Post by Slayer on Mar 26, 2006 17:06:26 GMT
BLOODMOON CONT.
The Totem of Claw and Fang
1. For this quest, you'll need to visit the Tombs of Skaalara, a rock mound located southeast of the Skaal Village, just inland off the eastern coast of Solstheim and just south of the island you'll see floating off to the east when you get there.
2. Enter the Tombs, take a left, and stay left. The actual tomb is south of the entrance a short way. Find a chest in the tomb with a lock level of 30, open it and take the Totem out. Return now to Korst.
3. Korst rewards you by teaching you the new spell "Summon Wolf." If you're good with conjuration, you might like it. Speak with him about the Ristaag ceremony next.
Console command to start this quest as a human: Journal BM_Ceremony1 10
Console command to complete this quest as a Human: Journal BM_Ceremony1 100
The Ristaag
1. Korst tells you to meet Rolf Long-Tooth after nightfall near the west shore of Lake Fjalding and help him with the hunt. It's a bit deceiving since he won't actually be on the shore. Again, I spent a half hour just looking for him and trying different times of the night. Fortunately I'll tell you exactly where he is.
2. After 9pm, preferably by 12 or 1am go to the west-northwest shore of the lake and then head west, up a small hill until you see a few people. The middle Skaal is Rolf. Speak with him.
3. He'll direct you to follow his orders, and follow his lead on the hunt for the Spirit Bear. You'll have until morning, so if you waited until 4am to find Rolf, you don't have much time to complete this quest. Best to do it before 12 or 1am just to be sure.
4. Follow him a few paces, and you'll hear a scream and he'll stop. Talk with him, and he'll order you to investigate the sound from the right. One of the other people have gone missing. Simply walk to the right and a little forward of the direction Rolf is looking, to a nearby tall rock. Go behind it and you'll see a body on the ground. Your journal will update. Report back to Rolf.
5. The hunt must go on. Continue to follow Rolf until another scream pierces the night air, and he'll stop. Talk to him, and he'll direct you to investigate the sound from the left. Again, fairly nearby off to the left behind a moderately-sized rock is another body, this time of his other helper. Get near it and report back to Rolf when your journal updates.
6. Now, it's just you and him. Follow him for another 10 or so seconds keeping a lookout for the Spirit Bear until you're attacked by a group of werewolves. Fend off the attack, making sure not to hit Rolf in the process, and then speak to him again. If you were looking ahead before the attack you may have seen a white bear in the distance. Now, continue in the direction you were going when you were attacked. The bear is nearby. It will attack you on sight, so kill it and retrieve its heart.
7. Speak with Rolf and then go back to the Skaal Village and report to Korst. Again, you'll learn more about the Bloodmoon prophecy and about the "ominous signs." You'll also receive another summon spell, "Summon Bear." It's on to the northwestern part of Solstheim next.
Console command to start this quest as a human: Journal BM_BearHunt1 10
Console command to complete this quest as a Human: Journal BM_BearHunt1 100
The Castle Karstaag
1. Korst wants you to investigate the deaths of the horkers, and believes a good place to look for information is the ricklings near Castle Karstaag. However, since the front of the castle entrance is blocked at this time, you'll need to enter through an underwater one north of the castle.
2. The Castle's located in the northwestern center part of the island, very close to the north shore. Travel to the beach until you see the large ice Castle directly south of you. Prepare to go underwater again, and you'll find that just off shore, directly north of the castle, is an underwater cave entrance.
3. Take the entrance to the "Caverns of Karstaag" and you'll run into Krish the rickling. He'll ask you to defeat the grahl in the caverns and then escort him to the entrance of the castle, at which point he'll lead you to Dulk, another rickling with more knowledge than he.
4. Kill all the "Deadly Grahl" in the caverns and your journal will update. Then take the left at the first intersection from the entrance to the caverns and follow that to the "Castle Banquet Hall."
5. Inside you'll fight a half dozen or so more ricklings that aren't apparently as eager as Krish to make deals, and so die easy deaths. There's a pretty impressive dining table in here, for giants, which at the other end of, is the exit to the Throne Room.
6. Dulk's not far once you reach the Throne Room. Exhaust his conversation subjects, find out Karstaag was taken by werewolves, and then backtrack out the way you came, and report to Korst again in the Skaal Village. He'll give you a nice magic sword, tell you a little more of the Bloodmoon Prophecy and say that you all must wait. Sounds like a good time for a rest.
