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Passing tes. The Elder Scrolls V: Skyrim: Walkthrough

Skyrim is uneasy. An ancient evil awakens among the mountains: vampires occupy caves and prepare to fulfill a terrible prophecy. But standing in their way were the valiant warriors of the Dawn Guard, an organization that fights bloodsuckers throughout Tamriel. Whose side will you side with - the vampires or the vampire hunters? In any case, you will need this guide with descriptions of quests - both main and side.

Dawnguard

The main quest of the Dawnguard expansion begins no earlier than the hero reaches level 10. It begins with rumors exchanged between the guards. After hearing talk of a restored Dawnguard Fort, you can head straight there to talk to the vampire hunters.

Another option is also possible - an envoy of the Dawn Guard, an orc named Fool, will approach you on the street and offer to join the organization. You can ask him about the Dawn Guard.

The fortress we need is located southeast of Riften. To get to it, you need to find a passage in the rock through the Dayspring Canyon, and get to an isolated section of the map. Talk to the newcomer named Agmer and the guard Kelaan. If you want, shoot with a crossbow at old tree stumps with the Fool. After that, go to the fortress.

As often happens in Skyrim, you will witness a conversation. The head of the Dawn Watch, Isran, discusses the sad situation with Tolan, a priest of the Order of the Vigilants. Vampires, vampires everywhere!

When the interlocutors deign to pay attention to us, they will give us the first task: to meet with the priest Tolan in the Dim Tomb and find out what happened to the Vigilant priests who explored it. Before leaving, you can clean out the fortress - we have permission for this.

If you wanted to play as vampires, don’t worry, and feel free to take on the task - the moment to choose a side will come only after two quests. Immediately after you are sent to the cave, vampires will randomly attack the towns.

Awakening

The cave we need - the Dim Tomb - is located east of Morthal, north of the Lord's stone. Tolan is also here, but for some reason he will not be able to take part in clearing the cave.

Inside you will find cool vampires (their conversations can be overheard), skeletons, draugr, spiders and new enemies - death hounds, a valuable source of dog meat. At the end of the path in the large hall, you will witness the death of the Vigilant priest at the hands of vampires.

On a round stone table with two rows of arches, you have to solve a small puzzle: first press the button in the center, and then, by pushing each of the five stone braziers towards or away from the center, make them all light up with a purple flame.

Touch the stone monolith and meet Serana - a girl with an Ancient Scroll on her back. She's a vampire. Friendly vampire.

Bloodline

Serana will ask the hero to take her home. First you need to get out of the cave. This will not be so easy to do: first, revived stone gargoyles will attack us, and then the draugr and their leader, sitting on a throne in a vast hall.

Don't forget to read the new scream on the wall, which deprives the enemy of strength, mana, and health.

Leaving the cave, you will go to the northwestern edge of Skyrim, where, not far from the Northern Watch Fortress, there is a boat on the shore. She will help Serana and me get to the Volkihar fortress.

Before you enter the fortress, know that there will be a choice between vampires and vampire hunters. There is no way to defer your choice, so save your game for replay.

Serana's father, the vampire lord Harkon, will meet us at the fortress. He will thank the hero for saving his daughter with an ancient scroll, complain about his wife’s betrayal and offer a reward - turning into a vampire.

  • If the hero refuses, we will be allowed to leave - but only this time.
  • If the hero is already a vampire, Harkon's bite will give us the powers of a vampire lord.
  • If the hero is a werewolf and chooses to become a vampire, lycanthropy will be cured in the process.

One way or another, from this moment the plot bifurcates. But playing as the Dawn Guard and playing as vampires is not very different. In both cases the companion is the same, the main enemy is the same, and the plot follows the same course. Therefore, in the description of each quest, we will first talk about how it is completed as an ordinary mortal, and then as a night bloodsucker. The next two, however, are unique to each group.

A New Order

Dawnguard quest (not available when playing as vampires)

So, you rejected the path of vampires, and were expelled from the castle. Isran will certainly want to know what happened. After Harkon, angry at the refusal, expels us from the castle, return to the Dawnguard Castle. Help your comrades repel the vampire attack and tell Isran everything that happened.

