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Wednesday, June 4, 2008

Elder Scrolls Morrowind Guide Part 2

Fighter Guild

Enter the Fighters Guild and head upstairs , speak with Eydis Fire Eyes. She'll ask if you want to join the Fighters Guild , say yes! Talk to her some more and she'll give you your first orders. Apparently someone in town is having a problem with Cave Rats. Before you head out on that, though, stop by the supply chest near the exit , since you're a member of the Fighters Guild now, you can take from it freely.

Drarayne Thela's Cave Rats
Drarayne Thela's house is on the east side of Balmora , run on over, and talk to her. She'll tell you there's one Cave Rat trapped in her room (oh, for the sake of the pillows!). Open the door, stab the Cave Rat in the head, and it should die with two hits. That should be no problem at all. Now as Drarayne said, there are two more Cave Rats upstairs, in the attic. Exit the home, and go up the stairs outside. The room is dark, but you should have no problem knocking out the two pests. When you've done such, go speak with Drarayne and collect your reward . Report back to Eydis and let her know that the mission is completed.

Back To The Main Quest

Report back to Caius Cosades in Balmora , you're ready to take on the main quest, and complete some tasks for the Blades faction. Ask Caius for duties. He's looking for some information regarding the Nerevarine and the Sixth House, two things connected with an ancient cult that threatens the empire. He sends you to ask Hasphat Antabolis in the Fighters Guild in Balmora , but warns you that Hasphat will require a favor before he gives up any knowledge.

Hasphat sends you to Arkngthand, a Dwemer ruin just east of Balmora, in search of a Dwemer Puzzle Box. The Puzzle Box is pretty small, and frankly, Arkngthand is huge, though luckily it won¿t take too much work to get to it. Follow the map east of Balmora, and across a bridge just north of Fort Moonmoth. Be ready , on the bridge awaits an aggressive mage. He'll summon creatures to aid him, but don't worry about them. Focus on killing the mage, and once he's dead, his summoned creatures will vanish. Just past the bridge you'll reach the entrance into Arkngthand, but it's locked , in front of it is a pipe with a crank which, when turned, will open the doors for a brief moment. Crank the crank, and run to the door. Enter the Dwemer ruin.

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