. After all, you work for him, and you have interesting information.

DAGOT GARES.

Upon arrival, Kai will inform you that he has a very difficult task for you - to destroy the base of the Sixth House and kill their priest Dagoth Gares. Go to Fort Buckmoth (I hesitate to translate this name!) north of Aldruin. Talk to everyone there. Or you can take the Flea to Aldruin, from there to Houl, by ship to Gnaar Mok and go northwest to the strangely named Saint's Spine caves.

You don't have to wander around this cave, just go straight into Marowak's Ridge, then go south and go into the Black Heart. Continue walking and enter the Soul Caves. Before the fight, Dagoth Gares will want to talk to you. Ask about everything to record in the journal. Then chop it. During the fight he will infect you with Corprus. Search his body, collect everything you need, and search the room. If my memory serves me correctly, there should be extremely powerful unique gloves lying in the coffin. Now you can either walk back on foot, cutting through the hordes of enemies that appear, or if you have a scroll of Almsivi Intervention or Divine Intervention. Then you can get closer to civilization much faster. Go...to whom?? Of course, to Kai Cosades!!

CURED OF CORPRUS.

Talk to Kai. Fortunately, he knows the cure for corprus. You just need to go and talk to Diavit Fir in Tel Fir.

To get there, first teleport through the Mages Guild to Sadrith Mora. From there you need to move southwest. Swim through the water or use a scroll of water walking. In Tel Fir, you need to go upstairs and discuss the state of affairs with Divayth Fir. He'll say he has an experimental potion and he'll let you try it if you bring him the Corprus Boots from the Corprusarium. Just go downstairs and go in there. Upon entering, you will be warned not to touch anyone inside. Fun, right? Equip all the potions and scrolls of healing and go. Fortunately, corpus victims move incredibly slowly, so you can run past them. Look for Yagrum Bagarn and ask him for boots. Then just go to Divayth and drink the corprus potion. You will see that you now have permanent resistance to coprus and poison.

LOST PROPHECIES.

Go to Kholamayan and look for the monk Vevrana Arion.

Talk to her and learn that Kholamayan is only open from dawn to dusk. Just sleep until 6 am and come in. Inside you will find Mehra Milo, she will send you to Gilvas Barelo. Ask him about prophecies and everything related to them. Now you need to go to the wise ashen woman - Nibani Maesa. She will say that she needs some time to study the prophecies. Either complete the quests or sleep for a day or two. Then ask her everything regarding our main topic. Then go to Sul Matuul.

WARRIOR TEST.

Sul-Matuul will send you to Kogorun to get three things: corprus flowers, a cup of the House of Dagoth and a Shield of Shadows.

To get to Kogorun simply go southwest from the camp. The corpus flowers and cup are fairly easy to find. Just go to Pollock's House of Evening and look around for these things. To get the Shield of Shadows, you need to get into Fisto's Halls. Once inside, take the first left, then the first right and enter the Maki Halls. Go straight across the first flight of stairs, then enter the door on the left, then down and enter the Nabit Waterway. Walk along the left side of the canal. There will be an ice Atronach on the right. Once you're ready, enter the first passage on the left. On the other side there will be a passage to the Breath of Charma. Inside, take the first right and enter the Bleeding Heart. Before you enter, make sure you have saved and are ready for battle. Inside there will be one or two Fire Atronachs and Dagoto Elam. You can struggle to explore the rooms and find the Daedric Gloves, or just go right and find the Shield of Shadows. Return to Sul-Matuul and he will give you a gift and vague directions on where to take the fourth test.

Walkthrough of the game Morrowind 3. 5th part

CAVE OF THE INSTITUTE.

First of all, go to Nibani and ask about the “star key”. She will give you part of the solution, but no more. Then go to Zanummu's yurt and ask about the "pearl skin" and the "wind tooth".

She will give you the second part of the solution. Now we need to put it together and understand what it is. Well, everything is clear here: start by going east along the coast past the Dwemer ruins and the Daedric ruins of Zergonipal. You will come to a plain marked by a spike-like mountain. Go south along this plain. You will soon come to the Initiate's Cave.

UNITED TRIBES.

Go to Nibani and tell her everything, then go to Sul-Matuul and he will call you Nerevarine (finally got it!!). He will also give you an Ursulaki tooth, as a sign that the tribe is coming for you. Go east along the coast to the Ahemmuza tribe.

They are on the far northeast end of the main island. In the tribe you need to talk to Kausi, Dutadalk and Yenammu. Then go to Mudra's yurt and talk to Sinammu Nirpal so that she recognizes you as a Nerevarine of the tribe. She will say that her tribe would like to move to Ald Daedroth (in a straight line to the north, it should be marked on the map after the conversation), but as usual, evil guys appeared and took their place.

What do you think you should do? Well, I think everyone guessed it... Firstly, there is a group of Daedra who came to pray at the altar. Secondly, a group of residents who came to destroy them. The easiest way is to talk to the residents, tell them that you have come to clear this place and they will leave. You can also negotiate with the Daedra, but you will have to talk to the priestess, and the rest will extinguish you. So it's easier to shoot them. Then return to Sinammu and ask her to follow you to Daedroth. Once you arrive at the inner altar, talk to her again and she will declare you a Nerevarine. Two passed, two remained.

Now go southwest towards Vos, then south-southeast towards the ruins of Nchuleft. After some time you will arrive at the camp of the Zainab tribe.

Talk to Kaushad, the local Ashkhan, ask him to give you a task. The task is quite simple - get into the tomb of Nerano and kill the vampire Calvario.

Head north past the Gold Saints and the burning Dusks. Compared to them, Calvario is an easy monster. After completing the task, return to Ashkhan and ask about the Nerevarine again. It turned out that a vampire is not enough and he wants a high-born Telvanni as his wife. Fortunately, he sends him to a wise shaman. She has a plan - to buy a slave and dress her in the clothes of a bride from the Telvanni house. Ashkhan won't even notice the difference. Go southeast to Tel Arun.

Look for Saville Imain there, she will be standing outside, near the door to the dungeon. Ask her about something special and she will send you to Tel Mora to the tailor Elegan, where you will purchase a shirt, skirt and shoes. Go north and you will come to the desired city. After you acquire the clothes, return to Saville and she will tell you to find the Telvanni Bug Mask. She can be found in Tel Arun. After everything, come to her and she will sell you Falura Llerva for 1200 coins (maybe less, depending on skills and attitude). Go to Ashkhan and give him the bride. Ask him about the Nerevarine, he will marry you, then again about the Nerevarine, and finally you will become him for the Zainab tribe.

The Erabenimsun tribe is extremely difficult to reach.

You can either go in a straight line north from Molag Mar or southwest from Sadrith Mora, or south-southeast from the Zainab tribe. Whatever path you choose, get ready: the enemies are strong and numerous, and the path is long. The Erabenimsun are not like the other Ashpelt tribes, and this is immediately obvious. The only person you can talk to here is the shaman Manirai. Do you want to become a Nerevarine? It's simple, kill Ashkhan and his servants Ahaz, Ranabi and Ashu-ah. They don't pose a serious threat, but it's best to equip Airanamma's War Axe, Sanit-Kil's Heart of Fire, and the Robe of Erur-dan the Wise before committing the slaughter. Then talk to Hanammu about the prophecies, about the desire to become Ashkhan, then give gifts until you give away the items indicated earlier. After this, he will call you Nerevarine. Go to Mudra and take the symbol of submission.

HORTATOR.
Now that the four tribes are united, the three great houses must be united. Let's start with House Telvanni. First, go to Tel Vos, which is located west of Vos.

Climb the central tower and talk to Arion. He will agree to call you Hortator without any tasks, and will tell you who else you need to talk to. As soon as you talk, go to Tel Branora.

To reach Tel Branora, simply take a boat from Sadrith Mora.

Go to the upper areas to Drata's apartments. Just impress her, then quickly ask about the task and she will easily agree.

Then sail to Sadrith Mora and enter Tel Naga, in the center of the city.

Go to the highest point of Tel Naga and talk to Neloth. Either charm him or give him money, but you first need to improve your attitude towards yourself, and then ask on the topic, then he will boldly cast his vote for you.

Go to the Mages Guild and teleport to Aldruin. From there take the flea to Gnisis.

There, look for Arvs-Drelen in the northern part of the city. Inside you will fight skeletons and daedroths, so be prepared. On the top floor you will find Baladas. Follow the proven scheme and he will vote for you.

Travel to Tel Mora and speak with Dratha. Unfortunately, she is quite difficult to persuade, so you will have to use gold. If you don't want to worry, you can just kill her. Only then be prepared for the fact that everyone will want to kill you.

Now go to Tel Arun, to the tower to Gothren. Alas, he does not want to recognize you as Hortator. At first he will tell you that he needs to think about it, but still he will not acknowledge you. You will have to kill him, although this is not an easy task. If there is such an opportunity, summon several minions, then beat the reptile. Be careful, make sure that two dremora and two more minions do not come running to his aid.

After all the adventures, return to Tel Vos to Arion. He will name you Hortator and give you the Hortator robe.

Now it's House Redoran's turn. Go to Sarethi's mansion in Aldruin and talk to Atin Sarethi. He will either call you Hortator or ask you to rescue his son from the Venim Mansion.

If you asked to save your son, go to the Venim mansion. Enter the first door on the right. Step right, there will be a closed door, behind it is a good-for-nothing son. Either use the key that is in this room, or hack or cast a spell. Come in and take Varvur Sareti with you. Now quickly run to the door and exit the mansion. You can't kill anyone if you want to be a Hortator. Talk to Atin when Varvur gets close enough to him. Atin will call you Hortator, and say that everyone else will gladly agree with him, except Bolvin Venim, he will have to fight.
Talk to Hlaren Remoran in the Remoran mansion. Then, with Garisa Lletri in the mansion of the same name, in the Arobar mansion, chat with Miner Arobar. Go to the consular chambers and talk to Brara Morvain. Now go and talk to Bolwin. He will challenge you to a duel in the Vivec Arena.

Go to the arena and chop the scoundrel. But be careful, because the scoundrel has a Daedric weapon in his hand and is wearing ebony armor. Once you have chopped it into cabbage, go to Atin Sareti, he will call you Hortator and give you a ring.

Now go to Hlaalu District in Vivec, in the plaza, enter Curio's mansion and talk to Crassius Curio and, with a little financial support, he will name you Hortator.

Next in line is Orvas Dren.

His plantation is just north of Vivec, across the river. The easiest way is to kill him. After all, he is both a drug lord and a slave trader! Although you can pay him by spending a significant amount. Now head to the parish of St. Olms in Vivec. On the top level, find the Yingling Mansion. There is a Troll at the entrance, either pay him or kill him, there is no difference. Orvas Yngling stole the temple's money, and therefore it is only fair that you kill him.

Now go to the other mansion on this level and there will be a Drum Bero on the bottom floor. He will vote with ease. Finally, go east from Vivec, at an angle of 45 degrees there will be an island with an Omani mansion on it and ask Velanda to vote for you.

Go back to Crassius Curio and you will become Hortator of the last house. Now prepare to meet Lord Vivec.

LORD VIVEC.

Go to the area north of the Temple and talk to Danso Undules. You can also return to the Wise Woman, since you have completed the fourth and fifth tests. You also have an invitation from Lord Vivec, one of the gods of the Pantheon. After speaking with Danso, go through the Hall of Wisdom to the far right door and you will see Sarioni. Talk to him and he will give you two keys. Exit through the back door and go to the Temple. Vivek is waiting for you there. He will reveal to you Dagoth Ur's plan, and his own to destroy it. Accept Wraithguard from him. This is clothes. Which will allow you to carry extremely powerful weapons that will be needed to destroy Dagoth Ur.

ASH VAMPIRES.

Before going to the Phantom Gate, you need to level up your short blades and blunt weapons skill to at least 50. Now it's time to destroy the servants of Dagoth Ur. The first of them is Dagoth Arainus. He lives in Mamaia.

You can get there by going east from Gnisis or southwest from Maar Gan. Fortunately, she is quite easy to find, and the vampire is located in the Shrine of Black Hope. After his death, pick up the Soul Ring from the corpse. There you can find the Daedric Mask and save Hannat Zainsubani, if you want, of course.

Now go to the Phantom Gate and enter the Phantom Barrier. Go north-northeast to Odrosal.

Inside you will find Dagoth Odros, he has that very powerful gun and amulet.

Now the road lies northeast to Tureynulal. There you cut down Dagoth Tureynal. To reach it, go through Tureynulal. Pick up another amulet from the corpse.

Now return to Odrosal and go west to Endusal.

Kill Dagoth Endus, he also has an amulet.

Go northwest to Veminal.

Inside is Dagoth Vemin, he has...an amulet!! There you will also find another item needed to kill Dagoth Ur.

Go northeast to Kogorun. The last of the vampires, Dagoth Utol, stands there. Strike and take the belt. Now you are ready for the final battle.

DAGOT UR.

In the center of the Phantom Reach is the fortress of Dagoth Ur.

Just like with Arcntand, you need to turn the lever to get inside. You will find yourself in the Outer Citadel. Go to the Inner Citadel, to the Lower Citadel, kill Dagoth Gilvoth there, take the ring. Go to the Citadel Cave. Dagoth Ur will be there. Extinguish it, take the ring and stand in front of the entrance to Akulakhan. Here you will meet Dagoth Ur once again. This time, ignore him and step onto the platform. You will see the Heart of Lorkhan. Go to the heart and hit it once with Sunder, then five or six times with Keening. Dagoth Ur will shout at you to stop, but ignore him. After you destroy the Heart, beat Dagoth Ur and leave, because the zone will begin to collapse. By the way, you must equip Wraithguard, otherwise you will die while equipping other things.

Congratulations, you have completed the game. You can explore Morrowind further, or take the game off your computer JJJ Good luck!!

Walkthrough of the main story.