To the question of his comrades: “So, why didn’t you kill the vampire and take away the Ancient Scroll?” finding a convincing answer will be difficult. Because he doesn't exist. You'll have to make unconvincing excuses.

After some thought, the head of the Dawn Guard will invite us to enlist the help of a pair of outstanding fighters - the Breton Saryn Gerard and the Nord Ganmar.

You will find Nord near the Honey Cave. He is hunting a bear and at first he won’t even hear about helping Isran. Two things will help him change his mind: the mention of vampires and help in the battle with the brown bear that has occupied the cave.

Saryn will be found in the western regions of Skyrim, near the Dragon's Tooth Crater. Tell Sarin about vampires and the Elder Scroll. The girl also needs help. The crabs stole her Dwemer gyroscope. We are required to either find it in a bag on the river bank downstream, bring a new unit, or use the persuasion skill.

Before allowing the hero to the next quest, Isran will carefully check him and his two new companions for vampirism.

The Bloodstone Chalice

Vampire Quest (not available when playing as the Dawnguard)

So, you decided to take the path of vampires, and were kindly bitten on the neck by Harkon. The hero will wake up in the cathedral. It's time to explore new possibilities.

Be a winged vampire

The first and most important skill of a vampire is to transform into a cool winged beast at will. The good news: in the process you can fight with your claws or cast magic with both paws: draw out life force, revive the dead. You can also hover above the ground and leap forward, dispersing into a flock of bats.

The bad news is that you can't do anything else while in vampire (or werewolf) form. In particular, you cannot pick up loot, use first aid kits, use weapons, ordinary magic, or even look at the world from the first person.

Like the ordinary bloodsuckers of Skyrim, our vampirism intensifies with every hungry day. Along with it, abilities increase, but so does the loss of strength from the sun, vulnerability to fire and general ugliness.

Along with Harkon's vampirism, the hero receives a branch of vampire abilities. You can invest in them, making money by drawing out life or biting. Let's list the abilities:

  • Power of the Grave: Increase in health, stamina and mana by 50 points. Basic perk.
  • Detect All Creatures: Allows you to detect all enemies, regardless of whether they are alive, dead or even robots. Very helpful.
  • Mist Form: The most useful skill among vampires is going into the “fog form” with accompanying regeneration. Saves in any, even the most difficult situation.
  • Supernatural Reflexes: Time slowdown, Slo-mo style. Not bad.
  • Unearthly Will: Reduces the mana cost of vampire spells.
  • Blood Healing: Fully restores health after an enemy is bitten to death. Not a bad skill, but with it you need to have time to bite (power attack) an enemy who is on the verge of death.
  • Poison Talong (Poison Claws): Additional 20 points of claw strike damage. Not very useful, especially for those who prefer magic.
  • Night Cloak: A flock of bats attacks nearby enemies.
  • Vampiric Grip: Jedi style skill - pulls enemies towards the character and strangles them.
  • Summon Gargoyle: A gargoyle comes to the rescue. For those who love gargoyles.
  • Corpse Curse: Explosion that paralyzes enemies. Overall, useful.

After conducting an educational program, Harkon will send us on a test mission. We will get it from a vampire named Garan Mareti, telling him the code word: “It’s time.”

Garan, in turn, wants us to “fill” a certain Bloody Cup. This must be done in the Red Water Cave near the source from which blood flows. Having filled the cup, the hero will have to add the blood of a strong vampire.

There is nothing to do - we go to the cave. It is successfully disguised as a skooma den in the basement of the house. The real cave begins behind a poorly locked door.

Mini-insert: you can try to drink skooma - then the hero will lose consciousness and wake up in the cave.

Lower the bridge by pulling the lever. At the dead end, pull the chain in the wall. Once in the large hall, go around the trap in the floor. The next door leads to the tombs, and it also needs to be opened by pulling the chain - it is opposite, behind the “window” in the stone wall.

In the room with the alchemical laboratory, open the door to the right of the entrance with caution - a trap will be triggered. In the next large hall, be sure to search the bodies for the key. It will allow you to open the next door without fussing with master keys.

There is a bloody spring behind the door. Fill the cup. Two vampires will come to the noise - Salonia and Stalf. They discuss how to arrange an accident for our hero. We'll have to kill them. At the same time, let's add vampire blood to the bowl.

