Passage of Skyrim. Walkthrough Skyrim Skyrim learn first

» Your hero is the great Dragonborn, the chosen one, who has a unique gift to use the language of dragons and thus defeat them. Considering that the dragons have awakened again and are circling over the mountains and valleys, burning all life and destroying entire cities, you appear just in time and go on a quest for the head of their leader.

In addition to the main storyline, there are a lot of side quests in the game - each city offers you its own inner story connected with the Jarl rulers, the battle of the imperial legions with the rebellious Stormcloaks, small tasks of the inhabitants and, of course, the next secret plans of the Daedric princes, which they embody their followers. As in all other games in the series, you can access tasks from all major secret guilds, such as the Dark Brotherhood and the Thieves Guild, allowing you to get unique sets of armor.

Installing the game

Skyrim is installed through the Steam system, the manager and at the same time the electronic game store, so now you don’t need to buy a disc with the game - you just need to create your account in the system, purchase the electronic version of the game and activate the purchase code in your account. After that, the program will be able to install the game itself by downloading its files from the Internet.

Here you can also install official modifications and add-ons created by users - thanks to the fans, the game constantly receives new content in the form of additional quests, graphic improvements and changes, new companions for the main character and other nice bonuses.

Game process

Skyrim is a classic RPG where you develop your character, gain new skills, fight your enemies with magic and weapons, and interact with everyone you meet along the way. Your character knows many professions, such as alchemy, blacksmithing, leatherworking - but to get really good things, you will need to create more than a dozen simpler items.

The combat system allows you to choose the style of play that suits you - it can be a swordsman fighting a dozen zombies at the same time, a sniper shooter, or a magician hiding behind the backs of summoned creatures.

The game uses the principle of an open world - you can go wherever you want, take on any tasks and explore the surrounding spaces without any restrictions. Among the mountains and on the banks of the rivers there are wild animals and crabs, alchemical herbs and mushrooms grow, hunters meet, and sometimes there are new storylines specially designed for explorers.

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

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

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

These basic knowledge will help you complete tasks in the Skyrim game.

Walkthrough

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

To freedom!

While we are being transported in a cart, we hear the conversation of other prisoners, from which it becomes clear that there is now an uprising in Skyrim, led by the Stormcloaks. The Imperials have mistakenly thought we were one of them, and we are being taken to Helgen for execution.

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

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

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

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

As you follow your new partner, you will find chests with equipment, learn how to pick locks, shoot from stealth, etc. In fact, the task "Freedom!" is educational. It ends with how you exit the cave. From now on, the whole world of Skyrim is open to you. And where to go, what to do - only you can choose!

Before the storm

As soon as you left the cave, a new task will begin - "Before the Storm", the most difficult moment in this task is related to the fact that your partner will say "Now we must split up", but in fact you do not need to split up - follow him. On the way, he will show the stones of power (or whatever they are called) - by activating one of them (mage, thief, warrior), the skills of the corresponding direction will be pumped 20% faster.

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

You can also find other side quests in the village. And to continue the main task - go to Whiterun (follow the compass, and you can also open the map and estimate the distance to the city).

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

windy peak

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

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

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

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

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

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

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

Go further and further until you end up in a large room, in the center of which there will be a semicircle with text in the language of dragons. Approaching this wall, you will read one passage. At this time, the Lord of the Draugr will emerge from one of the graves behind your back - you will have a tough fight. Having dealt with him, take the Dragonstone from his corpse, now find the passage to the exit (no need to go back, you will find the second exit from the dungeon ahead).

Once in Skyrim, open the map and fast travel to the Draconic Realm. Head to Farengar and give him the stone.

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

dragon in the sky

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

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

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

Return to Jarl and tell what happened.

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

The path of the voice

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

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

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

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

Horn of Jurgen

The Greybeards are sending you on a final test - retrieving Jurgen Windcaller's horn from his tomb in Ustengrav, in the swamps of Hjaalmarch.

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

Riddle #1

You rest against the passage, which is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grating falls. You can’t run with a regular run, what to do?

You stand exactly opposite the passage, in front of the stones, put “Swift Dash” on the active shout, hold down the left alt and start running towards the passage, as soon as you are next to the third stone, and it is activated - press Z- make a quick jerk, after which it remains to run a little and that's it. I got it right the first time.

I didn’t check how painfully they fry, in general, this stage is also passed with the help of the Swift Dash Shout.

