Older scrolls 3 morrowind walkthrough. The Elder Scrolls III: Morrowind Guide and Walkthrough. Llyul and his skull

Morrowind / Walkthrough

~ Main Quest ~

As soon as the game starts, you will find yourself in the hold of the Imperial Prisoner Ship. Talk to your cellmate and tell him your name. Soon after that, a guard will come to you and tell you to follow him, do whatever he says. Another guard will meet you at the pier. After talking with him, you will be asked to choose your character's race, gender, face and hairstyle. Try to make your choices meaningful, this will greatly affect the course of the game. If you have any doubts, refer to the manual.

After you confirm your choice, walk along the pier into the building and talk to the man near the table. He will ask you to fill out papers, which will indicate your class and the sign under which you were born. If you are in doubt about your choice, refer to the manual. After confirming the choice, take the papers from the table and proceed to the door to your left.

Before leaving the building, try to grab as many things as possible, in the future you can sell them, which will greatly facilitate your situation. Finally, go out to the courtyard and approach the neighboring house. Before entering it, rummage in the barrel to the left of the building. In it you will find the Ring of Healing, which you can then return to its rightful owner. After that, go into the house and talk to Sellus Gravius. He will give you some gold and give you a lot of interesting information about Morrowind, or at least Seyda Nin, the small town you are in. In the conversation, the name of Kai Cosades, an agent of the Blades, intelligence of the Empire, will come up. Talk to Sellus about this and you will receive a package for Kai Cosades, which will need to be delivered to the addressee.

You can find Kai Cosades in Balmora, it is better to get there on a silstrider, although you can walk, however, this path will be much more dangerous. However, before leaving Seida Nin, talk to its inhabitants and complete several quests. They are simple, but will help you gain experience and level up. And the proceeds will allow you to better equip yourself.

After all the quests in Seyda Nina are completed, head to Balmora. Kaya Cosades' home is located in the northeastern part of the city. The way to it can be shown in the South Wall tavern.

Kai Cosades' house Tavern "South Wall"

When you talk to Kai Cosades, select the topic "Report to Kai Cosades", then give him the package. After he examines its contents, he asks if you are ready to follow his directions. If you are already familiar with the game, answer in the affirmative and get to work.

Your first quest will be to speak with Hasphat Antabolis of the Balmor Fighters Guild. Kai is interested in information about the secret cults of the Nerevarine and the Sixth House. However, Kai immediately warns, most likely Antabolis will demand that you complete some task for him.

So, go to the Fighters Guild (screen) and talk to Antabolis. He, as predicted by Kai, will ask you to do him a little favor. You will need to go to the Dwemer ruins of Arkntand and find the Dwemer puzzle there. The gates of the fortress are opened with a small lever located nearby. Once you have the puzzle, return to Antabolis. However, you can explore the rest of the ruins, this will help you gain experience and enrich yourself.

Arkntand

Puzzle location:

After you return to Hasphat with the Dwemer puzzle, he will give you some information about the Nerevarine and the Sixth House, but he will add that it is best to talk about local beliefs and superstitions with Sharn gra-Muzgob at the local Mages Guild. In addition, Antabolis will offer you to collect the key to the Lower Levels of Arkntand. I can tell right away that this key has no practical value. All locked doors can be easily opened with a master key. So, if you have already walked the whole Arcntand, then the key can be safely thrown away. With the information received, return to Kai Cosades.

After examining the records, Kai will give you the next task - to talk to Sharn gra-Muzgob about the cults of the Nerevarine and the Sixth House. The Mages Guild is located next to the Fighters Guild.

When you talk to Sharn, she will say that she can tell you about the cult of the Nerevarine, but first you have to fulfill her order - to find the skull of Llewoul Adran in the Ancestral Tomb of Adrano. The tomb is located south of Pelagias, right by the road. However, before heading there, take care of the weapons, as many spirits are immune to simple weapons. However, Sharn will supply you with the "Blade of Fire", but if you already have enough funds - find yourself a better weapon. With better equipment, go on a mission. When you have the skull, return to Sharn gra-Muzgob and she will give you her notes of the Nerevarine cult.

Ancestral tomb of Adrano

As soon as you have the notes, go to Kai Cosades. He will thank you for your notes and award you the title of Beginner. After that, if your character's level has already reached the fourth or higher, Kai will give you the next task.

Now that you have the records of Sharn gra-Muzgob and Hasphat Antabolis in your hands, you will need to gather information about the Nerevarine cult and the Sixth House in Vivec. To do this, you will need to interview three informants: Addhiranirr, from a Khajiit from the Thieves Guild, Huleia, an Argonian from the Morag Tong, and then, with Mehra Milo, a priestess of the Temple. The best place to start is with the first two. You can get to Vivec by Silt Strider.

Once in Vivec, travel to St Olms County and descend to the Canal Level. Talk to locals like Seviza Teran. She will tell you that Addhiranirr is hiding from the agent of the Imperial Chancellery who appeared here, and that you should look for her in the dungeons. Get down even lower, to the level of the dungeons. Addhiranirr is indeed here, but she will not speak to you until you get rid of the agent. This agent is called Duvianus Platorius and can be found right there in the area of ​​St. Olms, in the Belt. Talk to him about Addhiranirr and tell him that the Khajiit woman left Vvardenfell and sailed to the mainland. The agents of the Chancellery are so naive that they believe the first stranger they meet. After that, you can return to Addhiranirr for information. As soon as she tells you everything she knows about the Nerevarine and the cult of the Sixth House, you can start looking for the second informant - Huleia.

You can find him in the "Black Shalk" tavern, however, when you talk to him, he will say that he will tell you everything he knows, but only if you help him deal with his problem. Namely, at the moment, Huleia is threatened by several racists who dream of dealing with him, because the sight of a free Argonian gets on their nerves. He cannot fight with them, tk. this would hurt the reputation of the Morag Tong, and he does not want to expose his friend, the owner of the inn, so you will have to settle his problems. There are three enemies of Huleia - Etis Savil, Urwen Davor and Favel Gobor. You can either kill them or bribe them. In the latter case, you will need to raise the attitude of each of them towards you to 60 or higher. In this case, everything will end peacefully. Otherwise, get ready for a fight. When the problem is resolved in one way or another, take Huleia to Jobashi's bookstore. There he will tell you everything he knows about the cult of the Nerevarine, and give you his notes, which should be delivered to Kai Cosades.

The third informant, Mehru Milo, can be found in the Vivec Temple District, in the library. This informant will be the most agreeable of all, in order to get information from Milo, you just need to go with her to the far part of the library. There she will tell you everything she knows about the Cult of the Nerevarine and advise you to get the book "Progressing the Truth", which sets out the worldview of the Apostate Priests. This book is very rare, in all Vvardenfell there are only six copies. Copies of this book can be found at Jobashi's Bookstore, Telvanni Tower in Vivec, the Temple Library, the Hall of Justice Secret Library, and Tel Uvirith at Arelas's home. The easiest way to get it is to buy it from Jobashi.

As soon as you collect information from all three informants and obtain the "Truth Advancement", return to Kai Cosades with a report. If you have collected all the required information, then Kai will give you a new title "Wanderer". After that, Kai will offer you to practice your skills and complete the tasks of other guilds. Follow his advice, and when you feel that your character is strong, come back.

As a result of studying the collected information, it becomes clear that the most information can be found from the Ashlander. Thus, Kai's next task is to find an informant among this group of Dunmer. Travel to Ald'ruhn and a Dunmer named Hassur Zainsubani for information on the Nerevarine cult. You can find him in Ald "rune, in the tavern of Ald Skar. However, before he tells everything he knows, you will have to give him a gift. Since Hassur loves poetry most of all, a collection of poems will just be the right gift for him. For these one of three books will do: Ashland's Hymns (you can find it from the bookseller in the Ald "rune or in the Hlaalu archives in Vivec), Words of the Wind (you can buy it from the bookseller in the Ald" rune) or The Five Distant Stars "(bookstore in Ald" rune). However, instead of books, you can do Hassur a favor: find his missing son Hannat, who left to investigate Mameya, an ancient underground complex located west of Red Mountain. By the way, you don't have to look for your son, you just need to promise that you will find him. When you gain Hassur's trust in one way or another, he will hand over his notes to you. After receiving them, return to Kai Cosades.

Mamea

So, having received Zainsubani's notes, Kai gives you the next task - to appear in the Urshilaku camp and talk there with Sul-Matuul and Nibani Mesa. However, before sending you on the road, he will tell you some startling news. It turns out that you are the one who fits the prophecy of the Nerevarine, it is you who may turn out to be the embodiment of the ancient hero of the Dunmer - Nerevar. Therefore, you were freed from the imperial prison, sent on a secret mission to Morrowind. Well, the Emperor's desire is understandable. In ancient times, Nerevar fought all his life for the independence of Morrowind, his name is sacred to all who want to wrest the province from the rule of the Empire. Therefore, taking into your service the Nerevarine, the incarnation of Nerevar, is a very successful political step. Although it is definitely risky. However, let's leave high politics alone and return to the assignment of Kai Cosades. The Ashlander clan camp of Urshilaku is located far to the north, on the coast of the Sea of ​​Ghosts. You can get there either from Maar Gan along the Ban-Dad foyad, or from Huul along the water (by swimming or using spells). Remember, you cannot kill members of the Urshilaku tribe, otherwise they will refuse to deal with you.

Once in the Urshilaku camp, you will need to talk with Sul-Matuul (ashkhan of the tribe) and Nibani Mesa (shaman of the tribe). However, they will refuse to talk to you until you get permission from Zabamund. Go to him and talk about the prophecies of the Nerevarine. During the conversation, you will be offered several answer options:
1. Offer a duel for the right to speak with Sul-Matuul. Your level must be at least 6.
2. Show off your exploits. Your reputation must be over 20 or your Speech Level must be over 30.
3. Tell everything you know about the cults of the Sixth House and the Nerevarine. The level of eloquence must be at least 30.
4. Offer 200 gold for the opportunity to speak with Sul-Matuul and Nibani Mesa. The condition is appropriate, 200 septims in your pocket.
Having received permission, which will notify you in the journal entry, go to Sul-Matuul.

This time, he will accept you, but he will notice that in order to talk with you about the Nerevarine, you must become a Friend of the Clan. To do this, you must go through the initiation ceremony. The quest of Sul-Matuul will become such a rite for you, you will have to get the bow of Sul-Senipul Bonegnaw, buried in the depths of the burial caves of Urshilaku. You will find these caves in the southeast of the camp, halfway to Red Mountain. Go there and find the bow, it will be at the ghost of Sul-Senipul. Kill him and take the Bone Chewer from him. When you have the bow, return to Sul-Matuul, and he will declare you a Friend of the Clan, completing the initiation rite. After that, go to Nibani Mesa so that she will check you for compliance with the prophecies of the Nerevarine.

Bone Gnaw Bow Location:

First hall Second hall
(green cross marks the entrance, red - the door to the next hall)
Third hall Fourth hall
(green cross marks the entrance, red - the door to the next hall) (a green cross marks the entrance, a red cross - the location of the Ghost of Sul-Senipul)

Now that you've become a Friend of the Clan, Nibani Mesa will tell you everything she knows about the prophecies of the Nerevarine and whether you truly are the embodiment of the ancient hero of Morrowind. The dialogue will be long, try not to miss a single topic. When you have discussed all the issues, the shaman will tell you that you are not yet a Nerevarine, but you can become one. She can help you with this, but first you must get the Lost Prophecies held by the apostate priests of the Temple. When you get her these notes, she will help you accomplish what was ordained from birth. In addition, Nibani Mesa will give you two books on the prophecies of the Nerevarine. Having received them, you can return to Kai Kosades.

