Elder Scrolls 3: Morrowind
                   Walkthrough and FAQ V1.5
                          By Stevmill



Contents:
        Section 1     : Forward and Credits

        Section 2     : Version Description

        Section 3     : Blades Quest
                3.1   : Deliver a Package
                3.2   : Dwemer Puzzle Box
                3.3   : The Skull of Llewle
                3.4   : Vivec Interviews
                3.5   : Ashlander Informant
                3.6   : Urshilaku Camp
                3.7   : SixthHouse Base
                3.8   : Corprus Cure
                3.9   : Lost Prophecies
                3.10  : Third Trial
                3.11  : Fifth Trial Urshilku
                3.12  : Fifth Trial Ahemmusa
                3.13  : Fifth Trial Zainab
                3.14  : Fifth Trial Erabenimsum
                3.15  : Fourth Trial House Redoran
                3.16  : Fourth Trial Telvanni House
                3.17  : Fourth Trial Hlaalu House
                3.18  : The Archcanon and Vivec
                3.19  : Ghostgate
                3.20  : First Vampire
                3.21  : Second Vampire
                3.22  : Third Vampire
                3.23  : Fourth Vampire and The Keening
                3.24  : Fifth Vampire and The Sunder
                3.25  : Sixth Vampire
                3.26  : Seventh Vampire
                3.27  : Dagoth Ur

        Section 4     : Fighters Guild Quests
                4.1   : The Rats
                4.2   : Egg Poachers
                4.3   : Trouble at Caldera Mine
                4.4   : The Code Book
                4.5   : Debt Money
                4.6   : Orc Bounty
                4.7   : Ald-Ruhn Fighters Guild
                4.8   : Neromancers
                4.9   : Nerer Beneran The Outlaw
                4.10  : Suran Bandits
                4.11  : Delivering Flin
                4.12  : Sadrith Mora Fighters Guild
                4.13  : Dwemer Ruins Of Nchurdamz
                4.14  : Dissapla Mine
                4.15  : Corprus Stalker And Rels Tenim
                4.16  : Sujamma Courier
                4.17  : Escort Sondaale of Shimmerene
                4.18  : Engaer
                4.19  : Pudai Egg Mine And The Golden Eggs
                4.20  : Orcs At A Daedric Ruin
                4.21  : Verethi Gang
                4.22  : Sarano Tomb
                4.23  : Decision
                4.24  : Option 1 Save the Fighters Guild
                4.25  : Option 2 Vivec Fighters Guild
                4.26  : Option 2 The Thieves Guild Bosses
                4.27  : Option 2 The Theives Guild Master

        Section 5     : Guide To Vvardenfell
                5.1   : Ascadian Isles
                5.2   : The Ashlands
                5.3   : Azura's Coast
                5.4   : The Bitter Coast
                5.5   : The Grazelands
                5.6   : Molag Amur
                5.7   : Red Mountain
                5.8   : West Gash
                5.9   : Sheogorad

        Section 6     : Seyda Neen Quests and Notes
                6.1   : Fargoth's Ring
                6.2   : Fargoth's Hiding Place
                6.3   : The Dead Taxman
                6.4   : Cursed Ring Of Vodunius Nuccius
                6.5   : Seyda Neen Travel
                6.6   : Seyda Neen Trainers
                6.7   : Seyda Neen Merchants
                6.8   : Seyda Neen Notes

        Section 7     : Pelagiad Quests and Notes
                7.1   : Pelagiad Quests
                7.2   : Pelagiad Trainers
                7.3   : Pelagiad Merchants
                7.4   : Pelagiad Notes

        Section 8     : Hla Oad Quests And Notes
                8.1   : Slave Delivery
                8.2   : Hla Oad Travel
                8.3   : Hla Oad Trainers
                8.4   : Hla Oad Merchants
                8.5   : Hla Oad Notes 
          
        Section 9     : Gnaar Mok Quests And Notes
                9.1   : Breeding Netch
                8.2   : Hla Oad Travel
                9.3   : Gnaar Mok Trainers
                9.4   : Gnaar Mok Merchants
                9.5   : Gnaar Mok Notes 

        Section 10    : General Tips 

        Section 11    : FAQ
                11.1  : How Do I sell High Priced Items?
                11.2  : How Do I Use Vampire Dust To Make A Vampire Potion?
                11.3  : Can I Join More Than One Guild?
                11.4  : Why Do The Ordinators Attack Me?
                11.5  : Where Is Creeper, And What Is So Special About Him?
                11.6  : I Messed Up The Bonebitter Bow Quest, What Do I Do?
                11.7  : Where Are The Propolyon Index Stones

        Section 12    : Reader Submitted Notes and Hints
                12.1  : WarEagle's Easy Golden Saint Soultrap
                12.2  : Ye Olde Breadbutt's Easy Athletics
                12.3  : Master Alchemy Equipment
                12.4  : Pelagiad Armor Ready To Be Stolen
                12.5  : The Sword of White Woe
                12.6  : Good Loot
                12.7  : The Thieves, The Fighters, And The Codebook
                12.8  : More Good Loot
                12.9  : The Talking Mudcrab
                12.10 : Vampire Info
                12.11 : Ordinator Armor
                12.12 : Azuras Servant Shield
                12.13 : Yagrums Book Of Great Arifacts Locations
                12.14 : Daedric Quests
                12.15 : Xbox Weapon Skill Cheat
                12.16 : Daedric Cressent
                12.17 : Good Souls
                12.18 : Easy Way Over Lava
                12.19 : Daedric Dai Katana
                12.20 : Ebony Armor Set Location
                12.21 : The Wonders Of Sujamma
                12.22 : Stat Training Quirks
                12.23 : Another Stat Training Quirk
                12.24 : Glass Armor Set
                12.25 : Another Permanent Bound Item (Non Bug)
                12.26 : M'Aiq the Liar
                12.27 : Raise A Stat And Make Money 
                12.28 : Death to Ordinators!!!!!!! (Kwik Kash)
                12.29 : Dragonbone Cuirass
                12.30 : Cheaper Constant Effect Enchantment
                12.31 : Another Easy Way To Raise Sneak Skill
                12.32 : Calm The Ordinator
                12.33 : Xbox Enchanting Cheat
                12.34 : Indoril Armour 
                12.35 : High level Conjuration Spells
                              
        Section 13    : Alchemy
                13.1  : Alchemy Equipment
                13.2  : Component List
                13.3  : Cure Potion Recipes
                13.4  : Restore Recipes
                13.5  : Fortify Recipes
                13.6  : Resist Recipes
                13.7  : Shield Recipes
                13.8  : Misc. Helpful Recipes
                13.9  : Drain Recipes
                13.10 : Misc. Harmful Recipes
                13.11 : Two Item Multiple Effect Potions
                13.12 : Reader Submitted recipes

        Section 14    : Books to learn from
                14.1  : Books That Raise Skills
                14.2  : Books That Have Other Effects

        Section 15    : Master Trainer Locations

        Section 16    : Contact Info.

=============================================================================
Section 1: Forward and Credits                               
=============================================================================

Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind 
"The Walkthrough and FAQ". This is not a complete Walkthrough for every quest
and side quest in the game (at least not yet), but at the moment just the 
main quest needed to finish the game. Later on I will add lists for guild 
quests and misc. quests found throughout the game. This FAQ was written using
the PC version of this game. If there aree any XBox owners that find any 
differences between this version and the XBox version, please let me know so
that I can add the notes for the XBox version.

Following revisions will be a little slower in coming out since I got 
Neverwinter Nights. =) This means Emails might be returned a little slower
than usual. Another good place to get answers is the Gamefaqs.com Morrowind
Message board.

If you like this FAQ, or have something to add you can send me a note to my 
email address found down below in the contact information section. I you 
contribute to this FAQ, I will give you due credit in this section in later 
revisions.

This FAQ is meant to be freely distributed, all I ask is that you send me an
email request to repost my FAQ. (This will also allow me to log your email
address, so I can send you the most updated versions of The FAQ)  

I would like to thank and give credit to the following people:

Credit for the component list of the Alchemy section goes to Tito13KFM 
and Randomer for giving Tito13KFM the inspiration to create the list in 
the first place.

Credit for the reader submitted potion recipes goes to Eevle.

Credit to Cilobaid from the Gamefaqs Morrowind message board for the master
trainer locations.

Credit to furball and JMooney for letting me know how to get Elone to 
admit she trains.

Credit to Jumping Jack and Mark for some of the Seyda Neen notes.

Credit to Digisciple for sending me a possible XBox difference in the 
Urehilaku Camp.

Credit to Karen for informing me about the Breeding Netches being part of
the imperial legion quests.

Credit to WarEagle, Ye Olde Breadbutt, Sam, Scott Kelley, Bojangles, Jesus,
Robin Sequira, Josh Aldrich, Carcanel, DemonicSavior, Demens Ignis, Senaldun,
Alex, Victor, God Magnus, SpaceLord, The Great Gerstacker, Jerome, Blue99BMW,
dogami, shock_ZERO, giznot, MaconBacon, Dave Marchetti, P3ss1m15t and 
JABIGDOGS2000 for contributing to the Reader Submission Section.

Credit to Bloodrose from the Gamefaqs fourm for sending in a few alternate
directions to the Cavern of the Incarnate

Credit to LordMagus on the gamefaqs.com message board for helping me fix the
Blunt Weapons Master Trainer.

Credit to Mad Marduk for the Two Item Multiple Effect Potions part of the
Alchemy Section.

Credit to BETHESDA for the guide to Vvardenfell, as it came directly from 
the in game scroll.

Thanks go to BETHESDA for making such a great game.
GameFaqs.com and all the people who post on the Morrowind message board 
for giving me the inspiration to write this FAQ, and my girlfriend for 
letting me spend so much time playing this game. 

Well, enough of my rambling, and on to the good stuff....



=============================================================================
Section 2: Version Description
=============================================================================

05-31-02 V1.0: The initial offering

06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions
               Fixed a lot of spelling errors, re-formatted a bunch of stuff.

06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book 
   to          notes. Added a few more Seyda Neen notes. Added a little
06-18-02       more to the Cavern of the Incarnate and Dwemer Puzzle box 
               sections. Added a reader Submission Section. Added a section
               for the Fighters Guild Quests. I also added a section for
               General Tips and a FAQ section to address some of the more
               fequintly asked questions I have been recieving via Email.

06-20-02 V1.3  Was informed that part of section 3.26 got deleted, so I put 
   to          it back in. Added some more reader submitted hints. Finished
06-25-02       the Figters guild quests. Added a reader contribution
               for the code book quest, and one for the Urshilaku Camp.

06-29-02 V1.4  Added some more reader submissions. Added a reader submitted 
   to          Seyda Neen note. Fixed spelling of Pelagaid throughout the 
07-02-02       FAQ. Added the Guide to Vvardenfell section. Added Hla Oad
               and Gnaar Mok sections.

07-04-02 V1.5  Added some more reader submissions (Keep them coming, I will 
   to          keep adding them. If they are for a quest line I will probably
07-10-02       wait untill I write a walkthrough for the whole quest line.)
               Added a note to the Gnaar Mok section. Added a note about the
               Secretmaster level alchemy equipment. Updated the FAQ section.
               Edited the Master Trainer Section a little. Fixed the Blunt
               Weapon Master Trainer. Updated the credits section. Added a 
               new section to the alchemy section: Two Item Multiple Effect 
               Potions. Added a missed quest in Seyda Neen, and a Seyda Neen
               Travel Section. Changed some of the town notes to reflect the
               fact that the boxes, berrels, etc.. contain Random loot, and 
               not nessesaraly the items I had listed.

=============================================================================
Section 3: Blades Quest
=============================================================================

The Blades quests are the quests for the main story line of the game. There 
are many more quests throughout the game, but these are the quests that you 
need to complete to beat the game. There is no time limit, and you may 
complete other quests while doing these quests. 

Note: the areas that say you should be promoted in rank are assuming you meet
the skill requirements for the promotion. 


3.1 Deliver a Package
-----------------------------------------------------------------------------

       After finishing your character, Socuelus Ergalla in the Census and 
       Excise Office in Seyda Neen will ask you to deliver a package to a man
       named Caius Cosades in a town named Balmora. 

       Go to the Silt Strider (the giant tick) and pay the operator to take 
       you to Balmora. Caius is located in a house in the northeast corner of
       town on the east side of the river that divides the town. 

       Upon delivering the package, Caius will induct you into the Blades and
       give you 200 gold to equip yourself before giving you your orders.



3.2 Dwemer Puzzle Box
-----------------------------------------------------------------------------

      After getting equipped, return to Caius and ask about your "orders". 
      Caius will mention that he needs information from a man named Hasphat 
      Antabolis in the Balmora Fighters Guild. Caius will also mention that 
      you will most likely need to do a favor for Hasphat before he will tell
      you anything. Before you go, Caius will give you access to any books in
      his house.

      To get to the Fighters Guild, cross the northernmost bridge to the west
      side of town, go up the first flight of stairs and turn south before 
      you get to the second flight. The Fighters Guild is on the left, and 
      Hasphat is downstairs in the lower level. Once you speak with Hasphat 
      you will find out that he will be happy to give up the information....
      For a price. He requests you to retrieve a Dwemer Puzzle Box from a 
      ruin named Arkngthand.

      To get to Arkngthand, head south out of town past the Silt Strider 
      port, then cross the bridges east over the Odai River. At the sign 
      post, head north towards Caldera. Immediately on the right you will see
      a signpost for Molag Mar, turn right and head uphill on an old road to 
      cross an ancient Dwemer Bridge over Foyada Mamaca (note that a wizard 
      will attack you the first time you cross this bridge, he will summon a 
      skeleton, defeat the wizard and both will disappear). The entrance is 
      on the east side of the foyada, south of the bridge. Turn a crank on a 
      pipe nearby to open the door.

      To find the cube, follow the rocks on the side of the wall all the way 
      to the bottom floor of the room. There will be rocks in front of you,
      climb them until you are on the second floor on the west side of the 
      cavern. Go through the door into the "Cells of Hollow Hand" (If you 
      follow the above directions you should end up in the Cells of Hollow 
      Hand near the begining of the dungeon, not deep within the dungeon). 
      Defeat the guy inside, his name is Boss Citra  (if he is not in the 
      room, then you are in the wrong room.), the Puzzle Box is on the 
      bottom shelf to the left of the door (as you enter, right if you are 
      facing the door. I assure you that the box is in this room on one of 
      the shelves, It is the size of a rubics cube. If you can't find it, 
      check every shelf). Grab the box and backtrack out of the dungeon. 
      Return the box to Hasphat in Balmora.

      Note: Please read and follow the directions above before writing me 
      asking where the box is. Thank you.     

      Hasphat will take the box and give you some notes to take back to 
      Caius.



3.3 The Skull of Llewle
-----------------------------------------------------------------------------

      Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages 
      Guild and get some additional information. Again you will need to do a 
      favor before the info will be given. The Mages Guild is one door south 
      of the Fighters Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs 
      and to the left in the lower level of the Mage Guild

      Sharn will ask you to retrieve the skull of Llewle Andrano from the 
      Andrano Ancestral Tomb. If you ask about the tomb, Sharn will give you
      a Fireblade, 2 scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.

      The tomb is south of Pelagiad, just off the road, just before you 
      reach the fork in the road that goes southwest towards Seyda Neen and 
      southeast to Vivec.

      To find the skull, go down the stairs, then follow the hallway on the 
      left until you come to a room with 2 skeletons. There is a door in the 
      hallway on the other side of the room. Go through the door and follow 
      the hallway down. The skull is in a room on the right side behind the 
      door. Grab the skull and return to Sharn in Balmora. Give him the skull
      and ask about "Nerevarine" and Sharn will give you some notes to take 
      back to Caius.

      Upon returning the notes to Caius you will be promoted to Blades
      Apprentice and you will be given a few scrolls.



3.4 Vivec Interviews
-----------------------------------------------------------------------------

      Sleep on night, and you will have a strange dream. Go back and talk 
      with Caius and get your next orders. There are 3 more people that he 
      wants you to interview. 
      Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in
      Vivec, 
      Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar 
      located in the lower waistworks of the Foreign Quarter section of 
      Vivec, 
      and Mehra Milo - a temple priestace in the library of the Hall of 
      wisdom and Justice in Vivec (she has copper hair and eyes). Caius will 
      give you a parchment with this info and 200 gold to aid you in your 
      journey.

      Take the Silt Strider to Vivec. When you get there you will be near the
      Foreign Quarter, so the first person to interview will be Huleeya. 

      Huleeya - To get to the lower waistworks, take one of the four ramps up
      to the next level of the canton, and enter one of the doors labeled 
      Lower Waistworks. The Black Shalk is in the middle hallway on the east 
      side. Huleeya is the only Argonian in the place. When you speak with 
      him, he will mention that he wants to go to his friends bookstore, but 
      some troublesome fools are preventing him. Ask him about each topic 
      and you will learn that his friendís bookstore is Jobasha's Rare Books,
      but you need to persuade the troublesome fools to let him go. Talk to 
      one of the fools and use bribes (or admiration if you are the opposite
      sex) to get a good rep with them, then ask about the filthy lizard. If 
      they say "they don't care" then you have done your job. Talk once again
      to Huleeya. He wants you to escort him to the bookstore. Jobasha's 
      Bookstore is in the middle hallway on the west side of the Lower 
      Waistworks. Once inside, talk to him about the Nerevarine Cult, and he 
      will give you some notes to take to Caius.

      Next we look for Addhirnirr. Leave the Lower Waistworks and go back 
      downstairs and cross the bridge to the south to get to the Redoran 
      canton. Now walk across the east bridge to the Arena canton, once again
      cross the south bridge to the St. Olms canton. Once there you will need
      to go to either the east or west side of the canton to go up to the
      Waistwork level and enter. Next go downstairs and into the Canal Works.
      Go down the stairs and you will see a trap door to the St. Olms 
      Underworks and enter. Addhiranirr is on the northeast side of the 
      canals. Talk to her and she will mention that she is in a little spot 
      of trouble. Ask her about the Census and Excise Agent. She wants you to
      make this person go away before she will give up any info. The taxman 
      is upstairs in the St. Olms Waistworks near where you came in. His name
      is Duvianus Platorius and he is on the north side. Talk to him and lie 
      to him, saying "she went to the mainland". Now go back and talk to 
      Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give 
      you all the information that she knows. Since you are done with 
      Addhiranirr you should leave and return to the outside of the St. Olms 
      canton.

      Now for the last interview.... Mehra Milo. Head to the southwest corner
      and cross the bridge to the Temple canton. Enter the Hall of Wisdom 
      straight ahead. Go down the hallway about half way (next to an 
      Ordinator) , there are two ramps to your left and right that lead to 
      the Library. Mehra is the woman with copper hair and eyes, talk with
      her and she will want to talk to you at the back of the Library. 
      Follow her and talk with her again. Ask her about the Nerevarine Cult
      and the book "Progress of Truth". She tells you to get a copy of 
      "Progress of Truth" for Caius. There is a copy on the top shelf in 
      the southwest corner of the library, if you can steal it. If your 
      thieving skills are not up to par, you can buy (or steal) a copy from
      Jobasha's Rare Bookstore in the Foreign Quarter.

      Return to Caius. Upon talking with him you will be promoted to 
      Journeyman of the Blades. You will also get 200 gold.



3.5 Ashlander Informant
-----------------------------------------------------------------------------

      Caius will tell you that you are in need of an Ashlander Informant, and
      someone by the name of Hassour Zainsubani fits the bill. Caius tells 
      you that Hassour likes gifts, so Caius gives you 100 gold to get him a 
      little something.
 
      Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the 
      Ald Kkar Inn. The inn is in the northwest corner of the city next to 
      the Council Club. To find Hassour, go up the stairs to the bar, on the 
      right side of the bar is a staircase down. Go downstairs and Hassour is
      in the back of the room.

      Talk to Hassour about business. Ask about "Gift giving customs" 
      (the other two options will offend him and lower your Rep), next ask 
      about a "thoughtful gift" and if your speechcraft skill is good enough
      he will take your earnest thought and effort as an acceptable gift. If
      your skill is not high enough, he will ask you to find him a book of
      poetry, if this is the case you can go to the local book store in
      the market district of Ald'Ruhn. You'll find several, there is 
      Ashlander Hymns and some other books with 'Songs' in the title of it,
      if you've got the money buy all three if you want but you can just buy
      Ashlander Hymns. Return to Hassour and give him the book. Ask about 
      the "Ashlanders", and he will give you some notes to take back to 
      Caius.

      Return to Caius and show him the notes. You will be promoted to Blades
      Finder, and told what was in the package that you delivered to Caius. 
      He says that the Emperor feels that you might be the one to fulfill the
      Nerevarine prophecies. He will give you a decoded copy of the package 
      and 200 gold.



3.6 Urshilaku Camp
-----------------------------------------------------------------------------

      Caius now wants you to go to the Urshilaku Camp to speak with some 
      Ashlanders named Sul-Matuul and Nibani Maesa.

      To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, then 
      take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a 
      trail north to the Foyada Bani-Dad. Follow the Foyada northwest to the 
      sea. A shipwreck at the sea mouth of the ravine is a landmark. Swim 
      east through the ruins of Assurnabitashpi Shrine. Avoid the Daedra 
      here, as they are powerful and aggressive. Urshilaku Camp lies east 
      of the ruins, inland in a low hollow.

      When you get to the Urshilaku Camp you must speak with any of the 
      wandering Ashlanders. Choose to "talk" with one then discuss the 
      "Nerevarine Prophecies" Tell them that "you fulfill the prophecies, and
      wish to speak with Sul-Matuul and Nibani Maesa". They will send you to 
      Zabamund to decide if there is truth to what you say. Zabamund's Yurt 
      is the second Yurt from the right in the Large tent containing multiple
      Yurts to the south. Speak with Zabamund about the "Nerevarine 
      Prophecies" and offer to pay a 200 gold tribute, and he will direct 
      you to the Ashkhan's Yurt to speak with Sul-Matuul.

      Note: Reader Digisciple sent in the following:
      I own Morrowind for the Xbox and I noticed a difference from your 
      walkthrough. When you first get to the Urshilaku camp, I had to bribe
      the snot out of one of them (any will work) before they would even 
      talk to me.  I think I spent around 300 or so before they would talk
      about the Nereveraine

      The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul 
      about the prophecies, next ask about the initiation rite. Sul-Matuul 
      wants you to retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow
      from the Urshilaku Burial Caverns, before he will let you speak with 
      the wisewoman, Nibani Maesa.

      The burial ground lies south- southeast of the camp. A north-facing 
      door in a little hill halfway between the camp and the slopes of the 
      Red Mountains. The easiest way to find the Burialground id to go north
      to the water, then turn east. At a rock carin (a little pile of rocks
      that looks like a pile of dog crap) on the beach, turn and walk 
      directly south until you find the door to the cavern.

