Blood line. Skyrim: Dawnguard Walkthrough (Behind the Dawnguard) Don't get into the castle bloodline quest

Finally, I got to the first addition to Skyrim - Dawnguard. In order to start exterminating vampires, or vice versa - vampire hunters, you need to reach level 10. Level 10 is gained very easily and quickly. But there is one thing: you will not be able to complete the quest chain in Dawnguard if you do not have an ancient scroll, which you can get during the passage. storyline. So, first go through the storyline, and then take on the addition. Oh yes, one more thing. The passage of the add-on involves the choice of a faction. Either for hunters or vampires. Also the second task will be different. For vampires: "Hematite bowl". For hunters: "Awakening".

"Guardian of the Dawn".

After getting level 10, or even better, go through the storyline - head to any city or village. Talk to the guard, and he will say that some faction has appeared, gaining recruits for their hard work. Or you can come to Riften and talk to Dorak, well at least not the Fool. After the conversation, head north from Riften and find a cave there leading to the Dawnguard Stronghold. On the way to the fortress, you will meet Irwin, he also wants to become a recruit from the guards, but is terribly afraid that he might not be accepted. We go with him to the entrance to the fortress, speak with the sentry and enter. We observe the scene and speak with Izran. He agrees to accept us into the ranks of the guards and immediately gives the first task. Thank you, at least not to kill rats. It turns out that vampires got out into the light and began to attack people who hunt Daedra, vampires and other evil spirits. Weak guys, I tell you, I remember how in Skyrim I shouted at one FUS RO DAH and he died from a broken rib in a nearby cliff. Oh yeah, what am I talking about? About vampires, so, Tolan asks to check the situation in one cave, he believes that vampire forces are heading there, and this must be prevented. Isran agrees and sends us to the cave. Once in the cave, get ready to kill everything that moves. I do not. Kidding. There are a lot of vampires, we also meet a new enemy: the hound. After killing the first party at the beginning of the cave, we rise up and pull the lever. We go down and go further, exterminating all the vampires on our way. After that, you will find yourself in a sublocation and hear a conversation between two vampires and a warrior, they are torturing him, asking about the ancient scrolls. You will not have time to save him, this is a scripted scene, and he dies anyway. After killing two vampires, go to the pedestal and activate it. After activation, move the braziers so that they are engulfed in flames. If you did everything right, then a monolith will open that you need to open. We open it and meet there a charming girl - a vampire. Her name is Serana, alas, you will not be able to marry her.

"Blood Ties".

Now we need to work as a carrier, alas, we will not become Jason Statham, and we don’t have an Audi, so we’ll have to stomp on our own two feet. Serana will ask you to take her to Volkihar Castle - to her father. This castle is located very far, so it’s better to immediately make a quick trip to the northern fortress, if you have it open, and from there walk a couple of steps to the northern pier, then take a boat and you will find yourself at the castle. On the way to the castle, Serana will stop us and ask us to keep our mouths shut so that it is not torn off. We agree and go to the castle, we are met solemnly and in the end they will offer to become a vampire. If you become a vampire, you cannot be a hunter, and vice versa. If you accepted Harkon's offer, then read on.

After accepting the offer, you become a vampire lord. Just listen to Harkon, and then get a new task.

If Harkon's offer was rejected, then return to Isram with bad news.

"Hematite bowl". Vampires.

After talking with Harkon, exit to main hall and head to Garn. Talk to him, and then follow him, he will hand you a hematite bowl and send you to the cave so that you fill it. Upon arrival at the place, you will meet a vampire thrall, and behind him there will be a hatch to the cave. We climb there, we speak with the guard and we pass further. Although, you can cut out everyone, take the key to the door and go further - into the cave. In the cave we kill vampires and their thralls. After the massacre, you will enter a room where you need to fill the bowl. After filling you will be attacked by 2 vampires who want to take the cup from you and take it to their masters. That's right, even in a vampire family, not everything is fine. We return to Garn, give the bowl and complete the quest.

"New order". Dawn Guardian.

Isran declares war on the vampires! But for this he needs old acquaintances whom he can trust. He will ask you to find them and bring them to the castle.

We are looking for Gunmar - he hunts bears and asks for help. We agree and go into the cave, clean it and return to Gunmar. We talk about the situation and send him to the castle. The first one went!

We are looking for Sorina - she is near the Dwemer ruins. We talk to her and describe the situation. She will agree to go if you find her bag of gyroscopes. What the hell is a bag with vampires running around Skyrim. You can persuade her if you have a skill of eloquence, or look for her bag. One way or another, she agrees to go to the castle. We return to Isran and report.

"Prophet".

We rise to Izran on the second floor and follow him. He shows us Serana and asks if we can trust her? We answer: yes. And we talk to her. We need to find the Moth Priest. We make a quick trip to Whiterun and after that we talk with the cab driver. He will inform us that the priest went to the Dragon Bridge. We arrive at the Dragon Bridge and speak with the guard. After that, we cross the bridge and see the destroyed wagon. We take a note from the body of a dead vampire and read it. We go into the cave, it is near the crash site. Inside we kill vampires and we pass deep into the cave. We kill the leader of the vampires and raise the stone, go upstairs, insert the thing into the pedestal and remove the energy barrier. The monk is under the spell. We beat him and hypnotize him again if you are a vampire. If not, then he expresses his gratitude and goes to the Castle of Dawn. We return to the castle, listen to the priest, watch him read the scroll, and complete the task.

"Chasing an echo."

We speak with Serana and learn about her mother. Now we need to find out where she might be hiding. We offer the Volkihar castle, she agrees, and offers the back entrance to the Volkihar cave. We get into the boat and go to the castle, go around it, kill the skeletons and go into the cave. In the castle, we kill everything that moves, solve puzzles and do the daily tasks of a warrior. We pass to the end of the cave and exit the garden. We listen to Serana and look for the missing parts. The first is in the pond, the second is in the bushes, the third is on the balcony. Having collected them, we set them to their rightful place, the game itself will tell you, so you won’t confuse anything, don’t be afraid.

Activate and go down to the basement. In the basement, again, we break through with a fight, pull the levers and other utensils. We kill gargoyles, vampires and their hounds. After that, we find ourselves in the room of Valerika - Serana's mother. We listen to the dialogue and look for Valerika's diary. It is on the bookshelf. The diary is red, so don't miss it. We give Serana and look for the missing ingredients. Having found them, we put everything in a large goblet and talk to Serana. She activates the portal and now you need to go down to Cairn Soul.

But no, you can’t, when you approach the portal, your health begins to melt. We speak with Serana and choose: either become a vampire, or give part of the soul, but then return it. If you're a guardian, then... honestly, I don't know what happens if you take a bite. (author's note). So we choose the option with a soul and go down to Cairn.

"Beyond Death"

We get into Oblivion, well, or something similar to Oblivion. We go down the steep stairs and go straight to the big building. There is Valerika. On the way to Valerika, you will exterminate skeletons and spirits. Upon reaching your destination, you will see a barrier. Serana will call Valerika and her mother will come out, followed by a dialogue, after which Valerika will talk to you. If you are the guardian of the dawn, then she will interrogate you, do not pay attention. After talking with you, she will tell you about the three guardians that we need to kill. We agree, follow the markers and kill them. If you have a high level, then dragon weapons can be removed from their corpses. Personally, I came across a bow, an ax and a mace. Maybe you will come across something else. After killing the keeper, we return to Valerika and go into the fort. We kill the dragon, and take the ancient scroll from the chest. Now you can leave here. At the exit, Dornevir, the slain dragon, will meet us and make us an offer. He teaches us how to cry, and you will call him for help during the battle in Tamriel. Now you have the second dragon in your collection, congratulations.

"In search of disclosure."

To complete this quest, you will need two scrolls: one you have already obtained in the Cairn of Souls, and the second during the main quest. If you sold an ancient scroll, you will have to redeem it. We head to Urag Gro Shub at the College of Winterhold and redeem the scroll. It will cost 4000 gold, but if you are an archmage, then demand for 2000 gold, you will succeed. After receiving the scroll, we return to Isran or Charon, depending on the faction, and complete the task.

