Story line. The Elder Scrolls V: Skyrim: Walkthrough Walkthrough Mission World Eater House

"The House of the World Eater" is one of the final quests of the main storyline in The game Elder Scrolls: skyrim. In this mission, the protagonist will have to travel to the temple of the Cult of the Dragon Skuldafn, located east of the Jerome Mountains. It is there that the portal is located, with the help of which you can travel to Sovngarde and fight the final boss - the dragon Alduin, the Eater of Worlds. It is impossible to return to Skyrim before the task is completed, so do not forget to stock up on potions and learn half-learned spells and screams.

How to get to Alduin's portal to Sovngarde

It is impossible to get to the required place by land in this task: the temple is located on a high mountain, where there are no roads, outside the map, which can be explored. The only one who can help in this matter is the dragon Odahviing, caught and chained in stocks on the airfield of the castle in Whiterun.

Odahviing will swear to serve Dovakin in exchange for freedom and help with moving to Skuldafn. The flight itself is not shown in the game: the hero simply teleports to the right place, as during fast movement. After transportation, Odahviing will say goodbye and fly away, but with the further passage of unfinished quests on the territory of Skyrim, he can always be summoned using the “Call of the Dragon” cry.

Temple of Skuldafn in the mission "House of the World Eater" in Skyrim

Immediately upon the appearance of the hero, a warm welcome awaits in literally: He will be attacked by three groups of Draugr, each led by a dragon. Enemies are strong, however, as in any quest, their level adjusts to the level of the character. Although the game is approaching the denouement, it will not be difficult to exterminate them if the player has managed to get hold of good equipment by that time. After the massacre, you can go inside the temple. The most effective against Draugr is Breath of Fire (even if only one word is learned).

How to solve the puzzle in the mission "House of the World Eater"

Inside there are several locked doors that can be opened by activating special mechanisms. There is nothing left but to solve the proposed puzzles. In the first one, you need to rotate the columns, turning the same pattern carved on stone to the drawing on the wall. Combination: fish (towards the stone), bird (towards the lever), snake (towards the stone).

After that, having defeated the frost spiders, you can move on. Naturally, during the passage you will have to fight with draugrs, many of which can use screams.

The clues to the next three stones are next to them. The lower one is a snake, the right one is a bird, the left one is a fish. After activating the lever, the bridge should fall, along which we move on and rise to the second floor.

Here you have to defeat the draugr overlord and take the key to the next door from him. The hint is drawn on the key itself. To do this, open the inventory and turn the key back to you. Combination: wolf, butterfly, dragon. The Wall of Power is also located here, with the help of which you can study the cry "Storm Call".

In front of the portal itself, the protagonist will be waiting for the dragon priest Nakrin. It is recommended to attack him before he gets to his staff, otherwise it will be much more difficult to kill him later. The staff is the key to the portal. Passing through it, the hero will fall into Sovngarde. By killing the priest, you can also pick up the artifact mask of Konarik, the ninth and last in the game.

Bug with Odahviing and others in the mission "House of the World Eater"

When watching the walkthrough video, you may get the impression that everything works perfectly in this task. However, many players note that, despite several patches, this is one of the most buggy quests in the game. The most famous bugs that were found:

  • The Whiterun guard, who is supposed to pull the chain and free Odahviing, does not obey or even disappears somewhere. In this case, pull the chain yourself.
  • Odahviing does not listen, repeats "Now let's fly", but nothing happens. To get to the temple with two doors, only loading an earlier save outside the castle will help and re-entry into the room.
  • In the first puzzle, the indicated combination may not work. You will have to find another by the selection method, turning the columns one by one. Since there are only 27 combinations, you can manage quickly.
  • In the second puzzle, the middle stone may not rotate (seen on Xbox), so it is impossible to open the door. You will have to reboot outside the temple and enter it again.
  • The rings that activate the bridge do not work, so the structure does not lower. To go further, you can use the skill "Swift Dash" and jump over to the platform.
  • If you kill the dragon priest before he uses the staff, then the hero himself will not be able to take this item. To get to the portal, you have to jump.
  • Dragons in front of the entrance to Skuldafn can "blunt" and fly in circles without attacking the hero. When they are killed, the bodies will lie motionless on the tops of the columns.

It has been noticed that the more mods installed by the player, the higher the likelihood of any bugs: some add-ons conflict with the original game and with each other. It’s hard to say which one should be deleted: it all depends on the specific assembly and is determined by the “random poke method”.

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

Passage of quests

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

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

Quest "Freedom!" - Acquaintance with the harsh Skyrim

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

After arriving at the place of execution, one of the Imperials will contact you, the dialogue with which will turn into character Creation. The editor presents quite a few options for choosing the appearance Main character(heroines), so you can hang out here for a long time. Having decided on appearance 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 Protagonist is saved from inevitable death by a suddenly appeared the Dragon.

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

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

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

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

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

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

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

Upon arrival in Riverwood, proceed to the house:

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

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

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

Windy Peak - Search for Dragonstone in an ancient Nordic temple

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

Windy peak you will find on southwest from whiterun, just follow the direction marker at the top of the screen. I would like to note that if you did side questgolden claw“, which can be obtained in Riverwood and explored 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 will inform 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 given 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.

  • The most, perhaps, simple and affordable way- is to take 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 quest Ondolemar "" 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 temple Sky Haven 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.

