Home Horoscope for the week Daedra quests (final version). Cursed tribe Skyrim walkthrough Where is the statue of the orc god in Skyrim

Daedra quests (final version). Cursed tribe Skyrim walkthrough Where is the statue of the orc god in Skyrim

Tramp Dervenin from Solitude asks you to help him get his owner back from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get to the Blue Wing by asking Fulk Firebeard or Una the cleaning lady about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedra lord Sheogorath spends his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of the mind of Pelagius. You don't have any weapons or spells, just the Wabbajack staff you've been given. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where the atronachs are fighting in the arena, you need to apply Wabbajack to the spectators watching the grip.
  • For the next - to shoot "night fears". Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • After the third arch, you will have to use the same staff to increase Pelagius' Confidence in size and reduce her enemies.

It is done! Our reward is the Wabbajack, a magical staff that fires a random spell each time it is used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

In the city of Markarth, there are strange rumors about a local tomb. Learn about them from the bartender at the Silver Blood, or head straight to Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and ask us to investigate this matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After that, Eola will ask you to bring brother Verelius to the cave. Do it or tell him about Namira's sinister plans.

Convince Verelius to come with you and bring him to the altar, where Namira's servants, invited to the meal, are already waiting. After that, do whatever you want - either obediently kill Verelius and start eating him, or save him at any moment and kill the cannibals.

The reward will be Namira's ring - it gives the opportunity to improve health by eating corpses. And the hero will have an unpleasant smell from the mouth, about which everyone will begin to report to him.

Door that whispers (Mephala)

Door that whispers (Mephala)

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to Jarl Balgruuf's children.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thereby asking everyone if they are also going to lick the jarl's boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or the archmage of Farengar has the key. The easiest way to rob a mage.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! The sword is the reward. It absorbs the health of enemies, and you can increase the effect if you kill several friends or companions with it.

House of Horrors (Molag Bal)

In Markarth, next to the Silver Blood tavern (slightly up the street), Turan, the sentinel of Stendarr, roams. He will ask you to help him explore an abandoned house where, according to rumors, the Daedra are worshiped.

Alas, the house will turn out to be Molag Bal's trap and you will have to kill Turan.

Go down to the basement, to the altar of the Daedra Lord. There, touching the rusty mace and having been in the cage, you will receive the task - to bring to Molag Bal the priest of Boethia, named Logrolf, who ruined the mace.

The priest was captured by the Outcasts and kept in one of their camps (in which one - the random number generator decides). Leave the house, go to the indicated place and, after clearing it, take out Logrolf. Under any pretext, bring him to Molag Bal and, when the priest gets into the cage, knock on him with the mace issued by Molag Bal - and then, when the daedra lord orders, kill the priest.

The reward will be the pretty mace of Molag Bal, which takes away strength with magic and captures souls.

The only cure (Peryite)

The only cure (Peryite)

It is not easy to take on this assignment. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of Druadah Hold and southeast of the dwarven ruins of Bthardamz.

It's worth going there already with a kit that Khajiit Kesh will ask for. We need a Flawless Ruby, a Silver Bar, a Poison Bell, and Vampire Ashes. Silver ingots are the easiest to find - they are sold by blacksmiths, and you can steal an ingot in the same Kartvasten, where there is a silver mine. The poison bell grows in many places - especially in the northwestern swamps. Of course, it is easy to find it in alchemists. Vampire Ashes can be obtained from vampires or bought from an apothecary. Flawless Rubies are rare, but are starting to drop from vendors at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and we, inhaling green smoke, will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or set a trap next to an unsuspecting enemy. Mechanical spiders, spheres and a lone centurion live in the dungeon. Mage Orkendor - at the very end of the dungeon. Take the books and the key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. The reward is the Spell Breaker shield, which in the "combat" position creates a ward spell.

Beyond the Ordinary (Hermaeus Mora)

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask. For information on how to get to the Black Reach and what to do there, read the description of the Ancient Knowledge story quest. Solving the puzzle in the Mzark tower, we will get the Ancient Scroll and along the way fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask you to bring blood samples from an orc, dark elf, bosmer, high elf and falmer (you can get all the samples in Blackreach or in any other places). To get out of the cave of Septimius, you will have to talk with the Disgusting Abyss, that is, with the Daedra Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She raises six skills at once by five points to choose from - magic, thieves or military. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

The quest is activated only after the hero hits the thirtieth level. It can start with an unexpected attack, read a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, on the very edge of the map), where Daedra worshipers fight in an impromptu arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if the companion isn't particularly dear to you), order him to approach the luminous pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and "demote" the former warrior of Boethiah. Put on his ebony chain mail and listen to the last instruction of the Daedric Lord.

The reward is the same ebonite mail. She makes her steps quieter, poisons enemies that get close to the hero, and looks very pretty, especially in stealth mode.

Call of the Moon (Hirsin)

The quest starts in Falkreath, if you talk to the inconsolable Mathieus - he can be found in the cemetery (a scene is played there) or in the tavern. He will tell us that his daughter was torn apart by the werewolf Sinding, who was caught and put away in the barracks. Look there (the quest can be started there as well).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into a beast are a curse that Hircine, the patron saint of hunters, placed on the enchanted ring. He will offer us to settle things with Hircine ourselves and advise us to first kill the white deer in order to summon the Daedra Lord. After giving the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

The deer grazes near the city - it is easy to find and shoot it.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find a sassy werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of which will die after telling in general terms what happened ("The victim is stronger than the hunter. Kill him in the name of Hircine!"). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt hunters with him. If we still decide to kill Sinding, first he will arrange the slaughter of hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poisons) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward, at the exit from the cave, we will receive Hircine's ring cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

A night to remember (Sanguine)

This quest differs from others in that it is not so easy to find it. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he does not leave this tavern anywhere. Remember what you did at that “age”. If you still have old saves, look in them where your hero was at the moment when he "hit" 14.

