The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Elder Scrolls 5: Skyrim Anniversary - Hearthfire Walkthrough (U/C)
Por VolnuttHeroP64
In this Guide, I will walk you through the Heathfire Story and how to build your own houses in Skyrim
   
Premiar
Adic. a Favoritos
Nos Favoritos
Desfavoritar
1-1. Build Your Own House
= Your Own Home
Obtain permission to purchase land from the steward/jarl of Hjaalmarch, Falkreath Hold, or the Pale.
Purchase the land from the steward.
Visit your new property, and use the drafting table to begin building your house.
Use the carpenter's workbench to build the foundation of your house. Continue building your home to your liking.
1-2. Construction - Main Hall
Door
Iron Fittings, Sawn Log, Lock, 2 Hinge, 2 Nails

Foundation
4 Sawn Log, 30 Quarried Stone

Floor
6 Quarried Stone

Wall Framing
16 Sawn Log, 20 Nails

First Level Walls
4 Sawn Log, 16 Nails, 8 Clay

Second Floor Supports
6 Sawn Log, 10 Nails

Roof Framing
10 Sawn Log

Second Level Walls
12 Nails, 8 Clay, 4 Sawn Log

Roof
25 Nails, 2 Sawn Log
1-3. Construction - Main Hall: Entryway
2. Hearthfire Quests
= Bandit Attack
Kill the bandits attacking your home.
Read the note to discover where your spouse is.
Rescue your spouse through violence, or pay the ransom.
3. Houses
Heljarchen Hall
Located in the Pale, this plot of land may be purchased from the Jarl of Dawnstar in the White Hall. You will have to complete the quest Waking Nightmare, and then the favor quest Kill the Giant before being allowed to purchase the property if Skald is still jarl. (Note: This favor has a prerequisite of being level 22.) If you are thane of the hold, you will be appointed a housecarl named Gregor. It is located in the south of the Pale, not far north of Whiterun (you can see Dragonsreach from the house); the closest landmarks are the Tower of Mzark, Loreius Farm, and Blizzard Rest.

Lakeview Manor
Located in Falkreath Hold, this plot of land may be purchased from the steward of Falkreath in the Jarl's Longhouse. You will have to complete the quest Kill the Bandit Leader before being allowed to purchase the property if Siddgeir is still jarl. If you are thane of the hold, you will be appointed a housecarl named Rayya. It is located directly north of Pinewatch and very close by.

Windstad Manor
Located in Hjaalmarch, this plot of land may be purchased from the steward of Morthal at Highmoon Hall. You will have to complete the quest Laid to Rest before being allowed to purchase the property if Idgrod is still jarl. If you are thane of the hold, you will be appointed a housecarl named Valdimar. It is located in the north of the hold, not far south of Solitude; the closest landmarks are Ustengrav and the Abandoned Shack.

NOTE: Each plot of land cost 5K Septims to own
3-1. Houses - City Houses
= Breezehome
Initial Cost:
Renovation Cost:
Bookcases:
Shield Plaque:
Weapon Plaque:
Displays:
Statues:
Weapon Rack:
Storage:
Features: Alchemist Lab or Child's Bedroom

= Honeyside
Initial Cost
Renovation Cost:
Bookcases:
Shield Plaque:
Weapon Plaque:
Displays:
Statues:
Weapon Rack:
Storage:
Features: Enchantment Lab or Child's Bedroom


= Vlindrel Hall
Initial Cost
Renovation Cost:
Bookcases:
Shield Plaque:
Weapon Plaque:
Displays:
Statues:
Weapon Rack:
Storage:
Features:


= Hjerim
Initial Cost
Renovation Cost:
Bookcases:
Shield Plaque:
Weapon Plaque:
Displays:
Statues:
Weapon Rack:
Storage:
Features:


