Walkthrough of the Prophet (Vampires) in Dawnguard. Walkthrough Prophet (Vampires) in Dawnguard Skyrim prophet how to drink blood

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

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

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

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

Dawnguard Plot

The plot revolves around confrontation vampires from the Volkihar clan and the Dawnguard. However, the choice of one side or another does not greatly affect the passage of the main plot of Dawnguard, since the factions have only two unique story missions. After completing them, the quest line is combined into one. There is also slight difference in the final task.

New locations

Players will be able to visit four new locations on their adventures.

  • – the fortress of the vampire clan of the same name, led by Lord Hakon;
  • Cairn Shower– the plane of Oblivion, owned by one of the Daedra lords;
  • Fort Dawnguard– a fortress inhabited by fighters against the undead and various kinds of creatures of darkness;
  • Forgotten Valley- the habitat of one of the last snow elves, who by some miracle escaped the treachery of the Dwemer and did not mutate into a Falmer.

New shouts and spells

Shouts of the Dawnguard

  • Summoning Durnevir is a cry that allows you to call upon an undead dragon named Durnevir to help you. The main character will be able to learn this Word of Power only from Durnevir himself after defeating him in the Cairn of Souls (task “Beyond Death”).
  • Life Drain allows you to absorb the reserve of strength, magical energy and vitality of enemies.
  • Soul Rip, consisting of all three words of power, deals enormous damage and, if the enemy dies, resurrects him as a companion of the hero.

Witchcraft Spells

  • Summon Bone Creature– Summons a ranged bone fighter who fights on the hero’s side. The spell can be found in the Cairn of Souls.
  • Summon Mist Creature– Summons a foggy fighter who fights on the side of the main character. The spell can be found in the Cairn of Souls.
  • Summon Violent Creature– Summons a furious fighter who fights on the side of the hero. The spell can be found in the Cairn of Souls.
  • Arvak's Challenge– summons a beautiful horse for 60 seconds. This spell can be obtained after finding Arvak's skull in the Cairn of Souls.

Restoration Spells

  • Treatment of the undead– restores 75 health units to non-living creatures except machines.
  • Necromantic treatment– restores 10 units of undead health per second.
  • Aura of Stendarr– for one minute, all undead within a short distance from the caster receive 10 units of holy fire damage.
  • Sunstroke– a ball of sacred fire that deals 25 points of damage to undead.
  • Vampire Scourge- a sacred explosion that deals 40 points of damage to non-living creatures, except cars, others receive 50 percent damage.

Features of DLC Dawnguard

Along with the addition to the game, it became possible Transformation into Vampire Lord and new abilities for werewolves.

Vampire Lord Skills:


NameIDDescription
The power of the graveXX005998When the hero is in the Vampire Lord state, he receives 50 units of magic, stamina and health.
Treatment with bloodXX005994When a hero, while in Vampire Lord state, kills a victim with a power attack, he regains his full health.
Unearthly desiresXX005995Using abilities from the Night Power and Blood Magic branches cost 33 percent less.
Poisonous clawsXX005996A hero in the Vampire Lord state deals 20 points of poison damage in melee.
Cloak of NightXX005997Creates a cloak of bats for the Vampire Lord that deals damage to all nearby enemies.
Detect all creaturesXX00599BThe vampire lord can detect all creatures.
Misty formXX00599CThe hero, being in the Vampire Lord state, turns into a misty substance, and the regeneration of health, strength 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 chokes him.
Summon GargoyleXX016908The vampire lord summons a gargoyle to the specified location.
Corpse CurseXX008A70The vampire lord can paralyze his enemies.

Werewolf aka werewolf skills


NameIDDescription
Bestial Strength
  • Level 1 – XX0059A4
  • Level 2 – XX007A3F
  • Level 3 – XX011CFA
  • Level 4 – 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 strength and health increase by 100 units.
Greed in foodXX0059A7When the hero, being in the guise of a werewolf, devours enemies, he restores twice as much vital energy.
Indiscriminate eatingXX0059A6Makes it possible to eat almost all dead creatures. However, devouring non-human NPCs only has half the effect. To quickly level up the werewolf skill line, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AATotem calling snow wolves.
Moon TotemXX0059ABTotem calling werewolves.
Dread TotemXX0059A8An eerie howl affects almost all creatures.
Predator TotemXX0059A9The Hunting Totem operates over a larger area and shows the state of enemies.

