The Elder Scrolls Online: Daggerfall Covenant – Skill Point Quests – Stormhaven – Alcaire

QuestsSkill Point QuestsDaggerfall CovenantStormhavenAlcaire

Alcaire is the western region of Stormhaven. The Alcaire Castle is found in the northwest, and the mining town of Koeglin Village is to the south. The region includes the Bonesnap Ruins and Firebrand Keep on its eastern border with Menevia. The Alcaire Dolmen lies on the tip of the largest island south of Koeglin Village, in the southwestern corner of the region. To the west is the Glenumbra gate and the gate to Rivenspire is to the north.

You will need to complete the quests in order from 1 – 11; the quest givers are marked on the maps below. Sometimes the skill point is awarded before all of the quests in the zone are finished, but the remaining quests need to be completed because they are prerequisites for the next questing zone. Once you have completed Sir Hughes’ Fate in the Alcaire questing zone, you will be rewarded a skill point.



Alcaire
1. A Dangerous Dream
2. False Accusations
3. To Alcaire Castle
4. Army at the Gates
5. Two Sides to Every Coin
6. Life of the Duchess
7. The Safety of the Kingdom
8. Tracking Sir Hughes
9. The Flame of Dissent
10. Retaking Firebrand Keep
11. Sir Hughes’ Fate (Skill Point)

Alcaire Questing Zone

Stormhaven: Alcaire



1. A Dangerous Dream
Quest Giver: Recruit Maelle at the Lion Guard Redoubt; Scout Merton in Crosswych; Recruit Thomas at the Glenumbra border
Location(s): Supernal Dreamers Camp, Koeglin Village
Reward: Cleftside Espaulders + 169 Gold
Recommended Level: 16

– Quick Walkthrough –

  1. Find Captain Jerick at the Supernal Dreamers Camp.
  2. Free Jerick from the nightmare spell.
  3. Meet Jerick in Koeglin Village.



2. False Accusations
Quest Giver: Dame Dabienne
Location(s): Koeglin Village
Reward: Unsullied Gauntlets + 169 Gold
Recommended Level: 16

– Quick Walkthrough –

  1. Talk to Dame Dabienne.
  2. Talk to Constable Pascal.
  3. Locate the missing messenger.
  4. Talk to the Constable.
  5. Investigate the Tava’s Bounty.
  6. Return to the Constable.
  7. Talk to Sabyssa the Blacksmith.
  8. Search the nearby house.
  9. Return to Sabyssa.
  10. Talk to Dame Dabienne.

– Detailed Walkthrough –

Arriving in Koeglin Village’s square, you’ll see a woman in knight’s gear in the stocks, being taunted by guards and townsfolk alike as they pass. The lady, Dame Dabienne, will call out to you as you approach, protesting her innocence. Go ahead an speak with her to reveal she thinks she’s the target of a conspiracy. The village was attacked by slavers the night after Dabienne arrived in the village, making then suspicious. However, Dabienne maintains that she is a Knight of the Flame, part of an order dedicated to protecting Bretons, not enslaving them, and are devoted to the royal family. There was supposed to be a messenger from Alcaire Castle running ahead of Dabienne to announce her arrival, but the constable claims he never got the message, and thus Dabienne is in the stocks.

Further questioning will reveal there is unrest at Alcaire Castle, which is why Dabienne was sent in the first place. All kinds of nasty rumors are circulating, but for now your quest is to talk to the man who put Dabienne in the stocks.

Constable Pascal is down by the docks to the south of the square. Talk to him, and he will say he thinks Dabienne is an impostor, disguised as a knight to fool the townspeople. To make matters more complicated, the messenger from the castle that was supposed to announce Dabienne’s arrival was captured by the slavers in the attack! The slavers were routed to the warehouse by the guard, and the messenger got captured and barricaded in there with them. If he isn’t dead already, of course, as the constable adds. You won’t get any help from the guards on this one, either.

