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Dark Brotherhood Attacks

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Location: Vvardenfell

This is easy. Once Tribunal is installed, find a nice place to rest, and go to sleep for a bit. You'll be interrupted by up to a couple of formidable Assassins nearby. If you search the body after they're killed, you'll find an odd looking dart. Find any guard and report the assassination attempt. If you then attempt to rest before the matter is taken care of, you'll have to deal with more Assassins... every time you rest.

The guard tells you that the attack looks like an act of the Dark Brotherhood and suggests that you speak with Apelles Matius in Ebonheart to learn more. (The fastest way to Ebonheart short of a Recall spell is to buy a teleport to the Vivec Mages guild, go outside and to the northeast end of the building, jump off using a slowfall enchanted item or potion or jump into the water, and use the boat nearby.)

You'll find Apelles Matius walking the battlements on the southern end. He'll tell you that the Dark Brotherhood has a large contingent in the capital of Mournhold and to speak with Asciene Rane in the Grand Council Chambers about transport there.

Step inside the southern most building and you'll see Asciene Rane on the right side as you enter. Speak with her and she'll gladly transport you there, but not before telling you to speak with Effe-Tei and then a guard in the Royal Palace once there.

You're now officially in the Mournhold Royal Palace Reception area. Effe-Tei the Argonian is there in the room. Speak to the Argonian and then speak with a guard, and you'll learn that the Dark Brotherhood operates out of a base accessible from the sewer system underneath the Great Bazaar.

You can immediately attempt the quest, but my suggestion is, now that you can rest without fear of sleep-interrupting attempts on your life, have some fun by exploring and learning the layout of the city. Perform some miscellaneous quests in Godsreach or the Great Bazaar, and visit the Temple. You'll find more quests there from Fedris Hler.


Hunt the Dark Brotherhood Did we miss anything on a quest? Is there something we didn't discover? Let us know! Location: Mournhold Chances are you have other quests to complete, perhaps the one about the Goblin City from Fedris Hler, or perhaps you've moved even beyond that.

In any case, the Dark Brotherhood is located in the sewer system beneath a trap door in one of the corners of the Great Bazaar. You won't find them immediately, but if you look around, you'll find the doors to the Manor District in Old Mournhold. Once inside, your journal will update.

There are plenty of assassins and journeymen of the Dark Brotherhood inside that are leveled to be a match with your character. Be sure to pick up their weapons as they're light and worth a lot. Make your way to Moril Manor, North building in the Manor District to find their leader, Dandras Vules. You'll have no choice but to kill him, at which point your journal will be updated. Search his body for a contract on your life that was ordered by a figure with the letter "H"... probably the King you've been hearing about.

Report your finding to a guard and he'll tell you to speak with the Captain of the Royal Guards in the Palace Throne Room, Tienius Delitian. You'll find him right above the Reception area with Effe-Tei, through a door to the throne room.

Tienius will admit to your execution warrant, but offer a worthless excuse and ask you to help him aid the King.

At this point, you can jump back and forth between a set of quests for Tienius Delitian that further the story, and some of the quests in the Temple, if you speak with Fedris Hler in the Temple Reception Area. These Tienius quests are the ones that it's possible to skip if you work your way up in the Temple quests. But why not do them at some point? They don't take long, and none require fighting if you choose not to.


Speak to the People

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Location: Royal Palace Throne Room, Tienius Delitian

Tienius wants to find the source of rumors about the King Llethan's Death. You're to speak with the people and find out more information about them. This is pretty straightforward but as of the first version of Tribunal is somewhat of a bug. You can complete this quest simply by speaking with a few different people about "King Llethan's Death" and returning to Tienius. But the proper way to finish is to talk to a few people, and find your way to Ravani Llethan, the King's widow, at her house in Godsreach. Talk to her about King Llethan's Death and offer condolences. Then do the same thing again and this time ask her about the murder. She'll point out that the paper "The Common Tongue" has all the information about the poisoning of the King.

It's easy to find. Just outside her door, in a niche behind Sadri Manor you'll find one copy. Another is behind the outside pawnbroker under the domed tent in the Great Bazaar. There are others. Pick one of them up and take it to Tienius and he'll absolve you of this quest. You can then receive your next quest.




Temple Informant

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Location: Royal Palace Throne Room, Tienius Delitian

This is about finding out whether the Temple has any plans to act against King Helseth. You're to wander over to the Temple, and find someone discontented. The person you're looking for is Galsa Andrano, a healer at the Temple's Infirmary (enter and take the door to the right). Speak to her about the discontentment, and then listen sympathetically. You'll learn that the Temple plans to destroy the King if he does not step down.