Console command to start this quest as a human: Journal BM_FrostGiant1 10
Console command to complete this quest as a Human: Journal BM_FrostGiant1 100
Hircine's Hunt
1. Before you attempt to rest, it's a good time to prepare for your final battle and the fights that lead up to it. Make sure you have a way to repair your weapons and armor, helpful restore and fortify potions if necessary and a slew of enchanted magic items. Or, simply be an extremely high-level PC with hundreds of hit-points and deadly weapons or spells. The next time you rest, you'll be awakened and surrounded by werewolves.
2. After a fade-out, you'll open your eyes to see Hircine the Hunter himself, another of the daedra lords. You're actually supposed to be in the heart of the Martaag Glacier, another point of interest on the northwestern tip of your map near the Castle.
3. Here you'll learn that Carius, Heart-Fang and Karstaag himself have all been chosen by the Hunter for his hunt. Only one will survive. The winner will face Hircine and the losers apparently die to the wolves.
4. You're to be the first to navigate a set of mazes for a chance to fight Hircine. He'll disappear after his introduction, which is your cue to activate the nearby portal to the first circular maze.
5. When you appear on the other side, you're greeted by Carius. You can choose either to join him or fight him. If you join him, he'll fight the wolves with you to the end of the maze, and will wait there. Otherwise, you're on your own.
6. Make your choice, and then begin navigating the smallish circular maze to find a chest containing a glowing key. The werewolves you fight are much tougher than their brethren topside, and are definitely the toughest creatures (in large quantity) of the entire game, both expansions and main game included. If you by accident run into 3 or 4 at once, Ctrl-Alt-Delete. Just kidding, but they are insanely tough at high difficulty levels. Try and spread them out, and use lots of enchantments. There will be a spot here in this first maze that they can group up on you. Approach large-ish areas carefully.
7. The chest here is not tough to find. Once you do, take the key, use your map occasionally and keep running along the perimeter until you find an entrance to the center of the maze. Carius will leave you now if you've joined him, and will hopefully find a way out himself somehow. He also warns you that something's not right about Heart-Fang. There's a portal to the next maze in the center of this one. Heal up, and travel through it to the Inner Ring, where you'll confront Heart-Fang.
8. Tharsten Heart-Fang offers you the choice to join as well. Either way, you will have to do battle with him in this maze. If you take him, find the chest in the maze, open it, and discover that it's empty. Now Heart-Fang will tell you that he has the key and start a fight to the death, with him as his "true form." Kill him and retrieve the key and receive "Hircine's Ring." If you decide to go it alone right there, he'll become angry, turn into something he calls his "true form" and attack. Kill him, retrieve the key and receive "Hircine's Ring." This ring, if used, will turn you into a werewolf.
9. If only it were simple to navigate to the center without fighting. Alas, there are a lot of werewolves in this small maze. Defeat them all, eventually make it to the center, and prepare once again for another tough fight, now or after you step through.
10. The portal leads to the Huntsman's Hall. Inside is a large underground arena with one creature in the center. This creature is very tough, kind of a mini-boss. It's Karstaag and he doesn't have much to say. He'll attack you. Prepare and then kill him. After he's dead, prepare for the last battle.
11. Before you move toward the portal on the other side of the arena, prepare yourself. Heal and get your enchantments ready to use because this is it. Approach the portal, where Hircine will appear.
12. Once his speech is through, you'll be given a choice. What's the warrior's greatest attribute. Is it is Strength, Speed or Guile. Depending on which you choose, Hircine will take different attributes that coincide with your choice, and drop different items when he's defeated. If you choose Strength, he will be extremely strong but slow. If you pick Speed, he'll be extremely fast but will hit for less damage, and dodge your own attacks more. If you choose Guile, he'll be a lethal combination of both. Either way, choose which style best fits your attack strategy.
13. When he's defeated, check his corpse, retrieve the key and the powerful item he dropped, and exit through the portal. Now it's FMV time, and you'll be spit out outside the Ice Castle, to continue as you desire. If you return to Korst and/or check on Carius, they'll both have something to say.