A friendly booze with Sam (you guessed who it is?) will suddenly stop, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday's brawl. Cleaning can be avoided by persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of kidnapping his goat Gleda, which has now gone to a giant named Grock. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, demanding to return wedding ring from Witchmist Grove. You can avoid finding the ring by connecting money or persuasion. But it’s easier to go to the “bride”, the fortuneteller Moira, and take the ring from her by force. When the ring is returned to Iseult, we will receive the last tip - to the fortress of Morvunskar. There, a crowd of evil sorcerers and Sanguine himself are waiting for us.

The reward for the quest is Sanguine Rose, a staff that summons a Dremora to help us.

Shards of Past Glory (Mehrunes Dagon)

The quest begins with a leaflet that the courier will give us at the twentieth level. The owner of the Dawnstar Mythic Dawn Museum, Sil Vesul, wants to collect the Razor of Mehrunes, the legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

  • Jorgen of Morthal can be "persuaded" to give up the key to the house. The handle is in the chest.
  • Dagon's Razorhead is carried by the hawk Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • We take the key to the vault from the orc Gunzul in the orc fortress Cracked Tusk and, having gone down there, grab the fragments of the Razor (beware of traps).

After receiving the three parts and attaching the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the cliff.

Merunes will offer us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy on impact), and Sil wants to get out and hide the Razor under museum glass. The choice is yours. Either way, there will be a fight. Do not forget to take the key from the Dremora and loot the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We can either hear rumors of an orc stronghold in Riften or head straight for it.

The fortress of Lagashbur is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed, and ask for two ingredients for the summoning ritual of Malacath: troll fat and Daedra heart. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from Dremora, which are very rare. To get the heart, do the Mehrunes Dagon quest or enter the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malacath will say that the tribe is suffering for the cowardice of the leader Yamarza, and will order to clear the cave with his sanctuary from the giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become quite comical. Yamarz will be terribly cowardly and persuade us to do all the dirty work for him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe by placing it on the altar. It is now called Volengrang and absorbs the stamina. This is our reward.

Dawn Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But he meets by chance, and you can look for him for a long time, so it’s more reliable to visit the statue itself. It rises above the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for the guiding star. Find it and, returning to the rock, put it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is right under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need, by activating the pedestals with a chain, to send the beam sent by Meridia through all the catacombs, while opening the door behind the door. The battle with Malkoran will be about two stages - first with himself, then with his shadow.

The reward is the Radiance of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns him into ashes, and when the undead die, it gives damage over the area, which scares the remaining undead.

The dog is a friend of the Daedra (Clavicus Vile)

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, the companion of the Daedra lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand that the Ax of Sorrow be returned to him in the Frost Cave. It's a small cave, and its only inhabitants are the mage and his fire atronach.

When we return the ax, Clavicus Vile will offer us to keep the ax for ourselves on one condition - we must kill Barbas. If we agree, we get an ax that damages the stamina. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful Clavicus Vile mask that improves prices and eloquence.

Waking Nightmare (Vermina)

Something strange is happening in Dawnstar - all the inhabitants have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that heavy dreams are a sign of danger: their memories are being stolen by the Daedra princess Vermina. To save Dawnstar from trouble, he will lead us to the temple of the Nightcallers, from where evil comes.

There are bodies all over the temple. But they are not dead, but sleeping. The priests of Vaermina, unwilling to surrender to the invading orcs, released their magical miasma and put themselves to sleep along with them. To stop the dream and end Dawnstar's nightmares, the Skull of Corruption must be destroyed. How does Erandur know this? He used to be a priest of Vaermina, but escaped from the tower at the last moment.

An impenetrable barrier prevents you from reaching the Skull of Corruption. In the Library you will find the book "Dreamwalking", from which you will learn about the potion "Vermina's Apathy", which allows you to go into dreams and in this way move in space. Go find a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts while awake.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and go back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.

It remains only to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at Vermina's instigation.

Staff Skull of Corruption is an interesting artifact (at least it scares the guards), but its effect is normal damage. The damage is increased if you recharge the Skull next to sleeping people.

Black Star (Azura)

Shrine of Azura, the only shrine with a normal-sized statue, is set high in the snowy mountains south of Winterhold. Rumors about him go around Skyrim, so it will quickly appear on the map.

In the sanctuary itself, the priestess Arania will immediately send us to Winterhold, in search of the high elf Nelakar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with the divine artifact, Azura's Star, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After making your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meilin. There was only one question left - to whom to return it? If we return the artifact to Azura, we will be rewarded with a regular reusable container of souls for any size. If we return Nelakara, we will get the Black Star - an artifact for the souls of sentient beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before you can use the Star, you will have to endure a very difficult battle with Meilin and his Dremora hiding in it. Dremora are very dangerous guys, especially at early levels, and you won’t have any companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

Quest Giver: Atub (Orc Camp Largashbur)
Requirements: Character level 9 or higher
Reward: Volendrang Two-Handed Hammer

Largashbur A stronghold southwest of Riften that is home to a distrustful tribe of Orcs. Approaching the walls of the fortress, you will witness the battle between a group of Orcs and a giant.



