Walkthrough of quests of the Daedra Princes The Elder Scrolls V: Skyrim. Skyrim The only cure (walkthrough) Walkthrough of the game skyrim 5 btardamz

Kesha the Pure, who is the guardian of the Shrine of Peryite. Peryite's sanctuary sits atop a cliff overlooking the mining town of Karthvasten. In general, you can get information about this quest by meeting a sick tramp upon reaching the tenth level, however, you are free to go to the Sanctuary without his parting words.

Shrine of Peryite

Kesh will tell you that in order for the Daedra prince to pay attention to you, you need to make a special incense. He asks to get a list of the following ingredients:
  1. Poison bell (000516С8)
  2. Silver bar (0005ace3)
  3. Flawless Ruby (00068522).
  4. Vampire Ashes (0003AD76)
Vampire Ashes can be bought from an alchemist or taken directly from a Vampire. The ingot can be obtained in the city, fortunately there is a mine nearby and getting the ingot will not be difficult, the plant grows everywhere, and the Flawless Ruby is also far from the rarest item in the game (especially if you have already reached level ten).

Your task will be to kill the Elf Orkendor, who betrayed his master and is taking refuge in the depths of the Dwemer fortress Btardamz.

Btardamz

Go there and be patient, you will have to go a long way through all the rooms and sections of the underground city, however, the way back will be quick. In fact, our goal is behind the gate of the side entrance to Btardamz. As you make your way through the upper and lower areas, you will encounter groups of Possessed, fairly weak opponents, as well as various Dwemer mechanisms. When you finally reach Orkendor, do not use magic, he will ignore damage from destruction, however, he himself will not be able to use recovery, so by and large, dealing with him will not be too difficult. After destroying the Elf, return to the Peryite Sanctuary and receive your reward.

The reward will be the Spell Breaker shield, which has the ability to create a talisman spell when used.

Gives the task: Cache Clean
Requirements: level 10
Reward: Spellbreaker shield.

We go to the Sanctuary of Peryite:

We take the quest from the Khajiit Kesh the Pure:

To do this, you need to ask him how you can contact Peryite. Here is the answer, he will answer that he likes us and if we want to hear Peryite’s words, we will need incense. To do this you need to bring some ingredients:

1) poisonous bell - grows in icy tundra or buy from an alchemist:

2) flawless ruby ​​- can be found in a chest or mined in a mine:

3) silver ingot - you can extract silver ore in a mine and then smelt it into an ingot or buy it from a blacksmith:

4) vampire ashes - take from a killed vampire or buy from an alchemist:

When we have collected everything, we return back to the Khajiit and give them to him. He will go to the Dwemer vat and prepare a green mixture, and we must inhale the incense vapor.

Let's go to Btardamz. To enter inside, we need to activate the lever, which will lower the spears closing the passage.

These Dwemer ruins consist of 4 parts:

1) Btardamz - Upper region. Possessed people live here, spitting green liquid. There will also be a closed passage with bars, the opening lever is located opposite:

2) Btardamz - Workshops. Be prepared for Dwemer spiders:

3) Btardamz - Lower region. The same possessed ones, Dwemer spiders and spheres:

4) Btardamz - Workrooms:

5) Btardamz - Arkanex. Here you will meet Dwemer spiders, spheres and a centurion. At the end of the journey you will see the magician Orkendor, whom we kill. We search him and take the key to the Btardamza lift.

After which we return back to the sanctuary and inform Peryite about the completed task. In parting, he gives us “Spell Breaker.”

P.S. In the Sanctuary of Peryite, on the table near the Khajiit Kesh, you can read the book “Game of Trade,” which will increase your eloquence skill by one.

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Quest: Walkthrough of Skyrim Lost in the Ages

Lost in the centuries is a secondary task in the official DLC Dawnguard for the game Skyrim. In this quest, with the help of the ghost of Katria, you will explore such Dwemer ruins as Arkngtamz, Btalft, Mzulft, Raldbthar and Crossing of the Deep Folk in search of an etherium forge.

In this article you will learn.

Receiving the task and meeting with Katria:

This task is quite difficult to obtain, since for this you need to read a book "War for Etherium" or find the ruins of Arkngtamz yourself. That is why few gamers know about this quest.

You can find the book at different places, starting from the laboratory in Dragon's Reach (Whiterun) and ending with the Thalmor embassy. Immediately after reading the book, a new task will appear in your journal "Lost in the Ages" and the mark of the ruins of Arkngtamz on the map.

