Morrowind quests. Morrowind - Day One - Seyda Neen. Red Mountain and the Seven Vampires

There is hardly a gamer who has not heard of Skyrim. This is one of the best role-playing computer games of our time, which has a huge fan base. However, few people pay attention to the full name of the game, namely that it contains part of TES V. What does this mean? This means that Skyrim is the fifth installment in The Elder Scrolls series. This is a very popular series, which became a logical continuation of the third part called “Morrowind”. It is the latter that will be discussed in this article. More specifically, here we will consider the quests that this project can offer gamers. First of all, this game captivated gamers with its vastness, its huge open world, through which you could travel without any restrictions. Accordingly, quests in Morrowind are also numerous. The most interesting thing is that 99 percent of them are incidental and do not directly relate to the plot story. Well, this only means that in this article you will have to figure out what quests are in Morrowind, in what order it is better to complete them, and why do it at all.

Main quest

Naturally, if you talk about quests in Morrowind, you need to start with the main storyline. It turns out that there is only one main story quest in this game, but its length and scope are truly impressive. It is the very first one you receive, and it happens on the ship on board which you arrive in Morrowind. The beauty of this quest is that the first task will be to indicate your name while talking to a non-player character. In the same way, you will indicate all the data about your hero, thereby creating it not in the character editor, but in game mode. This alone makes Morrowind stand out from most role-playing games of that time. In fact, when you step off the ship onto the land of Morrowind, your main journey begins. The storyline is very exciting and intense, and its complexity gradually increases. Therefore, it is not recommended to try to go through the storyline right away. It is better to gradually overcome new elements of this one big quest, as this will make it much easier for you to complete. How exactly? The fact is that there are significantly more quests in Morrowind, and all of them will allow you to gain experience, money and useful rewards that will help you develop, strengthen and approach new stages of the main quest more prepared. But what tasks can you get in this game?

Guild Quests

It’s worth saying right away that in the Morrowind game, completing the quests that will be discussed below is not mandatory. This means that you can easily finish the main quest, complete the storyline and forget about this game. But you should understand that this way you will lose an impressive part of the content, and most importantly, pleasure. After all, other quests not only offer you vital experience and useful rewards, but also their own storylines, amazing stories, meetings with colorful characters, and so on.

For example, if we talk about guild quests, then each of the seven existing organizations has its own storyline, which will allow you to plunge even deeper into the world of this project, as well as master the skills appropriate to a particular guild. If you join the Fighters Guild, you can become a full-fledged warrior, rising through the ranks and gaining fame and recognition. In the Mages Guild you will learn a variety of spells until you become the Supreme Mage. The best part is that you can become the leader of each of the seven guilds and go through all the storylines without being limited to just one. And if you don’t want to, you don’t have to join a guild at all. In Morrowind, the quests of the Guilds of Mages, Thieves, Fighters, Tribunal and so on provide flexibility that was previously impossible to find in role-playing games.

Great House Quests

There are also house quests in Morrowind, which are in many ways similar to guild quests. Only there are only three houses, not seven, and their storylines are much longer and more developed. Again you need to go a long way from servant to archmagister. Each new rank will require specific performance and skills from you, as well as completing a special task that will allow you to rise to a higher rank. In total, each house has several dozen of them, so completing quests can take a lot of time. But you should pay attention to the fact that these are not mindless "spillers" in which you just need to bring something or kill someone. All quests are interconnected by a mini-plot of a specific great house. Moreover, the houses also differ from each other: in Redoran, brute strength is revered, while in Hlaalu and Telvanni the emphasis is on other skills of your character. As you can see, in Morrowind the main quest is not the only thing that might interest you.

Quests of the Daedric Princes

An important role in the game is played by the Daedra Lords, who at one time were the most powerful in the whole world, but were too keen on the dark side of the force. A whole section of quests is dedicated to this, which you can receive from the corresponding statues of ancient Daedric princes and princesses. With the help of these quests you can get unique soul stones, so it is recommended to complete them anyway. There are seven of them in total - the number of statues of Daedra lords that you can find on the map. Getting all the unique soul stones will make your progress much easier. The main quest in Morrowind gets very difficult at the very end, so you'll need to use whatever tools you have available.

Vampire clan quests

You also have the opportunity to become a member of one of the vampire clans that you can find in Morrowind. They also have their own sets of interesting and exciting quests that are worth going through at least to learn a few additional amazing stories. On a more technical note, vampire clans are similar in many ways to both guilds and great houses. So you're unlikely to be disappointed if you decide to try out these small but very exciting deviations from the main storyline.

Side quests

No role-playing game is complete without side quests, which are sort of random tasks that you can get in the game world. They are not connected by plot or characters, they serve mainly to gain additional experience, replenish your wallet, and so on. However, as a whole, they add up to an incredible and amazing network that provides you with the deepest immersion in the world of this amazing computer game.

Addon quests

There are two official add-ons for this game, Tribunal and Bloodmoon. Naturally, each of them offers you a new storyline, as well as new monsters, new weapons, new secrets and a lot of additional tasks that will delight you with both unique rewards and exciting stories.

Walkthrough of the Morrowind main quest

Package for Kai Cosades

So you disembark from the prison ship. After answering questions in the Office, you head to the exit to talk to the captain Cellus Gravius (Sellus Gravius). He gives you your first task for the Empire - go to the city of Balmora and find someone there Caius Cosades to give him the sealed package. Leaving the captain's, you head to the Siltsrider port and drive in a straight line to Balmora. There, ask about Kai in the tavern (South Wall Corner Club).

Find Kai's house, give him the package, and he will inform you that from now on you are working for Blades- the Emperor's spy service.

Dwemer puzzle.

Kai Cosades seeks to learn as much as possible about the Cults of the Sixth House and the Nerevarine. Therefore, you will have to collect information for him from different informants. The first task is to talk to Hasphat Antabolis from Balmora Fighters Guild (Balmora Fighter's Guild) and find out from him everything he knows about the Cults. , Kai tells you.

