07.04.2022

skyrim guard. Completing the mission "Prophet"


The task can be obtained from a soul named Jiub. Old-timers of the Elder Scrolls universe will undoubtedly remember this Dunmer from the Morrowind game (he was the first person the protagonist of the game saw when he woke up on a ship sailing to Seyda Nin). As it turns out, Saint Jiub wrote an autobiographical opus, the pages of which are scattered throughout the Cairn of Souls. Find all the pages of the first volume and return them to their owner. You can find Jiub in the southeast of the Boneyard. As a reward, you will receive a unique copy of Saint Jiub's Opus and Jiub's Amulet (increases stamina and carry weight by 50 units).

Page 1 - In the massive wall that divides the Cairn of Souls approximately in half, find a passage in the middle. Facing him, turn right, southeast and go up the stairs. Climbing up on it, you will see a page.

Page 2 - To the left of the entrance to the Burial Ground (where Valerika lives) there will be a small building with a broken Wall with the words of Power. This is the same building on which Dornevir sits. Near the wall you will see a chest, and to the right of it - a page from the opus.

Page 3 - Before going through the wall separating the Cairn of Souls, turn left. You will see a tower, which consists of only one chamber with a chest. Exit the chamber on the other side and you will notice a building with a soul stone. After going up the stairs, you will find the opus page on the roof of the building next to the chest.

Page 4 - Face the entrance to the Burial Ground and go around it to the right along the wall until you reach the annex. Go up the stairs, turn left and go up again towards the chest. The page lies next to the chest.

Page 5 - To the south of where Jiub sits at his fire, there is a stone elevation. On it, near the energy source, you can find a page and other items.

Page 6 - From the entrance to the Cairn of Souls on the side of the stairs, head southwest until you see a small tower. The page is inside, in the corner, next to the chest.

Page 7 - From where you found the fourth page, head east to the edge of the map until you see an altar. On the altar there will be a book Calling the Foggy. The seventh page and the pouch of coins are on the ground at the base of the pedestal.

Page 8 - From the entrance to the Cairn of Souls, immediately go right until you see a building with a portcullis. To enter, use a spell or shoot an arrow. Page inside.

Page 9 - Go west of the Boneyard entrance until you see a building with a huge floating soul gem. Look for a portal in the building that takes you to the top floor. The page is next to the chest, under the stone. In order to go down, you have to jump - there are no stairs in the building.

Page 10 - The last page of the opus can be found near the wall near the merchant Morven Stroud. The desired leaf lies on the barrel.

Each holding in Skyrim has its own guards, protecting the capital and all the villages in their holdings. The guards of different holdings have similar armor, the main differences are in materials and heraldic colors. All holdings give the guards the same helmets with a mask and a leather balaclava of heraldic color, chain mail and shields with the coat of arms of the capital of the hold.

  • Unlike other characters, whose level "freezes" at the first meeting with the main character, the level of the guard actually grows on a par with the level of the hero up to a maximum of 50. By this level, the guard becomes so severe that he can easily defeat a dragon in hand-to-hand combat, not to mention trivial bandits. Therefore, a lone guard patrolling a section of the road somewhere in the wilderness ceases to cause bewilderment.

In general, the guard is primarily concerned with the interests of possession.

Imperials, Stormcloaks, dragons... I don't care who I kill

Guards- Skyrim law enforcement officers. They patrol cities and surroundings, ready to protect ordinary citizens at any time. The guards are not divided into castes, the captain of the guard is in charge. Defenders of law and order wear standard helmets for all of Skyrim, armor with the hallmarks of a particular region or city. The guards also guard the approaches to cities in defensive towers. They are independent of the Legion or the Stormcloaks, but mostly support one side. Guards are also the main defensive force of the city in case of a possible attack. Most of the guards are men, but there may be women among them.

Guard by region

Reach guards in Markarth wear green armor. Armor is a quilted underarmor and chain mail; fur gloves, fur boots, as well as a round shield depicting a ram's head on a green background, which is the coat of arms of Markarth.

The guards of Haafingar and Solitude wear red colors. Their armor consists of leather scale armor over mail. Since Solitude is under strong Imperial influence, the guards wear Imperial steel bracers and greaves; along with them, the city is patrolled by imperial legionnaires. Their shields have a wolf's head on a red background.

The Whiterun Guard, commanded by Imperial Commander Kai, is dressed in yellow. Their armor is a scaly leather shell over chain mail. The guards wear fur boots, do not use bracers, and on their shields they have a horse's head on a yellow background - the coat of arms of the possession.

The guards of Eastmarch and Windhelm are blue. Armor - quilted underarmor and chain mail; they are also given fur mittens, fur boots and a round wooden shield with a bear's head on a blue background - the coat of arms of the Stormcloaks.

The guards of the Rift and Riften wear purple. Armor - leather scaly armor over chain mail. They do not use bracers, they wear fur boots, and two yellow crossed daggers are depicted on the shields - the coat of arms of the possession.

The Falkreath Guard wear dark, grey-purple colors. Armor - chain mail and quilted underarmor. Bracers are not used, they wear fur boots. On their shields they have the coat of arms of Falkreath - a deer's head.

The guards of Morthal wear grey-green, marsh colors. Armor - quilted underarmor and chain mail, like the guards of Eastmarch, however, unlike their counterparts from Windhelm, they do not wear bracers, only fur boots. On the shields they have a rather elaborate coat of arms of Morthal - a Celtic triskele with a poisonous green outline, turned in a mirror.