      To find the bow once you are in the burialgrounds keep moving south and
      go through the door. Follow the cave until you come to a large chamber
      filled with water, then turn south and go through the door into the 
      Laterus Burial Chamber. Navigate your way up the stone spiral to the 
      top and through the door into the Juno Burial Chamber. At the end of
      this chamber is a ghost, which you must kill. After you kill the ghost,
      search it's remains to find the bow. Now backtrack out of the Cavern 
      and return to Sul-Matuul. Upon returning and showing the bow to 
      Sul-matuul, you will be initiated into the tribe, be named "Clanfriend 
      of the Ashlanders", you will also be allowed to keep the bow. Since 
      you are now part of the tribe, you will be allowed to see Nibani Maesa.

      Nibani Maesa is located in the northernmost Yurt, called the Wise 
      Womanís Yurt. Speak with her about the prophecies, you may then ask 
      many questions to find out much history about the prophecies, but all 
      you have to ask is if "you pass the test". She will tell you that 
      you are not the Nerevarine, but you could be. She asks you to find a 
      book called "The Lost Prophecies" and return it to her. She will give 
      you to books to read, "The Seven Visions" and "The Stranger". 

      For the time being, you have done enough to please Caius, so return 
      and speak with him. Caius will send word to Mehra Milo to look for the 
      "Lost Prophecies", and will give you a task to keep you busy until he 
      gets an answer.



3.7 SixthHouse Base
-----------------------------------------------------------------------------

      Caius wants you to go to Fort Buckmoth and speak with Champion Raesa 
      Pullia and find out about a SixthHouse Base. Once she tells you where 
      it is, Caius wants you to go there and kill Dagoth Gares and return a 
      full report. Before you go, Caius will give you 400 gold to get
      equipped.

      Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun.
      Once you are at the fort, enter the door to the interior and Raesa 
      Pullia is straight ahead. Raesa tells you that a trooper came back from
      the SixthHouse Base with Corprus disease and died, but not before he 
      talked about a cavern near Gnaar Mok called "Ilunibi", that is the 
      SixthHouse Base. Gnaar Mok locals might have a better idea of where the
      cavern is.

      To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the 
      Gnisis-Balmora-Ald-Rhun signpost go south, then immediately west on a 
      side road to Drulene Falen's Cottage. Then head cross-country west to 
      the coast, with the Dunmer stronghold at Andasreth as a landmark. When 
      you hit the coast, turn south. Gnaar Mok is an island off the coast 
      with a plank bridge connecting it to the mainland. Ilunibi is a little 
      island on the north side of Gnaar Mok.

      Once inside Ilunibi, walk straight ahead until the fork in the road, 
      turn left and go through the door into Tainted Marrow. Continue 
      straight past the crossroads until you reach the door into Marowak's 
      Spine. Walk to the crossroad and turn right and go through the door 
      into Blackened Heart.  Follow the cavern and turn Left at the 
      crossroad, and left again at the next crossroad, continue straight 
      until you reach a door to Souls Rattle. Go through the door and 
      continue to the second set  of crossroads, and Dagoth Gares will come
      out to meet you. After you kill him, you will get corprus (there is 
      nothing you can do about this, it will happen no matter what). Loot 
      his body. Now that you have killed Dagoth, you are finished here. 
      Return to Balmora.

      Once you talk with Caius, you will be promoted to Blades Traveler. 



3.8 Corprus Cure
-----------------------------------------------------------------------------

      Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an 
      ancient Telvanni wizard, runs a Corprusarium. Caius will give you a 
      Dwemer Artifact, 1000 gold, and a few levitation potions before he 
      sends you on your way.

      To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide
      to travel to Sadrith Mora (actually Wolverine Hall), walk outside of 
      the building, swim southwest until you see a large tower. You will 
      need levitation potions or spells in the tower, because there are no 
      stairs. The entrance to the tower is on the north side at water level. 
      Enter the tower via the door marked Onynx Hall, turn to the right 
      before you enter the room ahead of you, and follow the hall upstairs 
      and through the door into the Hall of Fyr. Walk forward a few steps and
      look up. Use one of the levitation spells or potions to get up to the 
      next level and go north to find Divayth Fyr. Talk with Divayth and 
      offer the Dwemer piece as a gift. Ask about the "divine disease" and 
      "corprus disease". He will mention that corprus makes you immune to 
      disease......Just like the Nerevarine. Tell him that "you may fulfill
      the prophecy", and he will send you to the Corprusarium to retrieve 
      some boots from Yagrum Bagarn, and return them to him, before he will 
      give you a potion that might cure you of your corprus disease.

      To get to the Corprusarium you must go back to the Onynx Hall, follow 
      the hallway downstairs until you come to a crossroad, turn right and 
      the door to the Corprusarium is in the back of that room. DO NOT attack
      anyone in the corprusarium. Enter the Corprusarium and turn left at the
      crossroad, follow the hall and turn right at the next crossroad and go 
      through to door into the Corprusairum Bowles. Turn left at the next 
      crossroads and follow the path. Yagrum Bagarn will be the guy with the 
      spider legs. Talk with him to get the boots.

      Return the boots and Divayth Fyr will give you the potion on one 
      condition, that you take the potion in front of him. Do so and you will
      no longer have any symptoms of Corprus, but retain all of the 
      immunities that corprus provided.

      Return to Caius in Balmora via the mage guide in Wolverine Hall near 
      Sadrith Mora. Upon returning you will be promoted to Blades Operative 
      and receive 750 gold, magic black pants, magic black shirt, and Caius' 
      Ring. Caius is giving you all of this stuff because he has been 
      recalled to the Imperial City. He is leaving you in charge, and with 
      full access to his house. He will give you one more set of instructions
      before he leaves.



3.9 Lost Prophecies
-----------------------------------------------------------------------------

      Now that you no longer have corprus, you need to finis finding the Lost
      Prophecies. Caius tells you to go and talk with Mehra Miro back in 
      Vivec City. She is being watched, so you might have to find her private
      quarters. She will leave you a message under the codeword "Amaya". Once
      you have the prophecies, take them back to Nibani Maesa. From that 
      point on you will be following Nibani's direction in fulfilling the 
      prophecy.

      Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. 
      Go midway down the hall, then take a few steps south and go down the 
      hall to the right. Make a U-turn and go up the stairs, turn right, and 
      Mehra's door is the last door on the right.  Pick the 20th level lock 
      on the door and enter. The note is on the dresser. The note tells you 
      that she went to see the Inquisitor in the Ministry of Truth. Meet her 
      there and bring a couple of Divine Intervention Scrolls. (if you don't 
      have 2, you can get them from Janad Maulinie at the Mage Guild in the 
      northwest corner of the very top of the Foreign Quarter). Before you go
      to the Ministry of Truth, grab the  levitation potions on the dresser.

      The Ministry of Truth is the floating rock above the Temple Canton. Use
      a levitation potion and fly up to it. Speak with Alvela Saram, and tell
      him that you are going to visit someone, and he will give you his key 
      and tell you where Mehra is. Go all the way around and in the back door
      into The Ministry of Truth. Once in you will have to sneak around, 
      because if you are spotted the sentries will sound the alarm and you 
      will be attacked. At the first crossroad turn left or right and follow 
      the path up and around, the door to the prison keep is directly ahead.
      Go through the door, you will be spotted right away (I don't know what 
      the penalty for killing the guard is, so I just avoided them), run past
      the guards and unlock the southern most holding cell. Mehra is inside. 
      Talk with her and tell her you brought the scrolls. She will take one. 
      She wants you to meet her in Holamayan. She tells you talk to a woman 
      named Blatta Hatera on the east docks of Ebonheart and tell her "you 
      want to go fishing" and you will be taken to Holamayn. She will meet 
      you when you get there. When you get there you will be able to get the 
      "Lost Prophecies"  from Master Gilvas Barelo. Speak with Vevrana Aryon,
      a monk at the dock to find the entrance to Holamayn.

      Use the Divine Intervention scroll to take you to Ebonheart. Go to the 
      east docks, Blatta Hatera is on the northern dock. Tell her you want to
      go fishing, then travel to the Azura's Coast Region. Vevrana Aryon will
      be straight ahead. Vevrana will tell you how to get to the monastery 
      and tell you that she can send  you back to Vivec when you are ready. 
      To get to the monastery follow the path uphill until you come to the 
      foot of the monastery. Wait until 6 am or 6 pm, and the monastery will
      open up for you. Once inside, take the stairs to the right down, you 
      will find Mhera and Master Barelo in the room. Speak with master Barelo
      about the "Lost Prophecies" and he will give them to you. He will also 
      give you "The Seven Curses" and "Kagrenae's Tools".

      Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she
      will tell you to return in a while, so she can think about what you 
      have told her.



3.10 Third Trial
-----------------------------------------------------------------------------

      Talk with Nibani again and ask her about "her judgment". She will tell
      you that you have passed the first and second trials. She sends you to 
      Sul-Matuul to learn of the third trial, and return to her after it has 
      been completed.

      Speak with Sul-Matuul and ask about the third trial. Before he will 
      tell you what the third trial is he wants you to prove yourself and 
      bring back three tokens from Kogoruhn: some corprus weepings, a cup 
      with the mark of the house of Dagoth, and the shadow shield.

      To get to Kogoruhn, walk south out of camp until you come to a path 
      going east-west to the foot of the mountains, follow this path east. 
      Walk past Falasmaryon (it will be on your right), follow the path 
      around the bend until the path forms a T, take the east path and 
      Kogoruhn will be on your left. Enter the Dome of Pollock's Eye on the 
      south east corner of Kogoruhn. Defeat the Dagoth Girer inside. You will
      find a Dagoth cup on one of the tables, along with some Corprus 
      Weepings under an urn directly across from the door. Exit and go to the
      door marked Hall of Phisto and enter. Turn left and follow the hall 
      until you see stairs leading to the door to the Hall of Maki. 
      Go through the door and walk straight, through the wooden door and into
      the large chamber, take the left walkway down and through the wooden 
      door. Turn north and go through the door, go down to the lower level 
      and continue north to the locked door into Nabith Waterway. Take the 
      left side walkway around until you come to the tube on the left, and 
      go into the tunnel and follow it until you come to the room, go around
      the room and through the door into Charma's Breath (in this chamber is 
      a Vampire named Dagoth Uthol. You will have to kill him later in the 
      quest, or you can kill him now if you want to. If you decide to kill 
      him, loot his body and take the Belt of Heartfire). Follow the path 
      around until the crossroads, turn right and go through the door marked
      Bleading Heart. Go forward and turn right at the crossroads, continue 
      forward until you come to the next crossroad and turn right again. The
      Shadow shield is straight ahead. Grab it and return to Sul-Matuul. (

      Ask Sul-Matuul about the third trial again, and he will reply with a 
      riddle. Basically you must gain the moon and star and return it to 
      Nibani. The third trial takes place in the Cavern Incarnate.

      Leave the camp and head east along the coast until you come up to the
      mountains (it is a bit of a hike. I have recieved a few comments that
      these directions are not accurate, but they are, people have not been
      walking far enough, you have to walk about 1/3rd the way across the 
      continent, like I said it is a loooong hike. ;) - If you have the 
      paper map that came with the game, look on the north coast, look where
      the the crappy wasteland area meets up with the Grazelands. On the
      west side of that mountain range is a path, that is the path that 
      leads to the Cavern.), when you get to the mountains there will be a 
      path going south, follow that path (if you see two large spikes of 
      rock (they are huge compared to all the other rocks sticking up from
      the ground, like 3 times the size) flanking the path you are on the 
      right path, if not the path is east of you). Follow this path until 
      you come to the Cavern of the Incarnate. Wait until 6 am or 6 pm, then
      the door will be able to be opened. Walk forward and take the Moon and
      Star, at this point a movie will play and describe the next two trials.
      You may speak with all of the failed Nerevarines and receive all of 
      the various items they give you. (If you have better directions to 
      the Cavern from the Camp, please email them to me, and I will add them
      to the FAQ and give you credit).

      -Bloodrose's alternate diections to the cavern-
      The Cavern of the Incarnate is a lot easier to find if you go west 
      from Tel Vos. Take a boat from Sadrith Mora (teleport from any Mage 
      Guild to the Mage Guild in Sadrith Mora) to Tel Aruhn, then from Tel 
      Aruhn to Tel Mora.
      Alternative boat route - go to Gnisis (Almsivi Intervention from 
      Urshilaku Camp) and walk north to Khuul. Take a boat to Dagon Fel, 
      then a boat to Tel Mora.
      From there, go west until you reach Tel Vos. Continue going due west 
      till you reach the mountains. If you have Levitation (easily gotten 
      from a potion), fly over the mountains and land in the valley. Go 
      south and you'll find the Cavern.
      If you don't have Levitation, follow the mountains north to the coast,
      and then swim around them (if you get back to land and find a 
      Daedric ruin, you've gone too far west). You'll find a valley. Follow
      it south to the Cavern

      Return to Nibani and ask her about the seven trials and she will 
      acknowledge that you have passed the third trial.

      She will also tell you about the Fourth and Fifth Trials. 

      The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu,
      and Telvanni by having them all pronounce you Hortator. 

      The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku,
      the Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you 
      Nerevarine.

      You may complete these next two trials in any order you wish, but
      since we are already in an Ashlander camp, we will start with the 
      Fifth Trial first.



3.11 Fifth Trial Urshilku
-----------------------------------------------------------------------------

      Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku 
      Nerevarine" then ask about the "need" and "duty". Ask once more about 
      being the Urshilaku Nerevarine. He will name you Nerevarine and give 
      you the Teeth of the Urshilaku to prove that the tribe named you 
      Nerevarine. Leave his yurt and speak with Nibani once more, and ask 
      her about the three remaining tribes so she will mark there locations 
      on your world map.



3.12 Fifth Trial Ahemmusa
-----------------------------------------------------------------------------

      Ahemmusa - To get to this camp, leave the Urshilaku camp to the north 
      and walk to the coast, then follow the coast west to the city of Khuul
      (you may need to swim some of the way). Go to the docks in Khuul and 
      speak with Talmeni Drethan and travel to Dagon Fel. Talk with Haema 
      Farseer on the dock and travel to Tel Mora. Then speak with Tonas 
      Telvani on the dock and travel to Vos. Leave Vos and travel north 
      along the coast until the coast starts to go west (near the underwater
      entrance to Eluba- Addon Grotto). From this point the camp is a short 
      walk southwest.

      Once you are in the camp speak with Sinnammu Mirpal in the Wise 
      Woman's Yurt in the northwest corner of the camp. She wants you to 
      speak with some people before she will speak with you, they 
      are: Kausi, Dutadalk, and Yenammu. Kausi is in her yurt, which is the 
      first yurt on the left of the big tent. Go in and ask her about the 
      "Nerevarine". Next go next-door to Dutadalk's yurt and speak with both 
      Dutadalk and Yenammu about the "Nerevarine". Now that you have spoken 
      with these people, go back to Sinnammu and tell her you wish to be 
      named Nerevarine. Ask her about the "safe place". She now wants you to
      go to Ald Daedroth and make it safe for the ashlander tribe to go, 
      then come back and escort her to Ald Daedroth to prove it is safe. 
      Once this is done she will name you Nerevarine.

      To get to Ald Daedroth exit the camp heading north to the coast. Ald 
      Daedroth is on an island directly north of the camp (a looong swim or 
      waterwalk).

      Once you get to the shrine you will watch a Ordinator named Drores 
      Arvel engauge in a little fight, sit back and wait until he wins, then
      approach him and speak with him. Tell him that you have come to "Loot 
      the Shrine" and he will tell you that the Ordinators inside will 
      leave you alone. Enter the door to go into the Outer Shrine and kill 
      the two people that will attack you (One of them has a sword that 
      casts paralyze for 10 seconds, so be careful and be prepared with a 
      couple of cure paralyzation potions). Go straight to the back of the 
      room and through the door into the Inner Shrine. Inside you will find 
      another Ordinator doing battle, leave him alone, but do kill the 
      Golden Saint, and the Dremora Lord in this room. Once this is done you
      may exit the shrine and go back to Sinnammu and get her to follow you 
      back to the shrine. you don't have to worry about her getting attacked
      on the swim to the shrine, as she waterwalks. Take her back to the 
      Inner Shrine and go behind the large statue in the middle of the room.
      She will speak with you and offer to pronounce you Nerevarine of the 
      Ahemmusa Tribe, and give you the Madstone of the Ahemmusa. Now return 
      to the Ahemmusa Camp.



3.13 Fifth Trial Zainab
-----------------------------------------------------------------------------

      Zainab - From the Ahemmusa camp walk southwest to find a path. Follow
      the path southwest, you will walk past the Nerano Ancestral tomb 
      (it will be on the left side "I think") enter the tomb and clear it 
      out, it isn't very big and only has a Greater Bonebiter, two skeletons,
      an ancestral ghost, and Calvario who is a vampire. Make sure you kill 
      the vampire, and exit the tomb. Continue down the path as it wraps 
      around toward the east. When you come to the crossroad take the 
      southeast fork, walk a few steps until you come to another fork in 
      the road, continue on the southeast path. At the next crossroad take 
      the south path, Follow the path until you come to a T, go west then 
      take the south path at the next fork (you can check your world map if 
      you get lost). Keep going south and you will end up in the camp.

      Go to the Wise Woman's Yurt on the east side of the camp, and ask for
      her counsel. She will tell you to talk to the Ashkhan Kaushad. The 
      Ashkhan's yurt is in the middle of the large tent. Speak with him and 
      get your Rep with him up by bribing him. Tell him about the 
      "Nerevarine" and then "tell your story and ask to be named Nerevarine".
      He will scoff at your claims, so ask him to set you a task. He wants 
      you to go to the Nerano Ancestral Tomb and kill a Vampire. Since you 
      have already done that talk to him again and he will acknowledge that 
      you killed the vampire, but before he names you Nerevarine he wants a 
      gift from you..... A Telvanni Wife. Go and speak with Sunnammu to find 
      out about his tastes. She will tell you to go to Tel Aruhn and by a 
      slave from Savile Imayn and pass her off as a Telvanni Bride.

      Tel Aruhn is southeast of the camp, but before we go there we will 
      need to pick up an exquisite shirt, skirt, and shoes. So we will first
      travel northeast to Vos first. Leave the camp to the north and follow 
      the signposts to Vos. Go to the docks and speak with Sedyni Veran to 
      travel to Tel Mora. Got to Eleynan the Clothiers in the south side of 
      town to buy the Exquisite shirt, skirt, and shoes. Return to the dock 
      and speak with Tonas Telvanni to travel to Tel Aruhn. Find Bildren 
      Areleth the Apothecary at the north end of town and buy some Telvanni 
      Bug Musk. Now go and find Savile Imayn. She is in the northwest side 
      of town near the underground entrance. Speak with her and ask for 
      "something special", next talk about "exquisite clothes" and then 
      about "something special" again. Now she wants you to buy some bug 
      musk, but since we already got that, so ask for "something special" 
      again and pay 1200 gold to buy Falura Llervu. Falura is just to the 
      left, speak with her and give her the gifts and have her follow you.

      From Tel Aruhn travel northwest to get to the Zainab camp (you will 
      have to protect her as you swim across the sea). Once you get into 
      Kushad's Yurt, Falura Llervu will ask you if this is her bridegroom, 
      then talk with Kushad about his "Telvanni Bride" and he will pronounce
      you Nerevarine and give you the Thong of Zainab.



3.14 Fifth Trial Erabenimsum
-----------------------------------------------------------------------------

      Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, then swim 
      to Tel Fyr in the southwest. When you get to Tel Fyr swim west to the 
      shore of the mainland. Erabenimsum is to the southwest (use your map 
      to help guide the way).

      Go to the wise woman's yurt in the center of the camp and speak with 
      her about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal,
      Ahaz, Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next 
      Ashkhan. First take out Ranabi, his yurt is the first on the left in 
      the large tent. Go inside and kill him, then loot his body and take 
      the Robe of Erur-Dan. Now go next-door to Ashu-Ahhe's yurt and kill 
      him, Next go next-door to the Ashkhan's yurt and kill both men inside.
      Loot the bodies and take the War Axe of Airan Ammu from Ulath-Pal, and 
      Saint-Kil's Heart of Fire from the body of Ahaz. Go back and talk with
      the wise woman again, she will ask you to convince Han-Ammu to be the 
      next ashkhan. Han-Ammu is next-door to the Ashkhan's yurt. Speak with 
      him about "want to be ashkhan". Give the robe to Han-Ammu and make a 
      little speech, talk again about "want to be ashkhan" and give the 
      Heart of fire and make another speech, finally speak again about "want 
      to be ashkhan" and give the axe and give another speech. Now ask to be 
      named Nerevarine. Go back and talk with the wise woman about the 
      "Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" 
      and she will give you the magic belt. (note: if you have a high 
      speechcraft or rep with Han-Ammu, you can just give the speech and 
      keep the items.)

      Now you have completed the Fifth Trial, now we are  going to unite 
      the three Dunmer houses to complete the Fourth Trial.



3.15 Fourth Trial House Redoran
-----------------------------------------------------------------------------
      
      House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once 
      there travel to the Manor District (which is the huge building in the 
      north of the city). Enter the Sarethi Mannor, which is on the upper 
      level at the 9 o'clock position. Speak with Athyn Sarethi (the guy in
      the red robe), and ask him about the "Redoran Hortator", then "tell him
      your story and ask to be named". Athyn will ask you to rescue his son 
      before he will vote you as Hortator.
      * If you already belong to House Redoran, you will not have to rescue 
        his son to get Athyn's vote.

      Athyn's son is in the Venim Mannor, which is on the upper level of 
      the Mannor district in the 5 o'clock position. Once you are in the 
      main hall turn right and go into the door marked "right wing". Go down
      the stairs, to your right on a bench is a note and a key, steal the 
      key if your sneak skill is high enough, if your sneaking skill isn't 
      up to par you can just lockpick the door (50th lvl. lock). To the right
      of the staircase is a short hallway with a tapestry hanging at the end.
      Go to the tapestry and look behind it, you will find the door leading
      to the room with Athyn's son. Unlock the door (either with the key or 
      lockpick) and go speak with Varvur Sarethi, Athyn's son, and tell him
      you want to travel together. Once you leave the room with Varvus 
      following you, the guards will attack you. You can choose to run away 
      from the guards or fight and kill them. If you want to kill them, DO 
      NOT KILL BOLVYN. I usually choose to run away as you can usually make
      it to the door with Varvur before they do. Leave the Mannor the same
      way you came in and return to Sarethi Mannor. When you get close 
      enough to Athyn with his son following he will thank you (without 
      having to enter a conversation), once he thanks you speak with him 
      about the "Redoran Hortator" and he will give you his vote.

      For most of the other Redoran councilors all you have to do is ask 
      them and they will give you there vote.

      Miner Arobar - Arobar Mannor is in the Mannor District, upper level, 
      in the 2o'clock position. Enter the manor and walk straight back and
      into the Guard bedrooms, continue straight through into the private 
      bedrooms, turn right and enter the manor bedrooms, go into the bedroom
      on the left Miner Arobar is inside, Speak with him about the "Redoran 
      Hortator" to get his vote.