And indeed, Hasfat asks you to go to the Dwemer ruins Arnktand what's next to Fort Moonmoth, and find it there for him Dwemer Puzzle Box - ) - a box the size of a fist. Once in Arkngthand, having gone down the boulders and killed a couple of bandits who made a lair there, you will see a large stone to your left. You can climb it to the second floor. There, on one of the shelves along the walls, find a puzzle. Return to Balmora and present the find to Hasfat, and he gives you a letter with information for Cosades. Kai needs information again. This time you're going to Balmora The Mages Guild. There you need to find the sorceress-orchessa Sharn gra-Muzgob. She, in turn, also does not want to talk for no reason, so she instructs you to go to Andrano Ancestral Tomb, which is south of Pelagiad, and bring her the skull of Llewul Andrano () for her magical works. From her you also receive a couple of scrolls and weapons against the evil spirits that infest any ancestral tomb. Find the tomb and, fighting off the ghosts, go deep into it. There in one of the rooms lies a skull. Bring it to Sharn-gra-Muzgob, and she will transmit information through you to Kai.

Entrance to the Andrano ancestral tomb

Informants in Vivec.

Kai's next quest takes you to Vivec. Here you need to find three residents and ask them:

Adhiranir, Khajiitian from St. Olms section.
You ask passers-by about Adhiranir. They answer that the tax inspector has arrived to them, and she is probably hiding from him in the Dungeons of this District. Once you get into the dungeon and find Adhiranir there, you will find out that she is really hiding. For information about Cults, she asks you to rid her of the Agent. Return to the District Belt and meet a well-dressed man: Duvin Platorius (Duvianus Platorius), tax inspector. You will have to deceive him by saying that Adhiranir has sailed to the continent. The agent leaves. After this, the Khajiit will tell you everything she knows.
Huleeya, an Argonian from the Foreign Quarter.
So, you know that Huleya can be found in the tavern (The Black Shalk), which is in the Lower Belt. Find Huleya, who suggests going to a more secluded place, such as his good friend's store. But here there is one snag - several visitors to the inn do not allow the Argonian passage. Yes, nationalism is also thriving in Morrowind, and these gentlemen just don’t want to let go. You will have to talk to them. There are two ways: bribery or fight. Personally, I preferred to fight, because I always stood up for the rights of the Argonians and Khajiit. If you have extra money, but there is no confidence in victory against four, then, by increasing the attitude of the bandits towards you, you can calmly leave. So, accompany Huleya to the store (Jobasha's Bookstore), in the Middle Belt. By the way, it’s a very useful store; almost all the books are there. Here Huleya will thank you for your help and give Kai papers about the Cult of the Nerevarine.
Mehra Milo, priestess in the Temple.
Going to the Temple Temple canton, the Hall of Wisdom. In the middle of one of the parallel corridors there will be two upward climbs. There's a library there. Find Mehra Milo, who takes you to the back of the library, where she tells you about the Cult of the Nerevarine and the book ("Progress of Truth"), and also advises finding a copy for Kai. This is where Jobashi and his store come in handy: there you can buy a book. And if you feel sorry for money, look in the Temple library - there should be a copy there.
You go back to Kai and after completing this task you receive the title of Journeyman of Blades.

Ashlander Informant

Hassur Zainsubani

Now Kai needs information from a representative of the Ashlander tribe. He tells you about someone Hassour Zainsubani from Aldruna (Ald-Ruhn). Travel to Aldrun and find him in the tavern Ald Skar Inn. Kai will give you 100 gold, because Ashlanders love gifts. Hassur, in particular, is a great lover of poetry, and may ask for a book as a gift. As I remember, I didn’t buy him anything, but, choosing my expressions carefully, talked to him about his affairs, about the custom of giving gifts, and he just gave me a message for Cosades.
Return to Balmora and give Kai the next package, after which you receive the title

Camp Urshilaku

Before this task, Cosades tells you that, based on the information he has received, you are ideally suited to fulfill the prophecies of the Nerevarine.

Kai continues to be interested in the Ashlanders, and on this occasion he sends you to Urshilaku Camp, which is east of Khuul. There you need to talk to Sul-Matuul And Nibani Maesa. The first is the Ashkhan of the tribe, the second is the shaman. But they won't talk to you until you talk to Zabamund regarding his intention to fulfill the prophecies of the Nerevarine. You can simply bribe him, you can tell him everything you know about the Cults and Prophecy, you can boast about your exploits, or even challenge him to a fight.

Having received the right to talk with Ashkhan in one way or another, we head to him. He will tell you in detail how to begin fulfilling the prophecy. First, you must get the Bone-Gnawer Bow of Saint-Sinipoul (Sul-Senipul's Bonebiter Bow) from Urshilaku Burial Caverns, which is southeast of the camp. Explore the caves, where in one of the halls you will be attacked by the ghost of Saint-Sinipul. Kill him, examine the ashes, take the bow.

After this, Sun-Matuul proclaims you a Friend of the Clan: the initiation rite is completed. Now you have to talk with Nibani Mesa, the shaman. She will tell you in great detail everything she knows about the Nerevarine and the prophecies. In addition, from her you will receive two books devoted to the same issue. Now you can return to Kai.

Sixth House Base

This time Kai sends you to Fort Buckmoth to meet someone Raesa Pullia, who knows something about Sixth House Base. She reports that recently a detachment of Legion soldiers stumbled upon the lair of the Sixth House near Gnaar-Mok. Only one legionnaire remained alive, who repeated the name all the time until he died from corprus - a terrible disease sent by minions Dagoth Ur. You will have to go there. Ilunibi is located very close to the northwest of Gnaar Mok, south of Khartag Point.

Divayth Fir and miraculous healing.

You return to Kai, growing weaker by the hour. Kai says that there is an ancient magician in Morrowind, a scientist who knows a lot about corprus. Perhaps he can help you. His name is Divayth Fyr, one of the Councilors of House Telvanni. For many years now he has been supporting himself at his own expense. Corprusarium- a hospital for terminally ill patients with corpus, living out their lives there. And to make it easier to negotiate with him, Kai gives you a Dwemer artifact for Fir, for it is known that the latter is very keen on collecting and researching such things.

Divayth Fear

So let's head to Tel Fyr, the magician's dwelling. It is located on an island southwest of Sadrith Mora. To get to Fir, you will need levitation potions or a spell - there are no stairs in the tower. You tell the owner of the tower about your problem and hand over the artifact. Fir, having examined you and made sure of the seriousness of the situation, gives you a small task: go down to the Corprusarium, pick up from one of the patients, Yagrum Bagarn, Dwemer boots and bring them to his office. Remember that under no circumstances should you touch any of the patients or caretakers of the Corprusarium - the Fir may refuse to deal with you at all. You take the shoes, return, and Fir invites you to drink the potion, but with one condition: drink it right now, in front of him. This is something like a prototype - the old magician has been looking for a way to treat corprus for a long time, and this will be one of his attempts. You drink. Fir, having examined you, states that not all the symptoms of corprus have disappeared, but in general you are healthy.
You joyfully stomp over to Kai to share your impressions.

