Walkthrough of the game skyrim 5. Walkthrough of the main plot of The Elder Scrolls V: Skyrim

This section contains all the walkthroughs of Skyrim quests in the game Skyrim 5

In the Elder Scrolls series, the passage of Skyrim traditionally begins among prisoners who are heading to execution. Sitting in the cart, we cannot speak, but no one bothers us to listen to what the other prisoners say. And we learn that there is an uprising in the province, organized by the Stormcloaks, and the imperials have decided that our hero is a rebel and they are taking him to Helen to be executed.

Having arrived at the place, the character editor will appear, with its help we can choose the race, appearance and name of the character as you want. There are 10 races in the game, but you can always add new ones using mods and each race has its own appearance, bonuses and some features. All races except orcs will have one racial spell, which will be available immediately after creating a georoy. It is better to indicate the name of your hero in Latin, so that there are no problems with the name written in Cyrillic when completing quests.

After creating a hero, you look at the execution of prisoners and you are next, you are led to the ischafot, and they put your head on the deck, the executioner swings and a huge dragon flies to the outpost, which begins to destroy it, you run around in panic and from that moment on, Skyrim quests can be completed.

There is continuous destruction all around, the dragon is rampaging, but it’s better for you not to fuss, look at the compass and system prompts and follow the NPC. You need to decide who to follow - the imperial who wanted to execute you or the storm brother. You will go through the caves under the fortress following your guide, along the way there will be chests, monsters, weak enemies, on this you can practice and get comfortable with management, as well as understand which way to develop your character. This quest is essentially educational and it will end when your hero leaves the cave. All in front of you is the huge world of Skyrim, go wherever you want, no one is limiting you, but I still advise you to start completing Skyrim quests. This will open up the amazing world of Skyrim!

There are spoilers at every turn in this walkthrough. I warned you.

Walkthrough of the main story

Walkthrough of the main story

To freedom!

You start out in a wagon as a prisoner. And so on throughout all the parts, as long as possible? Look around and get to know your “cellmates.” A little later we find out that we are being taken to execution.

Having arrived, we get out of the cart and introduce ourselves. At this point we choose a race. It all depends on your preferences. After we have chosen a race, we watch a scene during which a Nord’s head is cut off, and we are next in line, but then a dragon flies in and scares everyone away. Taking advantage of the confusion, we run.

Walkthrough of the main story


Walkthrough of the main story

We jump onto the roof of the tavern, and from there we jump down, hiding from the dragon’s fire. And after that we decide who to run with. WITH Halford(Empire) or Ralof(Stormcloaks). After that, we try on the armor, kill a couple of imperial soldiers and run away deep into the castle.

After this, we kill a couple more imperial soldiers, and our squad is replenished with new fighters. Immediately we find master keys and pick our first lock in Skyrim.

After this, we again fight with the soldiers and observe a collapse that has blocked the retreat route. In the cave we fight with spiders, and a little deeper we fight with the bear or go around it. I decided to shoot him.

Walkthrough of the main story


Walkthrough of the main story

Before the storm

Once you exit the cave, follow your companion. After some time, you will find guardian stones that increase your abilities. There are only three stones: magician, warrior, thief. Having chosen your stone, go further: to Riverwood. On the approaches to the village you will have to wipe your weapon on a couple of representatives of the local fauna in the form of wolves.

Walkthrough of the main story


Walkthrough of the main story

After that we meet our relatives comrade in arms and, after chatting a little, we go to Whiterun with a message.

On the approaches to Whiterun we see how "Companions" knock the wind out of a giant who suddenly found himself on a farm. We help them and go to Whiterun, where a guard stops us in front of the gate. We tell him that Riverwood is in danger, and he lets us through.

We immediately head to the jarl in Dragon's Reach and report the situation in Helgen.

Windy Peak

We follow the jarl to the court magician Farengor, he sends us to Windy Peak behind the dragon tablet.

On the approaches to Windy Peak we will cut off more than one bandit head. There will also be bandits in the building: two at the fire, one at the room with the riddle.

Blow everyone's heads off and solve the riddle.

Walkthrough of the main story


Walkthrough of the main story

Subsequence

After this, go further, kill the rats, and also cut through the web to go to the next room, where you will fight a huge spider. After this, free the dark elf from the web, and watch him die ingloriously under the onslaught of the draugr. Or you can end his “suffering” yourself by hitting him with an ax... on the head. Remove from his body golden claw, which will also be useful for side quest, with the same name. After this, two more locations await us: with draugr, traps, and a troll (depending on the character’s level). Having passed all the tests, we finally reach the door on which we will use golden key, the sequence can be seen on the key itself, in the inventory.

Having solved the riddle, we move on and admire the majestic hall. Here we can learn the first cry ( "Relentless Force"), after which he comes out of the coffin Lord of the Draugr. We kill him and remove the tablet from him. Now you can return to Whiterun and give the dragon tablet to Farengor.

Dragon in the sky

Anxiety! A dragon was seen at one of the outposts. We go up the stairs to the top floor and listen to the guard. It turns out the dragon was seen on Western Outpost. Let's move there.

In place we see only ashes. We are looking for survivors and find one guard, he shouts that the dragon is returning. You can throw spells or shoot from a bow at the dragon, and also get involved in close fist combat. After victory, the soul of the dragon will pass to you, and the guards will ooh and ahh, and shout that you are the Fool Dovahkiin.

