The elder scrolls v skyrim walkthrough dragonborn. Walkthrough Dragonborn - Side quests. Passage "Skyrim Dragonborn": preparation

So, we are back again in the snowy world of Skyrim. Now we have to go through a new story company and experience all the new features of the game. To start the quest, head to Whiterun. A cultist will meet us there. Talk to him.

Tell him we are dragonborn. Then he will attack us. On his body we will find a letter and good equipment.

Now we read the letter. After reading it, we will receive a task. We open the map, check it and go to the specified point. We get to the ship and talk to the person sitting on it. He is the captain of the ship. We talk to him, we tell him that we were attacked. Something strange is going on around. We ask him to take us to where he came from, but he will refuse.

In the end, we go on a boat trip.


#2

Next, a little sailing on the ship. We arrive at the rock. Adril Arano will meet us at the pier. Talk to him. Tell him to look for Miraak. We ask Adril to tell us about Miraak. After the conversation, we move on. Then we get off the ship and go inside the fortress. We go to the marker. Around everyone we ask about Miraak. There are excavations all over the place.

So, we need to go to the fortress of Miraak. You have to go a long way. Next, we reach the main burial and talk with Frea. We talk with her about Miraak, we say that he tried to kill us. Here the cultist will attack us again. Around the circle will be a path down. Climb down it and enter the door.

You will be inside with Frea. So, now let's explore the cave. While Frea goes about her business, you can search the cave for useful items. There will be a lot of zombies, draugrs and other creatures in the cave. Frea will keep us company all this time. Various traps and other structures will also be waiting for you. Before we enter the next level, we will have to fight a dangerous cultist.


#3

Here you can also find the word for the new shout. Further execution of the quest, see the video:

We are on the street. We go to the pillar, but suddenly something happens. Everything collapses and monsters appear. Before us is a huge mutant - Lurker. He is the local boss. Kill him. Then we return to the village nearby (mark on the map) and go to the indicated house. We talk with Storn. Then we go outside and go to the point indicated on the map.

Use the shout on the excavations to summon Lurker. Then kill him. We go to the next sanctuary and use the cry on it. Again we kill the appeared cultists and Lurker. Then we go to the next sanctuary, use a cry on it and kill Lurker with the cultists. In general, we clean all the points.

After we have to go to a point on the map through the territory of Morowind. Avid players will immediately recognize the area with huge mushrooms.


#4

On the way, we will come across two dark elves, we can find out more from them. Next, we enter the door on the left, you still need to find a narrow path to it, it’s not the first time you manage to notice it.

Inside the house, use the blue beam to climb up and talk to Nelat. After finishing the conversation, we will find a new task. Then we leave the house and follow the old dark elf. We reach some ruins. We kill local bandits here. Next, the gate will open in front of us, and we will go inside. A Dwemer machine is installed inside, the principle of which we are already familiar with. But we will return to the car later. We just need to get the book.

We will open the door again. We pass and pull the lever.


#5

We go down. Next, activate the panel on the left. We take the cube from it. Then follow the marker. The door is closed. To open it, use the cube on the panel to the left of the door. In a room with a lot of water at the top, place a cube on a pedestal near the bridge to lower the water level. Then go down and place the cube here and a platform will appear. With her help, we will reach the stairs and go further through the door.

Next, we use the cube again on the specified panel. Then we go upstairs, remove two cubes from the panels near the bridge so that the water level rises again and run out of there. We take the last cube from the panel and get out of here. We suggest watching the video for further passage:

So let's continue our adventure. We stopped at the murder of Lurker. After killing him, we run further. The room will begin to rotate, we leave where there is a pedestal. We activate it, open the gate and run further, then we activate the green eye on the wall. We pass through the room, but do not step on the central button.


#6

There will be three green holes on the book. They are portals to other worlds. Use the left one to go to Solstheim. Before us will be familiar dark Elf and Dwemer cavemen. We talk with him. Then we follow him through the door. Then a dragon attacked us. We fight him. The dragon wants to kill us, so we kill him in revenge. We have a point marked on the map. Let's go to her.

We talk with the old man.


