Fault’s new magic jumping skills give her access to the floating prison where her informant is being held. Inside the structure is swarming with guards and seems to have been designed mostly to make stealth focused characters feel good about their life choices. I experiment with using invisibility and chameleon effects to make up for the fact that Fault is roughly as subtle as getting drop kicked by a 200 pound viking but we just don’t have enough mana to keep the charade up.
Backup plan is to just run like crazy, grab the keys off a guard, find our friend, give her her teleport scroll and then use a recently purchased “recall” spell to teleport ourselves back to the safety of wherever we last used the checkpoint “mark” spell. The only problem is that every time I try the guards mercilessly cut Fault down. It doesn’t seem quite fair. I don’t think I’m under-leveled for this quest…
I then remember that the game was designed around the assumption that normal players wear armor instead of running around in casual clothes. I also remember that I have half a dozen different ways to cover Fault in nigh-invulnerable Daedra armor. She is then able to shrug off her attackers just long enough to get her friend to safety. She then casts recall and…
We’re in the ashlands in the middle of a sandstorm? I thought I had dropped my checkpoint back in the town of Balmora! Well, that’s fine. Let’s see if we can find a strider to take us back to civilization.
Also, word travels fast in Morrowind. Fault literally just teleported across the entire map but all the ashland NPCs are already giving her the evil eye for being a wanted criminal. Fortunately Fault didn’t kill anyone so she gets off with six days of hard labor for the apparently minor crime of running around a secure prison while dressed as a masked vigilante.