Report back to Tienius of this information and he'll congratulate you, and inform you of possible disloyalty among the royal guards, another quest.


Disloyalty Among the Guards

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Location: Royal Palace Throne Room, Tienius Delitian

Tienius asks that you pretend to be joining the royal guard, and use that as a conversation starter while talking to his guards to get them to trust you and to weed out any disloyalty. You'll want to begin with Ivulen Irano, the first guard to the left as you enter the Throne Room. Bring up "join the Royal Army", and then mention your Hlaalu connections. He'll tell you to speak with Aleri Aren, but not to Tienius about that.

If you go back to Tienius and tell him what Irano said, he'll say you should seek out Aleri Aren, who is in the Guard's Quarters. She's right inside the door as you enter from the palace courtyard. Talk to her about "join the Royal Army" and then Hlaalu connections, and she'll say that Irano was lying. Report back to Tienius if you want some more help on the case. He'll say to check around Irano's bed and chest in the Guard's Quarters for something tangible.

Head back to the Guard's Quarters, and upstairs at the foot of the first bed, you'll find Irano's chest. Walk around the bed and look on the floor. There's a handwritten note. Pick it up and take it to Tienius. The note has three suspicious guards always on the same shift. Tienius makes a point of changing the shift duties around and then assigns you your next quest, finding evidence of a conspiracy against King Helseth. Paranoid aren't they?


Evidence of Conspiracy

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Location: Royal Palace Throne Room, Tienius Delitian

This time Tienius Delitian somehow gets word of a conspiracy against Helseth, and wants you to search Ravani Llethan, King's widow's home for documents or other evidence. She's still in Godsreach at Llethan Manor, and in the room she's in there's a desk behind her with a handwritten letter. The letter infact points toward a conspiracy involving three people: Forven Berano, Hloggar the Bloody, and Bedal Alen.

Be careful when you take the letter. Try and have the widow face away from you and then sneak it away, otherwise the people of the house will be after you. It doesn't really adversely affect anything if you're caught, so just run out if you can't do it inconspicuously.

When Tienius has a look, he'll offer writs of execution to those three people, but has no clue where to find them. Talk to someone to whom you have a high disposition with, either a guard, bribe someone, or Barenziah, who will tell you their approximate location. In any order, speak with Forven Berano on the north eastern part of the Temple Grounds outside. You'll find Hloggar the Bloody if you go down the sewers in Godsreach, and then head to the West End Sewers. Bedal Alen is in the bookshop in the Great Bazaar.

When you speak to any of them, you'll be offered two choices. You can either kill them or allow them to escape, meaning you'll need to tell Tienius that someone got to them sooner than you. If you kill them, you'll be offered either 1k, 2k or a 3k reward from Tienius depending on how many you killed, but you'll still complete the quest if you allow them to escape, and you'll have their gratitude.

Tienius then has one final task, regarding the paper "The Common Tongue".


Muckraking Journalist

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Location: Royal Palace Throne Room, Tienius Delitian

Mr. Delitian wants you to find the anonymous writer of "The Common Tongue" and make sure they stop "spreading the lies". Find a person other than a guard that you can get to a high disposition with, and ask them about the "anonymous writer". I spoke with Barenziah in her chambers behind the throne. Whoever you speak with, they'll tell you to check with a shady character, as in a pawnbroker.

There's a pawnbroker in the Great Bazaar, though it's the one inside the building rather than the one outside in the tent. Speak with the Argonian Pawnbroker 'Ten-Tongues' Weerhat who you might have to persuade to a high disposition, and he'll reveal that the writer is Trels Varis, who was last heard of in the Craftsmen's Hall in Godsreach.

There are a few ways you can complete this quest. At this point, you can investigate further, as you know that Granny Varis is in the Temple Reception Area. If you speak with her, and then her husband, Gee-Pop Varis outside on the western lawn of the Temple Grounds, you'll perceive that they are covering up something, and an idea will spawn to tell Trels Varis that you threatened his parents when you see him. Or, you can simply go to the craftsmen's hall directly and skip the Gee-Pop and Granny part of the quest, but won't have the threaten option.

Go there, and speak with the inhabitants in the Hall. They'll know nothing but your journal will update that you believe Trels Varis is there somewhere. You'll want to open the locked door labeled "Keep Out!" with a lock level of 70. Inside is a trap door down to a secret room with four people, the leader of the group being Trels Varis.

When you speak to him, you're offered a few choices. Unfortunately, you either need to kill him, or bribe him a lot of money for your journal to properly update. If you select the "I'm searching for the Eye of ..." response, he'll applaud your creativity and allow you to leave, but your journal won't update and he won't talk to you again. So the only way to complete the quest if you select that option is by killing him. The peaceful way is to tell him to stop the lies, and then offer to bribe him to stop. If you bribe him 1000, he'll attack you. Bribe him 3000 and he's yours.

