Walkthrough of all The Elder Scrolls V: Dawnguard quests and an overview of the add-on. Passage of quests "Skyrim". Quests "Guardians of the Dawn" - walkthrough Where is the fort of the guardians of the dawn

ID: DLC1VQ01MiscObjective

The first thing after installing the DLC, the question arises: 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 (Killing vampires? Where do I sign up?).

Following the marker (the best way to get there is from Riften), we come to a crevice in the mountain. Let's jump boldly. Following the path, we reach 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 a conversation between Isran and 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), which 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, and she asks to take her home. Well, let's not refuse. We get out of the crypt and along the way we study a new cry.

We move north, by boat we get to the castle Volkihar (Castle Volkihar) and go to the main gate. Seeing Serana, they will 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 on Thank you very much).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, named 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 mission, 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 get 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 up the old man! After talking with him, after his sides were dented with our sword / mace / ax / fireball / (insert what you need), 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.

It is required to speak 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.

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

In the castle we go through 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:

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

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

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 which 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.

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.

The monk who was supposed to read our scrolls has gone 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.

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 to 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 get 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, which 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 a 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 receive ... honor and respect from all the Guardians of the Dawn. Congratulations.

Skyrim: Dawnguard - Walkthrough (As Vampires)

The vampire storyline described here is only available in the Dawnguard add-on.

The storyline for vampires begins in the same way as for the guards of the dawn. And in order to immediately understand exactly how the storylines diverge, a small drawing:

Requirements to start the storyline: level 10 or higher.
Requirements for completing the storyline: the presence of an ancient scroll (obtainable from)

Dawnguard

ID: DLC1VQ01MiscObjective

Talk to any guard, or visit Whiterun, where, after taking a few steps into the city center, the orc Durak will approach you and start a conversation about the war of the guards of the dawn against the vampires. Whatever you say, after the conversation, the Dawnguard task will begin, and the entrance to the Dawnguard Ford will be marked on the map, you go there:

In the main building, we talk with Isran, and we say that we want to join the guards of the dawn (in general, if you play the English version, but it’s hard with English, you can safely reap the first dialogue option everywhere).

The task will end after the conversation, and the next one will automatically begin.

Awakening

We leave for the crypt Dimhollow Crypt. Where vampires and other evil spirits will be waiting for us:

The first closed grate is opened by a lever, which is opposite, in a small room:

There will also be a second grille, and the lever that opens it will not be nearby, but slightly behind. Eventually, while exploring the crypt, you will come to this place:

We kill two vampires and begin to move the racks so that the magical fire in them catches fire. After all the racks light up in a circle, activate the rod in the center.

A little surprise will be waiting for you, and this is where the task ends.

Completing this quest unlocks the achievement: Awakening

Bloodline (Bloodline)

Now you need to take Seran to her ancestral castle. We get out of the crypt (we will again have to make our way through the mountains of corpses of skeletons, draugrs and gargoyles), after which we go here:

There will be a boat in the indicated place, we sit down (activate it) in it and appear at the Castle Volkihar:

We talk with Lord Harkon:

Important: it is in a conversation with him that there will be a fork between the light and the dark side. We need a dark one, which means we choose:
"I will accept your gift and become a vampire"

After that, he turns us into a vampire, and a mini-learning will begin:

Important: it is not known why, but if after training if once again with Harkon'e turn into a vampire lord, he will start attacking you.

After training, the task ends and the next one automatically starts.

Hematite Chalice (The Bloodstone Chalice)

ID: DLC1VampireBaseIntro

Without leaving the castle, we talk with Garan, who, after a long and incomprehensible conversation, will give us a special cup:

And send it to Redwater Den:

On the spot you will meet a simple ruined house ... but not everything is so simple. In his basement there is some kind of torture chamber, and from it there is a passage to another location. In general, feel free to kill all the vampires that will interfere with you until you get to this place:

Press E (fill the goblet with special blood), kill a couple more vampires, and return to Castle Volkihar, to Garan:

Mission completed.