Walkthrough of the main story


Walkthrough of the main story

You remember that the Greybeards called you, right? So what are you worth? Dress in your best armor, sharpen yours steel sword and go to something new exciting journey. Head north from Whiterun and go around the mountain. After some time you will find yourself in a village Ivarstead.

Walkthrough of the main story


Walkthrough of the main story

Here you can help the locals explore the catacombs that are filled with “ghosts”. Once you've dealt with this, head up the many steps to "Hrothgar's Fortress" As I thought, they are already waiting for us with open arms and prophesying a great future, but first they will show us two new screams. But at first there will be a long and tedious conversation. After this, talk to the monk Einart and he will “spit out” a new syllable for shouting "Ruthless Force". Memorize it and practice: we will be asked to shoot down one of the monk’s emanations three times. We shoot down, after that we follow Borri, and memorize the cry "Rapid Dash", test this cry and complete the task.

Horn of Jurgen

Walkthrough of the main story


Walkthrough of the main story

The Greybeards ask us to bring us a powerful artifact: "Horn of Jurgen". This will prove that you are a powerful Dovahkiin and that you can be relied upon. Let's go to Ustengrev and watch a funny battle. Almost everyone fights here: necromancers, bandits, draugr. You can leave them and go further down the location, killing only those who are really in the way. After some time, you will find yourself in a room with a riddle. It is solved with the help of a new cry. The idea is this: go past three stones (more precisely, sprint), and as soon as the gate opens, use a shout "Rapid Dash". We go through fire traps, kill nasty spiders and arrive at the place. And we see that we were surrounded, and on the pedestal there was a note with the meeting place. Heading to Riverwood.

Blade in the Dark

Upon arrival in Riverwood, go to the local tavern and rent an apartment in the attic. Go into it and go to bed: Delphine will approach you. She will give you the horn and invite you to go with her on business. We need to go to "Grove Kin" and kill the dragon that he brings to life Alduin.

There are no questions, having shod the armor, we go to this grove. Luckily it is not very far away.

Upon arrival, a girl stops us and asks us to turn back. Everything is clear, the process has begun. We run onto the cliff and see that Alduin is resurrecting his brother. We take out the bow and fire at it. Or chop it into cabbage. Or we throw lightning. In general, we send it back to a slightly inanimate state.

Walkthrough of the main story


Walkthrough of the main story

After his death, we learn that Delphine is a blade, a former bodyguard of the emperor and a dragon slayer. This completes the task.

Diplomatic immunity

We need to get into Thalmor Embassy. First, let's go to Solitude, to the tavern "The Laughing Rat", we give the things that will be useful to us on the mission to Malborn, after that we go to the stables, give Delphine all the things that we don’t need, pick up elegant clothes, put them on, get into the carriage and go to the reception.

We give the invitation to the Aldmeri "security" and find ourselves in the hall where we are met Elenwen. Now we need to distract all the guests. We take “Colovian brandy” from the servant and give it to the drunk, for this he distracts everyone present, and you get into the kitchen. Or you can convince the Aldmeri lord that you need help, and he, too, will distract everyone when he bullies Razelan.

Walkthrough of the main story


Walkthrough of the main story

Taking a weapon, we chop everyone into cabbages (or pretend to be a chameleon, but going through everything secretly, given the narrow corridors is a non-trivial task) and go out into the fresh air. There we also chop everyone into small slices (or chameleon again, it will be easier here) and go into the building.

Once in the building, you can overhear a conversation between two people, or you can immediately rudely interrupt their conversation. After that, go downstairs to the basement. There you kill the guards, you can free them Etienne Rarnis- This is a guild thief. After that, go into the chest and grab all the dossiers, but we only need one thing: Dossier on Esberna.

As soon as you get ready, you will be called out by 3 elves who have captured Malborn. In a fit of rage, you tear off the enemy’s scalps, take the keys to the hatch and, together with Etienne and Malborn, escape from this hole into the cave. In the cave, kill the troll and go out into the fresh air.

Don't forget to pick up your items from Delphine's chest.

Rat cornered

Now we need to find Esbern. We run or teleport to Riften and immediately go down to "Rat hole". The thieves guild is located there, and there we learn that a Thalmor detachment is already hunting for Esbern, so be careful.

Walkthrough of the main story


Walkthrough of the main story

After you fight your way through the Thalmor to Esbern's door, he won't want to open it for you. We tell him the password: "Remember the 30th Beginning of Frost". And he lets us through, and after he finds out that you are Dovahkiin, he asks us to take him to Delphine.

Alduin's Wall

But the happiness did not last long, another Thalmor squad was standing outside the door. They had to prove whose swords were sharper.

After that, go to Riverwood, and receive a new task after a long conversation between Delphine and Esbern. After that we go to "Camp Kartspire", and there we fight off a whole camp of outcasts, and after that from the arriving dragon. Although you can set enemies against each other and watch this spectacle while eating a sweet roll.

After the battle we go to the “Heavenly Temple”. There we kill the dragon, go through two puzzles and finally find ourselves in the central hall.

Walkthrough of the main story


Walkthrough of the main story

In order to open the door to the central hall, you donate some of your blood. Let's move on: what awaits us is "Alduin's Wall". After “reading” this wall, it becomes clear that Alduin was defeated with the help of a scream, but which one is unknown. Well, when it comes to shouting, there is no better advice than to suggest turning to the Greybeards.

