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Elder Scrolls V: Skyrim eGuide
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Contents

  • Essentials
    • Training
      • Song of the Dragonborn
      • Training Part 1: Character Creation
      • Selecting a Race
      • Skills and Perks
      • Skill Constellations
      • Character Archetypes
      • Training Part 2: Combat, Development, and Crafting
      • Crafting
      • Training Part 3: Adventuring Across Skyrim
      • Training Part 4: Hearthfire
      • Training Part 5: Hearthfire: Adoption
    • Inventory
      • Inventory
    • The Bestiary
      • The Bestiary
    • Appendices
      • Appendices
      • The Language of Dragons
  • Quests
    • Quests
      • Main Quest
      • Main Quest: Act I
      • Main Quest: Act II
      • Main Quest: Act III
      • The Companions Quests
      • The Companions Radiant Quests
      • The College of Winterhold Quests
      • The College Radiant Quests
      • Apprentice Radiant Quests
      • Ritual Spell Radiant Quests
      • Thieves Guild Quests
      • Thieves Guild Radiant Quests
      • Additional Jobs
      • City Influence Quests
      • The Dark Brotherhood Quests
      • Dark Brotherhood Radiant Quests
      • Civil War Quests
      • Civil War Quests: Imperial
      • Civil War Quests: Stormcloak
      • Daedric Quests
      • Other Factions Quests
      • The Greybeards Quests
      • The Blades Quests
      • The Bards College Quests
      • Temple Quests
      • Side Quests
      • Dungeon Quests and Other Activities
      • Miscellaneous Objectives
      • Favors
    • Dawnguard Quests
      • Dawnguard Quests
      • Dawnguard Main Quest
      • Postquest Activities
      • Dawnguard Faction Quests
      • Vampire Faction Quests
      • Dawnguard Side Quests
      • Dawnguard Regional Activities
      • Regional Activities: Soul Cairn
      • Regional Activities: Forgotten Vale
    • Dragonborn Quests
      • Dragonborn Quests
      • Dragonborn Main Quest
      • Solstheim Side Quests
      • Solstheim Regional Activities
      • World Interactions and Encounters
      • Dawnguard World Interactions and Encounters
      • Dragonborn World Interactions and Encounters
  • The Atlas
    • The Atlas
      • The Atlas of Skyrim
    • Hold 1: Haafingar
      • Hold 1: Haafingar
      • Hold Capital: Solitude
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Hold 2: Hjaalmarch
      • Hold Capital: Morthal
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Hold 3: The Pale
      • Hold Capital: Dawnstar
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Hold 4: Winterhold Hold
      • Hold Capital: Winterhold
      • Primary Locations
      • Secondary Locations
    • Hold 5: The Reach
      • Hold 5: The Reach
      • Hold Capital: Markarth
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Hold 6: Whiterun Hold
      • Hold Capital: Whiterun
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Hold 7: Eastmarch
      • Hold Capital: Windhelm
      • Primary Locations
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Hold 8: Falkreath Hold
      • Hold Capital: Falkreath
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Hold 9: The Rift
      • Hold Capital: Riften
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Blackreach and Other Realms
      • Blackreach and Other Realms
      • Primary Locations
    • Soul Cairn
      • Soul Cairn
      • Soul Cairn Major Locations
      • Soul Cairn Minor Locations
      • Forgotten Vale
      • Forgotten Vale Major Locations
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Solstheim: Northern Mountains
      • Skaal Village
      • Primary Locations
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Solstheim: Southern Ash Lands
      • Raven Rock
      • Tel Mithryn
      • Primary Locations
      • Secondary Locations
    • Apocrypha
      • Apocrypha
      • Primary Locations
  • Extras
    • Choosing the Correct Attire
      • Choosing the Correct Attire
    • The Path of the Undeath
      • The Path of the Undeath
    • The Path of the Lycanthrope
      • The Path of the Lycanthrope
    • Advanced Crafting
      • Advanced Crafting
    • Hearthfire: Owning a Home
      • Hearthfire: Owning a Home
    • Top Ten Inventory Items
      • Top Ten Inventory Items
    • Places to See in Solstheim
      • Places to See in Solstheim
  • Video
    • Videos
      • Bonus Content Videos
  • Interactive Map
    • Interactive Map
      • Interactive Map

Elder Scrolls V: Skyrim Guide › Quests › Dragonborn Quests

Dawnguard World Interactions and Encounters

One of the many strange, unique, or amazing encounters you may come across.

Just like World Interactions and Encounters in your original adventure, there are a whole host of randomly occurring small encounters to watch for during your new explorations.

Tip

You have very little control over when World Interactions and Encounters appear; just investigate or interact with the ones that interest you, once you see them. The following tables show all the Dawnguard-related World Interactions and Encounters available across Skyrim.

DAWNGUARD World Interactions

These are split up based on the actions you perform to get a reaction. We list them in table form, along with a description of the interaction and any prerequisites (such as quests) you need to have accomplished.