You can just watch how the orcs eventually prevail, or you can intervene and help (be careful: if you hit the Orc, the tribe will attack you).



After defeating the giant, Hugo, one of the gate guards, will immediately ask you to leave. However, the shaman Atub will ask for forgiveness for her relative. Ask her about what is happening, and she will tell you that her tribe is suffering and needs help.



It turns out that the once powerful tribe, led by Yamarz, is cursed. This weakness of the tribe is felt by the giants and therefore periodically attack the fortress. Yamarz has demanded that the tribe stay within the walls of Largashbur, and Atub wants to ask Malacath (Daedra Lord) to lift the curse. Since the shaman cannot travel to the temple, the ritual must be performed within the fortress, but Atub is missing some ingredients: Troll Fat and Daedra Heart.

Extraction of ingredients

Troll Fat: fat is a relatively common ingredient. Trolls live in the snowy regions of Skyrim. A couple can always be found near the Labyrinthian. It can also be bought from the alchemist.



Once you return to the Orc camp with all the ingredients, Atub will thank you and invite you to Largashbur.



We pass through the courtyard and enter the long house. The head of the tribe Yamarz is inside. When we meet with the leader, we understand that he does not have the best feelings for us. Atub informs Yamarz that the time has come for the ritual.



The shaman begins the ritual: the loud ear of Malacath covers the entire camp. The Daedra Lord is angry at Yamarz, blaming him for his weakness. In addition, the Orcs allowed the giants to take over the shrine of Malacath. The tribal chief is ordered to clean up the place of worship. Only then will Malacath consider lifting the curse. The ritual ends and Yamarz takes over the task. But first, he wants to talk to you.



Blaming us for everything, Yamarz demands that we help him. We will act as a bodyguard and make sure that the head of the tribe reaches the leader of the giants safe and sound, and finish him. For this, Yamarz promises not to remain in debt. Agreeing or not, we must meet the leader near the entrance to the cave of the Yellow Stone, which leads to the sanctuary of Malacath. The entrance to the cave is located in the foothills of Mount Velothi, northeast of Riften.



Yamarz reluctantly descends into the depths of the cave follow him. Along the way, we will meet giants (it is not necessary to kill them, you can just walk past). Having dealt with them, we continue to go. After a few minutes, we stumble upon cave bears, kill them and go out into the Grove of Giants.



Walking along the bones and bloody footprints deep into the grove, Yamarz stops and turns to us with a proposal: the Orc offers to kill the giant for us, after which he will return to the tribe and tell about his success. For this, the leader promises to fill our pockets with gold to the brim. We have two choices:

a) Agree to the offer
b) Convince Yamarz to kill the giant

In the first case, after killing the giant, Yamarz will say that no one should know about his cowardice and attack us.



If we persuade the Orc, the giant will launch Yamarz into space with one movement of the club.

Anyway, after defeating the giant (it's easy to kill - use the landscape features in combination with magic and a bow), take the "Shagrol's War Hammer" from his body. This is the same weapon that Malacath ordered Yamarz to deliver to Largashbur. Next, the Daedra Lord will speak to you. He admires your fighting prowess.

You must be level 9 to begin this quest. While in Riften, you will hear rumors of a cursed Orc tribe living in the fortress of Largashbur. This fortress is located southwest of the city; Of course, you can find it yourself.

Upon arrival in Largashbur, you will witness a fight between a giant and a group of orcs. Help them or not - it's up to you. After the giant falls, enter the fortress and talk to the local orcs. All of them will not be very friendly and will advise you to get out to hell.

What to do if the gates of the fortress do not open?

If all the orcs are killed by the giant, then the gates of the fortress may be closed, and you will not be able to enter inside. Moreover, the orcs may be dead already when you have just begun to approach Largashbur.

To open the gate, you can lure hostile game to the fortress or reach the Atub Orchesa using the console: use the "tcl" code to do this.

The only one who wants to talk to you is the shaman Atub. She will tell you that the leader of Yamarz has recently become very weak, and with him the rest of the tribe. The giants who found out about this began to visit the fortress often. Atub decides that the only way out of the situation is to turn to the Daedric Prince Malacath and find out from him the causes of misfortunes. She calls on you to assist her and bring the ingredients necessary for the ritual: troll fat and Daedra heart.

Where to find the ingredients?

  • Troll fat can be removed from any of the trolls, of which there are countless numbers in Skyrim, as well as sold by alchemists.
  • The Daedric Heart can be found in the Sanctuary of Mehrunes Dagon after completing the quest Shards former glory". More information on the location of Daedric Hearts can be found.

When you find the right ingredients, Atub will invite you to oversee the ritual of summoning Malacath. Yamarz will not be happy with this idea, but who cares about the opinion of a weakling? During the ritual, the voice of Malacath will break out over the fortress, calling Yamarz a weakling and a coward, because he allowed the giants to capture his sanctuary in the Yellow Stone Cave. He commands Yamarz to go there, slay the giants, and bring back their leader's hammer.

Instead of plucking up his courage and rushing into adventure with his ax at the ready, as befits a real orc, Yamarz will lash out at you with accusations that because of you he now has to suffer. As a result, you will arrange a meeting in the northeast of Riften at the Yellow Stone Cave, where you will have to accompany Yamarz to a meeting with the leader of the giants.

