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

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

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

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

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

Alduin's Wall

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

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

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

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

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

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

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

Throat of the world

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

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

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

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

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

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

Ancient knowledge

Dwarven worker spiders are the weakest of the mechanical guards.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It is done! Return with the Scroll to Paarthurnax.

Alduin's Curse

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

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

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

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

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

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

Endless time

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

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

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

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

Now about the bad:

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

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

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

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

Paarthurnax

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

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

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

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

Fallen

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

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

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

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

House of the World Eater

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

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

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

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

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

Sovngarde

"Stop! Face control!"

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

Dragonslayer

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

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

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

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

The beginning of this quest mirrors the introductory quest of the Imperial Legion, only now you will need to talk to the rebels.

You will get your first chance to join the ranks of the Stormcloaks immediately after Helgen, when you leave the caves with Ralof. Otherwise, you will just need to find any rebel, a conversation with whom will activate the task.

Having received the order of the same name, go to the city of Windhelm, where the residence of the usurper Ulfric Stormcloak is located. Talk to him, and then go into the next room to meet the ruler’s faithful ally, Galmar. After the conversation, you will receive the first task, during which you will need to prove yourself and provide a service to the rebels.

Joining the Stormcloaks

Your goal is on an island with ice ghosts. You will have to go to the right side of the city and quite close. The name of this part of the land was given for a reason - one of the Stones of Power under the sign of the Serpent is located on it.

Apart from this creature, no one else will try to stop you from completing the quest. If you have difficulties directly with the ghost, then stock up on the appropriate tinctures that increase resistance to frost.

After killing the monster, all you have to do is go back to Galmar. Say the Oath of Allegiance to become an official member of the rebels.

3 jagged crown

When you deal with the ghost and return to the palace, you will find Ulfric and Galmar arguing, who cannot resolve the issue of some kind of crown.

The leader of the Stormcloaks doubts that the ancient Nord artifact still exists, but Galmar has a completely different opinion. According to him, the Jagged Crown still lies somewhere in the ruins of Corvanjund, so the rebels must get it to secure Ulfric's claims.

Finally, the Petrel gives the go-ahead to search for the artifact - go to the indicated point to begin the task. On the spot, you will discover that the legionnaires have found out about your intentions and reached the ruins first, so get ready to fight.

Inside, the soldiers will not offer you much resistance, since Galmar will accompany you. This NPC is invulnerable, so just follow him.

After the first and second halls, where you have to attack your opponents head-on, Galmar will sense an ambush and ask you to explore the upper level.

Go to the right and along the circle of the upper tier get to the next room. There you will see enemies that can be quickly eliminated by knocking down a container with fire over a puddle of oil.

One way or another, after the battle begins, the rest of your comrades will come to your aid, so the battle will become equal. Ultimately, passing the corpses of draugr and legionnaires, you will reach the Hall of Stories with a locked door, which can be opened with a claw key (it lies right next to the corpse next to the obstacle).

Place the door parts in the order shown: wolf-insect-dragon, and then the path will open.

After this, you will run into another puzzle, only now it will be a hidden lever that opens the necessary door.

To find it, climb to the upper level and cross the small bridge - the lever is located behind it. When the door is opened, draugr will suddenly attack your comrades.

As a result, you will reach the final hall, where the regalia is located. The Jagged Crown is worn by a particularly powerful draugr that will immediately awaken as soon as you get close to it. Deal with them, search the bodies, explore the Dovahkiin wall and go to Ulfric.

Keep in mind that at this stage you can still change your mind and take the crown to the rebels' opponents - the Imperials and their leader, General Tullius. After this task, you will not be able to change sides.

With a message for Whiterun

When Ulfric Stormcloak receives the crown, he will praise you and invite you to begin a new task. Its essence is as follows: it is necessary to deliver the ax to the Earl of Whiterun, thereby deciding the fate of the city.

