Temple of the Heavenly Harbor Columns. Quest "Alduin's Wall" in the game Skyrim: overview and walkthrough of the mission. Skyrim walkthrough of the quest “Horn of Jurgen”

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

The old man decides to leave this place, but suddenly Thalmor agents will run into the room and begin to attack. Esbern will turn out to be no ordinary old man; he will repel his enemies with his magic. After a small battle, accompany the magician to the Sleeping Giant inn in Riverwood. There you meet with Delphine, go down to the basement, and Esbern will start reading the book. This is where the Wall of Alduin Quest begins. After all the conversations, you go to the Sky Harbor Temple. If you don’t want to go alone, get to the place with Delphine, or you can meet them on the spot. In the Sky Harbor Temple, you need to find her. The path to it lies through Carthspire, where a large Forsworn camp is located. You will also have to fight a dragon along the way.

Repel all attacks and go to Kartspire. Here you will have to solve a small riddle in order to move forward. While in the halls of the cave, you will see a bridge on the left side. But in order to activate it, you need to correctly position the three columns that are located next to the bridge. Esbern will say that the bridge can be lowered if you place the columns with the “Dovahkiin’s face” sign facing outward. Place the signs and the bridge will lower. The next room also has a hidden puzzle. There are pressure plates on the floor. And in order to calmly get to the next riddle, you need to step only on the slabs with the “Dragonborn” symbol. Before passing the room, do not forget to ask your companions to wait. If you step on the wrong slab, you can simply burn in the flames. Having reached the end of the room, you can turn off the traps; to do this, simply pull the chain, and both Esbern and Delphine will calmly walk along the floor. You can also go through the room in another way. Do not forget that the hero is none other than the dragonborn, and that is, he has some pretty powerful abilities. Using the "Rapid Dash" shout, you can quickly get to the "switch".

In the last room, before entering the temple, there will be a final riddle. There is a circular platform on the floor, and in order to activate it, you need to shed your blood. Open the passage and enter the Sky Harbor Temple. You will find it inside. Talk to Esbern. He will tell you the meaning of the Akaviri records. This completes the quest The Wall of Alduin. After you get your hands on the Ancient Scroll, go to. Meet with Paarthurnax, he will give new quest Alduin's curse. Paarthurnax will also tell you that you need to read the scroll, but only in the place where the rift appeared. Reading the scroll. And three wars will send the hero into the past. Dovahkiin will see the dragon fight with the wars and learn how to kill the boss named Alduin. The spectacle is fascinating, but the Dovahkiin will not be able to act, so just watch. In the boss fight, the three warriors who first mastered Thu'um will use . Therefore, returning from the past, it is necessary to learn a new cry. Without having time to really understand the new ability, he himself will fly to the Throat of the World.



But what is a game without bugs? Using the scroll, a bug may appear. The warriors will prepare to fight the dragon, but it will not arrive. To prevent a bug from happening, you simply don’t need to move. You fight the dragon that has flown to the Throat of the World using a new cry. Having brought the value of his life to zero, he will say that no one can kill him and flies away. This walkthrough completes the task. Further quests follow to find out the reasons for the revival of dragons. In order to find the portal opened by Alduin, you will have to go to Sovngarde, but you can get there if you only know how to fly. Having reached the place. Come into the temple. To pass you will have to solve puzzles. In the first, you need to compare the drawings on the wall with the drawings on the stones. Next, in order to lower the bridge, you need to dial the following combination: snake - bird - fish. Learn a new cry - Storm Call. And there will be very little left to get to the portal. In order to open the portal you will have to fight with Nakrin. You defeat him and take the rod - the key to the portal.

First, a short introduction to the basics of completing tasks. At the top of the interface there is a compass, and an inverted triangle icon indicates the direction in which you need to move on the current task:

If the same icon “hangs” over an NPC you need to move towards it (or behind it):

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

This basic knowledge will help you complete missions in Skyrim.

Walkthrough

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

To freedom!

While we are being transported in a cart, we hear a conversation between other prisoners, from which it becomes clear that Skyrim is now in the midst of 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 the way you want.

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

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

Even though everything around you will crash and burn, there is nothing complicated, the main thing is not to fuss and watch the compass and signs above the NPC. Almost immediately you will be given the choice to follow the Nord who checked you against the list, or your neighbor on 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 Imperials, then you will meet allies along numerous corridors and rooms - be careful, don’t hit them. But if you do hit them several times (on the first hit, they say “Who are you for anyway?”), and they start attacking you, remove the weapon, they will stop.

Following your new partner, you will find chests with uniforms, learn how to pick locks, shoot from stealth, etc. In essence, the task “Freedom!” is educational. It ends with you leaving 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 leave the cave, a new task will begin “Before the Storm”, the most difficult moment in this task is associated with the fact that your partner will say “Now we must split up”, but in fact you do not need to split up follow him. On the way, he will show stones of power (or whatever they are called) by activating one of them (mage, thief, warrior), the skills of the corresponding direction will be pumped up 20% faster.

Continuing to follow your partner you will come to Riverwood a small village. Your partner will take you to his family, where you will be offered food and accommodation for the night. As the conversation progresses, we will be told that we need to go to Whiterun and report what happened in Helgen. But don’t rush to leave, the head of the family, Alvor, is a blacksmith with his own forge. He has side quests that will help you learn blacksmithing.

You can also find other side quests 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; they will let you through to the Jarl. In the city you need a larger building at the very top Dragon redistribution. And the Jarl sits in the main hall, on the throne. Talk to him.