If you do not want to search for the book, then immediately go to the ruins, which are located near the orc settlement of Dushnik-Yal in the south-eastern part of Markarth. The entrance to Arkngthamz is not difficult to find, just go up the stairs and look for the golden gate.

Once inside, you will hear the voice of a girl who will beg you to leave, since these ruins are dangerous. It turns out that this voice belongs to the spirit of a treasure hunter named Katria, who died in these ruins as a result of a collapse. Katria will tell you that she was looking for an etherium forge, which is located deep in the caves.

If you can convince Katria to finish what she started and find the forge, she will agree to accompany you and give advice at the right time. After this conversation you will have a task "Lost in the Ages" and you can continue exploring Arkngthamz.

First of all, you need to find Katria's body and take the diary from her, it is marked with a marker, so you won't have to search for long. Taking the diary, go further along the corridor, there you will come across a Dwemer device that periodically opens the door due to a twisting mechanism. One door will open automatically, but the second only after moving the broken torque mechanism.

You can turn the mechanism using "impact spell" or arrows, there is no other option to open the door.

As you move through the tunnels, you will come to a tree and a small crevice through which sunlight. Having reached the crevice, Katria will say that on the edge of the log lies her bow Zephyr, which you can take for yourself. After going through a few more tunnels, you will reach a huge Dwemer gate with the image of a centurion's head at the top.

Once downstairs, Katria will stop you and tell you that the gate is locked with a “tone lock”. To open the gate you need to correctly rotate all the turning mechanisms (resonators), using a bow or magic. If you make a mistake, many arrows will fall on you, as well as several more dangerous traps (you can understand what will happen to you by the numerous bodies near the gate).

You can figure out in what order the resonators need to be moved from Katria’s diary and several scraps of pages from the adventurers who died near the gate. If you are too lazy to do this, then here is the correct order:

First shot— resonator in the lower part on the left;

Second— in the lower part on the right;

Third– in the upper part on the left;

Fourth– in the upper part on the right;

Fifth- at the bottom in the middle.

After this, the side gate will open and you can enter the vault, which will contain an etherium fragment. Taking the fragment, Katria will tell you that there are three more, but they are hidden in other Dwemer ruins, the location of which can be found in her diary.

Finding an etherium fragment in Mzulft:

Second etherium fragment Found in the Dwarven storeroom south of the entrance to the Dwemer ruins of Mzulft. There are no enemies in the storeroom, just go to the eastern wall and look for an etherium shard on the pedestal.

Finding an etherium fragment in Raldbthar:

The next ruins where is the etherium fragment, there will be Raldbthar, which will be marked with a marker on the map. In general, the upper part of the ruins does not have particularly difficult moments, and the main opponents in them will be bandits and Dwemer spheres.

To go down to the caves you need to get to the elevator and turn the lever in the middle. Once you go down the elevator and onto the steps, spinning blades will appear from the floor that you need to jump over from the side.

Next, you will have to make your way through hordes of Falmer and spheres until you come to a raised bridge that is activated with a button. To lower the bridge, jump into the water and pull out the metal piece from the gears. Behind the bridge there will be a master-level Dwemer centurion.

After this, you will again see the spirit of Katria and another fragment of etherium.

Search for a fragment of etherium in the crossing of the deep people:

The main difficulty searching for the fourth etherium fragment there will be a hidden location of the ruins. To find the ruins of the Crossing of the Deep Folk, you need to get to Btardamz and go north from it. There will be a crossing almost a few tens of meters away.

Then everything is simple, just go upstairs and find the pedestal on which the etherium fragment will lie. After this, you will see Katria again, who will say that by collecting all the etherium fragments, you can determine the location of the forge.

Finding the Etherium Forge in the ruins of Btalft:

So, now you have come to the final part of the quest “Lost in the Ages”, in which you must find the etherium forge.

To do this, you must travel to the ruins of Btalft in the Rift District. Katria will be waiting for you there, who will ask you to put all the etherium fragments into a special gear.

Next, the mechanism will begin to move and a tower with an elevator will appear from underground. Going down and passing short distance, you will find yourself in the Aetherium Forge, the passage to which is blocked by hot steam. To go further, turn the valves on both sides, and the passage will become open.

After this, whole waves of attacks from Dwemer spiders and spheres will follow you, and in the end you will have to fight a huge enemy, a master blacksmith.

At the end, you must talk to Katria, who will tell you that you can forge one of three items from etherium fragments: a crown (a blessing from two sign stones at once), a staff (summoning a Dwemer sphere or a spider) and a shield (having hit it, the enemy becomes incorporeal for 15 seconds ). Having forged one of the items, Katria will thank you and her soul will go to another world.

