Walkthrough of the main plot of The Elder Scrolls V: Skyrim. Tips for creating a superhero (without cheats) Skyrim 5 walkthrough the very beginning

This section contains the entire passage of Skyrim quests in the game Skyrim 5

In The Elder Scrolls series, the passage of Skyrim traditionally begins among the prisoners who are on their way to execution. Sitting in the wagon, we cannot speak, but no one bothers us to listen to what other prisoners are saying. And we learn that there is an uprising in the province, organized by the Storm Brothers, and the imperials decided that our hero is a rebel and he is being taken to Helen in order to be executed.

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

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

Around continuous destruction the dragon rampages, but you better not fuss look at the compass and system tips and follow the NPC. You need to decide who to go for - the imperial who wanted to execute you or the storm brother. You will pass in the caves under the fortress following your guide, along the way there will be chests, monsters, weak enemies, on this you will be able to practice and get used to management, as well as understand which way to develop the character. This quest is essentially a tutorial and will end when your hero exits the cave. Everything in front of you is a huge world of Skyrim, go wherever you want, no one limits you, but still I advise you to start passing Skyrim quests. This will open up the amazing world of Skyrim!

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 hostilities began 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 a larger number of the 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 the cardinal directions and the nearest settlements, including dungeons, are displayed, 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 non-linearity 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 the side quest “ golden 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 the 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 “ dash”, 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

The task 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.
  • East Empire Company employee 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 the main character surrender, 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".

The task 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 the right direction. 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.

To travel back in time, you will need an Elder Scroll, which will help you find Greybeard Arngeir or Agent Blades Esbern.

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

The task 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

The task 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. You will not be able to perform any actions with the game world 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

The task 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- located 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:

  • With 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: A 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 to the final 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

The task 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.

There are already several colorful reviews and guides on the Internet.
on creating a superhero in the game world (I advise you to read).
I, after conducting practical tests of methods on my own experience, propose
the most, from my point of view, the best way to achieve the goal.
It will still be difficult to make Superman honestly, but it will be faster.

Yes, before you start, I will make a reservation and warn you that you should play the created "monster"
you will be less interested even at the maximum level of difficulty and even without
taking "doping" in the form of potions.
Topical Alduin- and he will fall prostrate from a couple of power attacks.
Therefore, I will describe the maximalist path of character improvement, and you choose
from this golden mean, based on their tastes.

A little about the mechanics of the game.
Everything is very similar to TES Oblivion, but with many improvements and, importantly,
for the better. Let me keep silent about the pumping system as a whole - everything is clear there.
What is important is the limited number of ability points by level (yes, nothing else
they are not available in the game). Therefore, they must be distributed thoughtfully!
I think it's important to talk about the possible weaknesses of the hero depending on the "class".

The warrior will suffer from powerful magical attacks, to a lesser extent from poisoning, i.e.
will mostly die from encounters with high-level mage(s) in the absence of protective
potions - there's a matter of 5 seconds. Another warrior is not good at dealing with distant archers and dragons in flight.

It is easier for the archer to start the attack first, it is easier to shoot down the dragons, but it is important not to bring the fight to the close one, and this is not easy.

The magician takes out everyone well from the first levels, but is formally devoid of armor (there are magic shields,

immeasurably eating mana) and is extremely weak against the main enemies - dragons, tk. they have a strong
resistance to magic (the most vulnerable to electricity, as I understand it).
And a pureblood mage can't be a superhero! Those. it should be considered as a subclass in our case.

The thief, as a master of stealth, is in the most advantageous position of all, because. maybe
sneak past any enemy unnoticed, or stab in the back. But in other way,
the constant use of stealth mode (sit down) makes the gameplay viscous and annoying. A little
the ability to quickly move when blocking with a shield in a branch helps out in this situation
defense development, but this again eats up some valuable ability points.

Of course, there is no strict division into classes in the game and you can put on at the right time
in the shoes of anyone, but I want to return you to the axiom about the limited ability points.
The game thus binds you to the selected class if you want to reach the maximum
benefits. The exception is temporary effects from potions and magic.

Rookie superhero.

Magic resistance is useful to anyone, so we choose a Breton (a race who does not know),
because they have 25% defense natively (+don't forget about the Dragonskin talent - +50%).
We pass the first scripted quest. As always, money is tight at first, here to the rescue
comes to us ... there is not the ability of eloquence and trade, but alchemy! I explain. Ingredients
there are a lot of potions in the world of the game, and they cost nothing, and the created potions can be extremely expensive
with a fixed vial weight = 0.5 (i.e. more can be carried away). In addition, it is one of the 3
basic skills to develop a superhero. By the way.

From this moment it is worth starting to collect alchemical ingredients (also animal skins),
being particularly addicted to the blue mountain flower and blue butterfly, salt and poison bell,
as well as an orange butterfly (monarch) and a dragon tongue.
It is desirable to collect the first 4 by a hundred. These ingredients will initially
bring the main income and increase alchemy.

On the way to riverwood with a companion (despite what he says about the need for separation,
follow him) you come across 3 class Guardian Stones (+20% XP).
Choose a thief's stone (which accelerates, among other things, the growth of the alchemy skill). We run to Riverwood,
make new acquaintances, get a quest to visit whiterun and a civil war quest*.
We take an ownerless cleaver behind the sawmill (it will come in handy a little later). Not bad at this stage
get a temporary companion. He will distract the enemy at the right moment and help carry things.
Completing the love quest Riverwood in favor Fandel we ask him to join.
This character, by the way, will later help you upgrade your shooting skill to
50 (when there is enough money, paradoxical as it may sound).

