Saint's Impatience: Completing the general side quests in the Soul Cairn in Dawnguard. Walkthrough of all quests in The Elder Scrolls V: Dawnguard and an overview of the Skyrim add-on mod map of the forgotten valley

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

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

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

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

Dawnguard plot

The plot unfolds around confrontations vampires from the Volkihar clan and the Guardians of the Dawn. However, the choice of one side or the other does not greatly affect the passage of the main plot of Dawnguard, since there are only two unique plot tasks for the factions. After completing them, the quest branch is merged into one. Also available slight difference in the final assignment.

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 of Souls- the plan of Oblivion, owned by one of the lords of the Daedra;
  • Fort Dawn's Guard- 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 a Falmer.

New shouts and spells

Dawnguard screams

  • Durnevir's challenge Is a cry that allows you to summon an undead dragon named Durnevir to your aid. The main character will be able to learn this Word of Power only from Durnevir himself after defeating him in the Cairn of Souls (the task "Beyond Death").
  • Life drain allows you to absorb the reserve of strength, magical energy and vitality of enemies.
  • Soul break, consisting of all three words of power, deals huge damage and, if the enemy dies, resurrects him as a companion of the hero.

Spells of Conjuration

  • Bone Creation Summon- Summons a ranged bone fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Summoning the misty creation- Summons a foggy fighter who fights on the side of the main character. The spell can be found in the Soul Cairn.
  • Summoning Furious Creation- Summons a furious fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Summoning Arvak- summons a beautiful horse for 60 seconds. This spell can be obtained after finding the skull of Arvak in the Cairn of Souls.

Restoration spells

  • Healing the undead- restores 75 units of health to inanimate creatures other than machines.
  • Necromantic healing- restores 10 units of health to undead per second.
  • Aura of Stendarr- for one minute, all undead at a short distance from the caster take 10 points of holy fire damage.
  • Sunstroke- a ball of sacred fire, inflicting 25 points of damage to undead.
  • Vampire scourge- a sacred explosion that deals 40 points of damage to inanimate creatures, except for cars, the rest take 50 percent of the damage.

DLC Dawnguard Features

Along with the add-on, the game has the opportunity transformations into vampire lord and new werewolf abilities.

Vampire Lord Skills:


NameIDDescription
The power of the graveXX005998When the hero is in the state of the Lord of Vampires, he receives 50 units of magic, strength and health.
Blood treatmentXX005994When a hero, being in the state of a vampire lord, kills a victim with a power attack, he fully restores his health.
Unearthly DesiresXX005995Casting abilities from the Night Force and Blood Magic branches cost 33 percent less.
Poisonous clawsXX005996A hero in the state of Vampire Lord deals 20 points of poison damage in melee.
Cloak of the nightXX005997Creates a cloak of bats for the Vampire Lord, damaging all nearby enemies.
Discovery of all creaturesXX00599BThe vampire lord can detect all creatures.
Foggy formXX00599CThe hero, being in the state of the Vampire lord, turns into a misty substance, while the regeneration of health, stamina 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 strangles it.
Calling the GargoyleXX016908The vampire lord summons a gargoyle to the target point.
Corpse curseXX008A70The vampire lord can paralyze his enemies.

Werewolf skills aka werewolf


NameIDDescription
Animal power
  • 1 lvl - XX0059A4
  • 2 lvl - XX007A3F
  • 3 lvl - XX011CFA
  • 4 lvl - 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 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.
Indiscriminate foodXX0059A6It makes it possible to eat almost all dead creatures. However, devouring non-human NPCs has only half the effect. To quickly pump the werewolf skill tree, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AAA totem that summons snow wolves.
Moon totemXX0059ABWerewolf Summoning Totem.
Dread TotemXX0059A8A terrible howl affects almost all creatures.
Predator's TotemXX0059A9The hunting totem covers a larger area and shows the state of enemies.

Dawnguard main story quests walkthrough


Guardian of the Dawn

After the hero reaches level 10, a random guard will talk to him, or one of the members of the Guard of the Dawn, the orc Dorak, will honor him with his presence. The dialogue will be reduced to an offer to join the Guardian of the Dawn, after which this task begins.

You need to go west from Riften and find the entrance to the Morning Dawn Gulch, through which you can get to the new location of the Dawnguard Fort. Upon entering the main gate, you will see two NPCs chatting. Talk to Izran and express your willingness to join the Dawnguard. The Fiend Hunter Commander will not obstruct and will accept the hero to their ranks, and 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 appropriate level is only necessary for the hero to be reminded of the new content by the NPC.

