Walkthrough of "Skyrim": "House of the World Eater." Description of the quest. The Elder Scrolls V: Skyrim: Walkthrough Skuldafn Temple how to open the door

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 the Main Character surrender, but it’s too late to turn on the back. 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 Dragon Slayer 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 Temple Heavenly Harbor .

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 of the Skuldafn Temple. 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 anything 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.

When the dragon talks about the need to have wings to get to Skuldafn, we can agree to his offer to take our hero to this place on himself. To free the dragon, you need to demand it from the guard. After delivering us to the world of Alduin, the dragon will have to be released, since he agreed to help us only on the condition that he was free. Before sending us to Skuldafn, we should stock up well on all useful potions, spells, weapons and armor. We are facing a decisive battle on which the fate of the entire kingdom of Skyrim depends.

Walking through the temple and the path to Sovngrad

After this, the hero will again have a conversation with Odaving and a flight to Skuldafn. The dragon will leave the hero and he will begin to make his way to the temple, where he may meet two more dragons who will turn out to be hostile to him. It is quite difficult to fight with them, since the terrain around will be rough and hiding from them is quite difficult.
You will have to use the cry over and over again, which brings them down from heaven to earth.
After defeating them, you will need to gradually move forward. In the temple itself there will be a classic set - draugr and simple traps, which can be solved very simply and there will be absolutely no difficulty with them. Although, if you go on this trip unprepared, you may quickly run out of necessary and healthy ingredients and if you haven’t mastered any healing spells, you’ll have a pretty tough time. If you do the wrong thing and try to break through without a fight, then a huge crowd of draugs will begin to pursue the main character, who will have a hard time getting away from them in the cramped catacombs. It is very difficult to engage in battle with such a horde, since they will simply be crushed by the mass.
Conclusion - you need to go carefully, luring out enemies gradually and preferably one by one. Having passed all the tests of this kind, we rise to the very top. There is a temple here, which is full of traps and all kinds of combination locks, some of which are very difficult to unravel, but they are quite logical and can be easily analyzed. By the way, if you need to destroy several draugs at once, you can very successfully throw a bunch of oil on them and set it on fire. This is very effective and saves a lot of time and ammunition, as well as medicine.
A summoned creature will be very helpful in this campaign, of which you should already have several by this time. The fire atronach is good, it has a huge amount of armor and good damage, so it can survive for a very long time. If it is destroyed, it can very effectively destroy everything around it in clouds of its flame. Of the pitfalls to watch out for, be sure to check out combination lock almost at the very end of the road. Here you need to place two stones in the correct type of position, which is quite difficult and every mistake is fraught with large damage from neighboring walls. In one side stone we place a drawing of a fish, and in the other a snake, and in the third we leave an empty opening. We press the lever and the door opens. You could get these clues yourself - they are located one level below this place. At the top we have to defeat Nakrin and use the seal using the staff. We take this very staff from the defeated Nakrin. Also, among other things, the creature has one of the masks, which provide certain extremely useful bonuses. We see a portal that has opened, which leads directly to Sovngrad, where we need to jump. After which the quest will be successful

Alduin's Wall

We need to escort Esbern to Delphine. To do this, we give him time to collect his notes and hit the road. On the spot we go down to the same Delfina basement and listen to the old man. He offers to look at Alduin's Wall, which supposedly will help us find out weak spots dragon and defeat him. We wait for Dolphin and go to the wall, which is located in the Temple of Heavenly Harbor. If you don’t want to go with Delphine, you can immediately meet her and Esbern on the spot. We enter the temple, destroy the outcasts and go out to the raised bridge. To lower it, you need to rotate the three columns so that they have the same sign, as on the far right. When the signs match, the bridge will lower. We pass along it and go out into a room with pressure plates. You can only step on the slabs with the same sign that were on the previous three columns. Following only them, we get to the chain and pull on it. Now the trap is not scary, you can safely walk on any slab you like, and besides, the bridge will drop just ahead. We go forward and go out to the entrance directly to the Temple of Heavenly Harbor itself. To open the passage, we stand on the seal and spill our blood on it. The path is open, we go into the temple. Esbern, having examined Alduin's wall, reports that the dragon can only be defeated with a special Shout, which, unfortunately, we do not know. But the Greybeards probably know about this, you need to go to them. Throat of the world