Guards of the White Shore and Dawnstar wear grey. Their armor is a quilted underarmor, chain mail. Since it is very cold in the city due to snow and winds from the Sea of ​​Ghosts, in addition to fur boots, fur gloves are also included in their equipment. On the shield is the coat of arms of possession - the morning star.

The Winterhold Guards wear silver colors, but are otherwise very similar in equipment to their Dawnstar counterparts; the only difference is that instead of a quilted underarmour, they have leather scaly armor. Otherwise, everything is the same - the same fur gloves, the same fur boots. On the shield is an image of the crown of Winterhold.

On Solstheim DB, in House Redoran's settlement of Raven Rock, stern Redoran guards enforce law and order. They are considered the best warriors of this house. Captain Modin Velet is in command of the guards. All guards are equipped with bone armor, and although there is a variant of this armor called Guard's Bone Armor that differs only in a tied scarf, only Captain Veleth wears it.

Equipment

The guards in each holding are dressed in their own uniform, the characteristics of which are shown in the table below. Shoes are usually fur boots or steel boots with shields.

The weapons of the guard can be varied, but always steel. Bows - hunting or imperial.

armor elementIDSkillImprovement
Whiteshore Guard Helm
Pale Guard's Helmet
0002161FLight armorsteel ingot2 35 11
White Coast Guard Armor
Pale Guard's Armor
00021525 Light armorLeather6 75 23
Shield of the White Coast Guard
Pale Guard's Shield
000214F7Heavy armorsteel ingot3 40 17
Whiterun Helmet
Whiterun Guard's Helmet
00021615 Light armorsteel ingot2 35 11
Whiterun Guard Armor
Whiterun Guard's Armor
0002150DLight armorLeather6 75 23
Whiterun Guard Shield
Whiterun Guard's Shield
000214E0Heavy armorsteel ingot3 40 17
Windhelm Guard Helm
Windhelm Guard's Helmet
000A6D79Light armorsteel ingot2 12 10
Windhelm Guard Armor
Windhelm Guard's Armor
000A6D7BLight armorLeather8 25 21
Windhelm Guard Shield
Windhelm Guard's Shield
000214EBHeavy armorsteel ingot3 40 17
Winterhold Helmet
Winterhold Guard's Helmet
0002161DLight armorsteel ingot2 35 11
Winterhold Guard Armor
Winterhold Guard's Armor
00021522 Light armorLeather6 75 23
Winterhold Guard Shield
Winterhold Guard's Shield
000214F1Heavy armorsteel ingot3 40 17
Eastmarch Guard Helm
Eastmarch Guard Helmet
0010559DLight armorsteel ingot2 12 12
Markarth Guard Helm
Markarth Guard's Helmet
00021613 Light armorsteel ingot2 35 11
Markarth Guard Armor
Markarth Guard's Armor
00021508 Light armorLeather6 75 23
Shield of Markarth Guard
Markarth Guard's Shield
000214DCHeavy armorsteel ingot3 40 17
Riften Guardian Helm
Riften Guard's Helmet
00021622 Light armorsteel ingot2 35 11
Riften Guard Armor
Riften Guard's Armor
00021507 Light armorLeather6 75 23
Riften Guard Shield
Riften Guard's Shield
000214BAHeavy armorsteel ingot3 40 17
Solitude Guard Helm
Solitude Guard's Helmet
000C7F5CLight armorsteel ingot2 35 11
Solitude Guard Armor
Solitude Guard's Armor
000C7F5BLight armorLeather6 75 23
Solitude Guard Shield
Solitude Guard's Shield
000214F4Heavy armorsteel ingot3 40 17
Falkreath Guard Helm
Falkreath Guard's Helmet
00021619 Light armorsteel ingot2 35 11
Falkreath Guard Armor
Falkreath Guard's Armor
0002151ELight armorLeather6 75 23
Falkreath Guard Shield
Falkreath Guard's Shield
000214EDHeavy armorsteel ingot3 40 17
Helm of the Hjaalmarch Guard
Hjaalmarch Guard's Helmet
0002161BLight armorsteel ingot2 35 11
Hjaalmarch Guard Armor
Hjaalmarch Guard's Armor
00021520 Light armorLeather6 75 23
Shield of Hjaalmarch Guard
Hjaalmarch Guard's Shield
000214EFHeavy armorLeather3 40 17
Explanations for the table
  1. The table shows the base value of the price. The cost of a piece of armor depends on the level of the Eloquence skill and the abilities related to it.
  2. The table shows the base protection value. The defense indicator depends on the level of the Light Armor skill and the abilities related to it.
  3. The helmet is not available in the game.

Guard and Dovakin

  • The guards of Whiterun, along with Airileth (the housecarl of Jarl Balgruuf the Elder), will take part in the first battle of Dovakin with the dragon.
  • During the civil war, if Dovakin joins the Imperial Legion, some guards will help him defend the city from the Stormcloaks. Otherwise, Dovakin will have to kill several guards on the way to Dragon's Reach.
  • If Dovakin decides to help the Storm Brothers during the civil war, then after they conquer Skyrim, the soldiers of the Storm Brothers will replace the guards in all cities. The system of penalties will remain the same: each possession has its own.
  • Some guards can say very stupid things. So, for example, guards equipped with two-handed weapons can say something like this: “And you and I are similar, do you also not like these clumsy two-handed weapons?” And the theft of the sweet roll and the arrow in the knee are out of the question.
  • Sometimes they can point to some cave full of gold ... and bandits. You can quickly press the action button to talk to the guard. It will scroll random and non-random replicas, between which it will be written " map updated", that is, he will tell the hero a story about some kind of cave.
  • They can send thugs for Dovakin if they steal something from them.

