I have to ask you to try not to spoil yourself too quickly by reading this walkthrough. It's very important to pay attention to what is said, and to the journal entries; not only to understand the story, but for clues too. There are clues for practically everything, although some may be a little obscure. Just sitting back and letting your mind mull it over for a minute may be enough to give you an idea how to solve your problem. Keep in mind that the solution may not always be close at hand. The Black Mill is as much about puzzles as about fighting, if not more. But there are always times when you get well and truly stumped, and that's when you should go and read this walkthrough.


THE ROAD TO SUNSET ISLE

SEYDA NEEN

To start your adventure in The Black Mill, go to Seyda Neen and talk to Gandor Amsirva, who's standing together with two ordinators near the silt strider port. He'll ask you to go to Lionhead, who lives in a shack next to the lighthouse. Lionhead will tell you about a new hero, and he needs you to get some papers from a chest inside the Census and Excise Warehouse. It's possible to just break into the place of course, but it may be easier (and more fun) to go through the wine cellar beneath the Census and Excise Office. Lionhead gives you a key for that.
Of course you remember the room where you picked up your first possessions. Go right from there and into the basement; enter the wine cellar through the trapdoor.

On the other end of the cellar (don't trip over the mice!) there's another trapdoor, but you'll find it firmly locked. Talk to the guard BalOn, he'll invite you to a game of riddles. A child could answer them really, but in case you forgot how to think like a child, the answers... First, don't worry about getting the wrong answer, you'll only get drunk. And there's a Chasnam Cure Hangover on the table to get rid of the side effects, so have another glass! The answers are: fire, water lily, and the wind. I told you it was easy. It will become much harder later on...
Anyway, when you answer correctly, BalOn will hand you the key to the trapdoor. Go up the stairs to the top of the Warehouse tower, and open the locked chest there, which contains the paper you need. Take it to Lionhead. He'll decode the paper and hand it back, so you can take his findings to Gandor Amsirva.


EBONHEART

Gandor needs you to find a certain Hasib (the new hero), and a prisoner called Betelgeuze knows more about his whereabouts. Travel to Ebonheart and locate the prison cell (near the smith Sirollus Saccus) where Betelgeuze is being kept. If you're not very likeable you might need to persuade him to even talk to you about anything at all.
Betelgeuze wants to escape, of course, and to make that happen you need to find his friend Myth. Myth is a soldier in the Imperial Guard Garrison, behind the Imperial Commission room (take the door to the left) in the far end of the castle. Myth should be standing in the far right corner when you enter. After your exchange with him you should return to Betelgeuze, and he tells you to seek Sir Amra in Caldera. He zaps away, but it may not be the last you've seen of him...


CALDERA

Sir Amra is in the Governor's Palace. Go up the stairs in the far left corner, to Odral Helvi's bedroom two flights up. Talk to Sir Amra, and be honest! He'll direct you to the Caldera Mines to find Hasib.

After passing the Mining Company Office you'll see a signpost pointing right towards the Old Mines; maybe you can see the Ebony Mill in the distance. Be careful when you enter the mines, as you always should be when you go into caves and ruins and the like.
The entrance to the Ebony Mill itself is up the stairs behind that first miner you encounter, but you won't get very far in there, you need a key first. So continue into the mine passages to find Hasib, as Sir Amra advised. And mind your head! You might get confused about where to go in there; it's easiest to just follow the railway track, although there's nothing against exploring elsewhere and confront the baddies that hang around there. You can also sneak past, but you can't avoid all of them...
Keep following the track to the end, and find out another reason to be afraid in the dark. Crawl through the hole into the rearmost section of the mines.

Now's the time to use a Rising Force potion. Go up and to the right to another railway track; to the left you'll see an old railcart. A little further the track is blocked by a grate, but pushing the railcart will get you through. Then there's another grate blocking your way, and no railcart you can use! But you may remember from what Sir Amra told you, that those railcarts and mechanisms are driven by the mill; there's a cave with buttons to operate everything, but you need to crawl back through the black hole to find it (if you haven't already).
Walk from there to a passage on the right that leads up to a lava stream, and a cave behind that. In that cave are buttons inside alcoves, and a row of bells, which can give you a clue about which button to push. Or just take your best guess and take the damage, of course. (It's the leftmost button.) Then go and crawl through the black hole again.

Take it from where you left off, and follow the railway track to the end. On the far end you'll meet Hasib; talk to him, and he'll give you the key that gives access to the upper part of the Ebony Mill. Pay attention to what he tells you, and RUN! Find the stairs leading up to the mill entrance (back in the front section of the mines) and proceed upwards. You'll need to levitate again for this... Then defeat JurGor, and pick up the book Terra.

Return to Sir Amra with the book. When you enter the Palace you'll hear the sounds of fighting - Sir Amra is being attacked! You can rush up the stairs if you want to save him, but it'll be futile, he will die anyway, sadly. Read your journal to find out what to do next (as you may have made a habit of by now.)


HLA OAD

Seek out Gandor Amsirva in Seyda Neen again, he'll know what to do: visit Tommy! You can walk through the mountains, or take the silt strider and boat to Hla Oad together, it doesn't matter. If you walk, Tommy's shack is the first one you'll see, to the left; stepping off the boat, you'll see it on your right. Enter the shack and talk to Tommy, to find out more about what's going on.
He'll ask you to investigate the windmill in Hla Oad. Inside there's a trapdoor to a cave complex. Kill the orcs down there, and search the orc Captain - he has a key. Go left through the wooden gate, and eventually you'll see a locked door to use that key on. Look inside a crate, and you'll get a journal update. Then return to Tommy.
After another talk, Tommy suggests that you should go to Sunset Isle to find Lady Stadi Galanos in the Cathedral there. Exit the shack and walk to the left (straight to the west). Past the ship that's anchored there, you may see some rocks; that's where Parakiet lives, in a cave. Parakiet will teleport you to a ship.
Talk to the sailor CopyD about travelling to Sunset Isle, and he'll direct you to the Captain's cabin. The Captain, Cyclod, will then take you to the isle.


SUNSET ISLE

Exit the cabin and look around: you're finally there! An unknown island for you to explore. Visit the seedy bars, enjoy the generous hospitality of the Smoking Pipe (but keep your hands off the waitresses!) and get some sleep there, check out the shops and market stalls, or proceed directly to the Cathedral - it's your choice. You may even be distracted by some side quests and forget about the main quest for a while; I'll tell you about those later. Walk around the harbor to the other side, and you'll soon see (and hear) the Cathedral.

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ON SUNSET ISLE

I won't go into too much detail here, just explore the island for yourself and have fun! Go shopping for instance; there are all kinds of shops here, and some of them have items that aren't available elsewhere. There's also a bookstore, and some people have books that are unique to the island - you could be reading for hours! You can visit the bars, they cater to different tastes: from the seedy Black Pot to the classy Smoking Pipe, with a restaurant upstairs and entertainment downstairs, to the artsy Tester's Lair. Umrahel's Place is Members Only and unfriendly to strangers, but I'm sure you'll find a way to join. If you're more criminally inclined you could break into some houses that are locked - I'm not talking about the "doors that don't budge", your lockpicking skills will get you nowhere on them - and steal (or just look at) expensive artwork. Or just walk around like a tourist. ("How interesting!")


TRANSPORT ARRANGEMENTS

Your stay on Sunset Isle can be very pleasant, but you might want to (or have to) go elsewhere sometime. There are several ways to travel to Vvardenfell, by ship and through teleportation.

There are several teleportation options, but none of them provide a quick return option, except Mark & Recall. There are no holdings of the Empire or the Temple on the isle, so Divine Intervention will take you to Wolverine Hall in Sadrith Mora; and Almsivi Intervention will take you to Molag Mar, which is the closest Temple site.
If you have visited the Arcanum Tower, you may have found Baboo in the Arcana Halls. She can send you to Vivec, the Foreign Quarter Plaza; Tel Aruhn; the Grazelands (between Falensarano and Indoranyon); and Molag Mar.Another alternative is a mage called Noomo, he's in a room upstairs in the Black Pot. He can send you to Ebonheart, which can come in handy if you are


OPENING THE TRANSPORT ROUTE TO EBONHEART

You may decide to take a ship back to Vvardenfell. You could use the ship that brought you here, but being stranded somewhere outside Tel Branora is no one's idea of fun, I think. However, there is an alternative. On a ship near the Black Pot you'll see someone on deck called Conradus Rex, he might take you. But he's hesitant... When you turn around you'll see someone familiar standing onshore - Betelgeuze! Whether you like him or not, it's more advantageous to take up his offer and visit Myth in Ebonheart, so you can use his ship next time.
There are several ways to get there. You could leave it for later and wait until the main quest takes you to Vvardenfell, and combine your travels efficiently. Or you could make use of the services of Noomo described above. Talk to Myth in Ebonheart, he's still in the same place where you saw him first. He wants you to switch some documents in the chest in Canctunian Ponius' office, in the East Empire Company Hall (near the statue of the dragon). This should be pretty straightforward if you know how to open locks and remain unseen.
Give the right documents to Myth, and he'll declare the transport route open. Go to the harbor and take a look: on the left you'll see Conradus Rex' ship, anchored next to a smaller ship. Go on, talk to Conradus inside the captain's cabin, he'll take you back to the island. And back to Ebonheart again, if you want.


