The Elder Scrolls III: Bloodmoon Hints

Hircine's Hunt

  • 1 of 28: Talk to Wind-Eye about the Bloodmoon Prophecies and the Hunter to learn of the legend behind all of this.
  • 2 of 28: Wind-Eye admits he doesn't know what's going to happen next, but you'll certainly find out the next time you attempt to rest anywhere.
  • 3 of 28: When you do, you'll be captured by the werewolves and taken to the same place that Carius, Heart-Fang, and Karstaag were taken -- namely, the Mortrag Glacier.
  • 4 of 28: NOTE: The glacier is full of hostile werewolves and is the site of the big endgame battle, so be sure to prepare fully before resting and getting captured. If you need healing, use potions and spells. Be sure to stock up on healing potions and other essential items, sailing or teleporting back to Vvardenfell if you have to in order to find everything you need. Also, save your game in a slot you won't overwrite (in case you can't handle the glacier and need to restore back and prepare more).
  • 5 of 28: TIP: The most useful things you can possibly have are super potions of Restore Health that you made yourself while under the influence of items that temporarily gave huge boosts to your Intelligence and Alchemy skill. See the potion-making tips in the general tips section of the main Morrowind UHS hint file for all the details on how to do that.
  • 6 of 28: In the glacier's entry area, the Daedra Lord Hircine will appear before you and tell you what's going on. When he vanishes, proceed through the door to the Outer Ring.
  • 7 of 28: You'll immediately be accosted by Captain Carius. Talk to him about "find our way" to get the choice of fighting with him or against him.
  • 8 of 28: There's really no good reason to kill him yourself. He'll make a useful escort, and will hack a few of those werewolves up for you before he dies. (You can prolong his usefulness if you have a spell like Heal Companion that you can cast on him periodically to heal him.)
  • 9 of 28: In order to proceed to the glacier's Inner Ring, you need to find a key in a chest and take it to the center of the Outer Ring area.
  • 10 of 28: The chest with the key can be gotten to quickly by going down the passage leading west from the entrance you came in through.
  • 11 of 28: Once you have the key, return to the entrance and then make your way around the ring clockwise until you can find a passage leading east into the center of the area.
  • 12 of 28: NOTE: The werewolf ice statues that can be found in various places in the Outer Ring and Inner Ring will turn into live werewolves if you approach them while carrying a maze key.
  • 13 of 28: NOTE: If Carius survives long enough to make it to the Outer Ring's central chamber, he'll volunteer to stay behind and guard the gateway. However, there's a game bug that can allow you to get him into the Inner Ring with you. While he's either lagging behind or fighting a werewolf, run into the central room and quickly use the forcefield teleporter before Carius can reach the "trigger point" where he leaves you. Then, if you have Heart-Fang join you, you'll have two powerful fighters helping you sweep through the Inner Ring and kill werewolves! (Unfortunately, there's no way to get either one of them into the Huntsman's Hall.)
  • 14 of 28: Walk up to the forcefield and use it to be teleported to the Inner Ring.
  • 15 of 28: It works much the same way as the Outer Ring, with Heart-Fang being the one you can either fight or join.
  • 16 of 28: As with Carius, there's no good reason to kill Heart-Fang now. You might as well let him join you and hack up some werewolves for you.
  • 17 of 28: As it turns out, Heart-Fang has secretly been a werewolf for a long time, and if you fight him, you'll have to fight him in wolf form. It's much better to lead him into enough werewolf combats that he gets killed by them. (If you find the chest that supposedly has the maze key in it, don't open it, or Heart-Fang will transform and attack you when you find that it's empty.)
  • 18 of 28: When he dies, you can get his cool magic axe and the maze key from his dead body. Also, you'll automatically get Hircine's Ring, which can be equipped and used to temporarily turn you into a werewolf. The effect only lasts a few hours, and you're not permanently changed in any way, so try it out if you want to. Just remember that you can't use any weapons, armor, potions, magic, etc. while in wolf form.
  • 19 of 28: Once you have the key, make your way to the room in the center of the maze and use the forcefield there just like before.
  • 20 of 28: The third and final area is a bit different. First of all, you have to face the powerful frost giant Karstaag. He isn't even going to pretend to team up with you, and will attack you on sight.
  • 21 of 28: Karstaag is naturally very strong and endowed with a great many hit points. He's also immune to frost, paralysis, and normal weapons. He resists and reflects all magicka by 50%, and regenerates 4 hit points per second. And he's not even the final endgame monster!
  • 22 of 28: Once Karstaag is dead, heal up and save your game before approaching the platform near the teleporter forcefield. Hircine will appear and initiate the final battle.
  • 23 of 28: He'll first ask you what a hunter's greatest asset is -- his strength, his speed, or his guile. The one you choose will determine which aspect of Hircine that you have to fight.
  • 24 of 28: All three of the "aspect" creatures are level 100 with most of their attributes at or near 100, they all have 2,000 or nearly that in hit points, and they all are immune to frost, magicka, and normal weapons. They can also all reflect magicka 50%. The main differences are:

    The Aspect of Strength has a Strength of 120 and the most powerful physical attack.
    The Aspect of Speed has Agility and Luck of 140 and a constant Restore Health and Fatigue 5 points.
    The Aspect of Guile has an Agility of 115 and can paralyze and burden you with a spell.
  • 25 of 28: Which one is the best choice for you to fight is up to you to decide based on your ability to deal with the various monsters' particular strengths. I always choose the Aspect of Strength simply because it has the fewest fancy spell effects and abilities.
  • 26 of 28: Once you kill the chosen aspect, raid its body for a portal key and a neat magic item, then go use the nearby teleport forcefield to exit the glacier and finish the main quest series.
  • 27 of 28: You can report to Wind-Eye or whoever, but you're done now, so go have fun with whatever misc. quests and other things you haven't done yet. (Also, replay the last section of main quests as a werewolf. It puts a whole new perspective on things.)
  • 28 of 28: WEIRD BONUS: If you return to the Skaal Village's Greathall and look carefully in the mouth of the stuffed cliff racer that's hanging from the rafters, you'll find a new item called BlueDev's Ring of Viewing. Every time you equip it, you'll get a menu of werewolf-related cut-scenes that you can choose to view. Basically, this ring is a way for you to see all of those cool cut-scenes without having to go to all the trouble of replaying the main quests as a werewolf.