"Unseen Visions"

The monk had already gone blind while we were running and looking for the scrolls. We learn from him what can be done, and he will send us to the "Glade of the Ancestors." We go there, move along the cave and pick up the scraper, scrape the bark of the tree, and then collect the moths behind us. Just walk up to them and they will follow you. Having collected all 7 groups - we go into the pillar of light and read the ancient scroll (blood). We are visited by visions of the cave. Waking up - we communicate with Serana and complete the task.

"Touching Heaven"

Next comes the most boring part. I will not describe it, because it will take more than an hour. In short, we kill the Falmer, collect loot from them and make sure that Serana does not lag behind.

After some time, we find ourselves in a branch of the cave, where we meet Geleborn - one of the snow elves.

We talk with him and agree to kill his brother. Before we leave, we get a jug and one more task: to collect water from five sources with the help of a jug. We pass the cave and find ourselves in a location reminiscent of Skyrim in another dimension. We visit five springs and collect water. After that, we go to the castle and pour water into a special stand. The huge door of the castle opens and we can go in. We go and go to the snow prince. He starts a conversation and then summons minions. First Korus, then Snow Falmer, and finally summons a Frost Atronach. The prince, seeing such a picture, brings down the ceiling and runs away. But we are Dovakin, so we get up and run after him. After that, move to Volkihar castle and start fighting. First, the gargoyles, then the inhabitants of the castle will run out. After that, go into the hall of the castle and start destroying everyone and everything. After the battle, approach the grate and raise it. This will take you to Harkon. Watch the dialogue between Harkon and Serana, after which Harkon will turn to you and ask you to give the bow, it’s better not to do this, otherwise you will regret it. During the battle, the boss summons gargoyles, skeletons, and also knows how to teleport. Sometimes becomes invulnerable to all weapons. Here we are using Bow of Auriel. Continue until you win. Don't forget to take Harkon's katana. Great weapon, I tell you. Also accept congratulations from the order and that's it. Looking forward to the next addition. Also, Serana can make you a vampire if you want to.

blood line(orig. bloodlines) — quest of the main storyline of the Clan Volkihar faction in the add-on The Elder Scrolls V: Dawnguard.

Receipt

After completing the "Awakening" quest, this quest will automatically start regardless of whether it is main character vampire or not.

Walkthrough

This quest is one of the easiest storyline quests in the expansion. Dawnguard. The task is extremely simple - take Serana to Volkihar Castle. The easiest way is to get to Icewater Pier and board a boat there. Upon arrival at the castle and after a conversation with Harkon, the hero will have a choice: stay on the side of the Dawnguard or go over to the side of the Volkihar clan and gain the abilities of a vampire lord. When choosing the side of the Guard, Harkon will teleport the protagonist from the castle and there will be no way back. If Dovakin decides to choose the side of the vampires, then Harkon will turn the hero into a vampire lord. After a short cutscene, there will be a short introductory tutorial.

Note: after freeing Serana, you can return to Isran at Fort Dawnguard for further instructions. At the same time, Serana will remain waiting for the main character at the entrance to the Dawn Gorge. Isran, after listening to Dovakin, in any case, will advise taking Serana home.

Next quest

Next comes the divergence of the main storyline of the expansion. If you choose the side of the vampires, the next quest will be "Heliotrope Chalice". If the decision is made to become one of the Guardians of the Dawn, then the task “The New Order” awaits ahead.

Quest stages

To go to a certain stage of the quest, enter in the console:

Setstage DLC1VQ02 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Bloodline (ID: DLC1VQ02)
StageDiary entry
5 When I explored the Crypt of the Night Void, I freed a young girl from an ancient sarcophagus. She asked to be escorted home to a castle in the northwest of Skyrim.
10 (Quest Update) Take Serana home.
20 I have learned that the name of the mysterious woman I freed in the Grim Void Crypt is Serana. Her father Harkon is a powerful vampire lord. As a thank you, he offered me a gift - his blood. Now I have to decide whether to accept his gift.
(Quest Update) Talk to Harkon.
25
30 When I brought Serana home after freeing her in the Grim Void Crypt, her father, a powerful vampire lord, offered me a gift - his blood. I refused the gift and was banished from the castle. Now I must return to Isran and tell him what has happened.
Return to Israel.
40
180 When I brought Serana home after freeing her from the Grim Void Crypt, her father, a powerful vampire lord, offered me a gift - his blood. I agreed and joined his sect.
190 When I brought Serana home after freeing her in the Grim Void Crypt, her father, a powerful vampire lord, offered me a gift - his blood. I refused the gift and was banished from the castle. Now I must return to Isran and tell him what has happened.
200 --
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.

Bugs

  • Sometimes, after arriving at Castle Volkihar, the conversation with Serana does not begin. Because of this, the gate at the entrance remains lowered, and it is not possible to enter the castle.
    • Solution PC : application console commands:
      • prid XX017D59 - this command will select the grid.
      • disable - this command will "turn off" the selected object.
      • tcl - you only need to go through the gate. Then re-enter the command and usually enter the door. Serana will appear next to the protagonist immediately after he is in the castle.
  • If the player character was previously a werewolf and cured of this disease, a bug may occur: when turning into a vampire, his appearance will not change, and the ability to feed on blood will not appear. In this case, all new spells and talents will appear as they should.

Passage and description of the add-on The Elder Scrolls 5: Dawnguard, as well as quest codes and game screenshots especially important points assignments.

The Elder Scrolls V: Dawnguard is the first major expansion for The Elder Scrolls 5: Skyrim. By the way, translated into Russian, the name of the DLC sounds like The Elder Scrolls 5: Dawnguard. For some reason nothing about vampires.

Announcement additions took place on May 1, 2012, two months later - on June 26, DLC is out on Xbox360. Gamers who prefer to conquer game worlds on PC, were able to participate in the battle of vampires and the Guardians of the Dawn only on July 26th.

Localization additions were carried out by the company 1C-SoftClub and was released on November 23, 2012.

Plot Dawnguard

The plot revolves around confrontation vampires from the Volkihar clan and the Dawnguard. However, the choice of one side or another does not have a very strong effect on the passage of the main plot of Dawnguard, since the factions have only two unique story missions. After passing them, the quest branch is combined into one. There is also little difference in the final task.

New locations

In their adventures, players will be able to visit four new locations.

  • - the fortress of the vampire clan of the same name, led by Lord Hakon;
  • Cairn Soul- the plane of Oblivion, owned by one of the Daedric Lords;
  • Fort Dawnguard- a fortress inhabited by fighters against the undead and different kind creatures of darkness;
  • Forgotten Valley- the habitat of one of the last snow elves, who by some miracle escaped the cunning of the Dwemer and did not mutate into the Falmer.

New shouts and spells

Shouts of Dawnguard

  • Challenge of Durnevir- This is a cry that allows you to summon an undead dragon named Durnevir to help you. The main character will be able to learn this Word of Power only from Durnevir himself after he defeats him in the Cairn of Souls (task "Beyond Death").
  • Life drain allows you to absorb the stamina, magical energy and vitality of enemies.
  • Soul tear, consisting of all three words of power, deals huge damage and, if the enemy dies, resurrects him as a companion of the hero.

Witchcraft Spells

  • Summoning a Bone Creature- Summons a bone ranged fighter who fights on the side of the hero. The spell can be found in the Cairn of Souls.
  • Summon the Mist Creature- Summons a misty fighter who fights on the side of the protagonist. The spell can be found in the Cairn of Souls.
  • Summoning a Furious Creature- Summons a furious fighter who fights on the side of the hero. The spell can be found in the Cairn of Souls.
  • Challenge Arvak- Summons a beautiful horse for 60 seconds. This spell can be obtained after finding the skull of Arvak in the Cairn of Souls.

