The Elder Scrolls 3: Morrowind (TESM)
Mage's Guild Guide v1.81 07/11/04
(c) 2002-2004 by Zelgadis-sama (Daniel Guidotti)
Email: FAQ is finished. No more e-mail, Please.

CONTENTS:

0.0 Version History
0.1 FINAL News ***READ***
1.0 Introduction
2.0 Preparation 
3.0 Skills
4.0 Mages Guild Ranks and Requirements
5.0 The Missions
5.1 Balmora
5.2 Ald-Ruhn
5.3 Sadrith Mora: Wolverine Hall
5.4 Vivec
5.5 Getting a Wizardís Staff (Sud)
6.0 Usage of this FAQ
7.0 Credits & Acknowledgements
8.0 Contacting Me
9.0 Twin Lamps
10.0 Closing

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0.0 VERSION HISTORY

06/05/02 v1.0 Initial Release.
06/07/02 v1.1 Added additional formatting, fixed grammar and spelling errors 
added quests for Edwinna Elbert, Skink-in-His-Shade, and Trebonius Artorius. 
Also added master trainers to skills section.
06/08/02 v1.2 Extensive grammar and name spelling and format fixes. Also 
reworked the sneak and athletics section. See Credits for more additions to 
certain missions.
06/10/02 v1.3 Updated Ajira's missions in Balmora (including the Staff of 
Magnus and the Warlockís ring and added correct mission rewards for many 
missions. Also updated All of Ranisí missions and added rewards. Updated the 
Ranks and Requirements section. Fixed many incorrect name and location 
spellings.
06/11/02 v1.4 Even more grammar and spelling fixes (hopefully, most names and 
places should be correct...). Doubled the size of section two. Added alternate 
ways to complete several missions. Updated credits section. Fixed minor 
factual errors. Fixed some formatting problems. Finalized Ajira, Ranis, and 
Edwinna missions. Added Wizardís Staff mission. Finally added first mission 
from Trebonius.
06/13/02 v1.45 Added a way to get around accidentally selling the 
Chimarvamidium. Rearranged some sections to make presentation more logical. 
Fixed numbering inconsistencies. Removed some useless paragraphs. Updated 
Credits. Added extra information to many missions. Fixed a contradiction in 
5.7.1. Reformatted ENEMIES, NOTE, and REWARD headings. Fixed more grammar and 
spelling errors. Added section 2.1.2.1 Added more info on Trebonius. 
06/19/02 v1.5 Arbitrarily added news section. Fixed errors that tons of people 
emailed me about!! Fixed more numbering inconsistencies. Updated info on 
Neminda, and recovering stolen loot.
06/27/02 v1.6 Standardized credits and removed redundant references. Added 
TONS of credits. Further formatted NOTES, REWARD, and ENEMIES headings. Added 
counter to credits section. Fixed yet more grammar and spelling errors. 
Removed parenthetical references to smooth flow. Updated miscellaneous section 
with patch info. Clarified section 5.1.12.
06/30/02 v1.7 Fixed cardinal directions. Added section 2.7 (renumbered) on 
Robe of Roris. Added Special Thanks for exceptional contributors. Minor 
renumbering of section 2. Added HUGE info on glass armor and Golden Saints. 
Capitalized lessons. Added prices for certain enchantments. Eliminated email 
backlog. Updated section 5.3.6. Finalized Skinkís missions. Fixed more names. 
Added lots of miscellaneous information all over FAQ, mostly details.
03/07/03 v1.75 Updated a little info on Fighterís Guild among other things. 
Iíve also added tons of email submissions to the FAQ...
06/09/03 v1.77 Answered a few more emails. Updated sections 2.1.1.2 (new), 
2.1.1.4 (new), 2.2, 2.6.1, 2.9 (new), 3.3, 5.1.3, 5.2.3, 5.3.4, 6.0, 7.0, and 
8.0. Updated the News section.
06/22/03 v1.80 Updated section 2.1.2, 5.2.9 (NOTE), 5.3.6 (added NOTE), 2.9, 
5.2.6 (added NOTE 3), 2.1.1.4 (Added NOTE REMIX) Fixed capitalization 
problems.
03/18/04 Lots of small updates that Iíve gotten too lazy to list.
07/11/04 FINAL RELEASE UPDATE


0.1	News (FINAL UPDATE 07/11/04)

***IMPORTANT***
***IMPORTANT***
***IMPORTANT***

This is the final update of the FAQ. I know that it isnít finished. I know 
that everyone who sent emails didnít get them answered. I know that some parts 
of this FAQ may have incorrect data, however; the time has come for me to move 
on, and Iíve been too slow about it. I have other things to do now, and I 
cannot  answer any more e-mails for this FAQ. I no longer play Morrowind, 
though it was fun while it lasted. I even deleted it from my computer, so that 
I wonít be tempted. To all of those who helped and sent emails, they mattered 
even if you never heard back from me. I read them all. Thanks. Good luck and 
have fun playing.

***IMPORTANT***
***IMPORTANT***
***IMPORTANT***

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1.0 INTRODUCTION

Welcome to my Mageís Guild Guide for Morrowind. This is my first (and still 
only even after two years) attempt at writing a strategy guide, so please bear 
with me if everything isn't perfect. I've decided to write an all-inclusive 
guide for those of you who wish to become the Arch-Mage of the Mage's Guild. I 
hope to provide a complete list of all related Mageís Guild missions and any 
alternate ways completing them. Please be aware that I still have to add and 
retouch a few more missions. Iím not quite sure anymore when the FAQ will be 
complete. It seems as though the FAQ has a life of its own now and every once 
in a while an exceptional contributor mentions an idea that will expand the 
FAQ a page or two.

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2.0 PREPARATION

Here are some recommended preparations, in terms of skills, armor etc. that 
you might want to know about while you quest. If you are just starting out, 
you won't have access to many of the things that I describe here; however, 
having them at some point will make your life a *LOT* easier.

Although this IS a Mageís Guild FAQ, I still feel that it is necessary to 
include some in-depth strategy, so these following sections are going to be 
somewhat lengthy, but quite informative. If none of this interests you, skip 
right to section 5.0.
 
2.1 Running Is Good, but Sneaking Is Better

First, you might want to train your athletics skill. Being a slowpoke is no 
fun, and can considerably increase the time it takes to get from point A to B. 
You can't outrun the local fauna if you are too slow. My recommendation is to 
find a room and face a corner. Jam the run key down on your keyboard and go to 
bed, school, or work. When you come back in ~8 hours, your athletics skill 
should be 55-60. This is plenty for now. If you *must* have 100 athletics, be 
warned that it can take 24 hours or more to max out the skill.

The sneak skill can be trained in the same way. Find a lone NPC indoors and 
get behind him/her/it. Find a way to mash your sneak key down and do something 
else. It takes ~6-10 hours (it seems to vary) to get the sneak skill to 100. 
(You do NOT have to hold the move key down for this. Just the sneak key.) This 
is important because there are many things that you may want to steal, and 
being caught can cause many problems. A high sneak skill is essential no 
matter what class you are. (Dan Lethcoe)

NOTE: If your copy of Morrowind crashes a lot like mine, you have a better 
chance of successfully training your skills if you do it indoors. There isnít 
any evidence supporting this claim, just my personal experience.

2.1.1 Lessons in Sneakiní and Thieviní (or How Not to Be Seen) =P
(Credit goes to Monty Python for that one)

Sneaking and Thievery are so important in Morrowind that Iím going to dedicate 
more space to describing ways to avoid capture, or salvage your game if you 
are caught. Most of this is stuff that I learned the hard way.
LESSON: Read this FAQ (sheeesh, no hate mail for this, please)

In general, save your game each and every time you plan on doing something 
illegal. This means that before every theft, pickpocket, and out and out 
murder, you SAVE your game... this can save you mucho heartbreak if your only 
option is to restore your game. A good example of when this might be necessary 
is killing Temple Guards in Vivec. If you kill more than five of them, every 
guard in the game will try to kill you, and no NPCs will talk to you or give 
you missions. You MUST restore your game. Try not to kill too many NPCs, 
especially not people who can give you training or sell you unique spells. 
LESSON: SAVE often, and donít randomly kill NPCs.

When you are stealing, try to stay out of the line of sight of your target. If 
you can get the target to turn the other way by talking to him/her/it, so much 
the better. Also, make sure that the yellow sneak icon is visible before you 
attempt to steal. A simple rule of thumb: When stealing, if the yellow sneak 
icon is showing, you probably wonít be caught. This isnít the law though. 
Sometimes if you steal something expensive, or an NPC enters the room just as 
you steal, youíll be caught regardless of whether you are sneaking. Restore 
the game when that happens.
LESSON: The yellow sneak icon is your friend

NOTE: Make sure to keep the sneak icon depressed the whole time. If you 
release the sneak button while you are stealing, you will Be Seen.

2.1.1.1 Pick pocketing: The Gameís Afoot

When you try to pickpocket from people, the game is much different. Many 
times, the only way to get what you want, without too much effort, is murder. 
A good example of this is during a mission from Ranis Athrys. She asks you to 
get some papers from Itermeral. If you canít steal from him, lead him into the 
middle of nowhere and kill him. There are also other NPCs in Morrowind, which 
are tough or near impossible to pickpocket. An example of this is the 
Slavemaster at the Dren Plantation. There are lots of slaves that want to be 
freed. If you want to free them, you need the key from the Slavemaster, but 
there are too many people around (why on EARTH would the slaves report your 
crime??). It is impossible to get the sneak icon to appear. So kill Dren and 
take his key.
LESSON: If you canít steal, try killing the target.

2.1.1.2 A Few Taunts Are Worth 1,000 Battles

Occasionally you may need to kill someone in a crowded area, or someone 
otherwise inconveniently located. To accomplish this, I recommend a 
speechcraft skill of 75. If you fulfill this requirement (even if you donít), 
try using the taunt feature under the persuasion submenu. If you can 
successfully taunt someone below 10 affection, there is a chance that the NPC 
will attack you. This works especially well on guards and military personnel. 
As long as you are attacked first, you can kill without repercussions.
LESSON: Taunt your enemies into attacking you.

NOTE: Xelmepa brought up a really good point. You have to be HARMED in order 
not to be fined. If you taunt someone into attacking you and donít take any 
damage, then you will still receive the full fine. This means that above level 
20 or so you might have to remove your armor when you taunt someone. You can 
also drink stat minus potions if you really need to take the damage.

2.1.1.3 All Are Not Equal Under the Law

This brings me to my next point. You can kill certain people with no 
repercussions. Any thief, bandit, necromancer, or other form of outlaw can be 
killed and looted from with no consequence. Anybody in a town without a unique 
name (e.g. Ordinators and Hlaalu/Redoran/Telvanni guards) can generally be 
killed with no repercussions. Just make sure that you donít kill them in 
crowded places. If you kill someone in a closed room, youíll be caught if 
there are people on the other side of the door or wall. You wonít have to pay 
a fine, but everyone will attack you anyway. This is where removing the corpse 
might come in handy. Donít loot corpses in public either. If you kill someone 
without being caught, and then loot the corpse in public, youíll still have to 
pay a fine. 
LESSON: Kill people who wonít cause problems, but donít loot corpses when you 
can Be Seen.

NOTE: I updated to the patch. It seems as though just about every time you 
kill someone, youíll probably be fined. I do recommend patching, but remember 
that its now even easier to get caught.