Yurt of Nibani Mesa

When Kai hears your report, he will say that he needs to consider what he has heard and consult with Mehra Milo. He will offer you to practice your skills and acquire suitable equipment before you receive the next task. I highly recommend heed his advice. If you consider yourself ready for battle, then talk to Kai again, and he will say that you need to arrive at Fort Motley Butterfly to talk there with Raesa Pullya. She knows something about the base of the Sixth House and is looking for someone for some assignment. So, your path again lies to the north, in the Ald "runes. Your task will be to find the base of the Sixth house and kill Dagoth Gares, priest of the Sixth house.

Fort Motley Butterfly

When you reach Fort Motley Butterfly, you will find Raesa Pullia in the interior, directly opposite the entrance. Talk to her about the Sixth House base and she will tell you that a Legion patrol found the Sixth House base near Gnaar Mok, but everyone died. Only one soldier returned with a frustrated mind, repeating in delirium the name of the cave - Ilunibi. You have to go there and figure out what is happening. They can tell you about the location of the cave in Gnaar Mok.

When you get to Ilunibi, get ready for some serious battles. Your opponents will be various corpus spawns, battles with which will be a serious test. Please note - simple weapons will not take them. However, the most serious opponent will be Dagoth Gares himself, a priest of the cult of the Sixth House. Before fighting you, he will tell you overwhelming things. It turns out that the head of the Sixth House, the powerful Dagoth Ur, knows about your arrival and is looking forward to meeting you in order to offer you an alliance. After that, Dagoth Gares will join you in battle. However, your victory over him will not be complete. Before he dies, he will have time to cast a curse on you and infect you with the terrible disease Korprus, which Dagoth Ur will call a gift. After you kill the priest, you can return to Kai Kosades. However, before leaving the cave, search it carefully. To the left of Dagoth Gares is a "trough" filled with all sorts of things, and behind it are two good gloves, one gives a bonus to strength (+20), the other to agility (+20), both are enchanted for a permanent effect. By the way, you will find some nice glass boots on the opposite wall. When you have cleared the entire cave, return to Kai Kosades. I must say right away that there is no alternative storyline in the game, so you cannot join the Sixth House and become an assistant to Dagoth Ur.

So you return to Kai Cosades, victorious and corpse devouring your body. In the conversation, Kai will say that one of his agents, Fast Eddie, said that only Divight Fear knows most about the corpus in Vvardenfell, except for Dagoth Ur. However, if the owner of Red Mountain is unlikely to share with you a recipe for healing this terrible disease, then the Divight Fir, which contains the Corprusarium, may be useful. And to make him easier to persuade, Kai gives you a Dwemer artifact - as you know, Fir is fond of collecting such things. Now you should go to Tel Fir.

As soon as you meet with Divight Fyr, give him the Dwemer artifact, and then talk about Corrus. Fir will examine you and say that you are really sick, however, he has a potion that can help you, but he will give it to you only after you bring him the Dwemer boots. He gave them to a resident of the Corprusarium named Yagrum Bagarn, who was to repair them. So, head to the Corprusarium, which serves as the final resting place for those who, like you, were struck by the corrus. Please note that you cannot kill the inhabitants of the Corprusarium under any circumstances.

The main attraction of the Corprusarium is Yagrum Bagarn himself, the last living of the extinct Dwemer race, or gnomes, as they are sometimes called. After speaking with the gnome, take the Dwemer Flight Boots from him and bring them to Fira. It's time to heal from corrus.

By the way, if a munchkin lives in your soul, then you can follow the following advice. Every day while you are sick with corrus, your strength and speed will increase, and your intellect and willpower will decrease. Thus, many manage to bring the strength values ​​up to 400. Anyway, when you think that you are ready to get rid of corrus, return to Fira, give him the boots, and in exchange he will give you an experimental potion that should heal you of corrus. As soon as you drink it (by the way, Fir won't let you take it with him), the old magician will say that the negative symptoms of corrus have disappeared, but some of its manifestations remain. Remember the advice on strength? So, after the corpus is healed, all your characteristics, which were reduced in the course of the disease, will return to their original values. However, all the characteristics, the value of which has increased, will remain at the same level. That is, if as a result of corrus your strength has grown to 200, for example, and intelligence has decreased from 100 to 40, then after healing the intelligence will be restored to its original value, i.e. up to 100, and the strength will remain at the level of 200.

After recovering from the corrus, return to Kai Cosades. A surprise awaits you here. It turns out that in Cyrodiil, crisis and Kai are urgently summoned to the capital of the Empire, so he promotes you to the title of Agent of the Blades, which should save you from dependence on anyone. The last task of Kosades will be to go once more to Vivec and talk to Mehra Milo in order to return the Lost Prophecies.

So, head to Vivec. When you arrive there, you will find that Mehra Milo has been arrested and put in the dungeons of the Ministry of Truth. However, not all is lost. The priestess managed to develop a plan for her own escape, but she will need your help. Before proceeding to rescue the priestess, acquire potions or spells of the chameleon / invisibility, any enchanted item with similar capabilities is also a good fit. Then take the Levitation and Divine Intervention Potions Mehra Milo left for you. It's time to visit the Ministry of Truth, a huge rock that hangs in the air above the Vivec temple area. Drink the levitation potion and take off. When you find yourself at the gates of the Ministry of Truth, talk to the guard Alvela Saram. When you say that you have come to Mehra Milo, she will give you a key, but she will immediately warn you that while the Apostate Priests enjoy the sympathy of some residents, no one will like it if you kill someone during the escape. So try to keep casualties to a minimum.

After receiving instructions, open the door and go inside. Many of the doors of the Ministry of Truth will be locked; you will find the keys to them in the tables, in the rooms of the guards. Please note that the corridors of the Ministry are heavily patrolled, so do not get caught by the guards. It is best to use invisibility or chameleon. Fortunately, like most of Morrowind's dungeons, the Ministry's labyrinths are neither large nor intricate. Therefore, you will find Mehra Milo very soon. In the conversation, she will say that you will find the Lost Prophecies in the Holamayan Monastery, the abode of the Apostate Priests. In order to get there, you will need to go to the eastern docks of Ebengard and talk to Blatt Hateria there, who will take you to Holamayan. Give Mehra Milo one of the Divine Intervention Scrolls so she can leave the prison. Now that Mehra Milo is safe, head to the docks of Ebengard and find Blatt Hateria there, tell her that Mehra Milo sent you and that you want to go fishing. Afterwards, Blatt will take you to the Holamayan Docks in his boat.

Once at the Holamayan Docks, talk to the nun Vevrana Arion. She will show you the way to the entrance to the monastery. But immediately warn that the doors open only at sunset and sunrise, during the hours dedicated to Azura. Translated into ordinary language, it is six o'clock in the morning or six o'clock in the evening. Once you get to the monastery, you will need to talk to Mehra Milo and the abbot of the monastery, Gilvas Barelo. After dialogue with them, you will receive the text of the Lost Prophecies. Now is the time to return to Nibani Mesa to try to bring to life what the prophecies say.

Once in the Ashlander camp, talk to the shaman and give her the prophecies. After that, you can take a walk on the sidelines so that the shaman can carefully study and think over the texts. Return to the yurt after the "moon comes and goes". When it's time to return, a corresponding entry will appear in your journal. After that you can return to Nibani Mesa for her answer.

During the second conversation, Nibani Mesa will say that she has been chosen as your guide on the Path of the Nerevarine. You will need to complete Seven Challenges, the first two of which you have already passed. The first test is the date of birth, the second is the recovery from corrus. In order to pass the third test, you will need to talk to Sull-Matuul.

In the conversation, Ashkhan will give you the following task: you will need to find the ancient Dunmer stronghold of Kogorun, belonging to the House of Dagoth. In the fortress, you will have to find three things: Tears of Corrus, the Chalice of House Dagoth and the Shadow Shield that lies in the tomb of Dagoth Morin. After you have all three items, return to Sull-Matuul. Finding objects, in principle, is not difficult, the main thing is to look carefully around and keep the map of the area turned on. Corpse Tear can be found on the corpse of any corpse monster (stalker or cripple), as well as in one of Kogorun's buildings. The Shadow Shield is located in a cave called Bleeding Heart (see screenshot), deep beneath Kogorun. The bowl is even easier to find, it is located in a small building, the entrance to which is on the surface.

Kogorun Bowl of House Dagoth Shadow Shield

When you pass Sul-Matuul's Warrior Check, return to the shamaness. She will ask you a riddle: you will need to find the place described in the ancient prophecy. After talking with the Ashlanders of the tribe, you can easily find out where this place is. However, if the riddle is too tough for you, see the screenshot. When you arrive, you will see a door that only opens at dawn or dusk, at Azura's hour. Please note, only that, unlike Holamayan, this door must still be pushed in order for it to open. When the door opens, go inside. There Azura should appear to you and give the Nerevarine "Moon-and-Star" ring, from that moment you become a Nerevarine. After talking with all the ghosts in turn, you will receive interesting information and a gift from each. After that, return to Nibani Mesa.

After you talk to the shamaness, she will tell you the essence of the Fourth and Fifth Trials. You must be recognized as the Mentor by the three Great Houses of Vvardenfell (Hlaalu, Redoran and Telvanni), this will be the Fourth Test. After that, you must be proclaimed Nerevarine by the four Ashlander tribes (Urshilaku, Ahemmuza, Zainab and Erabenimsun).

So, begin to implement the Fourth Test, become the Mentor of the Three Great Houses of Vvardenfell (Redoran, Hlaalu and Telvanni)

Go to the Ald "runes and talk to Atin Sareti. If you did not become the head of House Redoran, then you will need to complete the quest - to save Atin Sareti's son, Varvura, from the Venim estate. Varvura is kept in the right wing of the estate, in the room behind the tapestry. Key from the door can be found in the same wing, on a bench, next to a note.After completing the task, Atin Sareti will say that he will use his influence on other councilors so that they vote for you as the Mentor of House Redoran. Just bypass all the councilors (Miner Arobar lives in Arobar Manor, near Scar; Garisa Lletree lives in Lletri Manor, near Scar; Brara Morvane lives in Morvane apartments, in Redoran Council Hall, near Scar; Chlaren Ramoran lives in Ramoran Manor, near Scar.) Now go to Manor Venim and talk to Bolvin Venim. He will categorically refuse to choose you as a mentor, but if you have the votes of other advisers, Bolvin will have no choice but to challenge you to the Arena, to a duel. go to Vivec, in the Arena district. Go to the "Arena Pit" location, Bolvin will be waiting for you there. After killing Bolvin Venim, return to Atin Sarethi and he will officially declare you the Master of House Redoran, as well as hand you an official notice revealing you as an Imperial agent. Atin will not demand an explanation from you, as he is sure of your sincerity, but he will warn that others may not be so understanding. In addition, Atin will give you the Mentor's Ring.

