Quest beyond the ordinary skyrim. Passing the quest Beyond the Ordinary in Skyrim

Post of Septim Segonia which is a cave in an icy mountain north of Winterhold. He will ask you for a favor, you will need to fill out the artifact Dictionary (orig. - "Lexicon") - a unique item that will help you read the Elder Scroll. Thus, his exploration of the Dwemer Cube will be successfully completed.

He will show you the way to the Dwemer ruins of Alftand, along the way, giving you two items:

  • The Attunement Sphere is required to enter the Black Reach.
  • Empty dictionary

Alftand

Going to the Dwemer fortress, be prepared to meet a huge number of enemies. The largest number of these are the Falmer and various Dwemer mechanisms up to the Dwemer Centurions. To go down to the lower levels of Alftand, you need to overcome a fairly long path, however, having passed it once at the bottom, you can lower the grate leading to the elevator that connects the upper and lower levels of the fortress.

When you reach the place with the grate at the bottom and the lever that opens it at the top, be prepared for adversity, after you activate the mechanism, the Centurion will attack you. Then, following the spiral staircase, you will reach the Black Reach.

From there, move on to the Mzark Tower. Go to the control panel of the Dwemer mechanism and install the Septim Segonia's dictionary inside. Next, you need to press in turn each lit manel in turn until the next panel becomes active, as soon as it becomes active, start clicking on it and so on. Start right away with the second, by clicking on it four times you activate the third and so on.

When the sphere opens, take the Elder Scroll (Dragon Scroll) and do not forget to grab the Dictionary for Septim.
Use the door to the elevator and finally get out to Skyrim. Take the recovered artifacts to Segonius.

He will read the Dictionary and tell you that with his help he was looking for Hermeus Mora - the Daedric prince of knowledge. He will ask you to get the blood of all kinds of elves with the help of a special Extractor artifact that you will receive from him.

The exit from the cave will be blocked - Hermeus Mora will turn to you in the guise of a disgusting abyss, who declares that Septimius is no longer needed and you will become Mora's emissary after Septimius's death. After that, Hermeus Mora disappears, freeing the passage

It is necessary to collect blood samples from all measures of Skyrim i.e. Altmer, Dunmer, Bosmer, Falmer, and Orsimer (Orc)
This opportunity appears when interacting with the corpses of the specified creatures. After collecting all five samples, you return to Septimius and give him the Extractor and all blood samples. Having received all the items and performing manipulations, Septimius opens the cube. However, it turns out not at all what he expected - Oghma Infinium. Not having time to really realize this, Septimius disappears in a flash of light and turns into a handful of ash (A filled dictionary and an extractor can be removed from his body, which then cannot be thrown away). At the exit from the cube, Hermeus Mora reappears, explaining that the Ogma Infinium was imprisoned in the cube due to its dangerous containment. Now Lord Daedra wished to interrupt him - and the Oghma infinium becomes yours.

After reading the Oghma infinium, you can choose one of three Paths that give a permanent increase in skills by 5 units
Path of Strength (Shooting, One Handed, Two Handed, Blacksmithing, Heavy Armor, Block)
Shadow Path (Alchemy, Light Armor, Stealth, Speech, Hack, Pickpocket)
Way of Magic (Alteration, Spellcraft, Enchant, Restoration, Destruction, Illusion)
After reading the book disappears

Far to the north of the College of Winterhold, there is a small cave called the Post of Septimius Segonia. Septimius Segonius dwells inside, studying a strange large Dwemer object. He claims that inside is "the heart of God," "the heart of you and me."

Septimius asks the player to help him look through the walls of the cube. To do this, he wants to use the power of the Elder Scroll. However, he does not know how the Elder Scroll can be used. To help him, you must travel to the Dwemer Ruins of Alftand and complete the Dictionary.

After a long dialogue, Segonius will give you two items:

Tuning Sphere (will remain with you)

Empty dictionary

Note: when going to Alftand, you should not take with you a companion using necromancy (animation spells), so that he does not spoil the corpses, and they remain intact in their places. This will be useful for the further passage of the "Bloody Harvest", read below.

Alftand

This place is inhabited by the Falmer, as well as several Dwemer creations, including the Centurions. Once you have passed these ruins, you can travel to Black Reach, a huge cavern below Alftand, using a marker on the map.

Here you can find an elevator that will help you quickly enter / exit the Black Reach. Follow the quest marker through the Black Limit until you reach an underground elevator that leads to the ceiling of the cave.

You can get to the Black Reach through three Dwemer locations: Alftand, Mzinchaleft, Ralbadhar, so it is not necessary to go there through Alftand, as Septimius Segonius says. The entrance in all three cases opens with the sphere that it gives, and it is impossible to get into the Reach before the opening of the quest "Beyond the Commonplace".

Climb the spiral staircase to the Dwemer Mechanism Control Panel and Dictionary Stand. Place the Dictionary in its place.

To decrypt the code, click the second button on the right; The dictionary will open and the third button from the right will light up. Press on it until the light from the upper lenses is directed towards the sphere. The fourth button will light up. Click on it and take the Scroll. Don't forget to pick up your completed Dictionary. Once you have both the Scroll and the Dictionary, return to Septimius in his post.

