Walkthrough of the game Elder Scrolls V: Skyrim, The. Storyline How to get into the throat of the world with a pickaxe

Throat of the World(orig. The Throat of the World) - quest of the main storyline in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Talk to Arngeir.
  2. Explore the Creek " Clear sky».
  3. Use the Clear Sky Shout to clear the passage to the top of the Throat of the World.
  4. Talk to Paarthurnax.
  5. Find out the Word of Power from Paarthurnax.
  6. Use the Fire Breath Shout against Paarthurnax.
  7. Talk to Paarthurnax.

Walkthrough

Dragon Slayer

Having found out in the Temple of Heavenly Harbor that Alduin was struck down by a certain Scream, main character, on the advice of Esbern and Delphine, must go to High Hrothgar to find out at least something about this mysterious mind from the Greybeards.

When, upon arrival, the protagonist tells Arngeir that he needs to study the Scream, which was once used to defeat Alduin, the elderly monk will be completely shocked and ask how Dovahkiin knows about this. If, knowing about the differences between the Blades and the Greybeards, the protagonist decides not to tell Arngeir the truth, the monk will refuse to help. The Dovahkiin may say that he learned about the Scream from the Wall of Alduin or openly admit to collaborating with the Blades. In any case, Arngeir will be very offended, so you should not provoke him with impudent answers, but rather try to carefully select your words to calm the old man.

At the end of the stormy scene, Master Einart will reason with Arngeir, reminding him of his duty: “ Arngeir. Rock / Rec los Dovakin, Strundu "ul. Rock / Rec fen tinvak Paarthurnax " Arngeir will hasten to apologize to the Dragonborn and tell him that he cannot teach the necessary Shout, which is called “Dragon Slayer,” because the Greybeards themselves do not know his Words of Power and do not regret this loss, since “Dragon Slayer” has no place in the Path of the Voice. Knowledge of this Scream was lost in prehistoric times and may have been known only to its creators.

If you ask Arngeir why Dragon Slayer is so bad, he will explain that Scream was created during the cruel tyranny of the dragon cult of Alduin and is therefore the embodiment of hatred, anger and rage directed at dragons. Since, when studying new Shouts, Dovahkiin accepts them into his nature, then in order to study “Dragon Slayer”, he will have to accept evil into himself. Arngeir will also say that only Paarthurnax, Master of the Order of the Greybeards, can tell you how to defeat Alduin if he wants. To get answers to questions, the hero will have to climb to the top of the Throat of the World, since Paarthurnax lives there in solitude.

Arngeir will offer to go into the courtyard of the monastery so that the Greybeards can teach Dovahkiin the Shout, which will open the way to Paarthurnax - “Clear Sky”. Having received the necessary knowledge, the hero will be ready to climb to the top of the mountain, the path to which is blocked by severe ice storms, freezing to death in a matter of seconds even with resistance to cold. The newly learned Scream will come in handy to dispel these storms. In addition, along the way you will meet leveled monsters like ice ghosts and no less ice trolls.

Paarthurnax

After the protagonist reaches the top, a dragon will approach him! However, the hero should show composure and resist the temptation to engage in battle with the mighty reptile. The dragon will land nearby and turn to Dovahkiin with the words: “ Drem Yol Lok. Greetings, vundunik. I am Paarthurnax. Who are you? What brings you to my stringma...my mountain?"After receiving an explanation from the protagonist, Paarthurnax will respond: " Dozing. Patience. There are formalities that must be observed when two spouses meet for the first time. First you need to introduce yourself. Zin. Have. Test your tu"mind, compare it with mine, Dovahkiin! According to a long tradition, the eldest speaks first. Listen to my tu"mind! Feel it in your bones. Fight him if you are Dovahkiin!"After these words, Paarthurnax, with the help of Shout, will unlock one of the Words of Power of the “Fire Breath” on the destroyed Wall of Words and offer to go to “tinvak”, to the conversation.

After the hero learns a new Word of Power, Paarthurnax will share his knowledge about it, saying: “ Gift, Dovahkiin. Yol. Understand Fire as Dov understands it. Now show yourself. Greet me not as a mortal, but as a Dov!» Dovahkiin must use “Fire Breath” against Paarthurnax. Having felt the power of the guest, the dragon will say: “ Ah-ah-ah... yes! Sochsedov los mules. The Dragon blood is strong in you. It's been a long time since I've had the opportunity to talk to a relative" He will agree to answer the protagonist's questions.

Having finished with the formalities, the hero can ask Paarthurnax about the Dragon Slayer. The dragon admits that he was expecting this question, because “ Alduin and Dovahkiin return together" Although Paarthurnax does not know the Scream, he will suggest that it can be studied by going back in time to the moment when the ancient Tongues used this mind to defeat Alduin. This can be done by bringing the Kel, the Elder Scroll, to Theed -Aran", the Time Gap, at the Throat of the World, through which the ancient Nords sent Alduin into the streams of time. Unfortunately, Paarthurnax has no idea where to look for the Ancient Scroll. He will suggest turning this question to Arngeir or Esbern.

Notes

  • If the Elder Scroll was found earlier during the quest “Beyond the Ordinary,” Paarthurnax will immediately call the hero to the Time Rift, and the quest “Curse of Alduin” will begin.
  • To overcome ice storms, you can use the Ethereality Shout, with the exception of the first storm, which will still require the use of Clear Sky to dispel.
  • If one of the Fire Breath Scream Power Words was learned before talking to Paarthurnax, he will teach the second one. If two Words have been learned, the dragon will teach the third.
  • Paarthurnax will say that he is teaching the protagonist the Word "Yol", regardless of which Word is actually displayed on the Wall.
  • There is a useful bug that allows you to receive two Words of Power from Paarthurnax at once. To do this, immediately after studying the Word from the Wall, activate it with the soul of the dragon, then Paarthurnax will immediately open the next Word.
  • Paarthurnax and the protagonist's companion may be hostile to each other. In addition to the fact that this can lead to the death of a companion, it will also prevent you from starting a normal dialogue with the dragon. As a rule, this situation can be avoided by sheathing the weapon in advance on the approaches to the top of the mountain.
  • If, immediately after greeting Paarthurnax, you do not use “Fire Breath” against him, but leave the Throat of the World (with the entry in the quest log “ Use the Fire Breath Shout against Paarthurnax"), then the cooldown between Shouts will be very short. For example, the ability to use Fire Breath again will be restored in just a few seconds.
  • After talking with Paarthurnax, an additional dialogue will open in which the main character can say: “ I want to meditate on the Word of Power" The dragon will answer: “ Which of them is calling to you, Dovahkiin? Fus, Faim or Yol?» Depending on the choice, a permanent special ability will be obtained.

These abilities enhance the corresponding Shouts. There is only one ability to choose from, but you can always change it to another by talking to Paarthurnax again.

Bugs

  • The "Clear Skies" cry cannot be learned.
    • Solution 1: The bug was fixed in the official patch version 1.9.26.0.8.
    • Solution 2: Loading a save before talking to Arngeir before he suggests going into the courtyard to study the Shout usually works around this bug. Sometimes you need to visually follow where Arngeir directs his mind in order to see the appearance of Words of Power.
  • After starting a conversation, Paarthurnax can fly high above the mountain and begin circling. The dialogue with him will not be interrupted, but it will be difficult to hear, so you will have to turn on subtitles. The bug does not affect the completion of the quest.
  • If you fast travel to another location after asking Arngeir to follow him to learn the Clear Skies Shout, markers indicating Words of Power may appear in inaccessible locations. Proof?
  • If you use an attack spell from the Destruction school of magic (such as Fireball) or shoot at the ice storm at the gate leading to the top of the Throat of the World, the player character will stagger as if he were trying to get through the storm. Proof?