Quests

  • "Battle of Whiterun".

Guard phrases

There are random ones, and there are some due to certain actions of Dovahkiin:

  • Random: " Let me guess, someone stole your sweet roll?»
  • Random: " Once upon a time, an adventure road led me ... And then they shot me in the knee».
  • Random: " Eh, a sip of good old honey ... It would immediately become warmer and more fun».
  • Random: " It's mostly petty theft and drunken brawls. We haven't had a good bandit raid in a while.».
  • Random: " Nothing to mess around!»
  • Random: " All is well, I hope?»
  • Random: " What's the matter? Dragons?»
  • Random: " Something is wrong?»
  • Random: " Look to the sky and be on your guard!»
  • Random: " You need to keep your ears open! Cursed dragons may attack us at any moment.».
  • Random: " My cousin fights dragons, and what did I get? guard duty».
  • Random: " Disrespect for the law - disrespect for me!»
  • Random: " What's the matter, [Dovakin race]?»
  • Random: " Look without nonsense, [Dovakin race]».
  • Random: " Don't test me [Dovakin race]».
  • Random: " Something needs to be done about these vampires.».
  • Random: "These vampires have become a real nuisance."
  • Whiterun Guard: “Say thank you for being in the city and not in Riverwood somewhere. These poor fellows don't even have a wall».
  • Whiterun Guard: " If you fool around in Whiterun, I will personally hide you in the dungeon!»
  • Whiterun Guard: " See those warriors from Hammerfell? They have curved swords. Curves. swords».
  • Whiterun Guard: " In the northeast of the Shimmering Mist Cave, I came across some kind of creature. Small and ugly. I've never seen anything like this».
  • Markarth Guard: " This is Markarth. The safest city in the Reach».
  • Markarth Guard: " A whole Dwemer city under the fortress. Nchuand-Zel. Stay away if you don't want to be hurt by the steam centurion.».
  • Markarth Guard: " Outsiders are not trusted in Markarth. Learn for the future».
  • Markarth Guard: " I can't believe I was assigned here. There are even beds - and those made of stone».
  • Markarth Guard: " Just try to break the law in Markarth - you'll go straight to the Cidna Mine».
  • Guards of Markarth after completing the quest "No one escapes Cidna": " So Madanakh is behind the crimes. Gods, have mercy.»
  • Riften Guard: " All is calm in the city now. But after sunset it's better to be on the lookout».
  • Riften Guard: " If you're heading north, stay away from Snapping Cave. There are teeming with cursed soothsayers».
  • Riften Guard: " Something ominous is going on in the Tower of Darkness, southwest of the city. They say necromancers have settled there».
  • Riften Guard: " Once the city was attacked by bandits. Came from the east, across the lake, from the Tooth of Faldar. Well, they don't come here anymore.».
  • Riften Guard: " Welcome to Riften, home of the Thieves Guild. At least they want to convince everyone of this, but all this is nonsense. They're simple thugs, trash from the Rat Hole».
  • Riften Guard: " Better stay out of the east of town. Bandits seen in Brokenhelm Hollow».
  • Riften Guard: " I swear to the gods, they saw a dragon south of the city. He circled over the height of the Bitten Tongue».
  • Riften Guard: " If you want a drink, go to the Bee and Sting. But stay away from the Ragged Flask. And even further - from the Rat Hole».
  • Riften Guard: " So is it Riften or Rifton? This place has been renamed so many times I can't even remember.».
  • Riften guards after completing the quest "A cornered rat": " Thalmor in the Rat Hole? What happens next - the spriggans in The Bee and the Sting?»
  • Windhelm Guard: " I have nothing against the orcs, but this stronghold of theirs in the southeast... Narzulbur. This is just an insult to my kind!»
  • Windhelm Guard: " Do you know what we call those who play tricks on Windhelm's guards? Suicides.».
  • Windhelm Guard: " Heard the news? A dragon has appeared on Mount Anthor to the northwest of here.».
  • Windhelm Guard: " Stay away from the Aretino estate. This place is cursed».
  • Solitude Guard: " If you need potions go to Angelina's Fragrances».
  • Solitude Guard: " I don't like smart clothes, but they would suit you. They say Shining Robes is a good choice».
  • Solitude Guard: " The Laughing Rat has warm beds and cold honey. You would definitely need both.».
  • Solitude Guard: " Various junk can be sold in "Stuff"».
  • Solitude Guard: " If you need weapons and armor, go to Beirand at Castle Grim. He is a very good blacksmith».
  • Solitude Guard: " Have you ever been to the Blue Palace? He needs to be seen. Even if there are only dudes in it now ...»
  • Solitude Guard: " The emperor's cousin Vittoria Vici is about to get married. The wedding will be grand: all Solitude is invited».
  • Dawnstar Guard: " Dunstar is a dangerous post. Someone will definitely get you, not bandits, so animals».
  • Dawnstar Guard: " Old Frida, of course, is a grump, but she can quickly concoct a cure for hoarseness».
  • Dawnstar Guard: " You need to talk to Rustleif. Pick up a decent weapon».
  • Dawnstar Guard: " Stay away from Frostmere Crypt. They say that there are robbers in the ruins».
  • Dawnstar Guard: " Giants were seen near the Red Pass. Better avoid those places».
  • Dawnstar Guard: " Dawnstar is the final destination before Solitude. Damn rebels won't take it” (if the decision was made to give Dunstar to the Empire at the negotiations in High Hrothgar or if the Empire was victorious in the civil war).