We return to High Hrothgar and find Arngeir. Unfortunately, he does not know the Crick we need, but Paarthurnax, the leader of the Greybeards, knows him, and it would be a great honor to meet him. But because We will be a stranger to him, we need to learn some Shout, thanks to which we will have the honor of meeting the leader. We follow Arngeir and study the Clear Sky Creek. Thanks to him, we will be able to climb to the very top of the mountain, where Paarthurnax is located. To do this, simply aim at the ice whirlwind and use “Clear Sky” on it. Having climbed the mountain, we meet Paarthurnax, who, in fact, is a dragon. Getting straight to the point would not be a very nice thing to do, so first you need to greet each other. We study the “Fire Breath” Shout, which Paarthurnax gives us, and use it on the dragon. After that he is ready to listen to us completely. We tell him that we want to learn the Dragon Slayer Shout. But to our misfortune, he does not know this Shout, but the Ancient Scroll will help us with this. You need to discuss this with Esbern or Arngeir.

Ancient knowledge

The closest place to get to is Arngeir, so we go to it. He advises us to ask about this scroll at the College of Winterhold, so we will have to head there. Having reached the College, we are met by Faralda, who says that getting to the magicians is not so easy. We explain to her that we want to go there just like that, but she will ask her to offer something in return for the College. We tell her that we are Dovahkiin, and by using the Scream on her, we prove it. The path to the magicians is open, we follow to the Hall of Elements, from where we go to the Arcaneum. There we find an orc named Urag gro-Shuv. We ask him about the scroll, and so that he becomes much friendlier with us, we tell him that we are Dovahkiin. The orc will agree to help us with information on finding the scroll. We give him a little time, after which he will put two books on the table. We read them and tell Urag that the book “Reflections” is completely unreadable. He says that it was written by a certain scientist named Septimius Segonius. Surely he can help us find the scroll. We head to his lair, which is located on a small island among huge ice floes floating on the sea. This mad scientist is only willing to help us if we give him some notes. We go to Alftand and penetrate the ice caves. Following them, we go out into some kind of metallurgical workshop. Destroying the Dwemer spiders and spheres, we follow the corridors, go up to the second floor and go out to the door leading to the Animatorium. We pass between the walls and come out to an inclined rise, on which three small devices are visible that launch deadly traps. We step over them and go further to the closed grate, behind which a lever is visible. We pull it, after which the grate will lower. Now you need to go down to the very bottom of the cave, moving both along a spiral staircase and through rooms inhabited by Falmers. Going downstairs, we go to Alftand Cathedral. We jump over the mechanisms for launching traps on the floor and go out into the large hall. The path further is blocked by a grate, which can be lowered only by turning the lever, which is located a little higher behind. We go forward, destroy the Dremora centurion and activate the mechanism that will open the way to the Black Reach. Having got into it and having admired the huge mushrooms, we follow to the Mzarka tower. Going up to the panels, insert the empty dictionary into the dictionary stand and press the four buttons in turn from right to left. True, in order for the third button to appear, you will have to play around with the first two right ones. We take the Ancient Scroll and go back to Skyrim.

If after all this you say that this is not one of the most beautiful games, I will bite you!

Alduin's Curse

We have the Ancient Scroll, now we need to read it at the time gap in the Throat of the World. We stand at the place of the gap, which can be detected by the curved air, go to the interface, in the “books” section we take the scroll and read it. We went back in time when Alduin was banished to our present time. Having seen and recognized the “Dragon Slayer” Shout from the Nordic heroes, we return to our time and prepare for the battle with Alduin. Using the “Dragon Slayer” we have studied, we knock Alduin out of the sky and begin to attack with all types of weapons or magic that we have. Paarthurnax will also help us with this. But no matter how hard we try, we won’t be able to destroy the dragon. He soars into the sky and disappears on the horizon.