Quest stages

To go to a specific stage of the quest, enter in the console:

Setstage MQ204 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Throat of the World (ID: MQ204)
StageDiary entry
10 With Esbern's help, I was able to understand what was imprinted on Alduin's Wall in the Sky Haven Temple. It turned out that in ancient times Alduin was defeated by a certain Scream. Perhaps the Greybeards will teach me this Shout, or at least tell me how to learn it.
(Objective 10): Talk to Arngeir.
60 With Esbern's help, I was able to understand what was imprinted on Alduin's Wall in the Sky Haven Temple. It turned out that in ancient times Alduin was defeated by a certain Scream. Arngeir knew the name of the Shout, “Dragon Slayer,” but could not teach it to me. However, he agreed to show me how to get to Paarthurnax, the head of the Greybeards, who lives at the top of the Throat of the World. Arngeir says that Paarthurnax is the only one who can know the Dragon Slayer Cry.
70 (Goal 20): Learn the Clear Sky Shout.
83 (Objective 25): Use the Clear Skies Shout to clear the passage.
90 (Objective 30): Talk to Paarthurnax.
100 With Esbern's help, I was able to understand what was imprinted on Alduin's Wall in the Sky Haven Temple. It turned out that in ancient times Alduin was defeated by a certain Scream. Arngeir sent me to talk to Paarthurnax, the only one who can know the Dragon Scream. It turned out that this Paarthurnax is actually a dragon.
120 (Goal 40): Find out the Word of Power from Paarthurnax.
135 (Target 50): Use Fire Breath Shout against Paarthurnax.
140 (Objective 60): Talk to Paarthurnax.
200 With Esbern's help, I was able to understand what was imprinted on Alduin's Wall in the Sky Haven Temple. It turned out that in ancient times Alduin was defeated by a certain Scream. Arngeir sent me to talk to Paarthurnax, the head of the Greybeards, who in fact turned out to be a dragon. Paarthurnax does not know the Dragon Slayer, but believes that he can be learned from the heroes of antiquity who, with the help of this Shout, defeated Alduin.
The stage indicated in green corresponds to the successful completion of the quest, and in red - its failure.
The following stages have been omitted as they have no description or meaning: 0, 1, 20, 30, 35, 40, 50, 55, 65, 66, 67, 71, 72, 80, 81, 82, 85, 86, 95 , 110, 125, 130, 150, 180, 190, 195, 205, 210, 220.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how you complete the quest.
  • Stages are not always displayed sequentially. As a rule, this happens if the quest has several possible endings, and also if some of the quest stages can be completed in any order.
  • If a stage is marked green, that is, as the end of a quest, then this means that the quest disappears from the list of active quests in the log, but new entries associated with the quest may still appear in the quest log.

According to Esbern's story, it becomes clear that Alduin was defeated by some special cry of the Dragonslayers.

Delphine will inform you that now our hero must go to the Greybeards in order to find out from them everything down to the smallest details. After talking with Arngeir, we need to travel with our entire company to High Hrothgar, to the Greybeards and the gate that leads to the very top of the mountain, to Paarthurnax, the leader of the Greybeards. To do this, we will need to learn another new cry called “Clear Sky”. Arngeir can teach us this cry. In order for the gate to open in front of us, our hero must use a new cry, making sure to shout all three words in full

Conversation with Paarthurnax

Now we have to climb to the top of the mountain using a new shout regularly. It will dispel the fog, causing damage to our hero and hiding the path.
As soon as we reach the very top, we will see a dragon flying towards us, but it will not harm us. This dragon is Paarthurnax. He asks to greet him using the cry of power and will teach our hero another new cry. Now we need to hone the cry on Paarthurnax, after which we can discuss all the issues of interest with him. Talk

promises to be very long and extremely serious, for the dragon turns out to be very talkative and is able to communicate a huge amount most interesting information about the history and life of Skyrim.
However, we learn that the cry that can defeat Alduin is unknown to the dragon. And yet he will help us recognize him, because he has data on the location of this information.

To learn this new powerful cry, our hero must seek help from its ancient creator, who died a long time ago. Therefore, we have to overcome time and space. At this point, the quest will be successfully completed.

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

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

Before the storm

Travel to Whiterun. The guards won't let you through at first, but when they learn that you're from Riverwood, they'll open the gate. Having reached the palace, which is called "Dragon's Reach", you must report to Jarl Balgruuf the Elder about the incident in Helgen. He will send a detachment to Riverwood, give him an imperial cuirass and an order to help Farengar study dragons.

Windy Peak

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

The walkthrough for this quest is written for the quest

Dragon in the sky

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

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

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

The Way of the Voice

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

If you think you'll get there quickly, you're wrong. Your main task is to get to the town of Ivarstead, where the famous 7,000 steps to High Hrothgar begin. It is almost impossible to get there directly; you have to go up the steps and beware of enemies, of which there will be plenty.

You will soon reach the temple and Arngeir will greet you inside. He will ask you to demonstrate the cry "Ruthless Force". After you confirm that you are Dovahkiin, he will begin to tell you about screams and the power of the voice, after which he will ask Einart to teach you another word of power.

Horn of Jurgen

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

Your task is to prepare and activate the “Rapid Dash” shout in time, running past the last one towards the aisle magic stone, activate the scream and you will find yourself behind iron bars.

A hot reception awaits you ahead: the slabs on which you step release jets of fire when touched. There will also be slabs ahead of you, as well as spiders, among them there is one very large one, and these same slabs will help you deal with it.

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

Realizing that you are exactly the one she needs, she will tell you about the blades that have protected the dragonborn for many centuries and tell you her guess about the awakening of dragons. She will also give you Jurgen's Horn. Having returned the horn to the Greybeards, you must undergo the ritual of greeting the Dovahkiin. You will also be taught the third word of the "Ruthless Force" shout.

Blade of Darkness

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

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

Diplomatic immunity

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

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

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

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

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

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

Rat cornered

Delphine believes that Brynjolf, a member of the thieves guild, can help you. You can find it in the Wild Flask or in the trading area.

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

Alduin's Wall

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

Your path lies to the Skyhaven Temple, but your path will take you through Carthspire, a camp full of militant outcasts. It is not necessary to fight your way through the entire camp; you can simply enter the temple itself.

To go further, you need to shed your blood - the blood of the dragonborn - onto the seal in the center of the circle. After this, you can go to the Sky Harbor Temple. Follow Esbern as he learns about Akaviri art. After going up the stairs, you will see Alduin's Wall. Listen to everything Esbern has to say while reading the ancient prophecy.

Throat of the World

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

You, along with the rest of the greybeards, proceed to the Inner Courtyard, where they will explain to you that the cry “Dragon Slayer” is known only by the wisest of the greybeards - Paarthurnax. But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to get up there, you need to know the cry “Clear Sky”, which the greybeards will teach you.

On the way you will meet ice ghosts and trolls; they are vulnerable to fire. Once you reach the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he will not be able to teach you the Dragon Slayer shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will give you the ability to learn the cry "Fire Breath", he will ask you to try the cry on him in order to comprehend the power of the voice of the Dragonborn.

Ancient knowledge

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

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

Beyond the ordinary

You need to find shelter Septimius "Post Septimius Segonius" you will find Septimius himself, he will be a little crazy, but still he will tell you about the ruins where the Scroll should be located , also he will give you sphere and cube of the Dwemer.

Your path lies in Alftand Mzark

After a while you Umanu and Sulla Trebatius. dwemer mechanism, you can get there to the Black Reach.

Black Reach of Sinderion Scarlet Root of Nirn . But your goal is an ancient scroll, to take it you need to cope with the mechanism Mzark Towers.

First, you need to place the dictionary received from Septimius in a special stand, then you need to press the first two buttons to open the next one. After some manipulation with the last fourth button, you will get the opportunity pick up the Ancient Scroll.

