Elder Scrolls 3: Morrowind Walkthrough :
This walkthrough for Elder Scrolls 3: Morrowind [X-BOX] has been posted at 12 Aug 2010 by jadude and is called "Imperial Guide". If walkthrough is usable don't forgot thumbs up jadude and share this with your freinds. And most important we have 7 other walkthroughs for Elder Scrolls 3: Morrowind, read them all!
|
jadude |
Walkthrough - Imperial GuideBegin Formatting Check The following line must be able to run unbroken for 79 characters. 1234567890123456789012345678901234567890123456789012345678901234567890123456789 A-I and 1-9 should be aligned equally in order to view this FAQ properly. ABCDEFGHI 123456789 End Formatting Check The Morrowind Imperial Guide (PAL XBOX) December 2002, Mathew E. Reuther v1.2 (Second Update of the Public Release and Full Version, No Updates Planned) Contents: 1) Introduction 2) Character Creation 3) Getting Started 4) Joining The Imperial Legion 5) Joining The Imperial Cult 6) Imperial Legion Missions 7) Imperial Cult Missions 8) Imperial Cult Ranks/Requirements 9) Imperial Legion Ranks/Requirements 10) Extra Material and Strategies 11) Final Words 12) Version Information 13) Other Works Section 1: Introduction Purpose ------- There's a great number of FAQs out there, and a huge load of information to digest. This FAQ/Guide is designed from the standpoint of playing a Cyrodil new to Morrowind. It is also of use to those people who simply wish to learn more about the Imperial Cult and Imperial Legion, or just look at another guide which contains a little bit of this and a little bit of that. Updates ------- Though there are no planned updates pending for this guide, I will make changes or additions as I see fit, or need to based upon new information/opinions. If you have something you think belongs in this FAQ, or would like to discuss something at all, please feel free to email me at . At times these updates will be added to the FAQ without being checked. When this is the case I will note them as *UC (unconfirmed) in the text. Copyright --------- This guide is Copyright 2002, Mathew E. Reuther. All rights are reserved by the author of this FAQ. Copying parts of, utilizing without permission in whole or part, or otherwise infringing on these rights is a violation of copyright law. If you feel the need to post this FAQ somewhere, you must check with the author FIRST. If you want to base another work on this guide, you must ask permission FIRST. If you do not receive a reply, the answer is NO. Only locations below are authorized by the author to post this FAQ: http://www.gamefaqs.com/ the author himself (graymere@zipcon.net) All others must apply for permission via email and receive it prior to redistributing this FAQ in any manner. (Even personal email. Send the person who needs the FAQ to once of the above sources to get it.) Note that the author has no desire to email the FAQ to people, so don't send an email requesting it. Contact Info ------------ Tha author may be reached at: graymere@zipcon.net (Mathew E. Reuther) This email address may be used to contact the author regarding the FAQ, or anything else you may find relevant. Not all email will be answered. Not all email will be opened. Be clear in your subject matter, and brief in your content and you may very well get a reply. (Check your spelling as well please.) Section 2: Character Creation First off, we create a character who fits the Imperial motif we're going for. This is most easily accomplished by choosing to be an Imperial, and taking an appropriately Imperial name. To this end, name yourself something Roman-Empire sounding, and you'll be on the right track. Most of the Imperials have a name which would fit right into Gladiator quite nicely, so if you'd like to call yourself Maximus, go to town. Once we've chosen a gender, face, name and race, we've got to make our class decisions. To this end, we need to think a bit about what it means to be an Imperial, and what will be expected of us as a member of the Imperial Legion, and the Imperial Cult. To start with, make the choice to create your own custom class. Now, since we're going for two Imperial factions which don't share a whole lot in common, it is wise of us to make the determination to mix and match a little bit in our skill selection. Let's take a look at the vital statistics of each faction first. Imperial Legion ------------------------------------------------------- Attributes: Endurance and Personality Favored Skills: Athletics, Spear, Long Blade, Blunt Weapon, Heavy Armor, Block Imperial Cult ------------------------------------------------------- Attributes: Personality and Willpower Favored Skills: Speechcraft, Unarmored, Restoration, Mysticism, Conjuration, Blunt Weapon, Enchant So, for this example, I'm going to create the following skill/stat decisions: Class Name: Imperial Champion Specialization: Combat Favored Attributes: Agility and Luck Major Skills: Heavy Armor, Restoration, Mysticism, Block, Conjuration Minor Skills: Enchant, Long Blade, Armorer, Athletics, Speechcraft Why? The class name is arbitrary. I chose it because it doesn't really scream "fighter" or "priest", just "Imperial Citizen" . . . use whatever you like, of course. The specialization of Combat is preferable to the others in my estimation, as this character will be more of a melee type fighter than a spellcaster. The Imperial Cult has tendancies towards spells which can supplement a warrior's abilities, but not as many which will truly incapacitate a foe. The attributes were chosen because you cannot improve luck more than 1 point each level (meaning, you will be able to get to 100 luck 10 levels sooner, if you should even choose to attempt to raise your luck), so it makes sense to start with a bonus to the most difficult stat to raise. As well, Agility is low on an Imperial, and since it determines in part your ability to hit accurately, it is going to be important for this