The Heart of the Dead Walkthrough The following walkthrough is extremely spoiler heavy. I would recommend only using this account if you are truly stuck, in order to get the most out of the Heart of the Dead mod. But, for those who get stuck, the following should help out. -------------------------------------------------------------------------------------------- Contents -------------------------------------------------------------------------------------------- 1. Quest One: The Heart of the Dead 1.1 The Beginning 1.2 The Royal Secret 1.3 The Monastery 1.4 The Cathedral 2. Quest Two: The Eyes of the King 2.1 The Song of the Three 2.2 The Hub: The Challenges of the Three 2.3 The Dragon Atrium 2.4 The Dragon Temple 2.4.1 The West Wing 2.4.2 The East Wing 2.4.3 The End of Dragons 2.5 The Goddess Atrium 2.6 The Temple of the Goddess 2.7 The Temple of the White King 3. Quest 3: Of Love and Nightmares 3.1 The Party 3.2 Choices, Choices 3.3 The Countess Quest 3.4 The Dragon Statue 3.5 The Four Corners 3.6 The Dream of the Dead 4. Quest 4: Back to the Beginning 4.1 Red Mountain 4.2 The Path of the King 4.3 The Heart of the Three 4.4 The Dead World 4.5 Destroying the Heart 4.6 Heading Out -------------------------------------------------------------------------------------------- 1. Quest One: The Heart of the Dead -------------------------------------------------------------------------------------------- 1.1 The Beginning 1) Head to Bruma and talk to Inar. He is in Olav’s Tap and Tack. 2) Following Inar out to his cot and talk to him. 3) Agree to check out the cave. 4) Head to the cave. Wait until either midnight or noon and click on Yurn’s first passage to read it. 5) The door should be open now. Head inside the cave. 6) Take out the vampires and get to the dragon room. Open the coffin. This is put the Jade Shield into your inventory. You will also find runes under the hood of the coffin and will jot them down automatically. 7) Make sure to take the Dragon Torch from the coffin as well before you head out of the cave. -------------------------------------------------------------------------------------------- 1.2 The Royal Secret 1) Use the translation spell to read Yurn’s 2nd Passage: Far to the East, in the city of Summer, There the royal secret hides, near the Land of Dunmer. The dragon’s breath will light the Way, “Comes the King” to the Rune will say…” a. The City near the land of Dunmer is Cheydinhal, and the secret you want is in the castle. The easiest way to find is to talk to a servant named Rune and say “Comes the King” to him. He will then lead you to the secret passage. b. Follow him until you get to a door with a shield in it. Equip the Dragon Torch and watch the shield light up. Then take the Flame Shield and the door should be open. 2) Head through the door into the cavern beyond. Make your way through the level, (There are two secret areas to find… look in water) and then head into the next level. 3) There are more secrets in the next level (Look for out of the way places). Head through the caverns until you come to the Mara statue. You’ll find a white shield on a pedestal, and two other empty pedestals as well. Place the Flame Shield in the pedestal directly south of the White Shield and put the Jade Shield in the pedestal in front of the statue. Turn the White Shield so that it’s beam hits the Flame one, and then turn the Flame one so its beam hits the Jade one, and then turn the Jade Shield so that the beam hits the Statue’s face. This should open the door on the north side of the cavern. 4) Head to the ladder on the other side of the door and head up to the mountainside. -------------------------------------------------------------------------------------------- 1.3 The Monastery 1) The big door to the monastery is blocked, and the door to the living quarters is locked, so that leaves the service entrance. Head into the Service Area and take out the skeletons. There’s a nasty Wraith in the back, kill and head to the small room with the skeleton in the corner. 2) On this skeleton you’ll find a note and the Monastery Quarters Key. Use this to head into the living area. 3) Defeat the skeletons and you’ll find that the door opposite the entrance is locked. There are some expensive books scattered throughout the level, but there are also skeletons. In one corner you will find a room that is strangely still lit by a torch, even after all these centuries. The desk will give you a diary, and the skeleton on the bed will give you the Father Superior Key. Take the key and head through the locked door. 4) There is a nasty Elven Lich in here, so defeat him and head up the ladder in the back. In the caverns above you’ll find some ancient ghosts as well as the door that leads into the Cathedral. -------------------------------------------------------------------------------------------- 1.4 The Chapel of the Three 1) The ghost of the Father Superior is in here, and he is nasty. After he is defeated, the flame in the center of the room will disappear, leaving the White King Helmet behind. 