The Elder Scrolls III: Morrowind (Game of the Year) The No-Nonsense Starter Guide Ver 3.3 By: Algus Sadalfus Version Information ******************* 3.3 - Change of contact information 3.2 - Various typos and errors corrected 3.0 - Updated to include Morrowind: GOTY content 2.5 - Assorted things updated 2.0 - Tons of typo fixes, content of guide overhauled. Much less spoilers. 1.0 - Initial Release Contact Information ******************* Instant Messaging AIM: Endlessinstant ICQ: 114149374 MSN: Endlessinstant@aol.com Yahoo!: endlessinstant Email: Endlessinstant@aol.com endlessinstant@yahoo.com Introduction ************ Welcome to Morrowind, ahh yes it is a good game. By now you have played around in Seyda Neen and probably been killed by the Imperials after seeing what would happen if you went on a murderous rampage. You don't have a clue what to do and you need some help. So what do you do? Well, you went to GameFAQs, you stared at the FAQs and you said "What the crap?!" because you didn't know where to begin. Not that the other FAQs are bad, they're actually very good, but many of them aren't "newbie" friendly. The goal of this guide is to teach you how to survive in Morrowind. There are spoilers in here, so don't cry. (There had DAMN well better be spoilers in a guide, otherwise how the hell could we tell you, the reader, what to do? Like this? "Go to town X. I can't say the name of the town because it would be a spoiler... ahem, anyway) Stop reading at any time. You don't need to use this guide as a pure walkthrough. Hell, you don't even really need to beat the game with the character I'm going to tell you to create. The best part of Morrowind is exploration, hard to do by following a guide. This is just to help you out and learn about Vvardenfell. Further, you may have played and "know" about cheating such as killing ordinators etc.... this guide is going to tell you how to be "ligit" without abusing bugs. This includes stealing crap early on and avoiding punishment. Although, for the dirty cheating consult the last appendix ;P One last note, I have made some foolish assumptions. I have assumed that - You'll explore new towns somewhat - You'll read what people tell you - You'll pay attention to names of people and places If you can't handle this on your own then I'm sorry. CONTENTS Chapter One: A Hero is Born - Developing a decent character - Getting around Seyda Neen Chapter Two: Friendship in Balmora - Joining Guilds, building friendships Chapter Three: Home is Where the Hearth is - Getting a house - Doing those introductory quests Chapter Four: The Grand Finale - Being a Blades spy - Doing your job the thief's way WHAT TO DO NOW? - Advice on the future Appendix A: Seyda Neen fun - All those neat things to do in your first town Appendix B: Magic fun - Useful beginning spells Appendix C: Dirty Rotten Cheater - Morrowind, the cheaters way! Appendix D: Game of the Year Content - Now What? Chapter One: A Hero is born **************************** After dreaming of a nice pleasant female voice you wake up next to good old Jiub. Enjoy your time with Jiub as best as you can, you won't be hanging out with him for much longer. Yes yes. no doubt your eager to get on you're way. But that nasty character creation process is in your way. Well, let's get to it, ehh? As far as race I myself suggest an Imperial or Dunmer, why? Imperials have good personality bonus, Dunmer get disposition bonuses. Redguard is also a good choice because of his incredible long blade bonus. As far as class goes, this may be a little confusing, but you should do a custom class. Name it what you want, and take stealth as specialization. Make sure you get short blade, long blade, light armor, speechcraft and possibly mercantile mixed into your skill set. Stay away from athletics and acrobatics (actually... speechcraft can cause unneccesary gains too but we wont get into that now) Take some other stuff that sounds good. Make sure though your main weapon (either short or long blade, I prefer short) and armor is in "major" skill, you get a better bonus. You also might want to take restoration. I suggest the following Major: Long Blade Light Armor Short Blade Restoration Security Minor: Sneak Speechcraft Mercantile Conjuration Mysticism For attributes take personality and either endurance, strength, or speed. When you choose sign, take the Lady (for Lady Azura right?) Why did I tell you all this? Simple, this character will have great personality (especially if you're an Imperial) pretty good endurance (important for hp) and can handle short sword and/or long sword, the two most common weapons in Morrowind. I make no claims that this is the best or ultimate character. In fact, this class needs some work but it will have some skills for some of the guilds I tell you to join and can handle itself well enough. It gives you the skills you'll need when learning things. When you're done chatting up Ergalla, grab your paperwork. Head through the door and welcome to treasure city. You really don't need anything in here (you can get a good 100 septims or so for selling it though) I would suggest taking the lock-pick especially if you have security as a skill (as a stealth based it's useful) You can pick the chest for 30 gold, handy. Nothing else is of importance... there is a letter to Hrisskar, you'll meet him later but the letter is useless. When you go into the courtyard, you can't leave until you raid the barrel, alas, you have to steal at least one thing. Get the healing ring. One more door, chat up the guard, hand over your paper and get Caius's package. Caius will be a good friend to you Lord Nerevar, you will learn much from him. Now get out. Welcome to Seyda Neen. Save your game now, you don't want to have to go through that crap again and it can freeze here. (So damn annoying...) Your first goal will be to find a fellow named Fargoth, he's usually hanging out near the entrance. Chat him up and fork over the ring you had to steal, it's his anyway. His disposition goes up (big deal) and more importantly he says he'll talk to the trader Arille (good for you.) Arille's tradehouse is before the first wooden bridge. You'll have to go up the stairs to find the door. Step inside, the rather lanky fellow behind the counter is Arille. You should see he has quite a high disposition. Get into some verbalization with him and choose barter. Sell off any stuff you looted (accept the lockpick and maybe the dagger) Make sure you don't go crazy and sell Caius's package. Now you want to buy some stuff. Choose apparel and get the chitin gear. Why? This is light armor (which you have as a major skill) only missing the greaves and helm, so you have almost a full suit already. You can also take either an iron long sword or possibly a short sword of some sort. You may not have enough gold for this though... so you're going to need to do some jobs. Don't worry, you can walk away from this town with over 800 septims. If you go up the stairs you'll meet Flat-Foot himself, he's the Nord fellow right at the top in the strapping leather armor that the fellow on the prison ship wore. A chat with him will find him offering to let you help him out in shaking down your new friend Fargoth. Welcome to Morrowind. You should take him up on his offer though. He'll tell you to go to the lighthouse. Do so. Rest until around 9 or 10 at night. Then just watch, it can be hard to distinguish Fargoth from the Imperials (he has a torch like them) but eventually you'll see the little fellow head into the swampy green lake in the middle of the shacks on the west side of the town. When he departs get down from the light house top and head over there. Check the stump, you'll get yourself another