Skyrim mission house of horrors. The Elder Scrolls V: Skyrim

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For the quest to begin, you need to appear in Markarth a second time.

Mace of Molag Bal

It is worth noting right away that the artifact that you will receive upon completion of this task is of great value at the beginning of the game. Molag Bal's Mace allows you to capture the souls of monsters and people in , without using special spells to do this - you just have to hit the target with the mace. Considering that the task itself is quite simple, we recommend completing it as soon as possible.

Along the canal leading up to the Understone Keep, you will meet one of Stendarr's guards named Turan. He will tell you about an abandoned house, which was chosen by vile Daedra worshipers. Sentinel Turan will invite you to follow him inside - agree.

When you enter, it turns out that the abandoned house is not abandoned at all: there are traces of human presence everywhere. Further inspection of the premises will lead you to closed door. After this, the picture will float in your eyes, and you will hear the voice of the Daedric prince Molag Bal. He will call on you to remove your holy companion. Whether you agree to this or not does not matter. After Turan discovers front door locked, he will attack you himself, and you will have to deal with him in any case. Molag Bal will only be pleased with the incident, and he will invite you for a reward.

In the wall of the room you will find a gap leading to a small dungeon. In it you will see a rusty mace mounted on an ornate altar. Try to grab it and you will find yourself trapped: the cage will close around you, and Molag Bal will speak to you. He will say that you have not worked enough yet and must try harder to receive a reward.

The essence of his request is simple: you must bring to the altar the servant of Boethiah, Logrolf the Intractable, who desecrated the sanctuary. This will need to be done in such a way that he himself gives his soul to Molag Bal.

Go to a random location marked on the map, and after clearing it you will find Logrolf tied up. Don't kill him, otherwise you will fail the mission. There are several ways to persuade this gentleman to return to the altar:

  • Deception. Say that Boethiah sent you to rescue Logrolf;
  • Threat. Intimidate him with the name of Molag Bal;
  • Bribe. Make Logrolf rich.

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

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

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.
  • The next one is to shoot off “night terrors”. Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • Behind the third arch, you will have to use the same staff to increase Pelagius’s 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's used.

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

Taste of Death (Namira)

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

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

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

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

The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad smell from his mouth, which everyone will start telling him about.

The Door That Whispers (Mephala)

The Door That Whispers (Mephala)

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

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

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

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

House of Horrors (Molag Bal)

In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

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

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who damaged the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be the beautiful mace of Molag Bal, which will take away strength and magic and capture souls.

The only cure (Peryite)

The only cure (Peryite)

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

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. The silver bar is the easiest to find - blacksmiths sell them, and you can steal the bar in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

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

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

Beyond the Ordinary (Hermaeus Mora)

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

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

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

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

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

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

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

Call of the Moon (Hircine)

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene plays there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

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

The deer grazes not far from the city - it is easy to find and shoot.

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

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

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

An Unforgettable Night (Sanguine)

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

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

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

The reward for the quest is the Rose of Sanguine, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

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

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

  • Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.
  • The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

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

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

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

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

Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But it is found by chance, and it can take a long time to look for it, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

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

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

The reward is the 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 it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

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

Barbas wants us to go to Heimar's cave and find the sanctuary 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 the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.

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

Waking Nightmare (Vermina)

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

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

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

All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

The Skull of Corruption Staff is an interesting artifact (at least it frightens the guards), but its effect is normal damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

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

After fighting your way through the hordes of necromancers, take the Star of Azura from Meylin's cold corpse. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get the Black Star - an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

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

Black Star

When traveling around Skyrim, ask innkeepers about rumors in city taverns (for example, Hulda in the Prancing Mare, in Whiterun). You will learn that after fleeing Morrowind, the dark elves built a sanctuary of Azura in Skyrim. A marker will appear on the map indicating its location, and the first goal will be to visit this temple.

