Records of the crypt of the night void. Crypt of the Night Void and its secret. Cave of the Night Void

  • Main article: Quests (Dawnguard)

Awakening(orig. Awakening) - main quest storyline factions of the Dawnguard in the expansion The Elder Scrolls V: Dawnguard.

Receipt

Upon entering Fort Dawnguard, main character will catch the scene of the conversation between Isran and Watcher Tolan. According to the latter, it will become clear that their faction was defeated in the war with Daedric minions and vampires. He will tell you that the vampires have settled in the cave of the crypt of the Night Void. Also, according to him, in this cave there is some kind of artifact that is very important for vampires. At the end of the conversation, Isran will send the protagonist to this particular crypt to find out what the vampires are looking for and bring what they are looking for to the fort.

Crypt of the Night Void

In the crypt, the hero will find the corpse of the sentinel Tolan. You need to move to the next location, fighting vampires, death hounds, skeletons and draugrs along the way.

Cave of the Night Void

Entering the cave, Dovakin will hear a conversation between the vampire Lokil and the sentinel Adalwald. Lokil and another vampire are trying to knock out some information from the sentinel, but he does not say anything, for which they kill him. You should go down and clear the hall. After stripping, you need to go to the center and press the button. Watch a short cutscene and after that start moving the braziers. To place them correctly, find the first line of magical flame and push the brazier to the end of the line, the line will continue moving and stop at the place where you need to move the next brazier. When all the braziers are correctly located, the transformation of the hall will begin. A sarcophagus will leave in the center, which will need to be opened. Serana will be inside. When the hero talks to her, the quest will end.

Quest stages

To go to a certain stage of the quest, enter in the console:

Setstage DLC1VQ01 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Awakening (ID: DLC1VQ01)
StageDiary entry
10 I met Isran, the leader of a group of vampire hunters known as the Dawnguard. The vampires that attacked the Hall of the Watch were possibly the same ones that attacked the Night Void Crypt. Isran asked me to find out what the vampires were looking for.
30 (Quest Update) Find out what the vampires are looking for.
40 Isran, the leader of a group of vampire hunters known as the Dawnguard, asked me to find out what the vampires were looking for in a place called Nightfall Crypt. Deep in the crypt, I released the mysterious young woman Serana from an ancient sarcophagus. (Quest Update) Talk to the mysterious woman.
200 Isran, the leader of a group of vampire hunters known as the Dawnguard, asked me to find out what the vampires were looking for in a place called Nightfall Crypt. Deep in the crypt, I released the mysterious young woman Serana from an ancient sarcophagus.
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.
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Our walkthrough Dawnguard will continue with Isran telling about the vampires who attacked the Hall of the Watch. Now they are in the crypt of the Grim Void. We just need to go there to figure out what evil spirits were needed there. Before leaving, try to get enough potions and other consumables you need.

The target crypt is southwest of Dawnstar, near the shrine to Mehrunes Dagon and the Dwemer ruins of Mzinchaleft. As soon as you enter the cave, you will immediately encounter the first opponents - the vampires will not be happy with you and will immediately attack as soon as they see you. They are helped by unpleasant creatures - demonic dogs, death hounds. In the battle against vampires, be careful, because they are contagious and have necromancy, that is, they know how to resurrect their dead colleagues, who immediately again join the battle against our hero.

Once they're done with, continue through Dawnguard by finding a large passage into the crypt. It will be closed with a grate, but it is not fixed, it can and should be raised by proceeding deep into the cave through the narrow southern passage. After passing this place, go upstairs using a small ladder. There you will find a chest - search it, take the usefulness in the form of potions and pull the metal ring.

After going into the next cave, you will find another handful of opponents, among which there will be skeletons and one vampire, kill them all, go to the lever, which is on the right side of the grate blocking our path. So open your way to the room with the dead draugr and coffins, there you can find the pentagram of souls and soul stones next to it. And on the right side of the entrance, you will find a staircase that will take you deeper down, it is lit by the light of a torch, so do not miss it.

Go down deep into it, you will find confrontation between vampires and draugrs. After breaking the opponents, find the grate again, which opens with a ring on the chain. Further on our route there is a spacious cave in which there is a whole lake and a waterfall. As soon as you get closer, evil spirits in the form of skeletons will climb out of the water, which will need to be killed. A little further ahead, you will also encounter ancient vampire mages supported by their hellhounds.

When all this goodness is finished, continue the passage of Dawnguard, examining the crypts, in some places they are covered with dense cobwebs, so finding the grate opened by the lever on the left side may not work right away. Behind bars, the first truly strong enemy awaits you - the vampire Master of the Night, with whom you will have to tinker a bit. Once done, proceed through the wooden door to the Dark Void Cave.

