Abandoned house in Skyrim. Skyrim Quest: House of Horrors

29.07.2019 Education

So, like in any other game in the series, The Elder Scrolls 5 Skyrim The coolest artifacts are given out by Daedra lords. There are 15 artifacts in total, for each of the 15 deities (in order of descriptions):

  1. Azura - Azura's Star/Black Star (Soul Stone)
  2. Sanguine - Rose of Sanguine (staff)
  3. Peryite - Spell Breaker (Heavy Shield)
  4. Hermaeus Mora - Ogma Infinium (book)
  5. Molag Bal - Mace of Molag Bal (one-handed mace)
  6. Meridia - Light of Dawn (one-handed sword)
  7. Vaermina - Skull of Corruption (staff)
  8. Mehrunes Dagon - Mehrunes' Razor (dagger)
  9. Boethiah Boethiah - Ebony Mail (heavy armor)
  10. Mephala - Ebony Blade (two-handed sword)
  11. Sheogorath - Wabbajack (staff)
  12. Clavicus Vale - Clavicus Vale Mask (Heavy Armor)
  13. Namira - Namira's Ring
  14. Malacath - Volendrung (huge hammer)
  15. Hircine - Skin of the Savior (light armor)
  16. Noctural - Skeleton Key (master key)
Accordingly, those who collect the first 15 artifacts and play a licensed copy will receive the achievement Daedric Influence.
I want to warn you right away that almost all Daedra quests have a minimum level - which is not explicitly indicated in the game (unlike Oblivion), so if no one talks to you, it means it’s too early, come back later (almost all the quests were completed by me at level 20 and beyond).
And yes - why did I even write all this - just like that. In the first week after the game came out, I already walked all over Skyrim and found all the shrines that are located on the street and marked with an icon on the map. Well, also the descriptions on most sites (from what I read) are complete bullshit and it’s impossible to find anything, and by and large people don’t know how to write on the Internet - there are either articles translated from English by schoolchildren, or terribly crookedly written descriptions . Mine isn't shiny either, of course, but it's better than the rest.
At the moment, the article is almost written to the end - now we already have descriptions of the quests, a map and screenshots of all artifacts, only minor flaws are missing. Many thanks to all the guys who anonymously gave hints in the comments on where to look for the next artifact.
I apologize that it took so long to write the text - we started in November and finished in January. During this time, many, many people were ahead of me.
Date of last update - 01/31/2012
Shrine of Azura - Azura's Star.

The most beautiful and large-scale statue in the game. Well, and the famous artifact - a reusable soul stone, which is not removed from the inventory after use. The statue is located directly below the city where the College of Mages is located (in the north of the map). Getting to the statue is more difficult - the path is small, but you can find it.
Azura's quest, in general, is not difficult - we talk to the girl near the altar, get the quest, go to the city, to the tavern, find Nelasor, he throws us a mark at the other end of the map... we kill the necromancers, take the desecrated Star and then the quest is divided for 2 branches - you can return to Azura and clear the star (and also get that girl into the party), or return to that guy in the tavern and make a Black Star - which absorbs human souls.

Ivastred - Rose Sanguina.

Accordingly, Lord Sanguine gives. The Rose of Sanguine is a very beautiful staff in the shape of a... rose that summons Dremora to fight on our side.
A very fun quest in the style of a movie Hangover. You need to find a character named Sam Geven in the tavern - he will offer you a competition to see who can drink the most, and off we go. For me, he was sitting in a tavern in the village of Ivastred (this place should be familiar to you from your search for the Greybeards), but there seems to be information that he may end up in a tavern in another city. Well, or again it all depends on the player level.
I personally bribed everyone during the quest, except for the part about the goat
At the end, we will go to the castle to the necromancers, there is a portal, and, in fact, Sanguine himself will personally hand us the staff.

Shrine of Peryite - Spell Breaker.

This sanctuary is more difficult to find, since there don’t seem to be many cities nearby. The screenshot shows how to get to the shrine from Markarth. At the sanctuary we speak with the boy, we receive a quest - bring the ingredients: the ashes of a vampire (there are vampires in Heimar’s cave, see below), a poisonous bell (often found in burials), a silver ingot and a flawless ruby ​​(from Draugr, or from Dwemer mechanisms). The most difficult part of the quest is precisely the search for these very 4 ingredients. And the further task with the murder of Orkendor is just bullshit, a walk through the ruins in the middle of the infected vomiting on you.
For the task we get a good shield - Spell Breaker.

Post of Septimius Segonius - Oghma Infinium.