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

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

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

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

Blade in the dark

Delphine is the last of the blades, and just like you, she unravels the reason for the appearance of dragons in Skyrim. Her belief is that dragons don't come back, they "resurrect". And to make sure of this, and possibly prevent the resurrection, you go to the Keen Grove.

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

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

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

Horn of Jurgen (end)

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

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

Diplomatic immunity

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

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

In order for you to survive, Malborn can carry a few items for you while you enter through the "front door" without weapons and armor. In a conversation with him, it is important to know one thing - in Skyrim, you can transfer items to companions by pressing the R key when the corresponding window appears. It is enough to hand over the weapons to Malborn.

Passed - now we go to Delphine, she is already nearby, outside the city at the stable (we look at the compass and no problems). She will give you formal clothes, and ask you to transfer all weapons and armor to her, for safety. You can give it to her, or you can throw it somewhere nearby. We give away things, put on formal clothes, say that we are ready and ... you are already “at a festive party”.

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

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

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

You will need to clear one building, then go out into the courtyard, kill everyone there, go into the torture building, kill everyone there and loot 2 chests, after which the signs disappear (which again puts you in a stopper), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), free him, and then offer to get out. He will approach the hatch, ask him why he was tortured - and you will find out what you need on assignment. Now it remains only to get out, and the hatch is closed, what should I do? Around this time, or maybe you will need to wait a bit - the guards will enter the house with the words “surrender, we took your accomplice” - kill them (the elf who helped you will die quickly ... apparently there is no way to save him), and from one of the new arrivals guards, you remove the key from the hatch - it's ready, it remains only to go out through the dungeon (carefully, there is a troll), and meet with Delfina.

As a result, when you come to the “tough guys” in one shirt, you leave with pockets full of armor, weapons, potions, and other junk. And you're doing well too!

A rat cornered

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

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

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

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

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

What to do if Esbern does not say:

1. Open the console (~), enter the tcl command, go through the door and talk to esbern
2. He will start clicking the door - we are waiting
3. If he clicked and calmed down, but the door did not open, we speak again. And so on until the door opens.

Alduin's Wall

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

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

Riddle #1

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

Riddle #2

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

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

I would like to say a special thank you to the developers for the behavior of partners in this task. Like living people - they comment, consider the environment, discuss puzzles, etc.

Throat of the World

In this task, get ready for excruciatingly long dialogues.

We return to the gray-bearded. Look for their leader again, and start a dialogue. You need to strive for the theme "Paarthurnax" -> "I want to meet him." After that, you will be taught a new cry, and they will show the way.

The whole road to Paarthurnax is in some kind of strange fog, which somehow has a bad effect on the character (I didn’t experiment what would happen if I stood in it), but with a new Shout this fog accelerates a long distance forward, so with the help of a shout and move to the top, to the most important "graybeard".

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

ancient knowledge

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

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

Works by Shalidor

Note: This quest can be completed in different locations.

We need to find the records of one scientist - we go to the marked dungeon. In the dungeon there will be one, already familiar riddle - a lever, rotating statues and a trap triggering when selected incorrectly. A clue to which statue to turn which side - look on the opposite side. Two statues will show which figure needs to be deployed.

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

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

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

Beyond the ordinary

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

We find a scientist there, and after a long dialogue, we get two items - a dremer cube and a ball, and a new marked point on the map. Huge dremer dungeons await us there. By the way, in them, you can find an amulet with a 15% bonus to alchemy.

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

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

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

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

We discuss this task separately on the Dwemer mechanism page.

Curse of Alduin

There will be a fight with the main dragon - Alduin, but before that the Dragonbreaker cry will become available. The main villain himself does not sit on the ground, you need to shoot him down with a dragon slayer, and then chop / fry / freeze, using the dragon slayer’s cry on rollback (if you don’t use it, “he will fly away again and circle around).

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

Fallen

After the victory, talk to the parthurnax. He will tell his plan how to finally defeat the villain. To do this, we need the help of the Jarl, we go to him.

Endless time

The task itself is not difficult, but you will find a lot of dialogues.

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

We go to the gray-beards, we speak with Arpgeir, we ask him to announce a meeting on the conclusion of peace.

We go to the imperials, we speak with Tullius, we convince him to negotiate.

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

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

After the conclusion of peace, the task will be completed, but Delphine will also put in her five cents - she says that the parturnax must die. Your conversation will unlock the new quest Paarthurnax.