Head east to the warehouse, then loop around to the upper level, where a barricade of crates and boxes blocks the slavers, Dunmer in a band called Ember-Eye, from escaping. Jump over and pass the first building’s door, then slay the two enemies on the top floor of the northern building. Head downstairs to find Messenger Cordier tied up.

He’s rather ungrateful for his rescue, but after a bit of threatening on your part, he’ll reveal his message for the constable. Dabienne is, in fact, a Knight of the Flame. Cordier just didn’t get a chance to talk to the constable before the slavers showed up.

Release Cordier and head back to the constable, taking the convenient one-way door nearby. When you get back, though, Constable Pascal is still unwilling to release Dabienne, citing “too many coincidences”. His attention is focused on a ship in the harbor, where slavers have hidden themselves belowdecks. The captain of the ship asked for help from the guard clearing them out, but Pascal fears a trap and is threatening to sink the ship unless it leaves. Once again, it’s up to you.

Go talk to Captain Currod aboard the big ship. He is upset, but can offer you some proof of his innocence: his ledger. Unfortunately, it’s belowdecks with the slavers. He will give you permission to unseal the hatch and go into the belly of the ship.

The hatch is near the mast. Open it up and head past several enemies to the northern end of the ship, where the Tava’s Bounty Ledger sits on a desk. Head back to the constable now. He still won’t release Gabienne, claiming he saw the conspiracy in a dream. He will point you to a new lead, though: the blacksmith is also in on it, according to his dream.

The constable is beginning to suspect you, too, and wants you to leave town. However, there’s something strange going on here, so go chase that lead. Sabyssa the Blacksmith lives near the town square. Talk to her inside her shop. She’s refusing to craft weapons for what she calls a “witch hunt”, which is part of the reason the constable is coming to arrest her. Sabyssa is disturbed by the warning you give: she was once Pascal’s friend and lover, but he broke it off without a warning a month or so into the relationship. When you mention his dreams, Sabyssa will say she saw a Supernal Dreamer — part of a cult that worships some Daedric Prince, Sabyssa says — leaving Pascal’s house at one point. You should now go search the house.

The Constable’s House is next door to Sabyssa’s. Go upstairs in the house, and a Dremora Churl will emerge from a burst of magical flames and attack you, yelling that the constable’s dreams belong to it. Search the bed after it is dead to find a Daedric Symbol. After it is removed, a strange dark aura will come from the bed.

Return to Sabyssa. She will tell you that she talked to the townsfolk and most of them agreed Pascal had been acting strange, even the guards. He may have to be retrained while the whole issue is dealt with, but Sabyssa is as ready as she’ll ever be.

Go outside to find the townsfolk gathered around Pascal, who is now in the stocks where Dame Dabienne was once held. Dabienne herself stands off to the side. She is quite grateful for your help, and will give you the Unsullied Gauntlets and 169 gold as a reward. Continue talking to her to continue the quest chain with To Alcaire Castle.



3. To Alcaire Castle
Quest Giver: Dame Dabienne in Koeglin Village
Location(s): Alcaire Castle
Reward: 42 Gold
Recommended Level: 16

– Quick Walkthrough –

  1. Talk to Dame Dabienne.
  2. Talk to Messenger Cordier.

– Detailed Walkthrough –

After you have exonerated Dame Dabienne in the quest False Accusations, talk to her again to find that she is concerned about the situation in Alcaire Castle. Rumors have been circulating about spies, plots, and even an army of Redguards marching on the castle despite the Daggerfall Covenant. She wants you to investigate and find Messenger Cordier — the same guy you rescued from the slavers in the last quest — as he should be announcing your arrival to the Duke.

Head up north, passing through the Daedra-infested lands around Nurin Farm. There are several quest givers along the way. You’ll find Cordier in front of Alcaire Keep, by the fountain. He will immediately remember his mission… having forgotten altogether to tell the Duke you were coming. There’s nothing for it, he says, and he’ll hand you 42 gold.