Daedric Prince of the Unknown

When you return to the cave, talk to Septimius. He will read the Dictionary and tell you that with its help he sought out the Daedric prince of knowledge, Hermaeus Mora. He will ask you to get the blood of all kinds of elves with the help of the Extractor, which will give you. Go to the cave exit. You will see a Disgusting Abyss that you need to talk to. Start a conversation, and eventually you will know that the voice coming from the Abyss is the voice of Hermaeus Mora. He claims that Septimius is a good follower, but his mind is already corrupted and inferior. He will want to talk to you after you complete the assignment for Septimius.

Bloody harvest

Blood samples from Altmer, Bosmer, Dunmer, Falmer, and Orsimer can be collected from the non-disappearing bodies of members of Sulla Trebatius's expedition to Alftand. This is especially useful if the monsters did not have time to appear again after your first passage through the ruins. Go to Alftand and through the doors enter the Animatorium (there is also an elevator through which you can also get to the Animatorium, you don’t need it) walk along the corridor and you will run into the bars - there is a passage (you will see a blood stain on the floor behind it) find the body of Endrast (wood elf) further along the narrow loophole between the pipes. Go further into the large room with spiral descents, go down to the room with a large table and from the balcony below you will see blood on the stones, jump from the balcony there, find the body of Yag gra-Gortvog, an orc. Go down to the room with the elevator to Alftand - Ice Ruins, find the body of Altmer Vali on the torture table (which can not always be found) and the corpse of Falmer nearby. The blood of a dark elf can be taken in the location "Evergreen Grove" in the northwest of Falkreath. Bosmer's corpse (Gathnor) can be found in the Crystal Cave.

Return to Septimius

After purchasing various blood samples, return to the Septimius Segonia Post. Give the blood to Septim and wait. With a simple movement, he will introduce the blood of the elven races, after which, somehow, a Dwemer puzzle will open before him, which he has been trying to open for many, many years. Follow him inside. Much to Septimius' surprise, it is not the "Heart of God" that is kept inside the cube - the one he lived in the hope of getting, but an old unusual book. His surprise is quickly interrupted by a flash of light in which Septimius Segonius disappears as he has become useless to Hermaeus Mora.

Septimius fills himself with the blood of the elves The book on the pedestal is the Oghma Infinium. From a conversation with the Daedra Lord, you will learn that she was sealed here because of her dangerous content that could spread in the mortal world. Hermeus Mora wished to cancel the confinement of the book.

At this point, the quest will be completed. After reading the book, you will discover hidden knowledge and will be able to choose between 3 different ways - magic, shadow or sword and, depending on the choice, get +5 permanent points in the following skills:

Path of Power: shooting, heavy armor, one-handed weapons, blacksmithing, two-handed weapons, blocking

Shadow Path: alchemy, light armor, hacking, pickpocketing, eloquence, stealth

Magic Way: alteration, witchcraft, destruction, illusion, restoration, enchantment

If you go through all the quests from the princes of the Daedra, then you will definitely meet Hermaeus Mora. This character takes the guise of an incomprehensible substance - the Abominable Abyss. In "Skyrim" you can meet him during the passage of the quest "Beyond the Commonplace." How to take and complete this task will be discussed in a short overview.

The beginning of the adventure

To activate the quest "Out of the ordinary", go to the Post of Septimius Segon. This location is located north of the College of Winterhold. You can also get here during the passage of the storyline during the "Elder Scroll" quest.

Inside the cave, you will meet a crazy magician who is studying an incomprehensible Dwemer cube. Septimius will ask you to help him open the object. This will begin the quest "Beyond the Ordinary", at the end of which you will meet the Disgusting Abyss in Skyrim.

Quest walkthrough

Collect the Tuning Orb and Blank Dictionary from Septimius and travel to the Dwemer Ruins of Alftand. This location is located southwest of Winterhold. You will enter the cave through the entrance, hidden under the snow at the bottom of the tower. A rope bridge leads to it, so be guided by this object.

In Alftand itself, it is unsafe, as this place was chosen by the Falmer. In addition, there are many Dwemer traps, spheres, spiders in the location. But there is a lot to profit from, so do not forget to explore the area in search of chests. At the end of the dungeon, you will face a battle with the Centurion.

After defeating the enemy, take the key from his body and go to the elevator. Next to it you will see two arguing characters. You will have to "deal with" them, so do not hesitate and attack first. Examine the bodies, because they have really unique things. Activate the Dwemer Gear and travel to the Black Reach.

Your path leads to the Mzark Tower, but on the way to it there are many interesting and dangerous things, so if you are not against new adventures, then be sure to explore the surroundings. Inside the room, you will find the Oculatorium. Go up to the control panel and place the blank Dictionary on the stand. This will open the two right buttons. Click on the right and the third is activated. Interact with it until the light from the lenses hits the sphere. The fourth button will open, activate it and take the Elder Scroll and the filled Dictionary.

Completing the quest

Return to Septimius. The madman will ask you to find all types of elf blood and give the Extractor. At the exit from the cave, you will first encounter the Disgusting Abyss in Skyrim. Talk to the character and go in search of blood. You can collect all samples at once in Alftand. To do this, you should find the lost expedition of Sulla Trebatius.