      Garisa Llethri - Llethri Mannor is in the Mannor District, upper level,
      in the 11 o'clock position. Enter the Mannor and go downstairs and 
      straight through to the manor bedrooms, follow the hallway and enter
      the first door on the right. Garisa is straight ahead. Speak with her
      about the "Redoran Hortator" to get her vote.

      Barara Morvayn -  Barara is in the council Hall located in the Mannor
      District upper level, 12 o'clock position. It is the manor with three
      doors. Enter the manor and walk straight to the back and go through 
      the doors into the Council Hall. Walk downstairs and to the northwest 
      corner, there you will find the door to Morvayn's Quarters. Enter and 
      go to the back room to find Barara. Speak with her about the "Redoran 
      Hortator" to get her vote.

      Hlaren Ramoren - Ramnren Mannor is in the Mannor District, upper level,
      in the 7 o'clock position. Enter the manor and walk straight back 
      into the private quarters. Hlaren is in the Bonemold Armor. Speak with 
      him about the "Redoran Hortator" to receive his vote.

      Bolvyn Venim - Venim Mannor is in the Mannor District, upper level, in
      the 5 o'clock position. Walk straight to the back and enter the 
      private quarters. Go down then up the stairs and turn to the left. 
      Bolvyn is in the room straight ahead of you. Bolvyn will not give you 
      his vote for Hortator, instead he wants to meet you in the Arena 
      section of Vivec and engauge you in a duel to the death. He tells you 
      that he will meet you there. Go to the Arena Section of Vivec via 
      Stilt Strider and Gondola ride. When you get off of the Gondola in 
      Arena, walk up the ramp to the upper level and enter the waistworks. 
      Take the northern hallway and then go east or west as there are stairs
      that wrap around going up, follow them and go to the door to the Arena 
      Pit. (before you go in make sure you are ready for a fight, as Bolvyn 
      will attack you as soon as you enter). Enter the door and Bolvyn will 
      attack you (make sure you have plenty of healing spells, scrolls, 
      potions because Bolvyn is strong and well armored). Defeat Bolvyn 
      and loot his body. 

      Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" 
      again, this time you will be named Hortator and given a public notice 
      revealing you as an Imperial spy, a note from Archeanon, and the ring 
      of the Hortator.

      Now that we are Hortator of the Redoran House we are off to the 
      Telvanni House



3.16 Fourth Trial Telvanni House
-----------------------------------------------------------------------------

      From Ald-Ruhn take the Silt Strider to Khuul, Then a boat from Khuul 
      to Dagon Fel, then take the boat from Dagon Fel to Tel Mora, Then take
      the boat from Tel Mora to Vos. Leave Vos heading northwest until you
      reach Tel Vos. (for this part of the quest you will need a good amount
      of Levitation scrolls or potions, or a levitation spell).

      Master Aryon - Walk next the entrance to the south tower in Tel Vos,
      but do not enter, instead cast a levitation spell and fly up to the 
      top of the tallest tower. The Entrance to Master Aryons room is facing
      south. Speak with Aryon and tell him why you want to be named Hortator,
      he will give you his vote. You can also talk with him about the other 
      councilors if you want to. When you are finished speaking with him 
      return to Tel Mora.

      Mistress Dratha - When you are back in Tel Mora, walk up the spiral of
      the main tower and enter the door into the "upper tower". Walk up the 
      staircase to your right and follow the hallway, Dratha is at the end 
      of the hall.
      *If your character is a woman, she will give you her vote without a 
       problem.
      *If your character is a man you must use persuasion (bribes, not 
       admiration) to get your rep with her up really high, then "hurl 
       yourself at her feet and beg" before she will give you her vote. 
       Once she gives you her vote she will also give you a Summon Golden 
       Saint Scroll. Leave Tel Mora and take a boat to Tel Aruhn.

      Gothren - When you are in the Tel Aruhn docks go toward Tel Aruhn and 
      go through the underground passage into Tel Aruhn. Levitate to the top
      of the tower and enter the door to the upper tower. Walk up the stairs
      and Gothren is in the back with two Dremora guards. Speak with Gothren
      about being the "Telvanni Hortator" and he will tell you he needs more
      time to decide (no matter how long you wait he will always tell you 
      this, so we have to kill him). keep insulting him until he attacks
      you (If your Rep is down to zero and he has not attacked you, bribe 
      him to get your rep up again then insult him again. Once you kill him
      you will get your money back), Kill him and the Dremora guards (you 
      will need a lot of healing and cure paralysis). Once he is dead leave
      Tel Aruhn and take a boat to Sadrith Mora.

      Master Neloth - Once in Sadrith Mora docks, walk east and you will 
      come to the Tel Naga Tower, levitate to the top and enter the "upper 
      tower" door. Neltoh is straight ahead. Raise your rep with whim to ~70
      and ask him to vote for you as "Telvanni Hortator", he will give you 
      his vote. Leave the tower, and go back to the docks. Take a boat to 
      Tel Branora.

      Mistress Therana - After your boat ride to the Tel Branora docks head
      east to the tower. Walk up the spiral walkway and go through the door
      into the "upper tower". Go down the stairs and through the hall on 
      your left, enter the door on your right into Therama's chamber. 
      Levitate up the chute, go down the hall into the room on your left. 
      Hopefully you have a speechcraft of 30, if not find a way to boost it 
      and speak with Therama. Amuse her, then ask for her vote to be 
      "Telvanni Hortator" and she will agree. You can also kill her if you 
      don't have the necessary speeechcraft skill. Leave Tel Branora tower 
      and go back to the docks and travel back to Vivec Foreign Quarter. Walk
      to the Silt Strider and take it to Balmora, then Ald-Ruhn, then 
      Gnisis.

      Master Baladas - When you get to Gnisis walk to Arvs-Drelen, just 
      northwest of the Gnisis Temple. Enter Arvs- Drelen and go straight 
      through the wooden door, turn left and follow the hall, turn left 
      again and the hall will start to go up. Untrap and unlock the door 
      (50th lvl.) and enter. Go to the back of the room and up the stairs,
      Baladas is in the room. Speak with him and get your Rep with him up, 
      then ask for his vote to be "Telvanni Hortator", and he will give you
      his vote. Exit Arvs-Drelen and return to Tel Vos.

      Now that we have all of the votes to be named Telvanni Hortator we 
      need to return to Master Aryon. Speak with him and mention "Telvanni 
      Hortator" again and he will pronounce you Hortator, and give you a 
      robe to prove it.

      Note: If you have any trouble getting any of the councilors to give 
      you there vote, you may kill them. The Telvanni don't seem to mind.
      The Only councilor you can't kill is Master Aryon, as he is the one 
      to finally pronounce you Hortator.



3.17 Fourth Trial Hlaalu House
-----------------------------------------------------------------------------

      Convincing the Hlaalu House to name you Hortator can be costly, you 
      will need about 3000 gold to help you plead your case. The Hlaalu 
      councilors are in and around Vivec, so travel back to Vivec.

      Crassius Curio - Take the gondola from the Foreign Quarter to the 
      Hlaalu section of Vivec. Walk to the top of the canton and enter the 
      Hlaalu Plaza. Enter the Curio manor on the mideast side of the plaza.
      Crassius is in a room downstairs and to the right and back. Speak with
      Crassius, tell him your story, and give him 1000 gold to get his vote 
      for Hortator. Exit the canton and go back to the lowest level.

      Yngling Half-Troll - Take the gondola to the Arena Section of Vivec.
      Walk from the  gondola east, then south across the bridge to the 
      St. Olms Canton. Walk up to the top and enter the Plaza. Enter 
      Yngling's Mannor on the midwest side of the plaza Yngling is behind 
      the door on the left. Tell him your story and pay him off with 2000 
      gold (If you talk to all of the other councilors first, you can kill
      Yngling instead of paying him, but I just paid) to get his vote. 
      Leave the Mannor.

      Dram Bero - Go into the Haunted manor on the southeast corner of the
      plaza. Dram is locked away in the basement behind a locked door 
      (50th lvl.). There are some lockpicks at the bottom of the table in 
      the southwest corner of the room. Pick the lock and enter the 
      basement. Dram is behind the door on the right, past the dining room.
      Talk with him and tell your story to get his vote for Hortator.   

      Orvas Dren - Leave Vivec heading north, and head toward the Dren 
      Plantation (the plantation is directly north of Vivec, use your world
      map to help guide you in case you get lost).Dren's Villa is in the 
      southeast corner of the plantation. Enter the villa, turn left and 
      follow the hallway, turn right and go up the stairs, follow the hall 
      and you will see a desk in front of you. On the desk is a key to the 
      villa and some gold. Back up a few steps and turn right, go up the 
      stairs and Dren will be straight ahead. There are three ways to get
      Dren's vote for Hortator.
      *Persuade him enough to get a 90 rep with him, and tell him you want 
       to protect Morrowind from the EMPIRE (this is the option I choose)
      *Tell him you wish to bring peace to Morrowind, let him attack you, 
       then kill him.
      *Use the key you found on the desk on the basement door, Kill the 
       guards, then open the locked and trapped small chest on the shelves 
       to the left. Inside there is a note (which you will use to blackmail
       Dren, 2 grand soul gems, and some other goodies. Then go and talk to
       Dren and use the note to blackmail him into giving you his vote.

      Nevena - Leave the Dren Plantation on the east road heading north,
      follow the path until you come to a sign post pointing toward Suran.
      Follow the road toward Suran, when you come to  the bridge turn 
      around and you will see Ules Mannor to the south, enter the manor.
      Go all the way upstairs to find Nevena and ask for her vote for 
      Hortator and she will agree. Exit the manor and continue to Suran.

      Velanda - Take the Suran Silt Strider back to Vivec, then take the 
      Foreign Quarter gondola to the Telvanni Canton. Then use the bridge
      to the east to leave Vivic. Continue east until you come to the road
      going north-south. Take this road south, continue until you come to 
      Omari Mannor, enter the manor. Go all the way upstairs to find 
      Velanda, ask for her vote for Hortator and she will agree. Leave the
      manor and retrace your steps back to Vivec.

      Go back to the Hlaalu Canton and speak with Crassius again about 
      being named "Hlaalu Hortator", He will name you Hortator and give you
      the Belt of the Hortator.

      Congratulations, you have fulfilled the Fourth Trial.



3.18 The Archcanon and Vivec
-----------------------------------------------------------------------------

      Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane.
      Go to the Temple Canton, which is the southernmost canton. Speak with
      Danso Indules atop of the temple in front of the hallway through the
      middle of the canton, tell her you "wish to meet the Archcanon". She
      will tell you that the Archcanon wants to meet you, but you are 
      wanted by the ordinators, so you should avoid them by magic or 
      stealth. (as a side note, I spoke with many ordinators after I was 
      told this, and they did nothing. Might be a little glitch.) 

      Go to the Hall of Wisdom and walk a few paces south of the midpoint 
      of the hallway, walk west toward the door to the Hall of Justice, then
      turn south and go up the stairs. Pick the lock to the High Fanes room 
      (50th lvl.) Go inside and speak with Tholer Saryoni about the 
      "Temple's Doctrine" and agree to meet Vivec. He will give you a key 
      to Vivec's Temple, and a key to his back door (the door whose lock we 
      just picked).

      Leave the Hall of Wisdom and cross the south bridge to go to Vivec's
      Temple, go in and speak with Lord Vivec about business and accept 
      the Wraithgaurd, now ask how to defeat Dagoth Ur and Vivec will give 
      you a detailed plan. When you are Done with Vivec it is time to head 
      to Ghostgate. Leave Vivec and take the Silt Strider to Balmora.



3.19 Ghostgate
-----------------------------------------------------------------------------

      Leave Balmora south, and take the road going east. When you come to 
      the signpost take the road toward Caldera for a few feet then turn 
      east and go uphill. Cross the Old Dwemer Bridge, then turn around and
      go down into the ravine. Follow the Ravine north past the Deadric 
      Shrine. Eventually you will come to Ghostgate. Explore the two towers
      of Dawn and Dusk to stock up on supplies, such as restore health, and
      restore stat potions, Levitation scrolls or potions, and get armor 
      fixed. Make sure you speak with one of the priests or Ordinator about
      the "Red Mountain" to get a map of the mountain, which will update 
      your world map with the temple locations (very helpful for navigating
      since my directions for this area are really vague for this part). 
      When you are done leave the towers and hit the switches to enter the 
      Red Mountain area.



3.20 First Vampire
-----------------------------------------------------------------------------

     Killing this Vampire is optional, but it will make fighting Dagoth Ur
     much easier.

     The First Vampire Dagoth Uthol is in the  Charmara's Breath section of
     the Kogoruhun Cavern, just east of Vemynal. Enter the cavern, and 
     Dagoth Uthol will be right in front of you. The easiest way to kill 
     him is run past him and jump over the lava, turn around and pick him
     off with arrows when he gats stuck in, or at the edge of the lava. 
     Kill him and loot his body. Take the Belt of Heartfire and exit the 
     cavern. (You might have killed him while doing the precursor to the
     Third Trial for Sul-Matuul)



3.21 Second Vampire
-----------------------------------------------------------------------------

    Killing this Vampire is optional, but it will make fighting Dagoth Ur 
    much easier.

    Walk Directly north from Ghostgate, when you reach the Yassu Mine turn
    northwest and follow the path, When you approach the wall turn north, 
    then veer east at the fork. Continue following the path to reach Endusal,
    Enter the Temple. Walk straight through the door, turn left and go 
    through the next door. Dagoth Endus is inside, kill him and take the
    Amulet of Heartrime from his body. Exit Endusal.



3.22 Third Vampire
-----------------------------------------------------------------------------

    Killing this Vampire is optional, but it will make fighting Dagoth Ur
    much easier.

    The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal,
    just northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in 
    Tureynulal. Dagoth Tureynul is straight ahead, behind a couple of doors.
    Kill him and loot his body for the Amulet of Heartthrum. Leave the 
    Temple.



3.23 Fourth Vampire and The Keening
-----------------------------------------------------------------------------

    The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in
    Odrosal. Enter the Academy, walk straight ahead through the door, and 
    Dagoth Ordos is inside. Kill him and loot his body for the Amulet of 
    Heartfire, and Ordos Key. Leave the room and go down the hall to the 
    left. Unlock the door with Ordos' Key and enter the room. Go up the 
    ladder on the left wall to find the Keening. Exit the Training Hall.



3.24 Fifth Vampire and The Sunder 
-----------------------------------------------------------------------------

    The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast
    of Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow
    the hall around and turn down the first hallway on your right. Continue
    straight ahead and into the Hall of Torque. Turn right and follow the 
    hall and turn into the first door on the right. Follow the stairs down 
    and go through two sets of doors. Dagoth Vemyn is in this room, kill him
    and loot his body for The Sunder and the Amulet of Heartheal. Exit the 
    Dungeon.



3.25 Sixth Vampire
-----------------------------------------------------------------------------

    Killing this Vampire is optional, but it will make fighting Dagoth Ur
    much easier.

    The sixth vampire, Dagoth Araynys, is not in the Red Mountains, he is 
    located near Berandas, which is southeast of Gnisis. You can get there by
    casting Almsivi Intervention which should place you in Ald-Ruhn, then 
    taking a silt strider to Gnisis. Swim across the river to the southeast,
    continue going southeast until you come to Berandas (use your world map
    to help guide you). Now travel east, the place you are looking for is 
    called Mamaca, Sanctum of Awakening, this cavern faces east and is before
    the Dusharian Shrine. Enter and walk straight ahead into the Sanctum of 
    Black Hope. Turn right after going through the door and follow the hall, 
    when you get to the locked door, go past and turn right again. Follow 
    the path and Dagoth Araynys will be ahead, Kill him and loot his body 
    for the Soul Ring. Leave the cavern and return to the Red Mountains.



3.26 Seventh Vampire
-----------------------------------------------------------------------------

    
    The best way to approach Dagoth Ur's Citidel (which is directly north of
    Ghostgate) is from the north. Drop down into the crater and you will see
    a door with a steel bubble around it (it looks like the door to the 
    Dwemer Dungoen where you found the Puzzle Box), south of this door is a 
    pipe with a crank on it, turn the crank to open the door, quickly return 
    north and enter the door into the Citidel. Go down the stairs and 
    through the door, walk around the hole in the floor and go through the 
    door ahead. Jump down the hole in the floor and continue straight ahead 
    into the inner facility. Go down the stairs and through the door on the
    right, continue straight through two doors, then turn right, before the
    third door. Go through the door on the right and go down the stairs and
    through the door into the lower facility. Dagoth Gilvoth is straight 
    ahead, kill him and loot his body for the Blood Ring. Continue straight
    and stand in front of the door to the Facility cavern.

    Continue to section 3.27...

3.27 Dagoth Ur
-----------------------------------------------------------------------------
    
    ...Continued from section 3.26

    Dagoth Ur is behind this door, so rest up, and fortify yourself whit as 
    much magic, potions, and magic items as you want. Enter the door. Dagoth
    Ur is standing there. Speak with him. If you do not posses the 
    Wraithsguard, The Keening, and The Sunder, Dagoth Ur will not fight you,
    if you do have all these items, end your conversation with Dagoth Ur and 
    Kill him. When you defeat him he will just disappear and the door to 
    Akulakhan's Chamber will open. As you walk to the door heal yourself 
    again and prepare for another fight. In the entrance of the door there
    is a Heart Ring on the floor. Before you enter the door, equip the 
    Wraithguard, then the Sunder. You must equip in this order or you will 
    take damage. Also equip a levitate or slowfall spell or potion. once 
    this is done, enter the chamber and immediately cast levitate or 
    slowfall. Forget the enemies around and fly (if levitating) or run and 
    jump (if you are using slowfall) toward the giant robot straight ahead.
    Jump or fly off the ledge and land on the bridge below. Run up to the 
    heart and hit it once with The Sunder. Switch weapons to the Keening, 
    and strike the heart five times. Once you do this all of the enemies 
    will disappear. Run across the bridge then turn around to watch the
    robot blow up and crumble. Follow the ledge around the cavern until you
    are back where you started. Turn the crank on a pipe near the ledge to
    open the door back to the Facility Cavern, and then go through the door.
    As you try to leave the Facility cavern you will meet Azura, and the 
    ending movie will play. When the movie is over Azura will give you a 
    ring. Exit Dagoth Ur's Citadel and the sky will clear.

    The world is safe from Dagoth Ur and his evil plans, but the game still
    continues. You can still go and finish (or start) any remaining quests.



=============================================================================
Section 4: Fighters Guild Quests
=============================================================================

    Go to Balmora via the Silt Strider, go down the ramp and go west, turn 
    north after the Lucky Lockup. The Fighters Guild is the Last building on
    the right. Enter and go up stairs and speak with Eydis Fire-Eye who is 
    the Guild steward, and ask about joining the Fighters Guild. Once you 
    have joined, you can ask for your first set of orders.

    Note: the areas that say you should be promoted in rank are assuming you
    meet the skill requirements for the promotion. 

4.1 The Rats
-----------------------------------------------------------------------------

    For your first set of orders you will get to play exterminator. You are
    asked to get rid of the rats that have infested Drarayne Thelas' house. 
    Her house is along the river on the east side. Go there and speak with 
    Drarayne about the rats. She will tell you that the rats have taken over
    the storeroom upstairs and she will give you a key. Before you go 
    upstairs to kill the rats, there is a rat behind a closed door in this 
    room, kill it, then go upstairs and kill all of the remaining rats. Go 
    back downstairs and speak with Drarayns about the "cave rats", she will 
    give you 100 gold.

    Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask 
    about advancement to be pronunced Fighters Guild Apprentice. Now ask for 
    your next orders.


4.2 Egg Poachers
-----------------------------------------------------------------------------

    Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and 
    Daynila Valas, a couple of people that have been charged as being egg 
    poachers.

    Shulk Egg Mine is southwest of Balmora, on the west bank of the river. 
    Leave Balmora and follow the river south, when you see the suspension 
    bridge crossing the river, turn west and you will find the mine.

    Enter the mine and follow the cave all the way, untill you find the door
    to the "Queens Lair" Enter the door and go west following the cave. 
    Somewhere along the line, Sevilo and daynila will attack you, kill them 
    and return to the Fighters Guild to speak with Fire-Eye.

    Speak with Fire-Eye about the poachers to recieve 100 gold and four 
    potions of restore fatigue. Ask about advancement to be pronounced 
    Fighters Guild Journeyman. Get your next set of orders.


4.3 Trouble at Caldera Mine
-----------------------------------------------------------------------------

    Four Telvanni agents are causing touble in the Calders Mines. They are 
    Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill 
    them and reurn.

    To get to the mine, exit the Fighters Guild, go south one door and enter
    the mages guild. Go downstairs and speak with Masalinie Merian the mage 
    guide to travel to Caldera. You will be transported to the Caldera Mages 
    Guild. Leave the town from the northwest gate and follow the path untill
    you come to the signpost (near the naked guy). At the signpost take the 
    southern path, then at the next split, take the southeast path. Before 
    you get to the bridge to the Caldera Mining Post, turn to face northwest
    and you should see a cave enterance with someone standing guard. Talk to
    the person standing guard (Alveleg) about the Telvanni agents, once you
    do, he will attack you, Kill him and enter the cave "Ashanammu". Follow
    the cave untill you come to three people standing around, these are the
    remaining agents. Speak with on about the Telvanni Agents to get them to
    attack, then kill them all.

    Return to the Fighters Guild and speak with Fire-Eye about the agents 
    and you will get 400 gold for your troubles. Ask about your next orders.


4.4 The Code Book
-----------------------------------------------------------------------------

    Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall
    Cornerclub. The cornerclub is in the southeast corner of town on the east
    side of the river. Go there and enter the club. Speak with Sottilde about
    the codebook, and if you have a good enough rep with her, she will hand 
    the book over, use persuasion if needed.

    Note: If you belong to both the Thieves Guild and the Fighters Guild at 
    the same time when you attempt this mission, Sottilde will not give you 
    the book at all. In this case you must taunt her untill she attacks you,
    then kill her and take the book. When you do this you will be booted from
    the Thieves Guild. To rejoin the Thieves Guild you must pay 1000 gold.

    Note: Reader Bojangles sent in a tip for when you are in both guilds.
    After a few days of playing, I arrived at the last leg of the Thieves'
    Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking you 
    to bribe the heads of the Fighter's Guild so they can protect the
    Thieves' Guild.  One of the people you bribe is Fire-Eye, the head of 
    the Balmora Fighter's Guild.  After you bribe her with a certain sacred
    relic, she pledges to aid the Thieves' Guild -- thus she doesn't request
    you to do any jobs against the Thieves' Guild, and omits the quest for
    the code book. Then you can ask her for the next job, because she called 
    the one for the code-book a sucess even though you didn't finish it!
    This is a great solution to the quest if the Fighter's Guild isn't 
    really your "thing" and you want to get stronger before you do the 
    higher Fighter's Guild quests, because the Thieves' Guild quests are not
    real combat related.



