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Getting There
If you're travelling alone, Asciene Rane in Ebonheart will transport
you safely to the Royal Palace Reception - a convenient central location from which to
explore the City of Magic. Couples, families or groups can use our "recommended
associates" the . Those taking the Mournhold
Expanded holiday may travel from Ebonheart, Hla Oad or Sadrith Mora to the Mournhold
Docks.
Almalexia Gardens Travel Guide
Most of the information that you will need to find your way around
the park is in the tourist guide on sale at various locations around the park.
To start each ride, look for the Dwemer crank and activate it. Four rides are inside the
large 'fairytale' castle in the middle of Tamriel Park, called A Year In Tamriel. Each
ride has a seasonal theme. Do not take companions along on the rides. All that I tried,
other than Constance (who was running along in mid-air!) fell instantly to their deaths!
Companions will, however, quite happily ride on the Hammerfell Stros M'Kai waterslide.
To persuade a companiable NPC to be your companion, look for dialogue topics prefixed with
** asking if you want any company. If their disposition is 80 or higher, they will agree
to be your companion and ask what you want to do now. You can ask them to follow, stay,
wander, play cards with you, dance, kiss or even make love with you. (The last two are
blackouts/messageboxes and they need to seriously like you i.e. disposition 100 for the
latter). If their disposition falls low enough, they will refuse to obey any more of your
commands and cease to be your companion.
In early stages of testing, it was possible for characters to be injured on the Blizzard
rollercoaster ride in the New Life park. This should not happen now, but if it does, the
park employee standing by at the end of the ride (girl in a fur-trimmed dress) will heal
you upon greeting if your health is below 100%. Speak to the guy in the grahl *cough*
costume in the banquet hall and he will give you a chocolate coin. Help yourself to
refreshments, or talk to the serving girl *cough* dressed up as a spriggan.
To ride a horse, just Activate it to mount and again to dismount. Ditto the donkey. You
need to be in 'running mode' i.e. with the shift key to move forward. You'll probably be
the wrong height for the donkey, but it will look okay in 1st person view.
To start the guar race, speak to Raksada the Khajiit in the Halls of Colossus stadium. He
is standing very near the point where, if you accept Kisheera's transport offer to the
'best seats', you arrive. It's a good idea to accept Kisheera's offer as she puts you on
the bench with the best view (it is quite possible to climb onto the bench unaided). You
should already have the name of the winning guar from Ulla, who you completed the Lute
Point mini-quest for at Mournhold Resort's Waterfront tavern.
To use the gondola in the Cyrodiil park, just equip it like a piece of clothing. Because
the gondola is actually a pair of shoes (!), your shoes will be invisible whilst you have
it equipped and you will seem to be standing on top of it like a punt. The gondola is
extremely heavy to dissuade you from walking off with it. To leave the boat, simply
un-equip it. There is also a regular-style gondolier for fast travel. You can rent a
choice of two rooms (or both) in the usual way from the castle-shaped hotel in the centre
of Cyrodiil (Same applies to High Rock tavern). If you are less well off, simply go to the
servant's quarters, who will happily allow you the use of their beds. Click on the chess
board to start a game (though don't ask me how to play it - I can't figure out the 'real
life' kind!) - follow messagebox instructions.
I have put something in the figurines scripts to stop them attacking if you attack them,
but I'm not 100% sure it works every time. Best not to attack your dolls like a moron,
anyway!
The silt strider in the Morrowind park for some reason often doesn't show up for most of
the outbound journey - don't worry, he'll appear eventually, he's just a little shy. The
ride is very jerky - though I can't imagine who would anticipate smooth travel on the back
of a giant insect! He'll behave for the return (bumpy) journey. There's no trick to the
Dagoth Ur maze - just remember where each door leads and you'll find the way out.
Activities
The minstrels at The Royal Pavilion are scripted to play a selection
of tunes entitled "Song 1", "Song 2", etc. To make them play your own
choice of MP3, simply rename your favourite song(s) to "song1.mp3" etc. and
copy-paste them into the subfolder Data Files\Music\PS\1\ , overwriting the songs
currently in that folder. You can then dance with the companion NPCs to Slipknot or Abba
if you prefer! Because you cannot have more than nine choices, that leaves you with seven
tracks plus a 'never mind' and 'stop playing' option. There are three NPCs with music
scripts, currently each one is the same script.