Fallen

We need to find where he is hiding. From Paarthurnax we learn that the palace of Earl Whiterun was once a dungeon for dragons. You can catch a dragon and lock it in a dungeon so that it reveals where Alduin is hiding. But first you need to get permission from the Jarl of Whiterun for this kind of activity. We go to him in Dragon's Reach and ask for help. He will agree to help only on the condition that the civil war between the Imperials and the Stormcloaks ends in peace. Arngeir, to whom we are heading, can help us with this. Now all that remains is to report this meeting to Ulfric Stormcloak and General Tullius. First, we go to the Stormcloaks, whose jarl is in Windhelm. We find Ulfric in the royal hall and tell him that the Greybeards are calling him to a truce. He will not agree to take part in this until he is convinced that Tullius himself will not come there. But we don’t like running back and forth, so we tell him that if Tullius does not come to the truce, then he will show himself on the weak side. After thinking a little, Ulfric agrees, and we go to Solitude to the imperials. We explain to Tullius the importance of this truce, and as an incentive we say that Ulfric himself will also come to the meeting, which he cannot refuse. Now we return to High Hrothgar to Arngeir. The meeting is ready, but Delphine and Esbern also come to it. There is nothing to do, you will have to take them with you. We follow the Graybeards into the hall and sit down in a chair. They will negotiate without our help, we just occasionally support either the words of Ulfric or Tullius, depending on who we are more inclined towards. As a result, the meeting ends in a truce, and Esbern gives us a scroll that gives Odahviing's Summoning Cry. It's time to go to Whiterun and prepare a trap for this dragon. We give a signal to Balgruuf that we are ready to begin, and follow him to the gallery, where a trap has already been prepared. We go out onto the balcony, select the Dragon Summoning Scream, hold down the Scream key and release it so that our voice is stronger and the dragon can hear us. When he arrives, we attack him and gradually lure him into the hall, where the trap will be triggered. After talking with Odahviing, he will agree to help us.

No, seriously! Where else can you see such beauty?!

House of the World Eater

You need to get to Skuldafn, but you can only get there by air. We ask the Whiterun guard to free the dragon, after which we climb onto Odaving and fly to the habitat of all the dragons. Having arrived at the place, we begin to move towards the portal leading to Sovngarde. Making our way through crowds of draugr and dragons, we get to the temple. Having cleared his hall from half-dead mummies, we go out into a room with three columns and a lever. As in previous times, you need to rotate the columns so that when using the lever, open the left gate, because... the right ones lead nowhere, except to the chest. To open the lattice we need, we set up columns with the following signs: eagle - snake - eagle. This must be done from the lever side, because If you look at the middle column from the other side, then the sign will bifurcate. We follow further along the corridors populated by spiders and emerge into another room, but with the same columns. Now, with their help, we need to lower the bridge. The first column is located directly in front of the entrance to this room, the other two are on either side of the lever that is located above. On the bottom column we place the sign of a snake, on the right - an eagle, on the left - a fish. We pull the lever and follow the bridge deeper and deeper into the temple. We go up the steps, turn right into a narrow passage and go out to the bridge. We go along it to a room with a spiral staircase. We go upstairs, where we encounter a closed grate. We destroy the draugr and go into the room behind, where we find the lever from the grate. We go further and go out to the round door, near which the Draugr Overlord is located. We destroy him and take the diamond claw from him. Now you need to open the door. We set the following signs from top to bottom: wolf - moth - dragon. We turn the diamond claw and the path is open. We study the new Scream and leave the temple. Coming out into the light, we turn left, from where we go out to the stairs leading directly to the portal to Sovngarde. Without delaying for a second, we immediately jump into the portal, without getting into a squabble with the local dragons.

