Temple of the Heavenly Harbor of the Column. Passage of the quest Alduin's Wall in Skyrim. Skyrim passage of the quest “Alduin's Wall”

So, new tasks, new adventures. In the shelter for the sick and homeless, Anthill, you meet with Esbern.

The old man decides to leave this place, but suddenly Thalmor agents will run into the room and start attacking. Esbern will not be a simple old man, he will repel enemies with his magic. After a short fight, escort the mage to the Sleeping Giant inn in Riverwood. There you meet with Delfina, you all go down to the basement, and Esbern will start reading the book. This starts the Wall of Alduin quest. After all the conversations, go to the Sky Haven Temple. If you do not want to go alone, get to the place together with Delfina, or you can meet them on the spot. In Sky Haven Temple, you need to find her. The path to it lies through Kartspire, where a large Outcast camp is located. You will also have to fight a dragon along the way.

Reflect all attacks and go to the Karthspire. Here you have to solve a small riddle in order to move forward. While in the halls of the cave, on the left side you will see a bridge. But in order to activate it, you need to correctly position the three columns that are next to the bridge. Esbern, will say that the bridge can be lowered if the columns are placed with the sign "Dovakin's face" outward. Put up signs and the bridge will go down. In the next room, there is also a hidden puzzle. There are pressure plates on the floor. And in order to calmly go to the next riddle, you need to step only on the plates with the symbol "Dragonborn". Before passing the room, do not forget to ask your companions to wait. If you step on the wrong stove, you can simply burn out in a flame. Having reached the end of the room, you can turn off the traps, for this you just pull the chain, and Esbern and Delphine will calmly walk across the floor. Also, the room can be passed in another way. Do not forget that the hero is none other than the dragonborn, and that is, he has strong abilities. Using the shout "Rapid dash", you can quickly get to the "switch".

In the last room, before entering the temple, there will be the last puzzle. There is a round platform on the floor, and in order to activate it, you need to shed your blood. Open the passage and enter Sky Haven Temple. You will find her inside. Talk to Esbern. He will tell you the meaning of the Akaviri notes. This completes the Alduin Wall quest. After you get your hands on ancient scroll, go to . Meet with Paarthurnax, he will give new quest Curse of Alduin. Paarthurnax will also tell you that you need to read the scroll, but only in the place where the rift appeared. Reading the scroll. And three wars will send the hero into the past. Dovahkiin will see the dragon fight with the warriors and learn how to kill the boss named Alduin. The sight is bewitching, but the Dovakin will not be able to act, so just watch. In the boss fight, the three warriors who first mastered the Thu'um will use . Therefore, returning from the past, it is necessary to study a new cry. Not having time to really deal with the new ability, he himself will fly to the Throat of the world.



But what is a game without bugs. Using a scroll may introduce a bug. The warriors will prepare to fight the dragon, but he will not fly. In order for the bug not to happen, you just don't have to move. With the dragon that has flown to the Throat of the World, you fight using a new cry. Having brought the value of his life to zero, he will say that no one can kill him and flies away. This completes the quest. Further, to find out the reasons for the revival of dragons, more quests follow. In order to find the portal opened by Alduin, you will have to go to Sovngarde, But you can get there if you only know how to fly. Reaching the place. Come into the temple. To pass, you will have to solve puzzles. In the first, you need to match the drawings on the wall with the drawings on the stones. Further, in order to lower the bridge, you need to dial the following combination: snake - bird - fish. Learn a new shout - Thunder Call. And there will be quite a bit to get to the portal. In order to open the portal, you will have to fight Nakrin. Defeat him and take the wand - the key to the portal.

Esborn will give us all the necessary information in order to return to Delphine again, and this time with him.

The three of us will go down to her secret basement, after which Esbern will get some book and begin to retell some stories from which we can learn many important things about dragons and their world, where they came from in Skyrim and what can be done against them . In the end, the whole puzzle will come together in one clear picture, and at the end of the old man's story, the three of us will have to make our way to the Sky Haven Temple, which houses Alduin's Wall. You can read a lot from it useful information to fight this ancient evil.

Path to Sky Haven Temple

On the way to the right place, we will meet a large bridge, which will be raised. And in order to lower it, you will have to carefully examine three pedestals painted with Akaviri symbols. Having listened to the words of Esbern, we will understand that it is necessary to turn all three pedestals so that they look at our hero with their front part. And on this very part should

be signs of Dovakin. After that, the bridge lowers and it will be possible to move on. Entering the next room, we see a floor consisting of many pressure plates. Following the prompts, you need to step on those plates on which the sign of Dovakin is applied. You need to do this carefully: walking at a slow pace and carefully looking straight down. At the end of the path, we need to pull the ring on the chain at the magic trap, which will secure the passage through the room for Delfina and Esbern.

Riddles solved

When all the riddles are solved, our hero with

companions turns out to be in a huge hall, in which we will see a huge head of an Akaviri. To open the hidden gate, you need to spill your blood on a special platform in front of your head, and then enter the Sky Haven Temple. Inside and will be the very wall of Alduin. Esborn will tell us exactly what the entries on it mean. After his story, the quest will be successfully completed.

The Esbern you rescued is a treasure trove of useful information about dragons and Alduin. Descending into secret room tavern Esbern will read you excerpts from the book, which he took with him. It turns out that in the Temple of Sky Haven, which was once the stronghold of the Blades, there is a kind of Alduin's Wall, which, according to ancient legends, depicts a hint on how to defeat the greatest of dragons. The location of the Temple was lost over time, according to fragmentary data - somewhere in the eastern part of the Reach.

You should head to the large outcast camp of Karthspire, which is located east of Markarth. Having dealt with the savages, go into the ruins. There are no enemies, but there are enough puzzles. The first one will be in front of a raised bridge that needs to be lowered. Near the bridge there are three stones with the symbols of a warrior, a magician and Dovahkiin, the sign of Dovahkin should be placed on all three stones - a heart with an arrow. Then lower the bridge.

