TES V: Skyrim - Dragonborn: Passage of the main storyline. Dragonborn

When launching Skyrim Launcher, make sure Dragonborn is checked. If at this point the Greybeards have already called you and named you Dragonborn, go to some locality and expect an attack. If the quest "The Way of the Voice" is not completed, you can still get to Solstheim, but the main quest of the expansion will not begin until you are "officially" recognized as Dovahkiin.

Dragonborn takes place on the island of Solstheim, familiar to those who played the Bloodmoon addon for TES 3: Morrowind. You can return to Skyrim and travel to Solstheim, an island near Vvardenfell, any time you want. What to take with you to get started? Please note that although Solstheim has its own outlets, the choice is not as rich as on the mainland, and the flora is scarce. take good armor and weapons, a certain supply of "healers" and soul stones for recharging weapons, but nothing more - you will not get your own home there right away. Most importantly, get rid of the heavy Elder Scrolls if they remain after completing the Dawnguard add-on (hand them over to the priest of the Ancestor Moth, you will find it in Fort Guardians of the Dawn near Riften, and the orc, the library keeper in the College of Winterhold).

You are suddenly attacked by a group of strangely dressed comrades in masks, screaming that you are not a real Dragonborn. Fight off the attack and search the bodies of the hapless killers. On one of them there is a note from which you will learn that you were "ordered" by a certain Miraak (Miraak), and his followers arrived from the island of Solstheim on the ship "Northern Maiden", which is in the docks of Windhelm.

Go to Windhelm and find Captain Gjalund at the port. Use any affordable way(persuasion, threats, money) to convince him to take you to Solstheim. Sit back and enjoy the view of the surroundings.

It is not necessary to wait for the attack, you can immediately go to the port of Windhelm and sail to Solstheim.

Upon arrival at Raven Rock, you will be greeted by Second Advisor Adril Arano. Ask him about Miraak. This name is familiar to him, but the adviser cannot remember exactly why, unless it is somehow connected with the Earth Stone.

You can also ask other residents of the town. Everyone knows about Miraak, but no one can say anything definite. Go to the outskirts of Raven Rock, where you will see the Earth Stone and people working on the construction of the sanctuary. You will be approached by a dark elf familiar from the passage of TES III named Neloth, who will note that you are not like the others, and direct you to the Temple of Miraak.

Go to the very center of the island, climb up the stairs, literally strewn with dragon skeletons. There you will find even more bewitched people working on the construction site at the Tree Stone. This is the Temple of Miraak, be prepared for an attack by his followers.


The main plot of the Dragonborn add-on is tied to the study of events taking place on the island of Solstheim and the confrontation with the first dragonborn - Miraak.

Dragonborn

To start this quest, you just need to walk somewhere and wait for the cultists to approach you.

They approached me immediately upon arrival at Winterhold:

After talking to them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which the marker will point to) take and read the note Orders to the cultists (Cultists' Orders):

After that, the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund the Sea Wolf (Gjalund Salt-Sage), and we say that we need to get to Solstheim:

He just doesn’t want to go there, so he will either have to pay (500 gold), or convince or scare.

One way or another, we go to the island, upon arrival, the task marker will point us to the next point (in parallel, communicate with everyone who will approach you):

On the spot, Neloth will come up to us and start a conversation, after the conversation, the task marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the task will end and the next one will begin.

Temple of Miraak

Now you need to talk to Freya (Frea) (if she does not appear - press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is right there, on the stairs leading down (at first glance, the descent may seem imperceptible). Freya will accompany you.

There are no special mysteries in the dungeon itself. Few traps, few levers to use (but they are all in prominent places). Of the opponents, you will meet cultists, draugrs and skeletons.

The only thing that gave me trouble is this door, next to which you learn a new dragon cry:



The key to the door is in one of the draugr you kill nearby.

We go deep into the Temple of Miraak Sanctrum until we find a rack with the Black Book:

We read it, and we are transported to another plane, where we meet with the first dragonborn:

We will be completely in his power, and we will not even be able to move. If you've already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate it and add that he would have done the same if he had such a goal.