This quest can be obtained by completing the main storyline. The cave is located north of the College of Mages. Besides story goal, you can get one more quest from Septimius - Beyond the Ordinary- bring him blood samples so that he can open the Dwemer mechanism. Actually, it’s easier to get samples in nearby dungeons - there are elves in abundance among necromancers, orcs are found among bandits, and horkers roam, for example, in the basement of a lighthouse.
At the end of the quest we will receive a book - Ogma Infinium. We look at the first page, turn the page, and get a dialogue about which path we choose - a magician, a warrior or a thief. We choose and get +1 to each skill from this group. Oops, and we have a free level. And the book is very expensive.

Markarth - Mace of Molag Bal.

This very powerful one-handed mace is perhaps the easiest to obtain. We head to Markarth and find an Abandoned House. Near it, a guy from the Mages Guild will ask if we have ever seen anyone enter this house. We haven’t seen it, but we’re ready to go there with him. This is how the House of Horrors quest begins.
Then a voice asks us to fight, we kill the guy, move on, and find the sanctuary (it seems like everything is in that order?). There we receive a quest, we are looking for the priest of Boethiah Logrolf, who was captured by outcasts. We kill the outcasts, bribe the priest (he did not respond to my persuasion), bring him to the house, there we execute him with a rusty mace, and for this we get the full-fledged Mace of Molag Bal.

Meridia Statue - The Light of Dawn.

Without further ado, Meridia will speak to us herself, if your level allows. First, we will be sent to the other side of the map for the Guiding Star. Then we will place a star in front of the statue and go far into the sky. Having admired Skyrim from a bird's eye view and received the quest, we go to the temple, kill Malcorn, along the way clicking on the pedestals so that the light passes further. Well, at the end we get a very beautiful glowing sword

Nightcallers Temple - Skull of Corruption.
The quest is taken at the Dawnstar inn. There, a guy named Erandur will offer us to deal with the nightmares of the local residents. The terrible intelligence of the computer-controlled characters will infuriate you more than once during this level - so don’t let it go too far from you and don’t run anywhere too far.
So, we go to the aforementioned temple, look for all sorts of objects there (fortunately, they are at least underlined with an arrow right away, this is not hardcore Morrowind), we even walk a little in our sleep. Then Mara's voice orders us to kill him, I personally agreed, for this I received the staff without any problems.

Dawnstar - Sanctuary of Mehrunes Dagon - Mehrunes' razor.

In the same Dawnstar there is another Daedra quest - we find the Power of Vesul and his house. He will tell us that he opened a museum, and after a couple of dialogues we will go to assemble the blade. The quest is very unbalanced - one piece can be obtained with a simple threat, while the other two can be obtained through a not at all simple massacre and a bunch of dungeons.
Actually, when you bring the pieces of the blade to the boy, he will go straight to the Sanctuary. However, I recommend opening its display cases and taking the museum’s exhibits for yourself - as a memory of Oblivion and the guys in red hoods who were tired of it at the end.

Near the sanctuary, accordingly, Mehrunes himself will order us to kill Silus. We do it, we get a blade and a couple of Daedra in addition. After killing the Daedra, I recommend searching them - collecting their hearts (needed to assemble Daedric armor) and the keys to the sanctuary. Using the keys, we go into the sanctuary itself, kill a couple more Daedra, and take away all the goodies that we can take away.

Chapel of Boethiah Boethiah - Boethiah's Ebony Mail. (screenshot?)

The minimum level is 30. Previously, there weren’t even NPCs near the chapel, and therefore there was no point in appearing here.
So, what we need: at level 30, you need to come to the sanctuary (map above), talk to the servants, and get the task. Another option is to kill all the servants (there will be no fines for this), then Boethiah will move into one of the corpses and speak to us herself.
In any case, the task is the same - to deceitfully bring the victim to the altar. We go to the nearest city, to the tavern, hire a mercenary for 500 gold (we hire a mercenary, lol), we come with him to the pillar in front of the statue.
Then we talk to him - I need something from you or something like that. We point at the pillar, click, and exit the order mode. The boy is pinned to a post. Now we take the Sacrificial Dagger (they hand it to us, or we pick it up from the corpse) and kill him.

Whiterun, Dragonsreach - Ebony Blade.

