Elder Scrolls 3: Morrowind Walkthrough :
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Walkthrough - Thieves Guild Guide
The Elder Scrolls III: Morrowind Thieves Guild Guide by Ben "Wroth" DuPree Copyright (c) 2002 Ben "Wroth" DuPree email@example.com Final Version ======================================================================= Sections: I. Abstract II. About the Thieves Guild III. Balmora Jobs IV. Ald-Ruhn Jobs V. Sadrith Mora Jobs VI. Vivec Jobs VII. The Bal Molagmar VIII. Update History IX. Miscellany ======================================================================= Section One: Abstract ======================================================================= I have not written a guide in a long time due to my constant work in both school and life. However, when I picked up Morrowind, I decided that I should do a favor to those who also have this game and write a guide or two on it. Morrowind is everything that I expected it to be and then some; it contains a rich, engrossing world, constant action, and an utter inundation of detail. Never before has a game taken detail where Morrowind does; Morrowind allows the player to explore-and participate in-a vast world that contains virtually anything that one could desire. More likely than not you will be able to find some aspect of Morrowind that will send you into rapture and not let you get back. ======================================================================= Section Two: About the Thieves Guild ======================================================================= The Thieves Guild in Morrowind, unlike in past Elder Scrolls games, is a figurative enfant; it only has existed in Morrowind for a few short ages. The Camora Tong, an old, established sect, controls a good majority of the illegal trafficking in Morrowind. The Thieves guide, of late, has encroached onto the Camora Tong's business, causing much friction to be generated between the two groups. However, for our purposes, the Camora Tong is useless: they do not accept outlanders- those who are not from Morrowind-into their guild. If you, an aspiring thief, desires to make a living in the night, you will have you join the Thieves Guild. The Thieves Guild members generally treat outlanders with respect and courtesy if they do their jobs; if you get on their bad side, however, things could turn out quite ugly-but enough about the guild itself... let us thieve! Or not. Before one dashes headfirst into thieving, there are a few other things that the prospective thief should know about the guild. To advance in the guild, two requirements must be met: one must put his or her head on the line for the guild while doing certain "jobs" that the guild needs doing and one must train accordingly in thievery-related skills. Only after training a certain amount will one be able to achieve advancement. I had considered listing exactly what the requirements are for advancing into each respective position in the thieves guild, but I decided against it for one reason: in thieving, do you have the clairvoyance and prior-knowledge to be able to determine how exactly the events of your robbery will play out? That's right: you don't. A robbery could go smoothly and you could walk away with the diamond that your local guild boss asked for... or you could be spotted in the process of the robbery and end up a dark smear on the end of a guard's mace-anything is possible. That's why I leave it to you, my friends. If you get really desperate, then go cry about it-see if I care. ======================================================================= Section Three: Balmora Jobs ======================================================================= Balmora, located in the southwest corner of Morrowind, is the first major town that you, our aspiring thief, will set up shop in. However, as is necessitated by a surreptitious career and a powerful enemy, the thieves do not openly prance around in the street shouting out "join the guild!" Instead, you will have to seek them out and prove your worth. Located in the eastern portion of Balmora, the Thieves Guild hideout comes cleverly disguised as a simple corner-club tavern-who would have supposed that a tavern with numerous questionable characters loafing around it at odd hours would be a Thieves Guild hideout? Certainly not I. Make your way to the South Wall corner club and, instead of seeking out the owner (who himself is a member-but not the local boss-of the Thieves guild), look for Sugar-Lips Habasi, an intimidating, furry, female Khajiit. Upon finding her in the South Wall (she's difficult to miss), you may ask her about joining the Thieves Guild. If you possess the proper skill-in stealth, security, and other surreptitious, underhanded skills-she will let you join. Although you may not yet be a master thief or a famous footpad, Sugar-Lips Habasi, after you join, will begin to offer you certain "jobs" which will aid in your advancement. The following section chronicles the jobs