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Skyrim passing the new version. Passing story quests Skyrim. Video walkthrough of the quest: "The Fallen"

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Skyrim Walkthrough

As usual in The Elder Scrolls, the game begins at the conclusion. So now, as soon as you get into the game, you immediately find yourself in a crowd of prisoners, led to execution.

Walkthrough Skyrim - Free

While you are being taken to execution in a cart, it turns out from the conversation of the other arrested that an armed uprising is taking place in Skyrim, led by the Stormcloaks. The Imperials thought that you were part of their ranks, and therefore they decided to execute you.

As soon as you arrive, you will have a character editor at your disposal - it gives you the opportunity to change the appearance of the character to your liking.

Passage Skyrim - Important:

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  1. confirmation, a field will appear that is designed to enter the name of the character
  2. it is recommended to write the character's name in Latin

You see the execution of one prisoner, and the worst thing is that you should be next. The moment your head is on the chopping block, a dragon flies into the city and panic begins.

Despite the fact that there will be bustle and panic around, there is no need to despair, just follow the compass and pointers above the NPC. You will have the opportunity to make a choice - to follow the people who checked you on the lists or to follow the neighbor from the cart. Then there is no difference in the choice. If you follow the prisoner, then all the people you meet on your way will be enemies. But if you find yourself in the ranks of the Imperials, then in the numerous corridors and rooms you will only meet allies, you cannot beat them. And if you do hit one of them, then they will attack you, in this case, remove your weapon, and the attack will stop.

After you follow your partner, you will find chests with uniforms, learn how to pick locks, shooting from cover, etc. The task "To freedom" is educational, it will end as soon as you leave the cave. After that, the world of Skyrim will open before you.

Skyrim Walkthrough - Before the Storm

Immediately after leaving the cave, a new task "Before the Storm" begins, it is difficult in this task that your partner will say that you need to split up, but in fact, you do not need to go after him. On the way, he will point you to the stones of power, after you activate one of them (magician, thief, warrior), the corresponding skills will begin to be pumped more quickly.

Continuing on your way with your partner you will reach Riverwood - this is a small village. A partner will bring you to his home, where food and accommodation will be offered. In the conversation, you will learn that it is necessary to go to Whiterun and talk about what happened in Helgen. But you don't need to leave right away, Alvor, who is the head of the family, is a blacksmith, with the help of his side quests you will learn the craft of a blacksmith.

There are other side quests in the village. Head to Whiterun to continue the main quest. When the guards approach you in Whiterun, it should be said that you are from Riverwood, you need a Jarl, then they will let you through. You need to find the Dragon's Reach building in the city. The Jarl is in the main hall on the throne. I need to talk to him.

Skyrim Walkthrough - Windy Peak

In a conversation with the Jarl, after you tell him everything, he will lead you to Farengar. HE is a magician and alchemist with a long history of dealing with dragons.

He will give you a task - to go to Windy Peak and find the Dragon Stone there.

Windy Peak is a temple perched on a high cliff. On the way, you will meet two groups of bandits. When you find the temple, go inside. At the beginning of the path you will meet bandits, but the further you go, the more dangerous the opponents.

Windy Peak has two puzzles. The first - it is necessary to arrange the figures from the stone, they rotate. After you place them correctly, pull the lever, the door will open.

Move on by killing spiders and draugs. There will be a lot of cobwebs on your way, to go through it you need to knock it down with a weapon. There is a bandit in the room where the big spider is. He has what you need a dragon claw. Kill him, and if he runs away, catch up and see his corpse, search, take the dragon's claw.

In the second puzzle, you need to place three circles correctly. You will find a clue on the back of the dragon's claw.

Go until you find a large room, in its center is a circle in which a text is written in a dragon language. Read the passage. As you read, the Draug Lord will appear behind you. After defeating him, you need to take the Dragonstone, it is on his corpse, then follow the exit.

Exit to Skyrim. Now you need to open the map and make a fast travel to the Dragon's Reach. Go to Farengar and give him the stone.

Skyrim Walkthrough - Dragon in the Sky

Follow Farengar. You will have the opportunity to hear a conversation, at the end of which, the guard who comes running will say that the watchtower has been attacked by a dragon. Now we must follow the woman of Arijlet. At the watchtower, your first battle with the dragon will take place.

Skyrim Walkthrough - Voice Path

It is necessary to come to the Greybeards, they live on a high cliff, east of Whiterun.

Important: Follow the road to the east, it will lead to the temple. On the way, you will meet two trolls, and another dragon, and you will also meet a saber-toothed tiger.

In a boor, you need to prove your ability to use your voice - to use the shout of Merciless Force, you will also learn a new one - the Rapid Dash, with which you can quickly move over small distances.

At the end of the training, you will receive an assignment.

Skyrim Walkthrough - Horn of Jurgen

The Greybeards will send you to the final test - get the horn of Jurgen Bind the Winds, located in his tomb in Ustengrev, in the swamps of Hjalmarch.

Look at the map and go to the tomb, there will be riddles in it.

Riddle number 1

You will run into a passage closed by three sections of gratings, in front of them are three magic stones, when you approach one of them the grating rises - retreat - descends.

You need to stand in front of the transition, in front of the stones, put on the active shout "Rapid dash", hold Alt and start running to the exit, as soon as you find yourself at the third stone, it is activated, press Z, make a quick dash, after it you need to run a little.

Task number 2

In the end, it turns out that the horn was taken before you, and a note was left on the ship.

The search for the horn will fail.

You need to go to Riverwood, find a tavern, rent a room in the attic from Dolphin. She will say that the room is occupied, but you still need to go there. When you go into the room she says, Dolphin will come for you, it turns out that she wrote the note. Then she will take you to secret room, there she will say that you should help her.

Walkthrough Skyrim - Blade in the Dark

Dolphin is the last of the blades, and she, too, will unravel why the dragons attacked Skyrim. She believes that dragons do not return, but resurrect. To understand this, you will go to the Grove kin.

When you arrive, see how the dragon brings another dragon back to life, start the fight.

After you kill the dragon, Dolphin will understand that you are a dragonborn and will tell you about a new task.

Skyrim Walkthrough - Horn of Jurgen (end)

Make a quick transition to High Hrothgar. Find the "chief gray-bearded", then you need to give him the horn. You will be recognized as a Dovahkiin, and you will also learn the Shout "Ruthless Force" and a new word.

Skyrim Walkthrough - Diplomatic Immunity

When you return to Riverwood, talk to Delphine. She will say that you need to get into the Thalmor embassy, ​​and find out everything about the dragon from them. But ut Dolphin will do everything for you. You only need to go to Solitude and meet Malbourne there.

To help you survive, Malborne will bring you some items. During a conversation with him, there is an important point in Skyrim, you can transfer items to companions (key R). Give Malbourne the weapon.

Then go to Dolphin. She will give you ceremonial clothes, and give her weapons and armor to keep. Then you will find yourself at the party.

Go to the guard and pass the invitation. For Malbourne to be able to bring you to the kitchen, you need to somehow distract the vacationers. We must take a drink from him.

After Roselan starts making noise, the door to the kitchen will open, there will be a chest in which your things are. You need the door next to the chest. WITH of this moment you can start killing everyone.

You need to clear one task, then kill everyone in the yard, then do the same in the torture building and rob two chests, then the pointers will disappear. We must ask for directions from the one who was tortured. He will point to the hatch, in order to pass through it you need to kill the guards, then remove the key from one of them. Then go out through the dungeon to the Dolphin.

Skyrim Walkthrough - Rat Cornered

We need to return to Riverwood and tell Delphine everything about dragons, then find Esbern. Travel to Riften and find Brynjolf, he is the head of the thieves' guild. You need to go through one of his tasks related to theft.

When you do this, go down to the dungeon under Riften, it is from several levels.

Skyrim Walkthrough - Alduin's Wall

The old man collects his things and wants to leave, but the agents of the Thalmor do not allow him to do so. It turns out the old man is a good magician and can cope with enemies.

After getting out of the dungeon, go to the Dolphin. The second task is the passage to Alduin's Wall.

There are three riddles on the way to the aisle

Riddle number 1

To pass this stage, you need to lower the bridge, for this you need to rotate the stone figures, as shown in the screenshot.

Riddle number 2

There is a fire trap in the room, and plates reacting to footsteps. It is necessary to step only on the slabs denoting the dovahkin. When you reach the fiery installation, you need to pull the lever, the trap will be turned off.

Now we need to go to the gray-beards again.

Walkthrough Skyrim - Throat of the World

Return to the greyish. Find their leader and start a dialogue. After that, you will learn a new cry, and you will know the way.

The whole road is in fog, but with the help of the cry that you have learned, this fog can be driven forward, so you will move to the main gray-bearded.

Skyrim Walkthrough - Ancient Knowledge

In the assignment, you can choose who to contact - gray-bearded or Esbern. If you choose the option with Esbern, then you will need to go back to the wall and tell him about the scroll.

He will say that the help of magicians is required, and will send you to the College of Winterhold, which is located at the end of the world. At the entrance, it turns out that in order to enter you need to become a member of the guild. To become one you need to show the ability to use magic. Then you will be escorted into the building. Find the main Urag gro-Shub in it. Talk to him about the scroll, then he will give the task - "Shalidor's robots".

Walkthrough Skyrim - Shalidor's Robots

It is necessary in the dungeon to find the records of the scientist. There will be a familiar puzzle with a lever that rotates the statues. A hint about which statue to rotate on the opposite wall.

Then you will meet a dead man who comes to life after each murder. But there is nothing difficult here, kill him several times in a row and that's it. Take the notes and return to the College of Winterhold.

Meet Urag Gro-Shuba and give him the notes. It seems that it will take time to decrypt. In a few days everything will be ready, there will be a book on the table, it must be read. Then after talking with Urag gro-Shuba, you will receive a task.