*It is important . Delay joining one of the warring parties (Stormcloaks or Imperials) until the end
games. The civil war quest brings a lot of glitches to the rest.
Run to Whiterun but don't rush into dragon limit.
We chop some firewood (20-30) at the cabin in the city, we carry them to the tavern Highlander mare,
we get rewards. This is the starting capital of the traveler. The cleaver can be thrown away.
If you are too lazy to do this, then, in principle, along the way you can collect enough loot and sell
in stores, or just steal *. By the way, in the same tavern you can compete in fist
fight with a warrior Utgert, earning some more money and getting a female companion
(to whom Fandel not to your liking).

* The note . Do not get carried away stealing items at the beginning of the game. First, they will simply be
nowhere to sell (Like in Oblivion). Secondly, you can run into quest items and have to carry them
"the whole game". And thirdly, at one moment you will be taken by surprise by a gang of 3 mercenaries ...
It makes sense to steal money and ingredients. Other types of food
more on that later.

So let's run to the stables whiterun and order a wagon to any other city. We collect on site
ingredients, return to the wagon, rush further across Skyrim. In some cities
the wagon is not provided - from there we return by quickly moving around the world map ("M" key),
possible at the same Whiterun.

Ingredients . We collect butterflies in the fields near Whiterun. Draconic tongue grows in Solitude
and a lot of it in the valley south Windhelm*. The blue mountain flower grows in the vicinity of Riverwood.

The poisonous bluebell densely inhabits the swamp to the south Solitude. Salt is found everywhere.

* I advise you to look there at the same time atronach stone- it will come in handy at the final stage.

Helpful advice . When visiting Winterhold join the college of magicians. She will be additional
and a valuable source of ingredients that also respawn more often than usual. Also in the board
most NPCs sell soul gems that will be needed later.
We are greeted at the entrance Faralda and offers to pass the exam.
I advise you to stay on the way to it and try out different dialogue options. In some cases
will have to use an expensive spell to pass the exam, and this requires
increase the overall level of magic in one way or another.

Also, do not forget about the two-week respawn of ingredients in the territories of cities.

The pumping starts.
While you run around the cities, trade, complete short quests, you will be able to accumulate
about 1-3 thousand septims. For better prices, you can pray at the altar Zenitara
(for example, in the temple of the gods in Solitude, the effect is temporary) and periodically give change to the poor.
It is very successful if items with an enchantment for alchemy and trade turn up along the way.
But you can manage without them.
We get enough sleep 1-8 hours (+ 5-10% * to an increase in experience). We go to the "cauldron of Arcadia" in Whiterun.
We learn from the saleswoman of alchemy. If the hero leveled up earlier, then invest experience points in
alchemy skill line, primarily "Alchemist", "Healer" and "Pharmacist".
We go to the alchemical "laboratory" in the same place and mix the blue mountain flower with the wings of a blue butterfly
or salt with a poisonous bell. We get a relatively expensive potion ** .
We do it before leveling up. We combine the Wings of the Monarch with the dragon's tongue - we get a potion of trade.
We drink a potion of trade, we sell potions of damage, magic regeneration and slowdown
(we return the money spent on training in this way).
Again we pay for training and so on up to level 50 in alchemy, !not forgetting!
invest in alchemical abilities and build up your stamina
(because soon the inventory will be heavy) when raising the level of the hero.

* The hero receives the "good rest" (+10%) bonus when he sleeps "in his own bed" for 8 hours. authentically
given when sleeping from 8 hours in a bed paid for in a tavern.

** It is possible to create more expensive potions from other raw materials, but at the initial levels of the game, the described
ingredients are the most readily available. The most expensive potions use the "giant's finger". Also roads
Potions of Invisibility and Paralysis (for obvious reasons).

At skill level 50, the cost of training increases dramatically, so it’s easier to pump it further
on one's own. This requires more ingredients. So, "teleport" fast
moving to cities in Skyrim. In alchemy shops we drink a potion of trade, we buy ingredients and
we sell expensive potions, producing them on the spot. It is worth noting that the more expensive the produced potions,
the faster the skill grows.

Of the ingredients, it makes sense to take inexpensive ones, at a price of up to 50 septims. From dear, no matter how
strangely, no more profits. I advise you to exclude Daedric salts, moon sugar,
as well as those ingredients that you have collected in abundance (> 100).
To speed up the collection of money supply and the sale of excess potions, the latter can be sold
hoarders who sell a little bit of everything (including skins!) and are present in every city
(in Riften there are even three of them.

When the varieties of ingredients are decently typed, then you can explore their properties,
trying different combinations * . It will also increase alchemy. The first property of each ingredient
can be found out by applying in the inventory on yourself (eating). Skyrim is also full of recipes for potions,
which will simplify the search (a few can be redeemed for a penny from alchemists in shops).

* Here you can cheat in order to save ingredients. To do this, after each successfully created
potions with the discovery of new properties of the ingredient must be exited from the alchemy menu and saved. Further
experiment as much as you want. then load the previous save, and repeating the effective
combinations of ingredients, save again.

Considering all the advice, download alchemy to ... 98). AT bowler hat Arcadia go to one of the rooms on the first floor
and read the guide to alchemy (+1). In the forest that c / o the river to the west Riverwood are looking for hut Anis
and read another book there (+1). There are many more books in the game and ways to raise this skill for free in particular,
but at the beginning of the game they are difficult to access.

In such a miraculous way, Alchemy is raised to 100, and most likely by this point the ability Alchemist (5/5),
Healer and Pharmacist received.