Return to Garan Marethi and then to Lord Harkon. The quest is completed.

In order to start performing tasks: Tribunal, necessary relax(T key by default) using the bed, or do it outside the city. With some chance, the hero will become the target of an assassin's attack. It will be none other than one of the messengers Dark Brotherhood. For details, contact any of the guards. Law enforcement officials will advise you to talk to Apples Mattius which you will find in Ebengrade, on the stairs going up to the long bridge. It connects the Fort of the Predatory Butterfly and the Chambers of the Supreme Council.

Assassins level up along with yours, and their equipment is always above average.

After talking with Matthius it will become clear that The Dark Brotherhood located in the city Mournhold, where your path lies. To get there talk to Asien Rein, which can be found in Chambers of the Supreme Council, immediately to the right of the entrance. Tell her about the attack of the assassins and she will be happy will send you to the capital of Tamriel. After teleportation, you will find yourself in the reception room of the Royal Palace. The Argonian Effe-Ti located here can transport you back to Vanderfell.

Arriving in Mournhold, talk to one of the Royal guards, who will share information necessary for further searches for the Dark Brotherhood. It turns out that murderers can be detected in the sewer under the Grand Bazaar. Well, a sewer is a sewer.

Quest for the Dark Brotherhood

Leave the reception area at courtyard Royal Palace and move to the Temple courtyard. When you get there, turn right. The first door you come across will lead you to the Grand Bazaar. In this location, find a hatch leading to the sewer, where the main search for the Dark Brotherhood will take place.

Once in the abode of the entire cesspool of Mournhold, move straight ahead to the fork where you need to turn right. Next, go straight until you come across a door to Estates area, enter it. The next step is to search Moril estates, more precisely its northern part. You will find the entrance there at center of the Estate District. After you enter, look for the assassin named Dundras Voules- This is the head of the Dark Brotherhood. There’s no way around this, so we’ll have to send such a colorful personality to our forefathers. After victory, take it from his body Dark Brotherhood Contract.

After reading the murder contract, you, in general, will not really learn anything. It will only become known that the hero was ordered by some person with the pseudonym “X”. Therefore, there is nothing left but to survey the local population. One of the guards will slightly lift the curtain of ignorance and advise you to talk to Thienius Delitian. You can find it in Throne room.

In the service of His Majesty Helseth

Show Tienius the Dark Brotherhood contract. He won't hide the fact that customer there was a king Helseth. Further, for some unknown reason, the game twists the plot so that the hero begins to carry out the tasks of this very Helseth. Moreover, the whole turn takes place in a conversation with Thienius. In general, it’s not a problem, of course, but there is no obvious connection in the plot.

The Unnatural Death of King Llethan

Something is wrong with this family

Thienius Delitian wants you to find whoever is spreading rumors about the murder of King Llethan. You can play detective and find out the necessary information from the local population, or you can immediately go to Ravani Lletan, the wife of the late king. You will find her in Llethan estate, which is located in Godstrich. After leaving the Palace courtyard, go to the Temple courtyard and then turn left. The first door will take you to Godstreach. There, in the northwestern part of it, you will find the Llethan estate.

Talk with Ravani. First you need to express your condolences. Then, when you talk again, ask about the death of King Llethan. The wife of the former monarch will talk about the insidious assassination attempt on her husband, and will also point out that this was published in a local newspaper called “ Available language" Therefore, it is necessary to find at least one copy of the newspaper. Fortunately, there are plenty of them scattered around Mournhold. For example, one lies on the table in " Empty estate", south of Ravani Llethan's house. After obtaining a copy of the local press, take it to Thienius Delitian in the throne room of the Royal Palace.

Betrayal of the Temple

Tienius Delitian's next task will be to find an informant among the Temple servants. You need to go to Temple of Almalexia and find someone who agrees to supply information to the highest circles of power. Go to temple reception. There, to the right of the entrance, you will see the door to the Hospital, where the desired NPC is located. Her name is Galsa Andrano. After talking with the woman and writing in the diary about the location of the informant, return to Tienius Delitian with a report.