ANGEL QUITA'S BELT

There's a noble lady in the rich part of Sunset Isle who's in need. Go to the west end of the Isle, and you'll see a building upstairs called High Hall. Go inside, and speak to Angel Quita; she's at the other end of the room. At first she probably won't mention any quest, but if you compliment her enough to get her disposition over 80, end the conversation and then start a new one, she'll tell you her little secret. Apparently she had a belt that was stolen from her, and she needs a tough hero (you) to go get it for her. She gives you a key that gives you access to Doovers, a house in the port area, next to the Black Pot.
Once you enter that house you'll notice the strange atmosphere there. There seems to be nobody home downstairs, there are only some chests with valuables (that you can happily take). But upstairs, when you open the door, you'll see some Hunger-like creatures, two big ones and two small ones, and they'll attack you on sight! The Argonian mage who's also walking around there doesn't even acknowledge your presence though. But that doesn't matter, you'll be too busy fighting the creatures for the time being. After killing them you can talk to E'vaarda, the mage, and she'll be quite pleasant. But once you take the belt you see lying on the floor (Angel Quita's belt!) her attitude changes around completely!
But of course you can defeat her too. Return to Angel Quita and give her the belt, and she'll give you a handsome cash reward of 5500 gold.


THE EXPERIMENT

People warned you about going to the Arcanum mages, and maybe NMR tried to talk you out of going to the Arcanum Tower, because they think there's some shady business going on. But sooner or later you'll go there anyway, so I might as well tell you about it.

In the top of the tower, Heaven's Domain is the domain of a mage called San Cornelius Svantesa IV. He would like to use you for, erm, ask you to join in an experiment. You have plenty of opportunities to back out and run away, but of course you're the proverbial cat with more curiosity than is good for you.
The experiment is about making you a so-called "Shade", which is like an undead version of you. It has its advantages, but they come at a price...

To start the process of conversion you'll need to get five portions of vampire dust and two of bonemeal. Unless vampire hunting has been a part of your career and you kept some of the trophies (the dust), you have your work cut out for you now. You could get the bonemeal easily enough, No Mere Ranger sells it in her shop. But she won't have any vampire dust - it's about the only ingredient she doesn't have for sale...
But most adventurers are avid collectors, I heard, so chances are that you'll have at least some of that dust tucked away back home somewhere. Therefore it shouldn't take too much of your time, aside from travelling.Take the ingredients back to San Cornelius, and without further delay he'll turn you into a Sade, or at least the first stage of it, a half-Shade. Some of your skills, abilities and resistances will have improved, but that is balanced by your new vulnerabilities - daylight and fire! It's not too bad though, but you're not a full-strength Shade yet.

To complete the process (or reverse it if you have second thoughts) you need to get the heart of a young lich, a certain Merius. You can find him in a Daedric ruin underneath the city. If you did the ritual of cleansing, you may remember the door with a lock of 50 in the underwater maze. That's one way to get into the ruin. But another way is through the prison complex, and that's where I'll take you now.
Go into the prison and walk all the way to the back, ignoring the side passages. You'll find a heavily locked door, but of course there is a key for it, and the nearest guard has it! You can try to pickpocket him or kill him, then take the key and open that door. Follow the passages through two rooms, the last one (with a pool of water behind it) has a hidden door to the left. Go through it and the door behind it, and you'll enter a cave.

It's time to go swimming now. Jump in and go norht, you'll find a dark hole you can crawl through. On the other side you can surface again, in the Underground area of Sunset Isle. When you encounter another pool of water, there are several routes you can take - go right (the left passage takes you to the underwater maze) and then left again.
Now is the time to sneak or fight. You'll pass a cave on your right side, with two bonelords, one of which is a Demon Bonelord. They're just there, you don't need them. A little ahead is a Dremora Lord, but watch out: it will use fire, and you're much more vulnerable to that now. So be quick.Then you'll get wet again and arrive at a junction. You could go left to fight some Daedroths, but your goal is straight ahead. Upstairs there's a nasty opponent, a Demon Skeleton that really lights the place up. He 's your last opponent before you meet Merius, the young lich.
Merius is not as tough as the guy you just killed, but using something with fire damage would be a good idea (as you know from your own experience now, heheh). Then take the Black Heart from his corpse and go back to the Arcanum Tower.

San Cornelius will give you a choice: you can become a full-strength Shade, or be returned to your normal state as it was before the experiment. A very generous offer, I think. Make your choice wisely, it's the last chance you get. Once a full Shade, you can never go back to your old self again, like a vampire could. Besides, the only one who knows about this process of conversion dies at your feet if you go through with it.
Now look at yourself. (I'm assuming you're a full Shade now.) Your new abilities can be very advantageous to you, if you know how to use them. They can even make your progress through the main quest a lot easier, enemies will be afraid to fight you, and you can go anywhere unnoticed. Sometimes people won't even see you when they stare you in the face! You just need to avoid daylight, then you'll be fine.You can use all means of transport that are available on Sunset Isle, even the ships (but not on Vvardenfell!). You can also kill with one touch, if you have enough magicka.


Have you had enough of looking around on the island, at least for now? Then go to the Cathedral.
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THE CATHEDRAL

First I'll give you a tour around the main hall of the Cathedral. It's so huge, it's understandable if you get lost there once in awhile. Closest to the entrance is the Aqua area, with the Pool of Aqua (don't stare at the bathers, BB addicts!) and in the middle the Altar of Aqua.
The next area is where the Altar of Terra is located. To the right you'll see a lone Templar Monk (Nun?), she could sell you some nice spells (my favorites are Call Bear and Call Wolf). To the left you can find an Altar of Healing; this may come in handy when you return from your travels and need to recover quickly.
The third part of the Cathedral is the area of Ignis. Only a simple dome for an altar here, nothing special. And the last area is where the Altar of Aer hangs out. Literally - look up, it's inside the sphere!

Right behind it is the small choir of the Cathedral, where you can meet Reverend Coes. As the Templar Monks may have told you, he's the one to talk to if you want to speak to Lady Stadi Galanos. First he'll ask you to meditate on (touch) the Altar of Ignis; the right donation (don't overdo it!) will earn you the Cup of Ignis. After this you need to solve Rev. Coes' riddle. Maybe you can figure it out from the tapestry directly behind him, but if not: the Queen is white, and her Element is Water. Rev. Coes will then give you the key to the Inner Sanctum, the tower behind him.
Talk to Rev. Xanondorf up in the tower about Lady Stadi. Before he'll allow you to go to her, you need to cleanse yourself by bathing in the Pool of Aqua, and then performing an act of charity. Read more about the latter in the book "Charity" on the bottom shelf of the bookcase there; and since you are already reading, I suggest that you read the other books to, such as "On Purity", to learn more about the Elements. This may help you later on.

Go to the Altar of Aqua and touch it. After a moderate donation you can touch it again and answer the question. I told you you should read the books: this is the examination! If you did your homework, you'll know that the essence of Water is Time, and that it can be purified by bringing it to the place called One. That answer will earn you a Pearl of Unity.
Now it's time to go and do some charity work. Go out and find somebody poor to be generous to! Walk towards the harbor and turn left, you'll see a poor-looking Khajiit; he doesn't need your money, so continue past the Smoking Pipe and turn left at the Black Pot. This is the market square; beyond it is a bridge. There's a beggar in that area called Gazar, he's your target. From the book "Charity" you'll know what to say to him. Gazar tells you about his friend's problem, he's the Khajiit on the quay, Xanatos. Talk to him and help him by finding his wedding ring.

Dive into the harbor and crawl through one of the grates on the bottom. Follow the passages, you'll end up meeting Alt3c who went diving before you. When you talk to him, he'll say something about liches taking away the ring, and then he'll be attacked by a slaughterfish. You might be able to save him, but it is of no consequence for the quest.
So now your mission down there should be clear: find the liches, and you'll find the ring. But how? All passages seem to be closed off, the only way to proceed is in the direction where the slaughterfish came from. Don't turn left but go straight on, you'll find a stone button. Press it. This puzzle is about pressing buttons like that to open doors elsewhere, I think you'll be able to figure that out on your own.
Near that first button is an old rusty door with lock level 50. You can safely ignore that, you don't need to go in there for the main quest.
Eventually you'll be back where you found Alt3c. Dive into the room nearby with two slaughterfish (one very big one), and beyond that is another room above the water. That's where the liches are. Kill them or sneak past, and take the ring from a plate in one of the alcoves. Return to Xanatos and give him the ring. This completes your cleansing, so you may return to Rev. Xanondorf now.

Rev. Xanondorf will give you access to Lady Stadi Galanos. Talk to the Lady, she'll give you a history lesson, and she'll also tell you that you should cleanse the Elements, and how. This is a crucial point in your quest, so listen carefully! You need to retrieve the four Corrupted Pearls of the Elements from the four different Realms of Aqua, Terra, Ignis and Aer, but not necessarily in that order. It's up to you when to go where. The portals (or "dimension doors") to the Realms can be found inside four Mills; you have already been in one, the Ebony Mill in Caldera, which gives access to the Realm of Terra. The location of the other mills are unknown to her, you have to visit the mage Timpy in Sadrith Mora who knows all of them.

However, to be able to go through the dimension doors, you need to go to Reverend Coes to ask about the Amulet of the Righteous. But when you get out of the tower, Adreian Sophes, one of the Ordinators that accompanied Gandor Amsirva, is waiting for you, and he's desperate. What to do now?

Again, it's totally up to you. To summarize, you can do any of the following, in no particular order:
- Go with Adreian immediately to save Gandor Amsirva
- Ignore him (or just say no) and go to Reverend Coes to ask about the Amulet of the Righteous (remember, you'll need it to enter the Realms) --> see below
- Go to Sadrith Mora to find Timpy
- Ignore everyone and hit the nearest bar, because you need a drink after all that talk!