Arrival:

You will wake up in the hold of a ship in the small coastal settlement of Seyda Neen. After the character generation process, an old man named Socuelus Ergalla will give you the documents. Go outside (not to the ship) and go through the door in front of you. Give the papers to the man named Sellus Gravius.

1. Delivery

As a result of the dialogue, you will be tasked with delivering a package to a certain Caius Cosades, who lives in Balmora. You can get there by Silt Strider or on foot. Caius's house is located in the northeastern part of the city (there is also a tree growing nearby). After delivery, you will be accepted into the Empire's secret spy organization - the Blades. Caius will be your mentor (that is, he will give quests). Will also reward you with 200 Septims.

2. Mysterious object

Talk to your mentor about "orders". Caius needs information from one person from the Warriors Guild. How to get to the guild - from the southwestern entrance to the city (it is located a little west of the Silt Striders port), go straight. Ahead you will see a house (there are three boxes nearby and a staircase to the top). Go around it and continue moving until you come across another house (also three boxes, but the house itself is one-story). If you turn to the right, you will see two two-story houses with stairs. There are signs on them - an eye (Mages Guild) and a shield (Warriors Guild). Come in, go down to the lowest floor and talk to Hasphat Antabolis. For the necessary information, he wants you to get him a mysterious Dwemer Puzzle Box in the ruins of Arkngthand. These ruins are located northeast of Moonmoth Legion Fort. A large stone bridge also leads to them, at the end of which stands an evil magician.

In front of the entrance to the ruins, a pipe with a valve sticks out of the ground. Turn the valve and enter. Go down the stones to the very bottom. In front of you you will see the first floor of an artificial wall. Looking up a little, you should see the second floor. Climb up there along the nearby stones and go through the door. Inside, take a small cube on one of the shelves - what you need. Return to Hasfat, he will give you some papers. They should be taken to Caius. By the way, if you then return to Antabolis again, he will give you the key to the lower part of the ruins. Perhaps after this quest you will have a very unusual dream.

3. Search for the skull

The second task from Cosades - you need to talk with the orc (Sharn gra-Muzgb) in the Mages Guild (see above for how to get there). She is standing on the lower floor and wants you to bring her the skull of one Llewle Andrano from the Andrano Ancestral Tomb. If you ask her about that tomb, you will be given an enchanted sword and four scrolls. The place is located in the south of Pelagiad (Pelagiad) - if you go from this city along the road to the south, then before the intersection (the roads leading to Seyda Neen and Vivec) you need to turn right. Once inside, go down the stairs to a room with two skeletons. Go through the door on the other side of the room and follow down, go into the right door and take the skull. Return to the Guild and give the item. Ask the orc about "Nerevarine", then take the received notes to your mentor. You will be promoted to Apprentice in Blades.

4. Visit to Vivec

As always, there are a few things you need to know from someone. You have to go to the large southern city of Vivec and talk to three people: Addhiranir (Khajiite in St. Olms), Huleeya (Argonian in Foreign Quarter) and Mehra Milo (priestess in Temple). Use the Mages Guild to get into the city. You are now in Foreign Quarter. Go outside and go through the door labeled Lower Waistworks (located on the second tier). There, enter the Black Shalk Cornerclub, where the Argonian sits. After talking with him, you will find out that he wants to leave here for a bookstore, but local bandits are stopping him. Talk to one of them, raise his attitude towards you and ask about the "filthy lizard". If he says "they don't care", then everything is fine. Otherwise, kill all the villains. After that, talk to Huleeya again, leave the bar and take him to Jobasha's Rare Books. As soon as you are there, ask him about the “Nerevarine Cult” - you will receive papers that you will need to take to Cosades. Now go to St. Olms. There, enter Waistworks, go down the stairs and into Canal Works. Go down the steps again and climb into the hatch on the floor (Underworks). Addhiranir is located in the northeastern part of the sewer. She will mention some difficulties. Tell her about Census and Excise Agent. Now go back up to Waistworks and find Duvianus and Platorius there. Talk about the Khajiit, lie by selecting the "she went to the mainland" option. Now go back to the sewers and ask Addhiranir about the "Sixth House Cult". The last person you need to talk to is in the Temple in the Hall of Wisdom. Once you get there, go to the Library. Find Mehra Milo. She will suggest going to the back of the library. There, talk to her again and ask about the Nerevarine Cult and the book Progress of Truth. The book can be obtained in the southwestern corner of the library or bought (stolen) from Jobasha's Rare Books. After that, return to Caius and tell him everything. He will promote you to Journeyman.

5. Ashlander

Once again, the Master of Blades asks you to go and talk with an Ashlander named Hassour Zainsubani. Caius will also say that Hassur loves gifts and will give 100 coins. Take Silt Strider to Ald-Ruhn. Ashlander sits at Ald Kkar Inn (northwest square). Once you reach the second floor, go down the stairs on the right. Talk to Hassur and ask about "Gift giving customs", then about "thoughtful gift". He wants a book about poetry. Ask a local seller about Hassur - you will find out the name of the book that you should buy from him. Take the book to the Ashlander and get paper in return. With them, go back to Caius. Remember that message that you brought to him at the very beginning of the game? So, get it back, but already decrypted. The mentor will also say that the emperor himself believes that you may be the one about whom it is written in the prophecies.

6. Cult of the Nerevarine

This time you must go to Urshilaku Camp and find Sul-Matuul and Nibani Maesa. To get to the camp, you need to go to Ald-Rhun on Strider, and from there also to Maar Gan. From the city, go a little west, and then straight north almost to the coast. At the camp, talk to the locals wandering outside about "Nerevarine Prophecies". Always select the option "you fulfill the prophecies, and wish to speak with Sul-Matuul and Nibani Maesa". They will send you to Zabamund's Yurt. After talking to him, select "pay 200 coins". He will direct you to the neighboring Ashkhan's Yurt. Sul-Matuul stands in the yurt. After talking with him, you will receive a quest to return the family heirloom - Sul-Senipul's Bonebiter Bow from Urshilaku Astral Burial. Crypt

located in the south-southeast of the camp (or exactly northwest of Falasmaryon). To find the bow, go south from the entrance, go through the door and go to a large cave filled with water. There, turn south and continue further into the Laterus Burial Chamber. Follow the stone steps up to the door to the Juno Burial Chamber. There, kill the ghost, searching his remains, you will find the family bow. Return to Sul-Matuul and show the bow - you will be recognized as a Friend of the Ashlander Tribe (Clanfriend), you can keep the bow for yourself. Now you can talk to Nibani (Wise Woman's Yurt). Ask her about the prophecies, then about “pass the test”. Nibani says that you are not a Nerevarine, but you could become one. She will also ask you to bring her a book " The Lost Prophecies" will give you two other books, "The Seven Visions" and "The Stranger". Return to Balmora. Caius will promise to ask Mehra Milo about the book.

7. Assault on the Sixth House base

Finally, Caius gives a task where you need to kill someone. Caius will tell you to ask Raesa Pullia in more detail. Find her in Fort Buckmoth (inside). After talking, go to Gnaar Mok. Not far to the north is the Illunibi cave.

Once inside, go forward to the first intersection. There, turn left and go through the Tainted Marrow door. Continue moving to the door of Marowak's Spine, go in and at the intersection go right. Go through the Blackened Heart door, move forward, there will be a fork - to the left, then another one - left again and into the next Souls Rattle door. Here will be the one whose life is for you have come - Dagoth Gares. By killing him, you will become infected with the disease corprus desease (this cannot be avoided). Search the corpse and report to Kius.

8. Treatment of corpus disease

The mentor will say that it is possible to recover from this infection, and the magician Divayth Fyr can help us with this. Caius will give you a Dwemer Artifact, 1000 Septims and some Levitation Potions. You must get to Tel Fyr - from Balmora, using the services of the Mages Guild in Wolverine Hall, from there to the southwest. There is only one tower in Tel Fyr. Enter through Onynx Hall, turn right and follow the corridor up to the Hall of Fyr door. Here, walk a couple steps forward and look at the ceiling. There is no ceiling here, but there is a vertical corridor. This is where flight bottles come in handy. Climb up, talk to the magician and offer the Dwemer artifact as a gift. Now ask about "divine desease" and "corprus desease". Next, say: “you may fulfill the prophecy.” He will send you for Dwemer boots to Yagrum from Bagarn in the Corprusarium. You can get to it as follows: as soon as you enter the tower, turn left and go down to the door to the Corprusarium. Victims of the disease for which you are looking for a cure walk around this place. DO NOT attack them (although they will be a bit hostile). Next: when you reach a fork, go left, at the next one go right. Enter Corprusarium Bowles. At the intersection, go left - you will see Dwemer with iron spider legs. He will give back the shoes - take them back to the wizard. He will give you medicine. Return to Balmora to learn that Caius has been recalled to Imperial City. He leaves his house at your disposal.

9. Dissident priests

However, before leaving for good, Cosades will tell you to talk to old friend Mehra Milo in Vivec. Again the Temple area, Hall of Wisdom. When you reach the middle of the room, go much south, then right. Go up the stairs and enter the last door on the right side (it's locked). Read the note on the table. From there, take the bottles with flight. Now you need to stock up on two Divine Intervention scrolls (Mages Guild in Foreign Quarter, Vivec) and boldly go to the Ministry of Truth - a block hovering above the Temple. Use flight to climb to the top. Tell the guard that you came to see someone - he will give a key and tell you where Mehra is, and also that it is better not to kill the guards (I don’t know what will happen otherwise). Inside, go to the fork, then left or right and up. Go through the door directly in front of you. Unlock the southern prison door. Mehra will be inside. Talk and give one scroll. Use the other yourself. You will find yourself in Ebonheart. Follow to the pier and talk to Blatta Hatera there. Say you want to go fishing. Now she can take you to Holamayan. When you get there, talk to Vevrana Aryon on the pier. Wait until 6 or 6 p.m. The door to the monastery will open. Inside you will find Mehra along with Master Barelo. After talking to both of them about "Lost Prophecies", you will receive them, as well as "The Seven Curses" and "Kagrenac's Tools". Return to Nibani at Urshilaku's camp. She will ask you to come back a little later.

10. Third Test

Talk to Nibani and ask her about "her judgment". She will answer that you have already passed the first two Tests, now it’s the turn of the third. Then talk to Sul-Matuul about the test. However, you will have to take his test first. Head to Kogoruhn. It is located southeast of Urshilaku. Enter the door called Dome of Pollock's Eye. Inside, kill Dagoth Girer and take Dagoth cup from the table - one of the three items from the Matuul task. There you will also find Corprus Weepings in the urn (take them too). Go outside and further through the door of the Hall of Phisto. Go left until you see steps leading to the Hall of Maki door. Having entered it, follow straight, open the wooden door and enter the large hall. Go down the left corridor and through the door. Turn north through the next door, go down and continue north to the door to Nabith Waterway. Here, head forward along the left side until you reach a tunnel on the left. Follow it. You must go out into the room with the door in Charma's Breath. At the fork, go right into the Bleading Heart door. At the fork you need to turn right, at the next one right again. Directly in front of you on the stone there will be a Shadow shield that you need to pick up (by the way, in These caves are inhabited by a vampire named Dagoth Uthol. Take the Belt of Heartfire from his dead body. When you're done here, return to Sul-Matuul. He will leave all these items for you (why did he give you the quest then?) and tell you a riddle about the third Trial.

Now we need to get to Cavern of the Incarnate. It lies a little far to the southeast of the camp (in a small gorge). You can recognize this place by its massive iron door with an unusual ornament on it (as well as by its name). Wait until 6 or 18 hours. In the cave, take the ring (Moon and Star) from the palm of the statue. Here they will show you a video. Talk to the spirits. At the end of the conversation, everyone will give you something. Return to Nibani Maesa's camp. The third Test has been passed.

11. Fourth test

The same Nibani will tell you about him. You must ensure that all three Great Houses declare you a "Hortator". House Redoran: First get to Ald-Rhun. Enter the large building in the north of the city - the Manor District. Here you will find the door to Sarethi Manor. Go down and talk to Athyn Sarethi (he's in a red robe) about the "Redoran Hortator". Tell your story (second answer). Get a task - to save his son. Leave this estate and look for the door to Venim Manor. Inside, take the first right. Enter the Right Wing door and go down, take the note and key on the bench on the right. In the room on the right there is a small corridor with a tapestry at the end. Behind him lurked an insidious door. Open it with the key or just hack it. Talk to the son and take him back to his father. He will thank you and call you who he promised. To get other advisors to call you "Hortator", you just need to ask them about it. Arobar Manor => Guard Bedrooms => Private Bedrooms => Manor Bedrooms - Miner Arobar advisor. Llethri Manor => Manor Bedrooms => first door on the right - Councilor Garisa Llethri. Redoran Council Entrance => Council Hall => Morvayn's Quarters - advisor Barara Morvayn. Ramoran Manor => Private Quarters - advisor Hlaren Ramoran. Last advisor Bolvyn Venim in Venim Manor (Private Quarters). When all advisors call you "Hortator", he will agree to a duel. Come to the area of ​​​​Vivec called the Arena. Go to any door in the Waistworks. Inside is the door to the Arena Pit. Bolvyn will immediately run at you with a Daedric dai-katana. Deal with your opponent, pick up a daikatana and ebony armor (how much money you can get money from the sale!) Return to Athyn and demand to be named. In addition, you will receive a note in which you are exposed as an Imperial spy, another note and a ring of the one who they called you (Ring of the Hartator). Telvanni House: Head to Tel Vos (which is to the west of Vos, which is to the west across the strait from Tel Mora). You need to climb (by levitation) almost to the very top of the magic tower. The door to Master Aryon's room ( Aryon's Chambers) faces south. Find the master inside and ask him the same thing. He will give his consent. Return to Tel Mora. Climb to the top of the main tower and go through the door. Here you need to talk to Misstres Dratha. If your character is female, then you will get consent without any problems, but if your character is male, then raise the level of your relationship with her. Then talk again and choose the first answer. Travel to Tel Arun and climb to the top of the central tower again. Talk to Gothren (he is guarded by two dremora). It doesn't matter what he says. Lower your relationship with him until you are attacked. Kill him and the dremora. Take the boat to Sadrith Mora. Approach Tel Naga tower, again Go upstairs and through the door. Inside you will see Neloth. Raise your ratio to about 70. After this, you must get agreement from Therana. She lives in Tel Branora at the top of the tower east of the local port. Here, go through the door of Therana's Chamber. Talk to the woman. Get consent. Get to Gnisis in any way. Master Baladas lives in the Arvs-Drelen crypt. There, go through the door, left, left again and up the corridor. Having received agreement, return to Aryon. Hlaalu House: Vivec. Hlaalu District local plaza, Curio Manor. Tell your story to Crassius" at Curio. Give the money - get consent. Get to the plaza in St. Olms Canton. In Yngling's Manor, talk to Yngling. Pay 2000 coins to get consent. Go out to the plaza. In Haunted Manor, you should find Dram Bero. Inside you will have to open the locked door. Go outside and follow north from Vivec to Dren Plantation. Enter Dren's own estate. You can tell him that you just want peace (he will attack - kill), or you can increase your attitude and say that you want to protect Morrowind. Two more advisers - Nevera (the estate to the east of the plantation) and Velanda (exit Vivec through the bridge to the east, then south - you will see the estate). It's time to return to Curio. Finally, this tedious quest is completed.

