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Skyrim priest of the moth how to turn. Prophet (Dawnguard)

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

About the game

The brainchild of Bethesda pleases fans to this day with a variety of locations, races and opposing sides. The path of the vampire chosen by the player brings some zest to the gameplay.

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

An invariable source of replenishment of health is the drinking of blood. In Skyrim, as in many games, vampires bite on the neck. After the attack, it is important to hide unnoticed. Otherwise, there may be negative consequences.

How to drink blood

It's not easy to play as a vampire in Skyrim. To turn into this nocturnal inhabitant, you need to attack the nearest dwelling and become infected with Sanguinare Vampiris. Or drink water from the Blood Spring in the Redwater Lair (we are 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". There will be two commands in the menu that opens:

  • drink blood;
  • clean out pockets.

By choosing the appropriate option, the player will witness the takeover 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 eaten even in broad daylight. You should not do this in crowded places, because panic will begin. And within the city limits, Dovakin runs the risk of attracting the attention of the guards and ending up in prison.

Blood drinking game mod in Skyrim

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

The character chooses a victim and sneaks up unnoticed. If the NPC suspects something, the vampire pretends to be an ordinary passer-by. It is necessary to look away, the ghoul is trying to attack again.

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

In the case of a successful hunt, a person will simply fall and forget everything that happened. The mod makes adjustments to the combat system: Serana bites the enemy with a small amount of health and strength.

Outcome

In summary, it should be said that the life of a vampire is not easy: either the sun bakes, or the thirst torments. 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 Dovakin has recently become infected);
  • become a werewolf by turning to the Companions (Aela the Huntress will gladly infect the protagonist with lycanthropy);
  • find the necromancer Falion in Morthal, who will perform the ritual and heal the sick at any stage;
  • write a console command.

The penultimate method is also suitable for Serana, if, at the end of the Guardians of the Dawn storyline, the hero wants to make a beautiful companion a person.

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

The Elder Scrolls V: Dawnguard is the first major expansion for The Elder Scrolls 5: Skyrim. By the way, translated into Russian, the name of the DLC sounds like The Elder Scrolls 5: Dawnguard. For some reason nothing 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 game worlds on PC were only able to take part in the battle between vampires and Dawnguard only on July 26th.

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

Plot Dawnguard

The plot revolves around confrontation vampires from the Volkihar clan and the Dawnguard. However, the choice of one side or another does not have a very strong effect on the passage of the main plot of Dawnguard, since the factions have only two unique story missions. After passing them, the quest branch is combined into one. There is also little difference in the final task.

New locations

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

  • - the fortress of the vampire clan of the same name, led by Lord Hakon;
  • Cairn Soul- the plane of Oblivion, owned by one of the Daedric Lords;
  • Fort Dawnguard- a fortress inhabited by fighters against the undead and all sorts of creatures of darkness;
  • Forgotten Valley- the habitat of one of the last snow elves, who by some miracle escaped the cunning of the Dwemer and did not mutate into the Falmer.

New shouts and spells

Shouts of Dawnguard

  • Challenge of Durnevir- This is a cry that allows you to summon 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 he defeats him in the Cairn of Souls (task "Beyond Death").
  • Life drain allows you to absorb the stamina, magical energy and vitality of enemies.
  • Soul tear, consisting of all three words of power, deals huge damage and, if the enemy dies, resurrects him as a companion of the hero.

Witchcraft Spells

  • Summoning a Bone Creature- Summons a bone ranged fighter who fights on the side of the hero. The spell can be found in the Cairn of Souls.
  • Summon the Mist Creature- Summons a misty fighter who fights on the side of the protagonist. The spell can be found in the Cairn of Souls.
  • Summoning a Furious Creature- Summons a furious fighter who fights on the side of the hero. The spell can be found in the Cairn of Souls.
  • Challenge Arvak- Summons a beautiful horse for 60 seconds. This spell can be obtained after finding the skull of Arvak in the Cairn of Souls.