Now your path lies in the city of Vivec, to Crassius Curio. In the conversation, Curio will say that none of the Hlaalu wants to see a stranger in the role of the Mentor, but for a modest offering in the form of 1,000 gold, he will try to persuade them. Pay Crassius the required amount and he will tell you where to find the rest of the advisors. Ingling Half-Troll lives in the Plaza in St Olms' Ward, Ingling Estate. For his vote, he will ask 2000 gold, however, if you feel sorry for the money, you can simply kill him, although such an act does not suit the Nerevarine. Drum Bero lives in the Haunted House, in the same place, in the Plaza of St. Olms County. It won't be a problem to get a voice from him. Next, your path lies on the plantation of Orvas Dren. It will be difficult to persuade him, but it is quite possible. There are several ways to do this. The first way is as follows. Go down to the basement of the main building and kill two assassins. In one of the chests you will find a note in which Dren orders to kill his brother, the Duke of Vedam Dren. Take the note and in a conversation with Dren, tell him that you have papers that can compromise him. The second way is to tell Dren that you want to crush Dagoth Ur and free Morrowind from the oppression of the Empire. Please note that in both cases it is advisable to raise his attitude towards you to 70 and above. After persuading Dren, go to the remaining two Counselors: Nivena Ulis and Velanda Omani. They are obedient puppets of Orvas Dren and will do whatever he says. You will find both in their estates. After you have bypassed all the advisors, return to Crassius Curio, and he will proclaim you Hlaal's Mentor and give the Mentor's belt.

Now you should go to Vos and find the Tel Vos tower of Lord Arion. He will tell you where to look for the rest of House Telvanni's advisors, but he will warn you that each of them has their own quirk. Mister Nelot of Tel Naga Tower in Sadrith Mora has a bad character, Lady Drata of Tel Mora does not like men, Mistress Terana of Tel Branora is insane, and Archmagister Gotren does not like to speak definitely, so everyone will have to look for their own approach. So let's start with Nelota. To get his vote, you will need to raise his attitude towards you to 70 or higher, and then he will vote for you. The next advisor will be Mistress Drath of Tel Mora Tower. If you play as a female character, then you will have no problem getting her voice. The emancipated person will love the idea of ​​Nerevar's return as a woman so much that she will gladly give you her voice. If your protege is a man, then, before asking for a vote, raise her attitude towards you to 80 or higher. And, after you speak, choose the first answer from the options: lie at your feet and beg to listen to you. ;) After that tell Drata about your story and she will give you her voice. The next one in a row is the mad Mistress Terana from the Tel Branor tower, you can get her vote only if your eloquence is at least 30. In this case, you will need to make her laugh and quickly ask her to vote for you. Otherwise, you will endlessly listen to her stupid rantings. Any attempt to interrupt the respected lady will upset her very much. As for Archmagister Gotren, you will have to kill him, because you will not be able to get a clear answer from him. However, you can kill the rest of the Counselors instead of getting their votes, this will not prevent you from becoming a Mentor. After collecting all the votes, return to Arion, and he will proclaim you the Mentor of House Telvanni, giving along the way the Mantle of the Mentor.

So, the fourth test of the Nerevarine is passed, the time has come for the fifth. You must now be proclaimed Nerevarine by the four Ashlander tribes - Ahemmuz, Urshilaku, Zainab and Erabenimsun.

Return to Camp Urshilaku to Nibani Mesa and she will inform you that the Fourth Test has been passed. After that, go to Sul-Matuul. After a long conversation, Ashkhan will proclaim you the Nerevarine of Urshilak and present you with the "Teeth of Urshilak" amulet.

So, your destination is the Zainab camp, which lies south of Vos. There you will have to talk to Ashkhan Kaushad. Before you start talking about the Nerevarine, you need to raise Kaushad's attitude towards you to 70 or higher. After that, talk to him about the Nerevarine, and ask him to test you. He will give you a task - to kill the vampire Calvario, whose lair is located in the Ancestral Tomb of Nerano. After killing the vampire, return to Kaushad. He will agree to proclaim you a Nerevarine, but only after you have presented him with a gift, according to the customs of the tribe. Ashkhan considers the noble bride Telvanni to be such a gift. The gift, to be sure, is not available. But not everything is so complicated. Go to the shamaness and consult with her. She will say that none of the noble families of Telvanni will marry an Ashlander, but Ashkhan can be deceived. You should go to the slave trader Saville Imayn in Tel Arun and buy a slave girl from her that is of the dark elf origin. After that, you can dress her in expensive clothes and pass off as a noble Telvanni. So, head to Tel Arun and talk to Savil Imain. She will say that she has a beautiful Dunmer slave, but in order to marry her off as a noble person, you will need to buy an elegant shirt, skirt and shoes. Buy everything you need and come back, by the way, you need to buy in a store that the slave trader herself recommends. After that, she will give you the next task - to buy Telvanni bug musk. Having bought the product, go back, pay 1000 gold, and the slave is yours. Open the cage and give the purchased things to the slave. After that, together with the slave, return to the Zainab camp. The easiest way to do this is to use the Water Walking spell and move straight to the camp. The slave will cheerfully pry after you along the bottom of the sea. Do not be alarmed, she will not drown. When you find yourself in the yurt of Ashkhan, give the beetle musk to the slave and introduce her to Kaushad. After that, the Ashkhan will proclaim you Nerevarine Zainab and give the Scourge Zainab in confirmation of this title.

Zainab camp

Camp Erabenimsun is located near Tel Uvirith, north of Molag Mar. However, the Ashkhan of the Ulat-Pal tribe will categorically refuse to recognize you as a Nerevarine. Just like last time, the shaman of the tribe, Manirai, will give you wise advice. She will say that in order to become a Nerevarine of the tribe, you will need to kill Ulan-Pal and all his gulakhans, except for Khan-Ammu. After that, return to the shamaness, and she will tell you that now you need to convince Khan-Amma that he is worthy to be the ashkhan of the tribe. To do this, you need to give him items that you can remove from your victims, namely the Battle Ax of Ayran-Ammu, the Fiery Heart of Sanit-Kil amulet and the Mantle of Erur-Dan the Wise. By the way, if you manage to raise his attitude towards you to 90 or higher, then Khan-Ammu will return one of the artifacts, saying that he understood the lesson and will be Ashkhan. After Khan-Ammu proclaims you a Nerevarine, go to the shamaness for the enchanted symbol of the Erabenimsun tribe so that everyone knows that you have been chosen as the Nerevarine of this tribe.

Erabenimsun camp

The Akhemmuz tribe is an unfortunate tribe that does not have an ashkhan. Therefore, you will have to talk to the shaman Sinnammu Mirpal. She will inform you that she can proclaim you the Nerevarine of Ahemmuz, but only if you can secure the sanctuary of Ald Daedroth so that the tribe of Ahemmuz can exist there peacefully. So, head to the Ald Daedroth and find the priestess Shigorata Khlireni Indawel in the front of the Sanctuary. To convince her not to touch the Ashlander, you can either threaten her (your level or reputation in this case must be more than 20), or describe to her the terrible fate of the unfortunate tribe (in this case, your Speech level must be at least 50, or you must raise her attitude towards you up to 90). However, you can try to challenge the witch to a duel. Either way, when you get her consent, return to the Ahemmuz camp. Tell the shaman about everything and take her to the Ald Daedroth, to the statue of Shigorat, in the sanctuary. There she recognizes you as a Nerevarine and will present you with the Ahemmuz Stone of Madness amulet.

So, the time has come for the Sixth Test. Return to Nibani Mesa, she will say that you need to meet with Archcanon Sarioni so that he can arrange a meeting for you in Vivec.

Now you should go to Vivec, to the Temple area, to the High Cathedral and find the healer Danso Indules there in order to get from her the key to the archcanon's private chambers. The Archcanon will give you two keys, from the palace of Vivec and from the back entrance to his chambers. So, go meet Vivec. In the conversation, he will tell you a lot of information about Dagoth Ur, Nerevar and a little about the Dwemer. After that, he will say that your main task will be to destroy the heart of Lorkhan. However, this can only be done with the tools of Kagrenac: the hammer, the Separator, and the sword, the Cleave. Only the one who puts on the Ghost Guardian gauntlet kept by Vivec will be able to pick them up. Swear an oath to Vivec and he will give you the Wraithguard.

It's time for the Seventh Test. You must find two ancient artifacts, the Separator and the Cleaver, hidden in the depths of the strongholds of the Sixth House. When you go in search, do not forget to look into the Ghost Gate on the way, you will meet an interesting interlocutor, in which many suspect the incarnation of Emperor Tiber Septim. The Hammer Separator is located in the stronghold of Veminal, at the priest of the Sixth House Dagoth Ordos. Kill him and remove the key and hammer from the body. After that, head to Odrosal Fortress, in the Tower you will find the Cleaver. Once you have the Separator and the Cleaver, travel to Dagoth Ur. Your path lies in the very depths of the fortress, in the dungeons, concealing the heart of the dead god Lorkhan. Just before the door leading to the Heart, you will be greeted by Dagoth Ur. After a short conversation (remember, in no case give him the Ghost Guardian), you will have to join the battle. However, the victory will not be complete. Feeling that you are beginning to gain the upper hand over him, Dagoth Ur will withdraw from the battle. After that, open the door behind which Akulakhan's chambers are hidden. The magnificent creation of the head of the Sixth House will appear before your eyes. The twin brother of the legendary Numidium is Akulakhan. You need to destroy the heart of Lorkhan, which gives strength to this creature. Deal three blows to the heart with the Hammer with the Separator and several blows with the Cleaver, remembering to also fend off Dagoth Ur's attacks. By the way, you can easily deal with it. Deal several blows to him with any weapon so that the stubborn "deity" will be thrown back. He will fall down to the bottom of the abyss filled with lava and will no longer bother you. After that, freely engage in your heart. When it is destroyed, quickly escape from there. After that, head to the exit from the fortress, where Azura will be waiting for you along with the final cutscene.

Quickly play through the game in 7 minutes and 30 seconds... Now you can compare this ( he is the last absolute) a record with a new ().
Date: July 19, 2005.

The character:
1) Race: Orc
2) Class: barbarian
3) Sign: The steed

Detailed instructions

Note: not all item / location names have been translated.
Original text (in English) taken from SpeedDemosArchive.com

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

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

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

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

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

You need go to Balmora and find there Kaya Cosadesa, and then send him a message presented by Sellus. The easiest way to get to Balmora is by silt strider Is one of the main modes of travel in the world of Morrowind.

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

Dwemer Puzzle in exchange for information about the Sixth House

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

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

Once you get what you need, return to the Guild of Fighters to Hasphat Antabolis... Having given him the Dwemer puzzle, be sure to ask about the sixth house, after which Hasfat will give message to Kaya Cousades, which needs to be carried to the quest giver.

Sharn gra-Muzgob service or Llewoul Andrano's skull search

You found out about the Sixth House, now Kai Cousades sends you to get information about cult of the Nerevarine, or to be more precise, in the Balmorskaya Mages Guild, to some Sharn gra-Muzgob... Everything will happen according to the old scheme. A service is required from you in exchange for information. The Mages Guild is located on the west bank of the river dividing the city in half, in the northeastern part of Balmora Square, next to the Fighters Guild.

Sharn gra-Muzgob will ask you to get it for her Llewula Andrano's skull, which you will find in his Ancestral Tomb of the same name. Take a silt strider to Seyda Nin, and from there take the eastern road towards Pelagiada. The tomb is in the south from it, and to the west of a small lake. The skull you will find in northern tomb room... Having obtained the desired part of the departed Llewoul Andrano, return to Balmora and give it to Sharn gra-Muzgob. Again, do not forget to ask about the information you are interested in. Having received notes on the cult of the Nerevarine, return to Kai Cosades with your report.

Further gathering information about the Nerevarine and the Sixth House

The Blademaster will send the hero on a quest three individuals who seem to have similar views on the history of The Nerevarine and the Sixth House... They are all located in Vivec, the capital of Morrowind.

