Netruk44/uesp-wiki-content huggingface dataset:
A Sweet Deal

Quick Walkthrough
#Ask around town about the latest rumors.
#Head to the basement and talk to Ligrod gro-Muzar. 
#Either
##Agree to help then head to the Black Ogre Tavern and talk to Shabhi, or
## Threaten Ligrod gro-Muzar about the Legion.
#Either
##Shahbi will give you 500 gold, bring this money to Ligrod gro-Muzar and receive 150 gold, or
## Kill both smugglers and report to an Imperial Guard in which you'll receive 200 gold.

Detailed Walkthrough
Something in the Basement
When asked about the latest rumors, people around   might mention that   and   have been going into the basement of the Census and Excise Offices several times in recent weeks. Nobody knows what they're doing down there, but most people are a bit suspicious. If you head into the basement yourself, you'll find the two standing by a crate with money on it. It turns out they're moon sugar dealers - and they offer you a cut if you'll make a delivery for them. You have a choice to make.

The Delivery
If you agree to their offer, Ligrod gives you ten portions of moon sugar and tells you to take it to   in  . Head to the tavern and find Shabhi, who at first is annoyed with you and claims to have been expecting twenty portions. This turns out to be a joke, and she's really only expecting ten - although she will buy the extra if you happen to have it. She pays the full price of 50 gold per portion, so this is a good opportunity to shift any samples you happen to possess. Take the money back to Ligrod, who takes 350 gold, leaving you with your cut of 150 - plus the extra 500 if you sold another ten units to Shabhi.

Blackmail and Violence
If you don't want to get involved in the moon sugar trade, you have two options: blackmail them for your silence or report them to the Imperial Legion. If you tell them you'll keep your mouth shut for a price, Ligrod will give you 150 gold and that's the end of the story. If you decide to report them, the pair will attack at once.

You don't have to tell them what you're going to do, of course. Simply talk to a member of the Legion and tell them about the situation. Unfortunately if you do this, the pair disappear before you can deal with them, leaving a   to tell you what they think of your actions. If both the smugglers escape, the Legion give you 50 gold for breaking up the racket. If you kill one of them, you receive 125 gold, and if both of them are dead you get 200 gold.

Quest Stages
Guar Duty

Quick Walkthrough
# Talk to   for more orders.
# Head to  's ranch north of  .
# Subdue the aggressive guars and tell Galelan the good news.
# Return to Brandt for your reward.

Detailed Walkthrough
Mating Season
 's next job involves controlling some aggressive guars. He tells you that the guild has an annual contract with a guar rancher named  , who lives in the ranch north of  . During their mating season, the guars can become aggressive and the guild helps control them. Your job is to head to Tel Ouada and see what needs doing.

Terrified Rancher
Tel Ouada is a simple boat trip away from  , and the ranch is just north of town. At first sight, everything looks quiet. Inside the shack, however, Erdlan Galelan is cowering in terror. Four of his guars have gone mad and he has been forced to stay indoors all day for fear of his life. Suddenly, he hears noises outside and knows the guars have returned. He hopes you can solve his problem without killing them.

Guar Frenzy
Outside, the four guars are running wild. You can deal with them in any way you see fit, but the more guars that remain alive, the larger your reward. To subdue them, you can either knock them out with Hand-to-hand combat, or use a Calm Creature spell to render each of them harmless. You can also kill them.

Once all four are calm (or dead), head back into the shack and let Galelan know he is now safe. He will give you 10 gold for each guar that remains alive.

Home Again
Back in Firewatch, Galan Brandt will hand over 100 gold and his disposition towards you will jump by five points. You also receive two Fighters Guild reputation points.

Notes
If you return to Galan Brandt without informing Galelan that he is now safe, Brandt will not be happy, and his disposition towards you will drop by five points.

Quest Stages
The Running of the Bullies

Quick Walkthrough
# Ask   for your first assignment.
# Seek out   in his manor across town.
# Allow him to follow you to   tavern.
# When confronted by the bullies, the end may result in multiple ways.
# Once Merdon Dillmoon is inside the tavern, report to Brandt for your reward.

Detailed Walkthrough
Your first Fighters Guild assignment in   is to escort one of the citizens,  , to   tavern. Head across town to his manor, where he awaits inside. He'll tell you about a few bullies waiting for him in front of the Queen's Cutlass, before following you to the location.

