How to start the Dawnwatch quest. Passage of quests "Skyrim". Quests "Guardians of the Dawn" - walkthrough. Walkthrough quests of the main plot of Dawnguard

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 the Dawnguards, but if you are in the city, an orc named Durak will come up to you and talk to you. We choose the answer with a desire to join the vampire fighters (Killing vampires? Where do I sign up?).

Following the marker (the best way to get there from Riften), we come to a crevasse in the mountain. We jump boldly. After walking along the path, we get to the entrance to the castle. Next, we observe a scripted dialogue between two NPCs:

Talk to the character named Isran and show your desire to join the Dawnguard. This is followed by a conversation between Isran and Tolan, after which the Dawnguard quest ends.

Awakening

We follow to the cave, which is located near the sanctuary of Mehrun Dagon, and kill a bunch of vampires in it (attention! To follow the Dawnguard's storyline, do not accidentally get infected with vampirism). Coming to a certain altar,

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

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

Bloodline

As it turned out, the girl's name is Serana, and she asks to take her home. Well, we will not refuse. We get out of the crypt and on the way we study a new cry.

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

In the castle, Lord Harkon awaits 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 slaughter vampires! 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 is the end of the task.

A New Order

ID: DLC1HunterBaseIntro

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

The second recruit will be a girl named Sorine (Sorine Jurard). She flatly refuses to go to the castle if you do not have a pumped conviction or if she does not have a "Dwemer Gyroscope". Fortunately, Serana's lost bag of gyros lies near the river.

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

Returning from the assignment, we find ourselves locked in the castle, where we are given a check for vampirism. If you are not infected, the gate will go down, after which we go to Isran (turn left and up the stairs). End of the mission.

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Serana (I really 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-Shub and find out where to find a priest (I need to find a Moth Priest), he will send us to Dragon Bridge. Arriving there, we lose the quest marker, but we are quickly rescued by any city dweller or guard. 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. We take out the quest stone from the marked corpse and insert it into the hole on the parapet.

The energy barrier is falling and you need to beat the old man! After talking with him, after his sides were crushed by our sword / mace / ax / fireball / (insert the necessary), we send him to the castle, and then we move there ourselves. After a dialogue in the castle, the old man reads an 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 the option with the Castle Volkihar (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 lunar clock (it's like the sun, only the lunar). 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 away all opponents to Oblivion.

The mechanism from the lattice behind the gargoyle.

We activate.

How unexpected!

Passing 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 save just in case.

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

We read, take away, give to Serana (I "ve found your mother" s notes). Then she asks to find three things in the room to open the portal.

Then we put all this in a labeled cup and say to Serana. She drips her blood there, the portal opens, but we cannot enter there. Serana tells us that either a vampire can enter there, or someone who leaves a part of his soul in this world.

Eh, since we are Guardians of the Dawn, in a conversation with Serana, we choose the option with the division of the soul (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 the mission.

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

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 are going 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 out of the gate.

Where the dragon appears to be defeated.

And then we go 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 went 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. You don't need to catch them, you just need them to fly after you. To do this, we run through 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 we need for a long journey and go on a mission, it will take a long time to climb the 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 to where we have not yet been. 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, the genus is not possible to continue, so that one member of an endangered race is more, 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.

Run a lot, there are many Falmer, the dragon is also not one, 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 doesn't 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 the mission.

Kindred Judgment

Final Quest Guardians of the Dawn! We talk with Serana, and then with Isran in the castle, where he, delighted that we found the bow, will gather all the soldiers and make a fiery speech.

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

And the last one to fight with Harkon. It is not necessary to give the bow to him, because the battle will take place in any case.

He is a nimble opponent, summons skeletons and gargoyles, sometimes cuckoo, 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 (For Vampires)

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

The storyline for the vampires begins in the same way as for the guardians of the dawn. And in order to immediately understand 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 (obtained by)

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 guardians of the dawn against vampires. Whatever you say, after the conversation, the Dawnguard task will begin, and the entrance to the Dawnguard's Ford will be marked on the map, you will go there:

In the main building, we talk to Isran, and we say that we want to join the guardians of the dawn (in general, if you play in the English version, and with English it’s tight - you can safely press the first version of the dialogues everywhere).

