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Now go up the stairs into the house to speak to Professor Kenric. Head south from Swampside Camp. You'll soon arrive at a hut with a fast travel marker where you'll be attacked by a Hakkonite warrior and a bowman. Take out the archer first. When they're defeated open the sack on top of the hut for some common loot. Inside the second hut you'll find a chest with some rare loot. Now talk to Fisherman Arvid and ask to borrow a boat. He tells you to ask Svarah Sun-Hair's permission. You need to speak to her for the 'Avvar Allies' sub-quest as well.

When permission has been granted, return to the fisherman's hut by fast travel. Before heading to the island, you may want to equip cold resistance tonics for an optional encounter. When you're ready, speak to Arvid and take the boat to The Lady's Rest. Head right to the very top of a spit on the northern half of the island to claim the Stone Giants landmark. In the middle of the island is a ruined hut with a partly closed fade rift. Interact with it to have a lengthy conversation with a spirit who fills in some backstory on Ameridan.

You'll see a skeleton on a bedroll. On the way back to the boat, you'll find that those Hakkonite rascals have prepared an ambush. You'll find five bowmen, a defender and a spellbinder. Hopefully, you've got some bees left to panic the archers. Horror is also good for taking enemies out of the fight while you concentrate on silencing the spellbinder to prevent him from buffing his allies.

The defender is more of a damage sponge than a threat so you can leave him until last - remember the archers can shred your party in seconds. When they're defeated you can leave the island. Fast travel to Ridgeline Camp. The quest marker is a short way north. One of the fade-touched beasts related to 'A Father's Name' can be found nearby as well.

When you arrive at the quest marker, it will move to the northwest of the map, near Canyon Camp. Head into the opening marked on your map by the cave mouth symbol to enter the Old Drains.

Continue up the steps until you emerge into The Overgrown Courtyard. Alternatively, the walkways of Canyon Camp connect to another wooden pathway heading up which takes you to the same area.

This allows you to avoid the bothersome random encounters in the river. At the top of the stairs past the Razikale's Reach landmark are a Hakkonite bruiser and four Hakkonite bowmen.

They will shortly be joined by two Hakkonite defenders and two more bowmen. Once the slaughter is complete, head further up the stairs for a battle with an extremely tough Hakkonite champion, two defenders and two bowmen.

For all his toughness, the champion can be controlled with fear. Nevertheless, don't hold back - now is a good time to use focus abilities. By the campfire in the main courtyard is a bench where you need to wait. Kenric and Harding will arrive; they cannot be spoken to but the doors at the top of the stairs that were previously locked open. Through the doors you will find an optional puzzle. You have three rows of pressure plates with a switch above them like this:. The switch is there so that you can reset the puzzle if you mess up.

In front of the two doors are patterns that you have to reproduce to unlock them - you have to light up only the centre plate for the right hand door while the left requires all the outer plates to be lit. For the right hand door, activate the plates in this order:. Now head up the stairs on the left behind the puzzle switch. You'll find a barrier that cannot be dispelled through standard means. Turn around and walk along the impromptu bridging formed by the planks onto the battlements.

A short way ahead you'll find a veilfire brazier. Light a torch, return to the barrier and you can now dispel it. Press on for a cutscene and then explore the chamber for more clues. Light a veilfire torch and you'll be able to examine two sets of marks on the walls. Note that a dragon switch you may already have noticed these dotted around the landscape becomes live. Return to the battlements where you'll find a switch approximately half-way round. This allows you to begin activating the trail markers that you need to complete the quest.

Return to the doorway previously blocked by a barrier; opposite it are stairs up to the first marker. Now return to the Old Courtyard where you'll find the next one. Then just follow the trail markers one-by-one. The third, next to the ruined hut, has a Hakkonite camp nearby.

The next marker is guarded by four Hakkonite bowmen. Follow the Cliffside Path to the next. The next is a short distance away up on a crag. For the final one, near the Frozen Gate, you have a whole bunch of Hakkonite ne'er-do-wells to take out first: two defenders, a warrior and two spellbinders. Activate the final switch to complete the quest and open up the next part.

To continue with the main quest you must also have completed 'Storvacker Caged'. Make a hard save since you can't quit this mission once you start it. Ensure that potions are fully stocked up and then travel to Stone-Bear Hold to speak with Svarah. This will make it nighttime in Frostback Basin and initiate the assault on the fortress. An elite Hakkonite bruiser will drop down from the walls. Go through the gates to face three Hakkonite bowmen and a spellbinder.

Past them are four Hakkonite spies. A Hakkonite champion may burst out of a gate to the right of the path if you get close. As you descend the hill, be wary of the winter shards, objects that freeze anything nearby. They are best destroyed from a distance. Go through the doorway and fight four Hakkonite bowmen and a bruiser. After them you're clear to enter the Old Temple. When inside the temple, look out for winter shards to destroy and braziers to light since these unlock the 'Firestarter' trophy.