True enough, as you get close to the tavern door you are confronted by two Dunmer men. The leader,  , greets you and makes fun of Dillmoon's "bodyguard", which would be you. Here, your options vary. If your Speechcraft skill is at least 30, you can either return a smart comment, or try to intimidate Lleryn. Otherwise you only have the intimidate option. The smart comment starts a battle of wit and tongue between you and Lleryn in dialogue, which you can ultimately win with a Speechcraft skill of 50 or above. If you do win, Lleryn backs down and lets you through. If at any point you choose "You don't look so tough", Lleryn and his partner attack you. If you can bring Lleryn's health below 30, he'll give up and let you through -- that is, unless you strike a blow that kills him, which means you have to kill his friend as well.

Whatever the outcome, Merdon Dillmoon thanks you upon entering the tavern, leaving you to collect your reward from Brandt. If you talked  Lleryn down, you get a reputation point, two Fighters Guild reputation points, 100 gold, a copy of the Hand-to-hand skill book, The Prayers of Baranat, and a 15 point disposition bump with Brandt. If you beat him up without killing him, you get the same reward minus the book, and only a ten point disposition bump, but you gain a reputation point. If you killed Lleryn, Brandt gives you 75 gold and tells you not to be as violent in later assignments; you also only get one guild reputation point. If Merdon somehow died, Brandt expels you from the guild.

Quest Stages
Find Mashug gro-Dugal

Quick Walkthrough
# Talk to   to receive your next quest.
# Head to   and find  .
# (Optional) Free gro-Dugal.
# Return to Brandt.

Detailed Walkthrough
Hunt the Orc
  has some disturbing news.  , whom he describes as "one of the finest guild members the Firewatch branch has ever seen" has disappeared. His orders were to eliminate a necromancer inhabitant of  , but he never returned. Brandt orders you to investigate and either find gro-Dugal alive or take vengeance on the necromancer.

To reach Nassudan, head out of  's north gate and follow the valley until you reach the end. Keep heading north west and the familiar dome of a Velothi tower should become visible in front of you.

The Trap
Finding Mashug gro-Dugal is no great challenge - he is standing quietly on a platform in the first room you come to... but there's a problem. He explains that he cleaned out the tower without trouble but that he has now activated a trap, which he demonstrates to you. Unless there is somebody standing on the platform, an impenetrable barrier blocks the only exit from the room. The barrier also blocks teleportation. He tells you to return to Firewatch with the news and ask Galan Brandt to come up with some method of rescue.

The Rescue
Although you can return to Brandt with the news, it is possible to rescue gro-Dugal from his captivity. The clue is in the orc's explanation of how he triggered the trap: he tells you that a daedroth was standing on the platform when he arrived and was keeping the door open.

There are several creatures still alive in the lower levels of the tower. Get one of them to chase you and lead it up onto the platform. Quickly tell gro-Dugal to wait for you by the exit and wait until he walks out of the room. When your chosen creature is fully on the platform, cast a Calm Creature spell on it. The weight of the creature should keep the door open while you run for the exit. You need to talk to gro-Dugal and leave the tower before your spell wears off or, with absolutely no common sense at all, he will run back into the trap room and start attacking your creature.

In addition, if you can summon a creature for long enough, get it onto the platform, and paralyze it, the door will stay open, and you may both leave.

The Return
Once gro-Dugal is safely out of the tower, return to Galan Brandt for your reward, which is entirely in the form of thanks.

If you left gro-Dugal in the tower, you receive a five point disposition bump and one Fighters Guild reputation point. If you managed to rescue him, Brandt's disposition increases by 10 and you receive two reputation points and three guild reputation points.

Notes
If you can't free Mashug gro-Dugal, don't feel too bad: there is a chance to rescue him in a  .

Quest Stages
Helping Jana Livia

Quick Walkthrough
# Talk to   in   for more orders.
# Head to   and find  's store.
# Come up with a plan to catch the thief.
# Catch the thief.
# Return to Brandt for your reward.

Detailed Walkthrough
The Setup
  tells you that your next quest involved investigating some burglaries that have been taking place in  's store in  . The quickest way to Bal Oyra is to use the Guild Guide in the basement of the  , who will transport you to the Keep in town for a small fee. Jana's store is to the north west on the left-hand side of the street.