2.1.1.4 Sweet-Lips Are Worth the Trouble

The best way to get out of a Jam is the Thievesí Guild. If you become a member 
(talk to Sweet-Lips Habasi in Balmora at the South Wall Cornerclub), you can 
have your fines easily removed without talking to the guards. This is 
important because if you must be caught, youíll lose everything that youíve 
ever stolen, regardless of the town. This doesnít apply to treasure from caves 
or bandits. This DOES apply to everything that you steal from stores in towns, 
or from any barrels and crates. Example: If you steal a soulgem in Balmora, 
and have to pay a fine in Vivec, youíll lose the soulgem. This is especially 
troublesome when you steal armor, rings, or other good equipment. Stolen items 
are relocated to the nearest Ďevidenceí chest. Finding those is up to you. 
LESSON: Join the Thieves Guild

NOTE: If you join the Fighterís Guild first, you cannot join the Thievesí 
Guild so beware. For our purposes as Mages, this shouldnít be a problem. 
(LouitheRoach)

NOTE: CBC_CBC made a good point... there is actually a specific Fighterís 
Guild mission that will prevent you from joining the Thievesí Guild: 
Sottildeís Codebook. If you do this mission, then the only way to join the 
Thievesí Guild will be to start a new game.

NOTE REMIX: So there is a way around the Sottildeís Codebook problem too. If 
you join the Thieves' guild and complete enough of the missions, Gentleman Jim 
Stacey in Vivec will eventually ask you to bribe the Balmora guild master 
Eydis Fire-Eye with the Bittercup relic. Details for this mission can be found 
in the Thievesí Guild guide on GameFAQs. Once the mission is over, when you 
reach the Sottildeís codebook mission at the Balmora fighterís guild (since 
you canít pass this mission as a member of the Thievesí Guild), Eydis will say 
that she isnít working for the Carmonna Tong anymore and she will provide new 
orders. If this doesnít make sense, then check out a relevant FAQ. Keep in 
mind that this mission requires that you pretty much become master of the 
Thievesí Guild before you attempt the bulk of the Fighterís Guild missions. 
Unless you feel like being a tank and a fire-hazard, Iíd just as soon avoid 
the Fighterís Guild missions as you end up assassinating most of the Thievesí 
anyway, but Iím seriously digressing here. (Chr1s)

2.1.1.5 Thereís No Place Like Home

If you want to be really sneaky, find yourself a house. If you want instant 
security, kill whoever is inside the house (making sure that the target is 
ALONE). You can easily get a house in Balmora by completing the main quest. 
Drop all of your stolen goodies in the house. This is especially good if 
youíve been Seen and the guards are chasing you. Run indoors and drop your 
things, and head outside and pay the fine. Pick up the goods later after 
youíve paid the fine. Make sure that when youíre being chased that the guard 
is far enough away. Otherwise, some guards can actually follow you through 
doors and catch you unawares. (James Foster)
LESSON: Drop stolen items before being caught (preferably in your safe house).

2.1.2 If You Are Seen... (and have to fight)

If you have to fight, and canít avoid it, let the OTHER person strike first. I 
canít stress this enough. The game reminds you of this fact frequently, but I 
often found myself being attacked first, but I was the one who struck the 
first blow. Remember, being attacked DOESNíT matter. Itís the person that 
strikes the first blow that DOES DAMAGE that determines whether or not youíve 
committed a crime. If you get attacked first, and you take a hit, but no 
damage, and then you kill your attacker, you will be GUILTY. If you want to 
avoid the problem, take of some of your armor before fighting weak enemies.

NOTE: You donít always have to fight. Many times you can run away from whoever 
saw you. Find a guard and turn yourself in or restore the game. This will 
reset everyone to normal.

2.1.3 Getting Your Stuff Back When You Are Seen

HELP!!! I was SEEN! And I lost my stuff!

So you got seen. And the guards took everything that you ever stole. Tough 
break. Luckily, there is hope for you. You can still get everything back. 
Whenever you are caught stealing, everything you stole is placed in a locked 
chest marked Ďevidenceí. The location of this chest varies from location to 
location. There should be an evidence chest in most towns and forts. The items 
you stole will be in an evidence chest in the town you stole from (or the 
nearest chest marked Ďevidenceí. Many NPCs will happily inform you of this 
fact). So if you were caught stealing in Seyda Neen, everything you stole 
would be relocated to a chest with a lock level of 50 in the Customs and 
Excise Office in Seyda Neen. There is usually a guard near these chests, so 
that can be quite a problem. To get rid of the guard near the evidence chest, 
Ďtauntí him (this is under the persuasion subcategory). Youíll need a minimum 
personality skill of 80 for this. If you taught him successfully after his 
affection level reaches Ď0í the guard will attack you. Allow him to strike the 
first blow and kill him. Remember not to steal from the downed guard or the 
evidence chest unless there is no one else around, or you are in a situation 
where you Cannot Be Seen (such as sneaking). (Chimpiechanga, GatorAJ, JIM, 
ManaElf, Mark Boyle, Robin Sequira, Todd Carnes)

NOTE: Iíve also been informed by several people that if you join the Imperial 
Legion and reach a high enough rank, you will get a key that will allow you to 
access all of your stolen loot. I havenít confirmed this (Andrew Miles, 
Drizzt)

2.1.4 Using Magic to Not Be Seen (Kaboom)

Use of Magic can also help in sticky situations. Your chief mainstay will be 
telekinesis. This spell is important because sometimes you need to steal an 
object that is Being Seen by many NPCs. A good strategy is manufacturing your 
own spell from a spellmaker with a range of at least 20. When you steal, hide 
in a corner, under a table, or anywhere that places you outside of the line of 
sight of whoever can see you, but still see your target object. Use the sneak 
button, and then use telekinesis. Presto, you stole from 20 feet.
Lesson: Use Telekinesis to steal and Not Be Seen

For those of you who think that invisibility might help, it wonít. The moment 
you act, your invisibility will be broken, and you will be caught at the exact 
moment you steal!
Lesson: Donít use invisibility to Not Be Seen

NOTE: Some people have written to me telling me that invisibility works. This 
has not been my experience. If you think that invisibility might work for you, 
try it out, although many people get the sneak icon confused with Not Being 
Seen. If you are sneaking behind someone and you are invisible, you donít get 
caught. If you are invisible and you are in front of someone and you steal, 
you will become visible when you act, and you will be caught. Does that 
clarify things? If you want to argue, go play the game and try this out for 
yourself. (Rant inspired by Jack Andrews and qvirus89)

Most recently, I have been informed by many people (too many to credit) that 
chameleon (NOT invisibility) will allow you to steal when the spell is active. 
Iím pretty sure that this is true, but caveat emptor.

2.2 Well Protected Is Best! (or many ways to get glass armor)

Perhaps the most important thing is Armor. Armor keeps you from taking damage 
in fights; it keeps you alive. Even with good armor, I still recommend saving 
often, but at least you won't be reloading as much. The best place to get 
great armor early in the game is in Ald-Ruhn. If don't you happen to have a 
scroll of Ekash's Lock-Splitter, a magnitude 100 lock killer, then I recommend 
that you find one as soon as you can. There is a door on the lower floor of 
the fighter's Guild in Ald-Ruhn (behind Precius Marcius) with a lock level of 
80 that contains Glass Armor. This is good for mages or other magic users who 
are most likely going to use light armor anyway. Even at low light armor 
levels, Glass Armor gives large armor bonuses, and still allows you to jump. 
This is where the sneak skill comes in handy. If you can sneak and unlock this 
door, there is a chest containing glass greaves, a glass cuirass, a glass 
helm, and some glass boots. This should give you a starting armor rating 
around 10-20. This is almost the best armor in the game, so keep that in mind. 
Although it doesnít looks so great now, when your light armor skill reaches 
40-50 you WILL notice the difference. If you can't get the glass armor now, 
you can always do this the cheap way.

**CHEATER ALERT**

So you want that awesome glass armor now, eh? Well, don't say I didn't warn 
you. Hit the '~' key on the keyboard while standing in front of the locked 
door in the Ald-Ruhn Fighter's Guild. Then type 'tcl', hit enter, and press 
'~' again. This turns the wall collisions, or 'clipping', off. Now just walk 
through the locked door behind Precius and grab the armor in the chest. Walk 
back outside and turn collisions on by reopening the console, typing Ďtclí 
again, and pressing enter. Presto, you have cheated your way to awesome armor. 
Keep in mind that since you stole the armor, if you ever get busted for 
stealing, you'll lose the armor. Make sure you remove your ill-gotten armor 
before paying fines.

**END CHEATING**

More ways to get glass armor: I finally finished the game and found a vendor 
that sells a full set of glass armor. Itís still a good idea to steal all the 
glass armor that you can, BUT you can buy what you canít steal. The location 
in question is Ghostgate, in the Tower of Dusk. If you havenít found Ghostgate 
yet, itís on the South side of the dark patch, below the center of the world 
map. When you see the large blue fence, head South following the fence and you 
should find the Ghostgate. Look around inside the lower level of the Tower of 
Dusk to find and find a room full of glass armor on shelves. Talk to the 
vendor inside to buy the armor. The vendor has randomly spawned armor, as do 
the chests in the room. Notice that several of the NPCs on the lower level are 
wearing full sets of armor, so thieving isnít a bad option either.							

Unfortunately, there isn't an easy way to level up the light armor skill 
unless you have health regen or can take lots of damage w/o dying. This skill 
will level up on its own as you take hits in combat. If you manage to complete 
a set of glass armor, when you light armor skill approaches 80 you will have 
an AC of 135, so it is certainly worth it.

NOTE: For these next sections assume that you need LOTS of Ekashís Lock-
Splitter (level 100 lock-breaker), a high security skill (and lockpicks), or a 
lock breaker spell of minimum 90.

Getting even more Glass Armor (Redoran Compound): There is quite a bit of 
glass armor in Vivec. Start out by heading to Vivec. Find the Redoran Canton, 
and enter the Plaza area. Then find the Dralor Manor and go inside. Go up the 
stairs at the back of the Manor, and find the closed door at the top of the 
stairs. Open the door and you should see a dresser and Favela Dralor. Sneak, 
and remove the Dralor Treasury Key from the dresser. Head back outside to the 
Plaza. Find the Redoran Treasury. Inside the Treasury, enter the Redoran 
Vault. Head down to the bottom floor of the vault, and open the crossbar door. 
Once inside, the guard will actually RUN OUTSIDE of the room! Close the door 
after him. There are four chests with lock-level 75, 2 chests with lock-level 
90, and numerous crates and baskets. Once of the crates contains THREE pieces 
of RANDOMLY spawned glass armor. The rest of the chests contain some 
interesting weaponry and a ton cash (4k). A few of the chests also randomly 
spawn, so you may find additional glass armor in lock-level 75 chests. If you 
wear heavy armor, there is also a lot of Ebony Armor in here, including a 
cuirass, graves, a helmet, and a shield. For reference purposes, Ebony armor 
provides roughly 40% more AC at high heavy armor levels (80-90 vs. light armor 
80-90). A glass axe and a glass dagger are sitting on a shelf if you need 
weapons. There is also another locked room on the next floor up. If you can 
get past the lock-level 90 door, there are a bunch of glass weapons and cash 
in here. If you use medium armor, there is some Indoril Armor here (about 25% 
less effective than glass armor). Between these rooms there is over 300k in 
stuff... (Special Thanks: Jann DeFord and Marc Herdman)

Still More Glass Armor (Hlaalu Compound): This is what we really want. Inside 
the Hlaalu Vault is a nearly complete set of glass armor. Enter the Hlaalu 
Waistworks. Find the Hlaalu Treasury. Enter and find the Hlaalu Vault. Once 
inside the Vault, head down the stairs to find two locked doors in a row, each 
with lock-level 90 and trapped. 100 sneak is essential here. Bust the doors 
open, and walk your way to glory. There are two guards inside, but if you can 
sneak, they canít catch you. The objects in question are laid out on shelves. 
The inventory: one glass tower shield, one glass cuirass, one glass greaves, 
one glass boots, one glass helmet, two glass pauldrons. Unfortunately, the 
bracers are not here, nor are they located in the chests. If you want bracers, 
youíll still have to get them from Ghostgate in the Tower of Dusk. As with all 
things you swipe, donít get caught or you'll lose it all. There are also 
numerous chests in here, which contain other random items. (Special Thanks: 
deusvalor)

Yet more glass armor... You can get this stuff at Falasmaryon, a propylon fort 
northnortheast of Maar Gan. There is a fellow named Irer Nervion laying on the 
floor of one of the rooms on the lower level. He has roughly half a set of 
glass armor. (Bill)

NOTE: May I suggest that you pay a few visits to Creeper? (2.3)

2.2.1 About the Glass Tower Shield

The glass tower shield is of particular interest since it has a higher enchant 
capacity than any other type of armor. This shield has an enchant capacity of 
45 and can be used for some useful enchantments. I use this for a Constant 
Restore Fatigue effect. The regular glass shield has an enchant level of 30, 
but you can use it if you donít mind losing part of your fatigue bonus. Set 
upper and lower magnitudes to nine, or whatever value suits. This will cost a 
bit, but +9-9 fatigue every second will make it so you never have to rest 
again. This does mean that you will be restricted to one-handed weapons. If 
youíre a long-sword user like me, it doesnít matter. The price of this 
enchantment is 24,485 Septims at 100 affection with the enchanter. (see sec 
2.7 for Golden Saints)

NOTE: If you are an actual Mage (I used a Rogue so I donít assume anything), 
this isnít such a good idea since you canít use a shield while casting spells. 
Use an amulet or a ring instead, or possibly a shirt or pants (Donít use boots 
or you canít wear armor glass boots). Just make sure you use exquisite 
clothing items.