character. (As well, for reasons detailed below, we chose to forego the additional endurance bonus.) Majors were chosen to match up with the requirements of the two factions this character will focus on, while maintaining some kind of sense and playability. (There's not much sense in having multiple armor or weapon skills.) Having spellcasting skills as majors will enable this character to cast more easily, and begin with a better spell selection than if minor skills were selected. The minor skills include a couple which I would typically steer away from, but am using for this character, as it's more of a thematic/genre type persona than a min/max machine. Typically I'd steer far clear of Athletics (raises too easily and uncontrollably) and Speechcraft (Illusion is the much better choice for a personality based skill in my opinion), but for this character, these coincide with the supposed strengths the factions seek in their members, and it plays to the Imperial's role to select them. Of course, you may select anything you like. This is just the character who will be used in the writing of the FAQ. Now, we select a Birthsign. Plenty of good choices here. I'd suggest The Ritual, The Warrior, The Lady, The Steed, or The Lover. Combat ability, attribute enhancement, or religious overtones are nice for this archetype. For this character, we're selecting The Lady. As such, we're not taking Endurance as a favored attribute for the class, though with another sign that might be a better option than Agility. Thus, we have our example Imperial finished! Name: Marcinius Praetonius Major Skills: Race: Imperial Heavy Armor: 35 Class: Imperial Champion Restoration: 30 Sign: The Lady Mysticism: 30 Level: 1 Block: 35 Health: 40/40 Conjuration: 30 Magicka: 40/40 Fatigue: 150/150 Minor Skills: Long Blade: 30 Strength: 40 Armorer: 20 Intelligence: 40 Athletics: 20 Willpower: 30 Speechcraft: 25 Agility: 40 Enchant: 15 Speed: 40 Endurance: 65 Misc Skills: Personality: 75 Medium Armor: 10 Luck: 50 Blunt Weapon: 15 Axe: 10 Abilities: Spear: 10 Lady's Favor Destruction: 5 Lady's Grace Alteration: 5 Illusion: 5 Powers: Alchemy: 5 Star of the West Unarmored: 5 Voice of the Emperor Security: 5 Sneak: 5 Spells: Acrobatics: 5 Hearth Heal Light Armor: 10 Bound Dagger Short Blade: 5 Summon Ancestral Ghost Marksman: 5 Detect Creature Mercantile: 15 Hand-to-Hand: 10 Section 3: Getting Started Seyda Neen ---------- Now that you've picked up your papers, you can decide to supplement your income a little bit. As a kind of payback for being locked up in prison over an obvious misunderstanding back on the mainland, you can feel free to abscond with as much of the Census and Excise folks' stuff as possible. This includes a one-time offer. Because you just got into town, they'll go easy on you once (and only once) if you happen to be caught stealing while inside the buildings. (However, should you exist the buildings and re-enter, they will nab you and prosecute you if you try this!) Use this to your advantage now and grab that Limeware platter from the shelves where it sits, asking to be your property. As soon as you have it in your hands, and they're screaming, enter your inventory and drop the platter before they arrive. Once they've given you a stern warning, take your platter from the floor, and leave their presence, to find more goods to take from them, of course! (While they're not looking this time, since they'll get a wee bit angry should you try this again, and going back to jail after just being released seems a bit excessive.) In the next room you can take just about everything that isn't nailed down . . . as well as the storeroom down the hall further. In fact, you get a small weapon here, which is a nice help as well. (At least it is if you happen to be set upon before you get a different one!) Once finished in those two areas, take all your ill-gotten gains outside into the courtyard, where there's a barrel waiting to be plundered. Having finished that, you can wander on in to talk to the captain himself. Take your time to talk with him, get the release fee you've been promised, and step outside to breathe the sweet air of freedom! Now, before smelling it too much, save your game. The character creation process is long enough that you really don't want to be stuck doing it again should a crash take place. (Which would be unusual, but certainly not unheard of.) Now, what to do with yourself? Talk to Fargoth the wood elf. If you're willing to (temporarily) part with the ring, you can get quite a bit of a disposition boost from both him and the merchant Arrille. Well worth it, considering your next stop . . . selling some of those goods to Arrille in the Tradehouse! (Even more worth it when you see the possibilities set forth in finding where Fargoth hides his valuables.) You can sell off as much as you'd like, and buy anything from Arrile which tickles your fancy. For this example, I'm keeping the Limeware Platter and the Flin which I found. Everything else has been sold, and the proceeds come to a bit over 400 gold. The Platter and Flin will be sold in Caldera, to Creeper, as the loss of value with Marcinius' low Mercantile skill is too great at this stage. (Every coin counts for the moment!) Fargoth's Hiding Place ---------------------- After selling to Arrille, wander up the stairs and have a talk with everyone. You can, at this point, accept a quest to seek out Fargoth's secret hiding place. If you do so, you will need to wait on the lighthouse, looking down into the village. At 11pm, Fargoth will go to his hiding place, and you can get his treasure after he leaves. Of course, if you feel like keeping it all for yourself, that's just fine. You can just never report back to the fellow who told you about the job in the first place! (Hrisskar is the fellow's name.) More Excitement --------------- You should also chat with various residents of the town. You'll discover that