Great blacksmith.
With decent capital accumulated in the previous stage (most likely to be >20000), raise
blacksmithing will be easy.
First of all, we recall dozens of previously collected / purchased animal skins, which, by the way, can be stored in a barrel near any forge - do not be afraid, they will not go anywhere from there. We take them, we approach the tanning machine and we make leather and strips of leather out of them. If the result is less than 1000 of each, then we return the skin with stripes to the barrel and buy them from the blacksmiths in the cities, and the skins from the hoarders, selling expensive potions in exchange. Having collected the required amount of skin, we go to the 3rd class stones (those that we met at the beginning of the game) and select the sign of the warrior (+20% acceleration of the growth of blacksmithing). *

* To speed up the process and save on leather, you can complete one side quest.
To do this, we buy armor and decent one-handed weapons. We brew potions of healing and improving the one-handed weapon skill (also do not forget to invest a couple of ability points in the branch of this skill to feel more comfortable). Let's go to the port Riften, we find peacefully walking along the piers From-the-deepest(this name is such - no comments), she hands us some kind of "dictionary" and asks us to take it to Avanchzel. The latter appears on the map to the west Riften. Let's go there. Set the difficulty of the game to minimum. We pass a rather interesting tomb and, having defeated the centurion at the end, we set the dictionary to its rightful place. As a result, we get the bonus "Ancient Knowledge", which gives + 15% to the growth of the blacksmithing skill. The difficulty of the game can be returned to its original state.

We return to the city. We get enough sleep. We go to the forge and begin to produce hundreds of rawhide bracers from leather,
pumping the skill up to 99. To speed up the process, also after raising the level, you can refer to Yorlandu gray
mane
in whiterun, which is able to teach blacksmithing up to the level of a master. We get the last level of the skill by reading the book located in the heavenly forge, where it works yorland. Total 100.
The resulting bracers can be sold, leaving 100 pieces for pumping the enchantment skill.
We go to the hero development menu, invest ability points in heavy armor from steel to dragon
inclusive * (counterclock-wise!). The ability "Sorcerer Smith" is not needed yet,
more precisely, you can do without it at all, unless you want to improve quest enchanted items.

* An explanation is needed here. The most powerful in the game is the Daedric weapon, and the most effective armor is the dragon. The latter can be created in both light and heavy versions, but we are interested in light ones due to important advantages...

Preparing to meet Skyrim.
To reduce the nausea reflex from the previous monotonous gameplay, you can then take a little walk along the main storyline in order to provoke the appearance of dragons throughout Skyrim. Thus, we even combine the pleasant with the necessary, because to produce dragon armor, bones and scales are needed, which are not sold in shops. Depending on the level of difficulty, going out into the world requires a different level of preparation. If you like hardcore at the maximum level of difficulty, then it is advisable for the hero to still sit in the cities and get stronger to the superhero.

How? - see below.
We buy 3 Daedra hearts in alchemy shops or from Enthir in the College of Mages (much more expensive, but always available),
We buy ebonite ingots from blacksmiths. We produce 2 Daedric swords and a Daedric bow in the forge.
We get elven or glass armor. *

* elven armor can also be removed from the corpses of the Thalmor convoys that often roam Skyrim. Of course, you will have to tinker, but few people are afraid of a hero armed with the right potions;).

We produce 2-3 potions to increase the blacksmithing skill. Not forgetting to stock up on suitable materials and 3 ebonite ingots, we go to the forge, drink a potion, improve armor on a workbench, drink a potion again, improve Daedric swords on a grinder. Let's embrace this beauty.
We produce several potions of invisibility, increase the skill of one-handed weapons, resistance to cold, fire,
electricity, health recovery, stamina regeneration, stamina boost, magicka boost,
increase in carrying weight, paralysis, healing of diseases, in order to be ready for the unexpected.

Helpful advice . One of the dishes - Elsweyr fondue - has very good properties for increasing and regenerating magic. To prepare it, you need to activate any pot, having a whole

Eidar Cheese Round, Ale and Moon Sugar (one per serving).

If at this point you have accumulated a decent amount of ability points, then you can invest a few more in the skill
one-handed weapons, remembering that we need 8 of them to develop the enchantment branch.
If you find a summoned weapon spell or buy it, then this will also come in handy, because. Daedric is summoned.
With subsequent level ups, I already advise you to invest more often in the level of health, bringing it closer to at least 250 and above. It is also not bad at this stage to complete the quests of the goddess Mary to get the desired +15 bonus to magic resistance. To activate the first quest, you need to talk to the priestess in temple of Mary Riften.

Enchantment is our everything.
To develop an enchantment, we need a hundred or two filled soul stones, one item each with a unique
enchantment, a lot of unenchanted items and, as a summing up of the previous ones, a lot of septims.
A good help in this matter will be painfully known for Oblivion Azura's star(unkillable soul gem, if you please) and maskClavicus Vile. Using only the star will delay the process of leveling the enchantment until the end of the game. Therefore, we cannot do without buying, collecting and filling soul stones. But let's proceed in order...

For starters it would be nice to go to Sergius Turrian in College of Winterhold and raise a little enchantment skill (+5), because. the earlier we start training, the more often we will be able to use it at high levels of the character, and we should have already approached the 30th. Everything is like in Oblivion at one level, you can learn
use no more than 5 times, and the growth of each next level slows down in arithmetic progression.

Now you can start mining Azura's Star.
Let's go to Shrine of Azura in the mountains south Winterhold(By this point, the inactive shrine icon is usually already on the map to the east.) We speak with the priestess. Activate the quest in the menu. We return to Winterhold, go to the tavern, communicate with Nelasar. He directs us to a fortress in the vicinity Riverwood(west).
We return from the fortress with a broken star to Nelasar (! Not to the priestess). Having stocked up with potions of resistance to various types of magic, we set off to smoke out the spirit of an evil magician from a star. As a result, we get Azura's Black Star. (There is no need to go to the temple of the goddess).

We pass the Daedra quest Clavicus Vile to get another unique artifact.
The quest is activated when moving to the gate Falkreath when the guard asks you about the lost dog. *
Next, we go to the blacksmith, and then back to that guard and walk a little along the road from the city - we meet with Barbas...
Upon completion of a relatively difficult adventure, we get the mask of the name of Vile himself, which
significantly raises trading and speech skills. Also, do not forget about increasing the potion trade skill.