4. Army at the Gates
Quest Giver: Sentry Rechiche on the south road to Alcaire Castle; Sentry Beriel on the southeast road to the castle; Commander Gerieux at the castle’s northwestern gate; Dame Falhut at the castle’s southeastern gate; Sir Edmund at Firebrand Keep
Location(s): Alcaire Castle
Reward: Sir Hughes’ Axe + 173 Gold
Recommended Level: 17

– Quick Walkthrough –

  1. Talk to Dame Falhut.
  2. Talk to Sir Hughes.
  3. Gain entry to the Castle Library.
  4. Search for clues.
  5. Report to Sir Hughes.

– Detailed Walkthrough –

There are a total of five people you can get this quest from. Four of them will point you to the fifth, Dame Falhut.

  • Sentry Rechiche is located southeast of the castle proper, on the road running to Nurin Farm.
  • Sentry Beriel is located across the river east of Rechiche, where the path from Windridge Cave meets the road to Rivenspire.
  • Commander Gerieux is blocking two Alik’r Protectors from entering via the castle’s northwestern gate.
  • Sir Edmund will give you this quest if you have already completed Retaking Firebrand Keep.

All four of them will be suspicious about the numerous Redguard warriors, sent by King Fahara’jad, in their midst, and will express doubt about the Covenant. Any questions are to go to Dame Falhut, their commanding officer.

And finally, Dame Falhut herself is at the southeastern gate, staring down the envoy, Darima and two of her warriors. If talked to, Darima will plead her case, claiming her armed escort was not meant in insult, as it is customary in Alik’r. She’s a friend of the Duchess, and has an important message for Duke Nathaniel’s ears only.

Dame Falhut will stand her ground, but directs you to talk to her superior, Sir Hughes, if you want to change anything. Head up to the Keep, where Sir Hughes stands guard over the Duke and Duchess in the throne room. Sir Hughes believes that if tensions are allowed to escalate at Alcaire, it could destroy the Daggerfall Covenant itself. When you tell him the envoy is being held up at the gate, Sir Hughes will be annoyed but not surprised; apparently the Dame is quite literal when it comes to orders. He will allow the envoy in; in the meantime, there’s another problem. Someone from inside the castle has been sending secret messages, intercepted by the Knights of the Flame, to King Fahara’jad. They’re using the codename “Almadine”, and Sir Hughes needs to know where this name comes from. He thinks the best place to do some research is in the castle library, but visitors need the Duke’s approval, and he can’t know what’s going on. The library guard, Sir Gregory, is your obstacle: he will need to be persuaded to let you in or, failing that, to leave his post.

Inquiring further reveals that Duchess Lakana is a favored daughter of King Fahara’jad, and while she doesn’t speak of her father very often, Sir Hughes suspects they are closer than would be apparent to look at them. You’ll also get a lead about Sir Gregory: he is very jealous of his wife and any knight who might seek her affections.

Head downstairs via the northeast staircase. Sir Gregory stands guard outside the Dukes personal library. Talk to him and you’ll have two options: follow the lead on his wife or intimidate him (requiring a perk in the Fighter’s Guild skill Intimidating Presence) into letting you in without the extra work. If you intimidate him, skip ahead to the next section.
To get access without Intimidate, you’ll have to track down Sir Gregory’s wife. He will let slip that she spends a lot of time in the market.

The market is just northeast of the keep. You’ll find a well-dressed lady browsing the stalls; this is Sir Gregory’s wife, Vendi Bouchard. She will ask you, rather offhandedly, if you have seen Sir Higgins. Apparently he has offered to carry her purchases for her.

Return to Sir Gregory and let him know what’s going on. He will storm off in a murderous rage, allowing you to slip into the library.

The Library
When inside, your compass will point you to three books. On a small table directly in front of you are two of them. One is a record of Alcaire lords, listing only Breton names. The second on the table is a tax ledger, revealing the Duke recently purchased some fine ales and wines.
The third book, the one with the bombshell, is on a desk in the back of the library. It is called The Royal Lineage of Sentinel, and reveals that King Fahara’jad’s second daughter, the Duchess Lakana, is also known as “the Star of the Almadine”. You must now inform Sir Hughes, so exit the library.