for Balmora and details what must be done to complete the jobs successfully without getting your weak, little thief body viciously fustigated by a guard. ======================== Balmora One: The Diamond ======================== Since you are still wet behind the ears and quite inexperienced to the nuances of thievery, Sugar-Lips Habasi relegates a simple job to you for starters: you must steal a diamond. Although it may sound rather simple, for a boy just off of the turnip farm and never having committed felony breaking and entering before, stealing a small, non- descript diamond may prove quite a challenge yet. Located in Nalcarya of White Haven's Alchemy shop in Balmora, the diamond will be yours for the taking with the use of two of the most basic thievery skills: security and stealth. Nalcarya's shop resides on the west side of the river that splits Balmora in twain; it sits just south of the temple. However, you cannot simple bust headfirst into Nalcarya's shop and demand the diamond; a guard, who seems to have taken up permanent residence with the voluptuous beauty that runs the Alchemy shop, awaits inside, ready to thwart any attempted robbery. If you had taken a moment to notice, Nalcarya's shop has two entrances: an unlocked one on the ground level and a locked one (Lock Level: 35) on the upper portion of her shop, just up the stairs. Go up the stairs and use any lock pick (don't have one? -go back to the Thieves guild and buy one) to open the door. When inside, try and determine where Nalcarya hides her precious diamond; it is neither under the bed nor in the books on the shelf... but... ah; yes. Nalcarya hides her diamond in a locked chest above her bed. Pick the lock as you just did with the door, retrieve the diamond, and return it to Sugar-Lips. That wasn't so hard, now was it? ================================ Balmora Two: Key to Nerano Manor ================================ Sugar-Lips Habasi, after realizing that you do indeed have talent, assigns you a slightly more challenging task: retrieve the key to Nerano Manor-the house of a local elite family-which the thieves guild will then use to ransack the house. However, procuring said key will prove no walk in the park; you must use your stealthy talent to lift the aforementioned key off of one of two people: either Sovor Trandel, the servant of Ondres Nerano, or Ondres Nerano himself. Both prove rather difficult, but I recommend that you go after Ondres Nerano as his servant, Sovor Trandel, works for the Camora Tong; and as much as you would like to do battle with your hated enemies and Sovor, he has powerful friends and you remain quite weak. Ondres Nerano, on the other hand, is a minor noble with a short sword in tote. You-or your grandmother, for that matter-could take his skinny, jewelry wearing behind. The Nerano Manor sits just south Nalcarya's Alchemy shop in Balmora. Don't worry: it isn't locked. Those foolish Neranos have absolutely no idea what is about to turn their world upside down: you! Enter the manor and, directly in front of you, Ondres Nerano will be waiting. He isn't planning on ambushing you; don't fear, as you will have the opportunity to strike first. Slowly sneak your way around Ondres until you are behind him and, when you think that he doesn't notice a person who just entered his house with him watching standing directly behind him, attempt to pickpocket his key. It might fail, it might not-it matters not, either way. If Ondres Nerano begins to attack, simply fight back, kill him, and take his key. Oh, and don't forget to take anything else in the house that you might wish to sell. Especially check the upstairs, where many valuables reside. With your pockets full of loot, return to Sugar-Lips with a second job well done. Alternatively, if you aren't as violent as I am, you could use your coin to whet the appetite of Sovor Trandel. If you offer him enough septims in the form of bribes, he will be willing to give you his key to the Nerano Manor with no fuss and no mess. ================================= Balmora Three: Fat Leg's Drop-Off ================================= After the Nerano Manor mysteriously loses all of its valuables, Sugar- Lips Habasi decides to send you away for the first time on a quest that takes you from the secure confines of Balmora and drops you in the middle of the wilderness-quite possibly for the first time in Morrowind. Sugar-Lips asks you to retrieve numerous Dwemer Artifacts from a man who had promised to give them to the guild and, for one reason or another, reneged on the deal. This Khajiit, Ra'Zhid, lives in Hla Oad, a fishing village to the southwest of Balmora. To reach Hla Oad, one must follow the river southwest and cross the Odai Plateau. Hla Oad rests just beyond the plateau and next to the ocean. Don't believe that just because you are a thief that you are prepared to face the harsh wilderness alone; you are far from ready to face things that could kill you in ways that you probably cannot even begin to