Which version of Skyrim has the Dawn Guardian. Skyrim factions - how to join the Guardians of the Dawn to fight vampires

Walkthrough and description of The Elder Scrolls 5: Dawnguard add-on, as well as quest codes and game screenshots of the most important moments of the tasks.

The Elder Scrolls V: Dawnguard is the first large-scale expansion for The Elder Scrolls 5: Skyrim. By the way, translated into Russian, the name of the DLC sounds like The Elder Scrolls 5: Guardian of the Dawn. For some reason not a word about vampires.

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

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

Dawnguard plot

The plot unfolds around confrontations vampires from the Volkihar clan and the Guardians of the Dawn. However, the choice of one side or the other does not greatly affect the passage of the main plot of Dawnguard, since the factions have only two unique plot tasks. After completing them, the quest branch is merged into one. Also available slight difference in the final assignment.

New locations

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

  • - the fortress of the vampire clan of the same name, led by Lord Hakon;
  • Cairn of Souls - the plan of Oblivion, owned by one of the lords of the Daedra;
  • Fort Dawn's Guard - a fortress inhabited by fighters against the undead and all sorts of creatures of darkness;
  • Forgotten Valley - the habitat of one of the last snow elves, who by some miracle escaped the cunning of the Dwemer and did not mutate into a falmer.

New shouts and spells

Dawnguard screams

  • Durnevir's challenge Is a cry that allows you to summon an undead dragon named Durnevir to your aid. The main character will be able to learn this Word of Power only from Durnevir himself after defeating him in the Cairn of Souls (the task "Beyond Death").
  • Life drain allows you to absorb the reserve of strength, magical energy and vitality of enemies.
  • Soul break, consisting of all three words of power, inflicts huge damage and, if the enemy dies, resurrects him as a companion of the hero.

Conjuration Spells

  • Bone Creation Summon - Summons a ranged bone fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Calling the misty creation - Summons a foggy fighter who fights on the side of the main character. The spell can be found in the Soul Cairn.
  • Summoning Furious Creation - Summons a furious fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Calling Arvak - summons a beautiful horse for 60 seconds. This spell can be obtained after finding the skull of Arvak in the Cairn of Souls.

Recovery spells

  • Healing the undead - restores 75 units of health to inanimate creatures except machines.
  • Necromantic healing - restores 10 units of health to undead per second.
  • Aura of Stendarr - for one minute, all undead within a short distance from the caster take 10 units of holy fire damage.
  • Sunstroke - a ball of sacred fire, dealing 25 points of damage to undead.
  • Vampire scourge - a sacred explosion that deals 40 points of damage to undead creatures, except for cars, the rest take 50 percent of the damage.

DLC Dawnguard Features

Along with the add-on, the game has the opportunity transformations into Vampire Lord and new werewolf abilities.

Vampire Lord Skills:


NameIDDescription
The power of the graveXX005998When the hero is in the state of the Lord of Vampires, he receives 50 units of magic, strength and health.
Blood treatmentXX005994When a hero, being in the state of a vampire lord, kills a victim with a power attack, he fully restores his health.
Unearthly DesiresXX005995Casting abilities from the Night Force and Blood Magic branches cost 33 percent less.
Poisonous clawsXX005996A hero in the state of Vampire Lord deals 20 points of poison damage in melee.
Cloak of the nightXX005997Creates a cloak of bats for the Vampire Lord, damaging all nearby enemies.
Discovery of all creaturesXX00599BThe vampire lord can detect all creatures.
Foggy formXX00599CThe hero, being in the state of the Vampire lord, turns into a misty substance, while the regeneration of health, stamina and magic increases.
Supernatural reflexesXX00599ETime around the Vampire Lord slows down, however, the caster's movement speed remains the same.
Vampire takeoverXX00599AThe vampire lord pulls the target towards him and strangles it.
Calling the GargoyleXX016908The vampire lord summons a gargoyle to the target point.
Corpse curseXX008A70The vampire lord can paralyze his enemies.

Werewolf skills aka werewolf


NameIDDescription
Animal power
  • 1 lvl - XX0059A4
  • 2 lvl - XX007A3F
  • 3 lvl - XX011CFA
  • 4 lvl - XX011CFB
A hero in the guise of a werewolf deals 25, 50, 75, 100 percent more damage.
Animal energyXX0059A5When the hero is in the guise of a werewolf, his stamina and health are increased by 100 points.
Greed in foodXX0059A7When the hero, being in the guise of a werewolf, devours enemies, he restores twice as much vitality.
Indiscriminate foodXX0059A6It makes it possible to eat almost all dead creatures. However, devouring non-human NPCs has only half the effect. To quickly upgrade the werewolf skill tree, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AATotem summoning snow wolves.
Moon totemXX0059ABWerewolf Summoning Totem.
Dread TotemXX0059A8A terrible howl affects almost all creatures.
Predator's TotemXX0059A9The hunting totem covers a larger area and shows the state of enemies.