Lost Prophecies

Having returned, you listen to Kai’s long tirade about how he is urgently summoned to Cyrodiil, to the Emperor himself for an important conversation. At parting, he dedicates you to Agents of Blades Operative and leaves his hut for use, and also asks to go to Vivec and talk with Mehra Milo again. You have to return the Lost Prophecies.

Not finding Mehra in the library, you go to her apartment, very close. There you find a note with a word signaling an unforeseen situation. It turns out that the priestess was arrested and sent to Ministry of Truth- a prison hanging over the Temple. But she managed to think through a plan for her release, so she left a couple of potions next to the note. Also bring some Scrolls with you. Divine Intervention Scrolls.

When you find yourself upstairs, at the door to the Ministry, tell the guard Alvela Saram, that you want to go to Mehra Milo, and she will give you the key. All passages and halls of the Ministry are carefully guarded, so if you are not confident in your abilities, try to sneak through unnoticed. Having reached the priestess, give her the Scroll of Intervention, use the second one for yourself. Before disappearing, Mehra will make an appointment for you at the monastery Holamayan, which can be reached from Docks of Ebonheart by boat, informing the carrier Blatta Hatera code phrase about what.

Once in Holamayan, talk to the nun Vevrana Aryon, she will show you the entrance to the monastery, which opens only at dawn and sunset. Inside, talk to Mehra herself and the abbot of the monastery Master Gilvas Barelo, who will give you the tome you are looking for - Lost Prophecies.

After receiving the book, return to Urshilaku's camp and give the book to Nibani Mesa. She asks to give her time to study the text. Wait for the corresponding entry in the diary. The Shaman tells you that her mission is to guide you through the seven Trials that the Nerevarine must undergo. The first is your date of birth, which turned out to be suitable. The second is getting rid of the terrible disease corprus.
Ashkhan Sul-Matuul will tell you about the third, but before you start it, you need to go through it, namely: go to the ancient fortress Kogoruhn occupied by the Sixth House, and bring from there tear of corprus (corprus weepings, is on the body of any corprus monster), Chalice of the House of Dagoth (Dagoth cup , in the room with Dagoth Uthol, above) and Shadow shield in Bleeding Heart>( Bleeding Heart), deep underground).

Kogorun

Bring all these trophies to Sul-Matuul, and then again to the shaman. Now they ask you a riddle, and if you guess it you will receive a legendary ring - Moon-and-Star). You are required to find a secret place described in the text of the prophecies: Cavern Incarnate, the route to which will be explained to you at the camp. Find a door that, like the entrance to Kholamayan, opens only at dawn and sunset, but here you yourself will have to press (or Shift, depending on your choice) at the right time, approaching the door. She will appear to you inside Azura, who will solemnly present you with a ring. Don't forget to talk to all the ghosts of those who once, for one reason or another, failed to fulfill the prophecies. Everyone will tell you their story and give you something to remember.

You return to the shaman and find out that it is time to go through the next two Tests - the Fourth and Fifth. They go together and can be done in any order you prefer.

Fourth Test

You must unite the Three Great Dunmer Houses: Hlaalu, Redorian And Telvanni. To do this, you need to receive the title of Mentor in all three. Lists of Advisors of all houses can be found in special books: Hlaalu - Yellow Book, Redoran - Red Book, Telvanni - Brown Book.

Hlaalu

Here you will mainly need money, and more of it. First, head to the Hlaalu Settlement Plaza in Vivec. There you find Crassius Curio, who, for the modest sum of 1000 drakes, will try to persuade the Councilors to vote for you, and will also indicate where to find someone. Yngling Half-Troll lives on St. Olms section, the Plaza. He will demand as much as 2000 drakes for his vote. If you don't care about money, you can just kill him. There, in the Haunted House, behind a locked door, you will find Drama Bero, who will vote for just like that. Next, go to Orvas Dren, his farm is located north of Vivec and east of Pelagiad. This guy can't be sold for money, so there are several ways to do this: increase his attitude towards you to about 90 and tell him that you want to defeat Dagoth Ur and rid Morrowind of the Imperials. In a certain scenario of the conversation, he will attack you, you can calmly kill him; You can also go down to the basement of his house and, behind two locked doors, find and kill a couple of bandits hiding there. Among several thousand drakes and jewelry in one of the chests you will find a note compromising Dren with an order to kill his brother, Duke Vedam Dren. Returning to Dren and threatening him with papers, you get his vote.
Next you need to talk to Velanda Omani And Nevena Uliss. You will find them in estates. They will also vote for you just like that. Now return to Vivec to Curio and receive Belt of the Mentor.

Hlaalu Advisors:

Crassius Curio Yngling Half-Troll Orvas Dren Velanda Omani Nivena Ulis

Redoran

In Aldrun near Scar (Manor District) take a look to get started Athyn Sarethi, for he is the chief among the Advisors. He is ready to do anything for you if you save his son, Varvur Sarethi, from captivity to Venim Mannor estate, Next door. The prisoner whiles away his days in a small room behind a rug. Steal the key from the bench or pick the lock. When you take the guy out, the guards will attack you, beat them and take your son to his dad. Sareti Sr. is beside himself with joy, and promises to use his influence on the Council so that everyone votes for you. Just go around all the estates under Scar: Llethri (Garisa Llethri), Ramoran (Hlaren Ramoren), Miner Arobar, and don't forget about Barara Morvayn, whose apartment is located in The Council Hall. The only one who will have problems is himself Bolvyn Venim. He doesn't want you to be Redoran's Mentor so much that he will challenge you to a duel. We'll have to go to Vivec, to the Arena. After killing him, you return to Sareti, who proclaims you Mentor of Redoran and gives you Ring of the Mentor.

Redoran Advisors:

Atin Sareti Garisa Lletri Miner Arobar Hlaren Ramoran Brara Morvain Bolvin Venim

Telvanni

Stock up on levitation spells or potions - there are no stairs in Telvanni houses. Telvanni Chief Advisor Master Aryon, lives in the city Tel Vos, he will vote for you just like that, and at the same time he will tell you about other Advisors. WITH Baladas in Gnisis and Nelotom V Sadrith Mora there won't be any problems. Mistress Dratha from Tel Mora, an ardent feminist, will have to be seduced or persuaded, if your hero is a man, if you are a woman, then she will vote for you out of solidarity. Mistress Therana, a long-lost adviser from Tel Branora tower, you need to make me laugh, but Archmagister Gothren from Tel Aruhn will have to kill, because he will delay answering until the end of his days. The Telvanni do not consider murder shameful. After all this, you return to Tel Vos, and Arion solemnly hands you Mantle of the Mentor.

