Skyrim 5 walkthrough of all quests. The Elder Scrolls V: Skyrim

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

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

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

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

Preferred race in the passage of Skyrim

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

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

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

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

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

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

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

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

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

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

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

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

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

To freedom!

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

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

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

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

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

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

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

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

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

Before the storm

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

dragon in the sky

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

Cheat codes

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 By 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. Main 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

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

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

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

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

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

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

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

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

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

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

  • Perhaps the most simple and affordable way is to take it from Malborn or from any maid booze and then give it away redgar razelan. The latter, having received alcohol, will distract the public with his behavior and you can calmly leave reception.
  • The second way is no less easy. Talk with Erikur, after which it will start approach the maid, which will give him a lapel-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connection with Erikur. But do not despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the maid and begins to harass her again, go to Malborn and quietly leave the reception.
  • If you completed the Ondolemar quest "" in the city of Markarth Search and arrest", That 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".

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

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

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

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

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

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

Reaching the top" Throats of the World” Talk to Paarthurnax while observing all ancient customs. There is nothing complicated, the elder of the Greybeards himself will conduct a dialogue in 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

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

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

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

Skyrim passage of the quest “Beyond the ordinary”

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

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

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

In order to receive scroll, click:

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

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

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

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

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

Open inventory and use ancient scroll, after which the main character will be transferred to the past. 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

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

First of all, you need to talk to choose:

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

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

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

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

Quest "Endless Time"

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

After you deal with Greybeard, go:

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

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

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

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

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

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

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

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

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

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

  • 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: 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

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

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

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

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

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.

Passage |

In this article, we present to your attention a complete walkthrough of the storyline of The Elder Scrolls V: Skyrim quests.

Unbound
This quest will start automatically.


Goals:
✓ Get to the Fortress (Keep)
✓ Enter the Stronghold with Hadvar or Ralof
✓ Escape from Helgen
✓ Steal Gunjar's body
✓ (optional) Search barrels for a potion

Walkthrough
Once the dragon fakes your execution, the first Skyrim quest will begin. With your hands tied, you are helpless in the face of an enemy, not to mention dragons. Quickly run into the building in front of you and up the stairs. The dragon will make a hole in the wall and you will see a nearby house that you can jump onto. Outside you will meet Hadvar, go with them to the Stronghold and the fork: You can choose with whom to go further - with Hadvar (Imperial) or Ralof (Stormcloak).

Now, depending on who you have chosen, the action will take place in different ways. With Hadvar you will have to fight members of the Stormcloaks, and with Ralof you will be attacked by imperial soldiers. In any case, you need to use the Helgen Keep Key and go through this area anyway.

In the first room, your hands will finally be free, and you will be able to inspect the bodies (and chests, if you are with Hadvar). Get yourself the first pieces of equipment and weapons. Activities such as running, brandishing weapons, and generally anything that requires physical strength will reduce your energy level. Constantly keep an eye on him so that he does not completely disappear right in the midst of the battle.

Follow your companion into a room full of various items, including very useful potions of Potion of Minor Magicka, Potion of Minor Healing, or Potion of Minor Stamina. There are also salt, beer mugs, etc. to grab, but remember that every item (including weapons and armor) takes up space. In other words, do not grab everything - take only the most necessary.

In the torture chamber you will get acquainted with the amazing art of opening locks. You can learn more about this in the Lockpicking department. Having successfully opened the chambers, you will receive gold coins, a potion of lesser magic and a book. If you want to open more locks in the future, you will have to search the room for more locks.

Further on your way there will be humanoids that need to be killed, but moving further into the damp caves, you will already meet other enemies - Frostbite Spiders, which spit frosty poison, and you can also take bags to collect their eggs and tails. Tails hang from the ceiling. Your companion will express doubts about fighting the bear ahead, but it's not really an easy opponent, which will also give you Bear Claws and Bear Pelt.

By the way: You can attack your companion and they won't retaliate, and you can improve your one-handed or two-handed weaponry this way. When he starts sneaking and says that he will follow you, you will also be able to attack him in this mode and thus easily increase the level of "sneaking".

The exit is just around the corner, and you enter the vast world of Skyrim, completing this first quest.

Before the Storm
The Before the Storm quest will begin once you complete the Unbound quest. Quest reward - Steel Armor.


Goals:
✓ Talk to Gerdur in Riverwood
✓ Talk to Jarl in Whiterun

Walkthrough
No matter who you take out of Helgen with, your next destination is in Riverwood, a nearby town. Both of your companions in this city have relatives with whom you can talk and get support from them. On the way to the city, you can talk to your companion and learn more about the dragon and the past of his group, and then he will try to recruit you into his group. Sides can be chosen later, but for now continue on to Riverwood.

Advice: Skyrim is a very, VERY big world and it's easy to get lost in it. Your interactive map is your reliable friend and support.

Guardian Stones are located along the road on the way to Riverwood - they are hard to miss. You can inspect them and choose only one (rogue, warrior or mage - for now) to get a few percent improvements in learning speed. Naturally, you'd better pay more attention to what your race specializes in. For example, the Bretons are best suited for a magic stone that helps speed up the process of learning magical abilities.

In Riverwood, you need to find someone - just follow the marker on the compass. Any of the local groups are incredibly friendly and will provide you with food for free. Take what you need most (or all) and continue to pry information from the person you need. In the end, a new task will appear: talk to the Jarl in Whiterun - a kind of center of the Skyrim world.