Jana tells you that you will have to wait in her store overnight to catch the burglar but that you will have to wait somewhere out of sight so he isn't scared off. She suggests waiting in the stairwell at the back of her store.

The Sting
When you move into the right position on the stairwell you will receive a message telling you that it's a good place to wait. Next, use the Wait function and wait for several hours. Your rest should be disturbed at midnight by the entrance of  , who will attack you on sight. Once Madri is dead, head back to Galan Brandt for your reward.

If you killed Madri, Brandt will give you 100 gold, and you receive one reputation point and three Fighters Guild reputation. If you waited in the wrong place and "scared off" the burglar, you receive only 50 gold and one guild reputation point. If you let the burglary occur, you are demoted in rank and Brandt's disposition towards you drops 20 points.

Notes
Once you have talked to Jana Livia, you must be waiting in her store at midnight or the burglary will occur and you will be demoted.
If you wait anywhere other than in the stairwell, Olroth Madri will not enter the store. Although no burglary takes place on that particular night, it occurs later and you will be demoted during the   quest.

Quest Stages
Manrizache (quest)

Quick Walkthrough
# Ask   for orders.
# Swim to   from  .
# Talk to   about  .
# Head into the ruin. From the Entry, go to the Factory Maintenance Tunnel, to the Hall of Dumac.
# Kill every centurion in sight until you get a journal update.
# Return to Salious and tell him the ruin is safe.
# See Galan Brandt for your reward.

Detailed Walkthrough
For your third   assignment from   you have been tasked with aiding an expedition team through a Dwemer ruin. Make your way to Bal Oyra and swim east-southeast from the docks. Eventually you should run into a ship called  . This ship is headquarters for the expedition team. Finm Amas can be found on the main deck and he will direct you to   for a briefing on the team's current situation. It seems that they have found a section of the ruin called the "Hall of Dumac", and the place is filled with live centurions trying to escape the flood. It is your job to get rid of these centurions so that the team can continue their research. You are given a few potions and scrolls of water-breathing and swift-swim (you're going to need them soon), and sent off.

As you might have already guessed, the ruin is completely underwater. The entrance itself is beneath the group of arch formations beside the main ship. The entry room is a vertical corridor with two leveled creatures. At the bottom is a door that leads to Nuzunch Hall - not the direction you need to go, but an interesting side-path for the curious. Going back to the entry, there is a dark hole leading to the "Factory Maintenance Tunnel". This place is simply a flooded tunnel, devoid of enemies, which takes you to the Hall of Dumac. Here you encounter several   as well as a couple of  . Kill them all and you should receive a journal entry saying you have "disabled" all of the constructs.

Back on the ship Salious thanks you for your help and sends a special something(s) to Brandt. Report back to Brandt to receive this reward - Left and Right Dwemer pauldrons - along with two Fighters Guild reputation points.

Quest Stages
Muscle Green-Eyes

Quick Walkthrough
# Ask   about your next assignment.
# Visit  .
# Either talk him out of his activities or find proof of them and confront him with it.
# Return to Galan Brandt for your reward.

Detailed Walkthrough
Your second Fighters Guild assignment is to convince  , the apothecary in  , to quit his supposed "immoral" experiments on clients. With a disposition of 80, Green-Eyes will come clean immediately and agree to stop, making your job easy. Otherwise, you'll have to find proof. 

You can either obtain it yourself or, if you bring this to  , you can hire the   to obtain it for you. The local guild leader,  , owes Galan Brandt an old favor and as such will agree, unless you're already in the Thieves Guild. If that is the case, she will give the task of finding said proof to you. In any case, the proof can be found in Green-Eyes' basement - a   detailing his experiments. Bring this proof to Green-Eyes and he'll agree to stop. If you're not good with lockpicks you can always kill Green-Eyes, but it will cause repercussions with Brandt.

Upon completing the quest one way or another, Brandt rewards you with 150 gold if you talked Green-Eyes out of it, and no gold if you killed him - although you still receive half the faction reputation bump. Killing him costs you 10 disposition points with Brandt while the non-violent solution gains you 10.

Quest Stages
Coladia Nelus' Stalker

Quick Walkthrough
# Receive your next set of orders from  .
# Deal with   one way or another.
# Claim your reward.