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

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 with a lever opposite, in a small room:

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

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

A small surprise awaits you, and this is where the task ends.

Completing this quest accomplishes the achievement: Awakening

Bloodline

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

In the indicated place there will be a boat, we sit down (activate it) into 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 dark sides. We need dark, which means we choose:
"I will accept your gift and become a vampire"

After which he turns us into a vampire, and the mini-training will begin:

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

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

The Bloodstone Chalice

ID: DLC1VampireBaseIntro

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

And send to Redwater Den:

On the spot you will find a simple ruined house ... but not so simple. There is some kind of torture chamber in his basement, and from it there is a passage to another location. In general, feel free to kill all the vampires that will bother 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:

The task is completed.

Prophet

ID: DLC1VQ03Vampire

We talk with Harkon:

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 go across the bridge, along the road, where we find a wrecked wagon. We select a note from the corpse and read it:

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

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

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

We leave for Castle Volkihar, talk to everyone indicated by the marker, and the task ends there.

Chasing Echoes

First, we talk with Seran'oy:

Then you need to leave the castle, go down the bridge, and turn right immediately (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 pretty much. And, of course, there will be closed doors with levers (which will torture you until you find it):

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

In the next ruins of the Volkihar Ruins, you will have to run a lot and look for hidden passages - do not count on the 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 option of dialogues), at the end of the conversation you are given a new task - to find a journal.

It is on the shelves with red books:

Talk to Seran'oy again, now you need to find three ingredients. You need to search in the same room - there are many different ingredients on the shelves and tables. I did not choose the ones I needed, but simply collected everything that was lying.

Having collected them all, you need to put them in this bowl at the top:

A portal opens to Soul Cairn - a beautiful and large location that has to 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 Seran's mother - Valerica:

She gives the next task - to kill 3 Keeper's. They are in the same location, but in different parts:

A feature of this 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 Boneyard.

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

After the victory, after talking with Valeric again, we follow her and take 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 into this door, and then move through the global map to the entrance to the castle:

And talk to Dexion Evicus:

The task is completed and the next one begins.

Unseen Visions

Important: in this task you will need an Elder Scroll Dragon, which is obtained by the game (see the quest "Beyond the Boundary")

We go to the beautiful location of Ancestor Glade:

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

We talk with Seran'oy - the task is completed:

Touching the Sky

Get ready for a very long passage of this task and an unrealistic number of locations that will have to be visited.

First, we go to the Darkfall Cave:

There will be a hinged bridge in it - go over it the first time, it can withstand you, go over it a second time - it breaks off, and you fall into a stream that quickly begins to carry you away in an unknown direction - don't worry, everything is fine:

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

We talk with the snow elf, from opens a portal to Darkfall Passage. We go into it:

In all the upcoming huge locations, there will be practically no puzzles, but here is one of them - a hidden stone wall, which is opened by a protruding cable 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 draw water:

We go into the opened portal, and we find ourselves in the next huge location Forgotten Vale:

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, 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 already nearby, and take Auriel's Bow:

The task ends.

Kingred Judgment

So the final task began. We talk with Seran'oy 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, make it very difficult to kill him). Then the final battle begins.

In 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 with the Auriel's Bow (I recommend putting him on the hotkey).

In general, he is a weak opponent, but very nimble and constantly restores his health.

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

The task is completed. Congratulations.

Now you can take additional tasks from various NPCs in the castle. I will write 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, since the vampire cannot look at the sun, and it is displayed simply as a bright blurry spot):

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

Skyrim is a 2011 computer game published by Beseda. It is a continuation of the cult series "The Elder Scrolls". The passage of quests "Skyrim" can delay the player for many days. It is quite 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 endlessly.

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. Not only the progress of the player's development depends on the passage of quests, but also 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. The player receives the best rewards for them. 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 for the dragonborn line at the very beginning of the game. As it turns out later, the main character is Dragonborn, which means kinship with dragons. The first quest of the line takes place in the city of Whiterun, which is 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 Reach - the main fortress of the city. It suddenly turns out that Whiterun is under the threat of a dragon attack.