The game begins after the main character is awakened from sleep by a neighbor in the hold named Jiub. Next will be the character creation process: choosing skills, main and important skills, race, etc. All this action ends in the office Cellus Gravius. He will give the protagonist first task, from which the main plot of Morrowind begins.

You need go to Balmora and find there Kaya Cosades, and then give him a message, presented by Cellus. The easiest way to get to Balmora is by Silt Strider- one of the main methods of movement in the world of Morrowind.

Upon arrival in Balmora, head to northeastern Part of city. There you will find Kai's house. Give him the papers and ask for the assignment. First of all, the master spy will send you to gain experience. Ignore his advice and talk to him second time, while not forgetting to inquire about the task.

Dwemer puzzle in exchange for information about the Sixth House

Travel to the Dwemer Ruins Arkntand. They are at east from Balmora and northeast of Fort Moonfly. To get inside you need turn the lever on the pipe at the entrance.

After entering Arkntand, go down deep along the stone ledges, past the hole in the wall. Having reached the right place, you will become the target of an attack by two bandits. Having emerged victorious from such an unfair fight, climb onto the balcony along the stone ledges and enter the room called “ Cells of the empty hand" In this room on the shelf to the left of the entrance you will find the desired Dwemer puzzle.

Once you have what you need, come back. to the Fighters Guild to Hasphat Antabolis. Having given him the Dwemer puzzle, be sure to ask about the Sixth House, after which Hasfat will give message for Kai Cosades, which must be taken to the quest giver.

Service for Sharn gra-Muzgob or search for the skull of Llewul Andrano

You found out about the Sixth House, now Kai Cosades is sending you to get information about Cult of the Nerevarine, or to be more precise, to Balmora Mages Guild, to some Sharn gra-Muzgob. Everything will happen according to the old scheme. A service is required from you in exchange for information. The Mages Guild is located on the western bank of the river that divides the city in half, in the northeastern part of Balmora Square, adjacent to the Fighters Guild.

Sharn gra-Muzgob will ask you to get her skull of Llewul Andrano, which you will find in his Ancestral Tomb of the same name. Go on a Silt Strider to Seyda Neen, and from there follow the eastern road towards Pelagiad. The tomb is located in the south from it, and to the west from a small lake. You will find the skull in northern room of the tomb. Having obtained the desired part of the defunct Llewul Andrano, return to Balmora and give it to Sharn gra-Muzgob. Again, do not forget to ask about the information you are interested in. Having received notes on the cult of the Nerevarine, return to Kai Cosades with a report.

Further gathering information about the Nerevarine and the Sixth House

The Master of Blades will send the hero on a quest three individuals who, apparently, have similar views on the history of Nerevarine and the Sixth House. All of them are located in Vivec, the capital of Morrowind.

  • Mehra Milo. She is a priestess of the Temple and spends all her time in Library of the Hall of Wisdom. Mehra will tell you that there is an opinion that the three gods of the Tribunal are false. For a detailed look at this point of view, you need to find a book called Promotion of Truth. The first copy is in the Secret Temple Library. Head to the Hall of Justice. There, find the Office of the Order of the Watch, the entrance to the Secret Library will be in the floor under the palace, in the far right corner of this room. There is a similar hatch in the Judicial Offices of the Hall of Wisdom. You will find the book on the shelf closest to the entrance from the Judicial Office. Another copy Jobashi has it. His store is located in the Foreigners' Quarter, on the Lower Belt, on its western side.
  • Huleya. You will find it in the Black Shalk tavern, located on the Lower Belt of the Alien Quarter. In exchange for information, he will ask you to accompany him to his friend at Jobashi's Bookstore. However, not all so simple. The bully is waylaid in the tavern two, he says, are racist. If you don't want any extra trouble, then just bribe them. Otherwise, you will be forced to fight your way to the bookstore. Having escorted Argonian to the right place, the store, if you forgot, is located on the same belt, on the opposite side from the inn, ask Huleya about the cult of the Nerevarine, and receive a note from him with the information you are interested in.
  • Addhiranirr. You can find her in the dungeons of St. Olms County, or to be more precise, in their northeastern part. What is she doing there? It's simple - he's hiding from the tax collector, and in order for Addhiranirr to help you, you need to somehow force this tax collection agent to get away. The collector's name is Duvianus Platorius. He walks around in a dress and an expensive shirt along the Belt of St. Olms Parish, two floors above the dungeons in which Addhiranirr is hiding. We talk to the annoying agent and send him on the wrong track a hiding Argonian. Allegedly she took a gondola to the mainland and was like that. After all that has been done, we return to Addhiranirr. As a reward for your help, she will share with you information about the Cult of the Sixth House (the main thing is not to forget to select the right line in the dialogue).

Ready. Having collected all the necessary information return to Kai Cosades with a report.

Gift for Ashlander Hassur

It's time to take a deeper look at everything that's happening in the province of Morrowind. And who else but its indigenous inhabitants, the Ashlanders, have precise knowledge of the affairs of bygone days. Therefore, you need to ask one of them. Master Spy will send you to Hassuru Zainsubani to Aldrun.

You will find Hassur in the tavern Ald Scar, which is located in the northwestern part of the city. In order for Ashlander, who left his tribe, to tell you about the cult, you need to give him some kind of gift as a gift. poetry genre book or simply increase his trust in the hero (bribery, persuasion). After the manipulations have been completed, Hassuru will share the information you are interested in about the Ashlanders, and you can return to Kai Cosades with a clear conscience.

The Beginning of the Trials from Legend of the Nerevarine

What a twist. It turns out that the Emperor himself believes in the prophecy about the Nerevarine. Moreover, he also believes that Nerevarine may be exactly the main character. To clarify all the circumstances, Kai Cosades sends the protagonist to Camp Urshilaku, so that he meets with the heads of the Cult of the Nerevarine, who must test him and find out whether the Emperor’s hopes are true.

The “Mark”, “Return” and “Levitation” spells will make your life much easier when completing these quests.

Camp Urshilaku is located on northwest of the island. Travel to Hooul and head northeast along the coast past the Daedric ruins of Assurnabitashpi. Soon you will see the Ashlander camp - this is Camp Urshilaku.

Win over one of the local aborigines and tell them that you have fulfilled part of the prophecies about the Nerevarine. After this you will be sent to Zabamundu. His yurt is located on southwest of the camp. When talking with Zabamunda, say that you have found out about the Sixth House and the Cult of the Nerevarine, after which you will receive permission to speak with the Heads of the Cult of the Nerevarine you need: Sul Matuulom and Nibani Mesa.

Trusting Urshilak - Rite of Initiation

The first step is to meet with Matuul. His yurt is located next door, to the right of Zabamund’s yurt. The head of the Urshilaku tribe will offer undergo the Rite of Initiation. It consists in searching for Luka Kostegryz, which can be found in Burial Caves of Urshilaku. The caves are located on southeast of the camp Urshilaku and in the northeast of the Falasmarion fortress.

The bow you need is located in a branch of the Urshilaku Burial Caves called " Beautiful burial", in the south-eastern part of it on the body of the ghost. Having received the desired item, return to Sul-Matuul. After completing the initiation rite, the head of the Urshilaku tribe will call the hero a friend of the Clan and allow him to ask the necessary questions Nibani Mesa- shamans of the tribe. Her yurt is located in the north of the Camp.

The shaman will tell you a lot of interesting things about the prophecy and the seven tests, also called “ Seven Visions" There is so much information that it’s time to share it with Spy Master Kai. Return to Balmora and report to him what you have learned.

Attack on the Sixth House Base - Corprus infection

While Kai ponders what he heard, you need to defeat Sixth House base, which is located in Ilunibi cave. For details, the Spymaster will send you to Fort Pied Butterfly To Raese Pullie. The fort is located south of Aldrun. In general, Raesa will not share any useful information with you. The only useful thing you will hear is advice to ask the residents Gnaar Moka about the base of the Sixth House, which is what you should do.

Gnaar Mok is located in the western part of the island. Take a Silt Strider from Aldrun to Houl, and from there take a boat to Gnaar Mok. From the words of local residents you will learn that Ilunia, Base of the Sixth House, located on northern tip of the island. You will find the entrance to the cave on a hill called " Hartag Rock" It's time to pay a visit to your mysterious enemies. Move northwest from Gnaar Mok along the wooden scaffolding and you will soon come across the entrance to the cave you need.

Your aim Dagoth Gares. It is located in the northern part of the Ilunibi branch, called " Soul Rattle" After entering the caves, move south past the first corridor, and then keep left all the time. Soon you will see the entrance to the Black Heart branch, through which you will find yourself in the Soul Rattle.

Dagoth Gares will try to lure the hero to the side of the Sixth House. It would, of course, be great to try yourself in the role of an antagonist, but this branch is not implemented in the game. After talking with Gares, you will be attacked by him, and after defeating him you will receive Curse of Corprus. The worst thing is that there is no cure for this disease, but do not despair, maybe Kai Cosades will know what to do in this situation. Having completed the order, return to the Blademaster.

Curing Corprus - Second Trial of the Reborn Nerevarine

Kai Cosades suggests searching ways to cure corprus at Divaita Fira. You can find it in Tel Fire, a fortress located southwest of Sadrith Mora. The easiest way is to use the services of the Mages Guild and teleport to Sadrith Mora, and then, using Water Walking potions or the appropriate spell, get to Tel Fira.

Divayth Fyr resides in his chambers on the upper levels of the tower. Necessary levitate to it through a hole in the ceiling. Before trying to cure the disease, Divayt will invite you to go to the corpusarium and see with your own eyes what the so-called divine infection leads to, and at the same time take a pair of boots from Yagrum Bagarn. By the way, Yagrum is the last of the Dwemer who disappeared into oblivion. You will find this unfortunate person in The bowels of the Corprusarium, V northeast parts of it. Having received the Dwemer boots you need, return to Divayth Fir.

Before giving you the medicine, Divayth will say something about side effects in the form of character death. Oh, and God bless him, there is no choice. And lo and behold, after the hero takes the medicine, the disease will subside. It's time report about this to Kai Cosades.

Visit to the Ministry of Truth - Search for Mehra Milo

After receiving the news Kai will promote the hero to Agent and will appoint the head of the Blades in Vvardenfell. The Spy Master will also give my last order. You must travel to the Halls of Wisdom located in the Temple of Vivec and meet Mehra Milo there. You won't find it in the library. Therefore it should look for Mehra in her apartment, which are located right there in the Halls of Wisdom.

Apparently something went wrong. She’s not in Mehra Milo’s chambers either.. However, on the chest of drawers to the left of the entrance is a note addressed to "Amaya". Remembering what the Spy Master said, we conclude that Mehra Milo is in trouble. The only place where they could lock the poor thing up was Ministry of Truth. Before you go to rescue the prisoner, take two scrolls with you Divine Intervention.

Ministry of Truth- this is a floating fortress, located directly above the temple. Therefore, there is no way to get there except using levitation. Having collected the things necessary for rescue, go to the rescue of Mehra Milo. Levitating to the Ministry, Talk with Alveloy Saram at the lower entrance to the Processing Room. Tell her you have an appointment. After this, a cooperative resident will share with you the key to the doors of the Ministry of Truth. Also, if your character has the appropriate skills, you can simply open the door with a master key or a spell.

Once inside you become an object Ordinator attacks. Finally we can get revenge for their rants like "We're watching you, you jerk." Having dealt with the offenders, go to Ministry of Truth prison. Mehra is in south chamber. Share the Divine Intervention Scroll with her, after which she will make an appointment with you at Monastery of the Apostate Priests, which is located on Holamayane. That's where you should go.

Temple of the Apostate Priests Holamayan

Kholamayan is located south of Sadrith Mora and on northeast from Dwemer ruins Nchurdami. The temple opens with a magic shield only at sunset and dawn. After waiting for the right time of day, go inside. Mehra Milo will be waiting for you at eastern part of the Temple. She will advise you to talk about prophecies with the abbot of the temple of the Apostate Priests - Gilvas Barelo, fortunately he is standing nearby. He will share it with the hero By a lost prophecy, which should be delivered to Camp Urshilaku Nibani Mese.

After giving the prophecies, talk to Nibani Mese again and you will hear her verdict that the hero may indeed be the Nerevarine. However, there are still five tests ahead.

Proof of immunity from Corprus

To prove your resistance to Corprus, contact Sul Matuulu- the leader of the Urshilaku tribe. He will send the protagonist to Kogorun and will ask you to bring three things from there:

  • Hull tears.
  • Chalice with the mark of the House of Dagoth.
  • Shadow Shield.