Walkthrough Skyrim - Beyond the Ordinary

You need to find a scientist interested in the Dremer, who later went north and got lost. A point in the north will be marked, you need to follow there.

After you find a scientist, you will receive two items - a Dremerian cube and a ball, a point on the map will also be marked. There will be giant dungeons.

There is one locked door with a lever, here is the most difficult way to find a lever.

The grate is at the bottom, and the lever that opens it is at the top.

At the end you will reach a room with a complex device. You need to find a "control panel" there and install a cube. Then you need to learn how to play this instrument.

Skyrim Walkthrough - Curse of Alduin

Ahead is a battle with Alduin, but first you will have the Dragon Slayer's cry at your disposal.

Alduin does not land, you need to shoot him down with a dragon-breaker, then fight him with a dragon-breaker.

When you defeat him, he will say that he is immortal and will fly away.

Skyrim Walkthrough - Fallen

After the victory, talk to the parturnax. He will tell about his plan, the final killing of the dragon. But the Jarl's help will be needed, go to him.

Skyrim Walkthrough - Endless Bye

Discuss the dragon and the end of the world with the Jarl. He will help you, but only after the end of the war in Skyrim. Now you have an almost insoluble task - to reconcile the two parties who absolutely do not want this.

Go to the greybeards, talk to Arpgeir, ask him to declare peace.

Then go to the Imperials, talk to Tullius, convince him to negotiate.

Go to the rebels, talk to them, convince them to negotiate.

Return to the gray-bearded, there will be a meeting, the blades will also be present there, after long negotiations, convince them to sign a temporary peace.

Having made peace, you will complete the task. Then the dolphin will come and say that the parturnax must die.

Walkthrough Skyrim - Fallen (continued)

After the conclusion of the temporary peace, it is necessary to make a trap for Odawing. To do this, return to Dragon's Reach and talk to the Jarl. He will say that everyone is ready and waiting for your answer.

Say you're ready to start and follow along. In order to summon and catch Odawing, go to the balcony, use the call "Dragon Summons". Then a dragon will arrive, shoot him down with a dragon-breaker, then retreat into the depths of the balcony, using a dragon-breaker so that he cannot fly away. He will follow you and be trapped.

Skyrim Walkthrough - House of the World Eater

We need to talk to Odaving. Let him go. To do this, go upstairs and talk to the guards.

Then, wait until he comes out to the edge of the balcony, talk to him again, then go on the dragon to Skuldafn.

It is necessary to clear the territory of the dungeon. There will still be new riddles.

The first of them is connected with movable plates, the first position opens the right grate, the second - the left one, along which you continue to explore the dungeon.

The second puzzle is also related to the slabs, which are located in different places.

The third riddle, connected with the door and the rings that spin without stopping, there is a draug in front of it, kill him and remove the "Diamond Claw" from him, on its back you will find a clue.

After that, go outside, but do not immediately teleport, next to you there will be a strong creature from the underworld - Nakrin. After you kill him, remove his mask and staff, he is needed in order to start the portal again.

Walkthrough Skyrim - Sovngarde

You are in the abode of the dead. Follow the arrow, meet with Tsun, pass the test and enter the hall of the ancients.

Walkthrough Skyrim - Drone Slayer

You are at the very end. There is nothing difficult here. Just remember, to disperse the fog, use the shout "Clear Sky".

After you win, you will need to talk to Thuns in order to return to the mortal world.

The Elder Scrolls 5 Skyrim Walkthrough: Free!

We arrive in the village of Helgen, get out of the carriage. Several guards will call roll to identify people on the list. We are not on this list. We carry out character customization. Race - Nord, gender - male, the rest is altered to your liking. The fact that we are not on the list does not mean that we are saved. Together with the rest of the captives, we go to the chopping block, where the executioner, already prepared for execution, is standing. The first one is killed, we are the next. A dragon lands on the roof. Hurray, we are saved, we quickly run into the tower. We rise up the stairs, we move back when the dragon spews fire. We jump down through the hole formed on the wall. We move forward until we have a choice: we go after Ralof (to the right). We go inside the building and then we approach Ralof. We search the corpse near the table and take away everything that he has. A couple of Imperials come to us, we take out the ax by pressing "R", and we are done with them. Left mouse button - hit, right - block. We search them, Ralof opens the door, and we pass further. We go down even lower, kill two and take away various potions, wines from the table and shelves. We put on more fortified armor of the Imperials, also use a sword instead of an ax. We go down even lower and we open the cell where the dead magician lies. We collect everything that lies near him, we search him. There is a table next to the pillar with a bag with useful items on it. We catch up with allies and move through the caves. We destroy the archers and take away their long bows. We lower the bridge and find ourselves at a small current. We go straight, then we turn right. We see several spiders, it is quite simple to deal with them. We search the spiders to pick up the poison. We pass forward, we are offered to sneak past the bear. But we will not do this, but rather kill her. Let's start an attack from afar, shooting from a bow. The enraged beast will run at us, we quickly dodge. Finally we get out.

The Elder Scrolls 5 Skyrim walkthrough: Before the storm.

Ralof reports that his sister Gerdur owns a sawmill in Riverwood and can help us. Guided by the sign, we get to the town. However, you can just follow Ralof and then together we can arrive in the city. After talking with Gerdur, we tell her about the dragon. At her request, we go to the Jarl of Whiterun so that he will send soldiers to protect Riverwood. If just to the north, then we will definitely get to Whiterun. Important: on the way we do not kill the imperials who seized the captives, otherwise we will not be able to get into the city. At the entrance to Whiterun, a guard stops us, we tell him that Riverwood needs help. He lets us inside and tells us where the Jarl can be found.

We get to the Dragon's Reach. We go inside and we are stopped by Ayrilet, who, so simply, will not let Jarl Balgraf Elder sit on the throne. However, the Balgraf himself shows a desire to listen to us. We inform him about the dragon attack on Helgen and about a possible attack on Riverwood.

The Elder Scrolls 5 Skyrim Walkthrough: Windy Peak.

Let's follow the Jarl to the court magician Farengar. He asks to get the Dragonstone from the Temple of Windy Peak - a certain stone tablet, which indicates the ancient burial places of dragons. To get there, a horse will come in handy, for a walk on foot will take much longer. If it is night outside, then the horse can be stolen from the stable, and then returned to its place. In Windy Peak, at the entrance to the temple, bandits roam. We will deal with them, by the way, the horse will help us with this. We go inside the temple and move forward. We kill the robbers we meet, collect useful supplies. Having reached the closed gate, we turn left and arrange the statues in this order: snake - snake - fish.

We pull the lever and go forward. We destroy the rascals and go down the wooden stairs. After walking a little, we come across a cobweb. We cut it and meet with a huge frosty spider.

We fight with him from powerful weapons. Replenish health with potions if necessary. Let's search urns and corpses, they may contain useful items. Now let's talk to the webbed Arvelius. We agree to help him and, it seems, in vain. As soon as we cut the web, he immediately rushed forward. We catch up with him and kill him, the draugrs will help us in this, which we also destroy. Taking the Golden Claw from Arvelius. We move towards the exit, bypassing the traps. We look under our feet, we dash past the axes.

After entering the sanctuary, we pass through the trap and kill several draugrs. We go upstairs, cross the bridge. We open the iron door and proceed to solving the puzzle. On the large circle - a bear, on the middle - a moth, on the small - an owl.

Now insert the Golden Claw into the keyhole. We go forward until we get to the statue. We approach the luminous sign and study a new magic technique. We step back and see the appearing Leader of the Draugr. We deal with him and take the dragon stone from his body. We leave the sanctuary through the nearest passage. After getting out, open the map and teleport to the Dragon's Reach. We deliver the found item to the magician.

The Elder Scrolls 5 Skyrim Walkthrough: Dragon in the Sky.

Ayrilet comes running and informs Farengar that a dragon has been seen in the vicinity of Whiterun. We follow Ayrilet and Farengar to Jarl Balgraf to discuss further actions. We leave for the western watchtower together with Ayrilet and the Whiterun guards. Having arrived at the place, we will look around, and when the dragon appears, we will run inside the tower. We fire it from a bow, having risen to the roof of the tower. Or, on the contrary, we will go downstairs and deal with him with ordinary sword and magic. We search the dragon's corpse, get a new spell. Let's try it in action by selecting from the appropriate list or by pressing the "Z" button.
We return to Jarl Balgraf and report on the good news.

The Elder Scrolls 5 Skyrim Walkthrough: The Way Of The Voice.

The Greybeards learned about our talent and invited them to High Hrothgar, which is located on the slopes of the Throat of the World. So, we will find a fortress on the top of the mountain, go inside and communicate with Arngeir. Let's show him our capabilities. Now let's talk with Einart to learn a new technique. The master is clearly not verbose, so let's just watch. We will be sent "enemies", and we must use "Ruthless Force" on them. Hold "Z" to emit a powerful scream, on images emerging in the center.

Let's follow Master Borri into the courtyard. Let's wait for the sign to appear on the ground and stand on it. Let's follow the masters to the gate. Borri will only open them for a few seconds, and we have to slip through them. When the gate opens, quickly press "Z", thereby applying the "Swift Dash".

The Elder Scrolls 5 Skyrim Walkthrough: Horn of Jurgen.

Convinced of our abilities, Elder of the Greybeards Arngeir sends us to the final test - to retrieve the horn of Jurgen the Windcaller. It is located in the tomb of Ustengrev, in the swamps of Hjalmarch. The entrance to the tomb is guarded by several bandits and one rookie mage. Inside are also mages, robbers, and draugrs. We find the door leading into the depths, and we go downstairs.

We are fighting against draugrs and skeletons, we are looking for a way down. After reaching from three closed gates, which open if you go past the stones, we use the "Rapid dash". We use a dash when we run past the second stone and always another dash, immediately after the first. And then we will definitely have time to slip through all three gates.