Alduin's Curse

you should go to the Throat of the World. you'll see how the ancient heroes of the Nords fought with Alduin, but not everything went smoothly, and Alduin was sent to the future, as well as you learn the "Dragon Slayer" shout.

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

Fallen

After a hard fight Alduin, with its tail between its legs, it flies away unknown direction. Paarthurnax

pressing

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

Endless time

To negotiate. Your task is to notify the military leaders of the two camps and appear for negotiations. A lot of political intrigue awaits you, which you can influence. After negotiations, you can begin the main task.

House of the World Eater

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

  1. Fox
  2. Butterfly
  3. The Dragon

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

Sovngarde

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

Dragonslayer

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

Story line

To freedom!

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

When the carts stop , we and other prisoners will be checked against the lists. When it's our turn, we can make the hero of our dreams. There are more than enough customization opportunities. After character creation, we are led to the chopping block. We kneel, put our heads on the block and prepare for death, when suddenly “rescue” - a huge dragon lands on a tower nearby. All this creates a commotion, while people around us are running and dying in the incinerating flames of the dragon, we stand up and gain control of our bodies.

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

Upon entering the tower, Ralof/Hadvar will cut the bonds and give instructions to put on armor and take weapons.We kill the opponents and take the key to the castle from one of them.

From here we, together with Ralof/Hadvar, will make our way through a series of corridors . Killing half a dozen guards, several spiders and a bear along the way (or you can pass by without being noticed). Thus, after some time we will get out of the caves. Having received the achievement “Freedom!” and our next task, we go to Riverwood to meet with either Hadvar’s uncle (choosing the side of the Imperials) or Ralof’s sister (choosing the Stormcloaks’ side).

Before the storm

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

Windy Peak

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

The walkthrough for this quest was written for the quest "The Golden Claw".

Dragon in the sky

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

We need to defeat the dragon, the battle will be long and exhausting. By killing the dragon, we will receive its soul and unlock the scream, we can even try it out. Having taken all the most valuable things that the dragon had, we must return and report to the jarl about what happened. As it turns out, the prophecy was true - the dragons have returned, and we are Dovahkiin - a man in whose veins the blood of a dragon flows.

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

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

If you think you will get there quickly, you are mistaken. Your main task: to get to the town of Ivarstead, where the famous 7,000 steps to High Hotgar begin. It is almost impossible to get there directly; you have to go up the steps and beware of enemies, of which there will be plenty.

You will soon reach the temple and Arngeir will greet you inside. He will ask you to demonstrate " Ruthless force", after confirming that you are Dovahkiin, he will begin to tell you about screams and the power of the voice, after which he will ask Einart to teach you another word of power.

After learning two more words from the "Ruthless Force" shout, you must demonstrate your skill to Greybeard, three times. You must now follow Borri outside, where he will teach and show you the Charge Dash shout. Having learned a new cry, you must use it in practice; after completing all these tests, you will be given a new task: to get Jurgen's horn.

Horn of Jurgen

The Greybeards send you on one last test - to retrieve the horn of Jurgen Windcaller from his tomb in Ustengrev, in the swamps of Hjaalmarch.

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

But at the bottom you will come across a passage that is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate lowers.

Your task is to prepare and activate the “Rapid Dash” shout in time, running near the last passage to the magic stone, activate the shout, and you will find yourself behind iron bars.

A hot welcome awaits you ahead: the slabs you step on when touched release jets of fire. There will also be slabs and spiders waiting for you ahead, among them there is one very large one, and these same slabs will help you deal with it.

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

Having reached the town, go to the tavern and ask Delphine, she will say that she does not have such a room and will offer another. When you enter the room she tells you, Delphine will come in after you and say that she left you a note and invite you to follow her. She will take you to her secret room, located in the wardrobe, and tell you that she needs you.

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

Blade of Darkness

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

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

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

Diplomatic immunity

To prove the Thalmor's involvement in the dragon invasion, it is necessary to find incriminating information in their embassy. But first you need to think through an action plan. Delphine will make an appointment for you in Riverwood, in her secret hideout, she will even give you the key to it.

She will tell you about the gala reception at the embassy, ​​which will take place the other day. You won’t be able to just get to the gala reception - you need an invitation. But there’s no need to worry too much about this – Dolphin’s acquaintance, Malborn, will get the invitation. We need to meet him in Solitude, at the Laughing Rat tavern.

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

We pass through security, simultaneously showing the invitation, and find ourselves in the house. When talking with the ambassador and other guests, try to behave more or less sanely. Malborn, standing behind the counter, will tell us to somehow distract the visitors so that we can leave unnoticed.

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

While he diverts attention to himself, you and Malborn must walk past the grumpy Khajiit into the kitchen. In the storeroom we can take the things that Malborn brought for you. Next you will see two guards talking to each other, you can kill them or get past them using your stealth skills. On the second floor you can see a magician, you can kill him or pass by.

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

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

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

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

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

Rat cornered

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

Delphine believes that Brynjolf, a member of the thieves guild, can help you. You can find it in the Wild Flask or in the trading area.

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

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

You can find Esbern behind a door with several locks at once, this is how the archivist of blades warns himself against threats. To make him believe that you are not from the Thalmor, you can show your gift of persuasion or say the phrase that Delphine told us, namely: “Remember the 30th Beginning of Frost.”

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

Alduin's Wall

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

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

Your path lies to the Skyhaven Temple, but your path will run through Carthspire, a camp full of militant outcasts. It is not necessary to fight your way through the entire camp; you can simply enter the temple itself.

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

To go further, you need to shed your blood - the blood of the dragonborn - onto the seal in the center of the circle. After this, you can go to the Sky Harbor Temple. Follow Esbern as he learns about Akaviri art. As you go up the stairs, you will see Alduin's Wall. Listen to everything Esbern has to say while reading the ancient prophecy.

Throat of the World

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

You, along with the rest of the greybeards, proceed to the Inner Courtyard, where they will explain to you that the cry “Dragon Slayer” is known only by the wisest of the greybeards - Paarthurnax. But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to get up there, you need to know the cry “Clear Sky”, which the greybeards will teach you.

On the way you will meet ice ghosts and trolls; they are vulnerable to fire. Once you reach the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he will not be able to teach you the Dragon Slayer shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will give you the ability to learn the cry "Fire Breath", he will ask you to try the cry on him in order to comprehend the power of the voice of the Dragonborn.

Ancient knowledge

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

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

Beyond the ordinary

You need to find shelter Septimus , it is located far to the north. Having reached"Post Septimius Segonius" you will find Septimus himself, and he will be a little crazy, but still he will tell you about the ruins where the Scroll should be located , also he will give you sphere and cube of the Dwemer.

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

In one place you will need to destroy the Dwemer Centurion, if you are a magician or an archer, you will deal with him quickly. After you kill the centurion, take the key lying in the chest.

After a while you you will find yourself in a giant cave inhabited by almer ami. Once again you will have to confront enemies; at the end of the cave you will find the entrance Umanu and Sulla Trebatius. They will start a battle against each other, as well as against you. Using dwemer mechanism, you can get there to the Black Reach.

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

First, you need to place the dictionary received from Septimus in a special stand, then you need to press the first two buttons to open the next one. After some manipulation with the last fourth button, you will get the opportunity pick up the Ancient Scroll.

Alduin's Curse

After receiving the Elder Scroll in Mzark Tower, you should go to the Throat of the World. Once you get there, you must read the scroll, after which you you'll see how the ancient heroes of the Nords fought with Alduin, but not everything went smoothly and Alduin was sent to the future, and you also learn the "Dragon Slayer" shout.

Alduin will sense the Ancient Scroll and fly to you There will be a battle with Alduin. To most effectively counter the dragon, use Dragon Slayer, then try to deal as much damage as possible, but avoid the fire blast emitted by the dragon.