Unrest among the Royal Guard

Thienius Delitian began to suspect some of the Royal Guards of treason. You need to, under the guise of your own, extract information from the guardians of order in Mournhold. It’s worth starting by joining the guards. To do this you need to contact Ivulenu Irano. He is in on the right hand by Thienius Delitian. When talking to Iran, say that you want to join the Royal Guard, and also mention your connections with House of Hlaalu. Whether you are in this house or not does not matter. Ivulen Irano will advise you to contact Aleri Arena. You will find it in the northeastern part Guard Barracks.

When talking to Aren, also mention House Hlaalu. However, the girl will be smarter than her colleague and will refuse to say anything. You need to talk to Tienius Delitian again. The latter will advise you to search the personal belongings of Ivulen Irano, which can be found in the barracks. Ivulen's sleeping place is located in the southern part of the barracks, and the proof is this a note, which lies immediately between the chest and the bed. Take it and take it to Tienius Delitian in the throne room.

Finding Evidence of a Mournhold Noble Conspiracy

Your path again lies in the Llethan estate ( northwestern part Godsrich). In the estate you need to find a letter that lies on the table in the room with Ravani Lletan. Take it and take it to Tienius in the throne room. After reading the note, he will order the execution of all those involved in the conspiracy.

  • Forvena Berano you will find in the northern part Temple courtyard.
  • Hloggar the Bloody lives in Western sewer, the entrance to which is located in Godsriche. In its northwestern part there is a hatch leading to the Sewerage of residential areas. Once there, move constantly to the right. Soon you will see a door to the Western Sewers. Once inside, stay to the right. Continue through the cave and small lake with a waterfall until you reach a small room. There you will find Hloggar the Bloody.
  • Bedal Alain is in Bookstore, located in the Grand Bazaar area of ​​Mournhold.

It's also worth mentioning that you can let go all three conspirators. The quest will still count. However, in this case you will receive a monetary reward you won't get it. After all the conspirators have been found, return to Tienius Delitian in the throne room and report on the work done.

Search for the author of the newspaper “Accessible Language”

Thienius will instruct the hero to find the one who anonymously publishes the newspaper “Accessible Language”, which exposes the current Emperor. Go to Hall of Masters Godstrich (eastern part of the location). Once there, turn right and you will see a door in front of you with the sign “Do not enter!”

Having disobeyed the warning, enter the secret office and talk to Trels Varis, after which you can either kill him, for which you will receive 5k gold, or give him 3k gold and go your separate ways. Having dealt with the journalist, return to Tienius. The reward for the quest depends on how you dealt with Varys.

  • Killed Trels Varys - get 5000 septims.
  • If you gave Trels 3000 septims for silence, then when talking with Tienius Delitian, two items will appear:
    • Yes, and I wanted to receive 3000 septims to cover expenses - you will receive 8000 septims as a reward.
    • Yes, a small donation in the service of my King - receive the sword “Curse of the King”, worth 80 thousand local tugriks.

This will be the end of Tienius’s tasks and he will report the desire of Queen Mother Barenziah to see the hero.

Meeting with Barenziah

This meeting is not a quest as such, since there is no entry in the diary about this. However, without this conversation you will not advance in the plot.

You will find Barenziah in her chambers, which can be accessed from the Imperial Cult Services. She will tell the hero about the hidden enmity between the monarchy, headed by Helseth, and the Temple of the goddess Almalexia. Although these two structures do not dare to openly quarrel, the tendencies of hostility between them have long been noticeable. Barenziah wishes you introduced themselves to the Temple. To do this you need to contact Fedrys Hler- to a trusted person Almalexia.

Serving the Temple of Almalexia

After talking with Barenziah, you will complete the tasks of the Monarchy and begin the tasks of the Temple, which you will receive from Fedrys Hler located in Temple Reception.

Threat of Goblin Army Attack

Hler believes that King Helseth is preparing an army of goblins in secret from the temple. Your task is to find and destroy leaders this army. Among other things, Hler will hint that it would be nice to deal with the two Altmer, who play the role of teachers. Almalexia, according to him, will be pleasantly surprised by such results of the cleanup.


Go to Godsrich. Go through the Residential Sewer to the Western Sewer. In its southwestern part there is a passage to the Battlefield. You need to find the entrance to the City Gate of Old Mournhold here ( South part Battlefields). Next move south eastern part Ruins of the Arsenal. There you will find a passage to Tears of Amun-Sha. There are two goblin leaders in this location: Durgok and Kurgok.