With the collected blood, return to the crazy magician and give the Extractor. The character will open a Dwemer puzzle and run into the cube. Inside is an ancient book - Oghma Infinium. Instead of the heart of God, Septimius will find death, because as soon as you enter the room, the character will disappear in a bright flash of light. After that, the Disgusting Abyss of "Skyrim" will speak to you.

Awards

He will offer to read the book, and choose a path that adds 5 units to some skills. This will be the reward for completing the quest from the Hideous Abyss in Skyrim. What the Daedra will answer depends on what skills you want to pump:

  • Path of Strength develops Blacksmithing, Shooting, Blocking, One and Two Handed weapons, and Heavy Armor.
  • "Path of Shadow" will increase the skill of Hacking, Light Armor, Stealth, Pickpocketing, Alchemy and Speech.
  • "The Way of Magic" pumps over the skill of Illusion, Witchcraft, Destruction, Restoration, Change, Enchantment.

Please note that it is impossible to raise skills above 100 units. So choose those skills that you have less pumped.

Bugs "Skyrim": The disgusting abyss does not speak

In the game, there are errors associated with the passage of the quest "Beyond the Ordinary". And often gamers are faced with the fact that an error occurs - Septimius stands near the book and does not speak. With the Disgusting Abyss in "Skyrim", accordingly, you also cannot communicate at the end and the quest does not end. In this case, try to kill Segon yourself.

If that doesn't help, then load the previous save. Then turn off all active tasks and order your partner, if any, to wait near the door. Do not rush to go inside in front of Septimius, but let the character be alone in the room for 2-3 seconds. These actions are enough to fix the bug, and you will complete the task.

Assigned by: Septimius Segonius
Location: Post of Septimius Segonia, Alftand, Blackreach
Companion Quest: Ancient Knowledge
Reward: Oghma Infinium (+5 to all war / thief / mage skills), an Elder Scroll (required to complete the main storyline).
ID: DA04

We go to the location "Post of Septimius Segonia":

We go down, we speak with Septimius:

Find out about the Ancient Scroll. He asks us to fill out a Dwemer dictionary, in return for which he will tell us the location of the scroll.

he directs us to Alftand.

At first, it may be difficult to find the entrance to the dungeon.

The entrance is below, under the snow. It is highlighted with a marker. There is a bridge leading to the entrance, I think you should notice it.

Alftand itself is subdivided into three main locations.


Towards the end of the dungeon, a Dwemer Centurion will be waiting for you.

Do not forget to take the key from him.

After the centurion, we will see a scene in which two cannot leave the ruins, fearing a blow in the back.

We help them figure it out (We kill them so they don't get in the way).

Interestingly, both have unique things:

At least, I have not seen such things anywhere. If you find Tarch of Bloodthirst somewhere else, write about it in the comments.

We activate the Dwemer mechanism that serves as a lock.

We go down the stairs that appear to the Black Limit.

In the house opposite the entrance, you can take the Scarlet Root Nirn, which activates the quest "Return to the Roots"

We go along the marker to the "Mzrak Tower". Unfortunately, Black Reach is too big and I can't show you the way.

We go into the Baschnya Mzrak, go in a straight line, we find ourselves in a room similar to the Oculatorium.

We go up to the "control panel"

Now we need to fill in the dictionary.

First, put the Dictionary on the stand:

We have two right buttons open.

Click on them until the dictionary starts to glow:

Then the third button opens:

We press it all the way. The same is with the next button.

After this procedure, the dictionary will fill up and turn blue:

Video

Because this moment causes many difficulties, we decided to record a video:

Don't forget to pick it up from the stand.

Also, do not forget the Ancient Scroll, which we need in the main storyline.

The exit from the tower is directly under the "control panel".

After we climbed to the surface, do not forget to activate the lever that opens the door to the elevator.

We leave back to Septimius, we give him the dictionary.

He asks us to collect the blood of the elves.

We need blood: Orc, Bosmer, Dunmer, Altmer and Falmer.

At the exit from Septimius's den, the prince of the Daedra will be waiting for us.

It doesn't matter what you answer him, so don't bother.

So, an orc can be found in any orc village, but there they are quest and strong.

The Riverwood Archer is a Bosmer. There are a lot of Dunmer in Winterhold, but for each of them you can get a huge fine.

Therefore, we go to the location "Camp of clean springs".

There we will find the High Elf. It is located at the end of the dungeon, on thorns.

In the dungeon itself, we will most likely meet Orcs and Bosmer, as well as with some probability the Dunmer. In my case, there were representatives of all these species.

To collect blood, you need to press E and select "Collect blood"

(If you don't find them there, you can always kill someone from the city)

The Falmer can be found in the "Liar's Refuge" location:

As soon as we collected the blood of all creatures, we go back to Septimius.

We speak to him, after which he opens the door to the cube.

Attention! After Septimius ran inside the cube and approached the pedestal, he must die (the Daedric prince must kill Septimius). But for some reason, he remains standing. Don't be afraid and kill him.

Be careful not to take quest items from Septimius' corpse, which then cannot be thrown away.

After the death of Septimius, we take the book and go to the exit.

We will be met again by Daedra, but he will not tell us anything sensible.

P.S.