Whiterun is located in the center of the province of Skyrim and is the main trade artery, which makes it the most tasty morsel in the civil war. That is why it is necessary to take possession of it, but there is one thing - the local jarl Balgruuf sympathizes with the Empire, so you will have to resort to brutal measures. If he refuses to accept the ax and asks to return it, then, as the ancient Nordic tradition says, there will be war.

When you deliver the package to its destination, in addition to Balgruuf, you will come across his advisers. In your presence, they will hold a meeting, after which the jarl will say the final word - he refuses your leader’s proposal. Return the ax back to Ulfric to begin the next task - the conquest of Whiterun.

Battle of Whiterun

Once the quest appears in your journal, go to the outskirts of Whiterun and find Galmar and the Stormcloak army there. Ulfric's adviser will give a thrilling speech, after which he will order the attack to begin.

Together with your brothers in arms, head to the walls that protect the city. You need to break through the barricades and climb up, where there is a lever with which you can lower the suspension bridge and enter Whiterun.

Once in the city, you will find many legionnaires and defensive structures. The ultimate goal of the campaign is to reach the jarl's palace and finish him off, so be prepared to fight your way through. During the entire mission you will not be able to interact with the local population or enter houses, so move forward and do not get distracted.

After fighting your way through dozens of Imperials, you will finally reach Dragonsreach. In addition to Balgruuf, his adviser and the usual garrison will be inside, who will try to stop you. It is not necessary to kill everyone - it is enough to lower the jarl's HP to a quarter, after which he will order everyone to lay down their weapons.

Whiterun has been conquered, and now a new jarl will rule in the city - Vignar Graymane, loyal to the Storm Brothers. When you inform Ulfric about the successful siege, he will promote you in rank, give you a unique cannon and offer you your next assignment.

About the liberation of Skyrim

This extensive task is a set of conquest operations, during which you will finally subjugate the territory of Skyrim. As it progresses, you can bring the main story campaign to the quest “Endless Time”, in which the parties will conclude a truce and exchange possessions.

That is why the goals of this task may differ for each player, since the negotiation process is quite dynamic and offers several options. Whatever cities you hand over to the Empire are the ones you will then have to win back during this mission.

The first region you will have to conquer after capturing Whiterun is Falkreath. To continue the mission, visit the rebel camp indicated on the map, which is located below and to the right of Riverwood.

Galmar will inform you that the Stormcloak detachment was captured by legionnaires, who then placed it in the Neugrad fortress. Your comrades need to be freed, so head to the marker.

On the spot you will meet your friend Ralof. He will rejoice at your presence and offer you options: attack the fortress head-on or sneak in using the secret door on the side.

The chosen option will not affect anything: in the first case, you will simply fight openly, and in the second, you will gain an advantage due to surprise.

To sneak to Neugard unnoticed, go to the lake and jump into it, as the hidden door is located in its very center. Using the door, you will immediately find yourself in the dungeon where your comrades are kept.

The cells can be opened with master keys or a key that is located nearby by the guard. Release the prisoners, and then go outside to deal with the garrison.

Throughout the battle, you will fight alongside the liberated rebels. After the battle in the fort's courtyard, you need to go into the central building, where there are even more opponents.

Deal with them and talk with Ralof, then return to the Stormcloak and tell him about your success. As a reward for this, you will again receive a promotion, a cannon, and the opportunity to purchase property in Windhelm.

Capture the Reach

Another task to liberate the region in Skyrim from the power of the Empire. It will become unavailable if you transfer Markarth into the hands of the legion after concluding a truce.

In the camp at the Reach, talk with Galmar to learn about the plan of action. The fact is that Jarl Markarth has a weak point - his uncle named Rerik, about whom there are terrible rumors.

This time you will have to play the role of a blackmailer and thief - you need to steal evidence confirming that Rerik worships the god Talos, now banned in Skyrim.

Once in the city, make your way to the palace, which is the jarl's residence, and then go to the right of the throne. This way you can get into the personal rooms of the ruler’s assistant, where the desired chest is located. It is there that the amulet of Talos lies, which clearly speaks of Rerik’s religion.