After dealing with the goblin leaders, go to Ruins of residential buildings. You will find the entrance there in the location Tears of Amun-Sha. Altmer Goblin Teachers Yarnar and Armion are situated in Halls of Teran(eastern premises). Having finished with the enemies, return to Fedris Hler.

Consecration of the Altar of the Dead

Fedrys Hler will report that Havas Drin wants to see you at his place. Fortunately, the entrance to his office is located very close, in western part Reception of the Temple.

The Archcanon will ask you to complete Almalexia's task. Need to consecrate ancient sanctuary called Altar of the Dead, which no one has visited for God knows how many years. Almalexia believes that this sanctuary can be used for her own purposes. However, to do this, he needs to get rid of the undead that have captured him and perform a purification ceremony, thereby restoring the power of the ancient field. The consecration of the Altar of the Dead takes place in two stages.

Cleaning up the undead

Head to the northern part Hall of the Clergy. From there, go down through the hatch in the floor to Temple Sewers. Here you need to find the entrance to the eastern part of the Sewer. Once in place, move along the eastern corridor, which will then smoothly turn north and lead you to the entrance to the location Temple Garden, in the south of which you will find a passage to the Altar of the Dead. Clear this area of ​​everyone dark minions until the corresponding diary entries, then return to the Temple for Urvel Dulni.

Escorting Urvel Dulni to the Altar of the Dead

There shouldn't be any problems with this. After clearing the Altar of dark minions, return to the Temple and talk to Dulni, and then along the old path known at the first stage, swipe it to the Altar of the Dead. After Dulni cleanses the altar and you receive the diary entry, return to the Temple to Gavas Drin and report on the successful completion of the task. As a reward you will receive Blessed Spear– polearm with average characteristics (piercing damage 5-32). After the report, Havas will again send you to Fedrys Hler.

Finding the Tape of Barilzar's Labyrinth

Talk to Fedric Hler in the Temple Reception Room. He will report that Almalexia is pleased with the work done and, as a reward for her efforts, is ready to give another assignment. Yes, not simple, but special. You need to find Barilzar's Labyrinth Tape for her.

Go to Hall of the Clergy(you can get there either through the Archcanon’s office or through the hospital), and then go down to the lower levels of the Temple. There, find a hatch in the floor that will lead you to Temple Sewers. In general, it’s worth noting that 80% of the game takes place wandering through the sewers.

After descending into the Temple Sewers, move northwest until you come across the entrance to Abandoned Crypt. Here you need to find an ancient lich Barilzara. It is located in the northern part of the Abandoned Crypt. As usual, he will refuse to give up the ring without a fight, so he will have to put the walking bag of bones to rest. Taking it from his body ring return to the Temple Reception Hall to Fedric Clair. He, in turn, will send you to Archcanon Havas Drin. You will find him in his office, which can be accessed through the western door of the reception area.

Gavas Drin will inform you that the Labyrinth Ribbon must be given back Almalexia, which resides in High Chapel. You can get there directly from the Archcanon’s Office, or from the Reception Room of the temple. Almalexia, as a reward for the transferred artifact, will award the hero with the ability Light of Almalexia.

At this point, the Temple quests in their usual form will end, and you need to leave the sanctuary of Almalexia and walk around Mornokhl. No, not to admire the views. This is necessary for the next round of the plot to begin.

Assault on Mournhold

After leaving the Temple, go to the Inner Courtyard of the Palace and talk to one of the NPCs. You will be informed that Mournhold is under attack. All the action takes place on the Plaza Brindisi Dorum. You can get there through a huge door located right there in the Courtyard.

After destroying the creatures that attacked the city, talk to the Royal Guard or the Temple Ordinator. Depending on who you give preference to, it will only depend order of quests. Let's say, if you contacted a resident, you will be asked to go to Almalexia and you will begin to carry out her tasks. However, having reached the quest “Blade of Nerevar”, in which you need to collect the missing parts of the weapon, you will be forced to turn to Karrod for one of the parts of the blade. And he, if you have not completed the quests from King Helseth, will refuse to talk to you. So it would be more logical to start with the King’s instructions.