Throat of the World

After we come to the Greybeards, they will turn against us for working with the Blades.

Walkthrough of the main story


Walkthrough of the main story

We rebuff them and ask about the scream. It turns out that they don’t know anything either, but they will send us to their teacher: Paarthurnax. And for this they will teach us a new cry: « Clear skies» .

We clear the clouds and make our way to the main peak of all Tamriel. It turns out that Paarthurnax is a dragon. Don't panic, he is friendly and even understands human speech. He also doesn’t know anything about this cry, but asks us to find Ancient Scroll, and swears that from it we will learn everything we need.

After entering the College, head to Arcanum, there you will find out that one mad scientist studied the “Elder Scrolls”, but now he is hiding.

Walkthrough of the main story


Walkthrough of the main story

Beyond the ordinary

Having learned the location of this scientist, run to him across the ice floes and sand, not paying attention to the burning frost. After some time you will find yourself in the cave of Septimius Segonius. He will tell you where the “Ancient Scrolls” are located, and will also give you a Dwemer dictionary, which you need to fill out on a special stand.

We need to get to the Dwemer ruins "Alftand". To do this, we exterminate bandits, marauders and all sorts of evil spirits that have taken up space in front of the entrance to the ruins.

We find ourselves in typical Dwemer ruins. Centurions, mechanical spiders, dead or crazed adventurers.

Through all this miracle we make our way to the second level of the ruins. The Falmer are waiting for us there, plus everything that was on the first level, that’s what it’s like. So just destroy everything living and just moving. Before entering the next location, we will see adventurers who have not shared something. Kill them (you won’t be able to make peace) and go down to the hall of indescribable beauty.

Walkthrough of the main story


Walkthrough of the main story The hall may be beautiful, but it is also dangerous, since Falmer roam here, who can, without any qualms of conscience, shoot you with an arrow in one place. We need to clear our way to "Tower of Mzark". There will be a huge mechanism there. We put the dictionary on it, poke the first 2 buttons one by one, and then the 2 opened buttons. With this we fill the dictionary and open the cell in which "Ancient Scroll".

Walkthrough of the main story


Walkthrough of the main story

My darling

Alduin's Curse

This is probably the easiest and fastest quest, not counting the battle with Alduin. Just stand on the highest point in Skyrim, go to your inventory and use "Ancient Scroll".

Walkthrough of the main story


Walkthrough of the main story

A scripted scene is activated in which we see 3 heroes fighting against Alduin and using a shout "Dragon Slayer". This is exactly what we were looking for. As soon as you learn to scream, Alduin will fly in and begin to “emerge.” Shout at him again, he goes down to the ground, and you hit him. Repeat until victory. After this, Alduin will fly away.

After Alduin has flown away, we turn to Paarthurnax and find out that only a single dragon can lead us to this "worm". We go to Jarl Balgruuf (Whiterun) and ask for help in capturing the dragon. But he asks to negotiate a truce, otherwise he will not help.

Walkthrough of the main story


Walkthrough of the main story

There is nowhere to go, we are negotiating.

After negotiations, we return to the jarl and say that we are ready to catch the dragon. After this, we go to the location “Dragon's Reach”. We call the dragon, wait, shout at it with “Dragon Slayer”, and lead it to a trap. Whoops! The bird is trapped.

We talk with the dragon, enter into an agreement with him, release him from his shackles and after that we fly on him to the shelter Alduina.

Walkthrough of the main story


Walkthrough of the main story

Endless time

We come to Arngeir so that he can negotiate. At first he refuses, but then agrees and asks for negotiations General Tullius(Solitude) and Earl Ulfric(Windhelm). At first they also break, but when you give them weighty arguments, they agree to sit at the same table. After this we return to "High Hrothgar". By the way, representatives of the blades also arrived for the negotiations: Delphine and Esbern.

Walkthrough of the main story


Walkthrough of the main story

What is TES without Blades?

Finally, everyone has gathered and sat down, waiting only for you. Sit down and listen to the assembled people, Tullius and Ulfric will do most of the talking, the latter will jump up from the table, but under the gaze of Dovahkiin, he immediately sits down and calms down. For the most part, they will discuss to whom, which city to give and which to leave.

Walkthrough of the main story


Walkthrough of the main story

It's up to you to decide. The results of the negotiations will come back to haunt you when you go through the quest line about the civil war. Personally, I gave Markarth and Falkreath to Ulfric, and Riften to Tullia.

After negotiations, Esbern will teach Dovahkiin a new cry that can lure Odaving

At this level, we again kill the draugr, go into the room, pull the lever and open the door.

After that we kill Dragon Priest and remove the diamond claw from it, which will help us open the door.

Walkthrough of the main story


Walkthrough of the main story

Combination.

After you open the door, you will see a tablet on which you can learn a new cry "Storm Call". It is useful if you are surrounded by many enemies.

After this, we go out into the fresh air, kill the draugr, the dragon and dragon priest, from which you can remove one of eight magical masks. We remove the mask and his staff from the priest. We keep the mask for ourselves, and use the staff to open a portal to Sovngarde.

Sovngarde and Dragonslayer

Walkthrough of the main story


Walkthrough of the main story

Finally, the finale is just around the corner. Follow the path and after a while you will meet storm brother, who will ask you to guide him through the fog. We dispel the fog with a shout and move on.

