The Elder Scrolls III: Bloodmoon Werewolf In-Depth FAQ Version 1.1 Last Updated: 7/31/04 By: PreciousTorso Table of Contents I……………………Introduction II…………………Frequently Asked Questions III………………How to Become a Werewolf IV…………………Werewolf Stats and Bonuses V……………………Quest Walkthrough VI…………………Credits and Legal Stuff Revision History 7/10/04 – Started writing this FAQ (v. 0.0) 7/12/04 – Added first two werewolf quests (v. 0.25) 7/16/04 – Added last two werewolf quests and some additional info (v. 1.0) 7/31/04 – Added information contributed by various users (v. 1.1) I. Introduction Greetings, one and all. This is my very first FAQ, so I hope you’ll forgive the fact that I don’t have any fancy-schmancy ASCII pictures or what-have- you. I intend this to be a straight-forward, and, more importantly, thorough guide to being a werewolf in Bethesda’s excellent first-person RPG, Bloodmoon expansion pack for The Elder Scrolls III: Morrowind. UPDATE A good portion of the information in this FAQ now comes from GameFAQs user Billy Black, whom I will credit when it’s appropriate. He was writing a werewolf FAQ as well, I just happened to post mine first. Check out his other excellent Morrowind FAQs, though. II. FAQs Q. Who are you to think you can come here and write a FAQ? A. I am a new contributor to GameFAQs, and a new member, I guess, but I have been coming here for years. I thought it was high time I gave something back to this great site. Q. Why a werewolf FAQ? A. Because I am stuck in that part of the game right now. I will be writing as I play, and a saw a very real need for a FAQ like this. Being a werewolf is, in my opinion, both fun and challenging, and one of the best aspects of the Morrowind experience. Q. What are the advantages to being a werewolf? A. Refer to the Stats and Bonuses section of this guide. Q. Any disadvantages? A. Again, I will go over these in the stats and bonuses section. Q. Why not become a vampire instead? A. Because lycanthropy (being a werewolf) is curable, and you retain your ability to interact with the denizens of Morrowind (and Mournhold), provided you don’t let any townsfolk see you transform. Q. Where can I find ________? A. If it doesn’t have to do with werewolves, it’s not in this FAQ. Look elsewhere. III. How to Become a Werewolf First, you must have installed the Bloodmoon expansion on your computer. It is recommended that your character is at least level 40 before traveling to the frigid isle of Solstheim; the enemies here can be nasty if you’re not careful. Follow the main quest path on Solstheim by starting in Fort Frostmoth, the first structure you see when you arrive by boat from Khuul. You will begin by receiving quests from Captain Carius. Later on, you will receive quests from one of the guard captains. Eventually, you will be asked to travel to the Skaal village, which is on the north end of Solstheim, and almost directly north of the Thirsk mead hall. You will have to complete a few tasks before you are trusted by the Skaal, and this means more quests. At a certain point, the village will be attacked by werewolves, and you will have to come to the aid of the Skaal guards. When you are attacked by a werewolf, there is a good chance you will contract the werewolf disease. In fact, it happens automatically as part of the main quest in Bloodmoon. This is a branching point. The Skaal request that you cure your disease by simply drinking a Potion of Cure Common Disease, so you can continue to do quests for them. But you’re here because you want to be a werewolf, right? And it doesn’t hurt if you want to exact some revenge on those Skaal scum. Ignore their advice, and wait three days. At around 9 p.m. of the third day, you will receive a vision from Hircine, a Daedric god. You are now a werewolf. UPDATE An alternative to the main quest is to be attacked by a roaming werewolf on Solstheim. I have heard that they only appear if you are past level 50, though I am not sure about this. I don’t know their exact locations, either. What I do know is that I’ve found three of them in my game; I am at level 51. One was just behind the Thirsk mead hall. Another was in the Hirstaang Forest, just southeast of the Raven Rock colony. Finally, I found the third one at Brodir Grove. I believe it is due east of Raven Rock. There are more, and I believe they appear randomly. Anyhoo, here are the stats for most of them, as provided by Billy Black. Wandering