The next puzzle is a passage through a hall with slabs on the floor, which also show signs. Follow the path indicated by the signs of Dovakin. After reaching the chain switch, turn off the trap so that Esbern and Delphine can follow you.

In the last room you will see a monument in the form of a large head. Esbern will tell you that the secret lies in Dovakin's blood. To open the passage, you need to sprinkle the blood of Dovakin on a large hatch located directly in front of your head. After that, a passage will open, go down and go further.

Climbing up the stairs, you will find yourself in Sky Haven Temple. On the right side will be Alduin's Wall. Esberna, looking at the wall, will try to explain the depicted plot. On Alduin's Wall you can see the stories of them all previous parts"Ancient Scrolls".

♦ The first bas-relief tells of the enslavement of mankind by dragons,

♦ the second is about the victory of three daredevils over Alduin with the power of voice and with the help of powerful artifacts,

♦ third - about the destruction of the staff of Chaos,

♦ the fourth depicts the second condition for the return of Alduin - the Numidium golem from the second part of the saga,

♦ the fifth depicts the third condition for the return of the dragon - Red Mountain from Morrowind,

♦ the sixth shows the fourth condition for Alduin's return - the Oblivion Gate),

♦ on the seventh - civil war, which is the last condition for the return of Alduin,

♦ the eighth depicts the Throat of the World

♦ on the ninth - Dovakin, accompanied by blades, who finally kills Alduin.

Thus, Alduin can be defeated at the top of the Throat of the World with a scream that can seriously weaken the dragon.

After that, you can search the room and find useful things. From this moment, the revival of the Blades begins, you can bring applicants to the temple. These can be housecarls and friends that you helped by completing quests.

From the stolen documents it appears that the Thalmor are not involved in the resurrection of the reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We must find him before the Thalmor. Delfina 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 district.

THIS IS A BUG: thanks to the disappearing voice acting of Esbern himself, the cornered rat quest can be said to be one big bug. Just in case something went wrong, here is the magic command to skip the entire quest: Setstage MQ203 5.

If you approach Brynjolf with questions (and if you are not yet a member of the thieves guild), he will first ask you for a small favor: while Brynjolf distracts the audience, the hero must quietly open the box behind Madesi's counter, steal her silver ring and plant 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 audience. In order not to touch this quest at all (and this is the first quest in the quest chain from the thieves guild), you can ask the lizards from the "Bee and Sting" tavern, pull the sleeves of the thieves from the "Rampant Flask" in the sewers, or explore the catacombs on your own without using anyone's advice .

Esbern hides in the sewers, in an area called "Anthill". He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will encounter several Thalmor soldiers. Esbern won't want to open the door at first. Just for this case, you were given a code phrase.

THIS IS A BUG: if you don't hear Esbern's words, and turn on the subtitles and see them appear for a fraction of a second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is very little to worry about compared to a stuck door-opening script shutting down the plot. To try and skip the bug, hit "use" frequently while hovering over the stubborn NPC. You can try to do the same by becoming incorporeal ( console command"tcl") and flying into his room. It may or may not work to move to another location and return. If everything is really bad, skip the quest entirely according to the above recipe. You won't lose anything.

Alduin's Wall

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

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

Our next stop is Sky Haven Temple, the old Blade Keep. The hero, in company with Delphine and Esbern, is looking for Alduin's wall, where the prophecy is inscribed. Go to the Karthspire Cave. Along the way, you will have to fight a dragon and a crowd of Outcasts.

THIS IS A BUG: if you have already been to those places, in no case use fast travel - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will stick for sure, and only the console command will save you setstage MQ203 280 skipping the entire quest.

Inside the cave, having exterminated a few more Forsworn, 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 on them. Behind the bridge is a dangerous trap. Every time we step on the "wrong" slab on the floor, a fireball flies at the hero. Is it necessary to say that the "correct" slabs are marked with the same dragon symbol?

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

After a short scene, we will find ourselves in the temple itself and easily find Alduin's wall. Explore it and do not forget to loot the temple - you will find a branded Akaviri katana, "sharpened" for fighting dragons.

Throat of the world

The troll roams among the magical wind and feels great. Nothing, we'll fix it quickly.

Quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the mountain Throat of the World, talk with their main dragon named Paarthurnax. So that the hero can go through a magical blizzard, the elders will teach him the cry “ Clear sky", dispersing the clouds. Shouting at the blizzard, we will easily follow the path to the very top.

FOR YOUR INFORMATION: On the way to the top you have to fight. 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 Dovakin."

The dragon will tell us about the return of Alduin and send us on a campaign for the Elder Scroll.

FOR YOUR INFORMATION: From now on, we can return to Paarthurnax to empower one of three shouts: Unrelenting Force, Ethereal, or Fire Breath.

ancient knowledge

Dwarven spider workers are the weakest of the mechanical guardians.

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

Where to look for the Elder Scroll? If you have already completed the quest "Beyond the ordinary", then you have it. If not, we'll look for it. To begin with, on the advice of Esbern or the elders, let's look at the college of mages of Winterhold. In order not to fulfill starting quest, you can tell the elf on the bridge that we are on an urgent Dovahki case and shout something to confirm the words.

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

THIS IS A BUG: if the orc doesn't want to give out the books, it's most likely because we're already doing mage college quests. There are two options: either finish the quest line and only then return to the orc, or enter " setstage MQ205 80" (but then, probably, the guiding signs 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 issue the quest "Beyond the ordinary", provide quest items (dictionary, guiding ball) and tell you that you need to start searching from the Dwemer ruins of Alftand.

The desired entrance is marked as "Alftand - Ice Ruins". After passing through a 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 with mechanical guards and with bandits who came here in search of booty.

Soon the corridors will lead us into a hall with pistons rising and falling. On them you can reach the chest on a high ledge. Then, along the bypass corridors, we will get into the same hall, but already a level higher, and the pistons will push careless travelers down. Carefully go around the hall in a circle and get into the Animatorium.

This is where the Falmer will start to appear. Let's not forget to look under the pipes in the first room, where the stone is sprinkled with blood behind the fence. There are the remains of a less fortunate treasure hunter and his note.

