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Vighar in the Bloody Throne. |
Quick Walkthrough
- Talk to Dengeir .
- Go to Bloody Throne .
- Destroy the Vampire Vighara .
- Notify Dengeir of Vighar's death.
Detailed walkthrough
Dark Ancestor
After completing the quest Minor theft When you find the missing personal letter for Dengeir, he will trust you enough to entrust you with a very important and personal matter, causing him great concern and embarrassment, since his ancestor Vighar was in fact once a vampire. For many years, Vighar was magically bound in his grave, but over time the magical powers weakened and allowed him to escape. During a conversation with him, he will shyly confide in you a family secret:
“Perhaps you have already caught your eye on an open grave in our cemetery. In the city they believe that grave diggers worked here... But the truth is much less pleasant. This... was the grave of Vighar, my ancestor, who has been deceased for many centuries. The point is that he is a vampire. It is my family's responsibility to keep him underground, but someone stole the guard stone and Vighar managed to escape."However, Dengeir does not want to return his ancestor to the grave, but simply wants to destroy Vighar.
“No, the guard stone is already useless. Now Vighara will have to be destroyed. If anyone finds out about this, the family will be disgraced.”Dengeir will also tell you that he has tracked down his vampire lair Bloody Throne and wants you to go there and destroy him before anyone discovers this disgrace to his family.
Bloody Throne
The Bloody Throne is a military fort hidden in the mountains southwest of Helgen. Get to Helgen and follow the road leading south. Follow the marker on the map and make sure you take the right turns; never deviate from the road as this will lead directly to the fort. The fort is unguarded from the outside, so you can easily climb the steps and go inside.
Once inside, you'll be greeted by the sounds of howling wolves along with a trap slab that triggers a fire trap right in front of the entrance. Use stealth mode and go forward. You'll soon encounter two leveled vampires; win the battle and go down the stairs to the great hall. Move east and fight another vampire who will be feasting on severed hands in the dining room. Next, move along the snow tunnel, which will lead you to another huge hall with a large wooden structure and more vampires, along with wolves. Climb the wooden stairs to the top, there you can use, if necessary, the Pentagram of Souls, and in the next tunnel the Alchemy Laboratory. Then explore the bedroom and collect some loot, there you can also go into the next room where there will be a skill book on the table Necrom Incident increasing the Illusion skill and a random enchanted dagger. Head to the snow tunnel leading south and cross the bridge, which will take you to the final room, Vighar's Lair.
And one last thing...
Vighar chose his lair in the farthest hall of the fort. Upon entering this hall, you will find yourself in a room reminiscent of an arena. On the sides of the hall there will be several cells with hungry and angry wolves. In the farthest place from the entrance, on a high pedestal, the vampire Vighar will sit and talk with one of the inhabitants of the fort:
Vampire: "Who is this?"
Vighar: "It doesn't matter, this fool will be the next number on the program."
With these words, Vighar pulls the lever handle located next to him and at that very moment several wolves will be freed from their cages. He will watch coldly while you fight them. As soon as you manage to kill them, Vighar himself will jump down and attack, supported by his henchmen. When it's over, find the chain in the western alcove and pull it to climb up. Follow the chest standing nearby and take some good loot, remove the bolt on the door, and gain access to the initial huge hall. Leave the fort and return to Dengeir for your reward.
Note
- Vighar is a very powerful vampire, on par with the Master Vampire or Volkihar Master Vampire. He will replace the normal boss at the end of the dungeon.
- This quest will no longer be available if Dengeir becomes Jarl of Falkreath.
- If you have Dawnguard installed, statues of three hostile gargoyles will appear in the Bloody Throne and the evil wolves will be replaced by Death Hounds.
Bugs
- Dawnguard can only add gargoyles and will not change wolves to death hounds.
- At times, even if the quest has been started, Vighar may not appear. Instead, the final boss of the dungeon could be a random high-level vampire who is assumed to be there if the mission fails. Such a replacement will not allow the quest to be successfully completed, although Dengeir will act the same as if you killed his ancestor and will not notice the difference.