The task can be obtained in the Whiterun tavern - it seems from the man behind the counter. You need to ask about the rumors, and they will tell you that the jarl’s children are a little strange. A task will appear - find out about the oddities of children. We go to the jarl, we listen, we go to the children - we talk, we go to the door, we talk to the door, the door answers us, we return to the children... And then the choice will be to treacherously kill one of the characters (or just quietly rob, but this not interesting) - I chose a magician, crept up to his crib at night and killed him in his sleep. We return to the door, unlock it, and get the blade.

Solitude - Wabbajack.
The Mad God's quest is quite crazy, and the gift is the same staff from Oblivion, which can either turn an enemy into a chicken or suddenly cure it. In short, it's a fun thing.
We go to Solitude, go to the tavern, ask the bartender about the rumors. At first they tell some rubbish, but the second time they have to tell about a strange man who hangs out near the College of Bards. That's what we need. The man asks to rescue his master Sheogorath from his prolonged vacation - but to do this he needs to penetrate into the abandoned part of the Blue Palace. We go to the jarl, to his steward, ask for the key, unlock the door, walk along the corridor, and suddenly teleport to the Mind of a Madman - the location is very reminiscent of the tea party scene in the film Alice in Wonderland.
After talking with Sheogorath, we go to treat Pelagius with the help of Wabbajack. You need to act like this:

  • in the location with the atronachs in the arena, you need to shoot from the staff at the opposite stand
  • in the location with the bed, we first shoot at the sleeping Pelagius, then at the emerging enemy, then again at Pelagius... and so on until it’s all over. By the way, there is a bug, or Easter egg - you can kill a goat with your left fist, and then examine it and thus see your inventory - and in the inventory we will have a slightly different version of Wabbajack, as well as the blade Fang of Kavozein and even the pelvic bone of Pelagius. After the quest Fang, by the way, I still have
  • in a location with reduced confidence - first we increase our shorty to the maximum, then we reduce the soldier
When you complete this, we return to Sheogorath, listen to more dialogues, and, in fact, fly back.

Falkreath, Heimar's Cave - Clavicus Vale Mask, Ax of Sorrow

We go to Falkreath, there will be a guard near the city gates looking for a dog - we listen to him, go to the local blacksmith - we go in search of the dog ourselves. A little further from the city gates, she will come up to us and ask us to follow her.
Then you will spit for a long time on the terrible intelligence and route laid by the dog - and you can estimate the length of the path from the screenshot of the map above. As a result, you will forget about it and go kill the bandits, and just during this time the dog will enter Heimar’s cave, and you can go after it.
Having gone around and cleared the cave of vampires, we communicate with the statue and receive the quest to find an ax. We travel to the other side of the map, kill everyone, take the axe, return, choose the right dialogues and get the Mask of Clavicus Veil and the Ax of Sorrow in addition.

Morkart - Ring of Namira.
Another joke from Bethesda - now a quest about cannibalism, for which you get a ring that allows you to eat corpses.
We go to Morkarth, to the Understone Fortress and look for the priest Arkay there - I had him in the left wing immediately after the entrance (where the entrance to the Dwemer ruins) - there is a door in the Hall of the Dead, so he should hang out somewhere nearby. If not, look around the Podkamennaya Fortress.
The guy will tell us that the corpses seem to have been gnawed and now the Hall is closed, but we ask him for the key. We go into the Hall of the Dead and hear a voice, then a girl will appear who will invite us not to be ashamed of the fact that we ate a brother or sister in childhood. Yes, we weren’t particularly shy. She invites us to go to the dungeon - we agree, clear the dungeon, then we go after our old priest, bribe him so that he goes to lunch with us, and then we kill and eat him. That's it, the ring is ours, now if it is worn, then during inspection a dialogue will arise whether to eat the corpse or examine it.

Lagrashbourg - Volendrung.

The orc town of Lagrashbur is located west of Riften. When you approach him, help the orcs defeat the giant, and then listen to the dialogue. Eventually, you will be asked to bring an offering - a Daedra Heart and Troll Fat. The heart can be taken from the Sanctuary of Mehrunes Dagon, for example (see above).
After you bring it, they will perform a ritual, and we will go together with the leader of the tribe to the cave that leads to the clearing of the giants. Then you will have a choice - either go kill the giant yourself, and then the orc will attack us, or the orc himself will go fight the giant and die. In any case, he will die, and we will have to kill the giant and bring his hammer. Then we install the hammer on the pedestal, and we get Volendrung - which has a wonderful bonus for restoring the reserve of strength, allowing you to always hit with all your heart.