In it, you will get out onto the balcony with gargoyles and a scroll, which lies right on the pedestal. Voices are heard there, therefore the optimal solution is to act covertly and quietly so as not to reveal yourself ahead of time. When you go down from the balcony, you will find the deceased sentinel Adalwald, not far from his corpse are also his own records. Having got out on the platform with columns of stones, join the battle against the vampire Lokil, as well as his associates - an accomplice-mage and a thrall - a warrior.

After finishing with them, continue the passage of Dawnguard, approaching a stone pedestal with a button in the middle of the site. When you press the button, do not be afraid of the metal spike that pops out, it is not dangerous. After you see a mysterious glow of purple, now we need to arrange the braziers scattered throughout the hall so that they all burn with blue fire.

These braziers can be moved either to the center of the circle, or vice versa away from it. Having found the right combination, you will start a mechanism that will push the slabs apart in the center of the circle, which will push the slabs apart and push up the monolith of stone, which does not have any window and door openings. You need to get closer to it and activate it, it turns out that this is a sarcophagus containing a sleeping ... beauty or not - it's up to you, but some sleeping girl for sure.

True, as soon as you open the lid of the sarcophagus, the girl will immediately regain consciousness and express surprise that we are not like her, she was waiting for one of her own, from vampires, to free her. By the way, behind her back you can find ancient scroll. The stranger's name is Serana, she will ask us to do her a favor - to help her get home to her father. Father is a powerful vampire who lives on the northern coast of Skyrim in a castle.

Written by Adalwald

Praise the Gods! Here is finally what I was looking for. The dangers I avoided, the traps I avoided, and the vile draugr I miraculously slipped past, all were not in vain.

In the previous volume, I presented my observations and shared my thoughts on the possible connection of the Night Void Crypt with the ancient vampire clans mentioned in the history of Skyrim. In the same place, I wrote about a huge hall, much larger than the rest of the crypt.

Alas, several draugrs wandered in and forced me to retreat back into the corridors closer to the entrance, thereby depriving me of the opportunity to better explore the giant cave.

But, thank Stendarr, by that time I had been able to spend almost a whole day in the cave and inspect it.

Yes, I took a risk, but the risk was fully justified, because what I found there is almost indescribable.

In the center of this huge cave is a stone island in the middle of an underground lake. And on that island there is something that I can describe as an intricate ceremonial structure, surrounded by stone columns connected by arched spans.

Without a doubt, this architectural design is strikingly different from the rest, it is not the work of the ancient Nords. There I also found statues of gargoyles, which I first came across near the entrance to the crypt.

In Skyrim, there are no draugr burials with such statues anywhere - except for the crypt of the Night Void.

Yes, now I am sure that the strange building in the central hall was erected much later than the crypt itself and by completely different craftsmen. The same builders must have placed the gargoyles around the crypt, probably to scare off the curious.

All indications are that the masons who built these unusual arches were subordinate to some ancient master who paid homage to necromancy or vampirism.

Stone carving not only differs in pattern, but obviously speaks of a completely different culture than the culture of the ancient Nords, and of a different work technique.

Thus, the cutting and processing of stone testify to the use of more advanced tools than those that were available to the masters who built the crypt.

Although I am happy that my theories have finally found visible confirmation, at the same time I am saddened that there are so many blank spots. When were these new buildings erected? Who raised them? And why?

One thing, however, is beyond doubt. I need to go to the Hall of Watch and tell my brothers and sisters about my findings. When they see them with their own eyes, they will no longer laugh at my research and theoretical constructions.

And after that I will return to my work. Though the crypt of the Night Void is now full of secrets, but by the will of Stendarr, I will see the veil of secrecy lift.

Foreword

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

To better understand how the storyline diverges into light and dark side Here is a small diagram:

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

Dawnguard

ID: DLC1VQ01MiscObjective

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

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

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

Awakening

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

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

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

Bloodline (Bloodline)

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

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

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

New Order (A New Order)

ID: DLC1HunterBaseIntro

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

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

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

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

Prophet

ID: DLC1VQ03Hunter

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

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

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

Chasing Echoes

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

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

In the castle we go through the corridors, unlock the doors, lower the bridges with levers and in the end, going out to Fresh air, we come across a moon clock (it's like a sun clock, only a moon clock). They look like this.

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


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

Mechanism from the lattice behind the gargoyle.

Activate.

How unexpected!

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

Find a couple of differences:


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

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

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

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


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

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

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

Beyond Death

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

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

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

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

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

Where a dragon appears to be defeated.

And then we move on to the next task.

Seeking Disclosure

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

Having obtained both scrolls, we talk with the monk.

This completes the task.

Unseen Visions

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

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

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

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

We speak with the companion and the task is completed.

Touching the Sky

So, stock up on everything you need for long journey and we go on a mission, it will take a long time to climb dark caves.

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

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

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


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

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

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

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

End of task.

Kindred Judgment

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

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

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

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

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