Prophet

ID: DLC1VQ03Vampire

We talk with Harkon'om:

Then we go to the College of Winterhold, where we talk with Urag gro-Shub:

And now we need to go to the Dragon Bridge village:

Where the job cursor disappears. You need to talk to any guard:

Then we set off across the bridge, along the road, where we find a broken wagon. We select a note from the corpse and read it:

Then we go to the Forebears Holdout dungeon, located nearby:

We kill everyone in our path until we get to this place:

Here you will need to disable the magical barrier. To do this, we select Weystone Focus from the corpse of Malkus and install it on the rack at the top:

We go to Castle Volkihar, talk to everyone the marker points to, and the task ends there.

Chasing Echoes

First, we talk with Seran:

After that, you need to leave the castle, go down the bridge, and immediately turn right (without crossing to the mainland), where you will find the entrance to the castle dungeons:

There are no special opponents inside, but you will have to run through the labyrinths fairly. And, of course, there will be closed doors with levers (which you will suffer until you find them):

We install them on the desired circles, after which the entrance to another location opens:

In the next Volkihar Ruins, you will have to run a lot and look for hidden passages - do not count on a quick passage of this location.

There are three difficult moments with hidden doors, the first two:

You find yourself in a room in which Serana will talk to herself a little, then you will need to talk to her (everywhere you can click on the first dialogue option), at the end of the conversation you are given a new task - to find a magazine.

It is on the shelves with red books:

We talk with Seran again, now you will need to find three ingredients. You need to look in the same room - there are a lot of different ingredients on the shelves and tables. I did not choose the right ones, but simply collected everything that lay.

After collecting them all, you need to put in this bowl at the top:

A portal opens to Soul Cairn - a beautiful and large location that will be pretty trampled.

As soon as you enter the location, the task ends and a new one begins.

Beyond Death

First you need to get to the marked point where you will meet Serana's mother - Valerica:

She gives the next task - kill 3 Keepers. They are in the same location, but in different parts:

The feature of the location is some glowing bowls that can teleport you to additional locations. One of the keepers will be in just such an additional location.

After killing all 3, we return to the mother, talk to her and follow her to the Boneyard.

Where the dragon Durnehviir immediately appears, which must be defeated:

After the victory, after talking with Valeric again, follow her and take the Elder Scroll (Blood):

Now we need to return to our vampire castle. On the way back, the dragon you recently defeated will speak to you and teach you new dragon words:

We leave the location, the task ends.

Seeking Disclosure

Important: in order not to wander through the numerous corridors and rooms, in the next location we immediately go out through this door, and then through the global map we move to the entrance to the castle:

And we talk with Dexion Evicus:

The task is completed, and the next one begins.

Unseen Visions

Important: in this quest you will need an Elder Scroll Dragon, which is obtained from the game (see the tasks "Beyond the ordinary")

Let's go to the beautiful Ancestor Glade location:

Where first you will need to take a scraper, then use it on a tree nearby:

We talk with Seran - the task is completed:

Touching the Sky

Get ready for a very long walkthrough of this task and an unrealistic number of locations that you have to visit.

First we go to the Darkfall Cave:

There will be a suspension bridge in it - go through it for the first time, it withstands you, go through it a second time - it breaks off, and you fall into the stream, which begins to quickly take you away in an unknown direction - do not worry, everything is fine:

He will bring you to the cave below, after passing through which we exit here:

We talk with the snow elf, from which he opens a portal to the Darkfall Passage. Let's go into it:

There will be practically no puzzles in all the upcoming huge locations, but here is one of them - a hidden stone wall, which is opened by a cable protruding from the wall nearby:

The essence of all the upcoming running around is to find 5 ghosts that will open shrines in which you will need to collect water:

We go into the opened portal, and we get into the next huge Forgotten Vale location:

The essence of the task remains the same - we are looking for ghosts and collecting water:

You will have to run a lot, explore several locations. When you see this building - know - the end is coming soon:

We go upstairs, pour the collected water into this bowl:

And we pass into Inner Sanctrum, the entrance to which will be behind you. There we meet Arch-Curate Vyrthur, we talk to him:

Then we fight with numerous ice Falmers, after which there will be small lyrical inserts and, in fact, a fight with him.

After the victory, talk to Kinght-Paladin Gelebor, who will be nearby, and take Auriel's Bow:

The task ends.