fathom. Take a stroll over to your local, well-stocked general store or outfitter and buy a few items that will aid in your voyage to Hla Oad: a torch or two, some food, and armor if you have yet to purchase any. With those items in tote and a strong sense of daring, you just might be ready to trek along the river and over the plateau to complete your third job. After a nice, long walk, you will reach Hla Oad. At first glance, Hla Oad does not appear to be too formidable: only a few guards, a few shanty-homes, and a boat or two comprise the entire town. After a quick check around two, it becomes quite obvious where our missing Khajiit and his Dwemer Artifacts are hiding: Fat Leg's Drop-Off, as states the name of this job. Once inside Fat Leg's Drop-Off, the cramped quarters will prove a mite difficult for thievery. Thus, in the spur of the moment and in partial desperation, I developed a method to procure the artifacts with minimal threat from both the guards and Ra'Zhid's magician friend by the fire: kill Ra'Zhid. Although it seems that we have acted more as a murderer than a thief to this point, good thieves know how to improvise on the job. If improvisation includes blood on the knife, then so be it. Do not draw your weapon just yet. If you attack Ra'Zhid outright, his mage friend will come to his aid-as will the guards-and you will be in a world of hurt rather quickly. Instead, pick up your lock pick and attempt to pick the chest that lies near Ra'Zhid's feet. Any assault on the chest will bring the Khajiit to arms and, without having to start the fight, you may battle with-and kill-your enemy both without generating a huge fine that comes with murder and without involving the mage sitting at the fire. Kill Ra'Zhid, take the key from off of his body, and use it to acquire the Dwemer Artifacts from the aforementioned chest. Take the artifacts back to Sugar-Lips and your job will be complete. ================================= Balmora Four: Brown, Brown Brandy ================================= Unlike the previous quest that forced you into a brief sojourn to Hla Oad, the fourth Balmora job relegated to you by Sugar-Lips Habasi proves to be like the first diamond job; it is extremely simple and short. Sugar-Lips Habasi asks you to bring to her a decanter of vintage brandy from the home of Ralen Hlaalo (Hlaalo Manor), a recently deceased noble of Balmora. To his wife, he left behind numerous bottles of fine brandy that Sugar-Lips, obviously having lips for more than just sugar, desires. Stealing it proves hardly a challenge for a thief of your growing cunning and skill. Acquiring the Brandy of Ralen Hlaalo, in the end, proves about as difficult as looting his dead body would be (you can loot his body if you are inclined to do as such; it is resting squarely in the middle of the common room floor of the Hlaalo Manor for some strange reason. Make your way into the Hlaalo Manor, which sits next to the Nerano Manor, and make your way upstairs. Although Ralen's wife may be around and attempt to distract you with stories or other inane chatter, ignore it and obtain the brandy from a chest in one of the manor's bedrooms. Return the brandy to Sugar-Lips for a nice reward. ============================== Balmora Five: New-Shoes Bragor ============================== And you thought that Thieves Guild quests would get easier from this point with the brandy securely in the hands of Sugar-Lips; you thought wrong. Once again Sugar-Lips Habasi doles to you a quest of colossal proportions that, upon completion, will have taken you to a town farther away from Balmora than Hla Oad is. A fellow Thieves Guild member, New-Shoes Bragor, has been imprisoned by the guards at Fort Pelegiad for assorted crimes. They refuse to release him and plan to either let him rot in prison or execute him for his crimes. Sugar-Lips wants you, her trustworthy , to secure the release of New-Shoes. Sugar-Lips believes that a guard at Fort Pelegiad has been dealing illegally with Mebestien Ence, a trader, in Dwemer Artifacts. Does the word blackmail mean anything to you? Of course it does; use it. However, one potential problem already comes to mind: where the hell is Pelegiad? Located southeast of Balmora, Pelegiad is a considerable walking distance from our hometown. You must pass through the mountains, over plains, and through short grassland to reach Pelegiad, its fort, and your imprisoned comrade. Since you already procured numerous supplies for your aforementioned trip to Hla Oad, stocking up for your voyage into the unknown-and to Pelegiad-is not necessary. Follow the trail as marked by a path and signs-be careful that you do not get lost-and, eventually, you will reach the shire village of Pelegiad and the stone fort attached to it. You have partial business in the town; you must deal with the merchant Ence and his illegal Dwemer Artifacts. The shop of Mebestien Ence rests on the southern-edge of town and his artifacts sit in a trunk on the second floor of his establishment. You