Recovery spells

  • Undead Healing- restores 75 health to non-living creatures except machines.
  • Necromantic Healing Restores 10 undead health per second.
  • Aura of Stendarr- For one minute, all undead within a short distance from the caster take 10 points of damage with holy fire.
  • Sunstroke- A ball of sacred fire that deals 25 damage to the undead.
  • Vampire Scourge- a sacred explosion that deals 40 damage to non-living creatures, except for machines, the rest take 50 percent of the damage.

DLC Dawnguard Features

Along with the addition, the game has the opportunity Transformation into Vampire Lord and new abilities for a werewolf.

Vampire Lord Skills:


NameIDDescription
The power of the graveXX005998When the hero is in the Vampire Lord state, he gains 50 points of magic, stamina and health.
Blood treatmentXX005994When the hero, while in the Vampire Lord state, kills the victim with a power attack, he fully restores his health.
unearthly desiresXX005995Using abilities from the Power of Night and Blood Magic branches cost 33 percent less.
poisonous clawsXX005996A hero in the Vampire Lord state deals 20 melee damage with poison.
Night CloakXX005997Creates a cloak of bats for the Vampire Lord that damages all nearby enemies.
Detection of all creaturesXX00599BThe vampire lord can detect all creatures.
misty shapeXX00599CThe hero, being in the state of the Vampire Lord, turns into a foggy substance, while increasing the regeneration of health, stamina and magic.
Supernatural reflexesXX00599ETime around the Vampire Lord slows down, however, the caster's movement speed remains the same.
vampire takeoverXX00599AThe vampire lord pulls the target towards him and suffocates him.
Summon GargoyleXX016908The vampire lord summons a gargoyle to the target location.
Corpse CurseXX008A70The vampire lord can paralyze his enemies.

Werewolf skills


NameIDDescription
Beast Power
  • Level 1 - XX0059A4
  • Level 2 - XX007A3F
  • Level 3 - XX011CFA
  • 4 ur - XX011CFB
A werewolf hero deals 25%, 50%, 75%, 100% more damage.
animal energyXX0059A5When the hero is in werewolf form, their stamina and health are increased by 100 points.
Greed in foodXX0059A7When the hero, being in the guise of a werewolf, devours enemies, he restores twice as much vitality.
Promiscuity in foodXX0059A6Makes it possible to eat almost all dead creatures. However, eating non-human NPCs is only half the effect. To quickly level up the werewolf skill tree, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AATotem that summons snow wolves.
moon totemXX0059ABTotem that summons werewolves.
Dread TotemXX0059A8The eerie howl affects almost all creatures.
Predator TotemXX0059A9The totem of the hunt acts over a larger area and shows the status of the enemies.

Passage of quests of the main plot of Dawnguard


Dawnguard

After the hero reaches level 10, a random guard will speak to him, or one of the members of the Dawn Guard, the orc Dorak, will honor his presence. The dialogue will boil down to offer to join the Dawnguard, after which the task begins.

You need to go west from Riften and find the entrance to the Dawn Gorge, through which you can get to the new Fort Dawnguard location. Upon entering the main gate, you will see two NPCs talking. Speak with Isran and express your readiness to join the Dawnguard. The commander of the evil spirit hunters will not interfere and take a hero into their ranks, and will also reward crossbow and 45 bolts.

If you have no desire to wait for level 10, and you want to quickly plunge into the passage of Dawnguard, you can independently go to Fort Dawnguard and join their ranks. The corresponding level is only necessary for the hero to be reminded of the new content by NPCs.

Quest codeWhich stage activates
setstage DLC1VQ01MiscObjective 10Started: Talk to the Commander of the Dawnguard
setstage DLC1VQ01MiscObjective 180Complete the mission

Awakening

Quest will start after the first conversation with Dawnguard Commander Isran. The latter will ask the Protagonist to scout Crypt of the Night Void and find out what the vampires are looking for there.

The Crypt of the Night Void is located east of Morthal. Going inside you will find yourself in a large cave; you need to go to a small tower to the right of the entrance and pull the ring. After that, the grate in the northern part of the cave will rise, and you can move on.

Soon the path will lead you to a room where a lone vampire is fighting two draugr. After beating this whole campaign, you will find that the room has four exits, except for the one through which you got here.

  • The first passage to the left of the entrance will lead you to a chest;
  • The second passage to the left of the entrance is the exit from the room;
  • The third passage to the left of the entrance will lead you to two potions;
  • The fourth passage to the left of the entrance will lead the hero to the draugr.

In the next area of ​​the Crypt of the Night Void, you will find vampires, this time fighting spiders. There is nothing interesting here, so feel free to deal with those and others, and then move through wooden door in Cave of night void.

Once inside, you will witness how vampires kill Adalwald the Watcher, on whose body you can find valuable items: Amulet of Stendar(Block +10%), Recipe Potion Resistance Potion. After defeating the vampires who executed Adavald, press the button in the center of the large round structure. After that, the hero will be hurt in the palm of his hand, and a purple haze will appear around the button. Next, you need to move the braziers with an incomprehensible filler so that to make them burn. Once you get all five in the correct position, the floor will drop down and expose the Stone Monolith.

Having opened the monolith, the hero will find a vampire girl named Serana, who will convince the unlucky Guardian of the Dawn to kill her. After choosing a topic "Where can I take you", the task ends. By the way, after talking with Serana, you will understand that this is very ancient vampire, who was born long before the rise of Cyrodiil as an Empire.

Quest codeWhich stage activates
setstage DLC1VQ01 10Started: Find out what the vampires are looking for
setstage DLC1VQ01 200Complete the mission

blood line

The task will begin after the Main character talk to Serana in the Cave of the Night Void. The vampire girl will ask you to take her home - to Volkihar Castle.

Once the conversation is over Serana will become a satellite hero. No other development is expected, so be patient and head to the northern part of the hall with the monolith. The marker points the way, so it will be difficult to get lost.

As the hero approaches two stone gargoyles, they will stop being stone and attack him. Having overcome the shock of what he has gone, he must deal with them and continue his way through the wooden arched doors that hide behind a corridor blocked by bars. In order to open it, you need to pull the lever located in a small stone circle in front of the corridor. Circle illuminated by three candles so it's hard not to notice.

After activating the lever, an unknown sorcery will revive two draugrs and a skeleton, who will rush to deal with uninvited guests, in the form of a protagonist and his pretty companion - a vampire. Defeat the rebellious undead and move into the hall, made in the form of the Colosseum. Here, a small detachment of the hero will be waiting for the next serious enemy, which will be Draugr - the main commander.

Having defeated another adversary and looking into his chest, the hero must go through the iron doors in the northern part of the hall into the passage, outward.

After leaving the annoying dungeons, the protagonist needs to go to the northwestern part of Skyrim and take Serana to Volkihar Castle. To do this, he will have to get to Icewater Pier, located far to the west of Solitude. And then, using the boat located there, swim across the bay that separates the mainland and a small island. On this island, the hero will discover the possessions of the Volkihar clan vampires.

Approaching the main gate of the Volkihar castle, Serana will thank the Protagonist and ask him not to be weird, and not to throw himself at the vampires after they get inside. Let's go, I'll talk to my dad and everything will be fine.

Upon entering Castle Volkihar, the protagonist must talk to Serana's father- Lord Harkon. As a reward for accompanying Serana, Harkon will offer to undergo a rite of passage and become a vampire. At this point, the plot is divided to play as Vampires or Dawnguard.

  • Having accepted reward from Lord Harkon and becoming a vampire, the hero will perform the following two tasks for the Volkihar clan.
  • refusing become vampires, the hero will complete the following two quests for the Dawnguard.

In any case, after completing two tasks for one or another faction, the plot will merge again in one branch.

The task will be completed after the protagonist chooses one of the options with a reward.

Heliotrope Chalice (Vampire)

After accepting the gift of the vampire lord from Harkon, the hero must take a little training involving the use of new skills.

choose talent "Vampire Lord" and activate it (C key by default). After the transformation, the hero has access to melee and ranged combat modes, switching between them is carried out with the Ctrl key. In melee mode, the hero can swing his paws and drink the blood of his enemies. Ranged combat looks a little more interesting, in which the protagonist absorbs health with his right hand, and with his left hand he can use a variable skill (learned in the vampire skill tree). Among other things, the following abilities become available in the Favorites menu (Q by default): Bat(forward teleportation), Vampiric Vision and Shapeshifting; the learned skills of the Vampire Lord branch will also be stored here.