  • Watch in Rorikstead (sometimes in cities of other holdings): " Rorikstead is a pleasant village, but it's dreary to keep watch here. Now, if the dragon attacks - it will be another matter!»
  • Falkreath Guard: " I know that Sinding's escape was not without you. And don't deny it!" (after completing the quest " Call of the moon").
  • Completed the quest "A Blade in the Dark": " The dragon attacked Kynesgrove... Why? Why there? Is nowhere safe?»
  • Completed the quest "Fallen": " Release the captured dragon. No, I'll never understand...»
  • The appearance of a dragon over the city: " Quickly get inside!»
  • During the fight with the dragon: Bow before me, dragon!»
  • Death of the Dragon: Now, of course, he is dead, but where did he come from?»
  • Death of the Dragon: In the name of the gods! I don't even know what to say!»
  • Death of the Dragon: You won't believe this until you see it with your own eyes.».
  • Soul Absorption: So you really Dovakin».
  • Weapon Drawn: When a person approaches with a weapon at the ready, it is no wonder to get nervous ...»
  • Weapon Drawn (female character): " When a woman approaches with a weapon at the ready, it is no wonder to get nervous ...»
  • Shh... I know who you are. Glory to Sithis!»
  • Joining the Dark Brotherhood: Look, it's not true what they say about you and... and the Dark Brotherhood? Or is it true?»
  • Joining the Dark Brotherhood: I know who you are and what you do... We don't have to do this. We are all good, mostly».
  • Completed Dark Brotherhood quest "Innocence Lost": " As for me, the small fry in the shelter is lucky that Grelod died.».
  • Completed Dark Brotherhood quest "Death to the Empire": " Emperor. Dead. Dark times have come. Truly dark times».
  • Joining the Thieves Guild: I recognize the armor of the Thieves Guild even in the dark. You don't fool anyone».
  • Joining the Thieves Guild: Deny all you want, but I know you're from the Thieves Guild... All the guards know».
  • Joining the Thieves Guild (only for the guards of Riften and the imperial guards, if Dovakin gave Riften to the Empire): " Riften is now ruled by the Thieves Guild, and if you get in trouble with the law, we can work something out. For a good price».
  • Joining the Thieves Guild (Solitude Guard only): " You know, the law in Solitude is flexible if you have gold. This is how the Thieves Guild does business.».
  • Mehrunes' Razor equipped: " *whistle* Who did you have to kill to get that weapon?»
  • Mace of Molag Bal equipped: " Get your club off me! Stop talking!»
  • Equipped Volendrang: " What are you going to do with that hammer? Houses, or what, to demolish?»
  • Equipped Volendrang: " That's what I understand, hammer!»
  • Equipped Ring of Namira: " Phew, your breath is coming out of your mouth. What are you eating?»
  • Equipped Spell Breaker: " Oh, yes, you have a great shield, and not just a Dwarven one, right?»
  • Equipped Skull of Corruption: " What is this pathetic semblance of a staff? Well, creepy...»
  • Iron sword equipped: Seriously? An iron sword? And who are you killing? butterflies?»
  • Iron sword equipped: Iron weapons are junk. Better try steel».
  • Steel armor equipped: " Oh, you have great armor. good old steel».
  • Equipped steel sword: " Prefer steel swords, huh? They are convenient to chop with a swing, and stab on the sly».
  • Ebony sword equipped: Wow, what a beautiful sword. Like a moonlit path on the water».
  • Rawhide armor equipped: " Yes, you are wearing robber armor! Just try to get weird on my shift».
  • Equipped Imperial Light Armor: Judging by your armor, you are a spy for the Empire. If so, nice to meet you.».
  • Leather armor equipped: " Love leather armor, right? Ease of movement is the right choice».
  • Dragonscale armor equipped: *whistling* Are you wearing dragon scale armor? In the name of the gods, yes, I will sell my own mother for such a thing!»
  • Equipped Iron Armor: " You have great armor. Good old iron never fails».
  • Wolf armor equipped: Oh, you're wearing real Nord armor. Greetings!»
  • Dwemer armor equipped: You have good armor. Dwarf work, right?»
  • Orc armor equipped: " Orc armor, hmm? Once I had one. Ugly, but strong - like those who forged it».
  • Are you... fighting with Azura's Star? How can this even be?»
  • The presence of Azura's Star in the inventory: " By the name of Shor, isn't that... that's Azura's Star? How did you get such a treasure?»
  • If Dovakin has a small penalty: " Wait... I know you!»
  • Casting a spell: Hey, go do your stupid magic somewhere else!»
  • Joining the College of Winterhold: " You are from the College. I had to hear about you».
  • After completing the quest "In the Depths of Saarthal": " And yet, what business could the College of Mages have in Saarthal? This place is given to the dead Nords... not your wild experiments.».
  • Passage of the storyline of the College of Winterhold: " One guard says he saw the mage appear out of nowhere. He swore it was a Psijic monk. I think the guy is addicted to skooma».
  • Greetings Companion!»
  • Joining the Companions: « Ah, now I remember, you're one of the newcomers to the Companions. So you're giving them drinks?» The guards continue to say this line even after Dovahkiin becomes the Harbinger of the Companions.
  • Joining the Companions: « You were seen in the company of Companions. You are on the right track, seriously.».
  • Companions questline completed: « Kodlak Whitemane is now in a better world, for there is no better world than Sovngarde».
  • No offense, Companion, but I ask you and your friends to shut up your dog - the howl from Jorrvaskr is no longer climbing into any gates».