Exploring the Dwemer ruins of Bamz-Amschenda

If you spoke with the Temple Ordinator, you will be sent to Fedris Hler. You will find him in the Temple Reception Hall. If the conversation took place with the Royal Guard, then you will be sent to Tienius Delitian, who is located in the throne room of the Palace. The quest for both will be the same. You will be asked research ancient dwemer ruins Bamz-Amshenda.

You can get into the ruins through the entrance located in ruins Memorial statue. Head to Plaza Brindisi Dorum, and from there to the aforementioned Dwemer ruins of Bamz Amschend. Once inside, you will witness a fight between Dwemer steam engines and the creatures that attacked Mournhold. From what he saw, it becomes clear that the attackers on the city have nothing to do with the Dwemer. After receiving the corresponding diary entry, return to the quest giver. Fedrys will send you to report to Almalexia, and Tienius to King Helseth.

I mentioned above that more logical start doing tasks king(after the attack on Mournhold, talk to the Royal Guard), so I will describe them first. Moreover, there are only two of them.

Assassination of Queen Mother Barenziah

Talk to Hlaalu Helseth in the throne room of the Palace. Ask him about the conspiracy, and in the subsequent dialogue talk about solving this issue. Helseth will send you to the inn Winged Guar located in the area Godsricha. There you need to find a certain orc named Bakh gro-Sham. Win him over by bribery or persuasion and in the dialogue choose the “Uncle’s Farm” option - this is a kind of confidential password. After the orc understands who you are, find out from him about the impending assassination attempt on Barenziah. Having received what you came for, return to the throne room to the king.

Helseth will immediately send you to defend Barenziah. Leave the throne room through the door behind the throne, which will take you to the Imperial Worship Services. Then head straight through the door opposite the one you entered through. In Barenziah's chambers you need to hide behind the screens and use the option wait(key T by default), wait for the attack of would-be killers. You will understand that the assassination attempt has begun when diary entries. Neutralize the troublemakers of the queen mother and return to the king with a report. As a reward you will receive Helseth's Necklace.

King Helseth's Champion

Hlaalu Helseth wants you to fight his best bodyguard named Karrod, who stands here in the throne room. Wait 24 hours from receiving the quest and speak to the king again. He will announce the start of the fight. When will Karrod have approximately ¼ health he admits defeat. Talk to the king again and receive a reward of Dagger of Symmachus. After this, Helseth will send you to Almalexia for further information gathering.

Show of force

Almalexia will mention a certain cult that until recently flourished in Mournhold. Not long ago, most of the members of the "End of the World", as the cult was called, were found dead. The goddess will ask for as much as possible learn about this community. At the same time, it is necessary to adhere to certain moral frameworks in the investigation, so as not to make a martyr out of the head of the cult of Eno Romari.

Go to Great Bazaar and find Meralin Otan there (south-southeast part, near the stairs). Talk to her about the Doomsday cult and Necessarily about her brother Seville. According to Meralyn, the cult is responsible for Seville's death. She will also tell you that you can find followers of this cult in Godsriche at the inn Winged Guar. This is where your path lies.

In Godsreach, next to the Winged Guar Inn, you will see an NPC in White robe by name Eno Romary. Talk to him about the end of the world and the cleansing ritual. The information received from him will be quite enough for Almalexia. Go to the goddess with a report. However, the quest does not end there.

Almalexia, angered by the view that the Tribunal has been weakened, decides to call upon Mournhold ash storms, naturally by the hands of the hero. When talking to her, be sure to please clarify about ash storms, because only after that she will give you Dwemer Power Coherer, which will be needed to complete the quest.

Your road again lies in Bamz-Amschend. In case you forgot, the entrance is located in Plaza Brindisi Dorum. The first room you will enter is called the “Hall of Heart Fire”. In its western part there is a door to the location Passage of Whispers. Once there, move along the northern corridor until you find the entrance to the Radak's Forge location. In the northern part of this branch of the Dwemer ruins, look for a door with lock 100. You will have to pick it.

Once inside, in the chest to the right of the entrance, take two Dwarven backpack charge and again move to the northern part of the location until you come across a passage littered with stones. When will you have it at Target? Collapsed Rock, press the action key. As a result, you will be prompted to set the charge. Agree. After the timer finishes counting down, the rock will collapse and you will be able to move on to the Walking Passage location.