It should be noted that it is not necessary to fight with them, you can slip past unnoticed. Along the way, you will also come across spiders, trolls and bears. From the cave you go to the Grove of the Giants, in which the main giant lives. Yamarz will ask you to kill a giant in exchange for gold. If you refuse, then the weak orc will fall in battle with the giant, and if you agree, he will attack you after you deal with the giant yourself.

One way or another, both the orc and the giant will be dead, and you will have to take the hammer and bring it to Largashbur. Tell Atub about what happened, after which you will again hear the appeal of Malacath, in which he gives the tribe a second chance and announces a new leader.

The hammer he orders you to place on the altar will turn into a Daedric artifact, enchanted to absorb stamina on impact. After completing this task, you become a "Blood Brother" for all the orcs of Skyrim, which gives you free access to all orc fortresses, for example,.

Level 0 Character

Azura: Black Star
Arania will meet us there and bring us up to date: she had a vision, and we need to look for an elven magician. She will send him to Winterhold to look for him, where you can ask, for example, the owner of the tavern. We will be pointed to Nelasar, who already needs to be talked to in any convenient way, and he will tell about his teacher, Meylin Varen, and about his experiments with Azura's star. Melin should now be found in the ruined fort of Ilinalta Depths. There are many necromancers and skeletons, but Meilin himself is already dead, but he was able to use the star (broken, it is lying on the floor next to his skeleton), and now we need to decide what to do.
If you take the star to Arania, then the star will become, as usual, an infinite great stone of souls, in which only white souls can be caught (that is, everything except NPCs), if to Nelasar - a black stone (only souls of NPCs can be caught). Whoever we choose, we will have to go inside the star to smoke out Meilin: be careful, there are narrow bridges and Dremora on the backing dancers. After defeating Meilin (you can ignore the Dremora), the star will be handed over to us.

Sheogorath: Mad Mind
Near the College of Bards in Solitude, the lost Dervenin wanders (two hundred years ago we met him in New Sheoth), he will ask us to find his master, who went to the Blue Palace, in the Pelagius wing. They won’t let you in just like that, but you can contact one of the maids (for example, Una), they will give you the key. After breaking through the web into the corridor in the wing, we will be transported into the mind of Pelagius the Mad.
The inventory and the map do not work here, and they will not be needed. Pelagius is not in the mood, and Sheogorath will give us Wabbajak so that we can get out of here. In the battle of Anger and Confidence, use Wabbajak to reduce Anger and increase Confidence. In a nightmare, you need to use the staff on the sleeping Pelagia and immediately on the creature that appears, and repeat this until they run out. In the paranoia of Pelagius, you can not waste time on the transformation of atronachs, but immediately get from the staff to the guard on the other side of the arena. We return to Sheogorath, he leaves Wabbajak to us and returns to the Islands, and we to the palace.

Namira: Taste of Death
Brother Verelius is standing in the palace in Markarth, saying that you cannot enter the Halls of the Dead. We persuade him to let us go there (if you just get in by breaking the lock, the halls will be empty). Eola will meet us inside and ask us to destroy the draugrs in the Cliff Cave. She will be waiting at the entrance to the cave, and you can take her or not take her with you (in the second case, you will have to fight more carefully so as not to accidentally hit her with a spell or an arrow - if she dies through our fault, the quest will fail).
After the cave is cleared, Eola will ask you to bring brother Verelius. Somehow we persuade him to follow us, and in place of Eola she will already manage herself. We kill Verelia lying on the altar and eat - Namira will speak to us and hand over the ring. Although, of course, you can not agree to kill your brother and instead kill the whole company of cannibals.

Hircine: Call of the Moon
In Falkreath, in a prison (entrance through the barracks) sits a certain Sinding, a werewolf who killed a girl. He will give Hircine's cursed ring (cannot be removed, will accidentally turn into a werewolf) and talk about the animal that must be killed in order to talk to Hircine. We kill the animal, and Hircine really makes contact, ordering to kill Sinding. We go there, Sinding is hiding, and, meeting with him again, we choose who to kill - him or the hunters. In the first case, we get the Skin of the Savior, in the second, the curse will be removed from the ring (gives an additional transformation for the werewolf).

Vermina: The Walking Nightmare
Everyone in Dawnstar suffers from nightmares. We are looking for the priest of Mara Erandur in the tavern, who will say that the cause of nightmares is the temple of Vermina, located not far from the city in a ruined tower. Let's go after him. The temple is literally preserved by a gas called Miasma, which the priests used when they were attacked by orcs. When Erandur opens the temple, the orcs and priests of Vaermina will start waking up and attacking us. We go after Erandur, he will show everything where the Skull of Corruption staff is, and tell you what happened here. It turns out that he himself was the priests of Vaermina, so he has the key to the library, where he will lead us.
In the library, you will need to find the book "Dreamwalking" (which the marker helpfully points to), then Erandur will take us to the laboratory to find the "Apathy" potion (which the marker also points to). Now it will be necessary to drink the potion and see what happened there, through the eyes of a participant in the events. We will be sent to release Miasma. Neither the map nor the inventory work here, but they are not needed - the attackers do not pay attention to us, so we just go to the marker. We complete the task and return to the real world - and take the soul stone from the stand to remove the barrier. We return to Erandur, we follow him to the Skull, in passing defeating the two priests of Vermina. Now Erandur begins the ritual that will destroy the Skull of Corruption - and the voice of Vaermina will order to kill him. We kill - we get a staff, let's finish the ritual - Erandur will be available as a companion.