a tax collector has gone missing (happens a lot, trust me), that a certain person isn't happy in town, that there are smugglers nearby which need to be rooted out, and more. For a peaceful little town, there sure is plenty to deal with! The Missing Tax Collector ------------------------- If you head out of town and take a left, you'll see a large tree in front of yourself. Pass that tree on the left, and skirt the edge of the pond to find a body. Strip it clean and report back to the Census and Excise folks. (Specifically Socucius Ergalla, the man you spoke with about your class and sign.) You'll then have the choice to keep what money you found, or give it up. If you choose to give it up (like a good little Imperial citizen) you will be asked to find the murderer, and offered a 500 septim reward. Should you choose to keep the 200 gold, you will not be told to seek the murderer. (You may, however, do so anyway.) The Hunt For the Murderer ------------------------- Seeing as how hunting killers is dangerous business, it is wise to find some kind of weapon! Fortunately, going for a short stroll will find us a few to choose from. Near the lighthouse are a few hollow treetrunks. One of them contains a cup and some gold, while another has a fine weapon for a young axeman (or woman): an Iron Shardaxe. With this weapon, you may proceed to hunt the killer down, or you can take a stroll out of town, down the same path you followed to find the dead taxman. Instead of veering off, keep walking until you reach the "manna from heaven" . . . or at least the mage falling out of the sky. By stripping the poor lad clean, you'll find a few scrolls which out not be used (and which again, I've chosen to keep to sell to Creeper), as well as a fine sword with which to hunt down murderers. Finally, should neither of these weapons suit your Imperial, you may of course visit Arrille and stock up on spells, weapons, armor, potions, and whatnot until you feel comfortable. That accomplished, the Murderer can be found in the shacks behind the Tradehouse. Foryn Gilnith is his name, a Dunmer with an unpleasant disposition, and someone who interferres with Imperial Law. Definately someone who needs a talking to. Or a killing, which is much more likely. Having dispatched him, you may feel free to strip him clean, as well as everything within his shack, which includes a nice book on the arts of buying and selling. A fine reward on it's own, but that's not all, as once you return to Socucius Ergalla, you will recieve 500 gold more for your hard work! You may finish this quest off by returning the ring to the lighthouse keeper, who was the tax collector's lover. Though she doesn't give you much, the two healing potions she does provide you with are quite useful at this stage, and you are helping the bereaved lover of an Imperial. Would you want any less done for you? (While you're in the Lighthouse, make sure to check the upper level for a book you can glance at. It will aid your unarmored skill, which is not a bad thing at all if you happen to be a more schollarly Imperial!) Unhappy Citizen --------------- Speaking with Vodinius Nuccius gives you the option to suggest to the Silt Strider travel agent Darvame Hleran that Vodinius Nuccius sent you. However, when you do this, you learn that Vodinius Nuccius is not happy in Seyda Neen. (Who can blame him, it's a backwater. Not good for us cosmopolitan Imperials.) If you return and speak to Vodinius Nuccius, he admits his unhappy nature, and offers to sell you a ring, which he has been unable to sell because it is cursed. The proceeds from the ring will help him get out of the little village of Seyda Neen, and otherwise make his day. Buying the ring gives you nothing other than the ring itself: Nuccius' Cursed Ring (Damage Health 10 on Self, Fortify Athletics by 5 for 60 seconds on self, 95/95) (Note, this is a break even deal if you sell it to Creeper, and you can feel good about yourself for helping another Imperial.) Smugglers in the Caves ---------------------- If you go a bit past the Silt Strider platform, you will find a cave called Addamasartus. Within this den of vile deviltry is a loathsome pack of smugglers, hard at work breaking Imperial law. (Not to mention keeping slaves, which may be legal in Vvardenfel, but sure doesn't have to sit right with you!) In the first area is a smuggler who will engage you in melee. Down the stairs is a magic-wielding foe, who can be drawn up the stairs if you're cautious. A bit beyond the magic wielder is a smuggler with throwing weapons. Once you've defeated these three, you can feel free to free the slaves if you'd care to, and take all that they owned. Further exploration of the caves will yield more loot underwater, and in a back area which can be difficult to access. (Though provides a relatively nice little ring.) Though this is not a quest, it is a taste of what your life has become. From here, you can wander off to Balmora. Balmora ------- Before doing much on the main quest, you can head to Caldera and sell all your loot you've kept to Creeper, in Ghorak Manor. The easiest way to do this is to head to the Balmora Mages Guild (left off the platform you arrive on, and then right down the plaza to the building with an eye on it's sign) and get the guild guide to send you to Caldera. Walk out of the guild and follow the street to the end, where Ghorak Manor will be on your right. Upstairs will be Creeper, the Scamp, who buys many types of loot and has 5000 gold each day. Arriving in Balmora, you need to make your way off the platform, to the right, and over the bridge. Cut through the alley and enter the Corner Club, where you can ask about the whereabouts of the man you're supposed to meet: Caius Cosades. Discovering his whereabouts, you'll head up to his house and get started with his orders for you. Blades, Caius' First Orders --------------------------- Speaking to Caius, you are told