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Chimarvamidium before Edwinna gives the quest, and you sell it? The good news is that you can still complete the rest of Edwinna's missions. Just move on to the next mission (5.2.4 in this FAQ). Head to Mar Gaan and find Huleen's hut to the right of the Silt Strider, and out of town. Kill the Scamp, take his key, open the door, and talk to Listien. Go back to Edwinna and mention that you killed the Scamp. When you ask Edwinna for more duties, she will give you ANOTHER
Chimarvamidium (sorta funny, it must be a bug or perhaps the programmers intended it to be this way, who knows?), and tell you to return it to Galbedir.
Do so, and the missions will progress like normal. All you lose is two scrolls of Fifth Barrier. Furthermore, I plan to check if this can be done with other
Guild Stewards and other missions. (R S)
5.2.4 Just a little Scamp-ering Around
ENEMIES: A Scamp
I recommend that you be at least level seven for this mission, otherwise you won't be able to kill the Scamp.
Edwinna is busy with the Chimarvamidium, so she sends you to deal with a problem in Maar Gan in her stead. There have been strange reports of monster activity in
Huleen's hut, a local sorceress in Maar Gan. Edwinna asks if you will do this mission for her. Say yes. Take the guild guide to Caldera and then to Maar Gan.
Huleen's hut is outside of town down the road that runs in front of the Silt
Strider. Once you open the door, a Scamp will attack you. Kill it, search it for the key to Huleen's Hut, and open the locked door (lock-level 30) at the back of the hut. Listien Bierles, Huleen's apprentice will be inside shaking in fear. He informs you that he summoned the Scamp to impress Huleen, but that it disobeyed him and went out of control. He promises never to summon another Daedra. Return to Edwinna with the good news. (Matt Campbell)
REWARD: Two Scrolls of Fifth Barrier
5.2.5 The Return-the-Chimarvamidium Caper
ENEMIES: None!
Guess what? Edwinna want you to return the Chimarvamidium. So do it already.
When you arrive back, Edwinna informs you that she has tougher jobs coming, and gives you some amulets to help you avoid sticky situations.
REWARD: one reputation, an Amulet of Almsivi Intervention, and an Amulet of
Divine Intervention.
5.2.6 The Dwemar Tube Job
ENEMIES: Steam, Spider, and Sphere Centurions
You'll want to be a minimum of level 11-12 for this mission, as Steam Centurions can really dish it out. You'll also want a scroll of Almsivi Intervention if you don't want to travel back to Khuul.
Edwinna is an ardent scholar of Dwemar artifacts. As such, she asks you to locate a rare Dwemar tube in Arkngthunch-Stardumz. This Dwemar ruin is West of
Ald-Velothi. To get there, take the Guild Guide to Sadrith Mora, and from there catch a boat to Dagon Fel. Then take the boat from Dagon Fel to Khuul. In Khuul, head west, staying along the coast near the water's edge. If you follow the coast, you will eventually find Ald-Velothi, a very small coastal town. Go through Ald-Velothi and continue following the Coast. A little ways southwest of
Ald-Velothi you will eventually see two huge Dwemar Bridges. There are difficult to miss if you are following reasonably the coast. Climb the hill and cross the bridges to Arkngthunch-Stardumz. Once inside, the Dwemar tube is in the furthest room on a shelf. Grab it. Use the scroll of Almsivi Intervention, which will take you to Gnisis. Catch the local Silt Strider to Ald-Ruhn. Otherwise backtrack to Khuul and return to Sadrith Mora. One you find your way back to
Ald-Ruhn, give the tube to an ecstatic Edwinna.
REWARD: None!
NOTE: Your Dwemar Tube doesn't have to be from this particular ruin, but you are guaranteed to find one here. If you have explored other Dwemar ruins up to this point, and you have a Dwemar Tube, you can give it to Edwinna and be done with the mission.
NOTE 2: I've just learned that you can steal a Dwemar Tube from Vorar Helas' house. It is the house just to the right of Caius Cosades' house. Happy stealing. (MasPlumb)
5.2.7 Finding Nchuleftingth is harder to find than it is to spell!
NOTE: While you are one this mission, make sure you grab the Hanging Gardens from these ruins if you want to complete a quest for Trebonius later in the game. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Sphere, Spider, and Steam Centurions and other high level monsters
Well, there's always one of these. You get some ambiguous directions, and a task to find some random location. Nchuleftingth is almost exactly 45 degrees NE of
Suran. Keep this in mind if you get lost along the way. Bring potions and anything you might need for a long walk. You will also be fighting Atronochs,
Winged Twilights and the like, so be prepared for a fight. If you are a real opportunist, bring along some grand soul gems and capture some of the monsters.