Windy Peak

During your conversation with the Jarl, after you tell him about the dragon attack, he will take you to Farengar. This magician and alchemist has been working with dragons for a long time, and he will undoubtedly be interested in the case you tell. You can also find tables for Alchemy and Enchantment here.

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

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

Windy Peak has two puzzles. The first is that you need to place stone figures that can be rotated. The correct location, after which pulling the lever will open the door:

Go further, kill the draugs and spiders. You will encounter a web; to get through it, you first need to knock it down with a weapon (just attack on the web). In the room with the big spider there will be a bandit in a web. He has the item we are interested in, the dragon claw. 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, taking the Dragon Claw.

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

The hint is at back side dragon claw (items in the inventory can be rotated with the mouse).

Go further and further until you eventually come out into a large room, in the center of which there will be a semicircle with text in the language of dragons. Approaching this wall you will read one passage. At this time, the Lord of the Draugr will come out of one of the graves behind you - you will have a difficult battle. Having dealt with him, take the Dragon Stone from his corpse, now find the passage to the exit (no need to go back, you will find a second exit from the dungeon ahead).

Once in Skyrim, open the map and fast travel to the Dragon Reach. 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 so, 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 Ariylet woman. She will take several soldiers with her and head to the western watchtower. There you will have your first fight with the dragon.

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

After winning, you will absorb the dragon's soul, and the first dragon cry Relentless Force will be available to you.

Return to the Jarl and tell him what happened.

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

The Way of the Voice

Now you need to get to the Graybeards, who are located high, high on a cliff east of Whiterun.

Important: Getting there directly using a compass is almost impossible. Follow the road to the east, which will go around the mountain and lead you to their temple. On the way, I met two trolls (a very strong opponent, he ran away with a sprint Alt key) and a saber-toothed tiger (a strong opponent, but he managed). And also a dragon attacked (scripted event, or random encounter xs). In general, you won’t be bored along the way; save often.

In the temple itself, you will first need to prove that you can use your voice use the cry Ruthless Force, and also teach you a new one 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 obtain the horn of Jurgen Call the Wind, from his tomb in Ustengrev, in the swamps of Hjaalmarch.

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

Riddle No. 1

You run into a passage that is closed by three sections of bars, and in front of them three magical stone, approaching which, one of the grates rises, but as soon as you move away , the grate goes down. You can't run normally, so what should you do?

Stand exactly opposite the passage, in front of the stones, set the active shout to “Rapid dash”, hold down the left Alt and start running towards the passage as soon as you are next to the third stone, and it activates press Z make a quick dash, after which you only have to run a little and that’s it. I got it right the first time.

I haven’t checked how painfully they fry, in general this stage is also passed with the help of the “Rapid Dash” Shout.

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

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

We go to Riverwood, find a tavern, and rent a room in the attic from Delphine. She will say that there is no room in the attic, but “you should go there.” Having entered the room that she will tell you (I followed the sign), Delphine will come in after you, and will say that she 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 won’t go into details... in general, ask Delphine without leaving her room until there is a phrase like “I’m ready, let’s go,” after which it begins additional task.

Blade in the Dark

Delphine is the last of the blades, and just like you, she unravels the reason for the appearance of dragons in Skyrim. Her belief is that dragons do not return, they are “resurrected.” And to make sure of this, and possibly prevent the resurrection, you go to the Kin Grove.

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

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

After killing the dragon, Delphine will be convinced that you are a Dovahkiin and will tell you about a new task. But before moving on to him, I went to complete the test of the greybeards.

Horn of Jurgen (end)

We make a quick transition to High Hrothgar. We find the “main” graybeard (this can cause problems, because the compass sometimes turns off 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 be officially recognized 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 Dolphins task.

Diplomatic immunity

One of the most incomprehensible tasks on the first playthrough. But, I assure you, with repeated playthroughs you will get pure 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 from them about the dragon. 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 Malborn there.

To ensure your survival, Malborn can carry a few items for you while you enter through the "front door" without weapons or armor. When talking with him, it is important to know one thing: 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 Malborn.

We passed it on now we are going to Delphine, she is already nearby, outside the city in the stable (we watch the compass and no problems). She will give you formal clothes, and 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 our things, put on formal clothes, say that we are ready and... you are already “at the holiday party.”

We approach the guard, convey the invitation, and go through. So that Malborn can take you to the kitchen, you need something to distract the vacationers. 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:

You give him a drink, and then ask him for one favor -> make some noise.

After which we approach Malborn. It is not necessary to start a dialogue. When Razelan starts to get rowdy, he will open the door to the kitchen and lead you to the chest, where the things you gave him will lie. There's a door next to the chest that takes you 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 empty 2 chests, after which the signs disappear (which again leads to a stop), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), free him, and then offer to get out. He will approach the hatch, ask him why he was tortured and you will find out what you need according to the assignment. Now all that remains is to get out, but the hatch is closed, what should I do? Around this time, or maybe you will need to wait a little; security will enter the house with the words “surrender, we have taken 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 guards, remove the key to the hatch you’re done, all that’s left is to go out through the dungeon (be careful, there’s a troll there) and meet with Dolphin.

As a result, having come to the “tough guys” in only a shirt, you will leave with pockets full of armor, weapons, potions, and other junk. And also you will pump up well!

Rat cornered

We return to Riverwood and tell Delphine 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 Sting inn), who, by the way, is the head of the thieves guild. I don’t know why the main storyline was connected with thieves, but you will have to complete one thieves’ task in order to advance in the search.

For a detailed walkthrough of this task, see the Thieves Guild page. A little advice if pickpocketing is not leveled up save just before the theft so that if you fail, immediately load and try again.