Dawnguard main story quests walkthrough


Guardian of the Dawn

After the hero reaches level 10, a random guard will speak to him, or one of the members of the Guard of the Dawn, the orc Dorak, will honor him with his presence. The dialogue will be reduced to an offer to join the Guardian of the Dawn, after which this task begins.

You need to go west from Riften and find the entrance to the Morning Dawn Gulch, through which you can get to the new location of the Dawnguard Fort. Upon entering the main gate, you will see two NPCs chatting. Talk to Izran and express your willingness to join the Guardian of the Dawn. The Fiend Hunter Commander will not interfere and will accept the hero to their ranks, and also reward crossbow and 45 bolts.

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

Quest codeWhich stage will activate
setstage DLC1VQ01MiscObjective 10Started: Speak to the Dawnguard Commander
setstage DLC1VQ01MiscObjective 180Complete the task

Awakening

The quest will begin after the first conversation with Dawnguard Commander Izran. The latter will ask the protagonist to scout Crypt of the Night Nether and find out what the vampires are looking for.

The crypt of the night void is located east of Morthal. Once inside, you will find yourself in a large cave; you need to go to a small turret to the right of the entrance and pull the ring... After that, the grate in the northern part of the cave will rise, and you can advance further.

Very soon, the path will lead you to a room where a lone vampire fights two draugrs. After defeating this entire campaign, you will find that there is four exits, except for the one through which you got here.

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

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

Going inside, you will witness how vampires kill the Vigilant Adalwald, on whose body you can find from the valuable: Amulet of Stendar (Block + 10%), potion Resistance Potion recipe... Having defeated the vampires who executed Adavald, click on the button in the center of the large round structure. After that, the hero will be painfully pricked into the palm, and a purple haze will appear around the button. Next, you need to move the braziers with an incomprehensible filler so that to make them light up... Once you have all five in the correct position, the floor will drop and expose the Stone Monolith.

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

Quest codeWhich stage will activate
setstage DLC1VQ01 10Started: Find out what the vampires are looking for
setstage DLC1VQ01 200Complete the task

Blood line

The quest will start after the main character talk to Serana in the Cave of the Night Nether. The vampire girl asks to take her home - to the Volkihar castle.

As soon as the conversation ends Serana will become a companion hero. No other development is expected, so please be patient and head to the northern part of the hall with the monolith. The marker points the way, so it will be difficult to get lost.

As the hero approaches two stone gargoyles, they will cease to be stone and will attack him. Having overcome the shock of being taken away, he must deal with them and continue on his way through the wooden arched doors that hide behind them a corridor covered with bars. In order to open it, you need to pull the lever located in a small stone circle in front of the corridor. Circle illuminated by three candlesso it's hard to miss.

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

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

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

Approaching the main gate of the Volkihar castle, Serana will thank the Protagonist and ask him not to freak out and not rush at the vampires after they get inside. They say let's go in, I'll talk to Dad and everything will be fine.

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

  • Having adopted a reward from Lord Harkon and becoming a vampire, the hero will carry out the next two assignments for the Volkihar clan.
  • Refusing become vampires, the hero will carry out the next two assignments for the Guardian of the Dawn.

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

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

Heliotrope Bowl (As Vampires)

Having accepted the gift of the vampire lord from Harkon, the hero needs take a little trainingusing new skills.

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

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

In addition to discussing the upcoming events, Garan will tell the protagonist what needs to be done with the bowl to activate it. In words, everything will turn out to be simple, necessary go to the source in the Redwater Lair and fill an artifact with its waters, and then add blood a strong vampire to taste.

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

On the way to the source you will encounter two doors with the "Master" level of the castle. The key to the first one is at assistant, the key to the second y Vampire masters... Both of these NPCs stand next to their doors, so it won't be easier to find them.


After the protagonist fills the bowl with the substance from the source, suddenly two servants will appearbelonging to Harkon's advisers and will try to take the artifact. Defeat this sweet couple and add the last ingredient to the Heliotrope Bowl - the blood of a powerful vampire... Now you can safely go to Garan Mareti and report on the successful completion of the task.

