Children of the Night Part 2
THIS IS
A Walkthrough OF THE MOD CREATED BY John Barbosa
Warning:
Children of the Night is aimed at an adult audience and, as such, is not
necessarily suitable material to be handled by minors. (There is nothing “unsuitable”
in this walkthrough). It has been written in such a way as not to provide
merely a recipe for completing the game, but to encourage some
self-participation. It is based on a game running Tribunal but not Bloodmoon,
with Better Bodies (beta) installed (highly recommended), in addition to
Astarsis’ Basic Replace, Bethaliz’s Drow, Draege’s Dread Ruby, Ignisis’
Hellripper and Hurdy Gurdy’s Robes mods. Not included are all the numerous
side-quests, which will become obvious as one progresses, often providing some
nice loot but not essential to the main plot. (Journal entries are referenced
JE).
Note that if you have
not already started playing the game, the mod should first be “patched” with
the official patch downloadable from the Children of the Night 3 Web-Site
(www.con3.co.uk).
Screen-shots can be
seen here.
WARNING: Included are some pictures displaying full-frontal nudity
(although not in a tasteless manner). However, if this might potentially cause
offence do not access the screen-shots.
Background
Your character’s
intimate friend Ariela, the daughter of a famous alchemist, has been
mysteriously kidnapped by an equally mysterious cult, right from under the
noses of the Imperials (led by one Varder Moravias) who themselves have been
after her (CON1).
Chapter 1 - A Message
The plot begins
whenever you enter a major city - head for Balmora, where you had last seen
Ariela. A Guard hands you a letter from Varder (read this) as well as Ariela’s
Diary (which explains what happened in CON1) and disappears. The mysteriously
arrived Dark Elf, Angelis, might show up (for protection) to accompany you.
Before heading to
where the letter instructs you, go and talk to Kojali (a CON1 figure) near the
Silt Strider. A “vision” appears in which you are powerless to do anything and
you “see” Ariela die. Could she really still be alive after all this? Kojali
will tell you.
With Angelis
following for protection head for Pelagiad and, on nearing your destination, he
will disappear as mysteriously as he arrived. (If the plot does not begin for
you like this, head straight for Pelagiad).
On arrival, seek out
Xandra Vanucius, Varder’s messenger, in the Halfway Tavern. Speak to her and,
before leaving, make sure you ask about Hygina (a character from CON1) and
receive Ariela’s “parfum”. A new letter from Varder gives you new instructions
(and south does mean south, to the stretch of land in front of cave Mannammu).
Talk first to Shayna
(a character from CON1) and respond that “Ariela didn’t know the dark nature of
the cult’s intents” to stimulate a dialogue with her. Finally, talk to Captain
Julius to be taken to his ship the Trianon.
Once on board, go
below deck and strike up a relationship with Marsonia (if she attacks you, one
of your plug-ins is causing a conflict and will need to be removed) to obtain
JE1. Go back up on deck to let Shayna know you were pleased to learn what
Marsonia told you and then do as she tells you.
After having enjoyed
the scenery at the first stop of the ship, talk to Shayna and you will sail on
to Suran. Once there, talk to Shayna again, remembering to do as she tells you
and thereafter you’ll obtain JE2.
Visit Alyssar’s Hut
and return at the time he is prepared to talk to you. (Dusk is twelve hours
after dawn, which Alyssar considers to be at 8 o’clock). Alyssar retells some
of what happened in CON1 and you’ll obtain JE3. (There is a side-quest
involving a slave, but it does not have to be completed to continue, unless you
choose to do this to “kill” time waiting until dusk).
Head into Suran and
talk to Smelly/Toe. After the inevitable, and a quick visit to Desele’s House
for refreshment (!), go through the arches to observe the cultists. Speak first
to Sister Mirel, then to Father Lobyo (moving up a level) and, after having
seen what happens, speak to him again (JE4). Take the “Hood of the Dunmer”
which one of the cultists was wearing. Return to the Trianon and talk first to
Shayna.
Note that after the
first time you sleep, you will have a “disturbing” dream which causes a “vision
from the past” to appear. Make sure you talk to her.
Underway, talk to
Marsonia. She’ll go to the side of the ship (for a very good reason), follow her
and talk to her again for an unexpected “surprise” (JE5). Thereafter talk to
Shayna again, then Captain Julius who will dock the ship at its next stop.
Before going ashore,
talk to Shayna once more and, since you can see Marcos and Jamir have left the
ship without Marsonia, now would be an opportunity to go below deck for a
moment of intimacy (good luck!) with Marsonia. You’ll get JE6 and then head
ashore for the closest place offering sustenance.
On arrival you’ll
meet Ariela’s father, who knows you from the past. Talk to him and on your way
out make sure you talk to the captain of the ship which brought him, Marelius.
Follow his instructions to learn something more of what happened in CON1 and
obtain JE7. Afterwards, read his letter to learn of an accomplice whom you’ll
find outside the building in which Ariela’s father is staying.
Well, the detour’s
worth it, but remember what your parents always told you about talking to
strangers! (The key is where you would expect to find it - on the bed). Back on
board, as usual first talk to Shayna and then Julius. If it’s too early to
leave then “kill” time until dusk and talk to Julius again.
Chapter 2 - THE ISLAND OF ZAMURA
The ship is struck by
a massive tempest, after which Marsonia now feels better and you should talk to
her at the side of the ship (JE8). Before following Marsonia’s suggestion,
however, talk to Julius and then to Shayna.
Off for adventure.
Take the note in the captain’s cabin and head below deck, being prepared for a
good fight. What you need to retrieve is a valuable item not in the steel
closet. Take the item to Shayna and when she’s finished examining it, talk to
her again. Trouble is at hand. Talk to Shayna for a third time (JE9) and then
for a fourth time.
If you’re at a high
level you can stay and fight (talk for one last time to Shayna) or, if you can
levitate, “go up” and simply enjoy the spectacle of battle. Follow Shanya’s
previous instructions, because playing the hero here will achieve nothing.
The Island of Zamura
lies to the east of the ship. Explore, where many surprises await you, and you
will come across directions to X’abi. Make your way to him and do not be afraid
to talk to him, even if he has a rather unpleasant “problem”. He’ll direct you
to assistance (JE10).
The river, which is
east (there is a hidden cave behind the waterfall) flows into a lake. The
settlement to which you are heading is situated on its northern shore,
immediately east of the river. Speak first to Shaba in her hut. She will tell
you some of the island’s history.
JE11 tells that you
must face “Dvarna”. (Underwater, south and slightly east of the jetty, before
the “floating” island).
You will find
yourself in a rather large and confusing underwater dungeon. You need to swim
“up” to find the fairly well-hidden “daedric door”. Going through this and
continuing in an easterly, and slightly southerly, direction brings you Dvarna
to whom you should talk before attacking.
Return with Murika
Salos’ book (which you should read) to Shaba. Talk to her for JE12. As
suggested, go and speak to Tijani (three times) and head up the steps, with her
following you, to Sand Bay (north and then east) - down to the marble jetty and
around the coastline in the water.