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

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

ADVICE: enter 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 cut almost the whole way using this elevator.

Go back and keep going down and down to the door to the cathedral. Just there, in addition to the usual set of enemies, a couple of Dwemer centurions are waiting for us. They don't attack right away. First you need to open the grate leading to the stairs and disturb the huge guards.

ADVICE: you can try by opening the grate, poke a centurion with a wand from afar, and then close it by locking these monstrous robots on the stairs. After that, they can be fired at with impunity by spells or arrows.

Two bandits are arguing at the top of the stairs. 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 Blackreach. The place is vast, beautiful, and you can 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, go around all the centurions you see on the tenth road.

In the tower, go up to the controls and place the cube dictionary in the stand. There is a puzzle to be solved. I can not give an exact solution, the conditions are changing. But there are no difficulties with it - you just need to press the buttons and by trial and error to 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 do not forget to pick up the completed dictionary from the stand.

It is done! Return with the Scroll to Paarthurnax.

Curse of Alduin

Wrote Dragonboy in a notebook - it's time to return to the present!

Paarthurnax sends us back in time to listen to the "anti-aircraft anti-dragon" cry from the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords in the distant past defeat Alduin.

THIS IS A BUG: a scene from the past can stall. Save the team's position Setstage mq206 70" and " Setstage mq206 100- enter them one by one, and the scene will be skipped, and the hero will get the right shout. Do not take companions on a mission - they can get stuck in the past, turning Skyrim into Back to the Future.

But, by the way, Alduin himself is already in the present. He is winged and invulnerable in flight, but we know the cry of Dragonbreaker, with which you can knock him out of the sky.

After aiming, shout at Alduin (do not confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take down his health.

Try not to let Alduin take off again - tie him up with the Dragonbreaker in time. In the end, the dragon will chicken out and fly away.

Endless time

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

This assignment is unique in its kind. It looks like an ordinary conversational quest, in which you don’t even need to make decisions - anyone will do. But the bugs here are so fat that they can’t be said in a fairy tale or described with a pen. But we'll still try.

So, we need to catch the dragon. For this, Whiterun's castle - Dragon's Limit - is well suited. But Jarl Balgruuf demands that the empire and the rebels conclude a truce before starting the experiments (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 for the sake of fighting dragons, and if so, on what terms? Our hero acts as a referee. Whatever decisions the player makes, the truce will take place, so that you can play along with the side that we like the most.

Now for the bad:

If the hero is already doing quests for one of the parties, the task can stick firmly - we simply won’t be able to tell one of the parties about future negotiations. Starting civil war quests before the Endless Time is highly discouraged - and if you already started, bring the war to the end to skip the quest entirely.

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

Sometimes negotiators do not sit down at the table. Here you can also try saving and loading.

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 have learned that Paarthurnax is a dragon, and, like old enemies of dragons, they want to kill him. And the Blades do not care that without Paarthurnax we could not have defeated Alduin, that he is the only one of his kind, and that killing him means a major quarrel with High Hrothgar. These guys didn't even have a decent 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 no of them left.

The choice is small - either kill Paarthurnax, or spit on the quest (it cannot be canceled). If you complete the task, the ability to increase the cry 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 survive this somehow.

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 Dragonreach and capture him.

Talk to Jarl Balgruuf and get started. Going out to the balcony of a large hangar, call Odahviing, "plant" him with the cry of Dragonslayer and carefully demolish his health, luring the dragon into the depths of the hall, to the doors.

Odahviing has fallen into a trap and is ready to answer our questions - and not only answer, but also take him by air to the temple of Skuldafn, where Alduin is hiding. Order the guard to release the dragon and sit on the beast astride.

House of the World Eater

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

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

The second puzzle will meet 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 the "snake". Pulling the lever, you will go 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 a wolf, butterfly, dragon combination.

It remains only to study the word of Power and defeat several draugrs, 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 realm of the Nords who fell in battle.

sovngarde

"Stop! Face control!"

Then everything is simple. We go through the fields and hills, shouting at the surrounding landscape with Clear Sky to disperse the fog. On the bone bridge, measure your strength with the guardian Tsun and step into the Hall of Valor. Listen to Ysgramor and talk to the three heroes of antiquity - Hakon One-Eye, Felldir the Old, and Gormlith Goldenhandle.

Dragonslayer

The final fight is not difficult. Alduin is easily covered with pieces of iron by our three helper heroes.

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

That's all. The World Eater is dead. Return to Tamriel and look at the final scene. Now all of Skyrim admires your feat. Dragon Call now calls Odahviing for help. In addition, you have acquired a new shout that briefly summons one of the three ancient heroes from Sovngarde.

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

No matter how trivial it is, but the whole plot is tied to prophecy. It so happened that the events preceding and occurring at the time of the appearance of the main character in the world Skyrim, almost completely coincide with this very prophecy. The latter says that the greatest of dragons will soon appear - Alduin, after which all those who were not lucky enough to be born a dragon will have to become dead, and in general, a pitch-black Armazdian will come.

Concerning events proving the entry into force of the prophecy, then this is nothing more than Civil War that began between the Empire and the Stormcloaks. So call themselves all driven Ulfric Stormcloak, who by the way killed the previous king of Skyrim - Toruga. After that, full-scale fighting between these two factions.

An introductory course on quests and working with the Skyrim magazine

In the fifth part of the scrolls, the mechanics of the journal and the passage of quests were slightly rendered, that is, they were made simpler and more understandable for more public. It has become quite easy to work with tasks that even a child can handle, with the exception, perhaps, of a couple of three quests. All you need is open magazine ("J" key default), then click on the right task and close this interface.

After these manipulations top of the screen, where the icons of cardinal points and nearest settlements including dungeons, you will see marker in the form of a triangle with a rhombus at the top. This is the direction in which you need to move in order to complete the selected quest. You will see the same marker when you open the map ( "M" key default). It is worth noting that when choosing in the journal multiple tasks, you will also get several markers, which is not so convenient in some cases.