Detailed Walkthrough
Face at the Window
  informs you that the guild has been hired by  , a local resident, who has been having trouble with a stalker. An outlaw named   has been following her around, claiming that she possess an amulet that once belonged to a powerful wizard named Martillian Nelus. She wants him gone and isn't fussy about how this is achieved.

No More Stalker
If you talk to Meril about the Amulet of Nelus' Fury and his disposition towards you is at least 90, he will agree to follow you. There are different ways in which to proceed.

The Simple Method
The first way to rid Nelus of her stalker is to kill him, but Galan Brandt tells you that this must be done outside   to avoid scaring the locals. Lead Meril out of town and away from the sight of any guards and finish him off.

Free a Colleague
If you couldn't free   in  , Brandt will suggest that you use Meril to do the job. Lead him to   and onto the platform then talk to gro-Dugal and ask him to come with you to "find the amulet". When the two of you are outside the room, Meril will be trapped and your guild colleague will be free.

Send Him on a Cruise
If you had already freed Mashug gro-Dugal, Brandt has a different suggestion. He is sending some supplies to Hammerfell on a cargo ship and has persuaded the captain to take an unwilling passenger too. The ship, '' '' is to be found just southeast of  . Take a boat to   and then a   to Llothanis then talk to the captain,   who will give you a key for a cabin below.

Lead Meril down into the ship, open the door and lead him inside. Once he is in, exit the cabin and lock the door, trapping him inside.

Reward Time
If you use Meril to free Mashug gro-Dugal or if you leave him on board the ship to Hammerfell, Brandt will reward you with 350 gold, a bump of ten in his disposition, and three Fighters Guild reputation points. If you had already freed gro-Dugal and kill Meril, you get the same reward except that you only receive 300 gold. If you killed him and gro-Dugal remains trapped, you only receive 250 gold, two guild reputation points and a five point disposition bump.

If you killed Meril in Firewatch, against Brandt's explicit instructions, he is disgusted at what he calls your "cretinous behaviour" and refuses to give you any reward. In addition, his disposition towards you drops by ten points.

Notes
If you lead Meril into Nelus' house and talk to her, she will not be happy and her disposition towards you will drop by ten points. If you talk to her after the quest is successfully complete, her disposition will rise by ten points.

Bugs
 
Bug should not occur with Sacred East.

Quest Stages
Bounty on Jalian

Quick Walkthrough
# Receive a new set of orders from  .
# Head to   and kill  .
# Return to Brandt for your reward.

Detailed Walkthrough
 's next set of orders involves collecting the bounty on a Redguard bandit named  . She and her gang can be found in their hideout,  .

Brandt tells you to take the southern exit from Firewatch and follow the road as it bends north, then take the right fork at the first junction, heading around the mountains. Continue south until you reach  's shack then head into the hills behind the shack. Alternatively, head northeast from   then bear east under a huge stone arch and then north.

However you reach the cave, kill Jalian and her gang and return to Galan Brandt. He will reward you with 700 gold, and you receive one reputation point and three Fighters Guild reputation points. His disposition towards you increases by five points.

Notes
If you failed to kill the burglar in the earlier quest  , Brandt has some bad news. Livia has suffered another burglary and he is very upset that you let the guild down. He demotes you in rank and you do not receive the reputation point.
If Jalian is already dead when the quest starts, you receive the full reward immediately. You also receive double the disposition boost with Brandt.

Quest Stages
A Clannfear in Firewatch

Quick Walkthrough
# Speak to   to be asked to remove a clannfear from her home.
# Go into the house and kill the clannfear.
# Speak to Gorinia to find that the person responsible has locked himself in her room.
# Go and persuade   to leave Gorinia alone.
# Speak to Gorinia again to complete the quest and receive 125 gold as a reward.

Detailed Walkthrough
An Unwanted Visitor
Find   standing outside her home in  , where she will tell you that there is a clannfear in her home. Naturally, she wants you to dispose of it for her.

Go into her house (it's unlocked) and you will be standing in front of the clannfear. Simply kill it and go back outside to speak to Gorinia again.

The Bothersome Suitor
She will then tell you that a Dark Elf named   had summoned the clannfear to show off, but lost control of the daedra and locked himself in the bedroom. She will then give you the key to the bedroom and ask you to convince Rinar to leave her alone.