lockpick (and better then the one you have) 300 gold and your ring of healing. You can go back to Hrisskar but he'll take 200 septims from you. My advice is, don't complete the quest and keep the money for yourself. It's cheap, true, but you need the money more then he does anyway. There is still one more thing you can do in Seyda Neen. You may have chatted with some of the locals and they'll have mentioned that the esteemed tax collector has gone missing. Well, the Imperials just let you out of jail so you might as well help them back, right? The body of the tax collecter is northwest of the town. Head out of town all the way north, then west a bit and follow the trail. You should pass a small peninsula and come to some rocks where you may see a fearsome scrib and forager. The scrib wont attack, but you can kill it anyway. The forager however will molest you. Slay him with your new sword. You'll see the tax collecter has seen better days as he is now dead. Search his body to take the gold and tax record (and his duds if you must) You now have two options. You can "cheat" again and keep the 200 drakes you just liberated or you can return it to Ergalla. For our purposes I'm going to tell you how to do it without cheating as that is taking abuse of a bug and that isn't what the guide is about. Report to Ergalla with the record and hand over the 200 gold. He'll commission you to get the murderer (strangely though he says he likes you his disposition doesn't go up) If you talk around you may learn the murder is a fellow named Foryn Gilnith. He has a shack in the little cluster where Fargoth's stump is. Enter, but first make sure you have full fatigue. Chat up Foryn and talk about the tax collecter, tell him nothing is an excuse for murder and slay his fetcher arse. When leaving claim the ring from his corpse and possibly the book. You now have two stops. Stop One. Head to the light house and talk to the woman inside. It seems she was going with the tax collecter, give her his ring and she'll reward you with two healing potions, useful for weak little you. Stop Two. Return to Ergalla, he'll give you 500 septims. You now have a small fortune which may well exceed 1000 gold if you played your cards right and did a bit of cheating. You'll have considerably less if you decided to report back to Flat-foot. There is more to do in Seyda but that is for the appendix. For now you are done. What you should have accomplished by the end of this chapter - A decent character with good personality - A set of chitin armor - A weapon of some sort - 600-1000 gold - Caius's package If you have all this you're looking good. See that large ugly looking bug? That's a Silt Strider. Very handy for you. Chat with the fellow standing near it, you'll have to cross the first bridge and go up the hill to find him. Transport and off to Balmora. End of Chapter One. If any of this has confused you... take time and follow it a couple of times. Seyda is a great learning area. There are still many things to do. For more Seyda Neen fun check the end of the guide. Chapter Two: Friendship in Balmora The first time you get to Balmora, its ok to gasp. It may be raining, you'll get to experience weather. Balmora is an incredible town upon first entering and you will likely be totally lost. Don't worry though, you have some spending money, armor, and weapon. You aren't doing to bad. You're immediate goals now are going to be establishing sources of income and developing friendships. Since you are stealthy, you may also want to find some stealthy friends. Balmora IS the place for you. If you've been paying attention to the dialogue and reading your notes, you know that the guards suggested you begin your search for Caius at South Wall. You could just listen to me tell you how to find Caius, but South Wall is useful for you anyway. Walk down the steps of the strider and go to you're right. You'll see a river and some bridges, cross the bridge. On the other side of Balmora is a row of houses, pass under the arch to the next row of stuff. A small building with an entrance to the right and some steps in front of you should greet you. That building is South Wall. Step inside. Chatting with some of the fellows will give you decent directions to Caius but before you head off for the Roman gentleman you should make some friends. Head down the hall and you'll find a Khajit (one of those cat things you read about in the instruction book) in matching armor. Strike up a conversation and you will quickly find an invitation to join the thieves guild. Take it. This is good for you for many reasons. For one, stealing stuff will give you a bounty. Paying your guild will remove this bounty. Very good. Also good, the early quests for thieves are easy and rewarding. In fact, it's entirely possible to complete the bulk of the missions with a level 1 character. Though you won't have the rank you deserve. Well you're now a toad, oh joy. You can find Caius now, it's best to set yourself up before you go on missions for your new bosses. You can follow your new friends' directions or mine, I care not. Head out of South Wall and up the stairs next to it. Turn left and head all the way down, Caius's locker is at the end of the row of houses. Step inside and whoah! Put a shirt on! Ahem... chat with Caius, he thinks you're crazy, then he finds out you're to be his new puppet. Let him induct you into the Blades. You can ask him about the Blades Trainers (What is a trainer you may ask? soon, soon it will be explained) Talking about them will get directions to each one in your journal. This could be useful for future reference. Asking him about orders will net you 200 drakes since you look like a noob. Thanks Caius! (Note, if you gain some levels he won't give you the gold) You're done with Caius now, after all he told you to buy stuff before he gives you your first mission as a filthy imperial spy. You may be thinking, between the Blades and the Thieves, I have lots of friends. And yes, yes you do have lots of friends. But you'll want a few more. From Caius's cross the river again, head up the stairs and through the alley. To your right is the Dunmer Temple and your left the Fighters and Mages guild (contained in a nice little archway) and some shops. Go left and into the little corner thing where the fighters and mages guild are. The doors will name them if you haven't figured that out yet. Step inside the mage's guild. A rather snide looking creature will offer to allow you to join. Do so. Wait you say, I'm not a mage! True, but the mage's guild has easy quests (good for you) and useful services. By easy quests I mean, of course, the beginning quests are easy. You can also join the fighter's guild if you want too, but you don't need too. At most you'll have two easy to complete quests, and they may not be so easy. Plus the fighter's guild is the puppet of the Cammona Tong. Who are the Cammona Tong? They're The mortal enemies of your new friends at South Wall. In other words: the bad guys. There is however, one more thing to do. With your membership in the mage's guild you have two places to rest (the guild and Caius's) and a place to stash stuff (the chest in the mage's guild for items is good for this) and some friends. Their dispositions will increase as you gain ranks. You may have, in your run around Balmora seen some yellow armored fellows that look pretty mean. Those are the local Hlaalu thugs. Actually, Hlaalu is a good friend for you. Each of the three houses (you may have heard of them if you like talking) is keyed to a certain type of character: combat, stealth, or magic. Hlaalu happens to be stealth. You'll want to join them. Doing so means that Redoran and Telvanni wont accept