Kindred Judgment (Kingred Judgment)

This is where the final challenge begins. We talk with Seran and return to the castle, where Harkon is already waiting for us in the form of a vampire lord. We talk with him, everywhere you can choose the first points of the dialogues (do not give him the bow - in this case, it will make it very difficult to kill him). Then the final battle begins.

At the moments when Harkon surrounds himself with a red sphere, he is invulnerable, and you can "knock" him out of this state by shooting him from Auriel's Bow (I recommend putting him on a hotkey).

In general, he is not a strong opponent, but very nimble and constantly restores his health.

We win, become a Master, get possession of the castle of vampires and all other privileges.

The task is completed. Congratulations.

Now you can take additional tasks from various NPCs in the castle. I will write more about them later.

How to put out the sun

Now we can put out the sun for two hours. For this we need Auriel's Bow and Bloodcursed Elven Arrow.

Then we shoot at the sun (in the area of ​​the sun, because the vampire cannot look at the sun, and it is displayed just as a bright blurry spot):

To get the Bloodcursed Elven Arrow, you need to have regular elven arrows and, after talking with Seran, ask her to make blood arrows (she will exchange 20 regular elven arrows for 20 blood arrows).

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 go through 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 plot of the game (see the 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.

Skyrim is a 2011 video game released by Bezeda. It is a continuation of the cult series "The Elder Scrolls". Passing Skyrim quests can drag the player for many days. It is rather difficult to say the exact number of tasks, since in addition to the main ones there are countless side and additional ones. Upon completion, all quests will still be generated indefinitely.

The passage of Skyrim quests is the basis of the gameplay of the game. These are tasks that must be completed in order to receive a reward or advance in the story. From the passage of quests depends not only on the progress of the player's development, but also on the world around him.

As you progress, the weather, the mood of the inhabitants, the political map on the mainland of Skyrim may change. The passage of the main quests is the most interesting and ambitious. For them, the player receives the best rewards. He takes additional quests on his own. Some of them are hidden, so getting the task is quite problematic. In total, there are 2 main quest lines in the game.

Dragonborn

The player receives the quest to the dragonborn line at the very beginning of the game. As it turns out later, the main character is Dovakin, which means kinship with dragons. The first quest of the line takes place in the city of Whiterun, which is located in the center of the map. Upon arrival there, you need to go to the jarl of the city, who sits in the Dragon's Limit - the main fortress of the city. Then it suddenly turns out that Whiterun is under the threat of a dragon attack.

Dovakin is sent along with the city guards behind the walls to reconnoiter the situation. After that, a dragon arrives, which begins to attack the squad. To defeat him, it is best to use the bow that the garrison officer will give you. During the flight, the dragon makes one stop to hit opponents with fire. It is at this moment that you need to shoot arrows at him.

There are more than 7 types of arrows in total. The most useless - iron. They are easy to find, but they do very little damage. Steel ones are also quite common. It's best to always use them. Powerful and rare ones like glass or elven ones should only be used in battles with a serious opponent. The dragon is just like that.

When the enemy is low on life, he will fall to the ground, but will continue to fight. Here it can be finished off with melee. After the monster's death, the player absorbs its soul, which confuses everyone around. The officer sends you to report to the jarl about what happened. Just then, a strange voice is heard from the sky. The Jarl explains that it is the Greybeard clan that summons Dovakin to their lair. It is located on Mount High Hrothgor. To get there, you have to walk many miles on a serpentine road. Therefore, it is better to prepare before the trip.

First wait for the night (if daytime - press the standby button, by default - T). Then crouch (default Ctrl). Approach the horse and sit on it. This will significantly reduce travel time. When climbing the mountain, the player will have to face various difficulties.

Way up the mountain

First it will be ice spirits. They are very difficult to kill as they move quickly. Attacks with conventional weapons will not cause serious damage. It is best to use a fire spell.

Before approaching the abode of the Greybeards, you will have to fight an ice troll. This is a very strong animal that quickly restores health. Before the fight, it is better to use potions. Start bombarding your opponent with ambush arrows so that he receives critical damage. Then make quick attacks and run away so that the troll doesn't hit you. The animal's attacks are very slow, but deal massive damage. Therefore, it is better to just pass by it and continue on your way up.