#7

Next, we follow him. Then he will open the book, and you will see everything for yourself. Mora will take him. Mora will give us a book to change Miraak. Now we have to read the book. Having opened it, we will return to the world of Miraak. Next, go forward and activate the book in front again. Seekers will appear along the way. Then we go upstairs, go out onto the balcony and here is another book. The marker points to it. Let's jump into the third part. A little ahead of the wall, activate the panel and the walls will move apart. We can go ahead.

We leave into the hall by a crossroads in the center and an abyss. The passage here is through one door, you will not miss it. We go into it and the next book will take us to a new part.


#8

Then we go down the stairs to the left. There will be a lot of Seekers downstairs. Next, we pass into one of the mysterious local passages, which has a habit of expanding itself. We move inside it. We wander around here (carefully, you can get lost) until we go out into the hall, with a liquid in a circle in the center. Lurker will come out of it. We kill him. To the right behind the bars there will be a lever that must be activated. There is a second one on the other side and we will open the grate.

Then we go forward and we are waiting for the fifth part of the book. Next we will go to the pedestal. In the center is a green crystal. Kill the Seekers in the round room. On each side there are pedestals on which to put books. Depending on the drawing, a specific book should be placed on each pedestal. On a pedestal with a painted eye we put a book called Prying Orbs. On the pedestal with the depicted tentacles we put the book Boneless Limbs. On the pedestal with the drawn pincers we put the book Delving Pincers and on the pedestal with the jaw and teeth we put the book Gnashing Blades.

If you did everything right, then a book will appear in the center of the statue, which will send us to the sixth part. Here you have to fight with the Seekers, and then with a new kind of dragon. You can also watch the video for the ending.

In May 2013, Russian-speaking fans of the TES series saw an addition to the fifth part of the game - Skyrim Dragonborn. In it, the developers offer to visit the island of Solstheim, get acquainted with new flora and fauna, explore many dungeons, and, of course, get involved in a dangerous and exciting adventure, the outcome of which will determine the fate of this place.

The first acquaintance with the add-on "Skyrim Dragonborn". How to start a quest?

When launching the game launcher, you need to make sure that there is a checkmark next to the name of the add-on in a small window. Without it, Dragonborn will not work. The further pace of development of events depends on how far the passage of the Skyrim game has gone. If the Greybeards have recognized the character as Dragonborn, he can safely continue to run, solving his problems and completing tasks. In the nearest locality he will be attacked, from which the quest line will begin. If the Path of the Voice quest is not completed, the hero can also enter the island, but the central plot of the expansion will not put the character in a vice until he receives the title of Dragonborn "officially".

Passage "Skyrim Dragonborn": preparation

If you are going to plunge headlong into the investigation of Miraak's crimes, you need to think about the things that the hero will fill the inventory with before being sent to the island. Solstheim, of course, has its own shops and artisans, but the choice of goods they provide is quite poor compared to the mainland. The flora is not diverse enough, so potions should be purchased in advance, because the passage of the Skyrim Dragonborn game is not an easy task. It is advisable to take with you the best equipment available on this moment and a few soul gems if the character uses an enchanted weapon. The main thing is not to take anything superfluous, the hero will not receive his own house on the island soon.

Dragonborn

The passage of "Skyrim Dragonborn" begins with an unexpected attack on the character by a group of mercenaries in strange masks, throwing him in the face with the accusation that he is a false Dovakin. Having repelled the attack and searched the bodies, you can find a note on one of them, which says that the hero was ordered by an unknown person who signed Miraak, and the mercenaries came to the mainland from the island of Solstheim.

In the port of Windhelm there is a ship under the control of Gjalund. The hero must convince him to go to the island. Immediately after arriving at Raven Rock, Adril Arano will come out to meet you, inquiring about the purposes of the Dragonborn's visit to Solstheim. If you ask him about Miraak, the advisor will not be able to give a clear answer, but will only direct the character to the Earth Stone. In the indicated place, a bunch of local residents will be found, immersed in work and not noticing anything around. The elf Neloth will come out to meet Dovakin, who will send him to the temple of Miraak. There the hero will find even more enchanted inhabitants.