To have up to 21 different songs, simply rename further MP3s of your choice to song14.mp3
through to song21.mp3 and put them in the Music\PS\1\ subfolder. Make sure these songs are
in the folder before you do the next step, or else the scripts will fail to compile.
Now open up the Construction Set, go to Gameplay, Edit Scripts and click on New. I have
included a subfolder with this mod called 'MP3 scripts', in which there are plain text
files with three scripts in them. The first script is the one already in the game. The
second text file is the same as the first, but instead of 'song1.mp3' etc. it says
'song14.mp3' etc. and its ID is 1jw_me_mp3script2. Copy-paste this into the script edit
window in the Construction Set and press Save. Press New and do the same with
1jw_me_mp3script3. Now find the minstrels in cell 'Dayn Isra, Royal Pavilion: Ballroom'.
Double click on the second minstrel, and where you see '1jw_me_mp3script' in the drop-down
script menu, change that to '1jw_me_mp3script2'. Now find the third minstrel and change
his script to '1jw_me_mp3script3'. Save your changes, and now you have a 'human jukebox'
of 21 different songs to enjoy in-game.
As always, be aware that any changes you make to an .esp file will affect any existing
game in which you have used that mod (such as disappearing/doubling NPCs and objects). You
will only be able to enjoy your changes with a new save, or with the use of a save
cleaning tool such as Wrye Mash.
Excursions
Caution - please bear in mind that the following text may spoil the
surprise for some guests. Please note that the House Indoril and Chiranji house quests are
only available with the COM NC version.
Notes:
1. Councilor Okan-Tan of Andeera will tell Nerevarine characters
that they are welcome to stay in his house for as long as they wish.
2. Due to the hospitality of the Greater Andeerans, no ownership is set. Whilst you are
invited to take a drink and some soup, you may rob them blind without them batting an
eyelid. It would just be incredibly rude to do so.
3. There's some 'amusing dialogue' with Liechal the Lich in the Mall of Almalexia, but
it's not a quest per se, just a conversation.
4. Warriors fancying a scrap can find a 'training ground' in the northern part of the
Docks. You will find a guard at either end, each of whom will warn you of the dangers of
entering. It's full of skeleton champions to fight.
5. The Feast of Secunda is celebrated "this week" (i.e. all year round!) in the
new areas of Mournhold. This leads to empty offices and closed buildings, such as King's
College in Dayn Isra. However, the school of armory, school of combat and nursery are
still open. The nursery doesn't really do anything but is somewhere handy to drop the kids
whilst you go shopping. The teacher in the armory school will fix any weapons and armor
that need doing (there's no smith in Dayn Isra), and you can practice sparring with the
combat teacher, who will stop the fight as soon as either of you lose too much health. If
you convince any of the NPCs to be your companion, mention the Feast of Secunda to them
(the topic will appear if you have spoken to NPCs in certain offices in the Docks).
Mention it once, and your companion will give you gold! Mention it twice, and they'll
gratefully receive your gift. After that, they'll just tell you about the feast's history.
6. The sewers under Dayn Isra connect with the (new) Temple Sewers North, next to the
entrance to Andeera, and thus to the whole Old Mournhold sewer network. 'Evil' characters
can use the Abandoned Lair as a home.
A Lute Point
Although you may be given this quest at any time, you cannot
complete it without solving Balnor's quest. Ulla is one of the lute players at the
Waterfront tavern in Mournhold Resort. She will complain that one of her lute strings is
broken.
Simply ask the bartender for Ulla's lute and she will give it to you (provided you have
helped Balnor). She will also reward you with a free drink for helping Balnor.
Give the lute to Ulla, and she will reward you with a tip on the guar races.
Don't worry about the tip for now - the guar race is in Almalexia Gardens.
Balnor's Bag
Balnor is the very drunk Wood Elf staggering around the Waterfront
tavern. He has lost his white bag.
It is behind the screen near the shower.
Give him the bag. He will ask you to hold his drink and promptly collapse.
