Dragonborn - Walkthrough. Dawnguard. Completing side quests for the Dawnguard The Lost Relic. "Rune Hammer" and "Rune Shield"

The task can be obtained from a soul named Jiub. Old-timers of the Elder Scrolls universe will undoubtedly remember this Dunmer from the game Morrowind (he was the first person the main character of the game saw when he woke up on a ship sailing to Seyda Neen). As it turns out, Saint Jiub wrote an autobiographical opus, the pages of which are scattered throughout the Cairn of Souls. Find all the pages of the first volume and return them to the owner. You can find Jiub in the southeast of the Burying Ground. As a reward, you will receive a unique copy of Saint Jiub's Opus and the Jiub Amulet (increases your strength reserve and carry weight by 50 units).

Page 1 - In the massive wall dividing the Soul Cairn approximately in half, find a passage in the middle. Facing him, turn right, southeast and go up the stairs. Climbing up it, you will see a page.

Page 2 - To the left of the entrance to the Burial Ground (where Valerika lives) there will be a small building with a broken Wall with the words of Power. This is the same building on which Dornevir sits. You will see a chest near the wall, and to the right of it - a page from the opus.

Page 3 - Before passing through the wall separating the Soul Cairn, turn left. You will see a tower that consists of just one chamber with a chest. Exit the cell on the other side and you will notice a building with a soul stone. After going up the stairs, you will find the opus page on the roof of the building next to the chest.

Page 4 - Face the entrance to the Burying Ground and walk around it to the right along the wall until you reach the annex. Go up the steps, turn left and go up again towards the chest. The page lies next to the chest.

Page 5 - South of where Jiub sits by his fire, there is a stone ledge. On it, near the energy source, you can find a page and other objects.

Page 6 - From the entrance to the Shower Cairn from the stairs, head southwest until you see a small tower. The page is inside, in the corner, next to the chest.

Page 7 - From where you found the fourth page, go east to the edge of the map until you see an altar. On the altar there will be a book called Call of the Foggy One. The seventh page and a bag of coins lie on the ground at the base of the pedestal.

Page 8 - From the entrance to the Shower Cairn, go immediately to the right until you see a building with a grate. To enter, use a spell or shoot an arrow. Page inside.

Page 9 - Go west from the entrance to the Boneyard until you see a building with a huge floating soul stone. Look for a portal in the building that will take you to the top floor. The page is next to the chest, under the stone. In order to go down, you will have to jump - there are no stairs in the building.

Page 10 - The last page of the opus can be found near the wall near the merchant Morven Stroud. The desired leaf lies on the barrel.

It is enough to approach any member of the Dawn Guardians in order to receive the task. You come up and ask: “How can I help?” You are sent to a certain person, and he gives you a task.

Cleansing light.

This task is given by Ganmar. He will ask you to kill the inhabitant of the cave - the Vampire - the master of the night, and he will not mind if you also destroy everyone who wants to interfere with you. The vampire is in Heimar's cave, but the location is chosen randomly, so it could be another cave or fort. When you arrive at the cave, kill the vampires and their thralls. One vampire dared to shout to me: “Tighten up!” Well what can I say?

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard
She quickly lost her head and would no longer be able to shout such words. As a reward for the task we receive a circlet of great magic.

Ancient technology.

This task is given by Sorin. She is a master of Dwemer technology and will ask you to find a blueprint for an improved Dwemer crossbow. The blueprint for an improved Dwemer crossbow is located in a place called Gallows Rock, but, as I said earlier, it can be any place. We go into the fortress, pull the chain and move on. Surprisingly, the fortress was inhabited not by vampires, but by warriors of the silver hand. My heroine immediately flew in and grabbed the first enemy she came across by the throat, he didn’t suffer for long, yes. We run further into the fortress, killing enemies. At the end of the fortress there will be a chest, open it and take the drawing from there. Now you can return to Sorin. As a reward, Sorina will give us a hoop and teach us how to forge Dwemer crossbows. So it goes.

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard

Strengthening the ranks.