Remaining still, we see how Mirak flies away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

We follow Freya, she will lead you out of the dungeon, and take you to her father, the shaman Storn Crag-Strider in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to purify the All-Maker Stones, and this can only be done with the help of the dragon cry Bend Will.

We go to the Word of Power and study the new dragon cry there:



If you run out of dragon souls, you will have to return to Skyrim, because. Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And use a new cry on the stone:

It will be destroyed, and Lurker will immediately appear and attack people. Kill him:

Then we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

Talk to him until task The Fate of the Skaal will not be completed and two new ones will not start: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple - you need to clear the four All-Maker Stones marked on the map:




Come, use the shout Bend Will on the stone, kill the Lurkers that appear and go to the next one:



As soon as you clear all 4 stones, the task will end automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:


After the conversation, alone or with Neloth, go to the Dwemer ruins of Nchardak:

An important point - only Neloth can open the door, so if you, like me, got to the ruins alone, just scroll for one hour near the entrance - and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside you will find a big puzzle.

What is the point: at the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 Dwemer cubes in the right racks at the lowest levels. And to get to these racks, you will need to sweat a lot:

We follow Neloth, to the lever that teleports you to the lower level:

The principle here is as follows - place the cube on the rack - the water level drops. Remove - the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe each step, because there will be a lot of them. The main thing is to understand the meaning, turn on your ingenuity and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, after which you raise the water again, and swim:



The other large room is more interesting... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first rack, then the third.

When you reach the room with 4 pillars, the finish line is close (but you will need to go to another room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you up, and return to the beginning. It remains only to activate the last rack, and the Black Book will become available:

This is where the task ends.

The Gardener of Men

In this task there will be a little less puzzles than in the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plane:

We talk with Hermaeus Mora and proceed to solve the local puzzles. The essence of their solution is reduced to two principles:

First - Scrye (similar to flowers) activate some part of the environment, for example, a bridge appears, or something like that:

The second is "living corridors" crawling back and forth. In which you can jump in one place, and get off in another (or pass through them):



We read, we talk with Hermaeus Mora and he will teach us the second word in the dragon cry Bend Will:

We return, go to Skaal Village and talk to Storn Crag-Strider. After that, a small scene awaits us, the essence of which I will not reveal, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The last task of the main storyline has begun Dragonborn lines.

Unlock (using dragon souls) the last two words in the Bend Will shout:

And read a book Black Book: Waking Dreams, she will take us to the Hermaeus Mora plane:


A little ahead there will be a rack with the book Chapter I - we read and we will be teleported to new location:

In general, we explore the location, take the books found, activate Scrye, teleport to new zones through Chapter, etc.

In general, after completing the previous two tasks, there should not be any difficulties in this.

I will describe in detail only one moment (out of many), how the door in the room with Lurker opens:

There is a Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, we activate another Scrye there, after which the door opens:



It’s almost impossible to figure it out on your own here, because. certain books need to be placed on certain racks. Each of the racks has a symbol on it, and here's how to arrange the books:

The Eye - Prying Orbs
"Fangs" - Gnashing Blades
"Tentacles" - Boneless Limbs
Remaining Stance - Delving Pincers

Once all 4 books are correctly positioned, the racks will turn green:

We approach the central one and read:

We are transported to another new location. We study a new cry, after which a dragon will appear, which you do not need to fight, but you need to use the Bend Will cry on it. Thus, we will force him to obey us:



Press "E" to climb on it and go flying. During the flight, the dragon will engage in combat with Lurker and Seekers. Since he will be fighting them for a very long time, just press "E" and he will leave them.

And will take you to Miraak. Ahead - the final battle!

In the battle itself, as it turned out, there are no tricks - by removing his health to low values, he will disappear, and he will “come out” of the black manure in the center already healthy. You just need to “bring down” his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

It remains to listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading the Black Book: Waking Dreams, return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after the first reading of the book in the center, green ability icons will appear around you - with the help of them you can reset the abilities of a particular branch and spend them again. Resetting requires one dragon soul.

