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The Elder Scrolls III: Tribunal Hints
A Show of Power
1 of 14: Fedris Hler will send you to talk to Almalexia after you've finished with Investigate Bamz-Amschend. (I believe you get this quest even if you've reported to Tienius on that one, but talk to Fedris about "investigate the disturbance" if you don't.) Ask Almalexia about the "task" she has for you, and then go through all of the new conversation topics until she sends you to find out more about the End of Times cult.
2 of 14: Specifically, Almalexia will send you to talk to Meralyn Othan in the Great Bazaar -- Meralyn's brother Sevil was one of the cult's victims.
3 of 14: Meralyn can be found near the pawnbroker or trader. Ask her about "End of Times", and she'll tell you that the cult's leader, Eno Romari, often hangs around just outside of the Winged Guar in Godsreach.
4 of 14: You may not have seen him before now, but once you have that information, go to the tavern, and Eno will be there. Keep talking to him about various topics until you've discussed "the Cleansing." That's the information that Almalexia is looking for, so report back.
5 of 14: Talk to Almalexia about the End of Times again, and she'll talk about needing to teach her people a lesson. Eventually, the topic "ashstorms in Mournhold" will come up, and when you talk about that, Almalexia will give you a powered Dwemer coherer to use in the Karstangz-Bcharn down in Bamz-Amschend.
6 of 14: It's back to the Dwemer ruins via the hole in the Plaza Brindisi Dorom.
7 of 14: NOTE: All you Marksman experts should be sure to loot all the Centurion Archer corpses that you find (and make) to get their dwarven darts. Those darts do *way* more damage than the old ebony and Daedric darts, and they are much more enchantable. (Some few archers even have pre-enchanted shock darts on them.) Also, remember that disposing of a Centurion Archer's corpse and then exiting and reentering the area will cause it to respawn (though it sometimes respawns as other dwemer constructs).
8 of 14: Start out in Hearthfire Hall, and proceed from there to the Passage of Whispers, then Radac's Forge on the north side of the Passage.
9 of 14: Once you're through Radac's Forge and in the Passage of the Walker, head to the southwest corner to reach King's Walk, and finally, onto the Skybreak Gallery. That's where you'll find the Karstangz device.
10 of 14: Just walk up to the junction box in the center of the room and try to use it (SPACEBAR on the PC) -- the game will automatically ask if you want to use the coherer here. (If nothing happens, double-check to make sure you still have the coherer, and if all else fails, hit ~ to bring up the console window and type player->additem misc_dwrv_weather 1 to cheat yourself a copy.)
11 of 14: Then, once you've done that, walk over to the three levers on the outer ring of the central platform.
12 of 14: Notice that you can see some sort of picture on the wall in front of you.
13 of 14: Trial and error is the only way you're going to figure out how to set the levers. Your journal will also give you a bit of a hint here, once you've found the right combination.
14 of 14: Move the levers so the first two are "up" (away from you) and the third is "down" (closer to you), and you should see a picture of a volcano in the distance. Your journal will also say that you've created the desired result. So head back to the surface (Almsivi Intervention is a nice shortcut) and report your success to Almalexia.