Part 1: Eclipse Attacks

World Interaction Description Prerequisites
1. Gargoyle Attack When you enter a city or town, a gargoyle is attacking. Night or Eclipse Attack conditions.
2. Vampire and Thralls When you enter a city or town, a vampire and two Vampire Thralls are attacking. Night or Eclipse Attack conditions.
3. Vampires and Gargoyles When you enter a city or town, a vampire and a gargoyle are attacking. Night or Eclipse Attack conditions.
4. Death Hounds When you enter a city or town, three Death Hounds are attacking. Night or Eclipse Attack conditions.
5. Vampires and Death Hounds When you enter a city or town, a vampire and two Death Hounds are attacking. Night or Eclipse Attack conditions.
6. Vampires, Gargoyles, and Death Hounds When you enter a city or town, a vampire, gargoyle, and Death Hound are attacking. Night or Eclipse Attack conditions.

The six events listed in the table can occur under two distinct sets of conditions:

  • Night Attacks: If your character is Level 8 or greater and you have not completed Dawnguard Main Quest: Kindred Judgment, these encounters can occur at night (21:00–05:00) when you enter any settlement with guards (such as a Hold Capital or village).
  • Eclipse Attacks: Once you’ve shot a Bloodcursed Arrow into the sun with Auriel’s Bow after completing Dawnguard Main Quest: Touching the Sky, these encounters can occur when you enter any settlement with guards during the resulting eclipse.

Part 2: Other Attacks

The following three events occur only if you have completed Dawnguard Main Quest: Bloodline but not completed Dawnguard Main Quest: Kindred Judgment.

World Interaction Description Prerequisites?
7. Vampire Summoner When you enter a city or town, a vampire is skulking about. If it spots you, it approaches, summons a gargoyle, and attacks! See above.
8. Dawnguard Scouts Outside Castle Volkihar, you encounter a couple of Dawnguard Scouts, who attack. See above. You must also be allied to the vampires.
9. Vampire Scouts Outside Fort Dawnguard, you encounter a couple of Vampire Scouts, who attack. See above. You must also be allied to the Dawnguard.

Dawnguard World Encounters

The following events occur throughout the Skyrim wilderness, either on roads or off the beaten track. The table also notes whether the encounter has any special conditions. Please be aware that as you progress through the Dawnguard Main Quest, the frequency of two Wilderness Encounters (Vampire Attack and Dawnguard Attack) increases.