Let the pirates come
after you one by one whilst you are still in the water, and watch Tijani’s
back!
How you play the
“Lair” is up to you, but the objective is to free Nogui and for this you need
to find a key. Once you’ve freed him, you’ll receive JE13. Then, of course, you
have to see Tijani safely on her way.
What to do, now that
the pirate captain has sailed off with the precious cylinder? Return to Shaba,
or X’abi, or go and look up the “loving” couple? Decisions, decisions! Someone
is prepared to offer you an important position, which you must decline, but
instead you receive from them an important document as a reward. With this you
should set off back to the “windy one”.
Back to the lake,
this time to the engine room of the “floating” island to talk to Xarniz’Yi.
(Entry is through the Sub Moon Lower Door). By now you will have realised that
most of the Daedra on Zamura are good and one can develop a meaningful
relationship with a Golden Saint. (You should have received JE14, and it might
be worthwhile to “mark” your position here).
You must now obtain
the key to The Abode of Nargun (taken from the Scamp Largos by one of his two
sons Lataka and Latuki). First visit Latuki in the Southern Complex by heading
west and slightly north, to the two large statues guarding the entrance.
Lataka has now to be
visited, in the Three Towers Complex, which lies south-east of the Southern
Complex. Go past the volcano, and immediately south, towards the ocean. But
before entering the Complex, talk to the Scamp called Morsaka and follow his
advice.
Guess whom you meet
on the little beach - yes, the ghost of your “love-sick” friend. By now you
will have also come to realise that ghosts and “time travel” are going to play
a not-insignificant role in the game. (If you do not make this little detour,
you will miss out on some fun later on). You receive JE15.
To save having to
find a friendly ghost, do what you always knew you would have to do and make
sure you then have a new item in your inventory. Now head back to the Complex.
Before entering, go down the marble staircase for a bit of fresh sea-air and to
listen to the mesmerising sound of the breaking waves.
Ayala will trick you.
Do what you like with him. Lataka is down the stairs. You have the choice of
either killing him now or first returning, as he would prefer, to his brother
(and then having to come back to kill him). Either way you are going to be
disappointed because, like all good Scamps, brother Latuki has tricked you and
you will need to go back one final time to him.
With the key now in
your possession, return to Xarniz’Yi for JE16 and her “blessings” to enter The
Abode of Nargun (near to your “windy friend”). An uncomplicated dungeon awaits
you and take the note you find on Xulax back to Xarniz’Yi.
Xarni’Yi tells you
that the Winged-Twilight, Ximizo, can be found near the Pool of Eternity (north
and slightly west) and you receive JE17. Make sure you save a new game before
talking to Ximizo who teleports you to Zadra, a small island to the north of
Zamura, to teach the Seductress, Yonoxari, a lesson. On Zadra, speak again to
Ximizo, head towards her “girls” and then follow the road north, with them at
your side.
A fairly tough and
“spectacular” battle takes place but unfortunately “disappearance into thin
air” prevents you from grabbing any bodily loot. You do not at first find
Yonoxari (alias Gdy’Ngoma’Ke), because she’s taking a “shower”. Enjoy the
beautiful fish in her pool, after disposing of her, and then return to Ximizo
on the beach to tell her you have completed your mission and you’ll be
teleported back to Zamura. Once there, talk to Ximizo to receive the switch,
which you can now take to Xarniz’Yi.
Before returning to
Xarniz’Yi, it might be a good idea to levitate upwards to the Eye of the Moon
which is “floating” above Ximizo’s patch. The ghost, Izimir, provides some
interesting details. If you manage to get downstairs, you will find Nargun’s
Travelling device (inoperative) and a strange woman who will not talk to you.
Whom could it have been?
Now to
Xarniz’Yi. As always, one’s problems
only really begin, just when you think they are over. The Moon and Spawn
Complexes need to be traversed and battle done with Dadrix. You receive JE18
and must set off. The entrance to the Moon Complex is atop Nargun’s Abode, just
south-west of the waterfall at the head of the river which flows into the lake.
Upwards is out (but don’t forget the key in one of the crates) and leads to the
bridge to the Spawn Complex.
Dradix will be a
fairly tough fight, depending on your level, but someone will come to your
assistance (don’t injure her). Speak with her afterwards and do as she says,
speaking twice to her when you meet up again.
After “setting sail”,
speak to Xarni’Yi and follow her instructions and “descend”.
NOTE: In true
Morrowind fashion, there are many more things to see and do on Zamura than just
following your quest. Take the opportunity to explore the island thoroughly and
enjoy some of the magnificent scenery.
CHAPTER 3 - BACK IN VVARDENFELL
You have arrived near
Vos.
Take the quickest
route to Gnisis and seek out one of the most beautiful Nords you will have ever
seen (depending on your NPC-replace mod). Her name is Camelia Favar. (The woman
you travelled with to Balmora - CON1 - was Ariela, by the way). Follow Camelia’s
instructions, after having been given the key to Varder’s quarters.
You will first meet
Ingel Thuryaki (who will “string you along” for the rest of the game; after
all, she’s married!) Amazing what a resemblance she bears to dear departed
Marsonia. Talk to her before continuing (through the trapdoor in the stairway)
and then talk to Sion.
Thul’ana and Bijanic
can be spoken to later. Head now to Varder’s room, to speak to him and find out
the “state of play”. He asks you to do something and you receive JE19.
In Varder’s prison
you meet Mulos (talk to him twice) and then talk to Corsarias who will instruct
you in the art of torture. Speak to the prisoner and you will receive a
“vision” in which you are powerless to do anything but merely watch (talk,
however, to Father Valius); continue your questions and the inevitable happens.
Return to Varder and
you will now learn the true nature of Ariela’s father, Caius Funlar, the
supposed alchemist. After a somewhat extensive “history lesson” he sends you on
a mission to Balmora (you obtain JE20). It might now be appropriate to move
your “mark” to your present position at Varder’s.
In the Hlaalu Council
Manor you’ll find Lumius upstairs who tells you to meet him at the River House
after dark. Kick your heels until nightfall and then take the path northwards
out of Balmora and head east to the tower on the opposite riverbank. Downstairs
awaits an appropriate greeting, but its upstairs you need to go to find Lumius.
His welcome is unexpected (don’t kill him straight away, but beat him into
submission and let him talk) and you will end up with a letter from Gladys.
Take Gladys’ letter
to Varder, who tells you there is a new prisoner (to be interrogated and for
whom Ariela’s “parfum” is significant). Another “vision” and the same result as
before with the first prisoner. Back to Varder. (JE21). You now have the option
of first re-examining Lumius’ River House (not essential, but there are some
interesting developments) and then going to the coast just north of Hlormaren
to seek out Gladys, or going to the coast directly. You can either carry on
alone or take Ingel, Thul’ana or Sion (or any combination thereof) with you.
