Elder Scrolls 3: Morrowind
                       Walkthrough and FAQ V1.1
                          By Stevmill



Contents:
        Section 1   : Forward and Credits
        Section 2   : Version Description
        Section 3   : Blades Quest
                3.1 : Deliver a Package
                3.2 : Dwemer Puzzle Box
                3.3 : The Skull of Llewle
                3.4 : Vivec Interviews
                3.5 : Ashlander Informant
                3.6 : Urshilaku Camp
                3.7 : SixthHouse Base
                3.8 : Corprus Cure
                3.9 : Lost Prophecies
                3.10: Third Trial
                3.11: Fifth Trial Urshilku
                3.12: Fifth Trial Ahemmusa
                3.13: Fifth Trial Zainab
                3.14: Fifth Trial Erabenimsum
                3.15: Fourth Trial House Redoran
                3.16: Fourth Trial Telvanni House
                3.17: Fourth Trial Hlaalu House
                3.18: The Archcanon and Vivec
                3.19: Ghostgate
                3.20: First Vampire
                3.21: Second Vampire
                3.22: Third Vampire
                3.23: Fourth Vampire and The Keening
                3.24: Fifth Vampire and The Sunder
                3.25: Sixth Vampire
                3.26: Seventh Vampire
                3.27: Dagoth Ur
        Section 4   : Seyda Neen Quests and Notes
                4.1 : Fargoth's Ring
                4.2 : Fargoth's Hiding Place
                4.3 : The Dead Taxman
                4.4 : Seyda Neen Trainers
                4.5 : Seyda Neen Notes
        Section 5   : Alchemy
                5.1 : Alchemy Equipment
                5.2 : Component List
                5.3 : Cure Potion Recipes
                5.4 : Restore Recipes
                5.5 : Fortify Recipes
                5.6 : Resist Recipes
                5.7 : Shield Recipes
                5.8 : Misc. Helpful Recipes
                5.9 : Drain Recipes
                5.10: Misc. Harmful Recipes
                5.11: Reader Submitted recipes
        Section 6   : Books to learn from
        Section 7   : Master Trainer Locations
        Section 8   : Contact Info.

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

Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind 
"The Walkthrough and FAQ". This is not a complete Walkthrough for every quest
and side quest in the game (at least not yet), but at the moment just the 
main quest needed to finish the game. Later on I will add lists for guild 
quests and misc. quests found throughout the game. 

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

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

I would like to thank and give credit to the following people:
Credit for the component list of the Alchemy section goes to Tito13KFM 
and Randomer for giving Tito13KFM the inspiration to create the list in 
the first place.

Credit for the reader submitted potion recipes goes to Eevle.

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

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

Credit to Jumping Jack for the last two Seyda Neen notes.

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

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



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

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

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



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

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


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

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

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

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



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

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

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

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

      To find the cube, follow the rocks on the side of the wall all the way 
      to the bottom floor. There will be rocks in front of you, climb them 
      until you are on the second floor on the west side of the cavern. Go 
      through the door into the "Cells of Hollow Hand". Defeat the guy  
      inside, and turn left, the Puzzle Box is on the bottom shelf. Grab the 
      box and backtrack out of the dungeon. Return the box to Hasphat in 
      Balmora.

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



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

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

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

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

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

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



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

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

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

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

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

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

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



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

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

      Talk to Hassour about business. Ask about "Gift giving customs" 
      (the other two options will offend him and lower your Rep), next ask 
      about a "thoughtful gift" and he will take your earnest thought and 
      effort as an acceptable gift. Ask about the "Ashlanders", and he will
      give you some notes to take back to Caius.

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



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

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

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

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

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

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

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

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

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



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

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

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

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

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

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



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

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

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

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

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

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



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

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

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

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

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

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



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

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

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

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

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

      Leave the camp and head east along the coast until you come up to the
      mountains (it is a bit of a hike), when you get to the mountains there 
      will be a path going south, follow that path (if you see two large 
      spikes of rock flanking the path you are on the right path, if not the 
      path is east of you). Follow this path until you come to the Cavern of
      the Incarnate. Wait until 6 am or 6 pm, then the door will be able to 
      be opened. Walk forward and take the Moon and Star, at this point a 
      movie will play and describe the next two trials. You may speak with 
      all of the failed Nerevarines and receive all of the various items they
      give you.

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

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

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

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

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



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

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



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

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

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

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

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



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

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

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

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

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



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

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

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

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



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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

      Congratulations, you have fulfilled the Fourth Trial.