Quest codeWhich stage will activate
setstage DLC1Vampirebaseintro 0Started: Talk to Garan Mareti;
setstage DLC1Vampirebaseintro 15Completed: Talk to Garan Mareti;
Started: Follow Garan;
setstage DLC1Vampirebaseintro 20Completed: Follow Garan;
Started: Take the Heliotrope Cup to the Redwater Spring;
setstage DLC1Vampirebaseintro 30Completed: Take the Heliotrope Cup to the Redwater Spring;
Started: Fill the Cup from the source;
setstage DLC1Vampirebaseintro 40Started: Defeat Steel and Salonia;
setstage DLC1Vampirebaseintro 50Completed: Defeat Steel and Salonia;
Started: Add vampire blood to the Chalice;
setstage DLC1Vampirebaseintro 60Completed: Add vampire blood to the Chalice;
Started: Return to Garan Mareti;
setstage DLC1Vampirebaseintro 200Complete the task.

New Order (For the Guardian of the Dawn)

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

First you need to return to Izran and tell him about what happened. Having received news that the vampires now have the Elder Scroll and Serana, Izran will be very upset and even suggest that very soon a skiff will come to the Guardians of the Dawn. However, pulling himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty nord Gunmar located next to the Skvoznyakovy passage. He agrees to join Izran if the hero helps him defeat the cave bear.
  • Breton woman Sorin Jurar located next to the Druadach Stronghold. She agrees to join Izran if the hero brings her a Dwemer gyroscope. A bunch of them lie in Sorin's wallet, on the riverbank at the Bretonka explorer's camp.

As soon as the protagonist manages to convince Gunmar and Sorin Zhurar to join the Guard of the Dawn, he must return to Izran. Last check new colleagues to be a vampire and give them instructions. This completes the task.

Prophet (For Vampires)

After the protagonist returns the Chalice from the heliotrope to Volkihar Castle, Lord Harkon will summon him for another conversation.

From the conversation, it becomes clear that Lord Harkon somehow planned overcome sun exposure on vampires. How to do this should be written in ancient scroll, which is at Serana. Having outlined his plans, Harkon will go to give a fiery speech to his clanmates, and at the same time to puzzle them; the hero needs to follow him.

Since reading an ancient scroll is an integral part of Harkon's ideas, he desperately one of the Moth Priests is required... Since only these individuals are able to read this very scroll. Contemplating insidious, the Lord deliberately spread rumors that an ancient scroll had appeared in the castle of Volkihar. According to Hakon, one of the priests of the Moth should definitely take this bait and appear in Skyrim. Clan Volkihar members now to find outwhether his trick worked.

At the end of Hakon's public speech, the Protagonist's diary will contain three new tasks... One main - Find the priest Moth, and two additional - ask about the priest of carters and hotel owners. In addition, Serana will immediately speak to the protagonist and recommend another source of information - the College of Mages of Winterhold.

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

Following the advice of the guards, the hero needs to go after the priest. Moving a little away from the city, the protagonist will find inverted cart and several corpses next to her. Apparently there was a turmoil here recently. The protagonist needs to inspect the place of the fight. On the body of one of the vampires he will find a note, after reading which it becomes clear that the Priest of the Moth was taken to the Shelter of the Elders.

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

Defeating the opposing supporters of the light side, take away the Waystone Focus at Malka and activate weystone siteon a pedestal above the barrier. After that, it will disappear. However, the freed Moth Priest will not give thanks for saving. Instead he attack the hero... It is necessary overcome him, and then apply talent on him "Vampire seduction" and bite to make your thrall. As soon as this happens, order the priest to go to Volkihar Castle. The path of the protagonist also lies there.


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

After reading the ancient scriptures that talk about Luke Auriel, the terrible rulers of the night and the mixing of darkness with night, the Priest of the Moth concludes that the rest of the information should contained in the other two scrolls... Their hero is to be found in the course of subsequent quests, the same one ends after another conversation with Lord Harkon.