Upon arrival at the High Khrodgor location, the head of the Order of the Greybeards will meet with you, who will explain the purpose of Dovakin and teach you the word of power. There are many words of power in total. They allow the player to use unique skills. Words of Power are given by Greybeards, some dragons, and can also be found in the caves that fill Skyrim. Passing quests will definitely push you into such dungeons. To make spells recover faster, you can put a Tallos amulet on your character.

After talking to the monks, they will ask you to return Jurgen's horn. To do this, you will need to go to the Ustengerev dungeon. It is teeming with draugr. These are the ancient dead who never found peace. Regular Draugr are fairly easy to kill. But there are various leaders and peculiar "bosses" of the dungeons. Fighting them will take a lot of effort. Some draugrs also know words of power and are proficient in Shout (the ability to cast spells with words of power).

Second act of the main quest

The passage of Skyrim quests will take a lot of time. Stock up on patience. The further you advance along the storyline, the more difficult the tasks will be and the more dangerous Skyrim will be. The order in which the dragonborn lineage quests are played should be interleaved with side quests so that the player can progress and acquire the necessary skills.

After completing the quest, the player gets acquainted with Delphine, she gives new tasks. She represents the ancient order of the Blades, who swore to serve Dovakin. Together with her, you need to go to the Keen Grove. There the player will have to fight the dragon. In order not to die, you should constantly run back so that the enemy focuses on the Dolphin.

After the victory, a conversation takes place, and the next quest begins. In it, the main character will need to go to the Thalmor embassy in order to steal important information. In order for the guards to let you in, Dovakin must be dressed in a festive outfit. Therefore, you should go to the western city of Solitude. There, find the store "Shining outfits". Somewhere around 200 gold is enough to fully dress the hero. Next, you need to meet with Delphine and go to the embassy. You can take with you only one thing with you, which the man of Blades inside will give you. A knife is best.

The security of the embassy is quite serious. Inside, several armored elves patrol the perimeter. Killing them alone is almost impossible. You need to quietly squat past them. To avoid being seen, hide in dark places - less likely to be detected. Upgrade the skill of stealth killing in advance. It allows you to deal 12x damage with a knife in the back. Armor and weapons can be taken from the dead guards. So you will have a chance to survive in an open battle. After stealing the necessary documents, the player must meet Delphine again.

Battle with Alduin

Passage of quests "Skyrim 5" changes the world. After advancing along the main line, the dragons begin to pursue the hero. They appear in a random place, most often outside the walls of large cities. But all of them are weak enough to deal with them without problems. The real threat is the main dragon - Alduin.

Before the first meeting with him, you will have to go through several simple missions. Find an old man in Riften, go to the dungeon, talk to several characters. Some difficulty is the search for Esborn. He hides in the Rat Hole, the lair of the Thieves Guild.

After talking with the Greybeards, the hero needs to climb the Throat of the World. There is Porthurnax. He points the way to the center of the World. After reading the scroll, the hero is transported to the past. At this point, no action is required from the player.

Dovahkiin automatically learns the new Dragonbreaker Shout. With it, it will be possible to slay the dragon Alduin, who will appear after returning to the present. As soon as the World Eater flies past the hero, it should be immediately hit with a dragon slayer. This Shout will cause the dragon to fall to the ground, where it can be dealt with with a melee attack. The battle continues until Alduin has very little health left. You can not kill him, he immediately flies away.

Last act

In the final act, there are several surprises that will pleasantly surprise the Skyrim game. The passage of the quests of the main line after this will end.

It all starts with the quest "Fallen". After talking with the Jarl of Whiterun, you will need to drive the dragon into a trap. Dovahkiin summons a monster with the help of Shout. After that, he hits him with a dragon slayer and he falls. Next, you need to quickly fasten the loops of the trap. The enslaved dragon will agree to deliver the main player to Sovngarde. This is the underworld of the Nords. There are warriors who fell in battle. After the flight, you find yourself in an unknown location. There will be a battle with several dragons and trolls. Then a portal to Sovngarde opens.