Having completed Brynjolf's task, we go down into the dungeons under Riften (we go to the water, find a staircase down, and there is a door), the dungeons are deep, consisting of several sublevels:

  • Level 1 – robbers, kill everyone boldly;
  • Level 2 – headquarters of the thieves guild (if you wish, you can continue to complete their tasks);
  • Level 3 – Thalmor agents, kill everyone;
  • Level 4 is 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 ends this task, and a new one begins immediately.

What to do if Esbern doesn't say:

1. Open the console (~), enter the tcl command, go through the door and talk to Esbern
2. He will start clicking the door wait
3. If it clicked and fell silent, but the door did not open, we speak again. And so on until the door opens.

Alduin's Wall

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

There is nothing difficult about the passage to it, except that it is very far to go, plus three dragons attacked along the way. And I won’t talk about the Alduin Wall itself, so as not to spoil the first impression, I’ll only tell you about the next riddles (this time not difficult):

Riddle No. 1

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

Riddle No. 2

A room with a fire trap (frying is very painful), and stoves that react to attack. Solution go only along the slabs that indicate Dovahkiin (see screenshot), you will reach the fiery 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 we need to go to the graybeards again.

I would like to say a special thank you to the developers for the behavior of their partners in this task. How real people comment, examine the environment, discuss puzzles, etc.

Throat of the World

In this task, be prepared for excruciatingly long dialogues.

Let's return to the greybeards. Look for their main one again and start a dialogue. You need to strive for the theme “Paarthurnax” -> “I want to meet him.” After which you will be taught a new cry and shown the way.

The entire road to Paarthurnax is in some kind of strange fog, which somehow has a bad effect on the character (I didn’t experiment with what would happen if you stood in it), but with the new Scream this fog is accelerated a long distance forward, both with the help of a scream and you move to the top, to the most important “graybeard”.

At the top you will find an interesting plot twist, a new cry, and a choice of further path: greybeards or blades.

Ancient knowledge

According to the task, you have a choice: turn to the graybeards, 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 turn to the magicians, because... They have a large library and centuries of knowledge. And he will direct you to the College of Winterhold, which is also the guild of magicians (marked on the map), it is located... 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 start, show that you can use magic. You will be asked to demonstrate one of the spells; if you do not have it, the NPC will offer to sell it to you. We buy, demonstrate magical skills done, you are even 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 him until he gives the additional task “The Works of Shalidor.”

Shalidor's works

Note: This quest may be completed 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 a trap triggered if selected incorrectly. For a clue as to which statue to turn which way, look on the opposite side. Two statues will show which figure needs to be deployed.

Next there will be another unexpected moment - you will meet a strong dead man, after being killed 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 notes we found. He will say that it takes time to decipher. Scroll two days and talk again. The manuscripts have been deciphered, and a book will appear on the table that needs to be read:

After which we speak again with Urag gro-Shuba, and another additional task begins.

Beyond the ordinary

The conversation will be about the fact that there was one scientist who was very interested in the Dremers, and then went north and disappeared. You need to look for it. A point will be marked a little to the north; let's go there.

We find a scientist there, and after a long dialogue, we get two items - a Dremer cube and a ball, and a new marked point on the map. Huge Dremer dungeons await us there. 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, and you can’t do without a lever “you’ll find nowhere”, here is one of the most difficult searches for a lever:

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

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

After which 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 delusional scientist.

We discuss this task separately on the Dwemer mechanism page.

Alduin's Curse

There will be a fight with the main dragon Alduin, but before that the Dragon Slayer shout will become available. The main villain himself does not sit on the ground, you need to knock him down with a dragon slayer, then chop/fry/freeze him, using the dragon slayer scream on cooldown (if you don’t use “” he will fly away again and circle).

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

Fallen

After the victory, talk to Paarthurnax. He will tell you his plan to finally defeat the villain. For this we will need the help of the Jarl, we go to him.

Endless time

The task itself is not difficult, but a lot of dialogue awaits you.

We talk with 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 - reconcile two sides that are not going to reconcile, and each thinks only about its own victory. I did not join any side, so I acted as neutral. I don’t know how the dialogues unfold there if you took the side of the Empire or the Stormcloaks.

We go to the graybeards, talk to Arpgeir, ask him to announce a meeting to conclude peace.

We go to the imperials, talk to Tullius, convince him to negotiate.

We go to the rebels, talk to Ulfric, convince them to negotiate.

We return to the greybeards, a meeting is just beginning there, and our old familiar blades will also come without an invitation. And what happens at the negotiations (if you delve into it) is absolutely terrible. Everyone thinks only about their own things, but somehow (although I think there is no bad outcome, but the situation is tense) we persuade them to establish temporary peace.

After peace is concluded, the task will be completed, but Delphine will also put in her two cents - she says that Paarthurnax must die. Your conversation will open a new task "Paarthurnax".

Fallen (continued)

With temporary peace made, it's time to make a trap for Odahviing. To do this, we return to the Dragon Division and talk to 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 catch Odahviing? Go out onto the balcony, use the “Call the Dragon” shout (don’t forget to hold it down so that the scream is full), a dragon flies in, shoot it down with the “Dragon Killer”, after which (no need to kill it!) We gradually retreat into the depths of the “balcony”, rollback using the dragon slayer so that it does not fly away. He will follow you into the depths, and then he will fall into a trap.

House of the World Eater

Talk to Odahviing. Now you will need to let him go. To do this, we go upstairs and talk to the guard.