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

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

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

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

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

Skyrim passage of the quest “Beyond the ordinary”

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

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

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

In order to receive scroll, click:

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

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

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

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

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

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

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

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

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

First of all, you need to talk to choose:

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

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

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

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

Quest "Endless Time"

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

After you deal with Greybeard, go:

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

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

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

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

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

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

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

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

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

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

  • 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 examine 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 nothing complicated, 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.

House of the World Eater(orig. The World-Eater's Eyrie) — quest of the main storyline in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Free Odahviing;
  2. Talk to Odahviing;
  3. Get to Alduin's portal leading to Sovngarde;
  4. Get to Sovngarde.

Walkthrough

The captured dragon Odahviing will say that Alduin fled to Sovngarde, where he feeds on the souls of the dead. His portal to Sovngarde is located in the ancient temple of the Dragon Cult Skuldafn, high in the Jerol Mountains. But, here's the problem - you can only get there by air ... Odahviing could take Dovakin there in exchange for freedom. To release it, you need to pull the chain at the top.

Unfortunately, the flight over Skyrim will not be shown. The protagonist will just immediately be in place. Odahviing will say goodbye and fly away, and the hero will immediately expect a battle with two dragons and draugrs. Since the dead will be very annoying, it is better to kill them first, and then the dragons. The same order for subsequent fights. Fire breathing is very effective in destroying draugrs (even if only one word of the power of this thu "mind" is revealed).

After exploring the surroundings, there is nothing left but to enter the temple. The essence of the task with the stones is as follows: expand the drawings of the side stones to the corresponding drawings on the walls, depending on the active drawing on the central stone, which is visible from the side of the lever, either the right gate or the left gate will open.

After that, the hero will have a fight with frosty spiders.

Hints for the next three stones are next to them. The lower one is a snake, the right one (from the entrance) is a bird, the left one is a fish. The bridge will fall, making it possible to pass through the door to the next level of the temple. Here you have to fight with the draugr-chief commander or dragon priest, take away the diamond claw from him and open the door. Combination from top to bottom: wolf - butterfly - dragon.

Here you can study the cry "Storm Call", which causes a real storm, with thunder and lightning, as expected. Effective against mass concentrations of the enemy. Before leaving, it makes sense to visit the room on the right. It has several shelves, and on the bottom of them, in a bowl, lies a flawless diamond and a few more precious stones.

Here, finally, is the way out. Killing the draugr main character can climb to the portal. If it's hard to deal with the undead, then the hero can simply dodge and throw them off the cliff by shouting "Ruthless Force".

After defeating Nakrin, one of the eight high dragon priests, you can get his mask and staff needed to open the portal. Sovngarde awaits!

Notes

  • It is not necessary to kill Nakrin. By shouting "Slow Time" it is possible to bypass the priest, although this will make it impossible to get his mask, which makes it impossible to get Konarik in a fair way.
  • The journal states that Skuldafn is located in the Jerol Mountains, although the map indicates that the temple is located in the Velothi Mountains.
  • If you call any creature, then it will go over to the side of Nakrin.
  • However, two Dremora Lords are able to kill Nakrin before he can capture them.

Bugs

  • Sometimes the Whiterun guard who must pull the chain to release Odahviing dies. Then you have to release the dragon yourself.
  • Also, when opening the riddle gate, a bug occurs in which it is impossible to open them in any combination.

passage

Skyrim - 54 (Main Quest - House of the World Eater)

Main quest - "The House of the World Eater"

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 go through this 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 is sitting 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 her 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 it begins additional task.

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 guards 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 a ladder 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 dragon (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 special thanks 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 scream, 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 on the ground, you need to shoot him down with a dragon slayer, and then chop / fry / freeze, using the dragon slayer cry on rollback (if you don’t 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 him, 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 |

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

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

Before the storm

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

windy peak

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

The walkthrough for this quest is written for the quest

dragon in the sky

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

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

After reporting to the Jarl of Whiterun, you will receive the title of Thane, the opportunity to buy a personal house in Whiterun, and the Huscarl Lydia.

The path of the voice

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

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

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

Horn of Jurgen

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

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

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

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

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

Blade in darkness

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

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

Diplomatic immunity

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

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

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

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

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

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

A rat cornered

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

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

Alduin's Wall

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

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

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

Throat of the World

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

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

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

ancient knowledge

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

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

Beyond the ordinary

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

Your path lies in Alftand Mzark

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

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

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

Curse of Alduin

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

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

Fallen

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

daving

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

Endless time

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

House of the World Eater

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

  1. Fox
  2. Butterfly
  3. The Dragon

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

sovngarde

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

Dragonslayer

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

Story line

To freedom!

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

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

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

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

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

Before the storm

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

windy peak

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

The walkthrough of this quest is written for the quest "Golden Claw".

dragon in the sky

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

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

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

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

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

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

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

Horn of Jurgen

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

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

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

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

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

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

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

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

Blade in darkness

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

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

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

Diplomatic immunity

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

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

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

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

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

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

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

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

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

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

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

A rat cornered

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

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

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

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

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

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

Alduin's Wall

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

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

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

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

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

Throat of the World

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

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

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

ancient knowledge

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

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

Beyond the ordinary

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

Your path lies in Alftand , you will need to get to Mzark A. You have to make your way through working mechanisms and avoid traps.

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

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

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

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

Curse of Alduin

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

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

Fallen

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

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

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

Endless time

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

House of the World Eater

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

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

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

  1. Bird
  2. Bird
  3. Bird

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

  1. Bird
  2. Bird

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

  1. Bird

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

  1. Fox
  2. Butterfly
  3. The Dragon

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

sovngarde

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

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

Dragonslayer

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

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