Falkreath - Skin of the Savior, Ring of Hircine.
We are looking for the entrance to the Falkreath barracks, it’s not easy to find them right away, but you’ll figure it out, I think. We find a cell there where the girl’s killer, Sinding, sits knee-deep in water. We come close to the bars, talk to him, get a ring, and agree to kill the beast. Then he leaves, to which the guards reprimand us that this is happening, and do not even make any attempt to arrest us.
We go after the beast - it turns out to be an ordinary deer. He stood there and did nothing until I started shooting a fireball at him, and then started running away wildly, so get ready to kill him with one blow without any banter. You'll probably need a bow here. After the death of the beast, the incarnation of Hircine will appear, which will invite us to start the hunt - we must kill the werewolf first.

We go to the Grotto of the Drowned, we meet there a dead Khajiit, and another half-dead one, who will recline immediately after the conversation. This grotto is unusually beautiful in daylight, but it’s also nothing in the light of the Bloody Moon. Meanwhile, the quest has a fork:

  1. We agree to kill Sinding - for which we eventually receive the above-mentioned cuirass.
  2. We forgive Sinding - for this we receive a ring (allowing us to turn into a werewolf), as well as the Blessing of Hircine (helps in killing peaceful animals).
Skeleton Key.
Issued during completion of Thieves Guild quests.

By the way, I'm also in similar style wrote about the Masks of the Dragon Priests (with a map and description) -. The layout has already turned out more beautiful, and the descriptions are short and convenient.
At the same time, I highly recommend reading my guide on setting up graphics in the game -. That's all, good luck!

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 the local tomb. Learn about them from the bartender from Silver Blood or go straight to the Understone Fortress, where you will find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate the matter.

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

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

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

The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad 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 to his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

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

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

House of Horrors (Molag Bal)

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

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

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

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

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

The only cure (Peryite)

The only cure (Peryite)

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

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

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

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

Beyond the Ordinary (Hermaeus Mora)

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

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

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

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

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

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

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

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

Call of the Moon (Hircine)

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

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

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

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

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling 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 quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir's assortment.

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

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

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

Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - 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 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 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 allow Erandur to pass 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 Nelakar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, the Star of Azura, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

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

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

Today we have prepared small guides for three exciting quests from Skyrim. Their implementation can cause slight difficulties for both beginners and experienced players, since no one is immune from inattention or omission of any important details. Our tips will help you cope with any difficulty that arises.

Variety of quests

In Skyrim, everyone finds something to their liking, whether it's aimlessly wandering through the expanses of the northern province or completing some interesting quest. To the delight of all lovers of good stories, the game really pleases with a wide variety of tasks. Perhaps someone liked the search for ancient artifacts hidden in the abandoned Dwemer ruins of Skyrim, or completing “Mad Mind” and other quests about the Daedric princes - in any case, there is always something to keep yourself busy.

"House of Horrors" and Molag Bal

To complete the first quest on our list today, the player must go to the city of Markarth. At the entrance you can see an abandoned building - next to it there will be a guard who asks all the residents passing by the same question. We answer him whatever we want, but at the end we definitely offer help.

Already in the house we go down to the basement. Once we are below, the guard will panic and return to the top floor. In the basement, the voice of the Daedric Prince Molag Bal will contact us, who will order us to kill the guard. We carry out the assignment and immediately receive another one - to deliver a character named Logrolf to the house. We use the map to find our destination and go after Logrolf. When we deliver him back to Molag Bal, we will have to work again as the Daedra’s personal executioner. At the end, the prince will reward Dovahkiin with his mace.

Walkthrough of "Mad Mind"

"Skyrim 5" continues to delight players with a whole line of quests about the Daedric Princes. At the end of each of them, Dovahkiin receives a certain artifact as a reward. Princes usually give weapons, but some can gift the player with armor, a valuable book, and other unique relic.

The name of the next Skyrim quest is “Mad Mind”. The passage introduces us to perhaps the most famous Daedric prince named Sheogarath.

First, we need to visit Solitude, where the tramp Dervenin will come out to us next to the bardic college. After a short conversation, we agree to convince his owner to take the poor fellow back. We look for the chambers of Pelagius (they are located in the Blue Palace), we make our way inside and are transported to another dimension, outside of Skyrim."

The passage of “Mad Mind” continues, and we are met by Sheogorath, who offers to release the maddened Pelagius on the condition that we complete three of his tasks. For our efficiency, the prince presents us with his Wabbajack. Each task is associated with Pelagius' fears: in the first, you need to fight his nightmares, in the second, you need to shoot at the spectators of the competition, and in the third, you need to reduce the evil Pelagius and increase the proud one. We free Pelagius, talk to Sheogorath and again find ourselves in Skyrim. Walkthrough of "Mad Mind" is complete!