Fortress Kogorun located northeast of Maar Gan and on southeast of Camp Urshilaku.

  • Tears of Corprus you can get it with Hunter Corpus either with Cripples of Corprus, of which there are plenty in Kogornui. In general, any you find will do. There should be no problems with this part of the test.
  • Shadow Shield you will find in the northwestern part of the Kogorun location, called Bleeding Heart.
  • Chalice of the House of Dagoth is in Pollock's Women's Cathedral, in the southeastern part of the Kogorun fortress.

Having found everything that Sul-Matuul asked for, return back to Camp Urshilaku. By showing the Cup, Shield and Tears of Corprus, the hero will convince the Ashlanders of his ability to resist the terrible infection.

Completing the third test - Search for the Moon and Star ring

The third test will be the search Azura rings called “Moon and Star”, which is located in the Cave of the Incarnation. It is located on northeastern slope of Red Mountain, west of Tel Vos. The door to the Cave of the Incarnation opens just at dawn, when Azura's Star shines. Which, in fact, you will find out if you try to open it at any other time. Upon entering the cave, take the Moon-and-Star ring from the hands of the Azura statue and you will see a vision of the rest of the trials ahead of you.

After all that has been done return to Camp Urshilaku go to Nibani Mesa and tell her what happened.

Fourth Trial – Mentor of the Great Houses of Vvardenfell

The fourth test on the path of the Nerevarine will be union of the four Great Houses Vvardenfella. Well, the task is not an easy one, but stopping halfway is somehow unheroic.

Master of the Great House of Hlaalu

Councilors of House Hlaalu are located in Balmora, in the western part of the city. Talk with Nileno Dorvain. She will refuse to help you directly, however, she will advise you to contact Crassius Curio, who lives in Vivec. This is where your path lies.

  • Crassius Curio. It is located in the location Vivec, Hlaalu Settlement, Plaza: Curio Estate. Crassius Curio will agree to support your candidacy if you give him 1000 drakes. He will also share useful information about the sequence in which to earn the trust of advisors.
  • Dram Bero. You will find it in the location Vivec, St. Olms County, Plaza, Haunted House. Apparently he doesn’t really like to be seen and deliberately settled in such a place that scares away people. He will support the hero simply because he found it.
  • Yngling Half-Troll. Lives in the location Vivec, St. Olms Parish, Yngling Estate. He will support you if you give him 2000 drakes. Well, or you can just kill him, it's up to you.
  • Orvas Dren. You will find it on Drena Plantations, west of Pelagiad and northeast of Vivec. You need to be careful here. To begin, win Dren over by bribery or persuasion. Then ask for support as a House Hlaalu Guide. To answer his question, why on earth should he give you this voice, choose the topic: “Tell your story.” Orvas Dren will not appreciate your efforts and will refuse. After this, talk to him about the Hlaalu Mentorship a second time. As a result, an additional response option will appear: “To unite the people and Expel the Empire" Select it. Now Dren will agree to support you, and also undertakes that his friends Velanda Omani and Nivene Ulis will also give you their votes.
  • Nivena Ulis. She lives west of Suran. Take the road north out of town, then turn west and go across the bridge. Soon you will see her estate. If you have achieved consent of Orvas Dren, then Nivena Ulis will agree to give you her vote.
  • Velanda Omani. You will find her estate on an island east of Vivec, Telvanni Settlement. The situation is similar with her voice - convinced Orvas Dren, Omani agrees.

Having gained support all the Councilors of House Hlaalu, go to Crassius Curio(Vivec, Hlaalu Settlement, Plaza, Curio Estate). He will appoint you as the Mentor of House Hlaalu.

Mentor of the Great House Redoran

You will find House Redoran advisors in Aldrun. They were located under a large scrub in the Estate District - the northern part of the city. You should start with Atina Sareti, as others will simply refuse to help you.

  • Sergio Atin Sareti. You will find it in western part of the Estates District Aldruna. To get his support, you need rescue his son from captivity, which is locked in the Venim Estate - the southeastern part of the Estate District. Varvur Sareti is under lock and key in the Right Wing of the Venim's home. You will find the entrance to the room immediately to the right of the stairs. It is hidden behind a tapestry and is guarded by a guard in Dwemer armor, so be careful. Return the captive son of Atina Sarethi and he will agree to support you as Mentor of House Redoran.
  • Miner Arobar. He resides in the northeastern part of the Aldrun Estates District and will support you if you have secured Atin Sarethi's vote.
  • Garisa Lletri. Lives in the northwestern part of the Aldruna Estates District. He will also support you only after fulfilling Atin Sareti's request.
  • Hlaren Ramoran. Southwestern part of the Aldruna Estates District. Will cast his vote only after the support of you as the Mentor of House Redoran, Atin Sareti.
  • Brara Morvain. You will find her in Aldrun, Estate District, Redoran Council Chamber(its northwestern part). She will support you, like everyone else, only after completing Atina Sareti's quest.

Having secured support from all mentors, go to Bolvin Venim. His home is located in the southeastern part of the Aldruna Estate District. Challenge Bolwin to a duel. The battle will take place in Vivec Arena, where you should go. Having defeated such a serious opponent in a fair fight, go to Aldrun to Atin Sarethi and he will proclaim you Mentor of House Redoran.

Mentor of the Great House Telvanni

To talk with mere mortals, House Telvanni Advisors use so-called voices, which are located in the location Sadrith Mora, Telvanni Council House (western part of the city). To be fair, it is worth noting that talking with the voices of House Telvanni advisers will not give you anything other than information about the location of these same advisers. But it's still better than nothing at all.

  • Mr. Nelot. Located in the location Sadrith Mora, Tel Naga Tower, Tel Naga Upper Tower. To get to him you need to levitate to the highest floors of his chambers. Nelot will support you if you put him at your side(bribery, persuasion).
  • Mr. Arion. Its Tel Vos tower is located west of Tel Mora. He will agree to support you as a Mentor of the Telvanni House, and will also recommend dealing with Archmage Gothren, since Arion simply does not see any other way out of the situation.
  • Mrs. Drata. Located in his tower Tel Mora, on its upper floors. To start position Drata to yourself by bribery or persuasion, and then ask for her vote, to which she will refuse. Then talk to her again and select " fall at your feet and pray”, after which you will receive her support.
  • Mistress Terana. Stays in location Tel Branora, Upper Tower: Therana's Chambers. When talking to her, select "Tell your story and quickly ask to become a Mentor" This is the only way a crazy old lady will vote for you.
  • Archmagister Gothren. Located at Tel Arun Tower, which is located northwest of Sadrith Mora. He will refuse to proclaim you Mentor of House Telvanni, so follow Arion's advice and kill the arrogant magician. After this, return to Tel Vos and Arion will proclaim you Mentor of House Telvanni.

Ready, Fourth test on the way to fulfilling the Nerevarine Prophecy fulfilled. Return to Nibani Mesa at Camp Urshilaku.

Passing the fifth test of the Seven Visions - uniting the Ashlander tribes

In order to pass the fifth test, you need unite the four tribes Ashlanders: Zainab, Erabenimsun, Azemmuza and Urshilaku.

Urshilaku Nerevarine

Everything is simple here, Sul-Matuul will proclaim you Urshilaka the Nerevarine for your past services. Main, ask the shaman first Nibani Mesa to the Chief a corresponding item has appeared in dialogue.

Ahemmuza Nerevarine

This Ashlander tribe settled down north of Vos, just off the coast of Vvanderfell. To begin with you should talk to one of the gulahans tribe: Kausi, Dutadalk, Yenammu. Their yurts are located in the northeast of the camp. The Gulahans will advise you in your conversation with the shaman to mention the possibility of you finding a safe place for Ahemmuz.

Sinnamma Mirpal, that is the name of the shaman, will ask you to cleanse the Daedric ruins for your tribe Ald Daedroth. They are at north of Camp Ahemmuza, on the farthest island. After clearing the ruins, return to Mirpal and lead her to the Inner Sanctum of Ald Daedroth, right to the Shigorad statue(you need to put it on a pedestal). After this, the shaman will speak to you. Ask her to call you Nerevarine and she will do so.

Nerevarine Zainab

The camp is located southwest of Vos. Talk with Kaushad- Ashkhan of the Zainab tribe. Win him over by bribery or persuasion. After this, ask to name you the Nerevarine, and in the subsequent dialogue choose “ Request a task" Ashkhan will ask to expel Vampira Calvario from the Nerano Ancestral Tomb. You will find the tomb north-northeast of the camp and west of Tel Vos. Having dealt with the vampire, return to Kaushad. Are you haunted by the feeling that everything somehow worked out so easily? That's right, returning to Camp Zainab and reporting the fulfillment of the request, you will receive another task.

You need find a bride for Kaushad. Yes, not a simple one, but one of high birth. There is no need to run and propose marriage to everyone. First, talk to shaman of Camp Zainab. Ask Sonummu Zabamat how to find a wife for Kaushad - Ashkhana of the Zainab tribe, and she will explain everything to you in detail.

Need to go to Tel Arun(the tower is located west of Sadrith Mora). There you should find the slave trader Savil Imain and tell her that you need a beautiful Dunmer slave. In order to make a slave out of candy you will need: Graceful shoes, Graceful shirt and Graceful skirt. You can buy all this to Tel Mora at a clothing dealer. I’ll get ahead of things and say that, among other things, you will also need Telvanni Burning Musk (Tel Arun, Apothecary). Having collected what you need, return to Imaya in Tel Arun and buy a slave from her.

Give Falure to Llerv all items of Fine Apparel and take them to Ashkhan of the Zainab tribe. After you give him the slave you bought as a bride, he will name you Nerevarine Zainab.

Nerevarine Erabenimsunov

The tribe is located southwest of Sadrith Mora and north of Molag Mar. Necessary immediately talk to the shaman Manirai. From her words it becomes clear that brute force is indispensable. To be named Nerevarine Erabenimsun, need to kill Ashkhan of the Ulat-Pala tribe and his minions, and then help Khan-Amm become the head of the Erabenimsuns. It would have been said.

Ulat-Pal and Ahaz are located in the Ashkhan's yurt, and Ashu-Akhkhe and Ranabi are immediately next door. Having sent another warlike part of the tribe into the world, take it from the bodies defeated enemies: Mantle of Assur-Abanb, Fiery Heart of Sanit-Kila, Ax of Ayran-Ammu. Then give them to Khan-Amm, after which he will agree to become the Ashkhan of the Erabenimsun tribe. Done, now all that remains is to ask to call you the Nerevarine, which Ammu will certainly do for your merits.

After you all four tribes will be named Nerevarine Ashlanders, return to Camp Urshilaku to Nibani Mass and report on the successful completion of the Fifth Test, and also ask about the next, sixth test.

Sixth Trial - Meeting with God and finding the Tools of Kagrenac

Go to the location Vivec, Temple. There, at the entrance to the High Cathedral, talk to Danso Indules. He will share information on how you can get to the Archcanon. You need to find a door on the eastern level of the canal bank, and from there you can get into Sarioni’s personal apartments. You can do it much simpler. Go to the Hall of Wisdom, there find the door to High Cathedral– it is she who leads to Sarioni’s chambers. Talk to Archcanon Toler Sarioni and he will give you the key to Vivec's chambers, where you should definitely go. God Vivec resides in his palace– the southern part of the temple, it is difficult not to notice it.

  • Phantom Guardian. Talk to Vivek and he will give it to you The Wraithguard is one of Kagrenac's artifacts. To destroy Dagoth Ur, you need two more: the artifact hammer Divider and the artifact blade Cleaver.
  • Delimiter. You will find it in Citadels Veminal, which is located on the northwestern slope of Red Mountain, northeast of Aldrun. The hammer is located by Dagoth Vemin in the Veminal location, Bracelet Hall.
  • Cleaver. You will find it in Odrosale, a fortress on the southern slope of Red Mountain, east of Aldrun. The blade is on a pedestal in the Fortress Tower.

Seventh Trial: Battle of Dagoth Ur and liberation of the Heart of God Lorkhan

Having collected everything three artifacts of Kagrenac, go to the fortress Dagoth Ur- the southwestern slope of Red Mountain, between the fortresses of Vieminal and Odrosal. To get inside the fortress you need turn the lever just south of the entrance (remember Kai's first task?).

You will find the main antagonist of the main story quest in the location Dagoth Ur, Lower Fixture, Cave of Fixtures. During the conversation, Dagoth will begin to offer alliance, however, as I wrote above, the developers have not implemented the passage as a minion of the Sixth House. Therefore, after ending the conversation with the option “Prepare for battle,” destroy Dagoth Ur.

The first battle will take place in the cave where you met. Here the head of the Sixth House will not pose a danger to you - he is quite weak away from the Heart. However, in Akulakhan's chambers he becomes immortal, so you need to immediately begin destroying the Heart of Lochran. In order to do this, you need to perform the following manipulations:

  • Hit the heart with a hammer. Separator.
  • Hit the Heart with the Cleaver.
  • Continue hitting with the Cleaver until the Heart loses its strength and Dagoth Ur will not be destroyed.

Unfortunately, we don’t know how to perform the correct ritual and extract power from the Heart for further use and eternal life, and it seems that this is not provided for by the developers.

After destroying the Heart exit back to the Cave of Devices and continue towards the exit of the fortress. Before entering the next location, the Goddess Azura will appear to you, which will mark the end of the main storyline of Tes Elder Scroll III: Morrowind.

Congratulations!

It is worth noting that the game does not end there. It will never end at all, so you can continue explore her world endlessly.

Quick completion of the game for 7 minutes and 30 seconds. Now you can compare this ( he is also the past absolute) record with new ().
Date: July 19, 2005.