Level 9 Character

Malacath: cursed tribe

At the entrance, the orcs are fighting with the giant (although you can get to the hat analysis). You need to talk to Atub, she will ask you to bring the heart of the Daedra (you can steal from the Companions) and the fat of the troll (if you are too lazy to look for trolls, you can run to the alchemist) to turn to Malacath. Malacath will answer and tell Yamarz, the leader of the orcs, to retake the sanctuary from the giants and bring the giant's hammer to the altar in the camp. Yamarz, in turn, will demand that we accompany him. We run with him to the cave, we pass through it (here Yamarz is quite capable of standing up for himself) and we find ourselves in the valley. Yamarz will offer to kill the giant for him, promising gold in exchange for silence, although then he will simply attack. If you send him to the giant on your own, then he will die immediately, so you will have to fight the giant in any case. We pick up the hammer and return to Largashbur. After Malacath's speech, we place the hammer on the altar in the camp - and take the Volendrang hammer that appeared there.

Level 10 Character

Molag Bal: House of Horrors
On Markarth Street, the watchman Stendarr Turan will ask you to go with him to inspect a suspicious house. Found in the house closed door, which he asks to open, and Molag Bal immediately speaks to us, commanding us to kill Turan. We do this and go down to the opened basement, where it seems like you can pick up the reward. Instead of a reward, the prince gives us another assignment: to find and bring the priest Boethiah Logrolf (he was caught by outcasts). We release him, and he will come to the abandoned house himself. We return there. Logrolf will fall into the same trap at the altar, and on the orders of Molag Bal we beat him with a rusty mace to death, and again to death. And only now we get the promised reward - the mace of Molag Bal.

Meridia: Dawn.

At the sanctuary, Meridia will contact us personally and ask us to find and bring her guiding star. We bring and return to the place at the feet of the statue of Meridia. Now she will send us to her temple, where we need to activate the pedestals that conduct the light of Meridia through the temple (well, and open the doors to the next parts of the location). From the temple of Kilkreath we go to the ruins of Kilkreath, at the end of which we find the necromancer Malkoran, for the murder of which (like a real necromancer, he will not be killed the first time) Meridia will reward us with the sword Radiance of Dawn.

Level 12 Character

Peryite: The Only Cure

A Khajiit Kesh sticks out at the shrine, he will help contact Peryite. To do this, you need: a poison bell, a silver ingot, vampire dust and a flawless ruby. If any of this is missing, it is worth wandering through the appropriate shops. Kesh will prepare a dubious brew, the vapors of which must be inhaled, after which Peryite will speak to us. He will instruct us to kill Orkendor, the head of his Possessed followers. They are located in the Dwemer ruins of Bthardamz. The ruins are large and multi-leveled, but it's hard to get lost there, and there are enough dark corners to sneak past the Possessed unnoticed. You can, of course, run head-on, but the green bullshit they spit on can cause trouble. Orkendor himself has some resistance to elemental spells, so this should also be taken care of in advance. We return to Peryite for a gift - the Spell Breaker shield.

Level 13 Character

Clavicus Vile: The dog is a friend of the Daedra
In Falkreath, the guards will ask us about the dog and send us to the blacksmith Lod, who will tell us about the dog that he saw and would like to catch. We go towards the shelter of the Dark Brotherhood, where the dog himself will speak to us. He will tell you that his name is Barbas, he quarreled with his master Clavicus Vile and would like our help. We follow him to the sanctuary (carefully, there will be a crowd of vampires in the cave, so don’t forget to check for diseases later), where Clavicus Vile will ask you to bring him the Ax of Sorrow (in addition to the magician who owns the ax, there will be Daedra in the cave). We return to the sanctuary, where we will need to choose what we like best: this ax (we will have to kill the dog) or the mask of Clavicus Vile (we will have to wait for the end of his monologue).

Level 14 Character

Sanguine: A Night to Remember
In any tavern, you can meet a certain Sam who will offer you a drink with him, followed by a traditional awakening in some unknown place and after which it is not clear. In fact, it will be the temple of Dibella, whose priestess will scold us and make us clean up. We must persuade her to tell what happened after all, and from her words it will come out that we need to go to Rorikstead. We go there and stumble upon an angry man and a problem with his goat, which we resolve in any convenient way, after which we will have to go to Whiterun, to Isolde. She, after her portion of persuasion or money, will send us to Morvunskar, a fort chock-full of mages. Having cut through them, we get into the portal, we find Sam who turned out to be Sanguine Sam there, we get a Rose as a gift (you see, we really had a good walk) and we will return home.

