Skyrim secrets: Hemless rider. Skyrim secrets: Head rider What a rider without a head in Skyrim

  • 29.08.2020

The Elder Scrolls 5: Skyrim (Ancient Scrolls 5: Skyrim) is a notorious multi-platform computer game from Bethesda, which conquered the hearts of many gamers. The action of this game unfolds on the mainland Tamriel in the province of Skyrim, after 200 years after the events of the last game of the series. There is a lot in it: an open world, a huge number of characters, quests and even in-boiled books.

The plot of the game is associated with the appearance in the northern province of a powerful dragon named Aldyune. The main character, Dovakin, will be a difficult task in Skyrim, to stop Aduin, and at the same time the end of the world and the return of the dragons.

In Skyrim, there is a recycled system of diseases, new and old branches of perks, a lot of various guilds, organizations and factions, as well as unique for their time voice. The developers did not sentence even such trifles as the opportunity to earn gold using the preparation of vampire food and cutting firewood.

This game provides a player a lot of opportunities: without barriers to travel through a huge and diverse world, finding new places, villages, cities and tasks. The player's character can visit the afterlime world, become the head of the thieves guild or hearing in the dark fraternity. Opportunities in Skyrim are really limitless: you can do anything, right up to the formation of a vampire or a versolph.

Naturally, such a large-scale game from such a popular studio should contain (and, oddly enough, contains a lot of easter eggs. About one of them today and will be speech. In Skyrim, the rider without a head can meet suddenly. He looks like a ghost man on a horse, almost completely dressed in lamellar armor (the helmet on it is not for obvious reasons). As for weapons, he has a secreir. What exactly it will have a secreir depends on the player level.

The rider without a head with his horse can not be damaged, talk to him or make him hurry.

If proceed after this character, he will lead you to location called "Hamvira", where it will safely dissolve in the air. In the way, the rider stops in some places and occasionally contacts the character of the gamer or various objects. Suppose if there will be a killed being or a person near the rider, then he can express a spherical phrase. By the way, all her rare replicas he utters horror by a harruy voice.

If he does not manage to get to the final destination before sunrise, it will disappear, before that says something like: "This game unexpectedly ended."

There is one busy fact: Skyrim the rider without a head does not participate in the plot, nor in secondary quests. When the rider gets off the horse, it can be stolen from him. The ghostly horse is also possible to call the console team:
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This character can be refusing, as well as to the one of the work of Main Reed, and to the Barda International song about the valiant warrior Ragnar Ragnar: on the plot of the song He was cut off his head during a fight.

Skyrim is an amazing game. Even after spending hundreds of hours in it, you will find something new with each passage on your way. Especially since the developers did not let and add many curious "Easter". For example, did you know that on the expanses "Skyrima" you can meet the very real head rider? If not, this article will definitely like it.

How to find?

So you decided to find the headless rider in Skyrim. From now on, you have problems. The fact is that this character appears in an arbitrary point of the gaming world, which cannot be determined in advance. That is, at all in any way. The only thing that remains is to simply perform long walks through the territory of Skyrim and hope for good luck.

The second one to consider when searching for a headed rider is that he, like any self-respecting ghost, appears exclusively in the dark. If we talk about game mechanics, then this is the time 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 succeed in your business.

Description

Of course, close to confused the headless rider with someone quite difficult. But if you have never seen the character before, and also see from afar, you can easily accept it for ordinary alignment. So that this does not happen, it is recommended to first explore the description of this NPC and only then begin to search for its search.

In Skyrima, the gefobal rider looks like a ghost, who has a heavy helmet for obvious reasons, he, of course, is not wearing. The character is most often moving on a ghostly horse, but with some coincidence, it can be hiking. This NPC has its own weapons, which is a random sequir, corresponding to the level of your hero.

Interaction

Armed with the information given above, you somehow find the head of the rider. After that, you most likely, the question will arise: "And what to do with it next?" Unfortunately, to talk to the ghost you will not work. In addition, he does not react to strikes both from the side of the hero and from the NPC enemies. The latter, by the way, will actively attack the headless rider, if they meet him on the way.