Riverwood is worth checking out for a couple of additional quests - the Golden Claw or any tasks that include rescue or sabotage in a small town. A diversion can be arranged by talking to Sven, a bard who often visits the Sleeping Giant tavern (Sleeping Giant). There is an alchemist's laboratory here, which you can also use.

Advice: red text indicates that you are about to do something illegal, which may lead to undesirable consequences.

In Riverwood, the merchant Lucan is ready to charge you with a task - to get the Golden Claw (Golden Claw). Of course, he will hastily add that you will receive a reward for this.

When you're ready to head to Whiterun, leave Riverwood and follow the quest marker. There are several farms, stables, and honey wine distilleries outside the Whiterun periphery. You will see high stone walls around Whiterun; when you get to the entrance, a guard will stop you and say that the entrance to the city is only on business. Naturally, you have a choice - to convince, bribe or kill, but for now it's best to simply say that you were sent from Riverwood for help. The guard will let you through without hesitation.

Advice: in Whiterun you will find the Shrine of Talos, which, when activated, will cure you of all diseases. There are many such things in this world.

Find the Dragonsreach - one of the tallest buildings in the northern corner of the city. There are endless steps leading to it. Any news you bring about dragons will get the Jarl's attention. The quest will end once he decides to help Riverwood.

Black Falls Barrow
Farengar in Whiterun will give you the Bleak Falls Barrow quest, but if you've already been there, you won't need to go there again.


Goals:
✓ Talk to Farengar
✓ Select Dragonstone
✓ Deliver Dragonstone to Farengar

Walkthrough
If you have completed the Golden Claw quest before, then you have already been to this place and have already received the item Farengar needed. Talk to Farengar and if you already have a Dragonstone, the dialogue will answer - show him. If not, you need to go to the Bleak Falls Temple (preferably with The Golden Claw already completed) and climb into its depths to get the Dragonstone.

Go to the snowy mountains, where you will soon meet bandits and enemy archers. Head towards the Bleak Falls Barrow and enter the old Bleak Falls temple. Almost no one lives here now, but you'll find enough Skeever corpses to loot, as well as locked chests to practice your lockpicking skills on. After getting rid of the first two bandits, you will meet the next one only in the very depths of the temple. Be sure to profit from the gold in the urns and on the shelves.

You will reach a room with a lever and a gate. When you try to pull the lever for the first time, you will find yourself under a barrage of arrows, apparently not fired on purpose. In this mini-puzzle, you need to place the three columns on the left so that they are in the same position as the columns above the gate. The column in the center fell to the ground next to the lever. You need to complete everything in the following sequence: snake, snake, swordfish. Once you place them correctly, pull the lever and the gate will open.

If you read the book of thieves, it will help you improve your skill in opening locks. Go down the spiral stairs to the hall with cobwebs. Be sure to grab the Scroll of Fireball. Make your way through the dense web wall and meet up with Arvel the Swift. You will find that this master thief was captured by the Frostbite Spider, but he managed to mortally wound and significantly weaken this huge arachnid. Finish him off and talk to Arvel. Before you free him, ask him about the golden claw.

This traitor will try to run away from you along with the claw. Kill him and search the body for the Golden Claw. You will start walking towards the crypt, from which the draugr will appear and attack you. These are much stronger bandits than the ones you've seen, so don't let them attack all at once and surround you.

Time your ax swings and run down the corridor as soon as they retreat. In these narrow spaces you will encounter even more draugrs, but pay attention to the iridescent liquid on the ground - it ignites. Simply lure the Draugr to it and set it on fire with fire magic, or simply push one of the torches into the oil. Another Draugr will emerge from the coffin; kill him and search the coffin for gold and the Scroll of Hysteria. Pull the nearby chain to reach the next part of the temple. Shimmering Mushrooms grow here in full, which can be collected from the walls.

A straight road will take you to a small waterfall, at the base of which there is a chest and corpses. As a result, the path will lead you to the restless draugr, which is much more stubborn than the previous ones, which means you will have to spend more effort and time. The door ahead leads to the Bleak Falls Shrine. There are more draugrs here, but there is oil here too.


Through the iron doors at the top of the stairs you will pass through a corridor with a stone door in front. The stone door will have a set of rings with symbols and a keyhole in the shape of a Golden Claw on the door. Select the Golden Claw from the items in the menu to see the exact order. Here is the solution (top to bottom): owl, hummingbird, bear. After that, put the Golden Claw back in place to open the door.

Go to the engraving on the Word Wall to get the Unrelenting Force and the Draugr Lord will spawn. Use the uneven surface to your advantage; the enemy will not catch up with you if you constantly change positions from a high point to a low point, while at the same time using a bow or long-range magic to deal damage. After killing the overlord, search his body for the Dragonstone. After that, be sure to check both waterfalls. Each of them has a chest. To open the chest behind the right waterfall, you will need a master key. You can then go up the stairs and return to Skyrim.

dragon rising
You will receive the Dragon Rising quest once you complete the Bleak Falls Barrow and bring the Dragonstone to Farengar. As a reward for completing the quest, you will receive a magical weapon: Whiterun's Axe.


Goals:
✓ Talk to Jarl Balgruuf
✓ Meet Irileth at the Western Watchtower
✓ Kill the dragon
✓ Examine his body
✓ Tell Jarl about everything
✓ (Optional) Use your new Shout ability

Walkthrough
Amidst all this talk of dragons, someone really needs to be called to account. Iraleth, Farengar, and you must report to the Jarl's headquarters in Dragonsreach to speak with the Jarl. The Jarl will give you an Iron Helmet of Minor Destruction and you will disperse. You need to meet with Irilet outside the city. Leave Dragonsreach and go to the Western Watchtower, not far from Whiterun. Irileth and her guards stand at the very ruins of the tower. More recently, one villain - the dragon destroyed it and flies calmly somewhere nearby; heading towards the tower, you will see a dragon named Mirmulnir.