THE AMULET OF THE RIGHTEOUS: THE PILGRIMAGE OF THE CATHEDRAL

When you first entered the Cathedral, you were probably wondering what those bathers were doing there (aside from bathing, of course). You're about to find out, it's your turn now!
When you talk to Reverend Coes about the Amulet of the Righteous, he'll give you a paper with some pointers on how to do the pilgrimage and get the Seed of Renewal. You already know about meditating from when you were cleansing yourself, so the first stages of the pilgrimage should be easy.

Touch the Altar of Aqua first, you'll get a journal update. Next up is the Altar of Terra. When you meditate there, you'll be teleported to an underground location. All you need to do is go through the right door; the others will just bring you back to your point of entry there, and you can simply try again. Just take care not to put a foot wrong, it's a loooong way down... Btw the doors are labeled, so nothing could be easier.
You already know what to do at the Altar of Ignis: get another Cup. This leaves the Altar of Aer. It's inside the spinning sphere above you (don't get dizzy! unless that's your idea of fun, of course), so you need to levitate. Meditating on it will take you to another underground location, and this one looks a lot more difficult. I don't need to tell you what to avoid here... Again, as with Terra, the wrong doors will only take you back to your point of entry.
There are two ways to do this, the quick one and the smart one. If your timing is right you may go through a door just in time, but it's very risky. It's easier to hover next to the statue, just out of reach of those flying axes, and "squeeze through" the edge of the door. Choosing the right door will complete your meditations.

The pilgrimage continues through the door in the tower that you can see on your right. On your way up in the tower you'll see a nice tapestry showing a man reaching up, and some numbers in triangles. Remember: clues like this tapestry are important in The Black Mill! Proceed to the top and go to the door on the other side of the Cathedral. That door is locked, and to enter you need to know the Sum of the Hands, or failing that, the Sum of the Feet. Go back to the tapestry I mentioned to get the right number, or just take your best guess.
Inside this tower you can go upstairs and out to enjoy a nice view of the city, but your pilgrimage should take you to the basement, or Catacombs, as is the more appropriate name for such things in Cathedrals. The tapestry near the door may alarm you a little, but go in anyway.

You'll see a large room with cells on three sides - some are open and others closed. There are four corpses of famous(?) Templar Monks, you need to find the one called Raaman, Touching it will make the gratings rise up on two sides of the room. Go to the cell in the southeast corner and touch the disc on the wall, called a Stone of Moonphases. This will teleport you to another cell. You're locked in now, but don't worry: the stone that you're standing on will always get you out. There are three other choices: touch the one on the left. Then (in the next cell) touch the one on the right. Now you have only two choices; touch the stone in front of you. Solved! (Rumor has it that you can figure this out from the tapestries, but I never have.)
You're in the main hall again, and you can see a flower in the middle: this is the Flower of Renewal, which contains the Seed you need. This completes your pilgrimage. Take the Seed to Rev. Coes, so he can give you the Amulet of the Righteous and a nice present. You're a real Pilgrim now!

The Amulet gives you access to the four Realms, but you only know the location of one of them - Terra. You have the following choices now:
- Adreian is still waiting for you like a lost little child; join him to go to Goblin Tower and rescue Gandor Amsirva
- Go back to the Ebony Mill in Caldera and enter the Realm of Terra, to retrieve the Corrupted Element of Terra
- Go to Sadrith Mora to find Timpy, and find out about the locations of the other three mills
(Of course you can combine the above three subquests in one journey, since you need to go back to Vvardenfell for all of them; you can even combine it with opening the transport route to Ebonheart. But you don't have to.)
- Explore the island first, do some shopping, etc.

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GOBLIN TOWER

When you exit the Inner Sanctum tower after your talk with Lady Stadi Galanos, or later (after you've done the quest for the Amulet of the Righteous for instance, or after a visit to the city or to Vvardenfell), Adreian will (still) be waiting for you. Talk to him and he'll have an urgent demand: you need to free the Inquisitor from the goblins! Go to the port together and walk (in a normal pace - Adreian is only an ordinary Ordinator, and maybe not as quick as you; and make sure he keeps following you and doesn't dive into the water or something) towards the beacon-light, near where you first arrived - that's where Dark Wolf's ship will be waiting for you.
Dark Wolf is in his cabin, of course. He'll take you to the Bitter Coast, where an Ordinator Captain is waiting for you. Talk to him immediately. You're told that his Ordinators will fight a group of goblins, and that you should make use of this to rush through to go to the tower. You're told not to help them, so hurry through between the fighters or go around them (maybe you prefer to remain unseen, if that's your style); or ignore the Captain's orders and join in the fight against the goblins anyway (if you're a Patriarch of the Temple, that's the right thing to do - stand by your men - but you don't have to do that at all). But if you want to avoid the fight you have to hurry, or the goblins will be after you!
On your left you will see the tower. You need to go there, but run on until you're clear of the fight and see a boardwalk to the left. Take that path to the first little island, and look around from there. To the north you'll see a daedric ruin, Addadshashanamma (try saying that three times in a row ); to the west is the goblin's base of operations, Goblin Tower, with two very big goblins standing on the rocks next to it; and to the southwest the battle between the goblins and the Ordinators should still be going on, if you hadn't joined them.

There are two ways to approach the tower: openly or sneakily. If you show yourself to the giant goblins, they will throw heavy rocks at you, and they're very strong, so this is only recommended for strong characters, or skilled archers. But if you do this and defeat them, you can go and try the front door. The Ordinator Captain warned you that this way (the obvious way in) might be trapped, and he's right.
So it's better to go around the back to look for another way in, and there it is: an underwater cavern door. A short way into the cave there's a fake door - you'll only be greeted by an orc on the other side. Walk on and enter the door at the end - there he is. Kill him and look around: there doesn't seem to be another door, but touch the walls and you'll discover a hidden door (get used to this, you'll see more of these doors) to the tower proper.
Go downstairs and go through the first door you see, into the room: it's a kind of barracks for the goblins. Most of them are dead on the floor, however. The Inquisitor you're looking for isn't here; the prison is further downstairs, behind another hidden door. That door is locked, so you need to find a key inside the barracks first. In the room at the far end (watch out for the Durzog there, it's not very docile) there's a key on the wall amongst the knives, but that one is useless. The key you need is in one of the cells that the goblins sleep in. When you exit the room with the Durzog, go right. Behind the second door on the left is a goblin, the key is on the crate next to the candle.
Don't forget to search the goblins' dead bodies for health potions, and make a habit of that; goblins almost always carry one, and you're going to need them later on.
Go downstairs and through the hidden door into the prison, and talk to Gandor Amsirva. (You don't need to worry about opening the cell door btw.) He'll ask you to hurry to Gnaar Mok, to the Black Mill there (you're finally going to see it!) to kill Hasib, because according to the Inquisitor he's working for the enemy. The story may become a little confusing here...

So you go to Gnaar Mok, the Black Mill is west of the town. The shortest way there is to waterwalk straight to the north. An orc will receive you, but he's easy to defeat. The mill itself doesn't seem to have an entrance, but there's a submerged cavern door on the north side of the island that's easily visible. Pick up the potions inside (they might be useful sometime in the future, especially "who") and proceed. Hasib is waiting and will talk to you, but you insist on fighting him. Just follow the story from there. First Tommy and then the Inquisitor will enter the scene, and they'll both try to persuade you to their side. Eventually you're left with four choices, but only one of them is a viable option. Who's fake and who's real?
It may not be a clear-cut decision to you, but trust me, it's best to apologize to Hasib. Sure, Hasib attacked you first, but let's be honest, you were on your way to kill him, weren't you? Of course he would defend himself. The last answer is just naive, and the first two are more or less the same.

After the battle with the false Inquisitor, Hasib will ask you to go to further into the cave together, so he can disappear into the Last City, and you can discover the location of the four Shrines of the Elements. But you cannot enter them yet, this walk is only meant to let you see where the entrances are. Down in the caves you'll be warmly received by goblin forces (watch out for stepping stones too, in the first cave), especially when you explore further down and go looking for the entrance to the Shrine of Terra, or Terra Tenebrae. Since there's nothing else left to do for you there, you can leave the caves and do one of the following things, if you haven't done them already:

- Find Timpy in Sadrith Mora
- Find Myth in Ebonheart (if you started the quest for opening the transport route to Ebonheart)
- Go to the Ebony Mill in Caldera and enter the Realm of Terra
- go to the other Realms, as per Timpy's directions: the Realm of Aqua, the Realm of Aer, or the Realm of Ignis.

There's no set order to do these things, so go ahead and make your own choices. You could stumble upon a mill by accident, but it's easier to find Timpy first and let him tell you where they are.

Btw, if you're in the upper caves, Almsivi Intervention will get you to Balmora quickly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE SEARCH FOR TIMPY

Timpy's home is in Sadrith Mora, on the east side of town. As soon as you enter the house, his assistant Candalf will ask you to kill a rat upstairs. As if you haven't done enough of that in Morrowind! It was most likely one of your first assignments, but you never seem to get rid of them. This rat is a little bigger than usual though... After your 'heroic deed' Candalf will tell you to look for Timpy in the Corprusarium in Tel Fyr.
So off you go, to Tel Fyr. If you did the main quest of Morrowind - which I assume you did - then you should know the way. (If not, do that main quest first, it's great!) Inside the Corprusarium it's easy to find Timpy, just go straight ahead. You were told that he had contracted corprus, so don't look for a mage in a robe or something; he looks like a regular Corprus Stalker. Talk to him and follow the story - hopefully you'll have enough magicka to get the both of you to the Cathedral on Sunset Isle. Take him to Rev. Coes - but not too fast! He can only go slowly with that funny walk of his. And don't laugh at him for it, that wouldn't be nice.