* Most likely it was activated earlier - check the quest log.

We find and buy an inexpensive item with enchantments (in order of priority) for alchemy,
Blacksmithing, Soul Trap (Weapon), One-Handed Weapon Damage, Stamina Regeneration, Magic Resistance
and if you are very lucky, you will get "paralysis".
We study enchantments on the pentagram of souls.
We buy filled with a great stone of souls. Enchant one Daedric sword to capture souls. *
We collect / buy a couple of hundred stones. If there is a lot of money, then we take the filled ones. The best place to buy stones
at the barakholshikov, because it will be possible to return blood septims by selling potions. Usually a lot of stones
souls can be found in tombs and ruins.

* This is much more convenient than using a similar spell. It is advisable to first improve the sword in the forge.

Use the enchanted sword to fill the empty stones and black star, killing "benevolent" creatures).
We go to the 3rd stones, choose the sign of the magician. Sleep as always. We take stocked up during the development of the blacksmith
business bracers. We enchant them with the most "expensive" charms *, so that later it is more profitable to sell them.

* The cost of the created item is always kindly provided by the game.

At each level of the hero, we turn to Turrianu in the board to speed up the process. With enough
the source code, the skill rises to 100 quite easily.
Along the way, we put ability points into the Enchantment branch along the middle line. We are interested in abilities
Enchanter (5/5), Skill Enchant, Life Enchant and Double Effect.
The matter is small...

What it was all about.
Here I will omit the details so as not to confuse. The method of legal cheat is quite simple.
But it's hard to figure it out. It will be especially easy for fans of the 4th part of the game, because. principles are not
have undergone major changes.
So.
We stock up on stones with a Great soul level in one way or another. We create enchantment potions.
Drinking these potions, we create a set of clothes to increase the skill of alchemy. *
We dress the resulting kit and again create such potions. We repeat the cycle. The task is to get a set
clothes (+29% x4), which makes it possible to create potions + 32% to the skill of enchantment and + 130% to blacksmithing.
We make more of these potions. After drinking an enchantment potion, we enchant a set of clothes for the blacksmithing skill.
(should be +29% for each piece of clothing).

* The alchemy set consists of a headdress, a necklace, gloves, and a ring.
There is no hat in the blacksmithing kit, but there is an apron. When enchanting, only Great Souls should be used!
I advise you to enchant light things and use double enchantment to lighten your inventory.
For example, gloves can be enchanted for both skills (alchemy and blacksmithing).

We create 1 new Daedric sword to replace the enchanted one. We dress a blacksmith's kit.
We drink a potion of improving blacksmithing. We improve armor, swords and bow, drinking potions.
If you have enough dragon scales (14), then create a set of light dragon armor
and improve in the same way. If not collected, then we improve what we have.
After drinking an enchantment potion and having great souls:
We enchant one of the swords to capture souls for 2s and paralysis for 1s (no more).
Enchant the second sword with paralysis for 1s and cold damage.
We enchant the bow at our discretion.
We enchant a ring, necklace and gloves to increase the skill of one-handed weapons and shooting
(if you don't like onions, then the second enchantment is at your discretion).
We enchant boots to increase the skill of one-handed weapons and regenerate stamina.
We zararovaem armor to regenerate stamina and increase health.
We enchant the helmet for shooting and water breathing (or increasing magic).
If you prefer a shield, then you should enchant it to increase your blocking skill and health.

We put points in the ability to fight with two swords (the maximalist way).
Let's go to Atronach stone(see above), activate it, making the hero spellproof
(also increases disease resistance).
Set the difficulty of the game to Master.
We enjoy the game ;-).

When developing, do not forget about the guardian stones (those in the vicinity Riverwood), giving
an increase in skill growth rate. You should also not hesitate to use the services of teachers of skills,
especially since over time, your chickens will not peck at septims.
A full list of teachers can be found on the fan sites.
At high levels, I have already abandoned the enchantment of swords for paralysis,
because the duration of any ground duel did not exceed 3s. Prioritized stealing health.
Soul capture will also become useless, because. you will constantly come across filled soul stones.

All the intricacies of the game in one article, of course, cannot be recounted, on the other hand, I don’t want to deprive the reader

pleasure to make their "useful" discoveries during the game.

If someone urgently needs pictures with visualization of manipulations, etc. - write.

This passage concerns only the main storyline.

Start

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

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

To freedom

In order not to burn alive from the dragon's flame, we run into the neighboring tower, where we climb the stairs up. Through the gap that has just appeared in the wall, we jump to the attic of a neighboring house, from where we go down to the ground and meet Hadvar. Together with him we head to the fortress, and, not paying attention to Ralof, we go inside. Hadvar frees us from the rope and offers to rummage through the chests. We take everything we find and follow him further through the dungeon, destroying the Stormcloaks along the way. Passing through the old pantry, we pick up all the potions, after which we go down to the torture room. Having searched the bag on the table, we find master keys in it. With their help, we break open the lock on the grate with the magician dead inside and take away valuable items from there. Following further along the cave, we come to a large cluster of Stormcloaks. We destroy them, pull the lever and go further along the bridge. There is no way back, we will have to go along the rivulet, which will lead us straight to the lair of spiders. Having dealt with vile creatures, we go further along the cave, destroy the bear and go out into the expanses of Skyrim.

Before the Storm

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

If you don’t have goosebumps right now, then I envy you.

windy peak

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

dragon in the sky

But to our misfortune, a dragon was spotted nearby. Airileth calls us to Jarl Balgruuf to discuss this event. We rise to the second floor, where we receive a reward for the Dragon Stone we found, as well as the news in the form of buying houses in the city. But, the dragon will not wait, so we head for Airilet to the western watchtower, where a fire-breather was seen. On the spot we find the surviving guard, who notices the approaching dragon. We arm ourselves with more powerful weapons and proceed to the battle with the winged demon. When he is defeated, we search him and absorb the soul, thereby studying the Scream. We select it from the magic menu and try it out. Having pleased this event, we return to Balgruuf and report on the completed task. We receive a reward in the form of the position of tan of Whiterun, our personal housecarl and the weapons of Balgruuf himself.

