The passage of the game Skyrim where to find. Passage of The Elder Scrolls V: Skyrim

  • 31.12.2019

No matter how trivially was not there, but the entire plot is tied to prophecy. It so happened that the events of the preceding and occurring at the time of the emergence of the main character in the world SkyrimaAlmost completely coincide with this most prophecy. The latter says that soon the greatest of the dragons will appear - Aldune, after which all those who were not lucky enough to be born a dragon, you will have to become dead, and in general there will come in a pitch armament.

Concerning eventsproving the entry into force of the prophecy, then it is nothing more than civil War, started between the empire and the brothers of the storm. So referred to all movable Ulfrick Petrelwho killed the previous king Skyrima to the word - Toruga. After that, full-scale fighting between these two fractions began.

Introductory Course by quests and work with Skyrim magazine

In the fifth of the scrolls, the mechanics of the magazine and the passage of quests are a little fastened, that is, they made it easier and clearer for more public. It is quite easy to work with the tasks that even a child can cope, with the exception, perhaps, a couple of quests of quests. All you need is open Journal (key "J" By default), then click by the desired task And close this interface.

After these manipulations in top screen, where the icons of the parties of the world and the closest are displayed. settlements including dungeons you will see marker In the form of a triangle with a rhombic at the top. This is the direction in which you need to move in order to pass the selected quest. You will see the same marker and opening the map ( key "M" default). It is worth noting that when choosing in a magazine several tasksYou respectively receive several markers, which is not so convenient in some cases.

Passing quests

During passing the main line of quests you will pass the way from simple prisoner before savior Mira, deny no one dozen dragonAnd also get one of them as a means of movement. Generally in a series of games The Elder. Scrolls. It seems that in order to save the world, it is necessary to be concluded, well, oh well.

Skyrim has adjustment of the level of complexityfind which you can in the game settings.

Quest "Free!" - Acquaintance with harsh Skyrim

The action of the game begins in a wagon where you are with others. prisoners Imperials. From the dialogue with brethren on misfortune you will find out that you are brought by straight on plah. What, any control functions While there are no, except for the camera rotation, so you do not have anything to look around and enjoy the beauty of the game.

After arriving at the place of execution, to contact you one of the imperses, the dialogue with which will go into character Creation. The editor represents quite a lot of opportunities to choose an appearance. Main character (Heroine), so you can hang up for a long time. Deciding by S. external species The Savior of the world, you are invited to pass straight on the fell, there would be all the honors of the character of the character and crumbled under an ax of the executioner, but in a fun coherent circumstances of the main character saves from an imminent death suddenly the Dragon.

So on time the arriving reptile begins twist a village, after which, naturally, no longer before the execution of prisoners. Taking advantage of the muddy you need to leave it is not friendly for the hero place. There is nothing difficult here, first just follow the character with marker overhead in the nearest tower. Next up the stairs, and then jump into the nearest building through the hole in the wall made by the dragon. At the exit of this building, you will meet an already familiar imperial soldier, immediately run where the eyes do not stand, wait for the attack of the dragon and follow the imperial.

After a short escape from the dragon attacks, you will get a choice, go to the tower for Hogwart (Imperial soldier), or Ralophom (Brother storm).

  • Followed by brother storm - Imperial soldiers will attack you in the tower, and after the escape it will be necessary to proceed to Riverwood To the sister of the Ralofa.
  • Followed by an imperial soldier - Buri brothers will be attacked in the tower, and after the escape you need to proceed to Riverwood To the blacksmith Hadvart.

From the dungeons of the tower you go down to cave, spending a little by which with his companion will finally get on freedom. On this cheerful note, this quest complete.

Task "Before Storm" - Bad News for the Ya Laitran

After you with your companion leave the cave, an entry that commemorates new ones will appear in the diary task entitled " Before storm". Its essence lies in the delivery of the Dragon attack the Yarla Waitran.

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

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvoraif you chose an imperial soldier HogwartHis house you will find in the northern part of the village.
  • Stroke I. Herdun.if chosen brother storm RalofaTheir house you will find in the southeastern part of the village.

In this action, the nonlinearity of the main story quest will end. Both NPC will send you to Yarla WaitranThis city you will find in the north of Riverwood. At the entrance to Waitran, the guard will meet you, tell him that it must report an important crime news About the attack of the dragon and he lets you inside.

Once in Waitran, move to the northeast in the dragon limit and tell the Jumper about the dragon attack, after which you complete this quest.

"Windy Peak" - search for a dragon stone in the ancient Nordic temple

After you report Jama Balgruf seniorabout the attack of the dragon, he consistent with his advisers take up you k Fahrengar, secret fire, local magician at the court. The latter will ask you to find some Dragon stone. According to Fahrengar, this stone is located in the ancient Nordic ruins called Windy peak.

Windy peak you will find on south-west from Weitranjust follow in direction marker At the top of the screen. I would like to notice that if you were performed by-QuestGolden claw"You can get a windy peak to the end to the end, you will most likely have a dragon stone, in this case, just pass it to Fahrengar and complete the task, if you didn't do such manipulations, then please prey the mercy in Windy peak.

Reaching up to the above nordic Ruins, move into their depths, pass to the enemies encroached on your life. At first levels Window peak You will be met only banditsHowever, as you deposit, you will encounter spiders and dragags. In general, everything according to the standard of the genre, "the further in the forest ...".

Carefully examine locations and collect all valuable, on the initial stage Games money will be very useful to you.

First puzzle On the way you will be an uncomplicated mechanism in the form of three rotating Tumbers and locked cells with a lever in front of it. If you carefully examine the room with a puzzle, you will see that above the cage There are the same patterns as on the couches, though one of the stones with a similar pattern hit, but still consider that it was broken. Removing the order of patterns, turn rotating cabinets in the same position and pull the lever if you did everything right, then the grille will open.

Keep moving deep Window peak And soon you will come across the web, which blocks the path further, just destroy itor destroy the spell. After that, immediately get ready for battle, you will attack you huge spider, whose ododes, you need to free the bandit that causing a web, you will see it immediately for the defeated spider. It's not worth relaxing, the gangster will immediately begin scoot from you, so do not break and finish it, passing it in passing from his lifeless body Golden claw. If the gangster is still ran away Do not be discouraged by a little passing further, you find His corpse.

Continue your way into the depths. Defeated a lot of drags, you will come across arched door stylein the center of which built three stone circumference With drawings. Each of the circles can be rotated. Open the inventory, click on the Gold Claw and turn the mouse wheel, on the palm of the gold claw You will see what order should stood patterns on the door. After that, click on a circle in the middle of the door and it will open.

Move on until you find a huge buried Hall, and there the wall with Word of power. Go to her and study the appropriate word by doing this you will witness how from sarcophag drag leaves, defeating the latter to take away from him Dragon stone.

Dragonmark stone Fahrengar And talking S. Yarl Weitran you complete the quest And get a random part of the armor as a reward and the ability to purchase house in Waitran.

Task "Dragon in the sky" - the beginning of the formation of Dovakin

After talking S. Fahrenurgar You will witness how the Huskal Yarla Waitran will inform Court Magu that there was not far from the city selected dragon. Irilelet, so the girl is a fucking girl, will ask you to proceed for her and discuss the plan for further actions with a yarn. Well, it would be said. Move for Isyrilet To Balcruf.

For a long time to discuss that with this dragon, the Top Waitran will not become. You will be shipped with the aforementioned Irilelet to tower near the citywhich is on south-west from Waitran. In general, the Yarl will mention that this is a reconnaissance mission, but we know. Go to the tower and find there Iskala Irelet.

Arriving in place you will find destroyed Towerwhich was attacked by a dragon. Irilelet will order all dispersed and explore the terrain. Go inside the towerYou will mark the guards to meet you and say that the dragon is still somewhere nearby. After a short time, the dragon will return. Now the case is no longer before conversations. Observe the flying lizard, by the way legendary level difficulties to make it will not be so simple. the main thing avoid Dragon attacks, and attack themselves at the time when he is busy guards and everything will succeed.

Chard Dragon You unscover his soul. Your first cry will learn automatically, you just need to open the magic menu, go to the screams section and select the appropriate one. Next, press the key. C."And you will see your new ability In action.

Having understood with all the difficulties, go to Wetran to the crumpled And report on the work done, thereby finishing the quest " Dragon in heaven" Balgruf will assign you a title of Tana, and also rewards Lydia his own Huskal.

"Path of Voice" - 7000 steps on the way to the top of the world

Winning his first dragon and entering the Wertier you will hear a loud voice pronounced "Dovakin" - this is nothing more than call Sedoborodov. Talk to the bross Waitran Balgrufwho will advise will go straight to High chrotharwhere you can start comprehending the teaching of the studies of voice control.

Path B. High chrothar Lies through the village Aivstetedwhere you need to be advanced. The road is not close, so basking the necessary potions and supplies. You will see avaevistic a stone bridgeWhen going through which you join the path of 7,000 steps - the road to a high chrothar.