Edwinna never seems to run out of things for you to do. Now she wants you to find the Dwemar ruin of Nchuleftingth Northeast of Suran and chat with Senilias
Cadiusus about an excavation report. You can also go Northwest from Molag Mar, but I won't include those directions unless someone gives them to me, or there are many requests. For now, take the local Silt Strider to Balmora and then to
Suran. Remember to stay on the light-gray path (the foyada) at all times, or you will get lost quickly.
Once in Suran exit the town to the South, and head Southeast around the hills.
You should now be heading Northeast as you enter the Ashlands. If you continue, the road should narrow into a foyada, a narrow lava ravine and head due north.
Go straight at the first fork (the right path). Take this path (away from
Telasero) north past the cave of Saturan and head north for a while. At the next fork, go right at the signpost and you should be headed southeast. The road will eventually turn north again. When you reach the next fork, go left at the signpost and head North. You should be heading downhill a little toward a fork and another signpost. Go right. Three paths branch off this ravine. The first leads to Piran on the left, the second to Mabobi on the right, and the third loops to the left. Ignore them unless you want to explore. At this point, you want to stay close to the hills on your right. Follow the hills and they will arc to the right. The road will become vague and vanish. Follow the hills to the south and you will eventually find Nchuleftingth It should now show up as a large square on the world map. I may edit these directions again, so please let me know if they are wrong.
Enter Nchuleftingth and enter the first door on the right. Talk with Senilias about the excavation plans. He will inform you that he does not have the report and that his assistant Anes Vendu has disappeared. Leave the room and go around the corner. Enter the Test of Pattern. In the large room, find the Dwarves Crank on left wall to open the passage going down. Enter Lower Nchuleftingth and find the body of Anes Vendu. Take the report from Anes, and make sure you grab the red book sitting next to him. Talk to Senilias again. He will thank you and instruct you to return to Edwinna. If you use Almsivi Intervention, it will take you to Molag Mar. Take the Silt Strider to Balmora, and then to Ald-Ruhn.
Otherwise, return any way you can, and Edwinna will thank you.
REWARD: One Reputation, The Hanging Gardens
5.2.8 The Ruin Goes On...
NOTE: Make sure you grab the Egg of Time on this mission. If you take the easy way, you won't be able to get the book. This will make it impossible to complete a mission from Trebonius later, so plan accordingly. (Dbarnes.4, Kuran, Teh Hoe
Yue)
ENEMIES: Hopefully None (the easy method)
Edwinna never grows tired of Dwemar ruins. Now you need to find Scarab Plans at the ruins of Mzuleft near Dagon Fel. Lucky for us, the Scarab plans are even closer than they seem. Take the boat to Dagon Fel and run NE along the coast until you find the vacant tower. Enter it and go to the top floor. Khargol gro-
Boguk is the master trainer for the unarmored skill should you need it. There are some Dwemar scarab plans in this room. Steal them and return to Edwinna.
REWARD: None!
5.2.8.1 The Ruin Goes On... (the right way)
ENEMIES: Strong Orcs and Dwemar Machinery
I recommend this method. Mzuleft is very close to Dagon Fel, to the southwest.
Follow the road leaving west from the lower portion of Dagon Fel. Take a left at the fork, and a left at the next fork. The next road you see should be a green path heading north. Follow it to the entrance of Mzuleft. Once inside you will encounter Dwemar machines, and some Orcs that carry powerful weapons. It can be very easy to die if you aren't careful. Search the ruins for the Scarab Plans.