They say that you can return to Alftand, where there are the corpses of Orc, Bosmer, Dunmer, Almer and Falmer, lying in order, and if you return there immediately, there will be no enemies there.

The Oghma Infinium is used for reading. You can choose one of three ways, or you can postpone it for later. These three paths are:

  • Path of Power +5 to all skills (Blacksmith, Block, Archer, One-handed, Two-handed, Heavy Armor)
  • Shadow Path +5 to all skills (Hack, Light Armor, Stealth, Theft, Speech, Alchemy)
  • Magic Path +5 to all skills (Illusion, Spellcraft, Destruction, Restoration, Enchant, Alteration)

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

Concerning eventsproving the entry into force of the prophecy, then this is nothing more than civil Warthat began between the Empire and the Stormcloaks. This is what all movable people call themselves Ulfric Stormcloak, who by the way killed the previous king of Skyrim - Toruga... After that, full-scale hostilities began between these two factions.

Introductory course on quests and working with Skyrim magazine

In the fifth part of the scrolls, the mechanics of the magazine and the passage of quests were slightly rendered, that is, they were made easier and more understandable for a larger number of the public. It has become very easy to work with tasks that even a child can handle, with the exception, perhaps, of a couple of three quests. All you need is open magazine (j key by default), then click by the right task and close this interface.

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

Passing quests

During passing the main quest line you will go from simple prisoner before savior of the world, destroy more than a dozen dragons, and also get one of them, as a vehicle. Generally for a series of games The elder scrolls one gets the impression that in order to save the world, it is imperative to be a prisoner, but oh well.

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

Quest "To freedom!" - acquaintance with the harsh Skyrim

The game begins in a carriage where you are with others prisoners Imperials. From the dialogue with fellow misfortunes, you will learn that you are being taken straight. on the block... Well, any management functions while missing, except for the rotation of the camera, so you have nothing to do but look around and enjoy the beauty of the game.

After arriving at the place of execution, one of the Imperials will contact you, the dialogue with whom will go to character Creation... The editor provides quite a few options for choosing the appearance Main character (heroine), so you can hang out here for a long time. Having decided on the appearance of the savior of the world, you are invited to go straight to the block, then all attempts to create a character would crumble under the ax of the executioner, but by a funny coincidence of circumstances, the protagonist is saved from inevitable death by a sudden appearance the Dragon.

This is how a reptile arriving in time begins destroy a village, after which, of course, it is no longer up to the execution of prisoners. Taking advantage of the bustle, you need to leave this place, which is not friendly for the Hero. There is nothing difficult here, for a start, just follow the character with marker overhead to the nearest the tower... Further up the stairs, and then jump over to the nearest building through a hole in the wall made by the dragon. At the exit from this building you will meet the already familiar Imperial soldier, you should not immediately run wherever you look, wait out the dragon's attack and follow the imperial.

After a short flight from the dragon's attacks, you will have a choice, go to the tower for Hogwart (Imperial soldier), or Ralof (Brother of the Storm.)

  • Followed Brother of the Storm - In the tower you will be attacked by Imperial soldiers, and after escaping you will need to proceed to Riverwood to Ralof's sister.
  • Follow the Imperial Soldier - In the tower you will be attacked by the Stormcloaks, and after escaping you need to proceed to Riverwood to the blacksmith Hadwart.

From the dungeons of the tower you will descend into cave, after wandering a little along which with your companion you will finally get to freedom... On this fun note, this quest will end.

Before the Storm Quest - Bad News for Jarl Whiterun

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

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

Upon arrival at Riverwood, proceed to the house:

  • Blacksmith Alvorif an Imperial soldier is selected Hogwart, his house can be found in the northern part of the village.
  • Hoda and Gerdunif Stormcloak is selected Ralofa, you will find their house in the southeastern part of the village.

At this action, the non-linearity of the main story quest will end. Both NPCs will send you to Jarlu Whiterun, you will find this city north of Riverwood. At the entrance to Whiterun you will be met by a guard, tell him that you must inform the Jarl of an important news about a dragon attack and he will let you in.

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

Windy Peak - Search for the Dragonstone in the Ancient Nordic Temple

After you report Jarl Balgruf the Elder, about the attack of the dragon, he consulted with his advisers will take away you to Farengar to the Secret Fire, a local magician at court. The latter will ask you to find a certain Dragon stone... According to Farengar, this stone is found in an ancient Nordic ruin called Windy peak.

You will find a windy peak at southwest from Whiterun, just follow the direction marker at the top of the screen. I would like to note that if you completed the side quest “ Golden claw“, Which can be obtained in Riverwood and have explored Windy Peak to the end, then most likely you will already have a Dragonstone, in this case, simply hand it over to Farengar and complete the task, if you have not done such manipulations, then you are welcome to follow Windy peak.

Reaching the above nordic ruins, move into their depths, simultaneously destroying the enemies encroaching on your life. At the first levels Windy peak you will only meet banditshowever, as you go deeper, you will encounter spiders and draugs. In general, everything is according to the standard of the genre, "the further into the woods ...".

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

The first puzzle an uncomplicated mechanism in the form of three rotating pedestals and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that over the cage there are the same patterns as on the curbstones, although one of the stones with a similar pattern collapsed, but you can still see what was knocked out there. Remembering the order of the patterns, turn rotating pedestals in the same position and pull the lever, if you did everything correctly, then the grill will open.