Level 15 Character

Hermaeus Mora: Beyond the Ordinary
The first part of the quest will have to be completed according to the plot. Some time after we gave the dictionary to Septimius, a note will come to us with a courier stating that he needs our help. After talking with him at the exit from the cave, Hermaeus Mora himself will speak to us. We need to collect the blood of all measures (when you press the "use" button on a suitable corpse, a choice will be given - to collect blood or collect loot). If you are reluctant to kill the townspeople, you can look for wild ones - Altmer are found among necromancers, orcs, Bosmer and Dunmer among bandits, Falmer in Dwemer ruins (you can return to Alftang, where we were in the first part of the quest). We return to Septimius, he will open the box, after which Hermaeus Mora will kill him. Inside the box is not the heart of Lorkhan at all (as Septimius expected), but the book of Oghma Infinium. Reading the book will add three points to each skill of the selected group: Magic: enchant, restore, destroy, illusion, change, sorcery
Strength: Heavy Armor, Shooting, One-Handed, Two-Handed, Block, Blacksmithing.
Stealth: Alchemy, Stealth, Pickpocketing, Lockpicking, Light Armor, Speech

Character Level 20

Mephala: The Door That Whispers
In the Whiterun tavern, you can find out from the hostess that something is wrong with the jarl's son. It's okay if Whiterun has already been captured by the Stormcloaks and Jarl Balgruuf is in Sulitude, he will still say everything that is needed. After talking with the jarl, you will need to talk to his son, Nelkir (who remains in the Dragon's Reach in Whiterun anyway), and he will tell you about the door in the basement, which whispers and tells everything. We listen to what the door tells us, and go to the Jarl's son to find out how to open this door, and either the Jarl himself or the court magician can open it - it doesn't matter who has the key out of his pocket. Open and pick up the Ebony Blade. After killing some NPC who considers us a friend, Mephala will praise us.

Mehrunes Dagon: Shards were glory
In the city, the courier will give an invitation to the museum in Dawnstar. This museum is dedicated to the activities of the Mythic Dawn. The owner of the Force Museum will give a short tour, and then offer a task: to collect parts of the Mehrunes razor. The handle is located at Jorgen in Morthal, it can be obtained in any convenient way - either by somehow persuading Jorgen, or simply stolen from a chest in his house. Blade Fragments - In Cracked Tusk Fortress inhabited by orc bandits, the key to the grate that closes the button that opens the vault can be removed from their leader. Finally, the pommel can be found in Old Woman Rock, a settlement of outcasts. We return to Sil and together with him we go to the sanctuary of Mehrunes. The prince will refuse to speak with him, but he will promise us to restore the Razor if we kill Sil (it is useless to refuse). We kill Strength, we get a Razor and two Dremora that will attack us. It is from them that you can remove the key to the sanctuary - a small room with several chests and all sorts of nice things in bulk.

Character Level 30

Boethiah: Call of Boethiah

You can stomp to the sanctuary on foot, or the quest will begin after reading the book "The Trial of Boethiah." At the sanctuary, the cultists will clearly explain that Boethiah will not talk to anyone, and that a person must be sacrificed to her. We take some companion with us, command (option in the dialogue “I need something from you”) to use the sacrificial column, kill him with the sacrificial blade. After a short speech by Boethiah, the cultists will attack in droves. After the death of all of them, Boethiah will speak again: he will instruct to kill everyone in the place Knife Edge Ridge. Now everything is simple - we go, we clean it, we put on ebonite chain mail (this is the reward for the quest), we listen to the congratulations of Boethiah.

Nocturnal, the mistress of the night, reveals her secrets only to thieves.

Daedra Lords are strange, wayward and sometimes very dangerous rulers from other dimensions. In the Imperial Province, we communicated with them mainly through altars at the foot of huge statues. In Skyrim, the altars were crushed, there are few statues left, but the Daedric Lords are still waiting for our help - sometimes in very dubious cases. They reward assistants with nominal artifacts with unusual properties - for the most part, these are weapons and armor.

There are sixteen Daedra Lords in total. But there are one fewer quests, because Nocturnal, the ruler of the night, does not issue quests in the usual sense. You can communicate with her and earn her favor only according to the plot of the guild of thieves, and she does not give a nominal artifact - only a reward for the very fact of passing the chain.

Mad Mind (Sheogorath)

No one has ever called me the Talking Grapefruit of Pasval.

Tramp Dervenin from Solitude asks you to help him get his owner back from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get to the Blue Wing by asking Fulk Firebeard or Una the cleaning lady about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedra lord Sheogorath spends his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of the mind of Pelagius. You don't have any weapons or spells - just the Wabbajack staff you've been given. You need to go through three arches in turn and perform three simple steps:

Behind the first arch on the left, where the atronachs are fighting in the arena, you need to apply Wabbajack to the spectators watching the grip.

For the next - to shoot "night fears". Each subsequent fear is caused by the use of Wabbajack on young Pelagia.

After the third arch, you will have to use the same staff to increase Pelagius' Confidence in size and reduce her enemies.

It is done! Our reward is Wabbajack, a magical staff that fires a random spell each time it is used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

"Dinner is served. Sit down to eat, please."

In the city of Markarth, there are strange rumors about a local tomb. Learn about them from the bartender at the Silver Blood, or head straight to Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and ask us to investigate this matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After that, Eola will ask you to bring brother Verelius to the cave. Do it or tell him about Namira's sinister plans.

FOR YOUR INFORMATION: there is an emergency exit in the cave so as not to dangle along the corridors every time. Don't miss him - he is in the corridor in front of the hall where the altar stands.

Convince Verelius to come with you and bring him to the altar, where Namira's servants, invited to the meal, are already waiting. After that, do whatever you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it makes it possible to restore health by eating corpses. And the hero will have an unpleasant smell from the mouth, about which everyone will begin to report to him.

Door that whispers (Mephala)

As it turned out, rudeness is not the biggest problem of the local Cartman. He also talks to doors!

