Passage of Skyrim. Skyrim storyline 1 level walkthrough

We are starting a game that in itself is capable of becoming the first in any of its own genres. A game that is ready to surpass almost any competitor. A game that strikes our imagination for the umpteenth time with its scope. However, if you are playing The Elder Scrolls V: Skyrim, then you must have heard about its predecessors - Oblivion and Morrowind. However, even if you haven't heard it, you will soon be fully convinced that the game is epic. You will be involved in writing new history and become an integral part of it. What could be more worthy?..

According to a long and well-established tradition, you will not be able to start the game as a free citizen who is absolutely free in his decisions. You are…in custody, let's call it that. Therefore, you will have to act according to the situation. Together with the captive Jarl, the leader of the uprising, Ulfric Stormcloak, you are being taken to your execution. Yes exactly. Destined to die soon. On the way in the cart, you will listen to the conversation of the captive Nord and the thieves from Rorikstead. Given that you haven't created your character yet, listen to everything carefully. What Ralof says, and the way he says it, I really liked, because the scales of the beginning of the passage of Skyrim swung towards the Nords ... So much so that I even thought about creating a Nord for myself. But… More on that later.

In the meantime, you will just go ahead, watching the communication of Nord, who is absolutely calm before his death, and this very thief. However, we are not the first time just to observe. At the entrance to the village where your life should end, you will see a general communicating with a high elf (in this game, a high elf is a race, not a height). It seems a trifle, but in the future it will be very interesting development. And in general, do not let a single little thing pass you by, do not do anything that could damage your reputation, otherwise you can harm the passage of Skyrim. Remember - you live in this world, therefore do not spoil your house.

But now the festive carriage has arrived at its destination and the Imperials are calling you one by one. They call the name, send to the place of the future execution. As it happens in games The series Elder Scrolls, you will only now be able to create your character. And I advise you to stay longer on this page, because after the start of the game you will not be able to change anything. So we start.

Preferred race in the passage of Skyrim

First you have to decide on the race. We will dwell on each of them in more detail, so that you have an idea not only from what is described in the game, but also from the experience of the person playing. Let's start in order.

Argonian is an upright reptile. The main trump card of this race is resistance to poisons. Also, with long voyages, they can spend longer under water. Yes, they can heal quickly. True, this is where their advantages of passing Skyrim for this race end. I can only say that potions cope with resistance to poisons, magic and elixirs cope with treatment, and you can simply swim competently.

Breton- magician and anti-magician in one person. Magic will practically not work against you, and you can be very dangerous adversary any enemy. The unique feature of the race allows you to almost completely resist enemy magic in the passage of Skyrim. Ideal for a person who wants to move a lot and come up with sophisticated combinations of spells to win.

high elf- the most strong mages. If you are an experienced player and prefer to kill the enemy from a distance, using only the power of thought, this race is just made for you.

imperial- one of the most interesting races. Due to their innate abilities, Imperials make the best merchants. But they also have the ability to use magic and weapons, because you can not leave your goods defenseless. The racial ability will help calm the enemies, and then immediately deal with them. Mean but effective in the passage of Skyrim

Khajiit- upright cat-like. Like all felines, Khajiit have perfect flexibility and are very agile. It is from the Khajiit that the best thieves in the game will turn out. They are the ones that do the most damage in unarmed combat. They are the ones who see in the dark. In general, fans of thieving skills should choose a Khajiit.

Forest Elf- the best archer. The colossal damage that they will inflict with their arrows cannot be compared with any of the races. Although you can develop shooting to anyone, it will be most correct and appropriate for a wood elf. Yes, and he has a good tendency to steal. Of course, the wood elves are inferior to the Khajiit in the ability to steal, but this race is a very worthy choice. And the animals tamed by the forest elves can provide invaluable assistance in battle and even save lives in the passage of Skyri.

North- people of the north, who, in the light of their natural talent, perfectly resist the magic of cold. All spells from this branch will deal only a quarter of their damage. They specialize in axes, and with their war cries and fearlessness, they are ready to turn almost any enemy into flight.

Orc- the best blacksmiths who are able to repair any armor in the field. They carry exceptionally heavy armor and heavy weapons. If you're looking for agility, don't choose an orc. But if you are used to go ahead, then equip it to the maximum and you will not be equal on the battlefield. If the orc falls into a berserk state, not a single enemy will survive meeting with him in the vastness of Skyrim.

redguard- You won't find the best fighters in the empire. The feeling that they are born with weapons and even in the womb show their fighting qualities. Better physique makes them very tenacious, and poisons practically do not harm them. If you like diversity in weapons, then choose a redguard. His same battle fury will add to the weapon the unstoppable owner.

Dark Elf- the last of the races available to us. An interesting combination of magic and stealth. You can hit the enemy so that he does not even realize that he is dying. Dark elves have been immune to the fiery school of magic since ancient times, so in Skyrim they can be very appropriate, given who we have to fight. But we will not set you up in advance for something specific ...

So, the choice is made. It's time to start creating the appearance of the character and choosing a name. I’ll tell you a secret that I went through all the games in The Elder Scrolls series as a Redguard. Because Skyrim will not be an exception. By the way, pay special attention to the appearance of the character, as you will very often carry out final blows, which can be very beautiful. And the main character should always please you with his appearance. However, we continue...

When everything becomes clear in the lists of the Imperials, they will still decide to execute you so as not to mess around. After proceeding into the circle, you will listen to the general's speech, designed to denigrate Ulfric. But the speech will be interrupted by a strange noise, vaguely similar to the roar of an animal. However, this noise will not interrupt the ceremony of chopping off heads. The first execution will be done, you are next in line. The roar will repeat again, but you are already being brought to your knees, and the executioner raised the ax to strike. You're waiting for the last second of your life, but a strange noise finally appears above the tower at the start of Skyrim's playthrough. The dragon has come to burn down the village. Yes, they have not been heard about for many years, many considered them a fairy tale, but today the fairy tale has come to life, giving you hope, albeit illusory, for salvation.

To freedom!

So the first task in the game will begin, in which we just have to survive. And despite the fact that at first you just need to get to the fortress, following Ralof, then it will develop very rapidly. Ralof will offer to hide through the tower, but the dragon plans a little differently - the tower is broken, you cannot climb up in the passage of Skyrim. Ralof will advise you to jump on the roof of the tavern and run. Look at the top of the screen, there is a semblance of a mini-map. It is elementary to determine the direction along it, so you cannot get confused. Just run where you are directed. Now, unfortunately, there will be nothing to profit from. Jump from the attic to the ground and move in the indicated direction.

Now you will have the first choice - follow Ralof or follow Hadvar. In principle, the difference will be insignificant. You still have to follow Ralof, especially when you get outside. Only in this case, the imperial warriors will be hostile. Although it cannot be said that this is bad, since additional equipment during the passage of Skyrim will not interfere with us.

Enter the fortress. I chose Ralof because the Imperials are better equipped and will allow me to immediately dress my Redguard properly. You can choose the second way - the result will still be the same. In the fortress, we are waiting for a new stage of the task "Freedom!", which forces us to escape from Helgen. In the lobby, for the first time, you will learn how to search bodies and use equipment. Take everything from Gunyar and equip yourself. Now you have your first encounter with the Imperials. I will not describe how to kill them - just fight, there will be no problems. Search the bodies and get the key that we so lacked for freedom in the passage of Skyrim.

As you might guess, this is the same key that will open the doors and allow you to go further, following Ralof. You will have to move after him, but you may well periodically turn the wrong way, searching the rooms and getting additional loot. Go down the stairs, picking up the cabbage along the way, which you need in walkthrough Elder Scrolls V Skyrim to restore health and nutrition. The dragon will destroy the passage again, so you have to go even deeper underground to get out of the village.

There are a couple more Imperials waiting for you in the next room, which you will have to kill if you followed Ralof. You are in a pantry that needs to be searched for potions and other loot. Remember what the barrel looks like, which you can climb into, and get the potions out of it. Got it? You can go further, after taking all the meat and seasonings. What for? Everything is simple. You will prepare your own food from them during skyrim walkthrough, which has a beneficial effect on your character.

We move after Ralof. In the next room, where our stop will be, you have to break the cage lock. This is easy to do. The question is exclusively in the trembling of the master key. Rotate the lockpick with the mouse to the desired position and press the "A" button by default. Press and quickly release. If the pick is shaking, follow the same procedure after turning the pick. In general, this is how locks open. In the cage, remove from the body of the magician his clothes, which can be profitably sold or put on yourself. I advise you to hack all the cells, as this will give you a couple of hacking skill points.

Along the way, there will be two doors on the right and left in the next corridor - pick the locks on them too to increase the lockpicking skill in The Elder Scrolls V Skyrim. Ralof will meet with his friends who will help you in further battles before leaving the dungeon. This room should also be searched. Next you are waiting for the next Imperials, who need to be killed. And search, of course. Your companions will manage on their own, but it's better to kill everyone yourself, as this will give you additional experience points in handling the selected weapon.

Ralof will open the way, but immediately behind you the passage will fill up with stones. Therefore, you will again have to move only the two of you. Going down, Ralof will lead us straight. And you can turn left, where there is some more loot. When you collect - follow your companion. Carefully! In the next room, a crowd of spiders, interfering with our passage of Skyrim! As always - search them and keep moving.

After going to the next cave, immediately climb onto the ledge on the left - there is a health potion and a couple of things. Now deal with the bear. She is a dangerous enemy, but she is practically unable to kill. Another trainer to level up. All the dungeons are over. Run another couple of hundred meters and the task "Freedom!" will end!

Before the storm

So, do not forget that there is a small mistake, either translation, or developers. Ralof will tell you to split up, but at the same time he will urge you to follow him. Our goal is to get to Riverwood, where Gerdur, Ralof's sister, lives. She will help us a little. In principle, I advise you to get to Riverwood, collecting all the flowers and ingredients along the way, and then start acting on your own - either just traveling around the world, or completing all the tasks in a row. But first, let's go to Riverwood. You need to move along the road behind Ralof, periodically listening to his comments on our upcoming passage of Skyrim. In principle, on the way you will meet only one interesting thing - three stones that allow you to choose a specialization. The choice is given the skills of a warrior, thief or mage. The amount of experience gained from these directions will depend on what choice you make.

When you get to Riverwood, immediately turn left after Ralof, where you will have a conversation with Gerdur. She would send her son to guard the high road so the Imperials wouldn't get in unnoticed. You will hear a lot of interesting things from the conversation between Ralof and Gerdur, after which you should talk to Gerdur on your own, which you need to do regularly in the passage of Skyrim. She will ask you to go to the local Jarl, who lives in Whiterun, to inform him about the dragon attack. The task "Before the Storm" was continued. Now we can move directly to Whiterun, or we can do one interesting task, which you will receive in the trading shop.

Head to the Riverwood Merchant, where it's vital to sell out. It is from him that you can start the task "The Golden Claw". It should be noted that this task is a side one, therefore, in principle, it is not necessary to complete it. But I see no reason to refuse it, as well as from any task in the passage of Skyrim.

In addition, you can go to the northeastern house of Fendal. If you wait for the evening, then the owner of the house himself will come and can offer you a task. It consists in the following. Fendal and Sven fight for Camille's favor. And Fendal decided to forge a letter from Sven so that Camille would give up the very idea of ​​​​being with Sven. You can take the letter to Camille, or you can give it to Sven. In the second case, Sven will write his letter on behalf of Fendal, which can also be taken to Camilla. As a result, depending on your actions, Camille will prefer either Sven or Fendal. And the one who wins can become your assistant. Choose for yourself who you prefer - the archer Fendal or the bard Sven. Personally, I chose Fendal, as he is quite useful as a shooter in the passage of Skyrim.