At the top of a snowy mountain near Winterhold, you will find a lonely priestess named Aranea Ienith, spending her time praying to Azura. Seeing you, Aranya will say that your appearance was destined by fate. Talk to the Dunmer woman and agree to help her find the elven magician from her visions - the one who is “able to make the brightest star blacker than the night.” She will suggest that the magician should be looked for in Winterhold.

Call of Boethiah

The first thing you have to do to start is to reach level 30. Most likely, after this, on the road you will be attacked by a cultist who will have the book “The Test of Boethiah” with him. Reading this volume begins the quest by adding a marker to the map marking the Shrine of Boethiah. The book can be obtained in several other places: this is the post of Septimius Segonius (location accessible through the main plot and the Hermaeus Mora quest), an abandoned house in Markarth (Molag Bal's quest), and if you missed the book in the abandoned house, you can also pick it up from the corpse of the priest Boethiah, having advanced further on the same task. However, the easiest thing would be not to fool around with the book, but to go straight to the sanctuary of Boethiah in the snow-capped mountains east of Windhelm. However, don’t bother doing this until level 30 - there won’t be a single living soul in the location.

walking nightmare

The inhabitants of Dawnstar have lost peace at night - they are overcome by nightmares. Both here and there you can hear whispers about an unknown curse that has fallen on the city. Both the jarl and the guards are worried, but no one has any idea what is happening. More precisely, there is one Dunmer, a priest of the good Mara, who knows everything and is looking for a hero who can help him. Travel to Windpeak Inn and find Erandur. It turns out that the nightmares are nothing more than the tricks of Vaermina, and all this is connected with what is happening in the Night Callers temple. You have to go there and find out what kind of obscenity is going on there.

WITH obaka - friend of the Daedra

It's hard to pass up this task. Already at the entrance to Falkreath, the guard will ask if you have met a dog in the area. Having tried to find out the details, it turns out that the blacksmith Lod is engaged in the search, who promised a reward to anyone who brings him some special dog. Laud will repeat approximately the same thing to us, with the difference that he will also give the approximate location of the dog. The map marker, however, will point to it not approximately, but very accurately.

ABOUT pieces of former glory

Upon reaching level 20, you will receive a letter by courier (in any city in Skyrim) about the opening of a museum in Dawnstar.

Syl Vesul, the museum's curator, is a descendant of members of the Mythic Dawn cult and is amassing a collection of artifacts from that long-defunct organization. He will meet you on the threshold of his house-museum, and for a more detailed conversation he will invite you to go inside.

D believe that whispers

This quest will become available upon reaching level 20 and completing the main storyline quest “Dragon in the Sky” in Whiterun. Ask Hulda, the innkeeper from The Prancing Mare, about the rumors, and she will tell you that Jarl Balgruuf the Elder is having problems with his children. As if “one of them became cruel, and the other two had the evil eye.”

Go to Balgruuf in Dragonsreach and talk to him about children. The jarl will say that his youngest son Nelkir has recently become too gloomy, cruel and has stopped communicating with his own father. Balgruuf is worried that he might have offended his son in some way, and asks you to find out from Nelkir what exactly the matter is.

House of Horror

To start the task, you just need to appear in Markarth for the second time. As you ascend into the city along the canal, it will be difficult to pass by Turan the Watcher, the guardian of Stendarr. The priest will contact you himself and tell you about an abandoned house in which Daedra worshipers supposedly gather. This issue can only be clarified by examining the house, so agree to help and go inside with Turan.

Taste of Death

This story begins in the city of Markarth, namely, in the Silver Blood tavern. From the innkeeper Klepp you can learn that by order of the Jarl, access to the Hall of the Dead, the place where the Nords communicated with their departed ancestors, was closed.

Travel to the Understone Fortress in the western part of Markarth and find Brother Verelius, the local priest of Arkay. You can talk to a priest in three ways that are already familiar to us: persuasion, bribery with gold coins, or intimidation. Brother Verelius, with a shudder in his voice, will tell you that someone got into the habit of coming to the Hall of the Dead and feasting on carrion. If you want to know more, here’s the key, go and deal with the unknown evil, and the priests of Arkay will be very grateful to you for this.