should have no trouble unlocking the chest and pilfering the goodies inside. Holding the Dwemer Artifacts on your person, venture into the fort and seek out the guard with the name that Sugar-Lips gave you. He should be standing relatively out in the open, and a great deal of searching should not be required. Once you do meet him, use your wit to trick him into admitting that he indeed knows of the business that goes on with Ence and that he is involved. Realizing that his facade will not play against you, he will then negotiate the freedom of New-Shoes Bragor for your silence. Accept that offer and return to Sugar-Lips. ================================ Balmora Six: South Wall Security ================================ The final job offered to you by Sugar-Lips Habasi appears relatively simple in comparison to the tedious footwork necessitated by the distances to Hla Oad and Pelegiad. The Camora Tong, the eternal enemy of the Thieves Guild, has recently been plotting to attack the guild's South Wall hideout in Balmora. Sugar-Lips Habasi needs to reinforce the hideout's security system but lacks the mastery of locks and traps to accomplish such a feat. She requires you to find her an Altmer, a master of traps and locks, to help reinforce the South Wall. She claims that a person of such skill exists in Balmora, but is unsure of the true identity of the Altmer. Giving you a list of people who she believes might be able to assist the guild and sends you on your merry way. Cutting the middleman and searching out, the person who can help you goes by the name of Hecerinde. She lives in a house on the eastern side of the river. All that is required for this job's completion is for you to approach Hecerinde and demand her assistance. =================== At this point, Sugar-Lips Habasi will have no further jobs for you. How she has run out of things for you to do is beyond me, but I suppose that even thief bosses run out of things to say and do. Directing you to two of her friends-Aengoth the Jeweler and Big Helende-she believes that your career will be best furthered through helped them. The former lives in Ald-Ruhn while the latter resides in Sadrith Mora. Since the quests from Aengoth are easier, we will venture to Ald-Ruhn first. ======================================================================= Section Four: Ald-Ruhn Jobs ======================================================================= Unlike Balmora, which exists in a rather temperate environment, Ald- Ruhn is the armpit of Satan. Laying north of Balmora in the depleted wastes and deserts of the middle planes of Morrowind, Ald-Ruhn acts as Mos Eisley did to Star Wars: Ald-Ruhn is home to scoundrels, beggars, and Morrowind's scum alike while being a town with few redeeming qualities in a harsh wasteland. However horrid the environment may be, the ambitious thief must endure the conditions and those amongst the dunes if he wants to succeed; our next Thieves Guild Boss, Aengoth the Jeweler, calls Ald-Ruhn home. After disembarking from the Silt Strider that took you here, take a look around and soak in the view-that is if you can see farther than five feet ahead of you. Ald-Ruhn, more like than not, will be blanketed by a violent sandstorm upon your arrival, as it was when I first arrived. One must ignore the conditions and keep their eyes on the prize: advancement in the guild. Make your way from the Silt Strider to the southeastern portion of Ald-Ruhn where, amongst numerous sand-caked homes and desert dunes, a small tavern resides. The Rat in the Pot, akin to the South Wall cornerclub in that they both house the Thieves Guild, is your destination. Upon entering the tavern, make your way up the main stairs to the upper deck. From there, fellow members of the guild will direct you down a small flight of stairs to the area directly beneath the platform where Aengoth awaits. He, like Sugar-Lips Habasi before him, has numerous jobs to offer you in this desolate wasteland. ===================================== Ald-Ruhn One: Plunder the Mages Guild ===================================== Sounds like fun, doesn't it? The first job that Aengoth offers to you, while seeming a death trap waiting to ensnare an unintelligent thief, turns out to be rather simple. Aengoth, to assuage your obvious fears over an assault-by you-on the Mages Guild, alerts you to the fact that the Mages Guild will be completely empty when you make your sojourn into it. In your little trip, Aengoth desires that you bring him a Devil Tanto that the Mages Guild has stored somewhere inside their establishment. Although he does not know where the tanto exactly is inside of the Mages Guild, the offer of being able to take anything else you want while inside seems too good for any "honest" thief to pass up. The Mages Guild sits directly across from the Rat in the Pot tavern, making its location no trouble at all. However, Aengoth was wrong in one thing: the Mages Guild is not empty. A lone magic using and