Quest codeWhich stage will activate
setstage DLC1VQ01MiscObjective 10Started: Speak with the Dawnguard Commander
setstage DLC1VQ01MiscObjective 180Complete the task

Awakening

The quest will begin after the first conversation with Dawnguard Commander Izran. The latter will ask the Protagonist to scout Crypt of the Night Nether and find out what the vampires are looking for there.

The crypt of the night void is located east of Morthal. Once inside, you will find yourself in a large cave; you need to go to a small turret 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.

Very soon, the path will lead you to a room where a lone vampire fights two draugrs. After defeating this entire campaign, you will find that there is 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 zone of the Crypt of the Night Nether, 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 to Cave of the night void.

Going inside, you will witness how vampires kill the Vigilant Adalwald, on whose body you can find from the valuable: Amulet of Stendar(Block + 10%), Potion Resistance Potion recipe... Having defeated the vampires who executed Adavald, click on the button in the center of the large round structure. After that, the hero will be painfully pricked into the palm, and a purple haze will appear around the button. Next, you need to move the braziers with an incomprehensible filler so that so that they light up... Once you have all five in the correct position, the floor will drop 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 to take you", the task is completed. By the way, speaking with Serana you will understand that this is very ancient vampire who was born long before Cyrodiil became an Empire.

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

Blood line

The quest will start after the main character talk to Serana in the Cave of the Night Nether. The vampire girl asks to take her home - to the Volkihar castle.

As soon as the conversation ends Serana will become a companion hero. No other development of events is expected, so please 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 cease to be stone and will attack him. After overcoming the shock of being taken away, he must deal with them and continue his way through the 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 a small stone circle in front of the corridor. Circle illuminated by three candles so it's hard to miss.

After activating the lever, an unknown witchcraft will revive two draugrs and a skeleton, who will rush to deal with the uninvited guests, in the form of the protagonist and his pretty companion - a vampire. Defeat the rebellious undead and move to 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 military leader.

Having overcome the next foe and looking 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 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 Ice Water Wharf located far west of Solitude. And then, using the boat located there, cross the bay that separates the mainland and a small island. On this island, the hero will discover the possession of the vampires of the Volkihar clan.

Approaching the main gate of the Volkihar castle, Serana will thank the Protagonist and ask him not to freak out and not rush at the vampires after they get inside. They say we will go in, I'll talk to Dad and everything will be fine.

Upon entering Volkihar Castle, 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 stage, the plot splits for the passage for the Vampires or the Guardian of the Dawn.

  • By adopting a 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 next two assignments for the Guardian of the Dawn.

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

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

Heliotrope Bowl (As Vampires)

Having accepted the gift of the vampire lord from Harkon, the hero needs take a little training using new skills.

Choose talent "Vampire Lord" and activate it (the default C key). After the transformation, the hero has melee and ranged combat modes, switching between them is carried out with the Ctrl key. In melee mode, the hero can wave his paws and drink the blood of his enemies. Ranged combat looks a little more interesting, in it the protagonist absorbs health with his right hand, and with his left he can use a variable skill (learned in the vampire's skill tree). Among other things, in the "Favorites" menu (the Q key by default), the following abilities become available: Bat (teleport forward), Vampiric vision and Reconstruction; the learned skills of the Vampire Lord branch will also be stored here.

After making sure that the protagonist has mastered the Bankai and became 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 Chalice of Heliotrope. According to Garan Mareti, this artifact, when used correctly, multiplies the powers of vampires. However, Lord Harkon never used it, always relying on his own capabilities. And, since he has now decided to resort to the help of the Chalice of heliotrope, then great things are coming.

In addition to speculating about the 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, necessary go to the source in the Redwater Lair and fill the artifact with its waters, and then add blood a strong vampire to 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 pump your own vampire lord skills... Even, probably, another plus to karma can be obtained for a huckster.

On the way to the source, you will encounter two doors with the "Master" level of the castle. The key to the first one is at assistant, the key to the second y Vampire masters... Both of these NPCs stand next to their doors, so it won't be easier to find them.