Recovery spells

  • Undead Healing- restores 75 health to non-living creatures except machines.
  • Necromantic Healing Restores 10 undead health per second.
  • Aura of Stendarr- For one minute, all undead within a short distance from the caster take 10 points of damage with holy fire.
  • Sunstroke- A ball of sacred fire that deals 25 damage to the undead.
  • Vampire Scourge- a sacred explosion that deals 40 damage to non-living creatures, except for machines, the rest take 50 percent of the damage.

DLC Dawnguard Features

Along with the addition, the game has the opportunity Transformation into Vampire Lord and new abilities for a werewolf.

Vampire Lord Skills:


NameIDDescription
The power of the graveXX005998When the hero is in the Vampire Lord state, he gains 50 points of magic, stamina and health.
Blood treatmentXX005994When the hero, while in the Vampire Lord state, kills the victim with a power attack, he fully restores his health.
unearthly desiresXX005995Using abilities from the Power of Night and Blood Magic branches cost 33 percent less.
poisonous clawsXX005996A hero in the Vampire Lord state deals 20 melee damage with poison.
Night CloakXX005997Creates a cloak of bats for the Vampire Lord that damages all nearby enemies.
Detection of all creaturesXX00599BThe vampire lord can detect all creatures.
misty shapeXX00599CThe hero, being in the state of the Vampire Lord, turns into a foggy substance, while increasing the regeneration of health, stamina and magic.
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 suffocates him.
Summon GargoyleXX016908The vampire lord summons a gargoyle to the target location.
Corpse CurseXX008A70The vampire lord can paralyze his enemies.

Werewolf skills


NameIDDescription
Beast Power
  • Level 1 - XX0059A4
  • Level 2 - XX007A3F
  • Level 3 - XX011CFA
  • 4 ur - XX011CFB
A werewolf hero deals 25%, 50%, 75%, 100% more damage.
animal energyXX0059A5When the hero is in werewolf form, their stamina and health are increased by 100 points.
Greed in foodXX0059A7When the hero, being in the guise of a werewolf, devours enemies, he restores twice as much vitality.
Promiscuity in foodXX0059A6Makes it possible to eat almost all dead creatures. However, eating non-human NPCs is only half the effect. To quickly level up the werewolf skill tree, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AATotem that summons snow wolves.
moon totemXX0059ABTotem that summons werewolves.
Dread TotemXX0059A8The eerie howl affects almost all creatures.
Predator TotemXX0059A9The totem of the hunt acts over a larger area and shows the status of the enemies.

Passage of quests of the main plot of Dawnguard


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 his presence. The dialogue will boil down to offer to join the Dawnguard, after which the task begins.

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

If you have no desire 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 corresponding 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 mission

Awakening

Quest will start after the first conversation with Dawnguard Commander Isran. The latter will ask the Protagonist to scout Crypt of the Night Void and find out what the vampires are looking for there.

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

Soon the path will lead you to a room where a lone vampire is fighting two draugr. After beating this whole campaign, you will find that the room has four exits, except for the one through which you got here.

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

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

Once inside, you will witness how vampires kill Adalwald the Watcher, on whose body you can find valuable items: Amulet of Stendar(Block +10%), Recipe Potion Resistance Potion. After defeating the vampires who executed Adavald, press the button in the center of the large round structure. After that, the hero will be hurt in the palm of his hand, and a purple haze will appear around the button. Next, you need to move the braziers with an incomprehensible filler so that to make them burn. Once you get all five in the correct position, the floor will drop down and expose the Stone Monolith.

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

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

blood line

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

Once the conversation is over Serana will become a satellite hero. No other development is expected, so be patient and head to the northern part of the hall with the monolith. The marker points the way, so it will be difficult to get lost.