Completing Dawnguard main story quests


Dawnguard

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

You need to go west from Riften and find the entrance to the Dawn Rift, through which you can get to the new location Fort Dawnguard. Upon entering the main gate, you will see two NPCs talking. Talk to Isran and express your willingness to join the Dawnguard. The commander of the hunters of evil spirits will not interfere and will accept a hero into its ranks, and will also reward crossbow and 45 bolts.

If you have I don't want to wait for level 10, and you want to quickly plunge into the passage of Dawnguard, 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 NPCs.

Quest codeWhich stage activates
setstage DLC1VQ01MiscObjective 10Started: Talk to the commander of the Dawnguard
setstage DLC1VQ01MiscObjective 180Complete the task

Awakening

The task will begin after the first conversation with Dawnguard commander Isran. The latter will ask the Main Character to scout Night Void Crypt and find out that vampires are looking there.

The Night Void Crypt is located east of Morthal. Once inside you will find yourself in a large cave; you need to go into the small turret to the right of the entrance and pull the ring. After this, the grate in the northern part of the cave will rise, and you can move forward.

Very soon the path will lead you to a room where a lone vampire is fighting two draugr. Having overcome this entire campaign, you will discover that there is four outputs, 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 area of ​​the Nightvoid Crypt you will find vampires, this time fighting spiders. There is nothing interesting here, so feel free to deal with both of them, and then move through the wooden door into Cave of night emptiness.

Once inside, you will witness how vampires kill Sentinel Adalvald, on whose body you can find valuable things: Amulet of Stendar(Block +10%), Recipe for Poison Resistance Potion. After defeating the vampires who executed Adavald, press the button in the center of the large round building. After this, the hero will get a painful prick in his palm, and a purple haze will appear around the button. Next, you need to move the frying pans with the unknown filler so that to make them light up. Once you have all five in the correct position, the floor will lower and reveal the Stone Monolith.

Having opened the monolith, the hero will find a vampire girl named Serana, who will convince the hapless Dawnguard to kill her. After choosing a topic "Where should I take you", the task is completed. By the way, after talking with Serana you will understand that this is very ancient vampire, who was born long before the establishment of Cyrodiil as an Empire.

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

Blood line

The task will begin after the Main Character talk to Serana in the Cave of the Night Emptiness. The vampire girl will ask you to take her home - to Volkihar Castle.

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

As the hero approaches two stone gargoyles, they will stop being stone and attack him. Having overcome the shock of being taken away, he must deal with them and continue his path through 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 the small stone circle in front of the corridor. Circle illuminated by three candles, so it’s hard not to notice it.

After activating the lever, an unknown sorcery will revive two draugr and a skeleton, who will hasten to deal with the uninvited guests, in the form of the protagonist and his pretty vampire companion. Defeat the risen undead and move into the hall, designed in the form of a Colosseum. Here, a small detachment of the hero will be waiting for the next serious enemy, who will turn out to be Draugr, the main military leader.

Having defeated the next adversary and looked 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 boring 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 Icy Waters Pier, located far to the west of Solitude. And then, using the boat located there, swim across the bay separating the mainland and the small island. On this island the hero will discover the possessions of the vampires of the Volkihar clan.

Approaching the main gate of Volkihar Castle, Serana will thank the Main Character and ask him not to act weird and not rush at the vampires after they get inside. Let's go in, I'll talk to my dad and everything will be fine.

Upon entering Castle Volkihar, the protagonist must talk to Serana's father- Lord Harkon. As a reward for accompanying Serana, Harkon will offer to undergo an initiation rite and become a vampire. At this stage the plot is divided to play as Vampires or Dawnguard.

  • Having accepted 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 following two tasks for the Dawnguard.

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

The task will end after the protagonist chooses one of the options with a reward.

Heliotrope Cup (For Vampires)

Having accepted the gift of the vampire lord from Harkon, the hero needs get some training consisting in the use of new skills.

Choose talent "Vampire Lord" and activate it (C key by default). After transformation, the hero has access to melee and ranged combat modes; switching between them is done 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 which the protagonist absorbs health with his right hand, and with his left he can use a variable skill (learned in the vampire skill tree). Among other things, the following abilities become available in the Favorites menu (Q key by default): Bat (forward teleportation), Vampiric Vision and Shape Restoration; The learned skills of the Vampire Lord branch will also be stored here.

After making sure that the protagonist has mastered Bankai and is 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 take you to the Heliotrope Cup. According to Garan Mareti, this artifact, when used correctly, increases the strength of vampires many times over. However, Lord Harkon never used it, always relying on his own capabilities. And, since he now decided to resort to the help of the Heliotrope Cup, then great things are coming.