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

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

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

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



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

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



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

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

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



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

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

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



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

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

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



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

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



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

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



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

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

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



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

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



3.27 Dagoth Ur
-----------------------------------------------------------------------------

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

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


 
=============================================================================
Section 4: Seyda Neen Quests and Notes
=============================================================================


4.1 Fargoth's Ring Quest
-----------------------------------------------------------------------------

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

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

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

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



4.2 Fargoth's Hiding Place
-----------------------------------------------------------------------------

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

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

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

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



4.3 The Dead Taxman
-----------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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



4.4 Seyda Neen Trainers
-----------------------------------------------------------------------------

Raflod the Braggart
Upstairs in Arrille's Tradehouse

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



Elone
Upstairs in Arrillo's Tradehouse

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



Adraria Vandacia
Upstairs in Census & Excise Wherehouse

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



Socucius Ergalla
Census & Excise Office

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



4.5 Seyda Neen Notes
-----------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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


=============================================================================
Section 5: Alchemy
=============================================================================

5.1 Alchemy Equipment
-----------------------------------------------------------------------------

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

There are also different levels of Quality of these items, they are:
1: Apprentice
2: Journeyman
3: Master
4: Grandmaster
5: SecretMaster (I think the only way you can get these is via quest, but I 
                don't know who gives the Quests)
The higher the quality of the apparatus the more it effects the 
outcome of your potion.

The format for the Equipment is as follows:

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

*Mortar and Pestle*


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

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

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

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

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


*Retort*


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

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

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

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

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


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

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

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

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

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

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

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

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


*Calcinator*


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

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

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

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

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



5.2 Component List
-----------------------------------------------------------------------------

The format for the components is as follows:

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



5.3 Cure Potion Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

5.4 Restore Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

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



5.5 Fortify Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

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

--FORTIFY FATIGUE--			
Hound Meat      Scrib Jerky     Scuttle	

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

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

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

--FORTIFY ATTACK--			
Ghoul Heart	



5.6 Resist Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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


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

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

			

5.7 Shield Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

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

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

	
			
5.8 Misc. Helpful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

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

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

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

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

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



5.9 Drain Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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

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

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

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

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



5.10 Misc. Harmful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

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



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



5.11 Reader Submitted Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

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

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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle


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

Submitted by Eevle



=============================================================================
Section 6: Books To Learn From
=============================================================================

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

=============================================================================
Section 7: Master Trainer Locations
=============================================================================

Acrobatics: 
Senyndie, Fighters guild on the waistworks level of the Vivec Arena canton

Alchemy: 
Abelle Chriditte, in the Propylon Chamber at the stronghold Valenvaryon

Alteration: 
Seryne Relas, at her home in Tel Branora

Armorer: 
Sorollus Saccus, on the lower level of the Hawkmoth Legion Garrison in 
Ebonheart

Athletics: 
Adibael Hainnabibi in Adibael's yurt at the kaushtababi camp, south of 
Molag Mor.

Axe: 
Alfhedil Elf-Hewer, on the upper level of the stronghold Falensarano.

Block: 
Shardie, in the courtyard of the Buckmoth Legion Fort outside Ald'ruhn

Blunt Weapon: 
Faralenu Henim in the Abbey of St. Delyn the wise, off St. Delyn Plaza in 
Vivec

Conjuration: 
Methal Sean, on the lowest level of the Ald-Ruhn Temple.

Destruction: 
Leles Birian, east of Piernette's Farmhouse (located east of Pelagiad)

Enchant: 
Qorwynn, near the exit from the stronghold Indoranyon

Hand-to-Hand: 
Taren Omothan, in the soutwestern bedroom on the lowest level of the
Holamayan monastery

Heavy Armor: 
Seanwen, at Arena Fighters training in Vivec

Illusion: 
Erer Darothril, at Dirty Muriel's Cornerclub in Sadrith Mora

Light Armor: 
Aerin, in the Andus Tradehouse in Maar Gan

Long Blade: 
Ulms Drathan, at the Armigers Stronghold in Molag Mar

Marksman: 
Missun Akin, in Missun Akin's Hut atop the stronghold Falasmaryon.

Medium Armored Defense: 
Cinia Urtius, on the deck of the boat at the Tel Fyre dock

Mercantile: 
Ababael Timsar-Dadisun in a yurt in the Zainab Ashlander Camp

Mysticism: 
Adrarume, in the west wing of the Gateway Inn in Sadrith Mora

Restoration: 
Yakin Bael, at the Vos chapel

Security: 
Heccerinde, at his house in Balmora

Short Blade: 
Todwendy, at the Lucky Lockup Cornerclub in Balmora

Sneak: 
Wadarkhu, at the Druegh-jigger's Rest in Gnaar Mok

Spear: 
Mertis Falandas, on the lower level of the Tower of Dusk at Ghostgate.

Speechcraft: 
Skink-in-Tree's-Shade, at the Mages Guild in Wolverine Hall at Sadrith Mora

Unarmored: 
Khargol gro-Boguk, in the Vacant Tower in Dragon Fel.



=============================================================================
Section 8: Contact Info
=============================================================================

If you want to send me any ideas, congrats, or anything else, you can Email
me at Stevmill@yahoo.com. Thank you