Although it is implied that both Harkon and Serana are much older than they appear, the fact that Harkon has a Dragon Priest Dagger at his disposal could indicate that he was alive during the last reign of Aldiun and the dragons in the Merethic Era, which predates the events of Skyrim by several thousand years. Aside from his possession of the Dragon Priest Dagger, there is another interesting aspect of Harkon's room that may connect him not only to the age of dragons, but to the Dragon Priests themselves.
On the wall, just before the landing of the second level, there is a mural embedded into the brickwork that is very clearly identical to those seen inside Draugr ruins. Not only does this raise several questions about Harkon's history, but also the origins of Castle Volkihar themselves.
Since vampires often take over ruins in the general overworld of Skyrim, it is possible that this castle was once used by priests before the downfall of Alduin. As an ancient vampire and child of Molag Bal, it's natural for Harkon to have some kind of hatred for werewolves.
Their differing Daedric Prince origins aside, Harkon displays a level of disgust for the Dragonborn if they are a werewolf when he is confronted for the first time, saying he could smell them from outside the castle walls.
In the lower level of his room, nearest to the main entrance, there is a display case that holds a Werewolf Pelt, indicating just how deep his hatred for werewolves goes. As Castle Volkihar is home to nothing but vampires and their cattle, it seems natural to see an abundance of wine barrels in the main dining room since it's probably fairly difficult for them to get drunk as undead monsters.
These wine barrels aren't full of alcohol as their nature would suggest, however, as every one of them is stained with blood in one way or another, which makes a lot more sense considering how often the lesser vampires have to feed to stave off the effects of vampirism.
Possibly the biggest question to come from how Harkon decorates his living space is the presence of a Mythic Dawn banner, hanging above a rack in among his torture devices.
While the Mythic Dawn makes a very brief appearance in the form of a museum in Dawnstar, they are most well known as one of the antagonists from The Elder Scrolls IV: Oblivion. The Mythic Dawn see the Daedra as the true gods of the universe, which is fitting for a man who willingly put his daughter through the "initiation" of becoming a Daughter of Coldharbour.
Callum Archer is a freelance writer based in Perth, Western Australia. He is an avid gamer, Nintendo fanboy and lover of weird sci-fi novels, who also dabbles in manga from time to time, usually dark and twisted work like Uzumaki and Death Note. As for Fort Dawnguard it is upgraded as you go along the DLC quest line, but in the end it's all the same thing. Salvador Bittelbrunn Pundit. Do you get Castle Volkihar? Castle Volkihar.
This location is available only if you have the Dawnguard DLC expansion pack. You must use a boat to reach the secluded castle the first time you visit it. Jorg Gentejohann Pundit. How do you find serana's mother? In order to find Serana's mother , Valerica, adventurer's must first gain access to the Soul Cairn. In order to do so the Volkihar Undercroft must be discovered and traversed in the Chasing Echoes quest.
Where are the crests for the moondial? The Crescent Moon Crest can be found on the balcony on the east side of Castle Volkihar's courtyard, above Valerica's garden. Yunia Tupikhin Teacher. Where is the secret entrance to Castle Volkihar? Castle Volkihar can be infiltrated via an unused dock on the north-western side of the island. Vicenta Murgoitio Supporter. How do you get into Castle Volkihar chasing echoes? Chasing Echoes.
Speak to Serana. Explore Castle Volkihar's Courtyard. Investigate the moondial. Find pieces of the moodial located around the courtyard. Gather Soul Gem Shards. Hend Purnell Beginner. Where is the Dragon Elder Scroll seeking disclosure? To obtain the Dragon scroll you will need to take the scroll from the Tower of Mzark within Blackreach, only accessible by beginning the quest Discerning the Transmundane. Dianna Tenhoven Beginner. Where can I find finely ground bone meal in Skyrim?