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

The Redwater Lair is located northwest of Riften. Fortunately for the Main Character, the shelter is inhabited by drug dealers and hostile ghouls, so you can level up your skills on them without a twinge of conscience. Vampire Lord skills. You can probably even get an additional bonus to your karma for being a huckster.

On the way to the source, you will encounter two doors with a “Master” lock level. The key to the first one is located at assistant, the key to the second one Vampire Masters. Both of these NPCs are located next to their doors, so finding them couldn't be easier.


After the protagonist fills the cup with a substance from the source, suddenly two servants will appear, belonging to Harkon’s advisers, will try to take the artifact. Defeat this sweet couple and add the last ingredient to the Heliotrope Cup - 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 activates
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 Stalf and Salonia;
setstage DLC1Vampirebaseintro 50Completed: Defeat Stalf 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 Dawnguard)

The task begins after the Main Character will refuse Lord Harkon's offer become a vampire, after which he will be kicked out of Volkrihat Castle.

First you need to return to Izran and tell him about what happened. Having received the news that the vampires now have the Ancient Scroll and Serana, Izran will be very upset and even assume that very soon the Guardians of the Dawn will get their berth. However, having pulled himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty Nord Gunmar is located next to the Draft Passage. He will agree to join Izran if the hero helps him defeat the cave bear.
  • Breton Sorin Jurard is located next to the Druadach Stronghold. She will agree to join Izran if the hero brings her a Dwemer gyroscope. A bunch of these lie in Sorin’s wallet, on the river bank near the Breton explorer’s site.

Once the protagonist manages to convince Gunmar and Sorin Jurard to join the Dawnguard, he must return to Isran. Last will check new colleagues to belong to vampires and give them instructions. This completes the task.

Prophet (For Vampires)

After the protagonist returns the Heliotrope Cup to Castle Volkihar, Lord Harkon will call him for another conversation.

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

Since reading the ancient scroll is an integral part of Harkon's plans, he desperately one of the Moth Priests is needed. Since only these individuals are able to read this very scroll. Having conceived an insidious plan, the Lord deliberately spread rumors that an ancient scroll had appeared in the Volkihar castle. According to Hakon, one of the priests of the Moth should definitely take this bait and appear in Skyrim. Now members of the Volkihar clan remains to be seen whether his ploy worked.

Upon completion of Hakon's public speech, the Main Character's diary will contain three new tasks. One main one is to Find the priest of the Moth, and two additional ones are to ask about the priest of the carters and inn 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. Having arrived at the place, the protagonist must find any guard and ask him if the Moth Priest had been to these places. Law enforcement officers will not beat around the bush and will tell you that a person similar in description recently moved along the road to the south.

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

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

Having defeated the opposing supporters of the light side, take the Weystone Focus at Malka and activate Weystone site, located on a pedestal above the barrier. After this he will disappear. However, the freed Moth Priest will not thank him for saving him. Instead he will attack the hero. Necessary defeat him, and then use your talent on him“Vampire seduction” and, having bitten, make it your thrall. As soon as this happens, order the priest to go to Volkihar Castle. The path of the main character also lies there.


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

After reading ancient writings that speak of Auriel's Bow, the terrible ruler of the night and the mixing of darkness with night, the Moth Priest concludes that the rest of the information should contained in two other scrolls. The hero will have to find them during subsequent quests; this one ends after the next conversation with Lord Harkon.

Quest codeWhich stage activates
setstage DLC1VQ03Vampire 5Started: Talk to Harkon;
setstage DLC1VQ03Vampire 10Completed: Talk to Harkon;
Started: Listen to Harkon's speech;
setstage DLC1VQ03Vampire 20Completed: Listen to Harkon's speech;
Started: Find priest Moth;
Started: (Optional) Ask the drivers about the priest of the Moth;
Started: (Optional) Ask the owners of the city inns about the priest of the Moth;
setstage DLC1VQ03Vampire 30Started: (Optional) Visit the College of Winterhold and ask there about the priest of the Moth;
setstage DLC1VQ03Vampire 40Completed: (Optional) Ask the drivers about the priest of the Moth;
Completed: (Optional) Ask the city inn owners about the Moth priest;
setstage DLC1VQ03Vampire 50
Started: Follow the road leading south from the Dragon Bridge in search of the priest;
setstage DLC1VQ03Vampire 55Completed: Follow the road leading south from the Dragon Bridge in search of the priest;
Started: Inspect the scene of the fight;
setstage DLC1VQ03Vampire 57Started: Read the vampire's note;
setstage DLC1VQ03Vampire 60Completed: Find priest Moth;
Completed: Inspect the scene of the fight;
Completed: Read the vampire's note;
Started: Capture Priest Moth;
setstage DLC1VQ03Vampire 66Started: Defeat the bewitched priest Moth;
setstage DLC1VQ03Vampire 67Completed: Defeat the bewitched priest Moth;
Started: Use the vampire seduction spell on the Moth priest;
setstage DLC1VQ03Vampire 70Started: Command the priest of the Moth to follow to the Volkihar castle;
setstage DLC1VQ03Vampire 80Completed: Command the Moth priest to go to Volkihar Castle;
Completed: Capture Priest Moth;
Started: Report your success to Harkon;
setstage DLC1VQ03Vampire 100Completed: Report your success to Harkon;
Started: Command the Moth priest to read the Ancient Scroll;
setstage DLC1VQ03Vampire 200Complete the task.