To summarize:

Now you know the whole process of passing, lost in the centuries of Skyrim. In general, you will receive an excellent reward for completing the task, and you can’t forget about the Zephyr bow.

During his journey, he visited many parts of the homeland of the Nords, met many both good and bad people, saw many amazing miracles, and it seemed that nothing could capture his imagination.

But as soon as he talked to a ghost somewhere in the Dwemer ruins that are scattered throughout the province of Skyrim, where the fragments of etherium are and how to get to the magic forge, he began to worry more than anything else.

Ghost

While exploring the ruins of Arkntamz, the hero met the ghost of Katria, an adventurer who died here during a collapse. She told how she had been trying to solve the great Dwemer riddle for 20 years and how she was then deceived by her own assistant, who appropriated her guesses for himself. In general, until she finds the “Etherium Forge”, her spirit will never be able to rest. From this moment the mission “Lost in the Ages” (Skyrim Dawnguard) begins.

Etherium is a rare mineral with magical properties. Katria did a whole investigation while trying to find the forge. And you can learn about the results of the adventures from the diary and the ancient book if you search her rotten corpse. Her body will lie not far from the meeting place with the ghost of the adventurer, down the overturned column, over the abyss. By the way, Katria will kindly offer help in finding the forge. And her tips can be very useful.

First fragment

After reading the book and diary, the hero realized that the entrance to the forge was securely hidden from prying eyes. To get in there you will need a special key. Its parts - fragments of etherium - are hidden in four places. Luckily, one of them is here in Arkntamza. True, to get it, you will have to activate five locks in a certain order. There is a hint, it's on last page Katria's diary or on dead body adventurer lying near the gate.

Only after this the hero will be able to pick up the first fragment. All he has to do is find the remaining etherium fragments. And although you can mine them in any order, it is unlikely that it will always be as safe.

Second fragment

He finally got here. Mzulft is made up of four zones. The entrance to them opens only after receiving a certain task, but the hero does not need to get inside. The etherium fragment lies in the Dwemer storeroom, which is located south of Mzulft.

There are no enemies there. But you can find a lot of Dwemer metal and other valuable items. But most importantly, there will be another key fragment. The difficulty is to open the three locks separating the fragment from the hero. But he managed, and now two pieces of etherium fragments lie in his shabby pocket.

Third fragment

Somewhere north of the ruins of Btardamz there is an architectural monument of the Dwemer race. This is a bridge over the shallow and fast river, and behind it an octagonal pedestal. There must be another shard here somewhere. It won't be difficult for the hero to get here. The most difficult thing will be to find the fragment, since it is not indicated on the map. He will find it behind the pedestal and will immediately see the ghost of Katria, who will praise him for his success.

The fourth fragment

The last part of the key is hidden in the Dwemer ruins of Raldbthar, located southwest of Windhelm, between the White River and Lake Yorgrim. Of all the places where etherium shards can be found, this area will be the most dangerous. Here the hero will meet many marauders, Dwemer spiders and spheres. The path to the fragment will not be easy, but he must go through it, otherwise it was all in vain.

In one of the rooms of the city, somewhere at the very end, on a stand, there will be an etherium fragment, and the ghost of Katria will stand next to it. They are just a stone's throw away, but in the passage there is a Dwemer sphere and a spider. The hero will have to destroy the obstacle, because only after that he will be able to take the fourth part of the key.

The job is done, the etherium fragments have been collected, now you can collect the key. The spirit of Katria will breathe a sigh of relief and say that everything is almost over, and only one, the very last stage remains. And then, offering to meet near the forge, she will disappear again.

Aetherium Forge

The Etherium Forge is one of the many magical places in the province of Skyrim. The etherium fragments must be brought here. Here, in the ruins of Btalft, there will be a Dwemer structure in the form of a sphere and an arrow, with a small depression in the middle. There the hero will insert fragments so that they merge into a certain symbol - a key. After this, the elevator leading to the forge will open, and all that remains is to close a couple of valves to block the steam that interferes with the passage.

Having reached the forge, the hero will meet several Dwemer spiders, spheres and a huge centurion attacking with fire. The price of victory is too high, but it's worth it. When the last enemy falls, he can calmly examine all the chests and collect trophies, and then go to the forge to choose a worthy reward for himself:

  • Etherium crown - allows you to activate two guardian stones at the same time.
  • Etherium Staff - allows you to summon a Dwemer spider or sphere.
  • Etherium shield - when the shield is hit, the enemy dematerializes for 15 seconds.

