The Elder Scrolls III: Bloodmoon

                        Beginner's Guide to Bloodmoon

                             Author: Billy Black

                         Copyright 2004 Tim Harrison


Version 1.00

===============================================================================
TABLE OF CONTENTS
===============================================================================

A.   VERSION HISTORY
B.   BEFORE YOU GET TO SOLSTHEIM
 B1. A Few Pointers
 B2. Mark And Recall
 B3. Transportation
C.   BLOODMOON WEAPONS
D.   BLOODMOON ARMOR
E.   MAKING YOUR OWN ARMOR
F.   BLOODMOON ENEMIES
G.   JOINING THE EAST EMPIRE COMPANY
H.   PROMOTION REQUIREMENTS

I.   EAST EMPIRE COMPANY MISSIONS:
    (read the beginning of this section if
     you need help with a journal update that
     isn't appearing properly)

1.    THE BODY GUARD
2.    EBONY ORE
3.    HROLDAR THE STRANGE
4.    SHIPPING MANIFEST
5.    CROSSROADS
6.    DECISIONS, DECISIONS
7.    STUBBORN BARO

FALCO'S MISSIONS:
 8f.   MISSING ORE
 9f.   DRUNKEN BAR FIGHT
 10f.  GRARING
 11f.  HURRY FASTER!
 12f.  SPRIGGANS
 13f.  HIRE GUARDS
 14f.  ASSASSINATION ATTEMPT
 15f.  SILVER LONGSWORDS, SKAAL, AND THE FINAL SHOWDOWN
 16f.  REAL ESTATE

CARNIUS' MISSIONS:
 8c.   CARNIUS MAGIUS
 9c.   SELER FAVELNIM
 10c.  STALHRIM
 11c.  SHOOT THE MESSENGER
 12c.  EVIL TREES
 13c.  PRETEND PROTECTION
 14c.  ASSASSINATION
 15c.  THE GRANDE FINALE
 16c.  FACTOR'S ESTATE

SOME MORE STUFF:

J.   CLOSING REMARKS
K.   CONTACT INFORMATION
L.   THANKS
M.   LEGAL INFORMATION


===============================================================================
A. VERSION HISTORY
===============================================================================

4/09/04     V. 0.95   First Draft
6/27/04     V. 0.96   Updated a few things
4/23/05     V. 0.97   Fixed broken links
9/19/05     V. 1.00   Added Carnius missions for East Empire Company and
                     expanded the Enemies section
8/26/07     V. 1.00   Added a small section dealing with journal entry
                     Console Commands


===============================================================================
B. BEFORE YOU GET TO SOLSTHEIM
===============================================================================

B1. A Few Pointers

Here is a map of Sosltheim, with some important locations written in:

http://img382.imageshack.us/img382/3825/solstheim2fo.png

First off, talk to just about any NPC in the game about 'Latest Rumors' and
they should mention Solstheim. They'll also mention that there is
transportation to Solstheim from Khuul. Well, before you arrive, there are a
few things you should know.

A good level to be at before you head over to Solstheim is 20. If your
character is relatively powerful, you can make it at a lower level if you wish.
Also, many of the enemies on Solstheim seem to be resistant to magicka, and
some even reflect magicka (especially Frost). So if your character is magic
based, you may want to be at a higher level. And make sure you have some good
Fire based magicka.

The East Empire Company's favored skills list is actually a pretty good guide
to follow for people heading to Solstheim. They favor Long Blade and Medium
Armor, and it isn't a bad idea to train a little in those before you go.
Especially Medium Armor. There are several new sets of Medium Armor that are
actually very good. The EEC also favors Security. You will most definitely
need either a high Security, or something with an Enchantment of Open for at
least 60 points. There are hundreds of locked treasure chests scattered about
the island. You can buy the spell "Ondusi's Open Door", which opens 50 points
on Touch, from Marayn Dren in the Balmora Guild of Mage's. With that spell, you
can either make your own Lock spell, or enchant something with Lock.


B2. Mark And Recall

Before you start, it would be wise to get the Mark and Recall spells. There is
little available transportation and you will probably be heading back and forth
a lot. You can get an Amulet of Recall at Caldera, Verick Gemain: Trader for
$194. You can get an Amulet of Mark from Galtis Serethi in the Shurinbaal
smuggler cave, just South West of Gnaar Mok (thanks to Barry Coley for that
information).

Another alternative would be to buy the Mark and Recall spell from the two
priests at the Balmora, Temple, downstairs. Or you can buy the Potion of
Marking and the Potion of Recall, from Balmora, Nalcarya of White Haven: Fine
Alchemist (thanks to HETT for that information).

If you don't know what Mark and Recall are, it's pretty simple. You use the
Mark spell to mark the spot you are standing at (preferably a place you visit
often), and later on, you use the Recall spell to instantly recall to that
spot. It is really helpful when visiting places like the Skaal Village, which
is on the very top right corner of the map, with absolutely no transportation
to the area.


B3. Transportation

There is a boat from Khuul to Solstheim. To get to Khuul, you can ride the
Silt-Strider from Ald-Ruhn. Once in Khuul, go to the docks, and find a Khajiit
named S'Virr. He will take you directly to Fort Frostmoth on Solstheim. Once in
Solstheim, talk to Basks-In-The-Sun, who will tell you who to talk to at the
Fort. Speaking to Carnius Magius will begin the East Empire Company (I have
included a Guide for the EEC because the missions are overall easier, and this
is a "Beginner's Guide"), and speaking to Falx Carius begins the main quest in
Bloodmoon.

The only transportation on the island is a single boat. As mentioned before, it
will take you from Fort Frostmoth back to Khuul. After you progress in the East
Empire Company, you will be able to take the boat to Raven Rock as well. If you
ever want to return to Fort Frostmoth, you can use a Divine Intervention spell,
which you can buy from Aunius Autrus at the Imperial Cult in Sadrith Mora's
Wolverine Hall.

The enemies of Solstheim are harder than the ones you've encountered on
Vvardenfell. If you aren't at a high enough level to handle some of the enemies
(like Spriggans), or if you are traveling somewhere for the thousandth time, or
just don't feel like fighting anything at the moment, I've listed a few
alternative ways to travel around the island.

One thing that will certainly help out if you are trying to avoid enemies on
Solstheim is a Detect Creatures spell. You can buy the Detect Creature spell
from Orrent Geontene at the Ald-Ruhn Guild of Mage's.

One of the better things about Solstheim is that there are no Cliff Racers.
With no Cliff Racers (or anything else that flies) you can use levitation to
get around the island, provided you have the spells to do so. You can buy the
spell of Levitate from Marayn Dren in the Balmora Guild of Mage's.

Also, you can swim through the water since there are no Slaughterfish, and the
Horkers rarely ever attack you. If you want to buy a spell of Water Breathing,
you can also buy that from Marayn Dren in the Balmora Guild of Mage's. If you
want to buy the spell of Water's Blessing (Swift Swim), you can buy it from
Medila Indaren at the Caldera Guild of Mage's. The rivers are a little safer to
travel than the land, but just watch out for the Reavers and smugglers who make
their camps along the rivers.

Of course, you can always use a Chameleon or Invisibility spell to sneak by
unnoticed. You can buy the Golanar's Eye-Maze (Chameleon) spell from Eraamion
at the Caldera Guild of Mage's. You can buy the Invisibility spell from
Fanildil at Ebonheart in the Hawkmoth Legion Garrison, Downstairs.


Well, before we get into any missions, I'm sure you want to know exactly what
was added to Morrowind with the Bloodmoon expansion. There's a new continent,
there are new enemies, weapons, armor, and a whole bunch of new quests. Well,
let's start with the weapons. I have listed the non-enchanted, weapons and
armor. I left out a few of the unique weapons and armor sets, because they
aren't important to beginners. If you see any I'm missing, or anything wrong
with any of the following information, please tell me.


===============================================================================
C. BLOODMOON WEAPONS
===============================================================================

Huntsman Axe
Type: Axe, One Handed
Chop: 1-20
Slash: 1-15
Thrust: 1-3
Condition: 800
Weight: 24.0
Value: 100
Enchantment: 50
Location: Sitting on a shelf in Graring's House.