  • Mehra Milo... She is a priestess of the Temple and spends all her time in Library of the Hall of Wisdom... Mehra will tell you that there is a belief that the three gods of the Tribunal are false. For a detailed acquaintance with this point of view, you need to find a book called Promoting Truth... The first copy is located in the secret library of the temple... Go to the Hall of Justice. There, find the Chancery of the Order of the Marine, the entrance to the Secret Library will be in the floor under the carpet, in the far right corner of this room. There is a similar trapdoor in the Court Offices of the Hall of Wisdom. You will find the book on the shelf closest to the entrance from the Judicial Chancellery. Another copy Jobashi has it. His shop is in the Aliens' Quarter, in the Lower Belt, on the western side of it.
  • Huleia... You will find him at the Black Shalk tavern located in the Lower Belt of the Outlander Quarter. In return for information, he will ask you to escort him to his friend in Jobashi's Bookstore. However, not all so simple. Huleia in the inn trap two are, he said, racist. If you do not need extra troubles, then just bribe them. Otherwise, you will be forced to fight your way to the bookstore. After escorting Argonian to the right place, the store, if you forgot, is on the same belt, on the opposite side from the inn, ask Huleia about the Nerevarine cult, and you will receive a note from him with the information you are interested in.
  • Addhiranirr... You can find it in the dungeons of St Olms' Parish, or to be more precise, in their northeastern part. What is she doing there? It's simple - he is hiding from the tax collector, and in order for Addhiranirr to help you, you need to somehow get this tax collection agent to get out of the way. The collector's name is Duvianus Platorius... He walks in a dress and an expensive shirt along the Belt of St. Olms County, two floors above the dungeons in which Addhiranirr is hiding. We speak to the annoying agent and we send it on the wrong track hiding Argonian. She allegedly took a gondola to the mainland and was like that. After all that has been done, we return to Addhiranirr. As a reward for her help, she will share with you information about the Cult of the Sixth House (the main thing is not to forget to select the desired line in the dialogue).

Ready. Gathering all the information you need return to Kai Cousades with a report.

A present for Ashlander Hassuru

Now is the time to take a closer look at everything that happens in the province of Morrowind. And who else but its indigenous inhabitants Ashlander have accurate knowledge of the affairs of the days gone by. Therefore, you need to ask one of them. The spy master will send you to Hassuru Zainsubani to Aldrun.

You will find Hassur in the tavern Ald Scar what is located in the northwestern part of the city... In order for Ashlander, who left his tribe, to tell you about the cult, you need to present him with some a book of the genre of poetry or simply increase his confidence in the hero (bribery, persuasion). After the done manipulations, Hassuru will share the information you are interested in about the Ashlander, and you, with a clear conscience, can return to Kai Kosades.

Start of Trials from the Legend of the Nerevarine

What a twist. It turns out that the Emperor himself believes in the prophecy about the Nerevarine. Moreover, he also believes that Nerevarine may be it is the main character... To clarify all the circumstances, Kai Cosades sends the protagonist to Urshilaku camp so that he met with the leaders of the Cult of the Nerevarine, who must test him and find out if the Emperor's hopes are true.

The spells "Mark", "Return" and "Levitate" will make your life much easier while completing these quests.

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

Encourage some of the local Aborigines and tell them that you have fulfilled some of the prophecies about the Nerevarine. After that you will be sent to Zabamundu... His yurt is on southwest of the Camp... When talking with Zabamunda, tell me that you found out about the Sixth House and the Cult of the Nerevarine, after which you will receive permission to speak with the Heads of the Cult of the Nerevarine you need: Sul-Matuul and Nibani Mesa.

Trusting Urshilak - Rite of Initiation

The first step is to meet with Matuul... His yurt is located next door to the right of Zabamund's yurt. The head of the Urshilaku tribe will propose complete the initiation rite... It consists in Finding Bow Bonechewer which can be found in Burial Caves of Urshilaku... The caves are located on southeast of the Camp Urshilaku and northeast of the fortress of Falasmarion.

The bow you need is located in the branch of the Burial Caverns of Urshilaku called " A wonderful burial", In its southeastern part on the body of a ghost. After receiving the desired item, return to Sul-Matuul. After passing the initiation rite, the head of the Urshilaku tribe will call the hero a friend of the Clan and allow him to ask the necessary questions Nibani Mesa- shaman women of the tribe. Her yurt is located in the north of the Camp.

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

Attack on the Sixth House Base - Corrus infestation

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

Gnaar Mok is located in the western part of the island. Travel by silt strider from Aldrun to Huul, and from there by boat to Gnaar Mok. From the words of the locals, you will learn that Ilunia, Base of the Sixth House, located on northern tip of the island... You will find the entrance to the cave on a hill called " Hartag cliff". It's time to pay a visit to your mysterious enemies. Drive northwest of Gnaar Mok along the wooden scaffolding and you will soon stumble upon the entrance to the cave you want.

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

Dagoth Gares will try to lure the hero to the side of the Sixth House. It would certainly be great to try yourself in the role of an antagonist, but this branch has not been implemented in the game. After talking with Gares, you will be attacked from his side, and after defeating him you will receive curse of Korprus... The worst thing is that there is no cure for this disease, but do not despair, maybe Kai Cosades knows how to act in this situation. After completing the order, return to the Blademaster.

The Corpus Cure - Second Trial of the Reborn Nerevarine

Kai Cosades suggests looking ways to cure corrus at Divayta Fira... You can find it in Tel Fira, a fortress located southwest of Sadrith Mora... The easiest way is to use the services of the Mages Guild and teleport to Sadrith Mora, and then, using the Water Walking potion or the corresponding spell, get to Tel Fira.

Divight Fear is located in its quarters on the upper levels of the tower. Necessary levitate to it through a hole in the ceiling. Before trying to cure the disease, Divayt will offer you to go to the corpusarium and see with your own eyes what the so-called divine infection leads to, and at the same time pick up a pair of boots at Yagrum Bagarn... By the way, Yagrum is the last of the Dwemer who have gone into oblivion. You will find this unfortunate man in The bowels of the Corprusarium, v northeastern parts of it. After obtaining the Dwemer boots you need, return to Divight Fira.

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

Visit to the Ministry of Truth - Search for Mehra Milo

After receiving news, Kai will raise the hero to the Agent and appoints the head of the Blades in Vvardenfell. Also the Spy Master will give your last errand... You must go to the Halls of Wisdom located in the temple of Vivec and meet with Mehra Milo there. You will not find it in the library. Therefore it follows look for Mehra in her apartment, which are located right there in the Halls of Wisdom.

Apparently something went wrong. She's not in Mehra Milo's chambers either.... However, on the dresser to the left of the entrance is a note addressed to "Amaya." Remembering what the Spy Master said, we conclude that Mehra Milo is in trouble... The only place where the poor thing could be locked is Ministry of Truth... Take two scrolls with you before you go to rescue the prisoner. Divine Intervention.

Ministry of Truth Is a floating fortress, located directly above the temple... Therefore, except with the help of levitation, you cannot get there. After collecting the things necessary for the rescue, go to the rescue of Mehra Milo. Levitating to the Ministry, Talk with Alveloy Saram at the lower entrance to the "Processing Hall". Tell her you have an appointment. The cooperative resident will then share with you the key to the doors of the Ministry of Truth. Also, if your character has the appropriate skills, you can simply open the door with a master key or a spell.

Once inside you become an object Ordinator attacks... Finally, you can get revenge for their bombastic speeches like "We are watching you insignificance." Having dealt with the offenders, go to the prison of the Ministry of Truth... Mehra is in south chamber... Share the Scroll of Divine Intervention with her, after which she will make an appointment for you at Monastery of Apostate Priests which is located on Holamayans... This is where you should go.

Holamayan Apostate Priests Temple

Holamayan is south of Sadrith Mora and on northeast from the Dwemer ruins Nchurdami... The temple opens the magic shield only at dusk and dawn... After waiting for the right time of day, go inside. Mehra Milo will be waiting for you in eastern part of the Temple... She will advise you to talk about the prophecies with the abbot of the Temple of the Apostate Priests - Gilvas Barelo, fortunately, he is standing next to him. He will then share with the hero Lost prophecy to be taken to Camp Urshilaku Nibani Mese.

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

Proof of immunity from Korprus

To prove your resistance to Korrus, refer to Sul-Matuulu- to the leader of the Urshilaku tribe. He will send the protagonist to Kogorun and asks to bring three things from there:

  • Tears of the body.
  • A cup marked with the House of Dagoth mark.
  • Shadow Shield.

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

  • Tears of Korprus you can mine with Trapper Corpus either with Corpse cripples, which are abundant in Kogornuj. In general, whatever you find will do. This part of the test shouldn't be a problem.
  • Shadow Shield you will find in the northwestern part of the Kogorun location, called Bleeding Heart.
  • Dagoth House Bowl is in Cathedral of the Pollock Woman, in the southeastern part of the Kogorun fortress.

After finding everything that Sul-Matuul asked for, return back to Camp Urshilaku. By showing the Chalice, Shield and Tears of Korrus, the hero will convince the Ashlander of his ability to withstand the terrible infection.

Completing the third test - Searching for the "Moon and Star" ring

The third test will be finding Azura's rings called "Moon and Star", which is located in the cave of the Incarnation. It is located on northeastern slope of Krasnaya Gora, west of Tel Vos. The door to the Cave of Incarnation opens only at dawn when the Star of Azura shines. What, in fact, you will learn by trying to open it at any other time. After entering the cave, take the Moon-and-Star ring from the hands of the statue of Azura and you will see a vision of the rest of your trials.

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

Fourth Trial - Master of the Great Houses of Vvardenfell

The fourth test on the Nerevarine's path will be unification of the four Great Houses Vvardenfell. Well, it's not an easy task, but stopping halfway is somehow not heroic.

Master of the Great House Hlaalu

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

  • Crassius Curio... He is in the location Vivec, Hlaalu Settlement, Plaza: Curio Manor... Crassius Curio will agree to support your candidacy if you give him 1000 drakes... He will also share helpful information on how to get trusted by advisors.
  • Drum Bero... You will find him in the location Vivec, St Olms County, Plaza, Haunted House... Apparently he does not really like to be in sight and specially settled in such a place that frightens people away. He will support the hero simply because he found him.
  • Ingling Half-Troll... Lives in the location Vivec, St Olms County, Ingling Estate... He will support you if you give him 2000 drakes... Well, or you can just kill him, you decide.
  • Orvas Dren... You will find it on Drena Plantation, west of Pelagiada and northeast of Vivec. You need to be careful here. Start by winning over Dren with bribes or persuasion. Then ask for your support as House Hlaalu Mentor. To his question, why should he give you this voice, choose a topic: "Tell your story." Orvas Dren will not appreciate your efforts and will refuse. Then talk to him about Hlaalu's Discipleship a second time. As a result, an additional answer option will appear: “To unite the people and Exile the Empire". Select it. Now Dren agrees to support you, and also pledges that his acquaintances Velanda Omani and Nivene Ulisses will also vote for you.
  • Nivena Ulisses... She lives west of Suran. Take the road north of town and then head west and cross the bridge. You will see her estate shortly. If you have achieved consent of Orvas Dren, then Nivena Ulysses will agree to vote for you.
  • Velanda Omani... You will find her estate on the island east of Vivec, Telvanni Settlement. With her voice, a similar situation - convinced Orvas Dren, agree and Omani.

Enlisting support all Councilors of House Hlaalu, go to Crassius Curio(Vivek, Hlaalu Settlement, Plaza, Curio Manor). He will appoint you as the Mentor of House Hlaalu.

Mentor of the Great House Redoran

House Redoran Counselors can be found in Aldrun... They camped under a large scrub in the Manor District - north of town. It's worth starting with Atin Sareti, as others will simply refuse to help you.

