Skyrim windy peak how to get through. Windy Peak. Dragon in the sky

“Windy Peak” is one of the first story missions that you will encounter in the fifth game based on the ancient scrolls - The Elder Scrolls V: Skyrim. The quest will become available as soon as you get to Whiterun and talk to Jarl Balgruuf. During the mission, the game asks the dragonborn several riddles that often baffle even experienced gamers.

In this guide, of course, we will look at how to uncover the secret of Windy Peak and solve all the puzzles. You will also learn a lot of useful tips for a beginner, because this is one of the very first tasks, during which you will better master the game and gain experience.

It's time to complete the mission, let's get started.

Story quest “Windy Peak” - mission walkthrough

Let's start with the very first point - where is the task? In order to get it, you need to arrive in Dragonsreach and talk to Jarl Balgruuf.

Having learned about the impending danger, Balgruuf will invite our hero to work together with the court magician Frengar, who is studying dragons and magic. We don’t have the option to refuse, so we follow the jarl to the magician’s room, where we will be introduced to the future customer.

We speak with Secret Fire (yes, this is the nickname of the court magician), you can even trade with him if you are interested in magic or you need new soul stones.

Having learned that he has a ward, the magician will give us the first order - to go to the south of Skyrim to the Windy Peak fortress and get a dragon stone there, which will give the magician a lot of necessary information about dragons. If you want to advance further in the plot, you will have to complete the task in any case. No sooner said than done, so we move forward.

Interesting! If in Riverwood you took the “Golden Claw” quest from the merchant Lucan and successfully completed it, then you should already have a dragon stone in your inventory. This will allow you to immediately turn in the quest item and move on to the next one without having to return to Windy Peak. If you missed the mission in the Riverwood Merchant, then let's go right now.

Where is Windy Peak?

A mark with Nordic ruins will appear on the world map to make it easier for Dovahkiin to navigate. You can go straight from Whiterun, or you can first get to Riverwood by cart, and then walk from there. The ruined Nordic monastery is located high in the mountains, and the climb there is quite long and painful.

No matter which way you go, you will meet bandits on the way.

If you approach Windy Peak from Whiterun, there will be only three robbers. Even on Hard difficulty, you'll be able to take them down with ease, thanks to the large open space in which you can hit and run to replenish your health.

After killing all the bandits, be sure to collect armor and other valuable loot from them. In the early stages of the game, every penny is important - for example, to buy a horse. Having finished here, feel free to go inside the ruins.

How to get to Windy Peak in Skyrim

Entering the mound, you will find yourself in a large hall with a pile of human and rat bones under your feet. No one will meet you at the entrance, but then you will stumble upon a small camp with a couple of bandits. One of them is with a bow, and the other is with a sword and shield. If you have a bow, then I advise you to first deal as much damage as possible from Stealth, and only then go head-on.

This will greatly help you in a fight. You can hide from the robber with a bow behind a large column while you deal with the shield warrior.

Interesting! If you do not immediately engage in battle with the bandits, but hide and eavesdrop on their conversation, then you will hear interesting information that we will have to follow next. The bandits will discuss their accomplice Arvel, who decided to deceive them and disappeared with a golden claw in his pocket. If you did not take the task “Golden Claw” from the merchant, then it is activated right now. After the battle, you can rest on their couch, collect loot from the corpses and chests, and search the entire hall. Having finished searching for jewelry, we will continue our journey further. After passing a few more empty rooms, you will find yourself in a large two-story hall, in the center of which stands a robber with a torch. Don't scare him away! And follow the actions.

What will happen? The poor guy will run up to the lever, pull it and... immediately die from the triggered trap. His sacrifice was not in vain, now we know more! Of course, this won’t stop us from collecting money, master keys and expensive armor from him. Let's look around the room.

"Windy Peak" first puzzle - how to activate the columns

Look around the room carefully. In the center we see the lever that killed the bandit with the torch. Behind it is a gate that we need to open. But near the left wall there are three columns with images. Using the interaction button, you can rotate the columns, observing the changing patterns.

This is the puzzle we have to solve. If you press the lever without the correct combination, you will suffer the same fate as the bandit with the torch. On low difficulties the trap may not kill you, but on high difficulties it will easily.

To find the password to the door, just turn your head and carefully look around the room. We are most interested in these slabs.

Actually, here is the answer to our riddle. Pay attention to the animals that are depicted on the slabs and recreate the same combination, starting from the left side. To open the door, the columns should look like this: snake-snake-whale. Having set them in this way, you can safely pull the lever without fear of a trap.

