Developer: Bethesda Game Studios. Publisher: Bethesda Softworks.

The time for the passage of the plot is 20 hours. Time of 100% completion of the game - 200 hours.

System requirements
Skyrim (2011)

Characteristic Minimum Requirements Recommended Requirements
CPU Intel i5-750
AMD Phenom II X4-945
Intel i5-2400
AMD FX-8320
RAM 8 GB RAM 8 GB RAM
Video card NVIDIA GTX 470 (1GB)
AMD HD 7870 (2 GB)
DirectX 9
NVIDIA GTX 780 (3GB)
AMD R9 290 (4GB)
DirectX 11
12 GB 12 GB
Operating system Windows 32-bit: Win 7 Windows 64-bit: Win 10

Passage of the plot

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1. To freedom!
Skyrim. Start, training

We wake up in a cart among the prisoners, we are being taken to execution in the Helgen fortress. On the way, we listen to conversations, we learn that in the province of Skyrim there is an uprising of the Storm Brothers against the Imperials. Next to us is the captured leader of the uprising Ulfric Stormcloak.

When we arrive, the clerk will not find us on the list, we fill in all the information about ourselves (character editor): gender, race, appearance, specialization. At the end, enter your name, preferably only in Latin letters (there may be bugs with Cyrillic).

One of the captives will try to escape, he will be killed. The second is executed. When the turn comes to us, a dragon will attack the fortress, everyone will scatter. The leader of the uprising will survive and disappear somewhere.

Objective: Get to the fortress. Login with Hadwar or Ralof

We are free. We run away from the dragon together with everyone.

Option 1. We run after the imperial soldier Khadvar. We do not attack the rest of the Imperials, so that they do not attack. (We look at the compass at the top of the screen, where our goal is shown).

Option 2. We run after the rebel Ralof, but then we will have to fight with all the imperials in the city.

Objective: Find equipment. Escape Helgen

In the fortress they will untie our hands. We search the chests, change into armor. Tab - enter the quick menu, "items", "clothes". M - card. J - tasks. On the way, we will go through training: jumping, squatting, collecting items, picking locks. In the dungeon we break the locks on all the bars to find the magician's robe. We kill frosty spiders in the cave, collect ingredients from them.

When we leave the cave, the task will be completed. Helgen is completely destroyed by the dragon. And we will find ourselves in the open world of Skyrim. Now we can, at our discretion, travel and complete tasks in various cities of this northern province of Tamriel.

2. Before the storm
Skyrim. What kind of game is it

Target: Alvor of Riverwood will help me get back on my feet

The partner will tell us that we can turn to his friend for help, but for now we need to split up. If, nevertheless, we follow our partner, he will show us the Stones of Power - activating the stone gives an acceleration of pumping by 20% in one direction of development: warrior, magician, thief.

In Riverwood we go to the house of Alavor and Sigrid, the partner will be there automatically, inside we can take any supplies for free. Alavor will send us to the Jarl so that we warn him about the dragon's attack.

The entrance to the city is closed, we speak with the guard. We say that we have news about the dragon, and they will let us through. Inside we rise to the tallest and largest building - the Dragon's Reach. Leader Jarl Balgruf the Elder will listen to our dragon story. (On the second floor of the throne room, we can examine the map with flags so that all major cities of the province appear on the game map). Reward: Studded Imperial Armor.

3. Windy peak
TESV Skyrim. Passing quests

Objective: Talk to Farengar

The Jarl will send us to his court sorcerer, in the room to the right. We can learn from him enchantment, or do alchemy. Farengar will listen to the story of dragons, and send us to get a map of dragon mounds.

Objective: Collect the Dragonstone

We climb to the top of the cliff, kill two groups of bandits, enter the ancient temple. There are several more opponents inside. One will die from the trap.

1st puzzle. There are three turning stones on the left, you need to put the correct images on them, and then press the lever. The answer can be seen on the wall in front from above, only the central figure has collapsed and lies below. We enter this combination:

serpent, serpent, fish.

Objective: Free Arvel from the web

Further rooms with cobwebs, we break through it with any blows. In the hall we will meet a huge spider, we kill him. The bandit Arvel the Swift, bound in a cocoon, asks for our rescue. It was he who stole the golden claw. We hit the web, as soon as we free the bandit, he will run forward, but there he will still die from the draugs.

In the tomb we kill local zombies - draugs. We do not step on the button in the floor, it activates a deadly trap with spikes. We search the body of Aurel, be sure to take the Golden Claw. In the cave there is a locked grate on the river, on the right we pull the ring to open the doors. We go down to the Sanctuary floor.

2nd puzzle. A circle with three images on rotating discs, in the center there is a recess for a claw. We read Arvel's Diary, it says that the hint is on the Golden Claw itself, we examine it in the inventory (rotate the item with the mouse), we will see the correct combination, from top to bottom:

bear, moth, owl.

Objective: Uncover the secret of Windy Peak

We get to the large hall, on the semicircular wall we examine the glowing inscription in the language of dragons. Let us examine Power Word "Ruthless Force"... Draug the lord will awaken from behind, we fight with him, a difficult battle is ahead. After the victory, we take the Dragonstone from him. We leave the cave through the second exit.

Objective: Deliver the Dragonstone to Farengar

We quickly move back to the Dragon's Reach, we speak with the magician. Reward: Rawhide Boots of the Stamina, the ability to buy houses in the city.

4. Dragon in the sky
Skyrim. When dragons start to appear

Objective: Talk to Jarl Balgruf

The ruler will send us, along with his bodyguard Airilet, to battle the dragon. The monster attacked a tower near the city.

Objective: Meet with Ayrilet near the Western Watchtower. Kill the dragon

Near the destroyed tower, we have the first battle with the dragon. There are many allies-archers around, they will fire at the dragon Mirmulnir, we will only have to finish it off. While he is in the air - we shoot, when he sits down - it is better to attack close, from the side or from behind.

Objective: (Optional) To try the Scream

After the victory, we will automatically absorb the Dragon Soul. Spending our souls to explore Scream "Ruthless Force" in the spell menu. Now we can use this repelling ability on the Z key.

Objective: Return to Jarl

The guards around will call us Dragonborn, for the ability to absorb the souls of dragons. We quickly move back to the city, tell the Jarl about it. On the way we will hear a strange rumble. The Jarl will say that it is the Greybeards who are calling us to them.

Reward: Ax of the Whiterun Realm, rank of Thane, personal mercenary - Lydia. We can buy a house in the south of the city from the jarl's assistant, for 5000 gold. After that, our bodyguard will settle there.

5. The Way of the Voice
Skyrim. Passing quests

Objective: Talk to the Greybeards

The Temple of the Greybeards is at the top of the highest rock, High Hrothgar. You cannot get there directly from the west, first you need to go around the mountains, and start the ascent from the east side, from the village of Aivarsted.

We have a way up 9000 steps. On the way we will meet pilgrims, wild animals, and ice trolls. It is better to run past large enemies for now, while you are not highly pumped.

Objective: Demonstrate "Ruthless Force"

We will be greeted by 4 monks. We use a shout on them so that they believe that we are Dovahkiin. Monk Einart will improve our cry by teaching the second syllable of the cry "Foos-Ro". Apply shout three times while holding down the Z key to continue the phrase.

Objective: Learn from Barry's Word of Power

We go out to the backyard, there we will study a new one Shout "Swift Dash"... We immediately learn to apply it: we stand near the posts, the gate will open for a moment in front of us, we shout, and instantly we will be transported forward beyond the gate.

6. Horn of Jurgen
Skyrim. What to do

Objective: Collect the Horn of the Windcaller

The Greybeards will send us in search of a special item in the north. Nearby there is the large town of Morthal. In the northeast, we are looking for the necessary underground ruins.

Ustengrev. There are several sorcerers in the initial hall. We descend into the Depths - a large grotto with bridges. At the very bottom we will find a chest with gold. We pass along the large bridge, behind it we study Power Word Ethereal.

1st puzzle. There are three gratings on the way, they temporarily open only if you walk past the three stones in the center. We get up in front of the passage, quickly touch all three stones, immediately at the last stone we use the cry "Rapid dash".

2nd puzzle. There are a lot of pressure plates on the floor, when pressed, the fire turns on. In order not to receive damage, we constantly use the dash.

In the tomb, we examine the large chest. Inside we can take a good Orcish bow (damage 19). At the top of the chest we read a mysterious note, someone got Jurgen's horn before us (the goal will be failed in the story). The stranger made an appointment for us at the tavern.

Objective: Meet the one who took the horn

We leave to the surface, move to Riverwood, in the tavern we order a room in the attic. Mistress Dolphin will retire with us in the room, ask to accompany her - the "Blade in the Dark" quest, and will give the horn.

Objective: Return the horn to Arngeir. Accept Greybeards' greeting

Having listened to Dolphin, first we attribute the horn to the Greybeard, and then we take on her back. Reward: we will recognize the third syllable of the cry "Fus-ro-da", the monks will officially accept us into their ranks.

7. Blade in the dark
Skyrim. How to get

Objective: Talk to Dolphin

The owner of Dolphin's tavern turns out to be a representative of the secret order of the Blades. The task of the order is to protect people from dragons. The girl will ask you to figure out the reason for the appearance of dragons together. Someone resurrects them all in turn. Based on the map, the next resurrection will be in Keene Grove in the east.

Objective: Find the burial place of the dragon

Grove Keene. During the attack, all residents will hide in the Hot Steam Mine. We rise to the top, do not fight the dragon, but spy on him from behind the rock. Let's see how the big black dragon revives another dragon.

Objective: Kill the dragon Saloknir

The main dragon Alduin will talk to us and fly away. Together with Dolphin we fight an animated monster. When we win, Delphine will be convinced of our ability to absorb souls. We make an appointment at Riverwood.

8. Diplomatic immunity
TES 5 Skyrim. How to transfer items

Objective: Meet Delphine at Riverwood

Dolphin will tell you that the enemy state may have information about dragons. We need to infiltrate the Thalmor embassy and steal Elenwen's papers without being noticed. Her agent Malborne is inside, he has to help.