Go back into the house and down the stairs to the only interior door and find Rinar Sandras inside. When you speak to him you will be given the choice to threaten him with calling the guards, or another choice. If you select the other choice, you will get nowhere until eventually you are forced to threaten him with the guards. At any rate, doing so convinces him to follow you.

Lead Rinar outside for a journal update, and then speak to Gorinia to have the key to her bedroom removed from your inventory and be rewarded 125 gold, completing the quest.

Quest Stages
Gummidge

Quick Walkthrough
# Talk to   in   to find out what he wants
# Ask around to find out what he could be talking about
# Bring him the ingredients he wants

Detailed Walkthrough
The Frustrated Commoner
  can be found wandering around central   in some agitation. If engaged in conversation, all he will say is "Have you seen my gummidge?" Pressing him for more information doesn't work. He wonders out loud how long you have been in Morrowind and insists everybody knows what gummidge is.

Gather Information
Unfortunately, although most people say they know what gummidge is, few can agree on one item. Some people will say that they have heard that word used for hackle-lo leaf but say not to quote them on that. Others will tell you that it's probably sload soap and that Albecius could certainly use some. Still others will say that it sounds like scrib jelly, because it's so gummy while a fourth group recall their grandfathers talking about gummidge and meaning wickwheat.

Ingredient Hunting
Albecius only wants one piece of gummidge. Some of the possible ingredients are fairly easy to obtain.
Hackle-lo can be found just outside the north gate of the city.
Wickwheat plants grow a short way further down the path.
Four portions of sload soap can be found in the bathhouse of The Queen's Cutlass in town, but taking them counts as theft. Another portion is in the Palace Barracks under a bed, and one is held by  .
Three portions of scrib jelly are on plates in Beleth's Bakery and another is on a table in the second floor of Firewatch Library. All these count as theft.

The Final Answer
Albecius doesn't want all four ingredients, of course - he just wants his gummidge. If you talk to him with at least one portion of hackle-lo leaf, it turns out that it is the gummidge he wants, although why he couldn't step 10 feet outside the city gate to find some is not clear.

His gratitude for finding his missing gummidge is non-existent. If you talk to him about it again, he will just tell you to "Get your own!"

Quest Stages
Highway Robbery

Quick Walkthrough
 
Detailed Walkthrough
 
Quest Stages
Temple Propaganda

Quick Walkthrough
#Speak to   in his house in  .
#Locate the strange woman and either:
#*Kill her for 500 gold from Ansuma.
#*(If a Telvanni council member) tell her to desist in her investigation, for 500 gold.
#*Agree to investigate Ansuma for her.
#*#If investigating, ask Ansuma and his neighbors about the strange woman's allegation.
#*#Return to the strange woman and either:
#*#*Lie for 275 gold.
#*#*Tell the truth and return to Ansuma for 500 gold.


Detailed Walkthrough
A resident of Llothanis, Ansuma Veloth, has been made aware of a strange woman asking about him in town. He'll ask you to investigate. Agree, and question Llothanis's citizenry. They will direct you to Erick's Smithy, in town. Speak to Erick inside, and he will direct you to the empty house opposite.

Search the house, dealing with the rats there, and picking up the note beside the hammock. Doing so causes the strange woman,  , to appear and interrogate you. Choosing the wrong dialogue options here will initiate combat, in which case reporting her death to Ansuma will result in a reward of 500 gold. Be wary of combat however - she will first try to hit you with paralysis effects, and then blast you with potent fire spells.

If you happen to be a member of the Telvanni council, you can demand that she ends her investigation immediately. In this instance, you can again report to Ansuma for your gold reward.

Otherwise, if seeking to avoid combat, pick the answers that recognise House Telvannis rule over Llothanis, and deny that you have any faith in the Tribunal. She'll ask you to investigate Ansuma for her. You'll need to speak to both him and one neighbor (any local who isn't a guard) before you can return to her. Once you do, she will ask you if Ansuma has been spreading propaganda or not. Lying and saying that he is will result in a reward of 275 gold. Telling the truth and saying that he is not will persuade her to go away. You can then return to Ansuma to complete the quest and receive your reward.

Quest Stages