Having a “mix” can lead to some “interesting” dialogue! Specifically, there is
a quest involving Sion.
Either way, you need
to end up where Gladys has come ashore. Be prepared to have to deal with about
nine bandits before talking to Gladys and, once she tires of you, she will have
summoned a half-dozen creatures and even tougher bandits. On Gladys is a letter
from Hygina to be taken back to Varder, but first you need to head on to Seyda
Neen to deliver Varder’s missive for the newly arrived Admiral Luxar (in the
Census and Excise Office).
Now return to Varder
and your JE22 will tell you that you need to report to Celas Badji in the Black
Shalk Corner Club (Lower Waistworks, Foreign Quarter) in Vivec. Celas requires
some assistance in identifying Hygina from amongst three new female arrivals in
Vivec. (You “bumped into” her once in Pelagiad in CON1, but that was when she
was wearing no clothes).
Wow, Badji sure
visits some classy tailors! He asks you to check out Caia Lupi, newly working
as a guide in the Arena; Mircenella Papesca, a newly started trader in the
Foreign Quarter Plaza; Annygea Marti, a newly appointed barmaid at the Elven
Nations Cornerclub of the Hlaalu Canton. Ordinator Houmus at the Arena might be
able to be of assistance. You receive JE23.
Try talking to
Mircenella first (since she’s the closest) and then head over to Ordinator
Houmus (he’s outside) at the Arena. Man, does he provide some helpful advice.
Go into the spectator’s area of the Pit and converse with Caia, who tells you
she was born in Balmora and so should know everything about Vvardenfell. (Hint:
Sneak skills will prove useful here, after talking to her). Finally, go talk to
Annygea (and with “heels” as red as hers, she must be the one!?)
Return to Badji to
tell him whom you think is Hygina (the one you’ve figured out who lied about
her background). You receive JE24 and heaven help you if you’ve committed the
wrong damsel to the fate which now awaits her and to which Varder is only too
keen to subject her. After telling Varder whom you suspect, question him
further to learn something more of significance. He will then tell you about a
traitor you need to eliminate whilst he arranges for the luckless Hygina to be
brought to his torture chamber.
Even if you took no
companion with you previously, you must now take Thul’ana with you to Balmora
(JE25). Talk to her to receive some travel money. By taking Ingel with as well,
an interesting little side plot hatches around her subsequent disappearance.
Before embarking on the Silt Strider, you hear the beautiful Camelia’s voice
bidding you farewell. Pity she couldn’t join the “party”.
On arrival, ask
Thul’ana what the plan is to be. (JE26). There will be an additional JE if
you’ve taken Ingel with (plus one more after “finding” her again). If you’re
not searching side-streets for Ingel, rest up at your favourite lodgings with
Thul’ana (although expect no favours) and perhaps it’s best to avoid the Eight
Plates.
At precisely 10 am
the next day, enter the Eight Plates. (The unexpected surprise will have to be
given away here, since the overall quest might inadvertently get broken). You
are ambushed and, whilst fending off the two cultists, two assassins will try
to attack Thul’ana with poisoned blades. If you are “too good” in defending
yourselves, the quest will be broken. Unfortunately, you have to let the assassins
do their dirty work and then subsequently perform the unpleasant task of
disposing of the body of your faithful companion and finding her tragic letter.
(At least you will now have obtained some spectacular gear).
It is Muryani whom
you were supposed to meet and he makes a disturbing comment. Acting on it, you
find another old friend from the past outside (remember it was to you that he
gave his shirt!) Your long-lost friend will spell out instructions on how to
catch the traitor, JE27, but these entail further hanging around until
nightfall.
Hide atop one of the
Western Guard Towers, make yourself comfortable and while away the hours. At 10
pm (exactly 12 hours after your morning meeting) the traitor arrives in the
plaza to talk with two cultists. Now is the time to act (but first make a new
save game). Talk to the traitor, after which the other two will attack, but
move away to continue the skirmish and do not hit the traitor. After killing
the cultists, grab the useful garments and return to talk to the “traitor” and
show magnanimity (JE28).
Whose that who now
shows up at the plaza? Find out from her what happened (JE29) and then return
with her to Varder’s quarters, depositing her in her room.
Report to Varder and
then speak to Hygina and follow her instructions. Continue as instructed. Now
you discover the true relationship between Hygina and Arelia. (Although implied
in CON1, incest was never, in fact, committed - you inadvertently prevented the
act by stumbling in on the two of them in Pelagiad).
You will now need to
do what Hygenia challenges you to do, even if you find it distasteful. (Make
sure you have previously saved your game, because if you are too powerful……….)
Continue until you receive JE30. By now you will know the objective of the
“cult” and their plan to achieve this.
At this point those
players with a female character will have realised that the “magic” of the
story does not extend just to ghosts of the past and spirits of the future, but
that “magical conception” will take place as well; and, if you find having to
act the role of a lesbian distasteful, just “grin and bear it” since to
continue is well worth it.
Return to Varder.
Don’t worry any longer about Hygina - she will be released (eventually). Do as
Varder says and visit Admiral Luxar once again. He will instruct you to sail to
the island of Anzizabar, both to search for the captured Shayna and to
investigate the corrupt Governor.
To get to Anzizabar,
you need to join up with your crew in the Six Fishes in Ebonheart. Mitas, Bana
and Terabaya welcome you as their long-lost friend. After the frivolities, the
only thing left for you to do is to rent a bed for the night.
Fresh in the morning,
talk again to Mitas who will take everyone to Captain Marcala. Once Terabaya
has donned her outfit, you could swear she was the reincarnation of poor
Thul’ana.
Pay Marcala to take
you to Anzizabar.
CHAPTER 4 - ANZIZABAR
Anzizabar is an
amazing place. Imagine Ebonheart, Suran and Balmora thrown into one but even
better! Explore everything and talk to everyone; you’ll be at it for days. The
townsfolk come out during the day and are at home at night. Apart from the
proverbial “ladies of the night” and pickpockets, the streets are much quieter
after dark, although there is the odd ghost to meet up with. It might be
appropriate to leave Bana and Terabaya in the Manor you have been given and
just have Mitas accompany you (he is required for a couple of the side-quests)
since negotiating the narrow streets with a party of four can sometimes be
problematical. Not every quest will be dealt with here, but in addition to the
main one, some of the more “interesting” ones will be described (next Chapter).
At this stage, after
arriving, send all of your companions off to the Manor and follow Mitas’ advice
to visit the Governor’s Castle. Talk, first of all, to Cassis Missus (JE31).
You might just get a chance to speak to the Governor, by barging in before he
“disappears” (up the stairs to the right). Then try his “official quarters”
where his desolate wife (room at the top) will confide in you.
Wait until daylight
and head up through the massive “gate” into the city. Speak first to the Dark
Elf Humaras Xuvio and accept his “job” (JE32). The LEAGUE OF GENTLEMEN (MAIN)
QUEST has been initiated.