Report back to Tienius when you're through and he'll reward you for your efforts. If you spent the 3000 on Trels Varis, tell Tienius that your compensation should be at least 3000. He'll reward you 8000. Another option with Tienius, for a nice enchanted daedric claymore, is to instead say, "All in the king's service." Thanks to John for submitting that.

After this, he tells you that Barenziah wants to speak with you.


Speak with Barenziah

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Location: Royal Palace Throne Room, Tienius Delitian

If you get the message from Tienius to speak with Barenziah, it only means that you are about to be sent over to the Temple to complete more quests. This is not a real quest. Nothing will update in your journal when you speak with her. Your work on the Monarchy side, for now, is done. Speak with her in her chambers, and she'll let you in on the fact that there are two opposing sides, and to not be judgmental until you figure it out for yourself. She wants you to go over to the Temple and speak with Fedris Hler, who will offer you more quests. Don't worry about going back to Tienius after speaking with Barenziah. He won't recognize that you did and keep sending you


The Goblin Army

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Location: Temple Reception Area, Fedris Hler

The first time you visit Fedris Hler in the Temple's Reception Area, you'll receive a quest from him. He believes King Helseth is training goblins for use in his army. Almalexia is worried that Helseth will lose control over the goblins and that they will attack the city. Your job is to kill the two goblin warchiefs, and while your at it, see if you can find and kill the two Altmer trainers as a bonus.

You can find the goblin army if you go down a trap door in one of the corners of Godsreach, enter the West Sewers, and from there find the entrance to the Battlefield. Once you're in, the two warchiefs are located in the area named "Tears of Amun-Shae." Find the two trainers by entering an area off the battlefield named "Teran Hall", and fall down through an invisible floor around the corner at the three way intersection to a room with goblins. Follow that corridor around to another door which leads you to the two tough trainers, Armion and Yarnar. They look like angry humans in armor and they'll double team you, so be prepared to use a few potions.

Your journal will be updated when you complete either of the two tasks, so report back to Fedris Hler when you're through looking around. If you manage to take the life from the Altmer trainers as well, he'll give you a very solid 15,000 gold, the largest gold reward in the game. Selling some of your named artifacts to the Museum Curator in Godsreach can get you even more, up to 32,000.

Speak to Hler once again and he'll tell you that Gavis Drin, Almalexia's head priest, wants a word with you. He's in the Lord Archcanon's section of the Temple, to the left of the entrance.


The Shrine of the Dead

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Location: Temple Reception Area, Fedris Hler

Though Fedris actually initiates this quest, it's Gavis Drin who appoints it to you and to whom you report to when you're finished. Your mission is to rid the Shrine of the Dead underneath the Temple in the old ruins, from the undead liches who have stolen the power from the area. If this can be done, the area can be reclaimed, and the power restored to the good of Mournhold.

First, enter the Temple Basement alone, from the section at the back of the Temple through a trap door leading to the sewers. Follow the sewers in the general direction East and then back south to the Temple Gardens. Follow the linear Garden path to the Temple Shrine, and be prepared to fight a few liches at the same time, who all like to cast Summon Greater Bonewalker. Your journal will update when you've completed the task.

After you've cleared the area, backtrack to the Office of the Lord Archcanon, and pick up Urvel Dulni, a timid fellow, and choose the option "travel together". Take him down to the same area of the shrine carefully so he doesn't get stuck, and he'll perform the ceremony. After your journal updates, you can take him back up to the same room to complete the quest by talking with Drin, who rewards you with a weapon.

Speak to Drin again and he'll field you back over to Fedris Hler for another assignment.


Barilzar's Mazed Band

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Location: Temple Reception Area, Fedris Hler

Hler wants you to retrieve an artifact called "Barilzar's Mazed Band" for Almalexia, who has been pleased with me so far. If you speak with Gavas Drin after this, he'll fill you in on more information about the Band. This quest, you'll find, is fairly easy and short.

Barilzar is located in a newly opened area underneath the Temple, which you can access through the Temple Basement trap door. Once down in the sewers, head Northwest to the door to the Abandoned Crypt. Find a ladder nearby the entrance leading up to another section of the Crypt, and follow that around until you reach the lich lord Barilzar. He'll initiate dialogue with you, and then attempt to end your life. That can't happen, so reverse his intentions, and then take the Band from his body.

Bring the Band back to Gavis Drin, and he'll tell you to, finally, speak directly with Almalexia in the High Chapel. You can access the High Chapel from any corridor if you simply take the stairs up, or even simpler, through the big doors in the Temple Reception Area.