Let me remind you that we have the task "Before the Storm". Considering further events, I advise you not to get the golden claw now, but to go to the Jarl of Whiterun. Go north, Whiterun is indicated on the map. I advise you to go clearly to the north, regardless of the difficulties with the road. This should be done in order to pass through the Pelagio farm south of Whiterun, where you can kill the giant and get a direction to the Companions in Arms Guild. However, you can still get there. But additional experience skyrim time passing will not interfere with us.

Approach the gates of Whiterun and talk to the guard. Say that you have important news and they will let you in for free. As soon as you enter the city, chat with blacksmith Adriana Avenici, who will teach you the basics of blacksmithing, armor making, and sharpening. Plus, she will ask you to take the sword to her father, who will present this sword to the eldest son of Jarl. Agree, of course.

If you enter Grizzly Mane's house, you can take the quest "Missing in Action", in which you need to find the missing member of the Grizzly Mane clan, Torald. Immediately talk to Avulstein, who will ask you to find evidence that Torald is alive in the house of the Sons of the Battle. The passage of Skyrim will take you there. Right there in the house, read the book "Lost Legends", which will give you the task "Forbidden Legend".

Enter the house of the Sons of Battle and go to the back closet on the first floor. There is a book on the table that needs to be picked up. It is better to do this when there is no one in the house, otherwise the book will have to be stolen. However, see for yourself, the passage of The Elder Scrolls V Skyrim gives you ample opportunities. This book will tell us about the fate of Thorald. Take her and go to the house of the Gray Mane to Avulstein. He tried to go and free his brother by force, but I decided that I would do everything myself. But we'll deal with that later. Now it's time to go to the Jarl on the quest "Before the Storm".

After the conversation, the Jarl will send troops to Riverwood and decide to give you another task. In order to understand its essence, you need to talk with the court sorcerer. He is in the next room, where you need to go after the Jarl. Farengar will send you to Windy Peak. If you remember, we had to go there on the assignment "Golden Claw". Well, agree and move forward, after asking Farengar.

Well, is it time to move to Windy Peak? Be careful, when you approach him, you will be met by three unfriendly bandits. Kill them, collect trophies and go inside. Inside there will be two more enemies and a closed chest containing some loot. Well, it's time for us to go down. I warn you right away - there will be a lot of cobwebs, so be careful, do not be afraid. Fortunately, there is only one way, you can't go wrong. After walking a little way, you will find several lockers. There is a cloth there, but you don't really need it. Behind the next turn, the next bandits are waiting for you, so you can immediately shoot them. Well, or kill in close combat.

In front of you will be a gate with three symbols above it. Rather, there are only two symbols, and a piece between them fell out and lies near the lever. The secret is to line up the same order of symbols on the left wall as above the gate. This is a snake, a snake and a fish. Otherwise, when using the lever, you will receive damage. Climb up the stairs - there you will find a hidden healing potion. Everything, now you can safely go to the opened gate. Three rats cannot be considered opponents. Collect loot from the niche and go down the spiral staircase.

The next room is completely covered in cobwebs. It should be said that the hint is very transparent. Oh well, we are no strangers to killing all sorts of dirty tricks. Especially since you will begin to hear a voice coming from the corridor. And this voice will tearfully beg for help. Get down a little lower and get ready - around the corner you will find a huge spider that will come down from the ceiling. It is better to shoot him with a bow, as he will not squeeze through the arch. But if you are a melee lover, then now is the time to show your prowess. After the death of the spider, you will see a man in the web, who begged for help. Free him after getting as much information about the claw as possible, and be prepared to kill him, because he won't just leave. In the next room, collect trophies and move forward. Considering that there were embalming tools here, the tasks "Golden Claw" and "Wind Peak" led us to a very interesting place.

Carefully, going downstairs, you will begin to encounter the mummified remains of people who are very aggressive. Now carefully - after three draugs on the floor there is a circle, stepping on which you activate the trap. It hits quite hard, but you can take advantage of this by circling the draugs. If only then the trap did not hit you. In the next room there will be a draug mage who fights quite painfully. But it shouldn't be a problem either. On the floor of the flight of stairs below, you will also meet three draugs. And another corridor with a trap. These swinging axes can be run through, they won't be able to kill you. The main thing is not to kill your companion.

And we're going down and down. I wonder where our search will take us? You are waiting for the next draugs who die from a couple of shots or blows, some loot and climb a little up. Then - a room with a waterfall and another draug. Immediately there is a chest in which the next share of the booty. We have only one way - along the movement of water. Pull the ring that will open the gate and move forward. The waterfall flows down, but we do not need to jump from a sharp cliff. Near the chest, turn right and go down below. We will have a choice - go down to the place where the waterfall falls, to the chest, or just go straight ahead. Of course, the first option is preferable, since it is more profitable.

It can be seen that the dungeons are man-made, but very neglected. Everywhere roots, landslides ... Yes, and decently monsters. Another enemy is waiting for us - a restless draug. More serious than ordinary draugs, but still just as weak. He guards the passage to the sanctuary, where we will go as soon as we open the chest to the right of the exit.

It will take a decent amount of time to get to the next corridor with traps, but you will not encounter anything interesting on the way. But after the traps, three draugs will be waiting for you - one right next to the entrance and two from above. Collect trophies and go up to the floor above. There, after passing through the bridge and opening the iron door, you will get to the door, which should also be opened using the correct sequence of images. If you take it from the bottom up, then there should be an Owl, a butterfly and a bear. Lined up? Move on. A large cave awaits you, at the end of which there is a strange plate with a strange image. Be sure to save before going there. And then boldly come close to it and use it - you will learn your first dragon cry. And it's great, but so far they will not be able to use it. Therefore, just turn around and kill the overlord dragug that has arisen behind your back. A very strong opponent, but after him there remains an interesting ax, a slab that needs to be taken to the jarl, and other loot. In short, you will need everything. Everyone, it's time to go. Climb up the stairs and use the pedestal at the top. Search the next chest and go to Skyrim. That's it, the tasks are finished and it's time for us to return to the jarl and to Riverwood to turn in the tasks.

For turning in the Golden Claw quest, you will receive 400 coins. And after going to the Dragon Limit to hand over the task to Farengar. He will send you to the Jarl for a reward and a new task. It turns out that a dragon was seen nearby. You will be sent along with Airileth on a dragon hunt. And they will give out a helmet as a reward for the last task, which I personally did not wear, but sent for sale. In addition, you will be allowed to buy houses in Whiterun.

dragon in the sky

So, things do not wait, and we urgently need to follow Airileth to confront the dragon. It's time to get out of the Dragon's Limit and go to the Watchtower. Sell ​​unwanted trophies and exit the city. We need to get to the Western Watchtower, where Airileth is already waiting for us. Upon arrival, you will not see anyone, but approaching the tower itself, you will hear a command to go to cover and not waste arrows. Well, great idea. However, it will not be possible to sit out for a long time - either shoot the dragon that has landed on the ground, or kill it in hand-to-hand combat. But be aware - it can be painful. And if you do not use additional means of protection, hand-to-hand poking around is scary.

Cheat codes

Skyrim is huge, and there are many things to do in it. Here and the fight against dragons, and the war for independence (or vice versa), and guilds that desperately need our help, and the abyss of side quests. In such a world, a detailed guide will not hurt. And he is in front of you.



Alduin rocks!And here is Helgen. All of us have already gathered, only the dragon is missing.

Here we will lay out in parts all the most useful for the traveler - the passage of the main plot, and everything else. We will pay special attention to important non-obvious details and secrets that are easy to overlook and miss.

NOTE: part of the guide will be devoted to bugs encountered in tasks. We will tell you what difficulties may arise, how to avoid them, and, which is also very important, how to solve the problem if an evil bug still overtakes you.

Main plot

To freedom!

So, our hero was captured while crossing the border. We ran into an Imperial ambush, and now we're being taken to execution along with the rebels. On the cart next to us - the leader of the resistance Ulfrik, his ally Ralof and the horse thief Lokir who fell under the hot hand. After a long journey through the forest, the procession enters Helgen.

After the carts stop, and Lokir plays the role of the "third corpse from the left", we will have the opportunity to choose the race, appearance, gender and name of the hero.

ADVICE: If you don't want to wait for the ride cutscene every time you create your character, save right after you get off the cart.

And then the dragon Alduin will fly in and drive everyone out of the forest. Enjoy the spectacle. When the game returns control, slowly step into the tower. Everyone around will pretend to hurry and panic, but do not worry - even if you fall under a jet of flame, it will not cause much harm. Just do what Ralof says.



“Black Arrow, you never let me down! Hit it right!"Which sword to use? And most importantly - who?

Climb the stairs of the tower, jump into the tavern and, under the guidance of Hadvar, slowly move through all of Helgen to the dungeons. Next, you will be offered a choice - go down to the dungeon with the Imperial Hadvar or with the rebel Ralof. This is not yet the choice of the side in the conflict, so there is not much difference.

ADVICE: however, if you plan to become a blacksmith, it is better to choose Hadvar. Escorting him to Riverwood will give you free access to blacksmithing supplies.

Now your hands are free and you are able to pick up things and help your companion in battle. Move through the dungeon, destroying enemies and collecting everything that is bad.

ADVICE: use the slightest opportunity to collect the initial set of armor and weapons. Decide what exactly you need - light armor or heavy. Search all bodies and chests. Don't rush - they won't start without you.

Together with a companion, you will pass through the barracks (or tower), a warehouse, an interrogation room where you can wield a master key, and get into a cave. There, soldiers, spiders and a bear will become enemies (you will be offered to quietly bypass it).

Here comes the end underground passage, and with it the quest.

Before the storm

And here's Whiterun best city Skyrim.

You can immediately go about your business, but it’s better not to leave your companion - go with him to Riverwood to meet new friends, the blacksmith Alvor or the mistress of the sawmill Gerdur. And do not forget to choose a suitable guardian stone along the way.

Now that we know about the return to the world of dragons, it would be good to go to Whiterun and tell the jarl there about it. Of course, there is no rush - it can be done even in a year.

ADVICE: even if you don't plan to go through the main story, it's still better to get to dragons and voice magic through it in order to be able to absorb souls, study screams and accumulate valuable materials for forging armor.

It is easy to complete the task - we cross the bridge, climb the road up the mountain and cross the hill. The city of Whiterun is already visible there. To enter, talk to the guards. The Jarl lives on the top of the hill, in the castle of Dragonsreach.

NOTE: along the way you will get acquainted with the Order of the Companions - the local equivalent of the guild of fighters. However, joining this order provides both some advantages and very serious disadvantages - namely, lycanthropy, which, due to bugs, is not completely cured. Therefore, before joining the Companions, make sure you understand the risk: you risk walking around with hairy ears for the rest of your days.

Talk to the housecarl, and then talk to Jarl Balgruuf the Elder himself.

windy peak

Bandit Arvel beat-beat the spider, did not finish it off. We'll have to finish off the creature with a slipper.

The jarl will direct the secret fire to the court magician named Farengar. The magician will ask you to find the Dragonstone tablet in the Windy Peak dungeon.

Windy Peak - these are the same stone structures that we saw on the way to Riverwood.

NOTE: If you have already cleared Windy Peak on the Riverwood Merchants quest and don't forget to take the Dragonstone there, you will be able to present it to Farengar on the spot.

get to windy peak the easiest is from Riverwood. We cross the bridge, go along the path, turn left to the lonely tower. From it - to the right and through the pass. The entrance to the dungeon is guarded by bandits.

Inside, your enemies will also be bandits. If you do not attack immediately, but eavesdrop on their conversation, you will learn about the dark elf Arvel, who fled into the depths of the dungeon.