For Katria the best gift It will be the completion of her life's work. She will be glad to know that all her theories turned out to be correct and that the forge really exists. After that, she will disappear again, only this time forever.

Daedric Princes are very strange creatures who have their own morals, some of which are dangerous for some dimensions. In Cyrodiil, you could communicate with them exclusively through altars, which usually stood at the foot of various statues. As for Skyrim, all the altars here have become much smaller, there are not so many statues here, but the Daedric Lords still reward those who serve them well. Helpers usually receive some unique and very rare artifacts, which in turn have magnificent and unusual properties.

There are sixteen Daedra Lords in total, but there will be fewer tasks, since you can talk, for example, with the Mother of the Night named Nocturnal, only if you have completed the Thieves Guild quest chain, and you will not receive rewards from her, so you you'll just have to be content with the fact that she talked to you.

Mad Mind - Sheogorath

Some people in Solitude will ask you to help with one unusual task - namely, to return one person from vacation. According to the tramp who approached you, you can find his owner in the forbidden wing of the Blue Palace, where the mad King Pelagius himself once lived. As soon as you receive the royal bone, you can go to the indicated place (the bone, by the way, is absolutely useless).

So, you can get into this forbidden wing if you contact Falk Firebeard, or a cleaning lady named Una. The wing, in turn, will be abandoned, so there will be dust, cobwebs and other nasty things here as expected. At some point, your journey is interrupted and you find yourself in some very strange place, together with Sheogorath himself, who is supposedly spending his “vacation” here. here you can also find the late Pelagius the Third.

Sheogorath will agree to interrupt his rest if you can only get out of Pelagius's mind. Moreover, you will not have any weapons or magic. You will only be given a staff called Webbjack. So, you will have to go through three arches, which are similar to tests.

In the first arch on the left side there is an arena where astronachs fight. There you will have to use the staff given to you on the spectators who are watching this massacre. In the next arc you will have to shoot "nightmares". Each nightmare is triggered when you use your staff on Pelagia. Beyond the third arch, you will have to use the staff to increase Pelagius’s confidence, while reducing his enemies.

After going through three stages, the job will be done and as a reward you will receive Wabbajack - this is a magic staff that will cast a random spell with each shot. And don’t forget, after you find yourself back in reality, carefully search the room for valuables.

Taste of Death - Namira


In a city called Markarth, there have long been rumors about a very strange tomb. You can find out about this tomb by asking the bartender at a local tavern, or you can go straight to the Understone Fortress. In general, once you find yourself in the palace, go to the Hall of the Dead and talk to brother Verelius, who will stand near the entrance to the tomb. He, in turn, will tell you that someone is eating the dead inside and will ask you to look into this matter.

As you go inside and walk a little forward, you will hear the voice of Namira, and soon her servant named Eola. The girl invited you to join their strange community. If you agree, then go to the Cliff Cave.

The note: If you have previously been to this mine, then the task may become impassable - the game will freeze as soon as you return back to this cave.

If you do not want to accept Eola’s offer, thereby engaging in cannibalism, then quickly kill her and the task will be over.

The note: If you killed Eola and brother Verelius comes to you after that, starting a conversation (when you get out of the fortress), then you have a bug and you can boot back.

So, upon arrival at the indicated place, you will need to clear the cave from the undead. You will have to clear all the way to Namira’s altar. AFTER this place is cleared, Eola will ask you to bring brother Verelius to this place. You can either agree and calmly bring Barat Verelius, or tell him everything.

If you bring Brother Verelius to the altar, then you will notice that all of Namira's minions have already been invited to the meal. At this point, you can do whatever you want: you can kill Verelius and join the meal, or you can save him and kill all these cannibals!

The note: Before completing this quest, make sure that you do not have quests from Benning, Lisbeth and Hogni of the Red Hand - they are all residents of Markarth and if you kill them, the quests associated with them will become unavailable for you and the quest items will forever remain with your hero.

As a reward, you will receive Namira's ring - this item will give you the opportunity to restore your health at the expense of corpses. Please keep in mind that if you engage in cannibalism, city residents will certainly tell you that your breath stinks.

The Door That Whispers - Mephala


At some point, the owner of a tavern called “The Prancing Mare” in Whiterun will report that something understandable and inexplicable is happening to the children of Jarl Balgruuf.

The note: If the owner of the tavern will not share anything with you, then you should ask her several times in a row. If the hearing does not appear even then, then you should come to her a little later.

As soon as you accept this task, immediately go to Jarl Balgruuf. He, in turn, will not deny the existing problems and will even invite you to talk with his son named Nelkir (the one who constantly asks if you are going to lick his father’s boots). After talking with Nelkir, you learn about a certain Whisperer in the basement of Dragon's Reach.