Lunatic Level 65 Nord, Male Health - 420 Magicka - 162 Fatigue - 391 Strength - 100 Intelligence - 81 Willpower - 91 Agility - 100 Speed - 100 Endurance - 100 Personailty - 68 Luck - 40 ----------------------------------------------------------------------------- -- Wandering Lunatic Level 65 Orc, Male Health - 420 Magicka - 162 Fatigue - 400 Strength - 100 Intelligence - 81 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 68 Luck - 40 ----------------------------------------------------------------------------- -- Insane Wanderer Level 99 Dark Elf, Female Health - 590 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 68 Luck - 40 ----------------------------------------------------------------------------- -- Insane Wanderer Level 65 Nord, Female Health - 500 Magicka - 50 Fatigue - 500 Strength - 100 Intelligence - 81 Willpower - 91 Agility - 100 Speed - 100 Endurance - 100 Personality - 68 Luck - 75 ----------------------------------------------------------------------------- -- Gibbering Lunatic Level 87 Breton, Male Health - 530 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 92 Luck - 40 ----------------------------------------------------------------------------- -- Gibbering Lunatic Level 88 Breton, Male Health - 535 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 92 Luck - 40 ----------------------------------------------------------------------------- -- Wandering Idiot Level 75 Imperial, Male Health - 535 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 92 Luck - 40 ----------------------------------------------------------------------------- -- Confused Lunatic Level 55 Imperial, Male Health - 500 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 92 Luck - 40 ----------------------------------------------------------------------------- -- Wandering Lunatic Level 55 Nord, Male Health - 500 Magicka - 200 Fatigue - 400 Strength - 100 Intelligence - 100 Willpower - 100 Agility - 100 Speed - 100 Endurance - 100 Personality - 92 Luck - 40 ----------------------------------------------------------------------------- -- Confused Lunatic Level 65 Nord, Male Health - 500 Magicka - 50 Fatigue - 500 Strength - 100 Intelligence - 81 Willpower - 91 Agility - 100 Speed - 100 Endurance - 100 Personality - 68 Luck - 75 ----------------------------------------------------------------------------- -- IV. Werewolf Stats and Bonuses First, the bad news. Every night when you transform, you must kill at least one person to fulfill your thirst for blood. This can be a townsperson, a guard, or, what I find easiest, a fryse hag or berserker. They can be found chilling out in the Solstheim wilderness. It’s also important to remember to be out of range of any townsfolk or NPCs (non-player characters), or you will not be able to interact with most people for the rest of your game. UPDATE Xpumafangx provides this healthy tidbit: “Another great place too hunt for food as a werewolf is on the rivers. There is a lot of humans there. The reavers for one do not have silver weapons other than arrows. So as long as you sneak up and take down the archers first you are good to go. I have done all the quests as a werewolf so ask me any thing. Also I have found that staying by the chest in the first quest easier than when I see a skaal. I sneak in for a quick kill then move back a little. Often I let them pass me up then take down the last one. I did do that at the easy mode. So in 100% hard mode might need something else. Hope this helps.” Now, the good news. First off, it’s your choice if you want to be a werewolf, it’s just an alternate branch of the main storyline. If you become a werewolf and decide it’s just not for you, you can go to the Altar of Thrond, just west of the center of the island, and you have the option of curing yourself there. Werewolves get some pretty neat bonuses. They are as follows: Werewolf Resistance - Common Disease and Blight 100% resistance Eye of the Wolf – Night Eye 25 points, Detect Animal 4000 feet Spirit of the Wolf – Restore Health 1 point The resistance is pretty nice, but forgettable if you already have good resistances from equipment and quests. Night Eye is helpful as you can see almost as clear as if it were daytime. I’m not sure about Detect Animal; I do know that as a werewolf, humans show up on your map as red circles so they’re easier to find. Finally, the Restore Health just means that your health gradually