Sovngarde

We are from Sovngarde, the city of souls. We go down the steps and meet a Stormcloak soldier. According to him, Alduin is hiding in this fog, and to defeat him, you need to go to the Hall of Valor and team up with other heroes. We head to the place where Tsun is blocking our way at the entrance to the hall. Despite the fact that we are Dovahkiin, he will not want to let us through until we prove to him that we are a strong opponent. We give him the first number so that he will regret that he started all this in the first place. We cross the abyss along the dragon bones and enter the Hall of Valor. After talking with Ysgramor, we approach the three Nordic heroes whom we saw when we traveled back in time using the Ancient Scroll. Having united with them, we set out for Alduin. Dragonslayer

Together with the heroes we go outside and follow them. With the help of the “Clear Sky” shout, we help the heroes get rid of the fog, but this will happen the third time. When the fog clears, Alduin himself will fly to us. Using the “Dragon Slayer”, we force it to land and begin to attack. When Alduin is defeated, we approach Tsun, who will return us back to Skyrim and also teach the Summoning Shout of the Nord Hero.

This concludes the main plot and we can move on to other unfinished business, and I'm sure there are many more.

House of the World Eater(orig. The World-Eater's Eyrie) - quest of the main storyline in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Free Odahviing;
  2. Talk to Odahviing;
  3. Get to Alduin's portal leading to Sovngarde;
  4. Get to Sovngarde.

Walkthrough

The captured dragon Odahviing will say that Alduin fled to Sovngarde, where he feeds on the souls of the dead. His portal to Sovngarde is located in the ancient temple of the Skuldafn Dragon Cult, high in the Jerol Mountains. But here’s the problem - you can only get there by air... Odahviing could take Dovahkiin there in exchange for freedom. To release it, you need to pull the chain at the top.

Unfortunately, the flight over Skyrim will not be shown. The protagonist will simply immediately be in place. Odahviing will say goodbye and fly away, and the hero will immediately face a battle with two dragons and draugr. Since the dead will be very annoying, it is better to kill them first, and then the dragons. The same order applies to subsequent fights. Fire breath is very effective for destroying draugr (even if only one word of the power of this “mind” is revealed).

After exploring the surrounding area, there is nothing left to do but enter the temple. The essence of the task with stones is as follows: turn the drawings of the side stones to the corresponding drawings on the walls, depending on the active drawing on the central stone, which is visible from the side of the lever, either the right gate or the left one will open.

After this, the hero will have a fight with frosty spiders.

The clues to the next three stones are located next to them. The bottom one is a snake, the right one (from the entrance) is a bird, the left one is a fish. The bridge will fall, allowing you to pass through the door to the next level of the temple. Here you will have to fight the draugr, the main military leader or dragon priest, take the diamond claw from him and open the door. Combination from top to bottom: wolf - butterfly - dragon.

Here you can learn the “Storm Call” cry, which causes a real storm, with thunder and lightning, as expected. Effective against mass concentrations of the enemy. Before leaving, it makes sense to visit the room on the right. It has several shelves, and on the bottom of them, in a bowl, lies a flawless diamond and several other precious stones.

Here, finally, is the way out. Having killed the draugr, main character can ascend to the portal. If it is difficult to deal with the undead, then the hero can simply dodge and throw them off the cliff by shouting “Ruthless Force”.

After defeating Nakrin, one of the eight high dragon priests, you can get his mask and staff, necessary to open the portal. Sovngarde is waiting!

Notes

  • You don't have to kill Nakrin. By shouting “Slow Time” you can bypass the priest, although this will make it impossible to get his mask, which makes it impossible to get Konarik in an honest way.
  • The journal says that Skuldafn is located in the Jerol Mountains, although judging by the map, the temple is located in the Velothi Mountains.
  • If you summon any creature, it will go over to Nakrin's side.
  • However, the two Dremora Lords are able to kill Nakrin before he can capture them.

Bugs

  • Sometimes the Whiterun guard who must pull the chain to release Odahviing dies. Then you will have to release the dragon yourself.
  • Also, when opening a riddle gate, a bug occurs in which it is impossible to open it in any combination.

passing

Skyrim - 54 ( Main quest- House of the World Eater)

Main quest - "House of the World Eater"

“House of the World Eater” is one of the final quests of the main storyline in game The Elder Scrolls: Skyrim. In this mission, the protagonist will have to travel to the Skuldafn Dragon Cult temple, located east of the Jerome Mountains. It is there that there is a portal with which you can be transported to Sovngarde and fight the final boss - the dragon Alduin, the Devourer of Worlds. It is impossible to return to Skyrim until the task is completed, so do not forget to stock up on potions and learn unlearned spells and shouts.