Almalexia is pretty flippant about her reasons for desiring the Mazed Band, dropping the subject like yesterday's news, and blesses you with a new power, "Almalexia's Light", which restores 25pts to many of your stats once per day.

If you speak with her again, she'll not have anything else for you for the time being. Neither will Hler or Drin. Walk outside and speak with anyone. If they do not warn you that weird creatures are attacking the Plaza Brindisi Dorom, then rest somewhere and speak with people again.


An Attack on Mournhold

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Location: Mournhold, any Guard

After retrieving the Mazed Band for Almalexia, it's time for a cutscene of sorts. If you speak with any person outside, they should warn you that creatures have stormed the Plaza Brindisi Dorom on the south side of the city. You need to speak with a Guard, and they'll ask for your help.

Simply enter the Plaza Brindisi Dorom section of the city, and you'll be confronted with a scene of mechanized spiked creatures similar to raptors and scorpions fighting the guards. Help them dispatch the creatures (who are fairly tough and made to match your level), your journal will update, and then speak with any of the guards, but it matters which type of guard you speak with.

At this point, if you speak with a Royal Guard, they'll tell you to immediately report to Tienius Delitian in the Palace Throne Room, and alert him to the outcome of the attack. He would then have another quest for you. Or, if you speak with a High Ordinator guard, they'll tell you to report to Fedris Hler immediately, and at that point, he'll have another quest for you. Whichever guard you choose to speak with, you can go to either Tienius or Fedris for the next quest.


Вторая часть

Investigate Bamz-Amschend

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Location: Royal Palace Throne Room, Tienius Delitian, or Temple Reception Area, Fedris Hler

After the attack, depending on who you report to, Tienius Delitian or Fedris Hler, they'll send you to investigate the uncovered dwemer ruins of Bamz-Amschend and report back to them what you find.

If you go back to Plaza Brindisi Dorom to the rubble at the top of the fountain, you'll find a ladder leading down. This is the entrance. Once inside, walk through the cave-like corridor to the edge, and down below you'll witness Dwemer constructions fighting the same weird mechanized creatures you recently fought on the surface, and your journal will update. There's no sense in going down yet, but you can if you want to. Beware of the Centurion Archers, as they pack quite a punch with their Dart. Tips in the "A Show of Power section".

Report to either Tienius or Fedris, depending on the path you chose. Tienius will ask you to speak to the King Helseth himself, who has appeared for the first time in the Throne Room. Fedris will ask you to speak with Almalexia.

They both will give you another quest, but I'll outline paranoid King Helseth's quest first, "An Assassination Attempt", and then at any time, you can speak with Almalexia for her next quest, "A Show of Power", which you'll find in the walkthrough a few steps below this one.


An Assassination Attempt

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Location: Royal Palace Throne Room, King Helseth

Unsurprisingly, another matter has come up. The King wants you to speak to an informant in the Winged Guar Tavern in Godsreach. He's an Orc and once you find him downstairs, speak to him about the subject "uncle's farm". He'll then tell you what you need to know. There's an attack planned, but not on Helseth. It's planned for Barenziah.

Report back to King Helseth this news, and he'll assign you a task. You're to go to Barenziah's quarters the following night (it doesn't have to be the following night, but can be the same night if it's still early in the day). Rest, wait or do something else in the meantime, and then walk into her quarters behind the Palace Throne Room, and through the Imperial Cult's office.

Once inside, close both wooden doors inside the anteroom, one just inside the entrance, and the other that leads to her bedroom with her inside. There's a screen on the left side in the near her bedroom in the antechamber, so hide in between the screen and her bedroom wall, and wait until 8 or 9pm. You can use the rest function to wait. As soon as it's time, your journal will update that you're in the right place. Approximately 20 seconds later, the door will open and the light will turn off. Wait for the assassins to notice you and then kill all three. Your journal will update, and then go back to Helseth to report the attempt. He'll reward you with a magical collar.

Speak to him again and he'll offer the next quest, that of proving your worth by fighting his champion.


Helseth's Champion

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Location: Royal Palace Throne Room, King Helseth

Once you speak to Helseth, he'll ask that you prove yourself by fighting his champ, Karrod, in a duel. He's the silent Redguard standing next to Helseth. You're to come back tomorrow prepared, and prove your mettle. You can rest somewhere, or simply wait until the next morning or day. A reader provided this tip: if you go to the Winged Guar tavern after receiving this quest and speak with the bartender, he'll offer to make Karrod tired with one of his girls, so that for the fight the next day, Karrod's weaker.