After the protagonist fills the bowl with the substance from the source, suddenly two servants will appear belonging to Harkon's advisers and will try to take the artifact. Defeat this sweet couple and add the last ingredient to the Heliotrope Bowl - the 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 will activate
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: Bring the Heliotrope Cup to the Redwater Spring;
Started: Fill the Cup from the source;
setstage DLC1Vampirebaseintro 40Started: Defeat Steel and Salonia;
setstage DLC1Vampirebaseintro 50Completed: Defeat Steel 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 Guardian of the Dawn)

The quest starts 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 news that the vampires now have the Elder Scroll and Serana, Izran will be very upset and even suggest that very soon a skiff will come to the Guardians of the Dawn. However, pulling himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty Nord Gunmar located next to the Skvoznyakovy passage. He agrees to join Izran if the hero helps him defeat the cave bear.
  • Breton woman Sorin Jurar located next to the Druadach Stronghold. She agrees to join Izran if the hero brings her a Dwemer gyroscope. A bunch of them lie in Sorin's wallet, on the river bank near the Bretonka explorer's camp.

As soon as the protagonist manages to convince Gunmar and Sorin Zhurar to join the Guard of the Dawn, he must return to Izran. Last check new colleagues to be a vampire and give them instructions. This completes the task.

Prophet (For Vampires)

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

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

Since reading the ancient scroll is an integral part of Harkon's ideas, he desperately one of the Moth Priests is required... Since only these individuals are able to read this very scroll. Conceiving insidious, the Lord deliberately spread rumors that an ancient scroll had appeared in the castle of Volkihar. According to Hakon, one of the priests of the Moth should definitely take this bait and appear in Skyrim. Clan Volkihar members now to find out whether his trick worked.

Upon completion of Hakon's public speech, the Protagonist's diary will contain three new tasks... One main - Find the priest Moth, and two additional - ask about the priest of the carters and hotel 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 indicate 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 Priest of the Moth has ever been to these places. Law enforcement officers will not beat around the bush and will tell you that a person similar in description was recently moving along the road to the south.

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

The Elders' hideout is located slightly east of the place 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 Priest Moth... Of the opponents, the hero will meet only members of the Guard of the Dawn and their faithful dogs.

Defeating the opposing supporters of the light side, pick up Waystone Focus at Malka and activate Weistone site located on a pedestal above the barrier. After that, it will disappear. However, the freed Moth Priest will not give thanks for saving. Instead he attack the hero... Necessary overcome him, and then apply talent on him"Vampire seduction" and bite to make your thrall. As soon as this happens, order the priest to go to Volkihar Castle. The path of the protagonist also lies there.


Once in the castle, talk to Harkon and report to him about the successful capture of the Priest Moth. 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 the ancient scriptures that talk about Luke Auriel, the terrible rulers of the night and the mixing of darkness with night, the Priest of the Moth concludes that the rest of the information should contained in the other two scrolls... Their hero is to be found in the course of subsequent quests, this one ends after another conversation with Lord Harkon.

Quest codeWhich stage will activate
setstage DLC1VQ03Vampire 5Started: Talk to Harkon;
setstage DLC1VQ03Vampire 10Completed: Talk to Harkon;
Started: Listen to Harkon's speech;
setstage DLC1VQ03Vampire 20Completed: Hear Harkon's speech;
Started: Find the priest Moth;
Started: (Optional) Ask the carters about the priest Moth;
Started: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 30Started: (Optional) Visit the College of Winterhold and inquire about Priest Moth;
setstage DLC1VQ03Vampire 40Completed: (Optional) Ask the carriers about the priest Moth;
Completed: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 50
Started: Follow the road south of Dragon Bridge in search of the priest;
setstage DLC1VQ03Vampire 55Completed: Follow the road south of Dragon Bridge in search of the priest;
Started: Inspect the place of the fight;
setstage DLC1VQ03Vampire 57Started: Read the vampire's note;
setstage DLC1VQ03Vampire 60Completed: Find the priest Moth;
Completed: Inspect the place of the fight;
Completed: Read the vampire's note;
Started: Capture the priest Moth;
setstage DLC1VQ03Vampire 66Started: Defeat the bewitched priest Moth;
setstage DLC1VQ03Vampire 67Completed: Defeat the bewitched priest Moth;
Started: Use the spell of vampiric seduction on the priest Moth;
setstage DLC1VQ03Vampire 70Started: Command the priest Moth to follow to Volkihar Castle;
setstage DLC1VQ03Vampire 80Completed: Order the priest Moth to follow to Volkihar Castle;
Completed: Capture the priest Moth;
Started: Report your success to Harkon;
setstage DLC1VQ03Vampire 100Completed: Report your success to Harkon;
Started: Command the priest Moth to read the Ancient Scroll;
setstage DLC1VQ03Vampire 200Complete the task.