Continue up the steps
in front of you and you will hear a cry of help from Lussani. The LUSSANI QUEST
has been initiated. To get to their house, come back down the steps, turn left
and head up the back-street. Their house door is the second on the left. Talk
to Lamarius on entering. Then run upstairs to the second floor to Lusana’s
bedroom. Talk to her mother. Voila (!) the beautiful Lusana has recovered (and
guess what happens when you speak to her?) LUSSANI QUEST COMPLETED.
Exit the house and
ask Dishy about Shayna. By completing your interrogation of him you will obtain
JE33. To get into the fortress, you will need further information, so your main
quest becomes one of finding out this information.
Head to your Manor
(NW of Lussani’s house) at the water’s edge. Explore, and in the cellar you
will find someone who will help you enter the League of Gentlemen’s building.
It’s best to leave your companions at the Manor and go to the League of Gentlemen’s
Building on your own. Enter this, dealing as quickly as you can with all your
attackers, and head to the top floor to speak with Floris. Return to your Manor
to interrogate her, letting her go afterwards (JE34). LEAGUE OF GENTLEMEN
(MAIN) QUEST COMPLETED and SLAVE (MAIN) QUEST initiated.
Based on the
information you have received, go down into the sewers, looking for the “Sewers
Corridors” and where you will require a lock-picking skill of 25 or,
alternatively, an appropriate spell. Bakassa is prepared to divulge more
information, but is not yet prepared to trust you completely. You have to prove
yourself to him first. The Slave Cells are in the adjacent sewer. You will have
several tough opponents to defeat and Selanas holds the key to the cells. Open
the doors and free the two slaves and return to Bakassa who will give you a key
to the fortress (JE35). SLAVE (MAIN) QUEST COMPLETED. Return to your Manor for
a good night’s sleep.
After midnight, the
ghostly hour, it might be a good idea to check out what goes on outside. Up the
alleyway, almost immediately south of the trapdoor to the sewers near the main
square stairs, roams the unhappy Mauriel Yukumaki. Talk to her (MAURIEL QUEST
initiated) and do as she says. After the surprise in her house, you will find
what you are looking for round the corner, at the bottom of the next street
near the wall.
Jamayo is quite a
ferocious opponent but yields some nice loot, especially the “Night Wing” ring,
which could “send you over the moon”! MAURIEL QUEST COMPLETED.
The walkthrough will
now first describe completion of the main quest on Anzizabar and then, before
departure, it is suggested that the principal side quests be tackled.
After resting up at
your Manor, set off with all three companions to Captain Marcala at the docks.
MAKE SURE YOU FIRST MARK YOUR POSITION ON THE DOCKS. He will give you some
advice (take it or leave it) and then you can set sail in his Raver (JE36). If
you do not arrive at your destination under cover of darkness, it is advisable
to rest on board until nightfall. Set off with your companions, swimming north,
under the arch of stone, and then westwards until you near a ship with two
pirates standing guard. Let them come after you, dispose of them and, once on
dry land, ask your companions to wait.
Levitating up to the
rampart of the fort where there is a trapdoor and only three pirates is
probably the best strategy if you are on your own. Dispose of the pirates,
enter the fort and fight your way downwards (Shanya is in the dungeons).
Unfortunately, this is a bit of a wild-goose chase, since the key from Bakassa
got you into the fort, but it doesn’t open Shanya’s prison (and none of the
pirates is carrying a key). Perhaps there is a key to be found up at the top of
the stairs?
Up you go again and
this time, enter the Central Tower. You will need to do battle with the mage,
Janaxa (on his body is a valuable hood) and the warrior, Agnar. After having
suitably despatched them, continue on, to encounter the ravishing Xuvina (you
will be able to loot her red temptress outfit despite the absence of the
relevant icons).
At last you encounter
the Governor (Aurelius Maximus) who tries to do a deal with you. Do you accept?
Remember, you have to report to Luxar (and will require some “records” to show
him).
Now who can this be
(after having appropriately dealt with Aurelius)? It can’t be Terabaya. She was
left outside (possibly). Ah ha! You finally meet. But where has she gone?
Outside, perhaps? (It would be a good idea to save your game here). Follow, and
keep questioning, Gazza, who will also try and strike a deal with you. Where
has she gone to again? Outside, once more? (Be prepared for one of the most
visually stunning combat “feats” in which you are likely to participate! OK,
you’ve got the key, but now where do you go?)
Finally, head all the
way back to Shanya who will pour out her heart to you and you receive JE37.
Leave her to find her own way back, report to Mitas on the shore and head to
where the Raver was anchored. In case the ship has set sail without you, you
will need to use a recall spell to reach the docks (hence the necessity for the
mark). Speak to Marcala and get him to take you back to Ebonheart. However,
before departing, it would be worthwhile to get to know the island better; and
if you killed any of the pirates before they attacked you, there is now a
bounty on your head.
CHAPTER 5 - FUN ON THE ISLAND
Get Mitas to join you
(“Fellowship”). Note that you will need to tell the two girls to “wait at your
Manor”, once you are outside (if you decide not to take them with you). Walk
directly ahead and you will meet up with Domenica. Talking to her (although
there is dialogue with Bana and Terabaya despite them being absent, if they have
been left behind) initiates the DOMENICA QUEST.
You now need to seek
out Usuras Dinheiro at the Bloody Mary (near to your Manor) and keep a low
profile when you enter. He, in turn, requests your assistance. At this stage,
unless you are planning to spend considerable time on Anzizabar, buy the deeds
from him and return to Domenica. DOMENICA QUEST COMPLETED.
Go with Mitas to the
League of Merchants (down from the Bloody Mary) and talk to Leyla (same
dialogue issue as with Domenica). Then go down the stairs and talk to Evva
Comtomates. You’re obviously not going to be able to join the League of
Merchants (Pirates), not that you wanted to, so send Mitas back to the Manor
and go off on your own.
Where now to turn?
Evva said something about “selling my wares in the market place”. Might as well
head there (and try the covered stall right at the end). Iriel Kadan calls for
help as soon as you arrive and this initiates the IRIEL QUEST. The quest is
completely straightforward and will help to relieve some of the agro built up
inside you for not being able to sort out some of the other obnoxious people
you’ve had to ignore. Iriel invites you to her home (where she will be at night
and you could try to pay her a visit, but she will simply introduce you to her
husband). IRIEL QUEST COMPLETED.
One establishment
that no one has been keen to mention, except Floris, is The Pimp and The Horn.
Why? This should be your next port of call, even though it’s a pricey place.
Talk to Madame Pimp on entering (JE38) but, before talking to her again, go and
explore.
There’s no need to
provide a walkthrough here. However, do go upstairs (with or without some paid
company) and make sure to “peek” in all the rooms there, where some surprises
await you. You’ll not be able to enter Madame’s Privee, so go back to Madame
and ask her about this (JE39) which initiates MADAME’S QUEST.
Set out for the Horny
Guar to find Antelmus Puris. On entering you will be caught up in a quarrel.