Objective: Meet Malbourne in Solitude. Give away equipment

We will meet Malborn in the city tavern. He works at the embassy, ​​and can sneak in a few items for us, everything else will be inaccessible. Be sure to give him our most powerful weapon (sword, bow and arrow, robe and mana potions), use the R key.

Objective: Meet Dolphin at the stable

We leave the city, Dolphin is already waiting at the stable. She will give a pass and expensive clothes, and she will take all our things for storage, otherwise they will not be allowed to the embassy. We put on our clothes, get into the carriage, they will take us away.


Objective: Talk to Malbourne. Divert everyone's attention

At the entrance we show our invitation to the guard. At the embassy we meet all the guests, and with Ambassador Elenwen. Malbourne is at the table so that he can stealthily lead us into the kitchen, we need to distract all the other guests. We take a drink from Malbourne, hand it over to a seated guest named Razelan, he will make a toast, everyone will turn in his direction. At this moment, together with Malbourne, we imperceptibly go out into the servants' corridor.

Objective: (Optional) Pick up your belongings

Objective: To find information about the return of dragons

If we previously handed things over, now we can pick them up from Malbourne's chest. Otherwise, you will have to act only with magic, since there will be no weapons on the way.

We pass a couple of rooms, we go out into private chambers. There are guards on the way, we can kill them, or quietly bypass. 2 guards in the room, you can wait until they talk and disperse, after that we sneak up to the upper floor, there is 1 magician in the corridor, you can temporarily hide in the side room. There are 3 guards in the backyard, you can run past them in the open until the next building, they will not come with us.


We take from the chest inside the building Dragon Case Report, Key, Two Dossiers... We go down into the torture dungeon. Here we will see how 1 magician and 3 guards torture the prisoner. Near from the chest you need to get last dossier, the task is completed.

Purpose: Leave the Thalmor Embassy

You cannot go back, you need to open a hatch in the floor. The hatch key can be stolen by pickpocketing from the magician Rulindil, or you can kill all enemies in the dungeon and remove the key from the body. If there is no weapon, a dagger and a shield can be found on the tables here. As we begin the battle, Malbourne will come to help, and he will perish. After the victory, we can free the prisoner Etienne Rarnis, and lead him to the exit, but this is not necessary. Through the hatch we go down into the caves, there is a troll, we kill or run past, and we are free.

Objective: Talk to Dolphin

We return to Riverwood, we take away all things from the Dolphin's chest. We tell her that the Thalmor do not know anything about dragons, instead they are looking for Esbern - the archivist of the Blades.

9. A rat cornered
TES 5 Skyrim. Passing

Objective: Talk to Brignolf

Dolphin will instruct us to track down her colleague Esbern, he is the only one who knows how to stop the dragons. This old man took refuge in the southeastern city of thieves, in the Rat Hole dungeon.

We get to the city. At the entrance, the guard will demand 200 gold per passage, but this is illegal, we can pay, use persuasion or threat. Brynjolf can be found in the "Bee and the Sting" tavern or in the central market. He knows where to look for Esbern, but in exchange for this information asks to complete one thief's mission.


Quest: A chance meeting

Objective: Hear Brignolph's plan. Meet Brinjolf by daylight

You need to steal Madesi's ring from the chest. Before we start, the thief gives us time to prepare. You need to pump your skills "sneaking", "hacking", "pickpocketing", or buy potions to improve them. We are saving in case the theft is unsuccessful.

Objective: Steal Madesi's ring

We start a business. Brinjolf will distract all merchants and guards. At this time, we approach the abandoned Madesi's shop, break open the door under the bench, and then the chest, we take out Madesi's Silver Ring.

Objective: Toss the ring stolen from Madesi

Save again. We approach the standing Brand-Shey from behind, sit down so that no one sees us, we pickpocket, but we don't get anything, but we put the stolen ring there. We report to Brinjolf.


The Cornered Rat (continued)

Objective: Find Esbern in the Rat Hole

The thief will tell you about the "Wild Flask" tavern, under the city, we go down there.

1st floor. We get into the rooms where robbers live, we kill them all.

2nd floor "Rampant Flask". Thieves Guild Headquarters, do not touch them, we pass by.

3rd floor "Storage". We will meet Thalmor spies and bandits, we will kill.

4th floor "Anthill". We will find Esbern behind the locked door. We call Dolphins' password: "Remember the 30th Beginning of Frost." The old man will let us inside, tell him about the attacks of dragons.

(If Esbern does not answer us and does not let us in, then open the console with the "~" key, enter the "TCL" command, go through the doors, talk to Esbern directly until he opens the doors).

10. Wall of Alduin
TESV Skyrim. Passing quests

Objective: Escort Esbern to Riverwood

Together with the old man we get out of the dungeon. Agents of the Thalmor will attack us, we fight them off. Esbern will summon a fire golem for help. On the surface, we quickly move to Riverwood to the Dolphin.

Objective: Talk to Esbern

At Dolphin's headquarters, the old man will tell you where to look for information about dragons. You need to go to the Temple of Heavenly Harbor in the west, there is a wall with records. We can get there in company or alone.


Objective: Get to the Heavenly Harbor Temple

We get to the Kartspire point, near the town of Markarth. There are 3 elemental dragons flying on the way, but you don't have to fight them. We enter the marked cave, inside the raised bridge, in front of it there are 3 columns with symbols. Puzzle solution:

3 down arrow symbols (dovahkin)

Next is a room with pressure plates. You can safely stand only on slabs with the same "down arrow" image. We reach the column at the other end of the room, pull the ring on the chain, and the trap will be disabled.

Objective: Uncover the secret of Alduin's Wall

In the temple, we activate the circle on the floor with our blood. We examine the ancient drawings on the wall. In the side room on the left you can take Dragon Beach sword(19 damage), full set of Blade Armor(heavy and durable armor).

Esbern will tell about the events of the past: the dragon Alduin ruled Skyrim, but people rebelled and drove him away with a special cry, when the dragon returns, the end of times and the last battle will come.

11. Throat of the World
Skyrim. Dragons

Objective: Talk to Angeir

We return to the temple to the gray-bearded, we ask them about a special cry that can help in the battle with the dragon. The elder will refuse to help us, but we will hear a cry from the top of the mountain. Then Angeir will tell you that we need to climb to their leader Paarthurnax, even higher up the mountain.

Objective: To study the Creek "Clear Sky"

In the backyard, learning three new words shouting "clear skies", with its help we will be able to disperse special fog on the way. The fog deals damage and slows down greatly. We constantly use a short cry, without pressing the button, and we will be able to pass. We are fighting with several ice ghosts.

Objective: Talk to Paarthurnax. Learn the Word of Power

At the top, it turns out that Paarthurnax is a dragon. He will give us a little check: Learning a new shout "Fire Breath", we apply it against the dragon. Paarthurnax recognizes our strength, and tells how the ancients defeated Alduin last time. They did not win, but with the help of the Ancient Scroll they brought the dragon to another time - to us. With the help of the same Elder Scroll, we will be able to look into the past, and personally see the cry "Dragon Slayer" we need.

12. Ancient knowledge
Skyrim. Main plot

Objective: Find out where the Elder Scroll is

Objective: (Optional) Talk to Esbern or Arngyr

We can talk to the Greybeards or Blades, nothing will change from this choice. Any of the old people will say that you can find out about the scroll in the guild of magicians "College of Winterhold", in the city in the northeast of the map.

The city of Winterhold itself is almost destroyed after the collapse. A long bridge leads to the college, it is guarded by Farald's magician. She'll only let us through if we pass the magic exam. You need to shoot the circle on the floor with the "Fear" magic. If we do not have such a spell, then you can buy it from Faralda for 30 coins. For the spell, you need to have 140 mana. If it doesn't work out with magic, we come according to the plot, we show that we have the dovahkin's cry.

We enter the building, to the left of the entrance, there is a staircase to the library, there we speak with Urag gro-Shub. If we tell that we are a dragonborn, then he will immediately bring us two books about the Elder Scrolls.


Quest: Beyond the Ordinary (Daedra)

Objective: To ask Uraga about the madman's notes

There are strange entries in one of the books, we ask the librarian about it. He will tell you that the author of the book is still alive, we can find him a little north of the college.

Objective: Find Septimius Segonia

The scientist will find himself in the northern ice, on the excavations, where he found a huge Dwemer cube. From him we learn that the Elder Scroll is located in the Dwemer ruins west of Winterhold. He does not need the scroll itself, but in the same place he needs to record music, and he will give a cube and a sphere for this.

Continuation of the quest


Ancient knowledge (continued)

Objective: Find the Elder Scroll

At the direction of Septimius Segonia, we go to the Dwemer ruins of Alftand. First, we climb the mountain from the northwest side, go down the wooden path into the building.

1st floor "Ice Ruins". We destroy spiders, a bandit, a couple of Dwemer spheres.

2nd floor "Animatorium". At the entrance we will climb between the pipes, we will find the dead man Endrast. We go up the stairs, do not step on the buttons on the floor. In deep evil we go down the bridges lower and lower. Here we will meet blind enemies of the Falmer, they can take the Falmer bow (26 damage).

3rd floor "Cathedral Alftand". Locked latticed gates on the way. We go left and back, on the balcony above the entrance we will find a lever for opening the grate. We fight with the big robot Dwemer centurion, we get the key from the elevator. In the elevator we will meet two warriors Uman and Sulla, they are fighting among themselves, we finish them off.

4th floor "Black Limit". This is a huge underground location, in the center is a Falmer fortress, a little to the south we will find an elevator to a building with a scroll.

5th floor "Mzark Tower". We will see a large ball, on top of the control panel. On the remote control on the right, insert the cube, solve the puzzle. Press the 2 active buttons on the right, several times until the 3rd button on the left turns on, press it, press the right buttons again. It is necessary to ensure that the 4th leftmost button opens, press it, and in the center it will open Ancient scroll... Do not forget to pick up the cube for the scientist from the remote control.