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

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

Horn of Jurgen

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

Dragon in natural habitat.

Blade in the dark

We return to Delphine to find out what she needs from us. We go into the room, close the door behind us and go down after Delphine to the secret basement. She asks us to kill the dragon, which should soon be reborn. In return, she will give any information of interest to us. The offer is not bad, besides, we just know little about the Dragonborn. The dragon will appear in the Keen Grove, we can go there ourselves, or we can go with Delphine. In the end, having arrived at the place, Iddra meets us and conveys that the dragon has already been here and flew out of the city. We head there and see how it soars above the forest. We quietly sneak up to the stone with Delphine and see that this is the same black dragon that attacked Helgen when we were almost executed. He hangs in the air and calls to life another dragon, Saloknir. We kill a freshly baked dragon and absorb its soul, after which Delphine begins to fully believe us that we are Dovakin. We ask her about everything we want to know, and find out that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

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

Brynjolf, the type that will help you find Esbern, is in Riften, you need to get to him before the Thalmor. If you have not been to this city before, then at the entrance to it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and go inside. You don't need much eloquence to convince a guard. Entering the city, we look at the market and find Brynjolf. If he is not in place, then you need to wait for the day. This help-hungry individual offers us to steal a ring for him, in return for which he will agree to help in the search for Esbern. We agree to this court case and let Brynjolf know. We wait until the people from the market crowd in front of him, and we ourselves quietly sneak up to the shop window, here in the market, and, breaking the lock, steal the ring. If the lock cannot be broken, or we are noticed, then nothing bad will happen, we just pay a fine and return to Brynjolf. Disappointed in our abilities, he will still offer us to work for him. But our task is far from this, we need to find the same Esbern, and for this we head to the Rat Hole, the entrance to which is located under the market. From there we make our way to the "Rampant Flask" and there is a bartender Vekela Warrior. For a fee, he will tell you that Esbern can be found in the Rat Hole in the Ant Hill. We head towards it, destroying the Thalmor soldiers along the way. Having found the door to Esbern's room, we knock on it and tell the old man that we came from Delfina, and so that he believes, we tell him her words "Remember the 30th Beginning of Frosts." After that, he will willingly let us in and tell us that the same black dragon that was in Helgen is called Alduin and is the Eater of the World, and that if he is not stopped, the end of the world will come. Fortunately, we will please the old man, because. we are the Dragonborn and we can stop Alduin.

First, a little introduction to the basics of completing tasks. A compass is located at the top of the interface, and an inverted triangle icon indicates the direction in which you need to move on the current task:

If the same icon is "hanging" over the NPC you need to move towards him (or behind him):

Having opened the map (M) the same icon will indicate on the map the point where you need to go. And by opening the journal (J) read the description of the tasks, and select (if there are several) the one that you want to complete at the moment (at the current time only one task is marked on the map and compass).

These basic knowledge will help you complete tasks in the game Skyrim.

Walkthrough

In the tradition of The Elder Scrolls, we start the game as a prisoner. And now, just appearing in the game, you see yourself among the prisoners who are being taken to execution.

To freedom!

While we are being transported in a cart, we hear the conversation of other prisoners, from which it becomes clear that there is now an uprising in Skyrim, led by the Stormcloaks. The Imperials have mistakenly thought we were one of them, and we are being taken to Helgen for execution.

Upon arrival, the character editor will be available it is quite advanced, and you can make the appearance of your character exactly the way you want.

Important: 1) the field for entering the name will appear after confirmation 2) we recommend that you specify the name in Latin, in order to avoid problems in dialogues with Cyrillic.

You see how one of those caught is executed, and the next one is you. But already under the executioner's ax, a dragon flies, and panic begins in the city. At this point, you become available to control the character.

Although everything around will collapse and burn, there is nothing difficult, the main thing is not to fuss and look at the compass and pointers above the NPC. Almost immediately, a choice will be given to follow the Nord who checked you on the list, or to follow his neighbor in the wagon. There is practically no further difference in the choice. It's just that if you go with a rebel then along the way all the people you meet will be your enemies. And if you choose the side of the Imperial, then along the numerous corridors and rooms you will meet allies carefully, do not beat them. But if you still hit them a few times (on the first hit, they say “Who are you for anyway?”), And they start attacking you put away your weapon, they will stop.

As you follow your new partner, you will find chests with equipment, learn how to pick locks, shoot from stealth, etc. In fact, the task "Freedom!" is educational. It ends with how you exit the cave. From now on, the whole world of Skyrim is open to you. And where to go, what to do only you can choose!

Before the storm

As soon as you left the cave, a new task will begin "Before the Storm", the most difficult moment in this task is related to the fact that your partner will say "Now we must split up", but in fact you do not need to split up follow him. On the way, he will show the stones of power (or whatever they are called) by activating one of them (mage, thief, warrior), the skills of the corresponding direction will be pumped 20% faster.

Continuing to follow your partner, you will come to Riverwood a small village. The partner will take you to his family, where you will be offered food and lodging for the night. In the course of the conversation, they will tell us that we need to go to Whiterun and report what happened in Helgen. But do not rush to leave, the head of the family Alvor, is a blacksmith, with his own forge. He has side quests to help you learn blacksmithing.

You can also find other side quests in the village. And to continue the main task go to Whiterun (follow the pointer on the compass, and you can also open the map and estimate the distance to the city).