Fallen

After a hard fight Alduin, with its tail between its legs, it flies away unknown direction. To find out how to catch Alduin, you can contact Esbern, Paarthurnax y or Arngate. After talking with one of them, you must be sent to Dragon's Reach. You need to persuade the jarl to use the fortress for its intended purpose.

The jarl, of course, wants to deal with the dragons, but first you must know how to lure him to Dragonsreach, Esbern will help you with this. He will teach you the cry of summoning the dragon O pressing A. After talking with the jarl, he will prepare a trap for the dragon; your task is to call him to battle using a shout.

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

Endless time

If you have not finished the civil war, then the Earl of Whiterun will be worried about the situation in the country and will not help you while the war is going on.Only the Greybeards can help you stop the war. Travel to High Hrothgar and speak with Arngeir. He is reluctant, but still agrees to negotiate. Your task: notify the military leaders of the two camps and appear for negotiations. A lot of political intrigue awaits you, which you can influence. After negotiations, you can begin the main task.

House of the World Eater

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

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

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

  1. Bird
  2. Bird
  3. Bird

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

  1. Bird
  2. Bird

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

  1. Bird

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

  1. Fox
  2. Butterfly
  3. The Dragon

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

Sovngarde

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

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

Dragonslayer

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

From the stolen documents it follows that the Thalmor are not involved in the resurrection of reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We need to find him before the Thalmor. Delphine will provide us with a code phrase that should convince Esbern of the purity of our intentions, and will send us to Riften to ask a certain Brynjolf if he has heard anything about the Esberns hiding in the area.

THIS IS A BUG: Thanks to the disappearing voice acting of Esbern himself, the quest “A Rat Driven into a Corner” is, one might say, one big bug. Just in case something goes wrong, here's the magic command you can use to skip the entire quest: "Setstage MQ203 5".

If you approach Brynjolf with questions (and if you are not already a member of the thieves' guild), he will first ask you for a small favor: while Brynjolf distracts the crowd, the hero must quietly open the drawer behind Madesi's counter, steal her silver ring and throw Brand- Neck. If this is against your principles, throw away the stolen ring, saying that you lost it, or just wait until Brynjolf gets tired of entertaining the crowd. In order not to touch this quest at all (and this is the first quest in the chain of quests from the thieves guild), you can ask the lizards from the Bee and Sting tavern, tug on the sleeves of the thieves from the Ragged Flagon in the sewers, or explore the catacombs on your own without using anyone’s advice .

Esbern is hiding in the sewers, in an area called the Ant Hill. He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will meet several Thalmor soldiers. At first Esbern will not want to open the door. Just for this case, you were given a code phrase.

THIS IS A BUG: If you can't hear Esbern's words and turn on the subtitles and see them appear for a split second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is a very small cause for concern compared to the stuck door-opening script that bogs down the plot. To try to get past the bug, press “use” often while pointing at the stubborn NPC. You can try to do the same by becoming incorporeal ( console command"tcl") and flying into his room. Going to another location and returning may or may not work. If everything is really bad, skip the entire quest following the recipe above. You won't lose anything.

Alduin's Wall

Alduin's Wall will tell us what to do with the dragons.

When you finally get Esbern to open the door, talk to him about dragons and lead him out of the dungeon. Along the way, you'll be warmly greeted by a couple more Thalmors. The old man must be brought to the Blades headquarters in Riverwood. But you don’t need to literally lead him through half of Skyrim - you can use fast travel.

Our next stop is the Skyhaven Temple, the old fortress of the Blades. The hero, in company with Delphine and Esbern, is looking for the wall of Alduin, where the prophecy is inscribed. Go to Kartspire Cave. Along the way you will have to fight a dragon and a crowd of Forsworn.

THIS IS A BUG: if you have already been to those places, do not use fast travel under any circumstances - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will definitely get stuck, and only the console command will save you "setstage MQ203 280", skipping the entire quest.

Inside the cave, after destroying several more Outcasts, we will stumble upon a raised bridge. You can lower it by turning all three columns so that they have the symbol of a two-faced dragon. There is a dangerous trap behind the bridge. Every time we step on the “wrong” slab on the floor, a fireball flies at the hero. Need I say that the “correct” slabs are marked with the same dragon symbol?

Don't forget to pull the chain to disarm the trap. And try on the way to it not to die from the stupidity of your own companions - explain to them that “don’t go there, go here,” so that they, out of ignorance, do not step where they shouldn’t step.

After a short scene, we will find ourselves in the temple itself and can easily find Alduin’s wall. Explore it and don’t forget to clean out the temple - you will find a signature Akaviri katana, “sharpened” for fighting dragons.

Throat of the world

The troll wanders among the magical wind and feels great. No problem, we'll fix it quickly.

The quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the Throat of the World mountain, talk to their main dragon named Paarthurnax. So that the hero can get through the magical blizzard, the elders will teach him the cry “Clear Sky”, which disperses the clouds. Shouting at the snowstorm, we can easily walk along the path to the very top.

FOR YOUR INFORMATION: You will have to fight on your way to the top. It turns out that the magical wind does not interfere not only with ice ghosts, but also with more mundane creatures - wolves and ice trolls.

Paarthurnax himself will meet us there. The conversation will be casual. The dragon will teach you a fiery cry, and then ask you to use this cry in order to make sure that “The Force is strong in you, young Dovahkiin.”

The dragon will tell us about Alduin's return and send us on a quest for the Ancient Scroll.

FOR YOUR INFORMATION: From now on, we can return to Paarthurnax to enhance one of three shouts: Relentless Force, Ethereality or Fire Breath.

Ancient knowledge

Dwarven worker spiders are the weakest of the mechanical guards.

Before taking on this task, it makes sense to upgrade your weapon, stock up on potions, find a smart companion and empty your duffel bag. You will have to go down to very deep places, where you will have to fight with Dwemer centurions, and in some respects they are even more dangerous than dragons.

Where to look for the Ancient Scroll? If you have already completed the Beyond the Ordinary quest, then you have it. If not, we will look. To begin with, on the advice of Esbern or the elders, let’s take a look at the College of Magicians of Winterhold. In order not to complete the starting quest, you can tell the elf on the bridge that we are on urgent Dovahkiin business and shout something to confirm the words.

The orc librarian will post all the books on the Elder Scrolls. Read them.

THIS IS A BUG: if the orc does not want to give books, this is most likely due to the fact that we are already completing quests for the college of magicians. There are two options: either finish the line of quests and only then return to the orc, or enter “ setstage MQ205 80"(but then, probably, the guide marks on the map will disappear and you will have to go further “by touch”).

When we study both books, the orc will tell you where to find the main local expert on these matters - Septimius Segonius. His cave is far out to sea, where ice floes float. Septimius will give you the quest “Beyond the Ordinary”, provide you with quest items (dictionary, guiding ball) and tell you that you need to start your search from the Dwemer ruins of Alftand.

The correct entrance is marked "Alftand - Ice Ruins". Having passed through the winding ice cave, we will find ourselves in a Dwemer dungeon - also very winding, and through it - again into the cave. You will have to fight both mechanical guards and bandits who came here in search of profit.

Soon the corridors will lead us into a hall with rising and falling pistons. You can follow them to reach a chest on a high ledge. Then, along the bypass corridors, we will find ourselves in the same hall, but at a higher level, and the pistons will push unwary travelers down. Let's carefully go around the hall in a circle and get to the Animatorium.

Falmers will start coming across here. Let’s not forget to look under the pipes in the first hall, where behind the fence the stone is sprinkled with blood. There will be the remains of a less successful treasure hunter and his note.

Puzzle solved! Now the mechanism will give us the Ancient Scroll.