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to Jarl Balgruuf's children.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thereby asking everyone if they are also going to lick the jarl's boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or the archmage of Farengar has the key. The easiest way to rob a mage.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! Sword and there is a reward. It absorbs the health of enemies, and you can increase the effect if you kill several friends or companions with it.

House of Horrors (Molag Bal)

The priest has been caught by the insidious Molag Bal! Pay no attention to the cat - he is with me.

In Markarth, next to the Silver Blood tavern (slightly up the street), Turan, the sentinel of Stendarr, roams. He will ask you to help him explore an abandoned house where, according to rumors, the Daedra are worshiped.

Alas, the house will turn out to be Molag Bal's trap and you will have to kill Turan.

Go down to the basement, to the altar of the Daedra Lord. There, touching the rusty mace and having been in the cage, you will receive a task - to bring the priest of Boethia, named Logrolf, who ruined the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (in which one - the random number generator decides). Leave the house, go to the indicated place and, after clearing it, take out Logrolf. Under any pretext, bring him to Molag Bal and, when the priest falls into the cage, knock on him with the mace issued by Molag Bal - and then, when the daedra lord orders, kill the priest.

Pretty will be rewarded Mace of Molag Bal, which takes away strength with magic and captures souls.

The only cure (Peryite)

To talk to a tree, you need to inhale the smoke well. Everything is like in life.

It is not easy to take on this assignment. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of Druadah Hold and southeast of the dwarven ruins of Bthardamz.

It's worth going there already with a kit that Khajiit Kesh will ask for. We need a Flawless Ruby, a Silver Bar, a Poison Bell, and Vampire Ashes. A silver ingot is the easiest to find - they are sold by blacksmiths, and you can steal an ingot in the same Kartvasten, where there is a silver mine. The poison bell grows in many places - especially in the northwestern swamps. Of course, it is easy to find it in alchemists. Vampire Ashes can be obtained from vampires or bought from an apothecary. Flawless Rubies are rare, but are starting to drop from vendors at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and we, inhaling green smoke, will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or set a trap next to an unsuspecting enemy. Mechanical spiders, spheres and a lone centurion live in the dungeon. Mage Orkendor - at the very end of the dungeon. Take the books and the key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. Reward - shield Spell Breaker, which in the "combat" position creates a charm spell.

Beyond the Ordinary (Hermaeus Mora)

We received the book, but the scientist is no longer needed.

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask. For information on how to get to the Black Reach and what to do there, read the description of the Ancient Knowledge story quest. Solving the puzzle in the Mzark tower, we will get the Ancient Scroll and along the way fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask you to bring blood samples from an orc, dark elf, bosmer, high elf and falmer (you can get all the samples in Blackreach or in any other places). To get out of the cave of Septimius, you will have to talk with the Disgusting Abyss, that is, with the Daedra Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She raises six skills at once by five points to choose from - magic, thieves or military. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

"Stop burning tires!"

The quest is activated only after the hero hits the thirtieth level. It can start with an unexpected attack, read a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, on the very edge of the map), where Daedra worshipers fight in an impromptu arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if the companion isn't particularly dear to you), order him to approach the luminous pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite edge of Skyrim. Clear the cave and "demote" the former warrior of Boethiah. Put on his ebony chain mail and listen to the last instruction of the Daedric Lord.

The reward is the same ebony mail. She makes her steps quieter, poisons enemies that get close to the hero, and looks very pretty, especially in stealth mode.

Call of the Moon (Hirsin)

The blood red moon evokes memories of past adventures in distant Solstheim.

The task begins in Falkreath, if you talk to the inconsolable Mathieus - he can be found in the cemetery (a scene is played there) or in the tavern. He will tell us that his daughter was torn apart by the werewolf Sinding, who was caught and put away in the barracks. Look there (the quest can be started there as well).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into a beast are a curse the hunter's patron Hircine placed on the enchanted ring. He will offer us to settle things with Hircine ourselves and advise us to first kill the white deer in order to summon the Daedra Lord. After giving the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

FOR YOUR INFORMATION: if you are not a werewolf, the ring is safe for you. Otherwise, it will from time to time forcibly turn the hero into a beast.

The deer grazes near the city - it is easy to find and shoot it.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find a cheeky werewolf in the Grotto of the Drowned, kill and tear off his skin.

Inside the cave we will find a slightly beaten group of hunters, the last of which will die after telling in general terms what happened ("The victim is stronger than the hunter. Kill him in the name of Hircine!"). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt hunters with him. If we still decide to kill Sinding, first he will arrange the slaughter of hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poisons) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward, at the exit from the cave, we will receive Hircine's ring cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

A night to remember (Sanguine)

Sam Gaven looks weird. We don't give him any more.

This quest differs from others in that it is not so easy to find it. The key character - Sam Geven - can appear in any Skyrim tavern. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he does not leave this tavern anywhere. Remember what you did at that “age”. If you still have old saves, look in them where your hero was at the moment when he "hit" 14.

A friendly booze with Sam (you guessed who it is?) will suddenly stop, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday's brawl. Cleaning can be avoided by persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of kidnapping his goat Gleda, which has now gone to a giant named Grock. The goat must be returned - the giant, of course, will be against it.