In Whiterun, a guard will come up to you tell him that you are from Riverwood, to the Jarl you will be let through. In the city you need more building at the very top Draconic redistribution. And Jarl sits in the main hall, on the throne. Talk to him.

windy peak

During a conversation with the Jarl, after you tell him about the dragon attack, he will take you to Farengar. This magician and alchemist has long been engaged in dragons, and he will undoubtedly be interested in the incident you told. He can also find tables for Alchemy and Enchantment.

Farengar will give you a new task go to Windy Peak and find the Dragonstone there.

Windy Peak a temple high on a rock (still use a map and compass to find it). On the way you will meet two groups of bandits. Having found the temple on the top of the rock - go inside (large semicircular doors), according to its greatness, and it becomes clear to the interior that dragons were once worshiped in it. Initially, there will be a few bandits, but the deeper, the more dangerous opponents you will meet.

Windy Peak has two puzzles. The first one is that you need to place stone figures that can be rotated. The correct location, after which, by pulling the lever, the door will open:

Go further, kill draugs and spiders. You will encounter a web to get through it, you first need to shoot it down with a weapon (just attack on the web). In the room with the big spider there will be a bandit in the web. He has the subject of interest to us, the dragon claw. You can kill him, and if he ran away, then not far, going a little further you will find his corpse. Be sure to search it for the Dragon Claw.

The second puzzle is similar to the first, here you need to place three circles in the correct position:

The hint is on the back of the dragon claw (items in the inventory can be rotated with the mouse).

Go further and further until you end up in a large room, in the center of which there will be a semicircle with text in the language of dragons. Going up to this wall you will read one passage. At this time, the Lord of the Draugr will come out of one grave behind your back you will have a hard fight. Having dealt with him, take the Dragonstone from his corpse, now find the passage to the exit (no need to go back, you will find the second exit from the dungeon ahead).

Once in Skyrim, open the map and fast travel to the Draconic Realm. Head to Farengar and give him the stone.

We discuss all questions with this task on the golden claw page.

dragon in the sky

Do not rush to leave Farengar, and even more than that follow him. You will hear an interesting conversation, at the end of which a guard will come running and tell you that a dragon attacked the western watchtower. Now you need to follow the woman Ariylet. She will take a few soldiers with her and head towards the western watchtower. There you will have your first fight with the dragon.

  • Shoot the dragon with a bow while it flies;
  • When he sits down, try to approach him from the side or from behind to hit him;
  • Take advantage of the moments when the dragon will be distracted by other guards.

After the victory, you will absorb the soul of the dragon, and the first dragon cry Unrelenting force will be available to you.

Return to Jarl and tell what happened.

Reward: The title of Thane, the opportunity to buy a personal house in Whiterun, a personal mercenary Lydia.

The path of the voice

Now you need to get to the Greybeards, which are high, high on a cliff east of Whiterun.

Important: Getting there straight on the compass is almost impossible. Follow the road to the east, which, after going around the mountain, will lead you to their temple. On the way, I met two trolls (a very strong opponent, sprinted Alt key) and a saber-toothed tiger (a strong opponent, but managed). And also a dragon attacked (scripted event, or a random meeting xs). In general, you will not be bored on the road, save more often.

In the temple itself, you will first need to prove that you can use your voice use the shout Unrelenting Force, and also teach you a new one Swift Dash, with which you can instantly move a short distance.

At the end of the training, you will be given the next test.

Horn of Jurgen

The Greybeards send you on your final test - retrieving Jurgen Windcaller's horn from his tomb in Ustengrav, in the swamps of Hjaalmarch.

We look at the map and go to the tomb, which is essentially another, large dungeon, with regular riddles. I'll go straight to them:

Riddle #1

You rest against the passage, which is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but it is worth moving away and the grating falls. You can’t run with a regular run, what to do?

You stand exactly opposite the passage, in front of the stones, put “Swift Dash” on the active shout, hold down the left alt and start running towards the passage as soon as you are next to the third stone, and it activates press Z make a quick jerk, after which it remains to run a little and that's it. I got it right the first time.

I didn’t check how painfully they fry, in general, this stage is also passed with the help of the Swift Dash Shout.

And at the end, an unexpected plot twist will await you, it turns out that someone has already taken the horn before you (a message will appear that the quest has failed), but left a note on a large chest:

The search for the horn will be marked as failed, this is normal.

We leave for Riverwood, find a tavern, and rent a room in the attic from Delphine. She will say that there is no room in the attic, but "you go there." Entering the room that she says (I was guided by the sign), Delphine will follow you and say that she left you a note, and offer to follow her. He will take you to his secret room and tell you that she needs you.

At this stage, we are faced with a crooked dialogue, I will not go into details ... in general, ask Delphine without leaving her room until there is a phrase like "I'm ready, let's go", after which the additional task begins.

Blade in the dark

Delphine is the last of the blades, and just like you, unraveling the reason for the appearance of dragons in Skyrim. Her belief is that dragons don't come back, they "resurrect". And to make sure of this, and possibly prevent the resurrection, you go to the Keen Grove.

You can go with her, or get there yourself. I chose the first option because I didn’t want to think about what and where to go. And so just run after Delphine and that's it.

At the point of arrival, you will see how one dragon brings another to life, and the battle begins.

After killing the dragon, Dolphin will make sure that you are a Dovakin and tell you about a new task. But before proceeding to him, I went to complete the test of the greybeards.

Horn of Jurgen (end)

We make a quick transition to High Hrothgar. We find the “main” gray-beard (this can cause problems, because the compass sometimes turns on when pointing at a person, in general, run around their temple until you find it). And give him the horn. He will say that now you need to officially recognize you as a Dovakin, and at the same time teach you a new word.

We go through the recognition procedure, at the same time studying the third word in the cry "Ruthless Force". Now you can return to the Dolphins task.

Diplomatic immunity

One of the most incomprehensible tasks on the first playthrough. But, I assure you, with repeated passages, you will get pleasure from it.