The whispering door will be Mephala. She will ask you to unlock these doors and then send you back to Nelkir for advice. The boy will tell you that the key can be obtained in the chambers of the jarl or in the chambers of the court magician named Farengar. Of course, the easiest way would be to rob Farengar.

As soon as you take out the key and open the doors, behind the doors you will see an ebony sword lying there and a book, which, by the way, warns that this artifact is very dangerous. This completes the task, and the found sword is your reward. This sword will absorb the health of enemies, and to enhance its effect you need to kill a couple of friends or your companions.

House of Horrors - Molag Bal


In the city of Markarth, near the Silver Blood tavern, if you go a little higher up the street, you can see a character standing near the doors - this is Turan and he serves on Stendarr’s patrol. He will ask you to help him explore an abandoned house, where they say they secretly continue to worship the Daedra.

The note: Before entering the house, save, as the task may freeze to the point that you will not be able to get back.

Unfortunately, this house turns out to be just a trap for Molag Bal and soon you have to kill Turan. After this fight, go down to the basement and eventually you will find the altar of Molag Bal there. So, he will order you to bring here a priest who is in the service of Boethiah. The priest's name is Logrolf. By the way, it was he who ruined Molag Bal’s mace.

It turns out that this priest was caught by the Outcasts and kept in one of their camps (and which one will be decided by the random number generator). Leave this house and move to the indicated place, simultaneously clearing all the indicated territories. Eventually you reach Priest Logrolf. Under any pretext, force this priest to come to Molag Bal. As soon as you bring him to the indicated place, you will hit him with the mace given to you. Eventually, it gets to the point where Molag Bal orders you to simply kill him.

As a reward, you will receive the legendary mace of Molag Bal, which will take away strength along with magic, in addition, with the help of it you can also capture souls.

The only cure is Peryite


Taking on this task is not easy. As soon as you reach the tenth level, you can begin to wait for a meeting with a sick refugee, who will tell you where the Peryite sanctuary is located and about its guardian named Kesh the Pure. Although you can also try to find this place on your own. It is located in the north-eastern part of the city of Markarth (in the mountains) and in the north-western side of a village called Karthvasten, and in the southern side of the Druadach Stronghold (it will be extremely difficult to navigate).

As soon as you find this place, you won’t be able to talk to Peryite right away, since for this you need to make a special potion that will allow you to go to the Daedra. You will need to bring one flawless ruby, a poison bell, a silver bar and a vampire's ashes. You can buy a silver bar from any merchant, you can even steal it in the village of Kartvasten, since there is a silver mine there. The poison bell is easiest to find in the swamps; in addition, it is sold by any alchemist. The ashes of a vampire will have to be obtained either by killing the vampire himself, or by purchasing them from some pharmacist. As for a flawless ruby, this item is extremely rare to come across, but still, it comes across. Most often it will appear at high levels.

As soon as you get the ingredients you need, Cash will brew some kind of potion for you, after which you will inhale green smoke and finally be able to communicate with Peryite. He will ask you to kill a traitor named Orkendov along with his Possessed minions, which are located in the Dwemer ruins called Btardamz (northwest side of you). This place will be very large, so you will have to wander around for dozens of minutes, but the good thing is that there will be no special mysteries here and you will just have to pull levers that will allow you to open some passage or disable a trap. In this area you'll encounter mechanical spiders, centurions, and spheres, so it'll be the usual Dwemer ruin stuff. Your goal is Orkendor. You will find him at the very end of the dungeon. As soon as you kill him, take the books and the key from him, then go back to the surface using the elevator and return with a report back to Peryite.

To talk to him again, you will need to smell the green smoke again. As a reward, he will give you a cool Spell Breaker shield, which will create a “amulet” spell in battle.

Beyond the Ordinary - Hermaeus Mora


You will receive this task during the passage storyline, after meeting with a scientist named Septimius Segonius, who is located on a small island to the north of the College of Mages of Winterhold. But you can take on the task just like that, if you just visit this person in his hideout and talk to him. By solving a problem in a tower called Mzark you will get Ancient Scroll and fill the cube with knowledge.

The note: If you will be doing two tasks at the same time, then complete them at once, as this may cause you to get stuck. Just in case, there is a “magic scream” that takes you straight to the finale - “Setstage DA04 50”.

As soon as you return to the scientist and give him the cube filled with knowledge, he asks you to bring the blood of an orc, dark elf, high elf, forest elf and falmer. And to get out of Septimius’s cave you will need to chat with the Disgusting Abyss - that is, with one of the Daedra lords.