you, but the benefits are much greater the negatives. Exit the guild area and find some stairs that lead to all the big mansions. They should be north of where you came up into this area. The big building where Hlaalu hangs out is in the middle left of Balmora if that helps. Once inside, speak to the Dunmer lady in front of you. She'll try to get you to buy some book, feel free to refuse her (the book may be useful later but is easily obtainable.) Eventually, you can get her to talk about business and she'll offer to let you join Hlaalu. Do so, she will warn you to consider it, but just plunge ahead. Now stop, save your game if you want. You've actually done a lot, though you don't know it. Balmora is now your base essentially. All your friends are here and even some of your enemies. You're actually looking pretty good, especially if you have more then 1000 drakes. You may feel wealthy. You may have figured out what trainers do and want to splurge on them. But wait for it. We're going to catch up for a second before we finally set out into the world to do some quests and make some profit So far you should have - Become a Toad of the Thieves Guild - An Apprentice in the Blades - An Associate in the Mage's Guild - An Associate in the Fighter's Guild (not necessary) - A hireling of Great House Hlaalu Once you've got yourself set up nicely, you're looking good. Congratulations you've made some strong ties. Chapter Three: Home Is Where The Hearth Is ******************************************** Now that you're set up, you're first job is going to be to get a home. A home will let you store equipment and hang out in your free time. Unfortunately to be "ligit" the only way to get a home is to complete a Great House quest line and build a stronghold but the fact of the matter is you are going to steal a home. You need one, that's all there is to it. You do have a couple of choices. I prefer to "take" an unoccupied home. They are smaller, but you won't have to kill anyone. Get your lockpick (preferably Fargoth's) and head back across the river. A couple of the homes have some complicated locks but if you took security and have Fargoth's pick, you should be able to get it eventually. The locked homes represent the homes of people outside. Since they never go in their homes, everything is free for you. Technically you are a thief, so you should have nothing against stealing stuff. Beware, if you are seen by the Hlaalu guards (try sneaking) they will get mad. They may even attack you. They will kill you in two hits, plain and simple. If one gets pissed off, take shelter in your home and rest for 3-4 days, it'll tame them down. Empty the home if you want and drop any of your extra stuff. This is going to be your base and your loot storage facility. You can also sleep in the bed to rest. By the way, don't bother with Tsiya's house. Even though it's locked, Tsiya is inside. The other option for "taking" a home shouldn't be undertaken unless you haven't joined Hlaalu (I hear you: DAMNIT, it's a little late now!) as you may (note: may) be expelled. You're about to commit your first real felony. To the right of the Hlaalu Council Chambers (facing the door) is Nerano Manor. Inside is the rather rich look Ondres Nerano. He has no weapons. He has a big house. Do you understand yet? ...slay him, take his key. They key opens the upstairs room and the second door to the outside. Although it doesnt open the other locks, they can be picked. A couple notes on Nerano Manor, he is Hlaalu so if you have joined the house, as I have said, you may want to consider this. At future dates, if you ever intend to join Redoran with other characters, do NOT kill Nerano. Also, killing Nerano can have some unfortunate consequences later on for a certain thieve's guild quest. This HUGE house is probably the best place you can turn into a base. Nerano isn't really significant, though he does have a bit of a Redoran connection. This is irrelevant to you as a Hlaalu though. Selling the stuff in his house can even net you a tidy profit. You may have a bounty from attacking him though. If so, head to South Wall, on the bottom floor (down the stairs past the guildmaster) the well-dressed barkeeper will happy remove the bounty. Note(10/09/03): I recently received an email from a fellow who had killed Nerano and later joined Redoran. To my knowledge a late stage Redoran quest can *not* be completed if you kill Nerano. Have a care with characters you might make that you plan to join Redoran with. I recommend using as a base the Redoran Hostile in the Redoran Council Chambers, it's a luxurious two room apartment with no one in it that you can help yourself too and being that it's in the Council Chambers it's suitably located near the Redoran councilers and Neminda (Redoran's first questmistress). Either way, you now have a home. Now onto quests! Your first stop? Nileno Dorvayn. If you've been keeping up then you know she is the Hlaalu Questmistress. Talk to her about business, she'll tell you to say that again, when you say that again (note the option say that again) she'll tell you that you sound like some Redoran punk. Then she'll give you a Redoran Helm. Your mission? Don the helm, go to Ald'ruhn and pretend your some slimy Redoran guy (note he is slimy... he's dead) You may ask where the hell is Ald'ruhn? Don't worry, it's just a silt strider away! Go back to the silt strider and talk to the caravaner. Tell him you want to go to Ald'ruhn. Away you go! There may be a sand storm on arrival, don't flip out, it can't hurt you, but it is annoying. Go down the ramp, to your right you'll see some stairs, go up those, keep going up the next set into the GIGANTIC building. This building actually houses several mansions making Redoran probably the most impressive House in terms of fortress. (They're jerks though...) Follow the rope bridges to the large three-doored structure. This is Redoran Council Hall. Go inside and find the Redguard lady in the extravagant guard. This is Neminda. Where you Redoran she'd be your questmistress. Lucky for you, you belong to Great House Hlaalu. Chat with her and give her the code word Nileno told you. She'll take you for that Redoran fellow and hand over some message telling you to go to Maar Gan. Alas, if you want to double cross Hlaalu you can't (believe me, I tried). Get out of Redoran (and take off that smelly helm if you want) and get back to Nileno. Chat her up and hand over the plans. She'll let you keep the helm (joy!). You can also ask for a promotion if you want. I'd say junk the helm (it's medium and not good for you) but you can keep it if you like. Either way, you're done with Hlaalu for now. (It isn't that the next quest is hard, it just takes you to Vivec, Vivec can be... unsettling for beginners) When you're ready, report post-haste to the Mage's Guild. Head down the hall, down the stairs, and to the back room. You'll find a Khajit. Talk to her, she's your new boss. You're no wizard, but you'll serve her, and her disposition will get quite high thanks to you. Your first task is to hunt down four varieties of mushrooms. (Mmm... mushroom) These things actually grow around Seyda Neen, so it'll be like going home sort of. Back to the Silt Strider (this guy is useful huh?) and you're off to Seyda Neen. What you're looking for is one type of mushroom that grows in the green icky lakes, two that grow on trees, and one that grows randomly. If you sniff around you should find all of them. Go to the green lake first and get that 'shroom. There are many to choose from. Then you'll want to grab a shroom from the blue that grows out of the ground. Just stare at the ground. I'm not joking when I say they are all over. It may sound ambiguous