13. Curse of Alduin
Skyrim. Why doesn't it absorb the souls of dragons

Objective: Read the Elder Scroll at the Time Rip

We quickly move to the Throat of the World. We stand in the marked place near Paarthurnax, in the "books" section we read "The Ancient Scroll", and we will see the past.

Objective: Learn Dragon Slayer Shout from Nordic Heroes

In the past, three heroes gathered at the top: the girl Gormleit, the warrior Hakon, the old man Felldir. They killed several dragons, and Alduin himself flew to battle with them. Let's study them shout "Dragon Slayer", he makes the dragon land temporarily on the ground. We learn that it was Paarthurnax who taught people to scream. The warriors will die, at the end the old man will use the scroll.

Objective: Defeat Alduin

Alduin will fly to us, we begin to fight with him, Paarthurnax will help. We are looking for a darker dragon in the sky, we apply the "Dragon Slayer" on it, on the ground we beat it for a while, and then we repeat it. When we win, it turns out that Alduin is not just a dragon, he is the son of the god Akatosh, and he cannot be destroyed in this world. He will fly away from us.

14. Fallen
Skyrim. Politics

Objective: Talk to Paarthurnax, or Argeir, or Esbern

We speak with Paarthurnax, he will tell you that Dragon's Reach is not just a beautiful name, it is an ancient dragon trap, one of Alduin's allies can be imprisoned there.

Objective: Talk to the Jarl of Whiterun

Jarl Balgruf the Elder will be afraid to summon the dragon to his city while the war of the Nords and Imperials is going on around. After the dragon attack, enemy armies can come and finish off the surviving townspeople. So first you need to conclude a temporary truce.

Objective: To get help from the Greybeards in conducting peace negotiations

Separate plot task for negotiations "Endless Time".



15. Endless time

Objective: Speak with Argeir, General Tullius, Ulfric Stormcloak

We persuade the Greybeards to hold peace negotiations in their temple.

The headquarters of the Imperials in the northwest, there we speak with General Tuliy.

Rebel headquarters in the east, speak with Ulfric.

Purpose: Sit down. Agree on a truce

We return to the temple of the Greybeards, the meeting is already beginning there. Two surviving Blades will also come there without invitation. During the negotiations, we need to make 3 decisions, this will slightly change the alignment in the war.

The Imperials will bring a Thalmor diplomat with them, Ulfric will oppose:

Option 1 "Elenwen must go."

Option 2 "Let it be as Tuliy wants. Later he will have to make concessions."

Ulfric will demand to surrender the western city of Markarth to him. What the empire will take:

Option 1 "And Riften? What do you say?"

Option 2 "Winterhold - this will be a fair deal" - Ulf against.

Ulfric will ask for additional territories:

Option 1 "I agree. The Empire must give Hjalmarch".

Option 2 "The empire does not need to give other territories".

A truce will be reached. Due to our choices, the labels and guards in some cities may change. But this will not greatly affect the war itself, after the end of the plot, we will be able to continue to fight on either side.



16. Paarthurnax

Objective: Kill Paarthurnax

At the end of the negotiations, Dolphin will say that Paarthurnax also needs to be killed so that he does not take Alduin's place. This is a story quest, but not a required quest.

Option 1 "We do not kill the dragon" - at the end Paarthurnax will lead the dragons, but will not attack people.

Option 2 "We kill the dragon" - you can kill him immediately, or after the end of the story. We report this to the blades, and they will have several side assignments. Reward: Dragonslayer's Blessing effect(dragon crit chance + 10% for 5 days).


Misc: Deliver the Dragon Bone and Scales to Esbern

Enough 1 scale, 1 bone. Reward: Esbern's potion (ability against dragons "Dragon bones and scales").


Misc: Bring Dolphin a Blade Candidate

It is necessary to find among the mercenaries those who are ready to serve the order for the rest of their lives. We take 3 mercenaries in the taverns, take them one by one to the Dolphin. She organizes a detachment from them to destroy dragons.

Misc: Kill the dragon in his lair [Location]

When we create a detachment of Blades, we will be able to take them with us to clean up random dragon points. We speak with Esbern, he will mark the next point. When we arrive, the detachment will already be waiting for us on the spot.


Misc: Find a source of power in a place called [Location]

When we complete all of Esbern's orders, from time to time we will receive his letters, they will be transmitted by a messenger. The letter will indicate the location of the next point where you can take a new dragon shout.


Fallen (continued)

Objective: To learn the Shout for the calling of Odawing. Prepare a trap

We learn a new one from the Greybeards Shout "Call of the Dragon"... We leave for the Dragon's Reach, we tell the Jarl that we are ready to be summoned. We leave to the backyard of the castle - a huge balcony. We use the new shout completely by holding down the button.

Objective: Defeat and capture Odawinga

The dragon will fly to the call. We do not attack him, but we knock him down with a shout of "Dragon Slayer", on the ground we retreat into the depths of the balcony, the dragon will follow us, and a large wooden block will be put on him.

Objective: Interrogate Odawing

We learn that the main dragon went to Sovngarde - the world of the dead, to recover, absorbing the souls of people. We need to get there.

17. House of the World Eater
Skyrim. Solving all puzzles

Objective: To release Odawing free

We release Odaving so that he will carry us on his back to Alduin. We rise to the balcony on the right, we speak with the guard, he will turn off the block. On the central balcony, we talk with the dragon, we set off for flight.

Objective: Get to Alduin's portal leading to Sovngarde

The dragon will take us to the eastern cliffs of Skuldafn. Here we are fighting with zombie draugs, and with a couple of other dragons. Or we can quickly run to the entrance to the temple. Draugs can be taken by an archer Flexible Ancient Nordic Bow(32 damage).

Inside the temple is a puzzle with three symbols. There are 2 symbols on the side, opposite them we set the same symbols. In front there are 2 more symbols above the gratings, in the center we put the symbol which grate needs to be opened. We look at the posts from the side of the grates and the lever, set the symbols:

eagle, eagle, eagle- behind the right gate there is a dead end with a chest and money.

eagle, snake, eagle- the main way forward.

In the second hall, the same columns are placed on the sides:

below - a snake, on the left - a whale, on the right - an eagle

Ahead is a circular staircase upward, in front of it is a trap on the floor. Above we kill three draugs, press the lever, we enter the lattice from the other side. At the end, we kill the monster Draugr - the head of the ghosts, we take the Diamond Claw from him, look at the combination on it, enter it into the door of the temple, from top to bottom:

wolf, moth, dragon

We study in a semicircle shout "Thunderous call"... We leave outside at the top of the cliff. On the way of the draugi who can use the dovahkin's screams. Nearby you can find the monster Nakrin, you can pick it up from him Nakrin Mask (1/9) (+50 magic, 20% reduction in the cost of the spell of destruction, restoration).

Objective: Get to Sovngarde

At the stream of light, activate the "Dragon Seal" staff, jump into the abyss.

18. Sovngarde
Skyrim. Where to find

Objective: To gain access to the Hall of Valor

In the world of the dead, we go down the mountain path. There is fog on the way, we can remove it with a special cry. We will see how Alduin devours the souls of dead warriors.

The giant Tsun will meet us at the bone bridge. According to Shor's behest, he must test everyone who wants to cross the bridge. We enter into a friendly battle with him. Better to jump onto the side bone, and fire at him from there. When we win, he will let us through.

In the hall of valor, we will find 3 heroes who fought Alduin for the first time. Together with them we go to the final battle with the dragon.

19. Dragon Slayer
Skyrim. What to do after defeating Alduin

Objective: Help the heroes of Sovngarde dispel the fog of Alduin

We return to the fog across the bridge. We use the cry "Clear sky", three warriors will repeat after us. Alduin will restore his fog a couple of times, we remove it again. And then he will go into open battle.

Objective: Defeat Alduin

In battle, we still use the "Dragon Slayer" shout to plant the dragon on the ground, below we attack it with the most powerful weapon, the heroes will help us. When we win, the dragon will disappear, his soul will fly up, and not towards us.

Objective: Talk to Tsun and return to Skyrim

Tsun will teach us a new cry "Call of Valor" (Tsun will come to the rescue), and send us back to the world of the living.

If Paarthurnax was not killed in advance, then now we will meet him at the top of the mountain, he will rise into the air and take the rest of the dragons with him. Odaving will arrive and say that now we can call him at any time.

We have delayed the end of times, and now we can do more mundane things.

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First, a little introduction to the basics of completing assignments. There is a compass at the top of the interface, and an inverted triangle icon indicates the direction you need to go for the current assignment:

If the same icon "hangs" over the NPC - you need to move towards him (or behind him):

Opening the map (M), the same icon on the map will indicate the point where you need to go. And by opening the journal (J), read the description of the tasks, and select (if there are several) the one that you want to go through at the moment (at the current time, only one task is marked on the map and compass).

This basic knowledge will help you complete missions in the Skyrim game.

Passing

In the tradition of The Elder Scrolls, we start the game as a prisoner. And now, just having appeared in the game, you see yourself among the prisoners who are being taken to execution.

To freedom!

While we are being driven in the cart, we hear the conversation of other prisoners, from which it becomes clear that Skyrim is now undergoing an uprising led by the Stormcloaks. The Imperials mistakenly considered us one of them, and are taking us to Helgen for execution.

Upon arrival, the character editor will be available - it is quite advanced, and you can make the appearance of your character exactly what you want.

Important: 1) the field for entering the name will appear after confirmation 2) we recommend that you specify the name in the Latin alphabet, in order to avoid problems in the dialogues with the Cyrillic alphabet.

You see how one of those caught is executed, and the next are you. But already under the executioner's ax, a dragon flies in, and panic begins in the city. At this moment, character control becomes available to you.

Although everything around will collapse and burn, there is nothing difficult, the main thing is not to fuss and look for the compass and pointers over the NPC. Almost immediately, you will be given a choice - to follow Nord who checked you on the list, or to follow his neighbor in the cart. There is practically no further difference in the choice. It's just that if you go with a rebel, then along the way, all the people you meet will be your enemies. And if you choose the side of the Imperial, then along the numerous corridors and rooms you will meet allies - be careful, do not hit them. And if, nevertheless, you hit them several times (at the first hit, they say "Who are you for?"), And they start attacking you - remove the weapon, they will stop.