Fallen (continued)

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

We say that we are starting, and we follow him. How to summon and catch Odahviing? Go out onto the balcony, use the “Dragon Challenge” shout (don’t forget to hold it down so that the shout is complete), the dragon arrives, we shoot it down with the “Dragonbreaker”, after which (no need to kill it!) - gradually retreat into the depths of the “balcony”, rollback using dragon slayer so that he does not fly away. He will follow you into the depths, and then he will fall into a trap.

House of the World Eater

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

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

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

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


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

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

sovngarde

Welcome to the realm of the dead. A very beautiful place, but blackened by Alduin. We go along the arrow, meet with Tsun, pass the test, and get into the hall of the ancients.

Dragonslayer

Congratulations, you have reached the very end.

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

P.S.

The storyline is great. For a long time, the storylines in games have not been so impressive. The main thing is to play on the highest possible difficulty for you, so that "victory" would feel like a real victory.

Now, using the cry "Dragon's Call" in an open area, the dragon Odahviing will fly to your aid.

Simple dragons will still be caught as simple monsters.

It took 40 hours to complete the main storyline, only slightly distracted by something else.

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

Passage |

Development

In 2006, ZeniMax Media, the owner of Bethesda Softworks, registered the "Skyrim" trademark.

At QuakeCon 2009, Bethesda Softworks' Todd Howard revealed that the studio "has no plans for TES V at the moment." However, later another Bethesda employee denied these words and said that "the series will certainly be continued", but did not specify the time frame.

At the QuakeCon 2010 exhibition, Bethesda Game Studios executive producer Todd Howard announced that the company is developing another new project - in total, two are currently known, both have not been announced. According to him, work on the design of the second project has already been completed. The game is made on a heavily reworked TES IV: Oblivion/Fallout 3* engine. As Howard says: “Fallout 3* was technically much more advanced than Oblivion*, and the new modification will be an even more serious step forward. The engine runs on existing platforms, which we are quite happy with. But when you play this game, it will feel like you're playing on a next-gen console." Of particular note is one of the details of Howard's statement: in the company's new games there will be no limit on the level of character development, which has been widely criticized by the community.
*(Fallout 3 is a game from Bethesda, a sequel to Fallout and Fallout 2 from Black Isle Studios. The Elder Scrolls IV: Oblivion is an RPG from Bethesda, a sequel to The Elder Scrolls III: Morrowind from the same company.)

In November 2010, according to Eurogamer Denmark, it became known that Bethesda Game Studios was busy working on the fifth game in The Elder Scrolls series - a direct sequel to The Elder Scrolls IV: Oblivion. According to a journalist from the Danish edition, the source not only confirmed that the game was in development, but also briefly mentioned its content. In particular, the words Dragon Lord and The Blades were heard. The studio plans to start recording the cast in the coming weeks. The same source, who, according to the journalist, has the official disdoc, said that the game will be a chronological sequel to Oblivion.

In early December 2010, at the Spike TV Video Games Awards, the game was announced by Todd Howard and the first teaser trailer was shown. The game was subtitled "Skyrim" and released on November 11, 2011. Jeremy Soule agreed to continue his collaboration with Bethesda Softworks, starting writing the game's soundtrack.

On January 17, 2011, it became known that the game will be powered by the Creation Engine for image processing and rendering, Radiant AI for NPC behavior, Havok Behavior for rich animation, Radiant Story for secondary quest generation. A tool called the Creation Kit was later announced for modifying game data and creating plugins.

Plot and setting

Plot
Nearly 200 years have passed since the events of The Elder Scrolls IV: Oblivion*, and it is currently the year 201 of the fourth age (4E 201). The High King of Skyrim has been killed and Skyrim is in a state of civil war. One side wants Skyrim to separate from the Empire, while the other wants to remain part of it. This schism is the final event foretold by the Elder Scrolls and will lead to the return of the dragons, led by Alduin.
*(See previous section)

The player starts the game as a prisoner (in fact, as in all previous parts), who is being taken to execution for illegally crossing the borders of Skyrim during wartime. As soon as the player puts his head on the chopping block, the dragon Alduin attacks the settlement. The player later learns that he is Dovahkiin, the Dragonborn, whose ability is to permanently kill and gain knowledge of slain dragons through the absorption of their soul. He is entrusted with the duty to defeat the dragons, which began their awakening in Skyrim. Wanting to help fulfill his destiny, the famous Greybeards* and the last two surviving members of the Blades* join Dovahkiin.
*(See 4th section)

Skyrim
The Kingdom of Skyrim is located in the north of the continent of Tamriel. The climate is subarctic and arctic. Most of the province is occupied by tundra, turning into an icy desert in the north, and a mountain range in the west. The fauna is represented by wolves, saber-toothed tigers, bears, deer, mammoths, giants, trolls, ice ghosts, frosty spiders. The territory of the kingdom is divided into nine holdings (holds), each of which has its own capital. In total, there are five large cities in the game - Solitude (the capital of the kingdom), Whiterun, Windhelm, Markarth, Riften and four smaller towns - Winterhold, Dawnstar, Morthal and Falkreath, as well as several villages: Ivarstead, Riverwood, Shor Stone, Helgen, Karthvasten, Rorikstead , Dragon Bridge.