After this, all that remains is to talk with Rerik in the central hall and show him the amulet. He will be seriously frightened and agree to cooperate, and then, as a sign of loyalty, he will inform you about a legion caravan with valuable supplies that is moving to the main city of the empire.

Moreover, if you put more pressure on the adviser and use persuasion, he will give you gold from above.

Tell Galmar about the information received, and then go to the highway, where the Stormcloaks are already waiting for you, ready for the raid. Together with them you will capture the cart and kill the guards. By the way, here Ralof will help you again, who will offer to attack from afar or hit openly.

When the deed is done, Ulfric's advisor will order you to capture the Sangard fortress. The fort is located below and to the right of Rorikstead, and the task itself is a classic Skyrim fortress capture.

You will need to kill the defenders until their strength, expressed as a percentage on the side of the screen, drops to zero. After the battle, inform Ulfric that Sangard is now yours. As a reward, the leader will promote you in rank and give you a cannon.

Capture of Hjaalmarch

During this task, which you will receive in the camp above and to the right of Morthal, you will have to misinform the imperial headquarters, thereby disrupting their plans.

To complete the task, you will have to kill the messenger with the letter or simply steal documents from him. The messenger himself travels along the road from Morthal to the imperial capital of Solitude, during which he can meet two taverns, in each of which the messenger decides to stop.

It doesn’t matter in which tavern you find the messenger - in any case, you will have to convince the owner that the imperial soldier may soon be killed, which you want to prevent. As a result, the innkeeper will tell you about the location of the messenger, saying that he was absent for a while, but will soon visit the establishment again.

After this, the messenger will be highlighted with a marker on the map, so you can immediately follow him and kill him on the road. However, be aware that the messenger moves in real time, which is why you may simply not catch up with him.

There is another option - wait for the messenger in the tavern, and then follow him and finish him off away from civilization (murder in the tavern will become a crime).

When you have the documents, take them to Galmar. It turns out that the Snowhawk fortress is asking for soldiers, which the Empire would immediately provide if this information fell into the hands of the legionnaires. When Galmar corrects the information, take it to its destination in the city of Morthal, where Tadril Duliy is waiting for you.

To complete the task, you will only have to complete Galmar's last task - to capture the Snowhawk fortress, which has lost its support. Get there, launch an attack and bring the garrison to zero percent.

You have to recapture the city of Dawnstar, which was initially under the control of the Stormcloaks. The quest will become available only if and when you hand it over to the Imperials during the quest “Endless Time”.

This time there are no unique missions waiting for you - only the capture of the Dunstad fortress. Listen to Galmar and go to the point where other rebels are waiting for you. Together with them, storm the fort until all its defenders fall.

You have to recapture the city of Riften, which was initially under the control of the Stormcloaks. The quest will become available when and if you hand it over to the Imperials during the quest “Endless Time”.

Visit Galmar's camp and receive the task. Next, go up and to the right of the city, where a squad of Stormcloaks awaits you. Together with them, besiege the fort and take possession of it.

The city of Winterhold is ruled by Ulfric Stormcloak. You can give it in the same way as the cities described above during the quest “Endless Time”.

Visit the advisor in the camp near Windhelm. Your king's advisor will send you to conquer the Kastav fortress. Together with other warriors, you will have to cut out the garrison until its number drops to zero percent.

The final task of the long mission “Liberation of Skyrim”. It will become available only after capturing all cities, not counting the imperial capital in Skyrim.

It is this city - the city of Solitude - that you will have to conquer during the next mission. This is also the forerunner - it will be necessary to recapture a fortress near Solitude, which is called Hrastgad.

Immediately go to the point where your allies are waiting for you. Attack the garrison and bring its number to zero. When you report your success to Galmar, he will send you to the main army, which has already begun the assault on Solitude.

Battle of Solitude

Once you reach the outskirts of the city, you will find an army led by Ulfric Stormcloak himself. He will encourage the warriors, and then send them and you to attack.

Getting behind the walls will not be difficult, since the city is almost unprotected from the outside. The bulk of the enemies are behind the walls, so go inside.

To complete the quest, you must kill General Tullius, who is located in the main palace. Getting there with the Petrel will not be difficult, since he is invulnerable.