  • Sergio Atin Sareti... You will find it in western part of the Estate District Aldruna. To get his support, you need rescue his son from captivity, which is locked in the Venim Estate - the southeastern part of the Estate District. Varvur Sareti is under lock and key in the Right Wing of the Benim dwelling. You will find the entrance to the room immediately to the right of the stairs. It is hidden behind a tapestry and is guarded by a guard in Dwemer armor, so watch out. Return your captured son to Atin Sarethi and he will agree to support you as the Mentor of House Redoran.
  • Miner Arobar... He resides in the northeastern part of the Aldrun Estate District and will support you if you win the vote of Atin Sarethi.
  • Garisa Lletri... Lives in the northwestern part of the Aldrun Estate Area. He will also support you only after fulfilling the request of Atina Sareti.
  • Hlaren Ramoran... Southwest part of the Aldrun Estate Area. Will vote only after the support of you as the Mentor of House Redoran by Atin Sareti.
  • Brara Morvane... You will find her in Aldrun, Estate District, Redoran Council Chamber(its north-western part). She will support you, like everyone else, only after completing the task of Atin Sareti.

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

Mentor of the Great House Telvanni

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

  • Mr Nelot... Located in the location Sadrith Mora, Tel Nagi Tower, Tel Nagi Upper Tower... To get to him, you need to levitate to the uppermost floors of his chambers. Nelote will support you if you win him over(bribery, persuasion).
  • Mister Arion... Its Tel Vos tower is located west of Tel Mora... He will agree to support you as the Mentor of House Telvanni, and will also recommend dealing with Archmage Gotren, since Arion simply does not see any other way out of the situation.
  • Mistress Drata... Found in his tower Tel Mora, on its upper floors. To start position Drata bribe or persuade herself, and then ask her to vote, to which she will refuse. Then talk to her again and select " fall at my feet and pray", After which you will receive her support.
  • Mistress Terana... Stays in the location Tel Branora, Upper Tower: Therana's Room... When talking to her, select the option "Tell your stories and quickly ask to be a Mentor". This is the only way the old woman who has gone out of her mind will vote for you.
  • Archmagister Gotren... Located at Tel Arun Tower, which is located northwest of Sadrith Mora. He will refuse to proclaim you the Master of House Telvanni, so follow Arion's advice and kill the arrogant magician. After that, return to Tel Vos and Arion will proclaim you the Teacher of House Telvanni.

Ready, Fourth trial towards the fulfillment of the Nerevarine Prophecy executed... Return to Nibani Mesa at Camp Urshilaku.

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

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

Urshilaku Nerevarine

Everything is simple here, Sul-Matuul will proclaim you Urshilaka Nerevarine for your past merits. The main thing, ask the shaman before that Nibani Mesa to the Chieftain the corresponding item appeared in dialogue.

Ahemmuza Nerevarine

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

Sinnammu Mirpal, this is the name of the shaman, will ask to clear the Daedric ruins for her tribe Ald Daedroth... They are to north of Camp Ahemmuz, on the farthest island. After clearing the ruins, return to Mirpal and escort her to the Ald Daedroth Inner Sanctuary, right to the statue of Shigorad(you must put her on a pedestal). After that, the shaman will speak to you. Ask her to call you Nerevarine and she will do it.

Nerevarine Zainab

The camp is located southwest of Vos... Talk with Caushad- Ashkhan of the Zainab tribe. Set him up for bribery or persuasion. After that, ask to call you Nerevarine, and in the subsequent dialogue choose “ Request a job". Ashkhan will ask to expel Vampire Calvario from the Ancestral Tomb of Nerano. You will find the tomb northeast of the camp and west of Tel Vos. Having dealt with the vampire, return to Kaushad. Haunted by the feeling that things have come together so easily? That's right, returning to Camp Zainab and reporting on the fulfillment of the request, you will receive another task.

You need find a bride for Kaushad... Yes, not simple, but of the noble ones. There is no need to run and propose marriage to everyone. First, talk to shaman of Camp Zainab... Ask Sonumma Zabamata how to find a wife for Kaushad - Ashkhan of the Zainab tribe, and she will explain everything to you in detail.

Must go to Tel Arun(the tower is located west of Sadrith Mora). There you should find the slave trader Saville Imine and tell her that you need a beautiful Dunmer slave. To make candy out of a slave you will need: Graceful Shoes, Graceful Chemise and Graceful Skirt. All this you can purchase to Tel Mora at a clothing vendor. I'll get ahead of the story and say that, among other things, you will also need Telvanni Burning Musk (Tel Arun, Apothecary). After collecting what you need, return to Imaya in Tel Arun and buy a slave from her.

Give to Falura Llerw all the items of Graceful clothing and lead to Ashkhan of the Zainab tribe. After you give him the purchased slave as a bride, he will name you Nerevarine Zainab.

Nerevarine Erabenimsunov

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

Ulat-Pal and Akhaz are in the yurt of Ashkhan, while Ashu-Akhkhe and Ranabi are right next door. Having sent into the light another warlike part of the tribe, take away from the bodies defeated enemies: Mantle of Assur-Abanba, Fiery Heart of Sanit-Kil, Ax of Ayran-Ammu. Then give them to Khan-Ammu, after which he will agree to become the Ashkhan of the Erabenimsun tribe. Done, now all that remains is to ask you to call you Nerevarine, which Ammu will certainly do for your merits.

After you All four tribes will be named Nerevarine Ashlander, return to Camp Urshilaku to Nibani Mass and report on the successful completion of the Fifth Trial, and also ask about the next, sixth trial.

Sixth Trial - Meeting God and Searching for the Weapons of Kagrenac

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

  • Ghost Guardian... Talk to Vivec and he will give you The Ghost Guardian is one of the artifacts of Kagrenac. To destroy Dagoth Ur, you need two more: the artifact hammer Separator and the artifact blade Cleaver.
  • Delimiter... You will find it in Citadel Veminal, which is located on the northwestern slope of Red Mountain, northeast of Aldrun. The hammer is located at Dagoth Vemin in the Veminal location, Bracelet Hall.
  • Chopper... You will find it in Odrosale, a fortress on the southern slope of Red Mountain, east of Aldrun. The blade is on a pedestal in the Tower of the fortress.

Seventh Trial Battle with Dagoth Ur and freeing the Heart of God Lorkhan

Collecting all three artifacts of Kagrenac, go to the fortress Dagoth Ur- the southwestern slope of Krasnaya Gora, between the fortresses of Vieminal and Odrosal. To get inside the fortress you need turn the lever just south of the entrance (remember Kai's first assignment?).

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

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

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

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

After the destruction of the Heart exit back to the Cave of devices and keep moving towards the exit from the fortress. Before entering the next location, the Goddess Azura will appear, which will mark the end of the Tes Elder Scroll III: Morrowind main storyline.

Congratulations!

It's worth noting that the game doesn't end there. It never ends at all, so you can go on explore her world endlessly.

The game begins with a video in which Azura herself addresses you. After him you find yourself on the lower deck of the prison ship. Now nothing is required, just enter your name. Then a guard will come up to you and tell you to follow him. We go out on the deck and choose a race, then follow to the Office. There we finish with the choice of character.

We go out into the street. There will be a barrel on the left, if you look into it, you can find a magic ring (you can keep it for yourself, or you can complete a side quest).

We pass further. In the room we talk with Cellus Gravius. You can ask him about the Emperor, about Morrowind, about the empire, about Seida Nin. Hearing the name of Kai Cosades, we click on it and we get the first task: deliver the sealed package to Kai in the city of Balmora.

We go out into the street. So, we got to the Seyda Nina square. It is best to look at the merchant Aryll and buy things (in the Chancery you can "grab" some of the valuable that lies on the shelves and the table), potions, scrolls or spells.

After shopping (or around the city, as you please), we go to look for Kai Cosades. There are two ways to get to Balmora:

1. On foot (which is very undesirable, because you can get lost or run into aggressive animals)

2. Take a Siltstrider (a large "flea" near the city)

After reaching the NPC standing next to the vehicle, select "Travel" in the dialogue and click on the name of the desired city (in this case, Balmora).

Have arrived! Before us is Balmora! The city is frightening for its size and the number of houses. To learn more about Kai, we go to the South Wall tavern. It is located in the east of the city. We pass to this part of the city. We count the second row of houses and the first building and there is a "Wall". We go inside. On the second floor we are looking for the owner of the tavern and ask him about Cosades. After unflattering remarks, we go to where we were sent, that is, the northeast of the city. Leaving the tavern, we go up the stairs to the right and go along the houses.

Having reached the end, we see a house with two doors. We go to the right. Here comes Kai! In the conversation, select the item "Inform Kai Kosadesu". He will receive a message from you and ask if you are ready to follow his instructions. Ready? Then we boldly answer that yes!

Kai's first assignment will be to talk to Hasphat Antabolis of the Fighters Guild of Balmora about the secret cults of the Nerevarine and the Sixth House.

We go there. We pass to the other side of the city. The guild is easy to find, see the signs (the Guild has a shield and two crossed swords). We go inside. Hasphat stands in the lower rooms. We talk with him about the Cults, but he will not tell you so simply the most valuable information. You will have to fulfill his request: bring the Dwemer Puzzle from the nearby Dwemer ruins of Arkntand.

I advise you to go in and buy weapons, healing potions and scrolls (especially the Almsivi's Intervention scrolls or, at worst, Divine Intervention), if there are none yet.

The ruins are located northeast of Motley Butterfly Legion Fort. Simply, before reaching the Fort, we turn left at the fork and see a bridge. The first enemy is waiting for us on the bridge (if you have not yet had to deal with bandits or aggressive animals). It is better to finish him off with magic from afar (this is my tactic, but in general I killed the first enemy by summoning the Fiery Atronach;). After a difficult (and maybe easy?) Victory, we pass across the bridge, having cleaned out the attacker and the adjacent boxes. And here he is! The cherished entrance to the ruins! What did Antabolis say there? Turn the handle? Oh, and here she is! We turn and the door opens. We boldly go inside and deal with the enemies on the first floor. We climb the stones to the second floor and go into the room. There we kill the smuggler and go for the Puzzle. She quietly, peacefully, not bothering anyone, lies on the shelf. Take a closer look! You may not even notice it. After taking it, we return to the quest giver.

After delivering the Puzzle, we hear about the Cults. But Hasfat will say that Sharn-gra-Muzgob from the local Mages Guild knows more about this. We return to Kai with a report.

After listening to your report, Kai will give the following assignment: talk to Sharn-gra-Muzgob from the Mages Guild about the Sixth House and Nerevarine Cults.

The guild is located next to the Fighters Guild.

Sharn will only agree to tell you about the Cults if you do her bidding. She will ask you to deliver the skull of Llevole Andrano from Andrano's ancestral tomb to her. I advise you to buy potions and scrolls with offensive magic, or a weapon with a magic charge, because ghosts are not affected by simple weapons.

Andrano's ancestral tomb is located south of Pelagias, not reaching the fork at Seida Nin.

After delivering the skull, Sharn will reveal everything he knows about the Cult of the Nerevarine and the Sixth House. Return with this information back to Kai.

Now that you have collected information in Balmore, you need to interview knowledgeable people in the city of Vivec. These will be: Mehro Milo from the Temple, Addihiranirr from the Thieves Guild and Huleia from the Morag Tong.

Once in Vivec, we go in search of these persons. You can start with anyone, for example, Huleia. This is an Argonian from the Morag Tong. You can find him in the "Black Shalk" inn in the Aliens Quarter. Having arrived there, talk to Huleia, and he will tell you that three people threaten him and therefore he cannot go with you, and even more so tell about the Cults. We'll have to solve this problem. These people: Etis Savil, Urwen Davor and Favel Gobor are standing nearby. You have two solutions to this problem:

1. Disperse beautifully, that is, without killing anyone. To do this, you need to bribe each of these people (raise the ratio to at least 60%).