You might as well assist the fairer sex. Antemus is upstairs and, as to be
expected, you are sent off elsewhere, to the sewers! Wait until dark (this is
beginning to take on a familiar ring but, after all, this is “Children of the
Night”) and look for “Hidden Storage” (and be prepared to do battle). Talk to
the “reincarnation” of Yonoxari, Xiuo’Youki.
Agree to help break
into the Governor’s Mansion (the three sisters will be waiting at the wall,
opposite the League of Gentleman’s building). Using the key provided you can
enter the front door (the Governor is away and it is night-time); however,
expect to be confronted by half-a-dozen Imperial guards. Butler Jeeves is in
the cellar, but you wont get much out of him (don’t “get rid of him”, however).
Go upstairs to the
bedroom. In the locked and trapped bedside table is the jewel the three sisters
are after. (If the key cannot be found, your “thief” or “spell” skills will be
required here - a lock of level 50). Take the jewel to Xiuo’Youki, making sure
you are going to do this under cover of darkness and, instead of departing the
way you came in, to avoid drawing further attention to yourself exit via the
trapdoor in the cellar!
Xiuo’Youki exchanges
the jewel for Madame’s violet ruby and departs (JE40). If you really fancy a
black temptress outfit, you can always taunt, and duel with, one of them for it
first. You’ll face quite a challenge, and make sure you do not involve the
other two sisters. (Unfortunately, despite the outfit being wearable -
depending on the race of the prospective wearer - the garment icons will be
missing). Return now to Madame, who will give you permission to enter her
Privee (JE41). MADAME’S QUEST COMPLETED.
Go upstairs and feast
your eyes. “Table-dancing” as it has never before been performed! It’s amazing
how many of your “old friends” know about this place (!) Naturally, having been
specifically instructed by Madame to keep away from her daughter Zu(lf/ph)rina,
you are inquisitive. Talk to her and then go and have a dance with her under
the stairs. ZU(LF/PH)RINA’S QUEST has been initiated. (This is the final
side-quest to be dealt with here).
Talk to Zu(lf/ph)rina
to learn about Perdigoso and agree to help her. Perdigoso’s Tower of Mali is
just outside the town wall, south-west from where you met the three sisters. He
will send you off to do something for him in the nearby mine before providing
you with an appropriate potion which you should take to Zu(lf/ph)rina, who then
invites you to visit her at home. (The key to her house is lying in the street
outside the house). Yes, the potion is to help her to return to “normal” (much
to her mother’s displeasure) and your reward for assisting her is her “eternal”
friendship. ZU(LF/PH)RINA’S QUEST COMPLETED. (NOTE: In some instances, the
Tower of Mali will not be able to be entered and so this quest, unfortunately,
will not be able to be completed). Now you can set off.
CHAPTER 6 - VVARDENFELL AGAIN
Before reporting to
Luxar in Seyda Neen, return to Gnisis and speak first to Ingel and then check
with Varder, to arrange for the release of Hygina. Do as Varder says. Talking
to Hygina gives you JE42 (in the absence of completing Zu(lf/ph)rina’s quest).
Return for one last talk with Varder and receive JE43, JE44. Hygina has been
set free and Varder departs to have her followed. With any luck, Ariela will
finally be released. There should be no further need for you to visit Varder’s
Gnisis quarters.
Now would be the time
to report back to Luxar (although he will probably have lost interest in you).
Then speak with Ariela’s father, Caius, still in Arrille’s Tradehouse (JE45).
Guess whom you run into on departing to follow Caius’ coded instructions (and
is that a new hat he has)? Are you being tailed, and is it a good or a bad
thing?
Go far north, looking
for the fisherman’s hut along the coast. The hut is located just north of Gnaar
Mok, east of Khartag Point. Sahbros will give you a lengthy explanation of what
happened and, guess what, he tells you that you will need to wait until
nightfall (10pm)!
Oh what bliss! Your
intimate friend is finally back (and the music lets you know this). After some
moments of tenderness (JE46), do as Ariela asks and talk to Sahbros again and
then to Caius who now explains his background in detail. Before setting off,
talk to Ariela (ask her about Balmora - CON1 - and then offer to trust her one
more time).
You’d better get her
to don her armor and then make sure she follows you. The dead Imperials you
spot confirm your worst suspicions about having been tailed. The quickest (and probably
safest) way to get to Seyda Neen is to head to Ald-Ruhn and take the Silt
Strider.
On arrival at Seyda
Neen, Ariela insists on going to Arrille’s Tradehouse. The first person you
meet is Elone and Ariela attempts to distract her and goes on upstairs. You
should now go and talk to Elone and then follow her upstairs. Someone new has
also arrived (Serenelia, Varder’s servant). Smart pants! Have a chat with her
(and she heads off to Balmora where Elone has led her to believe she’ll find
Ariela). Obviously Ariela’s disguise is working, so go and talk to her again.
Have you ever
“played” with “Slave Girl Jessica”? Ariela seems to think so! Anyway, she’ll
now open up your eyes to her true self and this is where you find out that you
are to be parents (it’s either your child or a magical conception - tell her
this, if your character is female, and she’ll explain). However, she has what
appears to be an incurable disease - so she intends to change her father’s
plans.
She suggests resting
a while (although nothing happens) to kill some time before setting off once
again to Alyssar, outside Suran, in the hopes of finding out if he can assist
in suggesting how to cure her disease. Take the Silt Strider and you’ll need to
stop and rest en route since Ariela suffers easily from exhaustion.
Alyssar listens
intently, explaining what the true problem is and suggests how to tackle it.
This is going to take some doing! You receive JE47 and you have been told to
try to obtain the tears of the Crying Lady whom might be found (only at night
of course) on the peninsula of land on the western shores of Lake Amaya. You
are to return to Alyssar if successful.
Seeing as she suffers
so easily from bouts of fatigue, it’s best to leave Ariela with Alyssar and
seek out the Lady on your own. She appears in a boat on the northern side of
the peninsula once it’s late at night. Talk to her and receive her bowl of
tears and JE48. Return immediately to Alyssar (and, of course, your dear
Ariela).
Talk first to Ariela
and let her take the bowl of tears. She will tell you some more of her “story”.
Speak with her again. Then speak with Alyssar to be told of the necessity to
seek out a beast on Frostwind. He mentions that the elf Laralas, located in
Ebonheart, owes him a favour and could assist in getting you to Frostwind
(JE49). He also points out that there are people after you, so take care.
Get Ariela to join
you again and set out (Silt Strider to Vivec and boat to Ebonheart). Check with
her on arrival about the plan and head for the Six Fishes, where you meet your
old friend Bijanic who turns out not to be so friendly this time. Be careful
not to cause “full-scale war” by inadvertently attacking non-combatants. Help
yourself to Bijanic’s attire, once you have dealt with him, and seek out
Ariela’s friend.