After making sure that the protagonist has mastered the Bankai and has become one step closer to enlightenment, Lord Harkon will instruct him talk to Garan Mareti. You can find it on the balcony, in the room to the left of the main entrance. Tell Garan that the time has come and he will lead you to the Cup of Heliotrope. According to Garan Mareti, this artifact, when used correctly, greatly increases the strength of vampires. However, Lord Harkon never used it, always relying on his own abilities. And, since he now decided to resort to the help of the Cup of heliotrope, then great things are coming.

In addition to talking about upcoming events, Garan will tell the protagonist what needs to be done with the bowl to activate it. In words, everything will turn out to be simple, it is necessary go to the source in the Krasnovodny lair and fill the artifact with water, and then add blood strong vampire taste.

The Redwater Lair is located northwest of Riften. Fortunately for the Protagonist, the shelter is inhabited by drug dealers and hostile ghouls, so you can shamelessly pump your vampire lord skills. Even, probably, another plus to karma can be obtained for a huckster.

On the way to the source, you will meet two doors with the Master level of the castle. The key to the first is at assistant, the key to the second Vampire Masters. Both of these NPCs are standing next to their doors, so it won't be easier to find them anywhere.


After the protagonist fills the chalice with the substance from the source, suddenly two servants will appear, belonging to the advisers of Harkon and will try to take the artifact. Get over this sweet couple and add the last ingredient to the Heliotrope Cup - powerful vampire blood. Now you can safely go to Garan Mareti and report on the successful completion of the task.

Quest codeWhich stage activates
setstage DLC1Vampirebaseintro 0Started: Talk to Garan Mareti;
setstage DLC1Vampirebaseintro 15Done: Talk to Garan Mareti;
Started: Follow Garan;
setstage DLC1Vampirebaseintro 20Done: Follow Garan;
Started: Take the Heliotrope Chalice to the Redwater Spring;
setstage DLC1Vampirebaseintro 30Done: Take the Heliotrope Chalice to the Red Water Spring;
Started: Fill the Chalice from the source;
setstage DLC1Vampirebaseintro 40Started: Defeat Stalf and Salonia;
setstage DLC1Vampirebaseintro 50Achieved: Defeat Stalf and Salonia;
Started: Add vampire's blood to the Chalice;
setstage DLC1Vampirebaseintro 60Done: Add vampire blood to Chalice;
Started: Return to Garan Mareti;
setstage DLC1Vampirebaseintro 200Complete the task.

New Order (For the Guard of the Dawn)

The task begins after the main character refuse Lord Harkon's offer become a vampire, after which he will be kicked out of Volkrihat castle.

First you need to return to Isran and tell him about what happened. Having received the news that the vampires now have the Elder Scroll and Seran, Isran is very upset and even assumes that the skiff will come to the Dawnguard very soon. However, pulling himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty nord Gunmar located next to the Skvoznyakov passage. He agrees to join Isran if the hero helps him defeat the cave bear.
  • Breton Sorine Jurard located next to the Stronghold of the Druadah. She agrees to join Isran if the hero brings her a Dwemer gyroscope. A bunch of these lies in Sorin's purse, on the river bank near the Breton explorer's camp.

Once the protagonist manages to convince Gunmar and Sorin Jurar to join the Dawnguard, he needs to return to Isran. Last check new colleagues for belonging to vampires and will give them orders. This task will end.

Prophet (For Vampires)

After the protagonist returns the Heliotrope Cup to Castle Volkihar, Lord Harkon will call him for another conversation.

From the conversation it becomes clear that Lord Harkon is planning somehow overcome the effects of the sun on vampires. How to do this should be written in ancient scroll, which is located at Serana. Having outlined his plans, Harkon will set off to push a fiery speech to his clanmates, and at the same time puzzle them; the hero must follow him.

Since the reading of an ancient scroll is an integral part of Harkon's ideas, he is desperately one of the Moth Priests is needed. Since only these individuals are able to read this very scroll. Thinking insidiously, the Lord deliberately spread rumors that an ancient scroll had appeared in Volkihar Castle. According to Hakon, one of the Moth priests should definitely fall for this bait and appear in Skyrim. Now members of the Volkihar clan to be seen whether his ploy worked.

Upon completion of Hakon's public speech, the Protagonist's diary will contain three new challenges. One main one is to Find the Moth Priest, as well as two additional ones - to ask the carters and innkeepers about the priest. In addition, Serana will immediately speak to the protagonist and recommend another source of information - the College of Mages of Winterhold.

In any scenario, all informants will point to the location "Dragon Bridge" where the hero needs to go. Arriving at the place, the protagonist must find any guard and ask him if the Moth Priest has been to these places. Law enforcement officers will not beat around the bush and tell that a person similar in description recently moved along the road to the south.

Following the advice of the guards, the hero needs to follow the priest. A little away from the city, the protagonist will find overturned cart and several corpses next to her. Looks like there's been an uproar here recently. The protagonist needs to examine the place of the fight. On the body of one of the vampires, he finds a note, after reading which it becomes clear that the Moth Priest was taken to the Elders' Refuge.

The Elders hideout is located a little east of the fight or northeast of the Dragon Bridge. It consists of only one zone, in the eastern part of which you will find locked in an incomprehensible barrier Moth Priest. Of the opponents, the hero will meet only members of the Guardians of the Dawn and their faithful dogs.

Having overcome the opposing supporters of the light side, pick up Weystone Focus at Malka and activate Weystone site, located on a pedestal above the barrier. After that, he will disappear. However, the freed Moth Priest will not give thanks for the rescue. Instead, he attack the hero. Necessary beat him, and then use talent on it"Vampire Seduction" and bite to make it your thrall. As soon as this happens, order the priest to go to Volkihar Castle. This is where the protagonist goes.


Once in the castle, talk to Harkon and report to him about the successful capture of the Moth Priest. Not at all surprised by the success of the protagonist, Harkon will order to force the Priest read the prophecy from an ancient scroll.

After reading ancient scriptures that speak of Auriel's Bow, the terrible ruler of the night and the blending of darkness with night, the Moth Priest concludes that the rest of the information should contained in two other scrolls. Their hero will have to find them in the course of subsequent quests, the same one ends after another conversation with Lord Harkon.

Quest codeWhich stage activates
setstage DLC1VQ03Vampire 5Started: Talk to Harkon;
setstage DLC1VQ03Vampire 10Done: Talk to Harkon;
Started: Listen to Harkon's speech;
setstage DLC1VQ03Vampire 20Done: Listen to Harkon's speech;
Started: Find priest Moth;
Started: (Optional) Ask the drivers about the Moth Priest;
Started: (Optional) Ask city innkeepers about Moth Priest;
setstage DLC1VQ03Vampire 30Started: (Optional) Visit the College of Winterhold and ask about the priest of the Moth;
setstage DLC1VQ03Vampire 40Completed: (Optional) Ask the drivers about the Moth priest;
Completed: (Optional) Ask the owners of city hotels about the priest of the Moth;
setstage DLC1VQ03Vampire 50
Started: Follow the road leading south from the Dragon Bridge in search of the priest;
setstage DLC1VQ03Vampire 55Done: Follow the road leading south from the Dragon Bridge in search of the priest;
Started: Examine the place of the fight;
setstage DLC1VQ03Vampire 57Started: Read the vampire's note;
setstage DLC1VQ03Vampire 60Done: Find priest Moth;
Completed: Inspect the place of the fight;
Done: Read the vampire's note;
Started: Capture priest Moth;
setstage DLC1VQ03Vampire 66Started: Defeat the bewitched priest Moth;
setstage DLC1VQ03Vampire 67Done: Defeat the bewitched priest Moth;
Started: Use the Vampiric Seduction spell on the Moth Priest;
setstage DLC1VQ03Vampire 70Started: Order Moth Priest to follow to Castle Volkihar;
setstage DLC1VQ03Vampire 80Done: Order Moth Priest to follow to Volkihar Castle;
Completed: Capture priest Moth;
Started: Report to Harkon about your success;
setstage DLC1VQ03Vampire 100Done: Report your success to Harkon;
Started: Have Moth Priest read the Elder Scroll;
setstage DLC1VQ03Vampire 200Complete the task.