= Proudspire
Initial Cost
Renovation Cost:
Bookcases:
Shield Plaque:
Weapon Plaque:
Displays:
Statues:
Weapon Rack:
Storage:
Features:
3-2. Houses - Creation Club Part 1
= Bloodchill Mansion
Fully Furnished
Level: 12
Special Features: 1 Alchemy Lab, Arcane Enchanters, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit, Oven, Staff Enchanter, Wood Chopping Block
Quest = Guests for Dinner
Travel to Bloodchill Cavern
Speak to the waiter
Sit at the table and read the note
Defeat either the vampires or the guests and Dawnguard
Speak to the survivor to receive leveled gold and the key to your new home
NOTE: During the Hero Path, you'll need to fight the Vampires, while in the Dark Path, you'll need to fight Dawnguard.


https://www.youtube.com/watch?v=hz_qbv_3rLM
= Dead Man's Dread (ES Redguard)
Fully Furnished
Special Features: 1 Alchemy Lab, Arcane Enchanter, Tanning Rack, Forge/Anvil, Grindstone, Workbench, Cooking Pots/Spit
Quest = The Restless
Read The Restless at The Winking Skeever.

Gain access to the cell in Castle Dour Dungeon by whatever means necessary and read Kevon's Note. Take the map.

Travel to Orphan's Tear and find the boat to Blackbone Isle.
Enter Blackbone Isle Grotto and take Cyrus' Boots, Cyrus' Clothes, and Cyrus' Sabre.
Fight your way back out to the boat.
NOTE: Completing The Restless will grant you a Letter from Captain Cyrus & you'll be able to turn this into a home. You can also use your newly acquired boat ship to travel to Solitude, Dawnstar and Windhelm, Castle Volkihar (technically Icewater Jetty) and Raven Rock


= Gallow's Hall
Fully Furnished
Special Features: 1 Alchemy Lab, Arcane Enchanters, Tanning Rack, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit
Quest = Dreams of the Dead
Enter Gallows Hall, the small fortress on the northern shore of Mara's Eye Pond.
Read Naara's Journal.
Read the first clue.

Choose the following torches in this order: Morthal, Falkreath, Nightgate Inn, Fort Dunstad

Retrieve the Staff of Worms.
Reanimate the Skeleton Mage found to the East of the initial entrance to this room.
Retrieve a key by searching the Skeleton Mage.
Take the contents of the safe the key opens left of the Enchanting Table.
Read the second clue.
Pray to the small Statue of Vaermina along the west wall.
Go to sleep in the bed roll next to the Altar of the Revenant at the center of the room.

Starting from left of the Statue of Vaermina, search the coffin in front of you for a Dreamer's Greater Soul Gem. Find another in the hand of the skeleton in the open coffin next to it, then search the closed coffin on the lowest shelf on the other side of the main entrance.

Read the final instructions.
Place the four Dreamer's Greater Soul Gems in the Soul Gem Holders.
NOTE: Escape Room Quest


= Goldenhills Plantation
Furnishings: Kitchen, Dining area, Alchemy and enchanting lab, Loft, Master Bedroom, Child's Bedroom or Library and display room
NOTE 1: The Child's Bedroom and the Library/Display Room are exclusive, as they occupy the same room. So choose carefully.

Livestock: Cow, Chicken, Goats

Special Features: 1 Alchemy Lab, Arcane Enchanter, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit, Ovens, Wood Chopping Block
Quests: Unquiet Dead & Farmer's Life for Me.


= Hendraheim
Fully Furnished
Level: 10
Special Features: 1 Alchemy Lab, Arcane Enchanter, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit, Oven, Wood Chopping Block
Quest = Hendraheim
Travel to a major city and await a delivery from a courier.
Read the Warrior's Challenge and go to Hendraheim.
Accept Eydvina Shield-Hearth's challenge and loot the key from her corpse.


= Myrwatch
Fully Furnished
Requires Fire Magic
Special Features: 1 Alchemy Lab, Arcane Enchanter, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit, Oven, Staff Enchanters
Quest = Myrwatch
Travel to Myrwatch and take Hans's Journal from Hans.
Read the journal and cast a fire spell at the seal.
Enter the tower to complete the quest.