  • Dovakin is infected with lycanthropy: " Your wolf grin somehow ... annoys me».
  • Dovakin is infected with lycanthropy: " What is that, fur… Are you sticking out of your ears?»
  • Dovakin is infected with lycanthropy: " I'm telling you, I didn't hear you! Someone howled. The werewolf tales are true!»
  • Dovakin is infected with lycanthropy: " Fu, do you bandage wounds? You stink like a wet dog...»
  • Yes, your skin is as white as snow, are you afraid of the sun?»
  • Dovakin is infected with vampirism: " I don't like your eyes, some kind of strange in them ... hunger».
  • Hey, so you know how to brew potions? Can you make me a beer?»
  • High Alchemy Skill Level: " So you're considered an alchemist, hmm? I've never been given this science».
  • If you pick any lock here with your finger, I'll arrange God's punishment for you».
  • High level lockpicking skill: " In the dark, only burglars roam ... or vampires. Which one are you?»
  • High level of the skill "Restoration": " I have a lot of respect for the Restoration School. Skyrim needs healers more than ever».
  • High level of skill "Shooting": " Do you like bows? I prefer the sword».
  • High skill level "Two-Handed Weapon": " The gods have given you two hands - and you use both to hold your weapons. It is worthy of respect».
  • High level Enchant skill: " Can you enchant my sword? The blade is so dull it won't cut through butter.».
  • High level skill "Change": " So you know a couple of spells? Should I clap my hands or faint?»
  • High level Illusion skill: " So you're creating illusions here. Impressive».
  • High level pickpocketing skill: " If I see your hand in my pocket, I'll cut it off!»
  • High Pickpocketing and Stealth Skills: " Keep your hands up, thief».
  • High level skill "Witchcraft": " Greetings connoisseur of magic. Conjure me a warm bed, will you?»
  • Don't think you can bargain with me like you do with those damned shopkeepers!»
  • High Speech Skill Level: " I've heard about you and your sweet words...»
  • High level Light Armor skill: « In light armor and easy to walk. smart».
  • High Level Destruction Skill: " I have nothing against destruction magic - just don't try to mess me up here!»
  • High level skill "Stealth": " I know those who are always on the prowl for something to profit from».
  • High level skill "Heavy Armor": " The best offense is a good defense, right?»
  • Purchased "House of warm winds" in Whiterun: " It's you who now lives in the House of Warm Winds, right? Perfect place. Oh... you should have taken...»
  • Guards in Whiterun after killing the dragon with Airileth: " You can't be the legendary Dragonborn... or can you?»
  • Whiterun Guard: " If we have killed the dragon once, we will do it again...with your help, of course...»
  • Undressed Dovakin: " E! Well, get dressed quickly!»
  • Put on the robes of the Hammerfels: " We lacked here more mercenaries from Hammerfell».
  • Need potions? This is for you in the "Cauldron of Arcadia"».
  • Whiterun Guards on the Whiterun benches: " You look tired. You can stay overnight at the Prancing Mare Tavern».
  • Guardians in the cities: " I care about protecting other settlements: no walls, few people - easy money for damned dragons».
  • Dawnstar Guard after completing the quest "Walking Nightmare": " Thank the gods the nightmares are over».
  • Could it be the Glenmory Witch Killer? How can I help, friend?»
  • Completed the quest "Honor of the Blood" (killed all the Glenmoril witches): " They say you managed to finish off those nefarious witches. Well done, it's not for nothing that you are in the Companions».
  • Completed the quest "Set it on fire! ': ' What do you want, bard?»
  • Guards, after the quest "Diplomatic Immunity" or the aggressive passage of "Missing": " I wonder how the Thalmor will sing now when they are knocked down?»
  • Guards, after the quest "Diplomatic Immunity": " They say Elenwen is furious, during the reception one of the guests climbed where he should not».
  • After completing the quest "Wonder of Nature", with any method of reviving Golden Leaf: " Golden leaf is in bloom again, and it's all thanks to you».
  • Strong overload for Dovakin and / or his companion: “ In the name of Shor! You carry around a lot of rubbish. Go to (optionally, for example, in Markarth - Arnleif and Sons) and sell it all».
  • Khajiit: " What do you need, kitty?»
  • Khajiit, no weapons at the ready: " Pull in your claws, Khajiit».
  • Nord: " Don't let me down, we're still countrymen».
  • Nord: " How can I help my Nord brother?»
  • Equipped Ebony Armor: " Ebony armor... By Ysmir, what a wonderful sight!»
  • stealth mode: " Do not even think!»
  • Equipped a weapon with a fire enchantment or a fire spell: " Be careful with fire!»
  • Completed the quest "Farewell, Dark Brotherhood": " You know, I could have been taken to that hideout too. To kill the entire Dark Brotherhood there. Only I had that day ... my stomach hurt ...»
  • Shout application: Tu "mind! He (a) calls Tu" mind!»
  • Main quest completed: You managed to expel a great evil from Skyrim. Save this earth... and our souls».
  • Main quest completed: You saved Skyrim from an ancient evil. What you need - just say».
  • Main quest completed: Yes, Dovakin? How can I help?»
  • Main quest completed: Do you need something, Dovahkiin? Just say the word».
  • Main quest completed: Whatever happens now, the guards will always be grateful to you for your exploits.».
  • Completed the quest "The sun rises in the east": " Thanks again for helping us rebuild the East Empire Company. Finally I will order myself a Breton blue cheese».