We open the exit to a large cave with a lever and go down along the inclined slabs into the neighboring tower. The entrance to it is a dead end, you will have to jump straight onto the remains of another unlucky treasure hunter. You can walk along the slabs to the chest - where the piston works. But the road leads down and down, through hordes of Falmer, past a “paw” trap and a stream of fire shooting from the ceiling, into rooms with Falmer dwellings. If you want, use the oil spilled on the floor to make the fight with the inhabitants of these places easier. But beware of fire nozzles that turn on and off periodically.

ADVICE: go into the elevator marked "Alftand - Ice Ruins" to open the grate that was previously blocking the path. Now, if you decide to return to Alftand, you can shorten almost the entire path using this elevator.

Go back and continue going lower and lower to the door to the cathedral. Just there, in addition to the usual set of enemies, a couple of Dwemer centurions will not wait for us. They won't attack right away. First you need to open the grate leading to the stairs and disturb the huge guards.

ADVICE: you can try opening the grate, poking the centurions with a stick from afar, and then closing it, locking these monstrous robots on the stairs. After this, they can be fired at with spells or arrows with impunity.

At the top of the stairs two bandits are arguing. These are no longer centurions - they are easy to deal with. Open the door to the elevator with the key taken from the fallen centurion. Now you can return from the surface directly to the cathedral.

The Dwemer mechanism at the top of the stairs is the path to the Blackreach. This place is vast, beautiful, and I could talk about it for a long time. If you want, explore it completely, or, after searching Sinderion's field laboratory, follow the sign straight to the observatory - to the Mzark tower. Of course, if you are not confident in your abilities, bypass all noticed centurions on the tenth road.

In the tower, go up to the control levers and place the cube dictionary in the stand. There is a puzzle to be solved. I cannot give an exact solution, conditions change. But there are no difficulties with it - you just need to press the buttons and, through trial and error, ensure that the lights on them light up and do not go out. If everything is done correctly, the mechanism will open the Ancient Scroll to us. Take it and don't forget to pick up the completed dictionary from the stand.

It is done! Return with the Scroll to Paarthurnax.

Alduin's Curse

We wrote down the Dragon Slayer in our notebook - it's time to return to the present!

Paarthurnax sends us back in time so that we can overhear the “anti-aircraft anti-dragon” cry of the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords defeated Alduin in the distant past.

THIS IS A BUG: a scene from the past may stall. They will save the team's situation " Setstage mq206 70" And " Setstage mq206 100"- enter them one after another, and the scene will be skipped, and the hero will acquire the necessary scream. Don't take companions on a mission - they might get stuck in the past, turning Skyrim into Back to the Future.

But, by the way, Alduin himself is already in the present. It has wings and is invulnerable in flight, but we know the Dragon Slayer cry, with which you can knock it out of the sky.

Having taken aim, shout at Alduin (don’t confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take away his health.

Try not to let Alduin fly up again - tie him up with the Dragon Slayer in time. Eventually the dragon will get cold feet and fly away.

Endless time

Everyone took their places at the stone table - the negotiations began!

This task is unique in its kind. It looks like an ordinary conversational quest, in which you don’t even need to make decisions - any will do. But the bugs here are so big that it’s impossible to tell in a fairy tale or describe them with a pen. But we'll try anyway.

So we need to catch the dragon. Whiterun Castle - Dragon's Reach - is well suited for this. But Jarl Balgruuf demands that before the experiments begin, the empire and the rebels conclude a truce (this is provided that the war is still going on).

What is required of us? Talk to Arngeir, offer to arrange negotiations in High Hrothgar. Go to Ulfric and General Tullius, convince them to sit down at the table. In the monastery, the parties will decide whether to stop the war in order to fight the dragons and if so, on what conditions? Our hero acts as the referee. No matter what decisions the player makes, a truce will take place, so we can play along with the side that we like the most.

Now about the bad:

If the hero is already completing quests for one of the parties, the task may become firmly stuck - we simply will not be able to tell one of the parties about future negotiations. It is highly not recommended to start civil war quests before the Endless Time - and if you have already started, bring the war to the end to skip the quest entirely.

When Esbern takes the floor during negotiations, the dialogue may stop due to his “vow of silence.” At the same time, the hero is glued to the chair and can no longer approach the old man and kick him so that he comes to his senses. To try to cure him, save and then load.

Sometimes negotiators don't come to the table. You can also try saving and loading here.

Seven troubles - one answer: “ Setstage MQ302 300».

Paarthurnax

Esbern insists that Paarthurnax must be killed because the Blades have always killed dragons.

This is a small optional quest that we will receive either at the beginning of the Fallen quest, or before if we talk to Esbern or Delphine. The Blades found out that Paarthurnax is a dragon, and, like the old enemies of dragons, they want to kill him. And the Blades don’t give a damn that without Paarthurnax we would not be able to defeat Alduin, that he is one of a kind and that killing him would mean a major quarrel with High Hrothgar. These guys didn’t even have a meaningful reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that there are almost none left.

The choice is small - either kill Paarthurnax, or give up on the quest (it cannot be cancelled). If you complete the task, the ability to increase the scream will disappear, and the elders will stop talking to you. But the Blades will love you, but there’s no point in it.

If the dragon is not touched, the status quo will remain. The blades will look askance, but we will somehow survive this.

Fallen

The dragon Odahviing, who arrived at the call, immediately began to rage.

Now we know (and if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented feature to summon Odahviing to Dragon's Reach and capture him.

Talk to Jarl Balgruuf and begin. Going out onto the balcony of the large “hangar”, call Odahviing, “plant” him with the Dragonkiller shout and carefully destroy his health, luring the dragon into the depths of the hall, towards the doors.

Odahviing fell into a trap and is ready to answer our questions - and not only answer, but also take us by air to the Skuldafn temple, where Alduin is hiding. Order the guard to release the dragon and mount the beast.

House of the World Eater

Here it is - the path to the kingdom of the dead, to the wonderful Sovngarde, where heroes feast.

At Skuldafn you will be warmly greeted by strong draugr and dragons. The portal is located outside the temple, but to get there you will have to look inside. There are plenty of draugr there too. There are also simple puzzles. The first one opens two doors. If you look at the columns from the lever side, the right door opens with the combination “bird, bird, bird,” and the left door with the combination “bird, snake, bird.”

The second puzzle will occur after the corridors with spiders. The column in the left niche should be a “whale”, in the right - a “bird”. The column in the center of the hall is a “snake”. By pulling the lever, you will pass through another large hall, go up the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, having defeated a particularly large draugr, open the door with a diamond claw and the “wolf, butterfly, dragon” combination.

All that remains is to study the word of Power and defeat several draugr, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Don't forget to take the mask from the fallen priest.

If the priest managed to close the portal, take the staff and open it again. Your path lies in Sovngarde, the kingdom of the Nords who fell in battle.

Sovngarde

"Stop! Face control!"

Then everything is simple. We walk through fields and hills, shouting Clear Sky at the surrounding landscape to disperse the fog. On the bone bridge, measure your strength with the guard Tsun and go to the Hall of Valor. Listen to Ysgramor and talk with three ancient heroes - Hakon One-Eye, Felldir the Old and Gormlaith the Golden Handle.

Dragonslayer

The final battle cannot be called difficult. Alduin can easily be pinned down by our three heroic assistants.

Together with the three heroes, go out across the bridge to the foot of the cliff and start screaming in unison, dispersing the fog. After the third scream, Alduin himself will fly in. The battle will begin. The task is to bind Alduin with a dragon-killing cry. The heroes will cope on their own, although the final blow must still be ours.

That's all. The world eater is dead. Return to Tamriel and watch the final scene. Now all of Skyrim admires your feat. The "Dragon's Call" shout now summons Odahviing to help. In addition, you have a new shout that briefly summons one of the three ancient heroes from Sovngarde.

FOR YOUR INFORMATION: Dragons continue to appear throughout the world as a valuable source of bones, skins, and souls for the study of screams.