Move southwest and you will see in front of you a door to the King's Alley area, through which you can enter the Vaults of Heaven. Go to the center of this room and in the northern part of the weather control apparatus (you need to have a Dwemer distribution box in the target) use the Dwemer coherer. After these manipulations, you will receive a corresponding entry in the diary.

However, that's not all. Now you need to use the levers behind the distribution box to set the desired weather, that is, ash storms. On stone paintings should appear behind the levers volcano spewing ashes. To do this, turn all three levers towards you, and then return the left and middle ones to their original position. This completes your task. Return to Almalexia.

Don't throw away the second backpack charge, you'll need it later.

Almalexia's Missing Hand

The task is quite simple. Almalexia will ask you to send one of his resident servants named Salas Valor into the world. You will find it in the northeastern part Godsricha. Having overcome Salasa return to Almalexia.

As a reward you will receive:

  • “Skin like iron” is a permanent effect that gives a +5 bonus to wearing all types of armor, including unarmored combat.
  • “Paralysis Resistance” – Almalexia will give your character resistance to paralysis (+20%).
  • “Warming Warmth” – Almalexia will give the hero the permanent “Increase Health” effect (10p).

Restoring the Blade of Nerevar

After completing the quest "The Missing Hand", talk to Almalexia. She will say that she believes that the protagonist is reincarnation of Nerevar, and will also instruct you to restore his blade. She has one part of the blade. You also need to find two more parts, as well as a blacksmith who will restore this blade.

Now you need to find a blacksmith who will help restore the Nerevarine blade. Go to the Hall of Masters Godsricha. You need to find an orc there Yagak gro-Gluck, what a funny little name. First, you should give him the Dwemer battle shield. The experienced eye of a blacksmith will immediately identify the foreign part in the design and will divide it on a regular Dwemer shield and Part of a Dwemer blade. Ready. You now possess all three parts of the True Flame blade. Ask Yagak to forge a weapon for you, which he will kindly agree to do. Wait two days, and then return to Yagak gro-Gluk and he will give you the finished sword.

You received the blade, however, there are no enchantments on it. And in order to cast these spells, you need Dwemer. It so happened that they all died out many years ago. That's bad luck. However, there is still a small clue. In ruins Bamz-Amschend Once upon a time there lived a strong Dwemer mystic. Yagak gro-Gluk advises going there and looking for some records Radak Stungntumtse, that was the name of this Dwemer magician.

Go to Plaza Brindisi Dorum, and from there to the ruins of Bamz-Amsschend (entrance in the center under the destroyed statue). I would like to say right away that you will need Dwarven Backpack Charge. At this point in the game, you should have one of these left, since you most likely found two copies in the Show of Force quest. To destroy the blockage, one charge was needed, respectively, one should be somewhere in the inventory.

If for some reason you lost it, then I hasten to reassure you. You can find everything in the ruins of Bamz Amschend three Dwemer backpack charges. Two in the Radak's Forge location and one in the Hall of the Winds location.

So, having acquired a charge, move deeper into the ruins of Bamz-Amsschend. The journey will take place in this order: Hall of Heartfire > Passage of Whispers > Radak's Forge. Here, in the room on the left, you will meet the spirit Radak Stungntumtse. Ask him to enchant the Blade of Nerevar, after which he will send you for pyroil resin. You can find her in caves Min Dhura.

Go to the northern part of Radak’s Forge, where you cleared the passage from the rubble in the “Demonstration of Power” quest, and go to the “Walker’s Passage” location. Here, in the southwestern part, you will find another rubble. This is where the second Dwemer backpack charge comes in handy. Clear use it to find the path and move further into Norenin-dur.

In the eastern part of Nyrenen-dur, find the passage to Gnashing Teeth, from where you can enter the Daedric ruins Min Dhrur. In the northern part of this location, find and kill Kash-Ti Drura. On his body, collect the desired pyrol resin, which must be taken to the spirit of Radak. After you give the resin to the Dwemer mystic, he will return the blade to its former strength True Flame. Ready. Return to Almalexia and tell her about the work done.

Mad God

Almalexia believes that Sotha Sil has gone mad and that he is responsible for the attack on Mournhold. The crazy god must either be brought to reason or destroyed. This is the order of Almalexia. After you finish preparing, contact the goddess and she will take you to Clockwork City Sotha Strength.