Note:

You can enter the Hall of the Dead yourself by opening the “Adept” level lock on the door.

In the tomb, almost from the threshold you will hear the voice of Namira, the lady of decay. There's nothing wrong with the sight of dead flesh making your mouth water and your stomach growl, she'll say. Don't be shy about your secret desires and eat to your health! After the monologue of the Daedric mistress, a living human woman named Eola will emerge from the greenish fog. She will assure you of her friendly disposition and suggest that you find a better place to serve Namira. The cliff cave, Eola will say, is perfectly suitable for this, if not for the draugr that filled it. You have to go there and deal with them.

Before heading to the Cliff Cave, tell Brother Verelius that the Hall of the Dead is now in order. The priest will thank you and give you Arkay's amulet.

Eola will be waiting for you at the entrance to the cave. You can ask her to stay outside or take her as your partner - decide for yourself. There will be many Draugr, including high-ranking ones, and they will all rise from their graves with the sole purpose of destroying you. After clearing the caves, find the hanging ring on the chain and open the entrance to Namira's sanctuary. Here you will have to fight the last draugr, who will also be the strongest. Kill them all and talk to Eola.

Namira's admirer will be very happy and will want to throw a Great Feast in honor of your joining the cult. The main course at the feast will be none other than Brother Verelius (a priest with a taste for the easy life). All that’s left to do is, using the methods known to us, invite the priest Arkay to a feast.

Return to Markarth. Verelius is easiest to find in the Hall of the Dead near the Shrine of Arkay. If he is not there, look under the arches of the Podkamennaya Fortress. Now use all your charm to force the priest to follow you to the Cliff Cave. Act in the most convenient way - bribery, persuasion or threat. As soon as Verelius agrees, hit the road (you can use the fast travel system).

Skyrim house Horror is an additional quest in the game, as well as one of the tasks for which the player will receive one of the Daedric artifacts. The reward will be Molag Bal's mace - an extremely useful one-handed weapon that drains life force and magic from opponents. In order to be able to begin this task, the player must reach at least level ten.

While exploring the city of Markarth, the player will come across a street guard named Turan. He will ask passersby about a certain abandoned house. If you get closer to him, he himself will turn to you asking for help. In his opinion, Daedra cultists are gathering in an abandoned hut nearby. Having agreed, you will go to that very house.

After going inside and looking around, the guard will notice a locked door, after which he will ask you to open it. As soon as you try to do this, the house will go crazy - furniture will fly everywhere, the walls will shake terribly, and the screen will begin to shimmer with colors. The front door will be locked, and someone's voice will say that only one can get out and you will have to kill your partner.

Even if you decide to ignore the mystical call, Turan will pounce on you in the hope of salvation. In any case, you will have to kill him.



After you finish with the guard, the locked door will open and a mysterious voice will invite you to enter. Entering the door, the player will find himself in front of the altar and fall into a trap cage. It turns out that you fell into the trap due to the fault of Molag Bal, one of the Daedra princes. Molag Bal is extremely dissatisfied that near his altar a certain Logrolf the Uncooperative performed a desecrating ritual, worshiping another Daedric prince - Boethius. Molag Bal will rudely ask the player to find the defiler and bring him to the altar by any means. Regardless of whether you agree, the prince will let you go, and the quest line will automatically go to new stage. The spirit will tell you that Logrolf is being held captive by the outcasts and where exactly he is being held. This place is generated randomly, but most often the priest can be found in the Druadakh stronghold. He can also meet at the Divided Towers, where the outcasts set up their main camp.

Having reached Logrolf, you will find out how the priest earned the nickname Intractable - he will behave extremely rudely and suspiciously, despite the fact that it was you who saved him from certain death. Further completion of the task is quite variable and depends on the skills of your character and your personal choice. You can either lie to him, saying that Boethius sent you, or forcefully intimidate him, directly telling him about the wrath of Molag Bal. You can also bribe him (the amount of the bribe also depends on the inventory and level of your character). In any case, next you need to go to the altar.