Keep moving deeper Windy peak and soon you will stumble upon a spider web that blocks the way further, just chop it up, or destroy with a spell. After that, immediately prepare for battle, you will be attacked huge spider, having defeated which, you need to free the bandit caught in the web, you will see him immediately behind the defeated spider. You shouldn't relax, the bandit will immediately start scoot from you, so do not hesitate and finish him off, along the way taking him from his lifeless body Golden claw... If the thug is still ran away do not be discouraged, going a little further, you find his corpse.

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

Move on until you find a huge burial hall, and there is a wall with By the word of power... Go to her and study the corresponding word, having done this you will witness how from the sarcophagus draug breaks free, having defeated the last one, take it away Dragon stone.

Carrying the Dragonstone Farengar and talking to Jarl of Whiterun you complete the quest and get a random piece of armor as a reward and the opportunity to purchase house in whiterun.

The task "Dragon in the sky" - the beginning of the formation of Dovahkiin

After talking with Farengar you will witness how the jarl of Whiterun's huskal will inform the court magician that there was dragon spotted... Ayrilet, that is the name of the huskala girl, will ask you to follow her and discuss a plan of further action with the jarl. Well, it would be said. Move behind Ayrilet to Balgruf.

It will take a long time to discuss what the top of Whiterun will not do with this dragon. You will be sent along with the aforementioned Airlet to tower near the citywhich is on southwest from Whiterun. In general, the Jarl will mention that this is a reconnaissance mission, but we know that. Go to the tower and find the huskal Ayrilet there.

Upon arrival, you will find ruined tower, which was attacked by a dragon. Ayrilet will order everyone to disperse and explore the area. Set off inside the tower, a guard will run out to meet you and say that the dragon is still somewhere nearby. After a short period of time, the dragon will return. Now it's no longer a matter of talking. Deal with the flying lizard, by the way legendary level the difficulty of doing this will not be so easy. the main thing avoid attacks of the dragon, and attack yourself at a time when he is occupied by the guards and you will succeed.

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

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

"The Way of the Voice" - 7000 Steps on the Way to the Top of the World

After defeating your first dragon and entering Whiter, you will hear a loud voice saying “Dragonborn” - this is nothing more than call of the Greybeards... Speak to the Jarl of Whiterun Balgrufwho will advise you to go straight to High Hrothgarwhere you can begin to comprehend the Greybeards' teaching on voice control.

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

Traveling across the expanses of Skyrim, collect all the ingredients you see, so you will quickly pump your alchemy skill

Moving along this ladder, you will meet many enemies on your way, the variety of which depends on your level. Having reached the cherished goal, enter inside Hrothgar, one of the Greybeards will come out to meet you - Arngeir... He will ask you to prove that you are Dragonborn, just activate the learned shout at him, and the check will end there.

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

Having demonstrated your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you teach a new cry, entitled " Whirlwind, dashing dash". After that, you need to pass another exam, where you must show how you mastered the new Tuum. All you need is to have time to activate the word of power, while the gate is open, it will not be difficult, so I think you will easily pass the test.

Having overcome these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest "The way of the voice" and get the next task.

Skyrim passage of the quest "Horn of Jurgen"

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

Ustenegrev is located in the northwestern part of the map. If you haven't been to those places yet, use fast travel to Whiterun, and from there on a cart go to Morphal, Ustenegrev is located near the northeast of this city. Once in the ruins, you will encounter necromancers, draugs and frosty spiders, who are naturally not happy with you and will try with all their might to send you to the next world. However, they will not be the main obstacle. The fact is that on the way you will come across some kind puzzle, representing three magic stones and lattices behind them. As you pass the stones, you will notice that the gratings open, but as soon as you pass the last stone, they close almost immediately. Required in mode sprint (key Alt by default) run past the stones, and then immediately activate the word of power called “ Dash”, Thereby you will move behind the bars and they will no longer close.

In a room with three stones opening the grates, you will find a wall with a word of power.

Going further into the depths of the temple, you will stumble upon trap in the form of floors emitted fiery jets... Here again the cry “Dash” will help you, using which you will easily overcome this difficulty that has arisen on your way.

In the tomb of Jurgen itself, only disappointment awaits you, because the there is no horn, and instead you will find a note. In addition, this quest will go to the failed section, but do not be alarmed, everything is as planned. After reading the found note, you will learn that the one who was ahead of you in search of Jurgen's horn is waiting for the protagonist in Riverwood, or to be more precise in the tavern " Sleeping giant". Go there and talk to Dolphinwhile saying that you want to rent a room in the attic. Delphine will answer that they have no room in the attic, but she understands what is the matter. After talking with her, move to the room located on the side of the entrance to the tavern (northwest part of the building). Dolphin will follow you and give Horn of Jurgen, then it is necessary to return it to Arngeir in High Hrotkar.

Having received Horn of JurgenThe Greybeards will teach you the third word of the shout. Ruthless force and proclaim Dragonborn, after which the quest will end.


Quest "Blade in the Dark" - acquaintance with the secret order of the Blades

The task begins after the Sleeping Giant at Riverwood Tavern, Dolphin will give the main character Jurgen's Horn.