In the tavern, speak
to Arelia, who goes upstairs asking you to pay for a room. Do this and join
her. Unfortunately, it’s not for a romp, but for a “chat” with Nels whom Ariela
asks to find Laralas. He responds that he’ll be there the next morning. Now is
the time for a serious talk with Ariela, to find out more about her past and to
tell her some of the things you’ve been up to.
Finally its time to
rest, and that’s all you are both capable of, after all the previous
excitement.
Next morning, seek
out Laralas (on the northern pier). After asking him to take you to Frostwind,
and some banter about you going there, pay for the trip and set off. You arrive
on a bleak and frozen Frostwind island (JE50).
CHAPTER 7 - FROSTWIND ISLAND
It truly is a bleak
place! The only hope of any warming company is to visit Shabnar’s house.
Shabnar will tell you about the island, and asks you to see if you can find his
long-lost son. You may rest by his fire until morning and then its time to be
on your way, north and up to the mountain pass. Admire the majestic splendour
of the mountains, even if the howling wind does bite into you.
Go into the first
cave and up and out again, being careful not to slip when you exit. (Through
the door at the bottom of the cave are some of the unpleasant inhabitants of
the island about which Shabnar told you). Bear right and head slightly
downwards, keeping to the left at the junction, cross the suspension bridge and
once you pass briefly through the mountains and come into the open again, at
which there is the next fork, continue left.
After a while you
will encounter a second suspension bridge. Save before attempting to cross,
just in case Ariela slips en route. One of the unfriendly inhabitants greets
you as you round the bend, after crossing the bridge. Enter and traverse the
next cave. Deal with what meets you at the other end and turn left (the only
way you can go). Remember this place well, for here you shall have to return to
fulfil Ariela’s destiny.
Make for the next
cave and head through it. (All the crystal should get you wondering whether
there is not a lot more of it somewhere). What’s that sound you hear on exiting
- a foretaste of Bloodmoon? You’d best be careful, and bear in mind the fir-trees
are somewhat difficult to “negotiate”. Deal with the “strange creatures” and
approach the skull-like edifice, the entrance to Bahara’s Lair where another
gaping skull awaits you.
Go down, deal with
the Kagouti and go up to the right, making for the north cave (watch out for
the Frost Atronach in the hidden cave to the left). If you decide first to go
up towards the left before heading for the north cave you will enter Bahara’s
Realm and BAHARA’S QUEST will be initiated. (Save this for later).
Exiting through the
north cave finally brings you out on the other side of the mountains. Head in
the only direction you can (south-east) until you reach two isolated
finger-like rocks sticking up from the ground. From here change direction
slightly and continue eastwards until you encounter a battle with two
fabricants. Assist, without injuring either of the other participants, and then
talk to the strange looking warriors. (On the dead Niy you will find the
Revenge of Kir blade and a mirror shield).
Not having been able
to understand either of the two “newcomers”, head up into the strange-looking
domed citadel. Talking to the others doesn’t help either, so proceed north to
the gold-coloured doorway. It turns out to be a portal which whisks you up and
away, to the next level, but you can’t understand Matara or Mizra either. Try
the other portal, which brings you into the Main Hall.
At last, a
recognizable human! Go talk to Arros, from whom you learn that your guests are
Orcan and that he is, in fact, Shabnar’s lost son. You learn something more
about the names encountered in your wanderings this far, but Arros doesn’t want
to return home just now because of the recent problems which have resulted in
the disappearance of Garran the Orcan Sage.
Arros offers to try
to assist, if you do likewise, and without at this stage having to commit
yourselves, suggests seeking out Kafariz & Shamira the Orcan’s two best
warriors. (It turns out that these have also picked up something of the English
language from Arros).
Kafariz offers to go
with you to the “Icy Mountain” where it is suspected that Garran is being held
prisoner, but only once you’ve assisted (again after nightfall) in the getting
rid of the fabricants that have been sent to attack the Dome (JE51).
So, “wait until
dark”, instruct Kfariz to accompany you, and set out together to exterminate
the fabricants. Travel anti-clockwise round the Dome, keeping close to the
water and avoid getting “entangled” in the trees. There are two pairs of
fabricants to the north of the Dome and a “loner” just to the east of these;
almost due east of the Dome is another one and south of this is a seventh.
You need to have
killed all seven fabricants to be able to proceed and, as nice as it might be
to have companions supporting you, the Icy Mountain is difficult enough to get
to on your own, let alone with three companions in tow. Take all three of them
back into the Dome, tell them to wait, and set off on your own heading slightly
north-east of the Dome to find a mountain pass which leads due north.
Oh no! Not again!
Those blue (from-the-cold) furry creatures sure are pesky.
Icy Mountain lies
across the bay. How you get there is your business, but the entrance you are
looking for is difficult to find. Continue northwards (very slightly
north-west), up and over the mountain, and come down on the other side, where
the entrance is at the water’s edge (distance-wise, about as far as from where
you left the shore originally, as that departure point is from the Dome).
Head through, dealing
with your adversaries (and in one room there is quite a horde of them that will
attack you) until you come face-to-face with the Goblin Leader. This is quite a
powerful creature, which you will need to defeat to obtain the key to release
Garran. Once this is done, unlock the door and talk to him (JE52). Garran sets
off, on his own, and you now need to find “Dragon’s Gate”. But who was that
woman the Goblin Leader was talking about having to make fabricants for?
First it is necessary
to collect Ariela and one might as well say good-bye to Arros whilst in the
Dome. Don’t even bother trying to get through the “locked” Dome portals and
don’t forget to bid farewell to Kafariz as well. Set off back in the direction
from which you originally came.
Now would be an
opportunity to check out Bahara. Enter “her” part of the cave and when you
encounter her, talk with her. A zombie (with a nice black cloak) awaits you
further on. Enter the tunnels and eventually you can either go right (two
fairly powerful zombies with some interesting loot) to The Lying Eyes (not much
of interest) or proceed left to the Gates to Bahara’s Realm where you encounter
Bahara one more time. Is she not a vampire? Follow round to the left and deal
with the Liches. You’ll also have to deal with a zombie mage. Bahara greets you
in the mist, in front of an impenetrable shield at her “palace”. If your
character is a vampire, you will no doubt be expectantly awaiting a nice
“bite”! (As with ZU(LF/PH)RINA’S QUEST in Anzizabar, there might be some
instances when this quest cannot be completed. Despite providing an amusing
little interlude in which Bahara cages you and Ariela, to take you for the
“morsels” she considers you to be - with you, of course, subsequently escaping,
the quest is not vital to the main plot).
So, there’s nothing
else left to do but press on, back the way you originally came and keep looking
out for “Dragon’s Gate”. Head for the gaping skull. Wend your way back, and up
on the pass you’ll encounter a shimmering blue object - yes, the magic portal.
But surely that wasn’t there before, was it? No, it wasn’t. Your kindness to
the Orcan caused its appearance.