2) There will also be a scrap of paper with some strange numbers on it. 3) Take the Helmet and an elf named Wintermoon will walk up to you to talk. After she talked, three skeletons will come through the doorways and attack. 4) Defeat the skeletons and Wintermoon gives you a warning that she will watching you. She then teleports out and the main door to the Cathedral is open now. 5) Optional: Put on the Helmet inside the Cathedral for some info about the Helmet, as well as some surprises. -------------------------------------------------------------------------------------------- 2. Quest Two: The Eyes of the King -------------------------------------------------------------------------------------------- 2.1 The Song of the Three 1) You head back to Inar and he looks over the scrap of paper and the helmet. He doesn’t know what the Helmet is, only that it must be some of key. The numbers on the paper look like a code for a book: Page # - Line # - Character #. a. So 1-1-17 would be page 1, line 1, character 17. 2) He tells you to go to the First Edition in the Imperial City Market section and talk to Phintias. Once there, he offers to sell you the book for 200 gold. Pay him and get the book. 3) Once you get the book, two Hunters appear in the shop and attack. After they are defeated, a Dark Elf named Dublin walks up and offers his help. Seems he heard you talking about the Song of the Three. He is also looking for the Heart, and he has a Symbol of Mara that the Cult of the Three (Yurn’s followers) made. 4) Have him join you and open the Song of the Three. The codes are written in the back of the book, so grab a piece of scrap paper and jot down all the letters in order to decipher the clue. a. At this point, if you too impatient for this, you can head back to Inar and badger him until he does the clue for you. He won’t be too pleased, though. 5) The Clue is: “Symbol at town of the slain hero, at altar of goddess stole.” The town of the slain hero is Chorrol, and the altar is Mara’s altar. 6) Get some rest before heading to the altar. Watch the nightmare. Make sure to get more rest and any items you need before heading to Chorrol. 7) When you arrive, click on Mara’s altar, and you’ll see runes scratched into the back. The translation spell will show: “The Eyes of the King Shall See”. Use the Helmet to open the portal above the altar and head through. -------------------------------------------------------------------------------------------- 2.2 The Hub: The Challenges of the Three 1) You end up in the Hub with Dublin. The altar in the middle says, “The Door of Symbols marks the way, To final prize and enlightened day. Five there are, symbolic keys, Set in stone the altars bring. Use these keys to break the lock, five they are to push the flock.” 2) To the east is the Door of Symbols, which needs a combination of symbols to open it. Ignore this for now. Head to the west, where another altar sits with a coffin on it. There is a shadow shield on the ground; pick it up. a. The altar says: My shell will burn with ice and flame I take the pain and stinging breath My bones are stout, protecting frame But slip inside will find my death The Three they came, under darkness Divine Give to me your Shadow, and rewards will be thine. b. The first four lines describe a shield, the last four lines tell you to put a shadow object inside the coffin to get the reward. When you place the shadow shield inside the coffin, an effect happens. Open the coffin again and pull out the Stone Shield. c. Remember the symbol on the back of the altar. It will come in handy later. 3) You can now head to either exit, but for this walkthrough we’ll head to the exit to the northwest. This leads into the Dragon Challenges. -------------------------------------------------------------------------------------------- 2.3 The Dragon Atrium 1) Fight skeletons and head to the first clue on the altar. It says: “Use the Eyes to see through walls, And at those times when progress falls, The Dragon’s Breath will light the fire, To praise the Three and light the pyre.” And what’s this mean? Use the Helmet and the walls will suddenly disappear. Dublin however, will not follow you, and if you talk to him he’ll say that the walls are solid to him. Only the helmet lets you through. 2) Make your way forward. When you see a statue of the White King, use the helmet to get some secret areas. 3) The first fire puzzle is simple: pull the rope to turn the fire off. The second one is a little more difficult. Use the helmet to figure out which flames are illusions and which ones are deadly. 4) Go forward until you reach the lava pool. Once again, using the helmet will make the platforms in the lava appear. Follow those until you get to the end of the level. 