Just in case, I advise you to make a quick save, in case you made a mistake and entered the code incorrectly.

Attention! There is a known bug due to which columns do not rotate when interacting. Because of this, it becomes impossible to complete the task and progress further in the plot. To fix the bug, exit the location and go back to the temple.

Behind the bars there is a cabinet with tasty loot and a chest (I found an enchanted hunting bow in it, which was very helpful at the early stage of the game). If you did not save after the lever, then again I advise you to make a quick save. To the left of the closet there is a spiral staircase, behind which a small ambush awaits you.

How to get to the sanctuary

As soon as you start going down the steps, several skeevers will immediately attack you. I advise you to immediately return to the top step so as not to be surrounded, and deal with the evil rodents one by one.

Immediately after the stairs you will find yourself in a large room, the exit from which is covered in cobwebs. From behind the web, cries for help can be heard. And here is Arvel, about whom we heard from the bandits in the first hall of the mound! But don't think that everything will be so simple.

As soon as Dovahkiin clears the passage covered with cobwebs and gets into the room, a huge frosty spider will descend from the ceiling. The creature is of a fairly high level, hits hard on any difficulty and spits poison that destroys a lot of health. If you realize that things are bad, you can run out of the room, heal a little and return to the spider again. The fight is quite difficult, especially for low-level characters, so if you realize that you cannot kill, I advise you to reduce the difficulty to “Beginner”.

After this there should be no problems.

How to get a golden claw

Having dealt with the monster, we collect useful loot from its body, and also search the cocoons scattered throughout the room. Here you can find master keys, healing potions, and spider eggs. After this, you can approach the Dunmer who is so desperately asking for help.

Arvel the Fast admits that he has the golden claw, but he will give it back only when he is freed.

Unfortunately, you won't be able to negotiate. All we can do is take him at his word and cut through the web. And who would have thought, the robber decided to deceive us and run away with the claw!

There are two options for the development of events:

  • Catch up with the vile bandit, kill him and take the claw from his body along with the diary. In this case, the draugr in the crypt will not wake up, and you will have the opportunity to sneak past them or kill them before they awaken.
  • Let Arvel escape and observe the events. With his stomp, the unlucky tomb robber will wake up all the draugr, and if he does not die at their hands, he will definitely step into a trap that will finish him off.

You will get the claw in any case, so choose for yourself. I decided to let him go in order to have less trouble with the draugr, and then I took the items from all the enemies at once.

If you decide to fight the rebels yourself, then this device will greatly help you. But be careful, the trap can also hit you. When you press the plate, the door mechanism will work, and an iron grate with spikes will immediately fly into the victim’s forehead. Later in the game you will often encounter similar pressure plates, as well as tripwires on the floor, chests with traps and other dangerous mechanisms.

Read the diary and examine the claw obtained from Arvel's body. Now the claw can be returned to the merchant in Riverwood, but that will be later, we will still need it. We make our way deeper into the mound, fighting crowds of awakened draugr, clearing boxes and chests until we come to a closed door. Everything is simple here - just pull the ring on the right for the passage to open.

From now on, always inspect the walls, columns around buried doors - such rings are a very common occurrence in the dungeons of Skyrim.

Interesting! As you progress, you will often encounter oil traps. They are clearly visible on the floor, and a jug of the same oil almost always hangs above the spilled oil. They can be used in battle using ordinary destruction magic, which is available to Dovahkiin from Helgen itself. I think this advice will greatly help you deal with the crowds of draugr that you will encounter as you progress through the dungeon.

Windy Peak: second puzzle with owl, butterfly and bear figures

As you move through the Nordic ruins, you will come to a long room without any enemies, which contains the second secret of the ruins. At the end of the room there is a door with a keyhole in the center and three moving plates with images of animals on the edges. The keyhole can be opened using a claw, but for it to work, you must first guess the password, as in the first puzzle.

Don't rush to look around the walls for clues - there are none here. The answer is much simpler, and it's even in your inventory.

Open the backpack and carefully examine the golden claw. If you look closely, you can see three images with figures of an owl, a butterfly and a bear. Unraveling the secret turned out to be not so difficult! Now it is enough to activate the columns in the correct order, insert the golden claw into the gate and the door will open.

Behind the puzzle is the Mound Shrine, and opening the door won't be easy. This is the final room after which the task will be completed. Hurry down and study the word of power depicted on the wall. Don’t be scared by the bright effects, such walls with words of power will be waiting for you in almost every corner of Skyrim.