Upon arrival in the afterlife, it turns out that all the surroundings are shrouded in fog. To disperse it and get into the fortress, the Clear Sky Shout is used. The entrance to the Hall of Valor is guarded by the hero Tsun, who tests everyone who comes. After a dialogue with him, a battle takes place. After defeating the guard, you enter the Hall. There you can collect provisions and potions. Several heroes agree to go with you to fight Alduin. This is one of the hardest parts of the game.

The dragon is very powerful and uses various magical abilities. For example, summoning lightning, meteorites, fire. After defeating him, the main quest is over. Dovakin receives a reward and a new one will still appear, but less often.

Civil War

The passage of Skyrim quests involves participation in a civil war. She walks between the Stormcloaks and the Imperial Legion. It began after Jarl Ulfric killed King Torug. The Legion is a force of the Empire that wants to regain its control over the province of Skyrim. Complete completion of all quests for this faction will restore the power of the Thalmor on the mainland. The Imperials accept fighters from all over the world into their ranks. They obey the arrogant elves.

The Stormcloaks are Skyrim rebels. They fight under Ulfric. The main task of the Brothers is to free Skyrim from the oppression of the Empire and create their own state. Stormfighters are predominantly made up of Nords - the indigenous population. They dislike members of other races.

The player himself chooses which faction to fight for. The fate of the game world depends on his choice. First, you can join the side you like. Quests are about the same. First, Dovakin will have to pass a test to prove his fighting skills. The Stormcloaks will send you to the northern island, where you will need to defeat the ice ghost. After that, you can become a full member of the army.

The line involves many tasks to storm small fortified forts. There the player will meet the resistance of ordinary soldiers of the opposite side. Fighting them is not difficult. Usually enemies die after 3-4 hits. The difficulty lies only in the sheer quantity.

It is not necessary to go on a frontal attack. You can sneak into the fortress unnoticed and open the gates to your comrades. Then it will be possible to take the enemy by surprise and quickly kill.

In addition to capturing small objects, there are also tasks to storm cities. The first battle takes place over Whiterun. It is necessary to break through the enemy army and kill the jarl. Then your faction's rule is established in the city. Crimes will be written off. And if you received the Thane quest, all tasks will be considered completed, and you will be able to purchase a house in the city.

The final battle takes place in the hostile faction's capital. Playing as the Stormcloaks, the player will have to attack Solitude. For the Imperials - Winterhold. After the victory of either side, peace will be established in Skyrim. The local population in the dialogues will no longer mention the civil war. Your faction's soldiers will greet you as soon as they see you. It will also be easier to negotiate with the guards in the cities.

Dawnguard

After the release of the original game, the Bezeda company released an official add-on. It's called Downguard. After that, an additional quest line appears. The Dawnguard are an ancient clan of vampire hunters. They have been fighting the darkspawn for years. Their hideout is in Fort Dawnguard. This is a huge complex of castles, which is very beautiful from an aesthetic point of view. Completing faction quests changes Skyrim. The Dawnguard quests, the passage of which will allow you to finally defeat the vampires, are quite difficult. To access this line, the player must be at least level 10 of development. Better and even higher.

The first task is obtained from a random passerby or guard. You just need to talk to the city garrison.

The hero goes to the fortress, where he meets with the head of the guild. He gives a crossbow and sends Dovakin to the dungeon to clear him of the vampires of the Valkihar family. After fighting the guards, you meet with an ancient vampire lord. In a dialogue with him, he offers to join the family. Here the player must make a choice, there will be no turning back. If he agrees to accept the gift, he will become a vampire and fight the Guardians. If he refuses, he will remain a man. The advantages of vampirism are closely related to its disadvantages. You get the opportunity once a day to transform into a vampire lord who has a lot of skills and can fly. This path is more suitable for mages. But people around will attack you during the day.

Fighting for the Guardian of the Dawn, the player will have access to unique armor and weapons. After talking with Sorin Jurar, the hero is sent to a random dungeon filled with Skyrim. Dawnguard quests, which can only be completed after choosing the appropriate faction, are often randomly generated. That is, it is impossible to say for sure which dungeon will be filled with vampires or which jarl's entourage the spy of the Valkihar family will be nailed to.