In the puzzle room, before pulling the lever, deploy the pillars in a snake, snake, whale configuration.

After the fight with a flock of rats, get ready to repel the attack of a giant spider under the screams of that same Arvel, hanging in a cocoon in the web. You should not stand on ceremony with him - he is not going to keep his promise. Kill him or wait for him to ask for trouble himself. Take the golden claw from his cold corpse.

In the next rooms, you have to learn to recognize draugrs pretending to be dead in stone niches. The rule here is simple - if the draugr is in clothes (loincloth), then he is pretending. You can shoot him from afar. Here you will meet traps - a door with spikes and swinging blades.

ADVICE: if your companion keeps running into the same trap and can't get past it, just leave him behind and move forward. He will catch up.

In the large room, you can shoot down the lamps hanging over the pools of oil, arranging fire barriers and traps for the draugr. In the hall with a waterfall, open the grate and move downstream into the depths of the caves. To open the door with a secret, look closely at the Golden Claw and repeat the configuration of the pictograms - "bear, butterfly, owl."

Now you just have to defeat the draugr that has risen from the coffin and, approaching the wall with cuneiform writing, absorb the word of Power. The exit is on the left.

THIS IS A BUG: it is necessary to read the word of Power on the wall while standing. If the hero at this moment is in stealth, you may be overtaken by an evil bug that prevents you from taking the Dragonstone from the body of the draugr. If the bug still happened, try saving and reloading.

Return to Farengar and don't forget to bring the Golden Claw to the merchants. As a reward, the jarl will allow you to buy a house in the city for five thousand gold pieces. But not now, but only after the next quest is completed.

dragon in the sky

"Dovakin! Not!"

A guard runs into the room and says that a dragon has been seen near the city. Go to the jarl and discuss the problem - he will order to accompany the housecarl and soldiers to the watchtower in the role of "dragon expert" (after all, the hero has already met with one and survived - why not an expert?).

The path to the tower will be long, but effective - a fire-breathing dragon named Mirmulnir really showed up. Now your task is to stay alive. This fight is perhaps one of the most interesting, because Mirmulnir is really dangerous for an early-level hero. Mirmulnir "burns with fire", beats with his tail and bites. It is best to beat him from the side, and even better - from a distance, preparing to dive into the tower at any moment, escaping from the flames.

NOTE: nevertheless, in such battles it is better not to leave the dragons to the guards, but to inflict at least some damage - otherwise it may happen that the dragon will not share his soul

Before dying, the dragon will swear loudly: they say, did I really run into Dovakin. The hero will consume his soul. Use the shout, and the Huscarl will order you to return to Whiterun. Walk on foot to hear the distant cry of "Dovakin!" from a nearby mountain.

The jarl will tell you that the cry from the mountains is the call of the elders from the monastery of High Hrothgar. Time to visit the old people. If you wish, take Lydia with you - your new companion, your personal housecarl.

The path of the voice

And now the aksakal will teach us to run faster than a fallow deer.

Getting to High Hrothgar is not easy. It is better to get around the mountain from the north, passing by Honning's meadery and Valtheim tower. Follow the road without turning anywhere until you pass Amol Fort. Behind him is a bridge at a wide waterfall and a fork. On it, select the mountain path and turn right again at the next fork. Move along the path higher and higher. If you come across a cave with a troll, then you have almost reached your first stop - the village of Ivarstead.

At the bridge, take the quest to deliver provisions to High Hrothgar. Climb the famous Seven Thousand Steps Road. On it, the main danger will be an ice troll in the middle of the path. If you feel that the hero is too weak to fight with such a monster, just go around his cave.

ADVICE: you can also bring the troll with you to High Hrothgar - the elders will instantly scream him to death.

At the entrance to the monastery, throw off the provisions in the chest (then do not forget to return to the village for a reward). Inside you will be met by the elders. They will ask you to shout at them, and then they will teach you the second syllable of Unrelenting Force and the first syllable of Rush.

After the hero successfully slips through the rapidly opening and closing gates, you will be given new quest- Find the horn of Jurgen Windcaller. The horn lies in the tomb of Ustengrav.

NOTE: if you read all ten signs along the road on the way to Hrothgar, then wild animals will not attack you for a day.

Horn of Jurgen

The same cuneiform where we will learn the word "ghostly form." Pay attention to the waterfall on the left - there is a secret.

To find the horn of Jurgen, you need to go through the vast dungeon Ustengrav, which is near the city of Morthal. I advise you to take a companion with you to have more fun.

Dungeon - a mound, next to which is a bandit camp (most likely, when you arrive, bandits and magicians will fight there). To enter, you have to go down a spiral staircase. Inside are magicians, their zombies and draugrs.

Clear the first hall, turn left and move along the corridors. When you meet draugrs fighting necromancers, help those who are weaker, and finish off the survivors.

Clean out the rooms with large trash cans, and next great hall deal with the draugr crawling out of the sarcophagi. After that, the corridors will lead you to the Depths of Ustengrav.

To descend into the huge cave, you need to go through the dining hall. When you spot the lamps above the oil, get ready to use them to tame the new draugrs that emerge from their sleeping quarters. To look into the room with the pentagram of souls, activate two handles - one next to the bars, and the other - on the right on the wall, next to the sarcophagus.

You are now in a large cave. There are a lot of interesting things here:

  • Below by the lake - the word of Strength: Incorporeality (do not miss the chest nearby).
  • Behind the waterfall, right next to it, is a secret chest and a secret draugr guarding it.
  • A secret area that can be accessed by dash-jumping between pillars above broken bridges.
  • A fire trap, which is likely to fall on some kind of skeleton.
  • A skeleton sitting on a throne pretending to be dead.

Behind the bridge is a puzzle. Three stones with motion sensors open three grates in one corridor. To get through the corridor, you need to stand at the stone closest to the bridge and with a two-syllable Dash dash through the bars, activating two other stones along the way.

The horn of Jurgen returned to its rightful place, and the hero received a free dragon soul as a reward.

Further we are waiting for fire traps and frosty spiders, including one giant. Then you need to crucify the web covering the road. And finally we get into the hall where the horn should be. But he is not there - instead of him a note. Someone unknown is waiting for the hero in the attic of the Sleeping Giant tavern in Riverwood. Which is strange, since this place doesn't have an attic.

The hero was saddened, but there was nothing to do. After coming to the surface, go to the tavern and ask the hostess named Delphine for a room in the attic - this will serve as a password for identification. After a serious conversation, the hero receives a horn and can now safely take it to High Hrothgar.

NOTE: if, after visiting the monastery, you return Jurgen's horn to the dungeon and put it on the same pedestal where you took the note, you will receive a free dragon soul.

It is not necessary to go to the monastery right away, first you can complete another story quest, “A Blade in the Darkness”. But it is still recommended to visit Hrothgar, because there they will not only recognize us as Dragonborn, but they will also give out the last syllable of Ruthless Force.

NOTE: now you can ask the elders where you can get more spell syllables - sometimes they will mark potentially “fishy” places on the map.

Blade in the dark

Another dragon has risen from the barrow. Now we will extract a skeleton from it.

Through complex mathematical calculations, Delfina found out where in Skyrim she would emerge from the grave new dragon. This is Keene Grove. Let's go there.

At the foot of the hill next to the inn "Wooden Lace" we will be met by a village woman. She is in a panic - a dragon has appeared on the hill. But this is not yet our dragon, but Alduin, who is engaged in his resurrection. In order not to jump on the rocks, use the path behind the stone, near the far corner of the tavern.

Shooting at Alduin is useless - he will finish his job. Dirty cursing the hero, the dragon will resurrect the dead fellow Saloknir, and he will fly away.

NOTE: now from time to time you will come across not just dragons, but Alduin, reviving dragons before our eyes.

The sooner you attack the resurrected dragon, the better - he will not have time to grow flesh and gain strength. But even the battle with the skeletal Saloknir will not be easy for a weak hero. He spits fire, and there is no tower nearby to hide. Not confident in your abilities - let the lady (Dolphin) go ahead. Unless, of course, they took her with them.

After the conversation, Delphine will suggest that the Aldmeri Dominion is involved in the resurrection of the dragons. To find out if this is so, you need to visit the Thalmor embassy.

Diplomatic immunity

What things to give the elf-"smuggler"? Yes, all at once!

Delphine sets the task: to get into the Thalmor embassy. First you need to meet with the Bosmer Malborn - our man (that is, an elf) embedded in the embassy. The occasion will be a gala reception hosted by Ambassador Elenwen.

Malborn is waiting for us at the Laughing Rat Inn in Solitude. He demands to give him everything that needs to be carried to the embassy.

NOTE: for camouflage at the embassy, ​​it's a good idea to stock up on hooded Thalmor robes. But these clothes will help only those who do not have tails, fangs or scales.

You can give Malborn in general the entire contents of the duffel bag, right down to the clothes. This is convenient, because then it will be possible to take everything on the spot, at the embassy. Delphine, whom we meet at the stables, next to the city gates, will provide us with new clothes and an invitation. There we get into the carriage and go to the embassy. We present the invitation to the guard.

Elenwen herself will meet us inside. Malborn is right there - he's a bartender. In order for the elf to lead us through the kitchen to the "regime" part of the embassy, ​​we need to distract the audience. There are several ways to do this, but the easiest way is to directly ask the Redguard Razelan to entertain the people. Give him a drink and when the show starts, go with Malborn to the kitchen. On the way, take your things from the chest.

Then there are two options - either break into Elenwen's private quarters with a saber drawn, or sneak in there. The second is more difficult. First you need to wait until the talking guards leave, then sneak behind the magician on the second floor. In the courtyard between the embassy and the solarium, guards are also on duty, but the most difficult thing is to lure aside from the wizard, who leaned his back against the desired door.

Elenwen's private quarters will make it easier to play hide-and-seek. Search the chest - it will reveal a report on dragons, a couple of dossiers and a key to the basement.

NOTE: in one of the bedrooms on the second floor stands "Unusual Stone". If you do not take it, you will not be able to complete the "thieves" quest to collect the stones of Barenziah (the game simply will not let you into the embassy a second time).

Now go down to the basement, where the Thalmor are torturing a prisoner - a thief named Etienne. Kill the executioners without delay while the prisoner is still alive.

Almost got out! The ice troll is knocked out - it remains only to take a step out of the cave into the fresh air.

As soon as you exchange a few words with Etienne, a second prisoner will appear in the basement - our old friend Malborn. His cover is blown, and a couple of Thalmor promise to kill Malborn if the hero doesn't show up. It is advisable to attack the Thalmor as quickly and energetically as possible so that Malborn survives and can join.

The key to the hatch is on one of the Thalmor. An ice troll hides in a small cave under the solarium. There are three of us, so the alignment seems to be in favor of the forces of good. But if you don’t feel like fighting, you can run away - and immediately go with a report to Riverwood.

Experience in Skyrim is divided into two types: this is the experience of the character and the experience of his skills.

Each time a player levels up, the player is given the opportunity to make a key choice of their abilities. This means that the player can choose whether to increase their health, magicka, or stamina; and also, regardless of the choice, the player will receive one skill point for each level, then to invest it in the abilities of some skill. With the growth of skills, the increase in the level of the character approaches. A higher skill level increases its effectiveness and makes it possible to get more interesting and useful abilities.

Getting levels

Leveling your character is the same as in Oblivion, only now instead of bonuses at 25, 50, 75 and 100 skill levels, perks have appeared. They are learned for skill points (1 point for each new level), but still require a certain level of skill.

Using any skill, you gain experience in this skill and, as a result, the level of the skill increases. You can also increase the level of skills from teachers or by reading skill books. Increasing the level of the skill you get experience leading to an increase in the level of the character. In addition, increasing the skill level is the only way to gain experience for the character. However, leveling low-level skills gives less experience than leveling high-level ones. The amount of experience required for a new level increases with the level of the character.