Once you find the plans, check to find the Egg of Time nearby. Don't leave the ruins without it. When you are finished, use Almsivi intervention, which will take you straight to Ald-Ruhn. Talk to Edwinna to finish the mission
REWARD: Egg of Time
5.2.9 And On and On...
NOTE: Make sure you grab the Divine Metaphysics on this mission. It is crucial in solving a quest for Trebonius. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Kwarma Warriors, Imperial Legion
Edwinna ain't done yet. She found another Dwemar ruin, and you guess it, she wants you to go investigate. Egg-mine workers in Gnisis have discovered
Bethamez, an old underground Dwemar ruin. Naturally, the workers are inept, so its up to you to find the Dwarven Airship plans that are located somewhere in the mine. Take the local Silt Strider to Gnisis. Once there, the mine is located across a bridge in the right wall of Gnisis. Bribe the Imperial Legion guard to give you the key and enter the mine. Find the door to the lower egg-mine and enter it. Once inside you will be confronted by an Orcish member of the Imperial
Legion named Lugrub gro-Ogdum. He will inevitably attack you so be prepared for a tough fight. Once you win, locate the door to Bethamez. Enter and look for a table on you left. Find the Divine Metaphysics and some Dwarven Airship Plans.
Grab them both and return to the Ald-Ruhn Mage's Guild. Edwinna will inform you that there are no more missions.
REWARD: One Reputation, Divine Metaphysics
NOTE: You can also get the key to the mine by doing missions to the Imperial
Legion. If you are having trouble bribing the guard to give you the key, this might be an easier solution. (Optus)
5.2.10 Trebonius Baloney
ENEMIES: Trebonius
If you complete all of the Balmora, Ald-Ruhn, and some of the Sadrith Mora
Missions, that should be enough to raise your rank to Master-Wizard. Once you are a Master-Wizard, talk to Edwinna again, and she will complain about
Trebonius not caring for Dwemar artifacts, and ask you to speak with him about it. When you talk to Trebonius again about advancement, he will offer to duel with you in the Arena in Vivec for the honor of Arch-Mage. Accept and defeat
Trebonius for the top spot.
REWARD: Advancement to Arch-Mage
NOTE: This update's your journal. It's not really a mission, but more of a director to tell you what to do next. I don't know if there is any effect if you talk to Edwinna again after defeating Trebonius.
5.3 Missions from Skink-in-his-Shade, Sadrith Mora Guild Steward
Leapin' Lizards. How does it feel to be taking orders from a purse?
5.3.1 Day Job
ENEMIES: None!
Skink seems to think that you qualify as a Gigolo. You have escort duty.
Tenyeminme needs to be escorted to Cal Arethi's ship, the Elf-Skerring on the
Telvanni docks. Tenyeminme is staying at Dirty Muriel's Cornerclub Northeast the
Wolverine Hall. Take Tenyeminme through town to her destination and return to
Skink.
REWARD:??
NOTE: Don't forget to talk to Tenyeminme again. She gives you a reward! This also holds true for other people that you help/escort. Don't forget to talk to the people you help before you return to the guild hall.
(Derek Henderson)
REWARD:??
5.3.2 The secrets of the Forbidden Book
ENEMIES: None!
Now Skink wants a rare book, called Vampires of the Vvardenfall, Vol. II, and it seems that it is not quite legal. Skink gives you 1000 Septims and sends you off. We know where to get rare books. Use the Guild Guide and head on over to
Jobasha's Rare Books (again) in the lower waistworks of the Foreign Quarter of
Vivec. Jobasha is reluctant to talk, but admits he has the forbidden book and will sell you a copy. Give Skink the book.
REWARD: 750 Septims (-250 for the book)
NOTE: You could steal the book from Jobasha, but why? This is one of those cases where buying is better than stealing.
5.3.3 A Meeting of Minds
ENEMIES: All types
Skink wants to talk to an Ashlander Wisewoman, and he suggests that you find the
Ahemmusa camp. Skink also mentions the Zenaib, Erchenimsun, and Urshilaku camps, but says that those Ashlanders will be less willing to help.
NOTE: I have talked with the Wisewoman in all four of the Ashlander camps, and
ONLY the Ahemmusa Wisewoman will help you. Take the boat from Sadrith Mora to
Tel Mora.
From Tel Mora head Northwest across the Islands to the rightmost tip of the large continent. The Ahemmusa camp shouldn't be hard to find. The Wise Woman is in the largest Yurt. Sinnamu Mirna is the local Wisewoman. Chat her up, but she won't agree to help so easily.
Instead, Sinnamu sends you to the Favel Tomb to find her apprentice Wisewoman,
Minabi. She says that Minabi needs to find out what the outsiders are really like. Leave the camp heading East and follow the coast close to the water.