Getting the tower shield: There are two types of glass shield, the round 
version that gives the same defense as the glass cuirass, and there is a tower 
version, which is larger, looks cooler, and gives a little more defense. Keep 
searching until you find one. If you donít want one, itís no big deal. At a 
light armor level of 80, the only difference between a tower shield and normal 
glass shield is one AC. If you get lucky, you can find a tower shield on a 
Golden Saint. They occur on Golden Saints about half of the time. A good place 
to look for Golden Saints is the Ald Daedroth Shrine. (see sec 2.7)

A Free Tower Shield: There is a tower shield located in the Urshilaku tomb. I 
suggest that you do this only if you have passed this point in the plotline. 
Finding the Tomb can be trouble.

**SPOILER ALERT**

When the Urshilaku Chief sends you to find his ancestral bow in the Urshilaku 
tomb, this is also a good chance to grab a tower shield. Head South-Southeast 
of the Urshilaku camp. If you find Falasmaryon, the Tomb is halfway between 
Falasmaryon and the Urshilaku camp. If for some reason you find Valenvaryon to 
the East, head back 2/3 of the way, and head South. The Urshilaku Tomb is not 
easy to find. Once you arrive, youíll want to make a left where the cave 
splits and find the door to the Karma Burial. Once inside, there are a number 
of other doors. The one you want is the door to the Fragile Burial. There is a 
pool of water in this area. Jump in the water and search for a door. It is 
trapped and has a lock-level of 10. Open the door and youíll see a huge 
mushroom with three mummies surrounding it. The tower shield is sitting on the 
mushroom next to one of the mummies. (Greg Getner)

**END SPOILER**

2.3 Money Makes the World Go Round

Cash is also important, and sometimes it can be a pain to obtain. The best 
place that I've found to get the much-needed cash is in Ghorak Manor in 
Caldera. There is a scamp on the second floor named Creeper, who will buy 
anything for full price even if your mercantile skill is terrible. He carries 
5k, which replenishes every 24 hours. But wait, I have more items worth more 
than 5k that I want to sell! That's easy. Sell 5k worth of stuff to Creeper. 
Wait 24 hours by pressing 'T', and setting the slider to 24. Talk to Creeper 
again. He now has 5k more cash. Sell the more expensive item (for this example 
10k) to creeper and buy back your 5k worth of stuff previously sold. Then 
click offer. You now have 10k in cash! Wait 24 more hours and sell your 5k 
items again. You now have 15k total. To sell even more valuable items, make 
sure that you have items that total 5k less than the most expensive items 
value (30k needs 25k of other salable items, preferably in 5k increments). I 
found that Creeper buys almost everything, except soulgems, alchemy 
ingredients, and books. This is helpful when you need many cash to train 
skills or purchase soulgems. You can also mercantile skill by raising and 
lowering the prices of items when you barter. Iíd also like to add that this 
doesnít work for Creeper. (Haze1973)

NOTE: Whatever you do, don't steal soulgems. Just don't do it. You can find 
plenty later in the game, and at higher level trapping creatures is a cinch. 
If you steal soulgems (even one), and if you ever get caught stealing, the 
guards will take ALL of your soulgems no matter what type, and ANY member of 
the faction that you stole from will report you for stealing. If you managed 
to recover your loot from the Imperial Legion, you can STILL be reported 
again, so beware.

2.3.1 Getting Better at Taking Other Peopleís Money

This just in! You can raise your mercantile skill by raising and lower the 
prices of items when you barter. When you buy, lower the price of the item you 
purchase. When selling, raise your sale price. This should raise your 
mercantile skill. As your skill goes up, you will be able to add more to the 
sale price, and pay less on the buying price. There is a book in Caldera that 
outlines the art of mercantile. This book has a red cover. If anyone can give 
me further info on where to find it, please tell me. Unfortunately, mercantile 
doesnít work with Creeper. Since you already get the best price when you deal 
with him, it would be unfair if you could actually make a profit by buying for 
5k and selling for 6k. Imagine that... (Haze 1973)

2.4 A Little Charm Is Worth 1000 Septims

Fourth is your speechcraft skill. Throughout your travels, you will meet many, 
many people who won't give you the information that you want, or let you 
complete quests. In order to soften them up, admire them, or give them cash. 
Itís best if you only give cash in 10 Septim increments, although sometimes 
you may need to give a little more. Usually 75 favor is enough to get what you 
want, but there are some cases where you may need to bribe up to 80 or 90 
favor. Having a high personality score is a must, and Speechcraft is even more 
important. You really need 40+ in Speechcraft early on in the game; otherwise, 
your biggest expenditure will be bribery. Also keep in mind that 100 Septims 
of bribery has the potential to save $$$ when dealing with larger training and 
barter prices. The only way to raise your speechcraft skill is to continually 
bribe and admire everyone that you meet. Telvanni Bug Musk also helps in a 
pinch, but Iíve never needed it.

2.5 Do You Believe in Magic? (and I hope you do)

Magic is also critical to your success as a Mage. If you have the cash, buy 
all of the spells that you can (and bribe the sellers first...). You never 
know when you might need a spell that seemed like a waste. Especially 
recommended: Restore attribute, heath, fatigue, Almsivi intervention, divine 
intervention, levitate, telekinesis, invisibility, open, 1-6th barrier, soul 
trap, and fortify attribute. Most of these spells will allow you to reach 
unreachable places, get by without being attacked, or get yourself out of 
sticky situations.

2.6 Success is the SOUL of a Golden Saint

Not that the soul of a Golden Saint is worth much by itself, its what you do 
with it that counts...

If you have ~300k (youíll be spending time at Creeperís, Iím sure) then 
soulgems are the way to go. If youíve managed to accumulate 300k, you should 
have some grand soulgems, and hopefully some souls of Golden Saints. You 
should keep any exquisite clothing that you find. This stuff has the highest 
enchanting capacity, and for some enchantments, youíll need to have the large 
capacity. 

NOTE: A good place to get exquisite clothing is Milie Hestienís Fine Clothier 
shop in the Manor District of Balmora. She sells shirts, pants, shoes, rings, 
and amulets, all exquisite.

Golden Saints are important because they allow you to use a type of spell 
called ďConstant EffectĒ. This can turn you into a veritable god if you use 
these enchantments right.

Iíll leave deciding which things to enchant up to you, but here are a few 
suggestions, which will make it so you never die again.

2.6.1 Getting a Golden Saint (aka the Golden Saint Generator)

There are three sure-fire ways to get Golden Saints. The first involves 
getting to Tel Branora. Make sure you have some strong levitate 
potions/scrolls/spells before proceeding. You can get there by taking a Silt 
Strider, or Boat to Vivec. From Vivec, take the boat to Tel Branora. Once you 
are off the boat, head right a ways to the tower of Tel Branora. Climb the 
tower inside. As it is Telvanni, you will need to use levitate effects a few 
times. Once you are in Therenaís Chamber, look for a man named Felen Maryon in 
one of the alcoves. He sells many high-level summon spells, including Summon 
Golden Saint. This spell will cost 1500 Septims before bribery and persuasion. 
Purchase the spell. This next portion is interesting. If you are not an innate 
mage, you probably wonít have the 165 Magicka needed to activate the spell, 
nor the high conjuration ability needed to do so, and most low-level mages 
canít either. So: make an enchanted item using an exquisite ring or amulet. If 
you need exquisite items, Milie Hestienís is a good place to buy them. The 
enchantment will cost ~65,000 gold for a 43 second enchantment. Youíll 
probably want to use a Golden Saint (ironically) or an Ascended Sleeper to 
make the enchantment. DO NOT try to do this yourself. You will fail every 
time. Make sure that you set the duration of the enchantment long enough to 
allow you to kill the Golden Saint. Once you do, summon a Golden Saint. Now 
attack it, and cast Soultrap on it. Kill it while Soultrap is activated, and 
you will capture the soul... Not fair is it? Thatís another one of those odd 
questions I have about this game. How can you kill your own summoned creature? 
Anyway, now you have a Golden Saint whenever you need it. The last method is 
quite simple. Complete the Telvanni Spy mission for Ranis Athrys (sec 5.1.14) 
and she will hand you two Scrolls of Summon Golden Saints. Summon the Saints 
and kill them. (Special Thanks: Hue69)

NOTE: Prices are with an affection level of 100. This goes without saying...

The second way is a little easier. Take the boat from Vivec to Sadrith Mora to 
Dagon Fel. From Dagon Fel, head Southeast to the largest (roundish) island a 
little ways from Dagon Fel. If you find the ruins of Ald Daedroth, you are in 
the right place. They will show up as a large square on the world map. Enter 
the ruins. There are tons of enemies here, but there are also some Golden 
Saints in the inner areas of the Shrine. (Michael Joyce)

A third way to get Golden Saints is buying them from the Mageís Guild in 
Caldera. The seller is a dark elf named Folms Mirel and is located on the 
second floor. They cost ~500 Septims. You can only buy one at a time, but by 
waiting a day, the scroll will respawn, so you can purchase as many as you 
like, providing that you have the cash on hand. (asuspex.delve, Strangevision)

2.7 The Exquisite Ring of Restore Health (aka The Ring of Godly Power)

For this bad boy, you need an exquisite ring, and 50k. Enchant the ring with a 
Golden Saint, constant effect, 4-4 Restore Health enchantment. This 
enchantment will actually cost 54,449 Septims. It will take an army to take 
you down, as few monsters in Morrowind can deal enough damage fast enough to 
kill you. If you have glass armor then you are invincible. A substitute for 
this might be constant effect Sixth Barrier, but I havenít tried this. I THINK 
it will add 60 to your AC, but Iím not sure. Someone tell me if it works.

NOTE: If you manage to create this enchantment then the only time youíll ever 
need to rest again is to restore magicka, and the only times that youíll ever 
have to reset are random crashes, or failed thievery attempts =P. 

NOTE: If donít have enough money to enchant something and you want to do it 
yourself, make sure you have plenty of luck and intelligence. Luck seems to 
play an important role in determining self-cast enchantments. (Matthew Oakley)

2.8 The Rip-Roaring (and really reduced) Robe of St. Roris

First, Iíd like to thank knell_echo especially for sending me some very 
detailed information on how to find the Robe. Iíve contributed a little of my 
own information here, but I doubt I ever would have found the Robe unless 
knell_echo had told be about it.

Before the patch, this must have been the best artifact in the game. I mean a 
constant 15 health and 15 stamina regen? These stats provide better protection 
then glass armor at a light armor level of 100. The bad news is that Bethesda 
NERFED the Robe into corprus meat in v1.10605. After the patch, the Robe is a 
ďCast When UsedĒ that restores 15 health and 15 stamina with 25 charges. This 
means that an average user will be able to use the robe twice. There isnít 
even a duration on the spell. If youíve used the patch, this section isnít for 
you, as the robe is WORTHLESS in v1.10605. Although I recommend patching, if 
you want the robe to work, DONíT PATCH!!