    Return to Fire-Eye and speak about the code book, give her the code book
    and you will recieve 50 gold. Ask abou tadvancement to be proclaimed 
    Fighters Guild Swordsman. Get your next orders.


4.5 Debt Money
-----------------------------------------------------------------------------

    Your next mission is to get 200 gold in debt money from Helviane Descle 
    in Suran. Once you bring back the money, Fire-Eye will split the money 
    with you.

    Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights
    (It is the building with the red porch light). Desele is behind the bar,
    speak with her, and if you have a high enough rep with her she will give
    you the money, you may have to persuade her.

    Once you have the money return to the Fighters Guild and speak with 
    Fire-Eye about it. Fire-Eye will give you 100 gold as your cut. Get your 
    next orders.


4.6 Orc Bounty
-----------------------------------------------------------------------------

    Fire-Eye tells you of a 250 gold bounty to kill an orc named 
    Dura gra-Bol. Dura gra-Bol lives on the east side of the river in 
    Balmora, on the southern end. Enter the hous and go upstairs to find 
    Dura. Speak with him and taunt him untill he attacks you, then kill him. 

    Return to Fire-Eye and tell her that you have killed Dura to recieve your
    250 gold bounty.

    When you try to get some more orders, Fire-Eye will tell you that she 
    has no  more for anyone under the level of Fighters Guild Protector. 
    She tells you to check with the Guild chapters in Ald-Ruhn, Sadrith Mora,
    or Vivec.


4.7 Ald-Ruhn Fighters Guild
-----------------------------------------------------------------------------

    The Fighters Guild is southeast of the Silt Strider. Enter the guild and
    speak with Percius Mercius down the left stairwell.


4.8 Neromancers 
-----------------------------------------------------------------------------

    Percius wants you to help Ulune Henim kill some necromancers in Vas. If
    you ask about Vas, percius will mark it on your map. Leave the guild and
    go to Khuul, then go to the docks and take a boat to Dagon Fel. Exit 
    Dagon Fel to the west, go south when the path splits. At the next split
    go west (If you pass an orc named Bulak gra-Murug you are heading in the
    right direction). Contunue west past a few forks in the road, you will 
    pass Pudai Egg Mine on your right, keep going west untill you get to the
    next fork (where the south path leads to the water). Go north, then 
    follow the path west at the next fork. Waterwalk or swim west to Vas 
    (use your world map to help guide you).
 
    When you get there Ulyne Henim will be waiting  in front of the 
    enterance. Speak with her about fighting together, and enter the cave. 
    (There are ancestrial ghosts in here, to kill them you need to use magic,
    a magic weapon, or a silver weapon). Walk forward, and turn down the 
    hallway on your left, then down the hall on your right, continue down to
    the lower level. Enter the door o your right into the Vas,Tower (there 
    is a Dremora in here, so be carefull). Turn to the right and follow the 
    walkway leading up, go up the stairs and around the back of the room, 
    and up the stairs again. Daris Alram (the necromancer that must be 
    killed) is in this room. Get him to attack you, then kill him. Once he 
    is dead Ulyne will thank you, now you must return to Ald-Ruhn and speak
    with Percius about the necromancers. Once you do you will be given 500 
    gold. Ask about advancement to be named Fighters Guild Protector. Ask 
    for your next orders.


4.9 Nerer Beneran The Outlaw
-----------------------------------------------------------------------------

    Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, 
    north of Maar Gan. Leave the guild and travel to Khuul via Silt Strider,
    then to Dagon Fel via boat ride. Follow the same path to the coast as 
    you did in the last mission, and swim to Vas again. Swim southwest to 
    the island with the Onnissiralis Shrine on it, then swim south to the 
    large island, the Assurdirapal Shrine is on this island. Walk to the 
    path and follow the path west (it will change direction, but will 
    generally go west) and eventually Sargon will be on your right. Enter 
    the cavern and follow the cave untill you come to Milynea Andrethi, go 
    through the door behind and to the left of her, go around the room to 
    get to the top of the platform, then walk across the wodden walkway into
    the next room. Walk up the ladder behind Varon Sadralo, turn right and 
    cross the bridge. THe next room you come to will have Nerer Beneran in 
    it, get him to attack you, then kill him (If you loot his body you will 
    find an ebony cuirass). Return to the guild and speak with Percius about 
    Nerer to recieve your 500 gold reward. Ask about your next orders.


4.10 Suran Bandits
-----------------------------------------------------------------------------

    Avon Oran is having problems with bandits in Suran, ask about the 
    "bandits". Leave the guild and travel to Balmora, then go to Suran via 
    the Sit Strider. Avon Oran's Manor is in the south of town, next to the 
    temple. When you enter the courtyard, turn right and go up the stairs 
    and enter the manor. Speak with Avon about the bandits. He wants you to 
    kill Daldur Sarys in Saturan to end the raids, then report back to him 
    to collect a 1000 gold bounty. 

    Leave the Manor courtyard from the southern exit, followung the river. 
    When you get to the driftwood on the ground turn and go to the northeast.
    There will be two paths branching off to the north, the first goes to 
    the Inanius Egg Mines, we want to walk north along the second path. Walk
    north and the path will bend around a grove of dead trees and steam pits,
    and then come to a fork splitting north and west. Saturan is west. 

    Enter the cavern and follow the cave untill you reach the wooden walkway,
    go down the stairs, turn left and walk to the end of the walkway, Daldur
    Sarys is upstairs to the left. Get him to attack you, then kill him. 
    Return to Avon Oran in Suran to claim your bounty, then return to 
    Percius in Ald-Ruhn and speak with him about the bandits and advancement
    to be proclaimed Fighters Guild Defender. Get your next orders.


4.11 Delivering Flin
-----------------------------------------------------------------------------

    Percius wants you to deliver 20 bottles of Flin to Dangor in the 
    Elith-Pal Mine, near the Zainab camp. Leave the guild and take the Silt
    Strider to Khuul, then take a boat to Dagon Fel, and another boat to 
    Tel Mora, and one more boat to Vos. Leave the docks using the path that
    goes west, when the path splits go southwest, continue southwest past 
    the first signpost and you will come to another fork, go south, past 
    the Yakaridan camp. When the path splits go west untill the path splits
    again, this time go south. At the next fork, the south path will go to 
    the Zainab Camp and the west path will lead to the Red Mountains, go 
    toward the mountains. When the mountain path splits go south, and the 
    Elith-Pal Mine will be on your right. 

    Enter the mine and follow the path straight untill you come to the first
    chamber. Climb the stairs, there is a small stone walkway that leads to 
    the upper level, climb that and continue straight (the stone path is 
    hard to see, a torch or light spell might help). Dangor is in the very 
    back of the mine, speak with him about the Flin, and he will take it.

    Return to Percius in Ald-Ruhn and speak with him about the mine. Percius
    will then offer you some brandy, accecpt it and you will recieve some 
    brandy and 500 gold. When you ask for your next orders Percius will 
    tell you that he has no orders for anyone under Guardian and to check 
    in Sadrith Mora.


4.12 Sadrith Mora Fighters Guild
-----------------------------------------------------------------------------

    Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another 
    boat to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just 
    south of Sadrith mora. Enter Wolverine Hall through the Imperial Shrine,
    walk forward a few steps and go through the door on your left. Go down 
    the stairs one level and the Fighters Guild is on your left. Speak with
    Hrundi the guild steward.


4.13 Dwemer Ruins Of Nchurdamz
-----------------------------------------------------------------------------

    Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins 
    of necromancers, he will mark the ruins on your map.

    Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming 
    northeast, cross the strip of land to the east, when you get to the next
    body of water swim along the coast, keeping the land to your left. After
    a few twists and turns and a long swim you will eventually come to 
    Nehurdamz (Use your world map to help guide you, as my directions are 
    lacking). Note: There is another ruin nearby named Nehardumz, make sure
    you go to the right ruin.

    Once at the ruin, speak with Larienna Macrina about exploring together 
    and she will tell you tht she wants your help to kill Hrelvesu, tell her
    you are ready and enter the ruin. Walk straight downstairs, then up the
    next flight of stairs, turn right and continue up the stairs. Go down 
    the hall and through the door on your left. Go down the stairs and kill 
    the Steam Centurion, untrap and open the ornate Dwemer chest in the room
    with the lava and take the key inside. (There is also a magic spear 
    named Iiikurok in this room). Leave this room and go down the hall to 
    the left. Unlock the door using the key and enter, Hrelvesu is inside.
    Kill him and Larienna will thank you and leave. Exit the ruin and return
    to Hrundi in the Fighters Guild, speak with him to get your 500 gold. 
    Get your next orders.


4.14 Dissapla Mine
-----------------------------------------------------------------------------

    Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask 
    about the mines to find out that the mines are northeast of Falensarano,
    ask about Falensarano to have him mark it on your map.

    Leave the guild and head to the docks, take a boat to Tel Mora, then a 
    boat to Tel Aruhn. Jump off the docks and swim west, you will come to an 
    island with a Daedric Ruin named Yansirramus on it, keep going west 
    untill you get to the mainland and a cavern called Nammu. Go north a 
    little ways untill you are back on land, turn west and walk untill you
    come to a path in fron to Falensarano. Follow the path north, when the
    path splits go north to the mine.

    Enter the mine and walk into the first room and speak with Novor about
    the mine. Novor wants you to rescue Teres Arothan and kill all the Nix
    Hounds. Follow the cave untill you come to a room with a ladder going 
    up and a hall to your right. Go right and follow the cave, killing all 
    the nix hounds that you come across. You will come to another ladder, 
    Teres Arothan is above, talk with her and have her follow you back to
    Novor. Speak with Novor about the mines and he will give you four Raw 
    Glass. Return to the Sadrith Mora Fighters Guild and speak with Hruidi
    about the mine and he will give you 250 gold. Ask about advancement to
    be named Fighters Guild Warder. Get your next orders.


4.15 Corprus Stalker And Rels Tenim
-----------------------------------------------------------------------------

    Hrundi says he will pay you 200 gold to kill a corprus stalker in the 
    Berwen Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near 
    Tel Vos.

    Leave the guild and take a boat to Tel Mora. The enterence to the trader
    shop is just east of the enterence to the Lower Tower. Enter the shop 
    and speak with Berwen about the Corprus Stalker, go upstairs and kill 
    the monster, then return to Berwen and talk about the Stalker again. 
    Leave the shop and take a boat to Vos.

    Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross
    the water to the first island, from there travel northwest two more 
    islands. On the second island go th the north side, there you will find
    the enterance to Shallit at the waters edge in a small cove. Enter the 
    cavern and walk forward untill you come to a room with large rocks 
    hanging from the celing (remember this room as you will need to come 
    back to it). Note that there is a high ledge on the south wall, we need 
    to get up there so we have to find a potion. Follow the cave around, 
    past the barrel with the note and sword, and go up the flight of stairs.
    There is a bed roll and some boxes on the ground, mixed around the boxes
    are two potions of rising force, grab them and return to the large room 
    with the ledge. Use on of the potions to fly up the south wall onto the 
    ledge, then follow the cave. Rels Tenim is a few rooms back, get him to 
    attack you, then kill him. Return to Hrundi in the Fighters Guild, speak
    with him about the Corprus Stalker and Rels Tenim to get your rewards.
    Get your Next orders.


4.16 Sujamma Courier
-----------------------------------------------------------------------------

    Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the 
    Dunirai Caverns, southeast of Ghostgte, between the Foyada Esannudan and
    Foyda Ashur-Dan.

    Leave the guild and take a boat to Ebonheart, then leave the town and 
    walk to Seyda Neen. Take the Silt Strider to Balmora.Leave Balmora south,
    and take the road going east. When you come to the signpost take the 
    road toward Caldera for a few feet then turn east and go uphill. Cross 
    the Old Dwemer Bridge, then turn around and go down into the ravine. 
    Follow the Ravine north past the Deadric Shrine. On your right, before
    Ghostgate there will be a path flanked by two large spires, turn east 
    and when you get to the next two spires head east and continue past the
    first northern path. Talke the next path north, and look for a path on 
    your left that leads to the Denirar Caverns.

    Enter the caverns and follow the cavern back and speak with Nelacar 
    about the sujamma, give him the bottles. Return to Hrundi in the 
    Fighters Guild and speak with him about the cavern to get your 500 gold.
    Get your next orders.


4.17 Escort Sondaale of Shimmerene
-----------------------------------------------------------------------------

    Hrundi wants you to help Sondaale of Shimmerene through the Temple of 
    Telascro. 

    To get there, take a boat to Tel Bramora, then a boat to Molag Mar. 
    Leave Molag Mar to the west and follow the path untill you come to 
    Telascro.

    When you get there, Sondaale is nowhere to be seen, but if you look on 
    the smaller enterance door, you will see a note stating that she went 
    in ahead of you and to meet her inside. Enter the door with the note 
    and folow the halls untill you get to the lower level. Go through the 
    hall to the south, continue straight and enter the door to the lower 
    level. Enter the first door on your left to find Sondale. Speak with her
    and she will ask you to escort her out of the temple. Have her follow 
    you, and leave the temple.

    Return to the Fighters Guild and speak with Hrundi about Sondaale to get
    your 500 gold. Ask for your next orders.


4.18 Engaer
-----------------------------------------------------------------------------

    Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the 
    Tel Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall
    of the Tel Naga Tower at the center of town. Go down the stairs and 
    steal a couple of Rising Force Potions on one of the desks in this room. 
    Use one of the potions to levitate to the door to the Upper Tower on the
    east wall. Levitate up the shaft to the top level, then go down the west
    hallway. There are three doors here, two locked and trapped goldern doors
    and a door to Sadrith Mora. Engaer is behind the north door, so untrap 
    and unlock it, go inside, close the door and get Engaer to attack you 
    then kill him. (Loot his body to find a complete set of bonemould armor 
    and a ring enchanted with the third barier spell).

    Return to the Fighters Guild and speak with Hrundi to recieve your 
    1000 gold bounty. Ask about your next orders.


4.19 Pudai Egg Mine And The Golden Eggs
-----------------------------------------------------------------------------

    Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.

    Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west,
    go south when the path splits. At the next split go west (If you pass an
    orc named Bulak gra-Murug you are heading in the right direction). 
    Contunue west past a few forks in the road, the Pudai Egg Mine will be 
    on your right.

    Enter the mine and follow the cave untill you get to the main room, take
    the south branch and enter the Queens Lair. Go left and follow the cave 
    untill you reach the Queen but don't kill her. The golden eggs are 
    behind the Queen, grab them all (they weigh 30 pounds each) and return 
    to Hrundi in the Fighters Guild.

    Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask 
    about advancement to be named Fighters Guild Guardian. When you try to 
    get your next orders he will tell you that he doesn't have any for you, 
    and that you should check in Ald-Ruhn, but since we know Fire-Eye in 
    Balmora has more orders for us, we will return to the Balmora Fighters 
    Guild.


4.20 Orcs At A Daedric Ruin
-----------------------------------------------------------------------------

    Speak with Fire-Eye about orders and she will tell you to visit Alof in
    his farm northwest of Pelagiad and just north of the Arvel Plantation to
    get more info about your mission. Leave the guild and take a Silt Strider
    to Seyda Neen, then walk to Pelagiad. Walk east past the Fort untill you
    get to the Dren Plantation. Go north untill you get to the Arvel 
    Plantation, then swim across the lake to Alofs farm. Enter and talk to 
    Alof about the Orcs. He will tell you that you have to kill the orc 
    leader Burub gra-Bamog.

    Leave the farm and go north along the path untill you come to the 
    crossroad, then go west. When you get to a clearing near the mountains 
    with a signpost take the norhteast path toward Molag Mar. The path will
    curve around quite a bit and you will pass a clearing in the mountains 
    with a dead log on the ground, keep ging north. At the next signpost go
    east, then southeast at the next crossroad and follow that path past a 
    steam pit of two. At the next intersection go south, then west, pass the
    ruin and continue down the path (Yes i said pass the ruin). At the end 
    of this path is  asecond enterance to the ruin, and Burub gra-Bamog is 
    inside. Enter and get Burub to attack you, then kill him. Return to 
    Fire-eye and talk about the orcs to recieve 500 gold. Get your next 
    orders.


4.21 Verethi Gang
-----------------------------------------------------------------------------

    Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang.
    He is located in Mannammu, southeast of Pelagiad.

    Leave the guild and take the Silt Strider to Seyda Neen, then walk to 
    Pelagiad.Leave Pelagiad and walk south, you will find Mannammu near the
    pond across a mud walkway. Enter the cave. Follow the cave all the way 
    to the back. You will come to a room with a raised platform surrounded 
    by water, Dovres is on the platform. Get him to attack you, then kill 
    him. Return to Fire-Eye and speak about the gang to get a 1000 gold 
    reward. Get your next orders.


4.22 Sarano Tomb
-----------------------------------------------------------------------------

    Fire-Eye tells you of a dangerous creture, a hunger, that has made a 
    home in the Sarano Tomb. She wants you to go and kill the beast and 
    return.

    Leave Balmora south and follow the path as it goes east across the 
    bridges, untill you come to some signposts. Go southeast toward Pelagiad.
    You will walk down into the Foyda you will come to another signpost, 
    go soutwest, then southeast at the next signpost. When you get back to 
    the lush area and the next signpost keep going southeast toward Suran. 
    Shortly after you pass the Fields of Kummu Shrine, you will come to 
    another crossroad, the tomb is north.

    Enter the tomb and go through the first door on your right, it is locked
    with a low level lock. Yo down stairs and kill the hunger (Loot the body
    to find the Sarano Ebony Helm, a Drough shield is also in this room). 
    Return to Fire-Eye and talk about the tomb to collect your 1000 gold. 
    Fire-Eye has no more quests for you.

4.23 Decision
-----------------------------------------------------------------------------

    Here is where you have a decision to make about the future of the 
    Fighters Guild. As it turns out the Fighters Guild is devided and has 
    two groups trying to take control. The Camanna Tong is influincing one 
    side, and the old Fighters Guild is the other. So you have two ways of 
    going. Option 1 is to help Percius end the Camonna Tong influence of the
    Fighters Guild, and option 2 is to ally with the Camonna Tong against 
    the Thieves Guild. At the end of both paths lies your spot as the Head
    of the Fighters Guild.


4.24 Option 1 Save the Fighters Guild
-----------------------------------------------------------------------------

    Go to Ald-Ruhn and speak with Percius about orders. He will tell you 
    that the Fighters Guild is being influenced by the Camonna Tong, and 
    the only way to save it is to kill Sjoring Hard Heart the Guildmaster 
    and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, 
    Percius will name you the Fighters Guild Guildmaster.

    Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then 
    kill her (loot her body for a Dwarven Mace).

    Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec. 
    Walk to the Vivec Foreign Quarter Canton, then go to the top of the 
    canton and enter the Foreign Quarter Plaza. The Guild of Fighters is 
    in the Northeast corner of the plaze. Enter the guild and go through the
    doorway on the left, go down the stairs, turn to the right and follow 
    the hall. In this room is Lorbumol gro-Aglakh, and behind the door at 
    the other end of the room is Sjoring Hard Heart. Get them to attack you
    then kill them both (If you loot Hard Hearts body, you will find a magic
    hammer).

    Return to Percius in Ald-Ruhn and talk to him about each of the people 
    you just killed, and he will name you the Fighters Guild Guildmaster.


4.25 Option 2 Vivec Fighters Guild
-----------------------------------------------------------------------------

    Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec 
    Foreign Quarter Canton, then go to the top of the canton and enter the 
    Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner 
    of the plaze. Enter the guild and go through the doorway on the left, go 
    down the stairs, turn to the right and follow the hall. Sjoring Hard 
    Heart is behind the door at the other end of this room. Speak with Hard
    Heart about orders.

4.26 Option 2 The Thieves Guild Bosses
-----------------------------------------------------------------------------

    Hard Heart tells you that he has allied the Fighters Guild with the 
    Camonna Tong, and that he wants you to kill the Thieves Guild bosses.
    Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead
    Habasi in the Southwall Cornerclub at Balmora ...... Dead
    Aengoth in The Rat In THe Pot at Ald-Ruhn...... Dead
    Heard Heart gives you 5000 gold to pay off guards as needed.

    Take the Silt Strider to Balmora, go down the stairs and turn right, 
    cross the bridge, then go down the ally to the left of Dura gra-Bols
    House. The Southwall Cornerclub is to the right of the stairs. Enter the
    club and Sugar Lips Habasi is around the corner. Get him to attack you,
    then kill him (loot his body for a bunch of picks and probes, and a 
    glass dagger).

    Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east 
    of the Fighters Guild, enter the guild and go upstairs to the bar. Near 
    the wall across the bar is a stairway down, go down and Aengoth the 
    Jewler is down here, get him to attack you, then kill him.

    Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a 
    boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge
    leading to the Wolverine Hall. Enter the club and go upstairs and find
    Big Helende, get her to attack you, then kill her (you can loot her body
    for more picks and probes).

    Return to Sjoring Hard Heart in Vivec and talk to him about the bosses
    and he will make you his second in command Fighters Guild Champion.

    Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when
    you try to speak with him.


4.27 Option 2 The Theives Guild Master
-----------------------------------------------------------------------------

    Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master
    and his flunky Crazy Legs. Ask about this and he will tell you that they
    can be found in Fralinie's Bookstore.

    Leave the guild and the Foreign Quarter Plaza and head down to the 
    Foreign Quarter Lower Waistworks, then use the eastern enterance to the
    Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on
    the south end. Enter the shop and go the back and pick the 65 level lock
    on the door. In this room is Gentelman Jim and Crazy Legs. Get them to 
    attack you, then kill them both (loot Jim's body for a Daedric 
    shortsword, a skeleton key, and a set of exquisite clothes).

    Return to Hard Heart to tell him of your achievements, he will be happy,
    but will then doublecross you and attack you. Kill him to become the 
    Fighters Guild Guildmaster.


=============================================================================
Section 5: Guide To Vvardenfell
=============================================================================

    Morrowind is the northeastmost province of the Tamrielic Empire, bounded
    on the north and east by the Sea of Ghosts, on the west by Skyrim, on the
    southwest by Cyrodiil (also known as the Imperial Province), and on the 
    south by Black Marsh (also known as Argonia). Vvardenfell District 
    encompasses Vvardefell Island, a great land mass dominated by the giant 
    volcano Red Mountain and cut off from mainland Morrowind by the 
    surrounding Inner Sea.

    Only recently open to settlement and trade, most of the island's 
    population is confined to the relatively hospitable west and southwest 
    coast, centered on the ancient city of Vivec and the old Great House 
    district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the
    island is covered by hostile desert wastes, arid grasslands, and 
    volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

    Vvardenfell has nine basic geographic regions, each with their own 
    distinctive plants and terrain features. Scholars have based their 
    classifications on the different types of land described by the native 
    Ashlanders, so the designations are recognized by most local traders, 
    travelers, and adventurers. These geographic regions are called: the 
    Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the 
    Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.