Gameplay

Skyrim retains the large and open world concept of the Elder Scrolls series. The player can roam freely throughout the province of Skyrim, which includes vast expanses of wilderness and high mountains. In cities, the player can indulge in activities such as cooking, farming (harvesting from the farms of their owners, after which it is possible to sell and / or use the collected ingredients for their own purposes), working with ore, or blacksmithing. Also in large cities (and not only) you can find a suitable teacher for pumping one or another ability. At the same time, the developers note that the gameplay can take about 300 hours.

The player's level increases as skills develop. The game has a leveling system - the availability of new things in shops and dungeons, as well as the strength and number of monsters that the player fights, depend on his level. The developers decided to completely abandon the class system. The game contains perks - special abilities associated with certain player skills. Perks are organized into a branching system called the skill tree. Each level up allows you to take another perk. In total, the game has 280 perks, which are presented in the form of various constellations and are designed for 50 levels; however, a player can level up even above the fiftieth level - the limit is up to level 81, and with patch 1.9, level restrictions are completely removed.

The HUD interface only appears on screen when the player's health, stamina, or magic is depleted. The compass is the only interface element that is present on the screen at all times. Items can be saved to the "favorites" menu, and the inventory menu (which pauses the game when opened) has a compass-like visual style. While in inventory mode, each in-game item can be rotated, zoomed in and viewed in full 3D.

Weapons can be assigned to either the right or left hand, allowing you to carry one weapon in each hand. You can also assign a spell to one hand and a weapon to the other. A special menu will allow the player to quickly switch between different types of weapons and armor. The shield can be attacked, but it takes a certain time to build a block with it. Each type of weapon (one-handed, two-handed, bow) has its own special advantage and purpose. Archery takes longer to draw than in previous Elder Scrolls games, but the shots deal more damage to the enemy. For this reason, arrows are very expensive, but are not considered rare and are found everywhere. A player armed with a bow can use it for melee defense in the same way that they can use a two-handed weapon or a shield for this purpose (although a shield is most effective in this situation).

Different types of spells have different qualities - a cold spell slows and drains stamina, while a fire spell deals damage over time throughout the duration of the burn, and can even ignite surrounding objects, and an electricity spell consumes enemy mana. Spells can be cast with two hands at once.

The player can run faster at the cost of reduced stamina, jumping does not take away stamina. Also in Skyrim there are no athletics and acrobatics skills, but there is a covert movement mode. Daggers are especially effective when attacking stealthily, causing massive damage. Sneaking up to the animals is almost useless, they notice the player at a fairly large distance.

Characters

Races

Playable races:

Altmer (High or High Elves)
Argonians
Bosmer (Wood Elves)
Bretons
Dunmer (Dark Elves)
Imperials
Khajiit (or Khajiit)
Nords (or Nords)
Orcs (or Orsimer)
redguards

Mers (elves):

Elves are descended from common ancestors with people, elnofey.
Aldmeri
Altmer
Ayleids
Bosmer
Dunmer
Dwemer
Chimery
maormers
Manmers
Orcs (or Orsimer)
Snow elves or Falmer

Neds
Bretons
Imperials
Nords
redguards
Richmen
Kotringi

Beast Races:

Another name is betmers. Orcs are sometimes considered beastmen, although this is a deep delusion.

Argonians
Giants
goblins
Dreugi
Imga
Ice giants
Khajiit
Kamal
Ca Po' Tun
centaurs
Lilmothiites
Rieklings
Sloads
Tang Mo
Tsaesci

Hist
Elnofey

Fractions, etc.

The Thieves Guild - in the world of The Elder Scrolls - an organization dedicated to both theft and the teaching of the art. Official authorities try not to offend the interests of the Guild. The reason for this behavior is simple - it is better to deal with one organization than to think about how to deal with thousands of thieves who do not report to anyone. Like any other guild, the Thieves Guild is an organization of professionals, including thieves, robbers, pluckers, smugglers, and representatives of other professions. The guild has no official representations, preferring to gather in large city taverns.