but when you see it you'll realize it isn't. The last two grow on the side of trees. They look similar but there is a difference, just try not to stray to far away unless you must, and you should quickly find one of each type. Now, report back to Ajira with her shrooms. She'll thank ye kindly. If you're having trouble - three of the mushrooms can be found in the area around the tax collector's body and all four can be found in the area around the light house. Your next order of business? Screw with Galbedir's mind! Galbedir is the wood elf lady on the highest floor of the mage's guild. She can actually become a fast friend and has good magic items and is a decent enchanter. Ajira will give you a fake soul gem and tell you that Galbedir is going to be distracted. Sure enough as you head to Galbedir's quarters you'll see her walking into the guild proper. Head up to her office and check the desk, slide in the fake gem. You COULD take stuff (the grand soul gem is damn tempting) but you really want Galbedir as a friend, I advise leaving everything alone. Report back to Ajira your success. Chad Murphy writes: "There are plenty of other enchanters out there. If you take Galbedir's stuff, you can always use them for enchanting purposes. You don't HAVE to use Galbedir." I generally agree with the above, though you may want to refrain from looting Galbedir's desk until you become more experienced with the game. Your next goal is even more fun, get flowers! This is easy... but it can be annoying. Actually, it can be real annoying for a beginner. Ajira will say something about going to Lake Amaya, you'll probably be thinking WHAT THE HELL?! And no, you don't need to go to Lake Amaya to succeed. Here is what you need - Gold Kanet - Stoneflower - Willow anther - Heather You may want to save to. This wont kill you, but it may take some time. It's an easy quest but requires some exploring. Head south out of Balmora and you should be able to find Gold Kanet Willow Anther and Heather. Once you have three of the samples, head back north. The stoneflower is a different matter. Nalcaya of White Heaven might have some. Her shop is behind Nerano Manor. Check misc stock to see if she has it. If not, you're out of luck. You could check EACH and EVERY container in Balmora and you'll probably find one, otherwise you may want to head to Suran. Darkpho66 writes: "In the clothier store next to the alchemy shop in Balmora, to the left of the door is a flower pot. Inside is a stoneflower." If you go there, that will definitely make picking up the stoneflower much easier. I've received several other locations for acquiring the flowers in my inbox, there are lots of them mind you because they grow all over the Ascadian Isles region and that's a pretty big region. The locations that have been pointed out, near Balmora and in the Clothier's shop are as good as anywhere and I would appreciate if, in the future, my inbox wasn't flooded with flower locations. Thanks for the thought though :). You can Silt Strider there (thank god) If you head east out of Suran, (you can jump down from the strider) and check the plantations. You should be relatively unmolested although sometimes a Nix-Hound or Kagouti could lurk about (at the relatively low level of 1 you tend to be safe from these beasts as the game wont spawn them in this area) When you finally get your hands on a stoneflower report back to Ajira and look on the bright side: this is an easy quest for someone with more knowledge of Vvardenfell. Asking again for a job will have her babble about a bowl or something (optionally you can just leave and come back to skip the bowl quest) If you get the bowl quest it's quite simple, Ajira forks over 10 septims and tells you to go buy a bowl. Go to one of the traders and get said bowl. By the time you return, Ajira won't be concerned with the bowl anymore. She barely even acknowledges your success, she has other problems. Oh, mage drama! Alas, Galdebir got revenge and stole Ajira's reports. Talk to Ajira about the reports then go find them. One is under the closet in the "rest area" just outside of Ajira's room the other is in the small enclave of barrels just below Galdebir's area. Return to Ajira with reports in hand and you are... DONE! Yes truly, Ajira has only one quest left and it isn't really a quest per-say. But she won't hand it over unless you are high ranking. You should have done enough quests for Ajira to get at least two promotions but you may not have the skills to get them all. Advance as much as you can (it helps with disposition and what not. You want your mage friends to like you) Then save. You are done! And the best part is not the ranks but the several some items Ajira gave you. In addition, her disposition is surely 100 and you can buy some stuff from her. Now finally you will go work for your good thief friends. Actually, the thieves are a pretty moral lot all things considered. And they aren't jerks like the Cammona Tong (the native counter-part). Go to Sugar-Lips (she inducted you Toad *GRIBBIT!*) Discuss some jobs with her and she'll whine about not having diamonds. You can go back to your friend Nalcarya to correct Sugar-Lips diamond deficiency. You can squander gold buying them from Nalcarya or you can do it the true thief way by thieving them! But don't be stupid and steal the ones right in front of you, steal the ones in Nalcarya's private stash. Her shop also serves at her house. If you go up the stairs and over to the bed, you'll see a chest on a shelf over the bed. You can pick the lock (you might also buy some lock picking scrolls from your mage friends) and take not one but three diamonds. One for Sugar-Lips. Two for you. And if you try to sell them to Nalcarya, email me your address so I can come smack you. (shopkeepers HATE when you sell them they're own stuff) Report back to Sugar-Lips with diamonds in hand and get an advancement to get away from the horribly stupid rank of Toad. Sugar-Lips next quest is just annoying. And you wont get a reward if you killed Ondres Nerano. (Go ahead, curse me again, I dare you! I told you to be a nice guy anyway) There are two ways to go about it. You need the key to Nerano mansion. You can kill or steal (hard) from Nerano the key in question, or you can find his servant. His servant is a Cammona Tong thug and you may have learned from conversation that the Cammona Tong hang out in the Corner Club. And you as a thief's guild member aren't their favorite person. The Corner Club is just inside the southern entrance to Balmora, right at the foot of the silt strider ramp (NOTE: not the Lucky Lock-up) Go inside, take note of the guy standing right next to you (you'll get to play with this fellow in a Hlaalu quest) and go down the stairs. Nerano's lacky is actually a rather well-dressed Dunmer chap. Talk to him and he'll spill some Cammona Tong mantra at you. Discuss Nerano Manor and he'll likely give you the cold shoulder. What to do? You need to get his disposition up. You can try persuasion and fail, your speechcraft is probably too low and though your personality is so-so, the Cammona Tong just don't like you. Bribing works nicely (100 gold bribes) though he may still be a jerk, in which you'll have real problems. If you do knock his disposition up to 70 or so, you can talk to him about Nerano Manor and he says he'll hook you up for another 100 gold. With the incentive you have the key. Optionally you can try to steal it and be slaughtered by the Tong. My recommendation? Save before you do this quest, if you find yourself simply spending too much gold for your taste then whack Nerano and take his key. Remember, your goal right now is to figure out what the hell you are doing, not to complete