Follow Delphine into her secret room, where she will tell you that she has been looking for the Dragonborn for a long time, since only people endowed with this rare gift are given to completely kill dragons, consuming their soul... After explaining to the Main character what they want from him, Dolphin will ask him to show in practice how the protagonist absorbs dragon souls and will make an appointment at Keene grove.

Keene Grove is located south of Windhelm, if you haven't discovered those lands yet, do fast travel before Whiterun, and from there go by carriage to Windhelm... When you arrive at the meeting point, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After dialogue with the terrified woman, travel northeast of Keene Grove to the burial place of the dragon... Once you get there you will witness how Alduin raises from the dead his brother - the dragon Saloknira.

After a heroic victory over Saloknir talk to Dolphin, thereby you will complete the task " A blade in the dark».

"Diplomatic Immunity" - All About Thalmor Plans

You start this quest after you defeat the dragon Saloknira and talk to Delphine. The latter believes that everything that happens is responsible thalmorwho pursue some kind of their own goals.

Dolphin Blades' agent offers to meet her at Riverwoodwhere you need to go. You will find the dolphin in the tavern “ Sleeping giant“. She said she found a way to get into the Thalmor embassy and find out more about their plans. You also need to move to Solitude and in the tavern "Laughing Rat" to find a companion of Dolphin - Malbourne.

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

Upon arrival, give to the embassy guard invitation and head inside, where a tall elf will approach you Alven and starts questioning, however, Malbourne will distract the curious woman and you can safely go to the reception. Next, you need to somehow distract gueststo quietly leave this Thalmor party and continue with your plan.

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

  • The most, perhaps, downtime and affordable way is to take from Malbourne or any servant booze, and then give it to redgar Razelan... The latter having received alcohol will distract the audience with his behavior and you can calmly leave reception.
  • The second, no less easy way. Talk with Ericurom, after which he will start molest the maidwhich will give him a lapel-twist. Offer to Erikuru your help in obfurating the maid who refused him. However, you will not be able to convince the maid of any ties with Erikur. But don't despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the servant and begins to harass her again, go to Malbourne and discreetly leave reception.
  • If you have completed Ondolemar's quest "" Search and arrest"Then Ondolemar will agree to help you in diverting attention to yourself, and you can leave the reception unnoticed.
  • Employee of the Eastern Empire Company Orth Endario will help you if you have completed his task " The sun rises in the east».
  • Elisive the Beautiful will respond to your request for help if you hold a title tana Haafingara.
  • Having a well-developed eloquence skill Talk with Vittoria Vici and ask her to distract the guests' attention, after which she will throw a small show, and you will be invisible leave the reception.

After distracting guests' attention follow Malbourne into the pantry and take those things that he was supposed to carry to the reception. Then go to the door against the chest and here, as your heart desires, you can blame everyone, or you can play a spy. However, the goal is still the same - search what the Thalmor know about dragons.

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

Having received the key, go to thalmor Embassy dungeons, the entrance is in Elven's Private Rooms. You will find a captive Breton in the torture chambers Etienne, talk to him and find out what he knows. The prisoner will tell you that the Thalmor do not possess no information about the appearance of the dragons, but they are looking for the Blade by name Esbernwhich you can find in Riften.

It's time to leave the inhospitable Thalmor freeing Etienne you will witness how in the dungeon the guards will rush in, it turns out they took Malbourne prisoner and demand that the main character surrender, but it's too late to turn on the back. Calm the guards and take the hatch key from the body of one of them, with which you can leave these casemates.

After leaving the Thalmor Embassy, \u200b\u200btravel to Riverwood and talk to Dolphin... Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough of the quest "Diplomatic immunity".

“The rat cornered” - Esbern's search

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

You can start the task several ways.

  • Travel to Riften and find a character named Brignolflocated in the tavern " Rampant Flask", Or in the tavern" Bee and sting", on either market square and inquire from him about where to find Esbern. In this case, you need to complete the quest for joining the Thieves Guild.
  • If you have developed the skill of eloquence, then about Esbern you can ask Kirava at the "Bee and the Sting" tavern, or at the members of the Thieves Guild, in the "Ragged Flask" tavern.
  • On my own will go to the tunnels under Riften, the location is called " Rat hole", And find Esbern hiding there.

You can get into the "Rat hole" through the door located on the lower levels of the city, almost at the very water... The dungeon can be divided into four levels.

  • On the first robbers and a few Goldrats live - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Veskel Warrior and find out from him exactly where Esbern is.
  • On the third level you will be greeted by agents of the Thalmor, you can also not stand on ceremony with them.
  • On the fourth level you will find Esbern.

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

Skyrim walkthrough of the quest "Alduin's Wall"

The quest begins after you talk to Esbern about what this agent of the Blades knows about dragons. Next, you need withdraw Esbern to Riverwood, The Sleeping Giant Inn. It is worth mentioning that on the way out of Esbern's room in the Rat Hole, you thalmor will attack, the battle with which, in other respects, should not present any special problems.

After overcoming troubles on the way and back to Riverwood to Dolphin, you will witness a meeting of old acquaintances and Esbern's long story about Alduin's Wall... Also, a new acquaintance will tell you that this wall can be found in Temple of Heavenly Havenwhere you need to go immediately.