Quest codeWhich stage will activate
setstage DLC1VQ03Vampire 5Started: Talk to Harkon;
setstage DLC1VQ03Vampire 10Completed: Talk to Harkon;
Started: Hear Harkon's speech;
setstage DLC1VQ03Vampire 20Completed: Hear Harkon's speech;
Started: Find the priest Moth;
Started: (Optional) Ask the carters about the priest Moth;
Started: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 30Started: (Optional) Visit the College of Winterhold and inquire about Priest Moth;
setstage DLC1VQ03Vampire 40Completed: (Optional) Ask the Teamsters about the priest Moth;
Completed: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 50
Started: Follow the road south of Dragon Bridge in search of the priest;
setstage DLC1VQ03Vampire 55Completed: Follow the road south of Dragon Bridge in search of the priest;
Started: Inspect the place of the fight;
setstage DLC1VQ03Vampire 57Started: Read the vampire's note;
setstage DLC1VQ03Vampire 60Completed: Find the priest Moth;
Completed: Inspect the place of the fight;
Completed: Read the vampire's note;
Started: Capture the priest Moth;
setstage DLC1VQ03Vampire 66Started: Defeat the bewitched priest Moth;
setstage DLC1VQ03Vampire 67Completed: Defeat the bewitched priest Moth;
Started: Use the spell of vampiric seduction on the priest Moth;
setstage DLC1VQ03Vampire 70Started: Command the priest Moth to follow to the Volkihar castle;
setstage DLC1VQ03Vampire 80Completed: Order the priest Moth to follow to Volkihar Castle;
Completed: Capture the priest Moth;
Started: Report your success to Harkon;
setstage DLC1VQ03Vampire 100Completed: Report your success to Harkon;
Started: Command the priest Moth to read the Ancient Scroll;
setstage DLC1VQ03Vampire 200Complete the task.

Prophet (For the Guardian of the Dawn)

The quest will begin after Izran accepts Gunmar and Sorin Zhurar into the ranks of the Guard of Dawn. It turns out that during the absence of the Main character, Serana arrived at the fort and wants to talk about something.

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

After the Protagonist freed Serana, Lord Harkon again approached the fulfillment of the prophecy. In general, the vampire girl is so desperate that she is forced to ask for help from the Guard of the Dawn. Help Serana convince Izrana to trust to her.


As soon as Izran surrenders and agrees to cooperate with Serana, she will remind Elder scrollhanging behind her. Since it is in this scroll that the prophecy that Harkon wants to fulfill is hidden, Serana suggests reading it and finding out if it is possible to somehow interfere with Harkon's plans.

Since the Elder Scroll is not an easy thing, only priests of the Moth can read it... Fortunately, Izran just saw one of them in Skyrim. The priest's current location can be learned from three sources: the College of Winterhold, cabbies, and hotel keepers.

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

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

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


Cool the ardor of the crazy old man and talk to him. In gratitude, Dexion Irvik agrees to travel to Fort Dawnguard and read the Elder Scroll. Once Dexion Irvik fulfills his promise, the quest is complete.

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

Scroll hunt

After the priest reads the Moth of the Ancient Scroll, it will become clear to everyone that the prophecy can only be understood by having two more scrolls. One of them is Elder Scroll (Dragon).

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

If the protagonist has not yet taken up the main quest, then after talking with Urag Gro-fur (College of Winterhold), he needs to read the book "Meditation on the Elder Scrolls"... Immediately after this, the task "" is activated, after completing which the Main character will receive the necessary Ancient Scroll.

Chasing the past

The quest begins after the hero captures the priest Moth and receives information from the first Elder Scroll. The beginning of the quest will be marked by an appeal to the protagonist Serana. Vampire woman invites to try find her mom Valerika which may have Elder scroll (blood).

The hero needs to invite Serana to look for mother directly in the castle Volkrihar... As paradoxical as it may sound, Serane will like this idea. In order not to cause excessive curiosity of Lord Hakon, the vampire woman will offer to sneak into castle courtyard through a secret passage located by the bay, in the northeastern part of the island.


Having defeated the undead guarding those places, go through the door to the Dungeons of the Volkihar castle. In the first room you will encounter resistance in the form of Death Houndsled by a wild vampire. By the way, from the note found on him, it becomes clear that this poor fellow will live in the castle were not allowed, therefore, he settled in the catacombs.

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


After the bridge is lowered, Serana will kindly advise you to turn left. Following the advice of his companion, the hero will find the lever... Turning the latter activates a mechanism that lowers another wooden bridge. The hero and Serana can use it to get to the stairs leading to the Volkihar Yard.


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

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

As soon as the protagonist inserts missing stones in hours, those turn and open the passage to the ruins of Volkihar. Overcoming the crowds of rebellious undead, the hero needs to break into a small room with a gargoyle and a grate blocking the further path. Discerning eyes will notice that there is a ring behind the gargoyleresponsible for opening the lattice. Pull it and keep moving in search of Valerika.


After resting a couple of three more skeletons, the hero will stumble upon large arched doors, through In the room with four stone gargoyles, you can find the Royal Vampire Armor. which can be entered into a room with four gargoyles. This room has a secret passage. You can open it by pulling the candlestick by the fireplace.


Having overcome the tunnel behind the secret passage, the hero and Serana will enter the great hall. An incomprehensible circle flaunts in the center of it, which will interest Serana. Having looked around, the protagonist will find bookshelves in the southern part of the hall, on one of which he must pick up Valerika's Diary.