Moving along the floor, we hear sounds, these are mechanisms that activate fire directly from under the floor. Therefore, we move, stepping on stones. If you are not confident in our abilities, then we remain to wait on the stones until the spiders die, especially the one that is larger. We cut through the cobweb and open the door. We pull the chain to open the gate. We go down and move along the bridge. We collect useful items, and also take away the note that lies on the hand of the stone in the center. We open the next door, collect gold again, we search the chest. We move along the cave and enter ustengrev.

We get out the same way as we got here. The note found says that the horn is in the possession of the man who took it from the tomb. He is looking forward to meeting us at the Sleeping Giant Tavern in Riverwood. After reaching the tavern, ask Dolphin for a room in the attic. Let's go to the room, close the door and wait for Dolphin. Let's follow her into another room, close the door and go down to the basement through the opened passage. We take away the horn and deliver it to Arngeir. We study the last spell "Ruthless force" and leave the temple.

The Elder Scrolls 5 Skyrim Walkthrough: A Blade in the Dark.

Let's continue the unfinished task. We leave together with Dolphin in the Groves of Keene. Here, the locals are very anxious. Let's follow Dolphin to the dragon Salonir and deal with him. We attack him when he is on the ground, and also dodge his icy breath. It is advisable that he direct all his strength to our partner.

After fighting the dragon and absorbing his soul, we speak with Dolphin, who still cannot believe in our triumph. We question her on all points.

The Elder Scrolls 5 Skyrim Walkthrough: Diplomatic Immunity.

As it turned out, dragons do not just revive, they also resurrect other dragons. According to the Dolphins, the Thalmor are behind this, who have sinister plans. The girl will try to make sure that we get into the Thalmor embassy.

We leave for Riverwood to meet with Delphine. She has already made connections with the right people. Therefore, we get to the city of Solitude and look for the messenger Malbourne in the "Laughing Rat". We tell him that we are from our mutual friend and give him the items that we would like to have, once inside the embassy, ​​because it is clearly not possible to carry weapons there.

We reach the Katla farm and meet with Dolphin. We receive an invitation and smart clothes. We change into her, having previously removed everything that was on us before. Including handcuffs and helmets. We speak with Delphine and give her the weapon, which she will keep during our absence.

Here we are at the embassy, ​​show the invitation to the soldier and go inside. At the entrance we meet Eleven, introduce ourselves to her and communicate with Malborn. Before leaving the reception, we will take all the food, it will suddenly come in handy. We take a drink from the waitresses or Malbourne and approach Razelan, who is sitting on the bench. We give him a drink, and ask him to make a little hype in order to distract everyone. We return to Malbourne and wait for him to open the door. We go to the kitchen and take all our things. Malbourne must return to his post and we are left alone. We deal with two soldiers and one wizards. We collect useful items on the first and second floors. We leave into the courtyard and kill several more enemies.

We go into the private chambers of Elenven. You can go to the right and hide in the room. Wait until a few guards leave and deal with the last one. We search the chest in the room, we read all the found books and a note. Now let's go down to the dungeon where the torture takes place. We destroy two opponents and search the chest. We read the found book and quickly go upstairs to save Malborne. We will take the keys to the hatch from the guards and before going down into the smoking cave, if you wish, you can free Etienne Rarnis.
In the cave we will meet the Ice Troll. We will kill him, or we will run away. We get to Riverwood and tell Dolphin everything we have learned.

The Elder Scrolls 5 Skyrim Walkthrough: A Cornered Rat.

A blade named Esbern is an expert on ancient dragon lore. We must find him before the Thalmor. We leave for Riften. We convince the guard to let us into the city. We go to the local tavern "The Bee and the Sting" and talk to Brinjolf. If you cannot convince him, then you will have to perform an additional task. And you can make everything much easier. Let's talk with the owner of the tavern and ask about Esbern.

We leave the tavern and go down to the "Rat hole". We deal with the enemies we meet. Then there will be two ways: through traps or by breaking the door of expert difficulty. In the end, we will still get to “ Rampant Flask". We speak with the bartender Vekel Warrior and convince him to tell about the old man, or we bribe with coins. We pass into the storage, and from there into the anthill. You should not relax, because the Thalmor are already here.

We get to the room where Esbern is and try to enter him. We say the phrase that Dolphin told us. We are waiting for him to open the door. We tell him that Dolphin needs help, and that we are Dovahkiin. Esbern will pack up and we can go to Riverwood.

The Elder Scrolls 5 Skyrim Walkthrough: Alduin's Wall.

Together with Esbern we get out, along the way dealing with the enemies. We will also be helped by the Fire Astronomers, whom Esbern summoned.

We return to Riverwood to the Dolphin. As usual, we go down to the secret room and listen to Esbern. We select the book laid out by him on the table.

Next, we go together with Delphine and Esbern to the Temple of Heavenly Harbor to find the Wall of Alduin and find out what is written on it. Leaving the tavern, we see how the dragon burns Riverwood. We deal with him and move towards the designated goal. On the way, we will meet a couple more dragons, the battles with which you can ignore. Enemies have settled in the vicinity of Kartspire cave, and the same robbers are waiting for us inside the cave itself. Fortunately, we have partners, and they are quite strong.

We go inside and kill enemies. We go to the first test. Please note that all three symbols have an arrow pointing down. Only in this position will the bridge on the left go down.

The next test involves finding the correct path by which you can safely reach the circuit. We move only along the symbols with arrows.

We pull the chain, and now we can safely walk forward.

Finally, we get to the temple and stand in a circle opposite the big head. We activate the bloody seal in the center of the circle on which we stand. Having shed blood there, the head moves back and thereby opens the way for us. Before going further, let's search the chest. There are some very valuable items inside. We climb the stairs and turn left, in the room in the chest are the armor of the Blades. We examine the Wall of Alduin, in an attempt to figure out how to kill the dragon. We speak with Dolphin about the special Scream, which Esbern managed to recognize by looking at the wall.

The Elder Scrolls 5 Skyrim walkthrough: Throat of the World.

Esbern and Dolphin will remain at Heavenly Haven Temple for further exploration. And we will go to the Greybeards to learn about a special Scream capable of shooting down a flying dragon. We get to Hrothgar and talk to Arngeir. We ask him to teach us a special Shout, but we get a refusal. Let's wait a bit until he changes his mind. Unfortunately, Arngeir himself does not know how to reproduce this Scream, by the way, whose name is "Dragon Slayer". But on the other hand, Arnegeir knows the one who has attained the highest knowledge of all the Screams. This is Paarthurnax, which is hiding at the top of the mountain. You can get to it only with the help of a special Shout, which Arngeir will teach us. We go out into the courtyard and explore the "Clear Sky". This cry will help us clear a path from the strong winds that will prevent us from reaching Paarthurnax. Also, on the way, we will destroy several ice ghosts. Seeing the dragon right in front of us - do not panic, he is Paarthurnax.

The first Delon he teaches us a new Shout "Fire Breath". Only then Paarthurnax confesses that he does not know the Dragon Slayer Shout. But he says that the ancient Nords used the Elder Scroll to send Alduin into the future.

We return to Upper Hrothgar and speak with Arngeir. He suggests that the College of Winterhold will help us study Dragon Slayer. We will go there and cross the bridge to get into the building of the college. Unfortunately the gate is closed and a key is required. Therefore, we speak with Faralda, who stands right at the beginning of the bridge. We will demonstrate to her the Scream "Ruthless Force" and calmly go to the college. We turn left and enter the Arkaneum. We communicate with the owner of the library Urag

Gro-Fur coat about the Elder Scroll. We introduce ourselves to him as Dovahkiin. He agrees to help us and brings two books. Let's read them and ask Urag a little more about the madman's notes. He talks about the scientist Septimius Segonia.

Let's go to him, for this we will cross the bridge and go down. Let's turn left and further down the slope. We get to the ice cave, where Septimius is. He is clearly not himself, but still have to complete his task.

We leave for Alftand and enter the ice ruins. We go deeper and deeper, straightening out on the way with robotic beings and Falmers.

Important: the path that leads down is correct. From the very bottom of the location, we will find ourselves in the Alftand Cathedral. We deal with Falmers and pull the lever, having climbed the stairs. Next, we will meet the Dwemer Centurion. We destroy it and go further. The main thing is to keep your distance and be wary of his deadly breath, dodging to the sides. We take away the key from the elevator from the centurion and go further. We also deal with Umana and Sulla Trebatius. Umanna has quite strong armor. Then we activate the Dwemer mechanism and go down the stairs, we pass into the Black limit.

We pay attention to the mechanism on the right, which can destroy the Dwemer sphere.

We get to the Mzark tower and go inside. We pass forward, open the door and turn left. We go upstairs until we find ourselves at a mechanism with several buttons. We insert the item from the inventory into the dictionary stand (far right). Now we activate the two buttons on the right until one of the buttons on the left opens.

Click on the same button that opens on the left two times. Another button to the left will open, click on it. We take away the ancient scroll and leave the tower. The gates are closed, so we open the map and move to the Throat of the World to Paarthurnax. We get into a special area, open the inventory. From the "Books" section, select the Ancient Scroll and use it. We move in time and observe how some characters kill the dragon, and then expel Alduin himself.

The Elder Scrolls 5 Skyrim Walkthrough: Curse of Alduin.

We return to the present, where we have to deal with Alduin on our own. In the section of magic, select "Shouts" and your own Dragon Slayer. We use it to ground Alduin and attack him when he lands. Paarthurnax is also vulnerable to Dragon Slayer, so we keep a close eye on who we use this Scream against.

The Elder Scrolls 5 Skyrim Walkthrough: Fallen.

After defeating Alduin, he flees. We speak with Paarthurnax and then we leave for Dragon's Reach to chat with Jarl Balgruf. We ask him to help us with luring Alduin to Dragon's Reach. He agrees, but only if the Greybeards negotiate a truce between the Imperials and the Stormcloaks. We negotiate with Arngeir and, at his request, visit Jarl Ulfric and General Tullius.