Huntsman Crossbow
Type: Marksman
Attack: 25-25
Condition: 650
Weight: 10.0
Value: 500
Enchantment: 100
Location:

Huntsman Longsword
Type: Long Blade, One Handed
Chop: 1-15
Slash: 1-18
Thrust: 1-15
Condition: 800
Weight: 18.0
Value: 500
Enchantment: 50
Location:

Huntsman Spear
Type: Spear, Two Handed
Chop: 1-7
Slash: 1-7
Thrust: 1-22
Condition: 900
Weight: 15.0
Value: 500
Enchantment: 85
Location:

Huntsman War Axe
Type: Axe, One Handed
Chop: 1-30
Slash: 1-20
Thrust: 1-5
Condition: 800
Weight: 32.0
Value: 125
Enchantment: 50
Location:

Nordic Silver Axe
Type: Axe, One Handed
Chop: 1-35
Slash: 1-22
Thrust: 1-5
Condition: 2,000
Weight: 32.0
Value: 1,000
Enchantment: 65
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Battle Axe
Type: Axe, Two Handed
Chop: 5-50
Slash: 6-35
Thrust: 1-5
Condition: 2,000
Weight: 30.0
Value: 1,000
Enchantment: 100
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Claymore
Type: Long Blade,
Chop: 6-35
Slash: 6-30
Thrust: 6-24
Condition: 2,000
Weight: 25.0
Value: 1,000
Enchantment: 150
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Dagger
Type: Short Blade, One Handed
Chop: 5-10
Slash: 5-10
Thrust: 7-15
Condition: 550
Weight: 10.0
Value: 1,000
Enchantment: 70
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Longsword
Type: Long Blade, One Handed
Chop: 9-28
Slash: 9-20
Thrust: 9-20
Condition: 800
Weight: 20.0
Value: 1,000
Enchantment: 80
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Mace
Type: Blunt Weapon, One Handed
Chop: 5-20
Slash: 5-20
Thrust: 1-5
Condition: 3,300
Weight: 30.0
Value: 1,000
Enchantment: 70
Location: Hut near Thirsk, Brynjolfr

Nordic Silver Shortsword
Type: Short Blade, One Handed
Chop: 6-12
Slash: 6-12
Thrust: 9-15
Condition: 500
Weight: 15.0
Value: 1,000
Enchantment: 70
Location:

Riekling Blade
Type: Long Blade, One Handed
Chop: 13-28
Slash: 18-30
Thrust: 11-23
Condition: 500
Weight: 20.0
Value: 350
Enchantment: 35
Location: Used by Riekling's.

Riekling Lance
Type: Short Blade, One Handed
Chop: 1-10
Slash: 1-15
Thrust: 13-24
Condition: 300
Weight: 10.0
Value: 100
Enchantment: 80
Location: Used by Riekling Riders.

Stalhrim Dagger
Type: Short Blade, One Handed
Chop: 10-16
Slash: 10-16
Thrust: 10-16
Condition: 800
Weight: 5.0
Value: 15,000
Enchantment: 65
Location: Solstheim, outside of Graring's House, Hidar makes it for you.

Stalhrim Longsword
Type: Long Blade, One Handed
Chop: 4-40
Slash: 4-55
Thrust: 5-50
Condition: 2,500
Weight: 70.0
Value: 65,000
Enchantment: 80
Location: Solstheim, outside of Graring's House, Hidar makes it for you.

Stalhrim Mace
Type: Blunt Weapon, One Handed
Chop: 5-45
Slash: 5-45
Thrust: 2-6
Condition: 9,000
Weight: 65.0
Value: 40,000
Enchantment: 200
Location: Solstheim, outside of Graring's House, Hidar makes it for you.

Stalhrim War Axe
Type: Axe, One Handed
Chop: 1-40
Slash: 1-30
Thrust: 1-5
Condition: 2,000
Weight: 35.0
Value: 50,000
Enchantment: 250
Location: Solstheim, outside of Graring's House, Hidar makes it for you.

Huntsman Bolt
(Ammunition for Crossbows)
Weight: 0.1
Value: 5
Enchantment: 10
Location: ?


===============================================================================
D. BLOODMOON ARMOR
===============================================================================

I took the armor statistics from my Armor FAQ, located on the Morrowind Page.

Ancient Steel Boots
Armor Rating: 26
Condition: 75
Weight: 20.0 (Heavy)
Value: 40
Enchantment: 88
Location: Jolgeirr Barrow

Ancient Steel Cuirass
Armor Rating: 26
Condition: 225
Weight: 30.0 (Heavy)
Value: 150
Enchantment: 200
Location: Jolgeirr Barrow

Ancient Steel Greaves
Armor Rating: 26
Condition: 75
Weight: 18.0 (Heavy)
Value: 88
Enchantment: 25
Location: Jolgeirr Barrow

Ancient Steel Helm
Armor Rating: 26
Condition: 75
Weight: 5.0 (Heavy)
Value: 60
Enchantment: 250
Location: Jolgeirr Barrow

Ancient Steel Left Gauntlet
Armor Rating: 26
Condition: 37
Weight: 5.0 (Heavy)
Value: 28
Enchantment: 200
Location: Jolgeirr Barrow

Ancient Steel Left Pauldron
Armor Rating: 26
Condition: 75
Weight: 10.0 (Heavy)
Value: 48
Enchantment: 20
Location: Jolgeirr Barrow

Ancient Steel Right Gauntlet
Armor Rating: 26
Condition: 37
Weight: 5.0 (Heavy)
Value: 28
Enchantment: 200
Location: Jolgeirr Barrow

Ancient Steel Right Pauldron
Armor Rating: 26
Condition: 75
Weight: 10.0 (Heavy)
Value: 48
Enchantment: 20
Location: Jolgeirr Barrow

Ancient Steel Tower Shield
Armor Rating: 31
Condition: 180
Weight: 20.0 (Heavy)
Value: 100
Enchantment: 750
Location: Jolgeirr Barrow

Bear Boots
Armor Rating: 25
Condition: 105
Weight: 14.0 (Medium)
Value: 50
Enchantment: 20
Location: Hut near Thirsk, Brynjolfr

Bear Cuirass
Armor Rating: 25
Condition: 325
Weight: 25.0 (Medium)
Value: 150
Enchantment: 60
Location: Hut near Thirsk, Brynjolfr

Bear Greaves
Armor Rating: 25
Condition: 220
Weight: 10.0 (Medium)
Value: 120
Enchantment: 45
Location: ?

Bear Helmet
Armor Rating: 25
Condition: 100
Weight: 4.0 (Medium)
Value: 40
Enchantment: 20
Location: Random Berserker's

Bear Left Gauntlet
Armor Rating: 25
Condition: 80
Weight: 4.0 (Medium)
Value: 40
Enchantment: 10
Location: Hut near Thirsk, Brynjolfr

Bear Left Pauldron
Armor Rating: 25
Condition: 100
Weight: 7.0 (Medium)
Value: 60
Enchantment: 16
Location: Hut near Thirsk, Brynjolfr

Bear Right Gauntlet
Armor Rating: 25
Condition: 80
Weight: 4.0 (Medium)
Value: 40
Enchantment: 10
Location: Hut near Thirsk, Brynjolfr

Bear Right Pauldron
Armor Rating: 25
Condition: 100
Weight: 7.0 (Medium)
Value: 60
Enchantment: 16
Location: Hut near Thirsk, Brynjolfr

Bear Shield
Armor Rating: 25
Condition: 150
Weight: 10.0 (Medium)
Value: 100
Enchantment: 20
Location: ?

Ice Armor Boots
Armor Rating: 83
Condition: 200
Weight: 17.0 (Medium)
Value: 5,000
Enchantment: 100
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Cuirass
Armor Rating: 83
Condition: 1,000
Weight: 27.0 (Medium)
Value: 5,000
Enchantment: 180
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Greaves
Armor: 83
Condition: 600
Weight: 600
Weight: 12.0 (Medium)
Value: 1,000
Enchantment: 100
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Helmet
Armor Rating: 83
Condition: 500
Weight: 4.0 (Medium)
Value: 2,000
Enchantment: 175
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Left Gauntlet
Armor Rating: 83
Condition: 300
Weight: 4.0 (Medium)
Value: 1,000
Enchantment: 100
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Left Pauldron
Armor Rating: 83
Condition: 550
Weight: 8.0 (Medium)
Value: 2,000
Enchantment: 18
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Right Gauntlet
Armor Rating: 83
Condition: 300
Weight: 4.0 (Medium)
Value: 1,000
Enchantment: 100
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Armor Right Pauldron
Armor Rating: 83
Condition: 550
Weight: 8.0 (Medium)
Value: 2,000
Enchantment: 18
Location: Solstheim, outside of Graring's House, Aenar makes it for you.

Ice Shield
Armor Rating: 83
Condition: 400
Weight: 13.0 (Medium)
Value: 1,000
Enchantment: 400
Location: Reward from a mission in the East Empire Colony.

Nordic Mail Boots
Armor Rating: 110
Condition: 500
Weight: 20.0 (Heavy)
Value: 5,000
Enchantment: 85
Location: Worn by Skaal Honor Guards.

Nordic Mail Cuirass
Armor Rating: 110
Condition: 1,000
Weight: 30.0 (Heavy)
Value: 5,000
Enchantment: 300
Location: Worn by Skaal Honor Guards.

Nordic Mail Greaves
Armor Rating: 110
Condition: 300
Weight: 18.0 (Heavy)
Value: 2,000
Enchantment: 80
Location: Worn by Skaal Honor Guards.

Nordic Mail Helmet
Armor Rating: 110
Condition: 350
Weight: 8.0 (Heavy)
Value: 1,000
Enchantment: 200
Location: Worn by Skaal Honor Guards.

Nordic Mail Left Gauntlet
Armor Rating: 110
Condition: 100
Weight: 8.0 (Heavy)
Value: 1,000
Enchantment: 100
Location: Worn by Skaal Honor Guards.