to go visit the trainers and prepare yourself for duty. Once that's accomplished, he gives you 200 gold and suggests that you look into freelance work, or work with one of the factions (including the Imperial Legion and Imperial Cult). Then, if you still insist that you're ready, he asks you to get information from a man in the Fighter's Guild, Hasphat Antabolis. However, you're warned that he's likely to want something in return for the information he gives out. Hasphat may be found in the basement of the Fighter's Guild (which is next to the Mage's Guild), and it is suggested that you finish the beginning Fighter's Guild quest before doing the mission he gives you. The reason for this is that it will give you a bit more practice fighting, as well as a place to store whatever excess stuff you have. (The storeroom on the top floor which you clear out is a very good place to put things for the timebeing.) (The Fighter's Guild quest is detailed in other FAQs, so you should seek elsewhere if you need guidance.) As a quick aside, the reason these Blades quests are in the Getting Started section is due to a bug. You need to complete the first couple of Blades quests before the Orc Mage in the Balmora Mage's Guild has a chance to disappear. She has a tendancy to vanish after a fairly short period of time, and does not reliably return. Thus, until the first couple Blades quests are complete, it is inadvisable to do too much else. Back to Hasphat. He requests that you go to Arkngthand and bring him back a Dwemer Puzzle Box. Simple enough, except for the road being guarded, the box itself being inside a ruin overrun by bandits, and your relatively weak state. Ah well, such is the life of a brave Imperial Citizen. To reach the ruin, go out of the gates near the Silt Strider, turn left and cross the bridges, then take a left at the first sign, and follow the gradual hill to the right. Eventually you will reach a large bridge, guarded by a rather unpleasant man bent on killing you. Either dispatch him or outrun him, but make your way across the bridge and up to the right, where you'll see a crank, which when turned will give you access to the ruin. Inside, you will need to defeat or evade the two guards in the main area as you descend. Once you have reached the floor, climb the rocks opposite the entryway to reach the upper level of that side. There you will find a door to your left. Inside is the bandit boss . . . and the Puzzle Box. Defeat him (or grab and dash if you can withstand his punishment) and return to Hasphat for your information. Then bring that report to Caius for your next job! Blades, Caius' Second Orders ---------------------------- Next Caius needs information from Sharn gra-Muzgob. He warns you that she'll expect some silly errand to be performed. Telling you to look for her at the Balmora Mage's Guild, he sends you on your way. Tracking her down in the basement, you find out that she does indeed want something done for her. A little tomb raiding, to be precise. She outfits you with a few scrolls and a magic dagger (spirits cannot be harmed by mundane weapons) and asks you to journey to the Andrano Anscestral Tomb to recover a skull. Setting off from Seyda Neen, you need to turn right as you leave the Silt Strider platform, and then follow the path to the left, bending around a hill. Immediately after this bend, the tomb is visible to your left in the hillside. Ready yourself for battle, because that's what you'll face! Inside there are skeletons, anscestral ghosts, and bonewalkers. In order to reach the skull, go down the stairs into the shrine room (stopping to check out the body of course) and then proceed to the left. Follow this passage down into a large room with a couple of chests and many urns. Immediately outside this room is a door which you will enter, and travel down a passage to another door. This is the door which holds the skull you seek, guarded by a Bonewalker! Having dispatched the creatures in your way, you may choose to search the entire tomb for treasure, or merely head back to Balmora with your skull in hand. Regardless, once you reach the Mage's Guild again, you've finished with Sharn, and may at last go about your Imperial business without the pressure of unpleasant disappearing acts. The end of this particular quest, is of course when you return the information Sharn has given you to Caius. Section 4: Joining the Imperial Legion Gnisis, Fort Darius ------------------- A frontier outpost, and the only Imperial Legion post which will accept recruits, Fort Darius is located in Gnisis, which is accessable via Silt Strider from a number of other cities. In order to join the Legion, you must visit General Darius, who is downstairs in the Madach Tradehouse. By joining, you recieve an Imperial Chain Cuirass. Each time you appear before another member of the Legion and attempt to talk with them, you MUST be wearing some kind of Imperial Curiass. If you do not, they will not speak with you. Section 5: Joining the Imperial Cult Fort Moonmoth ------------- (The fort is located out the Balmora gates and to the left, over the bridges, only a short walk away.) Easy to reach from Balmora, Fort Moonmoth provides us with an outstanding place to drop in and join the Imperial Cult at. Unfortunately, when we talk to Somutis Vunnis. it becomes clear that while he can invite us in to the Cult, he has no tasks for us to perform! The fee to join the Imperial Cult is a small matter, only 50 coins. This is a sum that our prior exploration allows us to pay, and gladly. Rest easy, there is plenty of work waiting for us in Ebonheart. For now, we can be satisfied that Imperial Cult Altar blessings are merely 10 gold, instead of 25, and we're a member of the big Imperial family which crosses the lands . . . or at least the southern lands. Ebonheart --------- Getting to Ebonheart is not that difficult, as a number of ships travel there, and it's