Character:
1) Race: Orc
2) Class: barbarian
3) Sign: The Steed

Detailed instructions

Note: Not all names of objects/locations have been translated.
Original text (in English) taken from SpeedDemosArchive.com

Seyda Neen:
4) Steal the Limeware Platter from the Census and Excise Office.
5) Take the ring from the barrel ( take all things).
6) Talk to Sellus Gravius, leave the room.
7) Give Fargot the ring.
8) Sell Arrille Limeware Platter and other items from the barrel, buy Almsivi Intervention Scroll (2x) and Iron Battle Axe.
9) Run north, take the Scrolls of Icarus Flight from Tarkhiel (3x)
10) Use Almsivi Intervention Scroll.
11) Use the Icarus Flight Scroll and jump towards the Caldera. In the air: use the second Icarus Flight Scroll.
12) Cast Berserk, kill Pemenie with the Iron Battle Axe, pick up and equip the Boots of Blinding Speed.
13) Use Almsivi Intervention Scroll.

Ald-ruhn:
14) Run to the Mages Guild, go inside, hide the Iron Battle Axe.
15) Buy from Anarenen: Standard Stamina Recovery Potion ( Standard Restore Fatigue) (3x)
16) Tanar Llervi. Sell ​​her Boots of Blinding Speed, buy Scroll Of Mark and Scroll Of Leaguestep.
17) Sell Tanar Llervi Scroll Of Mark, Scroll Of Leaguestep, buy Scroll Of Mark, Scroll Of Leaguestep again.
18) Kill Tanar Llervi with Iron Battle Axe, take Scroll Of Mark (2x.), Scroll Of Leaguestep (2x), Boots of Blinding Speed, Scroll of Drathis" Winter Guest (2x), Scroll of Elemental Burst: Frost (10x), Scroll of Taldam's Scorcher (2x), Scroll of Ondusi's Unhinging, Almsivi Intervention Scroll.
19) Kill Edwinna Elbret with Scroll of Elemental Burst: Frost (3x), take the Sorcerer's Staff ( Wizard's Staff).
20) Use Almsivi Intervention Scroll.
21) Use Icarus Flight Scroll and jump to the northeast.

Red Mountain:
22) In the air: use the Sorcerer's Staff ( Wizard's Staff).
23) Use Scroll of Mark ( Scroll Of Mark), levitate into Veminal and enter.
24) When the effect of Berserk ends, drink a Potion of Stamina Restoration ( Standard Restore Fatigue) (3x)
25) Kill Dagoth Vemin with an Iron Battle Axe, Scroll of Drathis' Winter Guest (2x), Scroll of Taldam's Scorcher (2x), then take Sunder.
26) Use Scroll Of Leaguestep, levitate to the citadel of Dagoth Ur, use Scroll Of Mark, levitate to Odrosal.
27) Unlock the door using Scroll of Ondusi's Unhinging.
28) Take Keening, use Scroll Of Leaguestep.
29) Turn the lever and enter the citadel of Dagoth Ur, levitate/run to Dagoth Ur.
30) Sleep for 24 hours, cast Berserk.
31) Kill Dagoth Ur with Scroll of Elemental Burst: Frost (7x) and Iron Battle Axe.
32) Use the Sorcerer's Staff, enter further into the cave, levitate to the Heart of Lorkhan.
33) Hit Lorkhan's Heart with Sunder.
34) Heart of Lorkhan 5 times Keening, put Keening in inventory.
35) Levitate to the end of the wooden bridge, use Scroll Of Leaguestep.

Explanations of each step (why the corresponding action options were chosen):
1) Magic Resistance 25%.
2) Bonus to Ax skill, bonus to Speed ​​and Strength.
3) Bonus to Speed ​​+25.
4) I really need money. By the end of the game there is only 1 coin left.
5) and 7) Give the ring for the sake of increased respect from the Arrille merchant and, accordingly, lower prices.
6) Impossible to miss.
9) These scrolls make it possible to cover vast distances in a matter of seconds.
10) A quick way to get to Balmora, and then find Pemenie with the Boots of Blinding Speed.
11) Using the second Scroll of Icarus Flight prevents death from falling.
12) Boots of Blinding Speed ​​add +200 units to Speed.
13) A quick way to get to Ald-ruhn.
14) If you hide weapons, NPC respect is higher and prices are lower.
15) Required for step number 24 ( see below).
16) Lack of money forces us to sell things.
17) Some items are constantly replenished in the merchant's inventory. But if you sell the same type of scrolls, their total number in inventory increases.
18) All scrolls were needed in the passage. Every single one of them.
19) The staff allows you to levitate.
20) and 21) A quick way to get to Red Mountain.
22) Prevents death from falling, and also a direct path to Veminal.
23) Allows you to quickly return to the place where the Mark is installed ( Mark).
24) It is impossible to do anything when your stamina is zero.
25) Requires Sunder for step number 33.
28) Requires Keening for step number 34.
30) Berserk increases the damage of the axe. And since you can only cast it once a day, you have to sleep for 24 hours.
33) and 34) These steps are needed to complete the storyline.

To the right, my lord, to the left, my lord, steps, my lord...

Constance from the film "The Three Musketeers"

If you have read the previous parts of this guide, then, of course, you understand: passing Morrowind is a relative concept. It can be done in a hundred different ways. But there is still a set of tasks that can be solved in a certain way. And we will start with those that are necessary to complete the game.

All other tasks are a personal matter and the choice of the player. Of course, many of them are useful and make life much easier, but you can do without each of them.

Actually, you were landed on this island as an imperial agent who must deal with the strange cult of Morrowind and a certain prophecy that is extremely popular in this cult. And also with diseases corprus and pestilence (Blight). And immediately upon appearing on Morrowind soil, the ball begins to slowly unwind...

At the same time, you receive missions from all and sundry, for example, from guilds. But this is a completely different story and will be discussed in a separate chapter.

You shouldn’t delay completing the main missions at all: disease and corruption spread throughout Morrowind quite quickly, and the ending of the game depends on your actions.

So - the main tasks.

Letter for Kai Cosades

Having answered the guard’s questions, that is, having created our character, we immediately receive an order from Sokutius Ergalla (an official in the office): to deliver a package to the city of Balmora, to a certain Kai Cosades.

This is not easy to do, but very simple: we go to the nearest riding tick station and buy a ticket to Balmora.

Balmora is divided in half by a large river; the sought-after gentleman lives on its eastern bank, on the northeastern edge of the city (in the tavern to which Sokutsiy sends us, he has not been around for a long time, but you can get the address there).

Kai, having received his package, will initiate us into the Blades - this is an organization of imperial spies. In this capacity, the hero will have to go through several tests... In other words, from now on we are at the disposal of Cosades. He will even kindly provide us with a couple of hundred gold pieces so that we can adequately equip ourselves for the journey.

The tests will consist mainly of missions to gather information regarding the cult. The problem is that Kai's informants don't share data for free. And they will have to work hard.

Gasfat and the Dwemer box

Let's take advantage of Kai's generosity properly (according to our skills and tastes) - and return to him for orders. He sends us to Gasfat from the military guild for the necessary information and warns that Gasfat will not just give up the information, so we will have to serve him.

There can't be regular tick flights to a place with that name, right? Therefore, you will have to walk on foot. We stomp south, leave the city and cross the river across the bridge. At the signposted junction we prefer the route to Caldera (north road). Soon you come across another sign with the inscription “Molag Mar” - it adorns a small branch to the right. Let's follow him. The path will climb into the mountains and cross an old bridge.

On the bridge we are attacked by a sorcerer with a skeleton. Let's not confuse cause with effect and waste energy on putting the skeleton to rest: let's deal with the magician, and the skeleton will crumble on its own.

To the south of the bridge is the entrance to the desired ruins. Turn the tap on the pipe - and we are inside.

We followed the pebbles to the lower level and used them to climb up on the other side of the cave. Behind the door of the “Empty Hand Rooms” we are attacked by some bad guy; On the left on the bottom shelf is the ordered box. After the guy dies, we grab her and go back along the same path that we came.

By the way, just for information: the mysterious Dwemer are none other than dwarves. This is how the word has changed over the years. The trick is that the word dwemer very reminiscent dweomer- a spell. Play on words...

Gasfat pays for the box with papers for Kai.

Llyul and his skull

Our inquisitive Kai is still not satisfied. Now he needs data from the Balmora Mages Guild. The counterparty is an orc wizard with the poetic name Sharn gra-Muzgb. The guild is next to the military one, next door. Mr. Muzgb lives on the bottom left.

A certain Llyul Andrano (how I like the names here!) allowed himself to be buried in the family crypt. Recklessly, because the orc needs the Llyul skull, and we have to bring it. Somehow these “informants” are not very imaginative...

Sharn, if you ask him better, will also equip us with a blade and scrolls.

South of Pelagiad, at the very fork in the road, is the desired tomb. Down the stairs, left along the corridor to a room with a couple of skeletons. On the other side of the room is a door to the next corridor; We go down, on the right behind the door is the skull we need. We take it to Sharn and ask about Nerevarine. Having received information for Kai, we return, and we are promoted to apprentices of the Blades.

Three from Vivec

At night you will have a strange dream. Without sleep, you return to Kai. He sends you on a new mission. You will have conversations with three more people. All of them can be found in different districts of Vivec:

Addhiranirr, a Khajiite from the Thieves Guild - in St. Olms;

Yuleyu, an Argonian from the Morag Tong - in the Black Silk Bar, located in the lower rows of the foreign quarter;

and Meru Milo, the copper-haired temple priestess - in the library of the Hall of Wisdom and Justice.

Kai will give you a parchment with addresses and 200 gold to brighten the way.

The intercity tick will take you to Vivec. If you don’t want to stomp through the whole city, let’s start with what’s closer - from the Foreigners’ Quarter. There you need to find Yuleya. The lower rows can be reached by walking down one of four ramps and entering one of the doors marked "Lower Rows". Black Silk is located in the middle corridor on the east side. Argonians are quite conspicuous, so you are unlikely to confuse him with someone else. During the conversation, he will mention that he needs to go to his friend’s bookstore, but some idiots won’t let him in. Ask him about everything, without missing a single topic, and you will find out that his friend's store is none other than Jobashi Rare Books. But the boobies are there, and they really prevent him from passing! Chat with one of these specimens. By the way, what gender are you? Depending on this, you will have to either bribe him or simply charm him. Now we can mention that dirty lizard over there. If they answer that they don't care about her, your task is completed. You can explain to Yuleya that he has nothing to fear. He will still ask you to accompany him to the store. You will find Jobashi's store in the middle corridor on the west side of the Lower Rows. Once inside, you can finally talk calmly about the Nerevarine Cult, and he will give you notes for Kai.

Now it's Addhiranirr's turn. Exit the Lower Rows, down the stairs, across the bridge south to Redoran Canton. From there, across the eastern bridge to the canton of Arena, and again across the bridge south to the canton of St. Olms. From there you need to go to the eastern or western border of the canton, and from there to the Rows. Come in. The stairs down lead to the Canal. Still down, through the hatch - into the dungeon of St. Olms. That way. You will find Addhiranirr on the north-eastern side of the canal. Talk to her. She will tell you about her little problem. She's being watched. Ask her about the tax agent. She wants this gentleman to leave, and until you achieve this, she does not want to talk to you. The tax agent sits upstairs in the St. Olms rows, close to where you entered. Meet Duvin Platorius, you will find him on the north side. Talk to him. I'll have to lie: she went to the continent. Now return to the Addhiranirr Society with a sense of accomplishment. Ask her about the Cult of the Sixth House. She will willingly share everything she knows. Once you're done with Addhiranirr, head back and leave the Canton of St. Olms.

And the last interview... Mera Milo. Get in a festive mood and head to the southwest corner, across the bridge into the Temple Canton. Enter directly into the Hall of Wisdom. Walk halfway down the corridor (following the Attendant), to two ramps on the left and right. Follow them to the library. There you will find a copper-haired lady - this is Mera. Talk to her. She will take you to the room behind the library, where you will ask her about the Nerevarine cult and the book “Ascending to Truth”. She will advise you to take a copy of "Rising to Truth" to Kai. By the way, this copy is on the top shelf in the southwest corner of the library. You can steal it. Although, if you are afraid of getting caught (suddenly your thief skills are not so great), you can buy (or still steal) a book in the Jobashi Rare Books store in the Foreigners' Quarter.

Return to Kai. After talking with him, you will receive the title of Journeyman of Blades. Well, 200 gold at the same time.

Ashtray Informant

Kai says that you need an Ashtray informant, and he has someone named Hassor Zainzubani in mind. True, this Khassor loves gifts, so Kai gives you 100 gold for a small gift.

The flight tick will take you to Ald-Rhun. You will find Hassor Zainzubani at the Ald Kkar Inn, in the northwest corner of the city, just behind the Council Club. Approach the bar, to the right of the bar there is a staircase down. Go down it, and in the depths of the room you will find Hassor.

Talk to him about business, and by the way, take an interest in the custom of giving gifts (if you say something wrong, he will be offended, and your reputation will fall). Ask him for a “smart gift” and he will accept your offering. Now we can get down to business - the “ashlanders”. He will give you a note for Kai.

Take the note to Kai. You will receive the title of Blade Seeker and find out what was in the package that you delivered to Kai. It turns out that the Emperor believes that you may be one of the fulfillers of the Nerevarine prophecies. You will receive a decrypted copy of the package and 200 gold.

Urshulaki tribe

Now Kai wants to send you to the Urshulaki camp, talk to two ashmen named Sul-Matuul and Nibani Maesa.

Again by tick to Ald-Rhun, transfer to Maar Gan. Exit Maar Gan to the east, turn north onto Foyada Bani Dad. Along Foyada north to the sea. The wreck of a ship at the mouth is a sign. Sail east through the ruins of the Crypt of Assur nabitashpi. Avoid encounters with Daedra - they are strong and aggressive. Urshulaki's camp lies east of the ruins, in a hollow.