The main character will be instructed to get the ancient scrolls of the Dwemer. They are an ancient race of higher beings who built a civilization underground. Their machines are still working, although there is no record of the Dwemer. To get the scroll, you will need to go through the entire dungeon to the end. On the way Dovakin will meet various enemies. Most often these are Dwemer spheres or robots. The first are serious opponents. They are not affected by most Shouts and take little damage from arrows. Robots are easy to destroy.

There are also bosses - centurions. These are huge humanoid machines. They blast their enemies with jets of steam. A few seconds of being under such steam will certainly kill the hero. Therefore, we must try not to fall under them. The best strategy is to run around the centurion and land quick strikes. For this, a bow, crossbow, spells of the school of destruction are suitable.

In addition to the Dwemer machines, the Falmer dwell in the dungeons. These are hostile creatures similar to elves. There are several types of Falmer. Some shoot with a bow, others fight with melee weapons. You can defeat them with the help of various potions and poisons. At the end of the dungeon there is a chest where the necessary scrolls are located. After receiving all the scrolls, the player will advance along the quest line, at the end of which he will have to put out the sky and complete the passage of Skyrim 5. Side quests will remain.

Skyrim: Solstheim. Quests. Walkthrough

Solstheim Island is located north of Winterhold. The passage of Skyrim quests at this location begins after the cultists attack Dovakin. Both attackers must be killed. They will appear in a random place when the hero reaches a certain level. After searching their bodies, you will find notes indicating the place where the cultists gathered. This will automatically start the quest. To get to the island, you must first arrive at the harbor. There, board a ship to leave Skyrim. Passage of additional quests is also possible on the island. It is located near Morrowind, but is considered part of the Skyrim mainland. Solstheim (quests, the passage of which is inextricably linked with other lines, do not change the world around) - the main scene.

It is impossible to finish the plot without completing the Dovahkin's tasks, which were mentioned above. The island itself is very dangerous to travel. It is inhabited by a large number of ice monsters. It is better to fight them with the help of fire spells.

Skyrim: Thieves Guild Quests. Walkthrough

The Thieves Guild is located in Riften. They are stealing. To get the first task, you should meet with Brynjolf in the central market. He will ask for help in stealing the ruby. Then he will invite you to She is in the sewers under the city. To get into the main building, you should overcome several "tramps". They pose no threat as they attack with their fists.

Passing the quests of the game "Skyrim 5" will definitely lead to the guild of thieves. Brynjolf gives out the most quests in this faction. As you progress, it will turn out that the head of the thieves is a traitor. After that, you will need to fight him in the Dwemer dungeon. For combat, it is better to use a bow and spells. Since the enemy can teleport to stop the disappearances, the Unrelenting Force Shout can be used.

After defeating the leader, the dungeon will begin to flood with water. You should wait until its level reaches the head of the Falmer statue in the center. There is a passage that will lead to Skyrim. Side quests, the passage of which gives the stealth skill, will help you complete the tasks of the guild.

Today I decided to explore the entire Dawnguard Fort and found a lot of interesting things... I once again examined all the bags, collected what I found, including the book "King" written by Reven. Then I found some barrels of fish, and this is probably one of the few places where there are so many of them ...

The first place where I happened to go was a separate cave, which can be accessed directly from the fort, with a waterfall. Along the way, I met two wonderful dogs, whose names are Skeolan and Bran. The names, of course, are so-so, but the dogs are wonderful!

The waterfall cave is amazing! The cave is called "Swift Jump Waterfall". Mushrooms grow everywhere and there is a chest. The waterfall was somehow unusual, which made me want to jump down from it. It was high, but for some reason I wanted to. Lydia flatly refused. I just told her that if I surfaced, they would pump me out with potions.))) But the interesting thing is that it was really worth jumping from the waterfall. First, as usual, you fall a few meters under the water, then you emerge and find yourself in a round cave hall ... Then I climbed onto a winding path and activated the lever along the way. The stone door opened up, but not usually - down, and I got further ... On the way I found another chest. Then I went out the other side and again ended up near Lydia, who ran up to me and asked if everything was fine? To which I replied that it was amazing! In general, and in general, it is worth a look here.