Nordic Mail Left Pauldron
Armor Rating: 110
Condition: 100
Weight: 10.0 (Heavy)
Value: 1,000
Enchantment: 100
Location: Worn by Skaal Honor Guards.

Nordic Mail Right Gauntlet
Armor Rating: 110
Condition: 100
Weight: 8.0 (Heavy)
Value: 1,000
Enchantment: 100
Location: Worn by Skaal Honor Guards.

Nordic Mail Right Pauldron
Armor Rating: 110
Condition: 100
Weight: 10.0 (Heavy)
Value: 1,000
Enchantment: 100
Location: Worn by Skaal Honor Guards.

Nordic Mail Shield
Armor Rating: 110
Condition: 500
Weight: 20.0 (Heavy)
Value: 1,000
Enchantment: 100
Location: Worn by Skaal Honor Guards.

Red Colovian Fur Helm
Armor Rating:
Condition: 70
Weight: 2.0 (Light)
Value: 25
Enchantment: 75
Location: ?

Riekling Shield
Armor Rating: 20
Condition: 200
Weight: 2.0 (Light)
Value: 50
Enchantment: 80
Location: Worn by Riekling's

White Colovian Fur Helm
Armor Rating:
Condition: 70
Weight: 2.0 (Light)
Value: 25
Enchantment: 75
Location: Worn by Uncle Sweetshare

Wolf Boots
Armor Rating: 25
Condition: 105
Weight: 4.0 (Light)
Value: 50
Enchantment: 20
Location: Hut near Thirsk, Brynjolfr

Wolf Cuirass
Armor Rating: 25
Condition: 325
Weight: 9.0 (Light)
Value: 150
Enchantment: 60
Location: ?

Wolf Greaves
Armor Rating: 25
Condition: 220
Weight: 7.0 (Light)
Value: 120
Enchantment: 45
Location: ?

Wolf Helmet
Armor Rating: 25
Condition: 100
Weight: 2.0 (Light)
Value: 40
Enchantment: 20
Location: Hut near Thirsk, Brynjolfr

Wolf Left Gauntlet
Armor Rating: 25
Condition: 80
Weight: 1.5 (Light)
Value:40
Enchantment: 10
Location: Hut near Thirsk, Brynjolfr

Wolf Left Pauldron
Armor Rating: 25
Condition: 100
Weight: 2.4 (Light)
Value: 60
Enchantment: 16
Location: Hut near Thirsk, Brynjolfr

Wolf Right Gauntlet
Armor Rating: 25
Condition: 80
Weight: 1.5 (Light)
Value:40
Enchantment: 10
Location: Hut near Thirsk, Brynjolfr

Wolf Right Pauldron
Armor Rating: 25
Condition: 100
Weight: 2.4 (Light)
Value: 60
Enchantment: 16
Location: Hut near Thirsk, Brynjolfr

Wolf Shield
Armor Rating: 25
Condition: 100
Weight: 8.0 (Light)
Value: 100
Enchantment: 50
Location: ?


===============================================================================
E. MAKING YOUR OWN ARMOR
===============================================================================

There are three people who make armor for you. Two of them are on Solstheim,
and one is in Mournhold (if you want info. about the one in Mournhold, check my
Armor FAQ). One of the two, Graring (or Carnius), won't make you armor until
you help him out in the East Empire Company missions.

LOCATION:
Solstheim, Hut near Thirsk, Brynjolfr

All the Snow Bear and Snow Wolf armor is enchanted with Constant Effect:
Resistance to Frost 5% on Self. If you equip an entire set of Snow armor, you
should have a resistance of 40%. You can get Snow Wolf and Snow Bear Pelts by
finding and killing either a Snow Wolf or Snow Bear, respectively. They each
drop 2 pelts, or at least, most of them do. You can get 5 of each snow pelt by
becoming the Chieftain of Thirsk in Solstheim.


*SNOW BEAR ARMOR*

Snow Bear Cuirass: 5 snow bear pelts, $6,000
Snow Bear Left Pauldron: 2 snow bear pelts, $1,000
Snow Bear Right Pauldron: 2 snow bear pelts, $1,000
Snow Bear Left Gauntlet: 2 snow bear pelts, $1,000
Snow Bear Right Gauntlet: 2 snow bear pelts, $1,000
Snow Bear Greaves: 4 snow bear pelts, $5,000
Snow Bear Boots: 3 snow bear pelts, $3,000
Snow Bear Helm: 2 snow bear pelts, $2,000


*SNOW WOLF ARMOR*

Snow Wolf Cuirass: 5 snow wolf pelts, $6,000
Snow Wolf Left Pauldron: 2 snow wolf pelts, $1,000
Snow Wolf Right Pauldron: 2 snow wolf pelts, $1,000
Snow Wolf Left Gauntlet: 2 snow wolf pelts, $1,000
Snow Wolf Right Gauntlet: 2 snow wolf pelts, $1,000
Snow Wolf Greaves: 4 snow wolf pelts, $5,000
Snow Wolf Boots: 3 snow wolf pelts, $3,000
Snow Wolf Helm: 2 snow wolf pelts, $2,000



LOCATION:
Solstheim, North of Lake Fjalding, where the river forks, outside of Graring's
House, Aenar

Alternatively: Fort Frostmoth, Imperial Cult Shrine, Carnius (depending on
decisions made in the East Empire Company)


*ICE ARMOR*

Aenar (or Carnius) makes the Ice Armor found in Solstheim. This is the only way
to get Ice Armor (except for the Shield). Stalhrim is what the Skaal use to
bury their dead in because it protects people from disturbing their corpses, or
something along those lines. You will need an Ancient Nordic Pickaxe in order
to extract some Stalhrim. You get the Pickaxe from Graring, during the East
Empire Mining Colony Missions. In order to make each piece of Stalhrim armor
or weapon, you only need one piece of Stalhrim (two for Carnius). Stalhrim is
rare, but there is more than enough to make each piece of armor and each
weapon. It doesn't cost anything to make them, either, which is very good.



===============================================================================
F. BLOODMOON ENEMIES
===============================================================================

I won't go into the unique enemies, because they won't be out in the wild.
These are the enemies that regenerate, except for the werewolves. There are a
certain number of those, but they are out in the wild, so they're worth
mentioning. I've added to this section. If there is anything else that you
think should be included, tell me. (Thanks to ImageShack for hosting my
pictures)

This is how I will display each enemies information:

*Name of Creature*

Appearance:  Link to an in-game picture of the creature.
Health:      Amount of health the creature has.
Fatigue:     Amount of fatigue the creature has.
Attack:      Their attack power. It reads the same way as the attack power of a
            weapon.
Information: In-game text about the creature.
Drops:       Items that the creature drops.



Now let's get started...



*Wolf*

Appearance:  http://img248.imageshack.us/img248/8128/wolf2tj.jpg
Health:      60
Fatigue:     400
Attack:      1-15
Information: They're all over this island. Some travel in packs, which makes
            them especially dangerous. I've heard some carry disease, as well.
Drops:       Wolf Pelt




*Plague Wolf*

Appearance:  http://img248.imageshack.us/img248/6029/plaguewolf1uv.jpg
Health:      120
Fatigue:     400
Attack:      7-12
Information: Wolves are one of the most blessed of the All-Maker's creations.
            They are fast and agile, and they are careful and clever hunters.
Drops:       Wolf Pelt



*Snow Wolf*

Appearance:  http://img248.imageshack.us/img248/8192/snowwolf2nz.jpg
Health:      200
Fatigue:     200
Attack:      10-30
Information: The snow wolves are larger, more elusive cousins of Solstheim's
            common wolves. They have a thick coat that protects them from the
            frost and cold. You can find snow wolves in and around the
            Moesring Mountains. It is said their attacks have been known to
            freeze human flesh, so be careful if you encounter one!
Drops:       2 Snow Wolf Pelts



*Grizzly Bear*

Appearance:  http://img241.imageshack.us/img241/738/grizzly2zx.jpg
Health:      150
Fatigue:     500
Attack:      9-18
Information: Bears are all over Solstheim. If you see one, be careful. They're
            vicious fighters, and some are known to be diseased.
Drops:       Bear Pelt



*Plague Bear*

Appearance:  http://img241.imageshack.us/img241/8463/plaguebear6rb.jpg
Health:      180
Fatigue:     500
Attack:      10-22
Information: Bears are but one of the sacred creatures the All-Maker has
            blessed us with. They embody the warrior's strength, and some of
            the Skaal can even summon them to fight by their sides.
Drops:       Bear Pelt



*Snow Bear*

Appearance:  http://img241.imageshack.us/img241/7176/snowbear8en.jpg
Health:      300
Fatigue:     200
Attack:      20-50
Information: Snow bears are larger than normal bears, and have thick white fur
            that protects them against the frost and cold. They're very
            aggressive when encountered, and their attacks have been known to
            freeze human flesh. Snow bears can be pretty hard to find, but
            hunters have seen them in the snowy forested regions along
            Solstheim's southern coast.
Drops:       2 Snow Bear Pelts



*Berserker*

Appearance:  http://img241.imageshack.us/img241/1272/berserker2ci.jpg
Information: They are called "bare-sarks" in the Nord tongue, beause of their
            insistence on going bare-chested even in the most severe blizzard.
            They're crazy as they come, friend, and care only for savagery and
            murder. It is said they are so attracted to death, they make their
            homes in some of Solstheim's burial barrows.