Telvanni Advisors:

Arion Baladas Nelot Drata Terana Archmagister Gothren

Fifth Test

Here you should be called Nerevarine by the four main Ashlander tribes: Urshilaku, Zainab, Erabenimsum and Ahemmusa.

Urshilaku

Everyone here already knows you, it’s not the first time you’ve been an eyesore for them, so after a conversation with Sul-Matuul, the latter will simply hand you Urshilaku's teeth.

Zainab (south of Tel Vos)

First of all, talk to Ashkhan by name Kaushad, and be sure to raise his attitude towards you. First he will ask you to clear Nerano Ancestral tomb, which is north of the camp, from the vampire Calvario. Returning to Ashkhan, you will find out that he wants a purebred Telvanni woman as his wife, and you will have to find a suitable girl for him. Here the shaman of the tribe will help you, who will explain that not a single Telvanni woman will marry an Ashlander. But there is a way out: go to Tel Arun, to the slave market, buy a Dunmer girl there for 1000 drakes, and the slave trader, Savile Imayn, will also send you for a luxurious dress and Telvanni bug musk for the bride. After all the dressing, the girl cannot be distinguished from a noble Telvanni woman. We bring her to the camp, Ashkhan is satisfied and calls you Nerevarine, handing her Scourge Zainab.

Erabenimsun (far north of Molag Mar)

Here you will come across a very stubborn and harmful Ashkhan, Ulath-Pal, who never wants to call you Nerevarine. The shaman will come to the rescue again Manirai, which will advise simply killing Ashkhan and all his Gulahans, with the exception of Han-Ammu. When you bring her things from the bodies of the dead (Amulet, Battle Ax and Mantle), you will need to persuade this same Khan-Amma to become the new Ashkhan, giving him the above artifacts. The newly created Ashkhan will name you Nerevarine without unnecessary delay (receive Belt of the Erabenimsuns).

Erabenimsun Camp

Akhhemuza (north of Tel Vos)

This tribe does not have an ashkhan at all. Therefore, first talk to the shaman Sinnammu Mirpal. She promises to name you the Nerevarine if you clear the sanctuary of Ald Daedroth, which is on the very northeastern island of the map, from the Shigorath worshipers who have settled there. Once in the sanctuary, talk to the priestess Hlireni Indavel. There are many options for talking to her, but in any case she will promise to allow Akhhemuz to take refuge in the Temple in case of trouble. Returning to the camp, take the shaman with you and take her to admire the results of your labors. And right there she will call you the Nerevarine of Akhemuz and give you an amulet: Ahhemuz's Stone of Madness.
Congratulations on fulfilling the Fifth Prophecy.

Sixth Test

Nibani Mesa informs you that he himself wants to see you Archcanon Saryoni (Lord Tholer Saryoni). Travel to Vivec, where you find yourself near the High Cathedral Danso Indules, who will hand you the keys to the chambers The Archicanon. He, in turn, will send you to a meeting with Vivek, giving out the key to his Palace. Vivec will tell you a lot of interesting things about Dagoth Ur, Nerevar, reveal the plan for defeating the villain, and most importantly - you will receive a miracle glove, The Wraithguard.

Seventh Test

First of all, you will need to get two ancient artifacts: the hammer Divider and the sword Cleaver, with which you will then need to strike several blows at the heart of Lorkhan - the center of power of Dagoth Ur, which is located in the very heart Red Mountain. Your path lies through Ghostgate, where you can get the necessary equipment and a map of the area. The lair of evil consists of five ancient fortresses: four citadels ( Veminal, Tureynulal, Endusal And Odrosal) surround the fifth, Dagoth Ur (Dagoth Ur's Citadel). Who lives in it is clear from the name. Separator (The Keening) you will find in Veminal, at Dagoth Vemyn. The Sunder- in the Tower of the Odrosal Fortress.

It is also your direct responsibility to mow down all the evil in all four fortresses, in accordance with Vivec’s plans. So, you have reached the center of Red Mountain. To get to Dagoth Ur, turn the lever near the door. Move deeper into the very depths of the Red Mountain, not paying attention to the voice of Dagoth, strenuously persuading you to go over to his side. Dagoth himself will meet you at the very entrance to the room with the Heart - Akulakhan's Chamber.

Fight him. The enemy is not easy, but nothing can be done. He will disappear as soon as you start to defeat him, and will immediately appear behind the next door. Remember that it is useless to fight Dagoth himself, because he draws his power from the Heart, and it is this that is your goal. Having broken through to the Heart, strictly follow the instructions: two hits with the Separator, then several with the Chopper. Everything around begins to collapse to the screams of the dying Dagoth Ur. As soon as possible, get out of the same door from which you came. There, when the danger has passed, Azura will appear to you and congratulate you on your victory.

This is where the storyline ends. But the game goes on...

For the laziest, that is, for those who can even read, there is a video. Which summarizes the first day in Seyda Neen, but without the road to Balmora. For those for whom the accelerated video is not enough, a detailed description is below.

II. Introduction. Seyda-Nin.

So, let's play from the very beginning. The ship brings us to Seyda-Nin, we call Yoprst "Yoprst", and Xif knows perfectly well how to make it "Nordling" And "fighter" born under an astral sign "fighter". I won't dwell on this. I have already said more than once that this is the most optimal configuration for quickly progressing through the game by force to that very point in the development of the plot when little things and nuances in the mastery of spells and various types of weapons are required. For now, we have one task - to survive and quickly gain strength... And money! 🙂 In short, “pump up” as quickly as possible to a high level and the highest possible equipment in the game. Of course, we are not talking about cheating options. The main thing to understand here is that at the very first stage you need to squeeze every last drop out of this village. All she can give us. So that you can go to Balmora with at least some change in your pocket and not be afraid of cave rats and nix-hounds.