5) Kill the skeleton captain and pick up the Shadow Sword on the ground. The altar there reads: My long arm smites with thee With chasms red or wounds so deep Straight as an arrow or curved like a tree A knightly tool or kingly seat. 6) Put the shadow sword in the coffin in front of the altar and then retrieve the Stone Swords from it. Once the sword is retrieved, the wall opens up, leading to the second dragon level. -------------------------------------------------------------------------------------------- 2.4 The Dragon Temple Head into the main temple cavern. At this point you can head either right or left, but for this walkthrough we’ll head left. You could also head to the north end of the cavern and read the riddle at the foot of the dragon statue. ------------------------------------------ 2.4.1 The West Wing 1) The first hallway has a row of pressure plates on the ground with runes on the tops. You can jump over these, but if you put the White King Helmet on you’ll notice that one symbol changes. The symbol that changes is the Safe Plate and can be stepped on. Remember this for later. 2) Next up will be an invisible trap floor that will kill you if you’re not careful. After that you will come to a White King Statue in the wall. Like the other ones in the last level, this wall will disappear when you wear the helmet. Head into the room beyond. 3) In the next room is a diamond on a pedestal. The rune under it has a single word to be translated: Greed. Be careful when you pluck the jewel, or you might find yourself squashed flat. Heading out of the diamond room. You’ll come across a row of pressure plates again. Use the helmet to plot a safe path from the darts. 4) The final room after the darts is a large room that at first looks empty, except for two platforms suspended way up in the air. Use the helmet to find the hidden platforms and make you way to the two altars. Like the riddle said in the first room, you must equip the Dragon Torch and activate both altars. Once you do, you will hear a bell ring and it’s time to head to the East Wing. ------------------------------------------ 2.4.2 The East Wing 1) Head back to the main dragon room and then head to the east doorway. The hallway beyond will have more pressure plates and spike traps in the walls. Like the darts, you can use the helmet to plot a safe path through. 2) Also like above, there will be a White King Statue that you must use the helmet to make it disappear, and another greed trap, this one off to the side of the big room. The next hallway has a timing puzzle, where spikes come out of the walls at intervals and you must time your way through them. 3) The last room is a huge room with giant Runes on the floor. Like above, you can use the White Helmet to see which runes are safe, but be careful. One wrong move and you’ll find yourself falling to your death. On the other side of this room are two altars, a white one and a purple one. Use the torch on both and you will another bell toll. Head back to the main room. ------------------------------------------ 2.4.3 The End of Dragons 1) The main room now has all four torches lit. As you approach the dragon statue, it will rise up and you find stairs leading down. Head down the stairs and fight the Burning Captain. He will drop a shadow axe, if you haven’t found one already. 2) The coffin at the end of the room has the following riddle: Strength and might I give to three Destroyer of wood and flayer of man One mouth or two will take my fee A pauper’s tool or killer’s hand 3) Put the shadow axe in the coffin. The Stone Axe will now appear, so grab it and go through the portal that appears. -------------------------------------------------------------------------------------------- 2.5 The Goddess Atrium 1) At this point you end up back in the Hub. It’s time to go through the other doorway (the blue one) and into the Mara levels. At first you will see a couple of ice skeletons. Take them out and check the containers if you want. 2) The next area has two strange water walls and a hint in the middle. Like the dragon level, you must use the helmet to make the walls disappear. Head into the next section with the waterfalls and cross the water, fighting so more skeletons along the way. The next room leads to a cavern hallway entrance, so dive into the water and head through the cavern halls. 3) There are spots for you to breath, so don’t worry too much. Swim all the way through until you get to the main cavern. You can’t get up on the second level, and the rock wall to the right won’t budge, so head to the left. As you approach, the north rock wall will slide open, letting you get beyond. 