*Horker*

Appearance:  http://img241.imageshack.us/img241/6238/horker9ow.jpg
Health:      100
Fatigue:     500
Attack:      1-12
Information: Odd beasts. Seem fairly docile, but they can be vicious if
            provoked.
Drops:       Horker Tusk



*Tusked Bristleback*

Appearance:  http://img241.imageshack.us/img241/8558/tbristleback8gx.jpg
Health:      200
Fatigue:     800
Attack:      9-33
Information: The Tusked Bristleback is a type of boar native to Solstheim.
            There are lots of them around, and they're sometimes hunted for
            their meat.  The Bristlebacks can be vicious, too. That's why the
            Rieklings use them as mounts.
Drops:       Bristleback Leather


*Riekling*

Appearance:  http://img241.imageshack.us/img241/7475/riekling8nt.jpg
Health:      100
Fatigue:     800
Attack:      1-5
Information: Vile little beasts, but not as mindless as some may think. These
            creatures are intelligent. Some are capable of speech, and all are
            capable of great cunning.
Drops:       Riekling Sword, Riekling Shield



*Riekling Raider*

Appearance:  http://img241.imageshack.us/img241/3802/rieklingr3nc.jpg
Health:      400
Fatigue:     800
Attack:      8-35
Information: The Tusked Bristleback is a mystery to us. It is a natural being,
            created by the All-Maker, but it is a cruel and vicious animal.
            The Rieklings use them as mounts, and have bred the creatures to
            be even more warlike and dangerous.
Drops:       Bristleback Leather



*Draugr*

Appearance:  http://img241.imageshack.us/img241/2674/draugr7vy.jpg
Health:      300
Fatigue:     800
Attack:      7-25
Information: Imagine an angry Nord. Now imagine a dead angry Nord with a taste
            for human flesh. Get the picture?
Drops:       Gravetar



*Fryse Hag*

Appearance:  http://img241.imageshack.us/img241/2853/frysehag8bg.jpg
Information: The fryse hags are mages dedicated to the teachings of Kyne, the
            widow of the god Shor. Each is a powerful sorceress skilled in the
            use of frost-based magicka. They're vicious lasses, and view most
            people as a threat to their beliefs. They've been seen out in the
            wild, and in a couple of the ice caves.



*Reaver*

Appearance:  http://img259.imageshack.us/img259/2960/reaver6sv.jpg
Information: They are small parties of off-island axemen and archers that stage
            hit-and-run raids on one-hut settlements and hunting camps.



*Spriggan*

Appearance:  http://img259.imageshack.us/img259/8855/spriggan9fk.jpg
Health:      200
Fatigue:     800
Attack:      12-44
Information: They say spriggans die three deaths. Best to avoid them if I were
            you.
Drops:       Belladonna Berries



*Grahl*

Appearance:  http://img259.imageshack.us/img259/5494/grahl0zm.jpg
Health:      500
Fatigue:     700
Attack:      30-75
Information: I have heard them called that. We do not know what they really
            are. Perhaps an evil spirit, perhaps a great beast. Whatever they
            are, they are dangerous. Their claws and tusks rend armor and tear
            flesh. They will attack alone or in packs. Take care when they are
            near.


*Werewolf*

Appearance:  http://img259.imageshack.us/img259/5585/werewolf2xn.jpg
Information: Man was not meant to live a dual life as both rational being and
            animal. These beasts are evil and dangerous, but they are also
            very rare. More have been seen in recent times, though.



===============================================================================
G. JOINING THE EAST EMPIRE COMPANY
===============================================================================

As soon as you get off the boat, there are several crates lying around.
Help yourself to some weapons, since no one seems to mind. Find to Carnius
Magius to start the East Empire Company, who is located in the Imperial Cult
Shrine. Go up the winding staircase to the second floor and he is in the door
on your right. Speak to Carnius about the East Empire Company, and agree to
join.


===============================================================================
H. PROMOTION REQUIREMENTS
===============================================================================

These are the requirements, according to Carnius Magius:

"The East Empire Company is a business at heart. Applicants should have a
winning personality, and a strong will. Those with the ability to speak
eloquently and barter shrewdly are most valuable. Given the hostile
environments the Company often ventures into, applicants should have a keen
sense of security. Finally, all applicants should be trained in the time-
honored virtues of long blades and medium armor, as has been customary for the
Company for generations."

Here are the actual stats you will need for each advancement:

Below, when it says 'need one skill at', it means one of this particular
guild's favorite skills. The favorite skills are listed below:

Favorite Skills: Speechcraft, Mercantile, Security, Long Blade, Medium Armor.

Underling
Personality: 30
Willpower: 30

Clerk
Personality: 30
Willpower: 30
Need one skill at 10

Steward
Personality: 30
Willpower: 30
Need one skill at 20

Fixer
Personality: 30
Willpower: 30
Need one skill at 30 and need two skills at 5

Agent
Personality: 30
Willpower: 30
Need one skill at 40 and need two skills at 10

Negotiator
Personality: 31
Willpower: 31
Need one skill at 50 and need two skills at 15

Officer
Personality: 32
Willpower: 32
Need one skill at 60 and need two skills at 20

Deputy
Personality: 33
Willpower: 33
Need one skill at 70 and need two skills at 25

You cannot become the Factor until you finish the East Empire Company.

Factor
Personality: 35
Willpower: 35
Need one skill at 90 and need two skills at 35



Alright, time for your first mission.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I.                        EAST EMPIRE COMPANY MISSIONS
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


***IMPORTANT! READ FIRST***

When you arrive at Raven Rock, if you run into Afer Flaccus, Gratian
Caerellius, or Garnas Uvalen, you may notice an option of conversation, 'hire
guards'. DO NOT, I repeat, DO NOT talk about hiring guards until you actually
get the mission that requires you to hire guards. It can prevent you from
continuing in the East Empire Company, and, as far as I know, there is no way
to fix it (console commands might work, I haven't tested it).

However, if you have another issue involving not being able to complete a
mission, whether your game glitches out, or whatever, there is a way to look up
console commands for different missions in the Construction Set. First, open
the Construction Set and under the Files tab, click Data Files, then check the
box next to Bloodmoon (it'll automatically load Morrowind with it). Once it has
loaded all of the information, on the top tab, click Character, and then
Dialogue. There should be a scrolling column on the left hand side of this new
screen. The tabs at the top also scroll side to side, so scroll it all the way
to the right to find Journal. Here is a list of every set of missions in the
game. Tread carefully, since this also means that there will be spoilers. Many
of the Bloodmoon ones start with BM, and many EEC missions start with CO, but
this may not always be the case. Find the set of missions that you want, and
then click on it.

As an example, let's choose one of the fist EEC missions where you have to
deliver ebony back to Carnius. If, for some reason, he doesn't acknowledge that
you have returned with ebony, these missions are listed under "CO_1", so find
that under the Journal tab, and click on it. At this point, you have all of the
possible journal updates for this mission listed at the top. Find the one that
you need (in this example, it would be "I have delivered the ebony to Carnius
and completed my assignment. I should return in three days' time for my next
assignment."), and look for the number next to it under the Disp/Index tab (NOT
the Info ID tab). The console command for this journal update would be:

Journal CO_1 50

And that's all you need to do. Remember, there are plenty of spoilers listed in
there, so just stick to what you need.


===============================================================================
1. THE BODY GUARD
===============================================================================

For your first mission, you will have to escort Gidar Verothan and the others
to the site of the future mining company. Falco Galenus, the second in command,
will be waiting there for you. Leave the Imperial Cult, and head back towards
the docks. You will see Gidar and the others waiting for you. Talk to Gidar,
and he will suggest you take the lead. They wouldn't need an escort if they
were good fighters, after all. But he does mark it on your map, so that's good.
Now just head towards Raven Rock on your map.

If you are at a particularly low level, you may want to avoid some of the
harder enemies, like the Tusked Bristleback (looks like a warthog) and Fryse
Hag (a Nord woman). But you shouldn't see anything but Wolves, the occasional
Bear, and maybe even a Berserker. They are naked Nords, who don't seem to like
outlanders.

When Raven Rock is marked on your map, there are two squares, and Falco is in
the middle of the two. When you get there, Gidar will thank you. Talk to Falco,
and he will give you your next assignment.

Rewards: none


===============================================================================
2. EBONY ORE
===============================================================================

Falco gives you a piece of Ebony and tells you to collect four more, so that
the investors will have evidence that this area is worth mining. The Ebony is
almost directly north of Falco. Just check the Ebony deposits. After you
collect four pieces, five including the one Falco gave you (and be sure to pick
up some for yourself), head back to Fort Frostmoth to give them to Carnius.
After you give them to him, he will tell you that construction of the colony
will be well underway in three days, so after waiting for three days (you will
get a journal update), talk to him again. He will give you a Stock Certificate,
which you can sell at any time for some extra cash, but now it won't sell for
anything. When you are finished with the EEC missions, it will be worth much
more. He will tell you that he has nothing for you, but Falco is having
problems, so head back to Raven Rock.