At the entrance to the local analogue of Valhalla, you will be greeted by the overgrown Nord Tsun, and in order to get there, you will have to fight him. Remember the saying: “A big closet falls loudly.” There is a similar situation here.

After the battle, you find yourself in Shor's hall, and you see that the heroes of the past who fought with Alduin are ready to fight him again. This is to our advantage.

We go outside and disperse the fog with our joint efforts. Repeat three times, after which Alduin will appear, and then skill will rise. I hope you stocked up on potions and properly enchanted and improved your armor and weapons, because the battle will be serious.

Walkthrough of the main story


Walkthrough of the main story

After the battle you will be sent back to reality. They will also give you a spell that calls warrior of Sovngarde to your aid.

If you are having problems with Walkthrough of the game Skyrim, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. Elder Scrolls 5: Skyrim. In the most difficult places we add pictures that can help you. Walkthrough of Skyrim read on our website.

To freedom!

We wake up in a moving carriage, listening to the introductory dialogue of our fellow travelers, just like us, shackled. Upon arrival in the city, we are finally given a set of settings that allow us to choose a character to our liking. We choose and immerse ourselves in the world Skyrim. Then we go to our own execution. But since we are second in line, a man from the Stormcloaks will lose his head in front of us. Alduin's appearance disrupts our execution, and we take to our heels. We run after Ralof, soon we meet a soldier, we run after him, and soon we find ourselves near the exit from the city. Now we choose: to go with Ralof or with the Imperial. This walkthrough is dedicated to the second option. We leave the caves of Helgen and find ourselves in the open spaces of Skyrim. Well, let's start playing big. We are heading for Riverwood, to the blacksmith Alvor.

Before the storm

In Riverwood we look for a blacksmith, communicate and head to Whiterun. The path will be long, and therefore dangerous. We take advantage of our free time, explore the sights, etc. At the entrance to Whiterun we will be stopped by a guard, after talking with whom we learn that the passage to the city is closed due to the increasing frequency of dragon attacks. But in the end they will let us through. We head to the jarl's palace, at the gates of which we will meet a certain Airilet, the jarl's housecarl. We talk, tell her about what happened, and follow to the jarl. He will allocate a detachment to help Riverwood.

Windy Peak

The jarl will advise us to talk with a magician named Farengar. He will tell you about the so-called dragon stone kept in the temple Windy Peak. We take our cues from the map and head for the aforementioned peak. On the way there will be a number of obstacles in the form of bandits, traps and riddles. If you can easily figure out the first two on your own, then difficulties may arise with the third point. You will need to place the drawings in the correct order on the door. “Snake, snake, fish” Soon we will encounter ancient Nords, pretty rotten and battered by time and rats. We win and find ourselves in a hall with a cobweb, where we will have to fight a wounded creature. We save him, and then we kill the elf and take his golden claw. The next door also involves the arrangement of drawings. This needs to be done from top to bottom. “Bear, dragonfly, owl” We insert a golden claw into a special recess - the door unlocks. We find ourselves in a huge hall with a stone coffin and a monolithic wall, on the surface of which ancient writings are written. We defeat the risen dead, take the dragon stone from him, and read the writings on the wall. We return to the jarl.

Dragon in the sky

Returning, we learn about the dragon attack. We follow Airilet's squad to the destroyed tower. On the spot we will find only one survivor and, after some time, the dragon will make itself known. Since this creature conducts mainly ranged attacks, it is recommended to use either arrows, magic, or magic arrows. It is worth keeping him at a distance in order to prevent our self-sacrifice to the dragon for dinner - he will eat us, in short, in short. The battle can hardly be called easy, please be patient. When the winged creature is defeated, we run up to the corpse and absorb the spirit of the dragon. In this way we will learn the first cry. We test it on a guard, thereby officially confirming our relationship with scaly creatures. We return to the jarl and receive the Winterhold ax as a reward for our valor. In addition, we will be assigned Lydia - our personal housecar.

The Way of the Voice

We set off to the snow-covered slopes of the mountains, which bear the strange name “Throat of the World”. There live greybeards who can teach us other dragon cries. Destination and goal are clear, forward. Need to go to small settlement called Ivarstead, upon reaching which you need to turn onto a wooden bridge leading to the first steps. They lead far into the distance, to the castle of the greybeards. We get to them, learn to scream. Follow the prompts on the screen and pass the simple tests of the elders. We will study the "quick dash."

Horn of Jurgen

Upon completion of the training, we are given a task - to obtain the horn of a certain Jurgen, whose tomb is located in the swamps of Hjaalmarch. We make our way inside through a pile of corpses and go through the already familiar procedure, screaming. We will soon get to the episode with the three slabs laid in the ground. If you stand on one of them, one of three doors will open. Here we will need a new cry, recently learned from the elders. We gradually accelerate and, once at the third slab, we shout. We will not find a horn in the tomb, but instead we will find a note from a stranger offering to meet at the Sleeping Giant tavern in the town of Riverwood, already familiar to us. Having reached the place and not having received the key to the indicated room (there is simply no such thing there), we check into the room offered by Delphine. Soon she will return Jurgen's horn to us. After this, the lady will accompany us to a secret room, where she will clearly explain the situation in Skyrim, give additional task"Blade in the Dark" The horn can be returned to the Greybeards immediately or after completing the mission. He will conduct an initiation ritual for us.