4) Head through the holes and following the exits until you reach a cavern with three more water walls. Remembering the beginning, you should put the helmet on, but beware the zombies that attacks. When they are dispatched, use the helmet to get to the tiny back room with the altar. Use the Dragon Torch again on the altar to light it. That done, time to head back to the main room. 5) Keep going south in the main cavern until the south rock door opens. Swim through the caverns, picking up a secret chest along the way. Once through, you will see a room with six symbol buttons, three on the north wall and three on the south. If you put on the helmet you will see which ones are different than the others. Push these three to open the secret wall. If you pick the wrong ones, run out of the room before the floor opens up, sending you to a spiky death. Once the wall is open, use the Dragon Torch to light the altar. Then head back to the main cavern. 6) When you enter the main cavern, a staircase will rise up, letting you up to the second level. Defeat the undead and you will be confronted with another coffin. This one has the hint: The Viper waits with tainted breath, In deep shadows of waiting night In hands of thieves or treason’s depth Destroyer of poor and kings alike. 7) Put in the shadow dagger and get the stone dagger in return. This will cause doors to the right and left of the altar to open. Make your way around back and use the door to the Temple of the Goddess. -------------------------------------------------------------------------------------------- 2.6 The Temple of the Goddess 1) You start at the very top of a huge cavern that descends into darkness. Cross the small strip of rock and head through the opening on the other side. Follow the caverns down until you reach a huge cavern with two arches and nothing but air between. Use the helmet to make the path appear. Follow it and through the exit. 2) The next cavern is a series of rocky areas. Beware the spike traps and pressure plates on the ground, they’re nasty. There is also a few secret areas up in the nooks and crannies of the room, so if you can jump up, do so. The last spike trap is a simple timing puzzle. Just don’t get skewered. 3) The next tunnel leads up the main room again, except this time you’ve come face to face with a huge goddess statue. Jump onto the rope between her hands to make it across the cavern. 4) Head out of the tunnel and go up… and up… and up. When you reach the top of the tunnel, you will see a simple room with a placard that says simply “A leap of faith”. Although it might not look like a smart thing to do, head into the hole and fall… all the way to water. 5) There is another greed trap on one side, and the exit of the cavern on the other. Head through the exit until you come to the bottom of the huge goddess statue. There is another coffin at the base, this one with the hint: I smash and bash in untrained hands But dancing grace in those who know Round of tooth or pointed brand Lover of all with death to show. 6) Put in a shadow mace (there’s one on the altar below) and get a stone mace in return. A portal will open up that will once again lead back to the Hub. -------------------------------------------------------------------------------------------- 2.7 The Temple of the White King 1) Back in the Hub, if you were paying attention to the five coffins you will notice that the Symbol Door has these symbols on it, as well as others. The right combinations of symbols is: a. 1st row: third from the left b. 2nd row: 1st from the left c. 3rd row: 2nd and 4th from the left d. 4th row: 3rd from the left 2) The door will open, letting you into the Temple of the White King. 3) In the temple, you will find the mysterious dark clothed man, with two of the hunter again. The leader teleports out, leaving you to deal with his companions. After they’re dead, you will find a few treasure chests in the back of the room, but more importantly are the five stone statues. 4) Each statue has a hint written on the bottom that directly corresponds to the coffin riddles. You have to equip the appropriate stone weapon (or shield) and then activate the statues in order to place them. The order is: a. Tool: Axe b. Viper: Dagger c. Protector : Shield d. Arm: Sword e. Smash: Mace 5) Once they are placed the staircase goes up. Head up, and you’ll see a seemingly empty flaming altar. Use the Helmet to make the gloves appear and take them. Also make sure to search the two chests in back of the altar, especially to the one on the right. In it you will get a weapon called Shadowstar, which is one of the most powerful artifacts in the mod. You will also get a different version of Shadowstar based on your proficiency. (Blade, Blunt and Bow). 6) After this you will meet Kat, who offers to help you. Head out a small west door (the same one Kat came from) and go up until you find a strange wall with a hand mark on it. Use the White King Gloves to open the secret wall. 7) Inside the next area is a door only Kat can unlock. Let her do it and then head all the way up to the Four Corners Room. There are four altars here, all empty. a. When you enter the room, Kat will give you a small statue of the White King with the inscription “Guiding Star” on it. Use the northern most altar and place the white king on it. Since there are no more statues, it’s time to move on. b. A portal will open. Time to head back to the cathedral at Chorrol. 