Prophet (For the Guardian of the Dawn)

The quest will begin after Izran accepts Gunmar and Sorin Zhurar into the ranks of the Guard of Dawn. 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 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 a 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 again approached the fulfillment of the prophecy. In general, the vampire girl is so desperate that she is forced to ask for help from the Guard of the Dawn. Help Serana convince Izrana to trust to her.


As soon as Izran surrenders and agrees to cooperate with Serana, she will remind of Elder scroll hanging behind her. Since it is in this scroll that the prophecy that Harkon wants to fulfill is hidden, Serana offers to read it and find out if it is possible to somehow interfere with Harkon's plans.

Since the Ancient Scroll is not an easy thing, only the priests of the Moth can read it... Fortunately, Izran just saw one of them in Skyrim. The priest's current location can be found from three sources: the College of Winterhold, cabbies, and hotel keepers.

Wherever the main character gets information, everything will come down to a journey to Dragon bridge... There, the protagonist needs to ask any guard about the priest Moth. The brave law enforcement officers will not be stingy with conversations 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 priest Moth is being held in the Shelter of the Elders.

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


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

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

Scroll hunt

After the priest reads the Ancient Scroll Moth, 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).

In the event that the Protagonist has advanced in the main storyline to the quest "Curse of Alduin", then he must have the scroll in inventory or at the orc librarian from the College of Mages of Winterhold. The latter will allow you to redeem it for 5000 gold coins.

If the protagonist has not yet undertaken the main quest, then after talking with Urag Groshub (College of Winterhold), he needs to read the book "Meditation on the Elder Scrolls"... Immediately after this, the task "" is activated, after completing which the Protagonist will receive the necessary Ancient Scroll.

Chasing the past

The quest begins after the hero captures the priest Moth and receives information from the first Elder Scroll. The beginning of the quest will be marked by an appeal to the protagonist Serana. Vampire woman invites to try find her mom Valerika which may have An ancient scroll (blood).

The hero needs to invite Serana to look for the mother directly in the castle Volkrihar... As paradoxical as 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 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 the Volkihar castle. In the first room, you will encounter resistance in the form of Death Hounds led by a wild vampire. By the way, from the note found in his possession, it becomes clear that this poor fellow will live in the castle were not allowed, 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 a wild vampire. This is done using a lever located on the balcony above the bridge.


After the bridge is lowered, Serana will kindly advise you to turn left. Following the advice of his companion, the hero will find the lever... Turning the latter activates a mechanism that lowers another wooden bridge. On it, the hero and Serana will be able to get to the stairs leading to the Volkihar Yard.


In the courtyard of the castle, there is a large moon clock. Serana will immediately notice that something is wrong with them. The hero needs to inspect the watch for a malfunction. It turns out that in them a few moonstones missing, 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 in the pool next to the lunar clock.

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


After resting a couple of three 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 entered into a room with four gargoyles. This room has a secret passage. 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 the Cairn of Souls 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 portal, you need to collect refined void salt, finely ground bone meal and shards of soul stones. Fortunately, all the ingredients you need can be found right in the hall with the portal... Moreover, they lie in large bowls so it's hard to miss them.

  • Soul Gem Shards are on the wardrobe by the stairs;
  • The purified salt of the void is on the balcony, above the secret passage;
  • Finely ground bone meal is on the table, under the mammoth's skull.

After finding all the ingredients, put them in bowl over the portal and then talk to Serana. The female vampire will add her blood to the chalice and the portal to the Soul Cairn 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, stamina and health. The main thing upon returning is not to forget to ask Serana how to return the lost characteristics.


The task is completed as soon as the main character and Serana will enter the portal and find themselves in the Cairn of Souls.

Quest codeWhich stage will activate
setstage DLC1VQ04 10
setstage DLC1VQ04 20Completed: Talk to Serana
Started: Explore the courtyard of the Volkihar castle;
setstage DLC1VQ04 30Completed: Inspect the courtyard of the Volkihar castle;
Started: Inspect the lunar clock;
setstage DLC1VQ04 35Completed: Inspect the lunar clock;
Started: Inspect the ruined tower of Volkihar Castle;
setstage DLC1VQ04 50Completed: Inspect the ruined tower of 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: Put the ingredients in the bowl;
setstage DLC1VQ04 90Started: Enter the Soul Cairn;
setstage DLC1VQ04 200Complete the task.