The first thing, of course, is to rob all good legionnaires before reaching the captain. We take everything - down to the last piece of paper and fork, to the lantern hanging on the street. This is the ABC, that's clear. You can give the regeneration ring to Fargot or not, it doesn’t matter at all. True, if we give it, he will then guide us to the lighthouse. Because he respects you. And if you don’t give it away, almost ANY other passerby will point at the lighthouse. But we will have the ring anyway after we clear out Fargot’s hiding place. The main thing is that after talking with Daerir, immediately run to the tavern and sell everything stolen from the Legion. We immediately buy a health restoration spell (“Heart Treatment”) from the innkeeper. AND NOTHING MORE! It is important to know here that Yoprst in this game buys only the MOST NECESSARY potions, spells and skills. And nothing more. No weapons or armor. Vvanderfeld already has plenty of this stuff lying around. The slogan is “Not a dollar for military expenses!” must be unshakable.

It is important to understand one thing here - when later, over time, we “pump up” Yoprst to the state of a demigod and sell goods worth thousands and tens of thousands of local dollars, we will be able to afford the habits of the nouveau riche and not neglect pennies. Now (don’t think I’m a cheapskate!) we need to appreciate every drake. While in Seyda Neen, not only collect all the bottles, mushrooms and torn socks from the fishing shacks, but also sell them not in packs, losing more than half the price per batch, but strictly ONE THING AT A TIME. (We are, of course, talking about those items that cost 1 drake. When selling one-drake items in bulk, consider that you are not just throwing away 65 percent of them, but also losing a unique opportunity to increase your “Trade” skill. Sell more expensive items individually
doesn't make sense). And always, ALWAYS add a few coins to the trade before pressing the "Barter" key! Start with 3-4% of the transaction, this should work even at lower levels. Firstly, you will earn more. But this is not the main thing. The main thing is that every transaction is a plus for the “Trade” skill. The higher this skill, the more profitable the deals. At the first stage, when, I repeat, every drake counts, and the “trading” skill at the first levels is developed quite easily. Why buy first skills that are quite easy to develop naturally? I admit honestly - I never had the patience to raise the “Trade” skill by SIX levels, to eleven, during my first stay in Seyda-Nin. Only up to the ninth or tenth (see screenshot). But there were such monsters, I read on the Internet. We must follow the example of the best, we will have to buy and sell a lot at first, and favorable prices can make life a lot easier. That is, do not hesitate to collect empty bottles from the bushes and sell them one at a time. You will be rewarded with sweet music and a notification that your Trade skill has been increased. As for my personal experience, I literally easily raised the “Trade” skill by two levels (from five to seven) while I was in Seyda-Nin. So it's absolutely real. By the way, this allows you, when assigning qualities of a new (say, second) level, to increase your charm not by one, but by two or even three units at once. Also a very useful thing. In short, in the first steps you need to bargain very carefully. Moreover, this nightmare with bottles and individual sales will not last long - as soon as you put a mark on Skunk, that is, Scamp, and start receiving 5000 per sale, no one will force you to take anything other than expensive weapons, precious stones and money. So you won’t have to play around for a very, very long time! 🙂 Ideally, of course, you should try to leave Seyda-Nin as a SECOND level player. But, to be honest, this has never worked out for me. However, I was approaching this milestone quite close. I didn’t have enough patience, I wanted to stomp on.

Having purchased the spell (120 rupees, see fig.), we go up the stairs of the inn to the 2nd floor and agree with Frisskar that you will rob Fargot’s cache and share the money with Frisskar. On the 2nd floor you need to talk to Elon, she will tell you how to get to Balmora. But you can’t go like this under any circumstances, in this game you can’t listen to anyone’s advice at all, they’ll only confuse you, but you need to talk. We immediately talk to people about rumors and gossip and find out what A tax collector has gone missing in the village.. Immediately after this, we run out of Seyda-Nin along the road leading to the north - there is a sword there for us that is good for the first day. You need to run to the place indicated on the map. There is a book there, and a second later a man falls on it. Well, I mean, a corpse. We rob the corpse, keep the enchanted “Iron Sword of Fire” for ourselves, and run to sell the rest to the tavern, where they have not yet forgotten about us.

This is the beginning of the northern road from Balmora, along which you should run for 5 - 7 seconds.

This is what the bearer of the required sword looks like when he fell right at our feet:

This is how this place looks on the Yoprst map (small cursor, that is, Yoprst, at this point) -

And here it is (for reliability) - on the interactive map application (the place is marked with a green marker) -

All! Now we have a sword, and life is easier for us. Let's move on.

From the place where the sword was found, we run back to the tavern, sell what we have collected and straight from the doors of the tavern we cross a narrow water barrier (approximately in the place where the person depicted in the Xiph avatar is standing). Along the way we kill crabs and everything else we come across. This is very important - it is advisable, before Yoprst goes to the smugglers’ cave, which is near the Silt Striders’ port, to raise the level of sword skills by one step. This is very difficult, you will have to fight with everything that moves, but again, the craftsmen achieved this. So we can too. Otherwise, we will have a very sour situation in the cave. But let's return to the game - we have to go not far, to the body of the murdered tax collector Processius. You can find it here -

And he looks like this:

Having robbed the body of the tax inspector, we return to Seyda-Nin and immediately enter into a conversation with any guard. He advises us to tell everything to the grandfather in the imperial office who prepared the documents for us. You need to approach the guard, this gives the necessary entry in the diary, activating the quest. Grandfather acts differently - sometimes he leaves us half of the 200 drakes found, and in some versions of the game he takes away everything. But this is not important, we will still earn more... And he asks to punish the murderer. Here we again find Fargot (or any other passerby), and we are immediately pointed to the lighthouse keeper. Another entry in the diary.
The caretaker says who killed the publican (this is a certain Forin Gilnit), but asks to return her beloved’s ring. The killer is waiting for us in the shack, right behind the man depicted in Xifin’s avatar. After the conversation, he pounces first, we kill him quickly with a new sword, we rob the shack completely, since the tavern is two steps away, we immediately sell the stolen goods, and go to the grandfather’s office. We report the murder, receive 500 pieces of silver, and immediately go to the lighthouse keeper. We gave the ring, received a health restoration potion as a reward (for us at this stage it’s an extremely important thing), and we climb to the lighthouse, simultaneously stealing everything that is in bad shape from the poor widow.

ATTENTION! In the taxman's killer's shack and on the upper level of the lighthouse we find "books of knowledge", that is, books that, after reading, we raise the values ​​​​of some of our skills. Sometimes these are important skills, sometimes not so much, but this opportunity should not be neglected.