When returning, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

In conclusion, about the complexity. Passed by a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

In general it was easy, only some high cultists and Miraak forced to drink health pots.

But if your characteristics are much lower, and you decide to pass also on master difficulty, be prepared for difficult battles.

The plot takes place in the usual form (not in a vampire and not in a werewolf), without companions.

The events of the add-on begin at the very moment when the Greybeards officially proclaim the player as Dragonborn during the quest "The Way of the Voice" from the main Skyrim quest. Two extravagantly dressed cultists will find you and try to convince you that you are not a real dragonborn, backing up their arguments with spells from the school of destruction. When you catch your breath and search the bodies of the unfortunate debaters, you will find a note that clears up this whole awkward situation a little - a certain Miraak would be happy if an accident happened to you. The trail of the cultists leads to the island of Solsheim, which is at the northern tip of the province of Morrowind. To get there and discuss on the spot with Miraak and his colleagues the inadmissibility of such behavior against law-abiding citizens of the Empire, who narrowly escaped the scaffold, go to Windhelm to the captain of the ship "Northern Maiden", an orc named Gjalund (Gjalund Salt-Sage). By threats, exhortations, or banal bribery, convince him to take you to Solsheim. In fact, you can not wait for the cultists to attack, but immediately go to Captain Gjalund and sail straight to Solsheim (only for 250 coins, instead of 500), but then there is a chance to skip some dialogues - it's up to you.


In any case, upon arrival at the docks of Raven Rock, you will be met by Andril Arano, Deputy Councilor in charge of order in this settlement. If you ask him about Miraak, then although he recognizes the name, he cannot remember anything more significant than the fact that it is somehow connected with the Earth Stone. There is nothing to do, even such a clue is a clue, and, perhaps, you can also walk to this Stone, especially since it is very close to the docks - an ominous greenish glow sets it apart from the background of the Red Mountain erupting on the horizon. Near the Earth Stone, you will meet with a certain Neloth - a somewhat eccentric Telvanni wizard, who will be so surprised that the Stone does not affect your mental health and behavior in any way that he will even share some information about the purpose of your trip and offer to visit the Temple of Miraak . Alternatively, you can talk to other residents of Raven Rock, but you still won’t learn anything fundamentally new - everyone behaves the same way as Andril Arano: the name is remembered, sometimes it is associated with the Earth Stone or the Temple of Miraak, but nothing more.


The path to the Temple lies east of Raven Rock, towards the center of Solsheim. As you approach it, you will encounter skeletons of slain dragons gloomily scattered around, which in itself leads to certain thoughts. Well, the people involved in the restoration of the institution complete the sad picture - judging by their appearance, they are unlikely to be paid extra for the harmfulness of work carried out in a state of deep (and it does not seem to be voluntary) near-religious trance. However, the fact of your existence is equally indifferent to both dead dragons and somnambulistic slaves, which cannot be said about the cultists, who will certainly make themselves felt if you suddenly decide to stop in the vicinity of the construction site for the night. Once you get to the Tree Stone in the center of the temple, the first quest will end and start

Dragonborn.

Dragonborn- first quest storyline this supplement. We will receive this quest after visiting the Greybeards. We leave the temple or teleport to any city. The cultists will approach you and after the conversation they will attack you. Kill them or watch the guards do it, and then search the bodies. One of them will have a note.

After reading it, go to Windhelm Harbor and take a boat to Saltsheim. Upon arrival on the island, the dark elf Adril Arano will approach you and ask about the purpose of your arrival. If you ask him about Miraak, he will complain that he knows this name, but cannot remember where. Such a problem with the memory of all the inhabitants of the island. However, we will be directed to Neloth, who may know something. We go to him and find out that Mirak has been dead for a thousand years, but there is his temple on the island, to which all sorts of workers flock and diligently try to complete the temple. Upon arrival at the temple, you will complete the quest and receive the next one.