not far from Vivec or Seyda Neen if you don't mind a short walk. Once in Ebonheart it is a small matter of wandering into the castle compound and finding the home of the Cult. (This is easier if you've bothered to buy the spell, or scrolls of, Divine Intervention.) Once in Ebonheart, you may explore your options for advancement and duties with the members of the Cult. (Which shall be detailed in section 7.) Section 6: Imperial Legion Missions Gnisis, Fort Darius ------------------- The Land Deed ------------- After joining the Legion, Darius is interested in proof of your loyalty to the Imperial agenda. To this end, he sends you to collect a land deed from the Widow Vabdas whose house is outside the northern gates of Gnisis, and to the left. After talking to the widow, you discover that her husband was in fact murdered. The proof of this foul deed is to be found inside the Gnisis Eggmine, which lies on a hill above the town. Getting inside is simple, as a Legion member you merely talk to the guard. Once inside, you should progress to the lower part of the eggmine, avoiding the grumpy orc sentry by running past him to the opposite door. Inside this new area is an underground stream. And, lo and behold, the ghost of the murdered husband. The orc sentry has killed him and dumped both his body and the murder weapon in the water. You need to dive down and recover the axe, then return to the sentry's post and wait for him to attack you. Slay him lest you be murdered in the same manner as his last victim! Report to Darius after the deed is done and show him the axe as proof. Now Lugrub gro-Ogdum shall trouble the people of Gnisis no more! Your reward is an Imperial Broadsword, which is not a terrible blade, but if you're inclined to use long blades, you should have acquired a better one earlier in this guide. So, we shall merely sell it, and move on to our next mission. You should be able to earn a promotion to Spearman at this time. (Which will garner you a shield, something you may very well not have yet.) (Note, it is POSSIBLE to kill the Widow Vabdas and take the land deed, though since this is hardly befitting a member of the Imperial Legion, the above path should prove adequate.) Assuming you solve the quest leaving the widow intact, you can speak to General Darius about the land deed and be given the opportunity to give to a fund to assist her. This has no known effect other than making you feel good about yourself. Gnisis Eggmine Blight Cure -------------------------- Darius asks you to clear up the Blight which has afflicted the Kwama Queen in the mine. He tells you about Hetman Abelmawia, who will sell you a scroll of cure blight disease. Armed with that, and your steel, you're ordered back into the Eggmine. Hetman Abelmawia's house is on the northern side of Gnisis, relatively close to the Tribunal Temple. He'll sell you scrolls enough to deal with the queen. (Which is one, if you do it correctly, standing beside her, and not in front.) The queen is located just to the left of where you entered the lower eggmine when dashing past Lugrub. She is, however, guarded by various warriors and foragers, which will require subdual (and which can be very dangerous if you're still weak). As quickly as you can, cure her and make your way back out. (In fact, at this point, it may be your only option to charge the queen, cure her, and then use an intervention spell to escape. Particularly if you have yet to advance a level, which is quite possible if you've been following the walkthrough and chose to do Legion missions first.) (Unless you want to explore the Dwemer ruins which are attatched to the mine at this time, in order to gain pieces to other quests. If you do so, make sure to grab a piece of scrap metal. Of course, that assumes you're string enough to handle the warriors and foragers in the queen's area.) Returning to Darius, your job is done. He rewards you with 100 gold. You should be able to earn your next promotion at this time, garnering an Imperial Steel Cuirass, a welcome upgrade from the Chain Cuirass, and finally a piece of Heavy Armor for your torso. Missing Trooper --------------- This time you're sent on a search and rescue mission. Madura Seran is missing from Ald Velothi, up north. You must travel from Gnisis to Ald Velothi to find out what happened. The journey may be hazardous, so be prepared. Along the way you may encounter those who would take advantage of your genorosity. If you're still weak, do not hang about trying to give aid to those who may not be trustworthy. Remember your mission and it's importance to the Imperial Legion. Arriving in Ald Velothi, you discover that the trooper has been taken by Ashlanders, and is being held on a hill nearby. You can kill all of the Kidnappers, or pay a ransom of 500 gold. If you're still young and inexperienced, your only option may be to pay. This should be fine still, assuming you have not spent all the money you've been able to save up, there's enough to pay the coin and worry about it another day. Escorting Madura Seran back to the Ald Velothi Outpost and then returning to Gnisis to see Darius completes your task. You are rewarded with a reputation point for this effort. Missing Tax Collector, Again ---------------------------- With all the tax collectors that go missing, you'd think that the Imperial Legion would start sending out armed parties to collect them. But, again, one is missing, and Darius is sending you to investigate. Ragash gra-Shuzgub was last seen at Arvs Drelen, the old Velothi tower inhabited by Baladas, a Telvanni. The tower in question is near the northern gate of Gnisis, and is entered near where you must ascend to travel to the eggmine. Entering Arvs Drelen, you will need to fight some rats. Simple enough, indeed, though you need to be wary of opening the wrong doors, as more powerful foes lurk in this wizard's abode. Turning to your right as you enter, you will