Nightingales are the secret guardians of the sanctuary of the Daedra Nocturnal, who serve her during life (protect from plunder) and after death (in the form of spirits in the sanctuary), and after the contract is completed, they merge with the eternal shadow. Nocturnal guards are chosen from the Thieves Guild. They form a triad (three people), wear special Nightingale armor, and also have one of three special abilities available only to Nightingales.
By the time Dovakin entered the Thieves Guild, the triad, consisting of Mercer Frey, Gall and Karliah, had disintegrated (Mercer Frey stole the Skeleton Key from the sanctuary, Gall was killed by Mercer, Karliah fled and was forced to hide due to Mercer's slander).
After the murder of Mercer Frey and the end of the Return of Twilight quest, Dovakin, Brynjolf and Karlia (restored in the rank of Nightingale) become Nightingales.

The Blades are an elite strike and reconnaissance force created by Tiber Septim. The progenitors of the blades are the Dragonguards of Reman Cyrodiil I, the emperor of the end of the First Era. Their flags and uniforms have their origins in Akavir. According to the range of functions performed in the real world, the Blades correspond to special services, such as the FSB.
Grey-bearded - these people practice the magic of dragons - Tu "mind. They were taught this ability by the permanent leader and founder of the order - Paarthurnax and the goddess Kynareth.
Early in their history, the Greybeards were a powerful military force in Skyrim, during its wars in the First Era against the Dwemer and Chimer of Morrowind.
In fact, this was a very formidable force until one certain moment. During one of the battles, the supposedly invincible army suffered a crushing defeat. With this begins the history of the very order, which is now called the Greybeards.

The Empire is the inhabitants of the civilized, multiethnic province of Cyrodiil, they make skilled diplomats and merchants. They are also skilled in crafts, and in military affairs they are closest to the warrior class wearing heavy armor. Known for their education and courtesy. They are also famous for their military training. The physique of the Imperials is not as impressive as that of the Nords or Orsimer, for example, but they are skilled in diplomacy and trade. And the excellent training and discipline of the Imperial Legionnaires allowed them to subjugate all other nations and races and build a stronghold of peace and prosperity - the Brilliant Empire. Although they have a bad reputation in Morrowind, since it was under imperial rule that corruption flourished there, and the previously little respected house of Hlaalu (thieves of various kinds) became richer and more influential than ever.
They bear a strong resemblance to the ancient Romans.
They are one of the sides in the Skyrim Civil War.

The Stormcloaks are the rebellious Nords and the rest of Skyrim, against the tyranny of the Empire and their peace with the Thalmor*. The headquarters of the faction is also located in Windhelm. The Stormcloaks fight for the independence of Skyrim and all Nords from the Empire. The same, are the other side in the civil war.

*Thalmor - government of the second Aldmeri Dominion*. The tasks of the Thalmor include spreading the influence of elves on the continent, protecting their interests in non-elven states through embassies, promoting the superiority of elves over other sentient races (fucking elves!).
*(Aldmeri Dominion - different elves, united under one flag. They are considered the most worthy inhabitants of this continent and the entire planet)

Companions - the very first inhabitants of the city of Whiterun*, the founders of the festive hall Jorrvaskr*. Skilful warriors, interlocutors. Also, they are lycanthropes who can turn into a beast at will.
*(Whiterun is the very first city you meet. Jorrvaskr is the headquarters of the Companions)

The Dark Brotherhood is a group of hired assassins who are ready to kill anyone who is pointed out by those who have performed the Dark Mystery. The Dark Brotherhood is one of the assassin guilds. Its main competitor is the Morag Tong* Guild, which is based in the province of Morrowind*. While the Morag Tong were a respected group in Morrowind society, the Dark Brotherhood is a hidden cult whose members primarily worship the God of Death and the Void, Sithis. It has been established that the Dark Brotherhood is present in Skyrim.
* (Morag Tong - a sect of hired killers, consisting only of Dark Elves. Morrowind is a province of Dark Elves)

Bandits - from the name everything is clear. Sometimes, they will in every possible way interfere with the passage of the game.

Also, there are other factions, but they appear after the installation of 3 DLCs: Dawnguard, Dragonborn and Heartfire. There will be another guide about groupings from the DLC.