Dragonborn goes along with the city guards for the walls to scout the situation. After that, a dragon flies in and starts attacking 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 are the iron ones. They are easy to find, but they do very little damage. Steel are also quite common. It's best to always use them. Powerful and rare ones like glass or elven should be used only in battles with a serious opponent. The dragon is just that.

When the opponent has little life left, he will fall to the ground, but continue to fight. Here it can be finished off with close combat. After the death of the monster, the player absorbs its soul, which confuses everyone around. The officer sends you to report to the Jarl about what happened. A strange voice from the sky is immediately heard. The Jarl explains that it is the Greybeards clan who summons Dovahkiin to their lair. It is located on Mount High Hrothgor. To get there, you have to walk many miles along the serpentine. Therefore, it is better to prepare before the hike.

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

Path up the mountain

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

Before approaching the Greybeards' abode, you will have to fight the ice troll. This is a very strong animal that quickly restores health. It is better to use potions before the fight. Start bombarding your opponent with arrows from an ambush so that he receives critical damage. Then make quick attacks and run back so that the troll doesn't hit you. The animal's attacks are very slow, but they do huge damage. Therefore, it is better to just walk past it and continue your way up.

Upon arrival at the location "High Hrodgor" you will be met by the head of the Order of the Greybeards, who will explain the purpose of Dovahkiin and teach you the word of power. There are many words of power in all. They allow the player to use unique skills. Words of power are given by the Greybeards, some dragons, and they can also be found in the caves with which Skyrim is filled. Completing quests will surely confront you with such dungeons. For spells to recover faster, you can put on the character Tallos amulet.

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

The second act of the main quest

Completing the Skyrim quests will take a long time. Be patient. The further you advance in the storyline, the more difficult the tasks will be and the more dangerous Skyrim will be. The order of completing dragonborn line quests should alternate with side quests so that the player can develop and acquire the necessary skills.

After completing the quest, the player meets Dolphin, she gives new tasks. She represents the ancient order of the Blades, who have sworn to serve Dovahkiin. Together with her, you must go to the Keene grove. There the player will have to fight a 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 inside, Dovahkiin must be dressed in a festive outfit. Therefore, you should go to the western city of Solitude. Find the "Shining Outfits" shop there. Somewhere 200 gold is enough to fully dress the hero. Next, you need to meet with Dolphin and go to the embassy. There you can take with you only any one thing that the man of Blades will give you inside. A knife works best.

Embassy security is pretty serious. Several elves in armor patrol the perimeter inside. It is almost impossible to kill them alone. You need to quietly squat past them. Hide in dark places to avoid being seen - there is less chance of detection. Upgrade your hidden murder skill in advance. It allows you to deal 12x damage with a knife in the back. You can pick up armor and weapons from killed guards. This will give you a chance to survive in an open fight. After stealing the necessary documents, the player must again meet with Delphine.

Fighting Alduin

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

Before the first meeting with him, you will need to go through several simple missions. Find an old man in Riften, go to the dungeon, talk to several characters. Finding Esborn is a bit tricky. 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. Porturnax is there. 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 "Dragon Slayer" Shout. With its help, it will be possible to defeat the dragon Alduin, which will appear after returning to the present. As soon as the World Eater flies past the hero, he should be immediately hit with a dragon-slayer. This Scream 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 cannot kill him, he immediately flies away.

The last act

There are several surprises in the final act that will pleasantly surprise the game "Skyrim". The passage of the main line quests will then end.

It all starts with the "Fallen" quest. After talking with the Jarl of Whiterun, you will need to drive the dragon into a trap. Dragonborn with the help of the Shout summons a monster. After that, he hits him with a dragon-breaker and he falls. Next, you need to quickly fasten the trap loops. The enslaved dragon will agree to deliver the main player to Sovngarde. This is the afterlife of the Nords. Warriors who fell in battle get there. 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 is discovered that all the surroundings are shrouded in fog. To disperse it and get into the fortress, the Shout "Clear Sky" is used. The entrance to the Hall of Valor is guarded by the hero Tsun, who tests all who come. After a dialogue with him, a battle takes place. After defeating the guard, you enter the Hall. There you can collect food and potions. Several heroes agree to go with you to fight Alduin. This is one of the most difficult parts of the game.