Passage of quests

During passing main questline you will go from simple prisoner before savior of the world, destroy more than a dozen dragons, and also get one of them as a means of transportation. In general, a series of games The Elder Scrolls one gets the impression that in order to save the world, it is necessary to be a prisoner, but oh well.

Skyrim has difficulty level adjustment, which you can find in the game settings.

Quest "Freedom!" - Acquaintance with the harsh Skyrim

The action of the game starts in a wagon where you are with others prisoners Imperials. From the dialogue with fellow sufferers, you will learn that you are being taken straight on the chopping block. What, any control functions are not yet available, except for the rotation of the camera, so you have no choice but to look around and enjoy the beauties of the game.

After arriving at the place of execution, one of the Imperials will contact you, the dialogue with which will turn into character Creation. The editor presents quite a few options for choosing the appearance Main character(heroines), so you can hang out here for a long time. Having decided on appearance the savior of the world, you are invited to go straight to the chopping block, then all the attempts to create a character would crumble under the executioner's ax, but by a funny coincidence, the Protagonist is saved from inevitable death by a suddenly appeared the Dragon.

So the timely arrived reptile begins destroy the village, after which, of course, it is no longer up to the execution of prisoners. Taking advantage of the turmoil, you need to leave this place that is not friendly to the Hero. There is nothing complicated here, for starters, just follow the character with marker overhead to the nearest tower. Continue up the stairs, and then jump over to the nearest building through the hole in the wall made by the dragon. At the exit from this building you will meet an already familiar Imperial soldier, you should not immediately run wherever your eyes look, wait out the dragon's attack and follow the imperial.

After a short flight from the dragon's attacks, you will have the choice to go to the tower for Hogwarts(Imperial soldier), or Ralof(Brother Storm).

  • Followed the Stormcloak- In the tower, you will be attacked by Imperial soldiers, and after escaping, you will need to proceed to riverwood to Ralof's sister.
  • Followed the Imperial Soldier- In the tower you will be attacked by the Stormcloaks, and after escaping you need to proceed to riverwood to the blacksmith Hadvart.

From the dungeons of the tower you will descend into cave, after wandering a little along which with your companion you will finally get to freedom. On this cheerful note this quest will end.

The quest “Before the Storm” is bad news for Jarl Whiterun

After you and your companion leave the cave, an entry will appear in the diary that will mark a new task entitled " Before the storm“. Its essence lies in delivering news of the dragon's attack to Jarl Whiterun.

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

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvor, if Imperial Soldier is chosen Hogwarts, you will find his house in the northern part of the village.
  • move and Gerdun, if you chose Stormcloak Ralof, you will find their house in the southeastern part of the village.

On this action, the nonlinearity of the main story quest will end. Both NPCs will send you to Jarlu of Whiterun, you will find this city to the north of Riverwood. At the entrance to Whiterun, a guard will meet you, tell him that you must inform the Jarl of an important news about the dragon attack and he will let you inside.

Once in Whiterun, head northeast to Dragonreach and inform the jarl about the dragon's attack, after which you will complete this quest.

Windy Peak - Search for Dragonstone in an ancient Nordic temple

After you inform Jarl Balgruuf the Elder, about the dragon attack, he conferred with his advisers will take you to Farengar Secret Fire, a local magician at court. The latter will ask you to find some dragon stone. According to Farengar, this stone is located in an ancient Nordic ruin called windy peak.

Windy peak you will find on southwest from whiterun, just follow the direction marker at the top of the screen. I would like to note that if you did side questgolden claw“, which can be obtained in Riverwood and explored the Windy Peak to the end, then most likely you will already have the Dragon Stone, in this case, just give it to Farengar and complete the task, but if you have not done such manipulations, then you are welcome to proceed to windy peak.

Reaching the aforementioned nordic ruins, move into their depths, simultaneously destroying the enemies who encroached on your life. At the first levels windy peak you will only meet bandits, however, as you go deeper, you will encounter spiders and draugs. In general, everything is according to the standard of the genre, "the farther into the forest ...".

Check locations carefully collect everything of value, on initial stage money games will be very useful to you.

First puzzle on your way there will be an uncomplicated mechanism in the form three revolving pedestals and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that over the cage the same patterns are located as on the pedestals, though one of the stones with a similar pattern collapsed, but still you can see what was knocked out there. Remembering the order of the patterns, turn rotating pedestals in the same position and pull the lever, if you did everything right, then the grate will open.

Keep pushing deep windy peak and soon you will stumble upon a web that blocks the way further, just chop it up, or destroy with a spell. After that, immediately prepare for battle, you will be attacked huge spider, after defeating which, you need to free the bandit who got caught in the web, you will see him immediately behind the defeated spider. You should not relax, the bandit will immediately begin scoot from you, so do not hesitate and finish him off, along the way taking from his lifeless body golden claw. If the bandit is still ran away do not be discouraged, having gone a little further, you find his corpse.

Continue your journey into the depths of the ruins. After defeating many draugs, you will stumble upon arch type door, in the center of which are embedded three stone circles with drawings. Each of the circles can be rotated. Open inventory, click on the Golden Claw and scroll with the mouse wheel, in the palm of the golden claw you will see the order in which the patterns on the door should be. After that, click on the circle in the middle of the door and it will open.

Move on until you find a huge burial hall, and there is a wall with By the word of power. Approach it and study the corresponding word, by doing this you will witness how from the sarcophagus Draug breaks out, defeating the last take away from him dragon stone.

Carrying the Dragon Stone Farengar and talking to Jarl of Whiterun you complete the quest and get a random piece of armor as a reward and the opportunity to purchase house in whiterun.

The task “Dragon in the sky” is the beginning of the formation of Dovakin

After talking with Farengar you will witness how the huskal of the Jarl of Whiterun informs the court magician that there was dragon spotted. Airileth, that is the name of the Khuskala girl, will ask you to follow her and discuss the plan of further actions with the Jarl. Well, it would be said. Follow Airileth to Balgruuf.