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard
The task is given by Sorin. She will ask you to bring another person to the dawn guard - the former priest Florentius, but the problem is that she does not know where the priest is now, but Izran knows, but Sorin is afraid that the conversation may not take place, so he asks us to talk to Izran and find out the whereabouts of the former priest. It turns out that Florentius is now in the ranks of the Marines of Stendarr, and you know how much Izran hates them, but still agrees that we will need him. Florenty is currently in Ranvald on excavations. At the excavation, all the watchmen turned out to be drugged, I sensed a vampire presence. We'll have to fight our way out. The watchmen also brought Husks with them. I killed and cried. He cried and killed. After going through the excavations, I ended up in the Ranwald temple. Inside I found a vampire who subdued everyone, as well as Florentius Baznia. After talking with Florenty, I persuaded him to come to the Dawn Fortress. He also talks to himself.

Preemptive strike.

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard
The task is given by Ganmar. He asks to kill a vampire who has settled in Orotheim and surrounded himself with a gang of bandits. He needs to hurry, otherwise his squad will turn into vampires? The task is very easy: we go into the cave and kill everyone, after which we report to Ganmar about the successfully completed mission. As a reward we receive a bow of exhaustion. One more thing: the reward depends on the level, so you can get a Daedric bow instead of an Elven one, or a longbow instead of an Orc one.

Lost relic. "Rune Hammer" and "Rune Shield".

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard
The task is given by Florenty Bazniy. He will ask you to find the Dawnguard Rune Hammer in a place called Fort Fellhammer. The task is easy. Come to the fortress and kill all enemies. After that, go inside and kill the bandit leader. The Dawnguard Rune Hammer will be in the chest. Take it and return to Florentius Baznius. As a reward for the task, we receive the Dawnguard Rune Hammer. Now it is yours, use it to your health.

Also, Florenty Bazniy issues a task to search for the Rune Shield. He gives you a location, you come, clear the location, pick up the item and go back to Baznia.

Hide and seek.

Dawnguard. Completing side quests for the Dawnguard


Dawnguard. Completing side quests for the Dawnguard
The task is given by Ganmar. He will ask you to kill a vampire who is hiding among civilians. The vampire is in Ivarstead and he has disguised himself as an advisor. Again, the location is chosen randomly and the vampire’s position in society is also random. And one more thing, you must kill the vampire quietly, yes, quietly, no need to harm the reputation of the dawn guards. Honest citizens don't know that you will kill a vampire.
After killing the vampire, return to Ganmar. As a reward we receive an orc mace.

The rescue.

The task is given by Florenty. He reports that our friend has been kidnapped by vampires. Let's go help out a friend. This could be any partner with whom you traveled through Skyrim. In my case - Lydia, who is located in the Torch Mine. Along with liberation, we need to kill the main vampire. There will be bandits in the cave, we kill them and go to Lydia’s cell, kill the jailer and take the keys. After this, we kill the vampire and report to Florence.

After you stop the Ash Spawn attacks on Raven Rock and restore the local mine, Captain Modyn Veleth will ask you to urgently see Second Councilor Adril Arano.

Go to the meeting. Adril will ask for help. He believes that First Councilor Morvayn's life is in danger. Arano thinks that members of Vilur Ulen's family are hiding somewhere on the island, seeking revenge on Morvain for the execution of their ancestor. The second advisor asks you to identify a circle of potential killers without arousing their suspicions, and recommends seeking advice from Geldis Sadri, the owner of the tavern.

Geldis will tell you that someone is visiting the Ulen ancestral tomb and bringing offerings, which is strange, given that none of the members of this family are on Solstheim.

Go at night to Ulen's ancestral tomb, which is under the local temple, and wait an hour inside. Tilisu Severin will appear; in response to your questions, she will say that she is simply paying tribute to the deceased, since there is no one else to come.

Actually, doubts disappear immediately. As soon as you enter, you will be attacked by two ladies: Tilisu and Mirri. Deal with them and search the house. Downstairs, in the master bedroom, next to the bookshelf, you will find a safe, and in it a letter from which it follows that Vendil Severin is actually Vendil Ulen, and his “wife” Tilisu and “daughter” The Mirri are members of House Hlaalu. These three and unknown persons, who settled in the Ashfallow Citadel, plotted to kill Councilor Morvain.