Quest stages
- The following empty quest steps were not listed in the table:
- FreeformFalkreathQuest03: 0, 10.
- FreeformFalkreathQuest03B: 0, 20.
Notes
- Any text within angle brackets (for example,
) is a parameter set by the Radiant Quest engine that will be assigned a value when a quest is received. - Not all of the specified entries may appear in the game log: which entries appear and which do not depend on how the task is completed.
- The stages are not always listed in the order in which the task is completed. This typically occurs with tasks that have multiple possible outcomes or where certain tasks can be completed in a random order.
- If an entry is marked as " Completing the task", this means that the task is removed from the list of active ones, but new records of the stages of execution of this task can continue to be added to the log.
- When playing on a personal computer, you can use the console to progress through a quest by entering the command setstage (((ID))) stage, where quest is the in-game identifier of the quest, and stage is the number of the stage to which you want to go. However, it is not possible to move on to uncompleted (i.e., skipped) quest stages. However, using the console command resetquest (((ID))) you can reset the quest stage.
So, like in any other game in the series, The Elder Scrolls 5 Skyrim The coolest artifacts are given out by Daedra lords. There are 15 artifacts in total, for each of the 15 deities (in order of descriptions):
- Azura - Azura's Star/Black Star (Soul Stone)
- Sanguine - Rose of Sanguine (staff)
- Peryite - Spell Breaker (Heavy Shield)
- Hermaeus Mora - Ogma Infinium (book)
- Molag Bal - Mace of Molag Bal (one-handed mace)
- Meridia - Light of Dawn (one-handed sword)
- Vaermina - Skull of Corruption (staff)
- Mehrunes Dagon - Mehrunes' Razor (dagger)
- Boethiah Boethiah - Ebony Mail (heavy armor)
- Mephala - Ebony Blade (two-handed sword)
- Sheogorath - Wabbajack (staff)
- Clavicus Vale - Clavicus Vale Mask (Heavy Armor)
- Namira - Namira's Ring
- Malacath - Volendrung (huge hammer)
- Hircine - Skin of the Savior (light armor)
- Noctural - Skeleton Key (master key)
I want to warn you right away that almost all Daedra quests have a minimum level - which is not explicitly indicated in the game (unlike Oblivion), so if no one talks to you, it means it’s too early, come back later (almost all the quests were completed by me at level 20 and beyond).
And yes - why did I even write all this - just like that. In the first week after the game came out, I already walked all over Skyrim and found all the shrines that are located on the street and marked with an icon on the map. Well, also the descriptions on most sites (from what I’ve read) are complete bullshit and it’s impossible to find anything, and by and large people don’t know how to write on the Internet - there are either articles translated from English by schoolchildren, or terribly crookedly written descriptions . Mine isn't shiny either, of course, but it's better than the rest.
At the moment, the article is almost written to the end - now we already have descriptions of the quests, a map and screenshots of all artifacts, only minor flaws are missing. Many thanks to all the guys who anonymously gave hints in the comments on where to look for the next artifact.
I apologize that it took so long to write the text - we started in November and finished in January. During this time, many, many people were ahead of me.
Date of last update - 01/31/2012
Shrine of Azura - Azura's Star.
The most beautiful and large-scale statue in the game. Well, and the famous artifact - a reusable soul stone, which is not removed from the inventory after use. The statue is located directly below the city where the College of Mages is located (in the north of the map). Getting to the statue is more difficult - the trail is small, but you can find it.
Azura's quest, in general, is not difficult - we talk to the girl near the altar, get the quest, go to the city, to the tavern, find Nelasor, he throws us a mark at the other end of the map... we kill the necromancers, take the desecrated Star and then the quest is divided for 2 branches - you can return to Azura and clear the star (and also get that girl into the party), or return to that guy in the tavern and make a Black Star - which absorbs human souls.
Ivastred - Rose Sanguina.