For a long time to discuss what the top of Whiterun will not do with this dragon. You will be sent along with the aforementioned Airilet to tower near the city, which is located on southwest from Whiterun. In general, the jarl will mention that this is a reconnaissance mission, but we know that. Go to the tower and find the Khuskala Airileth there.

When you arrive, you will find ruined tower who was attacked by a dragon. Airileth will order everyone to spread out and explore the area. go inside the tower, a guard will run out to meet you and say that the dragon is still somewhere nearby. After a short period of time, the dragon will return. Now it's not about talking anymore. Deal with the flying lizard, by the way legendary level the complexity of doing it will not be so easy. The main thing avoid dragon attacks, and attack yourself at a time when it is occupied by guards and you will succeed.

You defeated the dragon consume his soul. Your first shout will be learned automatically, you just need to open the magic menu, go to the shout section and select the appropriate one. Then press the key C” and you will see your new ability in action.

Having dealt with all the difficulties, go to whiterun to jarl and report on the work done, thereby completing the quest " dragon in the sky". Balgruuf will give you the title of Thane, and he will also reward you with his own huskal, Lydia.

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

After defeating your first dragon and entering Vaytra, you will hear a loud voice saying “Dovakin” - this is nothing more than call of the Greybeards. Speak to the Jarl of Whiterun Balgruuf who will advise you to go straight to High Hrothgar, where you can begin to comprehend the teachings of the Greybeards on voice control.

Way in High Hrothgar lies through the village Ivarstead where you need to go. The road is not close, so stock up on the necessary potions and supplies. Before Ivarstead you will see a stone bridge, passing through which you will enter the path of 7000 steps - the road to High Hrothgar.

Traveling through the expanses of Skyrim, collect all the ingredients you see, so you will most quickly pump your alchemy skill

Moving along this ladder, you will meet many enemies on your way, the variety of which depends on your level. Having reached the cherished goal, enter inside Hrothgar, one of the Greybeards will come to meet you - Arngeir. He will ask you to prove that you are Dovahkiin, just activate the studied cry on him, and the check will end there.

After a short briefing, you will be taught the second level of shouting. juggernaut. Having learned the wisdom of this thuum, you will have to pass a short exam. To do this, activate the shout, on the three illusions created by the Greybeards. Focus on what you need hold down a key in charge of screaming until he recharge and then let her go.

After demonstrating your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you teach a new cry, entitled " Whirlwind, swift dash". After that, you must pass another exam, where you must show how you mastered the new thuum. All that is needed is to have time to activate the word of power, while open gate, it will not be difficult, so I think you will easily pass the test.

Having overcome these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest "The Way of the Voice" and get the next task.

Skyrim passage of the quest “Horn of Jurgen”

After passing two exams, Elder Arngeir of the Greybeards will entrust you with the last - the third test. You need to go to the ancient Nordic ruins of Ustenegrev and get there juergen's horn.

Ustenegrev is located in the northwestern part of the map. If you haven't been to those places yet, use fast travel to Whiterun, and from there on a wagon go to Morphal, Ustenegrev is located near the northeast of this city. Once in the ruins, you will encounter necromancers, draugs and frost spiders, who naturally are not happy with you and will try with all their might to send you to the next world. However, they will not be the main obstacle at all. The fact is that on the way you will come across some kind of puzzle, which is three magic stones and gratings behind them. As you pass the stones, you will notice that the gates open, but as soon as you pass the last stone, they almost immediately close. Required in mode sprint(key alt by default) run past the stones, and then immediately activate the word of power called “ dash”, thus you will move behind the bars and they will no longer close.

In the room with three stones that open the bars, you will find a wall with the word of power.

Going further into the depths of the temple, you will stumble upon trap in the form of floors emitted fiery jets. Here again, the “Dash” cry will help you, using which you can easily overcome this difficulty that has arisen on your way.

In Jurgen's tomb itself, only disappointment awaits you, because what you are looking for there is no horn, and instead you will find a note. In addition, this quest will go to the failed section, but don't be alarmed, everything is as intended. After reading the found note, you will learn that Jurgen, who is ahead of you in search of the horn, is waiting for the Main character in Riverwood, or to be more precise in the tavern " sleeping giant". Go there and talk to Dolphin, saying at the same time that you want to rent a room in the attic. Delfina will answer that they do not have a room in the attic, but she understands what is the matter. After talking to her, move to the room located on the side of the entrance to the tavern (northwest part of the building). Delphine will follow you and give you Horn of Jurgen, then you need to return it to Arngeir in High Hrothkar.

Having received Horn of Jurgen, The Greybeards will teach you the third word of the shout juggernaut and proclaim Dovahkiin, after which the quest will end.


Quest “Blade in the Darkness” – acquaintance with the secret Order of Blades

Exercise starts after the Sleeping Giant in the Riverwood Tavern, Dolphin will give the Protagonist the Horn of Jurgen.

Follow Delphine to her secret room, where she will tell that she has been looking for the Dragonborn for a long time, since only people endowed with this rare gift are allowed to completely kill dragons, consuming their soul. After explaining to the main character what they want from him, Delphine will ask you to show in practice how the protagonist absorbs dragon souls and will make an appointment in Grove Keane.

Keengrove is located south of Windhelm, if you haven't discovered those lands yet, do fast travel before whiterun, and from there on a wagon go to Windhelm. When you arrive at the meeting point, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After talking to the terrified woman, head northeast from Kynesgrove to dragon burial place. When you get there, you will witness how Alduin raises his fellow dragon from the dead Saloknira.

After the heroic victory over Saloknir talk to Delphine to complete the quest " Blade in the dark».

"Diplomatic immunity" - all about the plans of the Thalmor

You start this is a quest after you defeat the dragon Saloknira and talk to Delphine. The latter believes that they are responsible for everything that happens. Thalmor who are pursuing their own goals.

Delphine's Blades agent offers to meet her at Riverwood where you need to go. You will find the dolphin in the tavern " sleeping giant“. According to her, she found a way to get into the Thalmor embassy and find out more about their plans. You also need to move to Solitude and in the tavern "Laughing Rat" to find an ally of Delfina - Malborn.