soon find a locked-up tax collector, as well as a bedroom in which lies a key to the summoning room of Arvs Drelen. Taking the key up to the top of the tower, you will enter a room with a Daedroth which, fortunately for you, is not interested in killing anyone right now. Above this you will find Baladas who will agree to let the tax collector go on the condition that nobody bother him about taxes again. (Though it may be that you will have to bribe the grumpy wizard with a few hundred gold coins before he sees this as the case.) Taking the key given to you by Baladas, you may free the orc and escort her outside. Returning to Darius will complete your mission. There is no reward for this mission. After completing this mission, you should be able to advance, gaining more pieces of heavy armor. A Conspiracy Against the Emperor -------------------------------- Darius is concerned that there may be a plot afoot amongst some of the troopers in the garrison. He's worried that they may be members of the Talos Cult. Your job is to discover proof of a conspiracy against the Emperor! Visiting the garrison barracks and asking about will lead you to a Legion member named Oritius Maro. Of course, he's not interested in talking until you sweeten him up a little. (Cash is usually enough to make him talk.) Once his lips start moving, he'll direct you to the storeroom, where a trap door leads to his co-conspirator Arius Rulician, and an altar for the talos cult. Once inside, you can speak to Arius, then pick the lock on the chest atop the altar. Taking the plan causes Arius to attack, so be on your guard! Once you've defeated him (hopefully not as difficult now with your armor upgrades) you will need to get out of the garrison, past Oritius. Once both are dead, you may return and present the proof to Darius, ending this mission to his satisfaction. There is no reward for this mission. You should be able to advance again, though since the requirements are getting steeper, it may be that you'll have to train up a bit. This should serve to give you a bit more health, which will serve you well as you move on about your business with the Legion. If you can advance, you'll be given pauldrons and boots for your accomplishments. This is also the last quest Darius has for you, so now it's off to Fort Moonmoth near Balmora! Balmora, Fort Moonmoth ---------------------- Before hitting the Legion fort here, it may be advisable to pick up a piece of scrap metal. You could have done this inside the Gnisis Eggmine, or in Balmora at the Alchemist's shop, or even in Arkngthand. But, if you didn't, keep those locations in mind. In Fort Moonmoth, your contact is Radd Hard-Heart. He'll get you started on the duties of a Champion (and promote you to Champion if you left Gnisis to train before reporting in to Moonmoth) and give you more chances to rise through the ranks. Bouyant Armigers Hunting Challenge ---------------------------------- The Legion has been challenged by the Bouyant Armigers (a local military organization) to a hunt. In order to make the Legion look good, you're asked to retrieve some scrap metal, which comes from fallen Dwemer centurions. (Or from the locations I mentioned before!) Should you not have any Scrap Metal, by far the easiest way to get some is to buy it in Balmora. If you feel like engaging in a bit of combat for it, go ahead and go back to Arkngthand, as there are pieces spread throughout the area, usually found in metal kegs. Once you've recovered a piece of scrap metal and given it to Radd, your mission is finished, job once again well done. Nicely, your reward for this is 500 gold, which helps out a pocketbook plagued with far too much spending and not nearly enough earning. Rescue of a Hermit ------------------ Radd needs you to find out what happened to Jocien Ancois, who has been teaching imperial culture and virtue to ashlanders at the Erabenimsun Camp. He has apparently been taken from there, and it's imperative that he be rescued. Radd will mark the camp's location on your map, and asks you to investigate and resolve this problem. Setting off to the camp (which is in Molag Amur) may be dangerous, so be on your toes. Watch for dangerous creatures on (or off) the road, and steer clear of the many natural hazards as well! In addition, the route itself is difficult to describe. It may in fact be easiest to just garner some sort of levitation or water-walking method and make a run from Sadrith Mora. However, it's not impossible to navigate through Molag Amur, just difficult. Keep an eye on your map and be very careful, you should make it through. Once you reach the camp, speaking to the Ashlanders reveals that the hermit went to see a wise woman who left the Ashlander tribe, and practices foul magic. Sounds like this could turn ugly, so make sure you're ready for whatever may come. Travelling to the west, you can find the camp of Mabrigash, and more importantly the head magic weaver, Zennammu. It's relatively simple, as Jocien tore pages from a book to guide you. Upon reaching the camp, you discover that in exchange for the hermit, they want another man! Assaba-Bentus is a fine man, and will apparently do nicely. Jocien will be released should you bring Assaba-Bentus to them! Returning to the Erabenimsun Camp, you may find Assaba-Bentus and speak to him of the problem you face. If you suggest to him that he may not be able to resist their charms, he will brag about having escaped them already. If you suggest he do so again, he'll agree, and follow you back to the womens' camp. Upon escorting Assaba-Bentus to the camp, you may speak again with Zennammu about the hunter, and Jocien. As agreed, the hermit is released. Speaking with him, he assures you that he'll find his own way back to the Erabenimsun Camp, and you are free to return to Radd Hard-Heart with the good news. The reward for this mission is nothing. (As a note, a side quest you can pick up