And here the first time delay occurs. Everything that I described here for so long and tediously actually takes a couple of minutes. But you will have to stand at the lighthouse. Here we must wait for the moment when Fargot takes a pose of “secrecy”, and in a half-squat climbs into a puddle near the tavern and begins to dig into the rotten stump that sticks out there in the middle. It is impossible not to notice this, since Fargot illuminates himself with a torch. He usually does this from 11 pm to 1 am - the time is not fixed. Therefore, using the standby mode using the “T” key, we get to 11, and then we stand stupidly and wait for it to happen. A little patience - and you will see how Fargot, having wound a bunch of tricky circles, climbs into a puddle. THE ENTRY DOES NOT APPEAR IN THE DIARY, SO YOU DO NOT NEED TO WAIT FOR IT. Having discovered the cache, we run to it, regardless of passers-by, we take everything from there (including the regeneration ring, which was so pretentiously returned the other day), we divide the money (300 drakes, 200 for the Nord, 100 for us) with Frisskar, sell what we see fit to the innkeeper , and we only have one thing left to do - clear the cave Addamasartus at the port of the Silt Striders. Since the giant flea can be seen from everywhere, the cave is easy to find. If, when leaving Seida Neen, you turn right and go towards the Silt Striders port, then before turning to the port you just need to go straight. You'll resist. In addition, the entrance to the cave is visible from the port platform. And at night, “russula” glow brightly at the entrance to the cave. But I’ll give you the diagram anyway, otherwise you never know... Xif will later say that Sir drew up the Anual in bad faith! 🙂 This is how the cave is located. Where the mouse cursor is, there is a Silt Strider port. And where the arrow for the location of Yoprst is, there is the entrance to the cave.

There are only three bandits in it, who are easy to kill if you don’t delay starting the attack, but attack yourself quickly. In this cave, only three things deserve attention - chitinous boots and shoulder pads (we are completely naked yet, no equipment at all!), a probe for removing traps from chests and doors, and the Thief's Ring. The shoulder pads and ring lie behind the water barrier, which is reached by an inconspicuous passage from the warehouse with boxes. In this diagram, Yoprst stands right at the entrance to the passage, still in the warehouse -

We walk through the water, dive a little (it’s fast there, water breathing is not needed), we get out to the shore and see this picture in front of us. Where the mushrooms glow, there is a shoulder pad, some kind of small change, and a Thief's Ring, which is not easy to find, even though it is right next to the small change, but you definitely need to find it.

The top picture shows a general view of the place where you should look for the Thief's Ring. And on the small one, on the right, is the exact location of the ring. Keep in mind that it is almost invisible, you can easily not see it. All my friends, even having passed this place a hundred times, simply did not notice it. Don’t be lazy, move your cursor around in the indicated place, look for it, it’s definitely there, and it will serve you well more than once. The thief’s ring doesn’t just “have to be found”, the main thing is apply it constantly. Before every communication, especially with sellers and Silt Strider drivers. This will raise your enchanting skill - one, make it easier to communicate with others and give new information - two, save money, which we don’t have much of yet - three... For every move, for every purchase and sale - at least a few gold. And since you do this all the time, it keeps coming. And four - often using this simple ring before a conversation can simply continue the game the way you want it, and not the way it turns out. Example - after the first tasks in Balmora, it would be nice to immediately continue a career in the ranks of the Imperial Legion. This includes equipment of some kind, and the growth of skills for more complex tasks. So - to the question of how to enroll in the Legion, which you ask at Fort Moon Butterfly not far from Balmora, you may easily not receive an answer - you will be told that “Only a friend can answer this question.” Bribes often have the opposite effect and are perceived as an insult. And you may easily not get a direction to Gnisis. But as soon as you use the cheap Thief Ring, you immediately receive a story about how you can enroll in the Legion. So do not forget to constantly use this ring. (The example is not the best - Kai Cosades also talks about recruitment in Gnisis, but few people usually remember this place. Some run to be hired in the Fort).

So. The cave was cleared, everything in the tavern was sold (they didn’t forget to take back the drugs - skooma and sugar, which were put on the floor at the request of the seller, this is good money), they seized the mushrooms and flowers growing right in Seyda-Nin, which will be useful to us in Balmora... It seems that All. We figured out Seyda-Nin in a few minutes, we hadn’t actually started the game yet, and in our luggage we already have this, including 1655 drakes for small expenses -

You can safely go to Balmora. On the simplest, safest and most comfortable road, and in no case on a power strider. You need to improve your athleticism and fighting skills, and along the way you’ll be able to kill a couple of non-terrible animals, and it won’t hurt to take a walk and look at the island. We have to live here, bastards! 🙂 It’s still not very cool at all, but it’s humane. Already in the next chapter he will lose his human appearance, hiding in steel, but more on that on another page. We have finished with Seyda-Nin and are standing at the exit from the village. Several minutes passed (I would have already noticed it if I hadn’t been interrupted all the time for these recordings).

UPDATE.

Now I will advise you one thing, but this is not for everyone. Some will like it and some won't. I often happened to read people’s complaints online that in Seyda-Nin there are not enough beds for a safe overnight stay, and outside the city animals offend the fragile GG. HOW IS THIS NOT, CITIZENS? What about the Imperial Chancellery? Which one did we steal? There's a mattress in the corner, remember? This is the advice - I personally (you can consider me a masochist) always sit down next to this mattress and read the “Heart Treatment” spell, which we bought from the innkeeper, until I have enough patience. I read and replenish my health. I read and add to it. So, now I managed to raise my Recovery level to 10 in this way. This is already a normal level for reading “Healing of the Heart” and many other spells of this school that you buy (and first of all you will definitely need “Healing yourself, your loved one, from diseases "- the animals on the island are damn contagious). In short, without properly “pumping up” your recovery skill with the help of a purchased spell and an imperial bed, I simply would not recommend even leaving the city. And as soon as you confidently recover, do what you want, it’s no longer dangerous. If something happens, heal yourself.

UPDATE 2.

During the discussion of this entry, I received very interesting options for other ways to stay in Seyda Neen. Especially interesting, risky, unexpected and, I would even say, adventurous, came from a user named Ivan. They seemed so non-standard and original to me that I decided not to mix them with my own, simple version, but to post them on. For the most advanced, stubborn and risky users, please read “Original options for starting the game “Morrowind” from Ivan.” Welcome. Personally, I recommend this particular “Ivanovo” option. Moreover, it is very simple - run along the shore, repeating all the bends and sometimes falling into the water, kill everything that moves along the way and loot all the tombs that come along the way. There are, in fact, only two of them, and they do not present any difficulties even for a beginner. So you have to run to the wreckage of the ship, and this is the place where the Odai River flows into the sea. And then we scratch along the coast straight to Balmora. Not easy, but VERY easy! I now only start the game according to the “Ivanovo” version.