When you reach the indicated place, you will be faced with many Roguewho have set up camp here and which you will certainly have to deal with. After that, on the way you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that must be rotated so that everyone can see dovahkiin sign, you will see it in the screenshot. After that, the bridge should lower and open the way for you further.
  • Second puzzle These are floors with pressure tiles. By stepping on the wrong slabs, you activate fire trap... To prevent this from happening, step on the plates with the sign of Dovahkiin. After reaching the end of the room, pull the ring and disable the trap.

After overcoming the puzzles you will find yourself in the hall with Bloody Seal, which can only be activated by dragonborn blood. Once again proving that you rightfully call yourself Dovahkiin activate print and open the passage to Alduin's Wall.

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

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

Throat of the World Quest - Conversation with Elder Greybeards

Quest begins after talking with Dolphin in Temple of Heavenly Haven... Upon learning that Alduin can only be defeated with a special shout, the agent of the Blades will send you to High Hrothgar to the Greybeards.

Arriving at the guardians of the doctrine of the voice, talk to Arngeir and find out about the shout that can defeat such a powerful opponent as Alduin. It is important to tell Arngeira the truth about how you learned this method of fighting the dragon - the Time Eater.

To your dismay, Arngeir admits to teaching you the necessary word of power they can not, by the way, the cry has a sonorous name " Dragon Slayer". The fact is that in order to pronounce this tuum, you need to take into yourself all the anger that those who created it felt during the persecution of the cult of dragons, so the Greybeards do not use it.

Ask Master Arngeir about the Dragon Slayer in more detail, and after a little explanation he will advise you to contact elder of the Order of the Greybeards - Paarthurnax. After finishing the dialogue, follow Arngeir to the courtyard of High Hrothgar, where he teach you cry " Clear sky". With this tuum you dispel ice storms, blocking the path to Paarthurnax and will be able to meet him.

Reaching the top " Throats of the World”Talk to Paarthurnax, observing all ancient customs... There is nothing difficult, the Greybeards Elder himself will conduct the dialogue in the right direction. The end of the acquaintance will be the use of the shout “ Fire breath". After that, it's time to ask your new acquaintance about how to learn the "Draknob" shout you need. However, here too the Main character will fail - Paarthurnax does not know this tuum, but not everything is so bad. The friendly dragon proposes go to the past and to learn the Dragon Slayer the moment this tu'um was used to fight Alduin.

After talking with Paarthurnax, you can increase one of three shouts from him:

  • Foos - Ruthless Force.
  • Faym - Ethereal.
  • Yol - Fiery breath.

For time travel, you need an Elder Scroll to help you find Greybeard Arngeir or blades agent Esbern.

"Ancient Knowledge" - in search of the scroll of the Ancients

The task begins after talking with Paarthurnax - the elder of the Greybeards, who will tell you about where the Main character can learn the cry of "Dragon Slayer". According to Paarthurnax, the protagonist needs to find the Ancient Scroll and with the help of it he will go to the past, where the knowledge of the desired tu'um is still preserved. To find out more about Elder scroll you need to, at choice, talk to the agent of the Blades Esbern(at Alduin's Wall), or with Greybeard Argeir(High Hrothgar). In general, there is no difference, both NPCs will send you to College of Mages of Winterhold... To get inside the guild, talk to Faralda, who will offer to pass a simple exam for, however, if you say that you are Dragonborn, then you will be admitted after you demonstrate the use of any shout.

With the completion of this quest is directly related to the task "Beyond the Ordinary".

Next, head to the library curator - orc Uragh... Ask him about the Elder Scroll, the orc will share information only if you say that you are Dragonborn. Having found the necessary books, Urga will put them on the table nearby, the reading is called “ "And" Impact of the Elder Scrolls". Read the book "Thinking about the Elder Scrolls", after which the quest "Beyond the Ordinary" will begin, during which you will find Ancient scroll.

Skyrim passage of the quest "Beyond the Ordinary"

After reading the book “ Meditation on the Elder Scrolls”Ask Urag about this hard-to-read tome, after which Urag will tell you about the author of the book by name Septimius Segonius and where you can find it. Head north from the Mages Guild of Winterhold, Septimius is in the eponymous location “Septimius Post”.

With the advice of Septimius, move on southwest from Winterhold to ruins Alftand, then go down to Animatoriumand from there to Alftand Cathedral... Here you need to find the Dwemer Mechanism, by activating which, you will open a passage in Black Limit... Once inside the Black Reach, find the entrance to Mzark Tower, the marker will not let you get lost.

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

In order to get a scroll, press:

  • Four times on third button - hear the click from the dictionary stand
  • Twice on second - the first button will open
  • Once on first - a flask with an Elder Scroll will appear

Having received Ancient scrollyou complete the quest "Ancient Knowledge", however, to complete the task " Beyond the ordinary", Which in principle is no longer so important, it is necessary pick up the Septimius Dictionary from the Dictionary stand and give it to the owner. Then Septimius will tell you that he is looking for the prince of the Daedra - Hermaeus Mora and will ask to get the blood of the elves, one sample of each type. At the exit from the Post of Septimius, Hermeus Mora himself will turn to the Hero and say that he will talk to the Main character again after completing the task of Septimius.

