Skyrim Secrets: The Headless Horseman. Skyrim Secrets: The Headless Horseman What is the Headless Horseman in Skyrim

  • 29.08.2020

The elder Scrolls 5: Skyrim (The Elder Scrolls 5: Skyrim) is the infamous multi-platform computer game from Bethesda, which has won the hearts of many gamers. The action of this game takes place on the mainland of Tamriel in the province of Skyrim, 200 years after the events that took place last game series. It has a lot: an open world, a huge number of characters, quests, and even in-game books.

The plot of the game is connected with the appearance in the northern province of a powerful dragon named Alduin. The main character, Dovahkiin, who happened to be in Skyrim by chance, has a difficult task - to stop Alduin, and with it the end of the world and the return of dragons.

Skyrim has a reworked system of diseases, new and old branches of perks, a lot of different guilds, organizations and factions, as well as voice acting that is unique for its time. The developers did not ignore even such trifles as the ability for the character to earn gold by cooking different food and chopping wood.

This game provides the player with a lot of opportunities: travel without barriers across a huge and diverse world, find new places, villages, cities and tasks. The player's character can visit the afterlife, become the head of the Thieves Guild, or the Hearing One in the Dark Brotherhood. The possibilities in Skyrim are truly endless: you can do whatever you want, including becoming a vampire or werewolf.

Naturally, such a large-scale game from such a popular studio should contain (and, oddly enough, contains) a lot of Easter eggs. One of them will be discussed today. V skyrim rider headless can occur suddenly. He looks like a ghostly man on a horse, almost completely dressed in plate armor (he is not wearing a helmet for obvious reasons). As for the weapon, he has an ax. What kind of ax he will have depends on the level of the player.

The Headless Rider with his horse cannot be damaged, talked to, or forced to dismount.

If you follow this character, then he will lead you to a location called "Halt of the Hamvir", where he will safely dissolve into the air. On the way, the rider stops in some places and occasionally contacts a gamer's character or various objects. For example, if a dead creature or person is lying not far from the rider, then he can utter an eerie phrase. By the way, he utters all his rare remarks in a terrifying afterlife voice.

If he fails to reach his final destination before sunrise, he will disappear after saying something like, "This game is over suddenly."

There is one interesting fact: the headless horseman skyrim does not participate in any plot or side quests... When a rider dismounts a horse, it can be stolen from him. It is also possible to call a ghost horse with a command in the console:
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This character can be a reference, both to the work of the same name by Mine Reed, and to the bardic in-game song about the valiant warrior Ragnar the Red: according to the plot of the song, his head was cut off during a fight.

Skyrim is amazing game... Even after spending hundreds of hours in it, you will find something new on your way with each repeated passage. Moreover, the developers did not disappoint and added a lot of curious "Easter eggs". For example, did you know that in the vastness of "Skyrim" you can meet the most real headless horseman? If not, then you will definitely enjoy this article.

How to find?

So, you've decided to find the headless rider in Skyrim. From this point on, you have problems. The fact is that this character appears at an arbitrary point game world which cannot be determined in advance. That is, nothing at all. The only thing that remains is to simply take long walks through the territory of "Skyrim" and hope for good luck.

The second thing to consider when looking for a headless horseman is that he, like any self-respecting ghost, appears exclusively in the dark. If we talk specifically about game mechanics, then this time is between ten o'clock in the evening and five o'clock in the morning. Be sure to pay attention to this if you want to be successful in your business.

Description

Of course, it is difficult to confuse the headless rider with anyone else up close. But if you have never seen the character before, and even look from afar, you may well take him for an ordinary ghost. To prevent this from happening, it is recommended that you first study the description of this NPC and only then start looking for him.

In Skyrim, the headless rider looks like a ghost, dressed in a heavy set. For obvious reasons, he certainly does not wear a helmet. The character most often moves astride a ghost horse, but under some circumstances it can also be on foot. This NPC also has his own weapon, which is a random battle ax corresponding to the level of your hero.

Interaction

Armed with the information above, you will find the Headless Horseman in one way or another. After that, you will most likely have a question: "What should you do with it next?" Unfortunately, you won't be able to talk to the ghost. In addition, he does not react to hits from both the hero and NPC enemies. The latter, by the way, will actively attack the headless rider if they meet on his way.