Completing the Thieves Guild main story

We continue to talk about completing interesting “Return of Twilight” puts an end to the main storyline of the Thieves Guild quests.

We go to the location where the ghost of Galas will meet us. He'll give us some useful tips, which should help during the journey to the Black Lake - a portal connecting the abode of mortals and the world of Nocturnal. Along the way, Dovahkiin will have to deal with several maddened nightingale ghosts and go through many traps (stretch marks, buttons and other well-known “surprises”).

Having reached a dark room, you should hold the shadows - if you go into the light, the hero will begin to smoke and lose HP. Next, a corridor with a Nocturnal statue awaits us. Behind the torches there are two rings that provide access to a secret passage - we go inside and fall down. Somewhere in the walls there is a secret hole where you can insert our Skeleton Key.

At the end of the task, we will find ourselves in the sanctuary of the Night Lady herself. We return the key to where it belongs, meet Nocturnal “face to face” and choose one of the three nightingale abilities as a reward. Congratulations, the final Thieves Guild quest is complete!

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 don't attack first, but try to open front door, Turan, believing that only one of you will leave the house, attacks 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.

0 Character Level

Azura: Black Star
Aranya will meet us there and bring us up to date: she had a vision, and we need to look for the elven magician. She will send him to Winterhold to look for him, where she can ask, for example, the owner of the tavern. They will point us to Nelasar, who needs to be talked into in any convenient way, and he will talk about his teacher, Meylin Varen, and about his experiments with Azura’s star. Melin must now be found in the destroyed fort of Ilinalta Depths. There are a lot of necromancers and skeletons there, but Meiling 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 he needs to decide what to do.
If you take the star to Aranya, then the star will become, as usual, an endless great stone of souls, in which only white souls can be caught (that is, everyone except NPCs), if it is taken to Nelasar, it will become a black stone (only NPC souls can be caught). Whoever we choose, we’ll have to go inside the star to smoke Meylin out of there: be careful, there are narrow bridges and Dremora dancers. After defeating Meylin (you can ignore the dremora), the star will be given to us.

Sheogorath: The Mad Mind
The lost Dervenin is wandering near the College of Bards in Solitude (two hundred years ago we met him in New Sheot), he will ask us to find his owner, who went to the Blue Palace, to the Pelagius wing. They won’t just let you in there, but you can contact one of the maids (for example, Una), they will give you the key. Having made our way through the web into the corridor in the wing, we will be transported into the mind of Pelagius the Mad.
Inventory and a map don't work here, and they won't be needed. Pelagius is somehow not in the mood, and Sheogorath will give us Wabbajak so that we can get out of here. In the battle between Anger and Confidence, you need to 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 emerging creature, and repeat this until they run out. In Pelagius' paranoia, you can not waste time transforming atronachs, but can 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 return to the palace.

Namira: Taste of Death
Brother Verelius stands in the palace in Markarth, informing that you cannot enter the Halls of the Dead. We persuade him to let us in there (if we just get in by breaking the lock, the halls will be empty). Eola will meet us inside and ask us to destroy the draugr 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 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 Eola will manage on her own. We kill Verelius lying on the altar and eat - Namira will speak to us and hand over the ring. Although, of course, you may not agree to kill your brother and instead kill the entire company of cannibals.

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

Vaermina: Walking Nightmare
In Dawnstar, everyone suffers from nightmares. We are looking for the priest of Mara Erandur in the tavern, who will say that the cause of the nightmares is the temple of Vaermina, located not far from the city in a destroyed 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 begin to wake up and attack us. We follow Erandur, he will show you where the Skull of Corruption staff is located and tell you what happened here. It turns out that he himself was a priest 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 “Sleepwalking” (which the marker helpfully points to), then Erandur will take us to the laboratory to find the potion “Apathy” (which the marker also points to). Now you will need to drink the potion and see what happened there through the eyes of a participant in the events. We will be sent to release the 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 real world- and take the soul stone from the stand to remove the barrier. We return to Erandur, follow him to the Skull, casually defeating two priests of Vaermina. Now Erandur begins a ritual that will destroy the Skull of Corruption - and the voice of Vaermina will order him to be killed. We kill - we get the staff, let us complete the ritual - Erandur will be available as a companion.