Fearless Guardian


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Foreword

All users of personal computers were looking forward to the release of the first full-fledged add-on for Skyrim called Dawnguard. In this article I will describe the passage of the storyline for the faction of the guards of the dawn.

To better understand how the storyline diverges into the light and dark sides, here is a small diagram:

Requirements to start the storyline: level 10 or higher.
Requirements for completing the storyline: the presence of an ancient scroll (obtained by the main passage of Skyrim)

Dawnguard

ID: DLC1VQ01MiscObjective

The first thing after installing the DLC is the question of how to see all the additional content in all its splendor? The answer is simple, after your character reaches level 10, any Skyrim guard will have a dialogue about recruiting into the guards of the dawn, but if you are in the city, an orc named Durak (Durak) will come up to you and talk to you. We choose the answer with the desire to join the vampire slayers (Killind vampires? Where do I sign up?).

Following the marker (the best way to get there is from Riften) we come to a cleft in the mountain. Let's jump boldly. Following the path we get to the entrance to the castle. Next, we observe the scripted dialogue of two NPCs:

We speak with a character named Isran (Isran) and show a desire to join the Dawnguard (I "m here to join the Dawnguard). This is followed by a scene of conversation between Isran and Tolan (Tolan), after which the task "Guardian of the Dawn" ends.

Awakening

We follow the cave, which is located near the sanctuary of Mehrunes Dagon and kill a bunch of vampires in it (attention! to follow the storyline of the Guardians of the Dawn, do not accidentally become infected with vampirism). Arriving at some altar:

press the button under the marker and a purple glow appears. Next, you need to move the braziers (Brazier) that are standing around so that they become engulfed in flames.

When everything is ready, a stone monolith (Stone Monolith) will open, upon activation of which a lady of beautiful appearance and ... long fangs will fall out of it. After talking to her, the task ends.

Bloodline (Bloodline)

As it turned out, the girl's name is Serana (Serana) and she asks to take her home. Well, let's not refuse. We choose from the crypt and along the way we study a new cry.

We move north and by boat we get to the castle Volkihar (Castle Volkihar) and go to the main gate. Seeing Serana, they immediately open the gate.

In the castle, Lord Harkon is waiting for us, who will offer you to become a vampire. We choose to refuse to accept this curse (I don "t want to become a vampire. I refuse your gift), because we want to cut vampires! Not very happy with this development of events, Harkon expels us from the castle (well, he doesn’t kill and thanks for that) On the way to the castle of the Guardians of the Dawn, we observe an attack on the castle by a detachment of vampires, in the amount of 3 pieces!After killing them, we talk with Isran and this task ends.

New Order (A New Order)

ID: DLC1HunterBaseIntro

We are required to recruit two new Van Helsings to the castle. Let's start. The first, by the name of Gunmar, will not come to the castle until you kill the she-bear that is in the cave before our eyes. Complexity here can only be delivered by a troll that has settled near a she-bear. We talk with Gumnar and he goes to the castle.

The second recruit will be a girl named Sorine Jurard. She flatly refuses to go to the castle if you do not have a pumped persuasion or if she does not have a "Dwemer Gyro". Luckily, Serana's lost bag of gyroscopes lies near the river.

We give her one piece and she is already a member of the order.

Returning from the task, we find ourselves closed in the castle where we are being tested for vampirism. If you are not infected, then the gate will drop, after which we go to Isran (turn left and up the stairs). End of task.

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Seran (I already thought I would have to kill her) and after talking with them we will be sent to find out about a certain priest. We go to the College of Winterhold to the librarian Urag gro-Shubu and find out where to find the priest (I need to find a Moth Priest), he will send us to the Dragon Bridge. Arriving there, we lose the task marker, but any resident of the city or guard quickly rescues us. We ask if they saw a priest here (Know anything about a Moth Priest visiting Dragon Bridge?) and we are told that he was here, but had already crossed the bridge to the south.

We take out a note from the vampire and after reading it we go along the marker into the cave. We clean it up. From the marked corpse we take out the quest stone and insert it into the hole on the parapet.

The energy barrier is falling and you have to beat the old man! After talking with him, after his sides were dented with our sword / mace / ax / fireball / (insert as necessary) we send him to the castle, and then we move out there ourselves. After the dialogue in the castle, the old man reads the ancient scroll and the Prophet quest ends.

Chasing Echoes

It is required to talk with Serana and from the dialogue we learn that the entrance to one of the Oblivion planes is hidden where she would not look. We offer her an option with the Volkihar Castle (In Castle Volkihar?) and hit the road.

We should not meddle in the main entrance of the castle, we will go to the left.

In the castle we pass the corridors, unlock the doors, lower the bridges with levers and in the end, going out into the fresh air, we stumble upon the moon clock (it's like the sun, only the moon). They look like this.

To make them work, you need to find the missing sections:


After repairing the mechanism, we go down to the basement. We pass along the way, taking all the opponents into Oblivion.

Mechanism from the lattice behind the gargoyle.

Activate.

How unexpected!

Passing by a room with a bunch of gargoyles, do not forget to take a beautiful vampire armor.