Temple of Miraak

From this moment on, the passage of Skyrim Dragonborn begins to gain momentum. In the courtyard of the Temple of Miraak, among the zombified workers is a woman, Freya. She makes futile attempts to convince her friends to stop building. Freya escaped Miraak's enchantment with a magical amulet, and her father, a Skaal shaman, protects the remaining tribesmen by maintaining a magical barrier. Together with a new acquaintance, the hero goes inside the temple.

This is not the only dungeon in Skyrim Dragonborn. Quests will make you immerse yourself in the enchanting atmosphere of unexplored ruins more than once. The Temple is filled with Miraak zealots, resurrected draurgs, and never-before-seen foes, Seekers. The location itself is rather large, but in general it is perceived and passed quite easily.

Shrine of Miraak

After searching the first part of the temple, the heroes find the Shrine of Miraak. Below is the Wall of Words, allowing Dovahkiin to learn the word of power "Dragon Incarnation". It is used according to the same rules as the talent, that is, no more than once a day. is essential in the Dragonborn expansion, completing the quest line without it is impossible. When using an ability, the hero gains increased strength strikes, strong armor and powerful screams. As soon as he studies the Word, sarcophagi will open behind him, from which several draurgs of varying complexity will crawl out, among others there will be a particularly strong one - the keeper of the key. They can open a secret door hidden in the keeper's sarcophagus.

The further passage of the location is no different from the usual dungeon exactly until the moment when the heroes enter a round room, in the middle of which there is a pedestal with a huge and strange "Black Book". As soon as Dovakin reads it, he will be forcibly drawn into another dimension called Apocrypha, or in other words, the realm of the ancient Daedric prince Hermaeus Mora. Miraak will be waiting for him there. No matter how much the character wants to fight him, now he will be pinned to the floor by a powerful force, unable to move. The enemy will make a long speech, at the end of which he will kindly demonstrate all three Words of the previously studied cry, summon the dragon and fly away on it, leaving his minions to finish off Dovakin. Having experienced terrible torment, the hero will return to the room with the book, where an excited Freya will be waiting for him.

She will tell that the character was both in the hall and not at the same time, it was possible to look both at him and through the hero. The completion of the quest will be sending to the Skaal village, to the woman's father.

The fate of the rocks

It only becomes more interesting to play Skyrim Dragonborn. "The Black Book: Awakening Dreams", the passage of which almost killed the hero, arouses Storn's interest. He makes the assumption that Miraak can only be defeated with the knowledge that the first Dragonborn possesses. The character needs to go to Syring's Outpost and learn the "Bend Will" shout, which can be used to release the Wind Stone.

Before removing the curse, it is worth preparing for the battle. After using the shout on the Wind Stone, a new and very vile enemy will appear, called a lurker. Enslaved Skaal will get rid of the spell and go home, and the elder of the settlement will tell you how to find and defeat Miraak.

Cleansing stones

Further passage of Skyrim Dragonborn is impossible without completing this simple, but very annoying quest. The essence of the task is to purify other sacred stones existing on the island: Earth, Water, Sun and Beast. The algorithm of actions is the same as in the case of the Wind Stone.

path of knowledge

The only way to defeat the first Dragonborn is to get the secret knowledge hidden in the pages of the Black Books. One wizard from the Telvani settlement, Neloth, was just interested in them. This time, the Skyrim game will surprise you in a very pleasant way. The passage of this quest promises an exciting adventure in the sunken city of the Dwemer.

Having reached Tel Mithrin, one of the settlements of the island, the hero must head to the main tower, where Neloth lives. He will tell that he knows where the “Black Book” that interests Dovakin is located, in which he had already been before, but did not have the opportunity to explore completely.

Together with the wizard, the hero will go to the ruins of the city of Nchardak. It was built by the ancient and, unfortunately, extinct civilization of the Skyrim game. The passage of the location begins with the attack of the robbers who have chosen the surface of the ruins. Dovakin's companion, fortunately, fights very well. After the battle is over, you should go to the building with the dome. Entrance to it is impossible without a special cube, but Neloth had already visited the city before, so he took one with him. By placing the artifact on the pedestal, you can continue the adventure. The first room that the satellites enter will be the reading room, in the middle of which, under the glass, the desired book is located. But it is impossible to get it at this stage of the game. The wizard assures that it will be possible to get the artifact if the steam boilers are activated.