5.1 Ascadian Isles
-----------------------------------------------------------------------------

    The Ascadian Isles is a region of lush, green, well-watered southern 
    lowlands where most of Vvardenfell's agriculture is found. The area 
    includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland
    lakes and waterways of the Ascadian Isles proper. The urban areas of 
    Vivec and Ebonheart of the southern coast are densely populated; the 
    inland Ascadian Isles are dotted with small farms and large plantations.
    The climate is temperate and comfortable, with moderate rainfall.

Ebonheart is the seat of the Imperial government for Vvardenfell district, 
    and a busy center of maritime trade. Castle Ebonheart is the home of Duke
    Vedam Dren, the district's ruler and Emperor's representative. Also 
    located at Castle Ebonheart are the Vvardenfell District Council chambers
    and the Hawk Moth Legion garrison. The officers, docks, and warehouses 
    of the East Empire Company are also found in Ebonheart.

Vivec City is the largest settlement on Vvardenfell, and one of the largest 
    cities in the East. Each of the great cantons is the size of a complete 
    town. The High Fane and the palace of Vivec are visited by hundreds of 
    tourists and pilgrims daily. Citizens flock to the Arena for 
    entertainments and war games. Outlanders mostly confine themselves to the
    Foreign Canton, while natives live, work, and shop in the Great House 
    compounds and residential cantons.

Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though 
    exotic and picturesque, it is a dangerous site, haunted by old magics, 
    dark cultists, and their Daedric summonings, and not recommended for 
    sightseers.

Suran is an agricultural village in the northeastern corner of the fertile 
    Ascadian Isles region. Two popular pilgrimage sites are nearby -- the 
    Fields of Kummu and the Shrine of Molag Bal.

Pelagiad is a newly chartered Imperial village between Balmora and Vivec 
    City on the western edge of the Ascadian Isles region. The village is 
    right outside the Imperial Legion garrison at Fort Pelagiad. The houses
    and shops are built in the Western Imperial style, and Pelagiad looks 
    more like a village in the western Empire than a Morrowind settlement.


5.2 The Ashlands
-----------------------------------------------------------------------------

    The Ashlands are the dry, inhospitable wastelands surrounding the lower 
    slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the 
    north, and elsewhere form a wide margin between the blighted Red Mountain
    region and other geographic regions. The village of Maar Gan is the only 
    sizable permanent Ashlands settlement; Ald'ruhn, the district seat of 
    House Redoran, is on the margin of the region. Ashlanders hunt for game 
    here, and their herds find sparse grazing. It rains rarely, and suffers 
    frequent ash storms.

Maar Gan is a small isolated village in a remote region north of Ald'ruhn. 
    The Maar Gan shrine is an important Temple pilgrimage site.

The Ashlander Urshilaku tribe has a permanent settlement at Urshilaku camp 
    in the Ashlands region north of Maar Gan village.


5.3 Azura's Coast
-----------------------------------------------------------------------------

    The rugged coast and islands of northern and eastern Vvardenfell are 
    called Azura's Coast. The region is rocky, infertile, and largely 
    uninhabited, except for the outpost at Molag Mar, the Telvanni 
    settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, 
    and Tel Branora, and Ahemmusa camp and the remote fishing villages of 
    Ald Redaynia and Dagon Fel on the north coast. There are no roads; most
    travel is by boat. Despite the rocky terrain, a variety of plants thrive
    on the regular rainfall.

Sadrith Mora is the district seat of House Telvanni, and home of the 
    Telvanni Council, though only one Telvanni councilor actually lives in 
    Sadrith Mora. Sadrith Mora is an island settlement, and accessible only 
    by sea and teleportation. The town is large, with many services, but it 
    is open only to Telvanni retainers; outsiders must confine themselves to
    the Gateway Inn.

Tel Branora is the tower and seat of the eccentric Telvanni wizard named 
    Mistress Therana. The tower and its tiny village are located on a rocky 
    promontory at the southeasternmost tip of Azura's Coast.

Tel Fyr is the Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower
    is the Corprusarium, a refuge-prison where the deranged, distorted 
    victims of the deadly corprus disease are housed and tended.

Tel Aruhn is the Telvanni tower of Archmagister Gothren, Telvanni 
    Sorcerer-Lord and head of the Telvanni Council. The associated settlement
    is a sizable village, and the site of the Festival Slave Market, the 
    largest slave market on Vvardenfell.

Tel Mora is the Telvanni tower of Mistress Dratha, an ancient wizard of the 
    Telvanni Council. The small settlement includes a few craftsfolk and a 
    tradehouse.

Tel Vos is the tower of Telvanni wizard and council member Master Aryon. 
    Tel Vos is a peculiar blend of Telvanni and Western architectural styles,
    and is close to Vos village.

Bal Fell is the "City of Stone," an ancient First Era ruin in the 
    southeastern islands and promontories of Azura's Coast. The site has a 
    nasty reputation, and several Telvanni wizards currently have competing
    camps of hirelings and adventurers exploring and looting there. Legend 
    says that Bal Fell was built on the site of an ancient Daedric worship 
    center.

The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa camp on 
    a rocky promontory at the northeastern tip of the Vvardenfell mainland in
    the Azura's Coast region.


5.4 The Bitter Coast
-----------------------------------------------------------------------------

    The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is 
    called the Bitter Coast. The salt marshes and humid swamps of this region
    are uninhabited, with the only settlements found at the good harbors of 
    Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the
    region's secluded coves and islands provide refuge for criminal trade, 
    and the frequent rain and fog hides small boats from Excise cutters.

Seyda Neen. The piercing light of the Grand Pharos at the mouth of the harbor
    of the port village of Seyda Neen is a beacon to mariners throughout the
    Inner Sea. Most visitors from the Empire make landfall at the port of 
    Seyda Neen, where they are processed by the Imperial Census and Excise 
    Commission agents of the Coastguard station. The Coastguard cutters 
    docked here control smuggling and piracy on the Inner Sea.

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the 
    Bitter Coast region. A rough track along the River Odai connects Hla Oad 
    with the town of Balmora.

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of 
    western Vvardenfell.


5.5 The Grazelands
-----------------------------------------------------------------------------

    The regular rain and dark soils of the Grazelands produce the rich 
    grazing for Ashlander herds that give the region its name. The region 
    lies in the northeast of Vvardenfell, sandwiched between the Ashlands and
    Azura's Coast. Permanent settlements include Vos village and the towers 
    of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds 
    across the plains in search of fresh grazing. There are no roads or 
    tracks, but travel is easy across the open plains.

The Ashlander Zainab tribe has a permanent settlement at Zainab camp, near 
    the village of Vos in the Grazelands region.


5.6 Molag Amur
-----------------------------------------------------------------------------

    Located inland in the southeast of Vvardenfell, Molag Amur is an 
    uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, 
    and barren ash pavements. Pathfinding and travel is extremely difficult 
    in this trackless wilderness, and is complicated by frequent ash storms.
    The Ashlanders of Erabenimsun camp hunt game here, but few others venture
    into this region. The worst part of Molag Amur, called the Great Scathes,
    is considered impassible even by the Ashlanders.

The outpost at Molag Mar is a fortified stronghold on the southeastern edge 
    of the desolate Molag Amur region. Pilgrims bound for the nearby 
    pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at the
    outpost's hostels, comforted by the garrison of Redoran and Buoyant 
    Armiger crusaders stationed at the stronghold.

The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun 
    camp, an isolated hut settlement in the middle of the desolate Molag Amur
    region.


5.7 Red Mountain
-----------------------------------------------------------------------------

    The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in 
    the center of Vvardenfell. The outer slopes are steep and rugged, and the
    crater is deep and dotted with surface lava. The Ghostfence, a magical
    barrier which blocks travel as well as seals in the harmful, 
    disease-laden weather called 'blight,' rings the volcano's outer slopes,
    and is broken only at Ghostgate. Within the Ghostfence, rain never falls
    and the sun never shines; the only weather is the red and deadly 
    ash-blight.

Ghostgate is the gate citadel of the Ghostfence Ordinator and Buoyant 
    Armiger garrisons. Ghostgate sits astride the only gap through which the 
    monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten 
    the rest of Morrowind. The Ghostfence itself is a colossal magical 
    artifact that completely encircles Red Mountain and prevents the Blight 
    from spilling its corruption across the rest of Vvardenfell.


5.8 West Gash
-----------------------------------------------------------------------------

    The western highlands of Vvardefell are called the West Gash. The region 
    extends from the Sea of Ghosts on the northwest coast to the inland town
    of Balmora, where the region is sandwiched between the Bitter Coast and 
    the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the
    fishing villages of Ald Veloth and Khuul lie on the north coast. The town
    of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku 
    camp graze on the sparse but hardy highland vegetation.

Balmora is the district seat of House Hlaalu, and the largest settlement on 
    Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south
    to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of 
    Fort Moonmoth lies south of Balmora.

Caldera is a recently chartered Imperial town and mining corporation. The 
    Caldera Mining Company has been granted an Imperial monopoly to remove 
    raw ebony from the rich deposits here. Caldera has the appearance and 
    flavor of a Western Imperial town.

Ald'ruhn is the district seat of House Redoran, and a large settlement. The
    Redoran Council chambers are located inside the shell of an ancient 
    extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and
    south to Balmora.

Gnisis is a small mining and trade village astride the silt strider caravan 
    route between the northwest West Gash and Ald'ruhn.

Ald Velothi and Khuul are tiny fishing villages on the northern coast of the
    West Gash.


5.9 Sheogorad
-----------------------------------------------------------------------------

    The large island of Sheogorad lies north of Vvardenfell. This island and
    its associated lesser islands are a maritime wilderness extending north
    from Vvardenfell into the Sea of Ghosts. The region is largely hostile 
    and uninhabited, with two small villages at Ald Redaynia and Dagon Fel.
    Only Dagon Fel is reached by ship services; all other island-to-island 
    transport must be provided by the traveler.



=============================================================================
Section 6: Seyda Neen Quests and Notes
=============================================================================

The piercing light of the Grand Pharos at the mouth of the harbor of the port
village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most
visitors from the Empire make landfall at the port of Seyda Neen, where they
are processed by the Imperial Census and Excise Commission agents of the 
Coastguard station. The Coastguard cutters docked here control smuggling and
piracy on the Inner Sea.


6.1 Fargoth's Ring Quest
-----------------------------------------------------------------------------

      Fargoth wants you to find his magic ring, it is a Engraved ring of 
      healing which restores 1-5 pts. of health on self.

      The ring is located in a barrel in the courtyard of the Census and 
      Excise Office (before you enter the building with Sellus Gravius).

      *If you return it your Rep with both Fargoth and Arrill in the 
      tradehouse will go up. 

      *You can also decide not to return the ring, (but it if you do return 
      it, you have another chance of getting it back when you find Fargoth's 
      Hiding place).



6.2 Fargoth's Hiding Place
-----------------------------------------------------------------------------

      Hrisskar Flat-Foot has A quest for you. He is located at the top of 
      the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's 
      Hiding place, and he will split any money you find.

      To find the hiding place go to the top of the Lighthouse, look toward 
      the middle of town and wait until 11pm, Fargoth will move from the 
      town center toward the lighthouse then double back to a stump in the 
      middle of a pond north of the lighthouse. After he leaves go to the 
      stump and look inside. You will find Fargoth's Ring (If you gave it 
      back to him), a journeyman's lockpick, and 300 gold.

      *If you return to Hrisskar Flat-Foot and give him the gold, he will 
      give you back 100 gold and anything else you found in the stump as 
      your cut, He will also tell you where you can find Fargoth's ring.

      *Or you can not talk to Hrisskar again, leave that quest unfinished 
      and keep the 300 Gold (my favored Option).



6.3 The Dead Taxman
-----------------------------------------------------------------------------

     You will hear rumors of a dead taxman. To find the body, follow the 
     road out of Seyda Neen to the north, then follow the signs toward 
     Gnaar Mok and Hla Oad. The path will bend toward the west, you will 
     see a tree directly in front of you, go off the path past the tree 
     until you come to the pond. When you get to the pond turn south and
     walk. There two piles of rocks with a space between them going 
     southwest. Go between the rocks and you will see the corps on the 
     left. Loot the body to get 200 gold, and the tax record.

     Return to Sedya Neen and go to the Census and Excise Office and talk 
     to Socucius Ergalla (the guy who gave you your class and birthsign) 
     about the murder of Processus Vitellius. he will ask you if you found
     the money.

     *If you say you found the money you will lose 200 gold and he will send 
     you to find the murderer with a reward of 500 gold.

     *If you tell him that you found nothing (and keep the gold) he will not 
     offer the reward (but if you find the murderer, he will still pay the 
     reward. Possible game bug).

     The murderer is Foryn Gilnith in one of the shacks west of Arrille's 
     Tradehouse. He will freely admit that he Killed Processus Vitellius.

     *If you tell him that you believe him and don't punish him he will 
     give you Processus' Ring

     *If you tell him that he needs to be punished, he will attack you. Kill 
     him (since he attacked you, you will not receive a bounty on your head) 
     and loot the body. You will find Processus' Ring.

     Return to Socueius Ergalla an he will reward you 500 gold (regardless 
     of weather you gave him the original 200 in gold)

     Now you can do one of three things with Processus' Ring:
     *You can sell it (it has a value of 240 gold)
     *You can keep it to enchant later (It is an Exquisite ring)
     *You can return it to Thavere Vedrano in the lighthouse. She will give 
     you 2 standard restore health potions (which restore 10 pts of health  
     for 5 sec.)



6.4 Cursed Ring Of Vodunius Nuccius
-----------------------------------------------------------------------------

    Speak with Vodunis Nuccius (he is walking around in front of the Cencus
    and Excise Office) about a "Little Advice". He will tell you to Check out
    the Silt Strider, and to tell Darvame Heleran the Silt Strider operator
    that Vodunius sent you.

    Go to the Silt Strider just outside of town and speak with Darvame, 
    select "Vodunius Nuccius" from the dialog options, and Darvame will tell
    you that he often steers business his way, but he seems unhappy here.

    Return to Vodunius and ask about "Vodunis Nuccius" to lear that he is 
    indeed unhappy here, but has no money to leave, all he has ia a cursed 
    ring. He will then offer to sell you his ring for 100 gold. You may buy
    the ring if you want.

    The Ring will fortify your speed 5 points for 60 seconds, but will also
    damage your health 10 points.

    
6.5 Seyda Neen Travel
-----------------------------------------------------------------------------

Speak with Darvame Heleran at the Silt Strider to travel to the following 
places.

    Balmora                11 gold
    Vivec                  8  gold
    Suran                  14 gold
    Gnisis                 39 gold



6.6 Seyda Neen Trainers
-----------------------------------------------------------------------------

Raflod the Braggart
Faction: Thieves Guild
Upstairs in Arrille's Tradehouse

Skill      - to Level
---------------------
Med. Armor - 54
Long Blade - 49
Block      - 44



Elone
Faction: Blades
Upstairs in Arrillo's Tradehouse

Skill      - to Level
---------------------
Athletics  - 52
Med. Armor - 52
Long Blade - 62
(Must be a member of the Blades for her to train you)



Adraria Vandacia
Faction: Census & Excise
Upstairs in Census & Excise Wherehouse

Skill       - to Level
----------------------
Speechcraft - 55
Light Armor - 50
Sneak       - 45



Socucius Ergalla
Faction: Census & Excise
Census & Excise Office

Skill       - to Level
----------------------
Sneak       - 54
Acrobatics  - 54
Light Armor - 54



6.7 Seyda Neen Merchants
-----------------------------------------------------------------------------

Arrille
Faction: None
Downstairs in Arrillo's Tradehouse
Barter gold - 800
Buys: Everything
Notes: 



6.8 Seyda Neen Notes
-----------------------------------------------------------------------------

** Evidence chest in Census & Excise Office, in the same room as Socucius
   Ergallas.

** 25 gold and silverware cup in the top of a tree stump next to the 
lighthouse walkway

** There is a copy of "The Wraith's Wedding Day" (a book that will raise 
your Unarmored skill level by 1) located upstairs in the lighthouse.

** There is an Imperial Newcastle Cuiras under the bed in the room upstairs 
of Arilles Tradehouse.

** There is 100 gold on a table upstairs in the Census & Excise Wherehouse.

** 31 gold in a small locked chest in the first Census & Excise bldg.

** 31 gold in a small locked chest on Socucius Ergallas desk

** Big stash of weapons and armor in the locked room under Arrille's 
Tradehouse

** The Locked chest in Draren Thiralas house has a Journeyman's lockpick and 
   probe in it.

** Copy of the book "Notes on Racial Phylogeny" (Restoration skill +1) on bed
   in Eldafires House.

** Silver Longsword in a locked chest in Eldafires House.

** There is an enchanted iron axe in a watered tree stump near the 
   lighthouse... You have to jump on it to access it! (nice weapon for 
   beginner warrior!) -Jumping Jack

** There is 100 gold in a cloth sack in a tree stump on the coast just before
   the wrecked ship! -Jumping Jack

** In ariells room (spelling?)  under the pillow there is an echanted dagger
   as well. -Mark


=============================================================================
Section 7: Pelagiad Quests and Notes
=============================================================================

Pelagiad is a newly chartered Imperial village between Balmora and Vivec 
City on the western edge of the Ascadian Isles region. The village is right 
outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops 
are built in the Western Imperial style, and Pelagiad looks more like a 
village in the western Empire than a Morrowind settlement.


7.1 Pelagiad Quests
-----------------------------------------------------------------------------

Will be updated soon...


7.2 Pelagiad Trainers
-----------------------------------------------------------------------------

Ahnassi
Faction: Thieves Guild
Halfway Tavern Downstairs

Skill       - to Level
----------------------
Hand to Hand- 48
Sneak       - 48
Acrobatics  - 58



Ladia Flarugrius
Faction: Thieves Guild
Halfway Tavern Upstairs

Skill       - to Level
----------------------
Athletics   - 36
Speechcraft - 54
Merchantile - 54



Angoril
Faction: Imperial Legion
Fort Pelagiad Upstairs

Skill       - to Level
----------------------
Axe         - 44
Longblade   - 44
Blunt Weapon- 44



7.3 Pelagiad Merchants
-----------------------------------------------------------------------------

Drelassa Ramothran
Faction: None
Downstairs Halfway Tavern
Barter gold: 400
Buys: Ingredients
Notes: She also rent's rooms


Ladia Flarugrius
Faction: Thieves Guild
Halfway Tavern Upstairs
Barter gold: 250
Buys: Books
Notes:


Mebestian Ence
Faction: None
Mebestian Ence: Trader shop
Barter gold: 449
Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items
      Misc., Magic Items, Potions
Notes:


UUlernil
Faction: None
UUlernil: Armorer shop
Barter gold: 700
Buys: Weapons, Armor, Repair Items
Notes: Offers repair services


Shadbak Gra-Burbug
Faction: Imperial Legion
Fort Pelagiad
Barter gold: 900
Buys: Weapons, Armor, Repair Items
Notes: Offers repair services


Ygfa
Faction: Imperial Cult
Fort Pelagiad
Barter gold: 175
Buys: Ingredients, Potions, Spells
Notes: Will let you join the Imperial Cult for 50 gold


7.4 Pelagiad Notes
-----------------------------------------------------------------------------

** Evidence Chest is in the Jail area of Fort Pelagiad in the south wall

** Journeyman's probe and lockpick in a locked chest (30 lvl.) under the trap
   door in Junal-Lei's house.

** Journeyman's probe and lockpick in locked chest (60 lvl.) in Farusea 
   Sala's house.

** Random Loot in a box in front of the Halfway Tavern

** Ahnassi in the Halfway Tavern talks about "smooth moves" then 
   "Theives Guild", then she will give you a copy of Honor Among Thieves 
   ($100 value)

** Iron Tanto behind the bed in the northernmost locked room upstairs in the 
   Halfway Tavern.

** Quality restore health on lower right wine rack in the basement of the 
   Halfway Tavern.

** Random Loot in the basket next to the wine rack in the basement of the 
   Halfway Tavern.

** Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's House

** Random Loot in boxes under the trap door in Madres Navur's House.

** Repair Tongs on box under the trap door in Madres Navur's House.

** The books Poison Song V and Poison Song VI are in the basement of 
   Adanja's House.

** A copy of Pilgrims Path (which will add Gnisis, Vivec, Ghostgate, Koal 
   Cave Entrance, and Fields of Kummu to your map) is located upstairs in 
   Mebestien Ence: Trader shop.

** A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in 
   Mebestian Ence: Trader Shop.

** Random loot is in a box behind Vulernil: Armorer shop.

** Random loot is upstairs in the Vulernil: Armorer Shop in a locked 
   chest at the foot of the bed.

** 50 gold in a locked chest on the desk of Vulernil: Armorer.

** There is a Pelagiad Gusrd Tower Key on the table behind some bottles in 
   the downstairs of the Pelagiad Guard Tower.

** There are many weapons and Armor laving about and in boxes (waiting to be 
   stolen) in the Pelagiad Guard Tower.

** Random loot located in a box to the right of the Fort Pelagiad main 
   entrance.

** 30 gold in an offering plate on the ground in front of the Imperial Cult 
   Altair in Fort Pelagiad.

** Two Steel Bows and some Steel Arrows are in the West side of the South 
   Wall section of Fort Pelagiad.

** Hrodis in one of the rooms upstsirs in the halfway Taven has the 
   Sanguine belt of Fleetness, which has a constant effect of Fortify
   athletics by 5 points.

** Imperial Steel Curiass and Pauldrins on a bed downstairs of south wall
   section of Frot Pelagiad.

** Imperial Steel Helm on table downstairs in Guard Tower.


=============================================================================
Section 8 Hla Oad Quests And Notes
=============================================================================

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the 
Bitter Coast region. A rough track along the River Odai connects Hla Oad 
with the town of Balmora.


8.1 Slave Delivery
-----------------------------------------------------------------------------

    Speak with Relam Arinith under Fat Leg's Dropoff about "doing some 
    business". He wants you to deliver a slave to someone named Vorar Helas
    in Balmora. Tell him that you will deliver the slave, then have Rabbina 
    follow you. Leave Fat Leg's Dropoff and head to Balmora. Vorar Helas is 
    in a house just south of Caius' house on the far east side of Balmora. 
    Pick the lock to the house. As soon as you enter Vorar will start to 
    attack Rabbina. You have a choice to make. Either help Vorar or Rabina, 
    no matter which option you choose the quest can be completed.

    If you choose to help Vorar then you should help to kill Rabbina. Once 
    you do this Vorar will thank you, then tell you that Rabbina was full of
    Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina
    to get your reward, a Medusa's Gaze Ring, and 400 gold.

    If you choose to help Rabbina, you should help kill Vorar. Once you do 
    this speak to Rabbina about her "hope to escape". She will then ask you
    to escort her to Im-Kilaya at the ArgonianMission in Ebonheart. Take the
    Silt Strider to Vivec, then walk southeast to Ebonheart. Once there go to
    the southernmost building on the central island of Ebonheart, this is the
    Argonian Mission. Enter  and Rabbina will thank you. Speak with Im-Kilaya
    about Rabbina to get you 400 gold reward.