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

We have to clear the territory and dungeons full of Draugs, and we also will not do without new riddles:

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


And the third riddle, with a door with spinning rings, in front of it there will be a draugr; after killing him, remove the “Diamond Claw” from him, on the back of which a hint is given:

After which we go outside, to the portal, but don’t rush to teleport, somewhere nearby there will be a cool representative of the underworld Nakrin. After killing him, remove his mask (+50 to magic, destruction and restoration spells consume 20% less magic) and staff. You will need the staff to launch the portal again (stand on the place indicated by the task and press E), then jump into it.

Sovngarde

Welcome to the abode of the dead. Very a nice place, but denigrated by Alduin. We follow the arrow, meet with Tsun, pass the test, and find ourselves in the hall of the ancients.

Dragonslayer

Congratulations, you have reached the very end.

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

P.S.

The storyline is great. It's been a long time since I've been so impressed by storylines in games. The main thing is to play on the highest possible difficulty for you, so that “victory” really feels like a victory.

Now, using the cry “Call of the Dragon” in an open area, the dragon Odahviing will fly to your aid.

Simple dragons will still be encountered as normal monsters.

To pass the main storyline, only slightly distracted by other things, it took 40 hours.

The description of the walkthrough was written after one playthrough, of course it may be incomplete or subjective somewhere. Ask questions, complement I will make amendments. With the exception of the plot itself, I tried to say as little as possible about it, so as not to spoil your first impression of your personal playthrough.

Walkthrough |

Walkthrough 72067
November 20, 2011 0:17

The quest gives: Delphine

Locality: Sky Harbor Temple

Reward: Absent

After talking with Esbern, heading towards Dolphin with him. When you get there, go down to the basement again Dolphins. There Esbern will take out a book and start reading. After he tells you everything, head to Sky Harbor Temple where you can find Alduin's wall. When you get there, in front of the bridge that needs to be lowered there will be three pedestals surrounded by Akaviri symbols. It is necessary to place three pedestals with a sign Dovahkiin(according to Esberna) facing you and the bridge will lower.

In the next room up the stairs you will find a floor covered with buttons. You should follow the sign that symbolizes Dovahkiin. It is better to walk and look at the floor. Then almost at the very end you will need to pull the ring to Esbern And Delphine were able to continue on with you. Note: your companions don't care about these buttons. They step on them and nothing happens to them. Don't think that the same will happen to you.

After this, you will find yourself in a large hall with the head of an Akaviri. Spill your blood on the platform and enter the Sky Haven Temple. There you will find inside Alduin's wall, which we saw in the first teaser. Esbern will tell us what these Akaviri records mean. When he finishes, the quest will be completed.

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The Wall of Alduin is a bas-relief, the plot of which revolves around the eternal confrontation between dragons and all living things that inhabit Tamriel.

Plot

The plot carved on the bas-relief depicts the appearance of Alduin, from whom the world was created. According to legend, at the end of time the dragon will return to devour the world and create a new one.

When the world was young, dragons ruled over all living things, instilling terror and fear. It was not possible for people to somehow resist the power of these creatures, and they began to revere dragons as gods.

The Wall of Alduin also tells that there were three brave souls who found a way to resist the Eater of Worlds. They managed to knock him out of the sky and expel him from their world.

Nevertheless, the bas-relief also speaks of a series of events in the form of natural disasters, internecine wars, interrupted ruling dynasties, theft of artifacts, as well as the imbalance of the worlds, which led to the Oblivion Crisis, when Mehrunes Dagon tried to enter the world of people in his true guise. All this is a prerequisite for the return of the Eater of Worlds, who will bring dragons with him.

But Alduin's Wall is also about a hero who can stand up to Alduin. And about the Order of Blades, which have protected these heroes for centuries.

"Alduin's Wall": walkthrough and tips

The story begins with a meeting with Delphine, a seemingly simple girl from the Sleeping Giant tavern. She will give Dovahkiin the task of finding Esbern in Riften (in more detail, in the Rat Hole). During the quest, the protagonist becomes aware that Thalmor spies are hunting for the old man.

We need to escort him to Riverwood, and then listen to his story about the Thalmor, about the Concordat White Gold and the fate of the Blades.

Skyrim. The Paarthurnax Dilemma

The path to the Wall is not very difficult, but you will meet many opponents along it. Even dragons can attack. It should be noted that Esbern is useful as a magician - the old man knows how to summon atronachs - elemental elementals that perform quite well in battle.

After a short excursion into history, old man Esbern will give you a task that involves studying a special cry.

It should be noted that screams are a special type of magic in the game. These are words in the dragon language, the pronunciation of which has special consequences. Whether it's pushing objects away with force, or moving quickly, or even spewing flames (like a dragon) - all these are words in the draconic dialect.

But now Dovahkiin must learn a cry that was invented not by dragons, but by people. To do this, you need to go to the Throat of the World - to the greybeards.

Actually, Paarthurnax will eventually tell you that the Dragon Slayer cry, capable of knocking a dragon out of the sky, was invented by three Voice Masters who are now in Sovngarde. Later, Delphine and Esbern, realizing that the graybeards are led by a dragon, will give the order to kill him.

And here Dovahkiin is faced with a choice: to dissuade the Blades from this idea or to submit. Unfortunately, this choice, known as Paarthurnax's Dilemma, is only available when installing a mod. In the original game, the protagonist will have to simply go and kill the good dragon, or simply postpone completing the quest (so as not to make a deal with his conscience).

Conclusion

Actually, this quest is part of the main storyline that will lead to a journey to the Home of the World Eater - Skuldafna. Then Dovahkiin will visit Sovngarde to meet the Masters of the Voice. And at the end - a dizzying battle with Alduin at the top of the Throat of the World. Paarthurnax himself will help the main character.

But the game will not end there, because there are still a lot of equally interesting secondary quests that will help the player discover full map"Skyrim" and realize the scale of those events that were the prerequisites for the appearance of Alduin.