Rev. Coes will tell you to wait at least a day, until Timpy has recovered. So now you have some time on your hands to discover more of the island, maybe do a little quest, or just get a few drinks in one of the bars and get some sleep, if only to restore the magicka that Timpy took from you.
When you return to the Cathedral next day, go to Rev. Coes, and he'll tell you Timpy is with Skycraper, in the Terra area. (Did you buy that Call Bear spell yet?) Timpy will tell you where to find the mills, and also that you need to get the Saint's Drum before you go to the Realm of Ignis. Rev. Xanondorf up in the Inner Sanctum can tell you more about that, and give you directions on where to find the cave of Eyshrug Drantal, somewhere in the Molag Amur region. But more of that later.

Now that you know where all the mills are that contain the portals to the Realms, you can:
- Go to the Realm of Terra, if you haven't already been there
- Go to the Realm of Ignis, but first to the Eyshrug Drantal cave
- Go to the Realm of Aqua, to get your feet wet
- Go to the Realm of Aer, if you believe you can fly
- Go with Adreian Sophes, if he's still waiting for you

(This instalment was brought to you by NMR's Magical Services, in association with Skycraper - her spells are the best in town!)

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THE REALM OF TERRA

Go to the Ebony Mill in Caldera. Upon entering the Realm of Terra through the dimension door, walk across the rope bridge. If you go left you won't go far, unless you can jump high enough - levitation is not possible here. It's a better idea to go up the stairs. To your left you can see a passage, but it's closed off by a grating, so you can only go right.
You'll see a stone wall that looks somewhat like an entrance gate, but it's obviously closed. On the left side of it is a heavy metal ring: pull it. You'll hear a sound of a mechanism, but the stone wall remains closed. Walk back towards the stairs, and you'll see that the grating has disappeared. So you can go into that passage, which brings you to a large cave. A path leads across a chasm to a wall with four of the same heavy metal rings. If you pull the wrong one, you'll bring out a pair of axes swinging across the path you just walked on; you can time it right and avoid them, but it's better to pull the second ring from the left. This produces the sound of a heavy mechanism, and when you walk back to the stone wall, you'll see that the gate has opened.

You enter a large hall with a heavy-looking door at the far end. Of course you have to open it somehow, and the four pedestals beside it are the locks - you need to find the keys to place in them. To the left is a cave which has a candle-lit picture on the wall, with engraved words around it. They correspond to the pedestals: Frigidum, Humidum, Siccum, and Calidum. When you look at the picture, you'll see that each of those words is associated with two Elements, for instance Humidum with Aer and Aqua. When you go back to the main hall and look around, you may notice the large rocks standing in a neat row on each side. Each rock has a name tag such as Aqua Aer - which together make up Humidum. Touch it, and a Storm Atronach will appear. After you kill it, its inventory will show a strange object: a Tear of Humidum! Put it in the appropriate pedestal, and hey presto, it's unlocked! Repeat this for the other three, and the large door will open.
I took some time to explain this, but it's easier to just forget about the names and kill all the Atronachs that will appear - after all, you'll only have to deal with them one at a time.

When you enter the cave beyond, you'll pass a tapestry hanging from the ceiling with the words "Sigh of Death", and this is a warning, because there's a big cloud in the middle of the cave, and it's poisonous! Hurry across and to the left, there's a helmeted skull mounted on a pole, called Sigh of Terra. Hit it and the cloud vanishes.
Up on the edifice you can see someone in black armor. Get up there (you can levitate in this place) and talk to him. His name is Terra, the Demon of the Element of the same name, and he wants to fight! So oblige him and finish him off. He'll blast you with nasty spells first (mainly poison), and then use his Daedric Battle Axe on you.

The moment he dies you get a message saying that "death is at hand", and a countdown starts. So don't stand about to rummage in Terra's inventory, what are you waiting for? GO! Jump off, levitate away, whatever; just get out of the way of the ensuing explosion. After that you'll have plenty of time to take Terra's belongings and the pearl of Corrupted Terra. His axe is very useful, if you can handle it. Return to where you entered the Realm, and go back through the dimension door; you'll find yourself inside the Ebony Mill again.

Now it's time (if you haven't already done it) to
- Find Timpy in Sadrith Mora
- Find Myth in Ebonheart (did you open that transport route yet?)
- Go back to the Cathedral and talk to Adreian Sophes, so the both of you can go to Goblin Tower to rescue Gandor Amsirva

Or go to another mill to enter
- the Realm of Aqua
- the Realm of Ignis
- the Realm of Aer

If finding the pearl of Corrupted Terra completes your collection, you can go to the cave and The Pit below the Black Mill to meet Tommy.

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THE REALM OF IGNIS

Prepare yourself well for this one, there's a lot you need to do here!

Timpy told you the location of Havock's Mill, which contains the gateway to the Realm of Ignis. It's north-northwest from Uvirith's Grave, near a dwemer ruin. I found that the easiest way to find it is to start from Falensarano (easy if you have the Master Propylon Index) and follow the road south. At some point you'll see a junction with a bunch of signposts, Havock's Mill will be right behind that, on the top of the hill.
Rev. Xanondorf tells you about the Saint's Drum you need to get before going to the Realm of Ignis. It's in a cave called Eyshrug Drantal, at the end of the Foyada Ashur-Dan, in the Molag Amur region. If you have the paper map of Vvardenfell, you should be able to find it quite easily. And to make it even easier, there's a trail of roadsigns that leads to that foyada, starting at Havock's Mill. When you get to the last signpost (with the skull), go left and follow the foyada south, you can't miss it.


EYSHRUG DRANTAL

When you enter Eyshrug Drantal, you can see two people far ahead, but you can safely ignore them. Go left and keep following that passage, until you see a deep pit with a daedric ruin in it. You'll encounter some daedric creatures there, get rid of them. Go down, and below the roof of the ruin you'll see a corpse with an ebony staff and a book lying beside it. The staff could be useful to you if your levitation skills are lacking, and the book will tell you where to find the Saint's Drum - it's above your head, in a well-hidden cave. Take the Saint's Drum and get out, this is all you need to do in this place. Head for Havock's Mill.


HAVOCK'S MILL

Enter the mill and kill the Argonian, Havock. Levitate to the upper room, and you'll see the dimension door above your head, like a ceiling. But don't go in yet! Read the book on the desk (and take it with you for future reference, if you like) so you'll know a little of what to expect; the note will tell you about the Ring of Ignis, which is inside a small chest on a shelf, behind an iron helmet. In the desk you'll also find some useful things.
You've done enough to prepare yourself, so go through the dimension door and enter the Realm of Ignis. You'll find yourself inside a cage, with no way out; outside the cage you can see a switch on one side, and a wheel on the other. If you could only touch that wheel... It's good of you that you took the scrolls from Havock's desk, you have three chances now to try and reach for the wheel, which will take away the cage for you. Touching the switch will then lower the tower that you're standing on. Follow the path of rocks and keep walking straight on (it would be a mistake to go Towards the Mistake, of course - you'll only end up in the Cathedral, and would have to go all the way back to Ignis again). On the far end is the door to


TUUBAL

Go across the pool of lava, or carefully work your way forward along the ledge; you can levitate here if you want, so you should have no problem with this. Go to the deepest part of the cave, and you'll see a pit with a lot of shalks, and coffins lining the walls. Kill the shalks and descend, then open the lid of the coffin. You'll see a Daedric Tower Shield; take it and press the switch that was hidden behind it. Now go back out of the cave, and you'll see that the pool of lava has gone, revealing an altar and two flame atronachs guarding it. Deal with the atronachs and take the Eye of the Fourth Crown from the altar. One down, three to go.
Get out of Tuubal, and just jump or walk into the lava. Don't worry about getting damaged by it, this is why you need the Ring of Ignis. You can go in any direction that you like, there's no set order in which you have to visit the caves and ruins of Ignis. I'll just take you west from Tuubal and around the outer edge of this Realm; there are no caves or buildings in the center, except for the Temple, and it's best to save that for last.
To the west of Tuubal you'll see an outcropping of rocks; climb it, and to the left you'll see the entrance of


YMOT

This is easy: just kill everything you encounter, including a Bug Lord (a very big shalk), and enter the room behind that, through the Door of No Return. Take the Eye of the Third Crown there, above the bowl of fire, and touch the door. You won't get out yet though, and a creature (a bonewalker) will appear behind you. Kill and repeat, several times (a skeleton warrior, a bonelord and a lich are next), until the door vanishes with a thunderclap.
Slightly northwest of Ymot is a cave complex called


CHANDRA

This place is a lot trickier. After walking across the path and passing a few of the cages, many of the corpses will come alive and pepper you with all kinds of enchanted arrows - not my idea of fun! When that happens, run back towards the entrance, because running the gauntlet to the far end is too difficult for most. You'll only be stopped by the arrows, including some with paralysis. Then kill them from a distance using arrows or spells, or levitate and slay them one by one. You can take their enchanted arrows now, if you're any good at archery; there should be enough of them to last you the rest of the game! Another possibility is to make yourself invisible and sneak through.
Behind those cages is the door to the lower caverns of Chandra. Now, the obvious way to continue is to go right, but there are gratings blocking your way. The big black rock right in front of you hides a twisting passage leading to a pit with, again, a lot of shalks. Kill them all, or ignore their attacks, and press the switch on the left side of the pillar. This will take away a grating, so you can continue on your way down. Take it slow here, turn up the volume (and turn off any music) and absorb the atmosphere - this is my favorite part of the entire mod! - if you hurry through you'll miss that. You will end up in a cave with a lot of skulls and a bonewalker, and behind it is a room with an altar and two keyholes, Ashkat and Ipshkat. Of course you need keys for that, you can find them behind the hidden doors on each side of the altar, after you kill the bonelords there.
Use both keys on the keyholes, and turn around quickly to deal with the Ignis Minion (or "fireman" as I call it). Its inventory holds the Eye of the First Crown.