To do this, Dovakin, along with Neloth, will have to solve many puzzles.

gardener people

The extension is almost complete. How to start the quest "Dragonborn: gardener of people"? To do this, you need to cope with the puzzles of Nchardak and read the Black Book. In the Apocrypha, Dovahkin will be met by the Daedric prince himself, he will offer him to quench his thirst for knowledge and use the huge library. The Daedra was fed up with Miraak's desire to escape from his control, so he decided to help the hero deal with the first Dragonborn.

Such locations have never been seen in the game "Skyrim". The passage of the "Black Book" is carried out by moving from one chapter to another, the process itself is simple puzzles and a battle with the local inhabitants, despite the permission of Hermaeus Mora, who are extremely hostile to the character.

Having reached the last book, Dovakin again meets the prince of deceit and knowledge, he forces him to make a deal - the second word of the “Submission of the will” cry, without which it is impossible to defeat Miraak, in exchange for the secret knowledge of the Skaal. Storn will only agree to help if the hero has completed the Purification of Stones quest. The shaman will accept the Black Book from the character's hands and read it, before throwing the phrase that there is nothing special in this knowledge, but the ancestors carefully passed it on from one generation to another, and the curious Hermaeus Mora, who devoted his life to collecting various information, could not endure this. The Daedric Prince will kill Storn in the process of absorbing knowledge, but in return will reveal to Dovakin the last word of the Scream, granting him the ability to subdue the dragons.

On top of Apocrypha

This is the last task in addition to the game "Skyrim". The passage of the quest begins after reading the Black Book "Awakening Dreams". As in the previous task, the hero will have to move through the location, solving puzzles and fighting lurkers and seekers.

The first chapter of the book raises no questions, but in the second, everything is much more complicated. You need to climb the stairs and take the book "Infinite Limbs" from the pedestal, and only after that go to the third chapter. If you miss this small detail, you can get stuck in the passage of the chapter for a long time. The environment is more like a labyrinth. Passing through the level, it is important not to miss the books: "Plunging Claws" and "Peeping Spheres".

Moving on to the fourth chapter, the hero must go down the stairs. In one of the corridors waiting for him unexpected meeting with the local inhabitants, after their death, another corridor will appear. Exploring it, one must not lose sight of the latest book, Toothy Blades. Now you can safely move on to the fifth chapter without fear of not picking up important items.

In a huge hall, Dovakin will meet four pedestals decorated with drawings. On them, you need to place the previously selected books. "Plunging pincers" to the corresponding cartoon. "Peeping spheres" for the drawing of the eye, "Blades" for the image of the mouth open in a grin, and the last one for the symbol of tentacles. A book will appear in the center, sending the hero to the sixth chapter.

Dovahkiin can only be subdued with help and immediately learn how to ride a winged monster. In the game, the lesson will be shown only once, so you should carefully remember the dragon control buttons. The hero will have to fight with several seekers, this can be done on the back of a reptile. After that, Sarotar will take the Dragonborn to Mirak, who has prepared for battle. The enemy enlisted the support of two dragons, but in the battle they will have a very mediocre participation.

Each time the enemy is close to defeat, he gains invulnerability, during which he restores health by absorbing the souls of reptiles, first those that he summoned himself, after Sarator. When there is no one to sacrifice, you can safely increase the pressure. This time, after Miraak's health drops to a critical level, Hermaeus Mora himself will appear, wishing to personally get even with his former subordinate. Before dying, the first Dragonborn will wish the hero a repeat of his fate.

This episode puts an end to the Skyrim Dragonborn add-on. Passage of quests of the central storyline completed. However, this is not all the surprises of the island. Walking around Solstheim, you can find many interesting tasks, as well as the Black Books, the reading of which will bring Dovakin many useful abilities. In the Raven Wing, you can start investigating a crime. At first glance, an innocent and quick quest turns into a series of intricate incidents that the hero will have to face. As a reward, he will receive a house on the island and a quarrel with dark brotherhood Morrowind. Many dungeons will please with generous treasures and new Shouts.