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

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

An introductory course on quests and working with the Skyrim magazine

In the fifth part of the scrolls, the mechanics of the journal and the completion of quests were slightly improved, that is, they were made simpler and more understandable for a larger number of people. Working with tasks has become so easy that even a child can cope, with the exception, perhaps, of a couple of quests. All you need is open magazine ("J" key default), then click By the required task and close this interface.

After these manipulations in top of the screen, where the cardinal directions and nearby icons are displayed settlements including dungeons, you will see marker in the form of a triangle with a diamond at the top. This is the direction in which you need to move in order to complete the selected quest. You will see the same marker when you open the map ( "M" key default). It is worth noting that when selecting in the magazine several tasks, you will accordingly receive several markers, which is not so convenient in some cases.

Passing quests

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

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

Quest “Freedom!” – acquaintance with the harsh Skyrim

The game begins in a carriage where you are with others prisoners Imperials. From the dialogue with your fellow sufferers you will learn that you are being taken straight on the chopping block. Well, any control functions There are no options yet, except for camera rotation, so you have no choice but to look around and enjoy the beauty of the game.

After arriving at the execution site, one of the Imperials will contact you, the dialogue with whom will turn into character Creation. The editor provides quite a lot of options for choosing appearance Main character(heroines), so you can hang here for a long time. Having decided on appearance savior of the world, you are invited to go straight to the chopping block, here all the efforts of creating a character would crumble under the executioner’s ax, but by a funny coincidence the Main character is saved from inevitable death by a suddenly appearing the Dragon.

So the reptile that arrives on time begins destroy a village, after which, naturally, there is no time for executing prisoners. Taking advantage of the turmoil, you need to leave this place, which is not friendly for the Hero. There is nothing complicated here, to get started, just follow the character with marker over your head to the nearest tower. Continue up the stairs, and then jump into the nearest building through the hole in the wall made by the dragon. At the exit from this building you will meet an already familiar Imperial soldier, you shouldn’t run straight away, wait out the dragon’s attack and follow the Imperial.

After a short escape from the dragon's attacks, you will be faced with the choice of going to the tower for Hogwart(Imperial soldier), or Ralof(Storm Brother).

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

From the dungeons of the tower you will go down to cave, after wandering around for a bit, you and your companion will finally get to freedom. On this cheerful note, this quest will end.

Quest “Before the Storm” – bad news for the Jarl of Whiterun

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

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

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvor, if you chose an Imperial soldier Hogwart, you will find his house in the northern part of the village.
  • Hoda and Gerdun, if you chose Storm Brother Ralofa, their house can be found in the southeastern part of the village.

On this action the nonlinearity of the main story quest will end. Both NPCs will send you to Jarl of Whiterun, you will find this town north of Riverwood. At the entrance to Whiterun you will be met by a guard, tell him that you have to tell the Jarl something important news about the dragon attack and he will let you inside.

Once in Whiterun, head northeast to Dragonsreach and inform the Jarl about the dragon attack, after which you will complete this quest.

“Windy Peak” – search for the Dragonstone in an ancient Nordic temple

After you report Earl Balgruuf the Elder, about the dragon attack, he consulted with his advisors will take you to Farengar Secret Fire, a local magician at court. The latter will ask you to find a certain Dragon stone. According to Farengar, this stone is located in the ancient Nordic ruins called Windy Peak.

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

Having reached the above Nordic ruins, move into their depths, simultaneously destroying the enemies who have encroached on your life. At the first levels Windy Peak you will only meet bandits, however, as you go deeper you will encounter spiders and draugs. In general, everything is according to the standard of the genre, “the further into the forest...”.

Carefully inspect the locations and collect everything valuable, at the initial stage of the game, money will be very useful to you.

First puzzle a simple mechanism in the form of three rotating stands and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that above the cage the same patterns are located as on the pedestals, although one of the stones with a similar pattern has collapsed, but you can still see what was carved there. Remembering the order of the patterns, turn rotating tables in the same position and pull the lever, if you did everything correctly, then the grille will open.

Keep moving deeper Windy Peak and soon you will stumble upon a web that blocks the path further, just cut it down, or destroy with a spell. After this, immediately prepare for battle, you will be attacked huge spider, having defeated which you need to free the bandit who has fallen into the web, you will see him immediately behind the defeated spider. There is no need to relax, the bandit will start immediately scoot from you, so don’t hesitate and finish him off, simultaneously taking him from his lifeless body golden claw. If the bandit is still ran away don't be discouraged, after going a little further, you you will find his corpse.

Continue your way deeper into the ruins. After defeating many draugs, you will come across arched door, in the center of which are built three stone circles with drawings. Each of the circles can be rotated. Open your inventory, click on the Golden Claw and roll the mouse wheel, on the palm of the Golden Claw you will see in what order the patterns on the door should appear. After that, click on the circle in the middle of the door and it will open.

Move on until you find a huge one burial hall, and there is a wall with A word of power. Approach her and study the corresponding word, having done this you will witness how from the sarcophagus Draug breaks out, having defeated the last one, take it from him Dragon stone.

Taking the Dragon Stone Farengar and talking to Jarl of Whiterun You complete the quest and receive as a reward a random piece of armor and the opportunity to purchase house in Whiterun.

The task “Dragon in the Sky” - the beginning of the formation of Dovahkiin

After talking with Farengar you will witness how the huskal of Earl Whiterun will inform the court magician that there was a dragon spotted. Airilet, that’s the name of the huskal girl, will ask you to follow her and discuss a plan for further action with the jarl. Well, that would be said. Move for Irileth to Balgruuf.