increases over time – but don’t expect it to save your werewolf behind if you’re in a jamb. The following are the stats of a werewolf. Any stat not mentioned is 0. Strength – 100* Agility – 150 Speed – 90 Endurance – 150 Luck – 25 Hand-to-Hand – 100 Athletics – 50 Unarmored – 100 Sneak – 95 Acrobatics – 80 *Strength can be increased to 150 with completion of a certain quest. The stats are meant to fortify your killing power, and nothing else. You will be able to kill with ease, run fast, jump high, and, most importantly, sneak up on your more powerful opponents. Speaking of powerful opponents, you will want to watch out for any kind of silver weapon. This includes imperial silver and Nordic silver, which, unfortunately, are the main types of weapons used by guards and Skaal warriors, whom you’ll be fighting a lot. Sneak as much as possible, and don’t take on more than one at a time. UPDATE Another tip from xpumafangx: “Also I found that the slash and the stabbing attacks for the werewolf go at the sides of the werewolf so you could run past someone while attacking. Lowering the chance of getting attacked back. Also the attack of a werewolf will break shields and armor in one hit if blocked.” UPDATE Here are some helpful console commands for PC users, as provided by Billy Black. Just press the tilde (‘~’) key during your game to type in these codes. HELPFUL CONSOLE COMMANDS To get the disease: player->addspell "werewolf blood" to get out of being a werewolf if you're stuck as one (Hircine's Ring) Player->undowerewolf Player->removespell "werewolf regeneration" Player->removespell "werewolf vision" To become a werewolf again after curing yourself: set PCwerewolf to 1 If everyone knows you are a werewolf: set PCknownwerewolf to 0 If your attack power is really low, it may be a glitch. Use this to fix it: set werewolfclawmult to 25 V. Quest Walkthrough These are only the werewolf quests. For information on other quests, look to other guides. Quest 1: Dream of Hircine - The Totem of Claw and Fang After doing a few quests for Tharsten Heart-Fang and Korst Wind-Eye in the Skaal village, and after becoming a werewolf, Hircine will speak to you in a dream the second night you transform. Your task is to travel to the Tombs of Skaalara, just a little southeast of the Skaal village, and keep the Totem of Claw and Fang from falling into the hands of the Skaal hunters. There will be one or two hunters immediately inside the entrance; start out sneaking if you can. You should be able to take them down without much trouble. Move through the cave while looking at your map and killing any Skaal hunters that you see – they will be represented by red circles. There will be a few dead ends with treasure chests, don’t worry about them as you can’t open them as a werewolf anyway. As you move deeper into the cave and clear it out, some more Skaal warriors will appear at the entrance and move towards where the Totem is kept. Try your best to take them out one by one. The last group that appears will be three Skaal warriors, fully decked out in Nordic silver. Needless to say, these guys are tough. Avoid direct confrontation at all costs. If you take on three at once, or possibly even two, you’re already dead. One of the three will usually be separated from the other two – this is your first victim. Pick a good hiding spot – I opted for the tunnel that leads away from the Totem. When the single warrior passes you (he will either be in front of or behind the group of two), that’s your time to strike. If you’re lucky, you can get critical damage. Once you’ve killed the first of the three warriors, wait till the other two get all the way to the Totem. They will stand there for a few minutes, and you will get a message that the Skaal have reached the Totem. Their backs should be turned; sneak up and kill the closest one, trying to get critical damage. Do the same on the last guy if you can; if you can’t you should have enough health left to take him down in single combat. A basic rule of thumb for these quests is: If at first you don’t succeed, try, try again. When you’ve killed all the Skaal warriors, you will get a message telling you so, and a journal update. You can leave the cave, and do whatever. The next night, Hircine speaks to you in your dreams once again to congratulate you. Your reward for completing this quest is “sharper claws,” which means a 50 point strength increase for your werewolf