Returning to the abandoned house, you will find a priest who has fallen into the same trap in which your character previously found himself. Molag Bal will give the hero a mace and order him to break the priest (you can enter into battle with Logrolf with your own weapon). After the beating, Logrolf will be forced to agree to give his soul to the Daedric prince, and the player must finally get rid of the Uncooperative by killing him.

As a reward, Molag Bal will give the hero his magical mace.

After completing House of Horrors in Skyrim, you will receive the achievements “Daedric Influence” (if this is your first Daedric artifact) and “Golden Words” for convincing the Priest to return to the altar.

An abandoned house is not as simple and safe as it seems at first glance

Journal Entries:

  • Turan, Stendarr's watchman, is interested in an old abandoned house in Markarth. He believes that the Daedra were once worshiped there.
  • Molag Bal, the lord of obedience, appeared to me. He demanded the cleansing of his altar in an abandoned house in Markarth, luring the priest of Boethiah there

Brief walkthrough

  1. Enter the Abandoned House.
  2. Kill Turan the Watcher.
  3. Talk to the Daedric Prince Molag Bal.
  4. Bring the priest of Boethiah-Logrolf the Uncooperative.
  5. Kill Logrolf.
  6. Receive Molag Bal's Mace.

Walkthrough

  • Talk to Turan on the street of Markarth, who is asking all passers-by about an abandoned house nearby. Having introduced himself, he will tell you about his suspicions: in his opinion, Daedra worshipers are gathering in the house. Unfortunately, you know nothing about the house itself, but you can offer it your help.
  • Enter the house with the watchman and look around with him. Soon Turan will notice a locked door and invite you to try to open it.
  • Go to the door in the back room and activate it. The door, of course, will not open, but absolute chaos will begin in the house - the torches will go out, and cups and plates will fly at the uninvited guests.
  • Turan, screaming about “not an ordinary Daedra,” will run to call for help, but the inhospitable owner of the mansion will lock the door and invite you to crush each other. If you do not attack first, but try to open the front door, Turan, believing that only one of you will leave the house, will attack himself.
  • Having dealt with the cowardly watchman, follow the voice's prompting to the locked door and further down into the bowels of the rock under the house.
  • Your reward - a mace - is waiting for you... But you didn’t seriously think that everything would end so quickly and simply?
  • Molag Bal, who has captivated you, and it turns out he is the Daedra who lived in the house, will tell you that his altar was desecrated by the priest of Boethiah. He will report that the priest has disappeared and will demand that you find this priest and bring him to the altar.
  • You can agree, or you can refuse - the Daedra will let you go in any case, and the quest will move to the next stage in any case.
  • Find the priest in the Broken Tower and free him.
  • Unfortunately, the quest does not involve a moral choice - intimidate the priest by telling him that Molag Bal himself sent you, reassure him by lying that you are Boethiah's envoy, or just give him money so that he doesn't ask questions - the priest will still go to Markarth to repeat his ritual.
  • After freeing the priest, follow him back to Markarth, to the Shrine of Molag Bal in an abandoned house.
  • No matter what you say to Logrolf in the Broken Tower, he will still be surprised by your cooperation with the Daedra, having fallen into a trap.
  • Molag Bal will give you a mace and offer to break the priest's spirit into submission. It is not at all necessary to beat the priest with a mace. Having fallen twice at your hand (under Molag Bal's malicious chuckles about the weakness of mortal bodies), Logrolf will agree to renounce Boethiah and entrust his life to Molag Bal.
  • Kill Logrolf and receive your true reward - Molag Bal's mace, imbued with his true power.

The desecrated mace of Molag Bal does not evoke sacred awe by its appearance.