Immediately after studying the word, the boss of the location will awaken - a high-level drurg military commander. It will not be possible to escape, because in his inventory there is a dragon stone, which we came for. Draurg has an enchanted weapon that hits with cold, actively uses Scream and has a lot of health. This is a dangerous enemy, so use your entire arsenal, drink potions for damage and healing, set it on fire and chop it into pieces.

After the victory, take the dragon stone, enchanted weapons and other expensive trinkets from the corpse. In the chest near the sarcophagus you can find a random enchanted weapon, a spell book, a gem and expensive items. All items have been received, which means you can go back.

You will never need the golden claw again, so I advise you to return it to the merchant in Riverwood for a reward. We take the dragon stone to the main magician in Dragon's Reach. As a reward for valiantly completing the task, our hero will receive random enchanted armor from the jarl himself.

This will complete the “Windy Peak” quest.

Windy Peak(orig. Bleak Falls Barrow) - Nordic ruins in the game The Elder Scrolls V: Skyrim.
  • Location codes:

BleakFallsBarrowExterior
BleakFallsBarrowExterior02
BleakFallsBarrowExterior03
BleakFallsBarrowExterior04
BleakFallsBarrow01
BleakFallsBarrow02

Description

Most likely, these will be the first Nordic ruins that the main character will have to visit during his adventures. This place is a huge stone cascade on which an ancient Nordic temple of dragon worshipers was built. The temple rises on a mountain peak and its walls constantly withstand violent winds and blizzards. Traditionally for such locations the entire complex is only partially located on the surface. Most of it consists of tunnels and halls of natural and artificial origin, penetrating the mountain right through. The location consists of two zones: “Wind Peak - Temple” and “Wind Peak - Sanctuary”.

The way to Windy Peak can be shown to the main character by Camilla Valeria (immediately after she gives the task “Golden Claw”). She guides the hero to the bridge, which is located next to the northeastern gate of Riverwood. Just past the bridge there is a fork. The road to the right leads to Whiterun, to the left - to Windy Peak.

As you climb up the mountain, the weather will begin to change dramatically. The ground around will become snow-covered and it will be possible to observe snowfall, turning into a real storm closer to the top of the mountain.

On the way to the temple there is one ancient Nord observation tower, in which several bandits have settled - sentinels of the main part of the gang, which will be encountered in the Windy Peak itself. Having noticed a traveler, they will not attack immediately, but only if you ignore their warnings not to approach. The danger is posed by the leader of the bandit patrol, equipped with heavy armor. However, he does not go outside and stands on one of the platforms of the tower, and also attacks only when approaching (even if all the other bandits were killed). On the top platform of the tower, in the open air, there is a chest.

Walking a little further along the winding path, the main character will finally reach the main complex of Windy Peak. At the entrance there will be a battle with the main part of the gang. Apparently, realizing that their patrol had been interrupted, they attacked immediately. You can find a well-hidden treasure near the walls of the temple.

Interior

Windy Peak - Temple

Having passed through the massive gates into the temple, the traveler will find himself in a spacious hall with breaks in the vault allowing sunlight to pass through. Among the general devastation, traces of a recent fierce battle between gang members and a pack of skeevers are noticeable: two corpses of bandits (one of them lies on an ancient stone table, the other on the floor) and eight carcasses of predators. If the Stealth skill is developed well enough, then you can overhear a conversation between a couple of surviving gang members about the golden claw. Also here you can find an iron war hammer, two iron battle axes, an iron shield and a cleaver. Next to the fire is another chest.

Along the way further through the tunnels, you can stumble upon a table on which there is nothing but a funeral urn. In the next niche there is the same one, only with two urns. On the floor, among the intertwined roots, lie two more carcasses of skeevers.

Then the passage bifurcates. The short path to the left ends in a dead end with nothing of note. The passage straight is also not replete with finds. Here you can find another skeever corpse and several racks and shelves with useless pieces of flax and equally useless ancient Nordic ceramic utensils, the presence of which is typical of all Nordic ruins. On one of the shelves you can find a potion.