Find a couple of differences:


Arriving at this location with circles in the middle of the room:

I advise you not to touch anything until it is indicated in the task (there are bugs with the task) and just in case, save.

After a long speech by Serana, she asks us to find her mother's diary.

We read, pick up, give to Serana (I "ve found your mother" s notes). After which she asks to find three things in the room to open the portal.


Next, put it all in a marked goblet and say to Serana. She drips her blood into it, the portal opens, but we can't get in. Serana tells us that either a vampire can enter there, or one who leaves a part of his soul in this world.

Eh, since we Guardians of the Dawn choose the option of splitting the soul in a conversation with Serana (Soul trap me. I won "t feel right as a vampire), and then we say that we are ready (I" m ready). The separation is painless:

and we can go through the portal. End of task.

Beyond Death

After passing through the portal, we find ourselves in one of the oblivion planes, where those souls that are absorbed into the stones are stored. A feature of this area is its own, unique landscape. There are cracks in the ground, activating them fills one of the soul gems in the player's inventory.

First of all, we go to the marker, along the way meeting wandering souls and local undead.

Arriving at the place we will meet Serana's mother - Valerica.

On her tip, we go to kill three guardians. Nothing complicated with this, the markers will indicate where they are.

Returning to Valerika, we find that the barrier separating us has disappeared and she takes us outside the gate.

Where a dragon appears to be defeated.

And then we move on to the next task.

Seeking Disclosure

One of the scrolls for this quest is obtained through the previous quest, and the other during the passage of the main storyline.

Having obtained both scrolls, we talk with the monk.

This completes the task.

Unseen Visions

Important: in this quest you will need an Elder Scroll Dragon, which is obtained from the main plot of the game (see the quest "Beyond the ordinary")

The monk who was supposed to read our scrolls is blind! Now you need to perform the moth ritual.

To do this, we go to the cave under the sign, where we take a scraper, use it on a tree and start running after the moths. It is not necessary to catch them, it is only required that they fly after you. To do this, we run around the cave in search of 7 groups of moths.

When they are collected, we go into the light and read the scroll.

We speak with the companion and the task is completed.

Touching the Sky

So, we stock up on everything necessary for a long journey and set off on a mission, it will take a long time to climb dark caves.

So in the first cave we need to jump into the water and go with the flow, it will lead to the right place. In general, the cave is quite straightforward, we look at the location map and go where we have not been before. After a long journey, we meet a snow elf named Gelebor! The only representative in his right mind and with sighted eyes.

Talking with him, we learn that he is not the last snow elf, but he really wants to become one and gives the task to kill his own brother. Well, it is not possible to continue the race, so one more member of the endangered race, one less - it does not matter.

The representative of the red book opens a portal for us and we are given the task to collect 5 water samples from different sources.


There is a lot of running around, a lot of Falmer, the dragon is also not alone, but there should not be any difficulties in finding locations.

In the end, we come to a huge castle, into the bowl of which we need to pour the collected water. We go to the opened location and meet the brother sitting on the throne.

He does not want to give up just like that, so he revives the frozen Falmer and Corus whom we have to kill. Next, the fight takes place with the snow elf himself:

after defeating which, Gelebor will give us Auriel's Bow.

End of task.

Kindred Judgment

The final task of the Guardians of the Dawn! We talk with Serana, and then with Isran in the castle, where he, rejoicing at the discovery of the bow by us, will gather all the soldiers and make a fiery speech.

Having dealt with them, we run to the castle, where a battle is burning, in which it would be good not to hurt our own.

And the last to fight with Harkon. There is no need to give him the bow, because the battle will take place in any case.

He is a nimble opponent, summons skeletons and gargoyles, sometimes pupates, becoming invulnerable to everything except Auriel's bow.

By killing him, we get ... honor and respect from all the Guardians of the Dawn. Congratulations.

The Dawnguard is an ancient organization of vampire hunters. For many years dawn guard fought with vampires in particular with the Vorkihal clan, but for inexplicable reasons, she fell into disrepair.

Many years later, several skilled warriors decide to restore the ancient organization, and you can personally participate in its development and the fight against vampires.

Below will be presented the whole process of passing the guardians of the dawn skyrim, starting from the introduction and ending with the last mission.

Beginning of the passage

It is worth noting that for the appearance of the guardians of the dawn and the Vampire clan, download the official add-on Dawnguard.

After that, gain level 10 and at best go through the main storyline, since during the missions you will need an ancient scroll.

After reaching level 10, go to Riften and look for the orc Dorak, who recruiting for the Dawnguard. After talking with Dorak, you will have a new marker on the map, following which you will come to a hidden cave leading to Fort Dawnguard.

Along the way, you will meet another who wants to join the guards, named Irwin.

Walk through the cave with Irvine until you see a huge castle that is Dawnguard HQ.

Further, after passing through the checkpoint, you will enter the castle, where you need to talk with Isran to join the organization. After an introduction and a little training with a crossbow, you Get your first mission from the Dawnguard titled "Awakening".

Completing the quest "Awakening"

During a conversation with leader of the Dawnguard Isran you will receive a task, which is to check the Crypt of the Night Void.

According to Isran, there are many vampires in the Crypt who are looking for some important artifact there.

When you get to the crypt by the marker, you will encounter a large number of opponents, in particular vampires and their hounds. In the crypt you will see the body of the sentinel Tolan, who was able to kill several vampires before his death.

Not getting what they need, they kill the sentinel, you won’t be able to save him.