After handing the equipment to Malborn and listening to his offer of help, give him necessary things that you will need at the embassy. Malborn will return this ammunition when you get to the Thalmor and meet with him. next step there will be a meeting with Delphine, who is already on the Katla farm, located not far southwest of Solitude. Give Delphine the rest of your equipment, which can only be picked up after end of the quest. Then take from her smart clothes and dressy boots. Done, now you can safely move to the Thalmor embassy and find out what they are up to.

Upon arrival, tell the embassy guard invitation and go inside, where a high elf will approach you Elven and start asking questions, however, Malborn will distract the curious woman and you can safely go to the reception. Next you need to somehow distract guests, in order to quietly leave this Thalmor party and continue to carry out their plan.

Depending on what interventions you have already made in the game world, there will be distractions attention.

  • Perhaps the most simple and affordable way is to take it from Malborn or from any maid booze and then give it away redgar razelan. The latter, having received alcohol, will distract the public with his behavior and you can calmly leave reception.
  • Second no less easy way. Talk with Erikur, after which it will start approach the maid, which will give him a lapel-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connection with Erikur. But do not despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the maid and begins to harass her again, go to Malborn and quietly leave the reception.
  • If you completed the Ondolemar quest "" in the city of Markarth Search and arrest", then Ondolemar will agree to help you in diverting everyone's attention to yourself, and you can leave the reception unnoticed.
  • Eastern employee imperial company Orth Endario will help you if you have completed his task " The sun rises in the east».
  • Elisiv the Fair will respond to your request for help if you hold the title Thana Haafingara.
  • Having a well developed eloquence skill Talk with Vittoria Vici and ask her to distract the attention of the guests, after which she will put on a small performance, and you will quietly leave the reception.

After distracting guests follow Malborn to the pantry and pick up the things that he was supposed to bring to the reception. Next, go to the door against the chest and then, as your heart desires, you can bring down everyone, or you can play a spy. However, the goal is still the same - Search what the Thalmor know about dragons.

Exit to the courtyard of the Embassy and follow in Elven's private quarters. Entering the building you will be attacked by two guards, one of them will have interrogation chamber key, take it, by the way, exactly the same is located inside the chest in the northwestern part of the building.

After receiving the key, go to thalmor embassy dungeons, the entrance is in Elven's Private Quarters. In the torture chambers you will find a captured Breton Etienne, talk to him and find out what he knows. The prisoner will tell you that the Thalmor don't have no information about the appearance of dragons, however, they are looking for Blade by name Esbern, which you can find in Riften.

It's time to leave the inhospitable Thalmor, freeing Etienne you will witness how in the dungeon guards break in, it turns out they captured Malborn and demand that The main character I gave up, but it's too late to turn on the back. Calm down the guards and take the hatch key from the body of one of them, with which you can leave this casemates.

After leaving the Thalmor embassy, ​​travel to riverwood and talk to Dolphin. Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough quest "Diplomatic Immunity".

"A Cornered Rat" - Esbern's Quest

Quest will begin as soon as you tell Delphine about what you learned at the Thalmor embassy. The main task in this quest for you will be to find another agent of the Blades - Esberna.

You can start the task several ways.

  • Go to Riften and look for a character by name Brynjolf who is in the tavern" Rampant Flask", or in the tavern" bee and sting", on either market square and ask him where to find Esbern. In this case, you need to complete the quest for Joining the Thieves Guild.
  • If you have developed the skill of eloquence, then about Esbern you can learn from Kirava in the Bee and Sting inn, or with members of the Thieves Guild, in the Ragged Flask inn.
  • On one's own will go to the tunnels under Riften, the location is called " rat hole”, and find Esbern hiding there.

You can get into the “Rat Hole” through the door located on the lower levels of the city, almost at the very water. The dungeon can be divided into four levels.

  • On the first there are robbers and several Goldrats - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Weskel the Warrior and find out from him exactly where Esbern is.
  • On the third level, you will be met by agents of the Thalmor, you can also not stand on ceremony with them.
  • On the fourth level you will find Esbern.

After you get to the character you are looking for, tell him passphrase and he will open the door for you, and then share the information he has. After talking to the hidden agent of the Blades, you will complete this quest.

Skyrim passage of the quest “Alduin's Wall”

The quest begins after you talk to Esbern about what this Blades agent knows about dragons. Next you need take Esbern to Riverwood, the Sleeping Giant Inn. It is worth mentioning that at the exit from Esbern's room in the Rat Hole, you the Thalmor will attack, the battle with which, in other matters, should not be any particular problem.

Overcoming the troubles that arose along the way and back in riverwood to Delphine, you will witness the meeting of old acquaintances and Esbern's long story about Alduin's Wall. Also, a new acquaintance will tell you that this wall can be found in Sky Haven Temple where you need to go immediately.

When you reach the indicated place, you will encounter many Outcasts, who have set up camp here and whom you will certainly have to deal with. After that, on the way you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that need to be rotated so that everyone can see Dovakin's sign, you will see it in the screenshot. After that, the bridge should fall and open the way for you further.
  • Second puzzle these are floors with push tiles. Stepping on the wrong slabs will activate fire trap. To prevent this from happening, step on the plates with the sign of Dovakin. After reaching the end of the room, pull the ring and turn off the trap.

After overcoming the puzzles, you will enter the hall with Blood Seal, which can only be activated by the blood of a dragonborn. Once again proving that you rightfully call yourself Dovakin activate printing and open the passage to Alduin's Wall.

In the room with Alduin's Wall you can find the Blades armor and the unique one-handed sword "Dragonbane".

Exercise will end after Esbern explains to you message meaning on the wall and a subsequent conversation with Delphine.

Quest “The Throat of the World” - a conversation with the elder of the Greybeards

Quest starts after talking with Delphine in Sky Haven Temple. Upon learning that Alduin can only be defeated with a special shout, the Blades agent will send you to High Hrothgar to the Greybeards.