Continue north along the outer edge of Ignis, and you'll see a tree bearing skeletons; a little further you'll be able to make out the Temple above you, on a large rock. Ignore that for now and keep on going to the north, until you get to the northwest corner of the Realm and find


BARHACK

There's one big room with a few shalks, and five urns. Most of them will earn you a flame atronach to practice against, but one urn activates a mechanism - the one left of the entrance. This mechanism opens up a passage on the east side, leading to an altar holding a glass sword. Take it or leave it.
The next stop on our grand tour around Ignis is in the north:


K'NARETH

The entrance is locked, but that will hardly be a problem for you, I expect. When you enter and go right, you'll see a row of skeletons - don't worry, these ones won't come alive and shoot you - and a firmly locked door. The rusty key that hangs on the wall right next to it is of no use here, so you need to go the other way. Behind the door on that end is a small room with a switch on an altar. This switch operates that other door; go back there and you'll find that it's gone.
The wooden door (WHAAA!) opens up to a room guarded by a shalk. To the left is a door that won't budge yet; in a corner on the right is a cell full of little shalks. The cell door is locked, but the key you took earlier will open it. Get rid of the shalks now, or you might trip over them. Inside that cell is a row of switches lining the walls, but the only switch you need is the one above the door, on the inside. The altars in the room will each show a switch now. Push the one on the right, that should open the wooden door. If it doesn't work, touch that door first and try the switch again.

You're inside the burial room of K'nareth now. Take the Dragonscale Cuirass and turn around quickly, to fight the guardian that appears. The Cuirass may seem attractive btw, but it will only slow you down a lot, so don't wear it. Take the Eye of the Second Crown from K'nareth's ribcage. If you followed the same path that I took here, you're ready to enter the Temple of Ignis. But there are two more places that I want to show you, they might be interesting.


TAFALL

This is southeast of K'nareth, in the easternmost part of Ignis. Upon entry you'll immediately be greeted by two big shalks, and that's only the beginning - the place is crawling with them! And shalks are not the only creatures you have to watch out for, the fire also hides bigger game. Better be prepared, the big guy could surprise you, heheh. In the room beyond are two smaller companions of his.
In the middle of that room you'll see an altar with a rather noisy candle. Pick that up and you'll get another nice surprise. At the far end (the fire may slow you down a little) is another altar, with the best sword of TBM. If you're a swordfighter you might consider keeping it as your preferred weapon.
The final place I want to take you through, before going to the Temple of Ignis, is just south of Tafall and called


D'AX SHRINE

This is a small place, only an altar holding another good sword (although it's less powerful than the sword from Tafall), guarded by three flame atronachs.


THE TEMPLE OF IGNIS

Just north of the tower that you entered this Realm on, but on the other side of the rocks, is a stairway. Climb it and ring the bell at the top; this will make a Golden Saint appear, but don't kill it! Talk to it, and you'll be presented with three choices, of which only the third takes you further - this is why you had to bring the Saint's Drum. Playing it will "call forth the Path" to the Temple. Take care not to fall off it, or you'll have to walk all the way back up again.
When you enter the Temple you'll have to confront the guard AZ-Ter62. Kill him and study the Square of J (there's one on each side), because you're going to need it. Push the button of "Rebis" upstairs, and solve the questions of the Square of J. (Of course the answers are the sum of one row - 15 - and the sum of all numbers - 45.) This will open the transparent door.
Walk around the Temple, and you'll see four bowls which are the Seals of the Crowns. Now is a good time to read Havock's journal (did you bring it?) to better understand what you're doing here. Put an Eye of the Crown in each Seal (by touching it), and the middle room in the back will be opened up. You'll see something in the fireplace there - it's the Demon's Helm. Take it, and the Demon (looking like a bigger brother of the Ignis Minion you encountered in Chandra) will appear and in turn take the Helm from you. After you hit him once, he'll go away.

It looks like you came all this way just to be outsmarted, so your efforts seem futile now. Leave the Temple, but before you do, prepare yourself for a tough fight!
As soon as you get out, the Demon - looking different now, armored and with huge proportions - will receive you warmly, and send two pairs of his minions (firemen) at you. They'll throw singeing (not singing) fireballs at you; the best you can do is to shoot them down with frost arrows or something, or let them come to you and hack them to pieces.

After you've killed all four minions, you'll be teleported to an enclosure, standing in a pool of blood together with the (now man-sized) Demon. He wields a very heavy weapon, so it's best to be quick! An assassin-type character might have an advantage here, because quick strikes with a good knife will keep the Demon off-balance and unable to hit back. In any case it's good to be well supplied with health potions.
After you've killed the Demon you can take his helm, for your armor collection; and the pearl of Corrupted Ignis. Maybe you'd like to take a Slasher too, the weapon that the Demon used; but it's heavy and easily broken. You can leave the enclosure now, to be put before a dimension door on a platform. This will take you back to Havock's Mill.


Now it's time (if you haven't already done it) to
- Find Timpy in Sadrith Mora
- Find Myth in Ebonheart (did you open that transport route yet?)
- Go back to the Cathedral and talk to Adreian Sophes, so the both of you can go to Goblin Tower to rescue Gandor Amsirva (make sure you do this before finishing the Realms!)

Or go to another mill to enter
- the Realm of Aqua
- the Realm of Terra
- the Realm of Aer

If finding the pearl of Corrupted Ignis completes your collection, you can go to the cave and The Pit below the Black Mill to meet Tommy.

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THE REALM OF AQUA

This Realm can be entered through Daedrics Mill, which is located not far east of the island with the ruin of Ald Daedroth (which is itself east of Sheogorath, of course). You'll have to dive deep for the entrance, and then get back up again inside the mill. The wizard there, NOM, can be safely eliminated. There's not much preparation needed here, just jump in.

And I do mean jump in, literally, into the waterfalls. In the underground cave that you end up in there's a path leading up to a small waterfall, follow it. When you exit the cave you'll see a signpost which points north, to the Temple of Aqua.That's where you need to go eventually, so you might as well check it out now.
On the way you'll encounter some bats that may seem difficult to beat, but you just need to aim low. Or use that 'Call Bear' spell I told you about, the bear will know how to deal with the pesky creatures.
The Temple is not difficult to find, it's very big and there's a flashing blue light in front of it. When you come near the door you'll get a message about losing your willpower (you will if you keep standing in place), and about the Lady of the Depths in the east. So go find her there - actually she's in the southeast though, on top of a hill with some white rocks sticking out. Her name's Gemini.

Help this Lady and find the Black Anther for her. It's near a tower to her northwest, not far away. When you give it to her you'll get a scroll, and directions to a cave. Go to the far southwest of the swamp of Aqua, and then to the north, to find the entrance to the caves of Aqua Tenebrae. On your way in you'll have to deal with a bunch of bats (time to call the bear again?). Right behind that cave you'll see a junction. Whether you go straight ahead or go left and then right doesn't matter, at some point you'll see a pool of water in a daedric ruin, with a sphere in it. Dive in and touch that sphere (yes, I'm sure). On one of the pedestals a key will appear, take it. Now go back to the junction and take the door on the east side, then go through another door and follow the passage until you see a cave on the east side. Walk up the ramp to the door, this is what you need the key for that you dived up earlier.

Before you enter the passageway behind that door, you might want to prepare yourself by using that scroll you got from Gemini, or some potions of Fortify Speed. Then, go through it and run for your life! Or you'll be crushed, Indiana Jones-style...
When you enter the large room you get to meet the demon of Aqua, Darth Dada. You can opt to fight him, but that wouldn't be a good idea - you'll only hurt yourself more than you'd hurt him. So listen to him and do as he says, for now.
Go back to Gemini and talk to her. Don't choose for either side, but be wiser than that. Follow Gemini's advice now and go back to the demon.
The demon won't talk to you anymore, all you can and should do is kill him - but not with your own weapons. Just hit him once and make him follow you towards the swinging axes - which act as the Pendulum of Time, as Gemini explained - to let those kill him for you. His death will earn you a journal update telling you that you can enter the Temple now.

So go to the Temple. The flashing light will be gone now, you can enter it without trouble. Go around to the back - left or right doesn't make any difference - and you'll see a passage with some tapestries on the wall; a little further your next challenge awaits you.
It consists of avoiding many rotating maces, or 'potato mashers', and touching the altars behind them in the right order. The right order can be derived from the tapestry with the tree and the twelve numbered words, which correspond to the altars. It's best to write them down and then find out which altar is where (this involves a lot of levitating, or maybe jumping high if you like that better). As soon as you have mapped the altars, you can touch them in the right order that the tapestry indicates: 1, Calcinatio; 2, Solutio; 3, Elementorum separatio; 4, Conjunctio; 5, Putrefactio; 6, Coagulatio; 7, Cibatio; 8, Sublimatio; 9, Fermentatio; 10, Exaltio; 11, Augmentatio; 12, Proiectio.

After you have touched all the altars, a back passage guarded by a couple of crabs will be opened. Go through that passage and you'll end up inside a hall of massive proportions, with pillars everywhere.
On the other side you'll see Gemini again. Talk to her and follow her directions. First, get the four Drops of the Crowns from the waterspouts above her. You only need to avoid the one revolving potato masher, but this can be tricky, so be quick! With the Drops in your pocket, make a grand tour around the hall and place the Drops in the Pedestals of Frigidum (by touching them); take the Bowls that appear.
Then go to the Sphere of Chaos, which is under water in the middle of the hall, beneath a bridge. Touch it, and you'll find yourself face to face with Darth Dada again.