Traveling through Skyrim's expanses Collect all the ingredients seen, so you faster pumping alchemy skill

Moving along this staircase you will meet many enemies on your way, the type of which depends on your level. Reaching to the cherished goal, enter inside Herrothar, one of the gray-robes will come to the meeting. Argera. He will ask to prove that you are a Dovakin, simply activate the studied cry on it, and on this check will end.

After a short briefing, you will be taught the second level of scream Ruthless power. Looking for the wisdom of this Tuum, you will have to go through a short exam. To do this, activate the cry, on the three created by the gray-breed illusions. It is worth focusing on what you need clamp a key responsible for a cry while he is not charged, and then let her go.

Demonstrating their skill, go for Sedoboroch Borry. to the courtyard of high hrotgar, where you take a new scream, entitled " Swirl swirl" After that, you need to go through another exam, where you must show how they mastered the new Tum. All you need is to have time to activate the word strength while gate open, it will not work much hard, so I think you will easily pass the test.

Overcoming these two exams Talk to Argeirmo, thereby you complete the passage Quest "Path of Voice" and get the following task.

Skyrim Passage of Quest "Rog Yurgen"

After the past two exams, the Elder of the Sedoborogery Argeir will instruct you the last one - the third test. You need to go to the ancient Nordic ruins Ustegerev and get there horn Yurgen.

Ustodegrev is located in the northwestern part of the map. If you have not been to those places, use fast moving Before Waitran, and from there on the wagon Go to MorphalUstenegrev is located near the northeast of this city. After hitting the ruins, you will come across necromances, dragags and frosty spiders, which naturally do not be happy with you and will try to send you to that light by all. However, they will not be the main interference at all. The fact is that on the way you will get some kind of kind puzzlerepresenting three magic stone and grilles behind them. Passing past the stones, you will notice that the lattices open, but as soon as you pass the last stone, they almost immediately close. It is necessary in mode sprint (key Alt. By default) run past the stones, and after immediately activate the word strength called " Jerk"Thus, you will move behind the bars and they will no longer close.

In the room with three stones, opening the lattices, you will find a wall with the word strength.

After passing further into the depths of the temple, you will come across trap in the form of floors emitted fire jets. Here you will again help the cry of "jerk", using which you can easily overcome and this, which arose on your way, complexity.

In the very tomb of Yurgen, only disappointment is waiting for you, because you are desirable horn there is notAnd instead you will find a note. Everything else, this quest will go to the shipyard section, but do not be afraid, everything is so conceived. Referring to the note found, you will learn that the ahead of you in search of the horns of Yurgen, expects the main character in Riverwood, and to be more accurate in the tavern " Sleepy" Go there and talk to DolphinBy saying how you want to rent a room in the attic. Dolphin will answer that they have no rooms in the attic, but she understands what the matter is here. After talking to her, move to the room located on the side of the entrance to the tavern (the northwestern part of the building). Dolphin follows you and give Horn YurgenThen it is necessary to return it to Argeir in high hrothar.

Having received Horn Yurgen, Sedo-breeding will teach you a third word Ruthless power And proclaimed Dovakin, after which the quest will end.


Quest "Blade in the darkness" - familiarity with the secret order of blades

The task begins After in the Rivervuda tavern "Sleep Giant", Dolphin Transfer the chief hero of Horn Yurgen.

Take the dolphin in her secret roomwhere she will tell that it has long been looking for a dragonborn, because only people endowed with this rare gift is given to completely kill dragons, absorbing them soul. Explaining the chief hero of what they want from him, Dolphin will ask to show in fact, as the protagonist absorbs the dragon souls and will appoint a meeting in Kin Grove.

Kin's Grove is located in the south of Windhelm if you have not yet opened those lands, make fast moving before Weitran, and from there on the wagon go to Windhelm. When you arrive at the meeting place, a girl named Iddreet will come to you and tell that the dragon attacked their settlement. After dialogue with a frightened woman, go to the northeast of the grove of kin to dragon burial location. When you get there, you will witness how Aldyuin raises his fellow fellow - dragon Saloknira.

After the heroic victory over Saloknir Talk to the dolphin, thereby completing the task " Blade in darkness».

"Diplomatic inviolability" - all about the plans of Talmitsa

You let's start This task after overpowering the dragon Saloknira And talk to Dolphin. The latter believes that everything is responsible for all talmitsawho pursue some of their goals.

The driver of the Dolphin's blades proposes to meet her in Riverwoodwhere you need to go. Dolphin you will find in the tavern " Sleepy". According to her, she found a way to get to the Talmorsk Embassy and find out more about their plans. You need to advance in Solitude And in the tavern "Laughing rat" to find the comrades of dolphins - Malborne.

Giving Malborna Equipment and after listening to his offer for help, give him necessary thingsthat you need in the embassy. Malborne Returns this ammunition when you get to Talmitsy and meet with him. Next step It will be a meeting with Dolphin, which is already on the farm of Katl, located near the southwest of Solituda. Pass the dolphin the rest of your equipment that can be taken only after finishing Quest. Then take it elegant clothes and elegant shoes. Ready, now you can safely move to the Talmorsk Embassy and find out what they have thought.

Arriving in place, pass the guard of the embassy invitation And go inside where a high elf is suitable for you. Elwen And the abstract will start, however, Malborin will respond a curious woman and you can safely go to the reception. Next you need somehow distract guestsIn order to imperceptibly leave this Talmor party and continue to implement your plan.

Depending on what interference in the game world you have already committed, there will be distractions methods attention.

  • The most, perhaps, a downtime and an affordable way - to take from Malborne or from any maid drinking, and then give it redgar is cleaned. The latter getting alcohol will distract the public to his behavior and you can calmly leave reception.
  • The second is no less easy way. Talk with Erikur, after which he starts pesterwhich will give him a turn-turn. Invite the Ericer your help in the ohmurnation of the maid who had refused to him. It is gifted to convince the maid in any connections with the Ericer you will not succeed. But do not despair, go back to the Ericer and tell me that the servant is agreed And waiting. As soon as Ericur is suitable for the maid and starts up again, go to Malborna and imperceptibly leave the reception.
  • If you are in the city of Marcart performed the quest Ondolemara "" Search and arrest", T. ONDOLEMAR Agree to help you in distracting universal attention to yourself, and you can leave the reception unnoticed.
  • Eastern Imperial Company ORT EDARIO will help you if you fulfilled his task " The sun is closed in the east».
  • Alice wonderful will respond to your request for help if you have a title tana Haafingara.
  • Having well developed skill of eloquence Talk with Vittoria Vikali. and ask her to distract the attention of the guests, after which it rolled a little idea, and you are unnoticed peep the reception.

After distracting the attention of guests follow Malborne In the storeroom and take the things he had to take to the reception. Next, go on the door to the chest and here, as the soul wishes, you can throw everyone, and you can play a spy. However, the goal is still alone - search The fact that Talmitsa know about dragons.

Go to the courtyard of the embassy and follow Personal chambers Elwen. Entering the building you will be attacked by two guards, one of them will have in the inventory camera key inquiry, Take it, to the Word exactly the same is inside the chest in the northwestern part of the building.

Get the key, go to dungeon of the Talmorsky EmbassyThe entrance is in the personal chambers of Elven. In torture cameras, you will find a prisoner broont Etienne, Talk to him and find out what he knows. Prisoner will tell you that Talmitsa do not possess No information about the appearance of dragons, but they are looking for a blade by name ESBERNwhich you can find in Riften.

It is time to leave the non-shine Talmitsa, freeing Etienne You will witness how in the dungeon will be guardedIt turns out that they captured Malborne and demand that the protagonist would give up, but, the back turn on late. Calm the guards and take the key of the hatch from the body of one of them, with which you can leave this automates.

Leaving the Talmorsk Embassy, \u200b\u200bgo to Riverwood And talk to S. Dolphin. Tell her from the fact that Talmitsa is looking for some Esbard, after which you complete the passage Quest "Diplomatic inviolability."

"Rat, drove into the corner" - Searches for Esbard

Quest will begin As soon as you tell the dolphin about what they found out in the Talmorsky embassy. The main task in this quest for you will be the search for another agent blades - Esbard.

Start performing task you can a few ways.

  • Go to Riften and find the character by name Brigolfwhich is in the tavern " Brown flask"Or in the tavern" Bee and sting", on either market Square And delete him about where to find Esbard. In this case, you need to go through the quest on entry into the guild of thieves.
  • If you have an eloquence skill, you can learn from Kiravy In the restaurant, "bee and sting", or in the members of the Guild of thieves, in the tavern "violent flask".
  • Alone will go to the tunnels under riften, location is called " Rat Nora", And find hiding Esbrene there.

You can get into the "rat hole" through the door located at the lower levels of the city, almost the most water. The dungeon can be divided into four levels.

  • On the first Robbers live and several cereals - boldly get rid of them.
  • On the second The level is members of the thieves guild. Here you need to talk to Weslebly Warrior and it is accurate about where Esburn is located.
  • On the third The level of Talmor's agents will meet you, you can also not ceremony.
  • On the fourth Level you will find Esbard.