the quests perfectly. Either way, once you figure out how to take care of this report to Sugar-Lips. And the end of this chapter is nigh. What you have completed - A Hlaalu mission - All of Ajira's mage's guild missions - The first two thieves guild missions. Things are going to get a heck of a lot harder with the next quest, so you'll want to prepare yourself. If the mage's guild overwhelmed you, you might want to retrace some steps. You've actually dealt with a lot of you've survived this far. As far as your condition goes? You should have somewhat good disposition with the mages, some nice prizes from Ajira, and perhaps 1500 gold. Along with the two diamonds you got from Nalcaya. The Nerano mission is a real pain only because of the cost, but deal with it. This is why you've been stock-piling gold, for emergencies. Take a rest if you must, I'll meet you in the next chapter. Chapter Four: The Grand Finale ******************************** Much you have learned, yes. You have learned how to make friends. You have explored some not-so-exotic lands. You have stolen. You have been rewarded. Your missions now are going to be difficult, but should you succeed you will be more then prepared to survive on your own. Sugar-Lips isn't done with you just yet. Her next mission is to go collect some dwemer artifacts from a fellow who hasn't paid up. They're in Hla Oad. WHOAH! What the heck is Hla Oad? You can't silt strider there... (alas) So that means you'll get to walk. Some advice says get supplies, like bread and lanterns. You can ignore that. Bread is ok, but all it does is restore fatigue, which isn't that big of a deal. And lanterns you don't need, you can see good enough if it gets dark. This is going to be a long trip for you. So let's chat about equipment. The armorer can sell you all of the chitin stuff, which you may want. It's good lowbie armor. You also have a couple of weapon choices. A shop in the northern part of town sells a variety of weapons including the Steel Katana and Steel Wakizashi, take your pick. These are both somewhat powerful non-magical weapons. Steel is the best weapon type you can get at this point in the game. You can also chat with Galbedir. She occasionally stocks a weapon called 'Last Wish' This is one of the several reasons I spoke of taking short blade. It is a Dwarven Shortsword (which makes it about moderate strength) with a poison attack. It is actually a VERY potent and somewhat cheap magical short sword. I myself used this up until the late stages of the game, and my main weapon is modeled after it. If you can get your hands on Last Wish (you might also check the enchanter in Ald'ruhn.... if that confuses you, it's in the same area as the Redoran manors) you'll be looking good. Veterans, you may quake at this advice (WHAT ABOUT DDK, blah blah blah, this weapon this, that weapon that) but remember this is meant for the unexperienced ;) Trust me when I say Last Wish is a good weapon, I mean it is a good weapon. I employed it effectively through Kohgurun, which is a later dungeon of the main quest. There is heck of a lot better, but it will serve your purposes. One final note, check out the GOTY section if you want, it has some more specifics on how to acquire a POTENT long blade very easily at level one. And by potent, I mean good enough to be your weapon of choice through the main quest if you so desire. Enough about eq... back to the Hla Oad journey. It's actually VERY easy to get to Hla Oad if you know what you're doing. Make sure you have a lockpick or perhaps some scrolls from your mage friends then head south out of Balmora. Keep heading south, past the mine and miners and you should see a path up into the hills. You'll be heading up into an area called Odai Plateau. From the middle of the plateau you can head right (facing south) and skid, slide, whatever, down the slopes. Beware, there may be a creature of some sort to deal with, however you should be able to deal with it. As long as you have a semi-decent weapon (such as the steel katana/wakizashi). Hla Oad is nearby. You should find it easy enough, it's along the west close quite close to the plateau. When you get to the shanty-town, you're looking for a place named Fatleg's Drop Off. Inside are two fellows A Khajit and another chap. The Khajit is the one you come in search of, but he plays stupid. You may notice a trap door, this heads to Cammona Tong territory, best to avoid it for now. The chest is what you are looking for. There are actually two, the one BEHIND the Khajit is the one you want. Pop the lock (try to sneak... you MAY not get caught) and grab all three dwemer things, then run like hell. The odds of not getting caught are slim and the two fellows are good fighters. Once outside with the three dwemer artifacts retrace your steps back to Balmora and Sugar-Lips. Surrender the artifacts and complete this annoying quest. The next quest is easy. Remember the murderer I spoke of? You're going to take advantage of his dirty dead and rob his victim's house. The Hlaalo (not Hlaalu) Manor is south from the council halls next to Nerano Manor. Pop the lock and slip inside. (Note: if lockpicks are becoming a problem, you can buy them from your thieving friends and also in Hlaalu Council Hall) You can actually take a bunch of stuff, including the clothes of Ralen's corpse. The vintage brandy you need is on the shelf near the entrance. Report back to Sugar-Lips when done. You actually only have two more quests to do in the Balmora branch of the Thief Guild. The next one though, unfortunately, is annoying. If you've been advancing as much as possible, you may have been stopped by a lack of skill though. You should still finish out the Balmora quests though, you could use the final "reward" for completing this string of quests. And Sugar-lips will give you a really good prize when you finish. Talk to Sugar-Lips about jobs. She wants you to go to Pelegaid. Great another town you can't silt strider to. Something about rescuing a prisoner or something. You actually don't have to escort anyone (you'll learn more of annoying escort quests later) though, which is good. The quickest way to get to Pelegiad is to silt strider to Seyda Neen. Fortunately, the roads are farely clear. From the Silt Strider head right, also known as east along the road. There should be signs to point your way. The road will eventually spin around west and cut between some hills. Beware, Nels Lendo may be near. Nels will try to extort money from you (or just smoochy up if you happen to be a fair maiden) and if you don't pay him he will kill you (he's actually not that great but tough for a level 1-2 character which you probably are.) The road will head back west, just keep following it and eventually Pelegiad will come up on your right. You should see the buildings or at least the road. Head on in. You want to go to Mister Mebestian Ence, the trader. In his shop you can buy a Dwemer coherer. You see trading Dwemer (note: Morrowind word for Dwarf) stuff is very much bad. But the local imperials don't seem to mind. Now let's go to Pelegiad base. An orc lady inside is the chief. Sugar-Lips will have mentioned her name: Shadbak gra-Burbug. Talk to Shadbak about the coherer and say something about how you got your hands on it. Choose the intelligent answer or be attacked. She'll agree to let your thief friend go and you're done. Feel free to report back Sugar-Lips now. Note: The true thief would steal the coherer, it's upstairs in a chest in Ence's small place. Fortunately the next quest is disgustingly easy compared to the two "side-trips" you had to make. Sugar-Lips knows there is a security expert in Balmora but isn't sure who. She does have some clues for