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Prerequisite Quest: | Smuggling Weapons | |
Next Quest: | Investigate a Crime | |
Locations: | Fort Frostmoth, Skaal Village | |
Minimum Level: | None | |
Recommended Level: | 30 | |
Required Items: | Water Breathing, Skull of a Skaal Warrior | |
Suggested Items: | Lock Pick (80) | |
Difficulty: | Hard |
Quick Walkthrough
Detailed Walkthrough
How you make it to the village is largely irrevelant, although the safest route is along the Eastern shoreline or Iggnir River.
If your partner in the previous weapon smuggling quest died, you may be attacked by the other warrior once you return to the Fort, and thus be prevented from getting the Skull. If this is the case, open the console and use the command:
player->additem, "misc_skull_Skaal", 1
Tharsten goes on for a bit about how the Imperials are corrupting the land and eventually about how to restore the power of the Skaal. Tharsten tells you to speak with Korst Wind-Eye in the Shaman's Hut for more information.
I've listed the six steps in the Ritual below in the same order that they appear in the book, however you can most likely perform the steps in any order that you wish. The Ritual does require you to travel to a good deal of the Island.
Once you activate the water stone you are told the same story as in the ritual book the Shaman gave you. Travel West to a small island off the coast and follow the Swimmer (a Black Horker) to find the Water of life. The island is actually to the NorthWest from the Water Stone, or directly West from the Varstaad Caverns entrance and is close enough to be visible from the shoreline. In the center of the small island you'll find a Black Horker named the Swimmer (coordinates -216213, 200243, 192). As soon as you get near to it, the Horker will take off towards the North. Stick close to the Horker or it will wait until you catch up to it. The Horker swims close to the surface so you don't nessecarily need any Water Breathing spells. The Horker will stop once it reaches the entrance to the cave.
The entrance to Stahlman's Gorge is on the bottom of the Sea Floor where the Swimmer stops (coordinates -219525, 217390, -1839). You will need a Water Breathing spell as the cave is underwater for a ways (a strong swimmer could make it without it). At the end of the tunnel you'll find a Skeleton guarding the Waters of Life (a small potion bottle). You receive a journal entry to return with the Waters of Life to the Water Stone.
Return to the Water Stone and activate it to complete this portion of the Ritual...one down, five more to go.
Follow the Stone's directions and head out to the NorthEast. Almost immediately you should hit the Bloodskal Barrow which is locked (20) and trapped but this is small tomb and obviously not what you are looking for. Like before, the directions are only approximate and the Cave of Hidden Music is more North from the Earth Stone than North West (coordinates -197459, 182085, 1358). The Cave's entrance is composed of large, black stones and is hard to miss.
The Cave is relatively empty except for the freaky looking undead called Draugr who are not particularily difficult. Continue on until you find the entrance to the Chamber of Song. There are no enemies in this area but you will occasionally hear a strange 'musical' sound. The sound emanates from the three large stalagtites/stalamites in the large chamber in the Western end of the cave. The sound is the same four notes over and over again. You notice that if you activate the stones you can produce similar notes and it may become obvious to you that you'll have to reproduce the sound by activating the stones in the correct order. You get as many chances as you want, but if you aren't musically inclined the first order of notes is: Middle, Right, Left, Right. The music then changes to another pattern of 4 notes which again you should duplicate (should be Left, Right, Middle, Left if I recall correctly).
Once you get the two patterns correct you will receive a journal entry to return to the Earth Stone. Return to the Earth Stone and activate it to complete this portion of the ritual.
This time the directions are quite sound as directly South, past the Lake, you'll see five Rieklings attacking a white bear, The Good Beast (around -158772, 183332, 818). Kill the Rieklings and you'll receive a journal message stating that you'll have to remove the arrow. I may have accidently hit the bear and had to use a Calm Creature type spell to stop it from attacking me for a bit. Once that was done I could activate the bear and access it's inventory and remove the arrow (like a companion). Once the arrow is removed you'll get another journal entry saying you should stay with the bear and try to heal it. I'm unsure whether you actually need to heal the bear, but a heal companion type spell might be worth using.
Once the bear is healed (or after a short time) you'll receive another journal entry stating that the bear is healed and wants to return with you to the Stone of the Beasts. Do so, but keep in mind that the bear is not that fast. Activate the Stone when the Bear is nearby to complete this portion of the Ritual.
Once you kill the Spriggans and the Riekling, you'll find a Strange Seed on the Riekling and receive a journal entry once you pick it up. It seems that you must plant the seed somewhere NorthWest from the Stone. Move a bit NorthWest from the Stone and you will automatically receive a prompt to plant the seed (choose yes obviously). Return to the Tree Stone and activate it to complete this portion of the Ritual.
If you lost the seeds from the Riekling use the console command:
player->additem, "BM_Seeds_UNIQUE", 1
The hall is indeed a ways almost directly West from the Stone and you can follow a small depression in the landscape to help you find it (coordinates -177406, 159652, 851). The hall entrance looks like a snowy cave.
Inside you'll find the Hall completely unlit, meaning a Light spell or a torch will definitely come in handy. You'll also find a number of the undead Draugr. Eventually you should find a light source at the end of a tunnel that illuminates the figure of a fightening looking spiked creature, Lightkeeper Grahl. The Grahl is very fast and very powerful so try to use ranged attacks as long as possible and keep a few healing potions handy. Once the creature is dead loot the Eye from its corpse and activate the Ice Wall containing the light. The Eye will destroy the wall and let the light free, lighting up the cave. WARNING: The Flaming Eye of the Lightkeeper is an ingrediant so be sure not to accidently eat it. If playing on the PC version of the game you can retrieve the eye by using the console command: player->AddItem, ingred_eyeball_unique, 1.
Once you free the light you will receive a journal entry to return to the Sun Stone. Return and activate the Sun Stone to complete this portion of the Ritual.
Inside the tomb you'll find more Draugr as well as some undead Bonewolves. The tomb is small and in the West end you'll find a large bag which you can open to free the wind. Return to the Wind Stone and activate it to complete this portion of the Ritual.
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