Fighting him is just as useless as it was before, you'll only hurt yourself more. So ignore or avoid him and hurry back to Gemini. After all, she told you she's the Pendulum of Time, didn't she? Talk to her, and she'll show you how corrupted she really is: her evil twin will appear (she isn't called Gemini for nothing!) and the both of them will force you to fight them. Take care to keep track of which one of them is the spawned one (the evil sister), and concentrate your efforts on her, because you can't kill Gemini without hurting yourself more quickly. Once you have defeated the sister, Gemini herself will die too, and Darth Dada will disappear too.
Now you can take the pearl of Corrupted Aqua at your leasure. Then exit the Realm of Aqua through the dimension door that appeared when Gemini died, to get back to Daedrics Mill.



Now it's time (if you haven't already done it) to
- Find Timpy in Sadrith Mora
- Find Myth in Ebonheart (did you open that transport route yet?)
- Go back to the Cathedral and talk to Adreian Sophes, so the both of you can go to Goblin Tower to rescue Gandor Amsirva

Or go to another mill to enter
- the Realm of Ignis
- the Realm of Terra
- the Realm of Aer

If finding the pearl of Corrupted Aqua completes your collection, you can go to the cave and The Pit below the Black Mill to meet Tommy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE REALM OF AER

To go to the Realm of Aer you need to find North End Mill. Just go to Dagon Fel and head north from there, you'll see the mill on an island behind the one with a dwemer ruin. There's no one to battle inside the mill this time; all you can do is read the journal to get some idea of what you'll encounter in the Realm, get your levitation gear together (maybe potions, but preferably an enchanted item with constant effect levitate, or at least a long lasting spell), and go in.

Not everything is as it seems here, but don't let it get you off balance. If you want to get back out for some reason (not enough levitation potions?), just go to the dimension door in front of you, to your north.
There are many large structures in this space, but you can safely ignore most of them and go to the southwest to find the Temple of Aer, which is the only structure you can get into. Go up a little too, to get on the same plane as the Temple entrance. On the way you'll meet some annoying cliff tigers, which might serve you nicely as target practice.
Sooner or later, depending on your viewing distance, you'll slowly see some large structures coming into view; the largest one has four spokes with similar structures attached to it on each end. Go to the central part and find the golden door, which gives access to the Temple of Aer.

Just follow the passageway in, but watch out! A headache could kill you in here. You'll end up in a huge hall, in which some attractive looking spheres are spinning around - they're flytraps! There are many doors here, two of them are fake and trigger a trap. I will go through the others below. (Btw it's better to save in the side rooms and not in the main hall; most of the time it won't be a problem, but once in awhile savegames made in the main hall can become corrupted. But it's a good habit in this mod to make many different savegames anyway, and not limit yourself to quicksaving.)


SHRINE OF AER (1)

This one will probably not be the first one you enter, since it's higher up in the hall. But this is the place to be in this Realm, which is evident by the extra lights near the entrance. And once you get inside, you'll see they have a pool too. A pool party would be great here! But there's nobody home, and the transparent doors are all closed.
So go to the left and around the back, but watch out, don't go too fast... There are some revolving maces cutting through the corridor here, the feared potato mashers (or 'tenderizers' as they're also known). You'll need to be moderately quick to avoid them and get to the switch halfway through. This switch will open the doors around the pool.

Jump into the pool and have a bath, why don't you! On one end you'll see a balcony with a blue crystal on it; beneath it is an underwater passage, blocked off by a grating. On each side is another passage, maybe you'd like to go in and add to your scroll collection.
Then go up the stairs on either side of the pool and through the passage with the rotating corridor, to get to the Crystal of the Pillars. Touch it, and you'll have to answer a question, which you can only answer correctly (except by chance) if you've been to Retina.


RETINA

The main thing to fear here is quite obvious as soon as you go in. Revolving maces again, a long row of them! You need to have good timing to get through this, and also a high enough speed. Maybe it's a good idea to go to Farr first, for a speed boost.
If you're only moderately quickfooted you can still survive this, but you'll have to make use of every 'safe haven' (to the right) that this place offers. The first passage on the right is closed off by a magic wall. You can't do anything about that now, so wait until the maces have passed you by again and run as fast as you can to the next side passage.
Fortunately the sixth one isn't a dead end, and you can make use of a passage that runs parallel to the one with the maces, to avoid the rest of them. Take care when you go left again, the last mace just brushes this connecting passage.

You seem to have a choice of where to go now, but only the room at the far left isn't barred (the one at the other end isn't either, but there's nothing there). Just push the button in there. This will lift one of the grates, and you can go into another room with a button (and a frost atronach, but at this stage of your game that will hardly stop you); repeat this once more. The room in the middle is a kind of cellar you have to jump into. Kill the lich if it bothers you, and take a good look at the tapestry. Memorize it, make a screenshot or a drawing of it, whatever - this is important information!
Jump or levitate out of the cellar again, and take the parallel passage towards the exit (you were not considering running straight ahead and try dodging those maces, were you? you'd never make it). At the end of the passage there's a switch which will remove the magic wall, so you can get out of this place. Don't forget to wait for the right moment, you don't want to get killed now, after all that trouble!


SHRINE OF AER (2)

The tapestry in Retina provides the right sequence of buttons to push at the Crystal of the Pillars; this will open the grating below the balcony, so you can go through the underwater passage now and continue up the stairs. In the room at the end there's another crystal, the Crystal of Aer. It will ask for several items, which you need to get from the other rooms of the Temple if you haven't done that already: the Goblet of I'Ljoreth from Farr, Heaven Cleaver from Hasbane, the Heart of Dreyfach from Dreyfach, and the Key of Heavens from Heavens Shrine.


FARR

Go in and follow the passageway. After a little while you'll pass some doors, three on each side. If you need some combat practice go ahead and open them, but there's not much of value in there - unless you need potions of Fortify Speed to get ahead elsewhere.
Keep walking, kill the bonewalker (I hope you can keep your strength up), and scout out the dark room at the end. There are four sub-rooms with coffins, the one on the left holds the mummy of I'Ljoreth. Touching it will earn you a lich to beat, and a cup called the Goblet of I'Ljoreth, one of the prizes.
On your way out you should be quick to pass those heads on the wall, they'll get nasty at you for leaving.


HASBANE

This will probably be the first room you'll enter upon arriving in the Temple building, but however you do it, the sequence of rooms you follow doesn't matter. Hasbane is a very dark place, and unless you have your brightness set very high you won't see a thing, except for the blue light in the middle. And you're not alone in here... Prepare yourself to fight immediately with some tough opponents: Artifex Hunters.
It's a good idea to have some light here, and the only light in this place comes from a big blue crystal, the Crystal of Light. Touch it and it'll show itself to be true to its name - probably to your relief. If you manage this by sneaking and staying unobserved, so much the better. But you're still in for a tough fight, so take your best weapon and strike first, and hard! It's best to use something with fire damage or poison, frost damage doesn't work on them.
After dealing with the three Artifex Hunters, you'll have the time to look around. There are lots of alcoves all around the room, with coffins in them; and you guessed it, you'll have to check them out for your prize. I'll spare you the trouble of having to open every coffin: go to the one above the entrance. The sword you''ll find is Heaven Cleaver.


DREYFACH

There's a Lich Ghost here that guards a lot of urns and coffins. Don't worry about them though, they're all empty. ("Phew!") Look up and you'll see two holes in the ceiling. In one of them you'll only find another addition to your scroll collection, but the other holds three coffins with corpses. Take the silver cuirass away from the one in the middle, this will reveal the Heart of Dreyfach - another prize.


THE RING

I threw this in for good measure, but there's no real need for you to go here, except for expanding your scroll collection, some combat practice, and the Claymore of the Ring. This sword may sound tempting, but it's actually quite useless.


HEAVENS SHRINE

A nice change from the other rooms in the Temple of Aer, this place is light and airy. It's guarded by some Winged Twilights. Go up to the crystal in the circle of blue flames, and take the Key of Heavens.


SHRINE OF AER (3)

Now that you have all items you need in your possession, you can get them to the Crystal of Aer. If you remember the picture of the tapestry in Retina, you'll know which one of the altars is the appropriate one for the Key of Heavens, [b]S[/b]o go there and touch that altar. Above it the pearl of Corrupted Aer will appear, for you to take.
Go back to the pool, and you'll find a new dimension door waiting for you, to get you back to North End Mill.


Now it's time (if you haven't already done it) to
- Find Timpy in Sadrith Mora
- Find Myth in Ebonheart (did you open that transport route yet?)
- Go back to the Cathedral and talk to Adreian Sophes, so the both of you can go to Goblin Tower to rescue Gandor Amsirva

Or go to another mill to enter
- the Realm of Ignis
- the Realm of Terra
- the Realm of Aqua

If finding the pearl of Corrupted Aer completes your collection, you can go to the cave and The Pit below the Black Mill to meet Tommy.
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THE LAST CITY

Now that you have collected the four pearls of the Corrupted Elements, it's time to go back to The Pit, beneath the Black Mill near Gnaar Mok, and talk to Tommy. He hasn't unlocked the corrupted Shrines yet, so you'll have to come back for that later. First you need to go to the Last City; Tommy will hand you the amulet called "Unio" to give you access through the gate. There's also a Captain of the Imperial Legions to speak to, but you can do that later.

As soon as you enter the city, you're called upon to rescue a lady in distress, who's being attacked by a Ghoul. Help her kill it and talk to her; she'll take you to into the nearby safehouse to continue the conversation about the situation in the Last City. Talk to Thyrof next, he'll ask you to go to the Shrine of Health to get a Ruby of Health, so they'll know you're the real you.