This page provides a walkthrough side quests, which can be obtained in the expanses of Solstheim (in Dragonborn - an add-on for skyrim games).

Glove of Kagrumez

You can complete this quest only if you have four so-called Kagrumez Resonator Stones. Given that two of them are located in Kagrumez itself, you can start the quest with just a couple of stones.

Location of resonator stones:

So, if you have already found the two stones you need in Nchardak, Falbtarz or bought from the Dunmer, then you can safely go to Kagrumez. At the entrance, you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Raleth Eldrie's diary. It contains a reasonable suggestion that the clues to the successful passage of the ruins should be sought on the gate, which is somehow connected to the console.

Look at the drawing marked on the gate and put the resonators in the order indicated there. Dwemer things will attack you from different sides - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to be your companion. Better leave him here for the future, Kagrumez's trials may be too harsh for him.

In the next room is another satellite - a Dwemer sphere.

And again, a similar procedure awaits you, except that Dwemer traps will be added to the opponents, and you will need to use a resonator more. Having dealt with the difficulties, follow the last room. Here you will need all four resonators.

In the last room you will find the Dwemer Black Bow of Doom, which has interesting opportunity 50% chance to consume 25 pts. arbitrary attribute (health, magic, endurance).

Cold Moon Invitation

Geldis Sadri, owner of a tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to recover on the cliff of the icy moon(north-northeast of Raven Rock) and talk to the hunters. The Nord hunters you find on this cliff are not really hunters at all, but the most werewolves out there.

If you yourself are not a lycanthrope, then nothing good will be said to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader Majni will be very welcome and ready to sell four unique rings that enhance the form of a wolf. In wolf form, you can only wear one ring, so you do not need to buy all four, unless you are, of course, an avid collector.

werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

  • Ring of Bloodlust allows you to deal and receive 50% more damage.
  • Ring of the Moon increases howl duration by 25%.
  • Ring of the Hunt grants regeneration while in Werewolf Form.
  • Ring of Instinct slows the world for 20 seconds while in werewolf form.

Excavations

Meeting in Kolbjorn

To the northeast of Atiya Farm is Kolbjorn Mound. In the barrow you will meet a Dunmer named Ralis Sedaris. He came from Mournhold itself (the former capital of Morrowind) to excavate on behalf of a representative person. However, as it turned out, it turned out to be almost impossible to excavate: the entrance turned out to be walled up too deep, and the earth fills the hole back faster than it can be dug. Dunmer needs a reliable partner who is ready to sponsor this adventure and share the profits in half.

You will not refuse to pass one of the most not so much interesting as complex side Dragonborn quests for some miserable wad of cash? Give Ralis 1000 gold and wait for the note.

There will be many such expectations in the process of completing this assignment. Therefore, if you are not eager to waste time in vain, or if you want the task to harmoniously fit into the planned scenario, you should go to the excavations as soon as you see a messenger with a note.

First visit

After receiving the note, head to the mound. As you will notice, the Dunmer spent the money for a reason: the entrance to Kolbjorn was found, but the draugr, disturbed by the work of the diggers, awakened and killed all the workers. Only Ralis survived, and the passage further is completely closed - the help of a "specialist" is required.

Go down and destroy every single Draugr. Then remove the skull from the table in the lower hall. He will open a passage to a new hall, in which, in the most prominent place, you will find Ahzidal's boots of walking on water. Now you can go back to Ralis. He will demand 2000 Septims from you for further excavations: now there are fewer people who want to work here. There is nothing to do - agree.

Second visit

After receiving the second note, you will find out that something happened again. When you arrive at the excavation site, you will find out that two workers are missing, the rest are dead.

Climb down and deal with a bunch of draugrs that have flooded the ruins. Return to the place where you found Ahzidal's boots and then down into the central tunnel. Along the way, you will find the body of one of the workers. The entrance to the left opens with chains. Reach the door with four handles and pull the second one on top and bottom. When you find the body of the second missing, you will be attacked by a cluster of draugrs. After that, go to the left: the handle below will open a secret room with Ahzidal's Ring of Necromancy. Go back to Ralis. The Dunmer are now asking you for 3000 Septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, further work is hindered by draugrs. Take diary #22 from Ralis's desk, in which the Dunmer complains that the diggers are too clumsy to run properly over some tiles.