When you're ready, speak to Helseth again, and choose to fight Karrod. Helseth will step back and Karrod will brandish his weapon. It's now time to fight. This can be a tough fight on max difficulty, so be prepared with magic enchantments and a lot of potions ready just in case. Once his damage is low enough (100 or less), Karrod will surrender to your greater skills. Now speak with Helseth. He'll reward you with the Dagger of Symmachus, one of the items the Museum of Artifacts is looking for. A second word of advice here. Keep this Dagger along with one other elite item the Museum is looking for. Do not sell them, as you'll need two artifacts for a later part of the main quest.

At this point, Helseth might ask you to find out more information about Almalexia. If he does not, come back later and speak with him again when you need something from Karrod. For now, Helseth's quests are finished, so go and visit Almalexia, because she'll have something for you to do.


A Show of Power

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Location: Temple High Chapel, Almalexia

Almalexia wishes you to investigate the End of Times cult, as some of their members have been found dead in the city. One of them is the brother of Meralyn Othan, who is in the Great Bazaar. She also advises you to be wary of Eno Romari, the cult leader, but has no idea where to find him.

Speak with Meralyn Othan in the Great Bazaar. You'll find her on the great steps on the eastern side of the Great Bazaar. Talk to her about her brother and about Eno Romari and the cult. She'll tell you he hangs outside of the Winged Guar Tavern in Godsreach. Next, pay a visit to the tavern and you'll find a white-robbed man outside walking around. That's Eno. Speak to him about the "End of Times" and his "beliefs" and extract all the information you can from him.

Report back to Almalexia with your information, and she'll want to show this group her power by bring Ashstorms to Mournhold. Your next mission in this quest is to go back to Bamz-Amschend, the Dwemer Ruins in the Plaza Brindisi Dorom section, and activate the Karstangz-Bcharn, an ancient Dwemer device that controls the weather. She hands you a "powered Dwemer Coherer" to insert into somewhere.

Before you enter Bamz-Amschend, make sure you can open a door with a skill level of 100. It's easy enough to enchant a ring with the Open spell, but it should cost around 22-23k with a good disposition. There's an enchanter in the Craftsmen's Hall in Godsreach. Or, you might still have a scroll or spell handy that would do the same thing.

Within Bamz-Amschend are powerful Dwemer creations. One of them is a pure melee type called the Advanced Steam Centurion. They're much tougher and hit harder than the normal Steam Centurion found in the main game. The biggest threat however, comes with the Centurion Archers. They have a dart that not only does incredible damage, but has shock damage added onto that. At level 50, and at difficulty 100, with no enchantments against the dart, it only took 2 hits from a Centurion Archer to kill me. The best thing is to avoid their shots by either strafing toward them, and then counter-clockwise around them while meleeing them, or attacking them with spells. Easier is to protect yourself from shock damage and projectiles, and then go in and destroy them. They're not too bad but do pose a definite threat.

The first large room in Bamz-Amschend is Hearthfire Hall. Next, proceed to the Passage of Whispers, then Radac's Forge, and find a room that is blocked by a trapped door with a lock level of 100. Thanks to a reader submission, the "Dwemer key" to this door should be laying on a Dwemer desk in the room with the giant robot, the first room in the area. You can also open it in traditional fashion, using an open spell, scroll, security skill, enchanted "open" item, or some other way (I also found a key laying on the floor in the dungeon but it did not fit the door). Inside, you'll find a chest with 2 "Dwarven Satchels". Proceed further down the same corridor as the locked room was, and you'll end up at a dead end with some "collapsed rocks". Activate the rocks with the satchels in your inventory, and a prompt will come up asking if you want to place a satchel charge. When you place it, a timer will begin counting back from 5. Stand back from the explosion and then activate the new hole, and you'll crawl into the Passage of the Walker.

From the passage, travel to the King's Walk, and then finally to the Skybreak Gallery. You'll notice in the Passage of the Walker another collapsed rock section that can take a satchel charge. This leads to the ancient daedric shrine of Norenen-dur, which you'll eventually need to go into for an ingredient.

In the large dome of Skybreak Gallery, destroy the Dwemer creatures in the room, and make your way up one of the many spokes to the center of the dome. Behind the hub is a "Junction Box". Activate this to place your powered Dwemer Coherer inside, and the machine will start up. Your journal will update, but don't leave just yet.

Behind the Junction box is a small platform with three levers. Across the Dome you'll see a large mural type painting on the wall. If you activate any of the levers, the mural will change to a different picture. You'll want to have the Volcano picture showing. The proper sequence is to hit the middle one first, then the right one, and then the middle again. Your journal will update again.

Head back to Almalexia because you've finished the quest. Speak to her again and she'll have another one, dealing with one of her mad ordinators.