After you get to the desired character, tell him code phrase And he will open the door to you, and then share what he has information. Speaking with a hiding blast agent, you complete this quest.

Skyrim Passage of Quest "Wall Aduin"

The task begins after you talk to Esblock that this blades agent knows about dragons. Next you need take the ESBERN In Riverwood, the tavernu "Sleeping Giant". It is worth mentioning that at the exit from the room of Esbard in the rat, on you talmitsa will attack, The battle with which in other words should not be particular problems.

Overcoming the troubles that arose on paths and returning to Riverwood To the dolphin, you will witness the meeting of old friends and a long story of Esbrena about The wall of Aduin. Also, a new acquaintance will tell you that this wall can be found in Temple of the Heavenly Harborwhere you immediately need to go.

Rotating to the specified place, you will come across a lot Izoevwho broke here the camp and with whom you will certainly have to figure out. After that, on the way you will get two puzzles.

  • First puzzle It is three rotating stone stands that need to be rotated so that everyone was visible at all dovakina signYou will see it in the screenshot. After that, the bridge should drop and open you the way further.
  • Second puzzle These are floors with pressure tiles. Stepping not on those plates, you activate fire trap. So that this did not happen, step on the plates with the sign of Dovakin. Having reached the end of the room, pull the ring and turn off the trap.

Overcoming puzzles you will fall into the hall with Bloody print, Activate which only blood is dragonborn. Once again, proving that you rightly call yourself Dovakin activate print And open the passage to the wall of Aduin.

In the room with the wall of Aldune you can find armor of blades and a unique one-handed sword "Beach Dragon".

The task complete After Esburn explains to you meaning Message On the wall and subsequent conversation with dolphin.

The task "Throat of the World" - a conversation with the elder gray

Quest begins After talking with dolphin in Temple of the Heavenly Harbor. Having learned that Aduin can only be defeated by a special cry, the blades agent will send you to a high chrothar to the gray-breed.

Arriving to the keepers of voice exercise, talk to Argeir And find out about a cry, able to overcome such a strong opponent as Aduuine. It is important to tell Argeir truth About where you learned this way of fighting the dragon - the Eater of Time.

To your disappointment, Argeir admits that they teach you the necessary word of strength they can not, Creek, by the way, has a sonorous name " Dragon" The fact is that for the pronunciation of this Tuum, it is necessary to take into account the whole that the anger, which was tested by the dragons cult, so that the seeds of the Cult of the Dragons were not used.

Ask more details of Argeira Masters about dragon, and, after a small explanation, he will advise to contact elder Seden Overhead - Parsnaksu. Having finished the dialogue, follow Argeir to the courtyard of the high chrotgar, where he teach you scream " Clear sky" With this Tuum you dispel ice storms, blocking the path to Parotnaks and will be able to meet with him.

Reached the top " Things world"Talk to the partarenks, following all ancient customs. There is nothing difficult, the elder of the Sedoboroge will lead a dialogue in the right direction. The expiration of acquaintance will be the use of cries on Parotnakse " Fire breath" After that, it is time to ask a new acquaintance about how to explore the scream "Draknica". However, here the main character will fail - Patournaks does not know this Tuum, but not everything is so bad. Friendly dragon suggests let's go to the past And learn a dragon at the moment when this TU'UM was used to fight alduin.

After a conversation with the partarenks, you can strengthen it from him one of three screams:

  • Fus. - Ruthless power.
  • File - Accident.
  • Yol - fiery breathing.

For travel time you will need an ancient scroll, which will help you Sedoborn Argeir or agent Klinkov Esburn.

"Ancient knowledge" - in search of a scroll of ancient

The task begins After talking S. Patournaks - Elder-friendly elder, who will tell about where the main character can learn the scream "Dragon". According to Parotnaks, the protagonist needs to find an ancient scroll and with the help of it will go back to the past, where the knowledge of the desired one is still preserved. To learn more about Ancient scroll You need to choose from, talking to the blades agent Esburn(at the wall of Aduin), or with the gray Argeir(High chrothar). There are no differences in general, both NPC will send you to Maggie Winterhold College. What to get inside the guild, talk with Farald, which will offer to pass a simple exam on, however, if you say that you are Dovakin, you will be put on after you demonstrate the use of any scream.

With the execution of this quest directly related to the task "beyond the manden".

Next go to the library keeper - orc Hug. Ask him about the ancient 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, the fiction is called " "And" The impact of ancient scrawl" Read the book "Reflection on the ancient scrolls", after which the task "beyond the ordinary" during which you will find it Ancient scroll.

Skyrim's passage of quest "Beyond the trund"

After reading the book " Thinking about ancient scrolls"Ask a hurricane about it, seriously reading Foliance, after which the Hurra will tell about the author of the book by name Septimia Segonium And about where it can be found. Go to the north of Winterhold Maggie Guild, Septimia is located in the site of the "post septimia" location.

Guided by the Councils of Septimia, move on southwest From Winterhold in Ruins Alftanthen go down to Animatoriumand from there in Alphan Cathedral. Here you need to find a dwelling mechanism by activating which you will open the passage in Black limit. Once inside a black limit, find the entrance to Tower Mzarkk, the marker will not let you get lost.

The Mzarkk Tower is a corridor, at the end of which the semi spherical room is located with a huge mechanism. You need to rise to console control This mechanism and insert a cube transmitted to you septimia in Word Stand - Right rack. Now you need B. the right order Press the button buttons, all four of them, the middle stand is likely something like a screen.

In order to get a scrollClick:

  • Four times on third button - Hear a click published by the Word Stand
  • Two times second - The first button opens
  • Once by first - A flask with an ancient scroll will appear

Having received Ancient scroll, you run quest " Ancient knowledge, however, to complete the task " Beyond the truss"That in principle is no longer so important pick up the septimia dictionary From the vocabulary stand and give it to the owner. Then Septimius will tell that the Prince of Daendre is looking for - Hermeus Mora and asked to get the blood of the elves, one sample of each species. At the exit from the post of septimia, to the hero to turn Hermeus Moro himself and says that he will speak again with the main character after the assignment of septimia.

Having gathered blood, give it septimia, after brief manipulations, he will open the cube of the coumen, which is in his cave in which you will find a book " OGMA infinium"And complete the quest" Beyond the truss».

Quest "Curse of Aldune" - the first fight with the strongest of dragons

The task begins After you commit to Tower Mzarkk Ancient scroll. You need to go to the location of the throat of the world to Parsnaksu. The latter will specify the place where you need to read the scroll.

Open inventory and use Ancient scroll, after which the main character will take place in the past. No action with game Mir You can't make there, so just watch. Upon returning now, you will add new Creek « Dragon", As well as a problem in the form of the attacked on the protagonist Aldune.

For battle with Aloudin Apply your new T'UM on it Dragonwhich will force the dragon to land, Aldune himself does not sit on the mog. After you bring the health of the enemy to a certain level, he will fly away, and you complete This quest.

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

The task begins After you first time overpower alillune In the location of the "Think of the World". You need to find out where the defeated dragon went.

First of all, you need to talk to the choice:

  • With partarenx - You will find it in Sip of the world.
  • With Argeir - located in High Khrotere.
  • With Esburn - studies the wall of Aduin in Temple of the Heavenly Harbor.

Anyone from the above NPC will send you to Waitran to the older budgetbecause it is in this city there is an opportunity dragon sharingwho probably know where to find Aldune.

Apparently for some political considerations, the Yarl Balgruf will refuse to help the main character until he achieves conclusions of the world between the warring sides of Skyrima, and this is how you probably know Brothers storm and Imperial Legion.

If you have already chosen a party and completed war in Skyrima, then you can proceed to the dragon captivity, about it just below, if disagreements between the empire and brothers storm still not ignitedYou must first fulfill the quest " Infinite time».

Quest "Endless time"

Place for reconciliation The warring parties will be High chrothar, so first-in-speed you need to talk to Argeirwho having a little in charge of himself, will agree with his role assigned to him.

After you agree with SedoborodGo:

  • In Solitude, here you need to find general TuliaHe directs the forces of the Imperial Legion in, and send it at the negotiating table.
  • In Windhelm.here you need to come to Ulfrika Petrelwho dominates the brothers of the storm, and also send it at the negotiating table.

In addition to the heads of the warring parties to negotiations without invitation, already familiar will be Agents Klinkov Esburn and Dolphin, as well as representative of Talmorsky Legion - Elenven.

As soon as all invited and not very gather in high chrop, talk to Argeir And take your place at the negotiating table. In the course of the negotiations themselves, the main character will have a lot of response options to the questions. However, no matter how it was there, the world will enclosed in anyone From the development options. The difference lies only in the future relations fractions to the protagonist, as well as what passes will remain Behind the Empire, and what kind of brothers storms.

After the conclusion of the world, talk with Esburnwho will tell you a new scream " Call of the Dragon", If, before the quest" Fallen"The civil war was finished, then the shout will teach you Patournaks..