After descending into the tomb, deal with the undead that filled it. In the central hall with a column, climb to the second tier and follow towards the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Ahzidal's Gloves of Warding, which allow you to absorb spells. Go back to the chain room and open the other door. A new batch of Draugr will attack you. Deal with them, clear the cave and return to Ralis.

Ahzidal's Ring of Sorcery

Before returning, you can get Ahzidal's ring of magic, which will allow you to cast a couple of new spells: "freeze" and "ignite". This can be done either with the help of telekinesis, which is quite a difficult task, or with the help of tips in the diary. In this case, it makes sense to use the time dilation cry.

The new amount required by the restless Dunmer to continue the adventure is 5,000 Septims.

Fourth visit

Having handed over a new letter to you, the courier will warn you that it is the last one: he becomes ill near these excavations. When you arrive at Kolbjorn, you will see that absolutely everyone is dead this time: their guards, and ordinary workers. If you look into Ralis's tent and read his last diary, you will realize that he is crazy and is going to revive the ancient dragon mage Ahzidal.

After descending into the central hall of the mound, learn a new word for the cry "Cyclone", and then head to the hall in which Ahzidal's ring of magic was located. Deal with the Draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in a room behind bars, there is Ahzidal's Armor of Retribution. To open it, turn the obelisks "fish" in your direction and pull the lever. Then turn the obelisks "eagles" towards you and pull the lever again. A passage will open in the floor.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an artifact of Ahzidal's Helm of Insight. Set the obelisks "snakes" to you, pull the lever and you can take your helmet.

Dragon Priest Ahzidal
Screenshot: "UESPWiki"

After destroying Ahzidal, take his mask and decide the fate of Ralis, who killed all the workers in the barrow. He, nevertheless, sacredly swears that he committed murders under the influence of the beckoning call of Ahzidal and could not resist the will of the latter. If you leave Ralis alive, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not return your money.

The exit from the hall is in the southwest side. It leads to the sanctuary of Hermaeus Mora with the black book Filament and Filigree. This completes the quest.

Death Brand

In the vastness of Solstheim, you can stumble upon a book called "The Brand of Death." When you read it, it will appear on the map new marker- "Shoal of Haknir". The book can be read after finding one of the chests, for this it is enough to search the corpses of the killed adventurers.

This task involves searching for a set of special weapons and armor in various places on the island. It can be done along with other quests.

Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of bandits. Deal with them and get a helmet that allows you to breathe underwater and increase your armor rating when wearing a full set. Right next to it lies a pendant of Eastern imperial company. Grab him too.

Chest #2

Off the coast north of Raven Rock, you'll find a few bandits and a chest dug into the ground containing Haknir's armor, which increases stamina with each new element of the Deathbrand set.

Chest #3

This chest is located next to the waterfall. It contains the Gloves of Haknir, which increase the damage of two-handed weapons for each piece of the set equipped.

Chest #4

The fourth chest can be found at Tel Mithrin: you need to go to the mouth of the river flowing nearby. Tucked away here are boots that increase your maximum carry weight for each piece of the set you're wearing. In the same chest you will find the key to the Gildenhul Mound.

Mound Gildenhul

Before you can recover in the indicated mound, you need to get an ancient Nordic pickaxe. This can be done by completing the quests Glover Mallory from Raven Rock or Deora from the Skaal Village.

With this pickaxe in the mound, you will dig open the stalhrim in one of the sarcophagi and open a passage for yourself further, where the legendary pirate Haknir will challenge you. As a result, you will receive two swords: the Bloody Scythe and the Strangler, which, when used mutually, weaken the enemy’s defense and absorb his vitality.

Ebony Warrior

A prerequisite for obtaining the task: the level of the hero is at least 80.

On your next visit to one of the cities of Skyrim, you will be visited by a huge warrior, fully dressed in ebony armor, and will say that only you can send him to rest in Sovngarde. He had no villains left to destroy, no tasks to complete. He challenges you to a duel in the Velothi Mountains region (a marker will appear on the map).