Exploring the fort further, I found a normal bed, even a double. I'm sorry I didn't come out here yesterday. True, next to the room where the bed stands, there is a torture room and this is somehow not very pleasant ... So that no one else was hurt, I took the torture instruments. I had neither the time nor the inclination to find out what and how. But next to the bed there are 2 wardrobes, in which there are rich clothes that you can take away for yourself and also found a silver necklace with a sapphire. An amethyst was found in the second cabinet. On the shelves I found spoiled books that are needed for alchemy. The fort is really big... What is there just not here... Many bags of flour were found in large bags, and vegetables in smaller bags. There are bottles of mead on the barrels, weapons can be found everywhere, as well as bags of coins.

Climbing the ornate stairs, I went out to the door several times ... And after several attempts, I ventured to go in. The door leads to the Gorge of the Dawn. Why this place was called a gorge, I have not yet understood, because you find yourself, as it were, in the courtyard on the roof of the fort. Here I found a lot of supplies... Including weapons and equipment of the Dawnguard: war hammer, battle axe, shield and boots. And, of course, there are also crossbows. I also found a strong healing potion, a drink of strength, small horns and a silver ring. Here, Lydia and I had dinner ... Here we found a table with a very good tasty dinner. For our feast, it was offered: beef stew, boiled beef and black-briar honey (medovukha).

Then we went to the fort itself and I talked a little with Agmeir, who came here with me. He tirelessly trained in crossbow shooting ...

[Agmeir trains all the time and thanks to this, you can collect a large number of bolts already for your crossbow.]

I went to one of the rooms where there is a grindstone and improved the weapon.

By midnight she went to sleep in the air - in the Gorge of the Morning Dawn.

Dogs in the fort: Skeolan and Bran.

Cave Waterfall Swift Rush.

View from the waterfall.

Dove! =)

Round cave hall under the waterfall.

Found bed.

Cabinet contents.

The usual contents of barrels of fish.

Decoration of Fort Dawnguard.

Skyrim map on the table.

Gorge of the Dawn.

Weapons and armor of the Guardians of the Dawn.

Our humble but delicious dinner.

Agmeir training.

After completing the initial levels and quests in Skyrim, the player is given the opportunity to join the ranks of the Guardians of the Dawn or continue their journey along the previously planned path. Many newcomers have trouble joining the Order of the Dawnguard. Some for a long time cannot find the right path or do not know the sequence of goals that will help them join the clan. How to join the Dawnguard in Skyrim and acquire new abilities?

Ways to join the Dawnguard

The Dawnguard in Skyrim is an order of vampire hunters who recruit volunteers to fight dangerous creatures.

Basic abilities:

  • Animal training;
  • New weapons (crossbows, hammers);
  • Magic;
  • Exploration of new abilities and technologies.

The organization is located in the Rift, in Fort Dawnguard. The main condition will be that the player has level 10. After achieving the necessary skills, literally in every settlement you can expect a meeting with the orc Dorak, who will provide all the information necessary for the search.

How to find the guardians of the dawn in Skyrim? Our journey begins from Riften to Fort Dawnguard. We get to the place indicated by the marker, where we find a gorge in a cave. Entering the gorge, we meet Agmeyer, who asks you to accompany him straight to the fort. This is a small mission and is key when joining a clan.

When you have reached the fort with Agmeyer and entered it, follow the dialogue that will take place between Isran and Tolan. Isran will help you join the Dawnguard. After talking with him, you get a crossbow and steel bolts, after which you go to complete a new quest already in the ranks of the clan.

Entry into the guard of the dawn can be done before level 10. You just need to get into the fort and start the quest. However, with such a low level of skill, tasks are somewhat more difficult to complete. This option is beneficial for those who wish to purchase good small arms and continue to complete quest tasks with it.

New opportunities

In addition to new quests and 39 tasks, the player acquires a number of abilities and achievements. You will have access to new artifacts, books, weapons and the ability to put on new equipment that will provide your character with excellent protection from vampires and other enemies. The Dawnguard have access to the new Restoration spell, thanks to which your character is able to create a protective aura and affect the enemy.

In terms of their activities, Dawnguard from Skyrim can be compared with Daedra hunters who lead a similar lifestyle, but there are far from friendly relations between the clans.
Access to purchase an armored troll will make the combat mode even more fun and exciting.