The passage opens into a hall in which there is a small puzzle, only by solving which you can enter the next room. The puzzle consists of three rotating pedestals with drawings and three stone heads with the same drawings (the one in the middle fell to the floor). The task is simple: you just need to turn the pedestals so that the signs on their front side coincide with those on the head sculptures and are located in the same order. The last member of the gang is puzzling over the decision. If you watch him, you can witness his fiasco - the unfortunate man activates the lever and his body is pierced from all sides by the bolts of the triggered trap, and the grate remains closed. It is not difficult to guess that a similar fate awaits anyone who solves the puzzle incorrectly. Before you go further, you should climb the stairs and pick up another potion. There is nothing else to do in this room and you can go into the opened passage.

In the next room you can find a table with a potion and a Thief textbook (Pickpocket), two funeral urns and a chest between them. Nearby on a stand rests a soul stone. You should be careful here: three skeevers can attack from behind at once, or they will meet later, when going down the spiral staircase. After descending, a room will open up, in the center of which, on the table, lies a scroll with a spell and poison. During further advancement through the tunnels, the voice of a certain Arvel the Fast will be heard, who will initially mistake the main character for one of his own (Harknir, Bjorn and Soling, apparently, his bandit acquaintances who remained at the entrance). The path is directly littered with cobblestones, among which lies a skeleton and a hidden chest.

The path to the left is clear and opens into a large, cobweb-covered hall. To get into it, you need to cut through the layers of the web, in which Arvel the Fast got entangled. The web gives way if you slash it a couple of times with any melee weapon. The hall itself is the lair of a giant frost spider, which attacks the intruder of its chambers immediately. There are many corpses of representatives of the intelligent races of Skyrim and the carcasses of skeevers, entangled in cobwebs, lying around, and there are also funeral urns. Arvel the Fast, watching the fight from his cocoon, will shout at the main character, urging him to quickly kill the already wounded spider.

After defeating the spider, it turns out that the cocoon in which Arvel is entangled is blocking the passage to the depths of the dungeon, so you will have to help the unlucky adventurer and pull him out of the web. Before this, you can try to find out something about the golden claw from him, but he will refuse to talk until he is freed. After gaining the long-awaited freedom, Arvel runs away into the distance through the tunnels, laughing at the naive simpleton. However, do not be upset, the further fate of this rogue is unenviable: after a few tens of meters through the tunnels you will come across his lifeless body. Most likely, he was hit by a spiked trap located there. Arvel has with him the claw necessary to complete the task, as well as his diary with interesting notes about the claw. However, after its discovery, the entry “Find out the secret of Windy Peak” will appear in the quest log.

Starting from this place, the dungeon consists of catacombs in which the ancient Nords buried their dead. Here, most likely, the main character’s first “acquaintance” with the draugr will take place - the restless Nordic dead, of which there are plenty here, pretending to be motionless in their niches. However, some of them really show no signs of life. Their bodies can be searched for trophies with impunity.

The further path is a rather long wander through the catacombs, teeming with undead and traps. The most unpleasant of them is a narrow passage with swinging, deadly pendulums. Soon after, lifting the grate, you can go out into natural underground caves, where glowing mushrooms grow on the walls. The tunnels will lead to a large natural well, in the center of which there is a bridge guarded by some opponent (depending on the level of the main character, this can be either a draugr or an ice troll, which is quite dangerous at low levels). At the bottom of the well, where a narrow path leads along the ledges, there is something to pick up.

Windy Peak - Sanctuary

Having passed through further tunnels and collected all the trophies encountered, the traveler will find himself in the next zone of the dungeon - “Windy Peak - Sanctuary”. It's not as big as Windy Peak Temple, but it has more interesting architecture. Here you will meet several draugr, after defeating them you can go through the iron door into the hall where the riddle door is located. To open it you will need a golden dragon claw. It’s not difficult to open it: you just need to use Arvel’s diary, which describes how to do this using the claw.

Behind the door there is a huge hall, at the opposite end of which there is a Wall of Words and three whole chests: one is located directly in front of the wall, the other is on the right immediately behind it, the third is on the left in the corner. Immediately after learning one of the power words of the “Ruthless Force” cry, the main draugr will rise from the sarcophagus opposite the wall. After defeating him, from his corpse, among other things, you can take the dragon stone necessary to complete the quest “Wind Peak”.

Behind the hall there is a small passage that opens into a small cavern with a strange altar and a chest. There is also an exit to the surface. After exiting, you can find a random potion on the cliff.

Quests

This location is the setting for two quests. They are interconnected with each other, since the dragon stone cannot be obtained without obtaining the golden claw.