After appearing in Urshulaki's camp, you must talk to any Ashman you encounter. Talk about the Nerevarine prophecies. Tell them that you have come to fulfill the prophecies and want to speak with Sul-Matuul and Nibani Maesa. They will want to test you and send you to Zabamund. Yurt Zabamunda is the second from the right of the many yurts located in the Big Tent to the south. You will be able to prove the veracity of your words with the help of gold - tell Zabamund: “Nerevarine Prophecies” - and offer a donation of 200 gold. He will take you to Ash Khan's yurt to talk with Sul-Matuul.

Ash-Khan's yurt is the next one to the south. Sul-Matuul needs to be asked about the initiation rite. Sul-Matuul will want you to get him a family heirloom... the Bone Bow of Sul-Senipul from the Burial Caves of Urshulaki, and only after that he will allow you to speak with the wise woman Nibani Maesa.

The cemetery lies south-southeast of the camp. The door is located on the northern slope of the hill halfway between the camp and the slopes of the Red Mountains. The easiest way to find the Cemetery is to walk along the shore. At the heap of stones, turn exactly south and you will come to a cave.

In the cave, do this. Follow the corridor to a hall filled with water, then go south until you reach the Laterium crypt. Up the stone spiral - you will exit into Yuno's crypt. There you will fight the ghost, and in his remains (hmm?) you will find the desired bow.

Sul-Matuul will happily perform the initiation ceremony with you. Now you are a friend of the ashmen. As it turns out, they don’t need the bow at all, keep it for yourself. Commendable selflessness, by the way! Some Imperial informants could take a lesson from the desert barbarians...

Since you have received a place in the clan, you can now see Nibani Maesa. She lives in the northernmost tent - Yurt Mudra. Tell her you passed the test and ask her all the questions about the prophecies. Nibani Maesa will give you two books - “The Wanderer” and “Seven Visions” - and will send you for another one called “The Lost Prophecies”. (As you may have guessed, there are plenty of books here; you can’t read enough!)

Strictly speaking, you have already completed Kai’s task, the book will wait. Tell Kai about her, he will send news to your friend Mera Milo. And so that you don’t get bored, until Mera finds time to answer, you will receive a new task.

Sixth House Base

In Fort Bakmot (I hesitate to translate this as a name), you will have to talk with Raesa Pullia and find out what she knows about the base of the Sixth House. She knows mainly that a certain Dagoth Gares has lived in the world. 400 gold for the track - go!

This fort is almost next to the southern gate of Ald-Rhun. Raesa can be found behind the door right at the entrance. The essence of her message boils down to the following: a soldier sick with corprus came from the base of the Sixth House (now you will have to systematically deal with this unpleasant disease). The soldier soon died, but said that the base of the Sixth House was Ilunibi. Somewhere near the island of Gnaar Mok. "London, City, ask on the corner."

Along the Balmora Road to the west, at the Gnisis-Balmora-Ald-Rhun intersection, turn south and immediately take the western path to Drulin's house. Go off-road west to the shore, to the dark elf fortress. Not far from where you come to the shore, in the south, you can see the island of Gnaar Mok, kindly connected to the mainland by a bridge. The island of Ilunibi stuck to it.

There, visit the following doors (I give the name without translation): Tainted Marrow, Marowak’s Spine, Blackend Heart, Souls Rattle. There you will meet Dagoth Gares. Killing him will cause you to become infected with Corprus; Don't panic, that's how it's meant to be. Loot Dagoth's body and return to Balmora.

Kai will honor you with another rank in the organization.

Cure for corprus

Kai has an idea what to do with the corpus. An ancient mage from House Telvanni, Divayth Fyr, contains a "corprusarium" and must know how to cure this disease. Kai gives you an artifact, a decent amount of money and a couple of potions and sends you to him.

Telvanni from the Fir clan should live in Tel Fir - simple and logical, right? The easiest way to get there is with the help of the Mages Guild in Balmora, paying them for a trip to Sadrith Mora. Exit the building and swim southeast to the tower. To get into the tower, you need spells, because the magicians did not provide stairs: and there is no point for everyone to hang around them. But this is where Kai’s levitation potions come in handy.

The entrance to the tower is from the north side. Go through the door with the inscription “Oninx Hall”, immediately after the door to the right there will be a staircase, and behind it the Fir hall. Look up; that's why they gave you the second potion...

We took off to the floor above. Divayth Fyr lives there. Give him an artifact from Kai (yes, give him) and ask about the punishment of the gods, a disease called corprus. He will say that those suffering from corprus are not afraid of other diseases, just like the Nerevarine himself... hm. Assure him that he can fulfill the prophecy, and he will send you to the corpusarium for some Yagrum Bagarn slippers, and then you will receive a healing potion.

Return to the Oninx hall, from there down the stairs, at the intersection of the corridors - to the right. Here you are in the corpsarium. A cheerful sight, isn't it?

Your main task is not to get into a fight with anyone here. Yagrum Bagarn is a guy with spider legs. He will give you the shoes you are looking for without any problems. Divayth Fir will respond by sharing the potion with the condition: take it right here.

Phew, cured. And the immunity, by the way, was preserved!

Back to Sadrith Mora, and through the transport of the Mages Guild home to Kai. Here we are waiting: a new rank, money, a magic shirt and pants, and also Kai’s ring. The fact is that our boss is leaving for the capital. The house and everything remain to us. At parting, we will receive instructions on what to do next.

Basically, we already know that all the troubles come from the vile type Dagoth Ur. But we still have a long way to go before we can fight him.

Lost Prophecies

And what about the book that the ashtrays have been talking about for so long? Mera Milo had to find out about her; I hope you haven’t forgotten the way to it yet. However, she is being followed, so you will have to look for her personal apartments. They are locked, but Mera hopes that you will not be shy and pick the lock. There is a message left on your dresser with the code "Amaya". Take the potions from the chest of drawers.

Mera went to the Ministry of Truth to visit the Inquisitor. Follow her, taking with you the scrolls of Divine Intervention. The Ministry is a stone above the temple canton, so the potions you just stole will be useful to get there.

Talk to Alvela Saram: he will give you the key and tell you where to look for Meru Milo. It is recommended to travel around the ministry unnoticed, otherwise you will have to deal with the guards. Mera, as you understand, is locked up. Get to her cell and tell her that you brought saving scrolls with you. One for you, one for her; meet in Holamain.

She will send you to a certain Blatta Khatera in the Black Heart port and give you the original password: “I want to fish.” The Vevran monk will show you the entrance. Here comes Holamain; Gilvas Barelo has the book you need. At the same time, get a couple more examples of Morrowind literature.

With prophecies in hand, go again to Nibani Maesa. Now you will fulfill your destiny under her strict guidance.

Third Test: The Moon, the Star, and the Nerevarine Companions

Ask Nibani about “her decision.” It turns out that you have passed the first two tests, and now you must pass the third. For him you go to Sul-Matuul.

What is the third test? First you still need to prove that you are worthy of it. Bring from Kogorun a shield of shadow, a cup with the sign of the house of Dagoth and drops of corprus.

From the Ashthorn camp, go south all the way to the mountains, and at the bottom turn east. Pass Falasmarion, at the crossroads go east. On the left will be Kogorun.

In its southeastern corner, under the sign “Eye of Pollock,” fight Dagoth Girer, where you will get the cup. You will receive drops in the urn by the door. Now get out, go to Fisto's hall and from there to Maki's hall. Straight through the hall you will reach a large room, where the left corridor will lead to the lower floor to the locked door of the Nabit Channel. Go around it to the left, find a tunnel. Finally you will reach a door with a Wounded Heart sign. Come in. At the intersection - turn right, then right again. Ugh. With a shield, and not on a shield at all, we return to Sul-Matuul.

Now you receive a riddle from him. Bring de Nibani the moon and the star.

You need the Cave of the Incarnation. It's east of the camp, follow the coast all the way to the mountains. In the mountains, turn south (sign: two pointed rocks on the side). Option: Return to Sadrin Mora, from there take a boat to Tel Arunn, and from Tel Arunn to Tel Mora. In the west, find Tel Vos and fly over the mountains using levitation.

You can only enter the cave between 6 am and 6 pm. There you take the star and the moon and watch a cartoon about what awaits you. By the way, you can talk with failed Nerevarines (well, didn’t you think that you were the only one so smart?) and get a lot of useful things from them.

Therefore, there are seven tests. What does Nibani have to say about them other than the fact that the third test has been passed?

You will learn what the fourth and fifth are. In the fourth, we will have to unite the great Houses of the Dark Elves: Redoran, Hlaalu, Telvanni. Each of them must recognize you as a Hortator.

In the fifth, you will have to deal with the no less unnatural unification of four tribes of ashmen: Urshulaki, Ahemmuza, Zainab and Erabenimsum. They, in turn, must recognize you as a true Nerevarine.

You can complete these tasks in any order you choose.

Fourth Test: Three Great Houses

Redoran

Let's start with House Redoran, famous for its warriors. In the mansion district of Ald Rhun, find Sareti's mansion (to the west of the upper level). Redcoat Atin Sareti will agree to declare you a Mentor and whatever else you want if you save his son.

You don’t even have to go to some wilderness for this: my son is nearby, in the Venim mansion. Find the key and note on the bench. Either steal the key or pick the lock - whichever is easier for you. The lock is level 50. The door that needs to be opened is hidden behind a tapestry.

Call the unlucky Sareti Jr. with you. The guards are attacking you, you will have to fight or flee. The main thing: do not accidentally kill Bolvin, you will need to do this later. That's it, Atin - for you.

With other advisors everything is much simpler. They don't seem to care who they vote for. We need to visit the mansions of Arobara, Garisa Lletri, Barara Morvain, Hlaren Ramoren - and, finally, Bolvin Venim.

Bolvin Venim seems to be a little offended by us and challenges us to a duel. It's a good thing, isn't it? But prepare yourself properly before entering the arena.

By the way, if you rob his body after the fight, no one will object.

Now return to Atin and he will confirm that you have been declared a Mentor.

Telvanni

Telvanni headquarters - the city of Tel Vos. The easiest way is to take a tick from Ald-Rhun to Houl, and from there sail with a transfer to Dagon Fel and Tel Mora to Vos. From Vos it is not far to Tel Vos (road to the northwest).

The Telvanni are all magicians, and to communicate with them, be well stocked with means of levitation. Making stairs is beneath their dignity.

So, Telvanni advisors.

You will have to seduce Drata if you are a man; Out of class solidarity, she will give her vote to a woman just like that. Arion doesn’t need anything from you either. You can talk Terama out if your Speech is high enough, but if not, you’ll have to kill her, which is a shame. Baladas and Neloth will not be too fussy and will calmly vote for whom they say.

Gothren will play for time. They say that the truly wise can expect a positive decision from him. I recommend to everyone else that they kill him for being boring; I think no one will judge us for this. But just let him attack first (treat him properly).

Ugh. We return to Arion, we receive confirmation of our valor.

Hlaalu

These guys know exactly which side of the sandwich the butter is on. Pay them, pay them and pay them again. Their votes are worth a total of almost three and a half thousand.

The Hlaalu live in the glorious city of Vivec.

Crassius Curio in the Foreign Quarter, Hlaalu section, costs 1000 gold. Yngling Half-Troll (Canton of St. Olms, Yngling Manor) will cost as much as two thousand, unless you want to take on the hassle of killing him. Drum Bero (Haunted-Manor in the same square, behind a locked door) will vote for free. Velanda (Telvanni Canton, Omari Manor) - similar.

Orvas Dren (lives on his own plantation north of Vivec) is not for sale for money. You can talk him down with your Speech (up to 90 reputation) and convince him that you are going to... protect Morrowind from the Empire. If you tell him that you want peace for Morrowind, he will attack you and you can kill him. Finally, you can take his key (on the ground floor, on the table), kill the guards and open the locked chest with a trap; there, in addition to all sorts of valuables, there is wonderful dirt on our staunch adviser. It will serve his conviction in the best possible way.

Niven is located near Dren, north of his plantation. Her estate is on the road to Suran. She doesn't need money.

Having secured the support of all this brethren, return to Crassius and receive the title of Mentor and a mentoring belt.

Test Five: Ash Tribes

Here we have to unite four tribes of ashmen: Urshulaki, Ahemmuza, Zainab and Erabenimsum, convincing them that you are the true Nerevarine. Many people prefer to complete this mission before the previous one, since by the time you receive them you are already with Urshulaki.

Ursulaki

It’s not difficult to convince Sul-Matuul, since he already knows you well. Tell him only about need and duty. Without much pain, he will recognize you as a Nerevarine and present you with the Tooth of Urshulaka as a sign of this. Nibani will tell you where to look for other tribes.

Ahemmuza

You will find their camp like this. Take the northern route from Urshulaki, follow the coast west to Huul (you may have to swim). Talmeni Dretan at the port will take you to Dagon Fel. Hema will take you from there to Tel Mora, and from there Tonas Telvanni will take you to Vos. Go north along the coast until it begins to turn sharply; not far from here to the southwest is the desired camp.

The first step is to find, of course, the Mudra yurt (northwest of the camp). Sinnamma Mirpal will ask you to talk first with Kausi, Dutadalk and Yenammu. Look for the Kausi and Dutadalk yurts. They won't ask anything special from you.

Sinnammu wishes that the Ashpelts could migrate to the Ald Daedroth, and safely.

Ald Daedroth is directly north of the camp, and you will have to swim there, and it will be long and nasty. At the temple you will meet Drores Arvel, who is involved in a small brawl and will cope without your help. Tell him that you came to rob the temple. Come in. Guards will attack you (one of them is with a paralyzing sword). Go to the inside of the temple, kill the golden saint and the dremora. After that, return to Ahemmuza and arrange for Wise an excursion to Ald Daedroth. She will agree to recognize you as a Nerevarine and give you the Ahemmuz Stone.