It will not be possible to get into the castle directly, since the path is blocked by a gate. Step to the side and break the first obstacle, then move into the residential area. From there, turn into the cemetery, from where you can also get into the castle. The local path will be blocked only by a barricade that needs to be broken.

At the same time, you will have to fight off enemies who will advance until you destroy the fence.

Finally, you will reach the castle itself and go inside. Together with your comrades you have to defeat the general and his adviser. The advisor will fall, and the main target will be on the verge of death. One way or another, she will be executed by your hand or the hand of Ulfric.

After this, together with the new king, you will leave the castle and go out to the rest of the soldiers. Ulfric Stormcloak will give a pathetic speech, and then say that he refuses to name himself king without permission. He will demand to convene the jarls, who will have to decide the fate of Skyrim. At this point, the campaign for the Stormcloaks ends.

VIDEO: STORM CLOCKS AGAINST THE EMPIRE - WHO IS RIGHT


Like if it was useful

Endless time(orig. Season Unending) - quest of the main storyline in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Talk to Arngeir, Esbern or Paarthurnax about the purpose of Dragonsreach.
  2. Talk to the Earl of Whiterun.
  3. Talk to General Tullius.
  4. Talk to Ulfric Stormcloak.
  5. Return to High Hrothgar and talk to Arngeir.
  6. Sit down at the negotiating table.
  7. Persuade the parties to conclude a truce.

Walkthrough

The main character will have to go to High Hrothgar and talk with Arngeir. Greybeard is not too happy about his role, but agrees to negotiate. Now we need to notify both sides about them: the Imperial Legion and the Storm Brothers. You will have to convince Tullius in Solitude and Ulfric in Windhelm, and then return to the Greybeards. Representatives of the Blades (Delphine and Esbern) and the Thalmor (Elenwen) will also attend the meeting. After talking with Arngeir, the main character must take a seat at the negotiating table.

At this point, it is possible to choose between a large number of different options for the development of events, which depend on the political preferences of the protagonist and relations with various factions, as well as whether Dovahkiin supports any side in the civil war or still remains neutral.

For negotiations to begin, the hero needs to take a chair opposite Arngeir at the other end of the table, otherwise the quest will not continue.

As soon as the main character sits down and the representatives of the Empire take their places at the table, Ulfric will begin to complain about Elenwen's presence. He will demand its removal. It is possible to ask her to leave or allow her to stay, which will give a unit of favor from one of the parties. After a long monologue, Ulfric will calm down and negotiations will begin.

Despite the fact that the negotiations themselves have not yet begun, the choice of whether to remove Elenwen or not will affect the further reaction of the participants to the decisions of the protagonist. For example, if Dovahkiin makes a choice in favor of one side twice and makes the same choice in the presence of a Thalmor emissary, a certain side will consider this unfair, which it would not do in the absence of the ambassador.

Now you need to decide where the troops of the parties will be located. Ulfric demands Markarth and Morthal, the Imperials demand Dawnstar and Riften.

A truce will be concluded in any case; the choice of replicas only changes the balance of power in various possessions (except for Whiterun, Eastmarch, Haafingar).

On the side of the Empire or neutrality

If the main character is neutral or a supporter of the Empire, then the first issue of negotiations will be the transfer of Markarth to the Stormcloaks. Ulfric is eager to get his hands on him. In exchange, you can give Tullia Riften or Dawnstar.

The next issue on the negotiation agenda is Ulfric’s payment of material compensation for the murder of his own people. Galmar will become furious and begin to accuse the Imperials of massacring people in some unknown place, but will be killed. Dovahkiin, in turn, can choose whether to pay Ulfric for his crime or not.

If the protagonist decides that Stormcloak should not retaliate, General Tullius will turn his attention to Winterhold. He will want a supporter of the Empire to become a jarl. If it was decided to take Dawnstar and compensation, then if Tullius’s demand is agreed to, the negotiations will end. One of the parties will complain that Dovahkiin allows the other side too much, and will express doubts about the impartiality of the main character, but will still agree to the terms of the contract.