Sir Hughes is waiting for you on the stairs. When you report your findings, he will warn you to be cautious, as the political situation is delicate. Neither the Duchess nor her father can know that you and Sir Hughes are on to them and their secret communications.

You will receive Sir Hughes’ Axe and 173 gold. Continue talking to Sir Hughes to receive the next quest, Two Sides to Every Coin.



5. Two Sides to Every Coin
Quest Giver: Sir Hughes
Location(s): Alcaire Castle
Reward: 86 Gold
Recommended Level: 17

– Quick Walkthrough –

  1. Talk to Sir Hughes.
  2. Talk to Duchess Lakana.
  3. Gain entry to the Redguard general’s house.
  4. Return to Duchess Lakana.

– Detailed Walkthrough –

Following Army at the Gates, continue talking to Sir Hughes. He needs to talk to the Duke about your findings, but he’s wary about accusing the Duchess without knowing what she’s up to. Lakana has spoken with Envoy Darima and now wants to go speak in person with the Redguard general. Obviously, Sir Hughes can’t allow that, but the envoy can’t deliver a message either as the Duchess has forbidden it. However, you can do the job; you will already have Lakana’s trust after arranging for the envoy to get in, according to Sir Hughes.

Go offer your services. Duchess Lakana is in her room along with Envoy Darima, up the stairs from the library. Lakana is grateful you intervened in the situation regarding Dame Falhut; she is alone, she feels, with no one she can trust in Alcaire Castle. She wonders if she can even trust the Duke himself, as someone has been trying to kill her. A taste-tester died a few days before, from a poison intended for the Duchess.

When asked why, Lakana will speculate that rivals for the Alik’r throne may be trying to destroy the Covenant. King Fahara’jad, Lakana’s father, has been trying to identify the assassins. Lakana needs to speak with General Thoda outside, but as she is not allowed, she feels stuck. Envoy Darima can’t go either, as the gates might close and lock behind her and Lakana desperately needs her friend right now. You may go, she says when you offer, but General Thoda may not allow you to see him. If you can duel and best some of his warriors, he will be curious enough to want to see you, and you can deliver the message.

Head down to the camp at the river. You can challenge any Alik’r Bravo or Alik’r Champion through dialogue, and there are many to choose from. Once you have dueled five successfully, Thoda’s House, the southeastern building in the camp, will be open to you.

General Thoda is inside. Though at first he will be angry that you picked fights with his soldiers, explaining the situation will give you the mastermind’s name, spoken by the poison-maker himself before he died: Falhut.

It is up to you to protect Lakana now, so return to the castle quickly. Lakana will be surprised that Dame Falhut would resort to murder, but she will give you 86 gold for your help. Continue talking to her to receive the next quest, Life of the Duchess.



6. Life of the Duchess
Quest Giver: Duchess Lakana
Location(s): Alcaire Castle
Reward: 88 Gold
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Duchess Lakana.
  2. Talk to Sir Hughes.
  3. Confront the would-be assassin.
  4. Report back to Sir Hughes.

– Detailed Walkthrough –

Duchess Lakana is concerned that Dame Falhut may not be acting alone in her attempted assassinations. She refuses to run though, and asks that you talk to Sir Hughes to root out the assassin before she succeeds. At this point, the quest will start, but you can talk to Lakana for more information. The fact that it is a Breton attempting to take Lakana’s life makes the situation more volatile and could destroy the fragile alliance between Lakana’s father, King Fahara’jad, and her brother-in-law, High King Emeric. She wants the Knights of the Flame to handle the situation to avoid any more diplomatic errors.