Zainab

The Zainab live not far from Ahemmuz, go southwest from their camp. On the way you will come across the tomb of Nerano; clean it and kill the vampire. At the intersection go southeast, at the next one choose southeast again, then south and south again. Here is Zainab's parking lot.

Looking for a yurt... who do you think? Wise, of course. She will send you to Ash Khan Kaushad. He will have to be bribed to support your claims. In addition, he will want the death of the vampire Calvario... how fortunate that you have already put this unpleasant gentleman to rest. But this is not enough for the greedy khan: give him also... a wife. Not just any kind, but Telvanni. Sunnammu can advise you on Khan's tastes; what you need can be bought from Savil Imain at the slave market in Tel Arunn and passed off as a purebred Telvanni woman.

Tel Arunn is southeast of Zainab's camp, but first you should purchase funds in the city of Vos to mislead the khan. Something like: Telvanni musk (at the Arelet pharmacy) and a special (exquisite) shirt, skirt, shoes (Eleynan). Now look for Savil Imain, tell her about the special clothes, ask for something special. In exchange, she will demand musk and 1200 gold (ehma!). Take the slave Falura Llerva and deliver her to Kushad. He will be head over heels and will proclaim you everything you desire.

Erabenimsum

Once you are able to pronounce this name, no tests will frighten you anymore, right?

Sail to Sadrith Mora and from there to Tel Fir. A tribe with an obscene name where we were sent, in the southwest.

The local Wise One has a long list of people from whom she would like to rid the world. Ulat-Pal, Ahaz, Ranabi, Ashnu-Akhhe. They all live nearby, have fun. Don’t forget to rob the bodies (although I know what you’re talking about, and you don’t need to remind anyone about this!). Now we need to convince a certain An-Amma to become the next Ash Khan. Chat with him and give him the clothes, fiery heart and ax taken from the dead. If you are particularly skilled in verbiage, you can convince him without gifts.

After this, you will be proclaimed a Nerevarine and given another iconic item.

High Priest

The High Priest, Lord Toler Saroni, wishes to see you. This is in Vivec, in the temple canton. Danso Indules (in front of the temple) will order to let you in. Go through the Hall of Wisdom and the Hall of Justice, go up the stairs and pick the lock at High Fanes. Talk about church doctrine with the high priest. He will arrange a meeting with Lord Vivec and give him the key to his church, as well as the lock you just broke into.

Talk to Vivec, accept the magic item from him and ask how to destroy Dagoth Ur. You receive an action plan; All that remains is to take a ticket for the tick and leave for Balmora.

Red Mountain and the Seven Vampires

Do you like cutting up vampires, gentlemen? Retail, wholesale and battalion-by-battalion?

South of Balmora, take the eastern road to the path to Caldera. Walk along it just a little bit and go up the hill. Cross the bridge, go down - and you will reach the Daedra altar. Here comes the Phantom Gate. Replenish your equipment in the towers of Dawn and Dusk.

A map of Red Mountain would be very helpful. It can be obtained from priests. If everything is ready, go. Place the switches to open the Mountain.

You don't have to kill the first vampire. But killing is better. It will be easier to deal with Dagoth Ur.

Dagoth Utol lives in Kogorun Cave, east of Veminal. It's right at the entrance, you won't have to search for long. (Some people prefer to kill him during the third test.) The easiest way is to lure him somewhere where he will get stuck and stick him with arrows, but you can do it in a fair fight. Don't forget to remove the belt from your body.

Dagoth Endus - the second - is also an optional program. Go north of the Gate, turn northwest at the Yassu Mines. At the wall - to the north. This is how you will find Endusal. Vampire - in the room on the left, kill and rob him.

Dagot Tureynul can also be pardoned, but not necessary. His lair is northeast of the citadel of Dagoth Ur. He himself is in the library.

Dagoth Arainis does not live in the mountains at all, but near Berandas. You don't have to kill him either. Get to Ald-Rhun, from there take a tick to Gnisis, swim across the river to the northeast - and you will end up in Berandas. To the east of it is a place called Mamaka, the Temple of Awakening, and further on is the Temple of Black Hope. That's where he sits, my dear.

The necessary part of the quest begins with Dagoth Ordos. He lives in the Dwemer academy in Ordosal. Take the amulet and key. Go up the stairs and find an item called The Keening.

Dagoth Vemin is located not far from Dagoth Tureynul, in a fortress.

You will meet Dagoth Gilvot on the road to Dagoth Ur, on the northern side of his citadel. Go down into the crater and you will see a door with a steel button (like the one in the Dwemer dungeon). Nearby is a lever that must be turned to open the door. Go down the stairs, go around the hole in the floor and jump into the next one. Go through two doors and turn right before the third. There you will see the seventh vampire. Kill him and move on.

Dagoth Ur

Here he is, Dagoth Ur, about whom the Bolsheviks, imperial spies and other ashmen have been talking for so long.

Rest properly before entering his abode and conjure on yourself everything that is more or less useful that you have.

Talk to him. If you have Wraithgaurd (from Lord Vivec), Keening (from Dagoth Ordos) and Sunder (from Dagoth Vemin), fight him, otherwise he will not attack you. When you defeat him, he will disappear and a door will open; Rest and clean up again before entering. Equip yourself with Wraithgaurd and Sunder (in that order, otherwise you'll get hurt). Prepare a potion of levitation or at least a slow fall. Instead of a weapon, take Keening and hit the heart on the floor five times. Do not pay attention to the enemies, except for the huge robot, which you will have to fly or jump to. Hit the heart with Sunder. Switch to Keening again and hit the heart five times. After this, the adversaries will disappear, run across the bridge and make sure that the robot has disappeared too. On the way back, meet Azura, watch the cartoon and get the ring.

Dagoth Ur's lair has been cleared.

Actually, that’s all: the task is completed, general splendor has arrived. But the game doesn’t end, and you can complete side quests to your heart’s content and provide your hero with a place under the hot Morrowind sun.

Guild Quests

I will describe the tasks of several guilds that seemed more interesting to me than others. In principle, there is nothing particularly difficult in these missions, and most of them are completed in one breath.

Since these tasks are completely optional, I will present them a little more concisely. Moreover, I cannot guarantee that I did not miss any of them even in the guilds I described.

There are so many of them!

Mages Guild

Ranked quests

To obtain the rank of wizard (the eighth level of initiation), you must acquire a wizard's staff. This toy is not cheap - 5000 gold. For that kind of money you can (see above) buy the votes of the entire house of Hlaalu! However, you can get it for free if you find and kill Anirna, a renegade sorceress living in the Sud Caves, west of Dagon Fel. Daedroths live there, hungry ones and skeletons with bows.

To become the head of the guild, you need to replace Trebonius Artorius in this post. However, this gentleman does not take his post too seriously. Mr. Skink will provide you with the necessary arguments after you carry out his instructions.

RANK ATTRIBUTES SKILLS OTHER
1.Apprentice
2. Associate Intelligence 30Will 30 One skill 10
3. Journeyman Intelligence 30Will 30 One skill 20
4. Evoker Intelligence 30Will 30
5. Conjurer Intelligence 30Will 30 200 gold
6. Magician Intelligence 31Will 31
7.Warlock Intelligence 32Will 32
8. Wizard Intelligence 33Will 33 Wizard's Staff
9.Master Wizard Intelligence 34Will 34
10. Arch-Mage Intelligence 35Will 35 This rank is given only by Archmage Trebonius

Skills: Hex, Destruction, Transformation, Illusion, Mysticism, Alchemy.

Ayira's quests

If you join a guild in Balmora, your first contact in the guild will be Ayira. She will instruct you to get her rare mushrooms, without which she will not be able to achieve the title of apprentice. Namely: luminous russula, violet coprinus, bungler’s bane and hypha facia. By the way, these are really good mushrooms (see the table of alchemical reagents).

Here's what they look like:

In the hills southwest of Balmora all this joy grows. Seek and you will find.

Further, Ayira’s rival, Galbedir, also wants to become an apprentice, and we must... no, not kill her, we didn’t guess, but just slip her a fake soul stone. It's simple: just place the pebble on Galbedir's table along with the rest.

Why, oh, why are magicians taught botany? This time Ayira wants to receive a bouquet of rare flowers. Also, of course, useful as reagents. Namely: gold kanet, stoneflower petals, willow anther and heather. Portraits of wanted plants:

This time, take a walk across the bridge in the southeast of the city - and get plenty of the herbs you are looking for. For this feat, in addition to deep moral satisfaction, you will receive as a reward potions of magic restoration and great, great gratitude from Ayira.

Now deliver the clay vessel to Ayira from the merchant Ra-virra. The price of the bowl is two coins. You won't overwork yourself getting it. The merchant lives in the neighboring house.

Galbedir, offended by us, strikes back: she steals Ayira’s laboratory work about the flowers we obtained. Find a scoundrel and cajole her for a long time using any method available to you until she treats you better than you deserve (reputation approximately 70). The papers live under the closet in her bedroom and in a bag of reagents on the first floor. Ayira will love you even more and give you potions of fire shield, cold shield and lightning shield.

Once you reach rank six, Ayira will tell you about Magnus' staff. This is not even a task as such, but simply useful information about a useful thing. The staff lies in the Assu Cave, on the slope of Mount Kand northwest of Molag Mar, at the southeastern end of the island. The battle in the cave will be serious: Daedra, Atronachs, two magicians. One of them is level twenty and carries the desired staff. The Staff of Magnus, in addition to being a decent weapon, absorbs magic and regenerates your health.

At the next stage, you are offered a similar “task” - searching for the Sorcerer’s ring. Ringlet lives in Ashirbadon Cave, on an islet east of the ruins of Bal Fell, directly east of Vivec. The cave is very small, but the atronachs, dremora, daedroths and magicians are worthy of all respect. The ring is worn by Vindamea Drethan. The ring reflects magic and strengthens speed.

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Quests from Ranis Atris

This series of quests begins when you reach the third rank - journeyman.

First task: recruit a Telvanni named Llarer Berelot in Sulipunda. This requires considerable Speech skill, otherwise Llarer will have to be killed. Sulipund is located north of the Marandas fortress. The reward is four potions of magic restoration and +10 to reputation.

Next, membership fees should be collected from a lady named Manwe from Punabi. She owes the guild 2000 septims. Likewise: if you don’t convince her, you’ll have to kill her. She lives near Llarer. With a reputation of 70, you will convince her to give the money, and you will receive half of the proceeds as a reward from Ranis.

The illegal teacher at the South Wall Club - the Argonian you saw when you were looking for Kai Cosades - is trying to teach Restoration without a license. He needs to express the general “fe”. Likewise: chat with him until the result is achieved, or kill him.

Next, escort a certain Itermerel to Pelagiad. And also copy his notes for Ranis. Keep your eyes on him until you reach your goal. After arriving at the desired tavern, he will leave you behind; talk to him and take the papers.

In Maar, a certain Tashpi Ashibael took up unholy necromancy. Ranis orders the stubborn creature to be killed. She lives far to the north, beyond Ald-Rhun. Ticks go there. If you ask Tashpi about necromancy, she will at first pretend to be surprised, but it’s worth mentioning Ranis - and everything will fall into place. Tashpi simply refuses to join the guild and works as a free doctor. There are two options: still kill or agree that Tashpi will disappear and Ranis will receive a report about her death. From Ranis you will receive two very powerful scrolls.

There is information that a Telvanni spy has infiltrated the guild. You need to visit the guild buildings in Vivec, Ald-Rhun and Sadrith Mora and find the spy. This can be done quickly thanks to the guild's transport - teleportation. You will find the trail only in Vivec, where Trebonius Artorius will categorically reject rumors of spies and send you to his adviser Tiram, who is “doing it.” Ask him more about Tiram and you will learn everything you need. Ranis will give you a reward - two scrolls and a Daedric dagger.

There is an alternative solution: accuse Ranis of espionage in front of Artorius (if you did not kill Tashpi).

Quests from Edwinna Elbert Atris

A rare book - "Chronicles of Neuleft" - for Edwinna can simply be bought in the Vivec store. Edwinna will give her money.

Bringing a potion from the Skink of Sadrith Mora is no more difficult. We jump into the teleporter, get the potion, and return.

The situation is a little more complicated with Edwinna’s new need - a book called “Himarvamidium”. Sirilonwe has a copy, and Edwinna, in general, does not hope that Sirilonwe will give it up. Simply, you have to steal the book and not get caught, otherwise you will be thrown out of the guild in disgrace. She has the book under lock and key (level 30). If you open the lock while the door is closed, you won't get caught. But do not talk to the victim while the stolen goods are on you. After some time, Edwinna will have copied everything she needs, and the book will have to be returned; it's not difficult, and if you want you can just give it to Sirilonwa. The reward is two amulets of divine intervention and Almsivi intervention.

Now you are sent to deal with some kind of disorder in the house of Hulin, in Maar Gan. The house is in the east, outside the city. A lonely monster wanders there and a sad student sits who managed to summon the monster. But to hold it - no. No problems.

I desperately need a Dwemer pipe. She wants you to look for her not just anywhere, but in the ruins with the poetic name Arkngtunch-Sturdumts (sing this to your favorite tune). But this is completely unnecessary: ​​there are more than enough such pipes in all sorts of ruins, they are simply lying around in chests there. You probably already have one; give it to the customer, and that's the end of it.

Shouldn't you look for Edwinna's colleague, a certain Senilius Cadius, in the Dwemer ruins (these ruins were given to them!) Neulefting? It’s been a while since he’s written to his dear colleague. Ruins - northeast of Suran. Senilius (which means “elder” in Latin) and his daughter got lost because they lost their guide. And why do they teach botany in the Mages Guild, but don’t teach you how to walk around ruins using the right-hand rule?! We need to find a guide. There are three cranks in the northeastern part of the Trial of Image, and the eastern one opens a door to the lower levels (the rest are traps). There lies the carcass of the deceased guide and two Dwemer robots. You can have time to escape from them. But grab the book “The Hanging Gardens”, which is in the same room.