During the negotiations, Ulfric and Galmar will be upset, stating that even these negotiations are a sweeping gesture. Tullius will say that he will at least negotiate honestly. Esbern will interrupt them and remind them that dragons are attacking both sides, and that this treaty is necessary to defeat Alduin. Ulfric will be offended and ask Esbern to watch his language. If Elenwen remains at the meeting, she will remind those present that she is only an observer.

The results of the player's answer options are calculated in total. Negative points are earned by the Stormcloaks, positive points by the Empire:

  • Elenwen remains +1;
  • Elenwen leaves -1;
  • Markarth comes under the control of the Stormcloaks (the player has no choice) -2;
  • Riften comes under the control of the Empire +2;
  • Dawnstar comes under the control of the Empire +1;
  • Winterhold comes under the control of the Empire +1;
  • Force the Stormcloaks to pay monetary compensation for the massacre at Karthwasten +1;
  • Refuse the Empire to pay monetary compensation for the massacre at Karthvasten -1;
  • Falkreath comes under the control of the Stormcloaks -1.

For a peaceful outcome of the negotiations, you need to dial 0. The countdown starts from -2, since the Stormcloaks earn themselves negative points by taking Markarth.

Options for neutral passage of the quest:

  1. Elenwen remains > Dawnstar passes to the Empire > Deny compensation >
  2. Elenwen remains > Riften falls to the Empire > Falkreath falls to the Stormcloaks.
  3. Elenwen leaves > Riften falls to the Empire > Stormcloaks pay compensation.
  4. Elenwen leaves > Dawnstar passes to the Empire > Stormcloaks pay compensation > Winterhold passes to the Empire.

When the truce is concluded, Arngeir will place the treaty on the table, Tullius and Ulfric will agree, and the meeting will end. The Blades will stay and talk with the main character about the dragon that needs to be lured to Dragonsreach, because the agreement with the Jarl of Whiterun has been fulfilled. Esbern will talk about Odahviing and teach the necessary Words of Power if they have not already been learned in a conversation with Paarthurnax.

On the side of the Stormcloaks

If the main character completed the introductory quest of the Stormcloaks and captured Whiterun, then instead of Ulfric, Tullius will open the negotiations, demanding Riften, thereby earning the Empire +2 points to the amount of the start of negotiations. The option of completing the quest on the side of the Storm Brothers is different in that it will be possible not to give Markarth to Ulfric, while Riften will definitely go to the Empire, and instead of Dawnstar and Winterhold, Falkreath and Morthal will become the priority delicacies.

Notes

  • If the civil war ends, this task will no longer be available.
  • After this task it will still be possible to take sides.
  • During the task, it is possible to change the side on which the main character will act in the civil war.
  • Galmar Stonefist will be dissatisfied with the neutral completion of the quest.
  • When completing this quest, it is important to take into account one feature: after the hero has invited Ulfric and Tullius to negotiate, these characters, as well as several others (Elisif, Balgruuf, Delphine and Esbern), will leave their usual locations and will be on High Hrothgar until until the quest is completed. Because of this, some side quests that require the presence of specified characters in their locations will not be possible to complete until the negotiator returns to his place (for example, it will not be possible to sing Elisif a song about King Olaf until she returns to Solitude). Therefore, it is better not to postpone negotiations.