There will be no long discussion about what the leadership of Whiterun will do with this dragon. You will be sent along with the aforementioned Airileth to tower near the city, which is located on southwest from Whiterun. In general, the jarl will mention that this is a reconnaissance mission, but we know that. Go to the tower and find Huskal Airileth there.

When you arrive, you will find destroyed tower who was attacked by a dragon. Airileth will order everyone to disperse and explore the area. Let's go inside the tower, a guard will run out to meet you and say that the dragon is still somewhere nearby. After a short period of time the dragon will return. Now it's no longer a matter of talking. Deal with the flying lizard, by the way legendary level the complexity of doing this will not be so simple. Main avoid attacks the dragon, and attack yourself at a time when he is busy with guards and everything will work out for you.

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

Having dealt with all the difficulties, go to Whiterun to the Jarl and report on the work done, thereby completing the quest " Dragon in the sky" Balgruuf will give you the title of thane, and will also reward you with his own huskal, Lydia.

“The Path of the Voice” – 7000 steps on the way to the top of the world

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

Path to High Hrothgar lies through the village Ivarstead, where you need to move forward. The road ahead is not long, so stock up on the necessary potions and supplies. In front of Ivarstead you will see a stone bridge, crossing which you will enter the path of 7000 steps - the road to High Hrothgar.

While traveling through the expanses of Skyrim, collect all the ingredients you see, this is how you will quickly improve your alchemy skill

Moving along these stairs you will meet many enemies on your way, the type of which depends on your level. Having reached your cherished goal, enter inside Hrothgar, one of the Greybeards will come to meet you - Arngeir. He will ask you to prove that you are Dovahkiin, just activate the learned cry at him, and this will end the test.

After a short briefing, you will be taught the second level of screaming. Ruthless force. Having learned the wisdom of this tuum, you will have to pass a short exam. To do this, activate the scream on the three illusions created by the Greybeards. It is worth focusing on what is needed hold down a key responsible for screaming until he will charge, and only then let her go.

Having demonstrated your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you learn a new cry, entitled " Whirlwind, rapid rush" After this, you need to pass another exam, where you must show how you have mastered the new tuum. All you need is to have time to activate the word of power before the gate is open, it won’t be too difficult, so I think you’ll pass the test with ease.

After passing these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest “The Path of the Voice” and receive the next task.

Skyrim walkthrough of the quest “Horn of Jurgen”

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

Ustenegrev is located in the northwestern part of the map. If you have never been to those places, use fast travel to Whiterun, and from there on a cart go to Morphal, Ustenegrev is located near the northeast of this city. Once in the ruins, you will encounter necromancers, draugs and frost spiders, who naturally are not happy with you and will try with all their might to send you to the next world. However, they will not be the main obstacle. The fact is that on the way you will come across some kind of puzzle, which is three magic stones and bars behind them. As you pass the stones, you will notice that the bars open, but as soon as you pass the last stone, they close almost immediately. Required in mode sprint(key Alt by default) run past the stones, and then immediately activate the word of power called “ Jerk”, thereby you will move behind the bars and they will no longer close.

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

Proceeding further into the temple you will come across trap in the form of floors emitted fiery jets. Here the “Dash” shout will help you again, using which you can easily overcome this difficulty that has arisen on your way.

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

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


Quest “Blade in the Dark” – introduction to the secret Order of Blades

Exercise begins after the Sleeping Giant in Riverwood Tavern, Delphine will give the Horn of Jurgen to the Main Character.

Follow Delphine in her secret room, where she will tell you that she has been looking for the Dragonborn for a long time, since only people endowed with this rare gift are given the ability to completely kill dragons, absorbing their soul. Having explained to the Main Character what they want from him, Delphine will ask to show in practice how the protagonist absorbs dragon souls and will make an appointment in Grove Keen.

Kin Grove is located south of Windhelm, if you have not yet discovered those lands, do so fast travel before Whiterun, and from there go by cart to Windhelm. When you arrive at the meeting place, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After speaking with the frightened woman, head northeast from Kin Grove to dragon burial site. Once you get there, you will witness Alduin raising his fellow dragon from the dead. Saloknira.

After the heroic victory over Saloknir talk to Delphine, thereby you will complete the task " Blade in the Dark».

“Diplomatic immunity” – all about the Thalmor plans

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

Agent Delphine's Blades offers to meet her at Riverwood, where you need to go. You will find Dolphin in the tavern “ Sleeping giant“. According to her, she found a way to get into the Thalmor embassy and find out more about their plans. You need to move forward to Solitude and in the Laughing Rat tavern find Delphine’s ally - Malborna.

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

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

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

  • Perhaps the easiest and most affordable way is to take it from Malborn or any maid booze and then give it away Redgar Razelan. The last person who receives alcohol will distract the public with his behavior and you can calmly leave the reception.
  • Second no less easy way. Talk with Ericur, after which he will begin pester the maid, which will give him a turn-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connections with Erikur. But don't despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the maid and begins to harass her again, go to Malborn and quietly leave the reception.
  • If you completed Ondolemar's quest "" in the city of Markarth Search and arrest", That Ondolemar will agree to help you divert everyone’s attention to yourself, and you will be able to leave the reception unnoticed.
  • Eastern Imperial Company employee Ort Endario will help you if you have completed his task " The sun rises in the east».
  • Elisive the Beautiful will respond to your request for help if you have a title thana of Haafingara.
  • Having a well developed eloquence skill Talk with Vittoria Vici and ask her to distract the attention of the guests, after which she will put on a small performance, and you will unnoticed leave the reception.