Apparently, this dragon is a weakling, since iron arrows easily pierce its thick dragon skin and cause impressive damage. Let's hope that you are good with the bow, and you have enough fellow archers. Shoot him when he is in the air. Periodically, Mirmulnir will drop to the ground and breathe fire, but this also means that he can be attacked in melee. If you are a good magician, feel free to use everything related to ice. With the help of Irilet's people, you will weaken the dragon, and eventually it will fall.

Search the corpse of the poor animal - there is a lot of everything. The first of the many Dragon Souls you collect in the future will be especially important to you. Now you can use your Unrelenting Force ability that you received earlier. Now you can experiment with Shout, which is in your magic menu and will be available after the cooldown (caldown is the time it takes for the ability to recover after using it).

Return to Whiterun and talk to the Jarl. Briefly describe what happened and mention something about the Dragonborn, to which the Jarl will respond with a message about gathering Greybeard. Remember that booming sound you heard as you ran towards Whiterun? This is the Greybeards. The reward for this quest will be Jarl's words of praise, the great title of Thane of Whiterun, and his eternal friendship.

Advice: You can abuse the power given to you to get rid of one illegal offense. However, if you are caught, you cannot escape the guillotine. Use your Released Prison Card to steal a horse from the Whiterun stables that will get you where you need to go much faster than on your own two feet.

The Way Of The Voice
After demonstrating your extraordinary abilities, you will find yourself with the Greybeards on top of High Hrothgar (High Hrothgar) and begin the quest The Way Of The Voice.


Goals:
✓ Talk to the Greybeards
✓ Demonstrate your "Unrelenting Force" shout
✓ Talk to Arngeir
✓ Learn the Word of Power from Einarth
✓ Demonstrate your "Unrelenting Force" shout (3/3)
✓ Learn the Word of Power from Borri
✓ Show off your "Whirlwind Sprint" shout
✓ Talk to Arngeir for further training

Walkthrough
The Greybeards live in a monastery in High Hrothgar. The only way to reach High Hrothgar, perched atop a towering mountain, is via Ivarstead. Go through the city and find a bridge leading to a road that wraps around snow-capped mountains. It's quite a long road, fortunately it doesn't have many dangers, although you may encounter a frost troll.

Inside, Arngeir will call you Dragonborn with a lot of hesitation in his voice. To convince him, use the Unrelenting Force shout and talk to him again to learn more about the Greybeards and your destiny. You will learn that every cry has three Voices; You've only learned the first one - Force - from the "Unrelenting Force" shout, and now you'll learn the second one: Ro.

After learning the word Ro from Einart, you must hit the targets three times with "Unrelenting Force" before the Greybeards are satisfied. Borri will guide you to the next test outside the courtyard.

The Greybeards are here to teach you one more Shout before sending you somewhere else to complete your training. You will learn the first word, Wuuld, from the Whirlwind Sprint shout, which will allow you to run at incredible speeds. To use a shout, bring up the Magic menu and select "Whirlwind Sprint" from the list of shouts. Talk to Arngeir to open the gate and use "Whirlwind Sprint" to break through the gate. This will complete the Way of the Voice quest and move on to The Horn of Jurgen Windcaller.

Speaking of bugs... When you learn the word "Ro", the targets may not appear. To fix this, pause and then return to the game again.

The Horn Of Jurgen Windcaller
Goals:
✓ Get the Horn of Jurgen Windcaller
✓ Read note
✓ Meet with someone. Who took the horn
✓ Return the horn to Arngeir

Walkthrough
The mythical horn of Jurgen Windcaller is located in Ustengrav, just northeast of Morthal. In Ustengrav you will meet many wizards, draugrs and standard cave monsters. The object of your interest rests in the depths of Ustengrav, where you will eventually stumble upon a huge cave overgrown with vegetation. There is a Word Wall here that will teach you the Word of Power: Fade, Become Ethereal.


Warning: There is an Arcane Enchanter here, but it is locked in a niche and can only be reached after you lower the two levers on the adjacent wall.

However, you are not here for this. The horn is much deeper, and then you need to use Whirlwind Sprint to get past the gate. Three stones activate and raise the gate, but the gate will close very, very soon. You will have to use the Whirlwind Sprint twice: use the first one to activate the rocks, run towards the gate and use the Whirlwind Sprint a second time to run under it before it closes.

And now forward - to the horn of Jurgen Windcaller ... only he is not here! In its place is a note written by a "friend" telling you to spend the night at the Sleeping Giant Inn in Riverwood. Talk to Delphine and ask for a room in the attic. Go to sleep, but soon Dolphin will wake you up to give you the horn. From here begins the quest A Blade In The Dark.

Return to High Hrothgar as soon as you can and hand over the horn to Arngeir. You now have one more Word of Power: the final word for the Unrelenting Force shout. Talk to Wulfgar to learn the word Push. You now have a full Unrelenting Force shout.

