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Bloodmoon Main Quest: Bloodmoon Prophecy

15 February 2011

Prerequisite Quest: Ominous Signs or
Free Castle Karstaag
Next Quest: None
Locations: Skaal Village,
Minimum Level: None
Recommended Level: 40
Required Items: None
Suggested Items: Lock Pick/Open (65), Heal Companion
Difficulty: Difficult

Quick Walkthrough


  1. Speak to Korst Wind-Eye to learn about the Bloodmoon Prophecy (if you aren't a Werewolf).
  2. Rest somewhere for a while to be taken by the Hunter, Hircine.
  3. Enter the Outer Circle of the Glacier and find Captain Carius. Team up with him to kill Werewolves and find the Key to the center gate in a chest (just kill him if you're a Werewolf).
  4. Leave Carius behind and enter the Inner Circle to find Tharsten inside.
  5. Team up with Tharsten and explore the area. Eventually he will turn into a Werewolf. Kill him and get the key from his corpse (he will turn into a Werewolf immediately if you yourself are also a Werewolf).
  6. Continue onto the Huntersman's Hall where you'll meet, and kill, the Frost Giant Karstaad.
  7. Move to the portal in the North where you'll meet Hircine once again.
  8. Select one of the three aspects that you wish to fight. Defeat it in battle.
  9. Loot the key from the corpse and exit via the portal.
  10. Watch a short cut-scene. Return to Korst and Fort Frostmoth to finish the main quest.


Detailed Walkthrough


Note if You're a Werewolf
This last quest is mostly the same whether you became a Werewolf or not during the main quest. The minor differences will be mentioned in the below walkthrough.

Return to Skaal Village
If you are not a Werewolf, talk to Shaman Korst Wind-Eye in the Skaal Village and he'll tell you about the Bloodmoon Prophecy. The prophecy speaks of a time that occurs once an era where a demon god, The Hunter, will walk the land in company of his Hounds, assumbly these Werewolves. This time is preceded by three signs. The first sign tells of Fire from the Eye of Glass, which most likely relates to the plume of fire emanating from Lake Fjalding. Second is the Tide of Woe which probably is manifest by the many corpses of Horkers found lately along the shore. The third, and final sign, is the Bloodmoon, which is when the moon turns red from the blood of The Hunter's prey. Just recently, the moon(s) of Tamriel have indeed turned red in color.

After the three signs is something called the Hunter's Game which seems to vary from era to era. The game might involve the hunting of an entire tribe, or just one man. If this Prey can survive the hunting then the demon returns to his realm for another era. All that can be done is to await until The Hunter lets it be known who the prey is to be this time.

If you are a Werewolf, skip this step and simply wait for Hircine to contact you.

The Hunter's Game
Since things are quiet for the moment, perhaps now would be a good time to have a nap. You goto sleep in your house in the village but are waken suddenly by several Werewolves surrounding your bed. You are then teleported into the presence of a Daedra Lord named Hircine who explains what is happening. You, along with the three people who have disappeared recently (Captain Carius, Tharsten, and Karstaad), and to be the prey in the Hunter's Game. Only one of the four will survive the way through the glacier to face The Hunter in battle at the end of the game. Hircine disappears and tells you to find the other three who have already gone ahead of you.

Mortrag Glacier Maze
From the area where you met Hircine, proceed forward to the Outer Ring area. On the other side you'll meet and talk to Captain Carius who suggests that together we can find the way to the center of the maze and the key that opens the gate at the center. Agree to travel together as you could certainly use any help. If you are a Werewolf, Carius will just attack you on sight so simply kill him.

The maze is frought with a number of powerful Werewolves who seem much stronger than those you've encountered previously (on 100 difficulty they can hit for up 300 hit points). The Werewolf statues you find can also instantly turn into Werewolves so be careful as you approach them. Note that levitation is disabled while in the maze.

From where you first came in, take the right-hand passage and after the first Werewolf you will find a chest will a glowing key that will open the gate in the center. The maze is small enough that it won't take too long to find the center, although you'll have to deal with at least 20 Werewolves or so in the entire maze. Once you reach the center, Captain Carius will volunteer to stay behind while you face the Hunter. Step through the portal to the Inner Circle area.

The Inner Circle
As soon as you enter the Inner Circle area you will be greeted by Tharsten who again suggests that you band together if you aren't a Werewolf, which is again a good idea. If you are a Werewolf he'll attack you on sight. Just around the corner you must be careful because as soon as you attack any of the Werewolves you see, you will be attacked by at seven Werewolves at once. A very difficult fight if you are not ready for it. The beasts are not very resistant to paralysis which makes it a good spell to use.

Continue on until you reach an area with a chest. The chest is empty but at this point Tharsten exposes his true self as a Werewolf and attacks you. Once he dies the Hircine Ring appears on your finger. Don't forget to loot his corpse and get the key to the next area. Continue on, being careful of Werewolves, until you reach another portal to Huntaman's Hall.

Note that if you have a high acrobatics (80+) you can jump up into some the various 'windows' and possible get to the center faster.

Huntsman's Hall
You enter the final area cautiously, not knowing what to expect. In the middle of the large hall you'll find the Frost Giant Karstaad awaiting the Hunter. When he sees you, however, he will attack so be prepared to defend yourself and kill him. The Giant is tough and hardy, but no more difficult that some of the beasts you've already encountered (fire damage will most likely help).

As you approach the portal Hircine will once again appear and go into a spiel about you becoming his prey. You are asked to choose the hunter's most important attribute: Strength, Speed, or Guile. The aspect you select will be the part of Hircine that you will fight. I choose Guile, though I don't know the effect of this choice. As soon as you select Hircine will disappear and The Hunter will appear in his place...be ready.

I found the fight relatively easy compare to some of the other fights, mostly due to the large space in which to run around in. Use ranged attacks or the hit-and-run technique to your advantage. When the Hunter falls, don't forget to loot the corpse. Exit the area from the portal in the Northern end and view a nice cut-scene.

Hunter's Reward
The item you are rewarded with is determined by what choice you made with the Hunter before the fight.
Guile: Spear of the Hunter Two Handed Spear Chop: 12 to 15 Slash: 12 to 15 Thrust: 40 to 60 Condition: 2000 Weight: 25.0 Value: 25,000 Cast When Strikes Paralyze 10 seconds Burden 50 pts for 10 seconds Poison 4 pts for 5 seconds
Strength: Hunter's Amulet of Strength Weight: 1.0 Value: 15,000 Constant Effect Fortify Strength 10 pts on Self Fortify Attack 10 pts on Self
Speed: Hunter's Amulet of Speed Weight: 1.0 Value: 15,000 Constant Effect Fortify Speed 10 pts on Self Fortify Acrobatics 15 pts on Self Fortify Athletics 15 pts on Self

Return to Korst and Fort Frostmoth
Return to Korst in the Skaal Village to tell him the good news of victory, and bad news of the death of Tharsten. You can also return to the Fort since you have, finally, found the Captain, who has miraculously survived the ordeal and is back at the Fort (assuming that you left him alive in the Outer Circle).

This is the end of the main quest of the expansion.

or return to the Bloodmoon Quests page.

Includes Contributions from David Assaban, and Rob Brown.


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