Notes

  1. A beautiful view of Windy Peak opens from the snow-covered cliff, which is located above the Torch Mine, due to the fact that this cliff is located slightly higher than the peak itself and is not very far from it. You can reach this place along the road from Riverwood to Ivarstead, reaching the fork and turning from it towards the peak.
  2. If you go to the left of the massive doors, searching the outside of the temple walls, in one of the corners you can find a small cache, consisting of two containers. The apothecary's bag contains a couple of ingredients and possibly a potion, and the locked safe contains jewelry in the form of gold, gems and/or rings (the lock level is fixed - "Adept").
  • If, keeping to the rock, you follow the path from the observation tower to Windy Peak and look to the left, you can see a hawk's nest located on the steep side of the cliff and not far from the path. But you can only get to it by going around the rock and jumping along the cliffs.
  • If you enter the console command tcl and go beyond the textures, you can find an eagle above the ice bridge patrolled by a draugr. It will periodically sit in a “nest” on a tree trunk hanging over the bridge.

As soon as the story of the dragon is told, the earl

He will send our hero to his magician, who will issue a new task - to find the Dragon Stone and bring it to him. Obviously, the jarl does not really believe in these tales and wants to find a more useful use for you. The stone we need to find is located in some catacombs of the Gloomy Mound. You can buy spells from the magician, and also go to other merchants. There are also a lot of side quests you can take on in Whiterun.
If you don’t want to cover the distance to Kurgan on your own, you can use fast travel. It is located north of Riverwood, and using a compass it should be easy to get there. Near the mound itself you can meet a group of bandits, so it’s better to deal with them right away, and only then go inside. From them you can get armor, weapons and other junk, as well as bottles of potions.

Walkthrough in Kurgan

In Kurgan everything is extremely simple -

Just walk along the corridors, avoiding traps and destroying enemies along the way. The first riddle is easy to solve - you need to turn the plates so that the symbols Snake, Serpent and Fish are facing our hero. When our hero descends even lower, to the next level, it is necessary to kill a huge spider and pursue the fleeing man whom you barely saved from the bonds of the web and who decided to simply throw you away. We need to kill him and take away what we need to solve the main puzzle of the burial grounds - the Golden Claw.
By the way, this is the same artifact that the merchant from Riverwood is looking for. Along the way we come across a door that opens with a claw. In order to open the door and not die, you need to carefully examine the Claw, twirling it in your inventory for drawings that will turn out to be clues for opening the doors. In the next catacombs we meet a strong zombie boss, after killing whom we find the Dragon Stone, which we need to complete the main quest received from the magician Earl of Whiterun
As soon as our hero leaves the dungeons, it is better to go to Riverwood in order to return the Golden Claw to the merchant, but you can go straight to Whiterun and return the Dragon Stone to the court magician. This completes the quest successfully.

Read the full walkthrough of this task on the page walkthrough of the main storyline; here I will briefly write about the most difficult moments in this task and their solutions.

The first thing you need to know is that the Windy Peak dungeon is huge!


1 . A riddle with a lever and traps that fire.

Find 3 statues on the left, with drawings of animals, by pressing the E key on them they can be rotated. You need to do the following combination:

(as you might guess, above the door, you can see the location of the outer statues, and in the center of the room there is a third, as if fallen part, where it is shown which part the middle statue should be turned to)


2 . Riddle with a door with three rings.

The correct arrangement of the rings is:

(how to guess on the golden claw, the correct location is drawn on the back side. By opening the inventory, you can spin the item)


3 . Where can I find the golden claw?

At the stage with the big spider, you will meet a man in a web. So he has the claw we need. You can kill him while he's in the web, but even if you free him and he runs away, don't worry, he won't run far. And going forward, you will find his corpse.

The golden claw is taken from his corpse.


When I played for the first time I didn't know that at the end I had to find a wall with dragon words. And having reached a dead end (as it seemed to me), I thought that this was the end of the dungeon and left. In fact, there was a passage there, I just didn’t notice it. For this look. The dungeon is simple, without branches, so it’s difficult to get lost. All you need to do is move forward! (and at the end there will be a way out).

This walkthrough concerns only the main storyline.

Start

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

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

To freedom

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

Before the Storm

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

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

Windy Peak

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

Dragon in the sky

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

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

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

Horn of Jurgen

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

Dragon in its natural habitat.

Blade in the Dark

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

Diplomatic immunity

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

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

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 suggests considering Alduin's Wall, which supposedly will help us find out the dragon's weak points 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 lower 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 Graybeards 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, even 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 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 to 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 only be lowered 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 type 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 us 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.



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