Adril, alarmed by your discovery, will send two Redoran guards to the fortress and ask you to meet them there and, if necessary, help them eliminate the criminals.


Travel to Ashfollow Keep. Alas, it turns out that the assassins of Morag Tong managed to kill the guards, and you will have to defeat the villains alone.

The fortress is completely covered in ashes, but to the left of the entrance there is another pendant of the Eastern Imperial Company. Go right and down, destroying the assassins along the way. The path to the depths of the fort is blocked by 3 bars blocking the corridor.

To the right of the first grate is a barracks-like room, to the left is an enchanter's laboratory. Enter the laboratory - there is a chain at the door, pull it and the first grate will open.


So, there was one obstacle left. At the entrance to this section of the corridor there are two more chains, but they are responsible for the grate that you just lowered. Walk forward a little. There will be a nook on the right, and there are two more chains in it; pull both to open the third grate.

Ahead of you awaits Vendil with a couple of Morag Tong assassins. Deal with them and return to Raven Rock.


Adril Arano will ask you to follow him to Morvain, he will tell the first adviser about the discovery of the conspiracy and your role in saving his life. As a reward, Lleril Morvain will not only give you a large sum of money, but will grant you the title of honorary resident of Raven Rock and grant you property

  • Amulets of Night Power. The task is given by Feran Sadri. He will ask us to clear two dungeons to get two ancient amulets.
  • Ancient Power. Another quest from Feran Sadri is a search for the remains of an ancient vampire in the dungeon.
  • Culling the Beast. Hunting for the “wrong” wild vampire from a random dungeon. The quest is given by Fura Bloodmouth.
  • Deceiving the Herd. The quest is from Feran Sadri, and somewhat unusual: you need to dress up in the uniform of the Dawnguard and kill a city resident in front of everyone.
  • Destroying the Dawnguard. The quest starts with Garan Mareti. You need to go to the Dawnguard fortress, take it by storm and kill all the leaders.
  • The Gift. Assignment from Vingalmo: infect your spouse with vampirism (cast a vampire spell and bite). Of course, a single character will not be given this task.
  • (Hunting). A simple quest from Garan: kill an undercover Dawnguard agent. To do this secretly, you can try to charm them with your teeth and lead them into the wilderness.
  • New Allegiances (New masters). A task from Vingalmo to convert the desired character to vampirism. The mechanism is already familiar: we cast a vampire spell, then we bite.
  • Protecting the (Protection of the family). Another task for the benefit of the clan: you need to either infect a new character with vampirism, or destroy a vampire of a hostile clan in the dungeon. The quest is given by Vingalmo.
  • Rings of Blood Magic. This is a quest to find two magic ring artifacts. The location is chosen randomly, and the quest is given by Feran.

Dawnguard Quests

  • Ancient Technology. Go to a random location for blueprints for an improved Dwemer crossbow. The quest can be repeated four more times. The task is given by Sorin.
  • Bolstering the Ranks. A trip to the mine to save a character useful to the Dawn Guard from the clutches of a vampire. The task is given by Isran.
  • Cleansing Light. Destroying a vampire in his own lair. The parameters of this quest, like many other side quests, are determined by the Radiant Story system. The task is given by Gunmar.
  • Hide and Seek. The vampire is hiding under the guise of an ordinary traveler. Kill him as quietly as possible. Assignment from Gunmar.
  • Hunting the Monster. Another task from Gunmar is the usual hunt for vampire lords in the secluded corners of Skyrim.
  • A Jarls Justice. Quest from Isran. A vampire sneaked into the inner circle of one of the jarls of Skyrim. Tell him about this and get proof of the orders from the pocket of the disguised vampire. However, you can simply kill him.
  • Relic (Lost Relic). Assignment from Florentius Benus. He asks to obtain three ancient artifacts from three dungeons for the organization. As a reward, he will give the artifacts to us.
  • Preemptive Strike. Quest from Gunmar. You need to clear the location chosen by Radiant Story by killing the vampire lord.
  • Rescue. Quest Florence. Rescue a victim kidnapped by vampires from a randomly selected dungeon.