Temple of Miraak.

Temple of Miraak- the second quest in the storyline of this add-on. Upon arrival at the temple, you will meet Freya - a female Nord, which is quite logical for the name, right? She will reveal that Miraak is guilty of all the imprisonments of her humble clan and that she has come to kick ass. We can help her with this. Cultists are waiting for us at the approaches to the temple. We do what we do best. We kill, split, burn, and kill again. This temple is very confusing, but it is still impossible to get lost. After you get there, don't forget to learn the shout on the wall of words, and wait for the collapse. After it, draugrs will pop out, kill them and take the key to the door. We open them and get into the dining room, go into the next one and pull the handle, then go down to the lower level.

At the end of this temple, one of the "Black Books" is waiting for us.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

After reading it, we are transported to Apocrypha - the local realm of Hermaeus Mora, a very slippery type that could be found in Skyrim. Miraak notices the stranger and immediately brings us to our knees and begins to brag about his achievements. After that, he flies away, and his minions, with the help of some kind of waves, send us back to Saltsheim. This is where the quest ends.

The fate of the Skaal.

The fate of the Skaal- the third quest in the storyline of this add-on. After walking around the temple, Freya will invite us to tea in her village. It's a joke, but we'll still visit the village. There we will get acquainted with the local shaman Storn.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

From a conversation with him, it becomes clear that we need to learn a new cry and we have a new mark on the map: "Saering's Outpost". We go there and fight with the dragon and draugr, two trolls can drop into the light, so good luck. After killing the dragon, Miraak appears and absorbs his soul, and we are left with nothing. We learn the first word of the cry and go to break the first stone. After its destruction, we defeat the Lurker and return to the shaman with good news.

Stone Cleansing.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

Cleansing the Stones- the fourth quest in the storyline of this add-on. The shaman will ask us to purify the rest of the stones, there are four of them: the stone of water, earth, sun and beast. The scheme is simple. We arrive at the place, use the cry, kill the lurker and go to the next stone.

Path of Knowledge.

The Path of Knowledge is the fifth quest in the storyline of this expansion. The shaman will send us to Neloth for advice on the Black Books. We leave for Tel - Mithrin, it will appear on your map, and ask about the Black Books. Neloth will tell you everything he knows, and also tell you that there is one book in the Dwemer ruins of Nchardak, and he just has the key to these ruins. You will have to take it with you.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

There are local robbers near the ruins, which will not pose any particular problems. After the fight, we wait until Neloth opens the door, and we go into the ruins. Inside, a short and informative course of history about these ruins awaits us. Listen, yes. In order to get a book, you need to distribute the pressure inside the temple, and for this you need to pull the lever, and for this you need to lower the water, and to lower the water you need to put 4 cubes at once and pull the lever. That's it. You will find cubes after solving simple puzzles. After that, return to the main room, arrange the cubes and pull the lever. Fight the Dwemer guard and pull the lever. After that, return to the starting location and read the next Black Book. After reading, you will complete this quest and start the next one.

Gardener of the human race.

gardener of the human race- the sixth quest in the storyline of this add-on. After reading the "Black Book" in the ruins of Nchardak, we move to the Daedric realm - Apocrypha, where one of the Daedric princes - Hermaeus Mora rules. We make our way throughout the Apocrypha through the lurkers and the rest of the minions. After that, we will get to the "interview" to Hermaeus More. He will say that he can help in the fight against Miraak and teach us the last word with which to control the dragons, but for this he needs something in return. For example, the knowledge of the Skaal. We promise we'll talk to Skorn about it. After that, choose one of the three skills in the book. Having chosen, we find ourselves in the ruins of Nchardak, speak with Neloth and go to the Skaal village for a very important conversation. The old man agrees with all our arguments and then Hermaeus Mora appears - he kills the old man, since he cannot stand the transfer of knowledge, or maybe it was intended, who knows? And he teaches our Dovakin the right word.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

At the top of Apocrypha.