As the hero approaches two stone gargoyles, they will stop being stone and attack him. Having overcome the shock of what he has gone, he must deal with them and continue his way through the wooden arched doors that hide behind a corridor blocked by bars. In order to open it, you need to pull the lever located in a small stone circle in front of the corridor. Circle illuminated by three candles so it's hard not to notice.

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

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

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

Approaching the main gate of the Volkihar castle, Serana will thank the Protagonist and ask him not to be weird, and not to throw himself at the vampires after they get inside. Let's go, 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 a rite of passage and become a vampire. At this point, the plot is divided to play as Vampires or Dawnguard.

  • Having accepted reward from Lord Harkon and becoming a vampire, the hero will perform the following two tasks for the Volkihar clan.
  • refusing become vampires, the hero will complete the following two quests for the Dawnguard.

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

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

Heliotrope Chalice (Vampire)

After accepting the gift of the vampire lord from Harkon, the hero must take a little training involving the use of new skills.

Choose talent "Vampire Lord" and activate it (C key by default). After the transformation, the hero has access to melee and ranged combat modes, switching between them is carried out with the Ctrl key. In melee mode, the hero can swing 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 hand he can use a variable skill (learned in the vampire skill tree). Among other things, in the "Favorites" menu (key Q by default), the following abilities become available: Bat (forward teleportation), Vampiric Vision and Reshape; the learned skills of the Vampire Lord branch will also be stored here.

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

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

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

On the way to the source, you will meet two doors with the Master level of the castle. The key to the first is at assistant, the key to the second Vampire Masters. Both of these NPCs are standing next to their doors, so it won't be easier to find them anywhere.


After the protagonist fills the chalice with the substance from the source, suddenly two servants will appear, belonging to the advisers of Harkon and will try to take the artifact. Defeat this sweet couple and add the last ingredient to the Cup of heliotrope - powerful vampire blood. 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 15Done: Talk to Garan Mareti;
Started: Follow Garan;
setstage DLC1Vampirebaseintro 20Done: Follow Garan;
Started: Take the Heliotrope Chalice to the Redwater Spring;
setstage DLC1Vampirebaseintro 30Done: Take the Heliotrope Chalice to the Red Water Spring;
Started: Fill the Chalice from the source;
setstage DLC1Vampirebaseintro 40Started: Defeat Stalf and Salonia;
setstage DLC1Vampirebaseintro 50Achieved: Defeat Stalf and Salonia;
Started: Add vampire's blood to the Chalice;
setstage DLC1Vampirebaseintro 60Done: Add vampire blood to Chalice;
Started: Return to Garan Mareti;
setstage DLC1Vampirebaseintro 200Complete the task.

New Order (For the Guard of the Dawn)

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

First you need to return to Isran and tell him about what happened. Having received the news that the vampires now have the Elder Scroll and Seran, Isran is very upset and even assumes that the skiff will come to the Dawnguard very soon. However, pulling himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty nord Gunmar located next to the Skvoznyakov passage. He agrees to join Isran if the hero helps him defeat the cave bear.
  • Breton Sorine Jurard located next to the Stronghold of the Druadah. She agrees to join Isran if the hero brings her a Dwemer gyroscope. A bunch of these lies in Sorin's purse, on the river bank near the Breton explorer's camp.

Once the protagonist manages to convince Gunmar and Sorin Jurar to join the Dawnguard, he needs to return to Isran. Last check new colleagues for belonging to vampires and will give them instructions. This task will end.

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 is planning somehow overcome the effects of the sun on vampires. How to do this should be written in ancient scroll, which is located at Serana. Having outlined his plans, Harkon will set off to push a fiery speech to his clanmates, and at the same time puzzle them; the hero must follow him.

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

Upon completion of Hakon's public speech, the Protagonist's diary will contain three new challenges. One main one is to Find the Moth Priest, as well as two additional ones - to ask the carters and innkeepers about the priest. In addition, Serana will immediately speak to the protagonist and recommend another source of information - the College of Mages of Winterhold.