It is a quest item for the quest "Chasing Echoes. It lies on top of the table with the Alchemy Lab on the west side of the chamber. Sire Rootham Beginner. Where is Serena's mother's journal? Once inside Valerica's Study, talk to Serana. A drum and flute are by the south wall, on or in front of a set of shelves. There are raised sections with stairs leading up to them at either end of the room. There is nothing of interest on the raised section to the north, only another blocked passage.
On the southern section are some wooden benches and a small bookcase filled with ruined books. To the left of the bookcase is a flight of stairs leading up to a heavily vaulted room, with thin cobwebs and strings of infected bones hanging from the ceiling.
On the far side of the room is a leveled gargoyle, with braziers on either side. As soon as you enter far enough into the room, these will light up, and the gargoyle will burst to life and attack. The only items of note in the room are a couple of leather strips; one is in the middle of the floor, and the other is on a narrow table to the right of a door in the southwestern corner. In the southeastern corner is another passage, but it is blocked just around the corner by fallen masonry.
The door in the southwest corner opens into another room, with several wall shelves on the wall opposite holding various animal and human skulls all the way up to a shelf high overhead holding the skull of a mammoth.
To the right of this wall are wide stairs up to a raised section, where two armored skeletons sit on benches. To the right of the benches is a series of flights of stairs leading up.
To the left is an adept-locked wooden door, which opens to a small cupboard containing a barrel of ingredients with some leather strips on top, as well as a set of shelves holding a steel dagger , an empty random soul gem , two lockpicks , four loose septims, and a cast iron pot hiding a sapphire, an amethyst, and a small coin purse. As soon as you start climbing the long flight of stairs, rows of braziers on either side will light up. Around the corner to the left are two more strings of infected bones hanging from the ceiling, while two nearby desks against the wall hold seven loose septims on a plate, a random potion of healing, magicka, or stamina, a sapphire, and a flute.
Above the desks is a small balcony, and nearby just out of sight are a couple of armored skeletons. To the right, in the southern corner, is a leveled gargoyle that will burst to life and attack as soon as you are near. The balcony can be reached by following the room to the right of the desks, passing under a fallen piece of masonry, and climbing the stairs beyond. At the top, on the right is an inert statue of a gargoyle, while on the left is an open door.
There are more stairs ahead at the back of the room, but they only lead to two empty planters, with a balcony high above patrolled by at least one armored skeleton. Through the door, on the right is a blocked stairway, while to the left is an open door. Past the open door, two small wardrobes against the left wall contain more fine clothes.
Beyond the wardrobes in the southern corner are a small balcony and an adept-locked door. Through the locked door is the previous balcony above the desks, with an unlocked chest in the corner. Looking back at the door through which you originally entered this room, you will see a shield rack mounted above the door holding a banded iron shield and crossed iron greatswords.
Against the right wall are more stairs leading up to an area with a chair and table holding a common book , a piece of leather , and some small shelves at the back of the table holding some rolls of paper , a scroll of fire storm , and two lockpicks. There is another common book on the floor, beside the chair.
To the left of the table is a set of shelves holding a further seven common books and a lute. To the northwest is an open door into a larger room, with two long unlocked chests against the right wall, two doorways on the left wall, and a third doorway in the back right northern corner.
Both of the small rooms on the left are bedrooms, but both beds have been broken and buried by falling masonry and are now unusable. The only item of interest in either room is a wardrobe containing fine clothes in the second room.
Through the door in the northern corner is a flight of stairs leading up to a door. The room beyond is another dining room, with several raised sections. There are three armored skeletons in this room. Behind the door to the left is a small wardrobe containing yet more fine clothes. To the right a set of stairs descends to the main part of the room, where two long wooden tables are arranged with chairs along either side. There is a blocked passage to the southeast, and a wider passage to the northwest that is also blocked.
At the rear of the room is a raised section, with stairs along the rear wall leading up to it. At the top, on the left is a lowered wooden portcullis, while at the far end is another leveled gargoyle, with a pull chain behind it.