Bonuses and utilities

Now the game has a lot of all sorts of goodies. Here are the most interesting ones:

1.Vampirism is the only disease that was in the last three parts of TES, the principle is the same as before. Infection occurs during a battle with a vampire or with the help of some task. Vampirism manifests itself after sleep, a few days after infection. The less a vampire drinks blood (from sleeping people), the more his vampirism manifests itself (what vampires look like in the Dawnguard DLC, see at the end of the article).

2. Lycanthropy - a disease that came from Daggerfall, allows the sick (transformed) to become a Werewolf once a day (with the help of Hircine's Ring, in Skyrim you can become a werewolf several times a day). The werewolf is very strong, develops tremendous speed, uses a roar that scares off enemies, scatters enemies to the sides and devours corpses to restore health (otherwise the werewolf does not restore health). Werewolf mode lasts a little over an in-game hour (see how werewolves look in the Dawnguard DLC, see the end of the article).

3. Cannibalism is not exactly a disease, but rather an ability; after killing the victim, you can eat the corpse, thereby restoring health, as well as increasing its maximum value (acquired by the appearance of the player and equipping him with the same Daedric artifact - Namira's ring).

4. If your character has acquired one of these abilities, people around you will say phrases related to them - for example, if you are a vampire, people around you will hint at a white skin tone, if you are a cannibal - “What did you eat? Your mouth stinks like a garbage can, and if you were a werewolf, the guards may say: “Eww, you stink like a wet dog” or “Your wolf smile is kind of .. annoying.”, or that they heard a strange howl, as well as the fact that the player has fur sticking out of his ears.

5. In Skyrim, in addition to dragons, vampires and other enemies, you can find the love of your life. First of all, you need to get the Amulet of Mary. The easiest way to get it is to go to the Temple of Mary in Riften or the Bee and Sting inn and talk with the priest Maramal, buy an amulet from him for 200 septims, and then find out from Maramal about wedding traditions in Skyrim. Next, you definitely need to “go through” all the dialogues with the priest so that it doesn’t turn out that you missed something. Find someone you want to start a family with. You must have friendly relations that have developed as a result of completing quests - or maybe you just showed each other some kind of courtesy. You can get married with almost all NPCs in Skyrim, you need to find the person you like best and in the dialogue menu you must click "Do you like me?". if there is no such offer, then this character does not have sympathy for you, or you cannot marry him. But, unfortunately or fortunately, there is no way to get a divorce, except, of course, by killing your spouse or using the console code.

6. In The Elder Scrolls V: Skyrim, a character can develop 18 different skills. Skill development characterizes how well the character copes with the performance of a particular task. The growth of the skill occurs as it is used and leads to an increase in the level of the character. The starting level of development of most skills is 15, although already at character generation, the choice of character race determines 6 skills that receive starting bonuses (five skills +5 points, one skill +10).
There are three constellations in the game, receiving a blessing from which by activating the corresponding Ancient stones gives a bonus of + 20% to the growth rate of six skills. Below is a grouping of skills in accordance with patronage (Mage's Path, Warrior's Path and Thief's Path).

7. Screenshots and pictures from the game.

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

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

In the meantime, you will just go ahead, watching the communication of Nord, who is absolutely calm before his death, and this very thief. However, we are not the first time just to observe. At the entrance to the village where your life should end, you will see a general communicating with a high elf (in this game, a high elf is a race, not a height). It seems a trifle, but in the future there will be a very interesting development. And in general, do not let a single little thing pass you by, do not do anything that could damage your reputation, otherwise you can harm the passage of Skyrim. Remember - you live in this world, therefore do not spoil your house.

But now the festive carriage has arrived at its destination and the Imperials are calling you one by one. They call the name, send to the place of the future execution. As is the case with The Elder Scrolls games, you're only now able to create your character. And I advise you to stay longer on this page, because after the start of the game you will not be able to change anything. So we start.

Preferred race in the passage of Skyrim

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

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

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

high elf- the most powerful mages. If you are an experienced player and prefer to kill the enemy from a distance, using only the power of thought, this race is just made for you.

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

Khajiit- upright cat-like. Like all felines, Khajiit have perfect flexibility and are very agile. It is from the Khajiit that the best thieves in the game will turn out. They are the ones that do the most damage in unarmed combat. They are the ones who see in the dark. In general, fans of thieving skills should choose a Khajiit.