in this region involves an escaped slave. If you choose, you can escort the slave to Ebonheart, which will work out well for you should you decide to begin with the Imperial Cult quests. If this is what you decide to do, leave Molag Amur and head to Molag Mar, where you may catch a boat to Vivec, and from Vivec to Ebonheart.) Rescue The Imperial Citizen --------------------------- Dandsa is in danger and Radd is sending you to deal with the problem. You must travel to Abernanit, a cave to the southeast of Gnaar Mok, and rescue her! Getting there is not too difficult, as you may travel back to Balmora, turn south, then after the egg mine cut west over the Odai Plateau and down to Hla Oad, where a boat may take you to Gnaar Mok. Arriving at Gnaar Mok, head to the southwest. On an island closeby, you will find the cave Abernanit. (In a pool of swampwater, the door facing away from the town.) Once inside, you will encounter a number of bandit/smuggler types. They keep Dandsa captive up the flight of stairs. Once you rescue her, you must escort her outside in order to allow her to escape. The cave itself does have some loot in it, and may be worth picking over carefully if you are so inclined. Returning to Radd will ccomplete your mission. If you've followed the established quest pattern, you should be ready to advance again. Stop the Rampaging Netch ------------------------ Returning to Gnaar Mok, you will find that if you wander the coastline around the passage to the town, and to the north, there are a Bull Netch and Betty Netch which are aggressive to you. These two, when killed, will give you a different message. Once you have recieved the message about killing the breeding netches twice, you can return to Radd. (These creatures are actually found near Gnaar Mok at all times, and may be slain at any point prior to the quest in order to immediately complete Radd's task.) Execute Sorkvild the Raven -------------------------- A necromancer (whose magic is outlawed by the Dunmer) has set up a stronghold just outside of Dagon Fel in an old Dwemer tower. Your task is to prove to the Dunmer that the Imperial Legion is always ready to root out lawbreakers. Radd sends you to slay this foul spellcaster. Easy enough to find, the tower lies just outside of Dagon Fel, quite close to the docks. Once inside, there are a number of Sorkvild's allies on the bottom floor, and then Sorkvild himself on the second floor. You will need to fight at least Sorkvild, but it is worth it to kill the others for their items as well. Once you have defeated Sorkvild, feel free to enjoy the spoils of his tower. His helmet (the Masque of Clavicus Vile) has a constant effect of Fortify Personality by 30, as well as being an exceedingly strudy piece of Heavy Armor. Various Dwemer items may be found in the tower as well. Returning to Radd with the good news complete not only this mission, but all of the jobs he has available for you to do. You must move on to another Fort to continue your advancement in the Legion. Ald'ruhn, Fort Buckmoth ----------------------- Located out the small gate behind the Fighter's Guild, atop a hill, Fort Buckmoth will see you taking your orders from Imsin the Dreamer, who is found downstairs near the Imperial Cult Altar. Collect Evidence of Smuggling ----------------------------- Imsin starts you out searching for evidence of Drinar Varyon's involvement in Dwemer artifact smuggling. He tells you Drinar lives in Ald'ruhn, and you can indeed find him, near Ienas' house. Entering the room, search carefully amongst the redware pots near him. Amidst them is (barely visible) a Dwemer Tube. Returning the tube to Imsin completes your mission. (Note that it appears Drinar will NOT notice when you take the tube, and report you for a crime. This is good, because he's right near you when you're searching for the tube itself!) This should allow you to advance again, if you meet the requirements. (Though I have to admit my note-taking got sloppy here, and I'm not positive that this is the quest that gave Marcinius Knight Bachelor status.) The Rescue of Joncis Dalomax ---------------------------- Near Hla Oad there is a Daedric Ruin, Ashurninibi. Inside is a captive Knight whose ransom is too much for the Legion to pay. Thus, Imsin is sending you in to extract the man, and mete out justice to any who attempt to stop you. It is relatively easy to find the ruin if you follow the coast north from Hla Oad. Around it are the typical Daedric creatures (and the normal ones nearby) which are always a challenge if one is not prepared. Once inside, you can expect to face some dangerous opponents, though if you're cautious they may be easily dispatched. Joncis Dalomax may be discovered in the room beyond the altar chamber, and will be happy to find his own way out once you arrive to tell him you've eliminated the orcs who held him captive. Returning to Imsin will provide you with your reward, which is a whole lot of nothing! Ah well, on to the next mission. Recover a Maiden's Token ------------------------ While the Legion is in competition with the Bouyant Armiger's, they cannot stand by and watch as a member of that organization is blackmailed. You are being sent to recover a glove which was given as a gift from a Dunmer woman of stature to a Boyuant Armiger, but has been obtained by a Telvanni Outcast. To find the Telvanni, Verona Nelas in Assumanu, you must travel to the Island upon which Ald Redaynia lies. Southeast of the tower is a cavern (which faces south) and inside lies your goal. Though it is necessary to deal with some minions, you should be able to talk to Verona and ask her to return the glove. If you are sufficiently charming, she should agree that she's got better things to do with her time and give you the glove. The other option is to simply kill her, though it seems needless and contrary to Imperial law. Returning the glove to Imsin completes your quest, though