A Blade In The Dark
Goals:
✓ Talk to Delphine
✓ Find the graveyard of dragons
✓ Kill the dragon Sahloknir
✓ Talk to Delphine

Walkthrough
After you do everything that is said in the note from the quest The Horn of Jurgen Windcaller and spend the night in the Sleeping Giant tavern, you will meet with Delphine, who will ask you to meet with her face-to-face. She will show you the secret room under the tavern and will want you to prove that you are indeed a Dragonborn because she doesn't trust the Greybeards. Be sure to search the basement, there you will find the Blades sword - it will come in handy. Now you must prove that you are indeed a Dragonborn. To do this, you need to kill the dragon, which Delphine thinks may return to Skyrim.


Bring a helper like Lydia and meet her at Kynesgrove, south of Windhelm. After that, you will find yourself tied into a fight not for life, but for death with a dragon named Sahloknir. Having recently woken up after a long hibernation, Sahloknir has not warmed up yet, so be sure to take this opportunity. Use a Fire Resist potion, as Sahloknir's fire can harm those directly in front of him.

If you brought a companion, as we advised you, he will distract Sahloknir while you bludgeon him. Soon the second dragon (of the main story) will fall, and you will absorb his soul and take away his bones. After that, talk to Delphine to complete the quest.

Diplomatic Immunity
Goals:
✓ Meet Delphine in Riverwood
✓ Meet Malborn in Solitude
✓ Give Malborn the equipment
✓ Meet Delphine at the stables
✓ Talk to Malborn
✓ Distract attention and leave the party
✓ (optional) Return equipment
✓ Look for information about the return of dragons
✓ Escape the Thalmor Embassy
✓ Talk to Delphine

Walkthrough
The quest begins as soon as Delphine enters Riverwood after the events that took place in the quest A Blade In The Dark. According to the plan, you must meet her there and come up with a plan on how to get into the Thalmor embassy. You need to meet Delphine's confidant named Malborn in Solitude. Malborn hides in Winking Skeever. There he will ask you what things you need to bring to the embassy (mainly your equipment and locks).


Find Delphine at the stables near Solitude and talk to her to get the equipment. Talk to Delphine again when you're ready to travel to the Thalmor.

Upon arrival, you will meet the impudent boy Razelan. Remember it. After exchanging a couple of pleasantries with the ambassador, Malborn will tell you to cause a commotion to get through. Grab a bottle of brandy from Malborn or the waitress and hand it to Razelan. With bulging eyes, he will declare his loyalty to you, calling you his best friend.

Ask him to make a fuss and slip back with Malborn. If you care about replenishing your health, you can steal food from a party with impunity. After taking out the equipment from the chest, you will have to get rid of the Thalmor guards.

You are opposed by three ordinary fighters and a wizard. Get even closer to the quest marker, picking up different potions along the way. Outside, you'll encounter even more enemies, but your main target is Elenwen's Solar. Where you have to fight Rulindil and get his Interrogation Chamber Key. Use it to enter the torture room and steal the Talmier Dossier: Esbern from the chest. After receiving the dossier, you will have to leave the embassy. There is a hatch in the torture room, but first you need to take the key to it from the body of the guard.

An Ice Troll lives in Reeking Cave, but by this point you will have reunited with your companions (if you have them, of course). Just return to Delphine in Riverwood to complete the quest. You'll find her in the basement of the Sleeping Giant Tavern, accessed through a false panel in a closet in the room closest to the front bar.

A Cornered Rat
The A Cornered Rat quest starts immediately after the Diplomatic Immunity quest.


Goals:
✓ Talk to Brynjolf
✓ Look for the Rat Move for Esbern's hideout
✓ Find Esbern in Ratway Warrens
✓ Talk to Esbern

Passage of the quest A Cornered Rat
Delphine learns Esbern's name and figures out that he is hiding in Riften. Esbern doesn't trust anyone, so you need to talk to Brynjolf first. You will find it in the open market in the city center; ask him about Esbern, and since Brynjolf is a real businessman, he does not agree to give information for free.

If your speech is high enough, you may have to fulfill his request: Chance Arrangement. After completing this quest, talk about Esbern again and he will say that he knows this guy.

Enter the Rat Pass under Riften. In these underground tunnels you will definitely meet hostile dregs of society. Follow the Rat Passage until you reach the entrance to the Ragged Flagon. Don't forget to quickly flip through the pickpocketing book.

In Ragged Flagon you will encounter some enemies from the Thalmor. This tiered and overgrown area leads to the Rat Wastes, home to lunatics, including Esbern. When you find him, he will deny that he is Esbern. He will continue to pretend until you bring Delphine. If you remember your conversation, you will remember what she said so that you would say something that would make him believe you. After that, he will let you into his ... house. The quest will end after talking to him.

Alduin's Wall
The quest Alduin's Wall starts after talking to Esbern in the quest A Cornered Rat. Here you need to find the Sky Haven Temple with Esbern and Delphine to learn how to defeat Alduin.


Attention: the mountain on which the Heavenly Temple is located (next to the Karthspire camp) is impregnable until this mission. Previously, you were blocked by the "invisible wall" of developers.

Goals:
✓ Escort Esbern to Riverwood
✓ Talk to Esbern
✓ Enter the Sky Temple
✓ Learn the secret of Alduin's Wall

Walkthrough
Go down the Ratway again, brushing off a couple of Thalmor minions that have made their way here. By the way, you can make a mini-cartoon by lowering the bridge in the Rat Pass.

Take Esbern to Delphine in Riverwood. Let two friends talk and listen to what Esbern has to say.

Shortly after that, you will be on your way to the Celestial Temple, where Alduin's Wall is located. You can rejoin the Blades in Kartspire or go with Delphine and Esbern. The latter option can help in fights, but be careful - your allies can block your path on narrow roads.