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

  • Soul Gem Shards are on the wardrobe by the stairs;
  • Purified Void Salt is on the balcony, above the secret passage;
  • Finely ground bone meal is on the table, under the mammoth's skull.

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


The task is completed as soon as the main character and Serana will enter the portal and find themselves in the Cairn of Souls.

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

Beyond death

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

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

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


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

After receiving the scroll, return back to Skyrim. At the exit from the castle, the protagonist will meet Durnevir again, but this time there is no need to fight him. Opposite the dragon will endow the hero with the knowledge of screaming, allowing you to summon him at the right time.

The task is completed as soon as the Main character and Serana leave the Cairn of Souls.

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

In search of truth

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

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

Quest codeWhich stage will activate
setstage DLC1VQELDER 10Start task;
setstage DLC1VQELDER 200Complete the task.

Invisible visions

Since the captured priest of the Moth Dexion went blind and can no longer read the scrolls, the main character needs read them yourself, preferably without consequences for vision. To do this, he will have to perform a mysterious ritual previously practiced by the priests of the Moth. You can learn more about him in the location of the Glade of the Ancestors, located to the east of Falkreath.

In the depths of the Glade of the Ancestors, the protagonist needs to find Scraper knife and cut off the bark of the Singing Tree with it. After that, the hero will have to attract flocks of ancestral moths - butterflies flying in heaps of three or four. They are found in abundance in the area of \u200b\u200bthe Ancestral Glade, so it is difficult to call it a problem.


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

The task will be completed as soon as the Main character tells Serana where Auriel's Bow can be found.

Touching the sky

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

Once in the Evening Cave, the protagonist must move deeper until he stumbles upon suspension bridge... If you try to go through it, the bridge will not stand, and the hero and Serana will end up in the streams of a seething underground river, which will carry them into a branch of the cave, spider-infested.

Having dealt with insects, the hero and his companion need to move to the northeastern part of the location (a corridor that goes to the east near the camp with a dead Breton woman). There, among the road shrines of Auriel, the protagonist will meet the Knight-Commander Gelebor. Which, by the way, is one of snow elvesthat did not turn into a falmer.

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

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


After the hero will fill the jug of all five shrines, he needs to empty it into a bowl by the aisle to the Inner Shrine of Auriel's Temple. As soon as this happens, the gates will open and the protagonist will not be disturbed by anything. proceed to the temple.


To move around the Temple of Auriel, players will need a jug that they fill in the shrines. Put the jug on the altar - the passage opens, get up out the door, then take the jug.

Through the Inner Sanctuary, the hero and Serana will enter Auriel's Chapel... Here they will find seated on the throne of Virtur - the brother of the Knight-Commander Gelebor, about whom he incidentally warned.

Virtur will turn out to be a very unpleasant person for testing. Then frozen falmer will revivethen the ceiling will collapse. As soon as the hero and his companion overcome all the misfortunes of Wirth, he will finally lose his temper and destroy the remains of the Temple of Auriel... The blast will throw the protagonist to the ground. Fortunately, Serana will be there and will morally cheer up the hero.

After the explosion, Wirth himself retreats to a small balcony, where the Main character and Serana can calmly talk to him. It turns out that Wirth used to be the first confidant of Auriel and had the honor of talking to him. But, after one of the flock infected Wirth with vampirism, Auriel turned away from him. Virtue did not like this turn of events, and he decided to take revenge on the one he had previously worshiped. Since it was not given to him to kill Auriel, Wirth decided to darken the sunin order to lessen the influence of Auriel on the mortal world.

Wirth's words will make a negative impression on Serana and she will attack him. The hero should join the battle and destroy Wirth... Immediately after this, a roadside sanctuary will appear next to the balcony, along with the Knight-Commander Gelebor, who give the protagonist Auriel's bow... This completes the task.

Quest codeWhich stage will activate
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Completed: Find out where Auriel's bow is;
Started: Talk to Gelebor;
setstage DLC1VQ07 50Completed: Talk to Gelebor;
Started: Survive the Eternal Passage;
setstage DLC1VQ07 55Completed: Survive the Eternal Passage;
setstage DLC1VQ07 70Completed: Fill the initiate's pitcher (1/5);
setstage DLC1VQ07 100Completed: Fill the initiate's pitcher (5/5);
Started: Access the inner sanctuary;
setstage DLC1VQ07 110Completed: Access the inner sanctuary;
Started: Find Vicar Wirthur;
setstage DLC1VQ07 120Completed: Find Vicar Wirthur;
Started: To make Vicar Virthur explain himself, by words or by force;
setstage DLC1VQ07 200Complete the task.