Accordingly, Lord Sanguine gives. The Rose of Sanguine is a very beautiful staff in the shape of a... rose that summons Dremora to fight on our side.
A very fun quest in the style of a movie Bachelor Party in Vegas. You need to find a character named Sam Geven in the tavern - he will offer you a competition to see who can drink the most, and off we go. For me, he was sitting in a tavern in the village of Ivastred (this place should be familiar to you from your search for the Greybeards), but there seems to be information that he may end up in a tavern in another city. Well, or again it all depends on the player level.
I personally bribed everyone during the quest, except for the part about the goat
At the end, we will go to the castle to the necromancers, there is a portal, and, in fact, Sanguine himself will personally hand us the staff.
Shrine of Peryite - Spell Breaker.
This sanctuary is more difficult to find, since there don’t seem to be many cities nearby. The screenshot shows how to get to the shrine from Markarth. At the sanctuary we speak with the boy, we receive a quest - bring the ingredients: the ashes of a vampire (there are vampires in Heimar's cave, see below), a poisonous bell (often found in burials), a silver ingot and a flawless ruby (from Draugr, or from Dwemer mechanisms). The most difficult part of the quest is precisely the search for these very 4 ingredients. And the further task with the murder of Orkendor is just bullshit, a walk through the ruins in the middle of the infected vomiting on you.
For the task we get a good shield - Spell Breaker.
Post of Septimius Segonius - Oghma Infinium.
This quest can be obtained by completing the main storyline. The cave is located north of the College of Mages. In addition to the story goal, you can get one more quest from Septimius - Beyond the Ordinary- bring him blood samples so that he can open the Dwemer mechanism. Actually, it’s easier to get samples in nearby dungeons - there are elves among the necromancers, orcs are found among the bandits, and horkers roam, for example, in the basement of the lighthouse.
At the end of the quest we will receive a book - Ogma Infinium. We look at the first page, turn the page, and get a dialogue about which path we choose - a magician, a warrior or a thief. We choose and get +1 to each skill from this group. Oops, and we have a free level. And the book is very expensive.
Markarth - Mace of Molag Bal.
This very powerful one-handed mace is perhaps the easiest to obtain. We head to Markarth and find an Abandoned House. Near it, a guy from the Mages Guild will ask if we have ever seen anyone enter this house. We haven’t seen it, but we’re ready to go there with him. This is how the House of Horrors quest begins. Then a voice asks us to fight, we kill the guy, move on, and find the sanctuary (it seems like everything is in that order?). There we receive a quest, we are looking for the priest of Boethiah Logrolf, who was captured by outcasts. We kill the outcasts, bribe the priest (he did not respond to my persuasion), bring him to the house, there we execute him with a rusty mace, and for this we get the full-fledged Mace of Molag Bal.
Meridia Statue - Light of Dawn.
Without further ado, Meridia will speak to us herself, if your level allows. First, we will be sent to the other side of the map for the Guiding Star. Then we will place a star in front of the statue and go far into the sky. Having admired Skyrim from a bird's eye view and received the quest, we go to the temple, kill Malkorn, along the way clicking on the pedestals so that the light passes further. Well, at the end we get a very beautiful glowing sword
Nightcallers Temple - Skull of Corruption.
The quest is taken at the Dawnstar tavern. There, a guy named Erandur will offer us to deal with the nightmares of the local residents. The terrible intelligence of the computer-controlled characters will infuriate you more than once during this level - so don’t let it go too far from you and don’t run anywhere too far.
So, we go to the aforementioned temple, look for all sorts of objects there (fortunately, they are at least underlined with an arrow right away, this is not hardcore Morrowind), we even walk a little in our sleep. Then Mara's voice orders us to kill him, I personally agreed, for this I received the staff without any problems.
Dawnstar - Sanctuary of Mehrunes Dagon - Mehrunes' razor.