After you return back to the scientist, give him the collected blood and after that, the road to the book of books will open - Ogma Infinium. This book will help you instantly raise your skills by five points - thieves, magic or warrior. In order to raise your skill level, simply open the book and press the action button.

The note: If Septimius stands near the book and does not have any reaction, then this is a sign that the task is stuck. In order to solve this problem, you will need to kill this character.

On the way back, don’t forget to have a final conversation with Hermaeus Mora.

The note: If you take any key quest items from Septimius's body, then they will be forever attached to your hero.

Call of Boethiah - Boethiah


The task becomes available only when the hero reaches level thirty. The quest begins after you receive a completely unexpected attack, or you read a book about Boethiah. You can also just get to the sanctuary and take the task directly. The Sanctuary of Boethiah will be located near the Windhelm stable, almost at the very edge of the map. You can recognize the place by the fact that Daedra worshipers will fight there.

After talking with Boethiah, you learn that you will need to sacrifice your companion, so take some unnecessary companion that is not dear to you. Come with him to the sanctuary and order him to approach the pillar, where you will perform the sacrifice.

The note: The system sometimes malfunctions and cannot understand that the death of an NPC has occurred, so it is best to sacrifice some extraneous heroes with whom the tasks will not be associated. For example, mercenaries are good, but guild members are bad.

At some point, your dead companion comes to life, but with the spirit of Boethiah inside. In general, she gives the order to the warriors to fight each other until death. You need to emerge victorious in this battle.

Next, you will have to visit the bandit camp, which is located on the opposite side of Skyrim. In general, clear the indicated place and “demote” the former warrior of Boethiah. After this, take the armor of this character, put it on yourself and listen to the last instruction of Lady Boethiah.

As a reward, you will receive this ebony chain mail, which was removed from a recently killed character. This thing will make your steps much quieter, in addition to this, it will also poison enemies who get too close to the enemy.

Call of the Moon - Hircine


This task begins already in Falkreath, after talking with the inconsolable Mathies. This character is located in the local cemetery, or in the Falkreath tavern. He will tell you that his beloved daughter was torn to pieces by a werewolf named Sinding, who was recently caught and put in the barracks. In general, go there.

The note: If Sinding does not approach the grate, then you need to leave this location and then return back.

During a conversation with Sinding, you learn that he is indeed a werewolf, but he also says that he suffers from random and completely unpredictable transformations. This curse was placed on him by Hircine himself. He did this with the help of a ring. Sinding will ask you to settle the problems by talking to Hircine, but first you will have to kill the white deer, which will summon the patron saint of hunters. Sinding returns the ring to you and turns into a werewolf, after which he escapes. You can find a white deer near Falkreath - it is very easy to find and even easier to shoot.

The note: If the white stag ends up outside of Skyrim, then you will need to restart the game.

As soon as you kill a deer, Hircine turns to you. He talks about how he was angry at Sinding for stealing his ring. Hircine says that you need to find the werewolf in a place called the Drowned Grotto and kill him.

Once you are inside the cave, you will encounter a wounded group of hunters. The last hunter dies after he tells you what's going on here. this moment is happening. Having met Sinding, he makes you a counter offer - to hunt hunters together. If you do not refuse the task of killing the werewolf, then first he will kill all the local hunters. At the moment when the werewolf kills the hunters, you can get into the fight, thereby immediately tearing off his skin and receiving a beautiful thing from Hircine.

If you side with the hunters, then the hunters are stronger, and as a reward you receive a purified Hircine ring, which will give you an additional transformation into a beast. For non-werewolves it is a useless item.

An unforgettable night - Sanguine


Another task that is not so easy to take on. To take on this task, you will need to talk to a character named Sam Gwen, who can, in turn, appear in absolutely any tavern. Sam appears according to the following principle: as soon as main character reaches level 14, then Sam appears in the tavern that is closest to you. If you don't remember where you were at this "age", then load the save and carefully look around where you are.

After a little friendly drinking with this character, you find yourself in Markarth, in the temple of Dibella, where they will tell you what you have done and offer to make amends by removing all the garbage that you have destroyed here. You can avoid this cleaning with the help of money or developed eloquence.

Your next stop is Rorikstead, where a farmer named Ennis will accuse you of stealing his goat, which went to the giant Grok. Naturally, the goat will have to be returned, so you need to defeat the giant.