= Nchuanthumz
Special Features: 2 Alchemy Labs, Cooking Pots/Spits & 1 Arcane Enchanter, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Oven, Wood Chopping Block
Quests = Sanctuary and the Manufactory
To start this quest head to the Frozen Hearth within Winterhold.
Go inside and into one of the rooms to find Seeks-Ancient-Artifacts' Journal, v1.
Head to the Frostroot Cave and find the Nchuanthumz entrance.
Access Nchuanthumz's Manufactory
Find the Argonian’s body near a control panel. Examine the corpse for clues.
Read Seeks-Ancient-Artifacts' Journal, v2.
Use one of the two buttons to activate the Dwarven Sphere Overseer.
Collect 3 of the following items: Dwemer Cogs, Dwemer Actuators and 1 Dwemer Oil.
Return to the Dwarven Sphere Overseer and bring the manufactory back online.
Collect a Centurion Dynamo Core and use it to construct a Dwarven Spider Renovator.
Summon the Dwarven Spider Renovator to clean a section of the house.
Wait 24 hours for the renovations to finish. A few rooms will be fully renovated and furnished.
Repeat this 2 more times to fully renovate the home.
3-3. Houses - Creation Club Part 2
Shadowfoot Sanctum
Cost: 7,500
Special Features: 1 Alchemy Lab, Arcane Enchanter, Tanning Rack, Smelter, Forge/Anvil, Grindstone, Workbench, Cooking Pot/Spit, Oven
3-4. Houses - Dragonborn
3-5. Houses - Dawnguard
3-6. Houses - Factions
= Sky Haven Temple
Blades: Hero Route
Special Features: 1 Grindstone, Cooking Pot/Spit
NOTE: NOT Used in the Dark Route after siding with the Greybeards


= Mages Guild/Winterhold College
Hall of Attainment
NOTE: Unlocked after Enrollment. One of the Vacant Dorms is yours while the rest belong to the Guildmates, so don't Steal from them.
Arch-Mage's Quarters
NOTE: Unlocked after becoming Arch-Mage during Eye of Mangus
Special Features:


= Fighters Guild/Companions
Jorrvaskr Living Quarters
NOTE: Unlocked after joining the Fighters Guild
Harbingers Room
NOTE: Unlocked Glory of the Dead (Hero or Dark Routes) & becoming Harbinger


= Dark Brotherhood
Dark Brotherhood Sanctuary (Hero or Dark Route)
NOTE: Unlocked after Sanctuary (Dark Route) or Destroy the Dark Brotherhood (Hero Route)
Dawnstar Sanctuary
NOTE: Unlocked after Hail Sithis (Dark Route ONLY)


= Thieves Guild
The Ragged Flagon Cistern
NOTE: Unlocked after Taking Care of Business
Nightingale Hall
NOTE: Unlocked after Darkness Returns


= Dawnguard
Fort Dawnguard (Hero Route ONLY)
NOTE: Unlocked after Bloodline and Refusing the Harkon Empire's Blood
Volkihar Keep (Dark Route ONLY)
NOTE: Unlocked after Bloodline and accepting the Harkon Empire's Blood
4-1. Followers - Commands
Some things to know about Followers in Skyrim:

You can interact with permanent followers by talking with them (outside of combat). You will then be able to exchange items with them, or give a command, depending on their abilities. You can also start commanding your follower quickly, even from some distance away, by pointing at them and holding the activate/use control.

Orders that can be given to followers:
Attack another NPC or creature
Wait at a given location
Resume following
Activate an object, such as a lever or a chair
Activate a Shrine for its blessing, but not a Standing Stone
Open a locked door or container
Pick up items
Search and loot containers
Sleep in a bed (useful for Vampires)
Use staves and scrolls

Fill soul gems including The Black Star and Azura's Star (if a soultrap or fiery soultrap weapon is equipped)

Chop wood. The benefit of this is that you can avoid the animation and your follower does not get encumbered. Some followers also do not require a woodcutter's axe to perform this.

Leave your service (the follower will return to their normal home and routine)


Two of these commands have secondary benefits in certain situations:
Followers do not need lockpicks to open containers.

A follower can pick up a "placed" skill book, which you can then take from their inventory without having to read it first, allowing you to save it for later.

Also, followers can use a torch (only one is needed, it will never deplete). Temporary, quest-specific followers usually do not take orders; if they do, they will only take limited orders, like the "wait" command.