Returning to Riverwood, we speak with Delphine. She will tell you that you need to get into the Thalmor embassy and find out from them about the dragon. And you don’t actually have to make your way she organizes everything for you. Your task is to go to Solitude and meet Malborn there.

In order for you to survive, Malborn can carry a few items for you while you enter through the "front door" without weapons and armor. In a conversation with him, it is important to know one thing in Skyrim, you can transfer items to companions by pressing R when the corresponding window appears. It is enough to hand over the weapons to Malborn.

Passed now we go to Delphine, she is already nearby, outside the city at the stable (we look at the compass and no problems). She will give you formal clothes, and ask you to transfer all weapons and armor to her, for safety. You can give it to her, or you can throw it somewhere nearby. We give away things, put on formal clothes, say that we are ready and ... you are already “at a festive party”.

We approach the guard, we pass the invitation, we pass. In order for Malborn to lead you to the kitchen, you need something to distract the vacationers. To do this, we take a drink from him (in the dialogue “I want to drink), after which we start a conversation with this friend:

Give him a drink, then ask for one favor -> make some noise.

Then we approach Malborn. It is not necessary to start a dialogue. When Razelan starts to rage, he himself will open the door to the kitchen, and lead him to the chest, where the things that you gave him will lie. Next to the chest is a door you go there. From now on, you can chop everyone in a row.

You will need to clear one building, then go out into the courtyard, kill everyone there, go into the torture building, kill everyone there too and loot 2 chests, after which the signs disappear (which again puts you in a stopper), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), free him, and then offer to get out. He will approach the hatch, ask him why he was tortured and you will find out what you need on the assignment. Now it remains only to get out, and the hatch is closed, what should I do? Around this time, or maybe you will need to wait a bit the guard will enter the house with the words “surrender, we took your accomplice” kill them (the elf who helped you will die quickly ... apparently there is no way to save him), and from one of the new arrivals guards you remove the key from the hatch ready, it remains only to go out through the dungeon (carefully, there is a troll), and meet with Delphine.

As a result, when you come to the “tough guys” in one shirt, you leave with pockets full of armor, weapons, potions, and other junk. And you're doing well too!

A rat cornered

We return to Riverwood, and tell Delphine everything we learned about dragons. The next task is to find Esbern. To do this, we go to Riften (the city of thieves and robbers), and find Brynjolf there (in my case, he was in the Bee and Sting inn), who, by the way, is the head of the thieves guild. I don't know why the main storyline is connected with thieves, but you will have to complete one thief task in order to advance in the search.

For a detailed walkthrough of this quest, see the Thieves Guild page. A little advice if pickpocketing is not pumped save before the theft itself so that in case of failure, immediately boot up and try again.

After completing the task of Brynjolf, we go down to the dungeons under Riften (we go to the water, we find the stairs down, and there is a door), the dungeons are deep, consist of several sublevels:

  • Level 1 - robbers, kill everyone boldly;
  • Level 2 - the headquarters of the guild of thieves (if you wish, you can continue to complete their tasks);
  • Level 3 - Thalmor agents, kill everyone;
  • Level 4 is the level where you finally find the room with Esbern.

Talk to him, tell him who you are from and who you are he will open the door. And tell interesting things. At this point, this task ends, and immediately a new one begins.

What to do if Esbern does not say:

1. Open the console (~), enter the tcl command, go through the door and talk to esbern
2. He will start clicking the door wait
3. If he clicked and calmed down, but the door did not open, we speak again. And so on until the door opens.

Alduin's Wall

The old man will collect his things, and it's time to get out of this hole ... but it wasn't there, Thalmor agents break into the room and the battle begins. The old man turns out to be an excellent magician, and gives the enemies a good rebuff.

There is nothing complicated to the passage to it, except for the fact that it is very far to go, plus three dragons attacked along the road. And I won’t tell about Alduin’s wall itself, so as not to spoil the first impression, I’ll only tell you about the next riddles (this time not difficult):

Riddle #1

To go through one stage, you will need to lower the bridge, for which you need to deploy the stone figures as shown in the screenshot.

Riddle #2

A room with a fire trap (it fries very painfully), and stoves that react to the advance. Solution go only on the plates that represent the Dovakin (see screenshot), you will reach the fiery installation, pull the lever, and the trap will turn off.

At the end, you will be given an excursion into history, then a dialogue from which it becomes clear that nothing is clear. And you need to go to the gray-beards again.

I would like to say a special thank you to the developers for the behavior of partners in this task. How living people comment, view the environment, discuss puzzles, etc.

Throat of the World

In this task, get ready for excruciatingly long dialogues.

We return to the gray-bearded. Look for their leader again, and start a dialogue. You need to strive for the theme "Paarthurnax" -> "I want to meet him." After that, you will be taught a new cry, and they will show the way.

The whole road to Paarthurnax is in some kind of strange fog, which somehow has a bad effect on the character (I didn’t experiment what would happen if I stood in it), but with a new Shout this fog accelerates a long distance forward, so with the help of a shout and move to the top, to the most important "graybeard".

At the top, you will find an interesting plot twist, a new cry, and a choice of further path greybeards or blades.

ancient knowledge

On assignment, there is a choice to turn to the gray-beards, or to Esbern (blades). I chose the option with Esbern (although judging by the comments, there is not much difference between this choice) go back to the wall (he will be at the “back” exit) and tell him about the ancient scroll.

He will say that you need to turn to the magicians, because. they have a large library and centuries of knowledge. And he will send you to the College of Winterhold, it is also the guild of magicians (mark it on the map), it is located ... at the end of the world. We get there, at the entrance they will tell you that you can’t just enter you have to join the guild. And to enter show that you can use magic. You will be asked to demonstrate one of the spells, if you do not have it then the NPC will offer to sell it to you. We buy, demonstrate magical skills ready, you are even taken to the building. We are looking for the main thing in it Urag gro-Shuba. We talk with him about the scroll, knock out information from him until he gives an additional task "The Works of Shalidor".