you. I have the best clue for you however, it's Hecerinde. His house is in town and you may have noted it earlier while looking for a house to claim. It's on your side of the river in the first row of homes. Speak with him, he'll agree to help you and your buddies out. Here's the best part, he is the security expert meaning you can train security to 100 with him. This is good news for you. Get back to Sugar-Lips to report a job well done. Get your last promotion, if you can. Guess what? You've finished Sugar-Lips quests! Her big reward? She removes any bounty you've incurred... for free! Aengoth and Big Helende will also do this when you finish their quest strings She'll tell you to go visit Aengoth or Big Helende. You certainly can tackle these quests but instead we'll turn to Caius. Caius is going to offer you your first real challenge. Exploring a dungeon. If you've managed to get Last Wish (or Shadowsting) this won't be too hard. You may need some healing potions though. Go to the Spymaster and he'll tell you he wants info on the Nereverine Cult and the Sixth House cult. He says that a chap in the Fighter's Guild is a big expert in this field. So head there. Go down the stairs, around the hall, through the last door to find an Imperial and his female companion. Talk with him and he'll recognize you as a friend of Caius. He says he can give you what you need but first you need a Dwemer Puzzle Box. He says that box is in a nearby dwemer ruin. Finding the ruin isn't the hard part though. When done learning what you must do, get out and go out the south exit. Head across the bridges to the east and follow the path. You'll come to a crossroads, one leads up around the Fort Moonmoth, the other leads to it. Take the left path. Another crossroads almost immedietly and not quite clear needs you to take the right path. You should be heading up now with Fort Moonmoth to your right. You'll get to a bridge. And you've got trouble Snowy Granius. Why is it that guys without shirts are bad dudes? Your first encounter with him might lead you to say to me "What the HELL is wrong with you? I can't take this guy!" And yes he is quite difficult for a low-level character. He's a battle mage. Upon approaching he'll dispatch a skeleton after you. Run backwards, keep him in view. Dodge his spells he tosses at you and keep from the skeleton. He'll actually expend his magicka this way and you won't have to deal with his conjured beasties. The problem is, as a battle mage, his weapons also pack a punch. He'll have a spear or axe or both. If he hits you with them you could see much of your life taken from you. This is where heals come in handy. Last Wish makes this real easy, as does being a redguard with a katana. Either way, you will need to deal with him. I've read stuff about running past him, but this can be more dangerous then just outright battle with him. If/when you do get him though, you can finish the mission. If you have light armor as a major skill and the chitin eq then this will be easier. Granius hits hard though, even without his magic expect to see a good 1/3 of your health taken, and he can hit even harder. When Granius falls you can move on. All he has is his crap iron armor which isn't even good for you since you use light armor. Cross the bridge and keep your eyes glued to the left. A small stretch of pipe has a crank on it, spin the crank and you can open the door before you. Just run ahead and get through the door before it closes. As a special note, if you are having a lot of trouble with Granius and happen to own the GOTY edition, you may want to consider lowering the difficulty slider. I received an email recently from a fellow (I forget his name unfortunately) commenting on how his warrior took down Snowy Granius without any problems etc etc. Well... yes... Snowy isn't that difficult for a character strapped to the bejeezus with armor and weapons... but the whole point here is that you are using a stealth character who isn't as strong at straight combat. Anyway... where was I? Oh yes. Welcome to your first Dwemer ruin. And don't worry, Snowy was the only tough thug. The idiots around her only have daggers. Feel free to take the clothes off their back (actually not such a bad idea, the black clothes which are hard to come by in shops can be ill-gotten gained here and they look kind of cool.) Don't worry the parts with tough monsters are locked up tight. You actually don't even need to deal with most of the thugs at all. Following the path you should see a giant area in front of you with two levels. If you sniff around you'll find the way to the upper level. The single door here leads to the boss's room. He's no tougher then his other thugs (And Snowy was the lacky they put as the guard?) End his existence then glance over at the shelf closest to the door. At the very bottom left corner is Hasphat's box. Snatch it and return post-haste. The hardest part of this quest is Snowy, honestly. Once you find the dungeon, things are easy. Just dont pop any locks. You probably wont be able to, but to get to the box you don't need to. There are some real nasty baddies in the dungeon's lower depths so just stay away and you'll do fine. Did you enjoy the dungeon crawl? Yes? Good, cuz there's a few more ;) Once you have Hasphat's notes give them to Caius and you can get the next quest from him. Go chat with an orc in the mage's guild. You may have talked with Caius's orc friend before, she's pretty nasty but when she finds out your Caius's friend she warms up to you. She'll gladly help, but she needs the skull of a fellow that's rather dead. She says the skull is in a tomb in the Pelegiad area. You should know that area well! She even gives you a magical short sword (which will look like a joke if you've gone to the trouble of procuring Last Wish or Shadowsting) and some scrolls. Silt Strider to Seyda and head back towards Pelegiad. Keep your eyes open for the tomb which is on the left as you head west towards Pelegiad. The skellies can be annoying, so some heals will serve you well, nothing in this dungeon should be any harder then Snowy was. The skull is in the deeper parts of the tomb. When you find it head on back to the orc and get her info for Caius. Now you get some real fun! Disturbing dreams and the sleepers will chat you up about Dagoth Ur. Actually, you're doing really well. That brings this unit to a close You should have - Finished up the Balmora Thieves Guild Quests - Got a foot-hold into the main quest - Obtained a couple of useful items WHAT DO I DO NOW? ***************** You have several options. Caius's next quest takes you to Vivec which is ideal to get a foothold on your Hlaalu questing. The other thieves guild quests are pretty easy, even though you may not be able to get your promotions. Try Aengoth in Ald'ruhn since you've already been there and probably had to explore a bit to find Under-Skar. You can do the first couple of fighter's guild quests which involve squishing some baddies. But don't go crazy with the fighter's guild. They're Cammona Tong puppets and you'll want to follow thief guild quests to help them out a bit. Actually, the fighter's guild will be a pain for your character after the first two quests so you may want to stay away. Remember, you are stealth based. You can also go talk to Edwinna Elbert in Ald'ruhn Mages Guild. She will offer some easy quests to start you off and you can get rewarded with magical pendants enchanted with divine intervention and almsivi intervention. See Appendix B for more details. Now that you're familiar with some guilds you can build a new character, more tailored to the guilds you'll be a part of. Go through this again to get an even better feel for Morrowind