knife- wielding guard waits on the inside of the guild in the entrance foyer. He should not prove too much of a challenge for your battle-tested self; dispatch him quickly and move on. Your ultimate goal-the Devil Tanto-sits in a locked and trapped chest in the large, open area in the eastern end of the Mages Guild. Acquire it-and anything else worth stealing-and retreat back to the Rat in the Pot so Aengoth may have his Tanto. He will reward you well for it. ===================================== Ald-Ruhn Two: The Redoran Master Helm ===================================== In Ald-Ruhn, beyond the dunes, mud-brick houses, and scorching sun exists a giant dome. This dome, which rests on the northern side of town, is the manor district. All of the wealthy elites, in order to avoid the conditions and riff-raff of the town, have constructed their homes in this giant dome. For the next few quests, we will be venturing into that dome and stealing numerous items contained within. Firstly, we must steal a Redoran Master Helm. Aengoth, after you bring him back the tanto, desires a Redoran Master Helm-a piece of armor worth a great deal of money. However, the only place that he knows of that holds a Redoran Master Helm is the giant dome and an elite manor that resides underneath its cover. In the Arobar Manor, the lord Arobar has in his possession a Redoran Master Helm; you must penetrate the Arobar Manor and steal from them their helm. Enter the manor district dome and find the Arobar Manor (it is not too hard to find, as there are only so many places underneath the dome). Once inside, look around the private quarter of the Lords and Ladies Arobar for the helm. It should not be too hard to find-simply check all chests and rooms. After the helm enters your possession, return with it to Aengoth and, once again, he will pay you handsomely for your effort. ====================================== Ald-Ruhn Three: Boethiah's Pillow Book ====================================== Weren't we just in the Arobar Manor? -Oh well, here we go again! Inside the Arobar Manor exists another prize that Aengoth demands be quietly lifted from Arobar possession and deposited into his waiting hands. With this in mind, he commissions you to return to the Arobar Manor in the manor district of Ald-Ruhn and obtain for him a tome titled "Boethiah's Pillow Book." It seems that the owner, Boethiah one might presume, records her thoughts on this and that in her "pillow book" and, like any good scoundrel, Aengoth desires to pick her brain through the contents of the pillow book. You know what you must do: obtain the book at all costs for Aengoth! Make your way back into the Arobar Manor as you did the first time and search around the private quarters some more. In one of the rooms, resting appropriately on a bed will be the pillow book that you seek. Grab it and return it to Aengoth for a nice profit. ========================== Ald-Ruhn Four: Withershins ========================== Aengoth must appreciate books of all sorts, as his next job also involves a book. Once you return to him with the pillow book of Boethiah, Aengoth will send you back out into the desert sun and back under the dome that is the manor district in order to find the book "Withershins." I never bothered to read the book in-game, so I have absolutely no idea what the contents are. However, Aengoth seems to want the book quite badly and, since he is the boss, you must go get it with the utmost urgency. Although it might prove interesting to know what Aengoth does with these books-perhaps he plans to blackmail the elite families of Ald-Ruhn with the information contained within? -Who knows? Withershins is contained within the Maar Gan Tradehouse in Balmora. However, you don't need to go nearly that far; I never went back to Balmora for it as I found a copy of it in the manor district of Ald- Ruhn. I believe that it was located within the Lltheri Manor, but I may be mistaken. If location of Withershins in the manor district becomes impossible, you can, as aforementioned, return to Balmora to pick it up at the Maar Gan Tradehouse. Either way, when you obtain the book, return to Ald-Ruhn and hand it to your boss, Aengoth. Happy to have the book under his control, Aengoth pays you and offers you more work. ==================================== Ald-Ruhn Five: Centurion Scrap Metal ==================================== In all of his previous jobs, Aengoth only sent you around Ald-Ruhn to procure either books or armament for him. While these might have seemed like a challenge at the time, and they most certainly might have been, the next task offered to you by Aengoth will prove to be the most arduous and time-consuming job that any boss in the Thieves Guild has offered you yet. While completing this fifth Ald-Ruhn job, you will be forced to go out and about in search of items that are hard to find and you might even have to do a little bit of dungeon crawling in order to meet your objectives. I will present scenarios for both