In the same Dawnstar there is another Daedra quest - we find the Power of Vesul and his house. He will tell us that he opened a museum, and after a couple of dialogues we will go to assemble the blade. The quest is very unbalanced - one piece can be obtained with a simple threat, while the other two can be obtained through a not at all simple massacre and a bunch of dungeons.
Actually, when you bring the pieces of the blade to the boy, he will go straight to the Sanctuary. However, I recommend opening its display cases and taking the museum’s exhibits for yourself - as a memory of Oblivion and the guys in red hoods who were tired of it at the end.
Near the sanctuary, accordingly, Mehrunes himself will order us to kill Silus. We do it, we get a blade and a couple of Daedra in addition. After killing the Daedra, I recommend searching them - collecting their hearts (needed to assemble Daedric armor) and keys to the sanctuary. Using the keys, we go into the sanctuary itself, kill a couple more Daedra, and take away all the goodies that we can take away.
Chapel of Boethiah Boethiah - Boethiah's Ebony Mail. (screenshot?)
The minimum level is 30. Previously, there weren’t even NPCs near the chapel, and therefore there was no point in appearing here. So, what we need: at level 30, you need to come to the sanctuary (map above), talk to the servants, and get the task. Another option is to kill all the servants (there will be no fines for this), then Boethiah will move into one of the corpses and speak to us herself.
In any case, the task is the same - to deceitfully lead the victim to the altar. We go to the nearest city, to the tavern, hire a mercenary for 500 gold (we hire a mercenary, lol), we come with him to the pillar in front of the statue. Then we talk to him - I need something from you or something like that. We point at the pillar, click, and exit the order mode. The boy is pinned to a post. Now we take the Sacrificial Dagger (they hand it to us, or we pick it up from a corpse) and kill him.
Whiterun, Dragonsreach - Ebony Blade.
The task can be obtained in the Whiterun tavern - it seems from the man behind the counter. You need to ask about the rumors, and they will tell you that the jarl’s children are a little strange. A task will appear - find out about the oddities of children. We go to the jarl, we listen, we go to the children - we talk, we go to the door, we talk to the door, the door answers us, we return to the children... And then the choice will be to treacherously kill one of the characters (well, or just quietly rob, but this not interesting) - I chose a magician, crept up to his crib at night and killed him in his sleep. We return to the door, unlock it, and get the blade.
Solitude - Wabbajack.The Mad God's quest is quite crazy, and the gift is the same staff from Oblivion, which can either turn an enemy into a chicken or suddenly cure it. In short, it's a fun thing.
We go to Solitude, go to the tavern, ask the bartender about the rumors. At first they tell some rubbish, but the second time they have to tell about a strange man who hangs out near the College of Bards. That's what we need. The man asks to rescue his master Sheogorath from a prolonged vacation - but to do this he needs to penetrate into the abandoned part of the Blue Palace. We go to the jarl, to his steward, ask for the key, unlock the door, walk along the corridor, and suddenly teleport to the Mind of a Madman - the location is very reminiscent of the tea party scene in the film Alice in Wonderland.
After talking with Sheogorath, we go to treat Pelagius with the help of Wabbajack. You need to act like this:
- in the location with the atronachs in the arena, you need to shoot from the staff at the opposite stand
- in the location with the bed, we first shoot at the sleeping Pelagius, then at the emerging enemy, then again at Pelagius... and so on until it’s all over. By the way, there is a bug here, or an Easter egg - you can kill a goat with your left fist, and then examine it and thus see your inventory - and in the inventory we will have a slightly different version of Wabbajack, as well as the blade Fang of Kavozein and even the pelvic bone of Pelagius. After the quest Fang, by the way, I still have
- in a location with reduced confidence - first we increase our shorty to the maximum, then we reduce the soldier
Falkreath, Heimar's Cave - Clavicus Veil Mask, Ax of Sorrow
We go to Falkreath, there will be a guard near the city gates looking for a dog - we listen to him, go to the local blacksmith - we go in search of the dog ourselves. A little further from the city gates, she will come up to us and ask us to follow her.