The Missing Hand

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Location: Temple High Chapel, Almalexia

After you've caused Ashstorms in Mournhold, speak with Almalexia again, and she'll fill you in that one of her High Ordinator guards, Salas Valor, has gone mad and poses a possible threat to her. She wants you to deal with him. These guys mean business. Salas Valor is perhaps the hardest fight in Tribunal other than a miscellaneous quest, and the two fights at the end of the expansion.

Be as prepared as you can, and go to Godsreach to talk with him. He's the High Ordinator near the middle of the complex in the glowing robe and equipment. Once you talk to him, he'll attack, so be ready before that.

After the battle, he's got some wickedly good items on his body. Be warned though, that if you wear any of his armor, and you talk to any High Ordinator, they'll attack you on the spot, unless they're the ones in the High Chapel.

Anyway, after finishing off Valor, return to Almalexia to be rewarded with a nice constant blessing. Your choices:

Skin like iron, please!(constant fortify 5 pts to unarmored, light armor, medium armor, and heavy armor)

Protection against paralysis, please! (constant protection against terror 20 pts)

Warm, reflected glory, please! (constant fortify health 10 pts... why this is not "reflect 10 points" I do not know, but it's health)

Uh... nothing for me, right now... but thanks.

Speak to her once again after your blessing, and you'll be informed of many things, including your next quest, "The Blade of Nerevar."


The Blade of Nerevar

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Location: Temple High Chapel, Almalexia

Speaking to Almalexia again enlightens you to a few things about your past life, and she'll tell you about the blade that you once owned in another life, Trueflame, who's pieces were once lost, but are believed to be in Mournhold. She gives you one piece, and your job is to find the two remaining pieces of the broken blade. Once you have them, you're to find a "craftsman" who is able to "forge the blade".

It's best to start with artisans who deal in unique items, or perhaps from an enlightened person who's possibly already been of help to you. Barenziah is one of those people. Find her in her chambers, and talk to her about the "pieces of the blade", and she'll say that Helseth's (former) champion, Karrod, has a interesting piece that matches your description. Go to Karrod and ask him about the "pieces of the blade", and he'll give you his piece willingly. If he does not talk to you about the subject, go over to King Helseth, and receive your next non-official quest, which is to find out information about Almalexia and her plans. Once you've done this, talk to Karrod again about the pieces of the blade and he'll now give the piece to you.

One other place deals in antiquities and rare artifacts. That's the Museum of Artifacts. Speak to the curator, Torasa Aram, who believes she has a piece around the same era, but that she won't give it to you without proper compensation. If you ask her about it, you'll need to donate a few items to the museum before she hands over the piece. If you still carry the Dagger of Symmachus that Helseth gave you, now would be a good time to talk to Torasa Aram and "donate the item" once you tell her about it. One more to go. If you have an item in your inventory that works, the item's name should appear as a subject in the conversation window, so simply talk about it and then donate the item for your second piece. If you still need another item, there's a book at the back of the museum that lists all of the artifacts that the Museum takes. One of these should do. One caveat, though. The curator does not take all the items in the book like she says. I'm going to assume that this is a bug since I and many others have tried a couple from the book that did not work. However, some items do work. If you have one of the items from the book, try it. Otherwise, there are other places on the web that tell you the locations of the artifacts, such as gamefaqs.

Tip: Submitted by Dalec

To get your 2nd artifact: In Godsreach, go to the house above the estate sale house (there is a stairway on the right). Talk to everyone inside and learn Golena Sadri has gone mad. Alvan Llarys tells you to talk to Elbert in the Craftsmen hall on the top floor. Elbert tells you Golena found some very deadly artifacts and he wants nothing to do with her. Travel back to her house and find that it is locked. The man standing outside tells you to go investigate inside (the lock is lvl 100, I had Elbert enchant an item with open 100 points). Once inside, go downstairs and find a dead ordinater and a sewer entrance. Upon entering the sewer, travel through the door ahead until you find yourself in a big empty room with some crates in the middle. There is a valve on the far side of the room, activate it and the room floods. Now swim to the center of the room and see that the crates have floated up revealing a trap door. Take it and travel through the underwater tunnel to the ladder on the right side. You should be on dry land with a red object in front of you. These are deadly traps which killed me in 2 hits, so take care. I got past them by quaffing potions before I ran by. The rest is straight forward, there is one detour which leads to some chests guarded by many traps. There are some pretty nice items inside...if you can get to them. When you get to the end, you should see Golena Sadris standing in a big open room. Get ready, as soon as you get close she says a few words and attacks. She was a tough fight for me in my early 20's. She drops a nice bow, and a mace which casts silence and something else I believe, but over-all a pretty worthless item. Pick up the mace and go back to the museum and donate it (it was only worth 10000 gold so you don't lose much at all). Once you've donated two items to the Museum, Torasa gives you a Dwemer Battle Shield. If you ask anyone about a "craftsman", they'll let you know that the orc Yagak gro-Gluk in the Craftsmen's Hall in Godsreach is one of the finest. Go now to the Craftsmen's Hall and talk to the orc in the smithy area about the Dwemer Battle Shield. He'll first break the shield in two and give a piece of the dwemer blade and a normal dwemer battle shield to you. Talk to him about forging the blade, and he'll take all three blade pieces and tell you to come back in a day or two.