The Balmora Fighters Guild is located on the western bank of the Odai River, which flows through the center of the city. It's easy to find. If you find yourself in Balmora on Silt Strider, then simply turn left and walk a couple of houses forward. Found it? Great. We go inside, go up the stairs and talk with Aydis Fiery Eye. We express our sincere desire to join the Fighters Guild (hereinafter - GB). Hurray, we have been awarded the first title - Ally GB. And the first task is just around the corner. We are sent to kill rats. Humiliating? Yes. But nothing can be done. Therefore, go ahead for the orders, ugh, for the rats! We need to go to the house of Drarain Telas, which is located on the eastern bank of the river, second from the right in the first strip of houses.

We talk with the owner of the house, get the key from her - and... It's a small matter. Destroy all rats. In the room behind the owner there is one rat. We kill and leave the house. We go up to the warehouse and kill the remaining rats. Difficult? Come on, everything is elementary. These are rats, though the size of a dachshund... Well, oh well. Drarain is busy with the pillows. Do you need 75 pillows to sell? No to me. We go down to the house, talk to Drarain and return to Aydis in GB. The first task is completed, well done! Try to ask for a raise after completing each task. After the first one, I was assigned Beginner. In general, even in this the game Morrowind justifies its non-linearity. While completing the game as an elf archer, I did not receive a promotion after the first task, which surprised me very unpleasantly. Let's take the next task.

But the next task for us will be a trip to the mine. Get ready to run far. We head south along the Odai River to the first suspension bridge. Here the road from the bridge ends at the mine we need. Excellent, Walkthrough of Morrowind does not stand still! We go into the mine and look for the two humanoids we need: Sevilo Otan and Daniil Valas. We go into the mine and move towards the queen's rookery. It was there that both lazy people settled. We kill, which is not at all difficult, and move to the Balmora security center. After completing this task, I was given the title of Wanderer. Well, are you ready for the next task? Now, we are sent. They don’t just send you, but to another city. Yes, the passage of the game Morrowind provides that you will visit almost all locations.

We are on our way to Caldera. I suggest using the services of the Mages Guild, located next to the Fighters Guild. We teleport there and go kill the four NPCs ordered to us: Alina Aralen, Satas Nerotren, Fotin Herotran and Alveleg. We leave through the southern gate and move clearly west, along the mountain. We move on - and voila - we are near the ebonite mine! The game Morrowind is completed! The first of the agents stands near the entrance, the other three are inside. It is still not difficult to straighten them out. Killed? But don’t rush to go out, search the boxes that are in the cave, and go to the bottom of the lake - there are 29 coins and expensive shoes. You see how quickly we are moving through the tasks. We return home to Balmora with the help of the same Mages Guild and go to Aydis to report on the completion.

Then we are given a not entirely correct task - to bring the Sotthild code book. Naturally, she will not give us the book voluntarily. But you should not kill her, otherwise you will lose the opportunity to complete the quest for the thieves guild. Therefore, immediately join the thieves guild. Don't be afraid, it won't hurt us. Have you joined? Great. No? Don't know where? Oh, exactly! We need the South Wall Tavern. This is where you should join the thieves guild. Have you joined now? Great. We go to Sottild and start insulting her until she attacks you. Next, we kill. For which we receive a reprimand from the Thieves Guild, but we have the opportunity to recover by paying a fine. We take the book from the corpse and go to Aydis. For completing this task I was given the title Swordsman. Are you ready to continue? Then go ahead!

The next task is quite simple. We need to collect the “debt” from Helvian Dezel from Suran. We get to Suran on the Silt Strider. Did you get there? Great. Now look for the Earthly Delights bar and talk to the bartender, the same Helvian Dezel. You convince her, increasing her attitude towards you and collecting the debt. It's simple. We return to Aydis again and hand in the task.

Next, we will have to work as a killer again. Dara gra-Bol, such a bad radish, lives openly in Balmora. Well, let's go and kill. Her house is next to the house where we killed rats. Killed? Great, let's go back for the reward! So, we have completed all the currently available tasks given by Aidis. We go to Ald'rune to Percius Mercius. When playing Morrowind, the passage can be extended by completing side quests. Therefore, let me remind you that we are interested in the title of Head of the Fighters Guild. Therefore, now we have a direct road to Percius in Ald'rune

The first task that Percius gives to our Swordbearer is to help the eternal guard Ulayn Khenim. Ulain asks us to clean out the necromancer's lair, which is called Vas. Percius marks it on our map. But you still need to get there! So, let's go to Silt Strider and go to Hooul. From there by ship to Dagon Fel. And from there, on foot, towards you. Not inside you, but in the hideout of an evil necromancer! When we get there, we meet Ulain Khenim, who will express a sincere desire to help you. Well, it helps, it helps. Forward to the tomb. We clean everything that moves inside. It's simple, my Necromancer himself fell with one precise hit. The Bone Lord is, of course, more problematic... But not so much that Morrowind leaves the passage unfinished. So, Ulain Henim thanks us and we go home... Well, almost. We're on our way to Ald'run. Did we get there? Great. We're turning in the task. After this task, I was promoted to Protector. Still not tired of looking for ways to navigate difficult sections in Morrowind? Then let's continue!

The next quest is a task to kill Nerer Beneran, who has become the leader of a gang in Sargon. Sargon? Don't know where he is? Did you not read the assignments carefully? It's okay, I'll remind you. Sargon is located north of Maar Gan. Truly speaking, like little children! They couldn’t give two tasks at once. They would do everything that needed to be done there on the fly. And now run away again... But it’s better, of course, from Maar Gan than from Dagon Fel again. So, put your feet up and head to the North!!! Sargon is located exactly where the main character is in this screenshot.

We go in and destroy all living things. There is nothing remarkable in this cave, except for the ebony cuirass on that same Nerer Beneran. When playing Morrowind, the passage is delayed due to the huge world, through which you constantly have to run from end to end. So, after death, we again go to Ald'run to Percius.

Where to go again? To Suran? Aren't you tired of it? When playing Morrowind, the passage may be drawn out, but it is still interesting. So, not far from Suran, a gang led by Daldur Saris started up. This is the one we have to kill. We take the Silt Strider to Balmora, and from there to Suran. We find the Oran estate and talk with Avon. He says that these dirty tricks settled in a certain Saturan, northeast of Suran itself, just beyond the mountains. Well, let's take the levitation potion - and go northeast! Saturan is very easy to find. Then, out of habit, we go in and clean it up. Everything is as simple as always. We return to the Oran estate and take the rightful 1000 coins from Avon. And then we have a direct road to Percius, in Ald'run. We hand in the task and receive the following. Yes, after this task I was awarded the title of Defender.