8.2 Hla Oad Travel
-----------------------------------------------------------------------------

    Speak with Baleni Salavel at the docks to travel to the following places.

    Ebonheart              19 gold
    Gnaar Mok              13 gold
    Vivec, Foreign Quarter 19 gold
    Molag Mar              34 gold


8.3 Hla Oad Trainers
-----------------------------------------------------------------------------

Llemisa Marys
Faction: Camonna Tong
Under Fat Leg's Dropoff

Skill       - to Level
----------------------
Security    - 47
Light Armor - 52
Short Blade - 57


Pallia Geno
Faction: Imperial Cult
Hla Oad Outside

Skill       - to Level
----------------------
Sneak       - 47
Speechcraft - 57
Light Armor - 52


8.4 Hla Oad Merchants
-----------------------------------------------------------------------------

Perien Aurelie
Faction: None
Under Fat Leg's Dropoff Southwest corner
Barter gold: 150
Buys: Everything
Notes:


Perien Aurelie
Faction: Camonna Tong
Under Fat Leg's Dropoff Southwest corner
Barter gold: 550
Buys: Weapons, Armor
Notes: Has Repair service


Llemisa Marys
Faction: Camonna Tong
Under Fat Leg's Dropoff 
Barter gold: 150
Buys: Picks, Probes
Notes: Sells Picks and Probes


Trasteve
Faction: None
Fat Leg's Dropoff 
Barter gold: 250
Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items,
Misc., Magic Items and Potions
Notes: 


8.5 Hla Oad Notes
-----------------------------------------------------------------------------

** Book Charwich-Koniinge, Vol. 2 (+1 Hand to Hand) on table in Murudius
   Flacus's House.

** Book Dance In The Fire Chapter 1 (+1 Acrobatics) on table in Fadila 
   Balvel's house.

** Book Lives of the Saints in Okur's house

** Ask Pallia Geno about joining the Imperial Cult to recieve a copy of the 
   book For My Gods And Emperor.


=============================================================================
Section 9 Gnaar Mok Quests And Notes
=============================================================================

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of 
western Vvardenfell.


9.1 Breeding Netch
-----------------------------------------------------------------------------

The local rumors are that there are a pair of breeding Netches that come from
the north. People in town want them gone. (Thanks to Karen I have found out 
that these are part of a Imperial Legion Quest.) The netches can be 
found just as you enter Gnaar Mok via land, just after the 'bridge' and when 
you kill one, a message will come up saying basically that you've killed a 
breeding netch. Same thing happens with the second one. If you're not in 
the Imperial Legion, I don't think the locals give any kind of reward.


9.2 Gnaar Mok Travel
-----------------------------------------------------------------------------

Speak with Valveli Ares at the docks to travel to the following places.

    Khuul                  25 gold
    Hla Oad                13 gold
   

9.3 Gnaar Mok Trainers
-----------------------------------------------------------------------------

Anas Ulven
Faction: Camonna Tong
Nadene Rotheran's Shack
Skill       - to Level
----------------------
Security    - 47
Light Armor - 52
Short Blade - 57


Sodrara Andalas
Faction: Camonna Tong
Nadene Rotheran's Shack
Skill       - to Level
----------------------
Athletics   - 43
Speechcraft - 47
Mercantile  - 47


Balan
Faction: Thieves Guild
Druegh-Jigger's Rest
Skill       - to Level
----------------------
Athletics   - 49
Med. Armor  - 49
Long Blade  - 59


Wadarkhu
Faction: Thieves Guild
Druegh-Jigger's Rest
Skill       - to Level
----------------------
Short Blade - 59
Blunt Weapon- 66
Sneak       - 100


Dridas Salvani
Faction: Hlaalu
Arenim Manor
Skill       - to Level
----------------------
Block       - 52
Athletics   - 56
Long Blade  - 56


Almse Arenim
Faction: Hlaalu
Arenim Manor Basement
Skill       - to Level
----------------------
Sneak       - 54
Light Armor - 60
Short Blade - 64


9.4 Gnaar Mok Merchants
-----------------------------------------------------------------------------

Anas Ulven
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 100
Buys: Picks, Probes
Notes: Sells Picks and Probes


Sodrara Andalas
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 199
Buys: Books
Notes: 


Selvura Andrano
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 150
Buys: Weapons, Armor,  Clothing, Ingredients, Lights, Repair Items, Picks,
Probes, Repair Items, Misc., Magic Items and Potions
Notes: 


Hinald
Faction: Thieves Guild
Druegh-Jigger's Rest
Barter gold: 150
Buys: Weapons, Armor,  Clothing, Ingredients, Lights, Repair Items, Picks,
Probes, Repair Items, Misc., Magic Items and Potions
Notes: 



9.5 Gnaar Mok Notes 
-----------------------------------------------------------------------------

** In the bow of the boat at the docks, in a locked chest (10 lvl.) is a 
   Journeymans Pick and Probe.

** In the bow of the boat at the docks, are seven bolts of cloth, they weigh
   25lbs. each and are worth 50 gold.

** Book 2920, First Seed (+1 Spear) is on the table in Mush-Mere's Shack.

** Exqusite shoes, robe, ring and amulet in the closet of the Arenim Manor
   basement.

** Book Rear Guard (+1 Light Armor) on a box in Anglalos's Shack.

** Random loot in a barrel by the table in Rostlogi's Shack.



=============================================================================
Section 10: General Tips
=============================================================================

- The Taunt-Bribe Trick
  To kill someone without recieving a bounty on your head, you must get them
  to attack you first. The easiest way to do this is to use Persuasion-Taunt.
  If your rep with the NPC gets to zero before they attack you, you can 
  bribe them, then taunt again. Eventually they will attack you, and once 
  you kill them, check their bodies to retrieve the money that you bribed
  them with. (A note from reader Blue99BMW let me know that taunting when
  the disposition is 0 still works.)

- Acrobatics Skill Raising
  The fastest way to raise this skill is to "bunny-hop" everywhere you go.
  This has the added benifit of being a fairly speedy way to travel. Just
  keep an eye on your fatigue level if you know a fight is coming up.

- Athletics Skill Raising
  a quick way to raise this skill is to swim a lot.

- Sneak skill Raising
  Find a NPC that does not walk around or have anyone else around. A good 
  example would be one of the NPCs in the shacks at Seyda Neen. Walk up to
  them and they will address you, now back away and quickly run behind them.
  Hit the sneak key (you will know when you are sneaking because there will
  be a small icon on the lower left of your screen) and hold it. You can put
  something on your keyboard if you want, then leave and return later.

- Having the Mark and Recall spell makes doing guild quests much faster. Cast
  Mark near the person giving you the quest, that way when you complete the
  mission you can cast Recall to get back instead of walking all that way.

=============================================================================
Section 11: FAQ
=============================================================================

11.1 How Do I sell High Priced Items?
-----------------------------------------------------------------------------

Q- I've read a lot about selling things to a fellow named Creeper. Somebody 
   mentioned that Ordinator's Maces go for about 12k, but I have yet to find 
   anybody with more money than Creeper. I am baffled. I have located 
   Creeper, but he has only 5000 gold. I attempted to sell a Fiend Katana 
   to him, but he said it was too expensive. When I bought a few things from
   him, he still only had 5000 gold. I am ever so baffled! How do I sell 
   expensive things to him without having to sell them for 4000 less than
   they are worth?
A- Try some creative selling, Sell him an expensive item and buy some things
   from him so that you get some items and his 5000 gold. Wait untill the 
   next day, and sell the items you bought back to him for another 5000
   gold. wait another day and repeat the process. And for those that don't
   know, Creeper is a merchant that buys items for full price despite your
   Merchant skill.


11.2 How Do I Use Vampire Dust To Make A Vampire Potion?
-----------------------------------------------------------------------------

Q- What do I do with the vampire dust to become a vampire?
A- As far as anyone can tell, vampire dust does not make you a vampire. At
   least not yet, there might be a further official addon that adds another
   item that has the vampire effect.


11.3 Can I Join More Than One Guild?
-----------------------------------------------------------------------------

Q- Can I join more then one Guild?
A- Yes, you can, but some guilds have quests that conflict with eachother.


11.4 Why Do The Ordinators Attack Me?
-----------------------------------------------------------------------------

Q- I have no bounty on my head, but every ordinator I see attacks me, why?
A- If you have ever equopped a piece of Ordinator armor, the Ordinators feel
   like you have disgraced them, and will from then on attack you on sight. 
   Even if you remove the armor and get rid of it, they will still attack 
   you. The only way to get them to stop is to use a console cheat command.
   These commands are found in the Reader Submitted Tips Section.


11.5 Where Is Creeper, And What Is So Special About Him?
-----------------------------------------------------------------------------

Q- Where can I find Creeper the scamp? And why does everyone tell me to sell
   my stuff to him?
A- Creeper is Located in Caldera, Ghorak Manor, 2nd floor. The thing that 
   makes him special is the fact that he will buy all of your items at full
   value, although you will still need to do some creative selling.


11.6 I Messed Up The Bonebitter Bow Quest, What Do I Do?
-----------------------------------------------------------------------------

Q- I went into the tomb like I was supposed to, but I didn't search the 
   remains of the Ancestor Ghost, then I left the tomb. When I came back, the
   remains are gone, how do I get the bow?
A- I don't know if the bow is gone for good, but if you have the PC version
   of the game, you can enter the console by typing the ~ key, then typing
   the following:

   player-}additem bonebiter_bow_unique 1

  
11.7 Where Are The Propolyon Index Stones?
-----------------------------------------------------------------------------

Q- What are the locations of the Propolyon Index Stones?
A- Hlormaren, Dome
   Gnisis, Arvs-Drelen
   Maar Gan, Shrine
   Maelkashishi, Shrine, Forgotten Galleries
   Caldera, Irgola, Pawnbroker
   Tower of Tel Fyr, Hall of Fyr
   Vivec, St. Olms Temple
   Rols Ienith, In the Rotheran, Communal Hut
   Telasero, Lower Level
   Urshilaku Camp, Wise Womans Yurt 

=============================================================================
Section 12: Reader Submitted Notes and Hints
=============================================================================

These are posted as sent to me, I have not verified these.


12.1 WarEagle's Easy Golden Saint Soultrap
----------------------------------------------------------------------------

While playing Morrowind I spoke SoulTrap on nearly everthing because I
wanted to see what happens. By doing this I found a way how you can trap  
Golden Saints Soul very easy. The only thing you need is a Scroll of Summon 
Golden Saint. Please don't ask where I had it from, but I found two of them 
in my backpack. Summon the scroll and then cast SoulTrap on the Golden Saint.
Although it's an summoned beeing, you trap it's soul when it dies. This also 
works with the other summon-spells I've tried. By dooing this, you can easily
get many souls for enchanting.

     WarEagle


12.2 Ye Olde Breadbutt's Easy Athletics
-----------------------------------------------------------------------------

This is halfway between a cheat and just really cheap play, but it 
works.

Swimming is supposed to be the fastest way to raise athletics, right? 
so go to Balmora hop in the river and swim in deep enough water that you're
definatly swiming and not just walking. Swim directly into one of the bridge
columns so that you're at a right angle to the columns flat side and still
swimming but not going anywhere. if you aim yourself properly, you should
just be able to hold down the forward key/button and swim indefinatly. I
play Morrowind on the Xbox, so I used a rubber band to hold the analog stick
forward, but I'm sure you can use something weighted to hold down the
appropriate PC key. anyway, get this set up and SAVE your game. then you can
go make a sandwich, watch a movie or whatever while your charecter builds up
that athletic skill. I actually watched a movie and went to bed. when I got
up the next morning, my athletic skill had raised from 28 to 46. Not the
most amazing change, but I didn't have to wait for it to happen. Also and
obviously, it's important to save before doing this, your char. could slip
off of the column and run out into a monster or off of a clif  or you slip
and dive and stay down and drown, computer/Xbox crashes...

anyway, VERY cheap play but it works.

-Ye Olde Breadbutt


12.3 Master Alchemy Equipment
-----------------------------------------------------------------------------

There are master-level of all the alchemical tools in the caldera mage's 
guild.  They are up a twisting staircase through a wood door.  there is no 
one there to see you take the stuff.

-sam
 

12.4 Pelagiad Armor Ready To Be Stolen
-----------------------------------------------------------------------------

In pelagiad fort, there is a table with plate mail armor and chain mail on
it, right behind the orc smith and near a patrolling guard.  when the smith
turns away and the guard is walking the other way, you can quietly take all
the stuff except the imperial broadsword (i dont know why, but they'll 
always see you take it).  but don't sell it to the orc, she'll reconize it 
and call the guard.

-sam

My Note: You can steal any shopkeepers inventory, but if the merchant was
set to have unlimited inventory of an item, and you steal it, it will no 
longer be unlimited.


12.5 The Sword of White Woe
-----------------------------------------------------------------------------

...In Balmora, i found this super sword. I found the same sword in Suran, 
but the one in Balmora is really easy to get. In the East Guard tower (i 
think it's east....but it's the only building named a guard tower in Balmora)
on the top floor is a guard who won't move. There is a bed, closet and on 
top of the closet is this sword called the White Woe sword. I mean it may 
not seem all that impressive, but seeing as I got it pretty soon in the game
(and i'm not that far in the game either due to just working on guild quests
more), it's a kick ass sword to me. The way to get it is right before you go
up the last set of steps, go into first person view, then become invisible 
(whether you have the spell or potion), and work quickly. Go right behind 
the guard use the crosshairs to target the sword. Grab it and run down the 
steps and the guard won't even know the sword is gone.

-JABIGDODS2000 


12.6 Good Loot
-----------------------------------------------------------------------------

Not sure if you are including notable items or not, but after you kill Dagoth
Gares (section 3.7 in your faq), look behind (not in) one of the trough-like
things in his room.  You will find a most excellent set of bracers. One 
boosts strength by 20 (continual!), the other agility.  Plus they have an
armor factor of over 100.

-Scott Kelley



12.7 The Thieves, The Fighters, And The Codebook
-----------------------------------------------------------------------------

This is a bit lengthy, and if the Fighter's Guild isn't your thing, 
then it shouldn't be a problem.  Also, there is a bit of a Thieves' Guild 
spoiler in this tip as well, but here goes.  When I did this quest, I ended
up joining the Thieves' Guild and not getting the code book at all. I soon 
found out that my abilities for my character were actually better suited for
a thief then a fighter, so I progressed through all of the Thieves' Guild 
missions.  
*Spoiler* After a few days of playing, I arrived at the last leg of the 
Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking 
you to bribe the heads of the Fighter's Guild so they can protect the 
Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the 
Balmora Fighter's Guild. After you bribe her with a certain sacred relic, 
she pledges to aid the Thieves' Guild -- thus she doesn't request you 
to do any jobs against the Thieves' Guild, and omits the quest for the code 
book. Then you can ask her for the next job, because she called the one for 
the code-book a sucess even though you didn't finish it!  This is a great 
solution to the quest if the Fighter's Guild isn't really your "thing" 
and you want to get stronger before you do the higher Fighter's Guild 
quests, because the Thieves' Guild quests are not real combat related.

-Bojangles


12.8 More Good Loot
-----------------------------------------------------------------------------

Another random thing, If you want to find some of the craziest armor in 
the game go to Tel Fyr in the upper study and look for a level 100 
locked cabinet that is also trapped. Open it and find some Insane light 
armor that gives 60% resit magika as a constant effect. Just in 
reference at that point glass armor had 93 armor rating and this armor 
had 147... It's that good...

-Jesus


12.9 The Talking Mudcrab
-----------------------------------------------------------------------------

There's a talking Muscrab with 10K on an island just southeast of Mzahnch
northeast of Vivec, east of Ald Sotha, north of Bal Fel southeast of Suran.

My Note: I have heard that this crab will buy anything, and you can barter
with it to raise your merchant skill.

-Robin Sequira


12.10 Vampire Info
-----------------------------------------------------------------------------

There are three clans. Berne, Aunde, and Quarra. to become a vampire,
fight one, dont kill it, and become diseased. Rest three days and you will
belong to the clan of whatever vampire bit you. 20 point boossts to strength,
speed and willpower and 30 point boosts to sneak, athletetics, acrobatics,
hand to hand, unarmored, mysticism, illususion, and destruction. Each clan
also gives a 20 point boost to skills according to the clan. Very awesome. 
You can do quests for the clans you joined, the mages guld and house 
telvanni only, anyone else will attack you. Oh all three clans are enemies
to the others.

To cure Vampirism in those three days before you become a vampire you can 
use a common cure to cure it and still be able to become one again. But 
after the final cure you cant become a vampire again.go to Bal Ur. It's 
located north of the mountains of Suran. Talk to the man in the shrine then
to the statue. Bal gives you a quest. Complete the quest and the vampirism 
will be gone for good.

My note: I have read that if you are in the sunlight you take a low level 
of constant damage. Not verified.

-Josh Aldrich


12.11 Ordinator Armor
-----------------------------------------------------------------------------

Don't wear ordinator armor in front of ordinators. They will attack you 
from that point on even if you take it off.
 
-Josh Aldrich


12.12 Azuras Servant Shield
-----------------------------------------------------------------------------

In Tel Vos in the northeastern tower behind a hidden door there is a 
trap door go down use invisibility or kill the dremora and take the Azuras 
Servant Shield. Its Daedric and enchanted.

-Josh Aldrich


12.13 Yagrums Book Of Great Arifacts Locations
-----------------------------------------------------------------------------

Bloodworm helm: Owner Crazy Batou found in Maren Ancestral Tomb west 
of Erabenimsun Ashlander Camp.

Bow of Shadows: In the Venim Ancestral Tomb north of Zianab Ashlander 
Camp.

Cuirass of Saviors Hide: In a locked closet in the Hall of Fyr in Tel 
Fyr Tower.

Daedric Scourge: In a chest in the Hall of Fyr.

Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in 
lowest chamber of the Falas Ancestral Tomb east of Gnisis.

Eleidon's Ward: Mounted on a wall in Ibar-Dad west of the Urshilaku 
Ashlander Camp.

Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the 
Sixth House base in Mamaea north of the stronghold Berandas.

Fists of Randagulf: Both are in souls rattle the innermost recess of 
the Sixth House base Ilunibi.

Masque of Clavicus Vile: In possession of Sorkvild the Raven who is in 
a tower east of Dagon Fel. You can pick-pocket it.

The Mentor's Ring:  In Samarys Ancestral Tomb southeast of Hla Oad in 
an urn marked Lord Brinne.

The Ring of Phynaster: In the Senim Ancestral Tomb southeast of Dagon 
Fel.

Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran 
Ancestral Tomb in mountains south of the stronghold Falensarano.

Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald 
Redaynia in western Sheogorad.

-Josh Aldrich


12.14 Daedric Quests
-----------------------------------------------------------------------------

There are seven of them at certain shrines:azuras, boethiah(under water 
west of hla oad), malacath, mehrunes dagon, mephala(sensitive matters 
in the morag tong), molag bal,sheogorath(under st delyn in vivec). 
allgive you good items. i know that azura gives you a soul gem that is both 
huge and reusable. boetiah gives you a golden sword, mephala the ring 
of kajitt, and sheogorath gives you the spear of bitter mercy.

-Josh Aldrich


12.15 Xbox Weapon Skill Cheat
-----------------------------------------------------------------------------

I don't know if you know about this trick but i thought i'd send it to 
you. It's for the XBox version of Morrowind.

First, You need to bind a weapon, nothing else will work but a weapon. 
I used Bound Longsword. Equip the weapon, Hold X+L trigger+R Trigger for a 
while.  The L and R Trigger buttons have to be pressed at the same time. If 
Done correctly You should here the sound of your weapon switch but it won't. 
The skill for the type of weapon, (i.e. Long Blade, Axe) will increase 
rapidly. I'm am a lvl 6 imperial with a lvl 197 Long Blade Skill. I Never 
paid a single gold piece in training. This trick is AWESOME! 

-Carcanel
-DemonicSavior


12.16 Daedric Cressent
-----------------------------------------------------------------------------

There is a hidden boss like person, Dregas Volar, who, if you beat 
him, gets you his weapon the daedric crescent. Go to Tel Fyr. Levitate up 
to Fyr's chamber get the key on his table (he wont fight you). Don't kill 
the corprus people. Go down into the corprusarium and turn left at the 
first intersection you will see a lockk 100 chest. Open it to get the 
678 key. Head back the way you came and keep straight. You will come to a 
pool on the right, dive in to open the 2nd chest. Get the 738 key, 
backtrack and go through the gate on your left. In the shallow pool is the 
third chest and the 802 key. Head back to the first chest but turn left. 
The left corner is where the 4th chest is. Go back to the onyx hall and 
at the golden door turn right. behind the pillar is the 1008 key.now go 
to the bowels of the corium through the door straight infront. Keep 
going to the 1092 key. Go back up to Fyrs chamber and open the small chest 
on the bookshelf to get 50 dwemer coins, 1155 key and that amulet.
To fight Volar equip the amulet and choose yes. He can paralyze you, 
blind you and over encumber you, or just stand there and take a 
beating.

-Josh Aldrich


12.17 Good Souls
-----------------------------------------------------------------------------
Only ascended sleepers and golden saints can give you constant effect 
when enchanting items.

-Josh Aldrich


12.18 Easy Way Over Lava
-----------------------------------------------------------------------------

Try making stepping stones over lava with books.

-Josh Aldrich


12.19 Daedric Dai Katana
-----------------------------------------------------------------------------

In an egg mine north of molag mar( go towards mt. ass.)is a daedric dai 
katana worth 120000 gold. Its on the dead hero over some rocks to the 
right.

-Josh Aldrich


12.20 Ebony Armor Set Location
-----------------------------------------------------------------------------

The daedric ruins which I BELIEVE are southwest of Khuul have an area called 
the "Sunken Vaults", in which a guy whose name and existence are completely 
meaningless lives. He happens to have all of the ebony armor pieces except 
the helmet, and although he can summon daedroths and has a daedric war axe, 
if you can buy around 10-15 jugs of sujamma and get three hits off, then 
he'll die, and you'll get a full suit of ebony armor and the axe.

-Demens Ignis 


12.21 The Wonders Of Sujamma
-----------------------------------------------------------------------------

Sujamma can be consumed in huge quantities with negligible side effects 
(only temporary loss of int., sometimes minor draining effects), allowing 
ANY character to kill just about anything at any level (think of the effects 
of around 300-700 strength with nearly ANY weapon)

-Demens Ignis 


12.22 Stat Training Quirks
-----------------------------------------------------------------------------

If you wear the boots of blinding speed and have a major or minor skill 
based on speed, then you can increase it to the maximum level with a master 
trainer, and then, since the masters don't have a limit to how high a level 
they can train you (or something like that), and since your speed attribute 
will not prevent it from being trained further, you can constantly train it 
ten points with the master. The result? The skill will always stay at 100, 
but since your speed is more than 100, you can gain levels infinitely this 
way WITHOUT going to jail. This works with any item which enhances stats 
permanently (or with a temporary stat-enhancer, if you talk to them during 
the effect's duration, but you'll need to reapply the effect before every 
session).