Having learned the necessary TU'UM, go to Dragon Limit and talk to the Bloss Balball, it is necessary that he began facial fabrication For the dragon.

After all cooking, go to dragon-limit gallery And using a cry " Call of the Dragon", Call Odaving. It is clear that by itself he will not fall into the trap, so we will have to apply a cry on it " Dragon"And gradually retreat in the gallery. As soon as Odaving approachs close enough, the trap will shutAnd you can safely discuss with the dragon all the questions you are interested in.

Task "House of the Eater" - in pursuit of Aldyin

Quest begins After the Dragon Odaving tells where Aldyuine escaped. You need to ride the dragon will go to the temple of Sculdaphne, and from there get to Sovgard.

Talking with herd, climb to the top tier Dragon-limit gallery and release Captured dragon, you can pull the lever yourself, and you can ask for the guard. Then speak again with the gifting, which will hold back and will take away The main character in the temple of the cult of Dragons Sculdaphne. After landing, the protagonist immediately expects a fight with dragues and dragonSo be prepared for exhausting battle. Draughi methodically firing the hero on the other side of the bridge, so it is more logical to start to deal with them, and then overcome the dragon.

On the way to the portal in the Sovingard, you are waiting three puzzles:

  • FROM first puzzle You will come across the second room of the temple of School. She is three rotating vehicles And lever behind them. If you carefully inspect this room, you will see that on the walls next to extreme (left and right) stands, as well as above two lattices in front of the room, instructed patterns. Just turn the extreme stands in according to patternsAnd then, depending on which lattice needs to open and in the middle. Since the path leading to the portal lies through the grille on the left, the order of patterns on the couches will be the same as in the screenshot.
  • Second puzzle Waiting for you in the room with raised wooden bridge. With this task, it's still easier, next to each rotating bed will be the corresponding drawing, you only need to turn the cabinets in right order, and then pull lever At the top level of this room and the bridge will fall. From left to right: A fish, Snake, Bird.
  • Third puzzle it is a door having three rotating stone rings. Before her, you will meet Drague - the Lord who needs to withdraw a diamond claw. Then see the drawing on the palm of the received Diamond claw And turn the rotating circles according to the prompt. Top down: Wolf, Butterfly, The Dragon. Next, click on the button in the middle of the door and it will open.

Entering the room with the word strength " Storm, thunderstorm", Move along the corridor on the left and leave the temple. Then turn to the left And rise to the portal in the Sovingard. Having reached him, you will witness how the priest dragons Outrin Picks the staff necessary to activate the portal. Destroy the priests I. take the staff. Then insert it to where it seized with the cliff and jump into the portal. After you get to the Sovpard, the quest "House of the Eater" will end.

Skyrim Passage of the task "Sovingard"

Quest begins After you get through the portal in Sovingard. You need to enter Hall valves and together with the three heroes of past years to develop plan For the destruction of Aldune.

SOWGDD is some consumer seatWhere those of which are worthy, feasting on the eternal festival in the valve hall, waiting for the moment when God's Shore appears to the last battle. This quest is nothing complicated, you can call it one of the simplest quests in the main scene line. The only obstacle to you will be schötonian god Shora - Tsun, which is necessary winIn order, the main character got access to the valor's hall. Shore can be found at the whale bridge, just follow the path from the place where you appeared and you will certainly come across.

The fog of the Sovgrada can be dispersed with the help of Tu'um "Clean Sky".

Entering the valve at the expense, talk first with Origormand then with Khakon One-eyed, Felldir Old and Hormone Golden handle. After the protagonist listens to their plan, this quest complete.

"Drakonoborets" - the last fight with Aldyin

The task begins After the protagonist will discuss with three heroes of the past battle Plan Against Aduin.

You need leave the valve halland move to the place where your colleagues await you - Corroser, Khakon and Felldir. Combining your scream with them " Clear sky", Waving the fog in the alternoine, it is necessary to do three times, because the Dragon's son is satisfied again and again. After he bothered to do it, Aldune will arrive at himself and here it is already awaiting the usual fight with a dragon. Use " Dragon"And Beit Aduin to all that will come to hand.

Overhead of the main antagonist of the main storyline you can learn from Tsun new TU'UM " Call vallest». Leave Sovgard You can again, talking with Tsun.

On this cheerful note and ends Basic Scene Championship The Elder Scrolls V: Skyrim.

This passage concerns only the main storyline.

Start

The start of our adventure begins with a trip to the cart along with the brothers of the storm - violators of the law. We are taken to a certain settlement Helgen, where the executioner is already waiting. But before we go to the gods, we are given the opportunity to create your own character - choose a race, gender, appearance, etc. Choosing the same name to my hero, we are conducted on the execution, but the dragon flies spoils the plans of the imperials, as a result of which we save from this fate.

The appearance editor of the character improved markedly. No longer have a clock in it to dig to create a man being sane, or a beautiful girl.

To freedom

In order not to burn alive from the flame of the dragon - we run into the next tower, where we climb the stairs to the top. Through just appeared to break in the wall, jumping on the attic of the neighboring house, from where we go down to the ground and meet Hadwar. Together with him, we go to the fortress, and, not paying attention to the Ralofa, go inside. Hadbar frees our hands from the rope and suggests rumbling in the chests. We take everything that we find and follow it further on the dungeon, on the way destroying the brothers the storms. Passing through the old storage room, we take all the potions, after which we descend into the room torture. Sharing a bag on the table, we find the brand in it. With their help we wake the lock on the lattice with the dead inside the magician and take valuable items from there. Following the cave further, we go to the large cluster of the brothers storm. We destroy them, pull behind the lever and go later on the bridge. No back road, you will have to go along the river, which will bring us directly to the lair spiders. Having understood with nasty creatures, we go on the cave, we destroy the bear and go out to the expanses of Skyrima.

Before storm

Everything, we are free and free to do everything you want. Hadvar invites us to go to the neighboring village Riverwood, where his uncle Kuznets can help us. Go there, following the world map. Uncle is in the blacksmith, his name is Alvor. We tell him about the invasion of the dragon, after which he suggests urgently to report this to the Yarla Waitran, so that he sent a soldier to guard Riverwood. We go to the city, but the inside guard does not want to let us insert. We tell him that we came to ask for help for Riverwood, after which the one with the hunt would miss inside. The Yarl is in the dragon limit, this is the main building of Waitran, it will not be difficult to find it. On the way, the road is overwritten by an Irelet, who will not like our unceremoniousness. We tell her everything as it is, after which we approach Balkruf to the older. We inform him about the dragon, not mentioning the petrel and about our non-accomplished execution, he is not necessary to know about it. He will send a detachment for Riverwood, and we will give us some instruction for its court magician.

If you have now did not run goosebumps by body, then I envy you.

Windy peak

We go with a bross to Fahrengar. That we offer us to get a dragon stone from the chummy peak temple. We agree and go to the temple, which is located on the top of the mountain. If there are problems with a lifting on the mountain, then open a map where it is clearly seen where you can climb, and where it will not work. As a result, rising to the mountain and sobering with the guard, penetrate the temple. We destroy two gangsters, overlapping the conversation of which you can get a secondary task, and follow further by the cave using the area map. We go out in N. big hallwhere we destroy the robber. Keep immediately for the lever that is in front of us is not worth it. First you need to set columns with signs on the left in the desired order. I exhibit on the left - right the following signs: Snake - Snake - Fish. If we do everything right, then when switching the lever, poisonous arrows will not fly into us, but simply it will open the path further. Turn to the left and go down the screw staircase down. We go a little forward, turn left, make your way through the web and we meet a huge frosty spider. Steaming with him, we exempt the poor fellow, after which it runs away. We go later, where we find that the fugitive is dead, - by him. We take the golden claw from him and follow further. We run through the blades and go down to the tomb, having sided by the dramrams. Let's leave it to a small river. Drech for the chain near the lattice and follow the river on the cave. Turn to the right, we take a break in the ceiling of the cave and go to the door in the sanctuary of a windy peak. After hitting inside, we pass the trap in the form of all the same blades, we destroy three drags, climb up and pass through the bridge to the iron door, opening which we fall into an unusual corridor, at the end of which the door with signs is. To open the door, you need to position the rings in the correct order, after which the center of the door is required to insert a gold claw and turn it out. We put signs in the following order from above - down: Bear - Moth - Filin. We turn the claw, after which the door will open. We pass inside the sanctuary. We approach the dragon plate with a sign and study a new ability, after which the trecken lord will come to us. Having understood with him, we take a dragon stone from him, climb up the trail up, pull behind the handle to open a secret move, and choose from the cave. We return to the dragon limit with the help of rapid movement, give Fahrengar a stone, after which it starts to decipher it.

Dragon in heaven

But the dragon was seen on our misfortune nearby. Ayrilelet calls us to the Burn Bagruf to discuss this event. We rise to the second floor where we get a reward for the dragon stone found by us, as well as news in the form of buying houses in the city. But, the dragon will not wait, so we are heading for Isrylet to the Western watchdog, where the fireman was noticed. On the spot we find the surviving guard, who notices the approaching dragon. Armed with weapons more powerful and proceed to the battle with a winged demon. When he is defeated, search it and absorb the soul, thereby studying the cry. Choose it from the Magic menu and cultivate. Attending this event, we return to the Balcruf and report on the task performed. We receive an award in the form of post Tang Weitran, his personal Huskarla and weapons of the Balgruf itself.