The next lead is Whiterun and a certain Isolde, demanding the return of an engagement ring from the Witchmist Grove. You can avoid finding the ring by connecting money or persuasion. But it’s easier to go to the “bride”, the fortuneteller Moira, and take the ring from her by force. When the ring is returned to Isolda, we will receive the last tip - to the fortress of Morvunskar. There, a crowd of evil sorcerers and Sanguine himself are waiting for us.

Quest Reward - Rose Sanguine, a staff that summons a Dremora to help us.

Shards of Past Glory (Mehrunes Dagon)

The cave under the fifth point of Dagon (sorry!) is a valuable source of Daedric hearts. Dremora are respawning there.

The quest begins with a leaflet that the courier will give us at the twentieth level. Sil Vesul, owner of the Dawnstar Mythic Dawn Museum, wants to collect Mehrunes' Razor, a legendary dagger from the past.

The razor is divided into three parts and is kept by three different characters:

Jorgen of Morthal can be "persuaded" to give up the key to the house. The handle is in the chest.

Dagon's Razorhead is carried by the hawk Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).

We take the key to the vault from the orc Gunzul in the orc fortress Cracked Tusk and, having gone down there, grab the fragments of the Razor (beware of traps).

After receiving the three parts and attaching the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the cliff.

Mehrunes will offer us to kill the Force in order to become his hero and get Razor(a dagger that gives a chance to instantly kill an enemy on impact), and Force wants to get out and hide the Razor under museum glass. The choice is yours. Either way, there will be a fight. Do not forget to take the key from the Dremora and loot the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We can either hear rumors of an orc stronghold in Riften or head straight for it.

The fortress of Lagashbur is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed, and ask for two ingredients for the summoning ritual of Malacath: troll fat and Daedra heart. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from Dremora, which are very rare. To get a heart, do the Mehrunes Dagon quest or enter the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malacath will say that the tribe is suffering for the cowardice of the leader Yamarza, and will order to clear the cave with his sanctuary from the giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become quite comical. Yamarz will be terribly cowardly and persuade us to do all the dirty work for him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe by placing it on the altar. Now it's called Volengrang and absorbs power. This is our reward.

Dawn Dawn (Meridia)

The Two-Soul Necromancer is the last obstacle on the way to the sword of Dawn's Radiance.

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But he meets by chance, and you can look for him for a long time, so it’s more reliable to visit the statue itself. It rises above the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for the guiding star. Find it and, returning to the rock, put it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is right under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need, by activating the pedestals with a chain, to send the beam sent by Meridia through all the catacombs, while opening the door behind the door. The battle with Malkoran will be about two stages - first with himself, then with his shadow.

Reward - The Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns him into ashes, and when the undead die, it gives area damage, which scares away the remaining undead.

The dog is a friend of the Daedra (Clavicus Vile)

“Man, do you have meat?”

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, the companion of the Daedra lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand that the Ax of Sorrow be returned to him in the Frost Cave. It's a small cave, and its only inhabitants are the mage and his fire atronach.

FOR YOUR INFORMATION: the quest can not be completed, and then Barbas will become our immortal companion. But keep in mind, he often pushes the hero back and forth (this is a bug - the dog tries to get closer to us than he can) and is very inconvenient for secretive heroes (pushes him into open space, barks, interferes with the stealth indicator).

When we return the ax, Clavicus Vile will offer us to keep the ax for ourselves on one condition - we must kill Barbas. If we agree, we get an ax that damages the stamina. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful mask of Clavicus Vile that improves prices and eloquence.

Waking Nightmare (Vermina)

Erandur corrupts the Skull of Corruption. Vermina objects.

Something strange is going on in Dawnstar - all the inhabitants have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that heavy dreams are a sign of danger: their memories are being stolen by the Daedra princess Vermina. To save Dawnstar from trouble, he will lead us to the temple of the Nightcallers, from where evil comes.

There are bodies all over the temple. But they are not dead, but sleeping. The priests of Vaermina, unwilling to surrender to the invading orcs, released their magical miasma and put themselves to sleep along with them. To stop the dream and end Dawnstar's nightmares, the Skull of Corruption must be destroyed. How does Erandur know this? He used to be a priest of Vaermina, but escaped from the tower at the last moment.

An impenetrable barrier prevents you from reaching the Skull of Corruption. In the Library you will find the book "Dreamwalking", from which you will learn about the potion "Vermina's Apathy", which allows you to go into dreams and in this way move in space. Go find a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts while awake.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and go back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.

It remains only to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at Vermina's instigation.

Staff Skull of Corruption- the artifact is interesting (at least it scares the guards), but its effect is normal damage. The damage is increased if you recharge the Skull next to sleeping people.

Black Star (Azura)

Azura's Statue is the tallest Daedric statue in the game.

Shrine of Azura, the only shrine with a normal-sized statue, is set high in the snowy mountains south of Winterhold. Rumors about him go around Skyrim, so it will quickly appear on the map.

In the sanctuary itself, the priestess Arania will immediately send us to Winterhold, in search of the high elf Nelakar. The elf lives in the Frozen Hearth tavern. He will tell that his master Meilin Varen is conducting sinister experiments with a divine artifact, Azura's Star trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After making your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meilin. There was only one question left - to whom to return it? If we return the artifact to Azura, we will be rewarded with a regular reusable container of souls for any size. If we return Nelacara, we get black star- an artifact for the souls of sentient beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before you can use the Star, you will have to endure a very difficult battle with Meilin and his Dremora hiding in it. Dremora are very dangerous guys, especially at early levels, and you won’t have any companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

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