Eventually you will pass a Deadric ruin called Kushtashpi, enter if you dare, but there are several Dremora Lords inside, which can be a pain to kill. Keep heading east until you are just at the rightmost edge of the lowest extension of
Sheogorad Island, the second largest landmass. From here, search Southward until
Chimarvamidium (sorta funny, it must be a bug or perhaps the programmers intended it to be this way, who knows?), and tell you to return it to Galbedir.
Do so, and the missions will progress like normal. All you lose is two scrolls of Fifth Barrier. Furthermore, I plan to check if this can be done with other
Guild Stewards and other missions. (R S)
5.2.4 Just a little Scamp-ering Around
ENEMIES: A Scamp
I recommend that you be at least level seven for this mission, otherwise you won't be able to kill the Scamp.
Edwinna is busy with the Chimarvamidium, so she sends you to deal with a problem in Maar Gan in her stead. There have been strange reports of monster activity in
Huleen's hut, a local sorceress in Maar Gan. Edwinna asks if you will do this mission for her. Say yes. Take the guild guide to Caldera and then to Maar Gan.
Huleen's hut is outside of town down the road that runs in front of the Silt
Strider. Once you open the door, a Scamp will attack you. Kill it, search it for the key to Huleen's Hut, and open the locked door (lock-level 30) at the back of the hut. Listien Bierles, Huleen's apprentice will be inside shaking in fear. He informs you that he summoned the Scamp to impress Huleen, but that it disobeyed him and went out of control. He promises never to summon another Daedra. Return to Edwinna with the good news. (Matt Campbell)
REWARD: Two Scrolls of Fifth Barrier
5.2.5 The Return-the-Chimarvamidium Caper
ENEMIES: None!
Guess what? Edwinna want you to return the Chimarvamidium. So do it already.
When you arrive back, Edwinna informs you that she has tougher jobs coming, and gives you some amulets to help you avoid sticky situations.
REWARD: one reputation, an Amulet of Almsivi Intervention, and an Amulet of
Divine Intervention.
5.2.6 The Dwemar Tube Job
ENEMIES: Steam, Spider, and Sphere Centurions
You'll want to be a minimum of level 11-12 for this mission, as Steam Centurions can really dish it out. You'll also want a scroll of Almsivi Intervention if you don't want to travel back to Khuul.
Edwinna is an ardent scholar of Dwemar artifacts. As such, she asks you to locate a rare Dwemar tube in Arkngthunch-Stardumz. This Dwemar ruin is West of
Ald-Velothi. To get there, take the Guild Guide to Sadrith Mora, and from there catch a boat to Dagon Fel. Then take the boat from Dagon Fel to Khuul. In Khuul, head west, staying along the coast near the water's edge. If you follow the coast, you will eventually find Ald-Velothi, a very small coastal town. Go through Ald-Velothi and continue following the Coast. A little ways southwest of
Ald-Velothi you will eventually see two huge Dwemar Bridges. There are difficult to miss if you are following reasonably the coast. Climb the hill and cross the bridges to Arkngthunch-Stardumz. Once inside, the Dwemar tube is in the furthest room on a shelf. Grab it. Use the scroll of Almsivi Intervention, which will take you to Gnisis. Catch the local Silt Strider to Ald-Ruhn. Otherwise backtrack to Khuul and return to Sadrith Mora. One you find your way back to
Ald-Ruhn, give the tube to an ecstatic Edwinna.
REWARD: None!
NOTE: Your Dwemar Tube doesn't have to be from this particular ruin, but you are guaranteed to find one here. If you have explored other Dwemar ruins up to this point, and you have a Dwemar Tube, you can give it to Edwinna and be done with the mission.
NOTE 2: I've just learned that you can steal a Dwemar Tube from Vorar Helas' house. It is the house just to the right of Caius Cosades' house. Happy stealing. (MasPlumb)
5.2.7 Finding Nchuleftingth is harder to find than it is to spell!
NOTE: While you are one this mission, make sure you grab the Hanging Gardens from these ruins if you want to complete a quest for Trebonius later in the game. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Sphere, Spider, and Steam Centurions and other high level monsters
Well, there's always one of these. You get some ambiguous directions, and a task to find some random location. Nchuleftingth is almost exactly 45 degrees NE of
Suran. Keep this in mind if you get lost along the way. Bring potions and anything you might need for a long walk. You will also be fighting Atronochs,
Winged Twilights and the like, so be prepared for a fight. If you are a real opportunist, bring along some grand soul gems and capture some of the monsters.