Head downstairs to the room directly below Lakana’s, where Sir Hughes awaits your report. Tell him about the Dame, and he will be shocked before remembering that Falhut openly opposed the marriage. However, it might not work to send a Knight of the Flame to arrest her and bring her in, so again, you’ll have to volunteer. He’ll come with some men right on your heels, he says.
Dame Falhut’s house is on the west side of the keep, north of the Old Goat Inn. Head inside and be ready for a fight. Dame Falhut stands at the back of the room and will immediately attack once you get close. She fights with an axe and shield, and has a charging attack that will knock you down.

Once you have killed her, exit the house and find Sir Hughes at the bottom of the hill. He will ask you if she ran, and when you tel him the truth, will be saddened but figure it’s prove enough of her guilt. He will give you 88 gold, and talking to him further will start the next quest, The Safety of the Kingdom.



7. The Safety of the Kingdom
Quest Giver: Sir Hughes
Location(s): Alcaire Castle
Reward: Alcaire Banneret’s Helm + 88 Gold
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Sir Hughes.
  2. Head to the knight’s house.
  3. Read his journal.
  4. Return to Duchess Lakana.

– Detailed Walkthrough –

Sir Hughes is finding it hard to believe that Dame Falhut was acting alone in her plot to kill Duchess Lakana. However, he can’t discuss this matter inside the castle, so he asks to meet you at his home after he’s done checking up on the Duchess.

As he says, his house is past the market, on the other side of the keep from Dame Falhut’s. Head inside, and find out all is not as it seems…

Envoy Darima sits tied up on the floor in his house, and she will ask if Sir Hughes sent you to kill her. When she realizes you’re not about to do that, she will turn her attention to Lakana’s safety. Telling her that Sir Hughes is going to check up on her sends her into full-blown panic. She explains that Sir Hughes is crazy — something about his dreams and a journal he keeps.

Go ahead and untie her. She will run off to warn Lakana. Before you go chasing after, find Sir Hughes’ Journal on the table. He has been having nightmares for weeks now, dreams that he believes are actually visions foretelling the destruction of Alcaire Castle, and a revolt led by the Duchess herself.

Return to the castle. As the doors close behind you, you’ll hear a cry: “By the gods! They’ve murdered the Duchess!”

Lakana lies face-down in her room, a sword bearing the sigil of the Knights of the Flame deep in her back. You are too late. Darima stands nearby, clearly distraught, and Duke Nathaniel kneels over his now-dead wife. After you have confirmed Lakana is gone by examining the body, talk to the Duke. He will be disbelieving, but will give you the Alcaire Banneret’s Helm and 88 gold. Continue the conversation to receive the next quest, Tracking Sir Hughes.



8. Tracking Sir Hughes
Quest Giver: Duke Nathaniel
Location(s): Alcaire Castle, Firebrand Keep
Reward: 44 Gold
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Duke Nathaniel.
  2. Talk to Dame Quirin at Firebrand Keep.

– Detailed Walkthrough –

Duke Nathaniel wants you to find his wife’s murderer, Sir Hughes, and bring him to justice. He thinks Sir Hughes will have fled to Firebrand Keep, a stronghold of Knights of the Flame.

Head south down the road, then east to the keep. Dame Quirin stands guard between the two flights of stairs at the closer entryway. She will tell you that Sir Hughes has indeed come there, but has been acting erratically. She will give you 44 gold and point you to Sir Edmund for the next quest, The Flame of Dissent.



9. The Flame of Dissent
Quest Giver: Sir Edmund
Location(s): Firebrand Keep
Reward: 88 Gold
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Sir Edmund.
  2. Rally knights to the cause.
  3. Return to Sir Edmund.

– Detailed Walkthrough –

When you tell Sir Edmund about Sir Hughes’ insanity, he will tell you that Hughes and his ally, Sir Croix, are planning to attack the Redguard encampment at Alcaire Castle. In order to stop them, Sir Edmund asks you to go in and search for knights who are questioning Sir Croix and get them to join the resistance.