First of all, let's go to Windhelm. We enter the royal palace and speak with Jarl Ulfric. We convince him to come to the council in High Hrothgar.

We return to Arngeir and go to the negotiation room. We sit down at the table in the designated place. Not everything goes as we would like. Ulfric pursues his own interests. However, everything ends well. After negotiations, we speak with Esbern. He knows everything about Paarthurnax, and moreover, it turned out that Paarthurnax was at one time an ally of Alduin. Therefore, in order to get help from Delphine and Esbern, we must destroy Paarthurnax.

We reach Dragon's Reach and speak with Jarl Balgruf. We select in the gallery and using the Shout "Call of the Dragon" we call Odavin flying nearby. We deal with him, and when his health remains at half, we lure him into a trap. We interrogate Odavin and find out the whereabouts of Alduin. Now you can safely let him go by asking the guard to loosen the fasteners. Odavin will help us get to Skuldafn.

The Elder Scrolls 5 Skyrim walkthrough: House of the World Eater.

Arriving in Skuldafn, we move forward not in a hurry. We kill dragons and draugrs. You shouldn't collect a bunch of enemies behind you. On the contrary, having spotted the enemy, we try to destroy him without attracting, listening to others. Having finished with two dragons and a dozen draugrs, we enter the temple. Here, in a similar way, we kill the draugrs, until we stumble upon a test. The arrangement in a row of the columns will look like this: a bird, a snake, a bird should look to the lever (from left to right).

The mistress of the night Nocturnal reveals her secrets only to thieves.

Daedra lords are strange, wayward and sometimes very dangerous rulers from other dimensions. In the Imperial Province, we communicated with them mainly through the altars at the foot of the huge statues. In Skyrim, the altars were crushed, there are few statues left, but the Daedra lords are still waiting for our help - sometimes in very dubious matters. They reward assistants with personalized artifacts with unusual properties - mostly weapons and armor.

There are sixteen Daedra Lords in total. But there are one fewer quests, because the ruler of the night Nocturnal does not issue tasks in the usual sense. Communicating with her and earning her location is possible only according to the plot of the thieves guild, and she does not give a personalized artifact - only a reward for the very fact of passing the chain.

Mad Mind (Sheogorath)

No one has ever called me a talking grapefruit from Pasval.

The tramp Dervenin from Solitude asks to help him get the owner back from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received from Dervenin the monarch's pelvic bone (useless, but can be sold), we go to the palace.

You can get to the Blue Wing by asking Falk Firebeard or Una the cleaning lady about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the daedra lord Sheogorath spends his "vacation" together with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on condition that you get out of the mind of Pelagius. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

Behind the first arch on the left, where the atronachs are fighting in the arena, it is necessary to apply Wabbajack to the spectators watching the grip.

After the next one - to shoot "night fears". Each next fear is caused by the use of Wabbajack on young Pelagia.

Beyond the third arch, you will have to use the same staff to increase Pelagius's Confidence in size and reduce her enemies.

It is done! Our reward is Wabbajack, a magical staff that fires a random spell on each cast.

Back in reality, do not forget to ransack the premises for valuables.

The Taste of Death (Namira)

"Dinner is served. Sit down to eat, please. "

In the town of Markarth, there are strange rumors about a local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Piedmont Fortress, where you'll find the Hall of the Dead and Brother Verelia. He will explain that someone is eating the dead, and asks us to investigate this case.

If you do not agree with this statement of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from undead - from the beginning to the very altar of Namira. After that, Eola will ask you to bring Brother Verelia to the cave. Do this or tell him about Namira's sinister plans.

FOR YOUR INFORMATION: there is an emergency exit in the cave so as not to wander along the corridors every time. Don't miss him - he is in the corridor in front of the hall where the altar is.

Convince Verelia to go with you and bring him to the altar, where Namira's servants are already waiting for the meal. After that, do whatever you want - either obediently kill Verelia and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it makes it possible to improve health by eating corpses. And the hero will have bad smell from the mouth, about which everything will be reported to him.

The door that whispers (Mephala)

As it turned out, being rude is not the local "Cartman's" biggest problem. He also talks to doors!

The owner of the "Prancing Mare" tavern in Whiterun will tell you that something strange is happening with the children of Jarl Balgruf.

The Jarl himself will not deny the problems and will offer to talk to his son Nelkir (thereby asking everyone if they are also going to lick the Jarl's boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce herself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the jarl or the archmage of Farengar has the key. The easiest way is to steal from a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. The quest is done! Sword and there is a reward. It absorbs the health of enemies, and the effect can be enhanced by killing several friends or companions with it.

House of Horrors (Molag Bal)

The priest has been caught by the insidious Molag Bal! Do not pay attention to the cat - he is with me.

In Markarth, next to the Silver Blood tavern (just above the street), Turan, the sentinel of Stendarr, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be a trap for Molag Bal, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedra lord. There, touching the rusty mace and being in the cage, you will receive the task - to bring the priest of Boethiah, named Logrolf, to Molag Bal, who ruined the mace.

The priest was captured by the Outcasts and kept in one of their camps (in which one - the random number generator decides). Leave the house, go to the indicated place and, after clearing it, take out Logrolph. Under any pretext, bring him to Molag Bal and, when the priest is trapped in the cage, knock on him with the mace given by Molag Bal - and then, when the Daedra lord orders, kill the priest.

The reward will be cute Molag Bal's mace draining power with magic and capturing souls.

The only cure (Peryite)

To talk to a tree, you need a good breath of smoke. Everything is like in life.

Getting out on this mission isn't easy. Having reached the tenth level, you can wait for a long time to meet with a sick refugee, who will tell us where the Peryite sanctuary and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Kartwasten, south of Stronghold Druadah and southeast of the dwarven ruins of Btardamz.

It's worth going there with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poisonous bell, and a vampire's ashes. The silver ingot is the easiest to find - they are sold by blacksmiths, and you can steal the ingot in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern marshes. It goes without saying that it is easy to find among alchemists too. Vampire Ashes can be obtained from vampires or purchased from a pharmacist. Flawless Rubies are rare, but they start to come across from merchants at higher levels.

After receiving the necessary ingredients, Cash will brew a potion, and we, breathing green smoke, can talk to Peryite. He needs to kill the traitor Orkendor and his Possessed in the dwarven ruins of Btardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles, other than a pair of levers that must be pulled to open a passage or launch a trap near an unsuspecting enemy. Mechanical spiders, spheres and a lone centurion dwell in the dungeon. Mage Orkendor - at the very end of the dungeon. Take the books and the key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. Reward - shield Spellbreaker, which in the "combat" position creates a charm spell.

Beyond the Ordinary (Hermeus Mora)

We received the book, but the scientist is no longer needed.

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest "Ancient Knowledge". Solving the puzzle in the Mzark tower, we will get the Ancient Scroll and, along the way, will fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in the Black Reach or anywhere else). To get out of the cave of Septimius, you will have to talk with the Disgusting Abyss, that is, with the lord of the Daedra himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Oghma Infinium. It raises six skills at once by five points to choose from - magic, thieves or military. To learn, open a book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

"Stop burning tires!"

The quest is activated only after the hero hits the thirtieth level. It can start with a surprise attack, a book about Boethiah, or when the hero comes across the sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an impromptu arena.

Boethiah will offer to sacrifice a companion. If you do not mind (and if the companion is not particularly dear to you), order him to come to the luminous column and make the sacrifice.

The last task is to visit the bandit camp on the opposite edge of Skyrim. Clear the cave and demote the former warrior Boethiah. Put on his Ebony Mail and listen to the last admonition of the Daedra Lady.

The reward is the same ebony mail... She makes steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The blood-red moon brings back memories of past adventures in distant Solstheim.

The quest begins in Falkreath, if you talk to the inconsolable Mathes - he can be found in the cemetery (a scene is played there) or in a tavern. He will tell us that his daughter was torn apart by the werewolf Sinding, who was captured and hid in the barracks. Look there (you can start the quest there).

Sinding admits that he is a werewolf, but states that random and unpredictable transformations into a beast are a curse that the patron of hunters Hircine has placed on the enchanted ring. He will invite us to settle things with Hircine ourselves and advise us to kill the white deer first in order to summon the Daedra lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

FOR YOUR INFORMATION: if you are not a werewolf, the ring is safe for you. Otherwise, it will from time to time forcibly turn the hero into a beast.

The deer grazes near the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find a cheeky werewolf in the Drowned Man's Grotto, kill and skin him.

Inside the cave, we will find a slightly battered group of hunters, the last of which will die after speaking in general outline what happened ("The victim is stronger than the hunter. Kill him in the name of Hircine!"). But Sinding, sitting on the cliff a little further away, will offer a counter plan - together with him to hunt the hunters. If we do decide to kill Sinding, first he will slaughter the hunters - you can join the battle right away, kill the werewolf, remove the skin and take the light Skin of the Savior as a reward from the ghostly Hircine (resistance to magic and to poisons).

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine, cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

Sam Geven looks weird. We don't pour him any more.

This quest differs from others in that it is not so easy to find it. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern, which is closest to the hero, when he reaches the fourteenth level - and he does not leave this tavern anywhere. Remember what you did at this "age". If you have old save files, look in them where your hero was at the moment when he was "hit" 14.

A friendly drinking binge with Sam (you guessed who it is?) Will suddenly interrupt, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and a goat and will be offered to remove the remnants of yesterday's brawl. You can avoid cleaning by persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of kidnapping his goat Gleda, which now belongs to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, demanding the return of the wedding ring from the Witch Mist grove. You can avoid looking for a ring by using money or persuasion. But it is easier to go to the "bride", the bewitching Moira, and take the ring away from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

Quest reward - Rose Sanguine, a staff that calls upon the dremor to help us.