THE SHRINE OF HEALTH

Head out and to the right until you see a well, then turn left. Along the way you'll encounter some skeletons. A little further you can go left again, where you'll see a Ghoul. Be careful, because there are also some Artifex Hunters around the corner. The entrance to the Shrine of Health is behind the fallen tower.
Inside the Shrine there are only some skeletons and liches to deal with, and you'll find the Ruby of Health soon enough. Make a note to remember the location of the Altar of Health, you might need it later...


THE TOWER

Return to the safehouse (Eye's Hideout) and receive your next mission, which is finding Lady Stadi Galanos in her tower. Go past the well and turn right, then continue straight ahead, past the docks and across the bridge. Deal with the skeletons, Artifex Hunters and Ghouls along the way. Approach the entrance to the courtyard with caution: the two skeletons you'll see first are small fry compared to the opposition that's guarding the front door!
If you saw many Artifex Hunters and Ghouls outside, inside it is not much easier - all Artifex Hunters, and even a Demon Skeleton (you might remember it from the Realm of Ignis). Have fun and slay them all, before entering the Safe Zone.

Of course the Safe Zone is not as safe as advertised. You'll probably hear the noise when you walk up the stairs - bugs! There are a lot of them, and it's safer to get rid of them all before continuing, because that's not all...
When you go through the door you'll be surprised and surrounded by a couple of Demon Skeletons and a Ghoul. Kill them and continue upstairs, you'll find a Demon Bonelord up there, that holds the key to the door immediately behind. Go through, and you'll see a transparent door at the other end. You're nearly there...
There's a button right next to the door when you enter. Push it and go in, you may speak to the Lady now.


THE KEY

Lady Stadi has several successive missions for you, the first of which is getting a key from a house in the nearby possessed quarter. The entrance to that quarter is a wooden gate to the left when you exit the courtyard. The Keykeeper's house is called Joba's House, and is in the far north of the quarter. Although it's more advantageous to sneak through, you can go in openly, if you want. But that way you'll have to deal with all the poor possessed people who'll try to club you. There's a Ghoul too, but you'll have to watch out more for the Whisp, which looks like a blue-lighted skull collection.
If that manages to touch you, you'll be possessed, which means you'll suddenly find yourself in the hideout, with all your clothes off and most of your attributes reduced to zero. Go to the Shrine of Health if that happens, and get your attributes restored - and your clothes and armor back on, of course. Then go back and continue where you left off.
The key you need is in the cellar of Joba's House, but beware: there's another Whisp down there! There's a locked chest which contains the Key of the Secret Tower Chamber; bring that back to Lady Stadi.


THE POTIONS

Your next mission for the Lady is to retrieve two potions from the alchemists quarter. There are several ways to get there: one way is to jump over the wall at the cemetery; another is to jump in the water, swim through the canal to the east, and then try to climb out somewhere. But this approach will make you vulnerable to the opposition (more Artifex Hunters).
It's better to go right when you leave the courtyard and walk into the water. Around the corner you can see a fallen tower in the distance, which is blocking your way into the alchemists quarter. And there's also a Ghoul, which practically stands on top of an access grating to the sewers. Get in there, and swim straight ahead for a short distance, to the next grating. You could explore the many sewer pipes, there are many enemies to practice your skills on, but I won't do that now. When you exit the grating, you'll find yourself in the alchemists quarter, right behind the fallen tower.

Which way you go from here doesn't matter much, sooner or later you'll see the Home of Max. Break the lock and go in.
Max turns out to have only one potion for you, you'll have to go to the harbor and Quistnix' house to get the other one. As soon as you finish talking, Max drops dead at the hands (or out of fright) of an Artifex Hunter - kill it. Don't forget to help yourself to some potions from Max' wooden chest before leaving.
There's no need to go back through the sewers again, you can go north through the canal which ends in the harbor. The Home of Quistnix is in the northeast. The door is heavily locked, but apparently Quistnix put a small key in a convenient place - under the doormat. Go upstairs and clean out the opposition in the bedroom. The potion is not too hard to find; look underneath the pillow. Now take both potions back to Lady Stadi.


DURO'S SPLITTER

She has one last mission for you, and then you're done training your Athletics skill running up and down the stairs in the tower. You need to go into the deepest parts of the catacombs at the cemetery, to find a magical staff called Duro's Splitter. As a reminder: the cemetery looks like a park with barren trees, and it's near a well. Go inside the catacombs through the door in the corner, and fight, avoid or ignore (whatever you like best) the many skeletons and liches down there. Go to the south to find the door to the deeper part of the catacombs.
At the end of the passage you have to go left, through a wooden door. Right behind it are two skeleton warriors; to the right is another passage; and to the left is a hidden door! Remember that, you'll have to get back here in a few minutes.

But first go right to fight a couple of Bonelords - well, one of them is a Demon Bonelord, which is much tougher, but he carries a useful Tomb Key, so it'll be worth it. At the end is another wooden door, behind which is a Ghoul guarding a trapdoor to the sewers. You don't need to go there now, but after completion of this mission you won't be able to see it anymore.
Go back to the hidden door I told you about, and downstairs you'll find another hidden door - and then another one! Behind this door you can finally find Duro's Splitter - it's the ebony staff on the corpse. Take it with you to Lady Stadi.


Hasib is with her when you get there. Just talk to the Lady, and she'll send you back to The Pit, so you can restore the Corrupted Elements.
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THE CORRUPTED ELEMENTS

You can talk to Tommy right after you return from [url=http://www.zer0games.nl/Forums/mw/viewtopic.php?t=449][u]the Last City[/u][/url]. He has some good news for you: he unlocked the Shrines of the four Elements, so you can finally go in and restore the Corrupted Elements, as Lady Stadi asked you to do some time ago.
But talk to the Captain next to Tommy first, he has some additional information for you, which you might want to follow up on.


THE GOBLIN ARMY

Go to the right towards the area of the Shrine of Terra. You may have been there before, during your first visit to The Pit. There are lots of goblins in those caves, maybe you can attract their attention and lure them into the swinging axes near the door. Anyway, have fun with them, they're all yours! I'm sure you can take on an entire army of goblins on your own by now. Don't forget to collect their Restore Health potions btw.
Go into the cave through the second door on the left, you'll find an advance party of legionnaires there, accompanied by an Ordinator Captain. You'll also see that the passage beyond is blocked by a magic wall; the Captain will explain to you that you need to restore the Elements to clear the way. So that is your first priority now.


TERRA TENEBRAE

Now that we're in the Terra part of The Pit, we might just as well restore the Element of Terra first. The order in which you restore the Elements is not important though, it's your decision.

Terra Tenebrae is an underground tunnel complex, and quite a maze. Levitation doesn't work in here, so if you fall into a pit you might never get out...
The quickest way through is to go straight ahead and follow the winding passage until you get to a junction, then go right. Follow that passage to the end, and you'll see a large cave. There are a couple of Demon Skeletons and some ordinary ones, but two of those are out of reach and shoot arrows at you, a bit annoying if you don't have ranged weapons yourself.
Go into the building down at the far corner, kill/avoid/ignore the lich inside, and go to the altar to take the Key to the Shrine of Terra. Also don't forget to look inside the urn in the corner for some potions of Jump - much needed in this place!

Now go all the way back to where you started, and to your right (facing the entrance door to Terra Tenebrae) you'll see another passage in the dark that you might have missed earlier. Go in and follow it to the end. That's where you may need one of those potions of Jump, because it's very difficult to climb - but not impossible; I tried it once, but you have to figure out where to put your feet.
You'll see a cave with stone arches and some dark clouds. I would avoid those if I were you... And the arches too, but I think you know how to spot the spear traps by now. Go right and around through the arches without stone floors beneath them, and check out the buildings. In one of them (the northeast one) there's an altar with something on it called Dark Terra, it would be a good idea to take some. (More on this in Ignis Tenebrae.)

On the far side of the cave there's a door to the Shrine of Terra, your destination. No more battles or intricate traps, just a deep, deep pit. In this cave you can levitate though, so there shouldn't be a problem.
At the bottom you'll see a blue crystal and a row of bells. As Tommy told you before you went to the Last City (read your journal), the altars in each Shrine are "captured", and that blue crystal is what's capturing it.
Touch the crystal. Memorize the sequence, and play the same tune on the bells. If you have a lot of trouble with this (I have, I never get it right the first time), I can help you: if you number the bells from 1 to 6, 1 being the biggest bell, then you need to play the sequence 1-6-3-4. This will free the altar, and you can touch it to restore the Element of Terra.Now leave the caves and go restore another one, if you haven't finished all four of them yet!


AQUA TENEBRAE

I'll take you to Aqua Tenebrae now. The entrance is almost at Tommy's feet, behind a fountain downstairs, but you know that already, of course.
There's no fighting to be done here, only a puzzle. Just stand still for a moment, and look around you. Of course you need to avoid those revolving potato mashers, or tenderizers, or maces, again, but you can go around them if you run to the far right of the room at the right moment. Then go down into the water, the maces can't touch you as long as you keep hugging the wall.

Now swim around a bit and look at the structure. There's a path you can follow, up the stairs and then onto the large beams - you can't levitate here, you'll have to walk - and watch out for those maces again up there! - all the way to the top, but there's nothing you can do there yet, there's only a blue flame and a message about a blessing.
If you actually walked all the way up to see that, don't walk all the way down again, just jump into the water! Fun, isn't it? Now go under water beneath the maces and look for a sphere called Chaos (this should remind you of the one in the Realm of Aqua, of course), in front of the tower base. Touch it and go to the top of the tower (again). You'll see a couple of swinging axes; just let yourself be "blessed" by them. The blessing takes you to the Shrine of Aqua.