or go with who you've got now. It would mean a lot to me honestly. Though I admit, I made about four characters before I was finally satisfied. The most important thing is to explore. Probably the best part of Morrowind is taking in it's breath-taking landscapes. Your worst problem honestly is money. You need money, and alot of it, for most things you want to do. Although at this point you may have enough gold to train your skills and gain a couple of levels. The extra hp will help. Consult the Great House Hlaalu FAQ on GameFAQs along with the Thief Guild FAQ for more guidance if you intend to develop this character more. You have friends in the Mage's and Thieves Guilds (probably the two most useful guilds in the game) and you have the knowledge to survive. All you need now is to continue to explore. Oh, and about that short sword. Todwendy, in the Lucky Lockup is the Short Sword Master Trainer. So that makes Short Sword and Security that you can max out in Balmora. Other tips ********** Redoran is probably the most painful of the Houses. They give you few rewards for your service. Telvanni isn't as difficult as it sounds and you get some awesome magic items for being a Telvanni. Save up about 3000G then buy a common shirt that has a red shirt and black vest. Buy five cyrodillic brandies then go to Ebonheart. Join the Imperial Cult and speak to the head of the almoners. He doesn't actually make you do his quests so as long as you have the gold and items he asks for he'll reward you. Tell him you've doubled his goals and he gets real happy, you can get some nifty items this way, including a glove with constant effect fortify luck. You can also advance real fast this way. It's cheap but it can help if you have the gold to spare Those trainers I was talking about? If you haven't figured it out by now, certain characters will offer to train one of your skills for a certain amount of gold. Pay the price and they'll train your skill. However, they can only train it so high, but for each skill there is a 'master' somewhere in the world such as Todwendy and Herciende, both in Balmora, who can max out that particular skill. Escort Quests? They're a pain, basically someone follows you until you lead them to their destination. They move slowly and are very weak. They will attack your enemies but will likely get killed. In fact, the only really good companion you can get is during a Fighter's Guild quest with an Imperial Legionaire that is mildly strong. As an interesting tidbit, a Cyrodil with personality as a main skill and the sign of the Lady can start with an 85 personality. This is the highest starting attribute that can be made without all sorts of hacks from the Construction Set. If you have speechcraft as a main skill (say if you are an Imperial Agent, heh) then from the get go you'll have virtually all the personality you need to be almost always succesful in your bribes and can do pretty will with admire. Appendix A: Seyda Neen fun ************************** Being that this is a beginner's guide and being that Seyda Neen is the first town, this section will be a comprehensive index all that can be done in Seyda Neen. Three Quests are offered, two of which you have done. The third is offered by an Imperial fellow named Vodunius Nuccius. Talk to him and he'll tell you to mention him to the silt strider caravaner. Go talk to the caravaner about Nuccius and the caravaner will speak of Nuccius's woes. Talk to Nuccius again and he'll boohoo about being on Vvardenfell. Fork over 100 septims and he'll hand you a crap ring that drains health but boosts athletics. Actually not very productive unless you like being a nice guy. Myself, I'd rather have the 100 septims. Eldafire, the local female high elf, also whines about some bandits holed up in a cave. This isn't an actual assigned quest, just a bit of info. Apparently the Imperials don't seem to care and aren't doing anything. The cave is right near the Silt Strider and you may have seen the door. Inside you'll encounter a person with a crap melee weapon to slay. Grab the key and go through the door. To your left will be slaves to free. To your right will be an annoying mage that can probably kill you with his magic. If you're fortified a bit though and can manage to dodge the spells you can take him out. The last thug throws missile weapons at you. Do the slayer thing then you can loot the cave. It doesn't have very many goodies but it'll be your first taste of bandit cave action. Bandit Caves are all over the place and later on will be a prime supplier of some important items like soul gems. Another elf is play some magic tricks. Head about northwest of Seyda Neen, along the road and you'll see a book in the road. As you approach the book the owner comes at you, plummeting to his death from the sky. Careful his body can hurt ya ;) He's actually got a pretty nice sword on him for a level one person in need of a long blade. He's got on an extravagant robe (people like you if you have expensive clothes on) one of those stupid looking yellow hats, and some icarian flight scrolls. What is Icarian Flight? use it and find out,just save first heheh. You can get the fellow's journal too. Technically it is a rare book. One other dungeon is near Seyda Neen. It's a tomb so have a magic item, it's along the coast a bit to the north of Seyda Neen. Not much of value inside though, but it can be fun to explore and it might net you a skill point in your weapon or armor. A tree-stump near the light house has a magical axe. And with that, you've pretty much scoured Seyda Neen of everything. You've righted wrongs and taken care of the Imperials dirty work. And no one will really care. But it can be a good place to learn some stuff. The chaps hanging out at Arville's can give you all kind of info, just stay away from Flat-Foot if you plan to cheat him out of his gold. Appendix B: That Magic Stuff **************************** I've already talked about some magic, so let's talk about some other magic stuff. Important Spells: Bound Bound stuff is really handy. I use Bound Longsword frequently myself. It'll give you armor or a weapon and fortify some skill. It only lasts a minute but it's still handy. These are worth picking up, at least bound longsword and maybe the cuirass. Soul Trap You need this to get souls which you use for enchantments. A handy spell to pick up for later on. You can get it from the local mages. Hearth Heal Take restoration as one of your major skills and you start with this. A useful healing spell, multiple healing spells exist, you can also get one from the orc mage in the Mage's Guild, a healing spell that is. Ondusi's Open Door Pretty hand, pops open anything up to level 50, can be bought in spell and scroll form. Also keep on the look out for Locksplitter Scrolls which can open level 100 locks Divine Intervention You can pick this up in some Imperial Shrines, NOTE: not in Fort Moonmoth. It warps you instantly to the nearest Imperial Shrine. VERY useful. Edwinna Elbert gives you a magic pendant with this spell as a reward for one of her early quests. Most of these quests involve stealing stuff which is just your department. Almsivi Intervention The tribunal counterpart. Edwinna also gives this as an award for the same quest. Warps you to the nearest tribunal temple, most major towns have one. You should be able to get this in Balmora's Temple along with... Recall Warps you to your marked destination. You can get a pendant of recall in Caldera (warp there with the 'Guild Guide' in the Balmora Mage's Guild) from the pawnbroker. Recall is useless without mark Mark Marks a destination for recall Restore Many enemies, including most stuff in the main quest can drain