In the end, you will reach the hall, in the center of which you need to correctly move the braziers. To do this, move the braziers along the line until they light up. When all the braziers are ignited, a sarcophagus will appear in the center, from which a new character named Serana will emerge.

Completing the quest "Blood Ties"

The awakened Serana turns out to be a vampire from the ancient Volkihar clan, as well as the daughter of their head, Lord Harkon. After talking with her, you agree to take Serana to her home castle Volkihar.

Getting to it will not be difficult, just go to the northern part of Skyrim and get on the boat, which will lead to the castle.

Upon entering the castle, you will meet with the head of the Harkon clan, who offers to become a powerful vampire as a reward for his help.

If you go over to the Volkihar side, then the whole storyline will change, and you will become a vampire and part-time enemy guardians of the dawn.

To complete missions for the guards, simply refuse the offer and return to the base without any pursuit.

When you get to the fort, you will see that a group of three vampires unsuccessfully tried to capture the base of the guards of the dawn.

You can get the next task after talking with Isran.

Completing the mission "The New Order"

Now you need to find two new recruits for the guards of the dawn.

The first one is called Gunmar and he will go with you only after you kill the she-bear in the nearby cave.

Upon returning to the fort, you will be checked for the presence of vampirism. If you are not a vampire, then you can easily pass the test and get the next task.

Completing the mission "Prophet"

This time you will go with Isran to Serana.

According to Serana, she herself wants the death of her father, but for this you need to find all the scrolls that her mother knows about. After talking with her, you are instructed to find a certain priest, information about which Urag gro-Shubu has in the College of Winterhold.

Following the path, we come across a broken wagon and a vampire who has a note. Next, we clean the nearest cave from vampires and find the quest stone. To get to the priest, place the found stone on the parapet.

Thus, having reached the old man and talked with him, go together to the base, where he can read the ancient scroll.

Completing the quest "Chasing the Echo"

After reading the scroll, Serana will ask you where her mother could hide, to which you must answer "Castle Volkihar", since that is where Harkon will not look for her.

At the end, you will reach a room with a gate to Oblivion. After finding her mother's diary, you decide to go to Oblivion. To do this, you need to collect three items in the room and decide whether to become a vampire or leave a part of the soul.

As you are the true Guardian of the Dawn then you need to choose the second option, after which you will be transported to the other world.

Completing the mission "Beyond Death"

In the other world, you will find a lot of interesting things in addition to the main task.

Oblivion is significantly different from the landscape of the regular game, the sky is purple there, and the souls of the dead walk the earth.

To find Serana's mother, simply follow the marker that will lead you to her. As a result of ancient magic, Serana's mother is behind the gate and in order to open it, you need to defeat three guardians.

After following the instructions, we unite with Serana's mother and enter a huge room where a dragon will attack you.

As a result of victory, the dragon will ask for mercy and release, after which you will receive an additional shout with the ability to summon him in Skyrim. In the end, Serana's mother gives us one of the ancient scrolls and returns to the real world.

Completing the Quest "In Search of Disclosure"

It is on this task that many gamers stop, because here you need to get another ancient scroll. The complexity of the task lies in the fact that you need to go through the main storyline, thanks to which you will get what you want.

Therefore, at this place you will have to stop your adventures with vampires and return to the duties of a Dovakin.

Completing the quest "Unseen Visions"

Having obtained the necessary scrolls, Dawnguard face a new problem. The monk who was supposed to read the scrolls has become blind, and in order to help him do this, you must perform the moth ritual.

Completing the quest "Touching the Sky"

Now your goal will be to find the king of the Falmer, who has Auriel's bow capable of killing Lord Harkon. Stock up on a lot of potions, arrows, and other resources before doing this quest, as you'll be exploring long caverns.

After walking a rather long distance, we meet one of the last snow elves named Gelebor.

To get Auriel's bow from him, you need to poison his brother by collecting five water samples from various sources.

After that, we return to Gelebor and get the bow of Auriel we need.

Completing the task "Family Court"

In the last task, you, Serana, Isran and the whole army of the guards of the Dawn You are advancing on Castle Volkihard. A whole army of vampires, hounds and revived gargoyles will come forward to defend the castle.

In a difficult battle, you reach Harkon himself and use your bow to kill him.

Eventually Dawnguard mainline will be completed, and you will become an honorary member of this organization.

Other skyrim quests:

Now you know skyrim dawnguard complete walkthrough. But the quests do not end there, because vampires still roam Skyrim, although not with such force.

Therefore, you will repeatedly receive tasks from the guards of the dawn to save the inhabitants or clean up the lair of vampires.


Version: 1.4
Language: Russian
Translation:

Description:
The mod adds 491 guards in the full or 208 guards in the light version to the game Skyrim LE. Added 226 guards to ETaC compatible version. Added all male or all female versions of guards. Guards have been added to all cities and towns, factories, farms and some mines.

*** No scripts *** Cleaned up in TESVEDIT ***

The guards remain at their posts and return there after the battle. A simple AI package was used.

They will be wearing their original armor after the end of the civil war. Armor replacement mods should work if they use the original armor as a base.

Health - (+ 250).
Main - (+ 150).
Magic reduced - (-50).

1. Download the shared archive and extract to any empty folder
2. Select the desired option and install manually to the Skyrim / Data folder

Requirements:
Skyrim LE 1.9.32.0.8

After installing this mod, do not forget to go to the page of the author of the mod (link in the author's nickname in the description header) and thank his work by clicking the button Endorse.

Screenshots:



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