Max level

On the high levels, pumping is much slower, but up to about level 50 there are no special differences, this is due to the fact that enemies are limited to level 50. Max level in Skyrim it is 81 and it is possible to reach it by leveling all skills to 100. When this is done, the experience bar will freeze halfway to level 82, meaning that it is not necessary to bring absolutely all skills to 100 to reach level 81.

Skill leveling

Tips for efficient pumping For each specific skill, see the individual skill page.

Achievements

Achievements related to gaining levels:
  • Apprentice - reach level 5
  • Adept - Reach Level 10
  • Expert - Reach Level 25
  • Master - Reach Level 50

Patch 1.9

Possibility to choose legendary difficulty.

Legendary skills - skills pumped to level 100 can be made legendary. This will reset the skill level to 15 and restore all abilities, thus again allowing the skill to affect the growth of the overall character level. In fact, this innovation removes the limitation of pumping the general level.

No matter how trivial it is, but the whole plot is tied to prophecy. It so happened that the events preceding and occurring at the time of the appearance of the main character in the world Skyrim, almost completely coincide with this very prophecy. The latter says that the greatest of dragons will soon appear - Alduin, after which all those who were not lucky enough to be born a dragon will have to become dead, and in general, a pitch-black Armazdian will come.

Concerning events proving the entry into force of the prophecy, then this is nothing more than Civil War that began between the Empire and the Stormcloaks. So call themselves all driven Ulfric Stormcloak, who by the way killed the previous king of Skyrim - Toruga. After that, full-scale fighting between these two factions.

An introductory course on quests and working with the Skyrim magazine

In the fifth part of the scrolls, the mechanics of the journal and the passage of quests were slightly rendered, that is, they were made simpler and more understandable for more public. It has become quite easy to work with tasks that even a child can handle, with the exception, perhaps, of a couple of three quests. All you need is open magazine ("J" key default), then click on the right task and close this interface.

After these manipulations top of the screen, where the icons of cardinal points and nearest settlements including dungeons, you will see marker in the form of a triangle with a rhombus at the top. This is the direction in which you need to move in order to complete the selected quest. You will see the same marker when you open the map ( "M" key default). It is worth noting that when choosing in the journal multiple tasks, you will also get several markers, which is not so convenient in some cases.

Passage of quests

During passing main questline you will go from simple prisoner before savior of the world, destroy more than a dozen dragons, and also get one of them as a means of transportation. In general, a series of games The Elder Scrolls one gets the impression that in order to save the world, it is necessary to be a prisoner, but oh well.

Skyrim has difficulty level adjustment, which you can find in the game settings.

Quest "Freedom!" - Acquaintance with the harsh Skyrim

The action of the game starts in a wagon where you are with others prisoners Imperials. From the dialogue with fellow sufferers, you will learn that you are being taken straight on the chopping block. What, any control functions are not yet available, except for the rotation of the camera, so you have no choice but to look around and enjoy the beauties of the game.

After arriving at the place of execution, one of the Imperials will contact you, the dialogue with which will turn into character Creation. The editor presents quite a few options for choosing the appearance Main character(heroines), so you can hang out here for a long time. Having decided on the appearance of the savior of the world, you are invited to go straight to the chopping block, then all the attempts to create a character would crumble under the executioner’s ax, but by a funny coincidence, the Main character is saved from inevitable death by a suddenly appeared the Dragon.

So the timely arrived reptile begins destroy the village, after which, of course, it is no longer up to the execution of prisoners. Taking advantage of the turmoil, you need to leave this place that is not friendly to the Hero. There is nothing complicated here, for starters, just follow the character with marker overhead to the nearest tower. Continue up the stairs, and then jump over to the nearest building through the hole in the wall made by the dragon. At the exit from this building you will meet an already familiar Imperial soldier, you should not immediately run wherever your eyes look, wait out the dragon's attack and follow the imperial.

After a short flight from the dragon's attacks, you will have the choice to go to the tower for Hogwarts(Imperial soldier), or Ralof(Brother Storm).

  • Followed the Stormcloak- In the tower, you will be attacked by Imperial soldiers, and after escaping, you will need to proceed to riverwood to Ralof's sister.
  • Followed the Imperial Soldier- In the tower you will be attacked by the Stormcloaks, and after escaping you need to proceed to riverwood to the blacksmith Hadvart.

From the dungeons of the tower you will descend into cave, after wandering a little along which with your companion you will finally get to freedom. On this cheerful note this quest will end.

The quest “Before the Storm” is bad news for Jarl Whiterun

After you and your companion leave the cave, an entry will appear in the diary that will mark a new task entitled " Before the storm“. Its essence lies in delivering news of the dragon's attack to Jarl Whiterun.

Directly at the exit from the cave, Hogwart or Ralof, depending on who entered the fortress, will advise you to visit a village called riverwood. It is located in the northeast of your location. However, first you need to go to riverbank to the northwest and choose a sign for yourself - a thief, magician or warrior. This will allow you to learn the relevant skill groups twenty percent faster. After this manipulation, you can safely continue the journey and head to Riverwood.

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvor, if Imperial Soldier is chosen Hogwarts, you will find his house in the northern part of the village.
  • move and Gerdun, if you chose Stormcloak Ralof, you will find their house in the southeastern part of the village.

On this action, the nonlinearity of the main story quest will end. Both NPCs will send you to Jarlu of Whiterun, you will find this city to the north of Riverwood. At the entrance to Whiterun, a guard will meet you, tell him that you must inform the Jarl of an important news about the dragon attack and he will let you inside.

Once in Whiterun, head northeast to Dragonreach and inform the jarl about the dragon's attack, after which you will complete this quest.

Windy Peak - Search for Dragonstone in an ancient Nordic temple

After you inform Jarl Balgruuf the Elder, about the dragon attack, he conferred with his advisers will take you to Farengar Secret Fire, a local magician at court. The latter will ask you to find some dragon stone. According to Farengar, this stone is located in an ancient Nordic ruin called windy peak.

Windy peak you will find on southwest from whiterun, just follow the direction marker at the top of the screen. I would like to note that if you did side questgolden claw“, which can be obtained in Riverwood and explored the Windy Peak to the end, then most likely you will already have the Dragon Stone, in this case, just give it to Farengar and complete the task, but if you have not done such manipulations, then you are welcome to proceed to windy peak.

Reaching the aforementioned nordic ruins, move into their depths, simultaneously destroying the enemies who encroached on your life. At the first levels windy peak you will only meet bandits, however, as you go deeper, you will encounter spiders and draugs. In general, everything is according to the standard of the genre, "the farther into the forest ...".

Check locations carefully collect everything of value, at the initial stage of the game, money will be very useful to you.

First puzzle on your way there will be an uncomplicated mechanism in the form three revolving pedestals and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that over the cage the same patterns are located as on the pedestals, though one of the stones with a similar pattern collapsed, but still you can see what was knocked out there. Remembering the order of the patterns, turn rotating pedestals in the same position and pull the lever, if you did everything right, then the grate will open.

Keep pushing deep windy peak and soon you will stumble upon a web that blocks the way further, just chop it up, or destroy with a spell. After that, immediately prepare for battle, you will be attacked huge spider, after defeating which, you need to free the bandit who got caught in the web, you will see him immediately behind the defeated spider. You should not relax, the bandit will immediately begin scoot from you, so do not hesitate and finish him off, along the way taking from his lifeless body golden claw. If the bandit is still ran away do not be discouraged, having gone a little further, you find his corpse.

Continue your journey into the depths of the ruins. After defeating many draugs, you will stumble upon arch type door, in the center of which are embedded three stone circles with drawings. Each of the circles can be rotated. Open inventory, click on the Golden Claw and scroll with the mouse wheel, in the palm of the golden claw you will see the order in which the patterns on the door should be. After that, click on the circle in the middle of the door and it will open.

Move on until you find a huge burial hall, and there is a wall with By the word of power. Approach it and study the corresponding word, by doing this you will witness how from the sarcophagus Draug breaks out, defeating the last take away from him dragon stone.

Carrying the Dragon Stone Farengar and talking to Jarl of Whiterun you complete the quest and get a random piece of armor as a reward and the opportunity to purchase house in whiterun.

The task “Dragon in the sky” is the beginning of the formation of Dovakin

After talking with Farengar you will witness how the huskal of the Jarl of Whiterun informs the court magician that there was dragon spotted. Airileth, that is the name of the Khuskala girl, will ask you to follow her and discuss the plan of further actions with the jarl. Well, it would be said. Follow Airileth to Balgruuf.

For a long time to discuss what the top of Whiterun will not do with this dragon. You will be sent along with the aforementioned Airilet to tower near the city, which is located on southwest from Whiterun. In general, the jarl will mention that this is a reconnaissance mission, but we know that. Go to the tower and find the Khuskala Airileth there.

When you arrive, you will find ruined tower who was attacked by a dragon. Airileth will order everyone to spread out and explore the area. go inside the tower, a guard will run out to meet you and say that the dragon is still somewhere nearby. After a short period of time, the dragon will return. Now it's not about talking anymore. Deal with the flying lizard, by the way legendary level the complexity of doing it will not be so easy. The main thing avoid dragon attacks, and attack yourself at a time when it is occupied by guards and you will succeed.

You defeated the dragon consume his soul. Your first shout will be learned automatically, you just need to open the magic menu, go to the shout section and select the appropriate one. Then press the key C” and you will see your new ability in action.

Having dealt with all the difficulties, go to whiterun to jarl and report on the work done, thereby completing the quest " dragon in the sky". Balgruuf will give you the title of Thane, and he will also reward you with his own huskal, Lydia.

"The Way of the Voice" - 7000 steps on the way to the top of the world

After defeating your first dragon and entering Vaytra, you will hear a loud voice saying “Dovakin” - this is nothing more than call of the Greybeards. Speak to the Jarl of Whiterun Balgruuf who will advise you to go straight to High Hrothgar, where you can begin to comprehend the teachings of the Greybeards on voice control.

Way in High Hrothgar lies through the village Ivarstead where you need to go. The road is not close, so stock up on the necessary potions and supplies. Before Ivarstead you will see a stone bridge, passing through which you will enter the path of 7000 steps - the road to High Hrothgar.

Traveling through the expanses of Skyrim, collect all the ingredients you see, so you will most quickly pump your alchemy skill

Moving along this ladder, you will meet many enemies on your way, the variety of which depends on your level. Having reached the cherished goal, enter inside Hrothgar, one of the Greybeards will come to meet you - Arngeir. He will ask you to prove that you are Dovahkiin, just activate the studied cry on him, and the check will end there.

After a short briefing, you will be taught the second level of shouting. juggernaut. Having learned the wisdom of this thuum, you will have to pass a short exam. To do this, activate the shout, on the three illusions created by the Greybeards. Focus on what you need hold down a key in charge of screaming until he recharge and then let her go.

After demonstrating your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you teach a new cry, entitled " Whirlwind, swift dash". After that, you must pass another exam, where you must show how you mastered the new thuum. All that is needed is to have time to activate the word of power, while open gate, it will not be difficult, so I think you will easily pass the test.

Having overcome these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest “The Way of the Voice” and get next task.

Skyrim passage of the quest “Horn of Jurgen”

After passing two exams, Elder Arngeir of the Greybeards will entrust you with the last - the third test. You need to go to the ancient Nordic ruins of Ustenegrev and get there juergen's horn.