Nevertheless, you can follow the ghost. Ultimately, he will lead you to the location of Hamvira, where you will find a helmet with good characteristics. It is also worth a closed chest with the "Master" level. Its content directly depends on the level of your hero.

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If the headless rider came to your soul, you can take advantage of a special mod that allows you to make a ghost with your companion. Modification is called Headless Horseman Companion, and you can download it from any specialized site.

This companion perfectly owns any one-armed weapon, and also knows how to use on arms in each hand. In addition, all sorts of mines and traps do not act on it, but it is understandable, because he is still a ghost. Well, finally, the companion of the Headless Rider is pumped at the same time with your hero, and it means that it will be an effective companion at any stage of the game.

With death in 12 sequences, the game does not end, there are still many secondary tasks that need to be performed for its full passage and. It doesn't have to sit for a long time without affairs, the tests of clubs in Assassin's Creed 3 will constantly maintain an equestrian in touch. When the heads of the Templars are dead, and the Ganiagha tribe will leave the places there, it is time to draw his gaze on, with their old breweries, with their wild animals, and thieves, with their deft hands. In addition to everything -, having visited the role of courier, and finishing the remnants of the Templars, using Achilles agents as informants, who will wait for their o'clock in the frontier, New York and Boston, to finally weaken their influence in the new light; To which from the very beginning, Connor sought. But among the variety of tasks, special attention deserve quests of the club adventurers.

The conditions for passing tasks and tests of adventurers in Assassin's Creed 3 are entered into a log that is available through the main menu (\u003e [↓]\u003e Log\u003e [→]\u003e Adventure clubs\u003e [→]).

On a huge area in Assassin's Creed 3, a lot of secrets are hidden, which just like that - without help - not to find. The head of the adventurer club is Daniel Bun (an excellent researcher and a hunter, capable of getting out of any grill), he with his comrades proceeded along and across the entire frontier. It has to get to know with him to hear a few interesting stories and once again test themselves for strength. The first camp of adventurers is located on the northern side of Greitpis Hills, southeast of the point of rapid movement in the lands of Ganiagha, the second - from the eastern side of Greitpis Hills, on the hill near the lake, the third - on the Scottish Plains, the road near the river, north of the fort. As in the case of the society of the trappers, complete Tests of the Adventurer Club in Assassin's Creed 3 Connor will allow its abilities - eagle vision, natural flair and good knowledge of native places. As a reward for passing, he will deserve not only universal respect, but will also see many "miracles", unlocks awards for the network game, and will also replenish its collection, which will appear in the estate.

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

  1. The boy who shouted: "Wolves!" (The Boy Who Cried Wolf) - helling until the end of the story about the Shoni and unsuccessful hunt, go to search for tips to the camp of the members of the club adventurers in Great Hills. We inspect the corpses of the first-stems by the fire, we kill the wolf, come back.
  2. In search of a snow man (Finding the Sasquatch) - helling to the end of the story about a snow man, we go to the waterfall in Black Creek, north-west of Fort. We study unusual footprints by the river using eagle vision (clamp the [V] key). When the search area narrows, go to the cave to the right of the waterfall, get acquainted with the "snowman", we return back.
  3. Lighthouse with ghosts (The Haunted Lighthouse) - helling until the end of the story about the Lighthouse, go to search for ghosts to the eastern part of Greitpis Hills. We climb on the vertex of the lighthouse, we look at the help of eagle vision, we return back.
  4. Headless horseman The Headless Horseman) - helling until the end of the story about the rider without a head, go to Troz-Wood in search of evidence. Arriving in place, inspect the corpses, watching the "rider without a head." In order not to be so offensive, we spend the pockets of those killed before leaving. We move to Boston using any point of quick movement. We go into any of the three taverns marked on the map of the White Club icon of adventurers.
  5. Sea monster (Monster of the Sea) - helling until the end of the story about Kraken, go to the northern district of the city, listening in three conversations of citizens. Upon learning of the death of the old man, we go to the cemetery, to an elderly woman, and then in a worker's workshop on a shallow worker, near the water mill. We look at the miracle device, return to the tavern. All tags appear on the map (key) in the Northern District of Boston, Impossible to miss them.
  6. Unknown flying object (Unidentified Flying Object) - helling to the end of the story about UFO, go to the hill in the southern area of \u200b\u200bthe city, focusing on the label on the map (key). We get to the tips on the branches of trees (you need to start with the roof of the sorter), clinging the right mouse button. We look at it, remove the noodles with the ears and take care of the testing.