Blade in the Dark

Delphine will invite us to go with her to one of the dragon burial grounds and, if possible, prevent its revival. We head to the Kin Grove, approach the tavern, talk with a local resident and run after our companion to the burial ground. There Alduin is doing some shamanism and eventually calls his brother. We have no choice but to defeat the winged creature. After which we absorb the soul and head to Solitude.

Diplomatic immunity

On the spot, we need to get an invitation to a meeting of the Thalmor, most likely involved in these dark affairs. A certain Malbor, located in the Laughing Rat tavern, will help us with this. We give him the items that we want to bring to the meeting, and give the rest to Delphine, who is on the Katla farm. We change into the clothes offered, when we are ready, we talk to her and get into the cart. Upon arrival, we give an invitation to the sorceress standing at the entrance. In the building itself, Elenwen will come up to us to introduce herself and chat. We choose the option “So you are Elenwen? They told me a lot about you,” Malbor will distract the interlocutor, we can distract the audience by talking with Razelan - we give him a drink and he will start rowdy. If you don't have any booze, borrow one from Malborn. After the distraction, we take our things from Malborn in the pantry. Having regained the blade, we have a choice: go for a break and kill everyone indiscriminately or show secretive qualities. Check the map to find the office you need. In the chest we take a report on dragons and several dossiers. Using the key, we find ourselves in the torture room, where there is a dossier on Esbern - almost the main figure in all these events. The Thalmor burst in with Malborn and threaten to kill him - we save the hostage and deal with the guards. We search through the guards' clothes in search of the key and make our way outside. We head for Riverwood, talk to Delphine - she will direct us to Riften, where, apparently, Esbern is being held. We take personal items from her chest.

Rat cornered

Once in Riften, depending on the time of day, we look for a certain Brynjolf, who wanders around the city square during the day and sits out in a tavern at night. Let's talk to him, take the quest " Chance meeting", upon completion of which we will return to the main task. We return to Brynjolf - he tells us that the rat hole is located below us. We make our way inside using the magic and blades we already love, we fight with thieves and Thalmors, and if we have problems with direction, we use hints. When we find Esbern, we say that we are from our mutual friend Delphine - they will let us inside. This is how we complete this quest.

Alduin's Wall

Together with Esbern we return to Delphine, go into her basement and listen to the story about the events that recently happened. We go to the Temple of Heavenly Harbor, where the Wall of Alduin is located. When we find ourselves in front of the raised bridge, we need to turn three pedestals to face us - the bridge will lower. We go further, in the room with plates-buttons we step on the drawings of Dovahkiin, at the end of the hall we pull the ring so that our companions can pass. In the hall with the head of an Akaviri, we spill blood on the platform and go into the temple in which Alduin’s wall is located. We listen to Esbern's ravings - the mission is completed.

Throat of the World

According to Esbern, of course, Alduin was defeated by the Dovahkiin's cry. We need to return to the gray-bearded elders to study the last, perhaps the most powerful cry in the Dovahkiin's arsenal. On the spot we speak with Arngeir, we go with the graybeards to their leader Paarthurnax. To get to it, you need to learn the new cry "Clear Skies". Arngeir will teach us this. We follow the instructions, get to the snowy peak through the storm, meet the dragon - this is Paturnax. Welcome, learning a new cry. The quest is completed.

Ancient knowledge

After talking with the dragon Paarthurnax, we head to Esbern or Arngeir. Let's learn a little about the mysterious cry "Dragon Slayer" and about the Ancient Scroll. They will tell us that Ancient scroll It's worth looking at the College of Winterhold. We are heading there, if you have not been there before, then to get inside you need to use the “Magic Light” spell on the floor, not far from the sorceress. If you do not have this spell, then you can purchase it from her. Let's go inside. There we find Ugar gro-Shub, the main one in Arcanium. After talking to him about the ancient scrolls, follow him. He will bring us two books. Read them. The quest “Beyond the Ordinary” will begin. When we find ourselves in the Mzark Tower on the quest and pick up the Ancient Scroll, the task will be completed.

Alduin's Curse

After we obtain the Ancient Scroll, we head to the Throat of the World. The dragon Patrurnax will tell us to read this scroll in the place designated for this - the place where the rift was formed. We use the scroll - we will be sent back in time - three powerful warriors, the first to master Thu'um, will fight the dragon Alduin. At this stage we are simply unable to move, so we watch the battle. We will see the legendary "dragon slayer" shout in action and, upon our return, we will know it. Be prepared for the fact that you will have to immediately enter into battle with Alduin, on whom you need to use the “dragon slayer”. And, as a result, the dragon will fly away and the task will be completed.

Fallen

We go to one of three acquaintances: the dragon Paarthurnax, the old man Arngeir or the bookworm Esbern. Everyone will advise you to go to Dragon's Reach in Whiterun, where you can capture one dragon. We talk to the jarl there, he refuses to help us. The quest “Endless Time” will begin. Upon completion of this task, we will learn a new cry, head to Whiterun and speak with the Jarl. We head to the Dragon's Reach gallery and summon a dragon named Odahviing. When he arrives, we use the Dragon Killer on him and drive him inside the gallery. When he climbs far enough, chains will be lowered onto him. Let's talk to him.