attributes, restore and a good restore skill is a necessity for any character, potions are simply to unconventional. These spells are scattered but a priestess outside High Fane in Vivec has most of them *As a rule stay away from fortify health/magicka/fatigue spells, when they fade, it'll sap it from your current numbers. For instance say you have 50 max hp, fortified by 20, when the fortification goes away, say your at 19.... you'll die. Yes, it is annoying. The fortify skill powers on the other hand are pretty useful. As another note, with the advent of the GOTY edition it is now possible to buy magic that can fortify skills, also very useful if you can make some constant effect items. Previously, the only way to get such a spell was to complete the Threads of the Webspinner subquest for the Morag Tong, now it's as easy as going to Mournhold or Solstheim and picking up the spell (granted, that isn't necessarily EASY for a new character). Appendix C: You Dirty Rotten Cheater ************************************ I just couldn't feel right without imparting the ways of the bugs unto you, my faithful reader. If you steal stuff in the Census Office before you complete the sequence (exiting and getting Caius's package) then you wont go to jail. Grab something, quickly drop it. The guard will yell at you then you can pick it up and go away. This is good in two ways. You can get the limeware platter value: 650g in the first room. This translates to around 597g from Arille. In the last room you can get the wherehouse key. If the Imperial Officer is near you, you can swing behind him and grab the key, try to get as far away as possible. If he is towards the back wall, right next to the key, then you might need to distract him by grabbing a candlestick or something. There's also another interesting trick. If you attack someone in the Census Office (say with your new dagger) before you exit it it, then they yell at you but don't do anything. You can actually kill(!!!) all three characters in here and take their stuff. Ergalla is the only one who is used in a quest later on to my knowledge. This means you could theoretically get the hard to find templar armor from the beginning of the game. Once you have the key you can go in the census wherehouse, the door right in front of you when you exit the Census building. Inside is a real guard you must avoid but you can loot a nice collection of items including 150(!) arrows, possibly a magic item, and some skooma. If you go kill Gilnith without first reporting to Ergalla then he wont take the 200g from you and will just give you the reward of 500g. Someone wrote in about the above, evidently they didn't read this far ;) Mind you, it is a bug with the quest. These are just some of the things you can do early on to "cheat" There are also more tricks but I shall leave those for other guides. Of special note is the "ordinator" trick. Have fun. Appendix D: Game of the Year **************************** With the release of the Game of the Year edition of Morrowind, Xbox players finally have the opportunity to explore Mournhold and the Island of Solstheim. While I will leave the details of Bloodmoon and Tribunal to other guides, there are a few important things I would like to note about the expansions. 1. It is now possible to have armor forged. 2. The acquisition of ridiculously powerful items at level 1. Armor Being Forged ****************** Six types of armor can be forged: -Ebony -Glass -Adamantium -Snow Wolf Armor -Snow Bear Armor -Ice/Stalhrim armor The first three can forged at the Craftsman's Hall in Mournhold (located in Godsreach). The first time you speak to the smith he will provide you with a list of what he can forge, how much raw material he needs and how much each item will cost. The same holds true for the other smith in Thirsk, the difference being that you will need to collect pelts of snow wolves and snow bears instead of searching for raw ore. Stalhrim is a bit trickier to get forged. You are going to have to join the East Empire Company and when forced to choose between Falco and Carnius, you'll want to select Falco. I do believe you can acquire some pieces from Carnius as well, but it pays off to help out Falco more. (Yes, I did forget to mention Stalhrim armor in the first version of the GOTY update...jeez you people got on my case about that one fast) Ridiculously Powerful Items *************************** There exists outside of Thirsk, along the back wall a hollow treestump. Within the treestump are five ebony arrows of slaying capable of doing 5000 damage (yes, 5000, that is not a typo). Needless to say, these arrows are assured of killing anything in one hit. Use them well. Along with said arrows are two gloves, treachery and deceit, both of which fortify your sneak and security skills respectively. A ring called Raven's Eye has fortify marksman 20 and nighteye 20, also very useful. Finally, there is a blade called Shadowsting which does 10-50 base damage and casts poison 5 pts for 20 seconds and chamelion when it hits. While it might seem strange for it to cast chamelion, it is pretty cool to watch the enemy go invisible then reappear moments later, dead. The chamelion effect makes the weapon a bit strange, but other then that it is very powerful. If you can use long blade, I recommend picking this up as soon as possible, it is much better then Last Wish which I have often recommended. GOTY: FAQ ********* Q: How do I get to Mournhold? A: Various reports indicate you need to be between level 6-8 and then a Dark Brotherhood assassin will attack you. Report to a guard and you will eventually be directed through the proper channels as to how to get to Mournhold. Q: Help! I can't find Mournhold on the map! A: The only way to get to Mournhold is to be transported there by a mage at Ebonheart. This can only be done after a Dark Brotherhood member attacks you while you sleep. Q: Are there any new factions? A: Just the East Empire Company, find Carnius in the Shrine at Fort Frostmoth on Solstheim Q: What are some new good weapons? A: Trueflame/Hopesfire which come at the end of the Tribunal main quest are very nice. Other neat toys in Tribunal include the Dagger of Symmachius, and King's Oath. As far as Bloodmoon goes, you'll want to look at Shadowsting and the Mace of Arvor(spelling?) Stone-Singer Q: What about armor? A: Ehh...while daedric is still your best bet (you can now find pauldrons!) Nordic Mail Armor which is worn by the Skaal Honor guards and High Ordinator Her Hand's Armor is very nice. Check out the enchanted variety which you can acquire off an Ordinator you have to kill in Godsreach. (Ask him about his splendid armor then tell him you're not mocking him, honest...be warned he is not an easy opponent but as mentioned, killing him is part of the main Tribunal quest) As always, speaking to Ordinators/High Ordinators with Ordinator helms and cuirasses results in very bad things happening to you (so don't do it!) Q: What the **** is Gaenor and why did it kill me? A: Heh...perhaps revenge for all the humiliating deaths Fargoth has suffered? Don't give him money (i.e. don't talk to him about 'favor') and you won't have any problems. Other then that, just build up. His luck attribute is through the roof, but if you can slay him a full set of ebony armor is yours. Q: How do I become a werewolf? A: You will be infected during the main quest Q: But when? A: This is a Beginner's Guide...not a Bloodmoon walkthrough Q: [unrelated question having nothing to do with my brief walkthrough] A: Oooo! Look at the delete key! It's all shiney! All hail the Chieftain of Thirsk, slayer of the Urdefrykte! Additonal FAQs: SaGa Frontier Debug FAQ Final Fantasy Tactics NPC Class FAQ