However, you can follow the ghost. Ultimately, he will lead you to the Hamvir Halt location, where you will find a helmet with good characteristics. There is also a closed chest with a lock of the "Master" level. Its content directly depends on the level of your hero.

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If you like the headless rider, you can use a special mod that allows you to make the ghost your companion. The modification is called Headless Horseman Companion, and you can download it from any specialized site.

This companion has excellent command of any one-handed weapon, and also knows how to use a weapon in each hand. In addition, all kinds of mines and traps do not affect him, but this is understandable, because he is still a ghost. Well, and finally, the headless horseman companion is pumped simultaneously with your hero, which means that he will be an effective companion at any stage of the game.

With death in sequence 12, the game does not end, there are still many secondary tasks that need to be completed to complete it and. You won't have to sit around for a long time, the tests of clubs in Assassin's Creed 3 will constantly keep Connor in good shape. When the leaders of the Templars are dead, and the Ganyageha tribe leaves their homes, it is time to turn their eyes to, with their old brewery, with their wild animals, and thieves, with their dexterous hands. On top of that - having been in the role of a courier and finishing off the remnants of the Templars, using Achilles' agents as informants, who will be waiting in the wings in the Frontier, New York and Boston to finally weaken their influence in the New World; what Connor had been striving for from the start. But among all the variety of tasks, special attention deserves Adventurer Club Quests.

The conditions for completing assignments and challenges of adventurers in Assassin's Creed 3 are recorded in the journal, which is accessible through the main menu (> [↓]> Journal> [→]> Adventurers Club> [→]).

Assassin's Creed 3 has many secrets on the vast territory that you simply cannot find without outside help. The head of the adventurer club is Daniel Boone (an excellent explorer and hunter who can get out of any trouble), he and his comrades traveled far and wide throughout the Frontier. You have to get to know him in order to hear a few interesting stories and once again test yourself for strength. The first camp of adventurers is located on the north side of Greatpeace Hills, southeast of the fast travel point in the Ganyageh lands, the second is on the eastern side of Greatpeace Hills, on a hill next to the lake, the third is in the Scottish Plains, by the road next to the river. north of the fort. As with the Trapper Society, Complete the Adventurer Club Challenges in Assassin's Creed 3 Connor will allow his abilities - eagle eyesight, natural flair and a good knowledge of his native places. As a reward for passing, he will earn not only universal respect, but also see many "miracles", unlock rewards for network game, and will also replenish its collection, which will appear in the estate.

Assassin's Creed 3 Adventurer Club Quests:

  1. The boy who shouted "Wolves!"(The Boy who Cried Wolf) - after listening to the end of the story about Shawnee and an unsuccessful hunt, we go in search of clues to the camp of the members of the Adventurers' Club in Greatpeace Hills. We examine the corpses of the pioneers by the fire, kill the wolf, and return back.
  2. Finding Bigfoot(Finding the Sasquatch) - after listening to the end of the story about the Bigfoot, we go to the waterfall in Black Creek, northwest of the fort. Examine unusual footprints by the river using eagle vision (hold down the [V] key). When the search area narrows, we go into the cave to the right of the waterfall, get acquainted with “ Bigfoot", We go back.
  3. Haunted lighthouse(The Haunted Lighthouse) - after listening to the end of the story about the lighthouse, we go in search of ghosts in the eastern part of Greatpeace Hills. We climb to the top of the lighthouse, examine the clue with the help of the eagle's vision, and return back.
  4. Headless horseman(The Headless Horseman) - after listening to the end of the story about the headless horseman, we go to Trois Wood in search of evidence. Arriving at the place, we examine the corpses, observe the “headless horseman”. So that it would not be so offensive, before leaving, we clean out the pockets of the dead. Move to Boston using any fast travel point. We go into any of the three taverns marked on the map with the white icon of the Adventurers' Club.
  5. Sea monster(Monster of the Sea) - after listening to the end of the story about the kraken, we go to the northern district of the city, we overhear three conversations of the townspeople. Having learned about the death of the old man, we go to the cemetery, to the old woman, and then to the merchant's workshop on the shallows, next to the water mill. We examine the miracle device, return to the tavern. All markers appear on the map (key) in the northern area of ​​Boston, it is impossible to miss them.
  6. Unknown flying object(Unidentified flying object) - after listening to the end of the UFO story, we go to the hill in the southern region of the city, guided by the mark on the map (key). We get to the clue on the branches of trees (you need to start from the roof of the toilet) by holding down the right mouse button. We examine it, remove the noodles from the ears and start passing the tests.