-Demens Ignis 


12.23 Another Stat Training Quirk
-----------------------------------------------------------------------------

The female trainer in one of the rooms at the top of the stairs in the Lucky 
Lockup in Balmora is able to train your shortblade skill to 100.....and then 
some.  If shortblade is one of your major or minor skills when you continue 
to train past 100 your skill will not go up but you will get the skill 
points counted toward your level.  If you have enough money, you could 
theoretically max out all your stats, hp, etc.  It will cost a ton of money 
to train but it is worth it for leveling if you advanced all your other 
major and minors to 100 and still have some stats below 100.

-Senaldun


12.24 Glass Armor Set
-----------------------------------------------------------------------------

if you're a theif...a great place to go is the ghostgate tower of dusk(on 
left when facing ghostgate from south) go in there and find the guy who does
blacksmithing, when i was there i was only on level three or four, i found 
an entire set of glass armor stuff...each of which are worth a few thousand 
bucks a piece, so you could sell'em for cash, or you could wear'em like i am,
considering the armor rating on them is upper 70's to late 80's...i know the
glass towershield i stole was a whopping 99 in armor class, when i wear the
entire set my armor class is just about 90, before i stole that i had stuff
on that was only armor rating of 10...so it was very helpful, the dude also 
has a glass jinkblade(shortsword) which has 200 paralyze charges, or a glass 
sword(longsword) and that's a sweet weapon as well 

-Alex 


12.25 Another Permanent Bound Item (Non Bug)
-----------------------------------------------------------------------------

I got a permanent bound axe by enchanting a ring with a bound axe spell, 
with constant effect, it was about 11,000 septims, and I wasn't even on good
standards with the enchanter. You need a golden saint, which I got from a 
scroll. 

-Victor


12.26 M'Aiq the Liar
-----------------------------------------------------------------------------

This is cool. Another surreal Morrowind character. In between Dragon 
Fel and Ald Daedroth (SE of DF, NW of AD) is a tiny island. Actually, it's 
more of a large rock. It's off the mainland where Dragon Fel is. On it is a 
Khajiit (and a chair and a fishing pole), M'Aiq the Liar. You can ask him 
about many things, inlcuding the talking mudcrab, rope climbing, multiplayer,
and nudity. But be sure to ask about the Shrine of Boethial.



...Okay, he might be really hard to find, so I'll give that one away 
for those who want to find it. "You seek the shrine that is no longer 
there? ... Looks to the seas to the West... take a deep breath and search". 
Remember that woman is Sedya Neen who said her cousin saw a city in the water
near Gnaar Mok? According to my journal, though, it's closer to Hla Oad.

-God Magnus


12.27 Raise A Stat And Make Money
-----------------------------------------------------------------------------

To raise athletics and make good money fairly easily ..swim around Seyda Neen
and look for kollops! They have a chance to hold a pearl! 100 gold per pearl 
and all that swimming will raise your athletics quickly!
 
-SpaceLord


12.28 Death to Ordinators!!!!!!! (Kwik Kash)
-----------------------------------------------------------------------------

In the foreign quarter plaza there are 2 spots where nobody can touch you. 
They are behind 2 flower things and it forms a right angle.  jump behind it
and whip out your bow and arrow.  shoot the ordinator.  sometimes the game 
glitches and the ordinator comes running towards you and goes straight 
through the wall.  just resist arest and jump to the other side.  anyway 
when he doesent go through the wall which is most of the time, just whip out
your sword, axe, staff whatever and hack away.  he will eventually die.  
take all his crap and use the mages guild to warp to caldera.  go outside 
and drop al your stolen stuff.  pay your bounty of 40 (yes its still 40 i 
dont know why) after you do that pick everything up and go sel it to the 
Scamp, Creeper.  This is real easy to do if youre low level too.  I did it
when I was level 1.  Yes 1.

-The Great Gerstacker


12.29 Dragonbone Cuirass
-----------------------------------------------------------------------------

Southwest of Vivec on one of the small islands there is a place called Mudan
grotto, swimming through the grotto will bring you to Mudan: Lost Dwemer
Checkpoint, once inside, you must continuie swimming to reach the Mudan 
vault, which is protected by a steam guardian.  Deafeat it and open the 
closet to get the Dragonbone cuirass, heavy armor with a 330+ AR and
a 100% resist fire.  Make sure to bring along a scroll of ekash's lock 
splitter and some potions of water breathing, it will be a long swim and the
door to the vault is level 100 and trapped.

-Jerome


12.30 Cheaper Constant Effect Enchantment
-----------------------------------------------------------------------------

when you enchant an item with a constant effect, instead of making the 
magnitude go from 30-30 for example, you can make it go from 1-59....that 
way you can just keep equiping the item until you get something close to the
59, thus increasing the power dramatically.  Be warned however that this can
take a very long time because you have to equip the item, check the effect,
then if you don't like it, unequip then equip, etc.  Just keep doing this
until you get a high number and don't take off the item after that point.  
Hope that wasn't too confusing.  

-Blue99BMW


12.31 Another Easy Way To Raise Sneak Skill
-----------------------------------------------------------------------------

Go into one of the bodies of water around the first town. You will get 
attacked by some fish.  (I can't remember exactly what their name is.)  
Walk barely out of the water far enough so the fish isn't attacking you and 
put your character in sneak mode.  It will flicker in and out of sneak mode.
Try to find a spot of land where you are surrounded by rocks or trees so you
don't get attacked by mudcrabs or anything else.  

Save your game and go do something else for a while.  When you come back your
stealth skill will have increased drastically.  I went from a 40 in stealth
to 100 in about 6 hours.

-dogami 


12.32 Calm The Ordinator
-----------------------------------------------------------------------------

To calm the ordinators type the following into the console.
--
"ordinator stationary"-}SetFight 30
"ordinator wander"-}SetFight 30
"ordinator wander_hp"-}SetFight 30
"ordinator_high fane"-}SetFight 30
"ordinator_wander_hvault"-}SetFight 30
"ordinator_wander_tvault"-}SetFight 30
--
circumstances:
 -must be typed exactly as above
 -must be in Vivec {-(My note: I don't think this is true)
 -must not be in the sight of an Ordinator
 -must not be in combat

-shock_ZERO and giznot


12.33 Xbox Enchanting Cheat
-----------------------------------------------------------------------------

I have found out a way to cheat on the game Morrowind for the Xbox. It allows
you to enchant items with a very low grade soul. First you must have a Golden
Saint (or something higher, i am not that far in the game). On the enchant 
item screen, choose an item and select the golden saint.  Then change the 
effect to either constant effect or cast when strikes. Now change the gem to
a lesser soul gem, as long as you never change the effect it will stay as 
constant effect allowing you to enchant many items with a constant effect 
with only one Golden Saint.

-MaconBacon


12.34 Indoril Armour
-----------------------------------------------------------------------------

I found a great way to get a set of Indoril Armour and 2 ebony pauldrons and
an ebony shield. First go into the tower of Dawn at Ghostgate. Then Go 
downstairs and enter a door with some chests. Sneak and steal some indoril 
pauldrons and helm. Next go into the room with and ordinator and a key to the
vault. DO NOT TALK TO THE ORDINATOR. Wait till he leaves the room or sneak
and take the key. Enter the door and talk to the ordinator in that room. He
will attack you. Kill him. Its no crime but you get his full set of armour 
to sell or wear, plus the ebony stuff on the table and whatever else is in 
the room. Dont worry if you dont have a high sneak skill. Mine is 5 and i 
could do it.

-Dave Marchetti


12.35 High level Conjuration Spells
-----------------------------------------------------------------------------

An easy place to get great conjuration spells is in Tel Branora. To get 
there take a boat from Ebonheart or Vivec. Once there, ask around to find 
where the Telvanni councilor is. You need to levitate to Upper Tower About 
half way up the strange spiraling thing. Once there, go into her chambers 
and levitate up. One of the people there will teach you almost every high 
level conjuration spell. They have Summon Dremora, Hunger, and even GOLDEN 
SAINT.
*spoiler*For easy trapping of Golden Saints, make a spell after buying the 
summon where the duration is equal to 10 or 15 seconds and just make sure you
have a Grand Soul Gem handy.

-P3ss1m15t


=============================================================================
Section 13: Alchemy
=============================================================================

13.1 Alchemy Equipment
-----------------------------------------------------------------------------

There are 4 types of equipment that are used in creating Alchemy potions.
(Descriptions are from the manual)
1: Mortar and Pestle - Required to mix a potion, and determines the 
                       initial potion strength. 
2: Retort            - Increases the magnitude and duration of all 
                       positive effects in a potion.
3: Alembic           - Decreases the magnitude and duration of all 
                       negative effects in a potion.
4: Calcaiator        - Increases the magnitude and duration of all 
                       effects in a potion
Not: you only need the Mortar and pestle, the other items just 
increase the effectiveness of the potion.

There are also different levels of Quality of these items, they are:
1: Apprentice
2: Journeyman
3: Master
4: Grandmaster
5: SecretMaster ( I don't think this is avail. in the game, but it is listed
                  because it is in the editor.)
The higher the quality of the apparatus the more it effects the 
outcome of your potion.

The format for the Equipment is as follows:

--Equipment Name--
Wt=weight each   V=value each  Q=Quality

*Mortar and Pestle*


--Apprentice's Mortar and Pestle--
Wt=5 V=100 Q=0.5

--Journeyman's Mortar and Pestle--
Wt=4 V=400 Q=1

--Master's Mortar and Pestle--
Wt=3 V=2400 Q=1.2

--Grandmaster's Mortar and Pestle--
Wt=2 V=4000 Q=1.5

--SecretMaster's Mortar and Pestle--
Wt=1 V=6000 Q=5


*Retort*


--Apprentice's Retort--
Wt=8 V=20 Q=0.5

--Journeyman's Retort--
Wt=6 V=80 Q=1

--Master's Retort--
Wt=4 V=480 Q=1.2

--Grandmaster's Retort--
Wt=3 V=1600 Q=1.5

--SecretMaster's Retort--
Wt=2 V=100 Q=2


*Alembic* 
Note: Skooma pipes work as an Alembic apparatus

--Tsiya's Skooma pipe--
Wt=2 V=30 Q=0.15

--Good Skooma Pipe--
Wt=2 V=50 Q=0.15

--Apprentice's Alembic--
Wt=10 V=50 Q=0.5

--Journeyman's Alembic--
Wt=7 V=200 Q=1

--Master's Alembic--
Wt=5 V=1200 Q=1.2

--Grandmaster's Alembic--
Wt=3 V=4000 Q=1.5

--SecretMaster's Alembic--
Wt=3 V=1600 Q=2


*Calcinator*


--Apprentice's Calcinator--
Wt=25 V=10 Q=0.5

--Journeyman's Calcinator--
Wt=18 V=40 Q=1

--Master's Calcinator--
Wt=13 V=240 Q=1.2

--Grandmaster's Calcinator--
Wt=8 V=4000 Q=1.5

--SecretMaster's Calcinator--
Wt=6 V=3200 Q=2



13.2 Component List
-----------------------------------------------------------------------------

The format for the components is as follows:

--Component Name--
Wt=weight each   V=value each

Note: the value listed is the base value, not what you will pay or 
      sell for. Purchase and sell prices are set by a combination 
      of your merchant skill and the Merchants disposition toward
      you.



--Alit Hide--
Wt=1 V=1 
Drain Intelligence - Resist Poison - Telekinesis - Detect Animal

--Ampoule Pod--
Wt=1 V=5
Water Walking - Paralyze - Detect Animal - Drain Willpower

--Ash Salts--
Wt=0.1 V=2
Drain Agility - Resist Magicka - Cure Blight Disease
Resist Magicka (wonder why it's listed twice.. maybe twice as powerful?)

--Ash Yam--
Wt=0.5 V=1
Fortify Intelligence - Fortify Strength - Resist Common Disease
Detect Key

--Bittergreen Petals--
Wt=0.1 V=5
Restore Intelligence - Invisibility - Drain Endurance - Drain Magicka

--Black Anther--
Wt=0.1 V=2
Drain Agility - Resist Fire - Drain Endurance - Light

--Black Lichen--
Wt=0.1 V=2
Drain Strength - Resist Frost - Drain Speed - Cure Poison

--Bloat--
Wt=0.1 V=5
Drain Magicka - Fortify Intelligence - Fortify Willpower - Detect Animal

--Bonemeal--
Wt=0.2 V=2
Restore Agility - Telekinesis - Drain Fatigue - Drain Personality

--Bread--
Wt=0.2 V=1
Restore Fatigue

--Bungler's Bane--
Wt=0.5 V=1
Drain Speed - Drain Endurance - Dispel - Drain Strength

--Chokeweed--
Wt=0.1 V=1
Drain Luck - Restore Fatigue - Cure Common Disease - Drain Willpower

--Coda Flower--
Wt=0.1 V=23
Drain Personality - Levitate - Drain Intelligence - Drain Health

--Comberry--
Wt=0.1 V=2
Drain Fatigue - Restore Magicka - Fire Shield - Reflect

--Corkbulb Root--
Wt=0.1 V=5
Cure Paralyzation - Restore Health - Lightning Shield - Fortify Luck

--Corprus weepings--
Wt=0.1 V=50
Drain Fatigue - Fortify Luck - Drain Willpower - Restore Health

--Crab Meat--
Wt=0.5 V=1
Restore Fatigue - Resist Shock - Lightning shield - Restore Luck

--Daedra Skin--
Wt=0.2 V=200
Fortify Strength - Cure Common Disease - Paralyze - Swift Swim

--Daedra's Heart--
Wt=1 V=200
Restore Magicka - Fortify Endurance - Drain Agility - Night Eye

--Diamond--
Wt=0.2 V=250
Drain Agility - Invisibility - Reflect - Detect Key

--Dreugh Wax--
Wt=0.2 V=100
Fortify Strength - Restore Str - Drain Luck - Drain Willpower

--Ectoplasm--
Wt=0.1 V=10
Fortify Agility - Detect Animal - Drain Str - Drain Health

--Emerald--
Wt=0.2 V=150
Fortify Magicka - Restore Health - Drain Agility - Drain Endurance

--Fire Petal--
Wt=0.1 V=2
Resist Fire - Drain Health - Spell Absorption - Paralyze

--Fire Salts--
Wt=0.1 V=100
Drain Health - Fortify Agility - Resist Frost - Fire Shield

--Frost Salts--
Wt=0.1 V=75
Drain Speed - Restore Magicka - Frost Shield - Resist Fire

--Ghoul Heart--
Wt=0.5 V=150
Paralyze - Cure Poison - Fortify attack

--Girith's Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Gold Kanet--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Gravedust--
Wt=0.1 V=1
Drain Intelligence - Cure Common Disease - Drain Magicka
Restore Endurance

--Green Lichen--
Wt=0.1 V=1
Fortify Personality - Cure Common Disease - Drain Str - Drain Health

--Guar Hide-- 
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Hackle-Lo Leaf--
Wt=0.1 V=30
Restore Fatigue - Paralyze - Water Breathing - Restore Luck

--Heather--
Wt=0.1 V=1
Restore Personality - Feather - Drain Speed - Drain Personality

--Hound Meat--
Wt=1 V=2
Restore Fatigue - Fortify Fatigue - Reflect - Detect Enchantment

--Human Flesh--
Wt=1 V=1
Fortify Health - Drain Intelligence - Drain Personality

--Hypha Facia--
Wt=0.1 V=1
Drain Luck - Drain Agility - Drain Fatigue - Detect Enchantment

--Kagouti Hide--
Wt=1 V=2
Drain Fatigue - Fortify speed - Resist Common Disease - Night Eye

--Kresh Fiber--
Wt=0.1 V=1
Restore Luck - Fortify Personality - Drain Magicka - Drain Speed

--Kwama Cuttle--
Wt=0.1 V=2
Resist Poison - Drain Fatigue - Water Walking - Water Breathing

--Large Corprusmeat Hunk--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Large Kwama Egg--
Wt=2 V=2
Restore Fatigue - Paralyze - Frost Shield - Fortify Health

--Large Wrapped Corprusmeat--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Luminous Russula--
Wt=0.2 V=1
Water Breathing - Drain Fatigue - Poison

--Marshmerrow--
Wt=0.1 V=1
Restore Health - Detect Enchantment - Drain Willpower - Drain Fatigue

--Marsus'Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Medium Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Medium Wrapped Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Meteor Slime--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Moon Sugar--
Wt=0.1 V=50
Fortify Speed - Dispel - Drain Endurance - Drain Luck

--Muck--
Wt=0.1 V=1
Drain Intelligence - Detect Key - Drain Personality - Cure Common Disease

--Muffin--
Wt=0.2 V=1
Restore Fatigue

--Netch Leather--
Wt=1 V=1
Fortify Endurance - Fortify Intelligence - Drain Personality
Cure Paralyzation

--Pearl--
Wt=0.2 V=100
Drain Agility - Dispel - Water Breathing - Resist Common Disease

--Poison--
Wt=0.1 V=0
Weakness to Poison - Damage Health - Damage Fatigue - Poison

--Racer Plumes--
Wt=0.1 V=20
Drain Willpower - Levitate

--Rat Meat--
Wt=1 V=1
Drain Magicka - Paralyze - Cure Poison - Resist Poison

--Raw Ebony--
Wt=10 V=200
Drain Agility - Cure Poison - Frost Shield - Restore Speed

--Raw Glass--
Wt=2 V=200
Drain Intelligence - Drain Strength - Drain Speed - Fire Shield

--Red Lichen--
Wt=0.1 V=25
Drain Speed - Light - Cure Common Disease - Drain Magicka

--Resin--
Wt=0.1 V=10
Restore Health - Restore Speed - Burden - Resist Common Disease

--Roland's Tear--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Roobrush--
Wt=0.1 V=1
Drain Willpower - Fortify Agility - Drain Health - Cure Poison

--Ruby--
Wt=0.2 V=200
Drain Health - Feather - Restore Intelligence - Drain Agility

--Saltrice--
Wt=0.1 V=1
Restore Fatigue - Fortify Magicka - Drain Str - Restore Health

--Scales--
Wt=0.2 V=2
Drain Personality - Water Walking - Restore Endurance - Swift Swim

--Scamp Skin--
Wt=0.1 V=10
Drain Magicka - Cure Paralyzation - Restore Personality - Restore Strength

--Scathecraw--
Wt=0.1 V=2
Drain Str - Cure Poison - Drain Health - Restore Willpower

--Scrap Metal--
Wt=10 V=20
Drain Health - Lightning Shield - Resist Shock - Restore Intelligence

--Scrib Jelly--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Scrib Jerky--
Wt=0.2 V=5
Restore Fatigue - Fortify Fatigue - Burden - Swift Swim

--Scuttle--
Wt=0.1 V=10
Restore Fatigue - Fortify Fatigue - Feather - Telekinesis

--Shalk Resin--
Wt=0.1 V=50
Drain Fatigue - Fortify Health - Drain Personality - Fortify Speed

--Sload Soap--
Wt=0.1 V=50
Drain Personality - Fortify Agility - Fire Shield - Restore Agility

--Small Corprusmeat Hunk--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Small Kwama Egg--
Wt=0.5 V=1
Restore Fatigue

--Small Wrapped Corprusmeat--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Spore Pod--
Wt=0.1 V=1
Drain Str - Drain Fatigue - Detect Key - Paralyze

--Stoneflower Petals--
Wt=0.1 V=1
Restore Strength - Fortify Magicka - Drain Luck - Fortify Personality

--Trama Root--
Wt=0.1 V=10
Restore Willpower - Levitate - Drain Magicka - Drain Speed

--Treated Bittergreen Petals--
Wt=0.1 V=10
Restore Intelligence - Drain Magicka - Drain Endurance - Invisibility

--Vampire Dust--
Wt=0.1 V=500
Fortify Health - Fortify Strength - Spell Absorption
Vampirism (hmm.. only ingredient that has it.. wonder how you make a 
vampire potion)

--Violet Coprinus--
Wt=0.5 V=1
Water Walking - Drain Fatigue - Poison

--Void Salts--
Wt=0.1 V=100
Restore Magicka - Spell Absorption - Paralyze - Drain Endurance

--Wickwheat--
Wt=0.1 V=1
Restore Health - Fortify Willpower- Paralyze - Damage Intelligence

--Willow Anther--
Wt=0.1 V=10
Drain Personality - Frost Shield - Cure common Disease - Cure Paralyzation

--Wrapped Corprusmeat Hunk--
Wt=0.0 V=0
Drain Fatigue - Drain Health - Drain Magicka



13.3 Cure Potion Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--CURE BLIGHT DISEASE--					
Ash Salts       Meteor Slime    Scrib Jelly
			
--CURE COMMON DISEASE--					
Chokeweed       Daedra Skin     Gravedust       Green Lichen    Muck	
Red Lichen      Willow Anther
					
--CURE PARALYZATION--					
Corkbulb Root   Netch Leather   Scamp Skin      Willow Anther
		
--CURE POISON--					
Black Lichen    Ghoul Heart     Meteor Slime    Rat Meat        Raw Ebony
Roobrush        Scathecraw      Scrib Jelly				
					
	

13.4 Restore Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--RESTORE AGILITY--				
Bonemeal        Sload Soap
			
--RESTORE ENDURANCE--				
Gravedust       Scales	
		
--RESTORE FATIGUE--				
Bread           Chokeweed       Crab Meat       Hack-Lo Leaf    Hound Meat
Lg. Kwama Egg   Muffin          Saltrice        Scrib Jerky     Scuttle
Sm. Kwama Egg	
			
R--ESTORE HEALTH--				
Corkbulb Root   Emerald	        Marshmerrow     Resin           Saltrice
Whickwheat      Corprus Weepings
			
--RESTORE INTELLIGENCE--				
Ruby	        Scrap Metal	Treated Bittergreen Petals
Bittergreen Petals
	
--RESTORE LUCK--				
Crab Meat       Hack-Lo Leaf    Kresh Fiber
		
--RESTORE MAGICKA--				
Comberry        Daedra's Heart  Frost Salts     Void Salts
	
--RESTORE PRESONALITY--				
Guar Hide       Heather         Scamp Skin	
	
--RESTORE STRENGTH--				
Dreugh Wax      Gold Kanet      Roland's Tear   Scamp Skin	
Stoneflower Petals

--RESTORE WILLPOWER--				
Meteor slime    Scathecraw      Scrib Jelly     Trama Root
	
--RESTORE SPEED	--			
Raw Ebony       Resin			



13.5 Fortify Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--FORTIFY AGILITY--			
Ectoplasm       Fire salts      Roobrush        Sload Soap