Karthspire is best approached by fast travel or by taking a carriage to Markarth. Karthspire itself is a cave full of Forcewolves, as is the neighboring camp. Karthspire serves as a kind of vestibule to the Celestial Temple.

Inside, you must solve two puzzles: the first one involves rotating three columns so that an apple-shaped figure is facing you (presumably an arrow pointing at the Dragonborn); so you lower the stone bridge on the right. The next room is a death trap if you are walking on tiles other than the Dragonborn tiles. Follow the narrow path from the Dragonborn slabs to the chain on the wall and activate it - this will deactivate the trap and open the way further.

Finally, when needed, activate the blood seal in front of the statue's head, and you will find yourself in the Celestial Temple. Esbern will continue to feed you stories of Alduin and his dragon cult based on the legends written on the wall. It seems the secret to banishing Alduin from this world is like destroying fire with fire; or in this case, you need to find a special Shout. Take note and find out what the Greybeards know about it.

The Throat Of The World
Goals:
✓ Talk to Arngeir
✓ Learn the cry "Clear Skies" (Clear skies)
✓ Use the new shout to open the path
✓ Talk to Paarthurnax
✓ Learn Word of Power from Paarthurnax
✓ Use "Fire Breath" shout on Paarthurnax

Walkthrough
Go to High Hrothgar and find Arngeir. Arngeir can be a real boor at the mention of the Shout with which you can defeat Alduin, but he will eventually take you to the courtyard to explain how to get to Paarthurnax. Learn all three Words of Power on the ground around Arngeir to learn the "Clear Skies" Shout. Use this shout to disperse a strong snowstorm preventing you from getting to Paarthurnax.


On the way to Paarthurnax, you will need to use the shout a couple of times to subdue the violent blizzard. Be prepared to use a health potion if needed.

It will take time to talk to Paarthurnax; he will teach you the Word for Fire Breath. Demonstrate the power of your Tuum by using Fire Breath. After a long philosophical conversation with Paarthurnax, you will proceed to the Elder Knowledge quest.

Elder Knowledge
Goals:
✓ Find out the location of the Elder Scroll (Elder Scroll)
✓ (optional) Talk to Arngeir or Esbern
✓ Go to Alfland Cathedral (in the ruins of Alfland Glaciul) and use the Lexicon given to you by Septimus Signus (from the quest Discerning the Transmundane) to get the Elder Scroll
✓ You need to reach level 15 or higher to start the second part of the quest

Walkthrough
This quest can be completed at the same time as Discerning the Transmundane.


After asking Esbern or Arngeir a question, you will go to the College of Winterhold. You need to talk to an orc named Urag gro-Shub about the Elder Scroll. The quest Discerning the Transmundane now overlaps with the Elder Knowledge quest. You need to find Septimus Signus to learn more about the scroll. After learning where the scroll is located (in the ruins of Alfland Glaciul), head to the very depths of the ruins. You have to fight several Dwarwen Spider Workers and a couple of Dwarven Spheres. Both types of enemies are quite weak against fire, sparks and well-trained weapons. There are several chests of varying difficulty in the ruins.

Enter Alfland Animonculory Falmer GloomLurker and Falmer Skulker will appear in front of you.

Enter Alfland Cathedral. Kill Umana and Sulla Trebatious.

Open Mzark Tower. Defeat Dwarven Centurion. Open the gate to the altar on the pedestal next to the gate with the Key, which you will take from the Centurion. They will lead you to a hall with glowing neon mushrooms. In a small village, there will be several Falmer scouts, servants and archers here.

Tip: after activating the lever, the Centurion will attack you. Just exit the gate, return to the lever, return it to its original position and close the Centurion. This will make it easier to kill him (if you stand behind the equipment on the right, you won't need to open the gate to attack him).

Advice: if your character is good with bow and stealth, everything will be pretty easy and simple, but these props are not required to proceed further.

Activate the Dwarven mechanism. Put the Lexicon in the slot on the right and press the button on the far right. Then click the button next to it. If the third button (to the left of the second) doesn't appear, keep pressing the second from the right - the third should appear soon. Now press the third button and the dwarven mechanism will move, then the slot for the fourth button will open. Finally, press the fourth button. Congratulations, you just received a scroll!

Don't forget to get the Lexicon Runes from the altar. You can now perform other actions, such as return the Lexicon to Septimus Signus at his post in the north, or return to the Throat of the World and see if Paarthurnax asks you to read the scroll.

Alduin's Bane
Alduin's Bane will start immediately after you pick up the scroll in the Elder Knowledge quest during the game's main storyline.


Goals:
✓ Read Elder Scroll in Time-Wound
✓ Learn the cry "Dragonrend" from the heroes of the Nord
✓ Defeat Alduin

Walkthrough
Return to the Throat of the World to read the Scroll in the Time-Wound. You will find the scroll in the Books section of your menu. You'll watch a flashback of how the heroes of the Nord kicked Alduin out of Skyrim. By the end of the video, you will learn some of the history and learn the Dragonrend cry.

Now you have to fight Alduin. Paarthurnax will help you, although he won't do much damage. The main thing is to constantly use the Dragonrend shout on Alduin so that he stays on the ground, where he is most vulnerable to attacks. Use Dragonrend as soon as the cooldown is up so you don't have to catch it in the sky. However, be careful - you can accidentally use Dragonrend on Paarthurnax. Sometimes they can just be confused.