Obviously, this task is some kind of Easter egg for a player who has passed along and across the whole game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong aka god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebonite armor and tried to kill him. Very similar to a referral.

Ebony Warrior
Screenshot: "UESPWiki"

The Ebony Warrior is a difficult opponent. For level 80, of course, not that much of a problem, but still keep in mind that he has the thu'ums Ruthless Force and Disarm, and his equipment has resistance to all magical destructive effects.

After killing him and taking the armor, you will discover that the Ebony Warrior is a Redguard. Well, it's not for nothing that the Redguards are known as the strongest swordsmen.

Calling Karstaag

Before completing the task, you should make sure that you are able to deal with a strong opponent, because Karstag is exactly that.

In the Ice Cave in the north of Solstheim, you will find a rickling lair. Defeat them and take the skull of Karstaag at the back of the cave. With this skull, you need to go to the ruins of Karstag Castle. After wandering through the caves there or picking the master level lock, go to the back of the courtyard. Approach the throne and activate it with the skull.

Spirit of Karstaag
Screenshot: "UESPWiki"

And now, as they say, "load a saved game in order to restore the course of fate, or live on in the damn world that you yourself created." A giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstaag, you will be able to summon him three times in an open area.

Mzund's Insight

This job does not appear in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are full of ricklings, which you will have to deal with in order to proceed further. On the remote with ten buttons, select the bottom second button from the right, otherwise you will have to repel the attacks of creeping Dwemer spiders or endure the action of gnome traps.

Ruins of Falbtarz
Screenshot: "UESPWiki"

Next, you will find locations filled with spiders. Please note that the resonator locks open with a blow. One of them is hidden by cobwebs. Jumping on the gears, you must penetrate into Falbtarz's gallery, activate the lever and valve there, and then again go through the gears to Falbtarz's steam engines.

In the end, you will "run into" another riddle, poring over the solution of which, a couple of adventurers have already failed. There is no secret here - just try to activate the resonators and watch the result. This way you will arrive at the correct sequence.

In the large hall, you need to activate the lever on the right. The platforms that appear will open access to the center of the hall, where you will activate another resonator. The southern part of the hall leads to The Great Hall of Falbtarz, where you will need to use two Centurion Cores. If there were none at hand, do not worry - the developers carefully put two steam centurions next to them, which can be awakened.

Grab a Resonator Stone if you need it for the Gauntlet of Kagrumez quest, and a unique Dwarven helmet that allows you to breathe steam on enemies at the expense of your own stamina, and off you go.

The main plot of the Dragonborn add-on is tied to the study of events taking place on the island of Solstheim and the confrontation with the first dragonborn Miraak (Miraak).


Dragonborn

To start this quest, you just need to walk somewhere and wait for the cultists to approach you.

They approached me immediately upon arrival at Winterhold:

After talking to them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which the marker will point to) take and read the note Orders to the cultists (Cultists’ Orders):

After that, the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund the Sea Wolf (Gjalund Salt-Sage), and we say that we need to get to Solstheim:

He just doesn’t want to go there, so he will either have to pay (500 gold), or convince or scare.

One way or another, we go to the island, upon arrival, the task marker will point us to the next point (in parallel, communicate with everyone who will approach you):

On the spot, Neloth will come up to us and start a conversation, after the conversation, the task marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the task will end and the next one will begin.

Temple of Miraak

Now you need to talk to Freya (if she does not appear press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is right there, on the stairs leading down (at first glance, the descent may seem imperceptible). Freya will accompany you.

There are no special mysteries in the dungeon itself. Few traps, few levers to use (but they are all in prominent places). Of the opponents, you will meet cultists, draugrs and skeletons.

The only thing that gave me trouble is this door, next to which you learn a new dragon cry:

The key to the door is in one of the draugr you kill nearby.

We go deep into the Temple of Miraak Sanctrum until we find a rack with the Black Book:

We read it, and we are transported to another plane, where we meet with the first dragonborn:

We will be completely in his power, and we will not even be able to move. If you've already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate it and add that he would have done the same if he had such a goal.