If you have been to another altar before, you'll know what to do; for those that haven't, I'll repeat it here.
As Tommy told you before you went to the Last City (read your journal), the altars in each Shrine are "captured", and that blue crystal is what's capturing it.
Touch the crystal. Memorize the sequence, and play the same tune on the bells. If you have a lot of trouble with this (I have, I never get it right the first time), I can help you: if you number the bells from 1 to 6, 1 being the biggest bell, then you need to play the sequence 6-4-2-1. This will free the altar, and you can touch it to restore the Element of Aqua.Now get out of Aqua Tenebrae by going around the other (west) side of the maces, jumping up and running to the door. You can restore another one now, if you haven't finished all four of them yet!


AER TENEBRAE

You may have trouble finding the entrance to Aer Tenebrae, but it's right above the entrance to Aqua Tenebrae. Look up, it's only partly obscured by a small cloud.
Levitate (or jump high) to it and enter. There's only a Winged Twilight to deal with, the rest is easy. Just follow the path and go through the door of the Shrine, then run to the far side of the enormous hall.

If you have been to another altar before, you'll know what to do; for those that haven't, I'll repeat it here.
As Tommy told you before you went to the Last City (read your journal), the altars in each Shrine are "captured", and that blue crystal is what's capturing it.
Touch the crystal. Memorize the sequence, and play the same tune on the bells. If you have a lot of trouble with this (I have, I never get it right the first time), I can help you: if you number the bells from 1 to 6, 1 being the biggest bell, then you need to play the sequence 6-3-1-5. This will free the altar, and you can touch it to restore the Element of Aer.You can restore another one now, if you haven't finished all four of them yet!


IGNIS TENEBRAE

This is the last one I'm going to take you through, although it may be your second one, or the third... Go left from where Tommy is and descend down the stairs and the ramp. You'll see two statues beside a double gateway. The right one, the Passing of Time, will shock you a little; the Passing of Light is better.
You could take a look in the chest, you may find something nice. (Although I only found a gold coin - one - and a Nordic Fur Right Bracer just now. Yeah! ) As you approach the lava stream, a statue will start to move across it (unless you visited this place before). Don't be scared, it won't do anything else... Now walk along the lava stream, to your left you'll see a door: this is the entrance of Ignis Tenebrae.

You'll be entering some dark caves and passages again. If you stand still for a moment, you'll hear a flame atronach. Follow the winding passage (left, then right) and go into the first passage on the right. Take care of that flame atronach if it gets in the way and walk up to the Anvil of Ignis. Touch it, and you'll get a message about needing some items: a Hammer of Fire (which is around here somewhere), and something called "the Darkest Earth, born at the altars of Terra Tenebrae". Once you have both, the anvil will produce a key.

Now may be a good time to leave this place and go to Terra Tenebrae to get that Darkest Earth, or Dark Terra, if you don't have it yet. (I'm not going to say it twice!)

Go back through this passage and go right, then left; you'll see a large room on fire, just like Tafall in the Realm of Ignis. If you go left into another room, you'll find the door to the Shrine of Ignis, but you can't enter it yet. Go the other way first.
The south passage is lined with statues, and you'll have to run the gauntlet here. I hope you are pretty fireproof, I expect that High Elves will have a rough time here... But you can rest and recover inbetween the pairs of statues if you want. Be careful at the other end, there are a couple of flame atronachs waiting for you in that room, who'd love to take advantage of your weakened state.
There's an altar in the room with the Hammer of Fire on it. Take it. If you don't have that Darkest Earth yet, now's the time to go to Terra Tenebrae and get it. (Oops, I said it twice! )

Go back to the Anvil of Ignis and simply touch it (don't equip the Hammer, that won't work) to get the Key of Ignis. Now go to the room north of the room on fire, and through the door of the Shrine of Ignis.

You may know what to do already, because you have at least been to Terra Tenebrae now. But just in case you didn't restore the Element of Terra yet, or any other, here's what to do.
Touch the crystal. Memorize the sequence, and play the same tune on the bells. If you have a lot of trouble with this (I have, I never get it right the first time), I can help you: if you number the bells from 1 to 6, 1 being the biggest bell, then you need to play the sequence 5-1-3-2. This will free the altar, and you can touch it to restore the Element of Ignis.You can restore another one now, if you haven't finished all four of them yet!


Have you restored all the Elements now? Don't bask in your glory yet! There's one more thing you need to do, and that's finding the mastermind behind all the troubles, to face up to him - or rather, just kill him. He's inside the Black Mill.
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THE BLACK MILL

There's one last thing to do: kill the mastermind, The Conjurer!

Now that you have restored the four Elements in their Shrines, you can go to the side passage in the Terra area of The Pit (you probably explored it before, when you defeated the goblin army) and visit the advance party of legionnaires. You'll notice that the magic wall has gone, and the Ordinator Captain too. Go into the passage, into the Underground area of the Black Mill, and run towards the sounds of battle - the Ordinators need your help! Kill the goblin enemies, but take care not to hit an Ordinator, or you might get expelled (even if you're a Patriarch - it happened to me!).

The Ordinators won't accompany you, so go on alone and explore the rooms there; you'll find more goblins and goblin handlers to fight. The door at the end is heavily locked, but of course there is a key somewhere. It's sneakily hidden beneath a jug, in the room closest to the locked door. Btw there's also a hidden door close by, but I'll get to that in a minute.
Unlock that door and you'll enter a cave with some pretty waterfalls; to the right are more caves. Fortunately you can levitate here. On the far end is a cave with some mummies, and a dreugh shield. It will probably be of little use to you, but go right ahead and take it if you want.
There are more caves around here, but you have to go up, way up... In one of the caves is a goblin guarding... nothing? There are only some blank walls here, but there's also a Heavy metal ring you can pull.

Go back out of these caves and through the unlocked door, the hidden door to your left will be open now. But hold on, don't rush in; there are several traps here. The patch of floor in front of you does look suspect, doesn't it? Jump across and stand still again, to wait for the right moment to get past the swinging axes.
Now you can run upstairs and open the door. There are several tough enemies in the room, one of which you haven't seen before: it's a Soulreaper. That guy likes to summon storm atronachs and then attack you together. This is just a foretaste of what's to come.
Go into the next room and through the trapdoor, into the Black Mill itself. Finally.

There's nothing on the first floor, except time for you to prepare for battle. Go up the stairs to the second floor, there's one Soulreaper guarding a ladder with a trapdoor.
On the third floor there's a ring of mummies hovering in mid-air, and a body in the center - the body of Hasib! It is guarded by a pair of Soulreapers, you'll have to kill them first. Then, something happens with Hasib's body: a head with four faces will appear, an apparition of The Conjurer. Talk to it to hear him brag, then prepare for a big fight as soon as you say "Goodbye".
The new enemy is very quick, so it'll be hard to avoid him. So just do your best to defeat him in close combat. After the fight Lady Stadi Galanos will appear, to give you some hints about what you need to do next.
The Soulreapers upstairs are different, they'll throw hard-hitting skulls at you. It's best to be quick and kill them in close combat, or evade the skulls and kill them with a ranged weapon. On this top floor you'll see an arched door you need to go through.

You'll enter a large room with a long walkway, and Hasib (the "bad" side of him, as Lady Stadi explained) is blocking the way. But don't kill him! If you can, sneak past him; or make him come to your end and endure his attacks while you get past him. A better idea might be to lure him your way and then run up the ramp to your left, then jump off and onto the walkway. He won't be able to follow you, and you won't have to hurt him.
On the far side there are two skull-throwing Soulreapers. Their aim is quite inaccurate, so it should be quite easy to kill them from a distance, since they can't find their way onto the walkway. Or just run up to them and finish them off quickly. If you're very stealthy, you might even pass them unnoticed.

Behind them is a huge hall and two more Soulreapers, the summoning kind this time. Kill them and walk to the right, because your main enemy is waiting there for you at the end.
He won't do anything at first, he's willing to talk - but only to tell you you'll die! That's something you can't agree to, of course, so just say goodbye to him permanently. Actually you don't even have to talk to him, you could strike first to get a head start. (Or kill him outright, which is a remote possibility.)

He'll summon a pair of daedras (a Golden Saint and a Dremora Lord), so unless you're very strong and skilled at close combat, and well supplied with lots of potions, it's best to back away and avoid the nasty spells that The Conjurer will be casting at you. If you use spells or enchanted weapons, be aware that The Conjurer and both his temporary minions use Reflect a lot; so it's best to use something that won't hurt yourself (like Frost Damage for a Nord), or just a bow with silver arrows and other unenchanted weapons. Or take the damage and swallow a lot of those Restore Health potions you've been collecting. And Restore Fatigue will also be very useful, since you'll probably run around a lot, heheh. Anyway, enough about tactics. You can figure it out for yourself.

After awhile Hasib will come to his senses and be willing to help you. He might be useful to distract The Conjurer, who'll be concentrating on you, but most probably he'll still be stuck behind some pillars or something, which isn't very helpful to you now.

As soon as you have defeated The Conjurer, Lady Stadi will appear (at the end of the hall) and declare victory. At the same time she'll teleport you to the Inner Sanctum of the Cathedral, where Reverend Xanondorf will give you a nice reward: a home of your own, here on Sunset Isle! It's a very nice place, with display cases and mannequins to display your trophies.
Be sure to read the books you'll find there, they're essential reading as far as I'm concerned.


THE END


... or is it? Maybe you didn't take enough time yet to take a look around on the island and do a sidequest or two? Anyway, enjoy your stay on Sunset Isle
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