House of the World Eater

The dragon will tell us how to get to Skuldafn - on wings. In exchange for freedom, he offers to take us there. We go to the guard with a request to free the dragon, then we go and talk to Odahviing. We fly to Skuldafn, fight two dragons, and find ourselves in a temple stuffed with various traps and creatures. Nothing complicated. We defeat Nakrin, activate the seal with the staff of the defeated. We jump into the portal leading to Sovngarde.

Sovngarde

Once in place, we make our way through the fog to a huge castle or temple. Before we get inside the Hall of Valor, we will need to fight Tsun. Inside we will meet three warriors who were the first to fight Alduin. The task is completed.

Dragonslayer

We move through the fog behind three warriors, use the “Clear Sky” shout several times to clear the way. We fight with Alduin, use the cry “Dragon Slayer”. After defeating him, we complete the main storyline

The Elder Scrolls 5, Skyrim. rTPIPTSDEOOYE

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cBOT: RPG
rMBFZhPTNSCH: PC, PS3, Xbox360
dBFB CHSHCHIPDB: 11 OPSVTS 2011 ZPDB
pJYGYBMSHOSCHK UBKF: http://www.elderscrolls.com/

The Elder Scrolls V: Skyrim (DPUMPCHOP: dTECHOIE UCHYFLY 5: ULBKTYN) - LPNRSHAFETOBS TPMECHBS YZTB, RSFBS YUBUFSH CH UETYY The Elder Scrolls.

uPVSCHFYS OPChPK YZTSH YY UETYY Elder Scrolls RTPYUIPDSF URKHUFS 200 MEF RPUME UPVSCHFYK Oblivion.

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Http://ru.wikipedia.org/wiki/Skyrim

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yZTB-MEZEODB

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yNRETULYK ZPTPD uPMYFSHAD

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ULBKTYN. oBU KhFTP CHUFTEYUBEF RTPIMBDPC.

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JUIFBEN LOYZY

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b URKHFOILY CHUEZDB REYLPN

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bVPOYFPCHBS VTPOSHLB, B X OBRBTTOYGSH UFELMSOOSHCHK NEY. OBRTTOILPC NPTsOP CHPPTHTSBFSH, NEOSSUSH U OYNY PTHTSYEN Y DPUREIBNY

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uOETsOSCHK FTPMMSH PFVEZBMUS. fY ЪCHETAZY UBNSCHE PRBUOSCH ABOUT RPCHETIOPUFY ULBCTYNB

mHYUYYEE PTHTSYE - LPOYUOP DBDTYUUEULPE, RPMKHYUBEN EZP RPUME CHSHRPMOEOYS UPPFCHEFUFCHHAEYI LCHEUFPCH.

REKUBTSY ULBCTYNB

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OP LPZDB S CHUFTEFYM ZYZBOFB CH RPDYENOPN ZPTPDE DCHENETPCH, LHDB Y NOE-FP RTPMEЪFSH RTPVMENB. VSHM UMEZLB KhDYCHMEO.

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ABOUT RTYENE X STMB

CHUFKHRMEOYE CH ZYMSHDA VBTDPCH

vTPOS FENOPZP VTBFUFCHB

pDETSDB BTIINBZB

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th OEF PF OYI URBUEOYS

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uCHBDSHVB

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UELUB X OBU OEF!

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oENOPZP LFPFYLY OE RPNEYBEF

PUOPCHOPK UACEF THMYF

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UPCHEEBOIE CH ZPTPDE YNRETGECH

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fBCHETOSCH, MBZETS, THYOSCH Y DPNB

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FBCHETOB CHECHECHECHDE

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vYFCHB ЪB chBKFTBO

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tHYOSCH DCHENETPCH

th RPD ENMEK EUFSH TSYOSH

lPUFSOPK DTBLPO Y LPNRBOYS

Let's go, let's go, let's go, let's go!

OBD THYOBNY DCHENETULPZP (ZOPNSHEZP) ZPTPDB. Choi'kh VHDEF OE RTPUFP. LUFBFY, CH LFK UETYYYZT
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REKUBTSY ULBKTYNB... VTT. th RPYENH NSH OE CH FTPRILBI?!

dYBMPZ, LBLYI CH YZTE NOPTSEUFChP

UECHETOBS VBYOS, CHYD ABOUT FBKZH...

rPDENEMSHS ULBKTYNB. dTBHZT U NBZYUEULINY KHNEOSNY - PUEOSH PRBUOSCHK RTPFPYCHOIL

FENOSCHK (yuETOSCHK) rTEDEM

CHUEN YJCHEUFOP, YuFP UCHPY ZPTPDB ZOPNSCH (DCHENETSH) UFTPYMY RPD ENMEK. fBL CHPF FENOSCHK rTEDEM, LFP ZPTPD-MPLBGYS RPD ZPTPDBNY DCHENETCH. lFP PYUEOSH ZMKHVPLP RPD ENMEK, LFP MPLBGYS, LHDB NPTsOP RPRBUFSH YJ MAVPZP DCHENETULPZP ZPTPDB Y LPFPTBS RTPUFYTBEFUS RPD CHUEN ULBKTYNPN Y YNEEF RPIPTSYE TB ЪNETSH. yUUMEDPCHBFSH FENOSCHK rTEDEM ЪB PDYO TB OEMSHЪS, OHTsOP PVSBFEMSHOP RTYIPDYFSH FHDB YЪ TBOSHI DCHENETULYI ZPTPDPCH. h LFPN UMKHYUBE PFLTSCHCHBAFUS CHUE OPCHSHHE OEDPUFHROSCH YMY OE EBNEYOOOSCH LHULY FENOPZP rTEDEMB.