2. Kill them all.

When you manage, Huleia will ask you to take him to Jobashi's Bookstore. There he will tell you about the Cult of the Nerevarine (he cannot tell anything about the Cult of the Sixth House).

Next in line will be Addihiranirr, a Khajiit from the Thieves Guild.

It is located in St Olms' Parish at the Canal level. It turns out that Addihiranirr is hiding from Imperial Chancellery agent Duvianus Platorius and refuses to speak until he leaves her behind.

The agent walks in the Middle Belt of the same District. During a conversation with him, lie that the cat left Vvardenfell and swam to the mainland. Oddly enough, but the agent will believe you and stop pursuing Addiranirr.

Return to the Khajiit. Now she will tell you about the Cults.

And the last informant is Mehra Milo, a priestess of the Temple. You can find it in the library of the Temple. Walk with her to the back of the library, and she will tell you everything she knows about the Cult of the Nerevarine and advise you to get the book "Progressing the Truth." It is sold at Jobashi's Bookstore. Buy it and go to Kai Cousades with the report.

Kai will give you the rank of Wanderer and advise you to practice while he processes the information you provide.

Go, upgrade your skills or complete quests of other Guilds. When the character is pumped up and you have more experience, return to Kai (although it was possible without this to immediately take the task, but it is better to practice).

The Ashlanders are nomadic Dunmer tribes who should know more about the Cults of the Nerevarine and the Sixth House.

Kai's task will be as follows: talk to Hassur Zainsubani, one of the Ashlander representatives. He is in Ald'run in the Ald Scar tavern.

In order for him to tell you everything he knows, you need to give him a gift, as is customary among his people. Since he is very fond of books, it is worth giving him one of these books: "Hymns of Ashland", "Words of the Wind" or "Five Distant Stars". They are all sold in Ald'ruhn, so there will be no problem finding.

You can also help him in exchange for information - to find the missing son of Hannat. You can not look for your son, but simply promise that you will help (if your conscience allows you to lie and not seek).

After you fulfill one of these conditions and gain Hassur's trust, he will give you his notes and with them you can return to Kai.

After receiving the notes, Kai Kosades will give the assignment to go to the Ashlander camp of Urshilak and talk with their leader Sul-Matuul and the shaman Nibani Mesa.

The camp is located in the north of the island or in the northeast of Khuul. It is best to go from there.

When you reach the camp, a surprise awaits you: neither the shaman nor the ashkhan are going to talk to you. You need to get permission from Zabamund. We stomp to him and tell our story. Then it will be asked:

1.propose a duel for the right to speak with Sul-Matuul (level must be at least 6th)

2. to boast of exploits (reputation not less than 20 or Speech not less than 30)

3. tell everything you know about the Cult of the Nerevarine and the Sixth House (Speech at least 30)

4. Offer a bribe of 200 gold.

When you get permission by any of the above methods, head to Sul-Matuul.

You must become a Friend of the Clan, only then can you talk about the Nerevarine. To do this, you will have to go through the initiation ceremony.

Sul-Matuul will ask you to bring him the Bow of Saint-Sinipul's Bonechewer from the Burial Caves of Urshilaku. The caves are located in the southeast of the camp, not reaching Red Mountain.

The ghost of Saint-Sinipool has the bow itself. When you kill him, search the remains and find a bow. Take it to Sul-Matuul and he will make you a Friend of the Clan. Now you can go to Nibani Meso to learn more about the prophecy.

The conversation will be difficult and long, the main thing is not to miss key words.

After the end of the dialogue, Nibani Mesa will tell you that you are not a Nerevarine, but you can become one. You must get the lost prophecies from the apostate priests of the Temple, and then the shaman will help you become a Nerevarine. She will give you two books about the Prophecies, and with them you can return to Kai Kosades.

Kai, after listening to your report, will say that he needs to think over everything he has heard and will advise him to practice a little. The correct decision would be to obey the spy master and pump up the Persian a little, tk. the next task will be much more difficult than the previous ones.

When you're ready, return to Kai Cousades for your mission. The task is not easy: find the base of the Sixth House and kill the priest Dagoth Gares.

To do this, you need to go to Ald'run at Fort Motley Butterfly and find out from Raesa Pullia what she knows about the Sixth House. Her patrol found their base near Gnaar Mok, only one soldier returned and deliriously repeated the name of the cave - Ilunibi. The warrior who managed to escape died, distraught and disfigured by the corpus. You can ask about the cave from the inhabitants of Gnaar Mok.

The cave is located in the northwest of Gnaar Mok or in the south of Andasret.

When you find the cave, get ready for difficult battles with the servants of Dagoth Gares, and at the end of the path with the priest himself. Before the battle, he will inform you that Dagoth Ur wants to see you and make peace, and Dagoth Gares will also give you a letter from Dagoth Ur and prepare for battle. After the victory, do not rejoice much, because before death the priest will have time to impose the curse of Korprus on you and you will fall ill with this disease.

Kai will not be happy to learn about the disease and will say to go to Divayt Fira - Telvanni magician who owns the Corprusarium. As a "bribe", Kai will give you a Dwemer artifact for Fira's collection.

Tel Fir is located in the south of Tel Arun or in the southwest of Sadrith Mora. You can get there by swimming or using the Water Walking spell.

When you are there, go to Divayt. He will say that he has a potion to cure the Divine Disease, but it has not been tried, so you can either heal or die, there is no third option. In order to get the potion, you must, at Fira's request, bring him Dwemer boots, which he gave for repair to Yagrum Bagarn, one of the residents of the Corprusarium. By the way, he is the last of the dwarves.

Talk to him, get the Dwemer Boots of Flight and go to heal! Fir won't let him carry the potion and will have to drink it on the spot ... tense anticipation ... and ... ABOUT MIRACLE !!! You are cured! Now you can return to Kai Kosades, or you can steal the contents of Fira's chests. :)

Your triumph will be overshadowed by unexpected news: Kai is urgently summoned to Cyrodiil. He will raise you to the rank of Agent of Blades and give you the last task: talk to Mehra Milo and get the Lost Prophecies.

After arriving in Vivec, go to Mehra's apartment. On the table you will find a note with a clear hint that Milo is being held under arrest at the Ministry of Truth. In the letter, she asks to bring her the scrolls of Divine intervention (it is better to take 2) and take the Levitation potions, which she left next to the note. It also does not hurt to grab potions, scrolls or charged items for Invisibility or Chameleon.

Having bought everything we need, we take off to the Ministry of Truth and at the entrance we talk with Alvela Saram. Tell her that you have a meeting with Mehra and she will give you a key, but she will warn you to try to avoid any casualties among the Ordinators.

In the corridors of the Ministry, use Invisibility or Chameleon, because the cave is very well guarded.

When you find Mehra, give her the Scroll of Divine Intervention. Before leaving, she will tell you that the Apostate Priests have the Lost Prophecies in the Holamayan Temple. Blatt Hateria can take you there at the eastern docks of Ebengard. Tell her that you want to "go fishing" and you will be taken to Holamayan.

Having arrived at the place, talk to Vevrana Arion, who will show you where the temple is and say that the doors open only during the holy hours of Azura (that is, at 6 am or 6 pm).

In the temple you will find Mehra Milo, who will tell you to talk to Gilvas Barelo (standing next to Mehra). He will give you the Lost Prophecies. With them we return to Nibani Meso.

After she receives the prophecies, the shaman will ask you to come when "... the moon comes and goes ...", but you can come up right away, or you can shake the Persian. When the time comes to return, a journal entry will announce you.

It turns out that Nibani Meso has been chosen to be your guide on the Path of the Nerevarine. You must complete 7 challenges (2 already completed). The third test you have to ask Sul-Matuul.

Ashkhan will ask you to find and bring him 3 things from the Kogorun fortress, now captured by the Sixth House. These are the things: the Bowl of House Dagoth, the Shadow Shield and the tears of corpse.

Arriving in Kogorun, we go in search of these things. The bowl is located in one of the buildings on the surface of the fortress.

The shield is located deep under Kogorun, in a cave called Bleeding Heart.

Tears can be found on any corpse monster.

With all this pleasant and not so much, we return to Sul-Matuul. So, you have passed the War Check. Now the Test of Wisdom.

You must find the Cave of Incarnation and retrieve the Moon-and-Star Ring.

Ashkhan will ask you a riddle: the eye of a needle lies in the teeth of the wind - the mouth of a cave in a pearl skin - a dream is a door and a star is a key. Sul-Matuul says that in order to solve it, you need to receive instruction - to join the wisdom of the tribe.

To do this, you need to ask the members of the tribe about the riddle. Some people know the answer to the passages. When you collect more information, the picture will become clear.

So ... according to the description, the Cave of Incarnation is located in the southwest of Tel Vos or in the east of Maar Gan.

Two stone peaks mark the entrance to the Valley and bear the name of the seer Ayran, blessed by Azura. These are the teeth of the wind. The Valley of the Wind lies on the northeastern slope of Krasnaya Gora.

You can use the Air Form scroll and fly over the mountains. The entrance to the Cave is hard to miss. The door also opens at Azura's hour, like the door to Holamayan, because "the key to it is the Star", that is, you can enter "at dawn, when the Star of Azura shines ..."

Here we are in the cave! We go to the statue and take the ring. We are watching the video.

Now you are not alone in the cave - ghosts are everywhere. Talk to them. They will tell you their story and give you the things they no longer need. Now we return to Nibani Meso.

The shaman will tell you about the Fourth and Fifth Trials. You must become the Mentor of the Great Houses of Vvardenfell and the Nerevarine of the Four Ashlander Tribes.

Hlaalu House

Let's start with the Great Houses, namely Hlaalu (and in general, you can start with any). We stomp to Crassius Curio in Vivec.

He will say that, according to Hlaalu, foreigners do not deserve to be called Hlaalu's Mentor, but a modest donation in the form of 1,000 gold can smooth over this trouble. After paying, go to the House Counselors: Ingling Poltroll (St. Olms County, Plaza, Ingling Estate), Drama Bero (St. Olms County, Plaza, Haunted House) and Orvas Dren (Dren Plantation), Nivene Ulis and Velande Omani.

The first advisor, Ingling, will ask for 2000 gold for his vote. You can kill him and not pay, but personally I paid, I felt sorry for the poor fellow.

There is no need to negotiate with Dram Bero.

But with Orvas Dren will have to be tough. There are several options:

1. tell Dren that you want to crush Dagoth Ur and the Empire (at least 70% ratio)

2. in the basement of the building in one of the chests, find a note in which Dren orders to kill his brother, Duke Venim Dren. With this note, return to Orvas and start blackmailing (the ratio is at least 70%).

When you reach agreement in any way, go to the remaining advisers. They are under the rule of Dren and, therefore, his consent depended on their decisions.

House Redoran

We leave for Ald'Run to Atin Sareti. He will ask you to save his son (if you did not enter the House of Redoran and did not become its head) Varvura, who is kept in the Venim estate. The room with the prisoner is on the right side of the estate, the door is hidden under the carpet, the key is on the bench with a note.

They all live on their estates near Scar (except for Brara Morvane, she lives in the Redoran Council Hall). These are: Miner Arobar, Garisa Lletri, Brara Morvane and Hlaren Ramoran.

Under no circumstances will he agree to cast his vote and will call you to the Arena.

Travel to Vivec in the Arena Pit and fight Venim. After defeating him, return to Atin Sareti. He will give you the Ring of the Trainer and declare you Redoran's Trainer.