This walkthrough concerns only the main storyline.

Start

The start of our adventure begins with a cart ride with the Stormcloaks - lawbreakers. We are taken to a certain settlement of Helgen, where the executioner is already waiting. But before we go to the gods, we are given the opportunity to create our own character - choose race, gender, appearance, etc. Having chosen the same name for our hero, we are led to execution, but an arriving dragon spoils the plans of the imperials, as a result of which we are saved from this fate.

The character appearance editor has noticeably improved. You no longer have to spend hours delving into it to create a sane man or a beautiful girl.

To freedom

In order not to burn alive from the dragon’s flame, we run into the neighboring tower, where we climb the stairs to the top. Through the gap that has just appeared in the wall, we jump into the attic of the neighboring house, from where we go down to the ground and meet Hadvar. Together with him we head to the fortress, and, not paying attention to Ralof, we go inside. Hadvar frees our hands from the rope and invites us to rummage through the chests. We take everything we find and follow him further through the dungeon, destroying the Storm Brothers along the way. Passing through the old storage room, we take away all the potions, after which we go down to the torture room. Having searched the bag on the table, we find master keys in it. With their help, we break the lock on the grate with the magician dead inside and take away valuable items from there. Following further through the cave, we come out to a large cluster of Storm Brothers. We destroy them, pull the lever and move further along the bridge. There is no way back; we will have to walk along the river, which will lead us straight into the spiders’ lair. Having dealt with the vile creatures, we go further through the cave, destroy the bear and go out into the vastness of Skyrim.

Before the Storm

That's it, we are free and free to do whatever our heart desires. Hadvar invites us to go to the neighboring village of Riverwood, where his uncle, the blacksmith, can help us with something. We go there, following the world map. The uncle is in the forge, his name is Alvor. We tell him about the dragon’s invasion, after which he suggests urgently informing the Earl of Whiterun about this so that he can send soldiers to guard Riverwood. We go to the city, but the local guard will not want to let us inside. We tell him that we came to ask for help for Riverwood, after which he will willingly let us inside. The jarl is located in Dragon's Reach, this is the main building of Whiterun, it will not be difficult to find him. On the way, we will be blocked by Airileth, who will not like our unceremoniousness. We tell her everything as it is, after which we approach Balgruuf the Elder. We inform him about the dragon, without mentioning the Petrel and our uncompleted execution; he doesn’t need to know about it. He will send a detachment for Riverwood, and he will give us some instructions for his court magician.

If you don't have goosebumps right now, then I envy you.

Windy Peak

We go with the jarl to Farengar. He suggests that we get the Dragon Stone from the Windy Peak Temple. We agree and head to the temple, which is located on the top of the mountain. If you have problems climbing a mountain, then open a map where you can clearly see where you can climb and where you can’t. As a result, having climbed the mountain and dealt with the guards, we penetrate into the temple. We destroy two bandits, by overhearing whose conversation you can get a secondary task, and follow further through the cave using a map of the area. We go out into a small hall, where we destroy the robber. There is no point in immediately pulling the lever that is in front of us. First you need to arrange the columns with the signs on the left in the desired order. We display the following signs from left to right: snake – snake – fish. If we do everything correctly, then when we switch the lever, poisonous arrows will not fly at us, but the path further will simply open up. We turn left and go down the spiral staircase. We go a little forward, turn left, break through the web and meet a huge frosty spider. Having dealt with him, we free the poor fellow caught in the web, after which he escapes. We go further, where we find that same fugitive dead, which serves him right. We take the golden claw from him and move on. We run through the blades and go down into the tomb infested with draugr. We leave it to a small river. We pull the chain near the grate and follow the river along the cave. We turn right, go through the crack in the ceiling of the cave and go out to the door to the Windy Peak Sanctuary. Once inside, we go through a trap in the form of the same blades, destroy three draugr, go upstairs and cross the bridge to the iron door, opening which we find ourselves in an unusual corridor, at the end of which there is a door with signs. To open the door, you need to place the rings in in the right order, after which you need to insert a golden claw into the center of the door and turn it. We put the signs in the following order from top to bottom: bear - moth - eagle owl. We turn the claw, after which the door will open. We go inside to the sanctuary. We approach the dragon slab with the sign and study the new ability, after which the Draugr Overlord will come out at us. Having dealt with him, we take the Dragon Stone from him, go up the path, pull the handle to open the secret passage, and get out of the cave. We return to Dragon's Reach using fast travel, give Farengar the stone, after which he begins to decipher it.

Dragon in the sky

But unfortunately for us, a dragon was spotted nearby. Airileth calls us to Jarl Balgruuf to discuss this event. We go up to the second floor, where we receive a reward for the Dragon Stone we found, as well as news in the form of buying houses in the city. But the dragon won’t wait, so we head beyond Irileth to the western watchtower, where the fire-breather was spotted. On the spot we find a surviving guard who notices the approaching dragon. We arm ourselves with more powerful weapons and begin the battle with the winged demon. When he is defeated, we search him and absorb his soul, thereby studying the Scream. We select it from the magic menu and try it out. Having rejoiced at this event, we return to Balgruuf and report on the completed task. We receive a reward in the form of the position of Thane of Whiterun, our personal housecarl and the weapon of Balgruuf himself.

As it turned out a little earlier, we are Dovahkiin. The Greybeards, who are waiting for us in High Hrothgar, on the slopes of the Throat of the World, want to talk to us about this. We go there, but when leaving the Dragon's Reach we will meet our housecarl - a pretty girl named Lydia. We take her with us and go to the Greybeards. Crawling along endless slopes, we finally reach the village of Ivarstead. We cross the river bridge and climb the highest mountain in Skyrim - Hrothgar, where the Greybeards are located. Along the way we will come across an Ice Troll who can heal wounds and restore health. The best remedy against it is fire. Finally, having reached the top of the mountain, we go into the temple, where we meet Arngeir. He asks us to demonstrate our voice. Well, we turn to face him and use Scream, which almost knocks the old man off his feet. We listen to him and agree to study. To develop our Scream and make it stronger, we turn to Einart, who is behind us. We stand on the emblem of power on the floor and absorb it. Next, we absorb energy from Einart and demonstrate our increased Scream power on illusionary magicians three times in a row, holding down the voice key. Now you need to study new strength from Master Borri. To do this, follow him into the courtyard and stand on the sign on the ground. Having absorbed the power from Borri, we demonstrate to Arngeir the new ability “Rapid Dash”, as Wulfgar did. To fully complete the training, you need to get the horn of Jurgen, the Wind Caller. Let's take on this assignment.

Traveling in the company of two pretty ladies is a special joy.

Horn of Jurgen

This item is located in the tomb of Arngeir in Ustengrev, in the swamps of Hjaalmarch. It will take quite a long time to get there, so if you have already opened Morthal, then we move there or to any other nearby territories, and from there we make our way to the swamps on foot. Having arrived at the place, we deal with the local bandits and go into the tomb. Inside we see a clash between necromancers and bandits. The necromancers, having done their job of exterminating the bandits, will attack us. It is better not to touch the illusionary wolves; they will disappear on their own after the magicians die, so you should attack them first. We turn right and follow further along the cave, without turning off the main path. If you get lost, a map of the area will help you find your way out. As a result, we reach a door that leads us into the depths of Ustengrev. We follow the path, jump over the fire trap, go out into some kind of dining room, where we find a bridge along which we go from the dining room to a small cave. In due time, she will lead us to another huge open cave, at the bottom of which even fir trees could be located. By the way, you can also study the new Scream there. However, we cross the bridge and come out to a passage that is closed by three gratings. Directly in front of them there are three stones, each of which opens its own grate. We stand in front of them, select the “Rapid Dash” Shout, run between the three stones and use the Shout to “fly” under the bars before they have time to close. We will also have to use this Scream when we walk across slabs with fire traps. After them, we destroy the frosty spiders, break through the path and open the wooden door. We pull the chain and go out into the hall in which we should have found Jurgen's horn, but instead we find a note. It says that the horn was allegedly taken by our friend and is waiting for us in the Sleeping Giant tavern in Riverwood, in a room in the attic, which we will have to rent in order to meet the stranger. There is nothing to do, you will have to fulfill the will of the “friend”. We go forward and open the wooden door. We get out of the depths, follow the corridor and open the secret passage with a lever. Following the map of the area, we get out of the tomb and move to Riverwood. We go into the tavern and find Delphine, from whom we rent a room in the attic, which is not there at all. However, there is a room on the left, which we enter. But our friend is nowhere to be seen. After waiting a little, Delphine looks in, who turns out to be the messenger of the note. She gives us the horn and asks us to go into the room with her to discuss some matters. But, before we go on a new task, let’s complete the current one. We return to the mountain to the Greybeards and give Arngeir the horn of Jurgen. Wulfgar will teach us last word strength, after which all we have to do is stand between the Greybeards and pass the final test. This will complete the task.