Drinking the cocktail will poison you and knock a couple of points off your health. You
don't, of course, have to drink the potion. I just thought it was funny.
Balnor will be very warmly disposed to you after he recovers, and your reputation will
increase.
A Warehouse Accident
Nemon put a strange body and a note thanking those who had inspired
him in the Mournhold Docks Warehouse. I didn't have the heart to remove it, so I added a
very short side quest!
Find the body and read the note.
Speak to anyone in the warehouse about 'strange body' and they will explain that it was an
industrial accident.
The body and the note will have been *ahem* cleaned up by the authorities the next time
you pass.
A House Available
If you speak to Elandria, the publican at the Thief and Kagouti
tavern, about 'beds', she will tell you about 'a villa just north-west of here'.
You can rent the house using the NOM-inspired rental script for a choice of time-periods,
or you can have the house on a permanent basis.
You can give Elandria 12,000 gold and own the house immediately. It is near the Morag Tong
Guildhall and the Library, on the north-western side of the perimeter wall.
If you decide not to buy the house straight away, thief players can mention it to the High
Elf near the bar. Esmarel will suggest to Thieves Guild members that you steal the key to
the house from a chest in the Hall of Records.
The door to the villa has a level 100 lock on it.
The key is in a level 50 locked chest in the corner on the left-hand side of the Hall of
Records. The 'Secure Area' has a level 50 lock on the door to get in. There are people
inside and guards around. It's your call.
If you steal the key, Esmerel will congratulate you and the resultant journal entry should
stop the relocking script, but just in case, don't lose the key!
The Orc's Wife
Torukh gro-Bol is an orc wandering around the Mall of Almalexia. He
will mention that his wife has asked for some 'flowery' perfume.
There is a stall in the corner selling perfume and jewellery. There are six types of
perfume - five are named after the Great Houses of Indoril, Dres, Hlaalu, Telvanni and
Redoran, and the last is called Noble Sedge Perfume Oil.
Speak to Torukh gro-Bol again. He will offer to buy the perfume off you for 60 gold, which
is 10 more than its cover price.
A Stitch in Twine
Alyssa Tamari, the clothier, has run out of green thread. It's a
simple fed-ex quest.
Ask around about 'find some thread for me', and most vendors will be rather unhelpful.
Korana Veralori, another clothier, will suggest that you look upstairs at the market
stalls on the upper level.
Traders on the upper level will say that they've seen one around, again, not hugely
helpful.
There's a Khajiit called Hainissi with a bric-a-brac stall. Ask him the same question, and
he'll tell you that he has some.
Barter for it in the usual way.
Alyssa will reward you with a free dress.
Seed of My Father
Chalur the Argonian lives in the subterranean district of Andeera.
He mentions that his father has died and begs you to place some seeds in an urn in the
burial barrow.
Chalur quite neglects to mention that the barrow is flooded and infested with
slaughterfish.
Make your way through the watery dungeon and find Chalur's Father's Urn.
Clicking on the urn will bring up a choice to place the seeds in the urn. Choose 'yes'.
Chalur will reward you with a ruby.
The Bride's Ring
There's a wedding taking place in Dayn Isra Cathedral.
If you talk to any of the guests, they will point you in the direction of the best man. He
tells you that he has lost the bride's ring!
The ring is at the back of the cathedral, near the flowers, next to the font.
Give him back the ring for a cash reward.
The Missing Queen
In Dayn Isra, you will find Barenziah in the Drawing Room upstairs
in the Royal Pavilion. It's just off the Short Hall, which in turns leads off the Upper
Hall.
Barenziah will start to tell you that she has "only this advice to offer you".
She will stop mid-sentence and ask if you heard a scream, and will then ask you to
investigate downstairs.
Go back into the main hall on the ground floor and you will find all the guards dead.
Touching the guards to look for evidence will bring up a journal entry. It's not totally
essential that you have this, but it helps.
Returning to the Drawing Room, Barenziah is gone. You will get another journal entry
telling you to ask the servants if they saw anything.
Most of the servants aren't particularly helpful, but the cook in particular seems too
frightened to speak. She must have seen something.