The temple has an effect where your warmth is rapidly sapped at which point the active character starts taking damage. To prevent this you need to warm yourself by a brazier. Inside the entrance is a supply cache and a brazier. Head left where your mage can energize an equip potions table and a veilfire torch. You may want to equip a cold resistance tonic on your main character. There is also a brazier to light.

Further along is another brazier and two chests, one with rare loot, the other with common. Light a veilfire torch, return to the main hall and head down the stairs.

Take the doorway to the right which leads to a brazier, a key which can be found using your sonar and two common loot containers. Head back out and destroy the winter shard. There's an already lit brazier further along.

Head back down the rubble and open the door to the north, beyond which is a brazier to light and five loot containers. Head down the stairs, destroy the shard and fight a Hakkonite bruiser and two defenders. Two bowmen and a spellbinder will join them. Head further down into the temple destroying a shard on the way. There are three Hakkonite spellbinders and a bruiser guarding the final chamber. Just before the ritual chamber is a supply cache.

Inside the chamber you will have to battle two Hakkonite bruisers and four spellbinders, although the spellbinders won't initially attack. When they're down the boss battle will begin.

Harofsen transforms into a powerful revenant. He has a special attack whereby he targets a character, warps to them, freezes them and starts walloping them. When he loses significant chunks of his health he will destroy a brazier and summon help.

In the first instance this will be three corpse archers and two Hakkonite warriors, then two bruisers. Killing Harofsen will end the battle - any summoned enemies still alive will die at the same time. After Harofsen's demise you will have a revealing conversation with Ameridan himself, giving you the 'Historian' trophy.

When all is done, you can loot Harofsen's body. There's a shortcut to the Frostback basin at the back of the ritual chamber. When you emerge, there'll be a chest to loot. After you leave the Old Temple, you'll emerge in Nigel's Point. There will be a chest with common loot. To complete the quest you need to locate and absorb four more memories. From Basin Floor Camp, head to the extreme southwest point of the map where the world exit is.

Talk to Kenric in the Research Outpost to obtain a war table mission. Then gear up for an ice dragon battle and head to the quest marker near the lake shore. There will be six Frosted Gibbering Horrors to battle, which aren't particularly tough. The boss itself is 25th level with HP; somewhat tougher than the Highland Ravager but easier to battle because he doesn't have a cheap ability that gives him a full guard bar.

Otherwise, it's the usual dragon stuff - fight a bit, fly around using his breath weapon for a bit, fight a bit more. When he's damaged badly, he'll fly off, summoning six more Frosted Gibbering Horrors.

After they're defeated, you need to chase him up to where he's fled to. You can hit him with ranged weapons but you can't get up to his perch. PC Only This bug is fixed by version 2. Use the command tcl to move through the wooden gate and enter the castle to continue the quest. You can circumvent this issue by clipping through the wall on the right while standing on the railing. This gets you past the gate and able to access the door. Use console player. Originally posted by cfs :.

It will get you past gate. Masterofgaming22 View Profile View Posts. Per page: 15 30 Reward : written by Alphabetface , checked by RobinHood Vampire Side: After obtaining Auriel's Bow , Serana tells you that it is time to confront her father.

Head back to Volkihar Keep. Once inside, it is not possible to initiate dialogue with any of the other vampires, who will instead direct you to Lord Harkon.

He can be found upstairs in the Volkihar Cathedral, where he awaits you and Serana in his Vampire Lord form. When you confront Lord Harkon, he will begin by insulting you for your disloyalty towards him.

When Serana tells him that she will not let herself be sacrificed and that you are on her side, Lord Harkon will give recognition to your persuasive abilities by saying that "This dragon has fangs". He makes a final insult to Valerica , and chides Serana for becoming more like her mother.

At this point, Lord Harkon will demand that you give him Auriel's Bow. If you refuse to give it to him, he will attack you. Likewise, if you give him the bow, he will betray you and attack. Because both dialogue options end in him attacking you, it is not recommended to give him Auriel's Bow, as it can be very useful during the battle.

Dawnguard Side: The Dawnguard side of this quest is much like the Vampire side, except that after acquiring the bow, Serana will tell you to head back to Isran. Once at Fort Dawnguard , talk to Isran, who will gather the rest of the Dawnguard. If you chose to become a vampire in order to gain access to the Soul Cairn , Isran will refuse to speak with you until you have been cured.

After a short speech, everyone will head out to Castle Volkihar. Once you arrive there, the Dawnguard, including one armored troll , will start the attack on the castle, beginning with five vampires, a few Gargoyles and one Death hound who defend the outdoor approach to the castle.

When they have been defeated, you will then lead the charge into Castle Volkihar, fighting the remaining vampires and death hound. After all the vampires have been killed, follow Isran to a gated off doorway with a pull chain to the right of it. Pull it to raise the portcullis, then head up the steps and through the doors, where you will find Lord Harkon. The conversation with Lord Harkon on the Dawnguard side is somewhat different than the conversation on the Vampire side, mainly in the tone of the conversation and in Lord Harkon's dialogue with the player.

Instead of insulting the player for their lack of loyalty, Lord Harkon will admit that it was only a matter of time before Serana would one day return with hatred in her heart.



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