Console command to start this quest as a human: Journal BM_WildHunt 10
Console command to complete this quest as a Human: Journal BM_WildHunt 100
-Slayer
The Totem of Claw and Fang
1. For this quest, you'll need to visit the Tombs of Skaalara, a rock mound located southeast of the Skaal Village, just inland off the eastern coast of Solstheim and just south of the island you'll see floating off to the east when you get there.
2. Enter the Tombs, take a left, and stay left. The actual tomb is south of the entrance a short way. Find a chest in the tomb with a lock level of 30, open it and take the Totem out. Return now to Korst.
3. Korst rewards you by teaching you the new spell "Summon Wolf." If you're good with conjuration, you might like it. Speak with him about the Ristaag ceremony next.
Console command to start this quest as a human: Journal BM_Ceremony1 10
Console command to complete this quest as a Human: Journal BM_Ceremony1 100
The Ristaag
1. Korst tells you to meet Rolf Long-Tooth after nightfall near the west shore of Lake Fjalding and help him with the hunt. It's a bit deceiving since he won't actually be on the shore. Again, I spent a half hour just looking for him and trying different times of the night. Fortunately I'll tell you exactly where he is.
2. After 9pm, preferably by 12 or 1am go to the west-northwest shore of the lake and then head west, up a small hill until you see a few people. The middle Skaal is Rolf. Speak with him.
3. He'll direct you to follow his orders, and follow his lead on the hunt for the Spirit Bear. You'll have until morning, so if you waited until 4am to find Rolf, you don't have much time to complete this quest. Best to do it before 12 or 1am just to be sure.
4. Follow him a few paces, and you'll hear a scream and he'll stop. Talk with him, and he'll order you to investigate the sound from the right. One of the other people have gone missing. Simply walk to the right and a little forward of the direction Rolf is looking, to a nearby tall rock. Go behind it and you'll see a body on the ground. Your journal will update. Report back to Rolf.
5. The hunt must go on. Continue to follow Rolf until another scream pierces the night air, and he'll stop. Talk to him, and he'll direct you to investigate the sound from the left. Again, fairly nearby off to the left behind a moderately-sized rock is another body, this time of his other helper. Get near it and report back to Rolf when your journal updates.
6. Now, it's just you and him. Follow him for another 10 or so seconds keeping a lookout for the Spirit Bear until you're attacked by a group of werewolves. Fend off the attack, making sure not to hit Rolf in the process, and then speak to him again. If you were looking ahead before the attack you may have seen a white bear in the distance. Now, continue in the direction you were going when you were attacked. The bear is nearby. It will attack you on sight, so kill it and retrieve its heart.
7. Speak with Rolf and then go back to the Skaal Village and report to Korst. Again, you'll learn more about the Bloodmoon prophecy and about the "ominous signs." You'll also receive another summon spell, "Summon Bear." It's on to the northwestern part of Solstheim next.
Console command to start this quest as a human: Journal BM_BearHunt1 10
Console command to complete this quest as a Human: Journal BM_BearHunt1 100
The Castle Karstaag
1. Korst wants you to investigate the deaths of the horkers, and believes a good place to look for information is the ricklings near Castle Karstaag. However, since the front of the castle entrance is blocked at this time, you'll need to enter through an underwater one north of the castle.
2. The Castle's located in the northwestern center part of the island, very close to the north shore. Travel to the beach until you see the large ice Castle directly south of you. Prepare to go underwater again, and you'll find that just off shore, directly north of the castle, is an underwater cave entrance.
3. Take the entrance to the "Caverns of Karstaag" and you'll run into Krish the rickling. He'll ask you to defeat the grahl in the caverns and then escort him to the entrance of the castle, at which point he'll lead you to Dulk, another rickling with more knowledge than he.
4. Kill all the "Deadly Grahl" in the caverns and your journal will update. Then take the left at the first intersection from the entrance to the caverns and follow that to the "Castle Banquet Hall."
5. Inside you'll fight a half dozen or so more ricklings that aren't apparently as eager as Krish to make deals, and so die easy deaths. There's a pretty impressive dining table in here, for giants, which at the other end of, is the exit to the Throne Room.
6. Dulk's not far once you reach the Throne Room. Exhaust his conversation subjects, find out Karstaag was taken by werewolves, and then backtrack out the way you came, and report to Korst again in the Skaal Village. He'll give you a nice magic sword, tell you a little more of the Bloodmoon Prophecy and say that you all must wait. Sounds like a good time for a rest.