Shards of Former Glory (Mehrunes Dagon)

The cave under the fifth point of Dagon (sorry!) Is a valuable source of Daedra hearts. Dremoras are reborn there.

The quest begins with a flyer that a courier will give us at the twentieth level. The owner of the Danstar Museum of the Mythic Dawn of Forces, Vesul, wants to collect the Razor of Mehrunes - a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

Jorgen of Morthal can be persuaded to hand over the key to the house. The handle is in the chest.

Dagon's Razor Head keeps the Witch Doctor Drascua with it in the large Outcast camp (there we will also find a wall with the Word of Power).

At the orc Gunzul in the orc fortress Cracked Tusk we take the key from the vault and, having gone down there, we grab the fragments of the Razor (beware of the traps).

Having received three parts and attaching a scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the cliff.

Mehrunes will offer us to kill the Force in order to become his hero and get Razor(a dagger that gives a chance to instantly kill the enemy on impact), and Sil wants to get away and hide the Razor under the museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and loot the shrine.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an orc stronghold in Riften, or head straight there.

Lagashbur Fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light. Help the orcs get rid of the giant. They will tell you that the tribe is cursed, and will ask for two ingredients for the ritual to summon Malacath: the fat of the troll and the heart of the Daedra. Fat is easy to get (from the same trolls, for example), but hearts are a rare ingredient, and they fall from dremora, which are very rare. To get the heart, complete the quest of Mehrunes Dagon or go to the College of Winterhold - there they can be found in the assortment of Entyr.

After the ritual, Malacat will say that the tribe is suffering for the cowardice of the leader Yamarza, and will order to clear the cave with his sanctuary from the giants. The place we need is Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc chieftain will become quite comic. Yamarz will be a terrible coward and persuade us to do all the dirty work for him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the body of the giant and return it to the tribe, placing it on the altar. It is now called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn Dawn (Meridia)

The Necromancer of Two Souls is the final obstacle on the path to the sword of Radiance of Dawn.

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But he meets by chance, and you can look for him for a long time, so it's safer to visit the statue itself. It rises above the road that leads to Solitude (south of the Wolf Skull Cave, where Potema was summoned).

Meridia will show us where to look for the guiding star. Find it and, returning to the rock, put it on the altar and receive instructions from the Daedra lady. We need to go to the Kilkrit dungeon (the entrance is right under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of "Indiana Jones". We need, activating a chain of pedestals, to send the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be about two stages - first with himself, then with his shadow.

Reward - The Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns it to ash, and when undead die, it gives area damage that scares away the remaining undead.

Dog - friend of the Daedra (Clavicus Vile)

"Man, do you have meat?"

There are rumors in Falkreath that the blacksmith Lod is looking for a dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, the companion of the daedric lord Clavicus Vile. Barbas fled from him.

Barbas wants me to go to Heimar's cave and find the former owner's shrine. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand that the Ax of Sorrow be returned to him, which is in the Frost Cave. This is a small cave, and its only inhabitants are the magician and his fiery atronach.

FOR YOUR INFORMATION: the quest need not be completed, and then Barbas will become our immortal companion. But keep in mind, he often pushes the hero back and forth (this is a bug - the dog tries to get closer to us than he can) and is very inconvenient for stealthy heroes (pushes into open space, barks, interferes with the stealth indicator).

When we return the ax, Clavicus Vile will offer us to keep the ax for ourselves with one condition - we must kill Barbas. If we agree, we get an ax that damages the stamina. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful Clavicus Vile mask that improves prices and eloquence.

The Waking Nightmare (Vermina)

Erandur corrupts the Corrupt Skull. Vermina objects.

Something strange is happening in Dawnstar - all residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that heavy dreams are a sign of danger: their memories are stolen by the Daedra princess Vermina. In order to save Dawnstar from trouble, he will lead us to the Temple of the Night Summoners, from where evil comes.

There are bodies everywhere in the temple. But they are not dead, but asleep. The priests of Vermina, not wanting to surrender to the orcs-invaders, released sorcerous miasma and put themselves to sleep with them. To stop the dream and end Dawnstar's nightmares, the Skull of Corruption must be destroyed. How does Erandur know this? He used to be a priest of Vermina, but at the last moment escaped from the tower.

An impassable barrier prevents you from reaching the Skull of Corruption. In the Library you will find the book "Sleepwalking", from which you will learn about the potion "Apathy of Vermina", which allows you to go into dreams and in this way move in space. Go in search of a potion. Eliminate the awakening inhabitants of the tower on the way - they are all awake a little out of sorts.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and go back. You will find yourself on the opposite side of the barrier. Remove the Soul Gem from the pedestal to remove the barrier and let Erandur through.

It remains only to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest to incite Vermina.

Staff Skull of Corruption- an interesting artifact (at least it scares the guard), but its effect is normal damage. Damage is increased if you recharge the Skull near sleeping people.

Black Star (Azura)

The Azura Statue is the tallest Daedric statue in the game.

Shrine of Azura, the only shrine with a statue normal size, nestled high in the snow-capped mountains south of Winterhold. Rumors of him are spreading all over Skyrim, so it will quickly appear on the map.

At the sanctuary itself, the priestess Arania will immediately send us to Winterhold in search of the high elf Nelakar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, Azura's Star trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the dungeon in the Depths of Ilinalta.

After making your way through the hordes of necromancers, take the Star of Azura from Meilin's cold corpse. There is only one question left - to whom to return it? If we return the artifact to Azura, we will receive a regular reusable shower container for any size as a reward. If we return Nelakar, we get Black star- an artifact for the souls of intelligent beings. Since all sentient souls are Great, the latter is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meiling and his dremoras hiding in it. Dremora - guys are very dangerous, especially at early levels, and you will not have companions inside the artifact, so arm yourself to the teeth, stock up on "first aid kits" and protection from fire.

A helpful guide to basic storyline quests of one of the most popular role-playing gameswe will start with a short introduction and a story about the game interface. What you should immediately pay attention to is the compass, which is located at the top of the screen. The gray arrow mark on the compass shows in which direction you need to move to get to the story quest or your chosen mark on the map. It may also turn out that you will find a similar icon above the head of some character in the game, this indicates that it is key and the quest will begin only after talking with him.

The arrow icon is the starting and ending point of reference for any mission in the game. Having opened the map by pressing the "M" key on the keyboard, you can put your own mark in the form of a gray arrow, which will be smaller in size than the mark responsible for the main story quests, with just one click of the mouse.

Using the "J" key on your keyboard, you will open the journal, in which you will see all the available tasks and short descriptions to them. With the help of the journal, you can remove the marks in front of unnecessary tasks and leave marks only near the priority quests.

Skyrim main storyline walkthrough

As usual, each part of the game series The Elder Scrolls begins with a prologue in which you need to help the protagonist escape from prison custody. The Elder Scrolls 5: Skyrim is no exception and begins with a scene in a carriage, where the main character, along with other prisoners, is delivered to execution. Upon arrival at the destination, the first story quest begins, called "To freedom!"

To freedom!

On the way to our destination, we are given to listen to the dialogue of the prisoners, from which it becomes clear that they want to be executed for revolutionary acts against the Empire in Helgen. Each prisoner in the wagon belongs to the leaders of the rebellion, who call themselves the Stormcloaks. But our main character clearly fell on the convict's bench by mistake.

Upon arrival in Helgen, the player becomes available to the character creation editor, in which a very fine tuning of the hero's appearance and the choice of race is available. It is very important to know that the name for your main character can be entered after the completion of character creation. It is also worth considering that if you are playing the Russian version of the game, then it is better to enter the name in Latin, because in some dialogs in the game, the name will be incorrectly displayed in Cyrillic.

After creating the main character, you will be shown a small scene in which one of the prisoners will be cut off in front of your eyes. Next up is your character. But do not worry and fear too much, but it is better to direct all your emotions to prepare for the escape, because literally in a moment Helgen will be attacked by a huge dragon, which will become a kind of "ticket" to freedom for your main character. After the dragon begins to destroy and destroy everything in its path, do not panic, but strictly follow the pointer on your compass at the top of the screen. He will lead you to the guard Nord, who will later lead you to a safe place and on the way will teach you how to open locks with a master key, shoot a bow and move silently. On the way to freedom, Nord will guide you through the places where you can settle down with uniforms, as well as meet a couple of allies. But do not try to beat the first characters you meet on your way, because they can attack you to protect themselves.

As you already understood, the first story quest "To Freedom" is a kind of training. The completion of your first successful mission will be the exit from the cave, which will lead you into a completely open world of the game, from where a long and incredible adventure begins.

Before the storm

No sooner had you left the cave, but the next task "Before the Storm" was already prepared for you, which will be displayed as the main one and will appear in the journal. One of the most deceiving moments of this mission is that your faithful partner Nord will tell you that it is time for him to leave you. You should not listen to him and, for joy, rush into the open world, follow him along the path, he will lead you to three stones, one of which you need to activate. The stones are responsible for increasing the "pumping" of the three main branches by 20% - thief, magician, warrior.

If you continue to follow Nord further, he will lead you to a lovely village called Riverwood, where he will introduce you to his family, feed and provide you with an overnight stay. Do not rush to leave the tavern where you were sheltered and talk to all available NPCs, they will tell you a lot of interesting things about what is happening in the world. Also at the end of the conversation with Nord and his family, you will be asked to go to Whiterun and bring me the scant news that the dragon has attacked Helgen. But if you stay in the village for a little longer, then the head of the local tavern and smithy Alvor will acquaint you with the basic knowledge of blacksmithing, which will be useful to you in the future to create unique weapons and armor.

After proceeding to Whiterun, referring to the pointer on the compass, approach the guard about the gate, and say that you came from Riverwood with bad news to the Jarl. The guard will let you inside the city, where you need to go to the high castle Dragon's Reach, which stands at the top. There, in the main hall, on the throne, you will find the Jarl. You need to talk to him.