Ustenegrev is located in the northwestern part of the map. If you haven't been to those places yet, use fast travel to Whiterun, and from there on a wagon go to Morphal, Ustenegrev is located near the northeast of this city. Once in the ruins, you will encounter necromancers, draugs and frost spiders, who naturally are not happy with you and will try with all their might to send you to the next world. However, they will not be the main obstacle at all. The fact is that on the way you will come across some kind of puzzle, which is three magic stones and gratings behind them. As you pass the stones, you will notice that the gates open, but as soon as you pass the last stone, they almost immediately close. Required in mode sprint(key alt by default) run past the stones, and then immediately activate the word of power called “ jerk”, thus you will move behind the bars and they will no longer close.

In the room with three stones that open the bars, you will find a wall with the word of power.

Going further into the depths of the temple, you will stumble upon trap in the form of floors emitted fiery jets. Here again, the “Dash” cry will help you, using which you can easily overcome this difficulty that has arisen on your way.

In Jurgen's tomb itself, only disappointment awaits you, because what you are looking for there is no horn, and instead you will find a note. In addition, this quest will go to the failed section, but don't be alarmed, everything is as intended. After reading the found note, you will learn that Jurgen, who is ahead of you in search of the horn, is waiting for the Main character in Riverwood, or to be more precise in the tavern " sleeping giant". Go there and talk to Dolphin, saying at the same time that you want to rent a room in the attic. Delfina will answer that they do not have a room in the attic, but she understands what is the matter. After talking to her, move to the room located on the side of the entrance to the tavern (northwest part of the building). Delphine will follow you and give you Horn of Jurgen, then you need to return it to Arngeir in High Hrothkar.

Having received Horn of Jurgen, The Greybeards will teach you the third word of the shout juggernaut and proclaim Dovahkiin, after which the quest will end.


Quest “Blade in the Darkness” – acquaintance with the secret Order of Blades

Exercise starts after the Sleeping Giant in the Riverwood Tavern, Dolphin will give the Protagonist the Horn of Jurgen.

Follow Delphine to her secret room, where she will tell that she has been looking for the Dragonborn for a long time, since only people endowed with this rare gift are allowed to completely kill dragons, consuming their soul. After explaining to the main character what they want from him, Delphine will ask you to show in practice how the protagonist absorbs dragon souls and will make an appointment in Grove Keane.

Keengrove is located south of Windhelm, if you haven't discovered those lands yet, do fast travel before whiterun, and from there on a wagon go to Windhelm. When you arrive at the meeting point, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After talking to the terrified woman, head northeast from Kynesgrove to dragon burial place. When you get there, you will witness how Alduin raises his fellow dragon from the dead Saloknira.

After the heroic victory over Saloknir talk to Delphine to complete the quest " Blade in the dark».

"Diplomatic immunity" - all about the plans of the Thalmor

You start this is a quest after you defeat the dragon Saloknira and talk to Delphine. The latter believes that they are responsible for everything that happens. Thalmor who are pursuing their own goals.

Delphine's Blades agent offers to meet her at Riverwood where you need to go. You will find the dolphin in the tavern " sleeping giant“. According to her, she found a way to get into the Thalmor embassy and find out more about their plans. You also need to move to Solitude and in the tavern "Laughing Rat" to find an ally of Delfina - Malborn.

After handing the equipment to Malborn and listening to his offer of help, give him necessary things that you will need at the embassy. Malborn will return this ammunition when you get to the Thalmor and meet with him. next step there will be a meeting with Delphine, who is already on the Katla farm, located not far southwest of Solitude. Give Delphine the rest of your equipment, which can only be picked up after end of the quest. Then take from her smart clothes and dressy boots. Done, now you can safely move to the Thalmor embassy and find out what they are up to.

Upon arrival, tell the embassy guard invitation and go inside, where a high elf will approach you Elven and start asking questions, however, Malborn will distract the curious woman and you can safely go to the reception. Next you need to somehow distract guests, in order to quietly leave this Thalmor party and continue to carry out their plan.

Depending on what interventions you have already made in the game world, there will be distractions attention.

  • Perhaps the most simple and affordable way is to take it from Malborn or from any maid booze and then give it away redgar razelan. The latter, having received alcohol, will distract the public with his behavior and you can calmly leave reception.
  • The second way is no less easy. Talk with Erikur, after which it will start approach the maid, which will give him a lapel-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connection with Erikur. But do not despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the maid and begins to harass her again, go to Malborn and quietly leave the reception.
  • If you completed the Ondolemar quest "" in the city of Markarth Search and arrest", then Ondolemar will agree to help you in diverting everyone's attention to yourself, and you can leave the reception unnoticed.
  • Eastern employee imperial company Orth Endario will help you if you have completed his task " The sun rises in the east».
  • Elisiv the Fair will respond to your request for help if you hold the title Thana Haafingara.
  • Having a well developed eloquence skill Talk with Vittoria Vici and ask her to distract the attention of the guests, after which she will put on a small performance, and you will quietly leave the reception.

After distracting guests follow Malborn to the pantry and pick up the things that he was supposed to bring to the reception. Next, go to the door against the chest and then, as your heart desires, you can bring down everyone, or you can play a spy. However, the goal is still the same - Search what the Thalmor know about dragons.

Exit to the courtyard of the Embassy and follow in Elven's private quarters. Entering the building you will be attacked by two guards, one of them will have interrogation chamber key, take it, by the way, exactly the same is located inside the chest in the northwestern part of the building.

After receiving the key, go to thalmor embassy dungeons, the entrance is in Elven's Private Quarters. In the torture chambers you will find a captured Breton Etienne, talk to him and find out what he knows. The prisoner will tell you that the Thalmor do not possess no information about the appearance of dragons, however, they are looking for Blade by name Esbern, which you can find in Riften.

It's time to leave the inhospitable Thalmor, freeing Etienne you will witness how in the dungeon guards break in, it turns out they captured Malborn and demand that Main character I gave up, but it's too late to turn on the back. Calm down the guards and take the hatch key from the body of one of them, with which you can leave this casemates.

After leaving the Thalmor embassy, ​​travel to riverwood and talk to Dolphin. Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough quest "Diplomatic Immunity".

"A Cornered Rat" - Esbern's Quest

Quest will begin as soon as you tell Delphine about what you learned at the Thalmor embassy. The main task in this quest for you will be to find another agent of the Blades - Esberna.

You can start the task several ways.

  • Go to Riften and look for a character by name Brynjolf who is in the tavern" Rampant Flask", or in the tavern" bee and sting", on either market square and ask him where to find Esbern. In this case, you need to complete the quest for Joining the Thieves Guild.
  • If you have developed the skill of eloquence, then about Esbern you can learn from Kirava in the Bee and Sting inn, or with members of the Thieves Guild, in the Ragged Flask inn.
  • On one's own will go to the tunnels under Riften, the location is called " rat hole”, and find Esbern hiding there.

You can get into the “Rat Hole” through the door located on the lower levels of the city, almost at the very water. The dungeon can be divided into four levels.

  • On the first there are robbers and several Goldrats - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Weskel the Warrior and find out from him exactly where Esbern is.
  • On the third level, you will be met by agents of the Thalmor, you can also not stand on ceremony with them.
  • On the fourth level you will find Esbern.

After you get to the character you are looking for, tell him passphrase and he will open the door for you, and then share the information he has. After talking to the hidden agent of the Blades, you will complete this quest.

Skyrim passage of the quest “Alduin's Wall”

The quest begins after you talk to Esbern about what this Blades agent knows about dragons. Next you need take Esbern to Riverwood, the Sleeping Giant Inn. It is worth mentioning that at the exit from Esbern's room in the Rat Hole, you the Thalmor will attack, the battle with which, in other matters, should not be any particular problem.

Overcoming the troubles that arose along the way and back in riverwood to Delphine, you will witness the meeting of old acquaintances and Esbern's long story about Alduin's Wall. Also, a new acquaintance will tell you that this wall can be found in Sky Haven Temple where you need to go immediately.

When you reach the indicated place, you will encounter many Outcasts, who have set up camp here and whom you will certainly have to deal with. After that, on the way you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that need to be rotated so that everyone can see Dovakin's sign, you will see it in the screenshot. After that, the bridge should fall and open the way for you further.
  • Second puzzle these are floors with push tiles. Stepping on the wrong slabs will activate fire trap. To prevent this from happening, step on the plates with the sign of Dovakin. After reaching the end of the room, pull the ring and turn off the trap.

After overcoming the puzzles, you will enter the hall with Blood Seal, which can only be activated by the blood of a dragonborn. Once again proving that you rightfully call yourself Dovakin activate printing and open the passage to Alduin's Wall.

In the room with Alduin's Wall you can find the Blades armor and the unique one-handed sword "Dragonbane".

Exercise will end after Esbern explains to you message meaning on the wall and a subsequent conversation with Delphine.

Quest “The Throat of the World” - a conversation with the elder of the Greybeards

Quest starts after talking with Delphine in Sky Haven Temple. Upon learning that Alduin can only be defeated with a special shout, the Blades agent will send you to High Hrothgar to the Greybeards.

Arriving at the guardians of the doctrine of the voice, talk to Arngeir and find out about a scream that can defeat an opponent as strong as Alduin. It is important to tell Arngeir the truth about how you learned this way of fighting the dragon - the Time Eater.

To your dismay, Arngeir confesses to teaching you the necessary word of power they can not, the cry, by the way, has a sonorous name " dragon slayer". The fact is that in order to pronounce this tuum, you need to take into yourself all the anger that those who created it experienced back in the days of the persecution of the cult of dragons, therefore the Greybeards do not use it.

Ask Master Arngeir more about Dragonboy, and after a short explanation, he will advise you to contact Elder of the Order of the Greybeards- Paarthurnax. After finishing the dialogue, follow Arngeir to the courtyard of High Hrothgar, where he teach I'm crying out to you Clear sky ". With this tuum you dispel ice storms blocking the path to Paarthurnax and you will be able to meet him.

Reaching the top" Throats of the World” Talk to Paarthurnax while observing all ancient customs. There is nothing complicated, the elder of the Greybeards himself will conduct a dialogue in right way. The end of the acquaintance will be the use of the cry “ fire breath". After that, it's time to ask a new friend about how to learn the shout "Draknoboy" you need. However, even here the Protagonist will fail - Paarthurnax does not know this thuum, but not everything is so bad. Friendly dragon offers will go to the past and learn Dragonbreaker at the same time that this thu'um was used to fight Alduin.

After talking with Paarthurnax, you can empower him with one of three shouts:

  • Fus- Ruthless force.
  • fime- Incorporeality.
  • Yol- Fire breath.

For time travel you need ancient scroll which will help you find Greybeard Arngeir or Agent Blades Esbern.

"Ancient Knowledge" - in search of the scroll of the Ancients

Exercise starts after talking with Paarthurnax- by the elder of the Greybeards, who will tell you where the Main Character can learn the “Dragonbreaker” cry. According to Paarthurnax, the protagonist needs to find the Elder Scroll and use it to travel to the past, where the knowledge of the desired thu'um is still preserved. To find out more about ancient scroll you need to choose to speak with an agent of the Blades Esburn(at Alduin's Wall), or with Greybeard Argeir(High Hrothgar). In general, there is no difference, both NPCs will send you to College of Mages of Winterhold. To get inside the guild, talk to Faralda, who will offer to pass a simple exam on, however, if you say that you are a Dragonborn, you will be let in after you demonstrate the use of any cry.

The task "Beyond the ordinary" is directly related to the completion of this quest.

Next, go to the library keeper - Orc Urag. Ask him about the Elder Scroll, the orc will share information only if you say that you are Dovakin. Having found the necessary books, Urga will put them on the table nearby, reading is called " " and " Impact of the Elder Scrolls". Read the book “Thinking of the Elder Scrolls”, after which the quest “Beyond the ordinary” will begin, during which you will find ancient scroll.