9 Character Level

Malacath: The Cursed Tribe

At the entrance, orcs fight with a giant (although you can get into a head-to-head analysis). You need to talk to Atub, she will ask you to bring the heart of a Daedra (you can steal from your Companions) and troll fat (if you are too lazy to look for trolls, you can run to the alchemist) to contact Malacath. Malacath will answer, and orders Yamarz, the leader of the orcs, to recapture 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, pass through it (here Yamarz is quite capable of standing up for himself) and 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 yourself, he will die immediately, so you will have to fight the giant in any case. We take the hammer and return to Largashbur. After Malacath’s speech, we place the hammer on the altar in the camp - and take the Volendrung hammer that appears there.

10 Character Level

Molag Bal: House of Horrors
On the street of Markarth, Stendarr's watchman Turan will ask you to go with him to investigate a suspicious house. Found in the house closed door, which he asks to open, and then Molag Bal 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 of Boethiah Logrolf (he was caught by outcasts). We free him, and he will come to the abandoned house himself. Let's go back there. Logrolf will fall into the same trap at the altar, and by order of Molag Bal we beat him to death with a rusty mace, and again to death. And only now we receive 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 it and return it to its 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 Meridia’s light through the temple (and open 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 killing whom (like a real necromancer, he won’t be killed the first time) Meridia will reward us with the sword Radiance of the Dawn.

12 Character Level

Peryite: The Only Cure

The Khajiit Kesh is hanging out at the sanctuary; he will help you contact Peryite. To do this you need: a poison bell, a silver bar, vampire ashes and a flawless ruby. If any of this is missing, you should wander around the corresponding shops. Kesh will prepare a dubious-looking 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 Btardamz. The ruins are large and multi-level, but it is difficult to get lost there, and there are enough dark corners for the possessed to slip unnoticed. You can, of course, run head-on, but the green shit they spit 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.

13 Character Level

Clavicus Vile: The Dog is the Daedra's Friend
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 (be careful, 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 the cave, in addition to the mage who owns the ax, there will also be Daedra). 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).

14 Character Level

Sanguine: An Unforgettable Night
In any tavern you can meet a certain Sam, who will offer to have a drink with him, which will be followed by the traditional awakening in some unknown place and in some unknown place after what. Actually, this will be the temple of Dibella, whose priestess will scold us and force us to clean up. We need to persuade her to tell us what happened, and from her words it will turn 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 solve in any convenient way, after which we will need to go to Whiterun, to Isolde. After her dose of persuasion or money, she will send us to Morvunskar, a fort chock full of magicians. Having cut through them, we find ourselves in the portal, we find Sam, who turns out to be Sanguine himself, we receive Rose as a gift (apparently, we had a really good walk) and return home.

Character Level 15

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, we will receive a note by courier saying 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, you will be given a choice - collect blood or collect loot). If you don’t want to kill 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 (as Septimius expected), but the book Ogma Infinium. Reading the book will add three points to each skill of the selected group: Magic: enchantment, restoration, destruction, illusion, alteration, witchcraft
Strength: heavy armor, shooting, one-handed weapons, Two-handed weapon, 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 needs to be said. After talking with the jarl, you will need to talk with his son, Nelkir (who in any case remains in Dragonsreach in Whiterun), and he will tell you about the door in the basement that whispers and tells all sorts of things. We listen to what the door will tell 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 steals the key from his pocket. Open and take the Ebony Blade. After killing some NPC who considers us a friend, Mephala will praise us.

Mehrunes Dagon: Shards of Glory
In the city, the courier will deliver an invitation to the museum in Dawnstar. This museum is dedicated to the activities of the Mythical Dawn. The owner of the museum, Sil, will give you a short tour and then offer you a task: collect the parts of Mehrunes' razor. The hilt is located with Jorgen in Morthal, it can be obtained in any convenient way - either by somehow persuading Jorgen, or simply by stealing it from a chest in his house. Fragments of the blade - in the fortress of Cracked Tusk, inhabited by orc bandits, the key to the grate covering the button that opens the vault can be removed from their leader. Finally, the pommel will be found in the Old Woman's 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 talk to him, but he will promise us to restore the Razor if we kill Sil (there is no use in refusing). We kill Strength, we get Razor and two Dremoras who 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: Boethiah's Call

You can walk to the sanctuary, 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 a sacrificial column, kill him with a sacrificial blade. After Boethiah's short speech, the cultists will attack in droves. After the death of all of them, Boethiah will speak again: he will order to kill everyone in the Knife's Edge Ridge location. Now everything is simple - go, clean up, put on ebony chain mail (this is the reward for the quest), listen to Boethiah’s congratulations.