Before how to go, buy boost potions strength And speed. A potion will also come in handy jump. If for some reason you cannot get potions, enchant rings or any other item to increase the corresponding characteristics.

Walkthrough of the Clockwork City of Sotha Sil

Once in the first room, turn lever arm on the pillar to the right of the passage, and the door blocking the path will open. Two axes will appear in front of you, moving like pendulums across the corridor. You need guess the moment and run past them. It is very likely that you will need an increasing potion speed. I did this at a speed of 92. After overcoming this trap, move to the eastern part to the Outer Flooded Halls.

In the Outer Flooded Halls, move to the corridor leading to East. Pendulum axes await you there again, only this time in more. They are built by analogy with the first ones you met in this city, that is, they move in pairs. Therefore, to pass through it is enough only wait the right moment and go between the first pair, then the second and third. After this, you will come across a door leading to the Delirium Hall. Don't be shy, come on in.

Going a little deeper into the Delirium Hall you will see metal stakes, which appear with enviable regularity from the floor of the corridor. There is no need to try to jump over them. Just turn before the stakes right and go around them through the next room, and then continue south along the corridor until you come across the door leading to the Central mechanism. Enter it and go up to the second level of the central mechanism along the circular staircase in the southern part of the room. There you will see two doors: the first leads to Sohleh's room, second V Theuda Hall. You need to go to the second one.

Through Theuda's Hall you can get to the Dome of Cassia, fortunately there are no traps in this hall. But on the second tier of the Dome of Cassia awaits you rotating a mechanism with saws attached to the end that prevent you from getting into the next room - the Serlin Dome. You can bypass the trap differently.

  • Have a drink jump potion(effect of potions sums up), and then, after waiting for the saws to pass by the door you need, jump onto the second tier and go to the safe area before entering the Serlin Dome.
  • Drink enough speed potions and then just run following for the saws and go to the next location.

Once in the Serlin Dome, you will see a Dwemer mechanism, from which Vile Factories appear every now and then. In the southern part of this mechanism there are two levers. The first opens and closes the outer door of the mechanism. The second one opens a door inside the mechanism, through which you can go to the Sallaem Hall.

When one door is open, the second one closes, and you cannot turn two levers at once. You should wait characteristic sound start of the mechanism(the hoses above it begin to twitch) and immediately turn the lever on right. Thus, the mechanism will open the outer door, and you will open the inner one, after which the path to the Sallam Hall will be open. You will not find any traps in this room, so feel free to move to the south-eastern part of it towards the passage to the Udoka Dome.

The Udoka Dome is a hemispherical room, the bottom of which is filled with a vile liquid. In the western part of this room there is a lever, however, in order to turn it you must have force over one hundred units. Raise the missing amount of this characteristic with potions and turn the lever. Once you manage to do this, you will be able to bypass the room through the bridge that appears, going straight to the Mileito Hall. There are no traps here, so feel free to move to the northern part of it and go through the door to Dome of Imperfection.

From the Dome of Imperfection you can get to the Dome of Sotha Sil. However, the door there will not open until you win the last living guard - a huge robot called Imperfection.

Upon entering the Dome of Sotha Sil, you will see suspended from wires and very badly mutilated Sotha Force. He was so badly injured that it’s scary to post a screenshot. Upon attempt leave this place Almalexia will appear before you, as it turns out, the culprit of all troubles. She's a scary woman. After the rant, the goddess will attack you. Be that as it may, I will have to calm her down forever.

Take it away from Almalexia's body Barilzar's ring and put it on, after which the hero, regardless of choice, will be transported to the High Chapel of the Mournhold Temple. Leave it through main gate. Azura will meet you at the exit and thank you for what you have done. On that note, you will complete the main quest line of the Tribunal expansion.

After talking to Azura, don't forget to talk to King Helseth. He will reward you with a full set of Royal Guard armor.

Congratulations!

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This walkthrough concerns only the main storyline.

Start

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

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

To freedom

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

Before the Storm

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

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

Windy Peak

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

Dragon in the sky

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

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

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

Horn of Jurgen

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

Dragon in its natural habitat.

Blade in the Dark

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

Diplomatic immunity

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

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

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