UBNBS ЪБЗБДПУОБС МПЛБГІС Ш ІЗТЭ - юЭТОШКК RTEDEM (ЛФП РПДЪНИШе). eUMY RTY CHIPDE UTBH BLFYCHYTPCHBFSH TSCHYUBZ UMECHB, NPTsOP PDOYN CHSHCHUFTEMPN YI UFTEMPNEFB ЪBCHBMYFSH DCHENETULHA UZHETH

zMBCHOBS WACEPHOBS MYOYS

UFEOB bMDKHYOB, LFP ЪOBL, YuFP DCHE FTEFY PUOPCHOPZP UACEFB RTPKDEOSCH, PUFBMPUSH OENOPZP. ъDEUSH FPTPRYFSHUS OE OHTSOP Y UFPYF RPFTBFYFSH READING ABOUT RPTIPTSDEOOYE RPVPYUOSHI LCHEUFPCH. nPTsOP ЪBOSFSHUS ZTBTSDBOULPK ChPKOPC CH ULBKTYNE (EUMY EEE OE ЪBOINBMYUSH) YMY ЪBDBOYSNY ZYMSHDYK.

b LFP uFEOB bMDHYOB

zJOBMSHOBS LCHEUFPCHBS MYOEKLB

CHUE DP PDHTY RTPUFP - OHTsOP OBKFY Y ZTPIOKHFSH ZMBCHOPZP ЪMPCHTEDB. ABOUT VPMSHYEE ZHBOFBIYY TBTBVPCH OE ICHBFYMP. b VSHMB MY ZhBOFBYS. dBCHOP UFBM ЪBNEYUBFSH, YuFP ЪB CHOEYOEK LTBUPFPK Y RTDDHNBOOPUFSHA DYBKOB OE OBVMADBEFUS DYBKOB UATSEFOPZP. pFYUEZP UFBOPCHYFUS ULHYUOP Y RPUME RPIPTSDEOYS YZTSCH PUFBEFUS UFTBOOSCHK PUBDPL... hTPDE CHUE OERMPIPUMERMEOP, OP CHPF RPYUENH-FP LFP OE TBDHEF.

MBDOP, UNPFTYN ЪBCHETYBAEYE LBTFYOLY. uFPR! with ULBBM EBCHETYBAEYE? oYYUEZP RPDPVPZP, RPFPNKH, YuFP RPUME "ZHIOBMSHOPZP" RPEDYOLB NPTsOP (OHTSOP) CHETOHFSHUS CH ULBKTYN Y RTDDPMTSYFSH UCPE FBN UKHEEUFCHPCHBOYE. ъБЗМСОХФШ Л УФБТШН ЪОБЛПНШН (РПУМХИБФШ И ИЧБМЭОВХХ И РИПХУИФcycleХОХА VPMFPCHOA) Y RPFPYIPOSHLH ЪBLPOYUFSH CHUE OEBCHETYEOOSCH DEMB. th DBCE RPUME bFPZP OILFP OE RTPZPOSEF. TsYCHY - OE IPUH!

TsDEN Y RTYNBOYCHBEN DTBLPOB, YuFPVSH RPMKHYUFSH YOZHPTNBGYA P NEUFPOBIPTSDEOOY bMDKHYOB ...

rPVEDYMY, RPKNBMY Y... PFRKHULBEN U HUMPCHYEN, YFP ЪCHETAZB RTYCHEEF OBU L bMDKHOKH

rTYEIBMY, RTPEBENUS, DTBLPOKH DBMSHYE OOYS. b OBN? b OBN FPMSHLP FKhDB Y OHTsOP. chUA YZTH L LFPNH UFTENYMYUSH.

b CHPF Y LPNYFEF RP CHUFTEYUE

TBBPVTBMYUSH U CHUFTEYUBAEYNY (II TSBMSH URKHFOIGSH TSDPN OEF) Y NPTsOP RPMAVPCHBFSHUS NEUFOSCHNY LTBUPFBNY

rPUME OEVPMSHYPK UFSHCHYULY U RTYCHTBFOILPN OBU RTPRKHULBAF CH "zMBCHOKHA UFPMPCHHA ЪBZTPVOPZP NYTB". rPUMEDOSS MPLBGYS - ЪBZTPVOSHK NYT, EUMY CHCH OE ЪBNEFYMY

b ChPF Y zMBCHOBS UFPMPCHBS. YuFP-FP FYRB bUZBTDB X CHYLYOZPCH. fBN GEMSHCHE VSHLY ABOUT CHETFEMBY TsBTSFUS, FPMSHLP PF UADB YI OE CHYDOP

RPDLTERYMYUSH, ЪBTHYUYMYUSH RPDDETTSLPK FTPKLY UBNSCHI CHPYOUFCHEOOSHI DHIPCH + RTYVMHDOSHK URKHFOIL = OBU HCE RSFETP. NPTsOP Y CH VPK. OBIPDYN CHBMYN ЪCHETEOSHCHYB. LUFBFY, ЪCHETEOSHCHY - UBNSCHK UFBTSHCHK YЪ DTBLPOSHESP TPDB. nPTsOP ULBUBFSH MEZEODB. oP RMPIPE RPchedeoye EZP UZKHVYMP. eUMY EZP CHPPVEE NPTsOP HVYFSH...