How to get to Alduin's portal leading to Sovngarde

It is impossible to get to the required place by land in this task: the temple is located on a high mountain, where there are no roads, outside the map that can be explored. The only one who can help in this matter is the dragon Odahviing, caught and chained in stocks on the airfield of the castle in Whiterun.

Odahviing will vow to serve Dovahkiin in exchange for freedom and help with moving to Skuldafn. The flight itself is not shown in the game: the hero simply teleports to Right place, as during fast travel. After transportation, Odahviing will say goodbye and fly away, but when further completing unfinished quests on the territory of Skyrim, he can always be summoned using the cry “Call of the Dragon.”

Temple of Skuldafn in the mission “House of the World Eater” in Skyrim

Immediately upon his appearance, the hero will receive a warm welcome in the literal sense: he will be attacked by three squads of draugr, each of which is led by a dragon. The opponents are strong, however, as in any quest, their level is adjusted to the character’s level. Although the game is approaching its conclusion, there will be no difficulties in exterminating them if by that time the player has managed to get hold of good equipment. After the massacre, you can go inside the temple. The most effective cry against draugr is “Fire Breath” (even if only one word has been learned).

How to solve the puzzle in the mission "House of the World Eater"

Inside there are several locked doors that can be opened by activating special mechanisms. There is nothing left to do but solve the proposed puzzles. In the first one, you need to turn the columns, turning towards the drawing on the wall the same drawing carved on the stone. Combination: fish (towards the stone), bird (towards the lever), snake (towards the stone).

After this, having defeated the frost spiders, you can move on. Naturally, during the passage you will have to fight with draugr, many of which can use screams.

The clues for the next three stones are located next to them. The bottom one is a snake, the right one is a bird, the left one is a fish. After activating the lever, the bridge should fall, along which we move further and rise to the second floor.

Here you will have to defeat the draugr overlord and take the key to the next door from him. The hint is written on the key itself. To do this, you need to open your inventory and turn the key back to yourself. Combination: wolf, butterfly, dragon. There is also a Wall of Power here, with which you can learn the “Thunder Call” cry.

In front of the portal itself, the dragon priest Nakrin will be waiting for the protagonist. It is recommended to attack him before he gets to his staff, otherwise it will be much more difficult to kill him later. The staff is the key to the portal. Having passed through it, the hero will find himself in Sovngarde. By killing the priest, you can also pick up the Konarik artifact mask, the ninth and last in the game.

Bug with Odahviing and others in the mission “House of the World Eater”

When watching the walkthrough video, you may get the impression that everything in this task works perfectly. However, many players note that, despite several patches, this is one of the most buggy quests in the game. The most famous bugs that were found:

  • The Whiterun guard, who is supposed to pull the chain and free Odahviing, does not listen or even disappears somewhere. In this case, you must pull the chain yourself.
  • Odahviing doesn’t listen, he repeats, “We’ll fly now,” but nothing happens. To get into the temple with two doors, only loading an earlier save outside the castle will help and re-entry into the room.
  • In the first puzzle, the specified combination may not work. You will have to find another one by selecting it, turning the columns one by one. Since there are only 27 combinations, you can manage it quickly.
  • In the second puzzle, the middle stone may not turn (seen on Xbox), making it impossible to open the door. You will have to reboot outside the temple and re-enter it.
  • The rings that activate the bridge do not work, so the structure does not lower. To go further, you can use the Swift Dash skill and jump onto the platform.
  • If you kill the dragon priest before he uses the staff, then the hero himself will not be able to take this item. To get to the portal, you will have to jump.
  • Dragons before entering Skuldafn can “blunt” and fly in circles without attacking the hero. When killed, the bodies will lie motionless on the tops of the columns.

It has been noticed that the more mods a player installs, the higher the likelihood of any bugs occurring: some add-ons conflict with the original game and with each other. It’s difficult to say which one should be removed: it all depends on the specific assembly and is determined by “random poke.”



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