For pre v1.10605, the robe is located in a 6th House cavern called Assemanu, 
Southeast of Seyda Neen (the lighthouse is a good reference). The island is 
smaller in comparison to the others around it, and only has the lone cave on 
it (If you find a sunken ship, head Southeast a little more). Once inside, be 
prepared for the fight of your life. Every strong enemy conceivable is in 
here. The are Sleepers, Dreamers, Ash Ghouls, Ascended Sleepers, all types of 
Atronochs, and Corprus Beasts. Iíve probably forgotten a few, but this cave is 
loaded with enemies. I recommend equipping yourself with a health regen item 
(see previous section). You will also need some strong levitation potions, as 
there are a few areas of this cave only accessible with levitation. Youíll 
also need some lock-breakers, preferably any method that will open a lock-
level of 75 or more.

As you explore the cave, youíll eventually find a door to the Assemanu Shrine 
at the lowest portion of the cavern. The door is a lock-level 35, so if youíre 
proficient at lock picking this shouldnít be a problem. If you need the key, 
it is located on a dead Ordinator somewhere in the cave. You can also approach 
the Shrine area from the front, but this requires a levitation potion to reach 
the ledge. When you enter the shrine, you will be attacked by half-a-dozen or 
so sleepers and dreamers. Kill them and advance to the last room. Inside is 
the Ascended Sleeper Dagoth Hlevul. Once you kill him, the robe is just above. 
Look up, and you will see a narrow ledge that goes across the room. Levitate 
up to it. The chest is on one of the furthest edges. It has a lock level of 75 
of it. If youíre using the patch, this robe is worthless. If youíre not, I 
congratulate you. You are now a god. Everything else in this cave isnít worth 
the time to find. (Special thanks: knell_echo) (Eric Newhouse)

2.9 Ways to Restore Magicka

I havenít found any spells that restore Magicka. Since there are no spells, 
this means that you canít enchant items to restore Magicka either. HOWEVER, 
scattered throughout the game are several items that DO fortify Magicka, and 
there is even a symbol for the spell... there are even a few fortify Magicka 
items that are constant effect. The Robe of the Hortator is a good example. It 
is a quest item that can be obtained by following the main quest about 2/3 to 
completion. Fortify Magicka items DO NOT have stackable effects with multiple 
castings. You have to wait until the effect wears off to cast it again.

You could also just use Treboniusís Necromancer Amulet if you manage to beat 
and/or kill Trebonius. It has a 25 pt. fortify intelligence enchantment. 
Personally, Iíd just use the somewhat cheesy fortify intelligence potion trick 
which is entirely legal, and could potentially give you millions and millions 
of Magicka points. Really. (Strangevision)

------------------------------------------------------------------------------
3.0 SKILLS

Here is a list of the favored Mage's Guild skills, and perhaps ways to level 
them up. I hope to include trainers for these skills, and what their 'max' 
training levels are, as well as the 'Ultimate Trainers for each skill. I 
haven't located any of these people yet, so if you know, please tell me. Keep 
in mind that as you train a skill, it can never go higher than its governing 
attribute, and that all skills and attributes max out at 100.

3.1 Alchemy, Governing Attribute (GA): Intelligence
Master Trainer: Abelle Chriditte, Dunmer fortress of Valenvaryon, Propylon 
Chamber

In order to raise this skill, you have to make potions. This involves finding 
someone who will sell you a mortar and pestle (or stealing... in this case you 
can steal mortar and pestles and get away with it, and if you ever want the 
best ones, itís a must). Alembics, Calcinators, and Retorts are also a good 
idea to increase the quality of potions.

If you need to find good equipment, there are a few places that come to mind. 
The first is in Balmora, at Nalcarya of Whitehavenís house in the Manor 
District. There is a guard stationed inside on the lower level, and he is 
guarding a Grandmasterís set of alchemy tools. If you have a 100 sneak skill, 
you can grab them without trouble. The second is a Masterís set of alchemy 
tools. They are in a crate next to Near Nalcarya. Another Masterís set of 
alchemy tools is located in Caldera. Go to the Caldera Mageís Guild and climb 
to the top of the tower. All four Masterís tools are sitting on a table on the 
side of the room. Lastly, another set of tools can be found in the Hlaalu 
Alchemistís house in the plaza section of the Hlaalu canton. (Sithic)

3.2 Alteration, GA: Willpower
Master Trainer: Seryne Relas, Tel Branora, Seryne Relas's House

Cast many Alteration collage spells. Better yet, make a spell that costs one 
magicka to cast, and use it repeatedly. Rest until your magicka regenerates 
and repeat until you die, get bored, or go crazy.

3.3 Destruction, GA: Willpower
Master Trainer: Leles Birian near Piernetteís farmhouse. Other local markers 
include a small farmhouse to the south, and Diraraís farmhouse due west. Major 
landmarks include Suran to the northeast, Ald Sotha to the southeast, the 
Foreign Quarter of Vivec to the southwest, and the Dren Plantation to the 
northwest. Leles is roughly in the center of these four locations, standing 
near a field to the east of Piernetteís farmhouse. (Asian four)

See 5.2 for skill raising.

3.4 Enchant, GA: Intelligence
Master Trainer: Qorwynn, in the Dunmer Stronghold of Indornayon

This one is a little different, and raising this skill requires you to capture 
souls. If you explore most of the caverns that you come across, you shouldn't 
have too much trouble finding grand, large, or any other variety of soulgem. 
Use a scroll, or make a spell to capture the souls of weak monsters and use 
them to recharge the item. Recharging items and enchanting items yourself will 
raise the enchant skill. You can also raise your enchant skill by using any 
enchanted item. Anytime you use a charge, your enchant skill will rise. 
(DrSwing72, Mallon-Blackfield)

NOTE: I highly advise that you not attempt to enchant items yourself, unless 
you plan on saving and reloading a lot. You can enchant many low-level effects 
easily, but once the value of the soul you use crosses about 5k, your chances 
of success drastically decrease. Donít even THINK about trying to enchant 
constant effects yourself. Just for grins I jacked up my enchant and 
intelligence skills to 1000, and I STILL couldnít do it. Pay the cash, as it 
will save you some grief. I suspect it is easier to obtain 40k than it is to 
enchant a constant effect yourself. There is an exception to all of this... if 
you can get your intelligence high enough, your problems will go away. I 
recommend at least 5k of intelligence before attempting to enchant something 
yourself, but as the game has no sane upper limit, you could conceivably have 
millions of points in intelligence, legitimately. I managed to get 26 million 
intelligence points in about 20 minutes of messing around with potion 
making... the details will be explained

3.5 Illusion, GA: Personality
Master Trainer: Erer Darothril, Dirty Muriel's in Sadrith Mora

See 5.2 for skill raising

3.6 Mysticism, GA: Willpower
Master Trainer: Erer Darothril, at the Vos Chapel in Vos

Whether or not these are your major, minor, or miscellaneous skills will 
determine your focus. Keep in mind that in order to raise your secondary 
skills that it is a wise idea to raise your Personality, Willpower, and 
Intelligence skills at each level up.

NOTE: The Patch to 1.1.0605 has made it much easier to gain levels, as now all 
misc. skills will help you level up. I think itís dumb. Now people will be 
able to make godly characters in half the time. Itís funny. The people at 
Bethesda fixed a lot of the lame bugs and cheats, and then they nullify it all 
by making it super easy to level up. You canít have everything...

Additional trainers and training levels Coming Sometime!!!

------------------------------------------------------------------------------
4.0 RANKS & REQUIREMENTS

You should also know about the requirements of the mage Guild, as there are 
'duties' you must fulfill, as well as certain requirements for each new rank. 
Does anybody know if certain missions are tied directly to rank advancement? 
Generally, you will need to gain a level in order to advance your main 
attributes, and have favored skills at certain levels. This list is complete. 

Note: These skill levels are based off a Rogue. If they are different for 
other classes, please let me know

Novice: Intelligence: 30; Willpower: 30

Associate: Intelligence: 30; Willpower: 30
One favored skill @ 10

Journey(wo)man: Intelligence 30; Willpower: 30
One favored skill @ 20

Evoker: Intelligence 30; Willpower: 30
One favored skill @ 30, two @ 5

Conjuror: Intelligence 30; Willpower: 30
One favored skill @ 40, two @ 10
Special: 200 Septim Surcharge (Uselesscrap007_)

Magician: Intelligence 31; Willpower: 31
One favored skill @ 50, two @ 15

Warlock: Intelligence 32; Willpower: 32
One favored skill @ 60, two @ 20

Wizard: Intelligence 33; Willpower: 33
One favored skill @ 70, two @ 25
Special: Get a Wizardís Staff (Uselesscrap007_)

Master-Wizard: Intelligence: 34; Willpower: 34
One favored skill @ 80, two @ 30

Arch-Mage: Intelligence: 35; Willpower: 35
One favored skill @ 90, two @ 35
Special: Take care of Trebonius by any means

------------------------------------------------------------------------------
5.0 THE MISSIONS

5.0.1 Random Thoughts about Missions and Reputation

Iím not too sure about this, but I think reputation is affected by the way you 
complete a given mission. Iíve noticed that some missions give you increases 
in reputation, while others do not. It is possible that killing and stealing 
will not all you to increase your reputation rating, while completing missions 
honorably might. For now Iíve indicated whenever completed a mission gave me 
an increase in reputation, but this is subject to change if I ever find out 
how the reputation system works. I will put any new information that I find on 
the subject here, all though this will remain a low priority until the main 
body of the FAQ is complete.

Whenever you accept a mission make sure that you see a message saying: ďYour 
Journal has been Updated.Ē If you donít see these words, talk to whoever is 
giving the mission until you do. You wonít have officially accepted the 
mission until you see those words, and your journal is modified. Many missions 
cannot be completed unless your journal is updated correctly, so be careful.

Also, keep in mind that whenever you complete a mission, the favor of the 
person you took the mission from always goes up. I suppose it could be rewward 
[sic], but Iíve chosen not to treat it like that since disposition can so 
easily be changed with bribery or admiration.

5.0.2 Joining the Mage's Guild

This one's easy. If you are just starting out, visit the Mage's Guild on the 
upper thoroughfare in Balmora. Itís right next the Fighter's Guild. If you 
can't find it, check the local map (by right clicking) and mouse over the tan 
boxes that appear in town. If you still can't find it, explore Balmora a 
little more. Once inside the Mage's Guild, head down the Stairs to the middle 
floor, assuming you came in through the top door), and turn the corner and 
head down the hall. There you should see the Guild Steward for Balmora, Ranis 
Athrys. Talk to her, and ask to join the guild.

Keep in mind that the missions you accept from each character get increasingly 
longer and any monsters you might face become stronger. You will probably 
level up a few times during the quests, but it also might be a good idea to 
explore any ruins/tombs/towers you come across in the mean time. You'll 
probably be level 20 or so before you can even hope to become Arch-Mage. If 
you really feel strong, try doing the Fighter's Guild quests in the meantime. 
I won't detail those in this FAQ.


5.1 Missions in Balmora

The way I've listed the missions is a suggested order of completion. The Guild 
Stewards do give the missions in a set order, but missions from multiple 
Stewards can be carried simultaneously. This helps when some of the missions 
are close to one another.

5.1.1 Ajira's Missions

I recommend doing these first. They are all short, easy, and can quickly earn 
you a rank or two. Remember that you can still complete these missions even if 
you can't advance in rank. Ajira can by found by descending to the bottom 
floor of the Mage's Guild and entering the room directly across from the point 
where you first enter the lower room. Ajira, a Khajit, is in the same room as 
the Guild Guide, partially hidden behind a large desk.