In any scenario, all informants will point to the location "Dragon Bridge" where the hero needs to go. Arriving at the place, the protagonist must find any guard and ask him if the Moth Priest has been to these places. Law enforcement officers will not beat around the bush and tell 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. A little away from the city, the protagonist will find overturned cart and several corpses next to her. Looks like there's been an uproar here recently. The protagonist needs to examine the place of the fight. On the body of one of the vampires, he finds a note, after reading which it becomes clear that the Moth Priest was taken to the Elders' Refuge.

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

Having overcome the opposing supporters of the light side, pick up Weystone Focus at Malka and activate Weystone site, located on a pedestal above the barrier. After that, he will disappear. However, the freed Moth Priest will not give thanks for the rescue. Instead, he attack the hero. Necessary beat him, and then use talent on it"Vampire Seduction" and bite to make it your thrall. As soon as this happens, order the priest to go to Volkihar Castle. This is where the protagonist goes.


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 success of the protagonist, Harkon will order to force the Priest read the prophecy from an ancient scroll.

After reading ancient scriptures that speak of Auriel's Bow, the terrible ruler of the night and the blending of darkness with night, the Moth Priest concludes that the rest of the information should contained in two other scrolls. Their hero will have to find them in the course of subsequent quests, the same one ends after another conversation with Lord Harkon.

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

Prophet (For the Dawnguard)

The quest will begin after Isran recruits Gunmar and Sorin Jurar into the Dawnguard. It turns out that during the absence of the Protagonist, Serana arrived at the fort and wants to talk about something.

Serana will reveal that her father Lord Harkon in due time obsessed with an ancient prophecy, which says 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 the war of the Volkihar clan with all of Tamriel, Serana and her mother decided to interfere with the head of the family. Apparently, something went wrong and Serana was locked in a monolith, and her mother Valerika was forced to flee in an unknown direction.

After the Protagonist freed Serana, Lord Harkon came close to fulfilling the prophecy once again. In general, the vampire girl is so desperate that she is forced to ask for help from the Guardians of the Dawn. Help Serana convince Isran to trust her.


As soon as Isran surrenders and agrees to cooperate with Serana, she will remind you of ancient scroll hanging on her back. Since it is in this scroll that Harkon wants to fulfill the prophecy, 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 priests of the Moth can read it. Fortunately, Isran just saw one of them in Skyrim. You can learn about the current location of the priest from three sources: the College of Winterhold, cabmen and caretakers of hotels.

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

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

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


Cool 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. Once Dexion Irvik fulfills his promise, the quest will end.

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

The Hunt for the Scroll

After the priest of the Moth reads the Elder Scroll, it will become clear to everyone that the only way to understand the prophecy is to have two more scrolls. One of them is Elder Scroll (Dragon).

In the event that the Protagonist has advanced in the main storyline to the task "The Curse of Alduin", then he must have the scroll in inventory or at the orc librarian from the College of Wizards of Winterhold. The latter will allow you to redeem it for 5000 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 that, the task "" is activated, after completing which the Main Character will receive the necessary Ancient Scroll.

In pursuit of the past

The quest begins after the hero captures the Moth Priest and obtains information from the first Elder 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 Elder Scroll (Blood).

The hero needs to offer 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 vampire woman will offer to sneak into castle courtyard through a secret passage by the bay, in the northeastern part of the island.


After defeating the undead guarding those places, go through the door to the Volkihar Castle Dungeons. 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 with him, it becomes clear that in the castle of this poor fellow to live they didn't let me in, therefore, he settled in the catacombs.

In order to go deep into the dungeon, you need lower the bridge, blocking the exit from the room with the wild vampire. This is done using the 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. On it, the hero with Serana will be able to get to the stairs leading to the Court of Volkihar.