Prophet (For the Dawnguard)

The quest will begin after Izran accepts Gunmar and Sorin Jurard into the ranks of the Dawnguard. 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 you that her father is Lord Harkon in due time obsessed with ancient prophecy, which states that vampires, under certain circumstances, will be able to stop being afraid of the sun. Since the fulfillment of the prophecy would inevitably lead to a war between the Volkihar clan and 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 the monolith, and her mother Valerika was forced to flee in an unknown direction.

After the Protagonist freed Serana, Lord Harkon once again moved closer to fulfilling the prophecy. In general, the vampire girl is so desperate that she is forced to ask for help from the Dawnguard. Help Serana convince Izrana trust to her.


Once Izran gives in and agrees to cooperate with Serana, she will remind you about ancient scroll hanging behind her back. Since it is in this scroll that the prophecy that Harkon wants to realize is hidden, Serana offers to read it and find out if it is possible to somehow interfere with Harkon’s plans.

Since the Elder Scroll is not a simple thing, only the priests of the Moth can read it. Luckily, Izran had just seen one of them in Skyrim. The current location of the priest can be learned from three sources: the College of Winterhold, cab drivers and innkeepers.

Wherever the main character gets information, it all comes down to traveling to Dragon Bridge. There, the protagonist needs to ask any guard about the priest of the Moth. The brave law enforcement officers will not skimp on conversations and will advise you to take the road to the south.

Having followed the guard's advice 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 killed 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 at the place where the priest is imprisoned, the protagonist needs to kill a vampire named Malk and take the Waystone Focus from his body, which must be inserted into the pedestal above the barrier. Once the barrier is deactivated, the drugged Moth Priest will attack the hero.


Cool down the ardor of the crazy old man and talk to him. As a token of gratitude, Dexion Irvik agrees to go to Fort Dawnguard and read the Elder Scroll. As soon as Dexion Irvik fulfills his promise, the task will be completed.

Quest codeWhich stage activates
setstage DLC1VQ03Hunter 5Started: Follow Isran;
setstage DLC1VQ03Hunter 10Completed: Follow Isran;
Started: Talk to Isran;
setstage DLC1VQ03Hunter 20Completed: Talk to Isran;
Started: Find priest Moth;
setstage DLC1VQ03Hunter 50Started: Ask the residents 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 Priest Moth;
setstage DLC1VQ03Hunter 80Completed: Free Priest Moth;
Started: Report your success to Isran;
setstage DLC1VQ03Hunter 200Complete the task.

Scroll Hunt

After the priest Moth reads 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).

If the Main character has advanced in the main storyline to the task “Curse of Alduin”, then he should have the scroll in inventory or at the orc librarian's from the College of Mages of Winterhold. The latter will allow you to buy it back for 5,000 gold coins.

If the protagonist has not yet taken on the main quest, then after a conversation with Urag gro-shub (College of Winterhold), he needs to read the book "Reflections on the Elder Scrolls". Immediately after this, the task “” is activated, upon completion of which the Main Character will receive the necessary Ancient Scroll.

Chasing the past

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

The hero needs to invite Serana to look for her mother directly at Volkrihar Castle. No matter how paradoxical it may sound, Serana will like this idea. In order not to arouse Lord Hakon's excessive curiosity, the female vampire 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 Castle Volkihar. In the first room you will encounter resistance in the form of Hounds of Death, led 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 they didn't let me in, that's why he settled in the catacombs.

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


After the bridge goes down, Serana will kindly advise you to turn left. Following the advice of his companion, the hero will detect the lever. Turning the latter activates a mechanism that lowers another wooden bridge. Using it, the hero and Serana will be able to get to the stairs leading to the Volkihar Court.