Windy peak

After a long conversation with the Jarl about what is happening in the vicinity, he will direct you straight to Farengar, a magician and alchemist who has been studying dragons for many years, he will help to understand the problem. Alchemy and Enchanting tables can be found in Farengar's room. After talking with Farengor, a new task "Windy Peak" will appear in the journal, which will send you to a new location, where you will need to get the Dragonstone.

In order to find that very Windy Peak, you still have to work closely with the map and compass. The temple is at the peak of the mountain. On the rise, two groups of opponents will be waiting for you, which will not be difficult to cope with. As soon as you stumble upon a large round gate, then boldly enter, it means that you are in place. Going inside, it becomes clear that the place was once very rich and beautiful. From the rock paintings and all kinds of frescoes, it becomes clear that dragons were worshiped here a long time ago. In the first room, bandits will be waiting for you around the fire, deal with them. The deeper you go, the more dangerous the enemies will become. On the way to Dragonstone, you will have to fight with spiders and skeletons.

Also, on the way to the stone, you will encounter two puzzles, the principles of which are almost the same. What's in the first, what's in the second, you need to arrange the pictures in the correct order. The first puzzle is not at all difficult, and if you take a closer look at the room in which it is located, then you can easily find the necessary drawings. The second puzzle is more difficult and the path to it lies through spiders and numerous corridors covered with cobwebs. After dealing with the spiders, do not forget to free the bandit from the web. Do not listen to what he says, immediately send him to the next world and take the item needed to solve the second puzzle - the dragon's claw. To solve the second puzzle, it is enough to carefully examine the claw that you took, and the desired combination of drawings, which you need to put on the door with an unusual lock, will be right on it.

Behind the door, you will stumble upon many enemies that guard the path to your main goal. Having dealt with all the troubles, as a result, you will find a large beautiful room, similar to a cave, in the middle of which you will find a semicircular stone on which ancient dragon letters are carved. Read the passage by touching the inscription, after which you will have to fight the Lord of the Draugr. The fight will be quite difficult, but if you do not panic and fight carefully, then victory will be yours. The Dragonstone will drop from the Fallen Skeleton Lord and the quest will be completed. It is not worth going back through the entire location. Nearby, near the site of the last battle, you will find a second exit that leads to Skyrim. From here, travel back to Dragon's Reach using Fast Travel, which can be accessed by opening the map. Talk to Farengor and give him the stone. Get ready for your first dragon battle.

Dragon in the sky

After the conversation, follow Farengor, he will tell you a lot of interesting things along the way. After some time, a guard will burst into the castle and say that a dragon attacked one of the watchtowers. After that, you need to leave the castle and follow the squad leader named Arijlet. You and a few other soldiers will go to the tower to fight the dragon. As soon as you stumble upon a dragon, then run inside the tower and hide in it from his fiery attacks. While the dragon is in the air, shoot him with arrows. Once the dragon is on the ground, try to stay near its tail and hit from behind. Do not forget about other guards, who will often distract the dragon, take advantage of these moments of weakness, and finish off the winged rival. If done correctly, the battle will be very simple. After killing the dragon, the first dragon shout will become available to you along with its absorbed soul. The cry will be called "Ruthless Force".

Now return to the Jarl and tell us about your victory. The reward for this quest will be the title of Thane, a house in Whiterun, and the first personal mercenary named Lydia, who will accompany you on your adventures until she dies.

The way of the voice

Your next task will be to get to the Greybeards - ancient sages living in the far east, in the mountains. It will not be easy to get to the temple of these sages, because the road to them lies along a winding path high up the mountain. The trail on the map is not displayed in the most convenient way, so all that remains for you is to stick to the road to the East from Whiterun using the compass until you come across a couple of trolls that can be deadly opponents for you. Therefore, if you are not sure of the strengths of your hero, then it is better to flee and constantly move uphill.

After reaching the temple, talk to one of the wise men in a gray robe. After they find out that you have defeated the dragon, they will offer you to go through the initiation, after which your hero will need to prove that he is able to properly handle shouts. After a couple of simple tutorial tests, you will receive a new shout - Swift Dash, which will allow you to instantly move short distances. After the end of the first test of the gray beards, the last test will become available to you - to get the horn of Jurgen.

Horn of Jurgen

Getting the horn will not be an easy task. It is located in the tomb of Ustengrev, in the marshy area of ​​Hjalmarch. We check with the map and rush straight into the tomb. The tomb is a complex dungeon with its own secrets and traps. Along the way, you will encounter several puzzles, which you can easily solve with the help of the recently received cry - Rapid dash, and banal attentiveness.

As soon as you pass all the tests on your way and get to the tomb of Ustengrev, you will find that someone has already taken Jurgen's horn. The quest will fail, but instead of a horn there will be a note in which a friend invites you to visit a tavern in Riverwood.

After returning to Riverwood, go to the tavern and rent a room in the attic for the night. As soon as you enter your room, Dolphin will join you and ask you to follow her. She will lead you to a secret room, where a very confusing dialogue will begin, which must be completed, otherwise the new story quest will not appear in the journal. Talk to Delphine until she says something like "Okay, I'm ready to go." After that, an additional mission will begin, which will affect the main storyline.

Blade in the dark

Dolphin is one of the representatives of the blades, who has been puzzling over the reason for the appearance of dragons for a long time. Her main argument is the fact that dragons do not appear out of nowhere, but are simply reborn with the help of dark magic. To learn about the mystery of resurrection, you will travel with Dolphine to Keene Grove.

After arriving in the grove with Dolphin, a strange picture will await you - in front of your eyes one of the dragons will resurrect the other, after which there will be another battle with a fire-breathing enemy. After you defeat the dragon according to the usual scheme, Dolphin will no longer doubt that you are Dragonborn and will give you the Horn of Jurgen, as well as provide a new task. But before taking on the new task of Dolphins, it is better to go to the gray beards and complete your training.

Horn of Jurgen (End)

Move to High Hrothgar, to the temple of the Graybeards, and find the main sage there, who is somewhere inside the temple (the compass sometimes does not point to him exactly, so you have to look). Having given the Horn of Jurgen, the sage will proclaim you Dragonborn and teach you a new cry - Ruthless Force. After receiving the shout, we return to the task of Dolphins again.

Diplomatic immunity

Perhaps one of the most confusing, but, nevertheless, interesting tasks in the game. After returning to Riverwood, Delphine will direct you to the Thalmor embassy, ​​where you will need to learn more about the return of dragons. The embassy is located in the city of Solitude, near which you will meet Melbourne, who will help you get to the embassy as a guest. This quest is unique in that it is better to pass it in stealth mode, because with a weapon and in heavy armor, the guards will not let you inside the embassy. Anything you need in your inventory can be handed over to Melbourne, who will make sure you find it on the embassy grounds upon arrival.

After talking with Melbourne, we again go to Dolphin, who will take you to the embassy and look after the remaining things. After arriving at the embassy, ​​show the guard the pass you received from Melbourne and go to the ceremonial hall where the banquet is taking place. Talk to the bartender who is already waiting for you and he will advise you to distract the guards so that he can stealthily lead you through the kitchen into the depths of the embassy. In order to distract the guards, buy a drink for a pretty drunk guest, after which he will agree to make some noise and draw the attention of the guards. During the confusion, follow the bartender to the kitchen, where you will find the equipment Melbourne left behind. Then the bartender will open the passage further.

Now move around the location, clearing all the guards on the way. It is better to do this secretly. Then go out into the courtyard, where again another portion of enemies awaits you. After you clear the courtyard, go down to the torture room, neutralize several opponents and do not forget to check a couple of chests on the way. There are no indicators on the map in this location, so just talk to the person who is behind the bars. After the prisoner is released, he will offer you to get out of the embassy on the shortcut and along the way will tell you the necessary information on your main task.

Rat cornered

Go to Riverwood and share the information received from the prisoner with Delphine. After which she will give you a task - to find Esbern, which is located in the city of Riften. Riften is a unique and very beautiful location, somewhat reminiscent of Venice. Riften is also a city of thieves.

In order to find Esbern, you first need to find Brynjolf in the Bee and Sting tavern. After a short conversation, Brinjolf will offer you to join the thieves' guild and go through several tests. The main task is directly related to the completion of quests for the Thieves Guild, so you have no choice but to agree with Brinjolf's proposal. After completing the task of Brynjolf and slightly pumping your thief skill, you will open the way to the dungeon system under Riften, where there will be a lot of rooms and paths in which you can kill all enemies in your path. The path will be difficult and long, but at the end of the path you will find the last room, in which Esbern is located. Talk to him, tell him who sent you and he will open the door for you, as well as tell a lot of interesting things. After opening the door with Esbern, a new mission will begin.

Alduin's Wall

Now is the time to get out to the surface, but during the escape, the guard of the Thalmor will burst into the room, with whom you will have to fight. Despite the fact that Esbern is excellent at handling magic and helps in battle, keep an eye on his health scale and protect by any means, because if he dies, the task will fail.

After you get out of the dungeons, take Esbern to Riverwood to talk with Delphine. After the conversation, your hero and two companions go to Alduin's wall. The road to this location is random and very long, so get ready for adventure and stock up on supplies. Having reached the location "Alduin's Wall", you will stumble upon two simple riddles. The first is very simple, if you show your maximum care and find in the area drawings of three symbols that need to be displayed on a stone panel near the bridge. After you pass on the bridge further, you will find the second riddle, which can be called a trap. It is even easier to cope with this riddle than with the first one. To do this, you only need to step on the panels on the floor, which depict the symbol of the Dragonborn. By stepping on the last panel, the trap will be deactivated.

At the end of the assignment, Esbern will lead a whole excursion into the history of the world, after which long dialogues will begin, of which, most likely, you will not understand much. Therefore, after completing the task, go to the temple to the Greybeards.

Throat of the world

One of the most boring tasks, in which there is simply a huge amount of dialogues from which you can easily fall asleep. In order to make your life easier, let's say right away that the dialogue branch needs to be developed to the "Paarthurnax" theme.