Works by Shalidor

Note: This quest can be completed in different locations.

We need to find the records of one scientist we go to the marked dungeon. In the dungeon there will be one, already familiar puzzle a lever, rotating statues and a trap triggering when selected incorrectly. A clue to which statue to turn which side look on the opposite side. Two statues will show which figure needs to be deployed.

Then there will be another unexpected moment you will meet a strong dead man, after the murder he is reborn to life again. But in fact, there is no mystery in this case kill him several times, and he will stop resurrecting. Take the scientist's notes and return to the College of Winterhold.

We meet with Urag gro-Shuba and give him the found notes. He will say that it takes time to decipher. Scroll through two days and talk again. The manuscripts are deciphered, and a book will appear on the table to be read:

After that, we again speak with Urag gro-Shuba, and another additional task begins.

Beyond the ordinary

The conversation will be about the fact that there was one scientist who was very interested in the Draemer, and then went north and disappeared. You need to look for it. A little to the north, a point will be marked go there.

We find a scientist there, and after a long dialogue, we get two items - a dremer cube and a ball, and a new marked point on the map. Huge dremer dungeons await us there. By the way, in them, you can find an amulet with a 15% bonus to alchemy.

The dungeons are large, but there are no special mysteries. Of course, without traps and locked doors, you can’t do without a lever “you’ll find where” you can’t do it, here is one of the most difficult searches for a lever:

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

As a result, we will reach a room with an interesting device. Find the "control panel" there and install the cube:

After that, the task "Ancient Knowledge" will be completed, but we still need to record our "game" on the ball. To do this, simply remove the cube that you installed on the panel, and return it to the raving scientist.

We discuss this task separately on the Dwemer mechanism page.

Curse of Alduin

There will be a fight with the main dragon Alduin, but before that the Dragonbreaker cry will become available. The main villain himself does not sit down on the ground, you need to shoot him down with a dragon slayer, and then chop / fry / freeze, on rollback using the dragon slayer cry (if you do not use "he will fly away again and circle around).

We defeat him, but he says that it is impossible to kill him, and flies away.

Fallen

After the victory, talk to the parthurnax. He will tell his plan how to finally defeat the villain. To do this, we need the help of the Jarl, we go to him.

Endless time

The task itself is not difficult, but you will find a lot of dialogues.

We speak with Jarl about the dragon and the end of the world. He will agree to help you, but only after the war in Skyrim is stopped. Now we need to do the impossible to reconcile the two sides that are not going to be reconciled, and each thinks only of its own victory. I did not join any side, so I acted neutral. I don’t know how the dialogues unfold there if you took the side of the Empire or the Stormcloaks.

We go to the gray-beards, we speak with Arpgeir, we ask him to announce a meeting on the conclusion of peace.

We go to the imperials, we speak with Tullius, we convince him to negotiate.

We go to the rebels, we speak with Ulfric, we convince him to negotiate.

We return to the gray-beards, the meeting is just beginning there, and our old familiar blades will also come without an invitation. And what is going on at the negotiations (if you delve into) generally horror. Everyone thinks only of his own, but somehow we (although I think that there is no bad outcome, but the situation is tense) persuade them to establish a temporary peace.

After the conclusion of peace, the task will be completed, but Delphine will also put in her five cents says that the parturnax must die. Your conversation will unlock the new quest Paarthurnax.

Fallen (continued)

With the temporary peace concluded, it's time to set a trap for Odahviing. To do this, we return to the Dragon Redistribution, and speak with the Jarl. He will say that everything is ready, everyone is waiting for your decision.

We say that we are starting, and we follow him. How to summon and catch Odahviing? Go out onto the balcony, use the “Dragon Challenge” shout (do not forget to hold it down so that the shout is complete), the dragon arrives, we shoot it down with the “Dragonbreaker”, after which (no need to kill it!) gradually retreat into the depths of the “balcony”, along rollback using dragon slayer so that he does not fly away. He will follow you into the depths, and then he will fall into a trap.

House of the World Eater

Talk to Odahviing. Now you need to let him go. To do this go upstairs and talk to the guard.

After that, we wait for him to come out to the edge of the balcony, talk to him again, and go on the dragon to Skuldafn.

We have to clear the territory and dungeons full of Draugs, as well as new puzzles:

The first puzzle with movable plates, the first position opens the right grate (there is a chest with junk), the second the left one, along which we continue to explore the dungeon:


And the third riddle, with a door with spinning rings, there will be a draug in front of it, after killing it, we remove the “Diamond Claw” from it, on the back of which a hint is given:

After that, we go outside, to the portal, but do not rush to teleport, somewhere nearby there will be a cool representative of the underworld Nakrin. After killing him, we remove his mask (+50 to magic, spells of destruction and restoration consume 20% less magic) and staff. The staff will be needed to start the portal again (stand on the place indicated by the task and press E), then jump into it.

sovngarde

Welcome to the realm of the dead. A very beautiful place, but blackened by Alduin. We go along the arrow, meet with Tsun, pass the test, and get into the hall of the ancients.

Dragonslayer

Congratulations, you have reached the very end.

After the victory, talk to Tsun to return to the mortal world.

P.S.

The storyline is great. For a long time, the storylines in games have not been so impressive. The main thing play on the highest possible difficulty for you, so that "winning" would feel like a real victory.

Now, using the cry "Dragon's Call" in an open area, the dragon Odahviing will fly to your aid.

Simple dragons will still be caught as simple monsters.

It took 40 hours to complete the main storyline, only slightly distracted by something else.

The description of the passage was written after one passage, of course, it may somewhere be incomplete or subjective. Ask questions, add I will make amendments. With the exception of the plot itself I tried to say as little as possible about it, so as not to spoil your first impression of a personal passage.

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