House Telvanni

We leave for Vos to Arion. He lives in his tower Tel Vos. Mr. Arion will tell you where to find other advisors, but warn them that they are, to put it mildly, weird (in short, all crazy!).

Let's start with Drata, for example. She hates men and therefore, if you play a female character, then there will be no problems. If not ... you will have to raise the attitude to 80% and roll at your feet. ;)

The last one is Archmagister Gorten. You don't have to talk to him, but just kill him, tk. he will never give a positive answer in his life.

Now we return to Arion. He will give you the Mentor Robe and declare you Telvanni Mentor.

So, we have completed the Fourth Test. You have been recognized as a Mentor by all three Great Houses.

Now is the time to become a Nerevarine of the four Ashlander tribes.

Urshilaku

Go to Sul-Matuul and he will immediately proclaim you the Nerevarine Urshilak, because You are already his friend. He will also give you the Teeth of Urshilak so that all tribes can see that his tribe agrees that you are a Nerevarine.

There is no ashkhan in this camp, so you will have to talk with the shaman of the Sinnamu Mirpal tribe. She will ask you to go to the Ald Daedroth and make it safe for Ahemmuz. Only then will you be named Achemmuz Nerevarine.

At the Front Sanctuary, speak with Shigorad's priestess Khlireni Indawel and ask her not to touch the Ashlander. There are 3 ways to persuade her:

1.threate (level or reputation at least 20)

2. tell about a poor and unhappy tribe (Speech not lower than 50 or 90% ratio)

3.Call for a duel

Having achieved agreement, return to the shamaness and escort her to the statue of Shigorad. Then she will give you the Ahemmuz Stone of Madness and will call Ahemmuz the Nerevarine.

Travel to Zainab Camp to Ashkhan Kaushad. Raise his attitude towards you to 70% and talk about the Nerevarine. He will give you the task of killing the vampire Calvario in the Nerano Ancestral Tomb.

Return to Kaushad after killing. On one assignment, he will not calm down and ask to give him a gift - a bride from Telvanni. Go to the shamaness for advice. She will say that no well-born Telvanni in her right mind will marry an Ashlander. The shaman will say that you can deceive Ashkhan. To do this, go to Tel Arun to the slave trader Savil Imain. Buy a slave from her and dress in expensive clothes (an elegant shirt, skirt and shoes, you should also buy Telvanni beetle musk). Clothes can be bought at a store that the vendor advises.

After buying a slave, talk to her and give the things. Then return to the camp to Kaushad. In the yurt of Ashkhan, give the musk and take you to the Ashlander. He will be pleased and proclaimed you Nerevarine Zainab, Military Leader of Zainab and Defender of the People. He will also give you the Belt of Zainab, a magical relic of the tribe that will serve as a sign to the rest of the Dunmer that you are the Nerevarine of the Zainab tribe.

The Ashkhan of this tribe will never agree to recognize you as Erabenimsun Neravarin, so go to the tribe's shaman for advice. She will say that you will not become a Nerevarine while Ashkhan Ulat-Pal and his minions are alive. He will say that in order to become the Nerevarine Erabenimsun, you should kill Ulat-Pal and his supporters, the gulakhans of Ahaz, Ranabi, and Ashu-Akhe. Then it is necessary to make the gulakhan Khan-Amma an ashkhan. And then Ashkhan Khan-Ammu will call you Nerevarine Erabenimsun.

After killing all of the above, take away valuable things, return to the shamaness. She will say that it is necessary to convince the gulakhan Khan-Amma to become the ashkhan of Erabenimsun. Khan-Amma can be found in his yurt. Give him the things and give him a short speech about 'power', symbols and responsibility. " If his ratio is at least 90%, then he will return things.

When he becomes Ashkhan, ask him to call you Nerevarine. He proclaim you a Nerevarine, Protector of Erabenimsun and his people. Now return to Shaman Manirai to claim the Capture of Erabenimsun, an enchanted tribal legacy that will show all Danmer that the Erabenimsun have named you Nerevarine Erabenimsun.

So the fourth and fifth tests are over, now the sixth and seventh are waiting for us ...

Return to Nibani Meso. She will say that you need to go to the High Priest of Vivec, Sarioni and demand a conversation with the false god Vivec. Kagrenac's weapons are the key to the riddles of the Sixth and Seventh Trials, and you need to get them from Vivec.

The Archcanon is in his personal apartment and wants to talk to you, but you must by all means avoid clashes with the Ordinators, because the shedding of the blood of one of the devoted servants of the Temple will only complicate the situation. The apartments are located in the High Cathedral, the key is held by the healer Danso Indules.

Talk to the Archcanon and he will give you the key to Vivec's Palace.

Travel to the Palace and speak with Vivec. He will tell you a lot of interesting things and ask: are you ready to accept the Ghost Guardian from him? Swear to him and take the artifact.

Now, having received the artifact, go to Red Mountain in search of the Cleaver and the Divider - the great Weapons of Kagrenac.

After receiving the artifacts, go to Dagoth Ur. If you are not ready, then return to the city and buy potions and everything you need for the most difficult fight.

The hour of the great test has come ... the hour of reckoning ... the hour ... in short, let's go to kill Dagoth! :)

When you find Dagoth Ur, talk to him. He will ask you questions and answer yours. And when all the questions have been asked and the answers have been received, there will be nothing left for discussion. The time for speeches will pass. Now only action can resolve the case of Dagoth Ur and the Nerevarine.

When you kill Dagoth (it will be strangely easy), then do not immediately rejoice. It was his double. A door to the Akulakhan's Chambers will open on the side, where the real Dagoth Ur will be waiting for you. Behind him you will find the Heart of Lorkhan in a huge Akulakhan artifact. There are many tactics on how to destroy it. For example, I used the scroll of Air Form and, flying around Dagoth, quickly destroyed the Heart. But this solution is not very effective, because if Ur manages to come down to you, he will quickly kill you. DON'T TRY TO FIGHT HIM AGAIN !!!

The best way is this: to make Dagoth Ur fall from the bridge to the Heart, then he will be harmless below and will not be able to return to the top. Now go to the Heart and hit it with the Splitter, then finish it off with the Cleaver (although you can finish it off with a simple weapon). Be careful: it will resist and strike you with spells!

When you destroy it, run across to the other side and levitate towards the exit. Everything will fall apart behind your back. Go to the room where the first Dagoth was killed and the goddess Azura will appear at the opposite door. We are watching a video in which she will say that your destiny has been fulfilled, and freedom awaits you. The prophecies have come true, and Mora is no more. But now you are the Mentor and Nerevarine, Defender of Morrowind, and you will have to protect people from monsters and criminals. She will also give you a ring as a sign of gratitude and blessing.

"You are now the Great Nerevarine, the hero of all the people, who destroyed Dagoth Ur and saved all the people of Morrowind from Blight, curses and False Gods!"

1st part

House Redoran:

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

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

DETAILED OVERVIEW
Short review.
At this point, you should be recognized by the Nereweiren, by all four Ashlander tribes. Now, you must go to the three Great Houses to become a Hortator. Let's start with House Redoran (it doesn't really matter which house to start with). There are two differences when completing assignments - whether you are a pre-member of the House or not.

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

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

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

Bolvyn venim
The only one who disagrees with you is Bolvyn Venim, regardless of who you are or what you are. The only choice is to challenge him to a deadly duel to get him out of his way. But if you kill him right away, the rest of the council members will dislike you. You need to agree with him about a duel at the Arena in Vivek (Vivek Arena). Travel to Vivec in the Arena. He is a very strong opponent (Ebony Armor and Daedric Dai-Katana). He has no ranged weapons, so you can kill him from a distance.

Return to sarethi
As soon as Bolvyn disappears from your path, return to Athrun Sarethi to be named Redoran Hortator and give you a Hortator ring (this is such a specific ID :))) You will also receive some news and notes. The sealed package contains temple records saying that you must be named Nereverein and Hortator - four tribes and three Great Houses - to identify yourself with Archcanon Saryoni in the Vivec Temple. So don't throw it away, it will come in handy a bit later.

2nd part

Hlaalu House

PRECAUTIONS
Required Quests: House Redoran
Next quest: House Telvani
Zone: Balmora, Vivec
Minimum level: 6
Recommended level 12
Items Required: 3000 Drakes
Expected items: -------
Difficulty: Medium, will have to run around a lot, possibly a difficult battle

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

DETAILED OVERVIEW
Short review.
This quest is to convince each member of the house to approve you as a Hortator. The order in which the votes are received is unimportant. Again, you must visit all House councilors to vote for you. Yellow Book 3E 426 lists the members of the Hlaalu House, and can be obtained from Nileno Dorvayn in the Balmora Hlaalu Manor. Members are Crassius Curio, Yngling Half-Troll, Dram Bero, Nervana Oles, and Velanda Omani.

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

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

Dram bero
Dram Bero is hiding in the basement of the Haunted Manor at Vivec in St. Olms Plaza. You will need to unlock the basement door. You only need to talk to him, and get his voice, no gold is needed at all. He will also mention that Velanda and Nevena are loyal to Orvas Dren. Orvas is the Duke's brother and has a Netch ranch in the Ascandian Islands.

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

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

Walkthrough of game Morrowind 3.1-I part

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

Then go through the door and talk to the person in front of you, with his help you will complete the creation of your character. You will receive a release certificate, now go through another door and enter the room to your right. Take the dagger, lockpick and silver items from the table. Go to the chest on the bottom shelf of the cabinet and open it with the lockpick. Go through the next door, take everything from the barrel that lies there. In the next room, talk to Sellus Gravius ​​and get your first assignment. Chat with him on all topics and learn a lot of interesting things. Now exit - and you will find yourself in the vast world of Morrowind. The city you are in is Seida Nin, a fishing town at the edge of the world. You can take a couple of side quests here.

Leaving the city, go west along the path, a man will fall from a height in front of you and you will be able to pick up the scrolls of +1000 acrobatics.

In the northwest you will find the body of the tax collector. Talk to Sokucius ergalla, and you will receive a task to investigate the murder.

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

Now it's time to go to Balmora. You can walk up to Silt Strider and pay money for the flight, or take a walk, going into a couple of dungeons along the way. You will not get lost. If you follow the signs for Balmora.

After arriving in Balmora, go to the house in the northeastern corner of the city and talk to Kai Kosadus. He will give you tasks throughout the game.

Walkthrough of game Morrowind 3.2-nd part

HASFAT AND TWO'S PUZZLE.

Your first assignment is to speak with Hasphat Antabolis at the Fighters Guild. By the way, by the way, you can enter there and perform side missions if you talk to the head of the guild on the second floor.

Then go downstairs and go to the end along the corridor, go into the door. Hasfat is standing in front of you, but it seems he is not going to just give us information. He asks to bring him a Dwemer puzzle from the ruins near Balmora. The road to Arkntand is as follows: exit the south gate of Balmora, then turn east. Walk east to the second signpost, then turn northeast towards the hill in front of Caldera. After walking a little you will see a pointer to Molag Mar. Walk in this direction until you reach a bridge. At the other end of the bridge is a J pretzel that attacks you as soon as you approach. Kill him and move on. You will see the entrance to Arkntand just beyond the bridge.