The road to Paarthurnax is in an unusual and very thick fog, which negatively affects the hero. But after speaking with the Greybeards, they will teach you a new cry that will help to clear the fog. At the end of the path, at the very top, get ready to meet the main "Graybeard". At this point, a very unexpected and important plot twist will take place, which we will keep silent about.

Ancient knowledge

We leave back to the Wall of Alduin to Esbern, and tell him about the ancient scroll, which Paarthurnax told you about. Esbern will send you to the college of magicians in search of the scroll, tk. only they in Skyrim know what it is about, because they have the most ancient library. The guild is located very far away, so it is better to ride a horse. Having reached the doors of the Mages Guild, you can join the College of Mages, otherwise you will not get inside. Agree to the terms of entry and demonstrate the skill required of you. After the demonstration, they will let you through, and you can get to the library of magicians, or you can continue the branch of exciting additional quests for magicians. Talk to the head of the guild - Urag gro-Shubam, tell him about the scroll in order to take the quest "Shalidor's Work".

Shalidor's works

Follow the sign to go to the next dungeons, where you will need to get the necessary records. Already familiar riddles and traps are waiting for you in the location, which are traversed in the same way as those encountered on the way earlier.

Also in the location you will meet one very strong enemy in the face of a skeleton, which will constantly revive. There is no tactics or special secret of the battle with him. Just kill him several times until he dies completely. Collect Shalidor's Notes and return to the Mages Guild. Urag gro-Shubam will say that he needs a couple of days to sort out the records. Go to bed or follow Additional tasks, after which return to Urag gro-Shubam and read the book on his desk, after which a new task will begin.

Beyond the ordinary

The book will focus on one scientist who studied the technology of the ancient race - the Dwemer. You need to find this scientist. On the map, closer to the north, a point will be marked to which you need to go on a mission.

Near the Dwemer dungeons you will find a scientist, after talking with whom you will receive a Dwemer cube and a ball, as well as a new direction in which to move. Next, you have to overcome the system of Dwemer dungeons, full of dangers and very valuable things.

At the very end of the path, you will find a huge room with an incomprehensible device, clearly working with the help of a mechanism. Climbing up the stairs, you will find the device control panel, into which you need to insert the cube obtained at the beginning of the mission. Now, with the help of the "trial and error" method, you have to learn how to play a very unusual, but quite logical "instrument". After a successful "game", the sounds you need will be recorded on the surface of the cube, as if on an audio cassette. Return the cube to the mad scientist, and this task will be completed.

Alduin's curse

The scientist helped us restore the writings on the scroll, now we need to go to the top in the Throat of the World, where we will need to read the scroll. After reading the scroll and watching a short video, you will have a battle with Alduin himself, the leader of the dragons. But don't be afraid, the battle with him is pretty easy. Before the battle with Alduin, a new shout will become available for you - the Dragon Slayer, with which you can lower Alduin from heaven to earth in every sense. The battle tactics are very simple - use a shout while the dragon is in the air, then finish it off after falling on the ground with your most powerful weapon or magic. After the line of Alduin's lives runs out, he will fly away and tell you after him that it is impossible to kill him.

Fallen

Immediately after the battle with Alduin, talk to Paarthurnax, who will tell you how to defeat the dragon once and for all. To win, you need the help of the Jarl, to which you need to go further.

Endless time

And again, a rather simple quest, but full of a huge number of dialogues, which should be listened to very carefully. Talk to the Jarl about what happened and he will help you, but only after the war ends in Skyrim. Next, you have to do the impossible - to measure two warring factions. In order to end the war, you have three options - to side with the Imperials, Stormcloaks, or remain neutral. If you remain neutral, then everything will end in the most peaceful way, so we go to the Greybeards and announce the beginning of peace negotiations. Then we go to the rulers of the two sides and make them sit down at the negotiating table. Then we return to the Graybeards in the temple and observe the assembly. Negotiations are held in a raised voice, but still lead to a truce between the two sides, after which the task will be successfully completed. But everything is not so rosy, after the conclusion of peace, Dolphin will come up to you and say that Paarthurnax needs to be killed. You can deal with Paarthurnax at will after completing the main storyline.

Fallen (Continued)

Next, you need to catch the dragon Odawing, who can take you to Alduin's lair - the House of the World Eater. To catch Odaving, you will need the help of the Jarl, who has already prepared a trap for the dragon. We follow to the right place behind the Jarl and use the new learned shout - Summon the Dragon. After being summoned, Odaving will start flying around you, which must be knocked down with the help of a Dragon Slayer shout. After you knock down Odawing, you do not need to finish him off, but gradually step back to the Jarl, using the Dragon Slayer to hold the dragon on the ground. Odaving will have no choice but to walk after you until he falls into a trap prepared by the Jarl.

House of the Eater of the World

While the dragon is trapped, talk to him and offer a deal. The dragon will agree, after which you need to let him go by telling the guard on the balcony to open the gate. Climbing onto the balcony, sit on Odawinga and he will send you to Skuldafn.

A very difficult location awaits you in Skuldafna, which you need to clear from the Draugs and solve several riddles. Riddles will not pose any problems, tk. you have already encountered similar ones, but enemies can significantly ruin your life. Therefore, it is worth going on this task well prepared.

As soon as you open the door with spinning rings, a portal will open behind it, but do not rush to enter it, but first fight the tough enemy Nakrin. After killing Nakrin, you will receive a unique mask, wearing which you will use 20% less magic. After receiving the trophy, go to the portal.

Sovengard

You are in the world of the dead - one of the most beautiful locations in the game. Follow the sign until you come across Tsuna, he will offer you to pass the test in order to get into the hall of the ancients. Agree.

Dragon fighter

Do not be nervous and gather all your will into a fist, you have made it to the final chapter of the main storyline. Ahead of you is the final battle with Alduin, which will not be very difficult if you use the shout - Clear Sky, which can disperse the fog. After defeating the main dragon, talk to Tsun and he will return you back to the world of the living. This will continue the game, and you will be able to complete all the additional tasks in the game.

This passage concerns only the main storyline.

Start

The start of our adventure begins with a cart ride with the Stormcloaks - lawbreakers. We are being taken to a certain settlement of Helgen, where the executioner is already waiting. But before we go to the gods, we are given the opportunity to create our character - choose race, gender, appearance, etc. Having chosen the same name for our hero, we are led to execution, but the dragon that has arrived spoils the plans of the Imperials, as a result of which we are saved from this fate.

The character editor has improved markedly. You no longer have to delve into it for hours to create a sane man, or a beautiful girl.

To freedom

In order not to be burned alive by the flame of the dragon, we run into the neighboring tower, where we go up the stairs. Through the newly appeared breach in the wall, we jump to the attic of the neighboring house, from where we go down to the ground and meet Khadvar. Together with him we are heading to the fortress, and, not paying attention to Ralof, we go inside. Khadvar frees our hands from the rope and invites us to rummage through the chests. We take everything that we find and follow him further along the dungeon, destroying the Stormcloaks along the way. Passing through the old pantry, we take away all the potions, after which we go down to the torture room. Having searched the bag on the table, we find the master keys in it. With their help, we break open the lock on the grate with the dead magician inside and take valuable items from there. Following further along the cave, we come out to a large cluster of Brothers of the Storm. We destroy them, pull the lever and go further along the bridge. There is no way back, you have to go along the river, which will lead us straight to the spiders' den. Having dealt with the vile creatures, we go further along the cave, destroy the bear and go out to the vastness of Skyrim.

Before the Storm

Everything, we are free and free to do whatever our heart desires. Hadvar invites us to go to the neighboring village of Riverwood, where his uncle the blacksmith can help us with something. We go there, following the map of the world. Uncle is in the forge, his name is Alvor. We tell him about the invasion of the dragon, after which he offers to urgently inform the Jarl of Whiterun, so that he would send soldiers to guard Riverwood. We leave for the city, but the local guard will not want to let us inside. We tell him that we have come to ask for help for Riverwood, after which he will willingly let us inside. The Jarl is located in the Dragon's Reach, this is the main building of Whiterun, it will not be difficult to find him. On the way, we will be blocked by Ayrilet, who will not like our impudence. We tell her everything as it is, after which we approach Balgruf the Elder. We inform him about the dragon, without mentioning about the Petrel and our uncompleted execution, he does not need to know about this. He will send a detachment for Riverwood, and we will give some assignment for his court magician.

If you haven't got goosebumps now, then I envy you.

Windy peak

We leave with the Jarl to Farengar. He offers us to get the Dragonstone from the Temple of Windward Peak. We agree and go to the temple, which is located on the top of the mountain. If you have problems with climbing the mountain, then open the map, where you can clearly see where you can climb, and where it will not work. As a result, having climbed the mountain and having dealt with the guards, we penetrate into the temple. We destroy two bandits, overhearing their conversation, you can get a secondary task, and we follow further along the cave using a map of the area. We leave into a small hall, where we destroy the robber. It is not worth pulling immediately on the lever in front of us. First, you need to put the columns with signs on the left in the right order. We expose the following signs from left to right: snake - snake - fish. If we do everything right, then when you switch the lever, poisonous arrows will not fly at us, but simply the way will open further. We turn left and go down the spiral staircase. We pass a little forward, turn left, make our way through the cobweb and meet a huge frosty spider. Having dealt with him, we release the poor man who has fallen into the web, after which he escapes. We pass further, where we find that very fugitive dead - it serves him right. We take away the golden claw from him and follow on. We run through the blades and go down into the tomb, teeming with draugrs. We leave from it to a small river. We pull the chain near the lattice and follow along the river through the cave. We turn right, go through the crack in the ceiling of the cave and go out to the door to the Shrine of Windy Peak. Once inside, we go through the trap in the form of all the same blades, destroy three draugrs, go upstairs and go along the bridge to iron door, opening which we find ourselves in an unusual corridor, at the end of which there is a door with signs. To open the door, you need to place the rings in the correct order, after which you need to insert a golden claw into the center of the door and turn it. We put the signs in the following order from top to bottom: bear - moth - owl. We turn the claw, after which the door will open. We pass inside into the sanctuary. We approach the dragon plate with a sign and study a new ability, after which Draugr the Lord will come out on us. Having dealt with him, we take the Dragonstone from him, climb the path up, pull the handle to open a secret passage, and get out of the cave. We return to Dragon's Reach with the help of fast travel, give the stone to Farengar, after which he proceeds to decipher it.