Wait or rest the allotted time and speak to him again, and Trueflame is yours! However, you notice that there is no flame. Speak to the orc about this, and he'll suggest you visit Bamz-Amschend again, and find some of the writings of Radac Stungnthumz the dwemer mystic, and return with them in hand.

It's a little easier than that, actually. You'll need to go to Bamz-Amschend, to the Radac's Forge area, and into the first room. It's the one with the giant robot. The ghost of Radac Stungnthumz is there, and if you talk to him about "talk to a dwemer", he'll say that he can do it for you right there, only he'll need some Pyroil Tar first.

Remember that other collapsed rock area in the Passage of the Walker? That leads to Norenen-dur, a daedric shrine, and Radac suggests that I find the "Citadel of Myn Dhrur" once inside to find the Tar. You'll need to use your extra Dwarven satchel charge to blow open the collapsed rock if you haven't yet, explained earlier in the walkthrough in the section "A Show of Power".

The area is filled with most of the variety of daedra, including Golden Saints and Dremora. You'll pass through the section called "The Teeth that Gnash" to the Citadel of Myn Dhrur and, in the Citadel, you'll find Khash-Ti Dhrur, a high level Dremora. Defeat him, and the Pyroil Tar is on his remains.

Bring the Pyroil Tar back to Radac Stungnthumz, and he'll add the enchantment right there. No need to go back to visit the orc. Once you have the blade, check it out, it's VERY cool, and definitely the best weapon in the game. Here's a pic of my character at this point in the game, Thaeyl Sireau the Astral Diplomat, with Trueflame.

Return to Almalexia for further instructions.


The Mad God

Did we miss anything on a quest? Is there something we didn't discover? Let us know!

Location: Temple High Chapel, Almalexia

The final quest! This is where it all comes together and we wait until the next mod or expansion pack.

Spend the time after getting Trueflame becoming prepared. I suggest having a scroll or two or spell of Jump with 40 points or more. The Hoptoad spell is handy. You'll need it for one puzzle. Or, instead of the jump potion, make sure you have a lot of Fortify Speed potions handy, enough to get your speed to 150 or more. You'll need to quaff them at one point. You'll also need a way to get your strength to 100 if it isn't that high already. There's a valve later that won't budge unless your strength is at 100 or more (thanks to a reader submission for that one). Bring all your best gear, enchantments, potions, and armorer hammers.

Speak with Almalexia again. She'll ask you to stop Sotha Sil, the other god besides her and Vivec. He's apparently gone mad, just like Salas Valor. She wants you to find him, and reason with him, but to use force if necessary. Sotha Sil is in Clockwork City, and Almalexia will transport you there when you're ready.

Clockwork City is a fairly straightforward dungeon. There are many swinging traps, a lot of fabricant monsters like you already have fought, and a few puzzles, and I'll go into the first here.

The first major puzzle is in the room "Dome of Kasia". It's not so much a puzzle as a stunt. Your object is to somehow make it to the door around the mezzanine. The only problem is the rotating arm around the room with whirring blades on the end. It's traveling clockwise, and makes a rotation faster than you can run. It also kills you if it touches you.

Your options are these. If you have enough strength, you can go back and pick up all of the fortify speed potions, which are 5 lbs. apiece, and then bring them into this room. You can also get a few at a time, drop them at the top of the stairs, and eventually make a pile that you can pick up all in one shot. Or, if you have Fortify Speed potions, you can walk to the top of the stairs, and quaff them or the speed vials from the monsters.

Wait for the arm to pass the opening at the top of the stairs, and make a mad dash around the perimeter for the door. The other option is to stand in the middle of the room (since you cannot levitate unfortunately in this dungeon), and use a jump potion or spell that will get you over the balcony and to the door when the arm isn't coming around. This would take some timing, but that's how I managed it. Finally, based on the same theory, if you can use a jump spell at the right time as the arm is moving toward you, you can theoretically begin walking toward the door, and just time your jumps to jump over the rotating arm. In a game like Morrowind, that's a hard feat. It's all up to you.

Once you're at the door, you'll enter the next puzzle room, the "Dome of Serlyn".