Bugs

  • During the negotiations, Esbern does not begin his speech and the quest freezes.
    • Solution: fast waiting
PC| PS3| 360 and subsequent loading of the resulting autosave. You may have to repeat several times.
  • If the main character has not yet sworn allegiance to either side, then after inviting one of the heads to a council in High Hrothgar, the second may lose a line of dialogue, and he cannot be invited. Only the option of taking an oath is available.
    • Solution PC : if Ulfric was invited first, then you need to enter the console command SetObjectiveCompleted MQ302 20 1 - this will miss the target: “ Talk to General Tullius" If Tullius was invited first, then to fulfill the goal “ Talk to Ulfric Stormcloak"You need to use the SetObjectiveCompleted MQ302 30 1 command.
  • If the main character obtained the Jagged Crown, but did not give it to either side, then the meeting participants will freeze and will not sit down at the negotiating table.
  • If the hero sits on a chair, but the quest does not move further, then you need to stand in front of Galmar Stone Fist, open the console, click on Galmar, enter disable in the console, then enable. If everything is done correctly, Galmar will first disappear, then appear and Angeir will again invite everyone to sit down. You can sit on a chair, the quest should continue.
  • If you complete the introductory quest to the Imperial Legion and inform Legate Rikka about it (about the clearing of Fort Hragstad), then inviting General Tullius to the council will become impossible without taking the oath.
  • Quest stages

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

    Setstage MQ302 stage

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

    Endless Time (ID: MQ302)
    StageDiary entry
    10 The Jarl of Whiterun will not help me while there is a civil war. If I can get the Greybeards to negotiate peace, I can try to convince the Imperials and the Stormcloaks to form a truce to defeat Alduin, who is a danger to both sides in this war.
    (Objective 10): Talk to Arngeir.
    15 The Jarl of Whiterun will not help me while there is a civil war. Arngeir agreed to arrange peace negotiations on High Hrothgar. I need to convince the Imperials and the Stormcloaks to form a truce to defeat Alduin, who is a danger to both sides in this war.
    (Objective 20): Talk to General Tullius.
    (Objective 30): Talk to Ulfric Stormcloak.
    40 (Objective 40): Talk to Arngeir.
    55 (Goal 50): Sit down.
    60 (Goal 60): Negotiate a truce.
    300 The Jarl of Whiterun will not help me while there is a civil war. Arngeir agreed to arrange peace negotiations on High Hrothgar. With the help of Esbern, I managed to convince General Tullius and Ulfric Stormcloak to conclude a truce in order to defeat Alduin, who is dangerous for both sides in this war.
    310
    350
    The stage indicated in green corresponds to the successful completion of the quest, and in red - its failure.
    The following stages have been omitted as they have no description or meaning: 0, 1, 5, 6, 7, 8, 20, 30, 50, 52, 70, 80, 81, 82, 85, 90, 100, 105, 110 , 120, 130, 140, 141, 142, 143, 150, 151, 152, 160, 170, 180, 181, 182, 190, 191, 192, 195, 196, 199, 200, 201, 202, 205, 206 , 209 , 210, 260, 265, 280, 281, 282, 285, 290, 320, 340.

    Notes

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

    The main character will have to go to High Hrothgar and talk with Arngeir. Greybeard is not too happy about his role, but agrees to negotiate. Now we need to notify both sides about them: the Imperial Legion and the Storm Brothers. You will have to convince Tullius in Solitude and Ulfric in Windhelm, and then return to the Greybeards. Representatives of the Blades (Dolphin and Esbern) and the Thalmor (Elenwen) will also attend the meeting. After talking with Arngeir, the main character must take a seat at the negotiating table.

    At this point, it is possible to choose between a large number of different options for the development of events, which depend on the political preferences of the protagonist and relations with various factions, as well as whether Dovahkiin supports any side in the civil war or still remains neutral. Some of the options below may not be available.

    As soon as the main character sits down and the representatives of the Empire take their places at the table, Ulfric will begin to complain about Elenwen's presence. He will demand its removal. It is possible to ask her to leave or allow her to stay, which will give a unit of favor from one of the parties. One way or another, Ulfric will finally calm down and negotiations will begin.

    Despite the fact that the negotiations themselves have not actually begun yet, the choice to remove Elenwen or not will affect the further reaction of the participants to the decisions of the protagonist. For example, if Dovahkiin makes a choice in favor of one side twice and makes the same choice in the presence of a Thalmor emissary, a certain side will consider this unfair, which it would not do in the absence of the ambassador. Although it is perhaps impossible to make everyone happy.

    Now you need to decide where the troops of the parties will be located. Ulfric demands Markarth and Morthal, the Peppers demand Dawnstar and Riften.