Assassin's Creed 3 Adventurer Club 1 Challenges:

  • Take 10 Leaps of Faith- performed during the main plot or during the passage of adventurers' tests when visiting viewpoints marked on the map with an eagle icon. Diving, hay and spruce branches count. To take a leap of faith, you need to hold down the [W] + [RMB] keys, and press [Space].
  • Find 5 Tunnel Entrances- There are tunnels under Boston and New York, with the help of which a quick transition is made within the city. Every exit will be. The first one will be activated in sequence 5.
  • Climb 5 times to the high point- marked on the map with eagles icons, they appear during the main plot. We visit them, inspect the surroundings, make leaps of faith.
  • Find out the locations of the 7 forts- there are forts in cities and the Frontier at the edges of the map. Once released, they serve as points for fast travel (video).
    • Forts in Boston: Central and South Areas.
    • Forts in New York: North and West Areas.
    • Forts in the Frontier: Monmouth, Scottish Plains, Black Creek (areas shown on).
  • Walk through the trees at least a hundred meters- we move to the Frontier or Davenport, we find trees on which we can move, we run along the branches the required number of meters. For a smooth run, hold down the [W] + [RMB] keys. The total distance is taken into account.
  • Collect 5 Feathers- we move to the Frontier, collect feathers. Feather cards are sold under Buy> Cards (appear during the story).

Assassin's Creed 3 Adventurer Club 2 Challenges:

  • Dive into the water from a height of 50 meters- we move to the Frontier, we get to the transition between the Frontier and the Davenport estate. We run along the road from the side of Davenport, we jump down to the plateau not far from the houses, we go along the cliff to the camp, where the fallen tree lies. Taking a leap of faith into the lake. Near the right place, the last task of the 6th sequence "Aggressive Negotiations" begins, but this is not the tree from which you need to make it, it is two levels higher to the north of it.
  • Complete the almanac- Benjamin Franklin are in cities, in the amount of 36 pieces. Each of them opens access to the creation of a unique thing that will appear on the second floor of the estate.
  • Climb 1500 meters- the condition is met in the course of the plot. The main thing is to climb more on the walls of houses and rocks.
  • Find out the location of all trading posts in the Frontier- we move to the Frontier, visit Monmouth, Lexington and Concord. A traveling merchant rides his cart along the main road, making a large circle and crossing the Ganyageha Lands, Black Creek, Diamond Basin, Concord, Lexington and Greatpeace Hills (the mark is visible on the map when approaching it).
  • Hear all Washington talk- after passing Assassin's Creed 3, Washington appears on the border of the western and eastern districts of New York (mark - W), between the closed fort and Bowling Green (southern part of the map) - this is the first conversation with the commander-in-chief. The second and third - in the first task 9 of the sequence "The Lost Cargo". You need to talk to him in that order, otherwise the condition may not be counted.

Challenges of the Adventurer Club 3 in Assassin's Creed 3:

  • Open the entire map of Boston, New York and Frontier- we visit, marked on the map with the eagle icon, we open the rest of the territory on our own two feet or on horseback.
  • Reach 30 high points- visit all viewpoints marked on the map with the eagle icon (appear during the story).
  • Find all the entrances to the New York and Boston tunnels.- to cope with the test will help.
  • Visit all taverns in Boston, New York and Frontier- taverns are marked on global map dice icons.
    • Boston: 4 taverns - in all districts of the city (if the icons of the dice are replaced by their icons).
    • New York: 5 taverns - in the eastern part of the city.
    • Frontier: 4 taverns - Concord, Monmouth, Lexington (in the center of the village and at the very edge of the eastern borders of the area). The boundaries of each area can be seen by selecting (> 3x).