Beyond death

Once in the Cairn of Souls, follow to 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 Valerika will start a dialogue only with my daughter.

As soon as Valerika finishes reprimanding Serana for negligence, she will speak 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, the survivors receive the blood of a true vampire. Valerika will also share information that for the embodiment of the prophecy hidden in the Ancient Scrolls, needs 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. They say you and dad used me, and this dude did a lot for me in a short time of acquaintance. Surrendering under the pressure of her daughter, Valerika agrees give up your Elder Scroll... But, not everything is so simple. The fact is that Valerika is locked behind some incomprehensible barrier, which can be destroyed killing 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 him to give 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- dragon guardian of the Cairn of Souls. Having defeated the latter, talk to Valerika, who will marvel at the victory over the physical form of Durnevir and will continue to lead the hero to the Elder Scroll.

After receiving the scroll, head 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 endow the hero with the knowledge of screaming, allowing you to summon him at the right time.

The task is completed as soon as the Main character and Serana leave the Cairn of Souls.

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

As soon as the hero collects all the scrolls, it is necessary to 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 Elder Scroll. However, you should not despair, as the priest of the Moth will indicate what needs to be done for self-reading scrolls.

Quest codeWhich stage will activate
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 rite previously practiced by the priests of the Moth. You can learn more about him in the location of the Glade of the Ancestors, located east of Falkreath.

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


Having gathered a pack of butterflies around him, the hero needs to stand in circle of the sun and read the 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 attacked by a hostile squad(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 is completed as soon as the Main character tells Serana where Auriel's Bow can be found.

Touching the sky

From the Elder Scrolls, the protagonist 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... If you try to go through it, the bridge will not stand, and the hero and Serana will end up in the streams of a seething underground river, which will carry them into a branch of the cave, spider-infested.

Having dealt with insects, the hero and his companion need to move to the northeastern part of the location (the corridor that goes to the east near the camp with the dead Breton). There, among the road shrines of Auriel, the protagonist will meet the Knight-Commander Gelebor. Which, by the way, is one of snow elves that did not turn into a falmer.

Gelebor will tell you that the only a way to get Auriel's bow Is to perform an ancient ritual of dragging water in a jug. Since this is the only way to open the 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 and Serana stumble upon the road sanctuary of the Light and the spirit of the snow elf named Prelate Sedanis... The protagonist needs to ask the spirit to open the sanctuary, fill the jug and go through the next portal that opens leading to the Forgotten Valley. Here, the quest markers will come to the aid of the player, pointing to the rest of the sanctuaries.


After the hero will fill the jug of all five shrines, he needs to empty it into a bowl by the aisle to the Inner Shrine of Auriel's Temple. As soon as this happens, the gates 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 that they fill in the shrines. Put the jug on the altar - the passage opens, get out the door, then take the jug.

Through the Inner Sanctuary, the hero and Serana will enter Chapel of Auriel... Here they will find seated on the throne of Virtur- the brother of the Knight-Commander Gelebor, about whom he incidentally warned.

Virtur will turn out to be a very unpleasant person for testing. Then frozen Falmer will revive 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 will destroy the remains of the Temple of Auriel... The blast will throw the protagonist to the ground. Fortunately, Serana will be there and morally cheer up the hero.

After the explosion, Wirth himself retreats to a small balcony, where the Main character and Serana can calmly talk to him. It turns out that Wirth used to be Auriel's first confidant and had the honor to speak with him. But, after one of the flock infected Wirth with vampirism, Auriel turned away from him. Virtue did not like this turn of events, and he decided to take revenge on the one he had previously worshiped. Since it was not given to him to kill Auriel, Wirth decided to eclipse the sun, in order to reduce the influence of Auriel 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 Virta... Immediately after this, a roadside sanctuary appears next to the balcony, along with the Knight-Commander Gelebor, who give the protagonist Auriel's bow... This completes the task.