--FORTIFY ENDURANCE--			
Deadra's Heart  Guar Hide       Netch Leather	

--FORTIFY FATIGUE--			
Hound Meat      Scrib Jerky     Scuttle	

--FORTIFY HEALTH--			
Human Flesh     Lg. Kwamma Egg  Shalk Resin     Vampire Dust

--FORTIFY INTELLIGENCE--		
Ash Yam         Bloat           Netch Leather
	
--FORTIFY LUCK--			
Corkbulb Root   Corprus Weepings                Guar Hide
	
--FORTIFY MAGICKA--			
Emerald         Saltrice        Stoneflower Petals
	
--FORTIFY PERSONALITY--			
Green Lichen    Kresh Fiber     Stoneflower Petals
	
--FORTIFY SPEED--			
Kagouti Hide    Moon Sugar      Shalk Resin
	
--FORTIFY STRENGTH--			
Ash Yam        Daedra Skin      Dreugh Wax       Vampire Dust

--FORTIFY WILLPOWER--			
Bloat          Meteor Slime     Scrib Jelly      Whickwheat

--FORTIFY ATTACK--			
Ghoul Heart	



13.6 Resist Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.
	


--RESIST COMMON DISEASE--		
Ash Yam         Kagouti Hide    pearl         Resin

--RESIST FIRE--			
Black Anther    Fire Petal      Frost Salts
	
--RESIST FROST--			
Black Lichen    Fire Salts
		
--RESIST MAJICK--			
Ash Salt
			
--RESIST POISON--			
Alit Hide       Kwama Cuttle    Rat Meat
	
--RESIST SHOCK--			
Crab Meat       Scrap Metal

			

13.7 Shield Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--FIRE SHIELD--			
Comberry        Fire Salts      Raw Glass       Slaod Soap

--FROST SHIELD--			
Frost Salts     Lg. Kwama Egg   Raw Ebony       Willow Anther

--LIGHTNING SHIELD--			
Corkbulb Root   Crab Meat       Scrap Metal

	
			
13.8 Misc. Helpful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--DETECT ANIMAL--			
Alit Hide       Ampoule Pod     Bloat    Ectoplasm

--DETECT ENCHANTMENT--			
Hound Meat      Hypha Facia     Marshmerrow
	
--DETECT KEY--			
Ash Yam         Diamond         Muck     Spore Pod

--DISPEL--			
Bungler's Bane  Moon Sugar      Pearl
	
--FEATHER--			
Heather         Ruby            Scuttle	

--INVISIBILITY--			
Bittergreen Petals              Diamond	    Treated Bittergreen Petals
	
--LEVITATE--			
Coda Flower     Racer Plume     Trama Root
	
--LIGHT--			
Black Anther    Red Lichen
		
--NIGHT EYE--			
Daedra's Heart  Kagouti Hide
		
--REFLECT--			
Comberry        Diamond         Hound Meat
	
--SPELL ABSORBTION--			
Fire Petal      Vampire Dust    Void Salts
	
--SWIFT SWIM--			
Daedra Skin     Scales          Scrib Jerky
	
--TELEKINESIS--			
Alit Hide       Bonemeal        Scuttle	

--WATER BREATHING--			
Hack-Lo Leaf    Kwama Cuttle    Luminous Russula         Pearl

--WATER WALKING--			
Ampoule Pod     Kwama Cuttle    Scales         Violet Coprinus



13.9 Drain Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--DRAIN AGILITY--			
Ash Salts       Black Anther    Daedra's Heart  Diamond
Emerald         Hypha Facia     Pearl           Raw Ebony
Ruby	
		
--DRAIN ENDURANCE--			
Bittergreen Petals              Black Anther    Bunglers Bane    Emerald
Moon Sugar      Treated Bittergreen             Petals           Void Salts

--DRAIN FATIGUE--			
Bonemeal        Comberry        Corprus Weepings        Guar Hide
Hypha Facia     Kagouti Hide    Kwama Cuttle    Luminous Russula
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Wrapped Med Corprusmeat Hunk
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Spore Pod
Violet Coprinus         Wrapped Corprusmeat Hunk
Marshmerrow             Shalk Resin
	
--DRAIN HEALTH--			
Coda Flower     Ectoplasm       Fire Petal      Fire Salts
Gold Kanet      Green Lichen    Rolands Tear    Roobrush
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Ruby    Scathecraw
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Scrap Metal
Wrapped Corprusmeat Hunk        Wrapped Med Corprusmeat Hunk
		
--DRAIN INTELLIGENCE--			
Alit Hide       Coda Flower     Gravedust       Human Flesh
Muck            Raw Glass	
	
--DRAIN LUCK--			
Chokeweed       Dreugh Wax      Gold Kanet      Hypha Facia
Rolands tear    Stoneflower Petals              Moon Sugar
	
--DRAIN MAGICKA--			
Bittergreen Petals      Bloat           Gravedust       Kresh Fiber
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Rat Meat        Red Lichen
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Scamp Skin
Trama Root              Wrapped Corprusmeat Hunk
Treated Bittergreen Petals      Wrapped Med Corprusmeat Hunk

--DRAIN PERSONALITY--			
Bonemeal        Coda Flower     Heather         Human Flesh
Muck            Netch Leather   Scales          Shalk Resin
Sload Soap      Willow Anther
	
--DRAIN SPEED--			
Black Lichen    Frost Salts     Heather         Kresh Fiber
Raw Glass       Red Lichen      Trama Root      Bunglers Bane

--DRAIN STRENGTH--			
Black Lichen    Bunglers Bane   Ectoplasm       Green Lichen
Raw Glass       Saltrice        Scathecraw      Spore Pod

--DRAIN WILLPOWER--			
Ampoule Pod     Chokeweed       Corprus Weepings        Dreugh Wax
Marshmerrow     Racer Plumes    Roobrush



13.10 Misc. Harmful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--BURDEN--					
Gold Kanet      Resin          Roland's Tear    Scrib Jerky
		
--DAMAGE FATIGUE--					
Poison
			
--DAMAGE HEALTH--					
Poison
			
--DAMAGE INTELLIGENCE--					
Wickwheat
				
--PARALYZE--					
Ampoule Pod     Daedra Skin     Fire Petal      Ghoul Heart
Hackle-Lo Leaf  Lg. Kwama Egg   Rat Meat        Spore Pod
Void Salts      Wickwheat
		
--POISON--					
Luminous Russula                Poison          Violet Coprinus
			
--WEAKNESS TO POISON--					
Poison
			
--VAMPIRISM--					
Vampire Dust



13.11 Two Item Multiple Effect Potions
-----------------------------------------------------------------------------

This section was submitted by Mad Marduk.

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.


--Cure Common Disease, Drain Intelligence--
Grave Dust         Muck

--Cure Common Disease, Drain Magicka--
Grave Dust         Red Lichen

--Cure Common Disease, Drain Personality--
Muck               Willow Anther

--Cure Paralyzation, Drain Personality--
Netch Leather      Willow Anther

--Cure Poison, Drain Health--
Roobrush           Scathecraw

--Cure Poison, Drain Strength--
Black Lichen       Scathecraw

--Cure Poison, Paralyze--
Rat Meat           Scathecraw         Scrib Jelly

--Detect Enchantment, Drain Fatigue--
Hypha Facia        Marshmerrow

--Dispel, Drain Endurance--
Bungler's Bane     Moon Sugar

--Fortify Agility, Drain Health--
Ectoplasm          Fire Salts         Roobrush

--Fortify Agility, Fire Shield--
Fire Salts         Sload Soap

--Fortify Fatigue, Restore Fatigue--
Hound Meat         Scrib Jerkey       Scuttle

--Fortify Health, Drain Personality--
Shalk Resin        Human Flesh

--Fortify Luck, Drain Fatigue--
Corprus Weepings   Guar Hide

--Fortify Luck, Restore Health--
Corkbulb Root      Corprus Weepings

--Fortify Magicka, Restore Health--
Emerald            Saltrice

--Fortify Speed, Drain Fatigue--
Kagouti Hide       Shalk Resin

--Lightning Shield, Resist Shock--
Crab Meat          Scrap Metal

--Fire Shield, Fortify Agility--
Fire Salts         Sload Soap

--Restore Health, Fortify Luck--
Corkbulb Root      Corprus Weepings

--Restore health, Fortify Magicka--
Emerald            Saltrice

--Restore Intelligence, Drain Health--
Ruby               Scrap Metal

--Restore Agility, Drain Personality--
Bonemeal           Sload Soap

--Restore Fatigue, Paralyze--
Hackle-Lo Leaf     Large Kwamma Egg

--Restore Fatigue, Restore Luck--
Hackle-Lo Leaf     Crab Meat
--Restore Strength, Drain Luck--
Dreguh Wax         Stoneflower Petals

--Spell Absorbtion, Paralyze--
Fire Petal         Void Salts

--Water Breathing, Drain Fatigue--
Kwamma Cuttle      Luminous Russula

--Water Walking, Drain Fatigue--
Kwamma Cuttle      Violet Coprinus

--Burden, Drain Health, Drain Luck, Restore Strength--
Gold Kanet         Roland's Tear

--Restore Health, Drain Fatigue, Drain Willpower--
Marshmerrow        Corprus Weepings

--Cure Blight Disease, Cure Poison, Fortify Willpower, Restore Willpower--
Metor Slime        Scrib Jelly

--Invisibility, Drain Endurance, Drain Magicka, Restore Intellighence--
Bittergreen Petals     Tainted Bittergreen Petals



13.12 Reader Submitted Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

**Potion Name**
--Potion Effect--
ingredients needed
description (if any)
Submitted by

**Gift of Speed**
--Fortify Speed, Restore Fatigue--
Use Moon Sugar and Kagouti Hide, Hackle-Lo Leaf and Saltrice (or Crab Meat)
This potion lets you run at an accelerated rate without tiring

Submitted by Eevle


**Comeback Kid**
--Lightning Shield, Fortify Mana, Restore Health, Restore, Fatigue--
Use Corkbulb Root, Crab Meat, Saltrice, and Stoneflower Petals.
This potion will put you back in fighting shape in a hurry, and 
protects you from further injury with a lightning shield.

Submitted by Eevle


**Iron Man**
--Fortify Health, Fortify Strength--
Use Ash Yam, Dreugh Wax, Shalk Resin, and a Large Kwama Egg.  
This potion will make you stronger and tougher, perfect for tough brawls.

Submitted by Eevle


**Lead Wall**
--Absorb, Reflect, Restore Mana, Paralyze--
Use Void Salts, Comberry, Fire Petal, and Hound Meat.  
Intended for magic duels, this potion protects you with both absorb and 
reflect, and also recharges your own magicka.  Be sure to use an alembic
when preparing this potion though, as it does have the unfortunate side 
effect of briefly paralyzing the user.

Submitted by Eevle


**Protector**
--Fortify Agility, Fire Shield, Lightning Shield--
Use Sload Soap, Fire Salts, Crab Meat, and Corkbulb Root.
This potion makes you harder to hit three different ways, and offers 
resistance to fire and lightning as well.  (Note that it is possible to 
replace the lightning shield with a frost shield, by substituting the 
corkbulb root and crab meat with willow anther and a large kwama egg).

Submitted by Eevle


**Eevle's Elixer**
--Fortify Health, Restore Health, Restore Fatigue, Fortify Magicka--
Use Emerald, Shalk Resin, Saltrice, and a Large Kwama Egg.
By combining the effects of fortify health and restore health, your health 
will rise rapidly enough to survive most close calls.  This potion also 
restores fatigue and provides a magicka boost.

Submitted by Eevle


**Torpedo Juice**
--Swift Swim, Water Breathing, Restore Fatigue--
Use Scales, Scrib Jerky, Luminous Russula, and Hackle-Lo Leaf.
This potion will speed you through the water.

Submitted by Eevle


**Jacques Cousteau**
--Light, Water Breathing--
Use Hackle-Lo Leaf, Red Lichen, Luminous Russula, and Black Anther.
This potion is ideal for exploring shipwrecks, grottos and other dark
underwater areas.

Submitted by Eevle



=============================================================================
Section 14: Books To Learn From
=============================================================================

14.1 Books That Raise Skills
-----------------------------------------------------------------------------
                                                # IN
NAME OF BOOK                   |SKILL RAISED   |WORLD
-----------------------------------------------------------------------------
Realizations of Acrobacy        Acrobatics      5
A Dance in Fire, Chapter 1      Acrobatics      6
A Dance in Fire, Chapter 4      Acrobatics      6
The Black Arrow, Volume I       Acrobatics      4
Mystery of Talara, Part 1       Acrobatics      4
A Game at Dinner                Alchemy         8
The Cake and the Diamond        Alchemy         5
Song of the Alchemists          Alchemy         6
36 Lessons of Vivec, Sermon 2   Alchemy         5
36 Lessons of Vivec, Sermon 18  Alchemy         4
Breathing Water                 Alteration      5
The Dragon Break Re-Examined    Alteration      5
Sithis                          Alteration      5
36 Lessons of Vivec, Sermon 13  Alteration      4
The Lunar Lorkhan               Alteration      5
The Armorer's Challenge         Armorer         5
Last Scabbard of Akrash         Armorer         6
36 Lessons of Vivec, Sermon 6   Armorer         5
36 Lessons of Vivec, Sermon 25  Armorer         5
36 Lessons of Vivec, Sermon 29  Armorer         4
The Ransom of Zarek             Athletics       6
A Dance in Fire, Chapter 3      Athletics       6
36 Lessons of Vivec, Sermon 1   Athletics       4
36 Lessons of Vivec, Sermon 8   Athletics       3
36 Lessons of Vivec, Sermon 29  Athletics       4
The Third Door                  Axe             7
The Axe Man                     Axe             6
The Seed                        Axe             6
36 Lessons of Vivec, Sermon 5   Axe             4
36 Lessons of Vivec, Sermon 16  Axe             3
Death Blow of Abernanit         Block           4
The Mirror                      Block           5
A Dance in Fire, Chapter 2      Block           5
36 Lessons of Vivec, Sermon 7   Block           4
36 Lessons of Vivec, Sermon 32  Block           4
The Hope of the Redoran         Blunt Weapon    6
The Importance of Where         Blunt Weapon    5
Night Falls On Sentinel         Blunt Weapon    3
36 Lessons of Vivec, Sermon 3   Blunt Weapon    5
36 Lessons of Vivec, Sermon 9   Blunt Weapon    3
Feyfolken II                    Conjuration     5
Feyfolken III                   Conjuration     6
2920, Hearth Fire               Conjuration     5
2920, FrostFall                 Conjuration     5
The Warrior's Charge            Conjuration     3
The Horror of Castle Xyr        Destruction     6
Response to Bero's Speech       Destruction     5
A Hypothetical Treachery        Destruction     5
The Art of War Magic            Destruction     5
Mystery of Talara, Part 3       Destruction     3
Feyfolken I                     Enchant         6
The Wolf Queen, Book VIII       Enchant         5
Palla, Book II                  Enchant         6
36 Lessons of Vivec, Sermon 19  Enchant         4
The Final Lesson                Enchant         5
The Prayers of Baranat          Hand-to-Hand    5
The Wolf Queen, Book II         Hand-to-Hand    5
Charwich-Koniinge, Volume 2     Hand-to-Hand    4
Charwich-Koniinge, Volume 4     Hand-to-Hand    3
Master Zoaraym's Tale           Hand-to-Hand    3
Hallgerd's Tale                 Heavy Armor     6
2920, MidYear                   Heavy Armor     4
Chimarvamidium                  Heavy Armor     3
How Orsinium Passed to the Orcs Heavy Armor     5
36 Lessons of Vivec, Sermon 12  Heavy Armor     4
The Wolf Queen, Book III        Illusion        4
Silence                         Illusion        4
Incident in Necrom              Illusion        4
Palla, Book I                   Illusion        4
Mystery of Talara, Part 4       Illusion        4
The Rear Guard                  Light Armor     5
Ice and Chilton                 Light Armor     5
Lord Jornibret's Last Dance     Light Armor     4
36 Lessons of Vivec, Sermon 21  Light Armor     3
36 Lessons of Vivec, Sermon 28  Light Armor     5
Words and Philosophy            Long Blade      6
2920, Morning Star              Long Blade      4
36 Lessons of Vivec, Sermon 17  Long Blade      5
36 Lessons of Vivec, Sermon 20  Long Blade      4
36 Lessons of Vivec, Sermon 23  Long Blade      3
The Gold Ribbon of Merrit       Marksman        4
A Dance in Fire, Chapter 5      Marksman        5
Vernaccus and Bourlor           Marksman        4
The Marksmanship Lesson         Marksman        5
The Black Arrow, Volume II      Marksman        3
Cherim's Heart of Anequina      Medium Armor    5
Bone, Part One                  Medium Armor    4
Bone, Part Two                  Medium Armor    4
36 Lessons of Vivec, Sermon 22  Medium Armor    4
36 Lessons of Vivec, Sermon 33  Medium Armor    4
The Buying Game                 Mercantile      5
The Wolf Queen, Book IV         Mercantile      5
2920, Sun's Height              Mercantile      4
36 Lessons of Vivec, Sermon 6   Mercantile      5
36 Lessons of Vivec, Sermon 7   Mercantile      4
Mystery of Talara, Part 5       Unknown         3
The Firsthold Revolt            Mysticism       5
2920, Sun's Dawn                Mysticism       5
36 Lessons of Vivec, Sermon 4   Mysticism       5
36 Lessons of Vivec, Sermon 36  Mysticism       5
Charwich-Koniinge, Volume 3     Mysticism       4
Withershins                     Restorations    6
Notes on Racial Phylogeny       Restorations    5
The Four Suitors of Benitah     Restorations    5
2920, Rain's Hand               Restorations    5
Mystery of Talara, Part 2       Restorations    3
The Locked Room                 Security        5
The Wolf Queen, Book I          Security        5
The Dowry                       Security        5
Chance's Folly                  Security        5
Surfeit of Thieves              Security        4
Unnamed Book                    Short Blade     5
2920, Sun's Dusk                Short Blade     4
2920, Evening Star              Short Blade     4
36 Lessons of Vivec, Sermon 10  Short Blade     5
36 Lessons of Vivec, Sermon 30  Short Blade     4
The Wolf Queen, Book VI         Sneak           4
2920, Last Seed                 Sneak           4
Azura and the Box               Sneak           5
Trap                            Sneak           3
36 Lessons of Vivec, Sermon 26  Sneak           5
Smuggler's Island               Spear           4
2920, First Seed                Spear           4
36 Lessons of Vivec, Sermon 14  Spear           3
36 Lessons of Vivec, Sermon 24  Spear           5
36 Lessons of Vivec, Sermon 35  Spear           4
Biography of the Wolf Queen     Speechcraft     5
The Wolf Queen, Book V          Speechcraft     5
2920, Second Seed               Speechcraft     4
The Wolf Queen, Book VII        Speechcraft     5
36 Lessons of Vivec, Sermon 27  Speechcraft     6
The Wraith's Wedding Dowry      Unarmored       5
Charwich-Koniinge, Volume I     Unarmored       3
36 Lessons of Vivec, Sermon 11  Unarmored       5
36 Lessons of Vivec, Sermon 15  Unarmored       3
36 Lessons of Vivec, Sermon 34  Unarmored       3


14.2 : Books That Have Other Effects
-----------------------------------------------------------------------------

Book                           |Effect
-----------------------------------------------------------------------------

The Pilgrims Path              Adds the following places on your map: Gnisis,
                               Vivec, Ghostgate, Koal Cave Entrance, and the
                               Fields of Kummu
Devine Metaphysics             Adds the topic "Devine Metaphysics" as a 
                               conversation topic.
The Egg of Time                Adds the topic  "The Egg of Time" as a
                               conversation topic.
Secrets of Dwemer Animunculi   Gives you the spell "Summon Centurian"
 
=============================================================================
Section 15: Master Trainer Locations
=============================================================================

The following list was taken from the Official Strategy Guide, with the
exception of the Faction Info and the notes.

The Format for the Master Trainers is as follows:
Skill:
Name:
Faction:
Location:
Notes:


Acrobatics: 
Senyndie
None
Fighters guild on the waistworks level of the Vivec Arena canton


Alchemy: 
Abelle Chriditte
None
In the Propylon Chamber at the stronghold Valenvaryon


Alteration: 
Seryne Relas
None
At her home in Tel Branora


Armorer: 
Sirollus Saccus
Imperial Legion
On the lower level of the Hawkmoth Legion Garrison in Ebonheart 
Note: In the editor, the training check box is unchecked, you will need to 
      fix this in order to have him train you.


Athletics: 
Adibael Hainnabibi
None
In Adibael's yurt at the kaushtababi camp, south of Molag Mor.


Axe: 
Alfhedil Elf-Hewer
None
On the upper level of the stronghold Falensarano.


Block: 
Shardie
Imperial Legion
In the courtyard of the Buckmoth Legion Fort outside Ald'ruhn


Blunt Weapon: 
Ernse Llervu 
None
Vivec, The Abbey of St. Delyn the Wise 


Conjuration: 
Methal Seran
Temple
On the lowest level of the Ald-Ruhn Temple.


Destruction: 
Leles Birian
None
East of Piernette's Farmhouse (located east of Pelagiad)


Enchant: 
Qorwynn
None
Near the exit from the stronghold Indoranyon


Hand-to-Hand: 
Taren Omothan
None
In the soutwestern bedroom on the lowest level of the Holamayan monastery


Heavy Armor: 
Seanwen
None
At Arena Fighters training in Vivec


Illusion: 
Erer Darothril
None
At Dirty Muriel's Cornerclub in Sadrith Mora


Light Armor: 
Aerin
None
In the Andus Tradehouse in Maar Gan


Long Blade: 
Ulms Drathan
None
At the Armigers Stronghold in Molag Mar


Marksman: 
Missun Akin
None
In Missun Akin's Hut atop the stronghold Falasmaryon.


Medium Armored Defense: 
Cinia Urtius
None
On the deck of the boat at the Tel Fyre dock
Note: Bethesda forgot to place him in the game


Mercantile: 
Ababael Timsar-Dadisun
Ashlanders
In a yurt in the Zainab Ashlander Camp


Mysticism: 
Ardarume
None
In the west wing of the Gateway Inn in Sadrith Mora


Restoration: 
Yakin Bael
None
At the Vos chapel


Security: 
Heccerinde
Thieves Guild
At his house in Balmora


Short Blade: 
Todwendy
None
At the Lucky Lockup Cornerclub in Balmora


Sneak: 
Wadarkhu
Theives Guild
At the Druegh-jigger's Rest in Gnaar Mok


Spear: 
Mertis Falandas
None
On the lower level of the Tower of Dusk at Ghostgate.

Speechcraft: 
Skink-in-Tree's-Shade
Mage Guild
At the Mages Guild in Wolverine Hall at Sadrith Mora


Unarmored: 
Khargol gro-Boguk
None
In the Vacant Tower in Dragon Fel.



=============================================================================
Section 16: Contact Info
=============================================================================

If you want to send me any ideas, congrats, or anything else, you can Email
me at Stevmill@yahoo.com. Thank you



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