5.1.2 'Shrooms for Ajira

ENEMIES: Rats, Nix Hounds, Kagouti, Alit, occasionally diseased/blighted
The first thing that Ajira will ask you to do in her quest to become a Journey 
(wo)man apprentice before Galbedir (the enchanter chick dressed in red and 
yellow on the top floor of the Mage's guild), is to locate 4 types of 
mushrooms. These mushrooms can be found in the Bitter Coast region. For now, 
just follow the directions that Ajira gives by heading South along the river 
and head West after you see the bridge. You know you are in the Bitter Coast 
Region when you see green swamps. The mushrooms that you need are the Luminous 
Russula (blue and brown toadstool), the Violet Coprinus (purple toadstool), 
the Hypha Faeria (brown shelf fungus on a tree), and the Bunglers Bane (also a 
brown shelf fungus). These mushrooms are common and can be found almost 
anywhere in the Bitter Coast Region. I also found an alternate way to get to 
the Bitter Coast. If you are feeling lazy, take the Silt Strider from Balmora 
to Seyda Neen. Seyda Neen is in the Bitter Coast region, and all of the 
mushrooms you want can be found around town. This can actually save time 
walking and fighting monsters. Once you are done, show your finds to Ajira.
REWARD: Four Cheap Restore Health Potions

NOTE: Iíve also heard that the mushrooms can be found in Vivec in crates in 
the upper plaza of the foreign quarter. This is unconfirmed. If it works for 
you please let me know. I suspect it may work based on chance, since the boxes 
spawn their contents randomly... (Kevin Fournier)

5.1.3 The Fake Soulgem

ENEMIES: None!
Now Ajira wants you to Sabotage Galbedir. Ajira gives you a fake soulgem 
(looks like a lesser soulgem) and tells you to place it in Galbedir's desk. 
Galbedir's desk is on the top floor with soulgems on it. (You didn't steal 
them did you?). Put the soulgem in Galbedir's desk and return to Ajira. 
Galbedir will actually come back to her desk during this time, so make sure 
you are quick or Galbedir will catch you and youíll be expelled from the 
Mageís Guild. After you finish, report to Ajira. A quick thing that Iíd like 
to point out is that you have to put the soulgem IN the desk. This means click 
on the desk to open the desk inventory and insert the fake soulgem. Leaving 
the gem on the surface of the desk will not be recognized by the game. 
REWARD: None! (I think...)

NOTE: Galbedir WONíT leave her desk again to be quick. (Mike Paulus) You can 
stop Galbedir from returning to her desk. If you attempt to barter with her 
while she is returning to her desk, she will stop where you attempted to 
barter. (Jonathan, Xander, Nicque von Rutherfoire)

5.1.4 Flowers for Ajira

ENEMIES: Rats, Nix Hounds, Kagouti, Alit 
Now Ajira wants you to do more of her dirty work, and this time she wants 
flowers. Ajira gives decent directions to the North shore of Lake Amaya. Lake 
Amaya is the large body of water a little ways to the East of Fort Moonmoth. 
On the path along the North face of the lake, you should find the four flowers 
the Ajira requests. To get to Lake Amaya, start out by heading East from the 
South entrance of Balmora toward Fort Moonmoth. Once you see the fort, head 
right on the path toward Peliagad. Keep going and take a right at the next 
fork (toward Peliagad). Take a left at the next fork toward Peliagad. At the 
final fork in the road, take the middle path (of three). You should now be 
heading parallel to Lake Amaya. Ajira wants a Gold Kanet (gold... duh), 
Stoneflower Petals (blue), Heather (pink clusters), and Willow Anther (pink), 
(This is slightly deceiving. you actually want WILLOW flowers, which contain 
the Willow Anther). There is also a black anther flower, but you can ignore 
this. When you find the flowers, use a Almsivi Intervention to take you back 
to Balmora. Otherwise, hoof it back to Ajira.
REWARD: Six Cheap Restore Magicka Potions

NOTE: A quick way to grab some heather is to take a trip to Fort Moonmoth and 
chat with the small wizard/healer inside. He sells heather for cheap 
(MysticMage1).

NOTE: Better yet, buy heather and willow anther from Ajira herself. Sheís 
selling them, so why not enjoy the fruits of her labor? (Jeff Crockett)

5.1.4.1 Flowers for Ajira (the Super Cheap Way)

ENEMIES: None!
If you are feeling exceptionally lazy, the clothier, Milie Hestien, in Balmora 
has all of the flowers you need for Ajira, except heather (Milieís is in the 
Manor District next to the alchemist). Also, keep in mind that the flowers 
spawn randomly. If you canít get one of the flowers from Milieís the first 
time, reload the game until you do. In order to find heather, search other 
homes and businesses in Balmora, on the left side of the river. Heather spawns 
frequently, but randomly in crates, chests, baskets, and barrels. This 
Ďshortcutí can either cut the time it takes to do the mission in half, or it 
can double it due to the random factor. (Haze1973) I just found away around 
the heather problem. If you head South of Balmora, to the left of the dead 
grey ravine you used initially to travel to Balmora, there is loads of heather 
in the rocks. (Rafa Zelinsky)
REWARD: Six Cheap Restore Magicka Potions

5.1.5 Ajira Needs a Bowl (no not THAT bowl...)

ENEMIES: None!
Now Ajira needs a ceramic bowl. She gives you 10 Septims and tells you to talk 
to Ra'Virr the trader. Ra'Virr's is one building down from the Mage's Guild. 
Talk to Ra'Virr and buy a Ceramic Bowl, then return to Ajira. She thanks you 
and gives you another mission.
REWARD: None!

5.1.6 Galbedir's Revenge

ENEMIES: None!
Ajira's 'Shroom and flower reports have been stolen!! Apparently, Galbedir is 
taking this bet seriously after we booby-trapped her soulgem. Galbedir has 
hidden those purloined reports somewhere in the Mage's Guild. The mushroom 
report is on the middle floor under a basket by the stairs leading up to the 
upper entrance. The flower report is in the upper left-enclosed area of the 
big room on the bottom floor, to the left of the door to the guild guide. The 
report is under a cabinet with lock-level 15. Once you find the reports, talk 
to Ajira again to claim your prize. One you complete this mission, Ajira wonít 
give you any more missions until you become a Warlock.
REWARD: one potion each of Exclusive Fire, Frost, and Lighting, two Exclusive 
Spell Absorption, and one reputation

NOTE: If you do all of these missions, you can advance to the Rank of Evoker. 
You should become Apprentice, Journeyman, and then Evoker.

5.1.7 Ajira Knows a Secr-r-r-et 

NOTE: You must be a Warlock to complete this mission.

ENEMIES: Several Daedroth, and some tough Necromancers, Atronochs etc.
Special: You will need some strong levitate spells/potions/scrolls. Bring ones 
with at least a magnitude 30 on them.
Once you've done the first five missions, Ajira tells you to come back when 
you become a Warlock and she will have some secrets to tell you. Ajira will 
first talk about the Staff of Magnus, which can be found in Assu on the slopes 
of Mount Kand. Although it seems obscure, Assu is rather easy to find. Start 
out by taking the Silt Strider from Balmora to Suran, and then to Molag Mar. 
Once youíre in Molag Mar, take the path going North past the Silt Strider, and 
keep going North at the fork in the road. After going North for a little while 
longer, the path will fork again. Donít miss it. Take the left part of the 
fork, which should be sloping upward. The path will begin to turn Westward and 
eventually it will be heading almost due West. At one point, the path will 
come to a shar7p turn and abruptly head North again. The Mt. Kand cavern is 
here. Explore it if you like, but there is nothing worthwhile inside. The path 
will split after a short distance. Take right path. It will almost do a u-
turn, and head South. You should approach the cavern of Assu. There are 
several annoying Dremora and some powerful sorceressís in there, so tread 
cautiously. Search around Assu. Eventually you will find a room where you must 
levitate to get up the wall. Do so, and you will be attacked by a sorceress. 
She will summon a Greater Bonewalker. Kill her, and take the Staff of Magnus. 
You can also take this opportunity to search for scrolls of Ekashís Lock-
Splitter. These 100 magnitude lock-breakers are good to have. Although they 
randomly spawn in crates and urns, there is still high probability of finding 
one here. Use Almsivi Intervention to return to Molag Mar, and take the Silt 
Striders back to Balmora. Report to Ajira. (Hop Bounce)
REWARD: Staff of Magnus (worth 210k!), one reputation

NOTE: The Staff of Magnus cannot be used to satisfy the requirement of 
obtaining a Wizardís Staff. Even if you have the Staff of Magnus, you still 
have to get one from Sud, or buy one from the Guild Steward that you talk to 
about the subject.

5.1.8 Ajira Knows More Secr-r-r-ets

ENEMIES: Atronochs, Powerful Sorceresses, any high level annoyance
Special: You will need high magnitude levitation potions again, and more than 
one.
Ajiraís not finished yet. After your last success, Ajira feels that you are 
ready for another adventure. This time Ajira tells you about the Warlockís 
ring, held by a Vindamea Drethen in a cave called Ashirbadon East of Bal Fell. 
Ajira also adds that she doesnít exactly like Vindamea. If Bal Fell has been 
marked on your map, head there now. Otherwise, follow the directions below.

Start by taking the Silt Strider to Vivec. Once youíre there, jump in the 
water and swim to the boomerang-shaped island East of Vivec. If you happen to 
find the Omani Manor while you are running around, you are in the right place. 
Head to the East side of this island and jump in the water again. The next 
medium-sized island East is the island of Bal Fell. Swim over there and make 
sure you find the Daedric ruins. If you explore the ruins, there are some 
boots in the inner sanctuary worth 22k, otherwise head to the East side of 
this island as well. The island with Ashirbadon on it is directly East of Bal 
Fell. Swim out to it and search in the middle of the island. Once inside 
Ashirbadon, you will need to fall to the ground. Search below for an old chest 
with an old key. Then levitate to the ceiling and look for the next passage. 
Head down it, kill the sorceress, and take the ring. Unlock the chests with 
the key and search for good scrolls. Almsivi Intervention will take you back 
to Molag Mar.
REWARD: Warlockís Ring, one reputation

5.1.9 Missions from Ranis Athrys, Balmora Guild Steward

Once you're done with Ajira, talk to Ranis Athrys again for another reasonably 
easy set of missions and possibly some advancement if you qualify.

5.1.10 Double Trouble

ENEMIES: Rats, Cliff Racers, Kagouti, Nix Hounds, Alit, sometimes diseased, or 
blighted, and Manwe and Llarar if you aren't tactful enough or just feel mean.
The first thing that Ranis asks you to do is double duty. She has two problems 
that are very close to each other. The first problem is Manwe, who can be 
found in a cave called Punabi. She hasnít paid here 2000 Septims of guild dues 
in three months. Ranis offers you half of the cut if you fix the problem. Your 
second problem is Llarar Bereloth whom Ranis would like to join the guild. 
Llarar is in the domed hideout of Sulipund. Ranis explains that these two 
locations are near an old Dunmer stronghold called Marandus, which she marks 
it on the world map for you. From Balmora head Southeast toward Moonmoth fort, 
but take a left at the first fork toward Caldera. This will take you around 
the top of Fort Moonmoth to a large Dwemar bridge. Cross the bridge. Now head 
East toward Marandus any way you can. Following roads doesnít matter and 
youíll get there faster if you donít. Once you are in sight of Marandus head 
to the Northernmost corner of the fort (itís at an angle). From here, go a 
little Northeast and take the path that heads directly North. You should see 
the cave of Punabi shortly. Manwe is just inside. Talk/Bribe/Kill Manwe. I 
didnít even need to bribe her to get the cash. A little ways North on this 
same road is Sulipund. Once you find the entrance, head to the top floor to 
find Llarar. He doesnít like you very much and you will need to bribe him in 
order to avoid killing him. Otherwise, kill him and his followers. They wonít 
give much of a fight. There is no penalty for killing them. Use Almsivi 
Intervention if you have one. It will take you back to Ald-Ruhn. From there, 
use the guild guide to get back to Balmora. Talk to Ranis
REWARD: 1000 Septims (1/2 of Manwe's Guild dues), 4 Quality Restore magicka 
for taking care of Llarar, and 1 reputation.