Prophet (For the Dawnguard)

The quest will begin after Isran recruits Gunmar and Sorin Jurar into the Dawnguard. It turns out that during the absence of the Protagonist, Serana arrived at the fort and wants to talk about something.

Serana will reveal that her father Lord Harkon in due time obsessed with an ancient prophecy, which says that vampires, under certain circumstances, will be able to stop being afraid of the sun. Since the fulfillment of the prophecy would inevitably lead to the war of the Volkihar clan with all of Tamriel, Serana and her mother decided to interfere with the head of the family. Apparently, something went wrong and Serana was locked in a monolith, and her mother Valerika was forced to flee in an unknown direction.

After the Protagonist freed Serana, Lord Harkon came close to fulfilling the prophecy once again. In general, the vampire girl is so desperate that she is forced to ask for help from the Guardians of the Dawn. Help Serana convince Isran to trust to her.


As soon as Isran surrenders and agrees to cooperate with Serana, she will remind you of ancient scroll hanging on her back. Since it is in this scroll that Harkon wants to fulfill the prophecy, Serana offers to read it and find out if it is possible to somehow interfere with Harkon's plans.

Since the Elder Scroll is not a simple thing, only priests of the Moth can read it. Fortunately, Isran just saw one of them in Skyrim. You can learn about the current location of the priest from three sources: the College of Winterhold, cabmen and caretakers of hotels.

Wherever the protagonist learns information, everything will come down to a journey to dragon bridge. There, the protagonist needs to ask any guard about the Moth priest. The brave law enforcement officers will not stint on talking and will advise you to go along the road to the south.

Following the advice of the guard and walking a little along the road, the hero and Serana will find the place of the fight. It is necessary to search the body of a vampire who fell in battle and take a note from him(paper). After reading it, it becomes clear that the Moth priest is being kept in the Elders' Refuge.

Once in the place of imprisonment of the priest, the protagonist needs to kill the vampire named Malk and take away the Weystone focus from his body, which must be inserted into the pedestal above the barrier. Once the barrier is deactivated, the drugged Moth Priest attack the hero.


Cool the ardor of the crazy old man and talk to him. As a token of gratitude, Dexion Irvik agrees to go to Fort Dawnguard and read the Elder Scroll. Once Dexion Irvik fulfills his promise, the quest will end.

Quest codeWhich stage activates
setstage DLC1VQ03Hunter 5Started: Follow Isran;
setstage DLC1VQ03Hunter 10Done: Follow Isran;
Started: Talk to Isran;
setstage DLC1VQ03Hunter 20Done: Talk to Izran;
Started: Find priest Moth;
setstage DLC1VQ03Hunter 50Started: Ask the inhabitants of Dragon Bridge if they have seen the Moth Priest;
setstage DLC1VQ03Hunter 70Done: Ask the inhabitants of the Dragon Bridge if they have seen the priest Moth;
Started: Free priest Moth;
setstage DLC1VQ03Hunter 80Done: Free priest Moth;
Started: Report to Isran about your success;
setstage DLC1VQ03Hunter 200Complete the task.

The Hunt for the Scroll

After the priest of the Moth reads the Elder Scroll, it will become clear to everyone that the only way to understand the prophecy is to have two more scrolls. One of them is Elder Scroll (Dragon).

In the event that the Protagonist has advanced in the main storyline to the task "The Curse of Alduin", then he must have the scroll in inventory or at the orc librarian from the College of Wizards of Winterhold. The latter will allow you to redeem it for 5000 gold coins.

If the protagonist has not yet taken on the main quest, then after a conversation with Urag gro-shub (College of Winterhold), he needs to read the book "Reflections on the Elder Scrolls". Immediately after that, the task "" is activated, after completing which the Main Character will receive the necessary Ancient Scroll.

In pursuit of the past

The quest begins after the hero captures the Moth Priest and obtains information from the first Elder Scroll. The beginning of the quest will be marked by an appeal to the protagonist Serana. Vampire woman offers to try find her mother Valerika which may have Elder Scroll (Blood).

The hero needs to offer Serana to look for her mother directly at Volkrihar Castle. No matter how paradoxical it may sound, Serana will like this idea. In order not to arouse Lord Hakon's excessive curiosity, the vampire woman will offer to sneak into castle courtyard through a secret passage by the bay, in the northeastern part of the island.


After defeating the undead guarding those places, go through the door to the Volkihar Castle Dungeons. In the first room you will encounter resistance in the form of Hounds of death led by a wild vampire. By the way, from the note found with him, it becomes clear that in the castle of this poor fellow to live they didn't let me in, therefore, he settled in the catacombs.

In order to go deep into the dungeon, you need lower the bridge, blocking the exit from the room with the wild vampire. This is done using the lever located on the balcony above the bridge.


After the bridge goes down, Serana will kindly advise you to turn left. Following the advice of his companion, the hero will detect the lever. Turning the latter activates a mechanism that lowers another wooden bridge. On it, the hero with Serana will be able to get to the stairs leading to the Court of Volkihar.


There is a large moon clock in the courtyard of the castle. Serana will immediately notice that something is wrong with them. The hero needs to inspect the clock for a malfunction. It turns out that they missing a few moon rocks to be more precise - three.

  • The first moonstone is in Valerika's garden;
  • The second moonstone on the balcony above Valerika's garden;
  • The third moonstone is in the pond next to the moon clock.

As soon as the protagonist inserts missing stones in hours, they will turn and open the passage to the ruins of Volkihar. Overcoming the crowds of the rebellious undead, the hero needs to break into a small room with a gargoyle and a grating blocking the path. Attentive eyes will notice that behind the gargoyle weighs a ring responsible for opening the lattice. Pull on it and keep moving forward in search of Valerika.


After resting a couple more skeletons, the hero will stumble upon large arched doors, through In the room with four stone gargoyles, you can find the Royal Vampire Armor. which you can get into the room with four gargoyles. There is a secret passage in this room. You can open it by pulling the candlestick by the fireplace.


Having overcome the tunnel behind the secret passage, the hero with Serana will fall into a large hall. In the center of it is an incomprehensible circle that will interest Serana. Looking around, the protagonist will find bookshelves in the southern part of the hall, on one of which he must pick up Valerika's diary.

After reading her mother's diary, Serana will remember that Valerika tried to explore Soul Cairn and could probably find a way to get there. The stone circle, however, may turn out to be a portal to this mysterious place. However, to try open a portal, you need to collect refined salt of the void, finely ground bone meal and fragments of soul stones. Fortunately, all the necessary ingredients can be found right in the hall with the portal. Moreover, they are in large bowls so they are hard to miss.

  • The soul gem shards are on the wardrobe by the stairs;
  • Purified salt of the void is on the balcony, above the secret passage;
  • Finely ground bone meal is on the table, under the skull of a mammoth.

After finding all the ingredients, put them in bowl over the portal, and then speak to Serana. The vampire woman will add her blood to the bowl and the portal to the Cairn of Souls will open. If the protagonist is not a vampire, then in order to pass through the portal he will need to become one (Serana will help), or donate a part of your soul. In the latter case, while in the Cairn of Souls, the hero will lose 45 mana, stamina and health. The main thing upon returning is not to forget to ask Serana how to return the lost characteristics.


The task will be completed as soon as the Protagonist and Serana enter the portal and end up in the Cairn of Souls.

