Online:In Sickness and In Health
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Quick Walkthrough[edit]
- Investigate the first and second gates.
- Follow the trail.
- Pursue the stranger.
- Find Vazbi.
- Enter the caves and speak with Silhu-jo.
- Defeat Hulzar.
- Speak with Vazbi back at S'rendarr's Cradle.
Detailed Walkthrough[edit]
S'rendarr's Cradle is in need of assistance. It appears they are going through a drought—no water flows through the aqueduct. Vazbi insists that she needs to investigate why S'rendarr's Cradle has no water, much to the chagrin of her mentor and adopted father, Silhu-jo. When you agree to assist Vazbi in investigating the aqueduct, she informs you that your first task will be to guide her to the first sluice gate to make sure there's nothing wrong with it.
Beginning the Investigation[edit]
Head to the first gate, located directly south of S'rendarr's Cradle. Investigate the aqueduct's sluice gate. It is open and dry. Vazbi is going to take a moment to study the gate while you clear the way. The second gate lies southeast of the first, past swaths of thirsty, grumpy senche-lions. Vazbi catches up when you arrive at the gate. The second gate is also dry, as expected. However, Vazbi notices something strange on the platform. Investigate the Torn Habit and speak with Vazbi. She recognizes it. It's a piece torn from a S'rendarr's Cradle adept's robes. This is an old version of the uniform, one that is no longer worn by the adepts of the Cradle. It looks torn, as if used to dress a wound, and is covered in blood. Vazbi speculates that it could be a warning of sorts, or a clue. She suggests you search the base of S'rendarr's Cradles aqueducts, as someone who is gravely injured may have rested in the structure's shadow.
Investigate the area not far northeast, just under the aqueduct. You'll find a bloody habit here. The blood on the cloth is more spotty. Vazbi reckons it could be from a sore. Head north down the hill. The place is crawling with ogres ... and they don't look too well. A little ways down the hill likes a weathered cameo. The picture is cracked, and Vazbi deduces that it was not dropped by accident. Continue your search by moving west. A crumpled nursery rhyme lies in the grass. The poem is quite odd. It looks like it was written for the adepts, and comes off as though it was written by whoever stopped the water's flow. It speaks of the Knahaten Flu, and "the sweet cat who survived the disease". Someone holds a grudge against S'rendarr's Cradle that hearkens back to when the adepts were treating flu victims.
Head further west. You'll find a swaddling cloth on the side of the road. Vazbi recognizes the pattern on the cloth. Travel northwest into the canyon to search for your next clue. A scarred coin lies in the sand. Vazbi identifies it as a Death Coin. Vazbi calls you over to talk. She admits she hasn't been entirely truthful. She believes that she is the reason there is a drought. Every year on her birthday, someone leaves gifts outside the cloisters, like the nursery rhyme, coin and cameo you found. Days after the aqueduct ran dry, the gift giver left a jug of cold water outside Vazbi's door. The trail of gifts you found today lead to the canyon, Baan Dar's Litter: a dangerous, forbidden place. Old ghosts haunt the place, moaning and howling curses in the night. Vazbi believes the two of you have no choice; the last sluice gate is within the canyon, and so is the one you're pursuing.
Baan Dar's Litter[edit]
Head northeast into the canyon. Baan Dar's Litter is thick with harpies. When you cross beneath a rope bridge, Vazbi spies someone in the distance. Pursue them east. They are wearing rags, and run northeast when you approach. You'll need to chase them through a section of the canyon lined with harpy nests. You'll spot another Khajiit, who has a staff. They run further into the canyon. Chase them to the southeast, past a cluster of giant wasp nests with a wasp queen. Vazbi decides you should split up as you pass beneath the wasp nests, seeking to corner the one you're chasing. Pursue the stranger south.
You'll find yourself at a cliff with caverns dotting its face. There are several people atop the cliff, including a Khajiit named Hulzar, who calls Vazbi his daughter. He commands his people to take Vazbi to their camp at the Baan Dar Gate, and orders others to kill you. Hulzar says something about setting S'rendarr's Cradle aflame. You'll need to fend off three waves of flu-scarred Stricken Lunatics. They don't have much health, and attack with their claws, so you shouldn't have many issues fighting them. Once the coast is clear, head east to find Vazbi. You'll find Silhu-jo kneeling behind a boulder, who beckons you over. Speak with Silhu-jo.
Silhu-jo Tells All[edit]
He admits that he followed you and Vazbi as you investigated the aqueduct. He may not be Vazbi's biological father, but he loves her as any father would love their daughter. He doesn't have time to elaborate on why he thinks someone would want to burn the Cradle to the ground, but he does inform you that there is a cavern deep within the Litter that ascends to the Baan Dar Gate. He believes you will find Vazbi and the aqueduct blockage there. Head north towards that cavern. The place is crawling with flu-scarred Khajiit, so be wary.
As you make your way down, Silhu-jo will start to ramble: he believes the people who kidnapped Vazbi are the Stricken, Khajiit who were ravaged by the flu, but not killed by it. The Stricken were cast out by society. They came to S'rendarr's Cradle for healing once, but King Hemakar would have none of it. His vizier came to the Cradle with a legion of war-cats, vowing to raze the adeptorium to destroy all traces of the Knahaten Flu. Vazbi's parents brought her to the Cradle during this period in time. They were seemingly near death, but Vazbi was healthy and vibrant.
Baan Dar Caverns[edit]
The Stricken Lunatics and Maniacs located closer to the cave have more health than the ones who ambushed you. Enter the cave and make your way east then south through the tunnel. Silhu-jo asks to speak with you before you exit to the Baan Dar Span. Vazbi's father hates Silhu-jo. Silhu-jo believes that his death will save Vazbi and the adeptorium.
Follow him into the Upper Baan Dar Caverns. Silhu-jo sees Vazbi and asks if she is unharmed. Hulzar throws a spell at him, gravely injuring the adept before running out of the caves. As Vazbi fruitlessly attempts to heal her mentor's wounds, speak with her. She says that Hulzar wields horrible magic. He grew jealous of Silhu-jo as he watched Vazbi grow up from afar. Now, he plans on razing the adeptorium - and with the aqueduct blocked, there will be no water with which to quench the blaze.
Vazbi blames herself for everything that has transpired— going far as to wishing that she were never born—, and asks that if you can find a way to spare Hulzar, that you do so.
Restoring Water to S'rendarr's Cradle[edit]
Enter Baan Dar's Overlook and confront Hulzar. Unfortunately for Vazbi, you have no choice but to kill him. Hulzar wields flame and healing magic, and will summon Stricken Agitators during battle. Once Hulzar is dead, head southwest up the hill and open the Baan Dar Gate, returning water to the Cradle.
Travel northwest and return to S'rendarr's Cradle and speak with Vazbi in the northern section of the adeptorium. Silhu-jo has died, and his corpse lays on an altar. There are healers tending the grounds. Vazbi has experienced great loss today, and has a personal decision to make. The people of Elsweyr believe that S'rendarr's Cradle worked miracles to stave off the Knahaten Flu, but that notion is wrong. She's not sure whether she should stay at the Cradle and continue in her path to become a healer, or leave.
If you convince her to leave, she will live on the streets of Rimmen, aiding the sick whenever she can. If you convince her to stay, she gathers the healers and informs them that the adepts of S'rendarr's Cradle will begin a wholesale effort to help the Stricken of Baan Dar's Litter, to heal the wounds the adepts created eighteen years ago.
Quest Stages[edit]
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- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.