NOTE: When you finish these missions, assuming that you did Ajiraís missions 
first, you can now become a Conjuror if you pay Ranis 200 Septims (or any 
other Guild Steward for that matter).

5.1.11 Only-He-Restores-There

ENEMIES: None!
Next, Ranis will inform you that an Argonian (Only-He-Stands-There) is at the 
South Wall teaching unsanctioned restoration. The South wall is located across 
the river, near the Silt Strider. Once inside the South Wall, go to the bottom 
floor and find the lizard. Talk to him about unsanctioned training. He will 
offer you his skills. You may need to bribe him first. Tell him to stop 
teaching restoration, and he will agree. If you accept his offer of training 
you can lie to Ranis about it and take training from the Argonian later. 
Return to Ranis to complete the quest. (Beaginator, Teh Hoe Yue)
REWARD: Training from Only-He-Stands-There if you like, otherwise nothing.

5.1.12 Easy Prey

ENEMIES: None! or Rats, Cliff Racers, or even Itermeral.
Ranis now wants you to escort a scholar named Itermeral to Peliagad, however, 
she informs you that all she really wants are his notes. The scholar is 
waiting at the Eight Plates just North of the Mageís Guild. This is where a 
good sneak skill comes in handy. I simply stole the notes from him inside the 
Eight Plates. If you canít STEAL Itermeralís notes at the Eight Plates, lead 
him to an isolated location and steal from him, or kill him. Otherwise, ask 
Itermeral about his notes. You will probably need to bribe Itermeral before he 
will listen to you. 80+ favor should to the trick. Itermeral will then inform 
you that he needs to be escorted to the Halfway Tavern in Peliagad. Once you 
arrive at the tavern, Itermeral will inform you that he will now give you 
access to his notes. When finished, return to Ranis. (Brian, Kaine Andrews) 
REWARD: None!

5.1.13 The Nix on Necromancy

ENEMIES: None! Or Tashpi Ashibael
It seems that Tashpi Ashibael has turned to Necromancy, or has she? Ranis asks 
you to go to Maar Gan and take her out. Take the Silt Strider to Ald-Ruhn and 
then to Maar Gan. Check around the South end of town to find Tashpiís hut. 
Once you find her hut, and ask her about necromancy, you will be asked a 
series of questions. Tashpi will first ask you who told you she was a 
necromancer. If you say ĎRanis,í Tashpi will say that Ranis is taking revenge 
for Tashpiís not joining the Mageís Guild and ask another question. If you say 
Ďnone of your concerní, Tashpi will tell you to ask around town. Your next 
choice will be to ĎLearn moreí or ĎDie, necromancerí. You can talk to Tashpi 
or kill her. If you take the first choice, Tashpi will tell you how she helps 
the local citizens, and you will be offered a final choice, to let Tashpi go, 
or to kill her. Take your pick. If you choose not to kill Tashpi, she will 
leave Maar Gan. Return to Balmora and talk to Ranis. If you didnít kill 
Tashpi, you will need to lie in order to complete this quest.
REWARD: Two Scrolls of Elemental Burst Fire, two Scrolls of Fourth Barrier, 
and one reputation.

NOTE: If you did Ajiraís missions and Ranisí missions, you can become a 
Magician at this point if your stats are good enough.

5.1.14 Hide-n-Seek

ENEMIES: None!
It seems that there is a spy in the Mage's Guild, and Ranis wants you to find 
the Telvanni spy. The spy in question is located in the Vivec Mage's Guild. 
Use the guild guide in Balmora and head on over to Vivec. On the lower level 
of the Vivec Guild is a man named Tiram Gader. Ask him about the Telvanni Spy. 
He will be insulted and deny your accusation. Now talk to Arch-Mage Trebonius 
about the problem. He will ask about the identity of the spy. If you say that 
it is Ranis Athrys then Trebonius will thank you and when you return to 
Balmora, Ranis will be gone. This isn't too bad because you have finished all 
of the Balmora missions anyway. If you say it is Tiram Gader, Trebonius will 
hand you Tiram Gader's Credentials. Take these to Ranis as proof that the spy 
is in Vivec. Ranis will thank you and inform you that she has no more jobs for 
you. (Beaginator)
REWARD: Two Scrolls of Summon Golden Saint and the Soul Drinker, an enchanted 
short blade

5.2 Missions from Edwinna Elbert, Ald-Ruhn Guild Steward

Edwinna has a PILE of missions for you. Some are easy, and some may take 
hours. Be warned that the later missions may require you to be level 20+ in 
order to survive long enough to finish the mission.

If you want to skip Skinkís missions later on see section 5.3.0 NOW!

5.2.1 A Rare Find

ENEMIES: None!
The first thing that Edwinna Elbert will ask you to do is locate a rare book 
known as The Chronicles of Nchuleft. She says that none of the other Guild 
locations have a copy of this book. Edwinna will give you 250 Septims to cover 
the charge. This book can be obtained in Vivec at Jobasha's Rare Books (itís 
green if you want to steal it). Use the guild guide and go down to the lower 
waistworks of the Foreign to find Jobasha's rare books. He has several copies 
of The Chronicles of Nchuleft. Return to Edwinna once you have the prize.
REWARD: None!

NOTE: At this point you can become a warlock and head back to Balmora and 
finish up Ajiraís 2 remaining missions

5.2.2 Creature Feature

ENEMIES: None!
Next Edwinna informs you that she desires a certain Reveal Creature potion 
form Skink-in-Treeís-Shade, the Guild Steward in Sadrith Mora. Use the guild 
guide and talk to Skink-in-Treeís-Shade about the potion. He will hand you the 
potion with a little bribery. One you have it, Return to Edwinna. (Kudos to 
aruspex.delve for finding my mistake)
REWARD: One potion of Exclusive Shadow

NOTE: This just in! Neminda is actually the Redoran Steward in Ald-Ruhn, 
located in the Redoran Council Hall. This makes sense in terms of the mission, 
since Neminda is also in Ald-Ruhn. This is good proof that Edwinnaís mission 
is probably defective. (Dan Lethcoe, Ghetto, Kuran, Richard P, Steve Cook) 


5.2.3 The Chimarvamidium Caper

ENEMIES: None! (or the whole Mage's guild if Sirlonwe catches you)
Edwinna's gotten a little jealous of Sirlonwe over in Vivec. Apparently, 
Sirlonwe has a copy of a book known as the Chimarvamidium, and it has rare 
Dwemar information. Your mission is to swipe this book and bring it to Edwinna 
for inspection. Edwinna will slide you two Scrolls of Ondusiís Unhinging to 
help you out. Take the guild guide to Vivec. Sirlonweís room is the first left 
after you leave the guild guideís, and down the hall. If you ask Sirlonwe 
about the Chimarvamidium, she denies everything. We know better. There is a 
closed door in Sirlonwe's room. Open it, step inside, and close the door, as 
we don't want her to see our thievery. Open the locked chest (level 30) and 
grab the book. Make sure you donít talk to Sirlonwe after you steal the 
Chimarvamidium or she will sound the alarm, and you will be expelled from the 
Guild. Return to Ald-Ruhn and give the book to Edwinna. She asks if you have 
the book. Give it to her to complete the mission. (Uselesscrap007_)
REWARD: None!

NOTE: ĎR Sí asked me an interesting question. What happens when you find the 
Chimarvamidium before Edwinna gives the quest, and you sell it? The good news 
is that you can still complete the rest of Edwinnaís 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 Sirlonwe. Do so, and the missions will progress like normal. All you lose 
is two scrolls of Fifth Barrier. (R S) (correction by Wolfie)

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 Ald Ruhn and 
then take the silt strider to Maar Gan. Huleenís 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 Huleenís 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) (Corrections thanks to GoldEmilio and Paul 
Robinson)
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 to Sirlonwe. 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.

NOTE: You donít HAVE to return the Chimarvamidium. Even though returning it is 
insanely easy, you can simply talk to Edwinna again and tell her that you did 
it. She believes you, and you can keep the book, or sell it. (GoldEmilio)
 
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 doesnít 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: Iíve just learned that you can swipe a Dwemar Tube from Vorar Helasí 
house in Balmora. It is the house just to the right of Caius Cosadesí house 
and has a lock-level of 35 on the door. Once inside, the tube is located in a 
basket in the lower right hand corner of the house. Happy stealing! (MasPlumb)

NOTE 3: Still more ways to get the Dwemar tube... You can get one from Drinar 
Varyonís house in Ald Rhun, which is located conveniently next to the Mageís 
Guild. The pipe is hidden among the pots on the long table on the left side of 
the room. It can be tough to spot with all of the pots in the way. If you have 
trouble finding the tube, simply remove the pots. The tube is labeled as 
ĎDrinar Varyonís Dwemar Tube.í Not sure if the game actually counts this tube 
for Edwinnaís mission. Use this at your own risk, and tell me if it doesnít 
work ;). This tube is also part of an Imperial Legion mission, so if you are 
doing the Imperial Legion quests, you might want to leave this tube alone. 
(Scott Thomas)

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)

NOTE: Joe Inquisitor pointed something out something obvious. Nchuleftingth is 
actually marked on your map at the start of the quest making most of this 
section useless. If you still need help, I havenít deleted anything.

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 wonít 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 arenít careful. Search the ruins for the 
Scarab Plans. Once you find the plans, check to find the Egg of Time nearby. 
Donít 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. You can grab a pick on the 
ground outside the Gnisis egg mine door. The guard will think you are one of 
the workers and let you pass (Kevin). 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) You can also simply pick up the pickaxe 
lying outside the mine entrance. If you talk to the guard with the pickaxe in 
your inventory, he will think that you are one of the workers and will let you 
in the mine. You could even sneak or use an unlock spell to get into the 
eggmine... whatever method works best/is most convenient. (Marcos)

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 plus looting Treboniusí body.

NOTE: This updateís your journal. Itís not really a mission, but more of a 
director to tell you what to do next. I donít 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

Leapiní Lizards. How does it feel to be taking orders from a purse?

5.3.0 Skippiní tha Skink!

Special thanks to Tiu Xianlong for this info. Iíve taken the libery of quoting 
his email just below, as it is well written already, and Iím too lazy to type 
that much.

There is a way to become the Arch-Mage without doing ANY of Skink-in-trees-
shade's quests. While you are at Maar Gan taking care of Tashpi Ashibael for 
Ranis, go to Huleen's Hut and take care of the Scamp and also free the 
apprentice. Do this before you ever talk to Edwinna or it might not work. When 
you talk to her for the first time, she will immediately ask you for the 
status on the Huleen's Hut quest. After she rewards you for it, the topic for 
Chronicle of Nchuleft will come up. Click on it and she will GIVE you a copy 
of the book and thank you for finding it for her! The Chimarvamidium topic 
will then appear and she will GIVE you the book, thank you for finding it for 
her, and then thank you for returning it to Sirlonwe! Man.
Anyway, when you finish the rest of her quests, except for the Detect Creature 
Potion quest which you cannot do, go to Skink-in-trees-shade and ask for 
duties. He will tell you he does not have any duties for you because he is 
working on the potion for Edwinna. Now, go get yourself a wizard's staff, if 
you haven't already done so, train up your skills, and then go to any guild 
steward and click on advancement until you are a Master Wizard. Now, go cream 
Trebonis. 


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: One Scroll of Flame Atronoch, and one Scroll of Frost Atronoch

NOTE: Donít forget to talk to Tenyeminme again. She gives you the reward! This 
also holds true for other people that you help/escort. Donít forget to talk to 
the people you help before you return to the guild hall. (Derek Henderson)

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 itís not quite legal. 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, and he will reimburse you 1000 Septims for your troubles.
REWARD: 1000 Septims (-XXX for the book).