Alduin fights like any other dragon you've encountered: he flies in circles, spits fire or ice jets at you (in this case, both), and bites with his powerful jaws. Avoid the debris falling on you, run more and constantly beat Alduin.

The Fallen
The Fallen starts immediately after defeating Alduin in Alduin's Bane.

Goals:
✓ Talk to Paarthurnax or Arngeir or Esbern
✓ Talk to the Jarl of Whiterun
✓ Get help from the Greybeards to negotiate a truce
✓ Learn Shout to call Odahviing
✓ Prepare a trap for Odahviing
✓ Summon Odahviing to Dragonsreach
✓ Defeat and capture Odahviing
✓ Negotiate with Odahviing

Walkthrough
Paarthurnax reveals that Dragonsreach in Whiterun was originally built to keep other dragons at bay. He came up with the idea of ​​capturing fellow Alduin and convincing him to betray Alduin. However, before this happens, you need to convince the Jarl.


Jarl Balgruuf (or whoever in his place after the events of the Civil War) is completely preoccupied with the threat of the World Eater looming over him and an even greater threat - the conflict between the Thundercloaks and the Imperial Legion. So if you haven't done some of the Civil War quests yet, the Season Unending quest will begin, during which you'll have to negotiate peace to rally the people while the dragon threat exists.

If you have already kicked Jarl Balgruuf out of Dragonsreach during the Battle of Whiterun, Jarl Vignar Greymane will take his place.

Glitch: if you have completed half of the Civil War quests and have chosen a side when Season Unending starts, there is a chance that you will stumble upon a glitch when you cannot go further in the Civil War quest or negotiate. Your best bet is to finish the Battle of Whiterun before you talk to the Jarl.

Learn the Dragon Summoning Shout from Esbern, who will also give you the quest to kill Paarthurnax for his past crimes against humanity.

If you use Summon Dragon at the end of the balcony, it will summon a dragon. When he appears, he will kill the guard, leaving behind only a sword and a torch. This quest is pretty easy. As soon as you get a chance, hit the dragon with Dragonrend and run into the big hole. The dragon will land on the balcony, follow you and… be trapped. Talk to Odahviing to help each other.

Season Unending
The Season Unending quest begins during The Fallen quest when you try to convince the Jarl to use his Grip to capture the dragon. This quest will only appear if you haven't completed the Civil War quests yet.

Goals:
✓ Talk to Arngeir
✓ Talk to General Tullius
✓ Talk to Ulfric Thundercloak
✓ Talk to Arngeir
✓ Get a seat
✓ Negotiate

Glitch: if you are in the midst of Civil War quests and have chosen a side when Season Unending starts, there is a chance that you will stumble upon a glitch in which you will not be able to continue the quest or conduct peace negotiations. It's best to complete at least the Battle For Whiterun before talking to the Jarl.


Go to High Hrothgar and speak with Arngeir. Because of Paarthurnax's loyalty to the Dragonborn, the Greybeards must follow the same path. You must now speak to Ulfric Thundercloak and General Tullius to remind them of the power of the Greybeards.

Ulfric is in Windhelm and General Tullius is in Solitude. When All have gathered in High Hrothgar, the council will begin. Take your place at the end of the table and wait for the negotiations to begin. Also don't forget to ask Esbern for the Dragon Summon Shout.

The World-Eater's Eyrie
The World-Eater's Eyrie quest begins after you question Odahviing during The Fallen quest.

Goals:
✓ Free Odahviing
✓ Talk to him
✓ Reach Alduin's Portal to Sovngarde
✓ Enter Sovngarde

Walkthrough
Make sure you are adequately prepared for the adventure ahead; You won't be able to exit the dungeon until you complete the quest.


The only way to get to Skuldafn is with the help of a dragon, in this case Odahviing. Free him by talking to the soldier upstairs (don't draw your weapon or everyone will turn on Odahviing). Speak with the freed dragon to travel to Skuldafn. Now go straight to the temple.

Go through the dungeons of Skuldafn to reach the gate to Sovngarde. The dungeons are full of undead, so it's best to use magic or weapons, especially useful against Draugr.

As you make your way through the dungeon, you'll come across two "pillar puzzles". In the first one, three sets of animal drawings are drawn in the center of the hall. The outer ones should look at their respective animals from the other side, and then turn the middle one until the snake pattern is facing the lever. Pull the lever to open the gate on the left and go through.

In the second puzzle, one column is on the floor, while the other two are in niches above. The goal is to match the drawings and the mobile column below will lower the bridge.

The Draugr Lord you meet in the depths has a Diamond Claw, which you will need to progress further. Match the exact sequence on the huge stone door with the sequence on the Talon as in the previous puzzles. This is how you open the door.

The Wall of the Word here will teach you the "Storm Call" shout, but behind it you will have to fight with the enhanced types of Draugr.

At the portal, you will need to defeat Nakhkriin - the Dragon Priest. It may not be easy. To recharge your health and magic in a bottle, hide behind the columns, then the enemy will not reach you.

Use the pillars to your advantage and shoot spells or arrows from behind them, then hide again. If Nakhkriin goes behind the pillar, go around it, hiding from him. Attack at every appropriate opportunity. Once you defeat him, he will drop the Dragon Priest's Mask and Staff, which must be taken upstairs for the portal to work.

Sovngarde
Sovngarde starts after you enter the portal to The World-Eater's Eyrie during the game's main quest.