On top of Apocrypha- the seventh and final quest in the storyline of this add-on. Remember that book we received at Miraak's temple. We read it and mentally prepare for the battle. We kill the lurkers and the rest of the evil spirits in the Apocrypha, after that we get into a room with a puzzle. There are pedestals in it and you need to put books on them. The easiest puzzle ever. We put the book with tentacles on a pedestal with tentacles and so on. After that, we go further and kill two minions and fight with the arrived dragon. When he has little health left, use a shout to tame the dragon. We sit on it and fly to Mirak. Arriving at Mirak, we start a fight, although I thought there would be a conversation, but apparently, our patient does not particularly like to talk. The fight with Mirak takes place in three stages. After depleting ¼ of his health bar, he summons a dragon and consumes its soul. We beat him again, and he again calls the dragon and absorbs his soul. Now the third stage, we remove most of his health and then Hermaeus Mora appears and completes our work. We remove from Mirak his armor and an excellent sword. Now you can return to your world and accept congratulations from the Skaal, and also be glad that you are the only dragonborn in this world, or maybe not.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

This page provides a walkthrough side quests, which can be obtained in the vastness of Solstheim (in Dragonborn, an add-on for Skyrim).

Glove of Kagrumez

You can complete this quest only if you have four so-called Kagrumez Resonator Stones. Given that two of them are located in Kagrumez itself, you can start the quest with just a couple of stones.

Location of resonator stones:

So, if you have already found the two stones you need in Nchardak, Falbtarz or bought from the Dunmer, then you can safely go to Kagrumez. At the entrance, you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Raleth Eldrie's diary. It contains a reasonable suggestion that the clues to the successful passage of the ruins should be sought on the gate, which is somehow connected to the console.

Look at the drawing marked on the gate and put the resonators in the order indicated there. Dwemer things will attack you from different sides - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to be your companion. Better leave him here for the future, Kagrumez's trials may be too harsh for him.

In the next room is another satellite - a Dwemer sphere.

And again, a similar procedure awaits you, except that Dwemer traps will be added to the opponents, and you will need to use a resonator more. Having dealt with the difficulties, follow the last room. Here you will need all four resonators.

In the last room you will find the Dwemer Black Bow of Doom, which has an interesting ability to absorb with a 50% chance of 25 damage. arbitrary attribute (health, magic, endurance).

Cold Moon Invitation

Geldis Sadri, owner of a tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to go to Icy Moon Crag (NNE of Raven Rock) and talk to the hunters. The Nord hunters you find on this cliff are not really hunters at all, but the most werewolves out there.

If you yourself are not a lycanthrope, then nothing good will be said to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader Majni will be very welcome and ready to sell four unique rings that enhance the form of a wolf. In wolf form, you can only wear one ring, so you do not need to buy all four, unless you are, of course, an avid collector.

werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

  • Ring of Bloodlust allows you to deal and receive 50% more damage.
  • Ring of the Moon increases howl duration by 25%.
  • Ring of the Hunt grants regeneration while in Werewolf form.
  • Ring of Instinct slows the world for 20 seconds while in werewolf form.

Excavations

Meeting in Kolbjorn

To the northeast of Atiya Farm is Kolbjorn Mound. In the barrow you will meet a Dunmer named Ralis Sedaris. He came from Mournhold itself (the former capital of Morrowind) to excavate on behalf of a representative person. However, as it turned out, it turned out to be almost impossible to excavate: the entrance turned out to be walled up too deep, and the earth fills the hole back faster than it can be dug. Dunmer needs a reliable partner who is ready to sponsor this adventure and share the profits in half.

You will not refuse to pass one of the most not so much interesting as complex side Dragonborn quests for some miserable wad of cash? Give Ralis 1000 gold and wait for the note.

Similar expectations in the process of passing given task there will be a lot. Therefore, if you are not eager to waste time in vain, or if you want the task to harmoniously fit into the planned scenario, you should go to the excavations as soon as you see a messenger with a note.