Arriving at the guardians of the doctrine of the voice, talk to Arngeir and find out about a scream that can defeat an opponent as strong as Alduin. It is important to tell Arngeir the truth about how you learned this way of fighting the dragon - the Time Eater.

To your dismay, Arngeir confesses to teaching you the necessary word of power they can not, the cry, by the way, has a sonorous name " dragon slayer". The fact is that in order to pronounce this tuum, you need to take into yourself all the anger that those who created it experienced back in the days of the persecution of the cult of dragons, therefore the Greybeards do not use it.

Ask Master Arngeir more about Dragonboy, and after a short explanation, he will advise you to contact Elder of the Order of the Greybeards- Paarthurnax. After finishing the dialogue, follow Arngeir to the courtyard of High Hrothgar, where he teach I'm crying out to you Clear sky". With this tuum you dispel ice storms blocking the path to Paarthurnax and you will be able to meet him.

Reaching the top" Throats of the World” Talk to Paarthurnax while observing all ancient customs. There is nothing complicated, the elder of the Greybeards himself will conduct a dialogue in the right direction. The end of the acquaintance will be the use of the cry “ fire breath". After that, it's time to ask a new friend about how to learn the shout "Draknoboy" you need. However, even here the Protagonist will fail - Paarthurnax does not know this thuum, but not everything is so bad. Friendly dragon offers will go to the past and learn Dragonbreaker at the same time that this thu'um was used to fight Alduin.

After talking with Paarthurnax, you can empower him with one of three shouts:

  • Fus- Ruthless force.
  • fime- Incorporeality.
  • Yol- Fire breath.

To travel back in time, you will need an Elder Scroll, which will help you find Greybeard Arngeir or Agent Blades Esbern.

"Ancient Knowledge" - in search of the scroll of the Ancients

Exercise starts after talking with Paarthurnax- by the elder of the Greybeards, who will tell you where the Main Character can learn the “Dragonbreaker” cry. According to Paarthurnax, the protagonist needs to find the Elder Scroll and use it to travel to the past, where the knowledge of the desired thu'um is still preserved. To find out more about ancient scroll you need to choose to speak with an agent of the Blades Esburn(at Alduin's Wall), or with Greybeard Argeir(High Hrothgar). In general, there is no difference, both NPCs will send you to College of Mages of Winterhold. To get inside the guild, talk to Faralda, who will offer to pass a simple exam on, however, if you say that you are a Dragonborn, you will be let in after you demonstrate the use of any cry.

The task "Beyond the ordinary" is directly related to the completion of this quest.

Next, go to the library keeper - Orc Urag. Ask him about the Elder Scroll, the orc will share information only if you say that you are Dovakin. Having found the necessary books, Urga will put them on the table nearby, reading is called " " and " Impact of the Elder Scrolls". Read the book “Thinking of the Elder Scrolls”, after which the quest “Beyond the ordinary” will begin, during which you will find ancient scroll.

Skyrim passage of the quest “Beyond the ordinary”

After reading the book Meditation on the Elder Scrolls” ask Urag about this hard-to-read tome, after which Urag will talk about the author of the book by the name Septimius Segonius and where to find it. Head north from the Winterhold Mages Guild, Septimius is located in the Septimius Post of the same name.

Guided by the advice of Septimius, move to southwest from winterhold to ruins Alftand, then go down to Animatorium, and from there to Alftand Cathedral. Here you need to find the Dwemer Mechanism, by activating it, you will open a passage to Black Limit. Once inside Blackreach, look for the entrance to Mzark tower, the marker will not let you get lost.

Mzark Tower is a corridor, at the end of which there is a semi-spherical room with a huge mechanism. You need to go up to control panel this mechanism and insert the cube given to you by Septimius in vocabulary stand- right stand. Now you need to right order press the remote control buttons, there are four of them in total, the middle rack is apparently something like a screen.

In order to receive scroll, click:

  • four times per third button- hear the click made by the dictionary stand
  • Twice per second- the first button will open
  • Once per first– a flask with an Elder Scroll will appear

Having received ancient scroll, you complete the quest ancient knowledge, however, to complete the task " Beyond the ordinary”, which, in principle, is no longer so important, it is necessary pick up Dictionary of Septimius from the Vocabulary Stand and give it to the owner. Then Septimius will tell you that he is looking for the Daedric Prince Hermaeus Mora and will ask you to get the blood of the elves, one sample of each type. At the exit from the Post of Septimius, Hermaeus Moru himself will turn to the Hero and say that he will speak with the Main Hero again after completing the task of Septimius.

After collecting the blood, give it to Septimius, after some manipulations, he will open the Dwemer cube, located in his cave, in which you will find the book “ Oghma Infinium” and complete the quest “ Beyond the ordinary».

Quest "The Curse of Alduin" - the first battle with the strongest of the dragons

Exercise starts after you get to Mzark tower Ancient scroll. You need to go to the location of the Throat of the World to to Parthurnax. The latter will indicate the place where you need to read the scroll.

Open inventory and use ancient scroll, after which the main character will be transferred to the past. You will not be able to perform any actions with the game world there, so just watch. Upon returning to the present, a new shout will be added to you " dragon slayer”, as well as the problem in the form of Alduin who attacked the protagonist.

At battle with Aludin use your new thu'um on it dragon slayer, which will cause the dragon to land, Alduin himself does not mount the serpent. After you bring the enemy's health to a certain level, he will fly away, and you complete this quest.

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

Exercise starts after you first time defeat Alduin in the location “The Throat of the World”. You need to find out where the defeated dragon went.

First of all, you need to talk to choose:

  • With Paarthurnax- you will find it in Throat of the World.
  • With Arngeir- is in High Hrothkar.
  • With Esbern– studies Alduin's Wall in Sky Haven Temple.

Any of the above NPCs will send you to Whiterun to Jarl Balgruuf the Elder, since it is in this city that there is an opportunity capture dragons who probably know where to find Alduin.