To open the door you need to turn the lever. Come in, go down the spiral staircase, killing all enemies along the way. As soon as you came down. Turn west and you will see a ledge directly above you. If you climb the ledge, you will see a door leading to the Empty Hand Cell. Boss Creo and a Dwemer puzzle are waiting for you outside the door. You can kill him if you want, or just grab a cube from the shelf and leave. If you are strong enough you can explore the rest of Arcntand for a couple of valuable items such as Dwemer armor and weapons. But be careful, as the enemies are pretty strong in the depths of Arkntand. Then return to Hasfatu and he will give you some information about the Sixth House. Unfortunately, he has no information about the Nerevarine. Return to Kai Kosades and he will send you to Sharn-Gra-Muzgob at the Mages Guild.

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

3rd part

Telvani House

PRECAUTIONS
Required Quests: House Hlaalu
Next quest: Meeting with Lord Vivec
Locality: Tel Vos, Tel Mora, Gnisis (Arvs-Drelen), Tel Branora, Sadrith Mora (Tel Naga)
Minimum level: 6
Recommended level 12
Required Items: Levitate
Suggested Items: Potions / Paralysis Cure Scrolls
Difficulty: Medium, one difficult battle, will have to travel a lot

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

DETAILED OVERVIEW
Short review.
The Telvanni House Hortator quest differs at the end in that you can end up killing all Telvanni Council Members instead of convincing them. Of course, this is not an option, but you can do it this way.

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

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

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

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

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

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

Return to Master Aryon
After returning to Aryon in Tel Mora, he will give you the title of Hortator Telvanni, along with the Hortator Outfit, as a status identifier.

Walkthrough of game Morrowind 3.3 part

INFORMATORS FROM VIVEC.

You will find the informants in the alien area after you arrive in Vivec. The first of three informants on the lower level of the Outlander Quarter, so get down and head to the Black Shalk Inn. Inside you will see Huleia. Three bandits stuck to her. You need to get her out of the inn alive. Be careful: this can be a real challenge for the untrained Persians. When you're ready, just talk to Huleia and ask him to follow you. The main thing in a fight is to make sure that she is not killed. When you exit the inn, head west to Jobashi's bookstore. Inside, Huleia will tell you everything she knows. After the conversation, ask Jobashi for a copy of The Path of Truth. You will need it later.

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

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

Before leaving Vivec, you can go to the Resident Barracks in the Halls of Justice and grab a few items from the Resident's armor. Just do not wear them while you are in Vivec, or the residents will attack you.

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

POETRY IN THE HEART.

Kai will ask you to visit Hassur Zainsubani in Aldruin.

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

DECRYPTED MESSAGE.

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

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

Walkthrough of game Morrowind 3.4th part

FRIEND OF THE TRIBE.

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

Although the cave is almost a straight line, unfortunately it is quite long. Go around the entire cave, as there are several powerful items lying there. When you come across the spirit of Sul-Senipul, soak it and take the bow. Return to Ashkhan. He will allow you to keep the bow and proclaim you a friend of the tribe and send you to Nibani. Talk to Nibani about everything prophecy and the test. It looks like you are not a Nerevarine, but you can become one, huh? Something similar to the Matrix, right?

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

DAGOT GARES.

Upon arrival, Kai will inform you that he has a very difficult backside for you - to destroy the base of the Sixth House and kill their priest Dagoth Gares. Go to Fort Bakmot (I dare not translate that name!) North of Aldruin. Talk to everyone there. Or you can take Bloch to Aldruin, from there to Khuul, by boat to Gnaar Mok and head northwest to the caves with the strange name of the Saint's Ridge.

You don't have to wander in this cave, just go straight into the Marovac Ridge, then head south and enter the Black Heart. Continue walking and enter the Soul Caves. Before the fight, Dagoth Gares will want to talk to you. Ask about anything to log entries. Then chop it off. During the fight, he will infect you with Korprus. Search his body, collect everything you need, and search the room. If my memory serves me, there should be extremely powerful unique gloves in the coffin. You can now either walk backwards, hacking through the hordes of enemies that appear, or if you have an Almsivi or Divine Incursion scroll. Then you can get closer to civilization much faster. Go ... to whom ?? Of course, to Kai Cosades !!

HEALED FROM THE BODY.

Talk to Kai. Fortunately, he knows a cure for corrus. You just have to go and talk to Diavite Fir in Tel Fir.

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

LOST PROPHECIES.

Drive to Holamayan and look for the monk Vevranu Arion.

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

WARRIOR TEST.

Sul-Matuul will send you to Kogorun to retrieve three things: Corrus Blossoms, a Cup of House Dagoth, and a Shield of Shadows.

To get to Kogorun simply head southwest of the camp. Corpus flowers and a cup are fairly easy to find. Just go to the Pollock House of the Night and look around for these things. To get the Shield of Shadows, you need to get into the Halls of Fisto. Once inside, take the first left turn, then the first right and enter the Poppies' Halls. Walk straight past the first flight, then enter the door on the left, then down and enter the Nabit Waterway. Walk along the left side of the channel. There will be an icy Atronach on the right. Once you're ready, enter the first passage on the left. On the other side there will be a passage to the Breath of Charm. Inside, take the first right turn and enter Bleeding Heart. Before heading in, make sure you are saved and ready for battle. There will be one or two Fire Atronachs and Dagoto Elam inside. You can find it difficult to explore the premises and find Daedric Gloves, or just go right and find the Shield of Shadows. Return to Sul-Matuul and he will give you a gift and vague directions on where to take the fourth test.

Walkthrough of game Morrowind 3.5 part

DEDICATE'S CAVE.

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

She will give you the second part of the puzzle. Now it is necessary to put it together and understand what it is. Well, everything is clear here: start by walking east along the coast, past the Dwemer ruins and the Daedric ruins of Zergonipal. You will come to a plain marked by a thorn-like mountain. Head south over this plain. Soon you will come to the Initiate's cave.

UNION OF Tribes.

Go to Nibani and tell her everything, then go to Sul-Matuul and he will call you Nerevarine (finally it got it !!). He will also give you Urshulaki's tooth, as a sign that the tribe is following you. Walk east along the coast to the Ahemmuz tribe.

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

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

Now head southwest towards Vos, then southeast towards the ruins of Nchuleft. After a while, you will arrive at the camp of the Zainab tribe.

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

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

Look for there Saville Imain, she will stand outside, near the door to the dungeon. Ask her about something special and she will send you to Tel Mora to the tailor Elegan, where you will get a shirt, skirt and shoes. Go north and you will come to the desired city. After you get the clothes, return to Saville and she will tell you to find the Telvanni bug mask. She can be found in Tel Arun. After all, come to her and she will sell you Falur Llervu for 1200 coins (may be less, depending on skills and attitude). Go to Ashkhan and hand him the bride. Ask him about the Nerevarine, he is the bride, then again about the Nerevarine, and finally you will become one for the Zainab tribe.

The Erabenimsun tribe is extremely difficult to reach.

You can either go in a straight line north of Molag Mar or southwest of Sadrith Mora, or southeast of the Zainab tribe. Whichever path you choose, get ready: the enemies are strong and numerous, and the path is long. The Erabenimsun are not like the rest of the ashtray tribes, and this is immediately evident. The only person you can talk to here is the shaman Manirai. Do you want to become a Nerevarine? It's simple, kill Ashkhan and his servants Ahaz, Ranabi and Ashu-ah. They do not pose a serious threat, but better equip the War Ax of Ayranammu, the heart of fire of Sanit Keel, and the robe of Erur-dan the Wise, before starting the carnage. Then talk to Hanammu about the prophecies, about the desire to become Ashkhan, then give the gifts until you give the items mentioned earlier. After that, he will call you Nerevarine. Go to the Wise and take the symbol of obedience.

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

Climb up the central tower and talk to Arion. He will agree to call you a Hortator without any assignments, and will tell you who else you need to talk to. Once you talk, go to Tel Branora.

To reach Tel Branora simply sail the ship from Sadrith Mora.

Go to the Upper Areas to Drata's Apartments. Just hit her, then quickly ask about the assignment and she will easily agree.

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

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

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

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

Travel to Tel Mora and talk to Drata. Unfortunately, she is quite difficult to persuade, so you have to use gold. If you don't want to take a steam bath, you can just kill her. Only then be prepared for the fact that everyone wants to kill you.

Now go to Tel Arun, to the tower to Gotren. Alas, he doesn't want to recognize you as a Hortator. First, he will tell you what he needs to think about, but still he will not recognize you. You will have to kill him, although this is not an easy task. If there is such an opportunity, call in several minions, then already beat the reptile. Be careful, make sure that two dremoras don't come running and two more minions to help him.

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

Now the next in line is the Redoran house. Go to Sareti's Mansion in Aldruin and speak with Atin Sareti. He will either call you Hortator, or he will ask you to save his son from the Venim mansion.

If you asked to save your son, go to the Venim mansion. Enter the first door on the right. Stomp to the right, there will be a closed door, behind it the unlucky son. Either use the key that is in this room, or hack or cast the spell. Come in and take Varvura Sareti with you. Now quickly run to the door and exit the mansion. You cannot kill anyone if you want to be a Hortator. Talk to Atin when Barbour gets close enough to him. Atin will call you the Hortator, and say that everyone else will gladly agree with him, except for Bolvin Venim, he will have to fight.
Talk to Hlaren Remoran at the Remoran Mansion. Then with Garisa Lletri in the mansion of the same name, in the Arobar mansion, chat with Miner Arobar. Walk to the consular chambers and talk to Brara Morvine. Now go and talk to Bolvin. He will challenge you to a duel in the Vivec Arena.

Go to the arena and chop the villain. But be careful, because the villain has a Daedric weapon in his hand and is wearing ebony armor. As soon as they chopped him into cabbage, go to Atin Sareti, he will call you Hortator and give you a ring.

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

Next in line is Orvas Dren.

His plantation is located directly north of Vivec, across the river. The easiest way is to kill him. After all, he is both a drug lord and a slave trader! Although you can pay him by spending a significant amount. Now saw into St. Olms County in Vivec. Find Ingling Mansion on the upper level. There is a Troll at the entrance, either pay him or wet him, there is no difference. Orvas Yngling stole the temple money, and therefore it will only be fair if you kill him.

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

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

LORD VIVEK.

Go to the area north of the Temple and talk to Danso Undules. You can also go back to the Wise Woman, because you have completed the fourth and fifth tests. You also have an invitation from Lord Vivec, one of the gods of the Pantheon. After talking with Danso, go through the Hall of Wisdom to the far right door and you will see Sarioni. Talk to him and he will give you two keys. Exit through the back door and go to the Temple. Vivec is waiting for you there. He will reveal to you Dagoth Ur's plan, and his own to destroy him. Take Wraithguard from him. It's a piece of clothing. Which will allow you to lug the extremely powerful weapon that you will need to destroy Dagoth Ur.

ASH VAMPIRES.

Before you go to the Ghost Gate, you need to swing the skill of short blades and blunt weapons to at least 50. Now it's time to destroy the servants of Dagoth Ur. The first of these is Dagoth Arainus. He lives in Mamaia.

You can get there by going east of Gnisis or southwest of Maar Gan. Fortunately, it is quite easy to find her, and the vampire is standing in the shrine of the Black Hope. After his death, pick up the Soul Ring from the corpse. There you can also find the Daedric Mask and save Hannath Zainsubani, if you like.

Now go to the Phantom Gate and enter the Phantom Barrier. Walk northeast to Odrosal.

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

The road now lies northeast to Tureynullal. There you slash Dagoth Tureinal. To reach it, go through Tureynulal. Pick up another amulet from the corpse.

Now return to Odrosal and head west to Endusal.

Soak Dagoth Endus, he also has an amulet.

Go northwest to Veminal.

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

Go northeast to Kogorun. There is the last of the vampires - Dagoth Utol. Hit and take the belt. You are now ready for the final battle.

DAGOT UR.

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

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

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