CHCHUPLYK iTPFZBT. pUOPCHOBS UACEFOBS MYOYS RTPKDEOB. eUMY EUFSH TSEMBOYE, NPTsOP RPVTPDYFSH RP YZTPCHPNH NYTH EEE...

HCHETEO, PUFBMPUSH OE RTPKDEOOOSCHN RTPGEOFPCH 50 YZTSCHY LHYUB LCHEUFPCH OE OBKDEOP OE CHSHRPMOEOOP. bFP HCE PYYVLB TBTBVPFYUYLPCH... YMY ЪBDKHNLB?

yZTB BLPOYUMBUSH... YUE?!

rPDCHEDEN YFPZY

YuFP X OBU RMPIPZP:

YZTPCHCHE OBUFTPKLY
1. eUMY RETEOBOBYUYFSH LMBCHYYY RP KHNPMYUBOYA, OELPFPTSHCHE ZHKHOLGYY CH YZTE UFBOPCHSFUS OEDPUFHROSCH. rTYIPDYFUS ABOUT CHTENS CHPCHTBEBFSH OBUFTPKLY RP KHNPMYUBOYA.

YZTPCHPK RTPGEUU
1. pFUHFUFCHYE NYOY-LBTFSHCH DEMBEF RPTPIPTsDEOYE OEHDPVOSCHN.
2. oELPFPTSHCHE PVAELFSHCH, PFNEUEOOOSCHE ABOUT LBTFFE, OECHPNPTSOP OBKFY ABOUT NEUFOPUFY. bFP YMY ZMAL YMY NPS OECHOINBFEMSHOPUFSH. fBL S OE UNPZ OBKFY NEDCHETSHA REEETH Y NEUFP ZDE UPVYTBEFUS bNHMEF zPMDHTB.
3. pFUHFUFCHYE LHLMSCH RETUPOBTSB CH YOFETZHEKUE UYMSHOP PZPTYUMP. VE OZMSDOPUFY PDETSDSCH Y KHNEOYK RETUPOBTSB KHNEOSHIBEFUS ЪBYOFETEUPCHBOOPUFSH YZTPK.
4. pFUHFUFCHYE PVHYUBAEEZP CHCHEDEOYS CH YZTH RTYCHPDYF L FPNH, YuFP RPMPCHYOB YZTSH PUFBEFUS OERTPKDEOOOPK NOPZYNY YZTPLBNY.
5. rTPIPTSDEOOYE YZTSCH OE CH FPN RPTSDLE, LBLPK ЪBDKHNBO TBTBVPFYULLBNY DEMBEF YZTH NEOEE YOFETEUOPK. OP FBL RTPIPDSF PUEOSH NOPZIE.
6. NEIBOYIN RTPPLBULY RETUPOBTSB OE OBZMSDEO OE YOFETEUEO, IPFSH DPCHPMSHOP LLPFIYUEO.
7. pFUKHFUFCHYE RPDULBUBPL Y RPSUOOYK RP DPUFKHROSCHN OBCHSHHLBN RTYCHPDYF L FPNH, YUFP 80% OCHSHCHLPCH OE YURPMSH'HAFUS YMY OE RTBCHYMSHOP YURPMSH'KHAFUS YZTPLPN, P FYUEZP FETSAF YZHZHELFYCHOPUFSH YH YZTPPLB RTDPRBDBEF LOYN YOFETEU.
8. uBNPE CHBTsOPE HRHEEOYE TBTBVPFYUYLPCH. rTY PFMYUOPN DYBKOOE OEF YOFETEUOPZP UACEFB. NSH YNEEN OBVPT LCHEUFPCHSHI UATSEFPCH OE ULTERMEOOOSCHY YOFETEUOPK YDEEK. yZTB OE ЪBFSZYCHBEF.
9. fBL Y OE UNPZ OBKFY DBDTYUEULHA VTPOA... UFELMSOOPK FPTSE OEVSHMP.
10. lPOGPCHLB PFUHFUFCHHEF, YOFETEUOSCHK UACEF FPCE ((.

YuFP X OBU IPTPYEZP:

B, DB CHUE PUFBMSHOPE, FPMSHLP VEЪ UACEFB LFP VEURPMEЪOP. fBLBS YZTB DPMTSOB, DB RTPUFP PVSBOB UFBFSH YEDECHTPN RPG TsBOTB. OP LFPZP OE RTPYЪPYMP. pGEOLB 4 U NYOHUPN RP RSFYVBMSHOPK YLBME.

FEIOYUEULBS YOZHTNBGYS

CH PRYUBOY YZTSH YURPMSHЪPCHBO 91 ULTYOIPF YZTSH Skyrim
CHEU UFTBOYGSCH 8 NEZ. 273 lv. (rPYUENKH FBLHA FSTSEMHA UFTBOIGH UDEMBM? SPCHTENEOOSH CHPNPTSOPUFY YOFETOEF dBAF dPVTP!)

The Elder Scrolls 5, Skyrim. rTPIPTSDEOOYE

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