Following a new partner, you will find chests with uniforms, learn how to pick locks, shoot from stealth, etc. In fact, the task "To freedom!" is educational. It ends on the way you leave the cave. From this moment on, the whole world of Skyrim is open to you. And where to go, what to do - it's up to you to choose!

Before the storm

As soon as you left the cave, a new task will begin - "Before the Storm", the most difficult moment in this task is connected with the fact that your partner will say "Now we must split up", but in fact there is no need to separate - follow him. On the way, he will show the stones of power (or whatever they are called there) - by activating one of them (magician, thief, warrior), the skills of the corresponding direction will be pumped 20% faster.

Continuing to follow your partner, you will come to Riverwood - a small village. Your companion will take you to his family where you will be offered food and accommodation. In the course of the conversation, we will be told that we need to go to Whiterun and report on what happened in Helgen. But do not rush to leave, the head of the family - Alvor, is a blacksmith, with his forge. He has side quests to help you learn blacksmithing.

Other side quests can also be found in the village. And to continue the main task - go to Whiterun (follow the sign on the compass, and you can also open the map and estimate the distance to the city).

In Whiterun, a guard will approach you - tell him that you are from Riverwood, to the Jarl - they will let you through. In the city, you need a larger building at the very top - Dragon Redistribution. And the Jarl is sitting in the main hall, on the throne. Talk to him.

Windy peak

During the conversation with the Jarl, after you tell him about the dragon's attack, he will take you to Farengar. This magician and alchemist has long been engaged in dragons, and he will undoubtedly be interested in the case you have told. He also has tables for Alchemy and Enchantment.

Farengar will give you a new task - to go to Windy Peak and find Dragonstone there.

Windy Peak - a temple high on a cliff (to search, still use a map and a compass). On the way, you will meet two groups of bandits. Having found the temple on the top of the cliff, go inside (large semicircular doors), according to its grandeur, and the interior interior becomes clear that dragons were once worshiped in it. In the beginning there will be several bandits, but the deeper, the more dangerous opponents you will meet.

Windy Peak has two puzzles. The first is that you need to position the stone figures that you can rotate. Correct location, after which, by pulling the lever, the door will open:

Move on, kill draugs and spiders. You will come across a web - to go through it, you first need to knock it down with a weapon (just attack along the web). In the room with a large spider there will be a bandit in a web. He has a dragon claw item of interest to us. You can kill him, and if he ran away - then not far, after going a little further you will find his corpse. Be sure to search him by taking the Dragon Claw.

The second puzzle is similar to the first, here you need to place three circles in the correct position:

The clue is located on the back of the dragon claw (items in the inventory can be rotated with the mouse).

Go on and on until you end up in a large room, in the center of which there will be a semicircle, with text in the language of dragons. Walking up to this wall, you will read one passage. At this time, the Lord of Draugrov will come out of one grave behind your back - you will have a hard battle. Having dealt with him, take the Dragonstone from his corpse, now find the passage to the exit (you do not need to return, in front you will find the second exit from the dungeon).

After leaving Skyrim, open the map and make a fast travel to the Draconic redistribution. Head to Farengar and give him the stone.

We discuss all questions with this task on the golden claw page.

Dragon in the sky

Do not rush to leave Farengar, and even more - follow him. You will hear an interesting conversation, at the end of which a guard will come running and tell you that a dragon attacked the western watchtower. Now you need to follow the woman Arilette. She will take several soldiers with her and head towards the western watchtower. There you will have your first battle with a dragon.

  • Shoot the dragon with a bow while it is flying;
  • When he sits down, try to approach him from the side or from behind to hit;
  • Take advantage of the moments when the dragon will be distracted by other guards.

After the victory, you will absorb the dragon's soul, and the first dragon's cry will be available to you - Ruthless Force.

Return to the Jarl and tell us what happened.

Reward: Title of Thane, opportunity to buy a personal house in Whiterun, personal mercenary - Lydia.

The way of the voice

Now you need to get to the Greybeards, which are high, high on a cliff east of Whiterun.

Important: It's almost impossible to get there by a compass. Follow the road to the east, which, after going around the mountain, will take you to their temple. On the way, I met two trolls (a very strong opponent, ran away by sprint - Alt key) and a saber-toothed tiger (a strong opponent, but managed). And also the dragon attacked (a scripted event, or a random meeting of xs). In general, you will not be bored on the road, save more often.

In the temple itself, you will first need to prove that you can use your voice - use the shout Relentless Force, and also teach you a new thing - the Swift Dash, with which you can instantly move a short distance.

At the end of the training, you will be given the next test.

Horn of Jurgen

The Greybeards send you to the final test - to get the horn of Jurgen Summon Wind, from his tomb in Ustengrev, in the swamps of Hjalmarch.

We look at the map, and we go to the tomb, which in fact is another large dungeon, with the next riddles. I'll go straight to them:

Riddle number 1

You run into the passage, which is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate goes down. You can't run with a regular run, what should you do?

Stand exactly in front of the passage, in front of the stones, put "Rapid dash" on the active shout, hold down the left Alt and start running to the passage, as soon as you are next to the third stone, and it is activated - press Z- make a quick dash, after which it will remain a little to run and that's it. I did it the first time.

I did not check how much they hurt to fry, in general, this stage is also passed with the help of the "Rapid Dash" Shout.

And at the end, an unexpected plot twist will await you, it turns out that someone has already taken the horn before you (a message will appear that the quest has failed), but left a note on a large chest:

The search for the horn will be marked as failed, this is normal.

We leave for Riverwood, find a tavern, and from Dolphin we rent a room in the attic. She will say that there is no room in the attic, but "you go there." Entering the room, which she will say (I was guided by the sign), Dolphin will follow you, and will say that it was she who left you a note, and will offer to follow her. He will take you to his secret room and tell you that she needs you.

At this stage, we are faced with a crooked dialogue, I will not bother with details ... in general, ask Dolphin without leaving her room until there is a phrase like "I'm ready, let's go", after which an additional task begins.

Blade in the dark

Dolphin is the last of the blades, and just like you, she is figuring out the reason for the appearance of dragons in Skyrim. Her belief is that dragons do not return, they "resurrect". And to be convinced of this, and possibly to prevent the resurrection, you go to the Grove kin.

You can go with her, or get there yourself. I chose the first option. I didn't want to think about what and where to go. And so - just run after Dolphin and that's it.

At the point of arrival, you will see how one dragon brings another to life, and the fight begins.

After killing the dragon, Dolphin will make sure that you are a dragonborn and tell you about a new task. But before proceeding to him, I went to complete the test of the gray beards.

Jurgen's Horn (end)

We make a quick transition to High Hrothgar. We find the "main" gray-bearded (this can cause problems, because the compass sometimes turns on when pointing at a person, in general, run around their temple until you find it). And we give him the horn. He will say that now you need to officially recognize you as a Dovahkiin, and at the same time teach you a new word.

We go through the recognition procedure, at the same time studying the third word in the cry "Ruthless Force". Now you can return to the task Dolphins.

Diplomatic immunity

One of the most incomprehensible tasks on the first playthrough. But, I assure you, with repeated passes, you will get pleasure from it.

Returning to Riverwood, we speak with Delphine. She will tell you that you need to get into the Thalmor embassy and find out about the dragon from them. And in fact, you don't have to make your way - she will organize everything for you. Your task is to go to Solitude and meet Malbourne there.

To help you survive, Malbourne can carry a few items for you as you enter through the "front door" without weapons or armor. In a conversation with him, it is important to know one point - in Skyrim you can transfer items to companions by pressing the R key when the corresponding window appears. It is enough to hand over the weapon to Malbourne.

We told you - now we are going to Dolphin, she is already nearby, outside the city in the stable (we look at the compass and no problems). She will give you ceremonial clothes, and she will ask you to hand over all weapons and armor to her for safekeeping. You can give it to her, or you can throw it away somewhere nearby. We give away things, put on formal clothes, say that we are ready and ... you are already "at a festive party."

We approach the guard, pass the invitation, we pass. In order for Malbourne to lead you to the kitchen, you need to distract the vacationers with something. To do this, we take a drink from him (in the dialogue “I want to drink), after which we start a conversation with this friend:

Give him a drink and then ask for one favor -> make some noise.

Then we approach Malbourne. It is not necessary to start a dialogue. When Razelan begins to row, he himself will open the door to the kitchen, and lead to the chest, where the things that you gave him will be. There is a door next to the chest - you should go there. From now on, you can chop everyone in a row.

You will need to clear one building, then go out into the courtyard, kill everyone there, go into the torture building, kill everyone there too and clean out 2 chests, after which the pointers disappear (which again introduces into the stopper), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), free him, then offer to get out. He will come to the hatch, ask him why he was tortured - and you will find out what you need on the assignment. Now all that remains is to get out, and the hatch is closed, what to do? Around this time, or maybe you will need to wait a little - security will enter the house with the words "surrender, we took your accomplice" - kill them (the elf who helped you will die quickly ... there is apparently no way to save him), and from one of the new arrivals You remove the key to the hatch from the guards - it’s ready, you just have to go out through the dungeon (be careful, there’s a troll) and meet with Dolphin.

As a result, having come to "tough guys" in one shirt, you will come out with full pockets of armor, weapons, potions, and other junk. And you will also level up well!

Rat cornered

We return to Riverwood, and tell Dolphin everything we have learned about dragons. The next task is to find Esbern. To do this, we go to Riften (the city of thieves and robbers), and find Brynjolf there (in my case, he was in the "Bee and the sting" tavern), who, by the way, is the head of the thieves' guild. I don’t know why the main storyline was associated with thieves, but you will have to complete one thief's mission in order to advance in your search.

For a detailed walkthrough of this quest, see the Thieves Guild page. A little advice - if pickpocketing is not pumped over - save right before the theft itself - so that in case of failure, immediately boot up and try again.