There is a large moon clock in the castle courtyard. Serana will immediately notice that something is wrong with them. The hero needs to inspect the watch for malfunctions. It turns out that they Several moon rocks are missing, to be more precise – three.

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

As soon as the protagonist inserts missing stones at the clock, they will turn and open a passage to the ruins of Volkihar. Overcoming crowds of rebelling undead, the hero needs to make his way into a small room with a gargoyle and a grate blocking the further path. Attentive eyes will notice that behind the gargoyle there is a ring, responsible for opening the grille. Pull it and continue moving forward in search of Valerika.


Having laid to rest a couple 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 found in a room with four gargoyles. There is a secret passage in this room. You can open it by pulling the candlestick by the fireplace.


Having overcome the tunnel behind the secret passage, the hero and Serana will find themselves in a large hall. In the center of it there is an incomprehensible circle that 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 Cairn Souls and she could probably 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 purified void salt, finely ground bone meal and fragments of soul stones. Fortunately, all the necessary ingredients can be found right in the hall with the portal. Moreover, they are in large bowls, so they are hard to miss.

  • The soul stone shards are on the wardrobe near the stairs;
  • The purified void salt is on the balcony above the secret passage;
  • Finely ground bone meal is on the table, under the mammoth skull.

Once you have found all the ingredients, place them in cup over the portal, and then talk to Serana. The vampire woman will add her blood to the cup and the portal to the Cairn of Souls 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 staying in the Cairn of Souls, the hero will lose 45 units of mana, strength and health. The main thing when you return is not to forget to ask Serana how to regain the lost characteristics.


The task will be completed as soon as the Main Character and Serana will enter the portal and will end up in the Cairn of Souls.

Quest codeWhich stage activates
setstage DLC1VQ04 10
setstage DLC1VQ04 20Completed: Talk to Serana
Started: Explore the courtyard of Volkihar Castle;
setstage DLC1VQ04 30Completed: Explore the courtyard of Volkihar Castle;
Started: Inspect the moon clock;
setstage DLC1VQ04 35Completed: Examine the moondial;
Started: Inspect the destroyed tower of the Volkihar castle;
setstage DLC1VQ04 50Completed: Inspect the destroyed tower of the 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 fragments of soul stones;
Started: Find bone meal;
Started: Find purified void salt;
setstage DLC1VQ04 70Completed: Find ingredients;
Started: Place ingredients in bowl;
setstage DLC1VQ04 90Started: Enter the Soul Cairn;
setstage DLC1VQ04 200Complete the task.

Beyond death

Once in Cairn Souls, follow the castle with two luminous towers, the quest marker will keep you from getting lost. It is important to be in front of the castle with Serana, as Valerika will begin a dialogue only with my daughter.

As soon as Valerika finishes scolding Serana for her carelessness, she will talk 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 people survive after its completion. However, survivors receive the blood of a true vampire. Valerika will also share information that in order to fulfill the prophecy hidden in the Ancient Scrolls, Serana's blood is needed. 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 this, Serana will not be able to stand it and will scold her mother for her past sins. They say you and dad used me, and this dude did a lot for me in a short time of acquaintance. Giving in to her daughter’s pressure, Valerika agrees give away your Elder Scroll. But, not everything is so simple. The fact is that Valerika is locked behind some incomprehensible barrier, which can be destroyed destroying three caretakers, located 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 for 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- Guardian dragon of the Cairn of Souls. Having defeated the last one, talk to Valerika, who will marvel at the victory over the physical form of Durnevir and will continue to lead the hero to the Ancient 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. On the contrary, the dragon will give the hero knowledge of screaming, allowing you to call him at the right time.

The task will be completed as soon as the Main Character and Serana leave the Cairn of Souls.

Quest codeWhich stage activates
setstage DLC1VQ05 10Started: Find Valerika;
setstage DLC1VQ05 20Completed: Find Valerika;
setstage DLC1VQ05 30Started: Kill the caretakers of the Boneyard (0/3);
setstage DLC1VQ05 40Completed: Kill the caretakers of the Boneyard (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 Priest Moth reads Serana's Ancient Scroll. To complete the quest you need to find two other scrolls.

Once the hero has collected all the scrolls, he must 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 Ancient Scroll. However, you should not despair, since the priest of the Moth will indicate what needs to be done for independent reading scrolls.

Quest codeWhich stage activates
setstage DLC1VQELDER 10Start the 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 it in the Glade of Ancestors location, located east of Falkreath.

In the depths of the Glade of Ancestors, the protagonist needs to find Scraper knife and use it to cut off the bark of the Singing Tree. After this, the hero will have to attract flocks of ancestral moths- butterflies flying in groups of three or four. They are found in abundance in the Glade of Ancestors area, so it’s difficult to call it a problem.