Dragon in its natural habitat.

Blade in the Dark

We return to Delphine to find out what she needs from us. We go into the room, close the door behind us and follow Delphine into the secret basement. She asks us to kill the dragon, which should soon be reborn. In return, she will give any information that interests us. The offer is not bad, and besides, we don’t know much about the Dragonborn. The dragon will appear in Kin Grove, we can go there ourselves, or we can go with Delphine. Finally arriving at the place, Iddra meets us and tells us that the dragon has already been here and has flown out of town. We head there and see him hovering over the forest. We quietly creep up to the stone together with Delphine and see that this is the same black dragon that attacked Helgen when we were almost executed. He hovers in the air and summons another dragon, Saloknir, to life. We kill the freshly baked dragon and absorb its soul, after which Delphine begins to completely believe in us that we are Dovahkiin. We ask her about everything we want to know and find out that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

Things are getting worse and worse. Dragons can not only be reborn, but also resurrect other similar dragons. Delphine suspects that the Thalmor are behind this, but for the information to be confirmed, she needs to get to the Thalmor embassy. She gives us the key to her tavern and invites us to wait for her there to find out the further plan of our situation. Having arrived at the place, we go down with Delphine to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet her elf contact named Malborn at the Laughing Rat in Solitude. This city is quite far away, so we move to good old Ustengrev and from there we proceed to the city on our own two feet. The main entrance from it can be found by following the road to the top from the eastern warehouse imperial company to the Katla farm, where we will later meet Delphine. Once in the city and after watching the execution, we go into the tavern and meet Malborn. We give him the weapon, which he will take to the embassy so that he can give it to us there, because... You are not allowed there with your belongings. Now it’s time to meet with Delphine in the stables of that same Katla farm. When we meet, she will give us an elegant suit that we need to wear to meet the guest at the embassy. We also need to give her all our things. When everything is done, we get into the carriage and head out for the evening. Upon arrival at the place, we show the Thalmor soldier the invitation and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malborn and give a sign that it is time to escape from here. But first we need to do something that will distract everyone's attention and allow us to escape from here unnoticed. To do this, we approach Brelans, who is serving drinks. We take the drink from her and give it to Razelan, who is sitting on a bench and waiting to be served a drink. As a token of gratitude, he is ready to create a little brawl that will help us escape unnoticed from the evening. We approach Malborn and disappear from the holiday. We go into the kitchen, from where we go into the pantry and pick up our things that we gave to the elf. Now you need to find information about dragons, but you will have to rely only on yourself, because... Malborn will stay for the evening. Getting past the guards secretly or not is a matter of principle; the goal is still the same - to find Elenwen’s room, where the information we need is located. To do this, we go up to the second floor and go out into the courtyard. Elenwen's personal chambers are also located here. We get inside, eliminate the guards and search the box in the ambassador's office. We take the key from there and all the records that are there. After reading the note about dragons, we go downstairs and open the door to the dungeon with the key. We find a second box there, which contains notes about Esbern. After reading them, we destroy the soldiers and take the key to the hatch. We open the hatch and go down into the caves, where we go back into the vastness of Skyrim. We return to Riverwood to Delphine and tell her that the Thalmor know nothing about dragons, but are looking for Esbern. This is what we need to find, but before we go searching, we take our things from the chest. Rat cornered

Brynjolf, the guy who will help find Esbern, is in Riften, you need to get to him before the Thalmor. If you have not been to this city before, then when entering it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and go inside. You don't need much eloquence to convince a guard. Entering the city, we look into the market and find Brynjolf. If he is not there, then you need to wait until the day. This individual, greedy for help, invites us to steal the ring for him, in exchange for which he will agree to help in the search for Esbern. We agree to this jurisdictional matter and let Brynjolf know. We wait until the people from the market crowd in front of him, and we quietly sneak up to the display case, right here in the market, and, breaking the lock, steal the ring. If we can’t break the lock, or we are noticed, then nothing bad will happen, we just pay the fine and return to Brynjolf. Disappointed in our abilities, he will still invite us to work for him. But our task is far from this, we need to find the same Esbern, and for this we head to the “Rat Hole”, the entrance to which is located under the market. From there we make our way to the Wild Flask and the bartender, Vekel the Warrior, is located. For a fee, he will tell you that Esbern can be found in the “Rat Hole” in the “Anthill”. We head towards it, destroying Thalmor soldiers along the way. Having found the door to Esbern’s room, we knock on it and tell the old man that we came from Delphine, and in order for him to believe, we tell him her words “Remember the 30th Beginning of Frost.” After that, he will willingly let us in and tell us that the same black dragon that was in Helgen is called Alduin and is the Devourer of the World, and that if he is not stopped, the end of the world will come. Fortunately, we will make the old man happy, because... We are the Dragonborn and we can stop Alduin.

Alduin's Wall

We need to escort Esbern to Delphine. To do this, we give him time to collect his notes and hit the road. On the spot we go down to the same Delfina basement and listen to the old man. He offers to look at Alduin's Wall, which supposedly will help us find out weak spots dragon and defeat him. We wait for Dolphin and go to the wall, which is located in the Temple of Heavenly Harbor. If you don’t want to go with Delphine, you can immediately meet her and Esbern on the spot. We enter the temple, destroy the outcasts and go out to the raised bridge. To lower it, you need to rotate the three columns so that they have the same sign, as on the far right. When the signs match, the bridge will lower. We pass along it and go out into a room with pressure plates. You can only step on the slabs with the same sign that were on the previous three columns. Following only them, we get to the chain and pull on it. Now the trap is not scary, you can safely walk on any slab you like, and besides, the bridge will lower just ahead. We go forward and go out to the entrance directly to the Temple of Heavenly Harbor itself. To open the passage, we stand on the seal and spill our blood on it. The path is open, we go into the temple. Esbern, having examined Alduin's wall, reports that the dragon can only be defeated with a special Shout, which, unfortunately, we do not know. But the Graybeards probably know about this, you need to go to them. Throat of the world

We return to High Hrothgar and find Arngeir. Unfortunately, he does not know the Crick we need, but Paarthurnax, the leader of the Greybeards, knows him, and it would be a great honor to meet him. But because We will be a stranger to him, we need to learn some Shout, thanks to which we will have the honor of meeting the leader. We follow Arngeir and study the Clear Sky Creek. Thanks to him, we will be able to climb to the very top of the mountain, where Paarthurnax is located. To do this, simply aim at the ice whirlwind and use Clear Sky on it. Having climbed the mountain, we meet Paarthurnax, who, in fact, is a dragon. Getting straight to the point would not be a very nice thing to do, so first you need to greet each other. We study the “Fire Breath” Shout, which Paarthurnax gives us, and use it on the dragon. After that, he is ready to listen to us completely. We tell him that we want to learn the Dragon Slayer Shout. But to our misfortune, even he does not know this Shout, but the Ancient Scroll will help us with this. You need to discuss this with Esbern or Arngeir.