After completing the task of Brignolf, we go down to the dungeons under Riften (we go to the water, we find the stairs down, and there is a door), the dungeons are deep, they consist of several sublevels:

  • Level 1 - robbers, kill everyone bravely;
  • Level 2 - the headquarters of the thieves' guild (if you wish, you can continue to carry out their tasks);
  • 3rd level - agents of Thalmor, kill everyone;
  • Level 4 - the level where you will finally find the room with Esbern.

Talk to him, tell him who you are from and who you are - he will open the door. And he will tell you interesting things. This completes this task, and immediately begins a new one.

Alduin's Wall

The old man will collect his things, and it's time to get out of this hole ... but it was not there, agents of the Thalmor burst into the room and the battle begins. The old man turns out to be an excellent magician, and gives his enemies a good rebuff.

There is nothing difficult to the passage to it, except that it is very far to go, plus three dragons attacked along the road. And I will not talk about the wall of Alduin itself, so as not to spoil the first impression, I will tell only about the next riddles (this time not difficult):

Riddle number 1

To go through one stage, you will need to lower the bridge, for which you need to unfold the stone figures as shown in the screenshot.

Riddle number 2

A room with a fire trap (it fries very painfully), and stoves that react to the attack. The solution is to go only along the slabs that represent the dovakin (see screenshot), reach the fire installation, pull the lever, and the trap will turn off.

At the end, you will be given an excursion into history, then a dialogue, from which it becomes clear that nothing is clear. And you need to go back to the gray beards.

I would like to say a special thank you to the developers for the behavior of partners in this task. Like real people - commenting, examining the environment, discussing puzzles, etc.

Throat of the World

In this assignment, get ready for excruciatingly long dialogues.

We return to the gray-bearded ones. Look for their main point again, and start a dialogue. You need to strive for the topic "Paarthurnax" -> "I want to meet him." Then you will be taught a new shout, and shown the way.

The whole road to Paarthurnax is in some kind of strange fog, which somehow does not have a good effect on the character (did not begin to experiment what would happen if you stood in it), but with a new Shout this fog is accelerated a long distance ahead, so with the help of a shout and move to the top, to the most important "gray-bearded".

At the top you will find an interesting plot reversal, a new cry, and the choice of a further path - gray beards or blades.

Ancient knowledge

According to the assignment, there is a choice - to turn to the gray-bearded, or to Esbern (blades). I chose the option with Esbern (although judging by the comments, there is not much difference between this choice) - we return to the wall (he will be at the "back" exit) and tell him about the ancient scroll.

He will say that you need to contact the magicians, tk. they have a large library and centuries of knowledge. And he will send to the College of Winterhold, she is the guild of magicians (marked on the map), she is ... at the end of the world. We get there, at the entrance they will tell you that you can't just enter - you need to join the guild. And to enter - to show that you can use magic. You will be asked to demonstrate one of the spells, if you do not have it, then the NPC will offer to sell it to you. We buy, we demonstrate magic skills - it's done, you will even be escorted into the building. We are looking for the main thing in it - Urag gro-Shuba. We talk to him about the scroll, knock information out of it, until he gives an additional task - "The Works of Shalidor".

Shalidor's works

Note: This quest may take place in different locations.

We need to find the records of one scientist - we go to the marked dungeon. In the dungeon there will be one, already familiar riddle - a lever, rotating statues and triggering a trap if selected incorrectly. For a hint on which statue to turn by which side, look on the opposite side. The two statues will show which figure to unfold.

Then there will be another unexpected moment - you will meet a strong dead man, after the murder he is reborn to life again. But in fact, there is no mystery in this case - kill him several times, and he will stop resurrecting. Take the scientist's notes and return to the College of Winterhold.

We meet with Urag gro-Shuba and give him the found notes. He will say that it takes time to decipher. Scroll for two days and talk again. The manuscripts have been deciphered, and a book will appear on the table to be read:

After that, we again talk with Urag gro-Shuba, and another additional task begins.

Beyond the ordinary

The conversation will go about the fact that there was one scientist who was very interested in the Dremer, and then went north and disappeared. You need to look for it. A point to the north will be marked - we go there.

We find a scientist there, and after a long dialogue, we get two objects - a Dremere cube and a ball, and a new marked point on the map. There are huge ooooh-oh-oh-oh Dremere dungeons waiting for us. By the way, in them, you can find an amulet with a 15% bonus to alchemy.

The dungeons are large, but there are no special mysteries. Of course, you can't do without traps and locked doors, you can't do with a “fuck-you-where” lever, here is one of the most difficult searches for a lever:

The grate is at the bottom, and the opening lever is at the top.

As a result, we will get to a room with an interesting device. Find the "control panel" there and place the cube:

And then ... you have to learn how to “play” this instrument. Video instruction from Sub-Zero.

After that the task "Ancient knowledge" will be completed, but we still need to record our "game" on the ball. To do this, simply remove the cube that you installed on the panel, and return it to the scientist who lost it.

We discuss this task separately on the Dwemer mechanism page.

Alduin's curse

There is a fight with the main dragon - Alduin, but before that the Dragon Slayer shout will become available. The main villain himself does not sit down on the ground, you need to knock him down with a dragon-slayer, then chop / fry / freeze, using the dragon-slayer shout on the rollback (if you do not use it - "he will fly away again and will circle).

We defeat him, but he says that it is impossible to kill him, and flies away.

Fallen

After winning, talk to your parturnax. He will tell you his plan on how to finally defeat the villain. For this we need the help of the Jarl, we go to him.

Endless time

The task itself is not difficult, but there are tons of dialogues waiting for you.

We speak with the Jarl about the dragon and the end of the world. He will agree to help you, but only after the war in Skyrim is stopped. Now we need to do the impossible - to reconcile the two sides that are not going to reconcile, and each thinks only of its own victory. I did not join any side, so I was neutral. I do not know how the dialogs unfold there in case you sided with the Empire or the Stormcloaks.

We go to the gray-bearded ones, talk to Arpgeir, ask him to announce the meeting about the conclusion of peace.

We go to the Imperials, talk to Tullius, we persuade him to negotiate.

We go to the rebels, we speak with Ulfric, we persuade to negotiate.

We return to the gray-bearded ones, the meeting is just beginning there, and our old familiar blades will also come without an invitation. And what is going on in the negotiations (if you delve into it) is generally horrible. Everyone thinks only about his own, but we somehow (although, I think that there is no bad outcome, but the situation is tense) persuade them to establish a temporary peace.

After the conclusion of peace, the task will be completed, but Dolphin will also insert her five kopecks - she says that parturnax must die. Your conversation will open a new task "Paarthurnax".

Fallen (continued)

With the temporary peace concluded, it's time to make a trap for Odawing. To do this, we return to the Dragon Redistribution, and speak with the Jarl. He will say that everything is ready, everyone is waiting for your decision.

We say that we are starting, and we follow him. How to summon and capture Odawinga? Go out to the balcony, use the call "Dragon Call" (do not forget to hold down so that the cry is full), a dragon flies in, knock him down with "Dragon Slayer", after which (no need to kill him!) - gradually retreat into the depths of the "balcony", by rollback using the dragon slayer so that he does not fly away. He will follow you into the depths, and then he will fall into a trap.

House of the Eater of the World

Talk to Odaving. Now you will need to release it. To do this, go upstairs and talk to the guard.

Then we wait for him to come out to the edge of the balcony, talk to him again, and go on a dragon to Skuldafn.

We have to clear the territory and dungeons full of Draugs, as well as new mysteries:

The first puzzle with movable plates, the first position opens the right grate (there is a chest with junk), the second - the left one, along which we continue to explore the dungeon:


And the third riddle, with a door with revolving rings, there will be a draug in front of it, after killing him we remove the "Diamond Claw" from him, on the back of which a hint is given:

Then we go outside, to the portal, but do not rush to teleport, somewhere nearby there will be a cool representative of the underworld - Nakrin. After killing him, we remove the mask from him (+50 to magic, the spells of destruction and restoration consume 20% less magic) and the staff. The staff will be needed to start the portal again (get up to the place indicated on the assignment and press E), then jump into it.

Sovngarde

Welcome to the abode of the dead. A very beautiful place, but blackened by Alduin. We go along the arrow, we meet with Tsun, we pass the test, and we find ourselves in the hall of the ancients.

Dragon fighter

Congratulations, you've come to the very end.

After the victory, talk to Tsun to return to the mortal world.

We are starting a game that in itself is capable of becoming the first in any of its kind genres. A game that is ready to surpass almost any competitor. A game that once again amazes our imagination with its scope. However, if you play The Elder Scrolls V: Skyrim, then you must have heard about its predecessors - Oblivion and Morrowind. However, even if you haven't heard, you will soon be convinced that the game is epic. You have to take part in writing a new story and become an integral part of it. What could be more worthy? ..

According to a long and well-established tradition, you cannot start the game as a free citizen, who is absolutely free in his decisions. You ... in conclusion, let's call it that. Therefore, you will have to act according to the situation. Together with the captive Jarl, the head of the uprising, Ulfric Stormcloak, you are being taken to execution. Yes exactly. Soon, fate is destined to die. On the way, in the cart, you will listen to the conversation between the captive Nord and the thieves from Roriksted. Considering that you haven't created your character yet, listen carefully. What Ralof says, and the way he says it, I really liked, because the scales of the beginning of the passage of Skyrim swung towards the Nords ... So much so that I even thought about creating a Nord for myself. But ... More on that later.

In the meantime, you will simply go ahead, watching the communication between the absolutely calm before the death of Nord and this very thief. However, it is not the first time for us to simply observe. At the entrance to the village where your life is to end, you will see a general communicating with a high elf (in this game, the High elf is a race, not growth). It seems like a trifle, but there will be a very interesting development in the future. And in general, do not miss a single trifle, do not do anything that could damage your reputation, otherwise you can harm the passage of Skyrim. Remember - you live in this world, therefore do not spoil your home.

But then the holiday carriage arrived at its destination and the Imperials summon you one by one. They call the name, send them to the place of the future execution. As it happens in the games of The Elder Scrolls series, you can only now create your character. And I advise you to stay longer on this page, because after the start of the game you can no longer change anything. So we begin.