Then you will spit for a long time on the terrible intelligence and route laid by the dog - and you can estimate the length of the path from the screenshot of the map above. As a result, you will forget about it and go kill the bandits, and just during this time the dog will enter Heimar’s cave, and you can go after it.
Having walked around and cleared the cave of vampires, we communicate with the statue and receive the quest to find an ax. We travel to the other side of the map, kill everyone, take the axe, return, choose the right dialogues and get the Mask of Clavicus Veil and the Ax of Sorrow in addition.
Morkart - Ring of Namira.Another joke from Bethesda - now a quest about cannibalism, for which you get a ring that allows you to eat corpses.
We go to Morkarth, to the Understone Fortress and look for the priest Arkay there - I had him in the left wing immediately after the entrance (where the entrance to the Dwemer ruins) - there is a door in the Hall of the Dead, so he should hang out somewhere nearby. If not, look around the Podkamennaya Fortress.
The guy will tell us that the corpses seemed to have been gnawed and now the Hall is closed, but we ask him for the key. We go into the Hall of the Dead and hear a voice, then a girl will appear who will invite us not to be ashamed of the fact that we ate a brother or sister in childhood. Yes, we weren’t particularly shy. She invites us to go to the dungeon - we agree, clear the dungeon, then we go after our old priest, bribe him so that he goes to lunch with us, and then we kill and eat him. That's it, the ring is ours, now if it is worn, then during inspection a dialogue will arise whether to eat the corpse or examine it.
Lagrashbourg - Volendrung.
The orc town of Lagrashbur is located west of Riften. When you approach him, help the orcs defeat the giant, and then listen to the dialogue. Eventually, you will be asked to bring an offering - a Daedra Heart and Troll Fat. The heart can be taken from the Sanctuary of Mehrunes Dagon, for example (see above). After you bring it, they will perform a ritual, and we will go together with the leader of the tribe to the cave that leads to the clearing of the giants. Then you will have a choice - either go kill the giant yourself, and then the orc will attack us, or the orc himself will go fight the giant and die. In any case, he will die, and we will have to kill the giant and bring his hammer. Then we install the hammer on the pedestal, and we get Volendrung - which has a wonderful bonus for restoring the reserve of strength, allowing you to always hit with all your heart.
Falkreath - Skin of the Savior, Ring of Hircine.
We are looking for the entrance to the Falkreath barracks, it’s not easy to find them right away, but you’ll figure it out, I think. We find a cell there where the girl’s killer, Sinding, sits knee-deep in water. We come close to the bars, talk to him, get a ring, and agree to kill the beast. Then he leaves, to which the guards reprimand us that this is happening, and do not even make any attempt to arrest us.
We go after the beast - it turns out to be an ordinary deer. He stood there and did nothing until I started shooting a fireball at him, and then started running away wildly, so get ready to kill him with one blow without any banter. You'll probably need a bow here. After the death of the beast, the incarnation of Hircine will appear, which will invite us to start the hunt - we must kill the werewolf first.
We go to the Grotto of the Drowned, we meet there a dead Khajiit, and another half-dead one, who will recline immediately after the conversation. This grotto is unusually beautiful in daylight, but it’s also nothing in the light of the Bloody Moon. Meanwhile, the quest has a fork:
- We agree to kill Sinding - for which we eventually receive the above-mentioned cuirass.
- We forgive Sinding - for this we receive a ring (allowing us to turn into a werewolf), as well as the Blessing of Hircine (helps in killing peaceful animals).
Issued during completion of Thieves Guild quests.
By the way, I also wrote in a similar style about the Masks of the Dragon Priests (with a map and description) -. The layout has already turned out more beautiful, and the descriptions are short and convenient.
At the same time, I highly recommend reading my guide on setting up graphics in the game -. That's all, good luck!
Your first goal is to find the Moth Priest's draw knife; its location is indicated on the map. We go to a place called Ancestral Glade ( orig. Ancestor Glade). The fastest way for those who have already explored Skyrim well is to travel to Helgena and then through Falkreath to the cave we need. On the way you will meet Dawnguard and small groups of bandits.