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

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

Orc- the best blacksmiths who are able to repair any armor in the field. They carry exceptionally heavy armor and heavy weapons. If you're looking for agility, don't choose an orc. But if you are used to go ahead, then equip it to the maximum and you will not be equal on the battlefield. If the orc falls into a berserk state, not a single enemy will survive meeting with him in the vastness of Skyrim.

redguard- You won't find the best fighters in the empire. The feeling that they are born with weapons and even in the womb show their fighting qualities. Better physique makes them very tenacious, and poisons practically do not harm them. If you like diversity in weapons, then choose a redguard. His same battle fury will add to the weapon the unstoppable owner.

Dark Elf- the last of the races available to us. An interesting combination of magic and stealth. You can hit the enemy so that he does not even realize that he is dying. Dark elves have been immune to the fiery school of magic since ancient times, so in Skyrim they can be very appropriate, given who we have to fight. But we will not set you up in advance for something specific ...

So, the choice is made. It's time to start creating the appearance of the character and choosing a name. I’ll tell you a secret that I went through all the games in The Elder Scrolls series as a Redguard. Because Skyrim will not be an exception. By the way, pay special attention to the appearance of the character, as you will very often carry out final blows, which can be very beautiful. And the main character should always please you with his appearance. However, we continue...

When everything becomes clear in the lists of the Imperials, they will still decide to execute you so as not to mess around. After proceeding into the circle, you will listen to the general's speech, designed to denigrate Ulfric. But the speech will be interrupted by a strange noise, vaguely similar to the roar of an animal. However, this noise will not interrupt the ceremony of chopping off heads. The first execution will be done, you are next in line. The roar will repeat again, but you are already being brought to your knees, and the executioner raised the ax to strike. You're waiting for the last second of your life, but a strange noise finally appears above the tower at the start of Skyrim's playthrough. The dragon has come to burn down the village. Yes, they have not been heard about for many years, many considered them a fairy tale, but today the fairy tale has come to life, giving you hope, albeit illusory, for salvation.

To freedom!

So the first task in the game will begin, in which we just have to survive. And despite the fact that at first you just need to get to the fortress, following Ralof, then it will develop very rapidly. Ralof will offer to hide through the tower, but the dragon plans a little differently - the tower is broken, you cannot climb up in the passage of Skyrim. Ralof will advise you to jump on the roof of the tavern and run. Look at the top of the screen, there is a semblance of a mini-map. It is elementary to determine the direction along it, so you cannot get confused. Just run where you are directed. Now, unfortunately, there will be nothing to profit from. Jump from the attic to the ground and move in the indicated direction.

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

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

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

There are a couple more Imperials waiting for you in the next room, which you will have to kill if you followed Ralof. You are in a pantry that needs to be searched for potions and other loot. Remember what the barrel looks like, which you can climb into, and get the potions out of it. Got it? You can go further, after taking all the meat and seasonings. What for? Everything is simple. You will cook your own food from them during the Skyrim passage, which has a beneficial effect on your character.

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

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

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

After going to the next cave, immediately climb onto the ledge on the left - there is a health potion and a couple of things. Now deal with the bear. She is a dangerous enemy, but she is practically unable to kill. Another trainer to level up. All the dungeons are over. Run another couple of hundred meters and the task "Freedom!" will end!

Before the storm

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

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

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

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

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

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

If you enter Grizzly Mane's house, you'll be able to pick up the "Missing in Action" quest, in which you need to find the missing member of the Grizzly Mane clan, Torald. Immediately talk to Avulstein, who will ask you to find evidence that Torald is alive in the house of the Sons of the Battle. The passage of Skyrim will take you there. Right there in the house, read the book "Lost Legends", which will give you the task "Forbidden Legend".

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

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

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

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

The next room is completely covered in cobwebs. It should be said that the hint is very transparent. Oh well, we are no strangers to killing all sorts of dirty tricks. Especially since you will begin to hear a voice coming from the corridor. And this voice will tearfully beg for help. Get down a little lower and get ready - around the corner you will find a huge spider that will come down from the ceiling. It is better to shoot him with a bow, as he will not squeeze through the arch. But if you are a melee lover, then now is the time to show your prowess. After the death of the spider, you will see a man in the web, who begged for help. Release him after getting as much information about the claw as possible, and be prepared to kill him, because he won't just leave. In the next room, collect trophies and move forward. Given that there were embalming tools here, the tasks "Golden Claw" and "Wind Peak" led us to a very interesting place.