Having gathered a flock of butterflies around him, the hero needs to stand in sun circle and read three Elder Scrolls. As soon as this happens, you should go to your companion Serana and tell her what you saw in the scrolls. When approaching Serana, the hero will discover that she is attacked by a hostile detachment(if the grille does not open, click on it and type disable in the console). Defeat your enemies and share the information you have collected with Serana.

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

Touching the sky

From the Elder Scrolls, the Main Character 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. When trying to pass through it, the bridge will not hold, and the hero and Serana will fall into the streams of a seething underground river, which will carry them into a branch of the cave, spider infested.

Having dealt with the insects, the hero and his companion need to move to the northeastern part of the location (the corridor going east near the camp with the dead Breton woman). There, among the wayshrines of Auriel, the protagonist will meet Knight Commander Gelebor. Which, by the way, is one of snow elves, not turned into a Falmer.

Gelebor will tell you that the only way to get Auriel's bow- this is to perform an ancient ritual of carrying water in a jug. Since this is the only way to open the passage to the temple where the sought-after artifact is kept, 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. Having destroyed the crowds of Falmer and overcome the transition, the hero and Serana stumble upon the road sanctuary of Light and the spirit of a snow elf named Prelate Sedanyis. The protagonist needs to ask the spirit to open the sanctuary, fill the jug and go through the next opened portal leading to the Forgotten Valley. Here quest markers will come to the player’s aid, pointing to the remaining sanctuaries.


After the hero will fill the jug of all five shrines, he needs to empty it into the chalice at the entrance to the Inner Sanctum of the Temple of Auriel. As soon as this happens, the gate will open and nothing will stop the protagonist proceed to the temple.


To move around the Temple of Auriel, players will need a jug, which they fill at the shrines. Place the jug on the altar - the passage opens, stand behind the door, then take the jug.

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

Virtur will turn out to be a very unpleasant person when tested. That's frozen will revive the falmer, then the ceiling will collapse. As soon as the hero and his companion overcome all the misfortunes of Wirt, he will finally lose his temper and will destroy the remains of the Temple of Auriel. The protagonist will be thrown to the ground by the blast wave. Fortunately, Serana will be nearby and morally encourage the hero.

After the explosion, Wirt himself retreats to a small balcony, where the Main Character and Serana can calmly talk with him. It turns out that Wirt used to be Auriel’s first confidant and had the honor of speaking with him. But, after one of the flock infected Wirt with vampirism, Auriel turned away from him. Virt did not like this turn of events, and he decided to take revenge on the one whom he had previously worshiped. Since he was not given the power to kill Auriel, Wirth decided to eclipse the sun, in order to reduce Auriel's influence on the mortal world.

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

Quest codeWhich stage activates
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Completed: Find out where Auriel's bow is located;
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 jug (1/5);
setstage DLC1VQ07 100Completed: Fill the initiate's jug (5/5);
Started: Gain access to the inner sanctum;
setstage DLC1VQ07 110Completed: Gain access to the inner sanctum;
Started: Find the vicar of Virthur;
setstage DLC1VQ07 120Completed: Find Vicar Virthur;
Started: Force Vicar Virthur to explain himself, either by words or by force;
setstage DLC1VQ07 200Complete the task.

Family Court

After the Main Character receives Auriel's bow, he needs talk, who has already become almost dear during the adventures Serana(if you play for the Volkihar clan) or Iran(if you play as the Dawnguard). Both NPCs will offer the only correct, in their opinion, option for further action, namely assassination of Lord Harkon.

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


Once the fight starts, attack Harkon with everything you can, while remembering to keep an eye on his location, as he has a habit of teleport often. Lord Harkon also closes himself every now and then spherical barrier, at this time it is necessary shoot at him with Auriel's bow.

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

Many players think about how to drink blood in Skyrim. After all, if there is a corresponding faction (vampires), there should also be a unique ability. And she is. More details will be discussed in the article.

About the game

The brainchild of Bethesda delights fans to this day with a variety of locations, races and warring parties. The path of the vampire chosen by the player adds some zest to the gameplay.

Belonging to a faction provides a number of advantages, but also imposes certain restrictions. In the Dawnguard expansion, the idea was fully developed: an interesting quest chain with new characters and artifacts, as well as unique locations. A separate vampire perk tree allows you to upgrade the abilities of the Vampire Lord.