Rewards: Any extra Ebony you find.


===============================================================================
3. HROLDAR THE STRANGE
===============================================================================

Requirements: a high Hand-to-Hand skill helps, but isn't necessary.

Falco informs you that a Nord that they call Hroldar the Strange is blocking
people from entering the mines, because they are interfering with nature. Falco
wants you to reason with him, so go talk to him. He will get angry at you, and
refuse to talk to you, so go back to Falco. He says that you can rough him up a
little, but he still doesn't want to shed blood, so no weapons or magic. Just
bare fists. Go punch him until he says that he gives up, or kill him, if you'd
rather. Hroldar the Strange is at level 40, with 300 Fatigue. My Hand-to-Hand
rating is 37 and it took a while, so if yours is much lower than that, you may
want to get something that raises your Hand-to-Hand ability, like the Glove of
the Horny fist (not sure where to buy one), or something that lowers his
Fatigue.

You can kill him if it gets too tiresome. If you kept him alive, Falco will
reward you with $1,000, and thank you for keeping the poor bastard alive. If
you killed Hroldar, Falco gets angry at you, and sends you to Carnius, where
you recieve the same reward.

If you killed him, Carnius is delighted, and if you didn't, Carnius is
disappointed. It isn't a bad thing that he is disappointed, because, as you may
have already guessed, Carnius is an ass. Well, he tells you to wait for a few
days again, so sleep, wait, or explore for a few days, and check back. After
about two and a half days, you will get a journal update.

Rewards: $1,000


===============================================================================
4. SHIPPING MANIFEST
===============================================================================

Talk to Carnius and he will tell you that he needs a shipping manifest from
Falco at Raven Rock. Go back there and talk to him. Falco said that he doesn't
have the shipping manifest because the ship hasn't arrived yet, and that it's
Carnius' fault for never putting in a dock. Go ask around to see if anyone has
'seen anything'. I asked the first person I saw, Gamin Girith, and he will tell
you that he saw a light to the northwest, so go check that out. Make sure you
stay along the coast. After all, you are looking for a ship.

When you get near the ship, you may notice some new enemies called Draugr's.
These can be very difficult, especially if you are at a low level. They are
also pretty creepy looking. If you approach them very slowly, and save
beforehand, you can make it so that only one will attack you at a time. Also, a
little Sujamma can go a long way. Once you have killed all 3 of them, go around
the back and you will see a woman. Before you talk to her, climb up the rocks,
and get on top of the boat. Go inside and collect all the pick axe's that you
find (just trust me on this one). There should be six. Then go back outside and
talk to the very relieved Apronia Alfena. Escort her to Falco at Raven Rock.

Apronia will thank you for escorting her, and Falco will tell you to report to
Carnius at Fort Frostmoth. He will also mention that the ship was supposed to
be delivering them some pick axe's. You can sell him the pick axe's you found
(if you didn't get them earlier, just go back now and get them) for $500 each.
So if you got all 6, he will reward you with $3,000. Not bad at all. The
travel boat is now there, so you can use it to transport back and forth between
Fort Frostmoth and Raven Rock. Use it. Go back to a disappointed Carnius who
will give you $300 for your troubles. Wait a few more days and talk to him
again. He tells you that he has nothing for you to do, so go talk to Falco at
Raven Rock.

Reward: $500 per pick axe, $3,000 maximum. And $300 from Carnius.


===============================================================================
5. CROSSROADS
===============================================================================

Well, Falco informs you that you have arrived at a crossroads. His opinions
differ very greatly than that of Carnius. Actually, Falco only took his current
position to counter whatever scheming Carnius does, and he thinks that Carnius
only wants money, and will try to make money even at the expense of the
workers. So he wants you to make a decision, do you follow Falco, and do what's
best for everyone? Or do you follow Carnius and be greedy?

Well, if you choose Carnius Magius, go report that to him. If you choose Falco
Galenus, all of your future assignments will come straight from him. The first
few missions are the same, but they will split later on. The only difference at
first is that you will get your missions from the person you chose to side
with.


===============================================================================
6. DECISIONS, DECISIONS
===============================================================================

Falco (or Carnius) informs you that there are enough funds to build either a
Smithy or a Trade Outpost, but not both. So he lets you decide. Go around and
talk to the people of Raven Rock to see which they would rather have. Slightly
more people want the Trader, by the way. If you choose the Trader, he has
nothing of any value that you can buy from him. You can buy a Saint's Shield
from the Smithy, which is very good if you specialize in Heavy Armor. The
Smithy would probably be more useful to you and the workers (to fix their
equipment), though. Also, they both have $10,000. Really, the decision is
yours.

Once you decide, go report back to Falco. He tells you to bring your decision
to Carnius, who tells you that he doesn't care either way. Wait a few more
days, and talk to Carnius to tell him that the Smithy or Trade Outpost is
finished. Go talk to Falco.

Reward: A new Smithy or Trade Outpost, and $300, regardless of which you chose
to build.


===============================================================================
7. STUBBORN BARO
===============================================================================

Go check out your new Trader or Smithy, and then talk to Falco (or Carnius, who
tells you to report to Falco). He tells you that there's a problem with the
supply ship that Carnius sent for (surprise, surprise). The captain, Baro
Egnatius, is refusing to take the ore to the homeland unless you pay him a
rather hefty sum of money. Falco wants you to reason with him. Go down to the
docks and talk to him. He will threaten you and mention Elberoth, the captain
of the supply ship that crashed. Go tell Falco that you failed to reason with
him. He will suggest that you talk to Apronia Alfena, who you saved from that
ship, because she knows Elberoth, and you may be able to exploit this
connection.

Apronia, who is usually located very close to Falco, informs you that Elberoth
isn't all that he's cracked up to be. She mentions that he didn't last long in
the attacks, and that she used his saber to defend herself. The saber itself
isn't worth anything, but you can use it to scare Baro. So equip the saber, and
go talk to him. He will assume that you killed Elberoth, and agree to take the
ore to the homeland, in return for his own safety. So go report back to Falco,
who is very happy now that he doesn't have to make the huge payment. So he
gives you $1,000.

Reward: $1,000 and Elberoth's Saber. And an additional 10 Cure Common Disease
Potions if you sided with Carnius.


***At this point, the missions will be different, depending on who you chose.
If you chose Falco, continue to the next chapter. If you chose Carnius, skip
ahead to chapter 8c. The "F" stands for Falco, and the "C" stands for Carnius.
I tried to keep it simple***

===============================================================================
8f. MISSING ORE
===============================================================================

Falco informs you that the Ebony Ore amounts aren't adding up. He suspects Uryn
Maren, but can't do anything until he has actual proof. He gives you the key to
Maren's house, and tells you to search any chests in there. Don't worry; the
key to his house also opens the chest. So go in his house, and check the chest
in his room to find absolutely nothing. Oh well, go back to Falco. He is
certain that this information is reliable, so he tells you to go into the mines
and catch Uryn Maren in the act.

Enter the mine through the door that was originally blocked by Hroldar the
Strange, and Uryn is in the little dead end down the first path on your right.
I couldn't get him to move by just staring at him from far away, so save (just
in case he sees you) and run behind him. That should trigger him to start
walking. Follow him and make sure nobody sees you.

When you enter the open area, he will start sneaking, which makes it obvious
that he's up to no good. Follow him into the room filled with ore deposits, and
you should get a journal update. Confront him, because he has no business in
that room, and he cracks, and says that Carnius Magius put him up to it. He was
told that he would be killed if he didn't steal as much ore as possible. Well,
Falco needs to hear this immediately, so go back to him.

Falco tell you that he assumed Carnius was involved. Well, it's time to go
confront Carnius, himself. Carnius swears he had nothing to do with it, and
says that he will take care of it. Well, go tell Falco, who tells you that Uryn
Maren was found dead. So I guess Carnius did take care of it. But Falco has no
way of proving it was Carnius, so he can do nothing for now. He thanks you,
because at least the thieving stopped, and rewards you with $500.

Reward: $500


===============================================================================
9f. DRUNKEN BAR FIGHT
===============================================================================

You are told that Seler Favelnim is seemingly ill and is starting a fight with
anyone who enters the bar. So go to the bar. Outside of the bar, you will run
into his wife, Dralora, who pleads that you don't fight him. She says that he
is just sick of feeling old and useless, and will get over it.

So go into the bar, and let him fight you, but don't fight back in any way. He
only hit me three times before he gave up, but use a Restore Fatigue Potion, if
your Fatigue gets too low. He pleads with you that you kill him. Ask him 'Why
would you want to die?', and he tells you that he feels useless. Then ask 'What
about your wife?', and he tells you that she would be better off without him.
Then tell him 'This isn't your only option', and he pleads one last time that
you fight him, so say 'No, I won't'. He tells you that you're right, and he
will try to look on the bright side from now on.