As it turned out a little earlier - we are Dovakin. We want to talk about it the saddroeners who wait for us in high chrotgar that on the slopes of the pharynx of the world. We go there, but when you leave the dragon limit, we will meet our Huskarla - a pretty girl named Lydia. We take her with you and go to the Sedoboroge. Crawling on endless slopes, finally get to the village of Aivsteted. We pass along the river bridge and climb on the highest Mount Skyrima - Herrothar, where are the gray-robes. On the way, we get an ice troll, which can heal wounds and restore health. Best tool Against him - fire. As a result, coming to the top of the mountain, go to the temple where we meet Argera. He asks to demonstrate our voice. Well, turn to him face and use a cry, from which the old man almost falls down from his feet. Listen to it and agree to training. To develop our cry and make it stronger, we appeal to Einart, which is behind us. We get up on the emblem of the force on the floor and absorb it. Next, absorb energy from Einart and demonstrate three times in a row our enlarged creek power on illusion magicians, holding the voice key. Now you need to explore new power From Master Borry. To do this, follow him to the courtyard and get up for a sign on earth. Absoring the power from Borry, demonstrating Argeir a new ability of "rapid jerk", as Wulfgar did. To fully complete the training, you need to get the horg of Yurgen, the wind cilancer. We undertake this order.

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

Horn Yurgen

This item is located in the Tomb of Argery in Vothengrev, which is on the swamps of Hyalmarck. It will be possible to get there for quite a long time, so if you have already opened the morpheal, we move there or to any other nearby territories, and already from there keep the path to the swamps on foot. Arriving in place, weakened with local gangsters and go to the tomb. Inside we see the smear of necromancers and gangsters. Necromancers, having made their work on the extermination of the bandits, will go to us. The illusion wolves are better not to touch, they will disappear by themselves, after they die magicians, so they should first be attacked. Turn right and follow further by the cave, without turning from the main path. If we drank, the terrain map will help to get out. As a result, we get to the door, which leads us to the depths of Easthevera. We follow the path, jump over the fiery trap, go out into a kind of dining room, where we find the bridge, which are moving from the dining room into a small cave. In due time she will bring us into another huge open cave, at the bottom of which even the Christmas trees were able to settle. By the way, it will be possible to explore a new cry. However, we go through the bridge and go to the aisle, which is closed with three lattices. Right in front of them there are three stones, each of which opens its grille. We get up in front of them, choose a scream "rapid jerk" run between the three stones and use a cry to "fly" under the grills until they have time to close. Also, this cry will have to use when we pass through the stoves with fiery traps. After them, we destroy frosty spiders, we pierce Putin and open the wooden door. We pull over the chain and go to the hall in which we would have to find the horg of Yurgen, but instead we find a note. It says that Horn took the allegedly our friend and is waiting for us in the tavern "Sleeping Giant" in Riverwood, in the room in the attic that we will have to remove to meet with a stranger. There is nothing to do, you will have to fulfill the will of "friend." We pass forward and open the wooden door. We are chosen from the depths, follow the corridor and open a secret course by the lever. Following the location map, we choose from the tomb and move to Riverwood. We go to the tavern and find a dolphin, which takes off the room in the attic, which is not at all. Nevertheless, there is a room on the left, in which we go. But, our friend and not see. A little waiting for us peeking dolphin, which turns out and there is that messenger notes. She gives us a horn and asks to go to her room to discuss some things. But before you go to a new task, complete the current. We return to the mountain to the Sedoboroch and give Argeryir Yurgen. Wulfgar will educate us the last word of strength, after which we will only stay up between the gray-breed and withstand the last test. This task will be completed.

Dragon in the natural habitat.

Blade in darkness

We return to Dolphin to find out what it is from us. We go into the room, closing the door behind you and go down to the dolphin in the secret basement. She asks us to kill the dragon, which must be reborn soon. In return, she will give any information you are interested in. The proposal is not bad, besides, we are just little knowledge about the pro-care. The dragon will appear in the Kin's grove, we can go there yourself, and we can, together with Dolphin. Ultimately, arriving at the place, Idra meets us and conveys that the dragon has already been here and flew out of the city. We go there and see how he boil over the forest. We are unnoticed to the stone together with the dolphin and see that this is the same black dragon, which attacked Helgen when we almost executed. It hangs in the air and calls for the life of another dragon, Saloknira. We kill the freshly painted dragon and absorb his soul, after which Dolphin begins to fully believe us that we are Dovakin. Asking her about everything that we want to know, and learn that it is a member of the Brotherhood of the Blade, which is created to destroy dragons and protect the dragonborn.

Diplomatic inviolability

Things are worse and worse. Dragons are able not only to revive, but also resurrect other of the same dragons. Dolphin suspects what Talmitsa cost behind this, but that the information confirmed, you need to get to the Talmorsk Embassy. She gives us the key to their taverns and offers to wait for her there to find out the further plan of our situation. Arriving in place, let down with the dolphin in her basement and listen to her offer. She can help us get to the Talmorsk Embassy, \u200b\u200bbut for the beginning, we need to meet with her connected elf named Malborne in the "Laming Rat", which is in Solitude. This city is quite far away, so we move to the good old remnhegere and from there we follow the city on your two. The main entrance from it can be found, following the road to the top from the warehouse of the Eastern Imperial Company to the farm Katl, where later we will meet with Dolphin. Once in the city and looking at the execution, go to the tavern and meet Malborne. We give him a weapon that he will sweep into the embassy so that we give it there, because Do not let go there. Now it's time to meet with a dolphin in the stable of that farm Katl. At the meeting, she will give us an elegant suit to be put on to get away on the guest in the embassy. Also, she needs to give all our things. When everything is done, sit down in the wagon and go for the evening. Upon arrival in place, show the Talmor Soldier invitation and pass inside. Do not spend the precious time on Elenven, the local ambassador, come to Malborna and give a sign that it's time to run away from here. But first you need to do something like that he will distract everyone's attention and give us to escape from here imperceptibly. To do this, approach Brecks, which distributes drinks. We take a drink from her and give it to break it, who sits on the shop and is waiting for him to drink. As a sign of gratitude, he is ready to arrange a small deboschir, which will help us to escape unnoticed from the evening. We approach Malborna and hide from the holiday. We go to the kitchen, where we wrap in the storage room and take our things that they gave the elf. Now you need to find information about dragons, but it will only have to count on yourself, because Malborin will stay at the evening. It is secretive or not very past the guards - a matter of principle, the goal is still alone - find the room Elenven, where the information we need is located. To do this, climb the second floor and go to the courtyard. Here is the personal chambers Evened. Penetrate inside, eliminate security and search the box in the ambassador. We take from there the key and all the records that are there. After reading the note on the dragons, go down and open the door to the dungeon. Find there the second box in which there are records about Esbrane. After reading them, we destroy the soldiers and take the key from the hatch. We open the hatch and go down to the cave, where we leave back to the expanses of Skyrima. We return to Riverwood to the dolphin and tell her that Talmore knows nothing about the dragons, but is looking for Esbard. Its we need to find it, but before going to search for - take our things from the chest. Rat drunk in the corner

Brinolf, type that will help to find Esbard is in Riften, you need to get to it before Talmitsa. If you have not been in this city before, then at the entrance to it, the guard will ask some gold, allegedly this is the tax for the entrance. We convince him that we are not going to pay and pass inside. To convince the guards a lot of eloquence do not need. Entering the city, look at the market and find a brignolf. If it is not in place, then you need to wait for the day. This greedy to help an individual invites us to steal a ring for him, instead of what he agrees to help in search of Esbard. We agree to this sussument and let the brignolf know. We are waiting for the people from the market in front of him, and they themselves are imperceptibly cutting into the shop window, here in the market, and hacking the castle, sterem ring. If the lock fails to break, or we will not be noticed, then nothing terrible will happen, just pay a fine and return to the brignolf. Disappointed in our abilities, he will still offer us to work for it. But our task is far from this, you need to find all the same Esbard, and for this we go to the "rat hole", the entrance to which is under the market. From there I make your way to the "violent flask" and the bartender of the warrior venue. For a certain fee, he will tell that Esbard can be found in the "rat Nore" in the "anthill". We go to it, destroying Talmorsky soldiers along the way. Finding the door to the Esbard's room, we knock on it and say the old man that we came from the dolphins, and that he believed, tell him her words "Remember the 30th Start of Morozov." After that, he willingly let us and tell us that the same black dragon, which was in Hellgen, is calling by Aldyin and is the elder of the world, and that if it is not stopped, the end of the world will come. Fortunately, we will give the old man, because We dragonborn and be able to stop Aduin.

