Walkthrough of all The Elder Scrolls V: Dawnguard quests and review of the add-on. Quest “The Impatient Saint”, Skyrim: description, walkthrough Where is the soul cairn in Skyrim

If you have installed The Elder Scrolls V: Dawnguard, you probably visited a location called the Cairn of Souls. From the name it is clear that this is a world of captive spirits, and only owners of black souls end up here. The portal leading to the gloomy Kingdom of the Dead is located in the Volkihar castle. You can find it during the quest “Chasing the Echo.”

There are four virtual puzzles you can complete in Cairn. This article provides a description of the quest called “The Impatient Saint”.

Short description

After Dovahkiin enters the Cairn of Souls, he may stumble upon a restless Dunmer soul named Jiub. This soul will ask the protagonist to find ten pages from the first volume of his own autobiography, which were scattered from above throughout the location.

Please note: if you add pages using console commands, the game will not be updated, which means that the pages of Jiub's opus will not become quest items.

Biography of Jiub

The main character of the quest “The Impatient Saint” is the one-eyed Dunmer Jiub. He first appeared in the third part of the legendary universe The Elder Scrolls. Together with the main character, he arrived on the island of Vvardenfell. Little was known about him: most likely, he was a thief, but he was not a member of the Thieves Guild. According to rumors, Jiub died during the Oblivion Crisis. However, Jiub’s soul is ready to tell Dovahkiin about his death 200 years later: he moved to Cyrodiil, where he was captured by the Daedra who attacked the city. It was the Daedric princes who sent him to the Cairn of Souls. In a conversation with the last Dragonborn, it turns out that the Dunmer do not even realize that they died. Jiub will tell you the following: he believed that he was imprisoned in Tamriel and was awaiting his release all this time.

Where to look for pages?

The protagonist can find the first page in a niche where a lonely soul stands. To do this, you need to approach the passage in the wall and go to the right along the building. The second page will be found to the left of the entrance to the burial ground: here you will see the almost destroyed Wall of Words and a chest, behind which is the desired item. Next, Dovahkiin should go west: before reaching the first wall, he will find a small fenced-in nook in which the building is located. The third page is right there. After this, go strictly north from the Jiuba camp: there Dovahkiin will find the fourth page. The small building where it is located is attached to the wall of the burial ground. From this place, head straight east: you will find an altar with a quest item on it. Another page needed to complete the quest "The Impatient Saint" is found among the things that are scattered near Jiub's camp. Another landmark is the well of energy. If the protagonist leaves the entrance portal along the road leading to the wall, he will find a structure covered with bars on the right side. Look there - a page from a Dunmer opus is there.

The Dragonborn will then see a small tower, inside which he can discover what he is looking for. After passing the first wall, Dovahkiin must go north. As soon as he sees a huge building, above which hangs a very impressive soul stone, he should climb to the roof. Directly under the soul stone there is a chest behind which the page is hidden. The last quest item can be found next to the ghostly merchant - a page from the book lies right on the barrel next to his cart.

Reward

As a reward for completing the quest “The Impatient Saint” in Skyrim, Dovahkiin will receive the Medallion of Saint Jiub, which increases the armor class, and a single copy of the book “The Writing of Saint Jiub.” It was his pages that the protagonist helped find the Dunmer.

Another side quest that complements the passage of Dawnguard can be taken from a soul called Jiub. Those who are well acquainted with The Elder Scrolls series probably remember this Dunmer from the game Morrowind, where we met him on the ship that sailed to Seyda Neen and was the first person we ever saw there. Jiub, or rather, now his soul, can be found in the southeast of the Burial Ground. After talking with him, you will learn that Jiub wrote his autobiography, but it just so happened that the sheets of all this text scattered to different corners of the Cairn of Souls.

We are required to find all these pages of the autobiography in order to return them to the owner. Just in case: for completing this task you will be given a unique copy of the Opus of Saint Jiub and the Amulet of Jiub (which will increase your strength reserve and the maximum possible carry weight by 50 units). In total, all the pages of Jiub's autobiography that we need to find will be ten pieces. Where to look for them to complete the passage of Dawnguard at this stage?

So, you can get the first page from the massive wall that divides the Cairn of Souls approximately equally. You will find the passage right in the middle: turn to face it, and then turn to the right, towards the south-eastern part of the map. From there you need to proceed to the stairs. When you go up the stairs, you will find the page you need.

The second page is in a small building with a broken Wall with the words of Power. It is on this building that Dornevir sits. You can find the building itself on the left side of the entrance to the Burial Ground (the place where Valerika lives). You will find a chest near the wall, the second page you are looking for will be to the right of this very chest.

The third page is located next to the tower, which consists of only one chamber with a chest. To get to the desired tower, find the wall separating the Soul Cairn. We need a passage in this very wall, turn left from it, there you will see ahead of you exactly the same tower that was discussed above. Exit from the tower on the other side, you will see a structure with a soul stone. You need to climb the stairs, where you will find the third page - it will be on the roof of the building not far from the chest.

You will find the fourth page next to the chest, which we will get to like this: first, turn to face the entrance to the Burial Ground, from there follow to the right along the wall, you will run into an extension. She is required to go up the steps, turn left there, go up again to the chest closer - you will find the piece of paper we need next to this very chest, as was already said at the beginning of the paragraph.

You will find the fifth page not far from Jiub and his fire. You need to look in a southern direction from it, there you will see an elevation of stones. It is on the hill that you will find the landing page, it will be next to the energy source, and there you will also find some other useful things.

The sixth page is located in the southwest direction from the entrance to the Soul Cairn - in this direction you need to go from the side of the stairs, you will reach a low tower. Actually, our page will be just inside in the corner, traditionally next to the chest.

The seventh page is located at the base of the altar pedestal, which is in the eastern part of the map. The easiest way to go there is from the place where you found the fourth page (see above), from there you need to go up to the east to the very edge of the map. There will be the altar mentioned above. On it, in addition to the page at the base of the pedestal, there will also be a bag of coins.

The eighth page will be inside the building with the bars. You will find the building if you follow to the right from the entrance to the Cairn of Souls, but you won’t be able to enter just like that because of the same grate. To enter, you must either shoot an arrow or cast a spell.

You can find the ninth page if you go west from the entrance to the Boneyard until you see a building with a huge floating soul stone. You need to find a portal in the building that will take you to the very top. You can find the page you are looking for next to the chest under the stone. Well, to go down, just jump, you don’t have to invent anything like that.

The tenth and final page will be found next to the wall near the merchant Morven Stroud. To be more precise, the last page of the customer’s autobiography lies on the barrel.

Walkthrough and description of the add-on The Elder Scrolls 5: Dawnguard, as well as quest codes and game screenshots especially important points 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 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 bone ranged fighter who fights on the side of the hero. 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 are on a short distance receives 10 units of holy fire damage from the caster.
  • 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 carried out 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 Izran. 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 display 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 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 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 from 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 option, in their opinion. further actions, 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.