Your next checkpoint is Whiterun. When you arrive there, immediately meet with Isolde, who will demand the return of her ring, which is located in the Witch Mist. You can again avoid searching for this ring with the help of money, or developed eloquence. Your last tip is the Morvunskar fortress. A bunch of very evil sorcerers await you inside, along with Sanguine himself. As a reward, you will receive the Rose of Sanguine staff, which makes it possible to summon a Dremora to help.

The note: This staff will not work for you if you are a sorcerer and have taken the skill called “Power of the Elements”.

Shards of Past Glory - Mehrunes Dagon


You will receive the task at level twenty, and the letter with the task will be brought to you by a courier, so you won’t have to look for anything. So, a certain Sil Vesul is the head of the Dawnstar museum Mythical Dawn- wants to collect the Razor of Mehrunes - a historical dagger of the past.

Mehrunes' razor will in turn be divided into three parts, which will be kept by three different characters. The first part is in the possession of a certain Jorgen, who lives in Morthal, and you can pick up a piece of this dagger with both persuasion and fists. In any case, he will give you the key to his house, where you can take the handle of the Mehrunes Razor.

You can find another piece from a sorceress named Draskua, but that’s not all - the sorceress is located in one of the Forsworn camps, where, by the way, you can also find a new Word of Power.

The last part of Mehrunes' Razor can be found in the orc fortress called Cracked Tusk. First, take the key to the vault, then go down there and find the last fragment of the dagger there. Please note that there will be many traps there, so be extremely careful.

The note: If you have already killed one of the above characters, then the task will accordingly become unavailable to you, so this command will come in handy again - “Setstage DA07 50”.

Once you have collected all three parts of the dagger, it is time to go to the sanctuary of Mehrunes Dagon. We recommend that you climb to this place from the northern cliffs, since the climb from the other side is too problematic.

At some point, Mehrunes Dagon turns to you and offers to take down his employer, thereby becoming his hero and receiving a legendary dagger, which gives you a chance to instantly kill your opponent. Sil suggests getting out of here as quickly as possible and hiding this dagger away from the others - in a museum. The choice is up to you, but in any case you will have to fight. After the massacre, do not forget to take the key from the dremora and fully explore this sanctuary.

Cursed Tribe - Malacath


The task becomes available to you at level nine. In Riften you can listen to the story of the orc fortress. Having found out in more detail, you will learn about the Lagashbur Fortress, which is located in the southwest side of Riften, a little further than the Tower of Light and Darkness. Upon arrival there, the orcs will ask you to help them get rid of one giant. They will also tell you that their tribe was cursed, so they want to summon Malacath and find out what the problem is, but the summoning requires some ingredients, namely: the heart of a Daedra and troll fat. It’s not at all difficult to get fat, but as for the heart, you’ll have to tinker with it, since it only falls from dremora, which in turn are not found so often. We recommend that you start completing the quest of Mehrunes Dagon, or join the College of Mages of Winterhold, since you can find the required item in the assortment of the magician Enthir.

As soon as you collect all the ingredients and perform the ritual to call Malacath, he will tell you that this tribe of orcs is suffering because of the cowardice of their leader Yamarz, so he will order them to clear one cave of giants. You will be ordered to go to a cave called the Yellow Stone, which is located in the northeast side of Riften. Yamarz, in turn, will go there on foot, you can go there alone.

As soon as you find yourself in the cave, the orc leader begins to become a coward. He will be very afraid, so he will beg you to do all the work for him. If he is not killed by the giants on the way to the sanctuary of Malacath, then in the end he will attack you himself so that no one will know about his cowardice.

You will need to take the hammer from the giant’s body and return with it back to the orcs, placing the hammer there on the altar of Malacath. Now it will be called Volengrang and it will become your reward. Volengrang absorbs the enemy's power reserve in battle.

Dawn - Meridia


The task begins when a strange ball falls into your hands - this is the guiding star of Meridia. You will encounter this ball extremely rarely, so it is best to find the statue of Meridia yourself. The statue is located above the road, which in turn leads directly to Solitude, south of the Wolfskull Cave.

As soon as you arrive to her and talk to Meridia, she will tell you where you need to find her guiding star. Once you find the ball in the indicated location, return back to the statue and receive further instructions on how to complete the task. This time you will have to go to a dungeon called Kilkreath (the entrance is located immediately under the statue) and there you will need to kill the necromancer who dared to desecrate the shrine of Meridia.

The dungeon itself won't be too difficult. You have to move from room to room and gradually activate the chains of light that will emanate from Meridia’s guiding star. As soon as you get to the necromancer Malkoran, you will first have to fight with his physical shell, and then with his spiritual shell, which will look like a shadow that you may have already met before.

