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The Elder Scrolls III: Tribunal Hints
The Mad God
1 of 22: Almalexia will give you this quest after you complete The Blade of Nerevar for her.
2 of 22: Talk to her about "forge the blade" and she'll start to talk to you about how Sotha Sil has become unstable and must be stopped. Keep talking to her to finish up the conversation, and when you're ready, she'll agree to transport you to Clockwork City. Note that once you go there, there's no going back until this quest is done -- no teleportation (or levitation) magic allowed here. So, prepare yourself as well as you can, and make sure to save your game here before proceeding. (And don't overwrite this saved game -- create a *new* saved game once you arrive in Clockwork City!)
3 of 22: Oddly enough, Clockwork City is a fairly dull place most of the way to the end. There are quite a few fabricants and a few puzzle-like traps along the way, but no real treasures to pick up, not even all that much variety in the types of creatures you'll encounter. Keep reading as these hints walk you past the major points of Clockwork City.
4 of 22: First, you'll need to go from the Outer Flooded Halls to the Inner Flooded Halls. Several of the doors have levers next to them. Generally, look immediately to the right or left, although for the very first door, look on a column slightly behind you and to your right if you're right up against the door.
5 of 22: Once you reach the Inner Flooded Halls, you'll find several swinging blade traps in a row. The good news is that the blade traps can kill fabricants careless enough to walk into them, but the bad news is that they can also kill you. Generally, you can just time your run through the traps by getting as close as you can to the blade without touching it (on the PC, it may help to hit TAB to switch to third-person view). Then, when the blade's swinging away, run a few steps to the next space between blades, and repeat for each blade.
6 of 22: The Hall of Delirium has a few spike traps on the floor. You can either jump up onto the (very short) ledges next to them, or else open nearby doors (levers are adjacent to each door) and go around the spikes completely.
7 of 22: Then, Central Gearworks leads you to the Hall of Theuda (yes, you can go through that bashed door -- it's perfectly safe) to the Dome of Kasia.
8 of 22: The Dome of Kasia is a bit of trick. You may notice the door on the second-floor ledge, but you'll probably also notice the trap that rolls around the ledge and crushes anyone too slow to avoid it. Timing is important here to make sure the trap doesn't crush you, but even then, you may still have a hard time getting past the trap. (I even had trouble with this one with a speed just under 200!)
9 of 22: The next location, the Dome of Serlyn, poses two problems. One is that, according to some, there's a bug that makes the room *completely* dark, with no way to relight it. (I did not experience this, though.) The other is that you need to solve a puzzle to get to the next location.
10 of 22: The Hall of Sallaemu is just a tiny location that takes you to the Dome of Udok, where you can pull a lever to extend a catwalk onto the Hall of Mileitho.
11 of 22: Note that your strength attribute has to be at least 100 to use this lever. Hulking Fabricant elixirs can provide some temporary strength fortification if you need it. (If you manage to pull the lever and the bridge *still* won't move into position for crossing, then see the IMPORTANT PATCH NOTE.)
12 of 22: Save here before proceeding -- you're getting close to the end.
13 of 22: The Dome of the Imperfect pits you against one of Sotha Sil's giant robots. This may be a tough fight, but there's nothing particularly unusual about the fight itself. Save again, and then proceed into the Dome of Sotha Sil itself.
14 of 22: You'll find Sotha Sil dead on one of his own contraptions in the center of the room. "Use" or "click on" him by pressing SPACEBAR for the game to verify that it's really him.
15 of 22: You still can't use teleportation magic, so you're going to have to go back the long way to see what sort of exit you can discover.
16 of 22: Unfortunately, Almalexia will appear and tell you that she was really hoping you'd die here. You're going to have to kill Almalexia (yes, kill a god) to get any further.
17 of 22: When you're finally done, search Almalexia's corpse.
18 of 22: Get her Hopesfire blade, and also take Barilzar's Mazed Band.
19 of 22: The band can be used to summon a fabricant, if you actually cast it, but simply equipping it will allow you to teleport to Mournhold, Clockwork City, or Vivec. (If you're already wearing it, take it off, and then put it back on again, and the teleport menu will appear.)
20 of 22: Teleport back to Mournhold, and step just outside the temple, where Azura will appear and tell you that you did the right thing. She'll also have ended those pesky ashstorms.
21 of 22: And no, very few people will ever believe you about Almalexia. Don't waste your breath telling anyone besides Helseth.
22 of 22: One fun thing you can do after Almalexia's dead is return to Skybreak Gallery in Bamz-Amschend and play with the weather machine to affect Mournhold's weather. For instance, you can yank the middle lever in order to make it rain all the time. (Thanks to Cavecanem1953 for this tip.)