Preferred race in Skyrim

First, you have to decide on the race. We will dwell on each of them in more detail so that you have an idea not only from what is described in the game, but also from the experience of the person playing. Let's start in order.

Argonian is an upright reptile. The main trump card of this race is resistance to poisons. Also, with long voyages, they can spend longer under water. And they can quickly recover. True, this is where their advantages of passing Skyrim for this race end. I can only say that potions cope with resistance to poisons, magic and elixirs with treatment, and you can simply swim competently.

Breton- magician and anti-magician rolled into one. Magic will practically not work against you, and you can be a very dangerous enemy to any enemy. The unique feature of the race allows you to almost completely resist enemy magic in the passage of Skyrim. Ideal for a person who wants to move a lot and come up with sophisticated spell combinations to win.

High elf- the most powerful magicians. If you are a seasoned player and prefer to kill an enemy from a distance, using purely the power of thought, this race is just for you.

Imperial- one of the most interesting races. Thanks to their innate abilities, Imperials make the best merchants. But they also have the ability to magic and handle weapons, because you can not leave your product defenseless. The racial ability will help to calm down enemies, and then immediately deal with them. Despicable but effective in the passage of Skyrim

Khajiit- bipedal cat-like. Like all felines, the Khajiit are extremely flexible and very agile. It is from the Khajiit that the best thieves in the game will turn out. They are the ones that inflict the greatest damage in unarmed combat. They are the ones who see in the dark. In general, fans of thief skills are obliged to choose the khajiit.

Wood Elf- the best archer. The colossal damage they will inflict with their arrows cannot be compared with any of the races. Although you can develop shooting for anyone, it will be most appropriate and appropriate for a wood elf. And he has a good tendency to steal. Of course, the wood elves are inferior to the Khajiit in the ability to steal, but this race is a very worthy choice. And animals tamed by the forest elves can provide invaluable assistance in battle and even save lives during the passage of Skyri.

North- people of the north who, in the light of their natural talent, perfectly resist the magic of cold. All spells from this branch will only do a quarter of their damage. They specialize in axes and with their battle cries and fearlessness are ready to turn almost any enemy into flight.

Orc- the best blacksmiths who are able to repair any armor in the field. Wear exceptionally heavy armor and heavy weapons. If you dream of agility, you better not choose an orc. But if you are used to going ahead, then equip it to the maximum and you will have no equal on the battlefield. If the orc falls into a berserk state, no enemy will survive a meeting with him in the vastness of Skyrim.

Redguard- the best fighters in the empire cannot be found. The feeling that they are born with weapons and even in the mother's womb show their fighting qualities. Better physique makes them very tenacious, and poisons practically do not harm them. If you like variety in weapons, then choose the Redguard. His fierceness of battle will add to the weapon also the irresistibility of the owner.

Dark Elf- the last of the races available to us. An interesting combination of magic and stealth. You can hit the enemy so that he does not even realize that he is dying. Since ancient times, dark elves have been immune to the fire school of magic, so in Skyrim they can be very appropriate, given who we have to fight with. But let's not pre-tune you to something specific ...

So, the choice is made. It's time to start creating the character's appearance and choosing a name. I'll tell you a secret that I went through all the games of the The Elder Scrolls series as a Redguard. Therefore, Skyrim will be no exception. By the way, pay special attention to the character's appearance, as you will very often carry out the final blows, which can be very beautiful. And the main character should always please you with his appearance. However, we continue ...

When everything becomes clear in the lists of the Imperials, they will nevertheless decide to execute you so as not to mess around. Following in the circle, you will listen to the general's speech, designed to vilify Ulfric. But speech will be interrupted by a strange noise, vaguely similar to the roar of an animal. However, this noise will not interrupt the ceremony of chopping off the heads. The first execution will take place, you are next in line. The roar will be repeated again, but they are already bringing you to your knees, and the executioner raised the ax to strike. You are waiting for the last second in your life, but a strange noise source finally appears above the tower at the beginning of Skyrim. The dragon flew in to burn down the village. Yes, they have not heard about them for many years, many considered them a fairy tale, but today the fairy tale came to life, giving you hope, albeit a ghostly one, for salvation.

To freedom!

This is how the first mission in the game begins, in which we simply have to survive. And despite the fact that at first you just need to get to the fortress, following Ralof, then it will develop very rapidly. Ralof will offer to hide through the tower, but the dragon plans a little differently - the tower is broken, you cannot climb up in the passage of Skyrim. Ralof advises you to jump on the roof of the inn and run. Look at the top of the screen, there is a kind of mini-map. Determining the direction along it is elementary, so you will not be able to get confused. Just run wherever you are directed. Now, unfortunately, there will be nothing to profit from. Jump from the attic to the ground and move in the direction indicated.

Now you will have the first choice - follow Ralof or follow Hadvar. Basically, the difference will be negligible. You will still have to follow Ralof further, especially when you get out. Only in this case will the imperial warriors be hostile. Although it cannot be said that this is bad, since additional equipment during the passage of Skyrim will not hurt us.

Enter the fortress. I chose Ralof because the Imperial gear is better and will immediately dress my Redguard properly. You can choose the second way - the result will still be the same. In the fortress, we are waiting for a new stage of the quest "To freedom!", Which forces us to escape from Helgen. In the lobby, you will learn how to search bodies and use equipment for the first time. Take everything from Gunyar and equip yourself. Now you have your first encounter with the emperors. I will not describe how to kill them - just fight, there will be no problems. Search the bodies and get the key that we lacked so much for freedom in the passage of Skyrim.

As you might guess, this is the same key that will open the doors and allow you to go further, following Ralof. You have to move just after him, but you may well periodically turn in the wrong direction, searching rooms and getting additional loot. Go down the stairs, picking up the cabbage along the way, which you need to complete The Elder Scrolls V Skyrim to restore health and nutrition. The dragon will again destroy the passage, so you have to go even deeper underground to get out of the village.

In the next room, there are a couple of Imperials awaiting you, who will have to be killed if you followed Ralof. You ended up in a pantry, which needs to be searched for potions and other loot. Remember what the barrel looks like, into which you can get in, and get the potions out of it. Got it? You can go further, after taking all the meat and seasonings. What for? It's simple. You will cook from them for yourself during the passage of Skyrim, which has a beneficial effect on your character.

We move after Ralof. In the next room, where our stop will be, you have to pick the lock of the cage. This is easy to do. The question is solely in the trembling of the master key. Rotate the pick with the mouse to the desired position and press the "A" button by default. Press and quickly release. If the pick shakes, follow the same procedure after turning the pick. In general, this is how the locks are opened. In the cage, remove his clothes from the magician's body, which can be profitably sold or put on. I advise you to hack all the cells, as this will give you a couple of points of hacking skill.

Along the way, there will be two doors in the next corridor to the right and left - pick the locks on them too to raise the lockpicking skill in the passage of The Elder Scrolls V Skyrim. Ralof will meet with his friends who will help you in further battles before exiting the dungeon. This room should also be searched. Next you are waiting for the next Imperials who need to be killed. And search, of course. Your companions will cope on their own, but it is better to kill everyone yourself, as this will give you additional experience points in handling the selected weapon.

Ralof will open the way, but immediately behind your back the passage will fill up with stones. Therefore, you again have to move only together. After going downstairs, Ralof will lead us straight. And you can turn left, where there is still some loot. When you collect it, follow your companion. Carefully! In the next room, a crowd of spiders interfering with our passage of Skyrim! As always - search them and keep driving.

After passing to the next cave, immediately climb onto the ledge to the left - there is a health potion and a couple of things. Now deal with the bear. She is a dangerous enemy, but she is practically unable to kill. Another simulator for raising the level. That's it, the dungeons are over. Run another couple of hundred meters and the task "Free!" will end!

Before the storm

So, do not forget that there is a small mistake, either from the translation or from the developers. Ralof will say that you need to split up, but at the same time he will urge you to follow you. Our goal is to get to Riverwood, where Gerdur, Ralof's sister, lives. She will help us a little. In principle, I advise you to get to Riverwood, collecting all the flowers and ingredients along the way, and then start acting on your own - either just traveling the world, or completing all the tasks in a row. But first, let's go to Riverwood. You need to move along the road behind Ralof, periodically listening to his comments on our upcoming passage of Skyrim. Basically, on the way you will encounter only one interesting thing - three stones that allow you to choose a specialization. The choice is given to the skills of a warrior, thief or magician. The amount of experience gained from these areas will depend on what choice you make.

When you get to Riverwood, immediately follow Ralof to the left, where you will have a conversation with Gerdur. She will send her son to guard the high road so that the Imperials do not sneak up unnoticed. You will hear a lot of interesting things from the conversation between Ralof and Gerdur, after which you should talk to Gerdur on your own, which you need to do regularly in the passage of Skyrim. She will ask you to go to the local jarl who lives in Whiterun to inform him about the dragon's attack. The mission "Before the Storm" has been continued. Now we can move directly to Whiterun, or we can complete one interesting task that you will receive in the trade shop.

Head to the Riverwood Merchant for a vital sellout. It is with him that you can start the "Golden Claw" quest. It should be noted that this task is a side task, therefore, in principle, it is not necessary to complete it. But I see no reason to refuse him, as well as from any task in the passage of Skyrim.

Alternatively, you can go to Fendal's northeast house. If you wait for the evening, then the owner of the house himself will come and can offer you a task. It consists in the following. Fendal and Sven fight for Camilla's favor. And Fendal decided to forge a letter from Sven so that Camilla would abandon the very idea of ​​being with Sven. You can take the letter to Camilla, or you can give it to Sven. In the second case, Sven will write his letter on behalf of Fendal, which can also be attributed to Camille. As a result, depending on your actions, Camilla will prefer either Sven or Fendal. And the one who wins will be able to become your helper. Choose for yourself who you prefer - the archer Fendal or the bard Sven. Personally, I chose Fendal, as he is quite useful as a shooter in the passage of Skyrim.