Hit parade of 19 funny, useful or stupid things that you can make, playing in Skyrim. Vegetable wars, chain dead, accidents with saws and riding bears.

1. The path of true necromaga.

The real necromag will never get a stack of hands about a living person. Not more than once in any case. You can go through a whole dungeon by committing one murder. Kill the first enemy, revive and let him fulfill all the work for you. Thus, moving from one enemy to another, reviving them in turn, you work out the whole dungeon. It is quite difficult, it is a pity that there are no medals for the like.

2. Use a scream for skypeving.

Tu'uum "Accuracy" not only protects you from enemy attacks, he will also save your feet from turning into mince after falling with a high mountain. Problems, gravity?

3. Create your video with a scream "Fus RO Yes"!

Fresh Internet MEM "Fus Roy" is gaining popularity. Find video on the Internet with someone's drop and impose this truly epic cry:

4. Wait near the abandoned house in Marcage.

We do not know what happens to you, but it's worth trying.

5. Pump your skill of imperceptibility!

Nordes are not very attentive guys. Well, they cannot make a simple logical chain: "A player with a weapon in the hands of" + "the absence of that guy who was here five seconds ago" + "corpse" \u003d "I would not bad for the guard." Strain your enemies, rob them and wash off, with special skills you can do it with sunlight.

6. Start a fight with a pair of cabbage kochens.

The sweeping mercenaries are rather aggressive. Come on the tavern to a couple of similar subjects and throw away the cabbage to the table. The corpse of the loser can be abstract.

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7. Create your book collection

Please do not throw out freshly across the books - someone shed blood to write them. Better buy yourself a house and hammer his bookshelf to failure! Be sure to read the "Argonian Bludnitsa", as well as the essays about the religion of Tamriel, for the toilet reading will suit the "yellow riddle book". By the way, and toilets are there in Skyrim?

8. Bind mercenaries.

The mercenaries are not brothers, not sisters, not even a wife. So why respect them? Here is a recipe for a good time: go to the bar, sit down in a secluded corner and sneak the mercenary on the most healthy Nord. Also, the hands of mercenaries can be murdered for the dark fraternity, without fear of guards. And when you score drakoga Scheyui And bones - give the mercenarus, let him wear. You pay him all the same! Of course, every friendship ever ends, get taken to the high mountain and tell him the Fus Roah in the face when he gets bored.

9. Get rid of the corpses.

How at the expense of putting the corpse to the fire or suck in the sawmill?

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11. Cut the dragons to attack everything.

Once having seen you, the dragon will chase you until you die. Or will not kill, but it will not kill, right? This suicidal instinct makes it easy-to-control. Seam it on strong NPC. The winged lizard often wipes past you, tasty even those who did not fight initially, involving them in battle. What do you think, what battle will be the most dramatic?

12. Rick off this whole garbage from the backpack!

If you played in Skyrim more than two hours, we are sure that your "things" are crowded, and since littering is not good on the street - a peasant at home! Confident, after a couple of days, your home will resemble a trash can.

13. Rationally use your cry.

If the enemy is behind the cliff, or opposite the spikes - why not push it?

14. Become a self-sufficient magician.

Tired of digging in the menu in search of the desired potion? Hang on the left hand restoration of health, and on the right - distillation of health in Manu. At high levels of development of magic, you can restore health and manu at the same time!

15. Become a vampire

It is reversible, go to the "Broken Fang Cave" cave, it is located in the west of Waitran and Southeast Roriksted, take it into it, two vampire will be waiting inside you, hang on one hand spelling treatment and allow yourself to attack.

16. Stant the Werette

In Waitran, sign up in colleagues. Follow the quest line.

17. Make M'Ayaka Liaz

He shusts somewhere in Skyrim, all meetings with him bring a joy to this harsh edge.

18. Become King Artour

Somewhere in the province hidden a stone with a sword stuck in him, as well as a lake lady. Can you find them?

19. Run the bear rocket

It is amazing that you can create frost, slope and a giant mammal!

Useful guide to the main storyline of quests of one of the most popular role-playing games We will start with a little entry and the story about the game interface. Immediately what to pay attention to this is the compass that is located at the top of the screen. The mark on the compass in the form of a gray arrows shows, in which direction you need to move to get to the story quest or your chosen mark on the map. It may also be that a similar icon you will find over the head of some character in the game, this suggests that he is key and the quest will start only after talking to him.

The arrow icon is a kind of initial and end reference to any task in the game. Opening the map by pressing the "M" key on the keyboard, you can only with the click of the mouse to put your own mark in the form of a gray arrow, which will be smaller in size than the mark that is responsible for the basic story quests.

Using the key "J" on the keyboard, you will open a magazine in which all available tasks and brief descriptions will be visible. With the help of the magazine, you can remove the labels opposite the not necessary tasks and leave the labels only near priority quests.

Passage of the main scene line Skyrim

As headed, each part of the game series The Elder Scrolls begins with a prolobe, in which you need to help the main character of escape from prison guardianship. The Elder Scrolls 5: Skyrim did not exception and starts from the scene in the wagon where the main character Together with other prisoners is delivered to execution. Upon arrival at the destination begins the first scene Quest, wearing the name "free!"

To freedom!

On the way to the destination, we give us a dialogue between prisoners, from which it becomes clear that they want to execute for revolutionary acts against the empire in Helgen. Each enclosed in the wagon refers to the leaders of the uprising, named themselves brothers storms. But our main character clearly hit the bench of convicts by mistake.

Upon arrival in Helgen, the player becomes available to the character of creating a character in which a very fine tuning of the appearance of the hero and the choice of race is available. It is very important to know that the name for your main character can be entered after the creation of the character is completed. It is also worth considering that if you play the Russian version of the game, then the name is better to enter the Latinian, because In some dialogs in the game, the name will be incorrectly displayed by Cyrillic.

After the creation of the main character, you will be shown a small scene, in which you cut a head one of the prisoners on your eyes. Your character next to the queue. But it is not necessary to worry and fear strongly, and it is better to direct all your emotions to prepare for run, because Literally in a moment, a huge dragon will attack Helgen, which will be for your main hero of a kind of "ticket" to freedom. After the dragon starts to handle and destroy everything on its path, do not panic, and strictly follow the sign on your compass at the top of the screen. He will lead you to Norda Guarder, who will subsequently bring you into a safe place and will teach you on the way to open the locks to the laundr, shoot onions and silently move. On the way to freedom, Nord will hold you in places where it is possible to bother with an outfit, and also to get acquainted with a couple of allies. But do not try to beat the first characters that came across on your way, because They can attack you defending themselves.

As you already understood, the first story quest "to freedom" is a kind of learning. The completion of your first successful task will be the exit from the cave, which will lead you to a fully open world of the game, from where a long and incredible adventure will begin.

Before storm

You did not have time to get out of the cave, and for you have already prepared the next task "before the storm", which will be displayed as the main and will appear in the journal. One of the most deceptive moments of this task is that your faithful companion Nord will tell you that he will leave you time. It is not necessary to obey him and on the joy to rush into the open world, follow him along the path, he will lead you to the three stones, one of which you need to activate. Stones are responsible for increasing the "pumping" of the three main industries by 20% - the thief, the magician, the warrior.

If you continue to continue to follow the nord, then it will lead you to a cute village called Riverwood, where he will introduce his family, feed and give the night. Do not rush to leave the tavern, in which you sheltered and talk with all the available NPC, they will tell you a lot of interesting things from what is happening in the world. Also at the end of the conversation with Nord and his family, you will be asked to go to Waitran and bring member news that the dragon attacked Helgen. But if you stay in the village is still not long ago, the head of the local tavern and the forge Alvor will introduce you to the basic knowledge of a blacksmith, which will come in handy in the future to create unique weapons and armor.

Blieves in Waitran, referring to the signpost on the compass, go to the guard about the gate, and tell me that you came from Riverwood with bad news to the naval. The guard will let you down inside the city, where you need to go to the high castle of the dragon limit standing on the top. There in the main hall, on the throne, you will find the Yarla. You need to talk to him.

Windy peak

After a long time more conversation with a brillus about what is happening in the surrounding area, he will send you straight to Fahrengar - Magu and Alchemist, who has been studying dragons for many years, he will help to figure out the problem. In the Fahrengar's room you can find Alchemy and Engagement Tables. After talking with Fahrenor, a new task "Windy Peak" will appear in the magazine, which will send you to new locationWhere you need to get a dragon stone.

In order to find the very windy peak, still remains to work closely with the card and compass. The temple is at the peak of the mountain. On the rise you will be waiting for two groups of opponents, to cope with which will not be much difficulty. As soon as they come across large round gates, then boldly come in, it means that you are in place. Going inside, it becomes clear that the place was once very rich and beautiful. According to rock paintings and all sorts of frescoes it becomes clear that they have long worshiped dragons long ago. In the first room you will be waiting for the bandits by the fire, disappear with them. The deeper you will advance, the more the most expensive enemies will become. On the way to Dragon Stone, you will have to fight spiders and skeletons.