After distracting the guests follow Malborn to the pantry and take away the things that he was supposed to bring to the reception. Next, go through the door opposite the chest and here, as your heart desires, you can kill everyone, or you can play spy. However, the goal is still the same - search what the Thalmor know about dragons.

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

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

The time has come to leave the inhospitable Thalmor, freeing Etienne you will witness how in the dungeon the guards will burst in, it turns out they captured Malborn and demand that Main character I gave up, but it’s too late to turn on the rear. Calm down the guards and take the key to the hatch from the body of one of them, with which you can leave this casemate.

After leaving the Thalmor embassy, ​​go to Riverwood and talk to Delphine. Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough quest “Diplomatic immunity”.

“Rat cornered” – the search for Esbern

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

You can start completing the task several ways.

  • Travel to Riften and find a character named Brynjolf, which is located in the tavern " Wild Flask", or in the tavern " Bee and sting", on either market square and find out from him where to find Esbern. In this case, you need to complete the quest for joining the Thieves Guild.
  • If you have developed the skill of eloquence, then about Esbern you can ask Kirava at the Bee and Sting inn, or with members of the Thieves Guild, at the Wild Flask inn.
  • On one's own will go to the tunnels under Riften, the location is called " Rat hole", and find Esbern hiding there.

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

  • On the first robbers and several Golden Rats live - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Veskel Warrior and find out from him exactly where Esbern is.
  • On the third level you will be met by Thalmor agents, you don’t have to stand on ceremony with them either.
  • On the fourth level you will find Esbern.

Once you reach the character you are looking for, tell him passphrase and he will open the door for you and then share the information he has. After speaking with the hidden Blades agent, you will complete this quest.

Skyrim walkthrough of the quest “Alduin’s Wall”

The quest begins after you talk to Esbern about what this Blade agent knows about dragons. Next you need take Esbern to Riverwood, Sleeping Giant Tavern. It's worth mentioning that upon exiting Esbern's room in the Rat Hole, you the Thalmor will attack, the battle with which otherwise should not pose any special problems.

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

Once you reach the indicated location, you will encounter many Outcasts, who set up camp here and with whom you will certainly have to deal. After this, you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that need to be turned so that everyone can see Dovahkiin sign, you will see it in the screenshot. After this, the bridge should lower and open the way for you further.
  • Second puzzle These are push tile floors. Stepping on the wrong slabs will activate fire trap. To prevent this from happening, step on the slabs with the sign of Dovahkiin. When you reach the end of the room, pull the ring and disable the trap.

Having overcome the puzzles you will find yourself in a room with Bloody Seal, which can only be activated by the blood of a dragonborn. Once again proving that you rightfully call yourself Dovahkiin activate printing and open the passage to Alduin's Wall.

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

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

Quest “Throat of the World” – conversation with the Greybeard elder

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

Arriving at the guardians of the teaching of the voice, talk to Arngeir and find out about the cry that can defeat such a strong opponent as Alduin. It's important to tell Arngeir the truth about where you learned this method of fighting the dragon – the Time Eater.

To your disappointment, Arngeir admits that they will teach you the necessary word of power. can not, the cry, by the way, has a sonorous name “ Dragon Slayer" The fact is that in order to pronounce this tuum, you need to accept all the anger that those who created it experienced back in the days of the persecution of the dragon cult, which is why the Greybeards do not use it.

Ask Master Arngeir in more detail about the Dragon Slayer, and, after a short explanation, he will advise you to contact Elder of the Order of the Greybeards- Paarthurnax. After finishing the dialogue, follow Arngeir into the courtyard of High Hrothgar, where he will train I scream at you Clear sky " With this help you dispel ice storms, blocking the path to Paarthurnax and you can meet him.

Having reached the top “ Throats of the World” talk to Paarthurnax, while observing all ancient customs. There is nothing complicated, Elder Greybeard himself will conduct the dialogue in the right direction. The end of the acquaintance will be the use of the cry “ Fire Breath" After this, it’s time to ask a new acquaintance about how to learn the “Dragon Slayer” shout you need. However, even here the Main Character will fail - Paarthurnax does not know this toum, but not everything is so bad. Friendly dragon offers will go back in time and learn the Dragonkiller at the moment when this thu'um was used to fight Alduin.

After talking with Paarthurnax, you can enhance one of his three shouts:

  • Fus- Ruthless force.
  • Faym- Ethereality.
  • Yule- Fire breath.

To travel through time you will need an Ancient Scroll, which will help you find it Greybeard Arngeir or Agent of the Blades Esbern.

“Ancient Knowledge” – in search of the scroll of the Ancients

Exercise begins after talking with Paarthurnax- the elder of the Greybeards, who will tell you where the Main Character can learn the cry “Dragon Slayer”. According to Paarthurnax, the protagonist needs to find the Ancient Scroll and use it to travel to the past, where the knowledge of the sought-after thu'um is still preserved. To find out more about ancient scroll you need to choose to talk to a Blades agent Esbern(at Alduin's Wall), or with Greybeard Argueir(High Hrothgar). In general, there is no difference, both NPCs will send you to College of Mages of Winterhold. To get inside the guild, talk to Faralda, who will offer to take a simple exam, however, if you say that you are Dovahkiin, then you will be allowed in after you demonstrate the use of any scream.

The task “Beyond the Ordinary” is directly related to the completion of this quest.

Next, go to the library keeper - Orku Uraga. Ask him about the Ancient Scroll, the orc will share information only if you say that you are Dovahkiin. Having found necessary books, Urga will put them on the table nearby, the reading is called " " And " Impact of the Elder Scrolls" Read the book “Reflections on the Elder Scrolls”, after which the task “Beyond the Ordinary” will begin, during which you will find Ancient scroll.