Let me remind you that we have a mission "Before the Storm". Considering further events, I advise you not to mine the golden claw now, but to go to the Jarl of Whiterun. Go north, Whiterun is indicated on the map. I advise you to go straight to the north, in spite of the difficulties with the road. This should be done in order to go through the Pelagio farm south of Whiterun, where you can kill the giant and get a referral to the Companions in Arms guild. However, it will be possible to get there like that. But the additional experience during the passage of Skyrim will not hurt us.

Approach the Whiterun gate and talk to the guard. Say you have important news and they'll let you in for free. As soon as you enter the city, chat with the blacksmith Adriana Avenichi, who will teach you the basics of blacksmithing, armor crafting and sharpening. Plus, she will ask to take the sword to her father, who will present this sword to the eldest son of the Jarl. Agree, of course.

If you go to the house of the Gray Mane, you can take the quest "Missing", in which you need to find the missing member of the clan of the Gray Mane Torald. Immediately talk to Avulstein, who will ask you to find evidence that Thorald is alive in the house of the Sons of Battle. Passing Skyrim will take you there. Immediately in the house read the book "Lost Legends", which will give you the task "Forbidden Legend".

Enter the house of the Sons of Battle and go to the back room on the first floor. There is a book on the table that you need to pick up. It is better to do this when no one is in the house, otherwise the book will have to be stolen. However, see for yourself, the passage of The Elder Scrolls V Skyrim gives you ample opportunities. This book will tell us about the fate of Thorald. Take her and go to the house of the Gray Mane to Avulstein. He tried to go to free his brother by force, but I decided that I would do everything myself. But we'll deal with that later. Now it's time to go to the Jarl on the mission "Before the Storm".

After the conversation, the Jarl will send troops to Riverwood and decide to give you one more task. In order to understand its essence, you need to talk to the court sorcerer. He is in the next room, where you need to go after the Jarl. Farengar will take you to Windy Peak. If you remember, we had to go there on the assignment "Golden Claw". Well, agree and move forward after asking Farengar.

Well, is it time to move to Windy Peak? Carefully, when you approach him, you will be greeted by three unfriendly bandits. Kill them, collect trophies and go inside. Inside there will be two more enemies and a closed chest that contains some loot. Well, it's time for us to go down. I warn you right away - there will be a lot of cobwebs, so be careful, do not be alarmed. Fortunately, there is only one way, you can't go wrong. After going a little way, you will find several lockers. There is fabric there, but you don't really need it. Around the next turn, the next bandits are waiting for you, so you can immediately shoot them. Well, or kill in close combat.

There will be a gate in front of you, above which three symbols are visible. Rather, there are only two symbols, and a piece between them fell out and lies near the lever. The secret is to arrange on the left wall the same order of symbols as above the gate. This is a snake, a snake and a fish. Otherwise, you will receive damage when using the lever. Climb up the stairs - there you will find a hidden healing potion. That's it, now you can safely go through the opened gates. Three rats cannot be considered opponents. Collect loot from the niche and go down the spiral staircase.

The next room is completely covered with cobwebs. It should be said that the hint is very transparent. Well, okay, we are not used to killing all sorts of dirty tricks. Moreover, you will begin to hear a voice coming from the corridor. And this voice will cry tearfully for help. Get down a little lower and get ready - a huge spider is waiting for you around the bend, which will descend from the ceiling. It is better to shoot him with a bow, since he will not squeeze into the arch. But if you are a lover of close combat, then now is the time to show your prowess. After the death of the spider, you will see a man on the web, who begged for help. Free him, having previously obtained as much information as possible about the claw, and be ready to kill him, because he will not just go away. Collect trophies in the next room and move forward. Considering that there were embalming tools here, the quests "Golden Claw" and "Windy Peak" took us to a very interesting place.

Carefully, going downstairs, you will begin to come across the mummified remains of people who are very aggressive. Now be careful - after three draugs there is a circle on the floor, by stepping on which you will activate the trap. She hits very painfully, but this can be used by swiping the draugs in a circle. If only then the trap does not hit you. In the next room there will be a draug mage who fights very painfully. But there shouldn't be any problems with him either. On the floor of the staircase below, you will also meet three draugs. And another corridor with a trap. These swinging axes can be run, they cannot kill you. The main thing is not to kill your companion.

And we go down lower and lower. Wondering where our search will take us? You are waiting for the next draugs that die from a couple of shots or blows, a little prey and a rise a little up. Then - a room with a waterfall and another draug. There is also a chest, in which the next share of the loot. We have only one path - along the movement of the water. Pull the ring that will open the gate and move forward. The waterfall flows down, but we don't need to jump from a sharp cliff. Turn right near the chest and go down below. We will have a choice - go down to the place where the waterfall falls, to the chest, or just go straight. Of course, the first option is preferable, since it is more profitable.

It can be seen that the dungeons are man-made, but very neglected. Everywhere there are roots, landslides ... Yes, and there are a lot of monsters. Another enemy awaits us - a restless draug. More serious than normal draugs, but still weak. He guards the passage to the sanctuary, where we will go as soon as we open the chest to the right of the exit.

It will be decent to go to the next corridor with traps, but nothing interesting will be encountered on the way. But after the traps, three draugs will be waiting for you - one immediately near the entrance and two above. Collect trophies and go up to the floor above. There, passing through the bridge and opening the iron door, you will come to the door, which should also be opened using the correct sequence of images. If we take it from the bottom up, then there should be an Owl, a butterfly and a bear. Lined up? Move on. A large cave awaits you, at the end of which there is a strange slab with a strange image. Be sure to save before going there. And then boldly come close to it and use it - you will learn your first dragon cry. And great, but so far it will not be possible to use it. Therefore, just turn around and kill the draug-master that has appeared behind your back. A very strong enemy, but after him there is an interesting ax, a plate that must be taken to the jarl, and other prey. In short, everything will be useful to you. Everything, it's time to get out. Climb up the stairs and use the pedestal at the top. Search the next chest and go out to Skyrim. That's it, the assignments are over and it's time for us to return to the Jarl and to Riverwood to turn in the assignments.

For completing the "Golden Claw" quest, you will receive 400 coins. And after passing to the Dragon's Reach for the delivery of the task to Farengar. He will send you to the Jarl for a reward and a new task. It turns out that a dragon was seen nearby. You will be sent along with Ayrilet on a dragon hunt. And they will be given a helmet as a reward for the last task, which I personally did not wear, but sent for sale. In addition, you will be allowed to buy houses in Whiterun.

Dragon in the sky

So, the matter does not wait, and we urgently need to follow with Ayrilet to confront the dragon. It's time to get out of Dragon's Reach and head to the Watchtower. Sell ​​unnecessary trophies and leave the city. We need to get to the West Watchtower, where Aerylet is already waiting for us. Upon arrival, you will not see anyone, but when you approach the tower itself, you will hear the command to go for cover and not waste your arrows. Well, great idea. However, it will not be possible to sit back for a long time - either shoot the dragon that has sat down on the ground, or kill him in hand-to-hand combat. But keep in mind - it can hurt. And if you do not use additional means of protection, it is scary to meddle in hand-to-hand combat.

Cheat codes

In this article, we will talk about.

Skyrim Walkthrough

As usual in The Elder Scrolls, the game begins at the conclusion. So now, as soon as you get into the game, you immediately find yourself in a crowd of prisoners, led to execution.

Walkthrough Skyrim - Free

While you are being taken to execution in a cart, it turns out from the conversation of the other arrested that an armed uprising is taking place in Skyrim, led by the Stormcloaks. The Imperials thought that you were part of their ranks, and therefore they decided to execute you.

As soon as you arrive, you will have a character editor at your disposal - it gives you the opportunity to change the appearance of the character to your liking.

Passage Skyrim - Important:

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  1. confirmation, a field will appear that is designed to enter the name of the character
  2. it is recommended to write the character's name in Latin

You see the execution of one prisoner, and the worst thing is that you should be next. The moment your head is on the chopping block, a dragon flies into the city and panic begins.

Despite the fact that there will be bustle and panic around, there is no need to despair, just follow the compass and pointers above the NPC. You will have the opportunity to make a choice - to follow the people who checked you on the lists or to follow the neighbor from the cart. Then there is no difference in the choice. If you follow the prisoner, then all the people you meet on your way will be enemies. But if you find yourself in the ranks of the Imperials, then in the numerous corridors and rooms you will only meet allies, you cannot beat them. And if you do hit one of them, then they will attack you, in this case, remove your weapon, and the attack will stop.

After you follow your partner, you will find chests with uniforms, learn how to pick locks, shooting from cover, etc. The task "To freedom" is educational, it will end as soon as you leave the cave. After that, the world of Skyrim will open before you.

Skyrim Walkthrough - Before the Storm

Immediately after leaving the cave, a new task "Before the Storm" begins, it is difficult in this task that your partner will say that you need to split up, but in fact, you do not need to go after him. On the way, he will point you to the stones of power, after you activate one of them (magician, thief, warrior), the corresponding skills will begin to be pumped more quickly.

Continuing on your way with your partner you will reach Riverwood - this is a small village. A partner will bring you to his home, where food and accommodation will be offered. In the conversation, you will learn that it is necessary to go to Whiterun and talk about what happened in Helgen. But you don't need to leave right away, Alvor, who is the head of the family, is a blacksmith, with the help of his side quests you will learn the craft of a blacksmith.

There are other side quests in the village. Head to Whiterun to continue the main quest. When the guards approach you in Whiterun, it should be said that you are from Riverwood, you need a Jarl, then they will let you through. You need to find the Dragon's Reach building in the city. The Jarl is in the main hall on the throne. I need to talk to him.

Skyrim Walkthrough - Windy Peak

In a conversation with the Jarl, after you tell him everything, he will lead you to Farengar. HE is a magician and alchemist with a long history of dealing with dragons.

He will give you a task - to go to Windy Peak and find the Dragon Stone there.

Windy Peak is a temple perched on a high cliff. On the way, you will meet two groups of bandits. When you find the temple, go inside. At the beginning of the path you will meet bandits, but the further you go, the more dangerous the opponents.