Family court

After the main character receives Auriel's bow, he needs talk, with who has already become almost native during the adventure Seranoy (if playing as the Volkihar clan) or Izran (if playing as Guardian of the Dawn). Both NPCs will offer the only correct, in their opinion, option for further actions, namely assassination of Lord Harkon.

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


As soon as the fight begins, attack Harkon with everything you can, while not forgetting to keep track of his location, since he has a habit teleport often... Also, Lord Harkon closes himself every now and then. spherical barrier, at this time it is necessary shoot him with Auriel's bow.

Defeating Lord Harkon, you complete the walkthrough the main storyline of the Dawnguard expansion.

After passing 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 his journey along the previously marked road. Many newcomers face challenges when joining the Dawnguard. Some people cannot find the right path for a long time or do not know the sequence of goals that will help them join the clan. How do I 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;
  • Researching new abilities and technologies.

The organization is located in the Rift, in the Dawnguard fort. 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 Dawnguard Fort. We get to the place marked with a marker, where we find a gorge in a cave. Entering the gorge, we meet Agmeyer, who asks you to escort him straight to the fort. This is a small mission and is the key to joining a clan.

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

Joining the Dawn Watch can be done before level 10. You just need to get into the fort and start completing the quest. However, with such a low skill level, the tasks are somewhat more difficult to complete. This option is beneficial to those who wish to acquire 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. New artifacts, books, weapons and the ability to put on new equipment become available to you, which will provide your character with excellent protection from vampires and other enemies. Guardians of the Dawn have access to a new spell "Restoration", 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 hunters for Daedra who lead a similar lifestyle, but there are far from friendly relations between the clans.
Access to the purchase of an armored troll will make the battle mode even more fun and exciting.

The Dawnguard faction is the main part of the main storyline in the expansion of the same name. Skyrim: Dawnguard. This is a group of warrior vampire hunters, and they are quite interesting. Now all the content of this DLC can be found in any full version of the game, including the one that was released on Switch.

If you know what you are looking for, then the Guardian of the Dawn should be easy to find. The quest associated with them is the main one in the Dawnguard expansion, and it will be presented to you on a silver platter. On the other hand, if you get carried away with free exploration, then you can miss this moment and the entry into the Guardian. For you, we will tell you further how to prevent this and become a real Van Helsing of the Skyrim world.

How to join the Guardian of the Dawn

  • The first thing you should know is that there are two ways to join this faction, depending on the level of your character. If you are below level 10, then you should talk to Agmeir, and he will tell you everything. You can find him at the entrance to Morning Dawn Gulch. But truth be told, we would recommend that you wait until at least level 10 to join.
  • Upon reaching level 10, this quest can be taken from the Orc Dorak, if earlier you do not meet any guard, who can also tell you information about the guild that will start this series of tasks. You will now be pinned on the map to find out the location of the Morning Dawn Gorge. Arriving there, you will meet the aforementioned Agmeira, who will escort you to Dawn's Guard.
  • When you arrive at the fort, you will find out that the guards are very friendly - they will give you a crossbow and tell you about the evil vampires they are trying to destroy. As part of all this, you will be enlisted in the ranks of the Guardian of the Dawn, giving you access to all the contents of this DLC.
  • It's all. You are now a full member of the Dawnguard. This add-on is quite interesting and you will not regret the time spent. But we recommend that you do not start it before level 10, until the game itself offers to join this faction. Vampires are vampires, but even a level 7 bloodsucker will be able to pound Dovahkiin.

Dawnguard benefits

  • The opportunity to learn from the masters of archery (Sorin Zhurar), heavy armor (Izran), restoration (Florence Beny) and blacksmithing (Gunmar).
  • Access to a pharmacist (Florence Benius), a blacksmith (Gunmar) and a merchant of simple goods (Sorin Jurar).
  • Access to the pentagram of souls and the alchemy laboratory.
  • Access to Gunmar's Forge, where you can make powerful crossbows and reinforced bolts.
  • Dawnguard's Enchanted Ax, Hammer, and Shield.
  • Possibility to purchase rare spells of restoration.
  • The ability to take one of the faction members as a companion.
  • Hiring armored trolls from Gunmar for 500 gold.
  • Random events when vampires attack a player or ordinary settlements.

Climb the stairs to the upper tier, and you will meet the already familiar vampire Serana. She will clarify the situation: her father wants, like that crocodile, to remove the sun from the sky so that vampires can fearlessly walk in the open area at any time of the day. Isran, of course, is not happy that a vampire has settled in the fortress, but if you ask him well, he will not string Serana on an aspen stake.