Dragon in the sky

But unfortunately, a dragon was spotted nearby. Ayrilet calls us to Jarl Balgruf to discuss this event. We go up to the second floor, where we get a reward for the Dragonstone we found, as well as news in the form of buying houses in the city. But, the dragon will not wait, so we are heading behind Ayrilet to the western watchtower, where the fire-breathing was seen. On the spot we find the surviving guard, who notices the approaching dragon. We arm ourselves with more powerful weapons and proceed to the battle with the winged demon. When he is defeated, we search him and absorb the soul, thereby studying the Scream. We select it from the magic menu and try it out. Having delighted this event, we return to Balgruf and report on the completed assignment. We receive a reward in the form of the position of Thane Whiterun, our personal housecarl and the weapon of Balgruf himself.

As it turned out a little earlier, we are Dovahkiin. The Greybeards, who are waiting for us in High Hrothgar, on the slopes of the Throat of the World, want to talk to us about this. We go there, but when leaving Dragon's Reach, we will meet our huscarl - a pretty girl named Lydia. We take her with us and go to the Greybeards. Crawling along endless slopes, we finally reach the village of Ivarstead. We pass the river over the bridge and climb the highest mountain of Skyrim - Hrothgar, where the Greybeards are. On the way, we will come across the Ice Troll, which is able to heal wounds and restore health. The best remedy against it is fire. As a result, having reached the top of the mountain, we go to the temple, where we meet Arngeira. He asks to demonstrate our voice. Well, we turn to face him and use the Scream, from which the old man almost falls off his feet. We listen to him and agree to the training. To develop our Shout and make it stronger, we turn to Einart, who is behind us. We stand on the emblem of strength on the floor and absorb it. Next, we absorb the energy from Einart and demonstrate three times in a row our increased Shout power on the illusion magicians, while holding the voice key. Now you need to learn a new power from Master Borri. To do this, we follow him into the courtyard and stand on a sign on the ground. Having absorbed the power from Borri, we demonstrate to Arngeir the new ability "Swift Dash", as Wulfgar did. To fully complete the tutorial, you need to get the horn of Jurgen, the Windcaller. We take on this assignment.

Traveling in the campaign of two pretty ladies is a separate joy.

Horn of Jurgen

This item is found in Arngeir's Tomb in Ustengrev in the Hjalmarch Marshes. It will take quite a long time to get there, so if you have already opened Morthal, then we move there or to any other nearby territories, and from there we make our way to the swamps on foot. Arriving at the place, we are done with the local bandits and go into the tomb. Inside we see a clash of necromancers and bandits. The necromancers, having done their job of exterminating the bandits, will attack us. It is better not to touch the illusion wolves, they will disappear on their own after the magicians die, so they should be attacked first. We turn right and follow further along the cave, without turning off the main path. If you get lost, a map of the area will help you to get out. As a result, we get to the door, which leads us into the depths of Ustengrev. We follow the path, jump over the fire trap, go out into a kind of dining room, where we find a bridge, along which we pass from the dining room into a small cave. In due time, she will lead us into another huge open cave, at the bottom of which even fir trees could settle. By the way, it will also be possible to study the new Creek there. Nevertheless, we pass over the bridge and leave to the passage, which is closed by three bars. There are three stones directly in front of them, each of which opens its own grate. We stand in front of them, select the Scream "Rapid dash", run between the three stones and use the Scream to "fly" under the gratings until they have time to close. Also, this Shout will have to be used when we pass along the plates with fire traps. After them, we destroy the frosty spiders, break through the Putin and open wooden door... We pull the chain and go out into the hall, in which we should have found Jurgen's horn, but instead we find a note. It says that the horn was allegedly taken by our friend and is waiting for us in the "Sleeping Giant" tavern in Riverwood, in a room in the attic, which we will have to rent to meet a stranger. There is nothing to do, you have to fulfill the will of the "friend". We pass forward and open the wooden door. We get out of the depths, follow the corridor and open the secret passage with the lever. Following the map of the area, we get out of the tomb and move to Riverwood. We go into the tavern and find the Dolphin, from whom we rent a room in the attic, which does not exist at all. However, there is a room on the left, which we enter. But, our friend and not to see. After waiting a little, Dolphin comes to us, who turns out to be that messenger of the note. She gives us the horn and asks us to go into the room with her to discuss some business. But, before going on a new assignment, let's complete the current one. We return to the mountain to the Greybeards and return Jurgen's horn to Arngeir. Wulfgar will teach us the last word of strength, after which we will only have to stand between the Greybeards and withstand the last test. This completes the task.

Dragon in natural environment a habitat.

Blade in the dark

We return to Dolphin to find out what she needs from us. We go into the room, close the door behind us and go down behind the Dolphin into the secret basement. She asks us to kill the dragon, which should be reborn soon. In return, she will give any information of interest to us. It's not a bad offer, and we don't know much about the Dragonborn. The dragon will appear in the Grove of Keene, we can go there ourselves, or we can together with Dolphin. Ultimately arriving at the place, Iddra meets us and says that the dragon has already been here and flew out of town. We head there and see how he hovers over the forest. Imperceptibly we sneak up to the stone together with Dolphin and see that this is the same black dragon that attacked Helgen when we were almost executed. He hovers in the air and summons another dragon, Saloknir, to life. We kill a freshly baked dragon and absorb his soul, after which Dolphin begins to completely believe us that we are Dovahkiin. We ask her about everything we want to know, and we learn that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

Things are getting worse and worse. Dragons can not only be reborn, but also resurrect other dragons of the same kind. Delphine suspects that the Thalmor are behind this, but for the information to be confirmed, you need to get to the Thalmor embassy. She gives us the key to her tavern and offers to wait for her there to find out the further plan of our situation. Arriving at the place, we go down with Dolphin to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet her liaison elf named Malborn at Laughing Rat in Solitude. This city is quite far away, so we move to the good old Ustengrev and from there we follow to the city on foot. The main entrance from it can be found by following the road up from the warehouse of the Eastern Empire Company to the Katla farm, where we will later meet with Delphine. Once in the city and looking at the execution, we go into the tavern and meet Malborn. We give him the weapon, which he will carry to the embassy in order to give it to us there, tk. with their belongings they are not allowed there. Now it's time to meet with Dolphin in the stable of that same Katla farm. When we meet, she will give us a smart suit that we need to put on in order to go to a guest at the embassy. She also needs to give all our things. When everything is done, we sit down in the cart and set off for the evening. Upon arrival at the place, we show the invitation to the Thalmor soldier and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malbourne and give a sign that it's time to escape from here. But first we need to do something that will distract everyone's attention and allow us to escape from here unnoticed. To do this, we approach Brelance, which distributes drinks. We take a drink from her and give it to Razelan, who sits on a bench and waits for him to be served a drink. As a token of gratitude, he is ready to arrange a small rowdy that will help us escape unnoticed in the evening. We approach Malbourne and hide from the holiday. We pass to the kitchen, from where we turn into the pantry and take our things that we gave to the elf. Now you need to find information about dragons, but you will have to rely only on yourself, because Malbourne will stay for the evening. It is a matter of principle to secretly or not very well past the guards, the goal is still the same - to find Elenwen's room, where the information we need is located. To do this, go up to the second floor and go out into the courtyard. Here is Elenwen's private quarters. We penetrate inside, eliminate the security and search the box in the ambassador's office. We take from there the key and all the records that are there. After reading the note about dragons, we go downstairs and open the door to the dungeon with the key. We find there the second box, which contains the records of Esbern. After reading them, we destroy the soldiers and take the key from the hatch. We open the hatch and go down into the caves, where we go back into the vastness of Skyrim. We return to Riverwood to Dolphin and tell her that Thalmor knows nothing about dragons, but is looking for Esbern. We need to find him, but before we go in search, we take our things from the chest. Rat cornered

Brynjolf, the type who will help find Esbern, is in Riften, you need to get to him before the Thalmor. If you have not been to this city before, then at the entrance to it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and we go inside. You don't need to have a lot of eloquence to convince a guard. Entering the city, we look at the market and find Brignolf. If he is not there, then you need to wait for the day. This greedy individual invites us to steal a ring for him, in return for which he will agree to help in the search for Esbern. We agree to this jurisdictional case and let Brinjolf know. We wait until people from the market crowd in front of him, and we ourselves imperceptibly sneak up to the shop window, right here in the market, and, having broken the lock, we steal the ring. If we cannot break the lock, or they will notice us, then nothing terrible will happen, we just pay a fine and return to Brinjolf. Disappointed in our abilities, he will still offer us to work for him. But our task is far from this, we need to find all the same Esbern, and for this we are heading to the "Rat hole", the entrance to which is under the market. From there we make our way into the "Rampant Flask" and there is the bartender Vekela Voin. For a fee, he will tell you that Esbern can be found in the Rat Hole in the Anthill. We are heading towards him, destroying the Thalmor soldiers along the way. Having found the door to Esbern's room, we knock on it and tell the old man that we came from Dolphin, and to make him believe, we tell him her words “Remember the 30th Beginning of Frost”. After that, he will willingly let us in and tell us that the same black dragon that was in Helgen is called Alduin and is the Eater of the World, and that if he is not stopped, the end of the world will come. Fortunately, we will make the old man happy, because we are the Dragonborn and can stop Alduin.

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