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

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

As soon as the protagonist inserts missing stones in hours, they will turn and open the passage to the ruins of Volkihar. Overcoming the crowds of the rebellious undead, the hero needs to break into a small room with a gargoyle and a grating blocking the path. Attentive eyes will notice that behind the gargoyle weighs a ring responsible for opening the lattice. Pull on it and keep moving forward in search of Valerika.


After resting 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 you can get into the 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 with Serana will fall into a large hall. In the center of it is an incomprehensible circle that will interest Serana. Looking around, the protagonist will find bookshelves in the southern part of the hall, on one of which he must pick up Valerika's diary.

After reading her mother's diary, Serana will remember that Valerika tried to explore Soul Cairn and could probably find a way to get there. The stone circle, however, may turn out to be a portal to this mysterious place. However, to try open a portal, you need to collect refined salt of the void, 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 gem shards are on the wardrobe by the stairs;
  • Purified salt of the void is on the balcony, above the secret passage;
  • Finely ground bone meal is on the table, under the skull of a mammoth.

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


The task will be completed as soon as the Protagonist and Serana enter the portal and 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: Inspect the courtyard of Volkihar Castle;
Started: Examine the moon clock;
setstage DLC1VQ04 35Done: Examine the moon clock;
Started: Examine the ruined tower of Volkihar Castle;
setstage DLC1VQ04 50Completed: Inspect the ruined tower of Volkihar Castle;
Started: Find Valerika's diary;
setstage DLC1VQ04 55Done: Find Valerika's diary;
Started: Talk to Serana;
setstage DLC1VQ04 60Done: Talk to Serana;
Started: Find fragments of soul stones;
Started: Find bonemeal;
Started: Find Purified Void Salt;
setstage DLC1VQ04 70Done: Find ingredients;
Started: Put the ingredients in the bowl;
setstage DLC1VQ04 90Started: Enter Soul Cairn;
setstage DLC1VQ04 200Complete the task.

Beyond death

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

As soon as Valerika finishes chastising Serana for her indiscretion, 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 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, need Serana's blood. Summing up the information received, it is not difficult to conclude that Lord Harkon planned to kill his own daughter. Apparently, it was for this reason that Valerika locked her in the tomb.

The dialogue with Valerika will end with words of distrust towards the protagonist. After that, Serana will not stand it and will scold her mother for past sins. Like, you and dad used me, and this dude did a lot for me in a short time of acquaintance. Surrendering to the pressure of her daughter, Valerika agrees hand over 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 on the hero's group will attack Durnevir- the dragon guardian of Cairn of Souls. Defeating the last one talk to Valerika, which will marvel at the victory over the physical form of Durnevir and continue to lead the hero to the Elder Scroll.

After receiving the scroll, return back to Skyrim. At the exit from the castle, the protagonist will meet Durnevir again, but this time there is no need to fight him. On the contrary, the dragon grant the hero the knowledge of the scream, allowing you to call him at the right time.

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

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

In search of truth

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

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

Quest codeWhich stage activates
setstage DLC1VQELDER 10Start a task;
setstage DLC1VQELDER 200Complete the task.

Invisible visions

Since the captured priest of the Moth Dexion is blind and can no longer read the scrolls, the main character needs read them yourself, preferably without side effects. To do this, he will have to perform a mysterious rite, previously practiced by the priests of the Moth. You can learn more about him in the Ancestral Glade, located east of Falkreath.

In the depths of the Glade of the Ancestors, the protagonist needs to find scraper knife and cut with it the bark of the Singing Tree. After that, 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 the Ancestors, so it's hard to call this a problem.


Having gathered a pack 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 what you managed to see in the scrolls. When approaching Serana, the hero will find that she attacked by a hostile group(if the grid does not open, click on it and type disable in the console). Defeat the ill-wishers and share the collected information with Serana.

The task will be completed as soon as the main character tells Serana where to find Auriel's Bow.

Touching the sky

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

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 withstand, 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, infested with spiders.