Skyrim passage of the quest “Beyond the ordinary”

After reading the book Meditation on the Elder Scrolls” ask Urag about this hard-to-read tome, after which Urag will talk about the author of the book by the name Septimius Segonius and where to find it. Head north from the Winterhold Mages Guild, Septimius is located in the Septimius Post of the same name.

Guided by the advice of Septimius, move to southwest from winterhold to ruins Alftand, then go down to Animatorium, and from there to Alftand Cathedral. Here you need to find the Dwemer Mechanism, by activating it, you will open a passage to Black Limit. Once inside Blackreach, look for the entrance to Mzark tower, the marker will not let you get lost.

Mzark Tower is a corridor, at the end of which there is a semi-spherical room with a huge mechanism. You need to go up to control panel this mechanism and insert the cube given to you by Septimius in vocabulary stand- right stand. Now you need to right order press the remote control buttons, there are four of them in total, the middle rack is apparently something like a screen.

In order to receive scroll, click:

  • four times per third button- hear the click made by the dictionary stand
  • Twice per second- the first button will open
  • Once per first– a flask with an Elder Scroll will appear

Having received ancient scroll, you complete the quest ancient knowledge, however, to complete the task " Beyond the ordinary”, which, in principle, is no longer so important, it is necessary pick up Dictionary of Septimius from the Vocabulary Stand and give it to the owner. Then Septimius will tell you that he is looking for the Daedric Prince Hermaeus Mora and will ask you to get the blood of the elves, one sample of each type. At the exit from the Post of Septimius, Hermaeus Moru himself will turn to the Hero and say that he will speak with the Main Hero again after completing the task of Septimius.

After collecting the blood, give it to Septimius, after some manipulations, he will open the Dwemer cube, located in his cave, in which you will find the book “ Oghma Infinium” and complete the quest “ Beyond the ordinary».

Quest "The Curse of Alduin" - the first battle with the strongest of the dragons

Exercise starts after you get to Mzark Tower Ancient scroll. You need to go to the location of the Throat of the World to to Parthurnax. The latter will indicate the place where you need to read the scroll.

Open inventory and use ancient scroll, after which the main character will be transferred to the past. No action from game world you cannot commit there, so just watch. Upon returning to the present, a new shout will be added to you " dragon slayer”, as well as the problem in the form of Alduin who attacked the protagonist.

At battle with Aludin use your new thu'um on it dragon slayer, which will cause the dragon to land, Alduin himself does not mount the serpent. After you bring the enemy's health to a certain level, he will fly away, and you complete this quest.

"Fallen" - the captivity of the dragon and the world in Skyrim

Exercise starts after you first time defeat Alduin in the location “The Throat of the World”. You need to find out where the defeated dragon went.

First of all, you need to talk to choose:

  • With Paarthurnax- you will find it in Throat of the World.
  • With Arngeir- is in High Hrothkar.
  • With Esbern– studies Alduin's Wall in Sky Haven Temple.

Any of the above NPCs will send you to Whiterun to Jarl Balgruuf the Elder, since it is in this city that there is an opportunity capture dragons who probably know where to find Alduin.

Apparently for some political reasons, Jarl Balgruuf will refuse to help the Main character until he achieves making peace between the warring sides of Skyrim, and this, as you probably already know Stormcloaks and Imperial Legion.

If you have already chosen a side and ended the war in Skyrim, you can start capturing the dragon, more on that below, if disagreements between the Empire and the Stormcloaks not settled, then first you need to complete the quest " Endless time».

Quest "Endless Time"

Place for reconciliation warring parties will become High Hrothgar so the first thing you need to do is talk to Arngeir, who, having inflated his own worth a little, will agree with the role assigned to him.

After you deal with Greybeard, go:

  • To Solitude, here you need to find General Tulia, he leads the Imperial Legion's forces, and send him to the negotiating table.
  • To Windhelm, here you need to come to Ulfric Stormcloak, who dominates the Stormcloaks, and also send him to the negotiating table.

In addition to the Heads of the warring parties, already familiar Agents of the Blades Esbern and Delphine, as well as representative of the Thalmor Legion- Elenwen.

As soon as all the invitees and not very gather in High Hrothgart, talk to Arngeir and take your seat at the negotiating table. During the negotiations themselves, the Protagonist will have a lot of answers to the questions posed. However, whatever it is, the world will enclosed in any of the scenarios. The only difference is further factions to the protagonist, as well as what vestments will remain for the Empire, and which ones for the Stormcloaks.

After making peace, talk with Esbern that will teach you a new cry " Call of the Dragon", if before the start of the quest " Fallen”, the civil war was over, then you will be taught how to cry Paarthurnax.

After learning the desired thu'um, go to Dragonreach and talk to Jarl Balgruuf, you need him to start construction of a trap for the dragon.

After all preparations, head to Dragon's Limit Gallery and using the shout " Call of the Dragon” , summon Odahviing. It is clear that he will not fall into a trap by himself, so you will have to use a shout on him “ dragon slayer” and gradually retreat deeper into the Gallery. Once Odahviing gets close enough, the trap will slam shut, and you can calmly discuss with the dragon all your questions.

Quest "House of the World Eater" - in pursuit of Alduin

Quest starts after the dragon Odahviing tells where Alduin fled. You need to ride a dragon to go to the temple of Skuldafn, and from there go to Sovngarde.

After talking with Odahviing, go up to the upper tier Galleries of Dragon's Reach and release captured dragon, you can pull the lever yourself, or you can ask the guard. Then speak again with Odahviing, who will keep the deal and will take The main character to the temple of the Cult of Dragons Skuldafn. After landing, the protagonist immediately expects a fight with draugs and dragon, so get ready for a grueling fight. The draugs methodically fire at the hero from the other side of the bridge, so it's more logical to deal with them first, and only then defeat the dragon.

On the way to the portal to Sovngarde, waiting for you three puzzles:

  • FROM first puzzle you will encounter in the second room of the Skuldafn Temple. She represents herself three rotating cabinets and a lever behind them. If you carefully inspect this room, you will see that on the walls next to the extreme (left and right) cabinets, as well as above the two bars in the front of the room, patterns are inscribed. Just turn the end cabinets in according to patterns, and then, depending on which grate you need to open, and a cabinet in the middle. Since the path leading to the portal lies through the grate on the left, the order of the patterns on the pedestals will be the same as in the screenshot.
  • Second puzzle waiting for you in a room with raised wooden bridge. With this task it is even easier, next to each rotating pedestal there will be a corresponding drawing, you only need to turn the pedestals in right order, and then pull the lever on the top level of this room and the bridge will lower. From left to right: Fish, Snake, Bird.
  • Third puzzle is a door with three revolving stone rings. In front of her you will meet Draug - the lord, from whom you need to remove the Diamond Claw. Then look at the pattern on the palm of the received diamond claw and turn the spinning circles according to the prompt. Top down: Wolf, Butterfly, The Dragon. Next, press the button in the middle of the door and it will open.

Entering the room with the word of power " Storm, Thunder Call”, move along the corridor on the left and leave the Temple. Then turn left and go up to the portal to Sovngarde. Upon reaching it, you will witness how the Dragon Priest Nakrin takes the Staff needed to activate the portal. Defeat the priest and take the staff. Then insert it where Nakrin took it from and jump into the portal. After you get to Sovngarde, the quest "House of the World Eater" will end.

Skyrim passage of the task “Sovngarde”

Quest starts after you get through the portal to Sovngarde. You need to login to Hall of Valor and, together with three heroes of the past, develop plan to destroy Alduin.

Sovngarde is a receptacle of souls where those who are worthy feast in an eternal feast in the Hall of Valor, waiting for the moment when they will be called by the god Shor on last battle. This quest is not difficult, you can call it one of the simplest quests in the main storyline. Your only obstacle will be shield-bearer of the god Shor– Tsun required win, so that the Protagonist gains access to the Hall of Valor. Shor can be found at the Whalebone Bridge, just follow the path from where you spawned and you will definitely run into him.

The fog of Sovngarde can be dispelled with the Clear Sky thuum.

Upon entering the Hall of Valor, speak with Ysgramor and then with Hakon the One-Eyed, Felldir the Old and Gormlith the Golden Hilt. After the protagonist listens to their plan, this quest will end.

Dragonslayer - Alduin's final showdown

Exercise starts after the protagonist discusses with the three heroes of the past battle plan against Alduin.

You need leave the Hall of Valor and move to the place where your associates are waiting for you - Ysgramor, Hakon and Felldir. Uniting with them your cry " Clear sky”, dispel the fog sent by Alduin, this must be done three times, since the evil dragon sends it again and again. After he gets tired of doing this, Alduin will fly in himself and here the usual fight with the dragon awaits you. Yuzayte " dragon slayer” and beat Alduin with everything that comes to hand.

After defeating the main antagonist of the main storyline, you can learn a new thu'um from Tsun " Call of Valor». Leave Sovngarde You can again, after talking with Tsun.

On this cheerful note and ends the main storyline of the game The Elder Scrolls V: Skyrim.

The Elder Scrolls are in a wagon with three other criminals and security front and rear
When the carts stop and prepare for death

Now we must we will meet with the Imperial Hadvar, he will help to get to the main tower of the fortress. Then there is a small fork in the plot - we go either with Ralof (killing the Imperials along the way), or with Hadvar (killing the rebels, respectively).

Before the storm

Travel to Whiterun. The guards will not let you through at first, but when they find out that you are from Riverwood, they will open the gate. Having reached the palace, which is referred to as "Dragon's Reach", you must report to Jarl Balgruuf the Elder about the incident in Helgen. He will send a detachment to Riverwood, give an imperial cuirass and an assignment to help Farengar in the study of dragons.

windy peak

Farengar will ask you to bring a dragon stone for a detailed study of dragons.

The walkthrough for this quest is written for the quest

dragon in the sky

After giving the dragon stone to Farengar, Airileth will call you both. Approaching the jarl, you will find out what happened, namely the dragon attack on the watchtower. You, along with the guards, need to inspect the tower. Together with the guards you get to the tower, after inspecting the tower you will hear the dragon's roar - he has returned.

You need to defeat the dragon, the fight will be long and exhausting. By killing the dragon, you will get its soul and unlock the scream, you can even try it out. Having taken all the most valuable thing that the dragon had, you must return and report to the jarl about what happened. As it turns out, the prophecy was true - the dragons have returned, and you are Dovakin - a man in whose veins the dragon's blood flows.

After reporting to the Jarl of Whiterun, you will receive the title of Thane, the ability to buy personal home in Whiterun and housecarla Lydia.

The path of the voice

The Greybeards will call you to their temple, High Hrothgar, on the slope of the Throat of the World.

If you think you'll get there quickly, you're wrong. Your main task is to get to the town of Ivarstead, from which the famous 7000 steps to High Hrothgar begin. Getting there directly is almost impossible, you have to go up the stairs and beware of enemies, which will be in abundance here.

Soon you will reach the temple, Arngeir will meet you inside. He will ask you to demonstrate the "Unrelenting Force" shout. After you confirm that you are Dovakin, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you another word of power.

Horn of Jurgen

But below you will run into a passage that is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate falls.

Your task is to prepare and activate the "Rapid Rush" shout in time, running at the last to the passage of the magic stone, activate the shout, and you will find yourself behind iron bars.

A hot welcome awaits you ahead: the slabs that you step on when touched release fiery jets. Ahead of you will also expect plates, as well as spiders, among them one is very large, and these same plates will help you deal with it.

Having reached the town, go into the tavern and ask Delphine, she will say that she does not have such a room and will offer another one. Entering the room she says, Delfina will follow you and say that she left you a note, and offer to follow her. She will take you to her secret room, located in the wardrobe, and tell you that she needs you.