Also on the way to the stone you will meet two puzzles, the principles of which are almost the same. What's in the first, that in the second, you need to position the drawings in the correct order. The first puzzle is not difficult at all, and if you see the room in which it is more attentive, you can easily find the desired drawings. The second puzzle is more difficult and the path to it lies through spiders and numerous corridors, rolled cobwebs. After dealing with spiders, do not forget to free the bandit from the web. Do not listen to what he says, immediately send it to the light and take the subject of the Claw Dragonfly to solve the second puzzle. To solve the second puzzle, it is enough to look closely to inspect the claw that you have taken, and the desired combination of drawings that you need to put on the doors with an unusual lock will be right on it.

Behind the door you will stumble on the many enemies that guard the path to your main goal. Crawing with all the troubles, as a result, find a large beautiful room like a cave, in the middle of which you will find a semicircular stone, on which the ancient writers of dragons are cut down. Read the passage by touching the inscription, after which you have to fight with the master of the draped. The battle will be quite heavy, but if you do not panic and fight carefully, then the victory will be yours. Dragon stone will fall out of the fallen skeleton lord and the quest will be completed. It is not worth returning back across the entire location. Not far near the place of the last battle you will find the second output that leads to Skyrim. From here, go back to the dragon limit using the quick movement that you can use by opening the map. Talk to Fahrenor and give him a stone. Get ready in the first battle with a dragon.

Dragon in heaven

After the conversation, follow Fahrenor, he will tell a lot of interesting things on the way. After some time, the guard breaks into the castle and says that the dragon was attacked on one of the sentigious towers. After that, you need to get out of the castle and follow the commander of the detachment by the Aryalelet. You and a few more soldiers will go to the tower to fight the dragon. As soon as they come across the dragon, run inside the tower and hide in it from its fiery attacks. While the dragon is in the air, shoot it out of arrows. As soon as the dragon turns out to be on Earth, try to stay near his tail and beat the back. Do not forget about other guards that will often distract the dragon, take advantage of these moments of weakness, and the devotion of the winged opponent. If you do everything right, the battle will be very simple. After murdering the dragon you will be available to the first dragon cry along with its absorbed soul. Creek will be called "ruthless power."

Now come back to the crown and tell about your victory. The award for this quest will be the title of Tana, the house in Waitran, as well as the first personal mercenary named Lydia, which will accompany you in your adventures until it dies.

Path of Voice

The next of your task will get to serocco - ancient sages living far in the east in the mountains. To get into the temple of these wise men will not be easy, because The road to them lies on a winding path high to the mountain. The path on the map is not displayed not in the most convenient way, so everything that remains you is to stick to the east of the Waitran with the help of a compass until it is stumbled upon a couple of trolls that may be fatal opponents for you. Therefore, if you are not sure of your hero, it is better to flee and constantly move to the mountain.

Reaching the temple, talk with one of the wise men in the gray robe. After they find out that you defeated the dragon, they will offer you to go a dedication, after which your hero will need to prove that it is able to correctly handle the cries. After a pair of simple learning tests, you will get a new cry - a rapid jerk, which will allow you to instantly move for short distances. After graduating from the first test of serocco, you will be available to the last test - to get a horn of Yurgen.

Horn Yurgen

Horn will be a task not from the lungs. He is in the tomb of Vostegreva, in the swampy terrain of Hyalmarck. We draw with the card and rush straight into the tomb. The tomb is a complex dungeon, with its secrets and traps. On the way, you will meet several puzzles, which you can easily be able to easily with the help of a recently received cry - rapid jerk, and banal care.

As soon as you go through all the tests on your way and get to the tomb of Vothenghev, you will find that Yurgen's horn has already taken someone. The quest will be failed, but instead of the story there will be a note, in which a friend will invite you to visit the tavern in Riverwood.

After returning to Riverwood, go to the tavern and remove the room at the night in the attic. As soon as you enter your room, Dolphin will join you and ask for it to proceed. It will lead you to a secret room where a very confusing dialog starts, which you need to bend to the end, otherwise the new story quest will not appear in the magazine. Speak with dolphin until she says something like "well, I am ready to go." After that, an additional task will begin, which will affect the main storyline.

Blade in darkness

Dolphin is one of the representatives of the blades, which for a long time breaks down the reason for the appearance of dragons. Its main argument is the fact that the dragons do not appear from nowhere, but simply revive with dark Magic. To learn about the riddle of the resurrection, you will go with Dolphin in Kin Grove.

After arriving in a grove with Dolphin, you will be expected a strange picture - before your eyes, one of the dragons will resurrect another, after which the next battle with the fireless opponent will have. After overpowering the dragon according to the usual scheme, the dolphin will no longer be doubtful in the fact that you are a dragonborn and give you a horn of Yurgen, and will also provide a new task. But before being taken for the new task of dolphins, it is better to go to seroborod and complete their studies.

Yurgen Horn (End)

Move into the high chrothar, in the Seroborod temple, and find the main sage there, which is somewhere inside the temple (the compass sometimes does not indicate it exactly, so you have to search). Goting Yurgen's Horn, the sage will proclaim you with a dragonborn and teach a new cry - ruthless strength. After receiving the scream, we return to the task of the dolphins.

Diplomatic inviolability

Perhaps one of the most confusing, but, nevertheless, interesting tasks in Game. After returning to Riverwood, Dolphin will direct you to the Embassy of Talmitsa, where you will need to learn about the reckoning of the dragons more. The embassy is located in the city of Solitude, close to which you meet Melborne, which will help you get to the embassy as a guest. This quest is unique in that it is better to pass it in secretly, because With weapons and in a heavy armor inside the embassy you will not let the guard. Everything you need in the inventory can be transferred to Melboron, who will take care that you find it on the territory of the embassy upon arrival.

After a conversation with Melboron, we go again to the dolphin, which will take you to the embassy and will take care of the remaining things. After arriving at the embassy, \u200b\u200bshow the guide to the pass received from Melborne, and go to the front hall where the banquet passes. Talk to the bartender, which is already waiting for you and he will advise you to distract the guard so that he can imperceptibly spend you across the kitchen in the embassy. In order to divert the guard, buy a drink with a fairly drove a guest, after which he will agree to be happy and attract the attention of security. During the confusion, follow the bartender in the kitchen, where you will find the gear left by Melboron. Then the bartender will open the passage further.

Now move the location by creating all the guards on the way. It is better to do it. Then go to the courtyard, where the next portion of enemies awaits you again. After reading the courtyard, descend to torture, neutralize several opponents and do not forget to check a couple of chests on the way. There are no indicators on the map in this location, so just talk to a person who is behind the bars. After the release of the prisoner, he will suggest you to get out of the embassy on the short path and on the way will tell the necessary information on your main task.

Rat drunk in the corner

Go to Riverwood and share the dolphin received from the information prisoner. After that, she will give you a task - to find Esbard, which is located in the city of Rieften. Ripten is a unique and very beautiful location, something resembling Venice. Ripten is also a city of thieves.

In order to find Esbard, you first need to find Brignolf in the tavern "Bee and Powers." After a short conversation, the Brinolf will offer you to join the thieves guild and go through several tests. The main task is directly related to the fulfillment of quests for the thieves guild, so another choice, except to agree with the offer of Brinolf, you do not have. By completing the task of the Brignolf and pumping out its thievesk skill slightly, you will open the path to the dungeon system under Riften, where there will be a lot of rooms and paths in which you can kill all enemies on your way. The path will be not easy and long, but at the end of the way you will find the last room in which Esburn is located. Talk to him, tell us who sent you and will open the door for you, and will also tell a lot of interesting things. After opening the door, the Esburn will begin a new task.

Wall of Aduin

Now is the time to get out to the surface, but during the escape to the room, the guard of Talmitsa, with whom you will have to get into battle. Despite the fact that Esburn is superbly controlled with magic and helps in battle, follow his health scale and protect any methods, because If he dies, the task fails.

After you choose from the dungeons, remove the ESBERN in Riverwood to talk with dolphin. After the conversation, your hero and two satellites will go to the wall of Aduin. The road to this location is random and very long, so get ready for adventures and bask. Reaching the location of the "Wall of Aduin", you will stumble on two simple riddles. The first one is performed very simply, if you show attentive at maximum and find the drawings of three characters in the district, which you need to put on the stone panel near the bridge. After you go through the bridge further, you will be waiting for the second mystery, which can be called a trap. Could cope with this mystery even easier than from the first. To do this, you need to step only in the panels on the floor, which depict a symbol of a dragonborn. Step on the last panel, the trap will be deactivated.

At the end of the task, Esburn will hold a whole excursion in the history of the world, after which long dialogues will begin, of which you, most likely, will be little clear. Therefore, after completing the task, go to the temple to seroborod.

Throat Mira

One of the most boring tasks in which just a huge number of dialogs, from which you can easily sleep. In order to facilitate your life, let's say that the branch of the dialogs should be developed to the topic "Patournaks".