Wilderness Encounter Description Special Notes
01. Vigilants in Pursuit 1 to 3 Vigilants chase a fleeing vampire. Once the vampire is killed, they mention whether you helped in the fight. Night only (22:00–5:00). Prior to starting Dawnguard Main Quest: Dawnguard.
02. Vampire Masquerade Two vampires (or three if you’re above Level 15) have killed a group of Vigilants and stolen their robes. They call out to you, beckoning you over. They attack when you approach. Once the vampires attack, this will not recur. Night only (22:00–5:00).
03. Bats! A large swarm of bats flies past you. Wilderness only. Night only (22:00–5:00)
04. Vampire Assassin Two skeletons lie on the ground. When you approach, a Vampire Assassin teleports in and attacks. A note on her body names a nearby vampire lair that sent her to kill you; reading it adds that location to your map. Dawnguard Main Quest: A New Order must be complete. There must be a (non-cleared) vampire lair in the Hold. Night only (22:00–5:00).
05. Dawnguard Vampire Hunters A Dawnguard Vampire Hunter patrols a section of road, possibly joined by one (if you’re Level 10 or greater) or two (if you’re Level 20 or greater) additional Dawnguard agents. They attack on sight. The Vampire Hunter has a writ authorizing your death for vampirism. Dawnguard Main Quest: The Bloodstone Chalice must be complete. You must be a vampire.
06. Dawnguard Novice Dawnguard Novice Hakar is running from two vampires. Save him, and he resigns from the order, drops his items (Armor, Orders, Cache Key), and flees for Rorikstead. Reading the note reveals the caches in Whiterun Hold (see Side Quest: The Great Skyrim Cache Grab on page 570). You can also claim the Orders and Cache Key from his corpse if he dies. This only takes place in Whiterun Hold, if Hakar has not previously been killed. Dawnguard Main Quest: The Bloodstone Chalice or A New Order must be complete. Night only (00:00–8:00).
07. Dawnguard Outrider Dawnguard Saliah rides by on horseback. Kill or pickpocket her for her Orders, which reveal the Caches in Hjaalmarch, the Pale, and Winterhold (see Side Quest: The Great Skyrim Cache Grab on page 570) and a Cache Key. This only takes place in Hjaalmarch, the Pale, or Winterhold Hold, if Saliah has not previously been killed. Dawnguard Main Quest: The Bloodstone Chalice or A New Order must be complete.
08. Dawnguard Remains Dawnguard Lynoit lies dead on the ground, surrounded by smoldering vampire ash piles. Loot his body for his orders, which reveal the Caches in Haafingar and the Reach (see Side Quest: The Great Skyrim Cache Grab on page 570). This only takes place in Haafingar or the Reach, if you haven’t previously investigated Lynoit’s corpse. Dawnguard Main Quest: The Bloodstone Chalice or A New Order must be complete.
09. Taron Dreth After completing Side Quest: Lost to the Ages, you may run across Taron Dreth (Katria’s former apprentice) traveling to Markarth accompanied by his guards. If you speak to him (he’ll stop to talk if you have one of the Aetherium items), you can confront him about his betrayal. He and his guards attack and must be killed. Side Quest: Lost to the Ages completed; you have not previously spoken to or attacked Taron. Only occurs on a road.
10. Werewolves versus Vampires Three vampires and a werewolf appear at opposite sides of a clearing, wilderness area, or road, and charge at each other. The Companions Quest: Proving Honor must be completed. Night only (22:00–5:00). Wilderness only.
11. Werewolf Kills Loved One A “naked” farmer stands nearby the corpse of a loved one (his wife). If you get close, he’ll yell, “What have I done?” He’ll then transform into a werewolf and attack. He also transforms if he’s threatened. The Companions Quest: Proving Honor must be completed. Night only (22:00–5:00). Wilderness only.
12. Dawnguard Vampire Hunting Three Dawnguard members are patrolling the area because of reports of vampires nearby. They’ll greet you if you’re close enough and ask if you’ve seen any. You can answer no, or, if you’re a vampire, you can provoke them through conversation to attack. Dawnguard Main Quest: The Bloodstone Chalice or A New Order must be complete. Late night only (00:00-5:00). Wilderness only.
13. Vampire Feeding on a Vigilant Two vampires are standing near the corpse of a Vigilant. They will attack on sight. Dawnguard Main Quest: The Bloodstone Chalice or A New Order must be complete. Late night only (00:00–5:00). Wilderness only.
14. Desperate Vampire Seeking Shelter from the Sun A vampire out during the day is seeking shelter from the sun. The vampire is running to a cave and isn’t hostile unless attacked first. Daytime only (05:00–22:00). Wilderness only.
15. Babette on the Road Near a Body Babette from the Dark Brotherhood is standing near a fresh kill. You can inquire about it, and when you finish, she heads back to the Dawnstar Sanctuary (in the Pale). Dark Brotherhood Quest: Hail Sithis! must be completed. Late night only (00:00–5:00). Road only.
16. Giant Spider! You encounter a Giant Frostbite Spider in the wild. The spider may be white or red depending on whether the environment is snowy or not. You must be at least Level 14. Wilderness only.
17. Dueling Giant Spiders! You encounter two Giant Frostbite Spiders fighting over territory in the wild. The spiders may be white or red depending on whether the environment is snowy or not. You must be at least Level 18. Wilderness only.
18. Werewolves Two werewolves run across the wilderness. They attack you if you’re spotted. The Companions Quest: Proving Honor must be completed. Night only (22:00–05:00). Wilderness only.
19. Human Changes into Werewolf A hunter transforms into a werewolf and attacks if you approach him. The Companions Quest: Proving Honor must be completed. Night (22:00–05:00). Wilderness only.
20. Gargoyles Two gargoyles are on the prowl. You must be Level 10 or higher. Night (22:00–05:00) or Eclipse (via Bloodcursed Arrows and Auriel’s Bow fired at the sun) ongoing. Wilderness only.
21. Death Hounds A pack of three Death Hounds are out hunting. Night (22:00–05:00) or Eclipse (via Bloodcursed Arrows and Auriel’s Bow fired at the sun) ongoing. Wilderness only.
22. Vampire and Death Hound A vampire is traveling with his Death Hound. Night (22:00–05:00) or Eclipse (via Bloodcursed Arrows and Auriel’s Bow fired at the sun) ongoing. Wilderness only.
23. Vampires versus Bandits A gang of bandits are fending off an attack by some vampires. Night (22:00–05:00) or Eclipse (via Bloodcursed Arrows and Auriel’s Bow fired at the sun) ongoing. Wilderness only.
24. Special Attack: Vampire Attack You are attacked by a group of three vampires. Dawnguard Main Quest: A New Order completed, but Dawnguard Main Quest: Kindred Judgment is not completed. Wilderness only. These attacks increase in frequency as you progress through the Dawnguard Main Quests. You must be allied with the Dawnguard.
25. Special Attack: Dawnguard Attack You are attacked by a group of three Dawnguard. Dawnguard Quest: The Bloodstone Chalice completed, but Vampire Faction Quest: Destroying the Dawnguard is not completed. Wilderness only. These attacks increase in frequency as you progress through the Dawnguard Main Quests. You must be allied with the vampires.
26. Special Encounter: Arvak While wandering the Soul Cairn, you may see Arvak (a spectral horse) race by. If you chase him, he disappears. Regional Activity: Soul Cairn: Arvak the Spectral Steed not completed. Soul Cairn only.

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