Windy Peak has two puzzles. The first - it is necessary to arrange the figures from the stone, they rotate. After you place them correctly, pull the lever, the door will open.

Move on by killing spiders and draugs. There will be a lot of cobwebs on your way, to go through it you need to knock it down with a weapon. There is a bandit in the room where the big spider is. He has what you need a dragon claw. Kill him, and if he runs away, catch up and see his corpse, search, take the dragon's claw.

In the second puzzle, you need to place three circles correctly. You will find a clue on the back of the dragon's claw.

Go until you find a large room, in its center is a circle in which a text is written in a dragon language. Read the passage. As you read, the Draug Lord will appear behind you. After defeating him, you need to take the Dragonstone, it is on his corpse, then follow the exit.

Exit to Skyrim. Now you need to open the map and make a fast travel to the Dragon's Reach. Go to Farengar and give him the stone.

Skyrim Walkthrough - Dragon in the Sky

Follow Farengar. You will have the opportunity to hear a conversation, at the end of which, the guard who comes running will say that the watchtower has been attacked by a dragon. Now we must follow the woman of Arijlet. At the watchtower, your first battle with the dragon will take place.

Skyrim Walkthrough - Voice Path

It is necessary to come to the Greybeards, they live on a high cliff, east of Whiterun.

Important: Follow the road to the east, it will lead to the temple. On the way, you will meet two trolls, and another dragon, and you will also meet a saber-toothed tiger.

In a boor, you need to prove your ability to use your voice - to use the shout of Merciless Force, you will also learn a new one - the Rapid Dash, with which you can quickly move over small distances.

At the end of the training, you will receive an assignment.

Skyrim Walkthrough - Horn of Jurgen

The Greybeards will send you to the final test - get the horn of Jurgen Bind the Winds, located in his tomb in Ustengrev, in the swamps of Hjalmarch.

Look at the map and go to the tomb, there will be riddles in it.

Riddle number 1

You will run into a passage closed by three sections of gratings, in front of them are three magic stones, when you approach one of them the grating rises - retreat - descends.

You need to stand in front of the transition, in front of the stones, put on the active shout "Rapid dash", hold Alt and start running to the exit, as soon as you find yourself at the third stone, it is activated, press Z, make a quick dash, after it you need to run a little.

Task number 2

In the end, it turns out that the horn was taken before you, and a note was left on the ship.

The search for the horn will fail.

You need to go to Riverwood, find a tavern, rent a room in the attic from Dolphin. She will say that the room is occupied, but you still need to go there. When you go into the room she says, Dolphin will come for you, it turns out that she wrote the note. Then she will take you to a secret room, where she will say that you must help her.

Walkthrough Skyrim - Blade in the Dark

Dolphin is the last of the blades, and she, too, will unravel why the dragons attacked Skyrim. She believes that dragons do not return, but resurrect. To understand this, you will go to the Grove kin.

When you arrive, see how the dragon brings another dragon back to life, start the fight.

After you kill the dragon, Dolphin will understand that you are a dragonborn and will tell you about a new task.

Skyrim Walkthrough - Horn of Jurgen (end)

Make a quick transition to High Hrothgar. Find the "chief gray-bearded", then you need to give him the horn. You will be recognized as a Dovahkiin, and you will also learn the Shout "Ruthless Force" and a new word.

Skyrim Walkthrough - Diplomatic Immunity

When you return to Riverwood, talk to Delphine. She will say that you need to get into the Thalmor embassy, ​​and find out everything about the dragon from them. But ut Dolphin will do everything for you. You only need to go to Solitude and meet Malbourne there.

To help you survive, Malborne will bring you some items. During a conversation with him, there is an important point in Skyrim, you can transfer items to companions (key R). Give Malbourne the weapon.

Then go to Dolphin. She will give you ceremonial clothes, and give her weapons and armor to keep. Then you will find yourself at the party.

Go to the guard and pass the invitation. For Malbourne to be able to bring you to the kitchen, you need to somehow distract the vacationers. We must take a drink from him.

After Roselan starts making noise, the door to the kitchen will open, there will be a chest in which your things are. You need the door next to the chest. From now on you can start killing everyone.

You need to clear one task, then kill everyone in the yard, then do the same in the torture building and rob two chests, then the pointers will disappear. We must ask for directions from the one who was tortured. He will point to the hatch, in order to pass through it you need to kill the guards, then remove the key from one of them. Then go out through the dungeon to the Dolphin.

Skyrim Walkthrough - Rat Cornered

We need to return to Riverwood and tell Delphine everything about dragons, then find Esbern. Travel to Riften and find Brynjolf, he is the head of the thieves' guild. You need to go through one of his tasks related to theft.

When you do this, go down to the dungeon under Riften, it is from several levels.

Skyrim Walkthrough - Alduin's Wall

The old man collects his things and wants to leave, but the agents of the Thalmor do not allow him to do so. It turns out the old man is a good magician and can cope with enemies.

After getting out of the dungeon, go to the Dolphin. The second task is the passage to Alduin's Wall.

There are three riddles on the way to the aisle

Riddle number 1

To pass this stage, you need to lower the bridge, for this you need to rotate the stone figures, as shown in the screenshot.

Riddle number 2

There is a fire trap in the room, and plates reacting to footsteps. It is necessary to step only on the slabs denoting the dovahkin. When you reach the fiery installation, you need to pull the lever, the trap will be turned off.

Now we need to go to the gray-beards again.

Walkthrough Skyrim - Throat of the World

Return to the greyish. Find their leader and start a dialogue. After that, you will learn a new cry, and you will know the way.

The whole road is in fog, but with the help of the cry that you have learned, this fog can be driven forward, so you will move to the main gray-bearded.

Skyrim Walkthrough - Ancient Knowledge

In the assignment, you can choose who to contact - gray-bearded or Esbern. If you choose the option with Esbern, then you will need to go back to the wall and tell him about the scroll.

He will say that the help of magicians is required, and will send you to the College of Winterhold, which is located at the end of the world. At the entrance, it turns out that in order to enter you need to become a member of the guild. To become one you need to show the ability to use magic. Then you will be escorted into the building. Find the main Urag gro-Shub in it. Talk to him about the scroll, then he will give the task - "Shalidor's robots".

Walkthrough Skyrim - Shalidor's Robots

It is necessary in the dungeon to find the records of the scientist. There will be a familiar puzzle with a lever that rotates the statues. A hint about which statue to rotate on the opposite wall.

Then you will meet a dead man who comes to life after each murder. But there is nothing difficult here, kill him several times in a row and that's it. Take the notes and return to the College of Winterhold.

Meet Urag Gro-Shuba and give him the notes. It seems that it will take time to decrypt. In a few days everything will be ready, there will be a book on the table, it must be read. Then after talking with Urag gro-Shuba, you will receive a task.

Walkthrough Skyrim - Beyond the Ordinary

You need to find a scientist interested in the Dremer, who later went north and got lost. A point in the north will be marked, you need to follow there.

After you find a scientist, you will receive two items - a Dremerian cube and a ball, a point on the map will also be marked. There will be giant dungeons.

There is one locked door with a lever, here is the most difficult way to find a lever.

The grate is at the bottom, and the lever that opens it is at the top.

At the end you will reach a room with a complex device. You need to find a "control panel" there and install a cube. Then you need to learn how to play this instrument.

Skyrim Walkthrough - Curse of Alduin

Ahead is a battle with Alduin, but first you will have the Dragon Slayer's cry at your disposal.

Alduin does not land, you need to shoot him down with a dragon-breaker, then fight him with a dragon-breaker.

When you defeat him, he will say that he is immortal and will fly away.

Skyrim Walkthrough - Fallen

After the victory, talk to the parturnax. He will tell about his plan, the final killing of the dragon. But the Jarl's help will be needed, go to him.

Skyrim Walkthrough - Endless Bye

Discuss the dragon and the end of the world with the Jarl. He will help you, but only after the end of the war in Skyrim. Now you have an almost insoluble task - to reconcile the two parties who absolutely do not want this.

Go to the greybeards, talk to Arpgeir, ask him to declare peace.

Then go to the Imperials, talk to Tullius, convince him to negotiate.

Go to the rebels, talk to them, convince them to negotiate.

Return to the gray-bearded, there will be a meeting, the blades will also be present there, after long negotiations, convince them to sign a temporary peace.

Having made peace, you will complete the task. Then the dolphin will come and say that the parturnax must die.

Walkthrough Skyrim - Fallen (continued)

After the conclusion of the temporary peace, it is necessary to make a trap for Odawing. To do this, return to Dragon's Reach and talk to the Jarl. He will say that everyone is ready and waiting for your answer.

Say you're ready to start and follow along. In order to summon and catch Odawing, go to the balcony, use the call "Dragon Summons". Then a dragon will arrive, shoot him down with a dragon-breaker, then retreat into the depths of the balcony, using a dragon-breaker so that he cannot fly away. He will follow you and be trapped.

Skyrim Walkthrough - House of the World Eater

We need to talk to Odaving. Let him go. To do this, go upstairs and talk to the guards.

Then, wait until he comes out to the edge of the balcony, talk to him again, then go on the dragon to Skuldafn.

It is necessary to clear the territory of the dungeon. There will still be new riddles.

The first of them is connected with movable plates, the first position opens the right grate, the second - the left one, along which you continue to explore the dungeon.

The second puzzle is also related to the slabs, which are located in different places.

The third riddle, connected with the door and the rings that spin without stopping, there is a draug in front of it, kill him and remove the "Diamond Claw" from him, on its back you will find a clue.

After that, go outside, but do not immediately teleport, next to you there will be a strong creature from the underworld - Nakrin. After you kill him, remove his mask and staff, he is needed in order to start the portal again.

Walkthrough Skyrim - Sovngarde

You are in the abode of the dead. Follow the arrow, meet with Tsun, pass the test and enter the hall of the ancients.

Walkthrough Skyrim - Drone Slayer

You are at the very end. There is nothing difficult here. Just remember, to disperse the fog, use the shout "Clear Sky".

After you win, you will need to talk to Thuns in order to return to the mortal world.