Quest codeWhich stage activates
setstage DLC1VQ04 10
setstage DLC1VQ04 20Completed: Talk to Serana
Started: Explore the courtyard of Volkihar Castle;
setstage DLC1VQ04 30Completed: Inspect the courtyard of Volkihar Castle;
Started: Examine the moon clock;
setstage DLC1VQ04 35Done: Examine the moon clock;
Started: Examine the ruined tower of Volkihar Castle;
setstage DLC1VQ04 50Completed: Inspect the ruined tower of Volkihar Castle;
Started: Find Valerika's diary;
setstage DLC1VQ04 55Done: Find Valerika's diary;
Started: Talk to Serana;
setstage DLC1VQ04 60Done: Talk to Serana;
Started: Find fragments of soul stones;
Started: Find bonemeal;
Started: Find Purified Void Salt;
setstage DLC1VQ04 70Done: Find ingredients;
Started: Put the ingredients in the bowl;
setstage DLC1VQ04 90Started: Enter Soul Cairn;
setstage DLC1VQ04 200Complete the task.

Beyond death

Once in the Cairn of Souls, follow the castle with two luminous towers, the quest marker will not let you get lost. It is important to be in front of the castle with Serana, as Valerica will start a dialogue only with my daughter.

As soon as Valerika finishes chastising Serana for her indiscretion, she will talk to the main character. Serana's mother will tell you that she and her daughter were servants of Molag Bal and went through a ritual dedicated in his honor. This ritual is so severe that few survive after its completion. However, survivors receive the blood of a true vampire. Valerika will also share information that in order to fulfill the prophecy hidden in the Ancient Scrolls, need Serana's blood. Summing up the information received, it is not difficult to conclude that Lord Harkon planned to kill his own daughter. Apparently, it was for this reason that Valerika locked her in the tomb.

The dialogue with Valerika will end with words of distrust towards the protagonist. After that, Serana will not stand it and will scold her mother for past sins. Like, you and dad used me, and this dude did a lot for me in a short time of acquaintance. Surrendering to the pressure of her daughter, Valerika agrees hand over your Elder Scroll. But, not everything is so simple. The fact is that Valerika is locked behind some incomprehensible barrier, which can be destroyed destroying three caretakers located in the most high towers Cairn of Souls (quest markers will not let you get lost).


Having dealt with the caretakers, return to Valerika and ask for the Ancient Scroll. The vampire woman will invite you to follow her to the castle. On the way to the scroll on the hero's group will attack Durnevir- the dragon guardian of Cairn of Souls. Defeating the last one talk to Valerika, which will marvel at the victory over the physical form of Durnevir and continue to lead the hero to the Elder Scroll.

After receiving the scroll, return back to Skyrim. At the exit from the castle, the protagonist will meet Durnevir again, but this time there is no need to fight him. On the contrary, the dragon grant the hero the knowledge of the scream, allowing you to call him at the right time.

The task will be completed as soon as the Protagonist and Serana leave the Cairn of Souls.

Quest codeWhich stage activates
setstage DLC1VQ05 10Started: Find Valerika;
setstage DLC1VQ05 20Done: Find Valerika;
setstage DLC1VQ05 30Started: Kill the caretakers of the Graveyard (0/3);
setstage DLC1VQ05 40Completed: Kill the caretakers of the Graveyard (0/3);
setstage DLC1VQ05 50
setstage DLC1VQ05 70Done: Follow Valerika;
Started: Defeat Durnevir;
setstage DLC1VQ05 80Completed: Defeat Durnevir;
Started: Talk to Valerika;
setstage DLC1VQ05 110Done: Talk to Valerika;
Started: Follow Valerika;
setstage DLC1VQ05 200Complete the task.

In search of truth

The quest begins after the Moth Priest reads the Elder Scroll of Serana. To complete the quest, you need to find two other scrolls.

As soon as the hero collects all the scrolls, you need to talk to the priest of the Moth and ask him to read them. Alas, the priest will refuse the protagonist, as he has already gone blind after what he saw in the first Elder Scroll. However, you should not despair, as the priest of the Moth will indicate what needs to be done to independent reading scrolls.

Quest codeWhich stage activates
setstage DLC1VQELDER 10Start a task;
setstage DLC1VQELDER 200Complete the task.

Invisible visions

Since the captured priest of the Moth Dexion is blind and can no longer read the scrolls, the main character needs read them yourself, preferably without side effects. To do this, he will have to perform a mysterious rite, previously practiced by the priests of the Moth. You can learn more about him in the Ancestral Glade, located east of Falkreath.

In the depths of the Glade of the Ancestors, the protagonist needs to find scraper knife and cut with it the bark of the Singing Tree. After that, the hero will have to attract flocks of ancestral moths- butterflies flying in groups of three or four. They are found in abundance in the Glade of the Ancestors, so it's hard to call this a problem.


Having gathered a pack of butterflies around him, the hero needs to stand in sun circle and read three Elder Scrolls. As soon as this happens, you should go to your companion Serana and tell what you managed to see in the scrolls. When approaching Serana, the hero will find that she attacked by a hostile group(if the grid does not open, click on it and type disable in the console). Defeat the ill-wishers and share the collected information with Serana.

The task will be completed as soon as the main character tells Serana where to find Auriel's Bow.

Touching the sky

From the Ancient Scrolls, the Protagonist learns that Auriel's bow can be found in Evening Cave, located southwest of Solitude and north of Castle Volkihar.

Once in the Evening Cave, the protagonist must move deeper until he stumbles upon suspension bridge. When trying to pass through it, the bridge will not withstand, and the hero and Serana will fall into the streams of a seething underground river, which will carry them into a branch of the cave, infested with spiders.

Having dealt with the insects, the hero and his companion need to move to the northeastern part of the location (the corridor leading east near the camp with the dead Breton). There, among the wayshrines of Auriel, the protagonist will meet Knight Commander Gelebor. Which, by the way, is one of snow elves, not turned into a Falmer.

Gelebor will tell you that the only How to get Auriel's Bow is to perform an ancient ritual of carrying water in a jug. Since this is the only way to open a passage to the temple where the desired artifact is stored, the hero will have to work as a water carrier.

After the protagonist agrees to participate in the ritual, Gelebor will open portal to Evening Passage. After exterminating the crowds of Falmer and overcoming the transition, the hero with Serana stumble upon a wayshrine of Light and the spirit of a snow elf named Prelate Sedanis. The protagonist needs to ask the spirit to open the sanctuary, fill the jug and go through the next opened portal leading to the Forgotten Valley. Here, quest markers will come to the aid of the player, pointing to the rest of the sanctuaries.


After the hero fill the jug of all five shrines, he needs to empty it into the bowl at the entrance to the Inner Sanctuary of the Temple of Auriel. As soon as this happens, the gate will open and nothing will interfere with the protagonist proceed to the temple.


To move around the temple of Auriel, players will need a jug filled by them in the shrines. Put the jug on the altar - the passage opens, stand out the door, then take the jug.

Through the Inner Sanctuary, the hero with Serana will fall into Chapel of Auriel. Here they will find seated on the throne of Virthur- the brother of the Knight-Commander Gelebor, about whom, by the way, he warned.

Virtur will prove to be a very unpleasant person upon verification. That frozen revive the Falmer, then the ceiling will collapse. As soon as the hero and his companion overcome all the misfortunes of Wirth, he will finally lose his temper and destroy the remains of the Temple of Auriel. The protagonist will be thrown to the ground by an explosive wave. The benefit of Seran will be nearby and morally cheer up the hero.

Wirth himself, after the explosion, retreats to a small balcony, where the Protagonist and Serana can talk to him calmly. It turns out that Wirth used to be Auriel's first confidant and had the honor of speaking with him. But, after one of the flock infected Wirth with vampirism, Auriel turned away from him. Virtu did not like this turn of events, and he decided to take revenge on the one whom he used to worship. Since it was not given to him to kill Auriel, Wirth decided to outshine the sun to lessen Auriel's influence on the mortal world.

Wirth's words will make a negative impression on Serana and she will attack him. The hero should join the battle and destroy Wirth. Immediately afterwards, a wayside shrine will appear next to the balcony, along with Knight Commander Gelebor, who give the protagonist Auriel's Bow. This task will end.