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

Civil War

Passage of quests "Skyrim" involves participation in the civil war. She walks between the Stormcloaks and the Imperial Legion. It began after Jarl Ulfric killed King Torug. The Legion is the army of the Empire, which wants to regain control of the province of Skyrim. Complete completion of all quests for this faction will restore the Thalmor's power 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's command. The main task of the Brothers is to free Skyrim from the oppression of the Empire and create their own state. The Stormfighters are predominantly Nords of the indigenous population. They dislike members of other races.

The player himself chooses which faction to fight for. The further fate of the game world depends on his choice. First, you can join the party you like. Quests are about the same. First, Dovahkiin 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 for the assault on small fortified forts. There, the player will meet the resistance of ordinary soldiers of the opposite side. Fighting them is easy. Usually enemies are killed after 3-4 hits. The difficulty lies only in the huge amount.

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

In addition to capturing small objects, there are also missions to storm cities. The first battle takes place for Whiterun. It is necessary to break through the enemy army and kill the jarl. The power of your faction is then established in the city. Crimes will be written off. And if you received a quest for thana, all tasks will be considered completed, and you can buy a house in the city.

The final battle takes place in the capital of the hostile faction. 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 dialogues will stop mentioning the civil war. Your faction soldiers will greet you when they see you. It will also be easier to negotiate with the guards in the cities.

Guardian of the Dawn

After the release of the original game, Beseda released an official expansion. It's called Downgard. After that, an additional quest line appears. The Dawnguard is an ancient clan of vampire hunters. They have been fighting the darkspawn for many years. Their hideout is at Fort Dawn's Guard. This is a huge complex of castles, which is very beautiful from an aesthetic point of view. Completing quests for a faction changes Skyrim. The Guardians of the Dawn 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. Better and even higher.

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

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

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

The main character will be tasked with obtaining the ancient scrolls of the Dwemer. They are an ancient race of supreme beings who built a civilization underground. Their machines are still working, although there is no information left about the Dwemer. To get the scroll, you will need to go through the entire dungeon to the end. On the way of Dovahkiin, various enemies will be encountered. Most often these are Dwemer spheres or robots. The former are serious opponents. They are not affected by most of the Shouts, they take small damage from arrows. Robots are easy to destroy.

There are also bosses - centurions. They are huge humanoid machines. They hit 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 hits. For this, a bow, crossbow, spells of the school of destruction are suitable.

In addition to Dwemer machines, Falmer live in the dungeons. These are elf-like hostile creatures. There are several types of Falmer. Some shoot from 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 containing the necessary scrolls. After receiving all the scrolls, the player will advance along the quest line, at the end of which he will have to extinguish the sky and complete the passage of "Skyrim 5". Side quests will remain.

"Skyrim: Solstheim". Quests. Passing

Solstheim Island is located north of Winterhold. The passage of "Skyrim" quests in this location begins after the attack of the cultists on Dovahkiin. It is necessary to kill both attackers. They will appear in a random place when the hero reaches a certain level. After searching their bodies, you will find notes, where the place of the meeting of the cultists is indicated. This will automatically start the quest. To get to the island, you must first arrive at the harbor. There, board the ship to leave Skyrim. Completing 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 place of action.

It is impossible to complete the plot without completing Dovahkiin's tasks, which were mentioned above. The island itself is very dangerous for 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. Passing

The Thieves Guild is located in Riften. They are engaged in theft. To get the first assignment, you should meet with Brynjolf in the central market. He will ask for help in stealing a ruby. Then he will invite you to She is in the gutters under the city. To get to the main building, you must 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. Most of the tasks in this faction are given by Brynjolf. As you progress, it turns 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 knows how to teleport to stop disappearing, you can use the Shout "Ruthless Force".

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 skill of stealth, will help you complete the tasks of the guild.

Today I decided to explore the entire fort of the Dawnguards and found a lot of interesting ... I once again examined all the bags, collected what I found, including the book "The King", written by Raven. Then I found several barrels of fish, and this is probably one of the few places where there are so many ...