First visit

After receiving the note, head to the mound. As you will notice, the Dunmer spent the money for a reason: the entrance to Kolbjorn was found, but the draugr, disturbed by the work of the diggers, awakened and killed all the workers. Only Ralis survived, and the passage further is completely closed - the help of a "specialist" is required.

Go down and destroy every single Draugr. Then remove the skull from the table in the lower hall. He will open a passage to a new hall, in which, in the most prominent place, you will find Ahzidal's boots of walking on water. Now you can go back to Ralis. He will demand 2000 Septims from you for further excavations: now there are fewer people who want to work here. There is nothing to do - agree.

Second visit

After receiving the second note, you will find out that something happened again. When you arrive at the excavation site, you will find out that two workers are missing, the rest are dead.

Climb down and deal with a bunch of draugrs that have flooded the ruins. Return to the place where you found Ahzidal's boots and then down into the central tunnel. Along the way, you will find the body of one of the workers. The entrance to the left opens with chains. Reach the door with four handles and pull the second one on top and bottom. When you find the body of the second missing, you will be attacked by a cluster of draugrs. After that, go left: the handle below will open secret room with Ahzidal's Ring of Necromancy. Go back to Ralis. The Dunmer are now asking you for 3000 Septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, further work is hindered by draugrs. Take diary #22 from Ralis's desk, in which the Dunmer complains that the diggers are too clumsy to run properly over some tiles.

After descending into the tomb, deal with the undead that filled it. In the central hall with a column, climb to the second tier and follow towards the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Ahzidal's Gloves of Warding, which allow you to absorb spells. Go back to the chain room and open the other door. A new batch of Draugr will attack you. Deal with them, clear the cave and return to Ralis.

Ahzidal's Ring of Sorcery

Before returning, you can get Ahzidal's ring of magic, which will allow you to cast a couple of new spells: "freeze" and "ignite". This can be done either with the help of telekinesis, which is quite a difficult task, or with the help of tips in the diary. In this case, it makes sense to use the time dilation cry.

The new amount required by the restless Dunmer to continue the adventure is 5,000 Septims.

Fourth visit

Having handed over a new letter to you, the courier will warn you that it is the last one: he becomes ill near these excavations. When you arrive at Kolbjorn, you will see that absolutely everyone is dead this time: their guards, and ordinary workers. If you look into Ralis's tent and read his last diary, you will realize that he is crazy and is going to revive the ancient dragon mage Ahzidal.

After descending into the central hall of the mound, learn a new word for the cry "Cyclone", and then head to the hall in which Ahzidal's ring of magic was located. Deal with the Draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in a room behind bars, there is Ahzidal's Armor of Retribution. To open it, turn the obelisks "fish" in your direction and pull the lever. Then turn the obelisks "eagles" towards you and pull the lever again. A passage will open in the floor.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an artifact of Ahzidal's Helm of Insight. Set the obelisks "snakes" to you, pull the lever and you can take your helmet.

Dragon Priest Ahzidal
Screenshot: "UESPWiki"

After destroying Ahzidal, take his mask and decide the fate of Ralis, who killed all the workers in the barrow. He, nevertheless, sacredly swears that he committed murders under the influence of the beckoning call of Ahzidal and could not resist the will of the latter. If you leave Ralis alive, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not return your money.

The exit from the hall is in the southwest side. It leads to the sanctuary of Hermaeus Mora with the black book Filament and Filigree. This completes the quest.

Death Brand

In the vastness of Solstheim, you can stumble upon a book called "The Brand of Death." When you read it, a new marker will appear on the map - "Haknir's Shoal". The book can be read after finding one of the chests, for this it is enough to search the corpses of the killed adventurers.

This task involves searching for a set of special weapons and armor in various places on the island. It can be done along with other quests.

Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of bandits. Deal with them and get a helmet that allows you to breathe underwater and increase your armor rating when wearing a full set. There is also a pendant of the Eastern Imperial Company lying nearby. Grab him too.