Head on inside the keep courtyard. You’ll need to convince four Knights of the Flame, and not all those you talk to will agree. If you do try to persuade a knight that stands firmly with Sir Croix, they will talk about killing you. They will not attack without provocation, but will turn hostile if you strike them. Most seem to be questioning though; it is a minority that will not agree. Anyone you convince will run off to join Sir Edmund.

When you’re done, return to Edmund. He believes now there are enough supporters to take the keep. He’s ordered them to take up strategic positions, and knows it is his duty to do the right thing even if it means standing against some fellow knights. He will give you 88 gold, and you can start the next quest, Retaking Firebrand Keep, by continuing the conversation.



10. Retaking Firebrand Keep
Quest Giver: Sir Edmund
Location(s): Firebrand Keep
Reward: Flamecrest Hammer + 88 Gold
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Sir Edmund.
  2. Sound the Great Hall’s siege horn.
  3. Locate Sir Edmund.
  4. Defeat the Garrison commander.
  5. Sound the Garrison’s siege horn.
  6. Report to Sir Edmund.

– Detailed Walkthrough –

Sir Edmund wants you to signal the gathered knights to storm the keep by using the siege horn, which is located atop the main hall. Enter through the great doors, then take a right and go up the stairs to the door to the battlements. The horn is directly in front of you; activate it to sound the signal. Now you need to find Sir Edmund again, so head downstairs into the hall proper. He’s just inside the main doors. Talk to him to find that the surprise factor worked in their favor; the rebel knights are overwhelming their former comrades. However, there’s still the matter of the commander, and Edmund is too wounded to defeat him himself. The other knights should stand down if Croix dies, so it’s up to you to find and kill him. He is in the eastern garrison. Once you’ve put an end to him, blow the other siege horn on top of the garrison, Edmund says, and he will call for an end to the battle.

Exit the keep and head east, across a bridge. Here you’ll start encountering Sir Croix’s people: soldiers, enforcers, sharpshooters, and menders. Fight your way through and enter the Garrison. There’s two more of them in the main room here, directly in front of you, and in the room to the right is Sir Croix himself, standing by the fireplace. When he spots you, he will say “At last, the outsider who rallies my knights to rebellion! I’m going to enjoy this!” and attack.

Once he’s dead, head to the other side of the building (passing another hostile knight on the way) and through the door to the Garrison Tower. The siege horn awaits! When you head back down to find Sir Edmund, you’ll find the enemies have been replaced by friendly Knights of the Flame and healers. The battle is over.

Edmund stands outside the Great Hall, grateful but grieving. He’s going to assume command of the Keep now, and the attack on the Redguard camp has been called off. He will give you the Flamecrest Hammer and 88 gold.



11. Sir Hughes’ Fate
Quest Giver: Sir Edmund
Location(s): Firebrand Keep, Alcaire Keep
Reward: Honor’s Guardian + 173 Gold + 1 Skill Point
Recommended Level: 18

– Quick Walkthrough –

  1. Talk to Sir Edmund.
  2. Visit the infirmary and talk to Odette Jerick.
  3. Examine Sir Hughes.
  4. Investigate Alcaire Castle.
  5. Defeat the Omen of Fear.
  6. Talk to Sir Hughes.
  7. Speak with Duke Nathaniel.
  8. Decide Sir Hughes’ fate.

– Detailed Walkthrough –

Sir Edmund wants you to deal with Sir Hughes, but to show him mercy if he is indeed insane. The murderous knight is in the infirmary, unconscious, so head into the Great Hall behind Sir Edmund and down the stairs to the right to find the sickbay.

Odette Jerick, the healer, wanders the room checking on patients. She says Sir Hughes can’t talk and seems to be under a curse of some kind, one she can’t treat with her abilities. She will let you examine him, however. Sir Hughes lies on a pallet nearby, surrounded by an ominous-looking mist and writhing in his sleep. Examine him, and you will be transported into his dream.