NOTE: You could steal the book from Jobasha, but why? This is one of those 
cases where buying is easier than stealing.

5.3.3 A Meeting of Minds

ENEMIES: Skeletons and Ancestral Ghosts
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 a few 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. Sinnammu Mirpal is the local Wisewoman. Chat her up, 
but she won't agree to help so easily.

Instead, Sinnammu sends you to the Favel Tomb to find her apprentice 
Wisewoman, Minabibi Assardarainat. She says that Minabibi 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 you find the Favel Ancestral Tomb 
and enter. Minabibi is just inside and she will ask you to kill an evil spirit 
in the tomb named Kanit Ashurnisammis. He has a lot of health so be careful. 
Talk to Minabibi again after you kill it, and she will send you back to 
Sinnammu. Return to the Ahemmusa camp and talk to Sinnammu again. She will ask 
you if you killed the spirit. It doesnít matter how you answer the question. 
Sinnammu will allow Minabibi to meet with Skink. Return to the Mage's Guild in 
Sadrith Mora and tell Skink of your success. Notice that Minabibi 
Assardarainat is also standing nearby. Talk to her about the meeting, and she 
will give you the Ancestral Ring. It summons an Ancestor Ghost for 60 sec. 
Pretty worthless.
REWARD: Two reputation and an Ancestral Ring

5.3.4 Necromancy Is Bad for Business

ENEMIES: Telura Ulver, Bonelords, and Skeleton Champions
Skink is upset. Telura Ulver has become a necromancer, and everybody knows 
necromancy is bad. Your mission is to find Shal and eliminate her. Skink warns 
that Shal may be hard to find, but fortunately, it's not. The quickest way to 
Hla Oad is taking the Guild Guide to Vivec. Leave the Foreign Quarter Canton, 
head to the bottom of the canton to the North, and take a left to reach the 
boat. Take the boat to Hla Oad. Once in Hla Oad, take the road going North 
until you cross a bridge. After the bridge, stay to the left along the coast 
until you reach another bridge on your left. Take this bridge and once you 
cross it, head slightly Southwest. The entrance to Shal is on the edge of the 
water. Kill Telura Ulver. She summons Greater Bonewalkers so make sure you 
have the proper restorative (strength and endurance) items. Remember that 
enemies also respawn when you leave the cavern, so donít exit until you are 
done. Return to Skink for the next quest. (Nicolas Doms)
REWARD: None!

NOTE: For all of you folks out there who are big on manufacturing potions and 
such, Jerky Malerky has informed me that the locked chest near the table in 
Telura Ulver's room in Shal has randomly spawned Grandmasterís alchemy tools. 
If you want good tools, save the game before you open the chest and reload 
until you get something that you like. Once you open the chest there wonít be 
any new spawns, but the game doesnít actually determine what is in the chest 
until you open it. Enjoy!

5.3.5 Yappin' about Yakin

NOTE: You must be a Wizard in order receive this mission from Skink (see sec 
5.5 to get a Wizardís staff).

ENEMIES: Skeletons, Sleepers, Dreamers, and Ash Ghouls (oh my!)
Some of these monsters are at level 20, so be aware that you need to be pretty 
powerful to get by in Yakin.

The lizard informs you that he would like to study the soul of an Ash Ghoul. 
He is also kind enough to provide the location of the Ash Ghouls: Yakin. Skink 
will provide two grand soulgems and two scrolls of Ephyggi's Gem Feeder to 
help you out. To reach Yakin, take the boat in Sadrith Mora to Tel Aruhn an 
Island over. From Tel Ahrun, head almost exactly NW over the water until you 
reach the coast of the mainland. Yakin is almost at the water's edge, so if 
you don't see Yakin right away, move up and down along the edge of the coast. 
Yakin is large and contains many monsters, many of which are tough. The Ash 
Ghouls move around, so run around Yakin until you find one. Once you do, use 
the Gem Feeder Scroll on it, and kill it as quickly as possible. If you do it 
right, you should receive a message saying that you successfully trapped a 
soul. The Ash Ghoul soul is worth 50k if you need cash. Return your prey to 
Skink to complete the quest.
REWARD: None!

NOTE: Sometimes Ash Ghouls donít even spawn inside Yakin. I recommend saving 
before entering Yakin. If you kill all of the mobs inside, restore the game 
and try again. There will be different mobs inside. Iíve seen 0-2 Ash Ghouls 
at any given time.

5.3.6 The Vampire Chronicles

ENEMIES: None!
Skink wants you to find yet another Vampire book for him. This one talks about 
an Ordinator from Bal Ur who was cured of vampirism. The book is called Galur 
Rithari's Papers. Skink doesn't give much to go on, but when it comes to rare 
books, there is only one place to go. Jobasha's Rare Books in the lower 
waistworks of the Foreign Quarter of Vivec. Use the guild guide. Upon talking 
to Jobasha, he informs you that he doesn't have a copy. Instead, Jobasha 
suggests that you can find what you are looking for in the library in the Hall 
of Justice (you donít have to talk to Jobasha). Thanks to everyone who pointed 
this out. There IS a library in the Hall of Justice in the Office of the 
Watch. When you arrive in Vivec, cast Almsivi Intervention to be transported 
to the temple. Head to the other side of the temple, and enter the Hall of 
Justice. Check the Office of the Watch for a trapdoor under the rug, in the 
upper right corner. This door has a lock-level 50, and is also trapped. Youíll 
need to sneak to avoid being caught. Once you get inside the library, Galur 
Rithariís Papers is a smallish red book. It is located on the middle shelf of 
the bookcase closest to the door to the Justice Offices (you can get in from 
the Justice Offices as well, but that door has a lock-level of 75). Grab the 
book and take it back to Skink. (Haze 1973, Matt Campbell, Matt Wells, r s, 
Rainox)
REWARD: A 1000 Septim amulet that is enchantable (but it only has 60 enchant 
capacity), and one reputation. (Eric Newhouse, RuE4gamez)

NOTE: Here is another method of obtaining Galur Rithariís Papers. If you enter 
inside the Ghostgate, there are several large Dwemar Strongholds. One of them, 
Tureynulal, has a location called the Library of Kagrenac inside. You can find 
Galur Rithariís Papers by entering the door directly across from the entrance. 
You will need to kill Dagoth Tureynul in order to walk around unhindered. 
Galor Rithariís Papers are located on a bookshelf to the left of the entrance. 
Only use this if you are far along in the main plotline. It is MUCH easier 
(and less time-consuming) to search the Hall of Justice in Vivec. (Dave Baker)

NOTE: Iíve also been informed that you can find a copy of Galur Rithariís 
papers if you become a Berne vampire. The book is located on a ledge above 
Raxle Berne near a Daedric shield. Raxle Berne is located in the Galom Daeus 
Dwemar observatory. If you need help locating the Berne Vampireís, see 
Vampiroís FAQ on GameFAQs. (Scott, Strangevision, Vampiro)

5.3.7 Treboniusí Walking Papers

ENEMIES: None!
After you fulfill all of your other duties, Skink will tell you that he has a 
letter to deliver to Trebonius from Ocato, the person who appointed Trebonius 
to the head of the Mage's Guild. Deliver the letter for Skink by using the 
guild guide to reach Vivec. I haven't completed this mission yet.
REWARD: Advancement to Arch-Mage and two reputation

NOTE: Skinkís letter makes you the SECOND Arch-Mage along with Trebonius. You 
can still complete Treboniusís other missions as well, so if you are in a 
hurry to become the Arch-Mage, you can do both. If you manage to complete 
Treboniusí second mission, you can also get his amulet and ring. (John Long, 
LmpBzktWlt) On the other hand, you could be like me and kill Trebonius and 
take them to find out what their stats are.

More Updates Coming Someday!!

5.4 Missions from Trebonius, Vivec Guild Steward

5.4.1 Dwemar Insanity

ENEMIES: Corprus Beasts (donít kill them), Slaughterfish
The high Guild Steward, Trebonius, randomly tells you to find out what 
happened to the Dwemar. The locals in Vivec think he's a little loco, and 
there isn't much to go on. Trebonius tells you to talk to the local Mages in 
Vivec. If you talk to Trebonius again, he will suggest talking to Edwinna in 
Ald-Ruhn. Edwinna isnít much help. Remember how you picked up those three 
books, the Hanging Gardens, Egg of time, and Divine Metaphysics? You need them 
now. Take the local guild guide to Sadrith Mora. Once you leave the Wolverine 
Hall, head Southwest into the water. Swim directly Southwest until you 
approach a small island with a dock. On this island is the Telvanni tower of 
Tel Fyr. Enter Tel Fyr and find the Corprusarium. Go straight ahead through 
the wooden gate, and find the door to the Corprusarium Bowels. Search around 
in here for an ugly fat Dwarf called Yagrum Bagarn. He has the distinction of 
being the last living dwarf. As such, he seems to know what happened to the 
dwarves. Talk to him until your journal is updated. Once it has, use Almsivi 
Intervention. This will take you to Molag Mar. Take the Silt Strider here to 
Vivec. From here, find the Mageís Guild and talk with Trebonius. He talks big, 
but he doesnít understand what really happened. He thanks you, and promises 
another mission later. (Dbarnes.4, Kuran, Teh Hoe Yue)
REWARD: One reputation

NOTE: If you do this quest BEFORE you finish the main quest and obtain the 
Corprus immunity, you will catch Corprus disease, which cannot be cured until 
you advance the main quest. Remember that you can restore your Ďdiseasedí 
stats with potions if you have enough wherewithal to make them. 
(Thomaskennyiv)

If you want to avoid getting sick, you donít have to go to the dwarf in the 
Corprusarium. Instead head to Gnisis, which should be marked on your map. Get 
there any way you can, and find the Telvanni Tower called Arvs-Drelen. The 
Telvanni wizard may or may not be hostile depending on the missions that you 
have completed, and he can translate the texts to complete Treboniusís quest. 
(Josh Hahn, Tom <S.D>)

5.4.2 The Telvanni Weedwhacker

NOTE: In order to be able to accept this mission, you must first complete the 
main quest. Otherwise, the Telvanni Wizards that Trebonius asks you to kill 
will prevent you from finishing the game. If you havenít finished the main 
story, then Trebonius will say something to the effect of ďI will have more 
duties for you when this dies down.Ē You have to see the final video in order 
to have completed the main quest.

ENEMIES: Powerful Old Mean Obnoxious Cunning Telvanni Mages
For some reason, Trebonius doesnít like the Telvanni. He asks you to Ďremoveí 
six of the most powerful Telvanni Mageís. I have not completed this mission 
yet, but explanations on how to find the Telvanni will eventually be included
REWARD: Treboniusí Amulet and Ring, and Advancement to Arch-Mage. 
(Uselesscrap007_)

5.4.3 Death to Trebonius

ENEMIES: Trebonius
This is what you have been waiting for. Once you reach the rank of Master-
Wizard, you can challenge Trebonius to a duel to see who will be Arch-Mage of 
the Mage's Guild. Trebonius challenges you to fight him in the Vivec Arena. 
Search around central Vivec until you find the Arena Canton. Enter the Arena 
Pit and Trebonius will be waiting for you. If you win the fight against 
Trebonius, then the Mage's Guild is yours. (Andy Scott)
REWARD: Advancement to Arch-Mage, Treboniusí cool robe, and that nifty 
Necromancerís Amulet.

5.4.4 Yet Another Way to Remove Trebonius

ENEMIES: None!
Remember the letter that Skink gave you? If you give that letter to Trebonius, 
you will become Arch-Mage. (Teh Hoe Yue)
REWARD: Title of Arch-Mage

NOTE: If you use this method, you canít fight Trebonius in the Arena and take 
his things. If you still want his cool stuff, Ďtauntí him into fighting you. 
When he attacks, kill him and take his stuff. (John Long)

5.5 Sud-sing It Up

Iím placing the mission to Sud after everything else so it can be easily 
found, and also because it can be obtained from any of the Guild Stewards.