You can either ask the stable-hand, who will suggest that you check the cellar for another
route out of the Pavilion; or the housekeeper (upstairs in the Servants' Lounge), who will
tell you that she saw Barenziah being dragged off into the kitchen - and that they didn't
come out again.
Go through the kitchen into the cellar and look for a completely unconcealed trap door in
the floor. This leads down into the sewers.
The sewers are full of the usual mischief - goblins, rats and the like. Oh, and a Nord, an
Orc and Queen Barenziah!
The Nord and the Orc will attack on sight. Be warned - they are level 45 and 40
respectively - no great shakes if you're tough enough to be in Mournhold generally.
After killing the kidnappers, talk to Barenziah.
She will thank you, but tell you that she does not want to return to the Pavilion because
she doesn't feel safe there, and wants to return to the palace to live with her son. She
says that you can have the Pavilion for 50,000 gold, but explains that the possessions in
the house far exceed that value. She then tells you to speak to Miaren, the housekeeper,
if you want to buy it and teleports to safety.
Miaren is still upstairs in the Servants' Lounge. You can buy the Pavilion for fifty grand
and everything is restored.
Ubaash's Request
Ubaash in Khajiit Town's Gathering Place is looking for The Wolf
Queen Book 1.
You can find it in leveled lists; in the Mannammu cave; in Venim Manor Guard Quarters, or
in Nedhelas' House in Caldera.
The book is worth 250 gold. Ubaash will drop in an extra 50 for your trouble.
Chiranji's House
People in Khajiit Town will tell you that Chiranji was caught
smuggling moon sugar and has been missing ever since.
Speak to Ashirani in her house. She will tell you the story of how she shopped her brother
Chiranji to the guards after their younger brother died from a skooma overdose.
Chiranji is in a cell on the second floor of Dock Keep 1 in the Docks.
He is content to serve his sentence - provided someone is looking after his house. If you
accept the task, he will give you the key to his house.
Great House Indoril
Go to Drathen Manor in Dayn Isra and speak with Edwyn Drathen. Like
all the Great Houses, if you have a few skills and a Reputation, he will invite you to
join. Unlike the other Great Houses, you may still join Indoril if you are already a
member of another Great House - but Edwyn will ask you to swear sole allegience to
Indoril.
The first quest is a simple courier quest to deliver a note to Han-Il in Bal Aruhn. Just
wander down to the small docks opposite Drathen Manor and take a boat across. It's just a
little introduction to the Ayleid shanty town if you haven't already been there. Talk to
Han-Il (the first NPC you'll see) about "serious communication issues" and he'll
thank you and take the letter. He has the travel option to return you to Dayn Isra.
After returning to Edwyn Drathen with news of your accomplishment, he'll reward you and
send you off to the Census and Excise office to look for evidence of an agent running for
House Dres called Serdusa. She works behind the counter of the office in Mournhold Docks,
it's right near the water front. Ignore her, she won't tell you anything. Look upstairs in
the sleeping quarters and find a letter half-tucked under a pillow. Take it back to Edwyn
Drathen.
He will be "visibly upset" at the news, as you twig that Serdusa is actually his
lady-friend and she's been carrying on with the enemy! He'll send you back to kill her by
poisoning her supper-bowl. If you go back to where you found the note, there are now two
bowls rather than one on the dresser. If you click on Serdusa's bowl and are carrying the
vial given to you by Edwyn, you will have the option of poisoning the bowl. Say 'yes' for
a journal entry. (If you already killed Serdusa, you will not get this part of the quest,
and will miss out on the resultant payment and disposition increase.) Return to Edwyn for
your reward.
Edwyn will now tell you to eliminate Serdusa's lover, Marner Veldor (the mysterious 'M'
from the letter). You can find him in the Mournhold Docks Warehouse. The easiest way to
accomplish this is to use the same technique you probably used in Larrius Varro's Bad
People quest - bribe him until his disposition is high and then taunt him until he
attacks. That way you can kill him without fear of "bringing shame onto the
House". Return to Edwyn for your reward.
Now you will be asked to retrieve the wrapped dossier package that Serdusa gave to Marner,
which he has hidden in the sewers below Dayn Isra for his House Dres contact to collect.