The first place where I happened to go out was a separate cave, which can be accessed directly from the fort, with a waterfall. On the way I met two wonderful dogs named Skeolan and Bran. The names, of course, are not so-so, but the dogs are wonderful!

The cave with the waterfall is gorgeous! The cave is called "Rapid Leap Waterfall". There are mushrooms growing everywhere and there is a chest. The waterfall was somehow unusual, and I was drawn to jump down from it. It was high, but for some reason I wanted to. Lydia flatly refused. I only told her that if I surfaced, she would pump me out with potions.))) But the interesting thing is that it was really worth jumping off the waterfall. At first, as usual, you get a few meters under the water, then you surface and find yourself in a round cave hall ... Then I climbed onto an ornate path and activated the lever on the way. The stone door opened upwards, but usually downwards, and I got on ... On the way I found another chest. Then I went out on the other side and again found myself near Lydia, who ran up to me and asked if everything was okay? To which I replied that it was amazing! In general, and in general, it is worth a look here.

Examining the fort further, I found a normal bed, even a double one. It’s a pity that I didn’t come out here yesterday. True, there is a torture room next to the room where the bed is, and this is somehow not very pleasant ... So that no one else gets hurt, I took the torture instruments. To find out what and how I had neither the time nor the desire. But next to the bed there are 2 wardrobes, in which there are rich clothes that you can take for yourself and I also found a silver necklace with a sapphire. Amethyst was found in the second cabinet. On the shelves I found damaged books that are needed for alchemy. The fort is really big ... What is there not here ... There were many sacks of flour in large sacks, and vegetables in smaller sacks. 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 dared to go in. The door leads to the Morning Dawn Gulch. Why this place was called a gorge, I still do not understand, because you find yourself in a courtyard on the roof of the fort. Here I found a lot of supplies ... Including the weapons and equipment of the Dawnguards: war hammer, battleaxe, shield and boots. And, of course, there are also crossbows. I also found a potion of potion of healing, a drink of strength, small horns and a silver ring. Here Lydia and I had dinner ... Then we found a table with quite a good tasty dinner. For our feast were offered: beef stew, boiled beef and blackberry honey (mead).

Then we went into the fort itself and I talked a little with Agmeir, who came here with me. He trained tirelessly 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 into one of the rooms where there is a whetstone and improved the weapon.

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

The dogs in the fort: Skeolan and Bran.

Cave Waterfall Rapid Dash.

View from the waterfall.

Dived! =)

Round cave hall under the waterfall.

Found bed.

The contents of the cabinet.

The usual contents of fish barrels.

The decoration of the Dawnguard fort.

Skyrim map on the table.

Morning Dawn Gorge.

Dawnguard weapons and armor.

Our humble but delicious dinner.

Agmeira training.

After you complete the main story mission "The Prophet", following which you will choose the side of the Guardian of the Dawn, the passage of Dawnguard will offer you a whole handful of side quests from this faction.

The complete list of these tasks looks like this: Ancient technology, Strengthening the ranks, Cleansing light, Hide and seek, Monster hunt, Jarl's justice, Lost relic, Preventive strike and Salvation. Let's take a look at them one at a time.

Ancient technology

This quest can be obtained from Sorin Gerard in Fort Dawnguard. Our goal in this mission is to find ancient Dwemer schemes.

Strengthening the ranks

This side quest can be taken from Sorin Gerard, who wants to gather as many comrades in arms as possible in the ranks of the Dawnguard, as the faction fears a threat from the vampires.

Cleansing light

An uncomplicated quest - you need to talk to Gunmar, and then go to the vampire lair to eliminate the target there, for which the order was received.

Hide and seek

This mission can be taken from Sorin Gerard at Fort Dawnguard. After a dialogue with her, she, as in the task "Ancient technology", will send you to a randomly selected Dwemer ruins, or a bandit camp to assemble a crossbow scheme.

Monster hunt

Ganmar asks to deal with the vampire lair, after which he will send us to one of the big cities. To find out exactly where to look for a den, chat with friends, ordinary passers-by, interview visitors to taverns, do not forget about the possibility of persuasion or bribery.