ENEMIES: Lots of Skeletons, Atronochs, and Powerful Sorceresses.
When you ask advancement to become a Wizard, you are given a choice. You can 
buy a Wizardís Staff from whomever you are talking to (for 5000 Septims) or 
you can go on a trip to find one.

Itís much easier to buy the staff, which itself is worth 10k. If you sell the 
staff to Creeper, you can make a nice 5k profit, since the game doesnít seem 
to care that you keep it. You only have to purchase one to pass the event.

Otherwise, you will be given directions to find a rogue Mageís Guild member, 
Anirne, in Sud. The directions to Sud arenít too difficult. Head out to Dagon 
Fel. Once youíre there, head West, and keep heading West until you reach the 
Western coast of Sheogorad Island. Make sure that you go past the large 
finger-shaped area of Sheogorad. Once you reach the coast, Sud is on a large 
beach, at about the same level as the split between the Ďfingerí and the rest 
of Sheogorad (where the water ends). Searching shouldnít be much of a problem, 
because Sud is very close to the coast. Once inside there will be many 
Skeleton Archers. These can be a problem if you arenít at a high enough level. 
You may need levitation to get by at some point if your acrobatics skill isnít 
high enough. Search around until you find Anirne. She will attack you with 
powerful spells. Kill her and grab the staff. Then talk to any Guild Steward 
to be promoted to Wizard
REWARD: A Wizardís Staff and Advancement to Wizard

NOTE: The Wizard Staff you get from Anirne is the same as the one you purchase 
from the Guild Steward. Itís probably not a bad idea to get the one from Sud 
and sell it. Although the Guild Steward implies that you should keep the staff 
with you at all times, Iíve seen no indication that this is true. I sold the 
staff and didnít have any problems.

NOTE: There is another way to get a Wizardís staff, but it requires you to do 
the main quest. When you are told to go into the Urshilaku Burial Caverns, 
search for the Laterius burial chamber. Once inside, find the door to the Juno 
caverns. Use a levitate spell and search the mummies near the Juno Caverns 
door. This may or may not be easier to do than Sud, depending on how far along 
the main quest youíve gotten. (Martha Lloyd, Tim the Enchanter, 
Taranwandering)

ANOTHER NOTE: Southeast of the Buckmoth Legion Fort (near Ald-Ruhn) and 
northeast of Caldera lies the Ramimilk Shrine. Once inside, travel to the back 
of the room and enter the trapped door. Check the table to your right and grab 
the Wizard's Staff. This is really quite easy, and the enemies consist 
of only a few Dunmer and Nords with little attack power.
 
Finding the shrine should be easy. It has the appearance of most large ruins. 
This isn't a hidden area by any means. If you were to draw a line southeast 
from the Buckmoth Legion Fort and northeast from Caldera, the ruins would lie 
at the point of intersection (Strangevision).


------------------------------------------------------------------------------
6.0 USAGE OF THIS FAQ

The only sites with permission to post this FAQ are:

DLH.net
www.cheats.de
www.GameFAQs.com
www.Neoseeker.com
www.IGN.com
www.rpgunderground.tk

If you would like permission to use this FAQ, all or in part, you no longer 
have permission to do so. This FAQ is closed. Finished. Capice? This means 
that I donít want people emailing me anymore. Therefore, I have REMOVED all of 
my email addresses from this FAQ. If you belong to any of the sites listed 
above, you should probably already have my email somewhere and you can contact 
me that way. For sites where this FAQ is already posted, the final version is 
v1.81. If your site is listed above and you donít have v1.81, feel free to 
contact me (assuming you have my address, or just cut and paste the whole FAQ.
NOTE: If you would like to print this FAQ, or use it for yourself, that is 
fine. If you want to do ANYTHING else, YOU MAY NOT DO SO UNDER ANY 
CIRCUMSTANCES! I WONíT GIVE YOU PERMISSION, SO DONíT EVEN *THINK* ABOUT 
ASKING.

------------------------------------------------------------------------------
7.0 CREDITS & ACKNOWLEDGEMENTS

If you donít see your name and want to know why, I humbly apologize. If I 
havenít included your name, it probably falls into one of these three 
categories: you submitted something after I sent in the next version of the 
FAQ, I already fixed the problem, or your info didnít help me significantly. 
If your name isnít here now, then it wonít ever be. Sorry. But I give a huge 
shout to all those who helped. You really made this FAQ.

Special Thanks:
*deusvalor: Info on looting the Hlaalu compound.
*Hue69: For a great idea on trapping Golden Saints (which I verified and 
elaborated)
*Jann DeFord: More excellent info on the Redoran Treasury (and how to loot 
it).
*knell_echo: For some extraordinarily detailed info on the Robe of St. Roris.
*Marc Herdman: For the Redoran Vault info.
*Ken Oien: Big Info on Twin Lamps request.
*Wong Kong Yew: For a major contribution about the Twin Lamps, and a 
correction regarding a non-existent ring of restore magicka
*Tiu Xianlong: Excellent info on getting Arch Wizard fast track style.


Thanks:
*Andrew Miles: Joining Imperial Legion to retrieve loot.
*Andy Scott: Fighting Trebonius at the Arena.
*Aruspex.delve: Info on finding Golden Saints, and a fix for 5.2.2.
*Asian four: Fixing info on Leles Birian in 3.3
*Beaginator: Info on restoration trainer mission, Info on Telvanni Spy 
mission.
*Bill: Even more info on glass armor in section 2.2
*Brian: Info on Itermeralís notes (the reason that I reworked the section).
*CBC_CBC: Good info on being able to join the Thievesí Guild.
*Chimpiechanga: Retrieving stolen items.
*Chr1s: Info for 2.1.1.4 and bypassing Thievesí and Fighterís Guild mission 
conflicts.
*Dan Lethcoe: Info on Sneaking.
*Dave Baker: Alternate way to Galur Rithariís Papers.
*Dbarnes.4: Info on Trebonius quest for Dwemar.
*Derek Henderson: Info on getting rewards from NPCs.
*Drizzt: Joining Imperial Legion to retrieve loot.
*DrSwing72: Rising enchant skill.
*Eric Newhouse: Info on the Robe of St. Roris. Info on reward for Galur 
Rithariís Papers mission.
*GatorAJ: Retrieving stolen items.
*Ghetto: Info on Neminda.
*GoldEmilio: A mistake in 5.2.4 and an easy way to finish the Chimarvamidium
*Greg Getner: Info on Tower shield in Urshilaku Tomb.
*Haze1973: Info on raising mercantile skill, finding mercantile book, 
explaining an alternate way to complete Ajiraís quest, Milie Hestien flower 
shortcut, Info on Galur Rithariís Papers.
*Hop Bounce: Info on Staff of Magnus requirements.
*Jack Andrews: Inspiring my invisibility rant.
*James Foster: Dropping items when stealing.
*Jeff Crockett: Info on Ajira.
*Jerky Malerky: Info on Grandmasterís alchemy tools.
*JIM: Retrieving stolen items.
*Joe Inquisitor: For pointing out that Nechuleftingth is marked on the map.
*John Long: Skinkís letter to Trebonius, Taunting Trebonius to fight him.
*Jonathon: Info on stopping Galbedir.
*Josh Hahn: Another way to translate three books for Trebonius.
*Kaine Andrews: Info on Itermeral mission.
*Kevin: Found ANOTHER way to enter the Gnisis egg-mine.
*Kevin Fournier: ANOTHER way to complete Ajiraís quest.
*Kuran: Info on Neminda, Info on Trebonius quest for Dwemar.
*LmpBzktWlt: Skinkís letter to Trebonius.
*LouitheRoach: Info on Joining the Thievesí Guild.
*Mallon-Blackfield: Raising enchant skill.
*ManaElf: Retrieving stolen items.
*Marcos: 5.2.9 info on getting into the eggmine.
*Mark Boyle: Retrieving stolen items.
*Martha Lloyd: Info on finding a wizardís staff
*MasPlumb: Another way to get a Dwemar Tube.
*Matt Campbell: Info on Huleenís Hut, Info on Galur Rithariís Papers.
*Matt Wells: Info on Galur Rithariís Papers.
*Matthew Oakley: A tip on constant effect items.
*Michael Joyce: For the location of some Golden Saints.
*Mike Paulus: Info on Galbedir leaving desk.
*Monty Python: For some great (and extended) jokes.
*MysticMage1: Info on getting heather for Ajira.
*Nicolas Doms: A fix for section 5.3.4.
(Nicque von Rutherfoire: Stopping Galbedir.
*Paul Robinson: Caught a little mistake in 5.2.4.
*Optus: Joining imperial legion for easy access to Bethamez.
*Qvirus89: Inspiring my invisibility rant.
*R S: Getting another Chimarvamidium question, Info on Galur Rithariís Papers.
*Rafa Zelinsky: Info on finding Heather near Balmora.
*Rainox: Info on Galur Rithariís Papers.
*Richard P: Info on Neminda.
*Robin Sequira: Info about NPCs and Ďevidenceí chests.
*RuE4gamez: Info on Skinkís Amulet.
*Scott: Info on 5.3.6 for another copy of the Rithari papers.
*Scott Thomas: Info for 5.2.6 on another Dwemar tube.
*Sithic: Info on raising Alchemy skill.
*Steve Cook: Info on Neminda.
*Strangevision: More info on Golden Saintís and Galur Rithariís Papers, 
Treboniusís amulet and fortify magicka, and most recently info on another 
wizardís staff.
*Taranwandering: A tip on getting another wizardís staff.
*Teh Hoe Yue: Info on restoration trainer mission, Info on Trebonius quest for 
Dwemar, Giving Trebonius Skinkís letter.
*Thomaskennyiv: Info on Census and Excise item recovery.
*Tim the Enchanter: Another way to get a wizardís staff.
*Todd Carnes: Retrieving stolen items.
*Tom <S.D>: Info on book translation in Gnisis.
*Uselesscrap007_: Info on rank requirements, Info on Chimarvamidium, Info on 
Treboniusí second mission.
*Vampiro: Unknowing contributor... I referenced his FAQ.
*Wolfie: A minor fix to section 5.2.3
*Xander: Info on stopping Galbedir
*Xelmepa: Good info on taunting people and taking damage

Total # of Contributors: 81 and more.

A great big Thanks goes out to all of you who have contributed so far!
An Extra Special Thanks goes out to GameFAQs! (for still being the greatest 
even if they are now a subsidiary of Gamespot (and hence ZD Networks))

------------------------------------------------------------------------------
8.0 Contacting Me

Please donít. I donít want to hear from you. Itís not that I donít like you, 
but I just canít answer email anymore. This FAQ and others like it are 
wonderfully detailed. Please try to find what you need before you try to 
contact others. I did much of this myself, and I know youíre not helpless. 
Cheers.

------------------------------------------------------------------------------
9.0 Twin Lamps

This section was originally had some miscellaneous info, but Iíd rather 
include some interesting info about the Twin Lamps instead. Rather than write 
everything myself, a big thanks goes out to Wong Kong Yew, whose email I am 
quoting below, and also to Ken Oien who contributed much of the same 
information:

ďIn your FAQ, you asked if anyone knew how to join the Twin Lamps. I don't 
think that it's possible to join the Twin Lamps, but you can do quests for 
them. After freeing enough slaves (I don't know how many, but I always free 
every slave that I can), you will be told the code phrase. Then go to Ilmeni 
Dren, Duke Vedam Dren's daughter and secret leader of the Twin Lamps, who 
lives in Vivec, St. Delyn South One. Talk to her about slavery and she will 
ask, "Have you seen the Twin Lamps?" You can then answer with the code phrase, 
"They light the way to freedom." From that point on, she will give you quests 
to free slaves.Ē

By the time that I got around to talking to Delyn, I had actually finished all 
of her missions... it was quite odd.

------------------------------------------------------------------------------
10.0 Closing

Have fun playing Morrowind! Thatís all that really matters.