Quest codeWhich stage activates
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Done: Find out where Auriel's bow is;
Started: Talk to Gelebor;
setstage DLC1VQ07 50Done: Talk to Gelebor;
Started: Survive the Eternal Passage;
setstage DLC1VQ07 55Completed: Survive in the Eternal Passage;
setstage DLC1VQ07 70Completed: Fill the jar of the initiate (1/5);
setstage DLC1VQ07 100Completed: Fill the jar of the initiate (5/5);
Started: Gain access to the inner sanctuary;
setstage DLC1VQ07 110Done: Gain access to the inner sanctuary;
Started: Find Vicar Virthur;
setstage DLC1VQ07 120Done: Find Vicar Virtura;
Started: Get Vicar Virthur to explain himself, by word or by force;
setstage DLC1VQ07 200Complete the task.

family court

After the Main character receives Auriel's bow, he needs to talk, with which has already become almost native during the adventure Serana(if you play as the Volkihar clan) or Isranom(if you play as the Dawnguard). Both NPCs will offer the only correct, in their opinion, option for further action, namely assassination of Lord Harkon.

Well, in general, it's time to give a hat one of the main antagonists this DLC. Travel to Castle Volkihar and challenge Harkon.


As soon as the fight starts, attack Harkon with everything you can, while remembering to keep an eye on his location, as he has a habit of often teleport. Also, Lord Harkon closes himself every now and then. spherical barrier, at this time it is necessary shoot him with Auriel's bow.

After defeating Lord Harkon, you complete the walkthrough main storyline Dawnguard add-ons.

basic information


Requirements

Arrive at Arkntamz for the first time

Quest giver

Etherium crown or ethereal shield or ethereal staff. Marshmallow (optional)

Walkthrough


In the ruins of Arkntamz, you can meet the ghost of Katria, an adventurer who died during a collapse that occurred here. Talking to her will start the quest. It turns out that Katria during her lifetime managed to get close to unraveling one of the greatest secrets of the Dwemer - the location of the forge of etherium, an extremely rare mineral with unique properties. Katria has done a lot of research on this topic, more details about her findings can be found in her diary and the book "Aetherium Wars" that can be found on her body. The body itself lies in the same room where her conversation with the hero took place, on a cliff in the middle of the abyss. Since the only way to get to the other side is just over the cliff, the body cannot be missed. Above the abyss at the end of the log lies a Zephyr bow. If desired, Katria will join the protagonist, helping quite well with both hints and well-aimed archery. If someone is already traveling in the company with the main character, it’s not scary - he will also remain in the team.

Arkntamz

After reading the diary and the book, it becomes clear that the forge was hidden from prying eyes, and you can get into it only with the help of some special key, which is divided into four parts, the location of which is indicated in the diary. One of them is stored in Arkntamz. Next, you have to make a difficult path to the very top of the ruins (since Arkntamz was built inside a mountain (apparently, an extinct volcano), and its tiers do not go deep into the earth, but up - to the top). This path leads to the heart of the ruins - the center of etherium research. To enter it, you have to solve correct order activation of five locks that lock the gate. The clue is on the last page of Katria's diary or, if the diary hasn't been picked up, on a piece of paper that can be found on the body of an unnamed adventurer lying next to the gate.

Prompt:

  1. Bottom left.
  2. Right below.
  3. Top left.
  4. Top right.
  5. Down center.

After everything turned out, you can pick up the first part of the key - the ethereal fragment. Katria, after a short conversation, will leave the protagonist and go in search of other fragments. Dovakin should also do this. The order in which the fragments are collected does not matter, but the following is a description in increasing complexity.

Deep Folk Crossing

Everything is simple here. There are no enemies in the location. The only difficulty, and then a miserable one, is in finding a local fragment (if the quest is not marked as active in the quest log and there is no map marker). The fragment is located behind the Dwemer bridge, behind the octagonal pedestal. After the protagonist picks it up, Katria will appear and praise him for his promptness.

Mzulft

There are no difficulties here either. There is no need to go to Mzulft itself. The fragment is located in a separate building on the territory of the ground part of the city - the pantry of the gnomes. If this location has not yet been visited, then a pleasant addition to the fragment awaits here - a huge amount of Dwemer metal and other valuables. The main difficulties are to cope with the three locks of the warehouse departments (two levels "Student" and one - "Expert"), and carry away all the trophies. Katria will already be here and will reproach her for her sluggishness.

raldbthar

This is the only place where getting a fragment is risky. The fact is that it is located at the very end of the dungeon, next to the exit from it and the local entrance to the Black Limit. Therefore, if these ruins have not been cleared earlier and access to the Black Reach has not yet been obtained, you will have to fight your way through the entire Raldbthar. If any of the above has already been done, then you can enter directly into the last room of the city through the Black Reach or from the surface, going down the elevator. One way or another, a small room will be found here, at the far end of which, near the stand with the fragment, Katria is already waiting. However, the passage to it is blocked by a Dwemer sphere and a spider. It is not clear how they were going to keep the ghost, apparently, their program simply does not provide for such a situation. Either way, she and Katria don't attack each other. After destroying this small obstacle, you can pick up a fragment. Katriya is relieved to see that it's finished and asks if all the pieces of the key have been collected.
It doesn't matter which part is found last. After she is found, and after the obligatory phrase (see above), Katria will report that everything is now ready for penetration into the forge, and will offer to meet there, after which she will disappear as usual.
Aetherium Forge

The forge itself is located in the ruins of Btalft. It's southeast of Ivarstead. The ruins themselves are inhabited by several bandits, as well as metal structure clearly Dwemer work in the form of a sphere with an arrow. In the pedestal on which it is installed, there is a recess of a characteristic shape. It is necessary to insert the found fragments into it, and they will merge together, turning into an “ethereal emblem”. After that, the elevator to the forge will open. Behind the waterfall there is a chest locked with an Adept level lock, and not far from the waterfall, at the bottom, lies a great soul stone. Next, you have to close two valves responsible for the supply of steam, which interferes with the passage. On the approaches to the forge, a fight with many Dwemer spiders and spheres awaits, and to top it off, a huge centurion, the Master Smith, will appear, attacking with fire. Having dealt with everyone, you can start inspecting the chests and collecting trophies, and then head to the forge, to activate which you need to use the ethereal symbol. Now it remains to choose a reward.
What about Katria? Her strongest desire - to get confirmation of her theories and proof of the existence of the forge, is finally fulfilled, and she leaves the main character again, now forever ...

Using Shout "Rapid Charge" or "Ethereal", you can get to the chest on the other side of the lava lake. Also, from the side of the lava lake, two secret gates are visible. You can get to them in the same way as to the chest. Behind them you can find several Dwemer parts, scrap metal and chests.

Reward

Only one item can be crafted in the forge to choose from:

  1. Etherium crown - a hoop, makes it possible to activate two Guardian Stones at the same time.
  2. Etherium staff - summons a Dwemer sphere or a spider (who exactly appears is chosen randomly).
  3. Aetherial shield - heavy armor, when it hits an enemy, it dematerializes it for 15 seconds, which can be useful in battles against a group.

Note: after completing the quest, the hero will meet Taron Dreth with his mercenaries. He will ask how the main character was able to forge this item (crown, shield or staff). In any case, he will say that the protagonist knows too much, and the gang will attack Dovakin.

Foreword

All users of personal computers were looking forward to the release of the first full-fledged add-on for Skyrim called Dawnguard. In this article I will describe the passage of the storyline for the faction of the guards of the dawn.

To better understand how the storyline diverges into the light and dark sides, here is a small diagram:

Requirements to start the storyline: level 10 or higher.
Requirements for completing the storyline: the presence of an ancient scroll (obtained by the main passage of Skyrim)

Dawnguard

ID: DLC1VQ01MiscObjective

The first thing after installing the DLC is the question of how to see all the additional content in all its splendor? The answer is simple, after your character reaches level 10, any Skyrim guard will have a dialogue about recruiting into the guards of the dawn, but if you are in the city, an orc named Durak (Durak) will come up to you and talk to you. We choose the answer with the desire to join the vampire slayers (Killind vampires? Where do I sign up?).