Hughes dreams of an alternate Alcaire Castle. You will start off in an otherworldly house you may recognize as the home of Sir Hughes himself. Exit the door and look right to see a strange vision in the mist: a ghostly Sir Hughes stands talking with three also-incorporeal Knights of the Flame, and a Daedric monster floats behind him, whispering in his ear ideas which Sir Hughes repeats to the knights:

Omen of Fear: “The Daggerfall Covenant is doomed to fail. You cannot trust the Redguards.”

Sir Hughes: “The Daggerfall Covenant was a mistake. We can’t trust the Redguards!”

Omen: “You can’t afford to let your guard down. The Redguards could betray you at any time.”

Hughes: “We must remain vigilant. The Redguards could be plotting against us.”

The scene will fade away after this. Continue to the castle. Spectres of Paranoia, nearly-intangible wraiths, float around the area and are hostile. Climb the steps and, in the area by the fountain in front of the Keep, you’ll see another vision, this time including Sir Croix:

Omen of Fear: “The duke should not have wed King Fahara’jad’s daughter.”

Sir Hughes: “The duke’s marriage was a mistake. He’s put us all at risk!”

Omen: “King Fahara’jad is planing to invade Alcaire. Duchess Lakana is a spy.”

Hughes: “Lakana has everyone fooled. She and her father are plotting against us!”

Sir Croix: “But why would the Duchess betray us?”

Omen: “Duchess Lakana is orchestrating an attack on Alcaire. She must be stopped.”

Hughes: “The duchess has betrayed us. I have to stop her… whatever it takes…”

Head inside the castle, and your objective will update to explore the upper floor. Go upstairs to Duchess Lakana’s room, to see her final moments played out in front of you:

Sir Hughes: “I know what you’re planning, Your Grace.”

Duchess Lakana: “What are you doing here? Leave my room at once!”

Hughes: “I won’t allow Alcaire to fall into Redguard hands.”

Lakana: “Alcaire in Redguard hands? Tears of Zeht! You’ve gone mad!”

Hughes: “I’m sorry, but this is the only way.”

Lakana: “No! Please!”

Hughes will then slay Lakana and flee. As the image of Lakana’s corpse fades, you’ll see Sir Hughes again before you, kneeling on the ground — except this Hughes is not in ghostly form, but looking as real as can be. Talk to him, and he will be confused over whether Lakana deserved it, and whether this parallel Alcaire Castle is real or not. When you tell him it’s a dream, he will suddenly pull himself together enough to say that it is, in fact, a never-ending nightmare. The Omen, he says, is torturing him by forcing him to watch the murder over and over again. Ask him what the Omen is, and he will tell you a bit more; that it is now hiding, but not gone. The Omen seems to be drawn to Sir Hughes’ sword, which was left in the throne room in the dream. If you can find it, you can find the Omen and slay it.

Sir Hughes’ sword is stuck into the ground in front of the thrones. Activate it, and the Omen of Fear will appear and attack. It takes the form of a watcher, and can summon two spectres of paranoia to attack as well. When it is dead, it will disappear in a puff of smoke. Turn around to find Sir Hughes standing by the back of the room. His mind is clear now, he says, but his sins remain. You can now leave the nightmare world.

When you arrive back in the infirmary, you’ll find that Duke Nathaniel and Envoy Darima have arrived. Sir Edmund sent for them and they came as soon as they could, Nathaniel says. He wants to execute Sir Hughes, but fears his anger clouds his judgement. Once again, it is up to you. You must decide what happens to Sir Hughes.

No matter what you ultimately choose, you will receive Honor’s Guardian, 173 gold, and one skill point from Duke Nathaniel. Unanswered Questions is the next quest in the chain.

Notes
If you spare Sir Hughes, he will be stripped of his knighthood and banished from Alcaire.

Continue to the next Stormhaven skill point questing zone, Menevia.

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One Response to The Elder Scrolls Online: Daggerfall Covenant – Skill Point Quests – Stormhaven – Alcaire

  1. kungfumatador says:

    You can skip to quest 4, 1 through 3 are not necessary.

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