Dawnguard. Walkthrough side quests for the Dawnguard

It is enough to approach any member of the guardians of the dawn 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 quest is given by Ganmar. He will ask you to kill the inhabitant of the cave - the Vampire - the owner 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 random, so it could be another cave or fort for you. Once in the cave, kill the vampires and their thralls. One vampire dared me to shout: "Tighten up!". Well, what can I say?

Dawnguard. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard
She quickly lost her head, and will no longer be able to shout such words. As a reward for the task, we get a hoop of great magic.

Ancient technology.

This quest 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 the improved Dwemer crossbow is located in a place called Gallows Rock, but, as I said earlier, the place can be anywhere. We go into the fortress, pull the chain and pass on. Surprisingly, not vampires settled in the fortress, but warriors of a silver hand. My heroine immediately flew in and grabbed the first enemy she came across by the throat, he did not suffer for long, yes. Run further into the fortress, killing the enemies. At the end of the fortress there will be a chest, open it and take the blueprint 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. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard

Strengthening the ranks.

Dawnguard. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard
The task is issued by Sorin. She will ask to bring another person into the guard of the dawn - the former priest Florentius, but the problem is that she does not know where the priest is now, but knows Isran, but Sorin is afraid that the conversation may not take place, so she asks to talk to Isran and us and find out the whereabouts of the former priest. It turns out that Florentius is now in the ranks of the Watchers of Stendarr, and you know how Isran hates them, but still agrees that we will need him. Florentius is currently excavating in Ranwald. At the excavations, all the sentinels turned out to be drugged, I can smell the vampire presence. We'll have to break through with a fight. The sentinels also brought huskies with them. I killed and cried. Cried and killed. Having passed the excavations, I ended up in the Ranwald temple. Inside, I found a vampire who subdued everyone, as well as Florentius Basnia. After talking with Florentius, I persuaded him to come to the Fortress of Dawn. He also talks to himself.

Preemptive strike.

Dawnguard. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard
The task is issued by Ganmar. He asks to kill a vampire who settled in Orothheim and surrounded himself with a gang of bandits. Need to hurry, otherwise his squad will turn into vampires? The task is very easy: we go into the cave and cut everyone out, after that we report to Ganmar about the successfully completed mission. As a reward, we receive a Bow of Exhaustion. One more thing: the reward is level-based, so you can get a Daedric bow instead of an elven one, or a longbow instead of an orcish one.

Lost relic. Rune Hammer and Rune Shield.

Dawnguard. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard
The task is issued by Florenty Bazniy. He will ask you to find the Runehammer of the Dawnguard in a place called Fort Fellhammer. The task is easy. Come to the fortress and kill all the enemies. After that, go inside and kill the leader of the bandits. Dawnguard Runic Hammer will be in a chest. Take it and return to Florentius Basnius. As a reward for the quest, we receive the Dawnguard Runic Hammer. Now it's yours, enjoy it.

Also, Florentius Bazniy issues a quest to find the Rune Shield. He gives you the location, you come in, clear the location, pick up the item and go back to Baznia.

Hide and Seek.

Dawnguard. Walkthrough side quests for the Dawnguard


Dawnguard. Walkthrough side quests for the Dawnguard
The task is issued by Ganmar. He will ask you to kill a vampire who is hiding among civilians. The vampire is in Ivarstead and has disguised himself as an advisor. Again, the location is chosen randomly and the position of the vampire in society is also random. And one more thing, you must kill the vampire discreetly, yes, discreetly, no need to harm the reputation of the guardians of the dawn. Honest citizens do not know that you will kill a vampire.
After killing the vampire, return to Ganmar. As a reward we get an orc mace.

The rescue.

The task is issued by Florenty. He reports that our friend has been kidnapped by vampires. Let's go save a friend. This can be any partner with whom you traveled through Skyrim. In my case - Lydia, who is in the Torch Mine. Together with the release, 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 that, we kill the vampire and report to Florence.
  • Amulets of Night Power (Amulets of night power). The task is given by Feran Sadri. He will ask us to clear two dungeons in order to get two ancient amulets.
  • Ancient Power. Another quest from Feran Sadri is to search the dungeon for the remains of an ancient vampire.
  • Culling the Beast. Hunt for the "wrong" wild vampire from a random dungeon. The quest is given by Fura Bloodmouth.
  • Deceiving the Herd. Quest from Feran Sadri, and somewhat unusual: you need to change into the form of the Guardians of the Dawn and kill a resident of the city in front of everyone.
  • Destroying the Dawnguard (Destroy the Dawnguard). This quest is started by Garan Mareti. You need to go to the fortress of the Guardians of the Dawn, take it by storm and kill all the leaders.
  • The Gift (Gift). Task from Vingalmo: infect a spouse with vampirism (cast vampire spells and bite). Of course, this task will not be given to a single character.
  • (Hunting). A simple quest from Garan: Kill a Dawnguard agent undercover. To do this secretly, you can try to speak their teeth and take them into the wilderness.
  • New Allegiances (New owners). A task from Vingalmo to convert the desired character into vampirism. The mechanism is already familiar: we induce vampire charms, then we bite.
  • Protecting the (Protection of the clan). Another task for the benefit of the clan: you need to either infect a new character with vampirism, or destroy a hostile clan's vampire in the dungeon. The quest is issued by Vingalmo.
  • Rings of Blood Magic. This is a quest to find two artifacts of magic rings. The place is chosen randomly, and the quest is given by Feran.