Ancient knowledge

The closest place to get to is Arngeir, so we go to it. He advises us to ask about this scroll at the College of Winterhold, so we will have to head there. Having reached the College, we are met by Faralda, who says that getting to the magicians is not so easy. We explain to her that we want to go there just like that, but she will ask to offer something in return for the College. We tell her that we are Dovahkiin, and by using the Scream on her, we prove it. The path to the magicians is open, we follow to the Hall of Elements, from where we go to the Arcaneum. There we find an orc named Urag gro-Shuv. We ask him about the scroll, and so that he becomes much friendlier with us, we tell him that we are Dovahkiin. The orc will agree to help us with information on finding the scroll. We give him a little time, after which he will put two books on the table. We read them and tell Urag that the book “Reflections” is completely unreadable. He says that it was written by a certain scientist named Septimius Segonius. Surely he can help us find the scroll. We head to his lair, which is located on a small island among huge ice floes floating on the sea. This crazy one scientist is ready help us only if we make some notes for him. We go to Alftand and penetrate the ice caves. Following them, we go out to some kind of metallurgical workshop. Destroying the Dwemer spiders and spheres, we follow the corridors, go up to the second floor and go out to the door leading to the Animatorium. We pass between the walls and come out to an inclined rise, on which three small devices, launching deadly traps. We step over them and go further to the closed grate, behind which a lever is visible. We pull it, after which the grate will lower. Now you need to go down to the very bottom of the cave, moving both along a spiral staircase and through rooms inhabited by Falmers. Going downstairs, we go to Alftand Cathedral. We jump over the mechanisms for launching traps on the floor and go out into the large hall. The path further is blocked by a grate, which can only be lowered by turning the lever, which is located a little higher behind. We go forward, destroy the Dremora centurion and activate the mechanism that will open the way to the Black Reach. Having got into it and having admired the huge mushrooms, we follow to the Mzarka tower. Going up to the panels, insert the empty dictionary into the dictionary stand and press the four buttons in turn from right to left. True, in order for the third button to appear, you will have to play around with the first two right ones. We take the Ancient Scroll and go back to Skyrim.

If after all this you say that this is not one of the most beautiful games, I will bite you!

Alduin's Curse

We have the Ancient Scroll, now we need to read it at the time gap in the Throat of the World. We stand at the place of the gap, which can be detected by the curved air, go to the interface, in the “books” section we take the scroll and read it. We went back in time when Alduin was banished to our present time. Having seen and recognized the “Dragon Slayer” Shout from the Nordic heroes, we return to our time and prepare for the battle with Alduin. Using the “Dragon Slayer” we have studied, we knock Alduin out of the sky and begin to attack with all types of weapons or magic that we have. Paarthurnax will also help us with this. But no matter how hard we try, we won’t be able to destroy the dragon. He soars into the sky and disappears on the horizon.

Fallen

We need to find where he is hiding. From Paarthurnax we learn that the palace of Earl Whiterun was once a dungeon for dragons. You can catch a dragon and lock it in a dungeon so that it reveals where Alduin is hiding. But first you need to get permission from the Jarl of Whiterun for this type of activity. We go to him in Dragon's Reach and ask for help. He will agree to help only on the condition that Civil War between the Imperials and the Stormcloaks will end in peace. Arngeir, to whom we are heading, can help us with this. Now all that remains is to report this meeting to Ulfric Stormcloak and General Tullius. First, we go to the Stormcloaks, whose jarl is in Windhelm. We find Ulfric in the royal hall and tell him that the Greybeards are calling him to a truce. He will not agree to take part in this until he is convinced that Tullius himself will not come there. But we don’t like running back and forth, so we tell him that if Tullius does not come to the truce, then he will show himself with weak side. After thinking a little, Ulfric agrees, and we go to Solitude to the imperials. We explain to Tullius the importance of this truce, and as an incentive we say that Ulfric himself will also come to the meeting, which he cannot refuse. Now we return to High Hrothgar to Arngeir. The meeting is ready, but Delphine and Esbern also come to it. There is nothing to do, you will have to take them with you. We follow the Graybeards into the hall and sit down in a chair. They will negotiate without our help, we just occasionally support either the words of Ulfric or Tullius, depending on who we are more inclined towards. As a result, the meeting ends in a truce, and Esbern gives us a scroll that gives Odahviing's Summoning Cry. It's time to go to Whiterun and prepare a trap for this dragon. We give a signal to Balgruuf that we are ready to begin, and follow him to the gallery, where a trap has already been prepared. We go out onto the balcony, select the Dragon Summoning Scream, hold down the Scream key and release it so that our voice is stronger and the dragon can hear us. When he arrives, we attack him and gradually lure him into the hall, where the trap will be triggered. After talking with Odahviing, he will agree to help us.

No, seriously! Where else can you see such beauty?!

House of the World Eater

You need to get to Skuldafn, but you can only get there by air. We ask the Whiterun guard to free the dragon, after which we climb onto Odaving and fly to the habitat of all the dragons. Having arrived at the place, we begin to move towards the portal leading to Sovngarde. Making our way through crowds of draugr and dragons, we get to the temple. Having cleared his hall from half-dead mummies, we go out into a room with three columns and a lever. As in previous times, you need to rotate the columns so that when using the lever, open the left gate, because... the right ones lead nowhere, except to the chest. To open the lattice we need, we set up columns with the following signs: eagle - snake - eagle. This must be done from the lever side, because if you look at the middle column from the other side, then the sign will bifurcate. We follow further along the corridors populated by spiders and emerge into another room, but with the same columns. Now, with their help, we need to lower the bridge. The first column is located directly in front of the entrance to this room, the other two are on either side of the lever that is located above. On the bottom column we place the sign of a snake, on the right - an eagle, on the left - a fish. We pull the lever and follow the bridge deeper and deeper into the temple. We go up the steps, turn right into a narrow passage and go out to the bridge. We go along it to the room with spiral staircase. We go upstairs, where we encounter a closed grate. We destroy the draugr and go into the room behind, where we find the lever from the grate. We go further and go out to the round door, near which the Draugr Overlord is located. We destroy him and take the diamond claw from him. Now you need to open the door. We set the following signs from top to bottom: wolf - moth - dragon. We turn the diamond claw and the path is open. We study the new Scream and leave the temple. Coming out into the light, we turn left, from where we go out to the stairs leading directly to the portal to Sovngarde. Without delaying for a second, we immediately jump into the portal, without getting into a squabble with the local dragons.

Sovngarde

We are from Sovngarde, the city of souls. We go down the steps and meet a Stormcloak soldier. According to him, Alduin is hiding in this fog, and to defeat him, you need to go to the Hall of Valor and team up with other heroes. We head to the place where Tsun is blocking our way at the entrance to the hall. Despite the fact that we are Dovahkiin, he will not want to let us through until we prove to him that we are a strong opponent. We give him the first number so that he will regret that he started all this in the first place. We cross the abyss along the dragon bones and enter the Hall of Valor. After talking with Ysgramor, we approach the three Nord heroes whom we saw when we moved into the past with the help Ancient Scroll. Having united with them, we set out for Alduin. Dragonslayer

Together with the heroes we go outside and follow them. With the help of the “Clear Sky” shout, we help the heroes get rid of the fog, but this will happen the third time. When the fog clears, Alduin himself will fly to us. Using the “Dragon Slayer”, we force it to land and begin to attack. When Alduin is defeated, we approach Tsun, who will return us back to Skyrim and also teach us the Summoning Shout of the Nord Hero.

This concludes the main plot and we can move on to other unfinished business, and I'm sure there are many more.

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