form. This pattern continues for werewolf quests: One night you get a quest; the next, a reward, and so on. Quest 2: Disrupt the Skaal Hunt – The Ristaag The night after you receive your strength bonus, Hircine appears to you again. It turns out those Skaal bastards aren’t as dumb as they look; they stole the Totem in the daytime when there were no werewolves to protect it! Now they are preparing for the Ristaag, a ritual in which they hunt a creature known as the Spirit Bear, which they believe will please their gods. It is your job to make sure they don’t succeed. This quest takes place on and around the western shores of Lake Fjalding. Skaal hunters and trackers will be around three fire pits. It is best to approach from the southeast, as most of the hunters are facing north- northwest. The main key here is speed. I repeat, -SPEED-. As before, you do not want to be fighting more than one Skaal at a time. A confrontation with two of them is perhaps necessary, but there should be no more than one of these. Work your way up, killing the Skaal near the fire pits as you do so, and constantly checking your map for those red circles. Sneak whenever possible, though the trackers seem to be able to catch on to your wiles. When you’ve killed a few trackers and they start re-spawning at the fire pits, go as fast as you can to kill them before they are reinforced. Waiting around means almost certain death. Save often as long as your health is in good shape. If you were fast enough, you killed them before the Skaal were reinforced. If not, you probably died – you need to try it again. A message will pop up when you’ve killed all the trackers, saying the Skaal have given up their hunt. A smart move, seeing as how you’ve made mincemeat of half their population. Now all you have to do is kill the Spirit Bear. It should be in the area, or slightly south of where you were fighting the Skaal, and further west of the lake. In my game, anyway, it found me. It’s not very hard to kill at all. Kill it, and your journal will update, then do what you want. Make sure that when you revert from your werewolf form, go back to the Spirit Bear and take its Heart. The next night, Hircine rewards you with the ability to summon a bone wolf companion during the daytime. Not too shabby. UPDATE This part comes from Billy Black. Optional Quest: Rite of the Wolf Giver If you decide that you don't want to be a Werewolf anymore, you must go through the process of getting it cured. To start the mission, look for a note lying on the ground around the docks of Fort Frostmoth. Or, talk to someone in Fort Frostmoth about "Latest rumors". Either way, you will hear about a raven at the Altar of Thrond. Go to the raven, and it'll turn into a witch. The witches tell you to collect some ingredients. One of those ingredients, Belladonna Berries, is very easy to find. The other, Wolfsbane Petals, is a little harder, since there are only two in the game. One is found in Lassnr's house in the Skaal Village. The other is found at the top of Hvitkald Peak. Once you have the ingredients, take them back to the witches, who will lead you back to the altar to finish the quest. It isn't all that hard, just follow their instructions. Alternately, you can just kill the witches, and find a note on their body that tells you of a scroll hidden in an icicle hanging from their ceiling. This scroll has the same affect as the ritual, and they keep it as a backup plan. If you don't mind killing them, then this method is completely acceptable. VI. Credits and Legal Stuff Thanks to Bethesda Softworks and ZeniMax Media, for making such a great game and 2 expansions to boot. Thanks are also in order for GameFAQs, still as great today as it was when it began. Thanks to Billy Black for providing me with a lot of useful information for this guide. Thanks to xpumafangx for providing extra tips. No part of this guide, or the guide as whole, may be copied without my consent, except for personal use. All data is actual information taken from the Morrowind game, for which I take absolutely no credit. The methods described were tested by me, but by no means do I own them. They’re just how I completed the quests. If you have any questions, comments, complaints, or corrections, refer to the contact information below. Contact Information- Name: Kyle Hoffman E-Mail: khoffma1@ashland.edu GameFAQs username: PreciousTorso Copyright 2004 Kyle Hoffman