My question is: Are they infinite or not?

Preface

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

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

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

Dawnguard

ID: DLC1VQ01MiscObjective

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

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

We speak with a character named Isran and express a desire to join the Dawnguard. This is followed by a scene of conversation between Isran and Tolan, after which the Dawnguard quest ends.

Awakening

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

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

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

Bloodline

As it turned out, the girl’s name is Serana and she asks to take her home. Well, we won’t refuse. We get out of the crypt and learn a new cry along the way.

We move north and take a boat to Castle Volkihar and go to the main gate. When they see Serana, they will immediately open the gate.

Lord Harkon awaits us in the castle and will invite 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 us, 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! Having killed them, we talk with Isran and this is where the task ends.

A New Order

ID: DLC1HunterBaseIntro

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

The second recruit will be a girl named Sorine Jurard. She flatly refuses to go to the castle if you don’t have a pumped-up conviction or if she doesn’t have a “Dwemer Gyro”. Fortunately, Serana’s lost bag with gyroscopes lies near the river.

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

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

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Serana (I was already thinking we would have to kill her) and after talking with them they will send us 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 the priest (I need to find a Moth Priest), he will send us to the Dragon Bridge. Arriving there, we lose the quest marker, but any city resident or guard quickly helps us out. We ask if they saw the priest here (Know anything about a Moth Priest visiting Dragon Bridge?) and they answer that he was here, but had already crossed the bridge to the south.

We take out the note from the vampire and, after reading it, follow the marker to the cave. Let's 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 falls and you need to beat up the old man! After talking with him, after his sides were dented by our sword/mace/axe/fireball/(insert as appropriate), we send him to the castle, and then we ourselves move there. After the dialogue in the castle, the old man reads the ancient scroll and the Prophet quest ends.

Chasing Echoes

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

You shouldn't go into the main entrance of the castle; we'll go 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 come across a lunar clock (it’s like a sun clock, only lunar). They look like this.

For them to 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 into Oblivion.

The mechanism from the bars behind the gargoyle.

Let's activate it.

How unexpected!

When passing by a room with a bunch of gargoyles, don’t forget to take a beautiful vampire armor.

Find a couple of differences:


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

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

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

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


Next, we put it all in a marked 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 or someone who leaves part of their soul in this world can enter there.

Eh, since we, the Guardians of the Dawn, in a conversation with Serana choose the option of dividing 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 task.

Beyond Death

Having passed through the portal, we find ourselves in one of the planes of Oblivion, where those souls that are absorbed into stones are stored. The peculiarity of this area is its own unique landscape. There are cracks in the ground that, when activated, fill one of the soul stones in the player's inventory.

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

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

Based on her tip, we go to kill three guardians. There is nothing complicated with this, the markers will indicate where they are.

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

Where a dragon appears that must be defeated.

And then we set off to complete the next task.

Seeking Disclosure

One of the scrolls for this task is obtained through the previous task, 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 ancient scroll (Elder Scroll Dragon), which is obtained according to the main plot of the game (see the task “Beyond the Ordinary”)

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

To do this, we go to the cave under the sign, where we take a scraper, use it on a tree and start running after the moths. You don't need to catch them, you just need them to fly after you. To do this, we run around the cave in search of 7 groups of moths.

When they are collected, go to 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 that will take a long time to climb through dark caves.

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

Talking with him, we learn that he is not the last snow elf, but he really wants to become one and gives the task to kill his own brother. Well, it’s not possible to continue the race, so it doesn’t matter if there’s one more member of a dying race or one less.

A representative of the Red Book opens a portal for us and we receive the task of collecting 5 water samples from different sources.


There is a lot of running around, there are a lot of Falmer, there is more than one dragon, but there shouldn’t 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 our brother sitting on the throne.

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

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

End of task.

Kindred Judgment

The final mission of the Dawnguard! We talk with Serana, and then with Isran in the castle, where he, delighted at our discovery of the bow, will gather all the warriors and make a fiery speech.

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

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

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

By killing him we receive... honor and respect from all the Dawnguard. Congratulations.

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