Apparently for some political reasons, Jarl Balgruuf will refuse to help the Main character until he achieves making peace between the warring sides of Skyrim, and this, as you probably already know Stormcloaks and Imperial Legion.

If you have already chosen a side and ended the war in Skyrim, you can start capturing the dragon, more on that below, if disagreements between the Empire and the Stormcloaks not settled, then first you need to complete the quest " Endless time».

Quest "Endless Time"

Place for reconciliation warring parties will become High Hrothgar so the first thing you need to do is talk to Arngeir, who, having inflated his own worth a little, will agree with the role assigned to him.

After you deal with Greybeard, go:

  • To Solitude, here you need to find General Tulia, he leads the forces Imperial Legion in , and send it to the negotiating table.
  • To Windhelm, here you need to come to Ulfric Stormcloak, who dominates the Stormcloaks, and also send him to the negotiating table.

In addition to the Heads of the warring parties, already familiar Agents of the Blades Esbern and Delphine, as well as representative of the Thalmor Legion- Elenwen.

As soon as all the invitees and not very gather in High Hrothgart, talk to Arngeir and take your seat at the negotiating table. During the negotiations themselves, the Protagonist will have a lot of answers to the questions posed. However, whatever it is, the world will enclosed in any of the scenarios. The only difference is further factions to the protagonist, as well as what vestments will remain for the Empire, and which ones for the Stormcloaks.

After making peace, talk with Esbern that will teach you a new cry " Call of the Dragon", if before the start of the quest " Fallen”, the civil war was over, then you will be taught how to cry Paarthurnax.

After learning the desired thu'um, go to Dragonreach and talk to Jarl Balgruuf, you need him to start construction of a trap for the dragon.

After all preparations, head to Dragon's Limit Gallery and using the shout " Call of the Dragon” , summon Odahviing. It is clear that he will not fall into a trap by himself, so you will have to use a shout on him “ dragon slayer” and gradually retreat deeper into the Gallery. Once Odahviing gets close enough, the trap will slam shut, and you can calmly discuss with the dragon all your questions.

Quest "House of the World Eater" - in pursuit of Alduin

Quest starts after the dragon Odahviing tells where Alduin fled. You need to ride a dragon to go to the temple of Skuldafn, and from there go to Sovngarde.

After talking with Odahviing, go up to the upper tier Galleries of Dragon's Reach and release captured dragon, you can pull the lever yourself, or you can ask the guard. Then speak again with Odahviing, who will keep the deal and will take The main character to the temple of the Cult of Dragons Skuldafn. After landing, the protagonist immediately expects a fight with draugs and dragon, so get ready for a grueling fight. The draugs methodically fire at the hero from the other side of the bridge, so it's more logical to deal with them first, and only then defeat the dragon.

On the way to the portal to Sovngarde, waiting for you three puzzles:

  • FROM first puzzle you will encounter in the second room of the Skuldafn Temple. She represents herself three rotating cabinets and a lever behind them. If you carefully inspect this room, you will see that on the walls next to the extreme (left and right) cabinets, as well as above the two bars in the front of the room, patterns are inscribed. Just turn the end cabinets in according to patterns, and then, depending on which grate you need to open, and a cabinet in the middle. Since the path leading to the portal lies through the grate on the left, the order of the patterns on the pedestals will be the same as in the screenshot.
  • Second puzzle waiting for you in a room with raised wooden bridge. With this task it is even easier, next to each rotating pedestal there will be a corresponding drawing, you only need to turn the pedestals in right order, and then pull the lever on the top level of this room and the bridge will lower. From left to right: Fish, Snake, Bird.
  • Third puzzle is a door with three revolving stone rings. In front of her you will meet Draug - the lord, from whom you need to remove the Diamond Claw. Then look at the pattern on the palm of the received diamond claw and turn the spinning circles according to the prompt. Top down: Wolf, Butterfly, The Dragon. Next, press the button in the middle of the door and it will open.

Entering the room with the word of power " Storm, Thunder Call”, move along the corridor on the left and leave the Temple. Then turn left and go up to the portal to Sovngarde. Upon reaching it, you will witness how the Dragon Priest Nakrin takes the Staff needed to activate the portal. Defeat the priest and take the staff. Then insert it where Nakrin took it from and jump into the portal. After you get to Sovngarde, the quest "House of the World Eater" will end.

Skyrim passage of the task “Sovngarde”

Quest starts after you get through the portal to Sovngarde. You need to login to Hall of Valor and, together with three heroes of the past, develop plan to destroy Alduin.

Sovngarde is a receptacle of souls, where those who are worthy feast in an eternal feast in the Hall of Valor, waiting for the moment when they will be called by the god Shor to the final battle. This quest is nothing complicated, you can call it one of the simplest quests in the main storyline. Your only obstacle will be shield-bearer of the god Shor– Tsun required win, so that the Protagonist gains access to the Hall of Valor. Shor can be found at the Whalebone Bridge, just follow the path from where you spawned and you will definitely run into him.

The fog of Sovngarde can be dispelled with the Clear Sky thuum.

Upon entering the Hall of Valor, speak with Ysgramor and then with Hakon the One-Eyed, Felldir the Old and Gormlith the Golden Hilt. After the protagonist listens to their plan, this quest will end.

Dragonslayer - Alduin's final showdown

Exercise starts after the protagonist discusses with the three heroes of the past battle plan against Alduin.

You need leave the Hall of Valor and move to the place where your associates are waiting for you - Ysgramor, Hakon and Felldir. Uniting with them your cry " Clear sky”, dispel the fog sent by Alduin, this must be done three times, since the evil dragon sends it again and again. After he gets tired of doing this, Alduin will fly in himself and here the usual fight with the dragon awaits you. Yuzayte " dragon slayer” and beat Alduin with everything that comes to hand.

After defeating the main antagonist of the main storyline, you can learn a new thu'um from Tsun " Call of Valor». Leave Sovngarde You can again, after talking with Tsun.

On this cheerful note and ends the main storyline of the game The Elder Scrolls V: Skyrim.