Carefully, going downstairs, you will begin to encounter the mummified remains of people who are very aggressive. Now carefully - after three draugs on the floor there is a circle, stepping on which you activate the trap. It hits quite hard, but you can take advantage of this by circling the draugs. If only then the trap did not hit you. In the next room there will be a draug mage who fights quite painfully. But it shouldn't be a problem either. On the floor of the flight of stairs below, you will also meet three draugs. And another corridor with a trap. These swinging axes can be run through, they won't be able to kill you. The main thing is not to kill your companion.

And we're going down and down. I wonder where our search will take us? You are waiting for the next draugs that die from a couple of shots or blows, some loot and climb up a little. Then - a room with a waterfall and another draug. Immediately there is a chest in which the next share of the booty. We have only one way - along the movement of water. Pull the ring that will open the gate and move forward. The waterfall flows down, but we do not need to jump from a sharp cliff. Near the chest, turn right and go down below. We will have a choice - go down to the place where the waterfall falls, to the chest, or just go straight ahead. Of course, the first option is preferable, since it is more profitable.

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

It will take a decent amount of time to get to the next corridor with traps, but you will not encounter anything interesting on the way. But after the traps, three draugs will be waiting for you - one right next to the entrance and two from above. Collect trophies and go up to the floor above. There, after passing through the bridge and opening the iron door, you will get to the door, which should also be opened using the correct sequence of images. If you take it from the bottom up, then there should be an Owl, a butterfly and a bear. Lined up? Move on. A large cave awaits you, at the end of which there is a strange plate with a strange image. Be sure to save before going there. And then boldly come close to it and use it - you will learn your first dragon cry. And it's great, but so far they will not be able to use it. Therefore, just turn around and kill the overlord dragug that has arisen behind your back. A very strong opponent, but after him there remains an interesting ax, a slab that needs to be taken to the jarl, and other loot. In short, you will need everything. Everyone, it's time to go. Climb up the stairs and use the pedestal at the top. Search the next chest and go to Skyrim. That's it, the tasks are finished and it's time for us to return to the jarl and to Riverwood to turn in the tasks.

For turning in the Golden Claw quest, you will receive 400 coins. And after going to the Dragon Limit to hand over the task to Farengar. He will send you to the Jarl for a reward and a new task. It turns out that a dragon was seen nearby. You will be sent along with Airileth on a dragon hunt. And they will give out a helmet as a reward for the last task, which I personally did not wear, but sent for sale. In addition, you will be allowed to buy houses in Whiterun.

dragon in the sky

So, things do not wait, and we urgently need to follow Airileth to confront the dragon. It's time to get out of the Dragon's Limit and go to the Watchtower. Sell ​​unwanted trophies and exit the city. We need to get to the Western Watchtower, where Airileth is already waiting for us. Upon arrival, you will not see anyone, but approaching the tower itself, you will hear a command to go to cover and not waste arrows. Well, great idea. However, it will not be possible to sit out for a long time - either shoot the dragon that has sat down on the ground, or kill it in hand-to-hand combat. But be aware - it can be painful. And if you do not use additional means of protection, hand-to-hand poking around is scary.

Cheat codes Passage of the College of Winterhold 9658
13 December 2011 13:18

Introduction

First, head to the bridge leading to College of Winterhold and talk to faralda. Depending on what you say, she will ask you to cast a spell. If you don't have this spell, you can purchase it from her for a certain amount of gold. When you get the spell, use it on the platform next to faralda. The platform will light up and Faralda will let you walk across the bridge and give you a short introductory tour. You can also use one of the shouts available to you. The effect will be the same.

Initiation process

After you speak with Mirabella Erwin, she decides to give you a tour. Be that as it may, she will give you two items to equip (although this is not so important for the participants): a beginner's hood (+30 to the amount of mana) and a beginner's robe (-12% to the cost of using destruction magic, mana is restored by 50% faster).

Follow her - she will tell and show everything.

She will lead you to the newbies, who are in the student room, where there are 5 rooms. One for each newcomer and one for Tolfdir. Your room is the first on the right. It contains a bed, a chest, and some starting items (such as a soul gem).

Join the lecture

After the tour, she will ask you to join the lecture in the main hall and listen to Tolfdir. Tolfdir starts telling you and three other newcomers. You can see how nervous they are. Your peers will persuade the professor to teach them practical magic and eventually he will ask for your opinion. Even if you say that safety is paramount, he will still ask you to help him demonstrate protective charms. If you don't know this spell, he will teach it to you for free. You will need to use this spell and defend against its attack.

After you successfully defend yourself against one of his fireballs, the quest will be completed and the next quest will automatically be accepted.

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