I will now interrupt this walkthrough with a special bug update (as of 01.18.03)

We've been getting email from people with a problem in the "Dome of Serlyn". The problem is, as far as I've narrowed it down, with an ATI Radeon card, from the 7k series up through the 8500 series. If you have one of these cards, don't be surprised upon entering that the room is "greyed out" or "blank". This is probably do to the fog setting of the room causing a problem with the card (that's as detailed as I can get). Here are some viable solutions from members of the official board. Try the first two before resorting to the last. As far as I know, the problem only happens in this room, if it happens at all. Read on:

[all slightly edited] "The problem is caused by the fog setting for the interior cell. I have heard that it only happens on some graphics cards. I have a Radion 8500 and it definitely happens on my card. A non-cheating fix is to go into the editor, and set the "fog depth" (or is it called "fog density"?) for that interior cell to something other than 0.0. Near as I can tell, "normal" (low) fog is 1.0 and lower numbers get foggier. For example, some of the sewers in vivic have their fog depth (density?) set to 0.8. I guess 0.0 is supposed to be very foggy, not not completely blinding."

Another very similar solution:

"To fix the fog issue in the Dome of serlyn:

load Tribunal.esm in to the editor in the Cell View window, double click on Sotha Sil, Dome of Serlyn on the World menu, select Interior Cell this will pull up the cell's properties dialog. Down towards the bottom you'll see a box that says "Density". The default setting is 0.00, which is the problem. Change that to 1.00, and hit the OK button. save your new plugin. I'd suggest something easy to remember like nofog.esp close the editor, load up Morrowind, and enable the new plugin in Data Files back to the room, and things should look a little better. In theory Finally, try this only if the other two don't work for you as you'll miss part of game:

"I don't know if anyone has posted this method to fix the problem before but I haven't seen it. The easiest way I could find through the Serlyn "greyout" room was to go into the editor and edit the door that leads from the room with the giant rotating blade (I forget the name) and relink it from "Dome of Serlyn" to "Hall of Sallaemu" which is where you go when you leave Serlyn. I just tried it and it worked great. Hope this helps everyone who had the problem." Now, back to our regular scheduled walkthrough. We are in the "Dome of Serlyn".

You'll find a small dome building inside with a door in the middle, with two levers on the right side of the dome. The levers control the front door and an inner door. Tubes stem from the top of the dome into the ceiling of the major room. Listen for a sound and watch the tubes. When the sound appears, hit the right lever that controls the inner door and immediately run toward the front door of the small dome. It will open. Run inside, pass the monster there, and run through the open inner door toward the far wall. Now you can turn around and deal with the monster if you wish. If you miss the first time, make sure both levers are red, and wait for the sound to appear again, and try again. There is no penalty for bad timing, except to fight a fabricant creature each time.

In the next room, just find the lever on the right side of the walkway, make sure your strength is at 100 or more, activate it and wait for the platform to form in the middle of the room. Now walk to the other side.

The rest of the rooms are linear, except, before you enter the "Dome of the Imperfect", rest up outside, and allow your Trueflame to capture back its charge. Repair your armor if necessary. When you enter, a large steam mech named an "Imperfect" will animate, and come after you. It's a very tough fight, so be prepared. Don't worry, the other one in the room is dormant.

After the fight, rest, repair and allow the Trueflame to charge back up, because the last room in this dungeon is next, the "Dome of Sotha Sil". Get all your best gear ready and enter. You're confronted with a strange sight. Move forward and investigate. Activate the body, and be prepared to be surprised.

Begin walking back to the door you came in, and who appears, but Almalexia. She'll give you the super villain speech, and prepare to end your life. There is nothing you can do but wait until you can move again. The very moment you can, use every useful enchantment you can as quickly as possible. I do this by remaining in the inventory screen for as long as possible, and then quickly getting back into it. Save the game when you have your enchantments ready. Almalexia might get one hit in during that time. She's actually not that bad of a fight. If you're prepared, and if you've had no trouble with any of the other fights in Tribunal, you shouldn't have trouble with her, at all.

Once you destroy her, search her body for the Mazed Band. Read your journal, use the band, and it will present you with some travel options. Return to Mournhold. If you speak with anyone, they'll think you are crazy... it's a weird feeling. Walk outside of the Temple, and you're confronted by Azura, who will sum up your experience, and thus end the Main Quest in Tribunal.

If you wish, you can now return to Helseth (if he lives), and speak to him about what you learned. He'll reward you. And you can even return to Vivec and talk to him about "Almalexia". I hope you enjoyed GameBanshee's walkthrough, and Tribunal! At some point in the future... I hope we return to the Elder Scrolls in number 4. It can only hope to be as good as Morrowind has.


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