A constant source of health replenishment is drinking blood. In Skyrim, as in many games, vampires bite your neck. After an attack, it is important to escape unnoticed. Otherwise there may be negative consequences.

About drinking blood

It's not easy to play as a vampire in Skyrim. To turn into this night dweller, you need to attack the nearest dwelling and become infected with Sanguinare Vampiris. Or drink water from the Bloody Spring in the Redwater Lair (we're talking about the Dawnguard add-on).

The easiest way to get enough is to sneak into the house at night, approach the sleeping victim and press “E”. The menu that opens will contain two commands:

  • drink blood;
  • clean out your pockets.

By selecting the appropriate option, the player will witness the absorption scene. Another way to drink blood in Skyrim is to use the Vampire Seduction spell, which immobilizes the victim for 30 seconds.

Immobilized NPCs can be enjoyed even in broad daylight. You should not do this in crowded places, because panic will begin. And within the city limits, Dovahkiin risks attracting the attention of the guards and ending up in prison.

Game mod for drinking blood in Skyrim

A fan modification adds bloodlust to all vampires (including Serana). Every night the ghoul will have to go hunting to satisfy his need for food.

The character chooses a victim and sneaks up unnoticed. If the NPC suspects something, the vampire pretends to be an ordinary passerby. As soon as you look away, the ghoul tries to attack again.

Having been exposed by one of the witnesses or the victim herself, the bloodsucker will abandon the idea of ​​feasting and will no longer make attempts until the next night.

If the hunt is successful, the person will simply fall and forget everything that happened. The mod makes adjustments to the combat system: Serana bites the enemy when she has low health and strength.

Bottom line

To summarize, it should be said that the life of a vampire is not easy: sometimes the sun is hot, sometimes thirst is tormenting. Therefore, there is a chance to be cured and no longer wonder how to drink blood in Skyrim.

Healing is possible in the following ways:

  • pray at the altar of any of the nine deities (suitable if Dovahkiin became infected recently);
  • become a werewolf by turning to the Companions (Aela the Huntress will happily infect the protagonist with lycanthropy);
  • find the necromancer Falion in Morthal, who will perform the ritual and heal the sick person at any stage;
  • write a console command.

The penultimate method is also suitable for Serana, if, after completing the Dawnguard storyline, the hero wants to make his beautiful companion human.

  • Main article: Quests (Dawnguard)

Prophet(orig. Prophet) - quest of the main storyline of the Dawnguard faction in the add-on The Elder Scrolls V: Dawnguard.

Brief walkthrough

  1. Talk to Izran and Serana.
  2. Try to find out something about the priest Moth who came to Skyrim.
  3. Continue your search, moving along the road south from the Dragon Bridge.
  4. Inspect the scene of the fight.
  5. Rescue Priest Moth from the Hideout of the Elders.
  6. Return to Izran with a report.

Walkthrough

After completing the quest “New Order”, returning to the fort, the hero needs to turn to Izran for further instructions. The head of the order will ask you to go up to the top floor, where he would like to talk with the protagonist alone, since the same vampire girl who the novice guard awakened from a centuries-old sleep in the crypt of the Night Emptiness unexpectedly came to the fort and escorted to the Volkihar castle. Izran is very dissatisfied with the presence of a vampire in the monastery of the order, but wants to find out why she, risking her life, came here.

Serana will talk about the Ancient Scroll, and that big changes are coming unless someone stops her father, Lord Harkon, head of the Volkihar clan. An ancient prophecy speaks of a time when vampires will no longer fear the sun and will become masters of the whole world. From the vampire’s speeches it becomes clear that Harkon wants to extinguish the sun. It is also known that the Ancient Scroll that Serana brought with her, and which can shed light on this secret, can only be read by the priest of the Moth. At this point, Izran will interrupt the conversation with Serana, saying that a few days ago a certain imperial scientist arrived in Skyrim and asks to inquire about him from the innkeepers and cab drivers, and Serana will suggest that he can be found at the College of Winterhold, since they have no equal in matters magic and history. Starting from this moment, Serana will become Dovahkiin’s companion, and together with her the hero will have to go on a quest.

You can ask questions to anyone, everyone will say that the priest went to the Dragon Bridge, and the hero will also have to go there. By asking local residents or guards about the priest, you can find out that one scientist, at the head of a detachment of soldiers, passed through the settlement without stopping and went south.

Having set off along this path, the hero will stumble upon a broken cart with corpses around. Among them there is a vampire, after searching whom you can find a note - an order to organize an ambush and that it is necessary to transport the priest to the Shelter of the Elders for interrogation. The note is signed by a certain Malk.