Be careful not to keep a Follower waiting for 3 Days, otherwise a message will appear that the follower has grown tired of waiting and will start walking to their original location.
4-2. Followers - Crimes
Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions.

Crime Levels:
0: Any Crime. NPC is willing to commit any requested crime.

1: Violence Against Enemies. NPC is willing to commit violence against enemies, as well as property crimes. NPC is not willing to attack innocent people.

2: Property Crime Only. The only crimes the NPC will commit are property crimes (e.g., theft).

3: No Crime. NPC is not willing to commit any crimes. Followers with this morality will still not report crimes that they witness you committing (with the exception of crimes against them, such as stealing items they own).

However, nearly all followers have a morality of either 0 or 3, the only exception being Sven.

If you ask a follower with sufficient morality to perform an illegal activity, you may be held responsible for the crime, and your bounty will increase accordingly. If you are hidden, most crimes you command your follower to commit will go unnoticed.
4-3. Followers - Death
All permanent followers become protected NPCs while they are actively following you. When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their health, just like essential NPCs; enemies will stop attacking or targeting them during this time. However, if they lose all their health again during this period, they will die for good. Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell. They can die from a damage-over-time effect that is stronger than their health recovery; most commonly those are caused by poisons.

In some to most cases, only the Player can deliver the killing blow to a wounded follower. However, this will count as murder on your Crime Status in the Pause Menu.
4-4. Followers - Equipment
In addition to any other equipment they may have, followers will automatically receive a hunting bow and 12 iron arrows when they start following you. These are specially modified variants of the regular ones which do not appear in the follower's inventory.

Followers will make their own decision however about which equipment they use, given the choices that they have in their inventory. If they have multiple items of the same type (e.g. an Iron Sword and a Steel Sword), they will try to choose the "best" item from their choices (Steel Sword).

Sometimes this doesn't work as expected and inferior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment (e.g. a Steel Sword being used instead of a Flawless Steel Sword). You cannot force a follower to use the "right" item other than by removing all the wrong ones that they prefer from their inventory.

You cannot take a follower's default apparel through "I need to trade some things with you..." dialogue. If they are killed in battle, then you can search their body, removing anything they were carrying, including their default items.
4-5. Followers - Enchantments
Enchantments on weapons work normally, but followers will only benefit from the following enchantment effects on their apparel and armor:
Fortify Carry Weight = effect works, but once unfortified limit is exceeded, only one item or stack of items can be added, then menu must be closed and reopened to add more, up to fortified limit.

Fortify Health

Fortify Health Regeneration = only works during recovery phase/out of combat

Fortify Heavy Armor
Fortify Light Armor
Fortify Magicka
Fortify Magicka Regeneration
Fortify Stamina
Fortify Stamina Regeneration
Fortify Unarmed Damage
Muffle
Resist Fire
Resist Frost

Resist Magic = followers do not have their resistances capped, meaning they can become completely immune to magic, as well as other elements and poison

Resist Poison
Resist Shock

Waterbreathing = followers can't drown, but this stops them surfacing for air

Waterwalking = however, there is only one Waterwalking enchanted item in the game, which can not be disenchanted
4-6. Followers - Trainers
Followers who are also trainers can train you. They will still charge you, but leave profit from training in their inventory. A General Rule about Trainers is that Most can't teach you Past Skill Level 90 (With some Mastery Exceptions).

This can be done with the following NPCs:
Companions members
Aela the Huntress (Archery - up to 75)
Athis (One-handed - up to 75)
Farkas (Heavy Armor - up to 90)
Njada Stonearm (Block - up to 75)
Vilkas (Two-handed - up to 90)

Other NPCs
Faendal (Archery - up to 50)
Talvas Fathryon (Conjuration - up to 90) [Dragonborn]
4-7. Followers - Marriage Candidates
= Mages Guild/Winterhold College
Males
Onmund (Destruction, Illusion, Heavy Armor, One-handed)

Females
Brelyna Maryon (Alteration, Illusion, Conjuration, Sneak)


= Fighters' Guild/Companions
Males
Athis (Heavy Armor, One-handed, Archery, Block)
Farkas (Smithing, Speech, One-handed, Pickpocket)
Torvar (Heavy Armor, One-handed, Archery, Block)
Vilkas (Heavy Armor, Two-handed, Archery, Block)