Skyrim walkthrough of the quest “Beyond the Ordinary”

After reading the book Reflections on the Elder Scrolls”ask Urag about this hard-to-read tome, after which Urag will tell you about the book’s author named Septimius Segonius and where to find it. Head north from the Winterhold Mages Guild, Septimius is located in the location of the same name “Septimius’s Post”.

Guided by the advice of Septimius, move to southwest from Winterhold to the ruins Alftand, then go down to Animatorium, and from there to Alftand Cathedral. Here you need to find the Dwemer Mechanism, activating which will open a passage to Black Reach. Once inside the Black Reach, find the entrance to Mzark Tower, the marker will prevent you from getting lost.

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

In order to get scroll, click:

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

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

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

Quest “Curse of Alduin” - the first battle with the strongest of dragons

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

Open your inventory and use it Ancient scroll, after which the Main character will be transported to the past. No action with game world you won't be able to commit there, so just watch. Upon returning to the present time, a new cry will be added to you " Dragon Slayer", as well as the problem in the form of Alduin attacking the protagonist.

At battle with Aludin use your new thu'um on him Dragon Slayer, which will make the dragon land, Alduin himself does not sit on the snake. After you bring the enemy's health to a certain level, he will fly away, and you complete this quest.

“Fallen” – capture of the dragon and peace in Skyrim

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

The first thing you need to do is talk about the choice:

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

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

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

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

Quest “Endless Time”

A place for reconciliation there will be warring parties High Hrothgar, so the first thing you need to do is talk to Arngeir, who, having built up his worth a little, will agree with the role assigned to him.

After you negotiate with Greybeard, go to:

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

In addition to the Heads of the warring parties, already acquaintances will appear at the negotiations without an invitation Agents of the Blades Esbern and Delphine, as well as representative of the Thalmor Legion- Elenwen.

As soon as all the invited and not so invited have gathered in High Hrothgarth, talk to Arngeir and take your place at the table. During the negotiations themselves, the Main Character will have a lot of options for answering the questions posed. However, no matter how it is, the world will be enclosed in any from options for the development of events. The only difference is further factions to the protagonist, as well as in what plots will remain for the Empire, and which for the Stormcloaks.

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

Having learned the necessary thu'um, go to Dragon's Reach and talk to Jarl Balgruuf, you need him to start construction of a trap for the dragon.

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

Quest “House of the World Eater” – in pursuit of Alduin

Quest begins after the dragon Odaving tells where Alduin fled. You need to ride a dragon to the Skuldafn temple, and from there get to Sovngarde.

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

On the way to the portal to Sovngarde, a three puzzles:

  • WITH first puzzle you will encounter in the second room Temple of Skuldafn. She represents herself three rotating cabinets and a lever behind them. If you carefully examine this room, you will see that on the walls next to the outermost (left and right) cabinets, as well as above the two grates in the front of the room, patterns are drawn. Simply turn the end tables to according to patterns, and then, depending on which grille needs to be opened and the cabinet in the middle. Since the path leading to the portal lies through the grate on the left, the order of the patterns on the tables will be the same as in the screenshot.
  • Second puzzle waiting for you in the room with raised wooden bridge. This task is even easier, next to each rotating cabinet there will be a corresponding picture, you just need to turn the cabinets in in the right order, and then pull the lever on the top level of this room and the bridge will lower. From left to right: Fish, Snake, Bird.
  • Third puzzle this is a door that has three revolving stone rings. In front of it you will meet Draug, the overlord from whom you need to remove the Diamond Claw. Then look at the pattern on the palm of the resulting Diamond Claw and turn the spinning circles according to the prompt. Top down: Wolf, Butterfly, The Dragon. Next, press the button in the middle of the door and it will open.

Walking into a room with a word of power " Storm, Storm Call", move along the corridor on the left and leave the Temple. Then turn left and go up to the portal to Sovngarde. Having reached it, you will witness how the Dragon Priest Nakrin takes the Staff necessary to activate the portal. Destroy the priest and take the staff. Then put it back where Nakrin took it from and jump into the portal. Once you get to Sovngarde, the quest “Home of the World Eater” will be completed.

Skyrim walkthrough of the Sovngarde quest

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

Sovngarde represents something receptacle of souls, where those who are worthy feast at an eternal festival in the Hall of Valor, waiting for the moment when the god Shor will call them to the last battle. This quest is not complicated; you can call it one of the simplest quests in the main storyline. The only obstacle for you will be shield bearer of the god Shor– Tsun, which is necessary win, so that the Main Character gains access to the Hall of Valor. You will find Shor at the Whalebone Bridge, just follow the path from where you appeared and you will certainly encounter him.

The fog of Sovngarde can be dispersed using the Clear Sky thu'um.

Upon entering the Hall of Valor, first talk to Ysgramor, and then with Hakon One-Eye, Felldir the Old And Gormlaith Golden Hilt. After the protagonist listens to their plan, this quest will end.

“Dragon Slayer” – the last fight with Alduin

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

You need leave the Hall of Valor and move to the place where your comrades are waiting for you - Ysgramor, Hakon And Felldir. Uniting your cry with them “ Clear sky“, dispel the fog sent by Alduin, this must be done three times, since the evil dragon sends it again and again. After he gets tired of doing this, Alduin will fly in on his own and then the usual fight with the dragon awaits you. Use “ Dragon Slayer” and hit Alduin with everything you can get your hands on.

After defeating the main antagonist of the main storyline, you can learn a new thu’um from Tsuna “ Call of Valor». Leave Sovngarde You can again by talking to Tsun.

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



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