This time we are asked to work as a courier and deliver booze to the Elit Pal mine. The mine is located west of Zainab's camp. And, according to Percius, the closest settlement to the Camp is Vos. So, we get to Houl on Silt Strider, from there by ship to Dagon Fel, from there, again by ship, to Tel Mora, and from there, by the same ship, to Vos. From there, walk to Camp Zainab. And there it’s not far from the mine. If you look at the world map, the mine is located literally one and a half centimeters to the left of the Zainab camp. Therefore, don't miss it. We go inside and look for a certain Dangor, to whom we give all the booze. Did you give it away? Great, now we stomp back, taking the same path to Percius. We submit the task, receive a reward, and discover that they will not send us further until we receive the title of Guardian. Well... So be it, let's head to Balmora to see Aydis. Have you forgotten where it is yet?

Old friend Aydis, how are you, are you healthy, were you injured on your last mission? It's good that no. Then send us, I really want to become the head of the guild! Yeah, and the task is this... You need to destroy a gang of orcs who have settled in the Daedric ruins of Ashunartes. So, we are on our way to Pelagiad... To do this, the closest thing would be to take Silt Strider to Seid Nin, and from there on foot. From Pelagiad we get to the Arvel Plantation. We keep our path clearly north, cross the water, and follow the road to the left. We come across Alof's hut. This is the easiest way to find her. And so the valiant Alof tells us that the filthy orcs have settled in the ruins of Ashunartes, which are located in the northeast of his hut. We go out... And forward, in search of ruins. They are located exactly to the west of the Marandus fortress. We go in, clean it up, come back. It's as simple as always. Except that if you decide to take the jewelry from the altar, a Daedra will quietly approach you from behind. Aren't you afraid? Then take it! Yes, and experience will not be superfluous. We return to Aydis and hand over the task to her. After completion, I was given the title Guardian. Ready for the next challenge? Then go for it!

The next order is to kill the Vereti gang. As always, we need to kill the head of the criminal group - Dovres Vereti. We are on our way to Pelagiad again. You already know how to get there, so we won’t repeat ourselves. From Pelagiad - to the Southeast to Mannamu, where the nasty bandits settled. Don't miss the cave, the entrance is very close to Pelagiad. Let's go in and clean it up. You should also collect scrolls of breaking locks worth 100 points. It will be useful in the future. Cleared out? We leave and go home to Balmora. We hand in the task and take the following

There's a hungry man in Sarano's tomb! What a tragedy, who would have thought! Well, that means we are on our way there. Remember how we got to Alof's hut? We repeat the same path, then we go out onto the road, turn left and, keeping to the right at the forks, we move all the way to the tomb of Sarano. And then - as always. Let's go in and clean it up. From the corpse of the hungry man we remove the Sarano ancestral helmet with a protection level of 144. A very good toy. Killed? Great, let's get out and head home to Balmora. So, we must congratulate you! You have completed Aydis's last task! But they have not yet become the head of the Fighters Guild. So, the road to other leaders!

We are heading to Vivec. In the Plaza of the Alien Quarter. We go to the Fighters Guild and move to Lorbumol gro-Aglak. His first task is to get a ring of jay feathers from a certain Orc named Nar gro-Shagramf. We go to the Hlaalu quarter, to the Plaza, where we take the ring from the impudent orc. This can be done in two ways - kill the orc or raise his attitude towards you above 80 and then he will return the ring. Choose for yourself which option is preferable for you.

Next, we go to the Vivec Mages Guild and teleport to Wolverine Hall in Sadrith Mora. We leave the doors, go down the stairs and go into the Fighters Guild. We turn to Comrade Hrundi for tasks. At the first call, he sends us to the ruins of Nchurdamts. Yes, it lies far to the south. But it's easier to get there from Molag Mar. So, we travel with the help of the Mages Guild to Balmora, from there to Silt Strider to Suran, and from there to Molag Mar. Nchurdamts is located northeast and is marked on the world map. We get there and talk with Larienna Makrina. She asks you to help her kill the creature that has settled in the ruins. Well... According to the old scheme. Let's go in and clean it up. We talk with Larienna Makrina and go to Sadrith Mora to hand in the task. After completing this task, I was given the title of Guardian.

So, Percius is waiting for us again! Since we now have the title of Guardian, we can claim to complete the remaining tasks of Percius. That’s great, let’s go to Ald’run! After talking with Percius, we find out that the Fighters Guild has been completely crushed by the Camona Tong guild. Not in order! We must eliminate the first assistants of Szhoring, the current head of the Fighters Guild. And one of them is our old friend Aydis Fiery Eye! Second - Also familiar, but more recent - Lorbumol gro-Aglak. Both are corrupt creatures and attack as soon as you catch their eye. So, let's go to Balmora, killing Aydis is not bad, but what's her job? you? Having killed her, we go to Vivec and kill Lorbumol gro-Aglak. We return to Percius and find out that there is only one step left to cleanse the guild - to kill the current head of the Guild - Szhoring the Cruel-hearted. Percius gives the key to the chest. in which there is a pair of armor, but personally, my orcish one was enough for me. Be careful, Szhoring is a rather dangerous guy. But... The armor is strong and our tanks are fast! We kill the corrupt creature without the slightest remorse and head to Percius for a tear-jerking conversation. If Szhoring refuses to attack you, insult him. But don’t try to kill him just like that - the whole guild will get angry. So, Szhoring is dead, and Percius appoints us as Grandmaster of the Fighters Guild! That's what you and I were trying to achieve! Great, we're great. Thank you all for your attention.

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 local names!) 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 entire 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 Bakmoth (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 is 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 (just 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 other things 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. In the towers of Dawn and Dusk, replenish your equipment.

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 by 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 expert (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 his first task immediately after completing the mission from Edwinna, the same one where you ran to him for the potion. A certain scientist from the club must be escorted 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 it for nothing that she is wasting the guild’s resources on excavating Dwemer ruins?

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 its location, 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 club of the Elven Peoples, in the Hlaalu canton of the city of Vivec. Eno will even give you a paper according to which you... will receive a reward for the murder from the guards. 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, it makes no sense to make a career in both guilds at once. 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 matter.

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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