8) Back at the cathedral, both Dublin and Kat say goodbye, leaving you to once again seek out Inar. -------------------------------------------------------------------------------------------- 3. Quest 3: Of Love and Nightmares -------------------------------------------------------------------------------------------- 3.1 The Party 1) If you haven’t already in Quest 2, sleep in a bed before talking to Inar and get the nightmare sequence. Then talk to Inar about the gloves and the missing statues from above. 2) He’ll tell you that he’ll look into where the other three statues might be, but for now rest up. If you sleep again, you will get another nightmare, this time giving you some more information about Yurn and the White King. 3) Either way, come back to the Inar the next day and he’ll tell you that the Countess of Bruma has the statues, and that she likes to show them off in the hall of the castle. You must head on over to see what’s there. 4) Inside the castle, the player will find Wintermoon, Kat and Dublin. You will also see the small Goddess statue in a magically locked case. You can’t get it. 5) Wintermoon will talk to the player, but then disappears when she senses an attack on her people. You can talk to either Kat or Dublin first, but for this we’ll talk to Kat first. 6) Kat tells you that she knows how to open the lock because her father helped make it, but she will need a distraction first. And it better be big. 7) Talk to Dublin. He’ll tell you that he can create the diversion and he runs off to do so. Kat then gives you the spell to unlock the display case and goes to stand watch. She also tells you to meet her at the Two Sisters Inn in Skingrad when you have the statue. With a roaring sound, Dublin makes illusions of the kitchen on fire, sending everyone to the back. 8) Use the spell on the display case (it’s better to do this while sneaking since you can see if you are detected) and then open it. Grab the Mara and head out of there. -------------------------------------------------------------------------------------------- 3.2Choices, Choices 1) At the Two Sisters Inn in Skingrad, Kat and Dublin get into an argument. It seems Kat wants the Heart destroyed and Dublin wants to use to communicate with his dead sister. Kat asks you to choose between her and Dublin. For this walkthrough we’ll pick Kat, but you can pick either one. 2) She then tells you that she talked to the Countess of Bruma before you arrived and that the other two statues were either sold or given to others. The dragon statue was bought by a man called the Collector, while the black statue was given to the Countess of Chorrol. You can do either of these quests in any order, but for the walkthrough we will follow the Countess and then the Collector. The Countess Quest 1) Talk to the Countess of Chorrol. She will tell you that she had some items stolen from her awhile back, and the black statue is one of them. If the player finds her locket, she will gladly give him the black statue. 2) Talking to her valet Laythe, he will tell you that they have always suspected an Argonian named Yee-Leez, but could never prove. A visit to the Northern Goods and Trade in town will prove that he is extremely closed lipped about it. It’s better to follow him after work and see where he goes. 3) After ten, Yee-Leez heads out to a to the north named Savior’s Hollow. When you follow him (or just track him down late at night), you’ll come in contact with a thief named Harren. He wants you to do a job for him, and then he’ll give you all of the stolen items back. It seems a lich attacked and stole a priceless book called the Song of the Nerevarine, and he wants it back. He gives you a key to enter the caves below. 4) Fight your way through the daedra in the caves until you reach the a temple in the ruins. Once you enter this room you’ll find Wintermoon fighting an Elven Lich. Help her defeat him and she will talk to you. 5) Wintermoon tells you that the temple used to be dedicated to Dagoth Ur, the Demon of Red Mountain in Morrowind, and that she is part of a sect who call themselves the Children of the Nerevarine. They travel with the Chosen One, breaking the temples dedicated to Dagoth Ur and sending it back into the earth. 6) She also tells the player that she has the Black Statue, which is a desecrated statue of Nerevar. She will give the statue to player, but only if he gets the Dragon Statue and meets her at the Two Sister’s Inn in Skingrad. 