Following the marker (the best way to get there is from Riften) we come to a cleft in the mountain. Let's jump boldly. Following the path we get to the entrance to the castle. Next, we observe the scripted dialogue of two NPCs:

We speak with a character named Isran (Isran) and show a desire to join the Dawnguard (I "m here to join the Dawnguard). This is followed by a scene of conversation between Isran and Tolan (Tolan), after which the task "Guardian of the Dawn" ends.

Awakening

We follow the cave, which is located near the sanctuary of Mehrunes Dagon and kill a bunch of vampires in it (attention! to follow the storyline of the Guardians of the Dawn, do not accidentally become infected with vampirism). Arriving at some altar:

press the button under the marker and a purple glow appears. Next, you need to move the braziers (Brazier) that are standing around so that they become engulfed in flames.

When everything is ready, a stone monolith (Stone Monolith) will open, upon activation of which a lady of beautiful appearance and ... long fangs will fall out of it. After talking to her, the task ends.

Bloodline (Bloodline)

As it turned out, the girl's name is Serana (Serana) and she asks to take her home. Well, let's not refuse. We choose from the crypt and along the way we study a new cry.

We move north and by boat we get to the castle Volkihar (Castle Volkihar) and go to the main gate. Seeing Serana, they immediately open the gate.

In the castle, Lord Harkon is waiting for us, who will offer you to become a vampire. We choose to refuse to accept this curse (I don "t want to become a vampire. I refuse your gift), because we want to cut vampires! Not very happy with this development of events, Harkon expels us from the castle (well, he doesn’t kill and thanks for that) On the way to the castle of the Guardians of the Dawn, we observe an attack on the castle by a detachment of vampires, in the amount of 3 pieces!After killing them, we talk with Isran and this task ends.

New Order (A New Order)

ID: DLC1HunterBaseIntro

We are required to recruit two new Van Helsings to the castle. Let's start. The first, by the name of Gunmar, will not come to the castle until you kill the she-bear that is in the cave before our eyes. Complexity here can only be delivered by a troll that has settled near a she-bear. We talk with Gumnar and he goes to the castle.

The second recruit will be a girl named Sorine Jurard. She flatly refuses to go to the castle if you do not have a pumped persuasion or if she does not have a "Dwemer Gyro". Luckily, Serana's lost bag of gyroscopes lies near the river.

We give her one piece and she is already a member of the order.

Returning from the task, we find ourselves closed in the castle where we are being tested for vampirism. If you are not infected, then the gate will drop, after which we go to Isran (turn left and up the stairs). End of task.

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Seran (I already thought I would have to kill her) and after talking with them we will be sent to find out about a certain priest. We go to the College of Winterhold to the librarian Urag gro-Shubu and find out where to find the priest (I need to find a Moth Priest), he will send us to the Dragon Bridge. Arriving there, we lose the task marker, but any resident of the city or guard quickly rescues us. We ask if they saw a priest here (Know anything about a Moth Priest visiting Dragon Bridge?) and we are told that he was here, but had already crossed the bridge to the south.

We take out a note from the vampire and after reading it we go along the marker into the cave. We clean it up. From the marked corpse we take out the quest stone and insert it into the hole on the parapet.

The energy barrier is falling and you have to beat the old man! After talking with him, after his sides were dented with our sword / mace / ax / fireball / (insert as necessary) we send him to the castle, and then we move out there ourselves. After the dialogue in the castle, the old man reads the ancient scroll and the Prophet quest ends.

Chasing Echoes

It is required to talk with Serana and from the dialogue we learn that the entrance to one of the Oblivion planes is hidden where she would not look. We offer her an option with the Volkihar Castle (In Castle Volkihar?) and hit the road.

We should not meddle in the main entrance of the castle, we will go to the left.

In the castle we pass the corridors, unlock the doors, lower the bridges with levers and in the end, going out into the fresh air, we stumble upon the moon clock (it's like the sun, only the moon). They look like this.

To make them work, you need to find the missing sections:


After repairing the mechanism, we go down to the basement. We pass along the way, taking all the opponents into Oblivion.

Mechanism from the lattice behind the gargoyle.

Activate.

How unexpected!

Passing by a room with a bunch of gargoyles, do not forget to take a beautiful vampire armor.

Find a couple of differences:


Arriving at this location with circles in the middle of the room:

I advise you not to touch anything until it is indicated in the task (there are bugs with the task) and just in case, save.

After a long speech by Serana, she asks us to find her mother's diary.

We read, pick up, give to Serana (I "ve found your mother" s notes). After which she asks to find three things in the room to open the portal.


Next, put it all in a marked goblet and say to Serana. She drips her blood into it, the portal opens, but we can't get in. Serana tells us that either a vampire can enter there, or one who leaves a part of his soul in this world.

Eh, since we Guardians of the Dawn choose the option of splitting the soul in a conversation with Serana (Soul trap me. I won "t feel right as a vampire), and then we say that we are ready (I" m ready). The separation is painless:

and we can go through the portal. End of task.

Beyond Death

After passing through the portal, we find ourselves in one of the oblivion planes, where those souls that are absorbed into the stones are stored. A feature of this area is its own, unique landscape. There are cracks in the ground, activating them fills one of the soul gems in the player's inventory.

First of all, we go to the marker, along the way meeting wandering souls and local undead.

Arriving at the place we will meet Serana's mother - Valerica.

On her tip, we go to kill three guardians. Nothing complicated with this, the markers will indicate where they are.

Returning to Valerika, we find that the barrier separating us has disappeared and she takes us outside the gate.

Where a dragon appears to be defeated.

And then we move on to the next task.

Seeking Disclosure

One of the scrolls for this quest is obtained through the previous quest, and the other during the passage of the main storyline.

Having obtained both scrolls, we talk with the monk.

This completes the task.

Unseen Visions

Important: In this quest, you will need an Elder Scroll Dragon, which is obtained from the main story of the game (see quest "Beyond the Ordinary")

The monk who was supposed to read our scrolls is blind! Now you need to perform the moth ritual.

To do this, we go to the cave under the sign, where we take a scraper, use it on a tree and start running after the moths. It is not necessary to catch them, it is only required that they fly after you. To do this, we run around the cave in search of 7 groups of moths.

When they are collected, we go into the light and read the scroll.

We speak with the companion and the task is completed.

Touching the Sky

So, we stock up on everything necessary for a long journey and set off on a mission, it will take a long time to climb dark caves.

So in the first cave we need to jump into the water and go with the flow, it will lead to the right place. In general, the cave is quite straightforward, we look at the location map and go where we have not been before. After a long journey, we meet a snow elf named Gelebor! The only representative in his right mind and with sighted eyes.

Talking with him, we learn that he is not the last snow elf, but he really wants to become one and gives the task to kill his own brother. Well, it is not possible to continue the race, so one more member of the endangered race, one less - it does not matter.

The representative of the red book opens a portal for us and we are given the task to collect 5 water samples from different sources.


There is a lot of running around, a lot of Falmer, the dragon is also not alone, but there should not be any difficulties in finding locations.

In the end, we come to a huge castle, into the bowl of which we need to pour the collected water. We go to the opened location and meet the brother sitting on the throne.

He does not want to give up just like that, so he revives the frozen Falmer and Corus whom we have to kill. Next, the fight takes place with the snow elf himself:

after defeating which, Gelebor will give us Auriel's Bow.

End of task.

Kindred Judgment

The final task of the Guardians of the Dawn! We talk with Serana, and then with Isran in the castle, where he, rejoicing at the discovery of the bow by us, will gather all the soldiers and make a fiery speech.

Having dealt with them, we run to the castle, where a battle is burning, in which it would be good not to hurt our own.

And the last to fight with Harkon. There is no need to give him the bow, because the battle will take place in any case.

He is a nimble opponent, summons skeletons and gargoyles, sometimes pupates, becoming invulnerable to everything except Auriel's bow.

By killing him, we get ... honor and respect from all the Guardians of the Dawn. Congratulations.