Our restless dwarven explorer (remember who the “Dwemer” are? None other than the former owners of Morrowind - the dwarves) wants a map of another Dwemer ruin - Mtsuleft, southwest of the northern city of Dagon Fel. The ruins are guarded by orcs, but the cards are on the shelf to the right of the entrance, and you can quickly grab them without getting into a fight. But in this picturesque place you can also find the book “Egg of Time”, on the table, next to a couple of orcs. If you get it too, Edwinna will recommend that you talk to an old acquaintance: Gasfat from the military guild.

Edwinna... won't understand the book. Not mature enough yet.

Errands for Skink of Sadrith Mora

Skink will be ready to give you the first task immediately after completing the mission from Edwinna, the same one where you ran to him for the potion. It is necessary to escort a certain scientist from the club to the ship. There is nothing to go there - the club is located across the bridge from the fort.

The second task is more serious: find the book “Vampires of Vvardenfell”. The first volume can be bought, the second is very rare; guess which one Skink needs? But this part is also prohibited by the Church. You can still buy it in Jobashi's Vivec store... for a modest sum of four hundred coins. An alternative: try to steal it from the secret library of the Hall of Justice or take it in battle from the lair of some vampire. Skink will pay a whole thousand coins for it, so the investment is justified.

Now Skink wants to meet with the Mudra of one of the ash tribes - Urshulaki, Zainab, Erabenimsun or Ahemmuza. It is with Ahemmuza that he suggests starting. We have already described the location of these parking lots in the main tasks section. The wise Sinnammu refuses the rendezvous, but offers to send in her place a student - Minabibi, who resides in... a crypt to the west of the camp. Minabibi is not against it, but she must first kill some ghost for her, and then ask Sinnammu’s permission on her behalf (“Did you ask those in front? And what did they answer?”). Fortunately, Skink will be satisfied with a replacement. He will reward you for your efforts with a charmed ring.

Skink, like Ranis, also cares about what they call the "good name" of the guild. One Telura Ulver is said to practice necromancy in the Shale, north of Hla Oad and the Daedric ruins. This time the venerable magician seems to have guessed right, because Telura attacks you as soon as you appear. Deal with it and return.

Upon receiving the rank of a full-fledged wizard (level 7), Skink will consider you worthy to help him in his research: to obtain the soul of an ash ghoul for him. For which you are given two scrolls of soul traps and two stones. He suggests looking in the cave of the Sixth House, west of Sadrith Mora. There really is a ghoul there. Most importantly, do not forget to read the soul trap, otherwise you will be looking for another suitable ghoul for a long time. The second stone may remain as a reward for you.

The next book about vampires that Skink is interested in is “The Notes of Galur Ritari” - it tells about how someone became a vampire, but was healed. Jobasha from the Vivec store will tell you that you can look for it in the secret library of the Hall of Justice, in Red Mountain or in Galom Deus. The easiest way, of course, is to get to the secret library, but there is a good castle there (level 75), and it is not recommended to get caught. However, it’s certainly not easier in Red Mountain.

Quests Trebonius Artorius

Trebonius Artorius wants to know nothing less than the secret of the disappearance of the Dwemer gnomes. How to recognize her? He has no ideas about this. Let Edwinna tell me, is she spending the guild's resources on digging up Dwemer ruins for nothing?

If you carefully completed her previous tasks, then you have three books: “The Hanging Gardens”, “The Egg of Time” and “Divine Metaphysics”. In addition, you have probably already communicated with Gasfat and Seniliy, and one of them suggested that the first of them is the key to the other two. The only problem is that “the last page of the detective story was written in Arabic”: you need an expert in Old Elvish. Edwinna or someone else will explain that the best specialist is Yagrum Bagarn, already familiar to us from the main storyline. The Telvanni Baladas from the tower in Gnisis will also do. After one of them translates the book for you, return to Trebonius and receive your reward.

After completing the main storyline, the guild gives one more mission: destroy all Telvanni advisors. You know where they live from the main task. All of them, of course, are well guarded. And, characteristically, it is completely unclear why Trebonius needed this... But as a reward, he is ready to give his own staff (when hit with it, the victim receives vulnerability to fire and shock, as well as damage from shock and fire) and a necromantic amulet with a bunch of permanent effects .

Morag Tong Assassins Guild

This elite establishment is available exclusively to dark elves. For everyone else - alas.

Rank Attributes Skills
1. Associate
2. Blind Thrall Speed ​​30Agility 30 One skill 10
3. Thrall Speed ​​30Agility 30 One skill 20
4. White Thrall Speed ​​30Agility 30 One skill is 30 and two others are 5 each
5. Tinker Speed ​​30Agility 30 One skill is 40 and two others are 10 each
6.Brother Speed ​​31Agility 31 One skill is 50 and two others are 15
7. Know Speed ​​32Agility 32 One skill is 60 and two others are 20 each
8.Master Speed ​​33Agility 33 One skill is 70 and two others are 25 each
9. Exalted Master Speed ​​34Agility 34 One skill is 80 and two others are 30 each
10. Grandmaster Speed ​​35Agility 35 One skill is 90 and two others are 35 each

Skills: Illusion, Stealth, Acrobatics, Light Armor, Short Blades, Marksmanship

Joining the Morag Tong

The first thing you need to do is find this guild: it doesn’t shout about itself on every corner. Its headquarters are in Vivec, in the canton of Arena. You can find someone who can tell you his whereabouts, or you can independently discover a locked hatch behind the boxes under the Arena, in the warehouse area. Inside, find and talk to Eno Hlaalu.

He will ask you to show what you are capable of. Are you capable of killing Feruren Oran, in the Elven Peoples Club, in the Hlaalu canton of the city of Vivec. Eno will even give you a paper according to which you... will receive a reward from the guards for the murder. Report to Eno.

Work days

The following missions can be obtained in at least three places: Ald Rhun, Balmora and Sadrith Mora, in the guild halls.

So you should kill:

Odayshaha Yasalmibaala, in a yurt on an island northwest of Tel Fir;

Thoris Saren, in his own mansion in Redoran Square in Vivec;

Saraina Sadusa, in the Zaintirari cave, north of the Erabenimsum tribe camp (see story missions), at the head of his bandits;

Idroso Wendu and Etal Selot at an inn near Telvanni Square in Vivec;

Guril Retheran in the Golden Flowers Club, Rendoran Canton, Vivec (don't forget to pick up a very useful item from him);

Galasu Uvain, Hlaalu Treasury, Vivec;

Mavona Drenima, Telvanni Canton, Vivec (strong magician, attacks first);

Tirera Belvaina, dungeon of Shar, southwestern coast of the island of Dagon Fel;

Matina Bemisa, a gang of thieves in the Hlaalu dungeon, Vivec (three thieves will stand up for the chieftain and posthumously share with us very decent loot);

Brilnozu Laris, Chloramaren fortress west of Balmora;

Navila and Ranes Ienitov at Villa Dren (they are experienced killers with paralyzing daggers; they are “ordered” by the thieves’ guild, too, so you can complete this mission for two clients at once).

After you deal with Dagoth Ur and become the head of the guild, you will receive several more orders:

Larrius Varro, head of the Imperial Legion, Fort Moon Moth barracks (a very strong enemy with excellent weapons);

Baladas Demnevanni, advisor to Telvanni from Gnisis, a powerful magician, by the way, who somehow interfered with Trebonius Artorius from the guild of magicians;

Dram Bero, an advisor from Hlaalu in Vivec (if you kill him, a message appears about the violation of the prophecy - but after the death of Dagoth Ur this no longer matters);

Terana, another Telvanni advisor (Terana may no longer be alive as a result of one of the main story quests).

Sanguin's Legacy

During the game, you come across several items that were once made by the Daedra Sanguin. There are twenty-seven such things in total. Sanguin made them for Mephala, head of the Morag Tong. Eno Hlaalu can tell about them and instruct him to find them all (more precisely, 26 of them - the last one is owned by Eno himself). Most of the rest are in the possession of members of a hostile clan or equally hostile cultists.

Here is a list of these items (to avoid confusion, I give the name in the original language):

Amulet of Sanguine Enterprise: Owned by Eno Hlaal;

Amulet of Sanguine Glib Speech: belongs to the innocent Shoterra from the city of Hoole;

Amulet of Sanguine Nimble Armour, Ring of Sanguine Fluid Evasion, Glove of Sanguine Swift Blade: belong to Severa Magic, a powerful sorcerer in the chapel of Ald Soth, northeast of Vivec;

Belt of Sanguine Balanced Armour, Belt of Sanguine Deep Biting: owned by Relas Arotan in the Asserneraireren Chapel in the dungeon of the St. Olms, in Vivec;

Belt of Sanguine Hewing, Belt of Sanguine Sureflight: at Durr Maria's in the same chapel;

Belt of Sanguine Denial: from Movis Daris in the Ald-Rune mages guild;

Belt of Sanguine Fleetness: from Hrordis at the Halfway Tavern in Pelagiad;

Belt of Sanguine Impaling Thrust: it is owned by Gluronk gra-Shula, in the tavern at the gates of Sadrith Mora (another, alas, quite peaceful owner of an item from Sanguine);

Belt of Sanguine Martial Craft: from Karekalmo in the Ashalmimilkala Chapel, west of Balmora and north of Hla Oad;

Belt of Sanguine Smiting: Domba, chapel of the Ald Daedroth, between Ahemmuza's camp and Dagon Fel;

Belt of Sanguine Stolid Armor: Mindeli Saren, Yasammidan Chapel, northwest of Gnisis;

Glove of Sanguine Horny Fist: Guril Retheran, lower floor of the Golden Flowers Club, Vivec, Redoran Canton (another Morag Tong quest suggests killing him);

Glove of Sanguine Safekeeping: Inganar, Ularradallaku Chapel, northeast of Ald Rhun;

Ring of Sanguine Golden Wisdom: Talis Veran, Ebernanith Chapel, on the northern shore of Vvardenfell, almost in the middle;

Ring of Sanguine Green Wisdom: Snaggletooth, Ald Daedroth Chapel, between Ahemmuza's camp and Dagon Fel;

Ring of Sanguine Red Wisdom, Ring of Sanguine Transcendance, Ring of Sanguine Transfiguring: all three are owned by Llandral Varam, Chapel of Ald-Soth, northeast of Vivec;

Ring of Sanguine Silver Wisdom: Earmil, Assurnabitashpi Chapel, off the coast east of Hooul City (note that the chapel has two entrances and two halls);

Ring of Sanguine Sublime Wisdom: Anel Retelas, in the already mentioned Yasammidan Chapel;

Ring of Sanguine Unseen Wisdom: Erundil, Indoranyon Fortress, north of Tel Arun;

Shoes of Sanguine Leaping: on the Khajiit Dro-Zaymar in the canton of Sainte-Delin, Vivec;

Shoes of Sanguine Stalking: Tovasi Alen, Assarnathamat Chapel, northeast of Balmora and southeast of Caldera, in the Ashlands.

For all this torment you will get a cheap spell that does not make mistakes and combines the effects of a chameleon, attack strengthening and a short blade. No one else has yet been able to learn how to strengthen a skill, so this spell is completely unique.

Other tasks

If you ask Eno about special tasks, he will find something specific for you. For example, to come into contact with the Dark Brotherhood, the one that owns many of the magical things mentioned above. The Brotherhood once spun off from the Morag Tong and is now its mortal enemy. The Vivec hex specialist, Miun-Jay, can put you in touch with the Khajiit Tsrazami in the Vivec Bazaar Canton.

After some time, you will be asked to convince a member of the Brotherhood, a certain Movis Daris, to join the Morag Tong (unless, of course, he has already fallen victim to the fact that he got one of Sanguin's items). Where to find it - see above. Likewise, an order will follow for another gentleman from the list - Durra Maria. Perhaps it’s worth combining business with pleasure here... The same goes for Severa Magic.

Having reached the penultimate rank, you may want to lead a guild. Eno Hlaalu will say that he would not mind resigning, but in general the custom on this matter is clear: the former head of the guild must die. You have the option of letting Eno retire or fighting him. Please note that if you have not yet completed the task with Sanguin's things, then you need to complete it before becoming the head of the guild - or Sanguin's mission will automatically fail.

Warrior Guild

The missions of the military guild strongly conflict with the missions of the community of thieves. Soon enough, their activities become hostile to each other. Therefore, making a career in both guilds at once does not make sense. Many tasks will be unavailable because you have already taken part in the conflict on the opposite side. It would seem quite natural for a thief to play both sides, but there are mechanical limitations here: you can play, but many actions simply will not appear within reach.

The warrior guild is deeply law-abiding, and you will regularly have to help the local guards and lords. But with all this, something strange nestled at its top...

Rank Attributes Skills Other
1.
2. Apprentice Strength 30 Stamina 30 One skill 10
3. Journeyman Strength 30 Stamina 30 One skill 20
4. Swordsman Strength 30 Stamina 30 One skill is 30 and two others are 5 each
5. Protector Strength 30 Stamina 30 One skill is 40 and two others are 10 each
6.Defender Strength 31 Stamina 31 One skill is 50 and two others are 15
7. Warder Strength 32 Stamina 32 One skill is 60 and two others are 20 each
8.Guardian Strength 33 Stamina 33 One skill is 70 and two others are 25 each
9. Champion Strength 34 Stamina 34 One skill is 80 and two others are 30 each
10.Master Strength 35 Stamina 35 One skill is 90 and two others are 35 each Need to kill Hard Heart

Eidis Fire-Eyes

The chief of the Balmora branch of the guild will first of all propose to destroy... the cave rats in the house of Drarain Telas. Drarain will tell you that she has a rat in her bedroom and two more in the attic, and will give you a key to the attic. Dealing with them is not a difficult task.

Next you need to take care of the two egg stealers. A certain Sevilo Otan and Dainila Valas, fired egg diggers, started stealing. They are in the mine and will attack you first; Don't even think about attacking the first miners you meet.

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