Console command to start this quest as a human: Journal BM_FrostGiant1 10
Console command to complete this quest as a Human: Journal BM_FrostGiant1 100
Hircine's Hunt
1. Before you attempt to rest, it's a good time to prepare for your final battle and the fights that lead up to it. Make sure you have a way to repair your weapons and armor, helpful restore and fortify potions if necessary and a slew of enchanted magic items. Or, simply be an extremely high-level PC with hundreds of hit-points and deadly weapons or spells. The next time you rest, you'll be awakened and surrounded by werewolves.
2. After a fade-out, you'll open your eyes to see Hircine the Hunter himself, another of the daedra lords. You're actually supposed to be in the heart of the Martaag Glacier, another point of interest on the northwestern tip of your map near the Castle.
3. Here you'll learn that Carius, Heart-Fang and Karstaag himself have all been chosen by the Hunter for his hunt. Only one will survive. The winner will face Hircine and the losers apparently die to the wolves.
4. You're to be the first to navigate a set of mazes for a chance to fight Hircine. He'll disappear after his introduction, which is your cue to activate the nearby portal to the first circular maze.
5. When you appear on the other side, you're greeted by Carius. You can choose either to join him or fight him. If you join him, he'll fight the wolves with you to the end of the maze, and will wait there. Otherwise, you're on your own.
6. Make your choice, and then begin navigating the smallish circular maze to find a chest containing a glowing key. The werewolves you fight are much tougher than their brethren topside, and are definitely the toughest creatures (in large quantity) of the entire game, both expansions and main game included. If you by accident run into 3 or 4 at once, Ctrl-Alt-Delete. Just kidding, but they are insanely tough at high difficulty levels. Try and spread them out, and use lots of enchantments. There will be a spot here in this first maze that they can group up on you. Approach large-ish areas carefully.
7. The chest here is not tough to find. Once you do, take the key, use your map occasionally and keep running along the perimeter until you find an entrance to the center of the maze. Carius will leave you now if you've joined him, and will hopefully find a way out himself somehow. He also warns you that something's not right about Heart-Fang. There's a portal to the next maze in the center of this one. Heal up, and travel through it to the Inner Ring, where you'll confront Heart-Fang.
8. Tharsten Heart-Fang offers you the choice to join as well. Either way, you will have to do battle with him in this maze. If you take him, find the chest in the maze, open it, and discover that it's empty. Now Heart-Fang will tell you that he has the key and start a fight to the death, with him as his "true form." Kill him and retrieve the key and receive "Hircine's Ring." If you decide to go it alone right there, he'll become angry, turn into something he calls his "true form" and attack. Kill him, retrieve the key and receive "Hircine's Ring." This ring, if used, will turn you into a werewolf.
9. If only it were simple to navigate to the center without fighting. Alas, there are a lot of werewolves in this small maze. Defeat them all, eventually make it to the center, and prepare once again for another tough fight, now or after you step through.
10. The portal leads to the Huntsman's Hall. Inside is a large underground arena with one creature in the center. This creature is very tough, kind of a mini-boss. It's Karstaag and he doesn't have much to say. He'll attack you. Prepare and then kill him. After he's dead, prepare for the last battle.
11. Before you move toward the portal on the other side of the arena, prepare yourself. Heal and get your enchantments ready to use because this is it. Approach the portal, where Hircine will appear.
12. Once his speech is through, you'll be given a choice. What's the warrior's greatest attribute. Is it is Strength, Speed or Guile. Depending on which you choose, Hircine will take different attributes that coincide with your choice, and drop different items when he's defeated. If you choose Strength, he will be extremely strong but slow. If you pick Speed, he'll be extremely fast but will hit for less damage, and dodge your own attacks more. If you choose Guile, he'll be a lethal combination of both. Either way, choose which style best fits your attack strategy.
13. When he's defeated, check his corpse, retrieve the key and the powerful item he dropped, and exit through the portal. Now it's FMV time, and you'll be spit out outside the Ice Castle, to continue as you desire. If you return to Korst and/or check on Carius, they'll both have something to say.
Console command to start this quest as a human: Journal BM_WildHunt 10
Console command to complete this quest as a Human: Journal BM_WildHunt 100
-Slayer