In Dayn Isra, look for a trap door in the corner, opposite the way in from Almalexia
Gardens. Alternatively, there's an entry in the Royal Pavilion cellar (or, if you're
really keen, you can get in from the Temple Sewers North which connects with the rest of
Old Mournhold). If you've done Barenziah's quest, you'll already be quite familiar with
the Dayn Isra sewers. The 'baddies' are leveled list spawn points, and if you have MCA
this could also include some quite tough vampires. Near where you rescued Barenziah,
there's a cell called Abandoned Lair. The package is just before you get there,
where the bricks change to natural cave, past the water, tucked behind a support strut.
Take it back to Edwyn.. Take it back to Edwyn.
If you have wandered up towards the Cathedral, you will be aware that there has recently
been a landslide, which has cut off half the town, leaving most of it unreachable.
Although you won't get to see it to completion (because I have no intention of building
another fifty interior cells of just houses!), you will at least get to see it started.
Edwyn will send you off to the Temple to speak to Fedris Hler about funding. This is easy
enough - he's just in the Temple reception area, and you'll remember him from the Tribunal
Main Quest. First, he will ask you to give him two days to think it over. After that, he
will agree when his disposition is 80 or higher. Once you have him convinced (you'll get a
journal entry), go back to Edwyn.
House Indoril aren't very keen on the Imperial monarchy, but needs must and you need
planning permission. If you go back to the Royal Palace Throne Room (quickest way is to
cast Divine Intervention and then go through the Reception Area and then upstairs), you'll
find Tienus standing near the throne. He'll readily agree, much to everybody's surprise -
but mostly because he doesn't have to pay for it.
Now it's the test of your "moral fibre" so to speak. Edwyn will give you a key
to the House Indoril chest in the high-security vault of the Bank of Almalexia (apologies
at this point to Indestructible, whose scripts formed the basis of the banking system and
whose name was erroneously omitted from earlier versions of the readme). The key he gives
you will unlock the door to the vault (don't worry about talking to the staff, they will
only talk to you about your own account, if you have one) and, in turn, to the House
Indoril chest. Take the 25,000 gold in there and DON'T SPEND IT! Sheesh!
Once you have proved your loyalty by handing over the gold to Edwyn, he now has wages to
pay some steelworkers to help reconstruct the town. If you ask around in town about
"reconstructing Dayn Isra", they'll point you in the direction of the smith in
the Armory School of King's College, which is opposite the tavern. He'll promise to send
his graduating students over to help with the rebuilding. (At this point, you will be able
to use the small trap door next to the door to the Little Bazaar. The trap door leads to
the 'underpass', to the newly rebuilt Indoril Park. It's just a little playground for
children, with a small portion of the river you can actually swim in. There's still
scaffolding along the tops of the walls, though.)
By this point, you will have reached the stage that with the other Houses would lead to
the 'stronghold' missions. However, the grandest stronghold in the area is virtually next
door. Edwyn will send you to the Royal Pavilion to speak with Barenziah. If you have
already done the quest and bought the palace, speak to Edwyn again and he will promote you
to Councilman.
There is only one further stage to your career with House Indoril, and that is promotion
to Grandmaster. Edwyn will discuss no further business with you, only your final
advancement. He shares Drathen Manor with his sister, and she wants to get married, so he
wants to move out. If you kill him (in the traditional duel), Dayn Isra will be
unprotected when you go off on your travels, so he suggests that you simply buy your
promotion for 10,000 gold. Give him the gold to become Grandmaster.
Bal Aruhn
There aren't any quests as such in Bal Aruhn. It doesn't seem a
popular place with... well, anyone really. Everyone hates it as being a miserable,
foreboding little place and there's nothing much to do there. There are no shops, no
taverns, no services. The closest thing to a motive for going there is an underwater cave
filled with treasure in locked, trapped chests. It's extremely difficult to get from place
to place in Bal Aruhn. However, should you manage to make your way inside one of the
shacks, you might meet a gorgeous Ayleid who will be your faithful companion. Of course,
you might equally meet one that runs at you with an axe. Well, that's life, I guess... |
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