As a reward you will receive the sword Dawn's Radiance. This sword is very unusual, as it has an effect in which one of the blows can incinerate your enemy, and when the undead die, an area blow occurs, which in turn scares away all the undead nearby.

Dog - Daedra's Friend - Clavicus Vile


When you are in Falkreath, you will certainly hear a rumor that a blacksmith named Lod is looking for his dog. Go to this character and find out everything about his dog. As a result, after a conversation with the blacksmith, you receive meat that will help lure the dog out. Once you find the dog, it turns out to be Barbas - the life partner of Clavicus Vile. Basically, after talking to the dog, you find out that he recently ran away from him.

The note: If it so happens that the blacksmith Lod dies - for example, from a dragon, then the task becomes impossible, so be extremely careful.

In general, Barbas asks you to lead him to a cave called Heimar and find the sanctuary of Clavicus Vile there together. Please note that there will be a huge number of vampires inside, so if you doubt your abilities, then we recommend letting the dog go ahead. As soon as you get to the sanctuary and talk with the owner of Barbas, he asks you to bring him the ax of Sorrow, which is located in the Frosty Cave, inhabited by a single wizard and his faithful fire astronomer.

As soon as you return the axe, the Daedric prince invites you to keep this ax for yourself, but you only need to fulfill one single condition - you need to kill Barbas. If you agree, then you receive a wonderful ax, which, when struck, damages the enemy’s strength reserve. If you refuse, then you get a wonderful mask of Clavicus Vile, which increases eloquence and improves prices in your favor.

Waking Nightmare - Varmina


At some point, you find out that something wrong is going on in Dawnstar - all the residents of this city are having the same nightmares. Only the dark elf Erandur, who is also the priest of Mary, knows what is happening to the city. Talking to him, he says that this is some kind of bad sign. Erandur claims that Vaermina is stealing their memories. To rid this city of this scourge, you will need to go to the Temple of the Nightcallers, where the whole problem comes from.

Upon arrival at this temple, you see lying bodies, but not dead, but sleeping. A little later it turns out that the priests of Vaermina were defending themselves from the orc invaders and, in order not to be captured, they put both themselves and them to sleep. In order to break this sleep spell, you will need to destroy the Skull of Corruption. You might be wondering how Erandur knows everything about this. It's simple! He himself is a priest of Vaermina and at the very last moment he managed to escape from this place.

So, you can’t get to the Skull of Corruption because of the barrier that stands here, so go to the library and find a book there called “Sleepwalking”, from which you learn about a potion called “Vermina’s Apathy”, which allows you to go to sleep and move in space. It's time to go in search of this potion. Along the way you will meet tower defenders, so you have to fight.

The note: There is a possibility that Erandur may not follow you, and this will stop the scripting, so the only salvation is to save. Try to save as often as possible.

Once you drink the potion, you can return to someone else's past, complete the task and return back. As a result, you will find yourself on the opposite side of the barrier. Once you get everything, simply remove the soul stone from the pedestal - the barrier will be removed and Erandur will be able to reach you.

Now all you have to do is defeat his former colleagues and decide on the final decision - kill Erandur at the request of Vaermina, or allow him to destroy the Skull of Corruption.

But keep in mind that the Skull of Corruption is a very interesting and useful artifact. It is interesting in the sense that it scares people, and useful in that it can be charged by sleeping people.

Black Star - Azura


Azura's Shrine is the only place, where the statue is enormous. It is located in the southern side of Winterhold. Rumors about this place will circulate throughout the province from the very beginning of the game, so it will not be difficult for you to take on the task.

Once you find yourself in the sanctuary, a priestess named Aranea, after talking with you, sends you to Winterhold in search of a certain elf Nelacar. You can find the elf in the tavern called "Frozen Hearth". He will tell you that his former master, Meilin Varen, is engaged in terrible experiments with the Azura Star. The essence of these experiments is immortality. It is unknown whether he succeeds or not, but the artifact must be returned from the Ilinalta Depths dungeon.

When you find yourself near this place, enter. After making your way through the huge crowds of necromancers, you find the Star of Azura, which is located on the corpse of Meilin. As soon as the artifact is in your possession, the question arises - to whom should this item be returned? If you return this item to Azura, you will receive in return a regular, but reusable container of souls for any size. If you return this item to Nelakar, then you will receive a Black Star - this item will allow you to contain the souls of intelligent beings. And since all intelligent souls are Great, Nelakar’s proposal is more profitable.

But before you can use the star, you will need to defeat Meilin and his Dremora that are sitting in the star. Since dremora are very dangerous in initial stages games, we recommend that you stock up on medicinal drugs.

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