Having dealt with the insects, the hero and his companion need to move to the northeastern part of the location (the corridor leading east near the camp with the dead Breton). 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 How to get Auriel's Bow is to perform an ancient ritual of carrying water in a jug. Since this is the only way to open a passage to the temple where the desired artifact is stored, the hero will have to work as a water carrier.

After the protagonist agrees to participate in the ritual, Gelebor will open portal to Evening Passage. After exterminating the crowds of Falmer and overcoming the transition, the hero with Serana stumble upon a wayshrine of Light and the spirit of a snow elf named Prelate Sedanis. 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 aid of the player, pointing to the rest of the sanctuaries.


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


To move around the temple of Auriel, players will need a jug filled by them in the shrines. Put the jug on the altar - the passage opens, stand out the door, then take the jug.

Through the Inner Sanctuary, the hero with Serana will fall into Chapel of Auriel. Here they will find seated on the throne of Virthur- the brother of the Knight-Commander Gelebor, about whom, by the way, he warned.

Virtur will prove to be a very unpleasant person upon verification. That frozen revive the Falmer, then the ceiling will collapse. As soon as the hero and his companion overcome all the misfortunes of Wirth, he will finally lose his temper and destroy the remains of the Temple of Auriel. The protagonist will be thrown to the ground by an explosive wave. The benefit of Seran will be nearby and morally cheer up the hero.

Wirth himself, after the explosion, retreats to a small balcony, where the Protagonist and Serana can talk to him calmly. It turns out that Wirth used to be Auriel's first confidant and had the honor of speaking with him. But, after one of the flock infected Wirth with vampirism, Auriel turned away from him. Virtu did not like this turn of events, and he decided to take revenge on the one whom he used to worship. Since it was not given to him to kill Auriel, Wirth decided to outshine the sun to lessen Auriel's influence on the mortal world.

Wirth's words will make a negative impression on Serana and she will attack him. The hero should join the battle and destroy Wirth. Immediately afterwards, a wayside shrine will appear next to the balcony, along with Knight Commander Gelebor, who give the protagonist Auriel's Bow. This task will end.

Quest codeWhich stage activates
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Done: Find out where Auriel's bow is;
Started: Talk to Gelebor;
setstage DLC1VQ07 50Done: Talk to Gelebor;
Started: Survive the Eternal Passage;
setstage DLC1VQ07 55Completed: Survive in the Eternal Passage;
setstage DLC1VQ07 70Completed: Fill the jar of the initiate (1/5);
setstage DLC1VQ07 100Completed: Fill the jar of the initiate (5/5);
Started: Gain access to the inner sanctuary;
setstage DLC1VQ07 110Done: Gain access to the inner sanctuary;
Started: Find Vicar Virthur;
setstage DLC1VQ07 120Done: Find Vicar Virtura;
Started: Get Vicar Virthur to explain himself, by word or by force;
setstage DLC1VQ07 200Complete the task.

family court

After the Main character receives Auriel's bow, he needs to talk, with which has already become almost native during the adventure Serana(if you play as the Volkihar clan) or Isranom(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 a hat one of the main antagonists this DLC. Travel to Castle Volkihar and challenge Harkon.


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

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

  • 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 Isran and Serana.
  2. Try to find out something about the priest of the Moth, who came to Skyrim.
  3. Continue your search by following the road south of the Dragon Bridge.
  4. Investigate the scene of the fight.
  5. Rescue Priest Moth from the Elders' Hideout.
  6. Return to Izran with a report.

Walkthrough

After completing the New Order quest, returning to the fort, the hero needs to turn to Isran for further instructions. The head of the order will ask you to go up to the top floor, where he would like to chat with the protagonist in private, since the same vampire girl unexpectedly came to the fort, whom the novice guard awakened from centuries of sleep in the crypt of the Night Void and escorted to Volkihar castle. Isran is very unhappy with the presence of a vampire in the abode of the order, but wants to know why she, risking her life, came here.