The road to Parsnaksu is in an unusual and very thick fog, which negatively affects the hero. But after a conversation with seroborbians, they will teach you a new cry, which will contribute to the fog dispelled. At the end of the way, on the top of the top, prepare for a meeting with the main "seroborod". In this place there will be a very unexpected and important plot turn, which we default.

Ancient knowledge

We go back to the wall of Aduin to Esburn, and tell him about the ancient scroll, which partarenks told you about you. Esburn will send you to the Magic College for finding a scroll, because only they know in Skyrim about what this is speech, because they have the most ancient library. The guild is very far away, so it is better to go to the horses. Reaching the doors of the magician Guild, you can join the Magic College, otherwise I do not get inside. Agree to the conditions of entry and demonstrate the skill required from you. After the demonstration, you will miss you, and you can get to the magician library, or you can continue the branch of fascinating additional quests for magicians. Talk to the main thing in the Guild - Hurray Gro-Shubam, tell him about the scroll in order to take the task of Shalidor's work.

Shalidora works

By the pointer, go to the next dungeons where you need to get the necessary entries. In the location you are waiting for familiar riddles and traps, which are passing in a similar way, as those who occurred on the way earlier.

Also in location one very strong enemy In the face of the skeleton, which will constantly resurrect. There are no tactics or special secrets of the battle. Just kill it several times until he dies finally. Take the records of Shalidor and come back to the Mages guild. Hurray Gro-fur fur will say that he needs a couple of days to sort out the records. Go to bed or run additional tasks, After that, return to a hurray Gro-Shubama and read the book on the table, after which the new task will begin.

Beyond the truss

In the book speech will go About one scientist who studied the technologies of an ancient race - dwells. You need to find this scientist. On the map, closer to the north the point to which you need to go on the task will be marked.

You will find a scientist near the dweller dungeons, after a conversation with which you will receive a bumper cube and a ball, as well as a new direction in which you need to move. Next to overcome the system of dunning dungeons, full dangers and very valuable things.

At the very end of the way, you will find a huge room with an incomprehensible device, clearly working with the help of the mechanism. Climbing up the steps, you will find the control panel to which you want to insert the cube obtained at the beginning. Now, using the method of "samples and errors" you have to learn to play on a very unusual, but quite logical "tool". After a successful "game", the sounds necessary for you will be recorded on the surface of the cube, as if on the audio cassette. Return the cube to a crazy scientist, and this task will be completed.

Curse of Aldune

The scientist helped us recover writing on the scroll, now you need to go to the top in the throat of the world, where you will need to read the scroll. After reading the scroll and viewing a short roller, you will have a battle with the Aldyin itself - the leader of the dragons. But you should not be afraid, the battle with him is pretty light. Before the battle with Aldyin, a new cry will be available - a dragon, with which you can omit Aldune from the skies to the ground in every sense. The battle tactics are very simple - use a cry while the dragon is in the air, then finish it after falling on earth with its most powerful weapon or magic. After the row of Liberty by Aduin runs out, he will fly away and will tell you that it is impossible to kill him.

Fallen

Immediately after the battle with Alduin, talk to Patarsnaks, who will tell you how to defeat the dragon once and for all. For victory, you will need help the Yarla, to which you need to go further.

Infinite time

And again quite a simple quest, but saturated with a huge number of dialogs that you should listen very carefully. Talk to a bun for what happened and he will help you, but only after the war will stop in Skyrim. Next, you have to do the impossible - to measure the two warring fractions. In order to stop the war, you have three options available - to stand on the side of the imperials, the brothers storm or remain neutral. If you remain neutral, then everything will end the most peaceful way, so we go to the seroborod and declare the beginning of peace negotiations. Then we go to the rulers of the two sides and make them sit at the negotiating table. Then we returned to the seroborod to the temple again and watch the assembly. Negotiations are held on elevated colors, but still lead to a truce of two sides, after which the task will be successfully completed. But everything is not so rosy, after the conclusion of the world, Dolphin is suitable for you and says that the partare should be killed. You can deal with the partare as desired after performing the main storyline.

Fallen (continued)

Next, you need to catch the Dragon of Odaving, which will be able to deliver you to the lair Aduin - the house of the Emirator of the world. For the catching of Odaving you will need help the Yarla, which has already prepared a trap for the dragon. We follow the right place behind the yarl and use the new scream studied - a dragon challenge. After calling around you, the yodaving will be flying, which you need to knock down with a screaming dragon. After you knock Odaving, you do not need to finish it, but gradually go back to the crown, using a dragon to delay the dragon on the ground. Ohodawing will not remain anything but how to walk after you, until it falls into a trap, cooked by the Yarl.

House of the Eater of the World

While the dragon will be trapped, talk to him and offer a deal. The Dragon will agree, after which you need to let him go, saying the guide on the balcony to open the gate. Rising to the balcony, sit down on the best and he will send you to School.

In School, you will find a very difficult location that you need to deteriorate from the drags and solve several riddles. Riddles will not make any problems, because You have already encountered similar, but the enemies can significantly spoil your life. Therefore, to go to this task is good prepared.

As soon as discover the door with spinning rings, the portal will open behind it, but do not rush to enter it, and first fight with a steep enemy of the oven. Having killed Neckrin, you will get a unique mask, spelled that will be used by 20% of magic less. After receiving the trophy, step into the portal.

Sovvgard

You fell into the world of the dead - one of the most beautiful locations in the game. Follow the pointer until you turn on Tsuna, it will suggest you to pass the test in order to get into the ancient hall. Agree.

Dragonoborets.

Do not be nervous and collect all the will in the fist, you got to the final chapter of the main storyline. Ahead is waiting for you last fight With Aduyin, which will not be very difficult if you use a cry - a clean sky capable of overclocking fog. After the victory over the main dragon, talk to Tsun and he will return you back to the world of living. This will continue on this, and you can perform all additional tasks in the game.

To freedom!

The game begins with a trip to the cart. After we manage to avoid execution due to the appearance of the dragon - we run into the tower. We climb up and jump into another building. Then we will be offered to choose with whom to go further with imperials or rebels. Choose one who likes more.

We pass the dungeon and collect useful things. Depending on the site chosen, you will visit the barracks or tower. Learning to use the launder and go to the cave.

Before storm

Here, freedom is already beginning and you can go where it will do, but considering that the character is still weak, it is better to fulfill this task immediately with the assistant. Go with a friend to Riverwood. In the village are familiar with its inhabitants. We pass the bridge and go on the road to the mountain. We speak with experiences, and then with a bross on the top of the hill.

Windy peak

First we go to the MAG, who will send us to the dungeon to seek dragon stone. You could already find a stone if you performed the task of Rivervuda merchants.

From Riverwood go on the road. At the entrance we deal with the gangsters. Inside, if you immediately do not attack, but listen to the conversation of the gangsters, then you can learn about the dark elf hidden in the depths of the Dark Elf - Arvel.

Before opening the gate, we put the columns in this order: Snake, Snake, Kit. We understand with sputum, and then take the golden claw from Arvel. Further we understand with the draguras and go around the traps.

In the hall with waterfalls, we open the grille and go for the flow, the next door opens with the configuration of the Bear, butterfly, owl. We find the wall and absorb the word of power. Return to Fahrenigar.

Dragon in heaven

The Guard reports the noticed Dragon. We speak with a yarl and go to the watchtown. The Dragon is the name of Mimulnir and for a novice player may be dangerous. Beat it better in the side and not far from the tower to be able to hide from the fire.

We absorb the soul and go back to the city. We go on foot to hear a cry from the mountain. There will send us a yarl there to talk to the monks of a high chrotgar monastery.

Path of Voice

The path to the grief will be long and difficult, go better from the north. We go on the road, pass the Fort Amol, and we find a bridge and a fork. We go along the mountain trail, and then we turn right. On the way we will meet the cave with the troll and the village of Aivsteted.

At the bridge you can take a quest for the delivery of the provincial on a high chrothar. On the road "Seven thousand steps" we will meet a troll. At the entrance put the provision in the chest (then you will need to visit the village and get a reward).

I scream at the elders and study new words. We study the use of rapid jerk. After that, the elder will send us to find Horn Yurgen Summoner of the Wind, which is located in the tomb of Vothengrev.

Horn Yurgen

Dungeon Eastording is located next to the city of Morphal. We clean the first floor and turn to the left and go on corridors, we deal with the group of Mages and Dragurov. I come to the depths of Vothengevera and deal with draguras further.

To go into a room with a pentagram shower, you need to activate two handles - one is located next to the lattices, and the second is on the right on the wall, next to the sarcophag. In a large cave, you can find a lot of useful: the word of power: carelessness, chests, a secret area in which you can get using a rapid jerk.

Behind the bridge will be a puzzle. To go through the nearest stone and a two-knock jerk slip through the lattices, activating the second and third stones along the way. We go further and fight spiders. In the hall instead of the horns we find a note.

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Blade in darkness

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Diplomatic inviolability

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Rat drunk in the corner

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Wall of Aduin

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Throat Mira

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Ancient knowledge

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Curse of Aldune

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Infinite time

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Fallen

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House of the Eater of the World

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Dragonoborets.

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