Goals:
✓ Learn how to defeat Alduin
✓ Obtain permission to enter the Hall of Valor
✓ Talk to the heroes of Sovngarde

Walkthrough
As soon as you enter the portal, this quest will begin, and you will find yourself in some kind of misty valley. Follow the path and you will come across a Thundercloak soldier. As a result, you will reach a crossroads: the left road will lead you to the ruins, the right one is the one you need to follow.


Just follow the right path until you run into Tsuna. Before entering the Hall of Valor, you need to prove that you are worthy of Tsuna's skill. Tsun is a powerful ax master, he can deal a lot of damage, but he can be held back with lightly armored fighters, having them run around, "drawing" Tsun. It is not necessary to drain his health bar completely, he needs to do about 60% damage. Cross the huge dragon scale laid out in the form of a bridge and talk to the heroes who defeated Alduin before you: Gormlaith the Golden Hilt, Hakon the One-Eye, and Felldir the Old.

Dragonslayer
Dragonslayer is the final quest of the dragon story, which starts after the main quest Sovngarde.

Goals:
✓ Help the heroes of Sovngarde dispel Alduin's fog
✓ Defeat Alduin

Walkthrough
The end is near! Exit the hall with the heroes and walk across the bridge. On the other side of the bridge, you need to disperse the fog together. Use Clear Skies 3-4 times to clear the fog and summon Alduin.


The best thing you should try to do is just keep Alduin on the ground and hit him as hard as you can. Fighting him is pretty easy if you have enough ability to stun the enemy. Otherwise, you will have to throw everything you have at him so that you do not fry with a powerful breath. Dragonrend and stun can definitely help defeat Alduin.

Once Alduin is dead, talk to Tsun and he will teach you a new shout and send you back to the world of the living. You must find yourself in the Throat of the World surrounded by many dragons. If you have not killed Paarthurnax, he will talk to you and tell you that now that the dragons no longer have a leader, he will do everything possible so that they follow the voice of conscience and fly away from here.

Congratulations! By completing this quest, you will complete the main storyline of the Skyrim game.

How to get through Skyrim?

Let's start talking about the rather popular role-playing game Skyrim, the fifth part of The Elder Scrolls series, and in our opinion - The Elder Scrolls 5: Skyrim. How to complete the quest, what adventures await you, what heroes and places you will meet. Let's talk about this, let's plunge into the mysterious Skyrim.

How to get through Skyrim: missions

To make it easier for you to understand how to complete a mission in Skyrim, we will build our narrative as a phased review of game episodes. This is especially important if you are new to this RPG.

Episode "Freedom"

We named our first episode quite optimistically, although it would seem that the beginning promises to be different. Well, first of all, we are criminals. Secondly, we ride in some kind of seedy cart, surrounded by the same criminals and guards, and listen to the completely unkind events in Skyrim. Thirdly, as it turned out, we are also suicide bombers, and in the fortress of Helgen, where our convoy is heading, an uncle executioner is waiting for us.

All criminals are being checked by name. So the turn has come to you, which means that the moment has come to create your hero. Here is only your imagination and taste, and we will continue the conversation on how to complete the Skyrim game.

They tried, they created a hero, and he goes and bows his head before the executioner ... But, like in a good fairy tale, oh, a miracle! A fire-breathing dragon sits on the tower. There is panic, turmoil, screams around, everyone is running around, and we get the opportunity to join the game.

In the company of Ralof and Ulfric, you need to hide in the tower. On the way you will come across a hole broken by a dragon, and you need to jump there. Well, on the street, the imperial Hadvar is already waiting for us, who will accompany us to the main fortress tower. Here you will have a choice for whom you will fight next: decide to go against the rebels - keep company with Hadwar; decided to destroy the Imperials - go with Ralof.

In the building, your partner will cut the fetters. We take armor, weapons and keys from one of the corpses (for release from shackles).

Long corridors - that's your way. Spiders and other enemies are the ones worth fighting. Upon completion, you get the task to head to Riverwood, where you will need to find Ralof's sister (if he is your companion) or Hadvar's uncle (similarly).

Episode: "Before the Storm"

In Riverwood we find a woman who will provide you with the keys to the house. There you can spend the night. In gratitude, go to Vitarn and tell about the dragon's invasion so that he can prepare for the defense of Riverwood. Here you also get the task to help Faringar.

Episode: "Wind Peak"

We continue to figure out how to get through Skyrim.

For a more detailed study of reptiles, Faringar needs a dragon stone, and that is what you have to find.

Let's go shopping. We're interested in the one with the name Riverwood Trader. Here you can also get a new task. You will hear a couple talking about stealing a golden claw from them. If you agree to help in finding him, then Valery Lukan's wife (a man in a couple) will take you to the bridge, telling you about what happened.

The search for the golden fire will take place at Windy Peak. By the way, prepare a bow, you will meet a couple of bandits that you need to deal with. We go along the corridors and see a treasure hunter, who, unfortunately or fortunately, is hit by trap arrows. In order not to die, you need to get past the trap by solving a puzzle. Before you will be three stones with different images. Make a combination of them: Snake_Snake_Fish. Pulls the lever and get into the room with the spider. To facilitate the fight against him, stand a little in the passage from where you entered and shoot him with a bow or with the help of magic.

The spider is killed, and in front of you is a claw thief. Release it, but don't relax. The thief will run. And you follow him. We catch up and pick up the claw.

In the hall of the Nords, you will again meet with a puzzle. We study the golden claw and build a combination, from top to bottom: bear_moth_owl. And again the battle with the Dragurs. Next, examine the language of the dragons on the wall. Here we have to meet with an unknown enemy, which depends on your level. We grab the dragon plate and return to Valery Lukan and get 400 gold for our labors.