CHAPTER 8 - THE DRAGON(S)
Enter the portal,
check with Ariela to find out her opinion on the matter (THIS IS IMPORTANT) and
make your way through the cave to finally talk with V’Assathe’Rhisar (who is
entrapped in a magical encapsulation). He asks you to deal with his tormentor,
the even more powerful dragon Arkat’ialnexi, to enable him to be released,
after which he will be able to assist you.
He offers to
transport you to Arkat’ialnexi and suggests you seek out his friend Farhoe
(Pharoe) for advice. (If you need to stock up on potions, do so now, once you
have been given the opportunity). This done, you are teleported to a strange
floating island, where Pharoe can be found fluttering about to the north-east
of the teleporter. Seek her out having first agreed with Ariela that you have
gone to Arkhanoria, above the skies of Tamriel.
She offers the
assistance of her friends, warning that to take on Arkat’ialnexi will be one of
the toughest challenges you have faced, but it must be done to protect Ariela’s
daughter (yes, it’s to be a girl). Arkat’ialnexi is resting in the “nest” to
the north of the island.
You face the largest
and most ferocious red dragon you’ve ever encountered. Keep up your attack on
him and occupy him sufficiently for the others to get in their “hits”. This
strategy eventually causes Arkat’ialnexi to realise he is going to take a
beating, so he flies off in a hurry, warning that you will pay dearly for your
insolence. (JE53). Why did he not continue the battle? Speak to Pharoe and you
will find out.
Apparently
Arkat’ialnexi has returned to Akavir but Pharoe doesn’t know how to get there.
However, little (unborn) Zurina is already capable of demonstrating magical
powers and tells Ariela how to get there.
Arrival is on a
comparatively bleak landscape. Akavir is a large U-shaped island, with
marshland and spider-infested hills in its centre. On one of these is where
Arkat’ialnexi is holed up. Not as much to see and do as on Zamura Island, but
undertake some exploring, despite the poisonous snakes and insects. Watch out
for the pesky Swamp and Fire Racers, equally as annoying as their Morrowind
cousins.
If you see a green
dragon, it’s best to leave it alone (remember, green is good, red is - or can
be - bad). This is an appropriate point to remark, if you hadn’t already
guessed, that two “kinds” of spirit visions are likely to be encountered. The
lightish-grey ones are invariably ghosts from the past (of dead or semi-dead
characters). The lightish-green ones are time-warped characters from the
future, returning into their past, which is your present. Einstein would have
loved playing Children of the Night!
Head northwards, into
the stretch of sea which marks the “mouth” of the U, between the two strips of
land; then turn and swim eastwards. This won’t stop the snakes coming after you
(they are at home in the water) but you will need to get to the centre of the
island this way. You finally reach dry land again. The best route to
Arkat’ialnexi is probably east and slightly south, moving through the swamp as
quickly as you can from each piece of dry land to the next.
Fortunately, Ariela
is quite adept at using her powerful sword and can usually fend for herself. In
fact, stand back for a few moments of pleasure watching her exterminate the
“enemy” on her own. If you do need to go to her assistance, be very careful not
to get too close to her in the skirmish and accidentally dispose of your
partner.
Once you’ve crossed
the swamp and reached the shore on the other side, the hills ahead of you part,
yielding a narrowish pass. (There is another, more tortuous, route through the
hills which leads past an interesting cave). Head up through the pass, in a
north-easterly direction, to discover an awesome sight - the Old Temple. If you
enjoy playing Indianna Jones, it’s worth a visit. Otherwise, take the
“yellow-brick road” in an anti-clockwise direction around the temple structure.
On the far side is a
precarious bridge of land leading to your destination. Be careful not to slip
off into the abyss below. What a structure ahead of you! As you approach the gigantic
gates, look up to get a magnificent view of the mountains at the rear, then
enter the lair. Save, as soon as you get in.
Talk first to
Arkat’ialnexi. Hopefully you have plenty of restore health potions available,
because this battle isn’t going to be as easy as the previous one with him. Now
it’s to the death, although some green spirits will come to your aid (and
whatever you do, don’t go after them - not even accidentally). Ariela, however,
appears transfixed to the spot she was at and doesn’t assist. Perhaps just as
well, with her being in the “condition” she is!
Quarter of an hour
later (or for how long were you at it?) a slain red dragon lies at your feet.
On Arkat’ialnexi’s body you will find a nice sword, the Breath of Deliria. But
now it might be appropriate to see if the spirit (yes, it’s Zurina - my, isn’t
that a beautiful child you helped to produce?) has anything to say for herself.
Drat! That’s the
problem with spirits from the future (unlike the ones from the past) you
daren’t talk to them in case you end up changing the course of history!
Now you can report
back to V’Assathe’Rhisar that you have succeeded, and he will explain something
of what will happen in the future. The main thing is that you get your cup with
his tear, then, off he goes. Ariela is “fatigued” again and should rest.
CHAPTER 9 - THE WATERS OF LIFE
At this point, it
should be possible to let Ariela have the cup from which to drink, JE54,
resulting in the “waters of life” fountain at the back of the cave becoming a
“teleporter” which teleports you to the crystal lake (in the centre of one of
the mountain ranges on the island). If, however, your dialogue with Ariela on
entering the lair for the first time has not been terminated, she will enter
into a “conversational loop” and not be able to take the cup. (This is why it’s
important to load the patch for the game). In this case, return to the portal
entrance and continue back down the mountain, retracing your original route
until you come to the suspension bridge near to where the giant was killed.
Instead of crossing the bridge, slide down the side of the mountain (in such a
way that Ariela can follow you) and you will land on the crystal lake.
Either way, seek out
the Water-Nymph, Whahayoshi, who is to be found standing in the mist in the
centre of the semicircle of central crystals. (The fact that she is “green” has
nothing to do with the future - it’s her natural colour). She will send you
underground into her realm.
Continue on through
the fountain spray (the Fountains of Khalir) and you will encounter a trapdoor
to the “Dreams of Water”. Head straight on, to the ladder to “The Assembly”.
Plenty of nice nymphs to talk to here, but they won’t tell you much! Carry on
down the stairs, heading for the water once again.
Ariela will have
difficulty negotiating the pillars when you take the plunge, so take your time
and swim carefully to the Waters of Life, making sure that she is at least
above you, even if not right at your back. The magical Waters will take you
through to your end objective (and don’t worry if you no longer find Ariela at
your back when you emerge on the other side).
Talk to Bulloyah
Fahara, who should explain that to fulfil the prophecy and ensure that Zurina
will be born safely, Ariela has to complete her “cleansing” by bathing in their
magical pool. That’s where she is to be found now and Bulloyah suggests you go
and join her.
Well, if Ariela was
shy about disrobing before, she certainly has no qualms about it now (she has
to, of course, to benefit from the cleansing effect of the magical pool). The
two of you finally make it together, somehow (!) and then its time to head
home. (JE55) Hey, you don’t want her to catch cold do you? (At least get her to
cover herself with her tunic before heading back). Unfortunately, if the quest
thread has been broken, you will miss out on the addition of an “adult”
attribute to Ariela’s capabilities (she should now become an even more “loving”
companion).