Females
Aela the Huntress (Archery, Light Armor, Sneak, One-handed, Speech): Hero or Dark Quests
Njada Stonearm (Block, One-handed, Speech, Pickpocket)
Ria (Heavy Armor, One-handed, Archery, Block)


= Dark Brotherhood/Dawnguard/Dragonborn/Dungeon Followers
None


= Mercenaries
Hirelings are mercenaries; you'll need to hire them for a set price of 500 gold. They are usually found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and you'll need to pay the fee again to get them back unless they were married, enlisted to be a Steward or are a Blades recruit. If they're particularly fond of you or you only dismissed them a short time ago, they may rejoin your service free of charge.

Males
Belrand (Destruction, Light Armor, One-handed, Restoration)
Marcurio (Destruction, Restoration, Alteration, Sneak)
Stenvar (Heavy Armor, Two-handed, Archery, Block)
Vorstag (Heavy Armor, One-handed, Archery, Block)

Females
Jenassa (Archery, Light Armor, Block, One-handed)


= Housecarls
Males
Argis the Bulwark (Heavy Armor, One-handed, Archery, Block) Thane of the Reach
Calder (Heavy Armor, One-handed, Archery, Block) Thane of Eastmarch
Gregor [Hearthfire] (Heavy Armor, One-handed, Archery, Block) Thane of the Pale

Females
Iona (Heavy Armor, One-handed, Archery, Block) Thane of the Rift
Jordis the Sword-Maiden (Heavy Armor, One-handed, Archery, Block) Thane of Haafingar
Lydia (Heavy Armor, One-handed, Archery, Block) Dragon Rising: Main Story
Rayya [Hearthfire] (Heavy Armor, One-handed, Archery, Block) Thane of Falkreath


= Orcish Horde Fortresses
Female
Borgakh the Steel Heart (Mor Khazgur = Heavy Armor, One-handed, Archery, Sneak)

Male
Ghorbash the Iron Hand (Dushnikh Yal = Archery, Light Armor, Block, One-handed)


= Misc Followers
Male
Benor (Morthal = Heavy Armor, Two-handed, Archery, Block)
Cosnach (Markarth = Heavy Armor, One-handed, Archery, Block)
Derkeethus (Darkwater Pass = Archery, Light Armor, Block, One-handed)
Roggi Knot-Beard (Kynesgrove = Alchemy, Enchanting, Smithing, Archery, One-handed, Two-handed)

Female
Mjoll the Lioness (Riften = Heavy Armor, Two-handed, Archery, Block)
hgerd the Unbroken (Whiterun = Heavy Armor, One-handed, Archery, Block)


= Creation Club
Rulnik Wind-Strider (Temple of Kynareth = Destruction, Illusion, Heavy Armor, One-handed)
4-8. Marriage - Quests
To Unlock the Potential Marriage Candidates in Skyrim, your character must either be wearing an Amulet of Mara or complete the Temple of Mara Quest.

= Book of Love
Speak to Dinya Balu in the Temple of Mara in Riften.
Help Fastred, in Ivarstead, with her love interest.
Help Calcelmo with his love.
Help Ruki with her love.
Note: Completing this Quest gives you the Amulet of Mara. You can also find an Amulet of Mara as a random drop.


= Spread the Love
Speak to Dinya Balu.
Give out 20 The Warmth of Mara missives in Riften.
Return to Dinya Balu.


= Bonds of Matramony
Speak to Maramal about marriage (Skyrim allows both same and opposite sex marriage).
Find a potential spouse who you wish to marry and who is willing to marry you.
Wear the Amulet of Mara and ask them to marry you.
Go to the Temple of Mara and attend your wedding ceremony.
Select a house for you and your new spouse to move into.
NOTE: YOU SHOULD SAVE YOUR GAME BEFORE DOING THIS QUEST & Deciding on whom to marry as only one Straight or LGBT Marriage is allowed per save profile, so choose carefully!
4-9. Followers - Stewards
4-9. Followers - Blades Recruits