7) Head out her portal (fighting Harren, who betrays you). You can find the locket Harren’s chest and return it to the Countess for some extra gold. 8) Time to go talk to the Collector. -------------------------------------------------------------------------------------------- 3.3 The Dragon Statue 1) The Collector lives in a giant tree stump to the west of . He is an Argonian who has seen you coming and tells you that the Dragon Statue was taken by a “friend” who lives at the top of a nearby mountain. The player must seek him out. 2) Follow the map markers up the mountainside. You will find arches that mark the path, as well as Vampires again. When you get to the top of the path, you find a ruined building that is built into the mountainside. Go on in. 3) Inside the ruins you will find Dylx'narray, an ancient blue dragon. This dragon seems slightly addled, and he will give you the statue, but only after you answer three riddles. The answers are as follows: a. Man (or Woman) b. Ice c. Breath 4) Once you answer correctly, he will give you the statue and teleport you back to the Collector’s House. If you answer incorrectly, he will attack. (Although he can be killed, he is a tough fight. Just make sure to get the statue from his dead body). -------------------------------------------------------------------------------------------- 3.4 The Four Corners 1) Once you have the dragon statue, it’s time to head to the Two Sister’s Lodge again. Kat (or Dublin) tells you to get a room. Once you do, how you proceed will depend on how you’ve treated Kat or Dublin. a. If you’ve treated Kat (or Dublin) really well, she will ask to speak to you upstairs. Once up there she will kiss you, and you have the choice to rebuff her or to accept her advances. If you accept, the screen will fade and you will have the final nightmare sequence. After this sequence you will find yourself back in the room with Kat asleep on the bed. Wintermoon will enter and talk to you. b. If you treat them okay, but not like anything special, they will say get some rest, and Wintermoon will appear at the front door and want to talk to you. 2) Wintermoon gives you the Nerevar Statue as well as tells you a bunch of information about Yurn and who she is. She also tells you to meet her at the chapel in Chorrol. 3) Use the Eyes of the King to open the portal again, and step through. This time Wintermoon and your companion (if you chose one) step through with you. Head to the Four Corners room and place the statues as follows: a. Dragon on the western altar b. Nerevar on the southern altar c. Mara on the eastern altar 4) Once you do this, a pair of boots appears in the flames. Be careful, though, because they are scolding to the touch. Use the White King Gloves to pick up the boots. Once this happens, a portal will open that leads to the Dream of the Dead. -------------------------------------------------------------------------------------------- 3.5 The Dream of the Dead 1) There are three ways to go, in any order. All three areas has a button at the end that must be pushed, but only if you are wearing the Gloves. a. Goddess Arena: This area has blue walls that disappear when you wear the helmet. Use the helmet to navigate the maze, pushing three buttons to open the gate to the area above. But be careful, because when you press a button it releases gas, so you need to be quick. Up above, press the Mara Button (with the Gloves equipped) and it teleports you back to the center and a part of the column goes down. b. Dragon Arena: This is a river of white lava that can only be traversed with the White King Boots equipped. But be careful and watch your health. If you need to take the boots off, don’t do it in the lava, or you’ll fall in and die. There are alcoves in every corner that are safe areas to take the boots off. At the end, equip the gloves and press the Dragon Button. c. White King Arena: This is strange area suspended in space. You can use the helmet to see where the path is… but be warned. You can only walk on the path by equipping the boots. Get the end and press the White King Button. 2) The column should be lowered now. Walk down into the room and you will see a pair of greaves. Use the gloves to grab the greaves… and suddenly the room goes dark. Listen to the words as a strange green portal opens. The door behind is gone, so the only way is the green portal. You touch it… and fall over as if dead. -------------------------------------------------------------------------------------------- 4. Quest 4: Back to the Beginning -------------------------------------------------------------------------------------------- 4.1 Red Mountain 1) You wake up with Wintermoon. She tells you that you are in Morrowind, on Red Mountain, once home to Dagoth Ur himself. She gives a lot of background information, but she also tells you that you must enter Dagoth Ur and use the armor in a secret room Yurn built, right under the nose of the Mad God. 2) Head through the area until reaching the once proud temple of Dagoth Ur. Enter and head down through the levels, until you reach