Tests of the Adventurer Club 1 in Assassin's Creed 3:

  • Perform 10 leaps of faith - Performed in the course of the main plot or during the passage of tests of adventurers when visiting the views of the review marked on the map of the Eagle icon. Passed jumping in water, hay and fir branches. To make a leap of faith, you need to hold the [W] + [PCM] keys, and click [Space].
  • Find 5 entrances to the tunnel - Under Boston and New York are tunnels, with the help of which a rapid transition is made within the city. Every output will be. The first of them will be activated in 5 sequences.
  • Close 5 times on a high point - They are marked on the map icons of Orlov, they appear along the main plot. We visit them, we look at the surroundings, take a jumping faith.
  • Find out the location of 7 forts - The forts are located in cities and frontier along the edges of the card. After release, they serve points for quick movement (video).
    • Forts in Boston: Central and South Areas.
    • Forts in New York: North and West areas.
    • Forts in the front: Monmut, Scottish Plains, Black Creek (areas are indicated on).
  • Go through the trees at least one hundred meters - We move to the frontier or to Davenport, we find trees for which you can move, run on the branches the right number of meters. For a smooth run, clamp the [W] + [PCM] keys. The total distance is taken into account.
  • Collect 5 feathers - We move to the front, we collect feathers. Cards with the location of the feathers are sold in the "Buy"\u003e "Maps" section (appear along the plot).

Tests of the Adventurer Club 2 in Assassin's Creed 3:

  • Dive into water from a height of 50 meters - We move to the frontier, we get before the transition between the frontier and the estate of Davenport. We run on the road from the Davenport, jump on the plateau near the houses, we go along the cliff to the camp, where the fallen tree lies. We take a leap of faith in the lake. Next to the right place begins the last task of 6 sequences "aggressive negotiations", but this is not the tree from which you need to commit, it is two levels higher north of it.
  • Complete almanac - Benjamin Franklin is located in cities, in the amount of 36 pieces. Each of them opens access to the creation of a unique thing, which will appear on the second floor of the estate.
  • Climb at 1500 meters - The condition is performed along the plot. The main thing is to climb more on the walls of houses and rocks.
  • Learn the location of all factories in the front - We move to the frontier, visiting Monmouth, Lexington and Concord. A stray merchant riding in his cart on the main road, making a big ring and crossing the land of Ganiaghah, Black Creek, Diamond Basein, Concord, Lexington and Gratepis Hills (the label is visible on the map when approaching it).
  • Listen to all the conversations of Washington - After passing Assassin's Creed 3, Washington appears on the border of the Western and Eastern regions of New York (label - W), between the closed Fort and Bowling Green (the southern part of the map) is the first conversation with the commander-in-chief. The second and third - in the first task 9 of the "missing cargo" sequence. It is necessary to talk to him in this order, otherwise the condition may not count.

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

  • Open the whole map of Boston, New York and Frontyr - We visit, marked on the map of the Eagle icon, the remaining territory open on your two or riding a horse.
  • Reach 30 high points - We visit all points of view marked on the map of the Eagle icon (appear along the plot).
  • Find all the entrances to Tunnels under New York and Boston - Conduct the test will help.
  • Visit all Boston Taverns, New York and Frontier - Taverns are marked on a global map of playing bone icons.
    • Boston: 4 taverns - in all areas of the city (if, icons of playing bones will be replaced by their icons).
    • New York: 5 Taverns - in the eastern district of the city.
    • Frontier: 4 Taverns - Concord, Montmouth, Lexington (in the center of the village and the very edge of the eastern borders of the area). The boundaries of each area can be seen by selecting (\u003e 3x).