situations so those of you who fear dungeons-and rightly so; they prove exceedingly difficult in Morrowind-will have alternatives. After handing him Withershins, Aengoth offers you the task of collecting four pieces of Centurion Scrap Metal so the Thieves Guild can construct Centurion defenders to protect itself with. These pieces of scrap metal, constructed from Dwemer metal, are difficult to come by in the world of Morrowind and either must be obtained from a specialty shop-which are rare at best-or off of the body of a Centurion in a Dwemer ruin. Either option is tedious and painstakingly difficult, but we shall proceed if we want to advance. If you do not wish to engage a Dwemer ruin at this time, you must travel to the slaver town of Suran in pursuit of scrap metal. Check each of the shops there and, if you are lucky, one will be selling scrap metal. However, it will not be enough to satisfy the quota set by Aengoth. To fulfill the requirement, possibly consider plundering ships, armories, and other establishments whose primary trade is metal. In time-and with a little luck-the scrap metal pieces will come to you. If you refuse to wait, then consider searching for the scrap metal in a Dwemer ruin. Dwemer ruins are a pain, though: they contain monsters and one could meet their doom inside. Instead of searching for your lovely little bits of metal in a Dwemer ruin, instead consider purchasing them at one of my newly discovered locations. For example, in the manor district of Ald-Ruhn rests an Alchemist's store. The alchemist who owns the aforementioned establishment has various pieces of scrap metal for sale; there should be enough to suit your needs. However, if you like ruins, consider enduring a sojourn into one. To the southwest of Balmora lie a bridge and a Dwemer ruin. If you follow the path southeast of Balmora past Fort Moonmouth and over a bridge, a Dwemer ruin can be found. On a rock just across the large bridge rests a crank. If you turn it, an opening in a rock nearby will reveal the entrance to the ruin. Inside many enemies reside, so exert caution and save often. Eventually, you will run into Centurions who, upon defeat, will generally leave behind scrap metal. Obtain enough to satisfy your quota and head back to Aengoth. Since the scrap metal is difficult to obtain, he will pay you well and-in greater importance-you will earn his respect. ================================ Ald-Ruhn Six: Darts of Judgement ================================ For his final job, Aengoth presents you with a cakewalk as partial reward for your trials and tribulations in the previous job. Aengoth asks you to return to the manor district a final time to retrieve the "Darts of Judgement." These darts, a deadly tool in the right hands, would benefit the Thieves guild as they could sell them to the highest bidder and, in the process, generate a tremendous profit. That's why stealing the darts is important for the Thieves Guild. The darts, located in the Llethri Manor in the manor district, are quite easy to find. While in the Llethri Manor, go to the guard's quarters and, on one of the guard's beds, rest the darts. Simply grab them and give them to Aengoth, who, out of kindness for all of your servitude, will cut you a huge profit of 2,000 gold per dart (there are three in total). Aengoth, at this, prompts you with the fact that all of his jobs for you have been exhausted. He strongly suggests that you voyage to Sadrith Mora and search out Big Helende, the Thieves Guild boss there. She will be able to train you further and show you some nuances of the Thieves Guild that neither he nor Sugar-Lips Habasi could. ======================================================================= Section Five: Sadrith Mora Jobs ======================================================================= Our third migration, after some exploration, proves to be the most difficult to-date. Sadrith Mora, a seaside community adjoining the Imperial Legion fort of Wolverine Hall, seems as if it was constructed by someone who likes exercise: the city is spread over a large area and provides a challenge to both navigate and travel. Luckily, the Thieves Guild hideout and our local boss, Big Helende, reside in the cozy confines of the inn located just off of Wolverine Hall-which saves time for everyone considering how spread out the town is. To get to Sadrith Mora, you should either take a boat from towns that offer boat transportation or (and this is the easier of the two methods) you could ask the Mages Guild to transport you to the Sadrith Mora Mages Guild, which is located inside Wolverine Hall and is quite close to the Thieves Guild's hideout. Big Helende, a tall, dark woman who possesses an intimidating figure, waits for you on the second floor of the Thieves Guild inn. Her jobs, while proving rather difficult and which force you to travel to towns that you previously might not have visited, are not impossible and, unlike her fellow operatives, she only has five jobs to