    Negotiation table on High Hrothgar

    If the main character is neutral or a supporter of the Empire, then the first issue of negotiations will be the transfer of Markarth to the Stormcloaks. Ulfric is eager to get his hands on him. In exchange, you can give Tullia Riften or Winterhold.

    The next issue on the negotiation agenda is Ulfric’s payment of material compensation for the massacre of his own people. Galmar, furious, will try to recall how the Imperials killed people in cold blood in some unknown place, but will be killed. Dovahkiin, in turn, can choose whether to pay Ulfric for his crime or not.

    If the protagonist decides that Stormcloak should not retaliate, General Tullius will turn his attention to Winterhold. He will want a supporter of the Empire to become a jarl. If it was decided to take Dawnstar and compensation, then if Tullius’s demand is agreed to, the negotiations will end. One of the parties will complain that Dovahkiin allows the other side too much, and will express doubts about the impartiality of the main character, but will still agree to the terms of the contract.

    Note: even if you do not agree with Ulfric’s demand for retribution for Karthvasten and give Tullia Winterhold, the general may speak negatively about the main character.

    During the negotiations, Ulfric and Galmar will be upset, stating that even these negotiations are a sweeping gesture. Tullius will say that he will at least negotiate honestly. Esbern will interrupt them and remind them that dragons are attacking both sides, and that this treaty is necessary to defeat Alduin. Ulfric will be offended and ask Esbern to watch his language. If Elenwen remains at the meeting, she will remind those present that she is only an observer.

    When the truce is concluded, Arngeir will place the treaty on the table, Tullius and Ulfric will agree, and the meeting will end. The Blades will stay and talk with the main character about the dragon that needs to be lured to Dragonsreach, because the agreement with the Jarl of Whiterun has been fulfilled. Esbern will talk about Odahviing and teach the necessary Words of Power if they have not already been learned in a conversation with Paarthurnax.

    If the main character supports the Stormcloaks in the war, then the first issue in the negotiations will be the return of the Riften Empire. Tullius can be persuaded to accept Dawnstar instead of Riften.

    To complete the negotiations so that each of the parties is satisfied, Elenwen should be left in the negotiations, give Tulia Dawnstar and compensate him for the damage.

    Endless time
    Job SourceJarl Balgruuf
    RewardProgress through the story
    PreviousAlduin's Curse
    NextFallen
    LocationHigh Hrothgar
    ComplexityLightweight
    IDMQ302
    It is necessary to achieve a truce between the Imperials and the Stormcloaks in order to get the help of the Earl of Whiterun to capture the dragon Odahviing.

    Brief walkthrough

    • Talk to Paarthurnax or Arngeir or Esbern.
    • Talk to the Earl of Whiterun.
    • Talk to Arngeir.
    • Talk to General Tullius.
    • Talk to Ulfric Stormcloak.
    • Talk to Arngeir.
    • Take a seat at the negotiating table.
    • Agree on a truce.

    Detailed walkthrough

    After gaining a temporary victory over Alduin, the quest “Fallen” will begin; it cannot be completed until the quest “Endless Time” is completed, which is issued after a conversation with the Jarl of Whiterun.

    After talking with Jarl Balgruuf, we go to High Hrothgar and explain to Arngeir that in order to capture the dragon, a truce must be arranged; after some deliberation, he will agree to negotiate. Now we need to convince General Tullius, who will agree to take part, seeing this as an opportunity to gain time to strengthen the fronts. Ulfric Stormcloak will also agree, having learned that Tullius himself will be present.

    Returning to Hrothgar, we will see a scene between the Greybeards and the Blades. Arngeir will allow them to attend the negotiations, since they are already aware of the threat of dragons. We speak with Arngeir and go to the negotiating table.

    When we take our place, the Imperial side will too, but Ulfric will be unhappy with Elenwen's presence, and will begin to insist that she leave the negotiations. We can let her stay or tell her to leave, either way Ulfric will agree to sit at the table. Negotiations will finally begin and we must decide what each side will receive in exchange for a truce. After some debate, they will agree to our terms.