Go outside and talk to Falco. He is proud of you for showing compassion and not
killing Seler. He rewards you with $1,500.

Reward: $1,500 if you spare Seler Favelnim.


===============================================================================
10f. GRARING
===============================================================================

Falco tells you that they have unearthed a burial site in the mines, and that
there is ice that they cannot break through. He wants you to go talk to
Graring, whose house is located just south of where the Harstrad and Isild
rivers meet. It is the only place on Solstheim where two major rivers meet, so
you shouldn't have too much trouble finding it. Jut in case, it is at the top
of the map towards the center.

This is (possibly) the first time you've ventured far from Raven Rock, so you
may see some harder enemies now. Like the Tusked Bristleback, Fryse Hags (some
carry Winterwound Daggers, which are pretty good early in the game), and maybe
even Rieklings. If you are at a lower level or having trouble with some of the
enemies, traveling through the river isn't a bad idea. After all, there are no
Slaughterfish on Solstheim and the Horkers rarely ever attack. Just watch out
for the hostile Nords who set up camps along the river.

When you approach Graring's house, they will be under attack by a woman named
Coventina Celata. After she is dead (make absolutely certain that you do not
accidentally attack Graring, Aenar, or Hidar!), talk to Graring, and he will
tell you that she was looking to find out the secrets of Stalhrim, but they
refuse to tell anyone about it because they would just misuse it. Graring and
the others were kicked out of the Skaal Village because they use the sacred
Stalhrim and forge it into weapons and armor. This is a very good thing for
you, though.

They trust you because you helped them in the attack, and they want you to go
get a piece of Stalhrim. You are given an Ancient Nordic Pick Axe to do so. It
is also a weapon, but not a very good one. You can find Stalhrim all over the
continent. Go in just about any Barrow, and you should find some. If you are
having trouble, go to Bloodskal Barrow just north west of Raven Rock. There is
some Stalhrim, and be careful if you pick up the sword in there if you are at a
lower level. If you pick up the sword, you will get a journal update, and get
attacked by two Greater Skeleton Champion's and three Draugr's (this sword is
not connected to any mission, it's just neat). Kjolborn Barrow, South of Raven </pre><pre id="faqspan-2">
Rock, has Stalhrim and some Draugr's. Once you get some, take it back to
Graring, and feel free to go in his house and take his Huntsman Axe, he won't
mind.

Once you show him the Stalhrim, which he lets you keep, you can talk to Aenar
and Hidar, who will construct for you Stalhrim weapons and armor. The armor is
Medium Armor, and it's pretty good, so if you are good with Medium Armor, feel
free to make some. But if you aren't good with Medium Armor, go ahead and make
a weapon of your choice. If you use Blunt Weapons, I would suggest not making
the Stalhrim Mace, because, well, without spoiling anything, let's just say
that you will get one during the East Empire Company missions. But it isn't for
a while, so if you are impatient, go ahead and make it. Also, you may have
noticed that you can't make an Ice Armor Shield, but you will get one of those
from an East Empire Company mission, also.

After you are done, go back to Falco at Raven Rock. He will reward you with
$1,000. Save before you start the next mission. Trust me, you'll be glad you
did.

Reward: Ancient Nordic Pick Axe, the ability to make Stalhrim weapons and
armor, and $1,000.


===============================================================================
11f. HURRY FASTER!
===============================================================================

Requirements: Mark and Recall. Not necessary, but much harder without them.

Uh oh... This mission is easily one of the harder ones, if you don't know what
you're doing. However, if you know how to do it, it's not that hard. You are
told to deliver a report to Carnius back at the Imperial Cult Shrine, and you
have five hours to do so.

Don't take the boat, it takes 2 hours to ride the boat, and it took me about an
hour to walk, and my character is pretty slow. So run to Carnius. Do not sleep,
it will run you out of time pretty quickly. Carnius won't be there, but
Constans Atrius will be standing outside of his room. Talk to him, and he will
tell you where to find Carnius.

It's a trap. Remember, Carnius wants you to fail. When you talk to Constans
Atrius (which you have to do or Carnius won't appear), it set's off the trap.
Though I've been informed that if you talk to him from the side (near the
doorway leading to where Carnius usually is), you can avoid the trap:

Trespasser's Bane

Drain Agility: 73 points
Drain Speed: 53 points
Burden: 105 points

And it takes longer than 5 hours to go away. If you still get the trap, you can
actually use the shrine downstairs to remove the negative effects. Go to
wherever he told you to go to. He can appear in three different locations: The
site of the shipwreck, just north of Brodir Grove, or just south east of
Valbrandr Barrow. Well, anyway, go to where he says to go, and if you don't
make it on time, just reload and try again.

If you're having trouble with this mission, reload a save file from before you
actually started the mission, and do the following. Make absolutely sure you
haven't started the actual mission yet, and go to where Carnius appeared in
your game, and cast Mark. Now go start the mission. Again, don't take the boat,
and run to Carnius, making sure to not sleep along the way.

When you get to Constans, get your Recall spell ready (with your hands out in
front of you) and talk to him, so that Carnius will appear in his location (and
make sure he mentions the same spot, I'm not sure if it is randomly generated).
Make sure you stand off to the side, talk to him, and cast Recall. Now you
should appear right in front of Carnius, so talk to him about the report.

He is a little upset because he tried so hard to prevent you from succeeding.
Well, once you've delivered the report to him, go back to Falco. He rewards you
with $1,000.

Reward: $1,000


===============================================================================
12f. SPRIGGANS
===============================================================================

Requirements: Almsivi Intervention helps a lot for getting the 5 Bittergreen
Petals

Falco tells you that there is an increase in Spriggans in the area. Or more
specifically, around the cluster of trees on the east side of town.

First let me say that lots of people seem to have a problem with the Spriggans
not appearing, or not getting a journal update when you kill them. The Console
Commands (open the Console by pushing the tilde, or ~ button) to make them
appear are as follows:

placeatpc "BM_spriggan_co1" 1,1,1
placeatpc "BM_spriggan_co2" 1,1,1
placeatpc "BM_spriggan_co3" 1,1,1
placeatpc "BM_spriggan_co4" 1,1,1

And if you don't get a journal update when you kill them, type in:

Journal CO_10 30

You may have heard about Spriggans before, and they say that Spriggans die
three deaths. That is why I hate Spriggans. Not only are they really powerful,
but you have to kill them each three times. These are by far the most difficult
enemy you have seen on Solstheim during the EEC missions, and there are four of
them. I've heard that they are weak against fire, but I tried a fire spell and
it didn't seem to do any more damage than anything else. I may just suck at
magic, though.

When you beat them all, go to Unel Lloran at the bar. He informs you that the
trees still won't go away, so you need to destroy the roots. He wants you to go
down into the mines and ask about the roots. He would do it, but he's afraid of
the dark :)

Talk to one of the mine workers, and they will tell you to go see it for
yourself. Enter the door leading to the Abandoned Mine Shaft, and walk up to
the roots and you will get a journal update telling you to go back to Unel
Lloran, so go do that. He will follow you into the mines to see the roots.

When he sees them, he will tell you that if you poisoned its water supply with
some Bittergreen Petals, the trees would probably die. You can usually buy
ingredients from Temples, and there is a Temple in Gnisis, and it happens to be
the closest Temple to Solstheim, so if you use Almsivi Intervention, you will
appear in the Gnisis Temple. Go inside and talk to Zanmulk Sammalamus, who has
10 Bittergreen Petals. You can take a boat from Gnisis to Khuul, and then from
Khuul to Fort Frostmoth (alternatively, you could have gotten there that way,
just backwards).

Once back in the mine, talk to Unel who will take your Bittergreen Petals, and
send you back to Falco. He will give you $2,000 for your troubles.

Reward: $2,000


===============================================================================
13f. HIRE GUARDS
===============================================================================

Falco Galenus is worried about the protection of the Colony, so he wants you to
see if anyone is willing to volunteer. There are three people who are willing.
One of them is Gratian Caerellius. He is down in the mines. Talk to him about
hiring guards, and he will accept. Afer Flaccus is the second. He is located in
the back corner of the Bar. The last one is Garnas Uvalen. He is toward the
east, walking around Seler Favelnim's house. You don't have to hire all three,
but it will help you out later on if you get all three.

After hiring all of them, go talk to Falco. He says he needs to fit the new
guards with armor. It will take a few days, and you need to actually leave
Raven Rock. You will get a journal update telling you to go back.

Reward: New guards at Raven Rock, I guess.


===============================================================================
14f. ASSASSINATION ATTEMPT
===============================================================================

Falco has heard a rumor that there is going to be an assassination attempt
(that's why he wanted the guards), and he obviously doesn't want that to
happen, so he tells you to stay close. After a few seconds there will be an
attack. Do not leave Falco's side; the guards will go after the first few
people that come. He will tell you not to leave if you try to walk away from
him. Attack the ones that come directly up to Falco. There should be one with a
sword, and one with a bow.