Chest #2

Off the coast north of Raven Rock, you'll find a few bandits and a chest dug into the ground containing Haknir's armor, which increases stamina with each new element of the Deathbrand set.

Chest #3

This chest is located next to the waterfall. It contains the Gloves of Haknir, which increase the damage of two-handed weapons for each piece of the set equipped.

Chest #4

The fourth chest can be found at Tel Mithrin: you need to go to the mouth of the river flowing nearby. Tucked away here are boots that increase your maximum carry weight for each piece of the set you're wearing. In the same chest you will find the key to the Gildenhul Mound.

Mound Gildenhul

Before you can recover in the indicated mound, you need to get an ancient Nordic pickaxe. This can be done by completing the quests Glover Mallory from Raven Rock or Deora from the Skaal Village.

With this pickaxe in the mound, you will dig open the stalhrim in one of the sarcophagi and open a passage for yourself further, where the legendary pirate Haknir will challenge you. As a result, you will receive two swords: the Bloody Scythe and the Strangler, which, when used mutually, weaken the enemy’s defense and absorb his vitality.

Ebony Warrior

A prerequisite for obtaining the task: the level of the hero is at least 80.

On your next visit to one of the cities of Skyrim, you will be visited by a huge warrior, fully dressed in ebony armor, and will say that only you can send him to rest in Sovngarde. He had no villains left to destroy, no tasks to complete. He challenges you to a duel in the Velothi Mountains region (a marker will appear on the map).

Obviously, this task is some kind of Easter egg for a player who has passed along and across the whole game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong aka god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebonite armor and tried to kill him. Very similar to a referral.

Ebony Warrior
Screenshot: "UESPWiki"

The Ebony Warrior is a difficult opponent. For level 80, of course, not that much of a problem, but still keep in mind that he has the thu'ums Ruthless Force and Disarm, and his equipment has resistance to all magical destructive effects.

After killing him and taking the armor, you will discover that the Ebony Warrior is a Redguard. Well, it's not for nothing that the Redguards are known as the strongest swordsmen.

Calling Karstaag

Before completing the task, you should make sure that you are able to deal with a strong opponent, because Karstag is exactly that.

In the Ice Cave in the north of Solstheim, you will find a rickling lair. Defeat them and take the skull of Karstaag at the back of the cave. With this skull, you need to go to the ruins of Karstag Castle. After wandering through the caves there or picking the master level lock, go to the back of the courtyard. Approach the throne and activate it with the skull.

Spirit of Karstaag
Screenshot: "UESPWiki"

And now, as they say, "load your save game to restore the course of fate, or live on in damn world which they themselves have created. A giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstaag, you will be able to summon him three times in an open area.

Mzund's Insight

This job does not appear in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are full of ricklings, which you will have to deal with in order to proceed further. On the remote with ten buttons, select the bottom second button from the right, otherwise you will have to repel the attacks of creeping Dwemer spiders or endure the action of gnome traps.

Ruins of Falbtarz
Screenshot: "UESPWiki"

Next, you will find locations filled with spiders. Please note that the resonator locks open with a blow. One of them is hidden by cobwebs. Jumping on the gears, you must penetrate into Falbtarz's gallery, activate the lever and valve there, and then again go through the gears to Falbtarz's steam engines.

In the end, you will "run into" another riddle, poring over the solution of which, a couple of adventurers have already failed. There is no secret here - just try to activate the resonators and watch the result. This way you will arrive at the correct sequence.

In the large hall, you need to activate the lever on the right. The platforms that appear will open access to the center of the hall, where you will activate another resonator. The southern part of the hall leads to The Great Hall of Falbtarz, where you will need to use two Centurion Cores. If there were none at hand, do not worry - the developers carefully put two steam centurions next to them, which can be awakened.

Grab a Resonator Stone if you need it for the Gauntlet of Kagrumez quest, and a unique Dwarven helmet that allows you to breathe steam on enemies at the expense of your own stamina, and off you go.

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