Jarl's Justice

We will receive this task after a dialogue with Izran: the leader of the Dawnguard faction will ask us to visit the Jarl to inform him of the impending threat from the vampires.

Lost relic

The quest becomes available in the Dawnguard walkthrough if you have completed the quest "Fortifying the ranks". If you remember, in that mission we had to free a character named Florenty.

Foreword

All personal computer users have been eagerly awaiting the release of the first full-fledged expansion for Skyrim called Dawnguard. In this article, I will describe the storyline walkthrough for the Dawnguard faction.

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

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

Dawnguard

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 the recruitment of the Dawn Guard, 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 a desire to join the vampire fighters (Killind vampires? Where do I sign up?).

Following the marker (the best way to get there from Riften) we come to a crevasse in the mountain. We jump boldly. After going along the path we get to the entrance to the castle. Next, we observe a scripted dialogue between two NPCs:

We speak to the character named Isran and show a desire to join the Dawnguard. The following is a scene of conversation between Isran and Tolan, after which the "Guardian of the Dawn" quest ends.

Awakening

We follow to the cave, which is located near the sanctuary of Mehrun Dagon and kill a bunch of vampires in it (attention! To follow the storyline of the Guardian of the Dawn, do not accidentally become infected with vampirism). Coming to a certain altar:

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

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

Bloodline

As it turned out, the girl's name is Serana and she asks to take her home. Well, we will not refuse. We are selected from the crypt and on the way we study a new cry.

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

In the castle, Lord Harkon awaits 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 slaughter vampires! Not very happy about 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 is the end of the task.

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 bear that is in the cave in front of our eyes. Difficulty here can only be delivered by a troll that has settled near the bear. We talk with Gumnar and he goes to the castle.

The second recruit will be a girl named Sorine (Sorine Jurard). She flatly refuses to go to the castle if you do not have a pumped conviction or if she does not have a "Dwemer Gyroscope". Fortunately, Serana's lost bag of gyros lies near the river.

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

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

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Serana (I really 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 a priest (I need to find a Moth Priest), he will send us to Dragon Bridge. Arriving there, we lose the quest marker, but we are quickly rescued by any city dweller or guard. 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. We take out the quest stone from the marked corpse and insert it into the hole on the parapet.

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

Chasing Echoes

It is required to talk to Serana and from the dialogue we learn that the entrance to one of the oblivion planes will be hidden where she would not look. We offer her the option with the Castle Volkihar (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 lunar clock (it's like the sun, only the lunar). 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 opponents to Oblivion.

The mechanism from the lattice behind the gargoyle.

We activate.

How unexpected!

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

Find a couple of differences:


Coming to 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 save just in case.

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

We read, take away, give to Serana (I "ve found your mother" s notes). Then she asks to find three things in the room to open the portal.


Then we put all this in a labeled cup and say to Serana. She drips her blood there, the portal opens, but we cannot enter there. Serana tells us that either a vampire can enter there, or someone 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 with the division of the soul (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 the mission.

Beyond Death

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

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

Arriving at the place we will meet the mother of Serana - Valerica (Valerica).

On her tip, we are going 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 out of the gate.

Where the dragon appears to be defeated.

And then we go 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 task you will need an Elder Scroll Dragon, which is obtained according to the main plot of the game (see the quest "Beyond the Ordinary")

The monk who was supposed to read our scrolls went 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. You don't need to catch them, you just need them to fly after you. To do this, we run through 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 ends.

Touching the Sky

So, we stock up on everything we need for a long journey and go on a mission, it will take a long time to climb the 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 to where we have not yet been. 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, the genus is not possible to continue, so that one member of an endangered race is more, one less - it does not matter.

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


Run a lot, there are many Falmer, the dragon is also not one, 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 doesn't want to give up just like that, so he revives the frozen Falmer and whose corus 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 the mission.

Kindred Judgment

Final Quest Guardians of the Dawn! We talk with Serana, and then with Isran in the castle, where he, delighted that we found the bow, 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 one to fight with Harkon. It is not necessary to give the bow to him, because the battle will take place in any case.

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

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