After you take them out, go talk to Falco. He rewards you very nicely this
time. After all, you did save his life. Now is when you get that Ice Shield
that I mentioned earlier. It's unique; there are no others in the game.

Reward: $1,000, 10 Exclusive Restore Health Potions, and an Ice Shield.


===============================================================================
15f. SILVER LONGSWORDS, SKAAL, AND THE FINAL SHOWDOWN
===============================================================================

Apparently Carnius has received a shipment of Silver Longswords, and refuses to
send them to the Colony, so you have to go get them. Take the boat. Good ole'
Constans Atrius has the swords.

When you get back to Raven Rock, Falco tells you that there was an attack by
some Skaal (hmmm, how convenient). You will never give him the swords; they are
never a topic of conversation. Well, anyway, The Skaal started losing the
battle and took refuge in the Mines. There are people in the mines, so go help
them.

They are actually pretty difficult; so expect them to put up a good fight. If
they are too difficult, a paralyze spell can help a lot. What sucks is that
when you get injured, you can't sleep, because you are in town. When you enter,
there is one in the little dead end on your right. After you take him out,
continue down the path. Enter the next area where you will see two more. Take
them out, and proceed down the path. You'll see a few more along the way.

Head towards the Abandoned Mine Shaft, then go down to the little dead end with
lots of Ebony deposits and you will fight the leader. Make sure you check his
corpse. His name is Toralf. Take the note from his body and read it. It clearly
proves that it was all a setup to take out the Colony and blame it on the
Skaal. Take the note to Falco. He'll read it and decide that it's finally time
to confront Carnius Magius, so he gives you the note to show him.

When you show Carnius the note, he mentions that you weren't supposed to live,
and then decides to finish the job himself. Carnius can be difficult. Here are
his exact attributes:

Carnius Magius
Level: 50

Health: 600
Magicka: 200
Fatigue: 500

Strength: 200
Intelligence: 100
Willpower: 84
Agility: 100
Speed: 100
Endurance: 120
Personality: 100
Luck: 50

I won't list all of his skills, but a few are important:

Blunt Weapon: 100
Unarmored: 100
Athletics: 100

He uses a Stalhrim Mace (the one I told you that you would get later on). He
can resist magic pretty well, but if you keep trying, you can paralyze him. One
time that I killed him, I got reported to the guards, even though I didn't
start the fight. It's not supposed to happen, though, because it hasn't
happened any of the other times. If it happens to you, just type in the Console
Command:

setpccrimelevel 0

It isn't really cheating since it's just fixing something that wasn't supposed
to happen.

Once he's dead, take his weapon and the 10 Exclusive Restore Health Potions on
his body. Report your victory to Falco. He is disappointed that it came to
murder, but now that the Factor is dead, someone needs to run the Colony, so he
promotes you to Factor (even if you never got a single promotion).

I noticed when I got to this point the construction wasn't complete yet (the
wall around Raven Rock wasn't up and one of the guard towers wasn't finished),
but I fixed this by leaving town and sleeping for a few days. You won't get a
journal update.

Reward: 3 Silver Longswords (If he does take them from you, someone let me
know), a Stalhrim Mace, and becoming Factor of your very own colony.


===============================================================================
16f. REAL ESTATE
===============================================================================

Falco tells you that there is one last thing that needs to be discussed. There
were plans for you to have an estate, but Carnius never got around to do
anything about it. I guess he figured you'd be dead. But now that he's out of
the way, go talk to Aldam Berendus about your new estate. He should be close
by, walking around.

He tells you that there are three different places you can have your house
built at. There is a torch at each location, so go check them out. Once you've
decided which place you find most suitable, go back and talk to Aldam. He will
follow you to the torch. Then tell him you are at the right spot.

He tells you that it will take about 5 days (it took me about 3), and that he
doesn't want you bothering the workers, so take the hint and leave Raven Rock
completely. When you get the journal update, go back and check out your new
house! It's pretty big, probably the biggest building in Raven Rock.

Reward: Your very own estate.


===============================================================================
8c. CARNIUS MAGIUS
===============================================================================

Carnius informs you that he has been stealing ore to sell on the side. Falco
has noticed this, and also knows where it's being hidden, so you need to go
take care of the matter. You are given a key which opens the front door and
convenientely, also the chest that the ore is hidden in.

Head on over to Uryn Maren's house and take the ore. The chest is in his
bedroom, through the door on the left. Well, that was easy enough. Report back
to Carnius.

Next he wants you to help Uryn steal more Ebony. Falco decided to place a guard
at the entrance to the mines, so that makes things difficult for Uryn. Go talk
to him in the mines so you can help him sneak by.

Uryn gives you some Flin to distract the guard. He is terribly bored, so he
accepts it, but walks off so that no one sees him drinking on the job. Uryn
takes this opportunity to sneak in, but wants you to stay with the guard, so go
follow him. When Uryn comes back, he tells you that Carnius wants to speak with
you. Feel free to use this opportunity to steal some ebony ore of your own.
It's pretty heavy, though, and keep an eye out to make sure no guards are
passing through at the time.

Report back to Carnius and he gives you some money for your trouble.

Reward: $1,000 and a chance to steal lot's of ebony ore.


===============================================================================
9c. SELER FAVELNIM
===============================================================================

After a few days have passed, Carnius informs you that there is trouble at the
bar in Raven Rock. Just outside is his wife, who pleads you to not kill him. Go
inside, let him beat on you for a while, and he'll give up. Talk him into
living, and he will finally agree with you. Also, talk to Athellor (also in the
bar) afterwards, and you can get a few free Cryodiilic Brandy's for a non-
related quest.

Report back to Carnius, who rewards you nicely.

Reward: $2,000


===============================================================================
10c. STALHRIM
===============================================================================

So it turns out that Carnius doesn't actually care about the ebony ore. The
real reason he's in this business is for the Stalhrim. The miners have stumbled
across some, and he wants it all to himself. Kill the only people who know the
true value of Stalhrim, located at the fork of the two rivers towards the top
center of the map, and take the Nordic Pick Axe from them.

Aenar and Hidar aren't a threat. Neither of them have weapons or armor, so
focus on Graring. If you have Sujamma, or anything that'll raise strength, it
wouldn't be a bad idea to use it now. He is using a Stalhrim Mace, which is
very powerful, so if you're at a lower level he's gonna take you out quick.
Once he's gone, take out the other two, and be sure to pick up the Ancient
Nordic Pick Axe from Graring's body (also the Stalhrim Mace!).

Report back to Carnius who sends you off to the mines. Down towards the bottom,
there is a dark room that looks different from the rest of the mines. If you
have explored any burial tombs, it looks like that. The Stalhrim is on the
right side, and it's in a little chunk. It's a little hard to see unless you
know what you're looking for. Well, once you've gotten your Stalhrim, head back
to Carnius. He will take it from you, and reward you with $3,000.

Remember that he takes that first piece of Stalhrim that you got. If you want
to actually make some weapons and armor, you're gonna have to go out and find
it. Most of the Barrows on Solstheim have Stalhrim, though many of them just
have one peice. If you go to the Bloodskal Barrow, just North West of Raven
Rock, there are three pieces (you need to unlock a level 20 door). I like this
one, because there are no enemies unless you pick up the enchanted sword in the
tomb. If you really want the sword, go ahead and take it, but get ready to
fight a few enemies afterwards.

Unfortunately, it's gonna cost two pieces of Stalhrim (as opposed to just one
if you chose Falco) to make anything. But there is still plenty of Stalhrim on
the island to make whatever you want. I noticed a glitch that if you tell him
you want to make a weapon from Stalhrim, the "Nevermind" button doesn't work.
Meaning, in order to leave that screen, you need to actually tell him to make
one. He can only make a War Axe, Dagger, Longsword, and Mace, so if you don't
use one of those weapons, don't click on "Stalhrim Weapons". It works fine when
trying to make armor, however.

Reward: $3,000 and the ability to make Stalhrim weapons and armor.


===============================================================================
11c. SHOOT THE MESSENGER
===============================================================================

Hroldar the Strange decides to make a come back. Turns out (who would've
guessed) it was Carnius who planted him there. He's gonna need your help to
prevent the report from reaching the fort. Meet him in the courtyard and he
will take you a little North West of the fort.

Once there, he tells you to go to the colony to lead the messenger to that
spot, so remember where you are. When you get to Raven Rock, he is over on the
Eastern side of the town, and he says he needs an escort. How convenient. Lead
him back to where you started, and let the wolves take care of him. Once he is
dead, leave the report on his body and speak to Hroldar. He gives you a present
from Carnius. Read the note, and you are informed that Hroldar must be killed.
Luckily he's illiterate, or he would've figured this out from the note (or
scrolls). Since the scrolls that you are given work for 10 feet, you only need
to use one. Stand between the two wolves and use the scroll. Then take a swing
at Hroldar and back up. The wolves should finish him off pretty easily.

Back at the fort, Carnius thanks you and gives you some money.