Dawnguard quests

  • Ancient Technology. A trip to a random location for the blueprints for an improved Dwemer crossbow. The quest can be repeated four more times. The task is issued by Sorin.
  • Bolstering the Ranks (Strengthening the ranks). A trip to the mine to rescue a character useful to the Dawnguard from the clutches of a vampire. The task is given by Isran.
  • Cleansing Light. Destruction of 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 (Hide and Seek). The vampire hides under the guise of an ordinary traveler. Kill him as quietly as possible. Task from Gunmar.
  • Hunting the Monster (Monster hunting). Another task from Gunmar is the usual hunt for vampire lords in the secluded corners of Skyrim.
  • A Jarls Justice (Jarl's Justice). Quest from Isran. The vampire crept into the inner circle of one of the Jarls of Skyrim. Tell him about it and get proof of the orders from the pocket of the disguised vampire. However, you can just kill him.
  • Relic (Lost relic). Task from Florenty Benus. He asks to get three ancient artifacts from three dungeons for the organization. As a reward, he will give the artifacts to us.
  • Preemptive Strike (Preemptive strike). Quest from Gunmar. You need to clear the place chosen by Radiant Story by killing the vampire lord.
  • Rescue. Quest Florence. Rescue of a victim kidnapped by vampires from a randomly selected dungeon.

My question is: Are they endless or not?

Foreword

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

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

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

Dawnguard

ID: DLC1VQ01MiscObjective

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

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

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

Awakening

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

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

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

Bloodline (Bloodline)

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

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

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

New Order (A New Order)

ID: DLC1HunterBaseIntro

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

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

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

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

Prophet

ID: DLC1VQ03Hunter

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

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

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

Chasing Echoes

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

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

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

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


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

Mechanism from the lattice behind the gargoyle.

Activate.

How unexpected!

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

Find a couple of differences:


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

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

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

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


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

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

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

Beyond Death

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

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

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

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

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

Where a dragon appears to be defeated.

And then we move on to the next task.

Seeking Disclosure

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

Having obtained both scrolls, we talk with the monk.

This completes the task.

Unseen Visions

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

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

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

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

We speak with the companion and the task is completed.

Touching the Sky

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

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

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

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


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

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

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

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

End of task.

Kindred Judgment

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

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

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

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

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

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 Advisor Adril Arano.

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

Geldis will tell you that someone is visiting the Ulens 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 report that she simply pays 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, a safe will be found, and in it is a letter from which it follows that Vendil Severin is actually Vendil Ulen, and his "wife" Tilisu and "daughter" The Mirri are members of the House of Hlaalu. These three and the unknowns, who settled in Ashfallow Citadel, plotted to kill Councilor Morvayn.

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 the Morag Tong managed to kill the guards, you will have to defeat the villains alone.

The fortress is completely covered in ash, but to the left of the entrance there is another Eastern Empire Company pendant. 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 grating is a room like a barracks, to the left is the enchanter's laboratory. Enter the lab - there is a chain by the door, pull it and the first grate will open.


So, there is one hurdle left. There are two more chains at the entrance to this section of the corridor, 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 of them to open the third grate.

Ahead of you is 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 Morvayn, he will tell the first adviser about the uncovering of the plot and your role in saving his life. As a reward, Lleril Morvayn will not only issue a large sum of money, but will grant you the title of honorary citizen of Raven Rock and grant you property

  • Main article: Quests (Dawnguard)

Jarl's Justice(orig. A Jarl's Justice) — Radiant Story quest of the Dawnguard faction in the add-on The Elder Scrolls V: Dawnguard.

Description

A simple quest issued by the Guardians of the Dawn to kill a vampire who has infiltrated the jarl of one of the holdings and, perhaps, is trying to start the development of the political component of a vampire organization.

The Jarl and his courtiers are, of course, unaware of this, so they will have to proceed with caution. The vampire must have a letter with him with information regarding his task, which can be stolen (it all depends on the level of the player's character's Pickpocketing skill), and then present compromising information to the jarl himself. Fans of covert passage may well save themselves from all this kind of hassle and running around and just kill the victim, attracting as little attention as possible to themselves.

Notes

  • To make it more difficult for a player whose character is not familiar with pickpocketing, this vampire is made immune to spells against the undead, such as "Sunfire" and "Vampire Scourge".

Bugs

  • If, as you progress through this quest, the hero simultaneously completes the task "Alduin's Wall", traveling in the company of Esbern and Delphine, the latter can become aggressive towards the protagonist, even if the guards did not notice anything, and will start attacking if they approach her. Moreover, the guards in response will attack the Delphine. It is useless to try to calm everyone down with a console command like resetai . Fast moving around the locations and entering / exiting them will not lead to anything, therefore, if this happens, you should not waste time in vain. Sadly, it will be faster to load an early save.

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