Quest codeWhich stage will activate
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Completed: Find out where Auriel's bow is;
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 pitcher (1/5);
setstage DLC1VQ07 100Completed: Fill the initiate's pitcher (5/5);
Started: Access the inner sanctuary;
setstage DLC1VQ07 110Completed: Gain access to the inner sanctuary;
Started: Find Vicar Virtur;
setstage DLC1VQ07 120Completed: Find Vicar Wirthur;
Started: To make Vicar Virtur explain himself, by words or by force;
setstage DLC1VQ07 200Complete the task.

Family court

After the Protagonist receives Auriel's bow, he needs to talk, with who has already become almost native during the adventure Seranoy(if playing as the Volkihar clan) or Izran(if playing as Guardian of the Dawn). Both NPCs will offer the only correct, in their opinion, option for further actions, namely assassination of Lord Harkon.

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


As soon as the fight begins, attack Harkon with everything you can, while not forgetting to keep track of his location, since he has a habit teleport often... Also, Lord Harkon closes himself every now and then. spherical barrier, at this time it is necessary shoot him with Auriel's bow.

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

If you have The Elder Scrolls V: Dawnguard add-on installed, you probably visited a location called Soul Cairn. From the name it is clear that this is the world of captive spirits, and only the owners of black souls get here. The portal leading to the dark realm of the dead is located in the castle of Volkihar. You can find it during the passage of the quest "In pursuit of an echo."

In total, four virtual puzzles can be completed in Cairn. This article provides a description of the passage of the quest called "The Impatient Saint".

Short description

After Dovahkiin gets into the Cairn of Souls, he can stumble upon the restless soul of the Dunmer, whose name is Jiub. This soul will ask the protagonist to find a dozen pages from the first volume of his own autobiography, which were scattered from a height throughout the location.

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

Jiub's biography

The protagonist of the "Impatient Saint" quest is the one-eyed Dunmer Jiub. He first appeared in the third part of the legendary universe of 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 was not a member of the Thieves Guild. According to rumors, Jiub died during the Oblivion Crisis. However, the soul of Jiub 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 Daedra princes who sent him to the Cairn of souls. In a conversation with the last Dragonborn, it turns out that the Dunmer does not even know that he is dead. Jiub will tell the following: he believed that he was imprisoned on the territory of Tamriel and all this time awaiting his release.

Where to find pages?

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

Then the Dragonborn will see a small turret, inside which he can find what he is looking for. Passing the first wall, Dovahkiin must go north. As soon as he sees a huge building, over which hangs a soul stone of very impressive size, he should climb to the roof. There is a chest directly under the soul stone, behind which the page is hidden. The last quest item can be found next to the ghost merchant - a page from the book lies right on the barrel by his cart.

Reward

As a reward for completing the "Impatient Saint" quest in "Skyrim", Dovahkiin will receive the Saint Jyub's Medallion, which increases the armor class, and the only copy of the book “The Composition of the Saint Jyub”. It was his pages that the protagonist helped to find the Dunmer.

Another side quest that complements the Dawnguard walkthrough can be taken from a soul called Jiub. Those who are well acquainted with The Elder Scrolls series will probably remember this Dunmer from the game Morrowind, where we met him on a ship that sailed to Seida Nin and was the first person we saw there at all. Jiuba, 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 across different corners of the Cairn of Souls.

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

So, you can get the first page in a massive wall that divides the Cairn of souls approximately equally. You will find the passage just in the middle: turn to face him, and then turn to the right side, to the southeastern part of the map. From there you need to proceed to the stairs. When you go up the stairs to the top, you will find the page you need.

The second page is in a small building with a broken Wall with the words of the Force. It is on this building that Dornevir sits. The building itself can be found on the left side of the entrance to the Burial Ground (the place where Valerika lives). Near the wall you will find a chest, 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 Cairn of Souls. We need a passage in this very wall, turn left from it, there you will see just the very tower in front of which 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 near 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, run into the outbuilding. It is required from her to go up the stairs, turn left there, go up again to the chest closer - you will find the sheet we need next to this very chest, as already mentioned at the beginning of the paragraph.

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

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

The seventh page is at the base of the altar pedestal 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 climb 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 is also a bag with coins.

The eighth page will be inside a building with a grate. You will find the building if you follow to the right of the entrance to the Cairn of Souls, but you just won't get in because of the same grate. To get inside, you need to either shoot an arrow or use a spell.

The ninth page is found if you go west from the entrance to the Burial Ground 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 last page will be found next to the wall, which is near the merchant Morven Stroud. To be more precise, the last sheet of the customer's autobiography is on the barrel.