Reward: 2 Scroll of Savage Tyranny, $1,000


===============================================================================
12c. EVIL TREES
===============================================================================

There's a problem with Spriggans at Raven Rock, so you are chosen to get rid of
them. Many people seem to have a problem with them appearing, and if you do,
refer to chapter 12f. (seems redundant to write it all out twice). They should
appear on the outskirts of town, on the right side.

Approach the Eastern edge of the colony until you get the first one to notice
you, and run off in the opposite direction. Trust me, unless you are at a high
level, you don't want to fight all four at once. I ran over to the docks, so I
could leave (and heal) after finishing each one. They aren't actually too hard
to take down, but they can do quite a bit of damage. The key is to take them
out quickly. Also, you have to kill them each three times, so that's basically
twelve of them that you have to fight. Not fun.

If you kept any of the scrolls from the last mission, you can actually use it
on one of the Spriggans so that it will fight with you for a short while. It's
especially helpful if several approach you at once.

Once all four are dead, you will get a Journal Update. Once you do, talk to
Unel Lloran at the bar, and he will send you down into the mines. I,
personally, hate walking all the way down into the mines, so save yourself a
trip and head off to Gnisis. If you have Almsivi Intervention, use it, and you
will end up exactly where you need to be. Otherwise, take the boat back to Fort
Frostmoth, then to Khuul, then to Gnisis. Once there, go to the Temple, and buy
at least 5 Bittergreen Petals from Zanmulk Sammalamus.

Now, head back into the mines. Once you find the roots (behind the door leading
to the Abandoned Mine Shaft), your Journal will inform you that you should go
back and talk to Unel. He wants you to take him with you this time, so lead him
back to the roots. Once there, he mentions that you could probably poison the
tree's water supply with some Bittergreen Petals. Well, what do you know? You
happen to have some already. Hand over the petals, and report back to Carnius.

Reward: $1,000


===============================================================================
13c. PRETEND PROTECTION
===============================================================================

The investors are becoming nervous, so it's time to hire some guards. Go to the
colony to find out who wants to join. There are three of them, though hiring
less will make the next mission a little easier. You only really have to hire
one of them, but your reward for this mission will be less if you do. Hiring
less will give you more time during the next mission, but it isn't incredibly
difficult either way, so the choice is yours.

Afer Flaccus, in the bar, is the first one. The second is Gratian Caerellius,
who is in the mines, towards the bottom. The third is Garnas Uvalen, who
wanders around a little bit. I found him just east of Seler Favelnim's house.

Once you've hired all the people you want to hire, tell Carnius that you're
finished.

Reward: $1,000 if you hire all three


===============================================================================
14c. ASSASSINATION
===============================================================================

This is the moment Carnius has been waiting for. It's time to take out Falco.
He has hired a Nord, Baslod, to distract the guards. Once he does, you take out
Falco, positioned safely in a nearby tower. If the guards get back before Falco
is dead, you will be caught. Make sure that doesn't happen. So, make your way
to Raven Rock.

Once there, you will notice a tower near Falco with a slope leading up to it.
Go up and pick up the items that were left for you. Notice how there is only
one arrow. Remember, this is an assassination, so it's gotta be quick.

"Uh-oh! I suck at Marksman! What do I do?". Don't worry, Carnius left you a
little present. The scroll will fortify your Marksman 100 points, Sneak 50
points, and give you Chameleon 40-80% for sixty seconds. You have an entire
minute to shoot one arrow, so take your time when aiming, though you should
still save first just in case). It is a Poisoned Arrow with (Cast When Strikes)
Poison 10 points for 10 seconds and Blind 10% for 10 seconds. It doesn't seem
that good at first glance, but 10 points for 10 seconds means it does 10 damage
every second for 10 seconds. Also, I think it just automatically kills him. And
the bow is a Steel Longbow, damage 1-25. Not the best in the world, but not bad
for a bow.

When you're ready, use the scroll on yourself and take out your bow (make sure
to equip the arrow). When you pull out your weapon, that is Baslod's cue to
attack. After the guards have chased him off, they don't go very far, fire at
will. Once he's dead, make sure the guards don't see you, and make it back to
the boat. If you hurry, the Chameleon from the scroll should give you plenty of
time to get out of their site. But don't rely on it, it doesn't last very long.
Tell Carnius the outcome.

In case you are curious, Falco doesn't really have anything good on him.
Neither does Baslod. It's not worth the risk anyway.

Reward: $4,000 and an Ice Shield (unique)


===============================================================================
15c. THE GRANDE FINALE
===============================================================================

Before finishing this mission, it would be a good idea to go ahead and finish
making any Stalhrim items you want to have. You won't be able to make them
anymore after this mission is over.

After a few days of waiting to let the colony to crumble to peices, Carnius
tells you that the investors haven't backed out yet. Time for something more
drastic. He plans to dress up some Nord's as if they were from the Skaal
Village. That way none of the blame will reach him. Take the equipment in the
bags out in the hall, and meet Toralf to the east, along the coast.

..Except it's not quite that easy. This equipment weighs a ton. Well, 383
pounds, to be exact. Leave everything but the essentials in the two sacks, and
you should be fine. If not, leave the essentials as well. I did this at a
relatively low level, and I had to drop most of my armor, and all my weapons.
Feel free to use the items you are transporting, as long as you remember to
unequip them when you reach your destination. Though, honestly, you shouldn't
need to. They are located just east of the river mouth. No, it's not that first
little inlet you see. Check your map. Yes, *that* river. Swim through the water
if you want to avoid enemies. You'll see their little boat when you get to the
right location.

Wait at the boat until about 8 pm, and they will all show up. Talk to Toralf,
and he'll tell you to give the equipment to his men individually. Now, after
giving away everyone's equipment, except for Toralf, run back to the fort to
get your stuff back (unless you didn't have to drop your own equipment). Mark
and Recall are helpful for this part, if you have them. Once you have all your
stuff back, go talk to Toralf. Oops, you trusted Carnius. Your usefulness has
ended, so he plans to dispose of you. They will automatically attack you when
you give them all their armor (including Toralf), so use your Sujamma, etc.
before you talk to him. They aren't too hard to take out, but since there are
six of them, it isn't hard for them to take you out either.

I had a brilliant idea at this point. I could waste away the "Condition" on all
the weapons and armor before I hand them out, so they won't be able to use
them. Unfortunately, when they recieve the armor, the condition is reset (for
some reason). Well darn... There just doesn't seem to be an easy way to do this
mission, so I guess you'll have to do it the hard way. Sorry.

Once they are all dead, it's time to confront Carnius. He's surprised you
lived, and once you talk to him, he immediately attacks you. So prepare before
you talk to him. He has a very powerful (and very familiar) weapon, so watch
out for that. But if you managed to take out the last battle, this one
shouldn't be too bad. Just be sure to take him out quickly, because he has a
few potions. Keep your Health high, and you should be fine. If you want to know
his exact stats, refer to Chapter 15f.

After he's out of the way (take his weapon if you wish), speak to a terrified
Constans Atrius, just outside of the doorway, and he will name you Factor of
the East Empire Company.


===============================================================================
16c. FACTOR'S ESTATE
===============================================================================

Let a few days pass to allow the construction of Raven Rock to finish (you
won't get a Journal Update this time), and talk to Constans Atrius again. He
informs you that Carnius was planning on building himself an Estate. Since he's
not around anymore, and the plans are already set, you get to take over from
here. Go speak to Aldam Berendus at the colony about your Estate, and he will
ask you where you want it.

Choose one of three locations, marked with a torch, and lead Aldam to that
spot. Tell him you've made your decision, and leave Raven Rock. Wait/Sleep for
about three days, and it'll be done. Ta-Dah! You now have your very own
Factor's Estate.




+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                     END OF EAST EMPIRE COMPANY MISSIONS
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


===============================================================================
J. CLOSING REMARKS
===============================================================================

Well, Congratulations. You are now the leader of the East Empire Company, Raven
Rock division. Now you can relax in your very own house, and explore the rest
of Solstheim.

If you want to sell your EEC Stock Certificate, you can still sell it to
Constans Atrius. It should be worth $9,000 if you sided with Falco, and $5,000
if you sided with Carnius. That's what you get for being evil. Since it doesn't
have any other use, go ahead and sell it. Or, if you don't need the money, put
it in your new house as a decoration :)

This is my second FAQ. I hope it is helpful and informative.


===============================================================================
K. CONTACT INFORMATION
===============================================================================

If I left out anything, you know of an easier way of doing any of the EEC
missions, or major grammatical errors, send me an email at [email protected].
Only send emails that are directly related to the improvement of this guide.
Otherwise, they will be disregarded.




===============================================================================
L. THANKS
===============================================================================

Thanks to Jades Eternal (Thiefus), Barry Coley, HETT, enkomi, and Kyle
VanderBand for their help with various things.

Thanks to Bethesda Softworks for making Bloodmoon. It made a wonderful game
even better.

Thanks to GameFAQ's, the best FAQ site there is.




===============================================================================
M. LEGAL INFORMATION
===============================================================================

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright. This FAQ is to appear exclusively on GameFAQ's.com