it would also be possible to seek out Ilmeni Dren in Vivec. Her apartment is Canal South-One on St. Delyn Canton. There is no noticable affect in finishing this way. There is no reward involved in the completion of this quest. You should be able to advance again, given adequate skills and statistics. (My notes for this were shoddy, and I am not 100% sure this is the quest which allowed Marcinius to reach Knight Protector status.) This is the final quest Imsin has for you, thus it is time to once again seek elsewhere. Ebonheart, Fort Hawkmoth ------------------------ Frald the White will give you quests in the Hawkmoth Garrison. He can be most easily found by climbing the stairs in the courtyard outside the Garrison, then turning right atop the step, and entering the door. No Courtesy? ------------ Unhappy to say the least, Frald has been forced to listen to a Bouyant Armiger from Ghostgate speak of how the Legion lacks in the "finer" arts. (Amusing when you consider that Imperials have higher Personality and Speechcraft than pretty much anyone else.) Your job is to go and prove to this Dunmer (Salyn Sarethi, found on the lower level of the Tower of Dusk) that Imperial Legion members DO in fact have such a skills within them! If your Intelligence is too low, you will be told to seek out a copy of the Red Book of Riddles. Read it and carry it with you when you meet with Salyn. If you do not have a copy (there is one available earlier on in the Imperial Cult/Legion quests, thus Marcinius had acquired it already) you may get a copy in Ald'ruhn by asking Codes Callonus. Speaking to Salyn, he challenges you to a contest of riddles. Assuming your intelligence is high enough, or you've taken care of getting the book, you will be given a conversation option which is obviously the answer after each question. (It is the third, and only one which even looks like an answer.) After having won (or lost) return to Frald in Ebonheart to finish this mission. If you won, he will give you a Speechcraft Tome (2920, Second Seed) for your good work. Execute the Traitor ------------------- You must slay Honthjolf, a man who betrayed the Legion. He has become a guard at Aharnabi, serving Daedra worshippers. Frald warns you that Honthjolf was a Knight Errant of the Legion, and thus is a skilled opponent. This den of scum is found near the Shrine of Azura. It is easiest to search the coastline, looking inland, as the entrance is not at all far from the water. Once inside the cave, you will find a number of relatively easy opponents (they may still give you problems if you're not careful, however) and Honthjolf who is all alone in a small closed off section of the cave. (Apparently making himself quite at home.) After slaying him, you may return to Frald to complete your mission. Vile Slanderer -------------- Suryn Athones, an Ordinator in the Justice Offices has been spreading foul lies about the Legion. Frald the White asks you to pay him a visit and silence his foul mouth with blood. When you confront Suryn, he indeed does say foul things about the Legion. In order to be sure you aren't given a bounty for fightig (and killing) this miscreant, you should taunt him into attacking you. Like all Ordinators, he can be a tough fight if you let him cast too many spells. Fortunately, you're face to face with him, and should be able to defeat him handily. Though Frald doesn't give you a reward on your return, Suryn's equipment is worth quite a sum of money indeed. Escort a Murderer Home ---------------------- It is a sad thing when a Knight becomes a murderer (don't you know all about that) but it is even more disheartening when one cannot get a fair trial. Frald needs you to find Saprius Entius in Vivec and escort him back to Ebonheart, where he can be sent to the Empire for a trial. Arriving in Vivec (the fastest way is by Almsivi Intervention) you may speak to residents (I discovered the rumor by talking to an Ordinator) about Entius to learn that he was spotted in the Arena. Once you arrive in the Waistworks, it's possible to discover that he's hiding in the storage area in the Canalworks. When you speak to Saprius, two Ordinators attack immediately. You must defeat them with Entius' help. (Be careful not to let him die, or to accidentally hit him, as these are bad for your mission. Also, don't shut the door before talking to him, or you'll be stuck inside with him, unable to attack the Ordinators.) After stripping the Ordinators clean (which equates to a large score indeed) you may escort Saprius out. The easiest way to get him away from Vivec is through the Underworks, and out into the sea through a drain. Then you can simply swim west to land and continue south to Ebonheart. (Be careful, he doesn't swim very fast, and has trouble following between land and water and water and land. DON'T LOSE HIM.) Frald is very happy with your work, and though this is his last task for you, he has a helmet which his father gave to him, and he'd like you to have it now. The Helm of Graff the White is a piece of Heavy Armor with a decent rating that provides a constant 10% Reflect. Ebonheart, Grand Council Chambers --------------------------------- Once you've proven yourself worthy (become a Knight Protector) Varus Vantinius, Knight of the Imperial Dragon of the Order of Ebonheart will offer you a pair of missions which will earn you the rank of Knight of the Garland. Varus is found atop the steps, in the room with the Governor. Recover the Lord's Mail ----------------------- Stored in a well-guarded shrine, the wonderous Lord's Mail has been stolen. Varus needs you to recover it, and quickly. He gives you a key to the shrine, which is located in the Imperial Comission, below. Searching the shrine, you may find that there is a well hidden door (and quite |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Elder Scrolls 3: Morrowind Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