Mace of Molag Bal

Notes

  • When first entering Markarth, Vigilant Tyranus will not be present due to the Forsworn Conspiracy in the market. After the scene, exit and enter Markarth and he will spawn.
  • If you wish to loot Vigilant Tyranus’s body, do it right after killing him. His body will disappear from the game when you return with Logrolf.
  • If you get Bulwark of Druadach after helping Madanach escape from Cidhna Mine, it is not necessary to clear the area of ​​Forsworn.
  • If you kill Logrolf while he is being held captive, the quest immediately fails and you will miss out on the Oblivion Walker achievement. The shrine in the Abandoned House becomes inactive and you receive no rewards.
  • You can use the abandoned house as a home as the containers do not respawn and the bed is free to sleep in.
  • If you like, you can keep the Rusty Mace by storing it on a weapons rack. You are not forced to use it to kill Logrolf, and you will automatically gain Molag Bal's Mace once the deed is done.
  • The entire killing of Logrolf sequence is a scripted event and doesn't count as a murder.

Bugs

  • If you save after taking the mace but before finishing the quest, there is no way to finish the quest by talking to Molag Bal. A waypoint will appear inside a wall and the quest will remain unfinished in your journal.
  • If you are experiencing the crafting/object interaction bug, wherein you are unable to interact with any crafting objects, avoid this quest. The altar is affected by this bug, leaving you trapped in the house if you are unable to interact with it.
  • If you also have the Heart of Dibella quest active, and the location of Logrolf is The Broken Tower, he will be in the same prison cell as Fjotra.
  • Depending on your choices during the quest No One Escapes Sidna, when the prisoners attack the city, Vigilant Tyranus may show up and be killed by the prisoners. This makes the quest impossible to start. You open the console and type completequest DA10 and player.additem 233E3 1 to get the Mace. You can then enter the Abandoned House using the console command unlock after clicking on the closed doors, and you can even speak to and eventually kill Logrolf with the commands prid 000198F3 , then moveto player , and finally enable .
  • If you engage in the initial conversation with Vigilant Tyranus, but don"t immediately follow him into the Abandoned House, the door may become locked again, making the quest impossible to complete.
  • If you enter Markarth for the first time while completing the A Night to Remember quest and it is nighttime, the incident in the marketplace which initiates The Forsworn Conspiracy will not have happened. This prevents Vigilant Tyranus from spawning, thus preventing you from starting this quest.

Quest stages

House of Horrors (DA10)
Stage Status Journal entries
10 Tyranus, a Vigilant of Stendarr, is investigating an old, abandoned house in Markarth. He believes it was once a site of Daedric worship.

(Objective is assigned) : Search the abandoned house

20 (Objective is assigned) : Find your reward
30 (Objective is assigned) : Find the priest of Boethiah
35 (Objective is assigned) : Free Logrolf
40 (Objective is assigned) : Go to the abandoned house
50 (Objective is assigned) : Beat Logrolf into submission
60 (Objective is assigned) : Kill Logrolf
70 (Objective is assigned) : Speak to Molag Bal
80 I have met Molag Bal, the Lord of Domination. He has asked me to cleanse his altar in the abandoned house in Markarth by luring a priest of Boethiah to him.
200 Logrolf is dead, and the Mace of Molag Bal is mine.
500 Tyranus is dead. Whatever investigation he had in mind ended with him.
550 Logrolf is dead. Whatever plans Molag Bal had for him are over now.
  • The following empty quest stages were omitted from the table: 0, 3, 15, 17, 25, 32, 36, 37, 38, 45, 65, 72, 74, 76, 85, 90, 92, 95, 100, 110 , 120, 130, 140

Notes

  • Any text within angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be assigned a value when a quest is received.
  • Not all of the specified entries may appear in the game log: which entries appear and which do not depend on how the task is completed.
  • The stages are not always listed in the order in which the task is completed. This typically occurs with tasks that have multiple possible outcomes or where certain tasks can be completed in a random order.
  • If an entry is marked as " Completing the task", this means that the task is removed from the list of active ones, but new records of the stages of execution of this task can continue to be added to the log.
  • When playing on a personal computer, you can use the console to progress through a quest by entering the command setstage (((ID))) stage, where quest is the in-game identifier of the quest, and stage is the number of the stage to which you want to go. However, it is not possible to move on to uncompleted (i.e., skipped) quest stages. However, using the console command resetquest (((ID))) you can reset the quest stage.