Winter’s people. She will tell you that these are the last of her brethren, and that she has the key to the cavern beyond. Take the key and head through the door. 3) The next room holds an altar to Dagoth Ur, and a strange wall made of white marble. The wall has an indention of the helmet, gloves, greaves and boots on it. Equip all of these and touch the wall. It will open, but it will also leave the White King Armor broken and dead. 4) The caverns beyond have some nasty Reaver skeletons, along with a Master Reaver. After killing him, take his skull and put it in the black door to open it. This will lead you to the Path of the King. -------------------------------------------------------------------------------------------- 4.2 The Path of the King 1) The Path of the King is a linear path, but with four altars scattered throughout. You must don a piece of the broken White King Armor and activate the appropriate altar. a. 1st Altar: The riddle says: In love I crawl with scented breath Blood covers me in hate, but none my own Wear me alone to see the throne i. Equip the Hands of the King (Gauntlet) and touch the altar. b. 2ndt Altar: The riddle says: I rip and tear, my damage shown From here to there, on ground or air Wear me alone for glories told i. Equip the Talons of the King (Boots) and touch the altar. c. 3rd Altar: The riddle says: Far I travel, but alone I die Only at rest do I touch the ground Wear me to see the face of the gods i. Equip the Legs of the King (Greaves) and touch the altar. d. 4th Altar: The riddle says: The seat of kings am I All bow to me, their lives depend Only the wise will use me well Wear me to see the face of God i. Equip the Eyes of the King (Helmet) and touch the altar. 2) After doing this to all four altars, the white king statue will lift up and you will have access to the Heart of the Three -------------------------------------------------------------------------------------------- 4.3 The Heart of the Three 1) Most of this is cinematic. When you approach the altar, a lengthy cinematic will happen, where most secrets will be revealed. Eventually you will fight Inar, wearing the White King Armor. Use Keening or Sunder on him to break his bond with the Heart of the Dead, or else he will just keep getting up. 2) Once he is dead, grab all pieces of the armor and the Heart of the Dead from his inventory. Wintermoon will talk to you and tell you to don all the armor and head through the portal of the Dead. Just equip all the armor, make sure the Heart is in your inventory, and click on the portal. -------------------------------------------------------------------------------------------- 4.4 The Dead World 1) This is mostly combat. First make your way to Summersky and talk to her. She will create a bridge to cross the chasm, as well as tell you that you must destroy the Overseer. 2) Find the Overseer and kill him. Once this happens, a cinematic will play, and the door to the chapel will open. -------------------------------------------------------------------------------------------- 4.5 Destroying the Heart 1) Inside the Chapel of the Three, you will fight Lorkhan and then talk to Mara. She will tell you to put the Heart inside the flesh of the one who made it, and to do that you must go back to the beginning. 2) Head into the Living Quarters and head over to the room will the skeleton from Quest 1. (Remember the strangely lit room with the skeleton and the diary in it?) You’ll find the skeleton behind a strange looking portal\door. 3) Put the Heart inside the skeleton and talk to Yurn. When he is done, the Heart is destroyed and the place starts shaking. 4) Optional: If you romanced Dublin or Kat and watched them die, they can be found in here. Talk to them and get them to follow you. If you choose the wrong choice, don’t worry. Just try again. -------------------------------------------------------------------------------------------- 4.6 Heading Out 1) Run for the same platform you started on. You’ll have plenty of time, but don’t dawdle. After about seven minutes the room will shake and everything in it will die. 2) Click on the portal to see the end of the quest. You now have a new house, as well as a companion, depending on the following things: a. For Kat: Romance Kat and make sure to save her in the Dead World in order to gain her as a companion. b. For Dublin: Romance Dublin and make sure to save him in the Dead World. c. For Wintermoon: If you have romanced neither Kat nor Dublin AND you have answered well in all dialog with both her and Summersky, then she will be your companion. 3) Make sure to check the chest at the foot of the bed for the White King Armor (uncursed now) as well as some other items. -------------------------------------------------------------------------------------------- That’s it! I hope you enjoy your journey into the Heart of the Dead, and thanks for playing! B. Freyermuth (Middark)