Next you have to find the Shelter of the Elders cave - it will be quite easy to spot it by the traces of blood left on the road. In the cave there will be several vampires led by Malk, with whom, like the other inhabitants of the cave, the hero will have to fight. There is also a magical barrier behind which the priest is imprisoned. After searching Malk, the protagonist will find a strange stone called Weystone Focus, which can be used to dispel the barrier.

Once free, the priest will immediately attack the protagonist, and he will have no choice but to attack him in response. When his health bar reaches zero, he will ask for mercy. After talking with him, the hero learns about the magical spell cast by the vampires on him, and that he has lost control over himself and that, in fact, it was not he who fought with the hero. Next, he will introduce himself to us as Dexion Ivik, the priest of the Moth, after which we need to tell him about the Ancient Scroll, and the priest will immediately volunteer to help. The final destination of the journey is Fort Dawnguard: you need to explain to Dexion where to go, and go there to report to Izran about the success of the search.

At the fort, Izran will meet Dovahkiin, marveling at how quickly he was able to find the priest, and will report that the Scroll was handed over to Dexion, and he is awaiting command. Dexion himself will join the conversation, and after a short conversation you can ask him to read the scroll. According to him, the scroll mentions a certain bow of Auriel, but the most important thing is that this is just the end of the prophecy; There are several more scrolls.

The first contains the ancient secrets of dragons, and the second tells about the power of ancient blood
— Dexion Ivic

He needs the remaining two scrolls in order to fully read the prophecy. This completes the quest.

Bugs

  • There may be a bug in which the priest stands not inside the field, but outside, and is available for dialogue. In this case, there is no need to remove the barrier, otherwise Dexion will attack all the time, which will lead to the impossibility of further passage.
    • Solution 1: load the save made before entering the Shelter of the Elders.
    • Solution 2: apply any calming spell from the Illusion school of magic to the priest. The difficulty of the spell that will affect Dexion depends on the player's character level.
    • Solution 3 PC : open the console, click on Dexion Ivik and enter the commands removefromallfactions and setav aggression 0 .
    • Solution 4: hit Dexion Ivik with the sword. Proof?
  • There may be a bug in which, after talking with Iran, the task does not count when it should go to Dexion.
    • There is no solution, you need to load a previous save

When you complete the task regarding the hematite bowl, the passage of Dawnguard will continue with a new quest - you will need to go to Lord Harkon first, you will see that he has prepared a speech for his clan about the prophecy of the tyranny of the sun and that in order to decipher the Ancient Scroll you will need to find the Priest Moth , a well-known prophet from Cyrodiil in his circles. The Lord will offer to interrogate the cabbies and innkeepers about the Priest.

At the same time, his daughter Serana suggests turning to the College of Winterhold for the necessary information. The information will be both here and there, and after receiving it we will inevitably have to go to Dragon Bridge. After receiving information from the residents and guards, find out that the Priest is no longer in the village, follow him in a southerly direction. Behind the large stone bridge you will see a cart that was damaged from the attack, and there will also be lifeless bodies lying around it.

Search the vampire's body, you will see a note that an ambush was being prepared on the Dragon Bridge. Our passage of Dawnguard will continue with the fact that we need to pull the Priest Moth out of the hands of the kidnappers who intend to break his will, the target place is the Shelter of the Ancestors, we follow to this cave, passing from the cart in the eastern direction, then cross the river, among the boulders with rocks you will find a close passage This passage will lead you to a stone balcony.

From the balcony there is a view of the blue magical dome - our sought-after Priest is imprisoned in it, however, it is guarded by Dawnguard fighters, who, for complete happiness, also managed to kill the leader of the kidnappers - the vampire Malkus. Kill all the enemies, search Malkus's body, you will find a core on him, which will allow you to remove the barrier (you need to go up to the control panel and insert the core). The freed prisoner will attack us, we will have to fight back, since his mind is clouded.

Common sense will allow him to return to the blows successfully carried out on him, after several good blows he will finally come to his senses, and we will continue the passage of Dawnguard, using the “Vampire Seduction” talent on the captive. Afterwards you need to turn him into your thrall - just bite him on the neck. Now he won't go anywhere - he will do whatever is required, so order him to go to Volkihar Castle.

Having arrived there yourself, talk to Harkon about the successful operation, and then force the Priest to read the Ancient Scroll. From the scroll we get information that in order to bring the prophecy to life, we will need to find two more of the same scrolls, they will allow us to find out the location of the legendary weapon - Auriel's Bow. Actually, now our goal is to obtain those same scrolls, they are called Blood and Dragon.