As soon as you pull the chain, the gargoyle will burst to life and attack. There is also an armored skeleton through a door in the southern corner, standing on the small balcony over the two empty planters seen previously. On either side of the gargoyle and in an alcove to the east are several sets of shelves, desks, and a table and chairs, but these only hold clutter. Once the gargoyle has been dealt with, you can pass under the now raised portcullis. A pull chain on the right operates it from this side.
Wide stairs rise to the northwest, with an armored skeleton partway up the stairs, just past a large piece of masonry. There seems to be quite a lot of sunlight coming through windows along the right side of the stairs.
As you near the top of the stairs, yet another leveled gargoyle will burst to life and attack. On the left is another lowered wooden portcullis and a chapel beyond, with the chain to operate it on the right. Ahead to the northwest is an expert-locked wooden door. Regardless of which route you take, you will end up in the same place. If you choose to raise the portcullis and enter the chapel, however, you will have to backtrack to complete the exploration, making the route through the expert-locked door preferable if you want to conveniently fully explore this area and collect all the treasure available.
The chapel has a walkway forming an arch overhead, with an armored skeleton patrolling back and forth across it. There are also balconies on both sides of the room with a skeleton on each, and underneath are two more armored skeletons sitting on benches.
The chapel is in shambles, with pews piled up in two large heaps. Behind the pulpit is a wooden screen, with an unlocked chest behind it in the eastern corner, and a small cupboard opposite containing a few septims and clutter.
Through the expert-locked door is a passage leading up, around a corner, and into an armory. There are a total of twenty-five weapon racks on the walls, which hold fourteen ancient Nord weapons, a random enchanted bow , and a random enchanted two-handed melee weapon.
There are four wooden benches down the center of the room backed by screens, and four sets of shelves holding three random potions of healing, magicka, or stamina, a draught of strength , two bottles of alto wine, and a bottle of wine. To the southwest is a short flight of stairs up to a third portcullis, again with the chain to the right. Past this is another blocked flight of stairs ahead, with a doorway on the left. Through this door is a passage that links the chapel, balconies, and raised walkway.
The balcony on this side is right in front of the doorway, with the other balcony directly opposite, while the walkway can be reached to the left, and the chapel below can be accessed to the right. Any fighting is likely to alert all the skeletons to your presence. Once you've dealt with all foes and explored the chapel below, crossing the walkway leads to a passage and a series of stairs up to an unlocked door.
The room at the top has a row of tables laid end-to-end, with an unlootable skeleton laid out with various other bones and skulls. There is a long unlocked chest against the southwest wall, as well as several small tables and chairs and a few sets of shelves around the room, but the only item of interest is a random potion of healing, magicka, or stamina on a shelf against the northwest wall, to the left of yet another door.
Through this door is a blocked passageway on the right, and stairs leading up on the left to large double doors. These doors open into a large room with a high vaulted ceiling. Five gargoyle statues are seated in the room: one on the left, two in the middle, and two on the right. One of each of these will burst to life when approached, one of which is the highest level possible.
Once they are dealt with, during the quest, Serana will wonder if you are at the top yet, and whether there is a secret entrance in the room. There is a long wooden table in the center of the room, with two iron daggers and an iron warhammer on top.
In the southern corner are two unowned upright coffins, which you can sleep in if you are a vampire. Between the coffins is a small wardrobe containing fine clothes and featuring a set of shelves on top, with the shelves holding a set of the rare vampire royal armor and a silver sword ; beside the wardrobe on the floor is a pair of vampire boots. In a small raised area against the rear wall are two sets of shelves filled with more empty wine bottles, with the shelves on the right also holding a scroll of conjure familiar.
There are three pieces of firewood laid in what appears to be a fireplace, but if you turn the wall-mounted candlestick on the left, the fireplace wall will open to reveal another passage. Follow a series of flights of stairs as you climb, winding around with each flight, to a door at the top. Through the door is Valerica's Study. Valerica's study is a large room on two levels, with a large circular indentation in the floor surrounded by candles in the center of the lower level.
This is where the portal to the Soul Cairn opens during the quest Chasing Echoes. Stairs against the southeast wall lead up to the raised section in the northeast.
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