Serana will talk about the Elder Scroll, and that big changes are coming if someone does not stop her father, Lord Harkon, the head of the Volkihar clan. An ancient prophecy speaks of a time when vampires will no longer be afraid of the sun and will become masters of the whole world. From the speeches of the vampire, it becomes clear that Harkon wants to extinguish the sun. It is also known that the Elder Scroll, which Serana brought with her, and which can shed light on this mystery, can only be read by the priest of the Moth. At this, Izran will interrupt the conversation with Serana, saying that a certain imperial scientist arrived in Skyrim a few days ago, and asks innkeepers and cabmen to inquire about him, and Serana will suggest that he can be found in the College of Winterhold, since they have no equal on issues magic and history. Starting from this moment, Serana will become a companion of Dovahkiin, and together with her the hero will have to go in search.

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. After 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 wagon with corpses around. Among them is a vampire, after searching which, you can find a note - an order to organize an ambush and that it is necessary to transport the priest for interrogation to the Shelter of the Elders. The note was signed by a certain Malk.

Next, you have to find the Elders' Refuge cave - it will be quite easy to find it by the traces of blood left on the road. In the cave there will be several vampires led by Malk, with whom, like with 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 "Weystone Focus", with which you can 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 beg for mercy. After talking with him, the hero learns about the magic spells cast by the vampires on him, and that he lost control of himself and that, in fact, he was not the one who fought the hero. Next, he will introduce himself to us as Dexion Ivik, the priest of the Moth, after which you need to tell him about the Elder Scroll, and the priest will immediately volunteer to help. The ultimate goal of the journey is Fort Dawnguard: you need to explain to Dexion where to go, and go there to report to Isran about the success in the search.

In the fort, Izran will meet Dovakin, wondering how quickly he was able to find the priest, and will report that the Scroll was handed over to Dexion, and he is waiting for the command. Dexion himself will join the conversation, and after a short conversation, you can ask him to read the scroll. According to him, a certain bow of Auriel is mentioned in the scroll, 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 Ivik

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

Bugs

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

When you complete the task on the part of the hematite bowl, the passage of Dawnguard will continue with a new quest - you will need to go to Lord Harkon for a start, 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 Elder Scroll, you will need to find the Moth Priest , a well-known in his circles prophet from Cyrodiil. The Lord will offer to interrogate about the Priest of cabbies and innkeepers.

At the same time, his daughter Serana suggests that they turn to the College of Winterhold for the necessary information. The information will be there, and there, and after receiving it, we will inevitably have to go to the 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 a large stone bridge, you will see a wagon damaged by an attack, and lifeless bodies will lie around it.

Search the body of the vampire, 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 you need to get the Moth Priest out of the hands of the kidnappers who intend to break his will, the target place is the Shelter of the Ancestors, we follow this cave, passing from the wagon in an easterly direction, then cross the river, among the boulders with rocks you will find a cramped pass. This passage will lead you to a stone balcony.

The balcony overlooks the blue magical dome - our desired Priest is imprisoned in it, however, it is guarded by the Dawn Guard fighters, who, for complete happiness, also managed to kill the leader of the kidnappers - the vampire Malkus. Kill all the enemies, search the body of Malkus, you will find a core in him that will allow you to remove the barrier (you need to go up to the console and insert the core). The released prisoner will attack us, we will have to fight back, since he has a clouded mind.

Common sense will allow you to return the blows that were successfully carried out on him, after a few good cuffs he will finally come to his senses, and we will continue the passage of Dawnguard, using the Vampire Seduction talent on the prisoner. After that, you need to turn it into your thrall - just bite on the neck. Now he will not go anywhere - he will do whatever is required, so order him to go to Volkihar castle.

Arriving there yourself, talk to Harkon about the successful operation, and then force the Priest to read the Ancient Scroll. We get information from the scroll 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 get those very scrolls, they are called Blood and Dragon.