Realizing that you are exactly the one who is needed, she will tell you about the blades that have guarded the dragonborn for many centuries and tell her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeards, you must go through the rite of greeting Dovahkiin. You will also be taught the third word of the Unrelenting Force shout.

Blade in darkness

Having given the horn to Delphine, she will tell you that the dragon should wake up now, you should follow to the Keen Grove.

When you kill a dragon, you will absorb its soul. Seeing this, Delphine will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges the defeat in the last war and wants to weaken the Empire with the help of dragons. But to be completely sure of this, she talks about her new plan: sneak into the Thalmor embassy.

Diplomatic immunity

In the tavern we find a nervous Malborn, to whom it will be possible to give all the necessary equipment, everything that you give him, he will carry into the ambassador's mansion. Having received an invitation, we leave the city and go to the stables, where Delphine is waiting for us, with clothes for the reception. She will also take all your equipment, she will hide it in her hideout. We climb on the wagon and go to the reception.

Take the brandy from Malborn or the serving maid. Approach the tipsy Razelan, he will not mind drinking, but in return ask him for a favor - to make a small commotion.

In this house, we will first need to delve into the documents in the room on the second floor, after which you will need a key that unlocks the door leading to the basement. The key can be taken from the chest.

Having opened the door with a key or master keys, we get into the basement, there you will see one guard and Rulindir, if you did not kill him earlier. Having dealt with the opponents, search the chest and save the prisoner - Etienne Rornis, he will tell you everything he knows.

As soon as you save Etienne, the guards will suddenly enter, which will bring Malborn for interrogation. After killing the guards, take the hatch key from them. The hatch leads to a cave where an ice troll lives, the easiest way to kill him is using fire.

From our trip to the embassy, ​​we learned that the Thalmor has nothing to do with dragons - they are also trying to figure out why the dragons suddenly began to come to life. And they have one lead - an old member of the Blades named Esbern, who is rumored to be hiding somewhere in Riften. With this information, we return to Delphine in Riverwood and get the next task - to find Esbern. Do not forget to take all your belongings from Delphine's chest.

A rat cornered

Delfina believes that Brynjolf, a member of the Thieves Guild, can help you. You can find it in the Ragged Flask or in the Marketplace.

Brynjolf will not tell you anything, but you can also interrogate Vekel the Warrior. He will say that a certain old man, similar in description to Esbern, lives in the Anthill, but some elves are also interested in him.

Alduin's Wall

After Esbern is ready, he will be ready to follow you to Riverwood, to the Delphine. But before reuniting, you will have to break through the Thalmor soldiers who are already standing near the door. Get out to the surface and head to the Sleeping Giant.

Your path leads to Sky Haven Temple, but your path will take you through Karthspire, a camp full of warlike outcasts. It is not necessary to make your way through the entire camp, you can simply enter the temple itself.

To go further, you need to spill your blood - the blood of the dragonborn on the seal in the center of the circle. After that, you can go to the Sky Haven Temple. Follow Esbern as he learns about the Akaviri art. Climbing up the stairs, you will see Alduin's Wall. Hear everything Esbern has to say as he reads the ancient prophecy.

Throat of the World

Delphine will be against your meeting with the greybeards, but there is no other choice, and you will again have to climb High Hrothgar. When you reach the monastery, find Arngeir there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he remembers his true purpose.

You, along with the rest of the gray-beards, proceed to the Courtyard, where they will explain to you that only the wisest of the gray-beards, Paarthurnax, knows the cry "Dragonbreaker". But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear Sky", which the greybeards will teach you.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. After reaching the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he won't be able to teach you the Dragonbreaker Shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will let you learn the cry "Fire Breath", he will ask you to try out the cry on him in order to comprehend the power of the Dragonborn's voice.

ancient knowledge

The elder of the Greybeards, the dragon Paarthurnax does not know the whereabouts of the scroll. For this reason, you will need to contact Arngeir in High Hrothgar, or Esbern, who is located in Sky Haven Temple.

In any case, you will be sent to the College of Winterhold. There you will need to talk with the keeper of books and scrolls - Urag gro-Shub, he himself cannot help much, but will give several books on this topic. In one of them you will find Urag says that it was written by Septimius Segonius, who is currently somewhere in the north.

Beyond the ordinary

You need to find shelter Septimius "The Fast of Septimius Segonius", you will find Septimius himself, he will be a little out of his mind, but still he will tell you about the ruins where the Scroll should be , also it will give you sphere and cube of the Dwemer.

Your path lies in Alftand Mzark

After a while you Umanu and Sulla Trebatia. dwemer mechanism, you can get in to Blackreach.

Blackreach Sinderion Scarlet Nirnroot . But your goal is an ancient scroll, in order to take it you need to cope with the mechanism Towers of Mzark.

First you need to place the dictionary received from Septimius in a special stand, then you need to press the first two buttons to open the next one. After some manipulations with the last fourth button, you will be able to pick up ANCIENT SCROLL.

Curse of Alduin

you must go at the Throat of the World. see how the ancient heroes of the nords fought with Alduin, but not everything went smoothly, and Alduin was sent to the future, also you learn the cry "Dragonbreaker".

To counter the dragon most effectively, use Dragonbreaker, then try to deal as much damage as possible, but avoid the fiery flames that the dragon spews.

Fallen

After a hard fight Alduin, tail between his legs, flies away unknown direction. Paarthurnax

daving

"Dragonbreaker" and lure him into a trap. After the dragon will not be dangerous, and you can talk to him. He will tell you where Alduin is now.

Endless time

To negotiate. Your task is to notify the commanders of the two camps and come to the negotiations. You will find many political intrigues that you can influence. After negotiations, you can proceed to the main task.

House of the World Eater

  1. Bird
  2. Bird
  3. Bird
  1. Bird
  2. Bird
  1. Bird

  1. Fox
  2. Butterfly
  3. The Dragon

Putting a claw on the door will open it. And you will again be expected by draugrs, breaking through which you will find a way out. Now you need to go up to the portal and fight Nikrin, one of dragon priests. From his body, you need to take the staff of the dragon priest, which is needed to open the portal. Only Sovngarde is ahead!

sovngarde

After proving his strength to him, he will let you pass. After crossing the bridge, you will be able to enter the Hall of Valor. There you will meet many famous heroes of Nordic legends. There you will meet the three who fought Alduin for the first time, they are eager to fight their worst enemy again. They will tell you a plan on how to kill Alduin, and again go into mortal combat.

Dragonslayer

Follow the heroes. They are ready to fight, but the fog will not give you the opportunity to fight, you have to dispel it using the "Clear Sky" shout along with the others. After doing this several times, you will see the World Eater himself. It must be knocked down using the "Dragonbreaker" shout. When he is on the ground, deal maximum damage to him. Soon you will be able to enjoy the victory. After that, you can be free and perform both different and non-story tasks.

Story line

To freedom!

As we are used to, in the games of the series The Elder Scrolls we begin our journey as a prisoner. We we are in a carriage with three other criminals and security front and rear . While we are driving, we should listen to a conversation about an incomprehensible situation in Skyrim. A few minutes later the convoy enters the fortress of Helgen , there we are waiting for the executioner and inevitable death.

When the carts stop , we and other prisoners will be checked according to the lists. When it's our turn, we can make the hero of our dreams. More than enough customization options. After creating the character, we are led to the chopping block. We kneel, put our heads on the block and prepare for death, when suddenly "rescue" - a huge dragon sits on a tower nearby. All this makes a stir as people run around and die in the sizzling dragon fire, we get up and take control of our body.

Now we must hide in the tower with the rebels Ralof and Ulfric. Then, going up the stairs, we will see a dragon destroying everything around. After that, we have to accelerate and jump into the hole formed by the dragon. Leaving the burning building and being on the street, we will meet with the Imperial Hadvar, he will help to get to the main tower of the fortress. Then there is a small fork in the plot - we go either with Ralof (killing the Imperials along the way), or with Hadvar (killing, respectively, the rebels).

Entering the inside of the tower, Ralof / Hadvar will cut the fetters and give the order to put on armor and take weapons.We kill opponents and take away the key to the castle from one of them.

From here, together with Ralof / Hadvar, we will make our way through a series of corridors . Kill half a dozen guards along the way, a few spiders and a bear (or you can walk past without being noticed). Thus, after a while we will get out of the caves outside. Having received the achievement "Free!" and our next task, we go to Riverwood to meet either Uncle Hadvar (choosing the side of the Imperials), or Ralof's sister (choosing the side of the Stormcloaks).

Before the storm

Travel to Whiterun. The guards won't let you through, but if they know you're from Riverwood, they'll let you through. Having reached the palace, called the Dragon's Reach, you must report to Jarl Balgruuf the Elder about the incident in Helgen. He will send a detachment to Riverwood, give an imperial cuirass and an assignment to help Faringar in the study of dragons.

windy peak

Faringar will ask you to bring a dragon stone for a detailed study of dragons.

The passage of this task is written for the task "Golden Claw".

dragon in the sky

After giving the dragon stone to Faringar, Airileth will call you both. Approaching the jarl, we find out what happened, namely the dragon's attack on the watchtower. Together with the guards, we need to inspect the tower. Together with the guards, we get to the tower, having examined the tower, we hear the roar of the dragon - he has returned.

We need to defeat the dragon, the fight will be long and exhausting. By killing the dragon, we will get his soul and unlock the cry, we can even try it out. Having taken all the most valuable thing that the dragon had, we must return and report to the jarl about what happened. As it turns out, the prophecy was true - the dragons have returned, and we are Dovakin - a man in whose veins the dragon's blood flows.

Reporting to the Jarl of Whiterun, he will thank you and give you the title of Thane, the opportunity to buy a personal house in Whiterun and partner Lydia.

The Greybeards will call you to their temple, High Hotgar, on the slopes of the Throat of the World.

If you think you'll get there quickly, you're wrong. Your main task: to get to the town of Ivarstead, it is from it that the famous 7000 steps to High Hotgar begin. Getting there directly is almost impossible, you have to go up the stairs and beware of enemies, which will be in abundance here.

Soon you will reach the temple, Arngeir will meet you inside. He will ask you to demonstrate "Ruthless Force", confirming that you are Dragonborn, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you another word of power.

After learning two more words from the Unrelenting Force shout, you must demonstrate your skill to the Greybeards, and three times. You must now follow Borri outside, where he will teach and show you the "Rapid Charge" shout. Having learned a new cry, you must use it in practice, having completed all these tests, you will be given a new task: to get the horn of Jurgen.

Horn of Jurgen

The Greybeards send you on a final test - to retrieve the horn of Jurgen Windcaller from his tomb in Ustengrav, in the swamps of Hjaalmarch.

Having reached the tomb, you will see bandits who did not share something with the magicians. Draugrs and skeletons await you inside, with only level 15, breaking through them is not difficult.

But below you will run into a passage that is closed by three sections of gratings, and in front of them are three magic stones, approaching which one of the gratings rises, but as soon as you move away, the grate falls.

Your task is to prepare and activate the “Swift Rush” shout in time, running at the last to the passage of the magic stone, activate the shout, and you will find yourself behind iron bars.

A hot welcome awaits you ahead: the slabs you step on when you touch them release fiery jets. Ahead of you will also expect plates and spiders, among them one is very large, and these same plates will help you deal with it.

After breaking through the web, you will find the door, going inside, you will not find the horn, instead of it there is a note on the pedestal, it says that you need to rent a room in the Sleeping Giant tavern in Riverwood, moreover, in the attic.

Having reached the town, go into the tavern and ask Delphine, she will say that she does not have such a room and will offer another one. Having entered the room into which she says, Delfina will follow you, and she will say that she left you a note, and will offer to follow her. She will take you to her secret room, located in the wardrobe, and tell you that she needs you.