Bid farewell to
Bulloyah. By climbing the ladder, it will no longer bring you out at the
crystal lake, but brings you back onto the mountain pass. Talk to Ariela once
more, head south and you should recognise your route from your first day on the
island.
Return through the
stone door into the cave you traversed on your first day - not all that long
ago, but with everything that’s happened in the meantime, it feels like an
eternity. Make sure you report back to Shabnar who is, of course, pleased to
hear of his son; and then you can return to Laralas who all this time has been
waiting patiently for you and is only too keen to get back.
CHAPTER 10 - THE END OF THE CULT
If you never received
JE55 (you’ve not been told to head to Ald Redaynia in Sheogorad and seek out a cave
near to the Andavel Tomb) your game is over, although your adventure is now
really only starting, with your new, loving, companion at your side. Sail over
to Anzizabar to show her your Manor and introduce her to Madame P. (She
naturally won’t appreciate you getting fresh with either Kakushka or Jaheira
and is likely to “disappear” should you try!) But she’s quite happy to savour
the delights of Madames’ Privee with you.
Take her shopping in
Vivec, or go with her to Pelagiad to visit your old friend Ingel, who has now
returned to her husband. Is this really the end, or is this the beginning? It
depends on how you look on things. It’s the end of one beginning but the
beginning of another beginning - although that’s another story, to be told in
the magic of “Children of the Night 3”.
On the other hand, if
you did receive JE55, head to the cave in Sheogorad. Speak to the guard and
enter “The Holy Temple”. Keep talking to Ariela and once you find the Book of
Rituals, tell her (JE56). More travelling! On your way out, talk to Sionella.
This, then, is a second good deed you were able to do for that family.
If you plan on
“playing” with Ariela as a “companion”, then now’s the time to interrupt the
main game and do so. The trials and tribulations of what is to follow might not
let you into such game-play subsequently.
Your destination is a
difficult one to find, especially if Ariela’s levitation skills are not that
great. Head for the enclave north-west of Maar Gan and which lies west of the
mountains bordering the Foyada Bani-Dad but east of the range defining the
perimeter of West Gash. Yesami cave is almost at the northern tip of this
enclave, on the eastern side. (You do not need to enter the cave).
Yesami cave is your
first bearing. Three others are: the Bthungthumz Dwarven ruins in Foyada
Bani-Dad, the Alen Ancestral Tomb in West Gash and the Druscashti ruins
south-west of the Urshilaku Ashlander Camp. You first need to seek out 3
cultists on a mountain-top. They are located north and slightly west of Yesami
cave; somewhat south-west of Bthungthumz; north-east of the Alen Ancestral
Tomb; due south (a fair distance) from Druscashti.
Good luck with your
search! Having disposed of them, take the key, which one of them was carrying,
and head for the Blessed Shrine behind them (slightly north-west). The Shrine
is west and somewhat south of a fifth bearing, the cave Sha-Adnius. Enter the
Shrine and talk to Ariela, taking heed of her words. Draw out the three
cultists, one at a time and then continue on to the next shrine (the Initiate).
Talk to your awaiting
hosts, but do as Ariela advises (there is some nice clothing to be obtained
from them, subsequently). Talk to sister Hygina and follow through the
dialogue. You will have no option but to talk to her one more time and follow
her into “The Trials”.
You’ll meet Hygina
further on, this time as you only once glimpsed her before in CON1. Talk to her
and you can but only do as she says. Continue - wow, some outfit (but why all
the water?) Converse again and remember to carefully “explore” the illusory
world in which you get left behind.
So, another ghost
from the past. Was he also part of the “ploy” all the time? And yet another
one! Make a new save game at this stage, before talking to him. This time you
not only learn what has happened thus far, but are subsequently faced with a
formidable task. But what a wonderful way to double up everything in one’s
inventory - yes, simply “dispose” of the corpse!
Next comes the
Imperial Throne. As usual, converse with any ghost that is willing to talk -
and off you go, to follow him. Speak to him again and, after admiring his
construct’s battle for a short while, speak to him once more. Oh no, Hygina
again. She sure is persistent; and she’s quite some fighter, although Ariela
does come to your assistance.
Speak to Ariela,
following her instructions. Where has she (they) gone to? The only way is back
into the Blessed Shrine. And there are both of them, but which is which?
Remember what Ariela told you on entering, about illusion? No matter! And
afterwards, a third! Your hopes of “saving” Ariela appear to have been dashed.
Dejected, it’s
obviously time to return home. However, there is an interesting character
awaiting you outside. A long discourse results in JE57 and the need to set off
on a long journey once again.
Take the Silt Strider
from Maar Gan to Khuul and sail down to Ebonheart to catch the ship for
Anzizabar. Listen to Ariela’s comments about the place, but head for Saranta
and his sick Silt Strider (north-east of the town). Speak to him and eventually
you receive JE58, after which you should speak to Ariela again (and only then
is Saranta ready for departure).
Travelling with
Millie is somewhat difficult. You need to have Ariela standing on the plinth
before you tell Saranta your destination. (Since you will need to levitate up
to him, get Ariela to levitate herself, before you do so, otherwise she’ll jump
off the plinth and be left behind). On arrival at Zarathrashkan Saranta is
somewhat perturbed (JE59) and you will have to ask Ariela to take things in
hand. Listen attentively to what she eventually says on arrival (and it’s best
to save your game before you set off).
Head up the (somewhat
difficult to negotiate) stairs to meet High Priest Vanos, surrounded by two
fathers and two sisters. Speak to him and then be prepared to do battle! After
taking the key from his body, carry on into The Night Chapel. Speak to both the
“guardians”, who willingly die, allowing you to “proceed”. Enjoy the lovely
choral work before continuing, and check with Ariela as to what her opinion
might be.
Sister Jaha can be
disposed of in the same way as the other two (and by now you will have given up
collecting cloaks no doubt). Finally…………you reach the door to THE GREAT TEMPLE.
Yes, this is the finale! Listen to what Ariela has to say. Then confront
Mother. You naturally step in to defend Ariela and wow (!) the “altercation”
with Mother truly is some battle. But, the way her armor “peels” off in the
conflict, makes the fighting of it all that much more pleasurable.
All that remains is
her dried-up husk (JE60). Now back to Ariela for the celebrations.
Unfortunately, she has to set off to undertake her confinement in Terrun
(JE61). You will need to meet her there - in Children of the Night 3 - but
that’s another game. In the meantime, all you can do is get Saranta to take you
back to Anzizabar and hope to drown your sorrow at Madame P’s. Of course, you
also have plenty of lovely “loot” with which now to play! Have fun.
END
Copyright November
2003. Permission is granted by the author (“oldie”) for this text to be copied
and freely distributed for private use. However, prior to any semi-commercial
use, including links to other Web-Sites, it is requested that permission be
first obtained from “oldie” via message over the Official Elder Scrolls Forum
(and “oldie” will, in turn, request permission from John Barbosa).