Glade of ancestors
If you and your companion walked to the cave separately, you will still meet Serana inside. Once in the cave, make your way along the fallen tree that lies above, very soon a large illuminated cave will appear in front of you. Down next to the mahogany tree you will find the knife you need. After scraping the trees, you will also be required to collect the Ancestor Moth that fly around the main character. After collecting 7 copies you will be able to read the Ancient Scroll.Ancient Scroll
Returning to the place where you picked up the knife, open the Scroll in your inventory and very soon you will see a conditional map. When the effect of reading wears off, Serana will contact you with a question about Uriel's Bow ( orig. Auriel's Bow), to which you will answer “It’s in a place called Darkfall Cave.” Having learned your next target, get out, very soon several Dawnguard will attack you.The tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.
You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedric Lord Sheogorath is spending his “vacation” along with the late Pelagius the Third.
Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:
- Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.
- The next one is to shoot off “night terrors”. Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
- Beyond the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.
It's done! Our reward is the Wabbajack, a magical staff that fires a random spell each time it's used.
Returning to reality, do not forget to search the room for valuables.
Taste of Death (Namira)
In the city of Markarth there are strange rumors about the local tomb. Learn about them from the bartender from Silver Blood or go straight to the Understone Fortress, where you will find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate the matter.
If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.
If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.
Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.
The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad breath, which everyone will start telling him about.
The Door That Whispers (Mephala)
The Door That Whispers (Mephala)
The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.
The jarl himself will not deny the problems and will offer to talk to his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.
The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.
Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! The sword is the reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.
House of Horrors (Molag Bal)
In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.
Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.
Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who damaged the mace, to Molag Bal.
The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.
The reward will be the beautiful mace of Molag Bal, which will take away strength and magic and capture souls.
The only cure (Peryite)
The only cure (Peryite)
Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.
It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. The silver bar is the easiest to find - blacksmiths sell them, and you can steal the bar in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.
Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.
To talk to him again, inhale the green smoke. The reward is the Spell Breaker shield, which in the “combat” position creates a talisman spell.
Beyond the Ordinary (Hermaeus Mora)
We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.
When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.
Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from by five points - magic, thieves or warriors. To learn, open the book and press the action key.
On the way back, talk to Hermaeus Mora.
Call of Boethiah (Boethiah)
The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.
Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.
The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.
The reward is that same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.
Call of the Moon (Hircine)
The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene plays there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).
Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.
The deer grazes not far from the city - it is easy to find and shoot.
Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.
Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poison) as a reward from the ghostly Hircine.
If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.
An Unforgettable Night (Sanguine)
This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.
A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.
Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.
The next clue is Whiterun and a certain Isolde, who demands the return of the wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.
The reward for the quest is the Rose of Sanguine, a staff that calls the Dremora to our aid.
Shards of Past Glory (Mehrunes Dagon)
The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.
The razor is divided into three parts and is kept by three different characters:
- Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.
- The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
- From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).
Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.
Mehrunes will invite us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.
Cursed Tribe (Malacath)
The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.
The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir's assortment.
After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.
In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.
Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it is called Volengrang and absorbs the reserve of strength. This is our reward.
Dawn (Meridia)
The quest begins when a strange-looking ball falls into our hands - Meridia’s guiding star. But it is found by chance, and it can take a long time to look for it, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).
Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.
The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.
The reward is the Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.
Dog is a Daedra's friend (Clavicus Vile)
There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.
Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand that the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.
When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful mask of Clavicus Vile, which improves prices and eloquence.
Waking Nightmare (Vermina)
Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.
There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.
An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.
After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.
All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.
The Skull of Corruption Staff is an interesting artifact (at least it frightens the guards), but its effect is normal damage. Damage increases if you recharge the Skull near sleeping people.
Black Star (Azura)
Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.
In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, the Star of Azura, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.
After fighting your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meylin. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get the Black Star - an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.
However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.