Serana brought the Ancient Scroll with her. It can only be read by the monk of the Ancestor Moth. All of them, as you remember, live in Cyrodiil, but one of them is very conveniently hanging around somewhere in Skyrim.

To find him, you can ask around the wizards in the College, interview the owners of taverns or taxi drivers of suburban carriages. However, the most reliable way is to look into the library. The local orc Urag will tell you that it is better to look for a monk in the village of Dragon Bridge. Locals will tell you that the monk recently passed through the river. Alas, he did not go far. The cart is lying behind the bridge, the guards are dead, the monk is nowhere to be seen. The compass will point to the note, and the note will tell you where to look for the monk - in a secret cave nearby.

A group of vampires and the author of the note, Malkus, will be found inside the cave. He will have to be killed. To free the monk from under the magic barrier, take the focusing stone from Malkus's body and push it into the control mechanism.

Monk Dexion Evicus will also have to fight - he is under hypnosis. Having won, ask him about the scroll and send him to the fortress. Talk to Isran there, and then invite the monk to read the scroll.

An ancient scroll contains a prophecy about an eclipse of the sun and a powerful artifact - Auriel's bow. The monk claims that we need two more Elder Scrolls, one about dragons and the other about vampires.

Walkthrough for vampires:

Lord Harkon will tell us about a prophecy with which he hopes to extinguish the sun. The prophecy is hidden in the Elder Scroll that we obtained with Serana.

Hear Harkon's speech in the dining room. He calls to find the monk of the Order of the Ancestor Moth. You will have to search for him in the same way - by interrogating cabs, tavern owners, or magicians from the College - namely, the orc Urag gro-Shub.

Serana, of course, will ask for a trip with us. After talking with the orc, we learn about the Dragon Bridge, and there the inhabitants will already send us across the river to the lost caravan. The note from Malkus will be the same, but in the cave where the monk is hiding, we will no longer be met by vampires, but by the Guardians of the Dawn. Deal with them, and with their leader named Vanik. After that, take the key stone from the body of Malkus and free the monk. He will have to fight.

To get a monk to cooperate, use a vampire charm on him, and then bite. Send the monk to Volkihar and follow yourself as you prepare to fight off the Dawnguards on the move.

In the fortress itself, the monk will kindly read the Ancient Scroll. Then it turns out that two more are needed.

Chasing Echoes

Walkthrough for the Guardians of the Dawn:

According to Serana, her mother, Valerika, may know about the location of the third scroll. She is hiding somewhere, hinting that she is hiding where the Harkon will not look for her. Perhaps he would not have looked for her in his own fortress? Back to Volkihar!

The secret entrance to the fortress cellars is to the left of the fortress. It is guarded by the undead. Inside you and Serana you will be greeted by rats, dogs and vampires. Open the passage to the ruins by pulling the lever.

Watch out for sharp spiked traps in the ruins. Don't miss the chest hidden behind the web wall. Having dealt with the spider, pull the lever at the dead end and return to the beginning of the dungeon, where the passage to the Volkihar courtyard opened.

In the very center of the courtyard there is a large moon clock. The dial is missing three crescent marks. Serana tells them to look for them. One mark is in the puddle, the second is behind the bushes, and the third is near the table at the top of the stairs. Place the markers on the dial, and a new passage will open - to the ruins of Volkihar. Behind the door, pull the chain to reveal the next secret door. Serana's apprehensions were not deceived - she would have to fight the undead sitting in the banquet hall. After that, you will also begin to meet revived gargoyles.

Behind the third gargoyle is a chain that unlocks the grate to the stairs. After a large and somewhat disorienting hall, you will find yourself in a workshop where gargoyles were carved. Naturally, they will want to meet us. To open the secret passage, turn the candlestick on the wall to the left of the fireplace.

Now you are in Valerika's workshop. On the bookshelf is her diary, from which it follows that to open the portal to the secret Tomb of Souls, bone meal, salt of the void and a stone of souls are needed - but not ordinary, but highly refined.

Bone meal is on the table. The Soul Stone is behind the stairs on the nightstand. The salt of the void is in the cabinet at the very top. Place all three ingredients in the bowl and let Serana drip her blood into it.

It will not be so easy to enter the tomb of souls. He will only let vampires through, or someone who agrees to sacrifice part of his soul. The choice is yours - there is not much difference here.

Walkthrough for vampires:
Harkon demands the two remaining scrolls. Serana is right there - a secret from her father, she will offer to look for her mother Valerika and the scroll where "Harkon will not look for her." Of course, it's a castle.