Edwinna never seems to run out of things for you to do. Now she wants you to find the Dwemar ruin of Nchuleftingth Northeast of Suran and chat with Senilias
Cadiusus about an excavation report. You can also go Northwest from Molag Mar, but I won't include those directions unless someone gives them to me, or there are many requests. For now, take the local Silt Strider to Balmora and then to
Suran. Remember to stay on the light-gray path (the foyada) at all times, or you will get lost quickly.
Once in Suran exit the town to the South, and head Southeast around the hills.
You should now be heading Northeast as you enter the Ashlands. If you continue, the road should narrow into a foyada, a narrow lava ravine and head due north.
Go straight at the first fork (the right path). Take this path (away from
Telasero) north past the cave of Saturan and head north for a while. At the next fork, go right at the signpost and you should be headed southeast. The road will eventually turn north again. When you reach the next fork, go left at the signpost and head North. You should be heading downhill a little toward a fork and another signpost. Go right. Three paths branch off this ravine. The first leads to Piran on the left, the second to Mabobi on the right, and the third loops to the left. Ignore them unless you want to explore. At this point, you want to stay close to the hills on your right. Follow the hills and they will arc to the right. The road will become vague and vanish. Follow the hills to the south and you will eventually find Nchuleftingth It should now show up as a large square on the world map. I may edit these directions again, so please let me know if they are wrong.
Enter Nchuleftingth and enter the first door on the right. Talk with Senilias about the excavation plans. He will inform you that he does not have the report and that his assistant Anes Vendu has disappeared. Leave the room and go around the corner. Enter the Test of Pattern. In the large room, find the Dwarves Crank on left wall to open the passage going down. Enter Lower Nchuleftingth and find the body of Anes Vendu. Take the report from Anes, and make sure you grab the red book sitting next to him. Talk to Senilias again. He will thank you and instruct you to return to Edwinna. If you use Almsivi Intervention, it will take you to Molag Mar. Take the Silt Strider to Balmora, and then to Ald-Ruhn.
Otherwise, return any way you can, and Edwinna will thank you.
REWARD: One Reputation, The Hanging Gardens
5.2.8 The Ruin Goes On...
NOTE: Make sure you grab the Egg of Time on this mission. If you take the easy way, you won't be able to get the book. This will make it impossible to complete a mission from Trebonius later, so plan accordingly. (Dbarnes.4, Kuran, Teh Hoe
Yue)
ENEMIES: Hopefully None (the easy method)
Edwinna never grows tired of Dwemar ruins. Now you need to find Scarab Plans at the ruins of Mzuleft near Dagon Fel. Lucky for us, the Scarab plans are even closer than they seem. Take the boat to Dagon Fel and run NE along the coast until you find the vacant tower. Enter it and go to the top floor. Khargol gro-
Boguk is the master trainer for the unarmored skill should you need it. There are some Dwemar scarab plans in this room. Steal them and return to Edwinna.
REWARD: None!
5.2.8.1 The Ruin Goes On... (the right way)
ENEMIES: Strong Orcs and Dwemar Machinery
I recommend this method. Mzuleft is very close to Dagon Fel, to the southwest.
Follow the road leaving west from the lower portion of Dagon Fel. Take a left at the fork, and a left at the next fork. The next road you see should be a green path heading north. Follow it to the entrance of Mzuleft. Once inside you will encounter Dwemar machines, and some Orcs that carry powerful weapons. It can be very easy to die if you aren't careful. Search the ruins for the Scarab Plans.
Once you find the plans, check to find the Egg of Time nearby. Don't leave the ruins without it. When you are finished, use Almsivi intervention, which will take you straight to Ald-Ruhn. Talk to Edwinna to finish the mission
REWARD: Egg of Time
5.2.9 And On and On...
NOTE: Make sure you grab the Divine Metaphysics on this mission. It is crucial in solving a quest for Trebonius. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Kwarma Warriors, Imperial Legion
Edwinna ain't done yet. She found another Dwemar ruin, and you guess it, she wants you to go investigate. Egg-mine workers in Gnisis have discovered
Bethamez, an old underground Dwemar ruin. Naturally, the workers are inept, so its up to you to find the Dwarven Airship plans that are located somewhere in the mine. Take the local Silt Strider to Gnisis. Once there, the mine is located across a bridge in the right wall of Gnisis. Bribe the Imperial Legion guard to give you the key and enter the mine. Find the door to the lower egg-mine and enter it. Once inside you will be confronted by an Orcish member of the Imperial
Legion named Lugrub gro-Ogdum. He will inevitably attack you so be prepared for a tough fight. Once you win, locate the door to Bethamez. Enter and look for a table on you left. Find the Divine Metaphysics and some Dwarven Airship Plans.