Realizing that you are exactly who you need, she will tell you about the blades that have guarded the dragonborn for many centuries and tell her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeards, you must go through the rite of greeting Dovahkiin. You will also be taught the third word of the Unrelenting Force shout.

Blade in darkness

Having given the horn to you, Delphine will say that the dragon should wake up now, you should follow to the Keen Grove.

Having reached the grove with Delphine or alone, you will see Alduin, he brings back to life a buried dragon named Saloknir. You have to fight with him, avoid his blows and inflict the maximum possible damage.

After killing the dragon, do not forget to absorb his soul, seeing this, Delfina will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges the defeat in the last war and wants to weaken the Empire with the help of dragons. But just to be sure, she talks about her new plan to sneak into the Thalmor embassy.

Diplomatic immunity

To prove the involvement of the Thalmor in the invasion of dragons, you need to find incriminating information in their embassy. But first, you need to come up with a plan of action. Delphine will make an appointment for you in Riverwood, at her secret hideout she will even give you the key to it.

She will tell you about the reception at the embassy, ​​which will take place the other day. It’s not possible to just get to a solemn reception - you need an invitation. But here you don’t need to bother too much - an invitation will be received by a friend of Dolphins, Malborn. We need to meet him in Solitude, in the Laughing Rat tavern.

In the tavern we find a nervous Malborn, to whom it will be possible to give all the necessary equipment, everything that you give him, he will carry into the ambassador's mansion. Having received an invitation, we leave the city and go to the stables, where Dolphin is waiting for us with clothes for the reception. She will also take all your equipment, she will hide it in her hideout. We climb on the wagon and go to the reception.

We pass through the security, along the way showing an invitation, and get into the house. In a conversation with the ambassador and other guests, try to behave more or less sanely. Malborn, standing behind the counter, will tell us to somehow distract the visitors so that we can leave unnoticed.

Take the brandy from Malborn or the maid serving food. Approach the tipsy Razelan, he will not mind drinking, but in return ask him for a favor - to make a small commotion.

While he draws attention to himself, you and Malborn should go into the kitchen past the grumpy Khajiit. In the pantry we can get the things that Malborn brought in for you. Next, you will see two guards talking to each other, they can be killed or passed using their stealth skills. On the second floor, you can see the magician, he can be killed or passed by.

Now you need to leave the mansion and get into another house, standing behind. Along the way, you will meet another guard, you can kill her again or try to slip through unnoticed.

In this house, we will first need to delve into the documents in the room on the second floor, after which you will need a key that unlocks the door leading to the basement. The key can be taken from the chest.

Having opened the door with a key or master keys, we get into the basement, there you will see one guard and Rulindir, if you did not kill him earlier. Having dealt with the opponents, search the chest and save the prisoner - Etienne Rornis, he will tell you everything he knows.

As soon as you save Etienne, the guards will suddenly enter, which will bring Malborn for interrogation. After killing the guards, take the hatch key from them. The hatch leads to a cave where an ice troll lives, the easiest way to kill him is using fire.

From our trip to the embassy, ​​we learned that the Thalmor has nothing to do with dragons - they are also trying to figure out why the dragons suddenly began to come to life. And they have one lead - an old member of the Blades named Esbern, who is rumored to be hiding somewhere in Riften. With this information, we return to Delphine in Riverwood and get the next task - to find Esbern. Don't forget to take all your belongings from Delphine's chest.

A rat cornered

Delphine will tell you to find the Blades archivist Esbern, but you are not the only one who needs him so much, the Thalmor also wants to get him. According to the assumptions of the Thalmor agents that you learned from the book, he is in Riften.

Delfina believes that Brynjolf, a member of the Thieves Guild, can help you. You can find it in the Ragged Flask or in the Marketplace.

Brynjolf will not tell you anything, but you can also interrogate Vekel the Warrior. He will say that a certain old man, similar in description to Esbern, lives in the Anthill, but some elves are also interested in him.

Several Thalmor are already waiting for you at the entrance, kill them and go to the anthill.

Esbern can be found behind a door with several locks at once, which is how the Blade Archivist warns himself against threats. In order for him to believe that you are not from the Thalmor, you can show your gift of persuasion or say the phrase that Delfina told us, namely: "Remember the 30th Beginning of Frosts."

After you convince him, he will open all the locks and let you into his humble abode. He will ask you to wait for him until he gets ready, and this task ends.

Alduin's Wall

After Esbern is ready, he will be ready to follow you to Riverwood to Dolphin. But before reuniting, you will have to break through the Thalmor soldiers who are already standing near the door. Get out to the surface and head to the Sleeping Giant.

Going inside, you can watch the scene of the meeting of two old acquaintances. Then Delphine will ask you to go down to her chambers, and there you will already hear the old man's incredible story about Alduin's Wall.

Your path leads to Sky Haven Temple, but your path will run through Karthspire, a camp full of warlike outcasts. It is not necessary to make your way through the entire camp, you can simply enter the temple itself.

Once in the temple, you will stand at three pedestals with Akaviri symbols, they must be placed with the Dovakin sign facing you, after which the bridge will lower. The next room will have pressure plates. You can also go through them by the sign of the Dragonborn. Then pull the ring, and your companions will also be able to go with you.

To go further, you need to spill your blood - the blood of the dragonborn on the seal in the center of the circle. After that, you can go to the Sky Haven Temple. Follow Esbern as he learns about the Akaviri art. Climbing up the stairs, you will see Alduin's Wall. Hear everything Esbern has to say as he reads the ancient prophecy.

Throat of the World

Delphine will be against your meeting with the greybeards, but there is no other choice, and you will again have to climb High Hrothgar. When you reach the monastery, find Arngeir there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he remembers his true purpose.

You, along with the rest of the gray-beards, proceed to the Courtyard, where they will explain to you that only the wisest of the gray-beards, Paarthurnax, knows the cry "Dragonbreaker". But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear Sky", which the greybeards will teach you.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. After reaching the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he won't be able to teach you the Dragonbreaker Shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will let you learn the cry "Fire Breath", he will ask you to try out the cry on him in order to comprehend the power of the Dragonborn's voice.

ancient knowledge

The elder of the Greybeards, the dragon Paarthurnax, does not know the whereabouts of the scroll. For this reason, you will need to contact Arngeir in High Hrothgar, or Esbern, who is located in Sky Haven Temple.

In any case, you will be sent to the College of Winterhold. There you will need to talk with the keeper of books and scrolls - Urag gro-Shub, he himself cannot help much, but will give several books on this topic. In one of them you will find manuscripts, which makes reading the book impossible. Urag will say that it was written by Septimus Segonius, who is currently somewhere in the north.

Beyond the ordinary

You need to find shelter Septimus , it is located far to the north. Getting to"The Fast of Septimius Segonius" you will find Septimus himself, and he will be a little out of his mind, but still he will tell you about the ruins where the Scroll is supposed to be , also it will give you sphere and cube of the Dwemer.

Your path lies in Alftand , you will need to get to Mzark a. You have to break through working mechanisms and avoid traps.

In one place you will need to destroy the Dwemer centurion, if you are a mage or an archer, you will deal with it quickly. After you kill the centurion, take the key from the chest.

After a while you enter a gigantic cave inhabited by the Falmer ami. You will once again have to confront the enemies, at the end of the cave you will find the entrance Umanu and Sulla Trebatia. They will start fighting against each other and also against you. Using dwemer mechanism, you can get in to Blackreach.

Black Limit - a very beautiful and unusual place, the local flora and fauna is amazing. Here you can find the laboratory of the famous Cyrodiil Alchemist Sinderion and the subject of his new research - Scarlet Nirnroot . But your goal is an ancient scroll, in order to take it, you need to cope with the mechanism Towers of Mzark.

First you need to place the dictionary received from Septimus in a special stand, then you need to press the first two buttons to open the next one. After some manipulations with the last fourth button, you will be able to pick up ANCIENT SCROLL.

Curse of Alduin

After obtaining the Elder Scroll in Mzark Tower, you must go at the Throat of the World. Upon reaching the place, you must read the scroll, after which you see how the ancient heroes of the nords fought with Alduin, but not everything went smoothly and Alduin was sent to the future, so are you learn the cry "Dragonbreaker".

Alduin will feel the Elder Scroll and fly, you fight with Alduin. To counter the dragon most effectively, use Dragonbreaker, then try to deal as much damage as possible, but avoid the fireball emitted by the dragon.

Fallen

After a hard fight Alduin, tail between his legs, flies away unknown direction. To find out how to catch Alduin, you can contact Esbern, Paarthurnax at or Arngate. After talking with one of them, you should send to Dragonreach. You need to persuade the jarl to use the fortress for its intended purpose.

The jarl, of course, wants to deal with the dragons, but first you need to know how to lure him to the Dragonreach, Esbern will help you with this. He will teach you how to call the dragon Oh daving a. After talking with the jarl, he will prepare a trap for the dragon, your task, using a cry, is to call him to battle.

As soon as the dragon arrives, use"Dragonbreaker" and lure him into a trap. After the dragon will not be dangerous and you can talk to him. He will tell you where Alduin is now.

Endless time

If you have not finished the civil war, then the Jarl of Whiterun will be worried about the situation in the country and will not help you while the war is going on.Only the Greybeards can help you stop the war. Travel to High Hrothgar and speak with Arngeir. He reluctantly but still agrees to negotiate. Your task: to notify the commanders of the two camps and come to the negotiations. You will find many political intrigues that you can influence. After negotiations, you can proceed to the main task.

House of the World Eater

Odahviing will agree to tell everything he knows, namely that Alduin went to Skuldafn in order to get into Sovngarde. But the fact is that you can only get to Skuldafn if you know how to fly, you have to trust the dragon and go on a journey on his shoulders.

Once in place, you will find yourself involved in the battle with the dragon and draugr. After killing them, head to the temple. Draugrs will be waiting for you inside again, as well as a riddle.

To open the right door, you need to turn the stones in the sequence:

  1. Bird
  2. Bird
  3. Bird

To open the left door, you need to turn the stones in the sequence:

  1. Bird
  2. Bird

Ahead of you is a meeting with spiders and another riddle, which is again guarded by draugrs. In order to go further, again you need to turn the stones in the desired sequence:

  1. Bird

After the bridge will fall, you can continue your journey. You have to break through another level of the temple. In the hall of fame, you have to kill the warlord draugr and take the diamond claw from his body. To open the door, you need to turn the circles in the correct combination:

  1. Fox
  2. Butterfly
  3. The Dragon

Putting a claw on the door will open it. And the draugr will be waiting for you again, breaking through which, you will find a way out. Now you need to go up to the portal and fight Nikrin, one of the dragon priests. From his body, you need to take the staff of the dragon priest, which is needed to open the portal. Only Sovngarde is ahead!

sovngarde

Your path is hidden in the fog. In order to pass, you must use the cry "Clear Sky". You will meet Tsun, since he has not seen living people for a long time, he will first want to test you in battle, since only the worthy can enter the Shor Hall.

After proving his strength to him, he will let you pass. After crossing the bridge, you will be able to enter the Hall of Valor. There you will meet many famous heroes of Nordic legends. There you will meet the three who fought Alduin for the first time, they are eager to fight their worst enemy again. They will tell you a plan on how to kill Alduin, and again go into mortal combat.

Dragonslayer

Follow the heroes. They are ready to fight, but the fog will not give you the opportunity to fight, you have to dispel it using the "Clear Sky" shout along with the others. After doing this several times, you will see the World Eater himself. It must be knocked down using the "Dragonbreaker" shout. When he is on the ground, deal maximum damage to him. And soon you will be able to enjoy the victory.

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