The only difference in completing this quest for vampires is that it is closer to the secret entrance to Volkihar. And yet, since the hero is a vampire, the tomb of souls will let him in without any conditions.

Beyond Death

Walkthrough for the Guardians of the Dawn:

The tomb of souls is a specific place. Outwardly, she resembles Oblivion. Ghosts trapped in soul stones roam the fields here. It is here that his wife Valerik is hiding from the wrath of Kharkon. You can immediately head towards it across the entire area, or you can do research. But it's best to do this after you complete the main quest. The reason is that if you inadvertently kill the plot enemies - the Tower Keepers - the task may get stuck.

What is there:

  • Skeleton and draugrious enemies that sprout out of the ground.
  • Special plants called soul husks. It makes sense to collect them.
  • Huge soul stones floating in the air. There are usually chests with valuables under them, but when approaching, the soul stone begins to beat the hero with magic. If you eat a portion of soul husks, the hero becomes invulnerable to the magic of the stone for ten seconds.
  • There are magic-shining switch holes that are activated by a fire spell and unlock the bars on the doors.
  • There are also mini-bosses - such as the mighty giant Reaper hiding in one building and his loyal skeletons.
  • Restless souls walk here. Some have only replicas, and some can give a quest.
  • So, for example, Saint Jib, the ghost of a dark elf from the introductory part of TES III: Morrowind, wanders here. He asks to give him ten sheets of his book scattered around the area. As a reward, we will receive a book and an amulet that enhances endurance and wearable weight.
  • Another restless, nameless soul asks to find his horse named Arvak. The horse skull can be found in a small gazebo to the east. You will have to fight him off from the ghostly skeletons. But as a reward we will receive an immortal horse that can be summoned over and over again.
  • Merchant Morwen Stroud, in turn, can sell goods from an assortment for 25 soul plants: sword, ax, light armor, heavy or spellbook.

Find Serana's mother under a pair of tall towers. Valerika will at first be indignant that her daughter brought a vampire hunter to her, but then she will clarify the situation a little: it turns out that the key to Harkon's victory over the sun is not so much the ancient scrolls as Serana herself and her blood. By sacrificing his daughter, Harkon could turn Auriel's bow into a weapon capable of extinguishing the sun. Fortunately, Harkon himself does not know this yet.

To get the scroll hidden by Valerika, you need to kill three powerful Guardians in the area, return with a report, and then kill a dragon named Durnevir. Unfortunately, after death, Durnevir will evaporate completely, giving us neither soul nor bones.

But then, when the Ancient Blood Scroll is already in our hands, the dragon will return. He will not attack, but will call the hero with the word "Canarin" and ask for a service: to free him from the tomb of souls. All you need is to return to Tamriel to call the dragon by name. The reward is the ability to summon a dragon to help, however, only in an open space where it can fit.

The easiest way to leave the castle is through the balcony.

Walkthrough for vampires:
Completely similar to the passage for the Guardians of the Dawn.

Be a furry werewolf

Along with the vampire tree of perks in Dawnguard, werewolves also received theirs. They develop their abilities by eating the bodies of slain enemies. Let's see what they have:

  • Bestial Strength: A skill of four levels. Increases damage while in werewolf form by 25%, 50%, 75% and 100%. Very useful.
  • Animal Vigor: Increase in health and stamina by 100 units. Also a very good perk.
  • Gorging: Doubles the amount of health gained from eating bodies.
  • Savage Feeding: Allows you to restore strength by eating not only humanoids, but also animals.
  • Totem of Ice Brothers: The Brotherhood Totem summons ice wolves (you can only use it when this particular totem is active - this applies to the next too).
  • Totem of the Moon: The Brotherhood Totem summons the werewolves to help.
  • Totem of Terror: Enhances the Dread Totem - it begins to affect characters of a higher level.
  • Totem of the Predator: Enhances the Hunt Totem - expands the area of \u200b\u200beffect. The totem also shows if enemies are in combat or searching.

Foreword

All PC 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 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 glory? 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 will approach 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 with the character named Isran and show a desire to join the Dawnguard. This is followed by 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 (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 take a boat to Castle Volkihar and go to the main gate. Seeing Serana they will immediately open the gate.

In the castle we are waiting for Lord Harkon (Lord Harkon) 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, then 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 task marker, but we are quickly rescued by any city dweller or guard. We ask if they have seen 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 with 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 the 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 the opponents to Oblivion.

Lattice mechanism 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 Serana's long speech, she asks us to find her mother's diary.

We read, we take away, we 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 it all in a labeled cup and tell 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 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

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 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 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 is completed.

Touching the Sky

So, we stock up on everything we need for a long journey and set off 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 doesn't 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 does not 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.

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