Remaining still, we see how Mirak flies away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

We follow Freya, she will lead you out of the dungeon, and take you to her father, the shaman Storn Crag-Strider in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to purify the All-Maker Stones, and this can only be done with the help of the dragon cry Bend Will.

We go to the Word of Power and study the new dragon cry there:

If you run out of dragon souls, you will have to return to Skyrim, because. Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And use a new cry on the stone:

It will be destroyed, and Lurker will immediately appear and attack people. Kill him:

Then we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

Talk to him until task The Fate of the Skaal will not be completed and two new ones will not start: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple you need to clear the four All-Maker Stones marked on the map:

Come, use the shout Bend Will on the stone, kill the Lurkers that appear and go to the next one:

As soon as you clear all 4 stones, the task will end automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:

After the conversation, alone or with Neloth, go to the Dwemer ruins of Nchardak:

An important point only Neloth can open the door, so if you, like me, got to the ruins alone, just scroll one hour near the entrance and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside you will find a big puzzle.

What is the point: at the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 Dwemer cubes in the right racks at the lowest levels. And to get to these racks, you will need to sweat a lot:

We follow Neloth, to the lever that teleports you to the lower level:

The principle here is the following set the cube on the rack the water level drops. Remove the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe each step, because there will be a lot of them. The main thing is to understand the meaning, turn on your ingenuity and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, after which you raise the water again, and swim:

The other large room is more interesting... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first rack, then the third.

When you reach the room with 4 pillars, the finish line is close (but you will need to go to another room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you up, and return to the beginning. It remains only to activate the last rack, and the Black Book will become available:

This is where the task ends.

The Gardener of Men

In this task there will be a little less puzzles than in the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plane:

We talk with Hermaeus Mora and proceed to solve the local puzzles. The essence of their solution is reduced to two principles:

The first Scrye (similar to flowers) activate some part of the environment, for example, a bridge appears, or something like that:

The second is "living corridors" crawling back and forth. In which you can jump in one place, and get off in another (or pass through them):

We read, we talk with Hermaeus Mora and he will teach us the second word in the dragon cry Bend Will:

We return, go to Skaal Village and talk to Storn Crag-Strider. After that, a small scene awaits us, the essence of which I will not reveal, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The last task of the main storyline Dragonborn.

Unlock (using dragon souls) the last two words in the Bend Will shout:

And we read the book Black Book: Waking Dreams, it will take us to the Hermaeus Mora plan:

A little ahead there will be a rack with the book Chapter I we read and we will be teleported to a new location:

In general, we explore the location, take the books found, activate Scrye, teleport to new zones through Chapter, etc.

In general, after completing the previous two tasks, there should not be any difficulties in this.

I will describe in detail only one moment (out of many), how the door in the room with Lurker opens:

There is a Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, we activate another Scrye there, after which the door opens:

It’s almost impossible to figure it out on your own here, because. certain books need to be placed on certain racks. Each of the racks has a symbol on it, and here's how to arrange the books:

The Eye Prying Orbs
"Fangs" Gnashing Blades
Tentacles Boneless Limbs
Remaining Stance Delving Pincers

Once all 4 books are correctly positioned, the racks will turn green:

We approach the central one and read:

We are transported to another new location. We study a new cry, after which a dragon will appear, which you do not need to fight, but you need to use the Bend Will cry on it. Thus, we will force him to obey us:

Press "E" to climb on it and go flying. During the flight, the dragon will engage in combat with Lurker and Seekers. Since he will be fighting them for a very long time, just press "E" and he will leave them.

And will take you to Miraak. Ahead the final battle!

In the battle itself, as it turned out, there are no tricks by removing his health to low values, he will disappear, and he will “come out” of the black manure in the center already healthy. You just need to “bring down” his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

It remains to listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading the Black Book: Waking Dreams, return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after the first reading of the book in the center, green ability icons will appear around you with the help of them you can reset the abilities of a particular branch and spend them again. Resetting requires one dragon soul.


When returning, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

In conclusion, about the complexity. Passed by a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

In general it was easy, only some high cultists and Miraak forced to drink health pots.

But if your characteristics are much lower, and you decide to pass also on the difficulty of the master be prepared for difficult battles.

The plot takes place in the usual form (not in a vampire and not in a werewolf), without companions.