Episode: "The Way of the Voice"

We are heading to the city of Ivarsted, from where the procession to the monastery of Great Hotgar will begin. Let it be boring enough. In the temple we meet Arngeir and demonstrate to him (at his request) "Ruthless Force". Next, a certain Einart will teach you a new word of power.

Another character, Borri, teaches you the "Rapid Charge" shout. Let's put it into practice.

And here again we get the task - the extraction of Jurgen's horn.

Episode: "Rod of Jurgen"

This horn lies in Ustengrav, in the swamp of Hjaalmarch in a certain tomb. In the same tomb we are fighting with dragurs and skeletons (not so difficult). We reach the bottom, we come across a passage with three bars, near which we see 3 magic stones. When we approach the stone, the grate will open, as soon as we move away, it will close. This is where we remember our "Rapid Rush", well, we use it.

Further, descending plates with fire, spiders and cobwebs, through which we pass in search of a door behind which ... there is no horn. But you will find a note. She will direct you to Riverwood, where you need to rent a room in the attic.

In the city, we ask Delfina for the necessary room, which she does not have, but there is another one. Go there with Delphine, where she confesses that the note was left by her. After that, she will lead you into the wardrobe, or rather into the room hidden in it. There, Delphine will tell you why you surrendered to her. Listen carefully.

Delphine will give you the horn of Jurgen, which we return to the Greybeards. Well, you will be rewarded with the third word of the "Ruthless Force" shout.

Episode: "A Blade in the Dark"

With or without Delphine, you need to go to Keene Grove. Here we meet Alduin, he revives a dragon named Saloknir. There is a fight with the dragon. We kill, swallow his power, enjoy the trust of Delphine (if you are with her).

Episode: "Diplomatic Immunity"

We continue to learn how to complete the game Skyrim. For a long time? But how exciting.

We are looking for information that compromises the Thalmor, the alleged culprit of the dragon invasion. Delphine will give us the keys to her secret hideout in Riverwood.

Further in Solitude, in the Laughing Rat tavern, we meet with Malborn (a friend of Dolphins). He will give us the necessary invitation to a reception at the embassy. And then we head to the stable, where Delphine will give us clothes suitable for the reception.

At the party, we take brandy from the maid and head to Razelan, who, as they say, is "already ready", but agrees to make a commotion for drinking. While everyone is distracted by a heavily drunk Razelan, you, along with Malborn, head to the kitchen. We kill all the guards or bypass them with the help of the stealth skill.

We leave to the house, where we are looking for documents. By the way, you need a room on the 2nd floor.

In the basement, we kill the enemy and free Etienne Rornis. He will share with us the available information.

Security appears, we interrupt it, pick up the keys, unlock the hatch and dive into it.

By the way, the Thalmor has nothing to do with the awakening of dragons. He himself is looking for the culprits. We learn a clue: Esbern is a member of the Order of Blades, hiding in the city of Riften. So, how to complete this mission in Skyrim? Of course, find Esbern.

Episode: "Haunted Rat"

To help you, you need Brynjolf, who can be found in the Buoyant Flask or in the market square.

Vekel the Warrior will tell you about an old man, similar to Esbern, who lives in the Anthill. That's where we'll find him. Do not forget that you will have to fight with competitors. Convince Esbern that you are not a messenger of the Thalmor, just say Delphine's phrase: "Remember the thirties, the beginning of frost." Esbern will let you in.

Episode: "Alduin's Wall"

After the battle with the people of the Thalmor, we go with Esbern to the "Sleeping Giant". We go to the chambers of Delphine, where we listen to the tale of the old man about the wall of Alduin.

Through the Kartspire camp, seething with enemies, we head to the Sky Haven Temple. In the temple, we expose the signs of Dovakin to face us in order to lower the bridge. With the help of the sign of the Dragonborn, we go along the plates.

Meet the press. I'll have to leave my blood on her. We get to the Heavenly Harbor, where we reach the wall of Alduin.

Episode: "The Throat of the World"

We go to High Hortgar, look for Arngeir, talk to him.

Another character on the path of passing the game Skyrim is Paarthurnax, who has the "Dragonbreaker" cry. It is located on the highest point of Skyrim - the Throat of the World.

At this stage, we get the cry "Fiery breath".

Episode: "Ancient Knowledge"

We need Esbern (he's in Sky Haven Temple).

You also need to go to the College of Winterhold. We speak with Ugar gro-Shab (keeper of the scrolls). We get a book, the author of which - Septimus Signus - lives in the far north.

We have talked quite a lot about how to complete the game Skyrim. For intrigue, let's skip some episodes, you have to go through them on your own. By the way, if the previous descriptions were not entirely clear, there are other ways to find out how to get through Skyrim: the video will help you. Find it on the Internet. In the meantime, we will list the episodes that await you.

  • "Beyond the Ordinary"
  • "Curse of Alduin"
  • "Fallen",
  • "Endless Time"
  • "House of the World Eater". Let's stop here for a bit and give a couple of hints. Here you will be in the temple, where you will once again encounter puzzle doors. To open the right door, the answer is: bird_bird_bird. For the left: bird_snake_bird. Then enemies and spiders. And, we turn the stones: fish_snake_bird - after that the bridge descends. And the door, with a clue: fox_moth_dragon.
  • "Sovngarde",
  • "Dragon Slayer" - here it is, the final episode of the exciting Skyrim game. You are on target! We are sure that you will easily cope with the passage of the missions of this game.