Grab them both and return to the Ald-Ruhn Mage's Guild. Edwinna will inform you that there are no more missions.
REWARD: One Reputation, Divine Metaphysics
NOTE: You can also get the key to the mine by doing missions to the Imperial
Legion. If you are having trouble bribing the guard to give you the key, this might be an easier solution. (Optus)
5.2.10 Trebonius Baloney
ENEMIES: Trebonius
If you complete all of the Balmora, Ald-Ruhn, and some of the Sadrith Mora
Missions, that should be enough to raise your rank to Master-Wizard. Once you are a Master-Wizard, talk to Edwinna again, and she will complain about
Trebonius not caring for Dwemar artifacts, and ask you to speak with him about it. When you talk to Trebonius again about advancement, he will offer to duel with you in the Arena in Vivec for the honor of Arch-Mage. Accept and defeat
Trebonius for the top spot.
REWARD: Advancement to Arch-Mage
NOTE: This update's your journal. It's not really a mission, but more of a director to tell you what to do next. I don't know if there is any effect if you talk to Edwinna again after defeating Trebonius.
5.3 Missions from Skink-in-his-Shade, Sadrith Mora Guild Steward
Leapin' Lizards. How does it feel to be taking orders from a purse?
5.3.1 Day Job
ENEMIES: None!
Skink seems to think that you qualify as a Gigolo. You have escort duty.
Tenyeminme needs to be escorted to Cal Arethi's ship, the Elf-Skerring on the
Telvanni docks. Tenyeminme is staying at Dirty Muriel's Cornerclub Northeast the
Wolverine Hall. Take Tenyeminme through town to her destination and return to
Skink.
REWARD:??
NOTE: Don't forget to talk to Tenyeminme again. She gives you a reward! This also holds true for other people that you help/escort. Don't forget to talk to the people you help before you return to the guild hall.
(Derek Henderson)
REWARD:??
5.3.2 The secrets of the Forbidden Book
ENEMIES: None!
Now Skink wants a rare book, called Vampires of the Vvardenfall, Vol. II, and it seems that it is not quite legal. Skink gives you 1000 Septims and sends you off. We know where to get rare books. Use the Guild Guide and head on over to
Jobasha's Rare Books (again) in the lower waistworks of the Foreign Quarter of
Vivec. Jobasha is reluctant to talk, but admits he has the forbidden book and will sell you a copy. Give Skink the book.
REWARD: 750 Septims (-250 for the book)
NOTE: You could steal the book from Jobasha, but why? This is one of those cases where buying is better than stealing.
5.3.3 A Meeting of Minds
ENEMIES: All types
Skink wants to talk to an Ashlander Wisewoman, and he suggests that you find the
Ahemmusa camp. Skink also mentions the Zenaib, Erchenimsun, and Urshilaku camps, but says that those Ashlanders will be less willing to help.
NOTE: I have talked with the Wisewoman in all four of the Ashlander camps, and
ONLY the Ahemmusa Wisewoman will help you. Take the boat from Sadrith Mora to
Tel Mora.
From Tel Mora head Northwest across the Islands to the rightmost tip of the large continent. The Ahemmusa camp shouldn't be hard to find. The Wise Woman is in the largest Yurt. Sinnamu Mirna is the local Wisewoman. Chat her up, but she won't agree to help so easily.
Instead, Sinnamu sends you to the Favel Tomb to find her apprentice Wisewoman,
Minabi. She says that Minabi needs to find out what the outsiders are really like. Leave the camp heading East and follow the coast close to the water.
Eventually you will pass a Deadric ruin called Kushtashpi, enter if you dare, but there are several Dremora Lords inside, which can be a pain to kill. Keep heading east until you are just at the rightmost edge of the lowest extension of
Sheogorad Island, the second largest landmass. From here, search Southward until
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