After collecting the blood, give it to Septimius, after a short manipulation, he will open the Dwemer cube, located in his cave, in which you will find the book “ Ogma Infinium”And complete the quest“ Beyond the ordinary».

Quest "Curse of Alduin" - the first battle with the strongest of dragons

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

Open inventory and use Ancient scroll, after which the protagonist will be transferred to the past. You will not be able to perform any actions with the game world there, so just watch. Upon returning to the present, you will receive a new shout " Dragon Slayer", As well as a problem in the form of attacking the protagonist Alduin.

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

Fallen - Dragon Capture and Peace in Skyrim

The task begins after you first time defeat Alduin in the location "Throat of the World". You need to find out where the defeated dragon went.

The first step is to talk to your choice:

  • With Paarthurnax - you will find it in Throat of the World.
  • With Arngeir - is in High Hrotkare.
  • With Esbern - studies Alduin's Wall in Temple of Heavenly Harbor.

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

Apparently for some political reasons, Jarl Balgruf will refuse to help the protagonist until he achieves peace between the warring sides of Skyrim, as you probably already know Brothers of the Storm and Imperial legion.

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

Quest "Endless Time"

A place for reconciliation warring parties will High Hrothgar, so first of all you need to talk to Arngeir, who, having pondered a little for himself, will agree with the role assigned to him.

After you negotiate with Greybeard, go:

  • In Solitude, here you need to find general Tulia, he leads the Imperial Legion's forces, and send him to the negotiating table.
  • To Windhelm, here it is necessary to report to Ulfric Stormcloak, who dominates the Stormcloaks, and also send him to the negotiating table.

In addition to the Heads of the warring parties, already acquaintances will appear for negotiations without an invitation Agents of the Blades Esbern and Dolphin, as well thalmor Legion Representative - Elenwen.

As soon as all those invited and not very much gather in High Hrothgart, talk to Arngeir and take your place at the negotiating table. During the negotiations themselves, the protagonist will have a lot of answers to the questions posed. However, whatever it is, the world will is in any from the options for the development of events. The difference is only in the future factions to the protagonist, as well as that what allotments will remain for the Empire, and which for the Stormcloaks.

After making peace, talk with Esbernthat will teach you a new cry " Call of the Dragon", If before the start of the quest" Fallen", The civil war was over, then you will learn to cry Paarthurnax.

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

After all the preparations, head to dragon's Boundary Gallery and using the cry “ Call of the Dragon”, Call on Odawinga. It is clear that he will not fall into the trap by himself, so you will have to use the shout on him “ Dragon Slayer”And gradually retreat deeper into the Gallery. Once Odawing gets close enough the trap will slam, and you can calmly discuss with the dragon all your questions.

World Eater House Quest - Chasing Alduin

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

After talking with Odaving, climb to the upper tier Dragon's Reach Galleries and release a captured dragon, you can pull the lever yourself, or you can ask a guard. Then speak again with Odaving, who will hold back the agreement and will take The main character in the temple of the Cult of Dragons Skuldafn. After landing, the protagonist immediately expects a fight with draugi and dragon, so get ready for a grueling fight. The draugi methodically fire at the hero from the other side of the bridge, so it is more logical to deal with them first, and only then defeat the dragon.

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

  • FROM the first puzzle you will encounter in the second room of the Temple of Skuldafn. She is three rotating pedestals and the lever behind them. If you carefully examine this room, you will see that on the walls next to the extreme (left and right) pedestals, as well as above the two bars in the front of the room, inscribed patterns... Just turn the extreme pedestals into according to patterns, and then, depending on which grate you need to open and the cabinet in the middle. Since the path leading to the portal lies through the grate on the left, the order of the patterns on the pedestals will be the same as in the screenshot.
  • Second puzzle waiting for you in the room with the raised wooden bridge... With this task it is still easier, next to each rotating curbstone there will be a corresponding drawing, you only need to turn the curbstones into the right order, and then pull the lever on the upper level of this room and the bridge will go down. From left to right: Fish, Snake, Bird.
  • Third puzzle it is a door with three revolving stone rings... In front of it you will meet Draug - the overlord, from whom you need to remove the Diamond Claw. Then look at the drawing in the palm of the received Diamond claw and rotate the spinning circles as prompted. Top down: Wolf, Butterfly, The Dragon... Next, click on the button in the middle of the door and it will open.

Entering the room with the word of power " Storm, Thunder Call", Move along the corridor to the left and leave the Temple. Then turn left and head up to the portal to Sovngarde. Having reached him you will witness how the Dragon Priest Nakrin takes the Staff needed to activate the portal. Destroy the priest and take the staff... Then paste it back where Nakrin took it from and jump into the portal... After you get to Sovngarde, the quest "House of the World Eater" will be completed.

Skyrim walkthrough "Sovngarde"

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

Sovngarde is a kind container of soulswhere those who are worthy feast in an eternal feast in the Hall of Valor, awaiting the moment when the god Shor will summon them to the final battle. This quest does not represent anything difficult, you can call it one of the simplest quests in the main storyline. The only obstacle for you will be shor's shield bearer - Tsun, which is necessary conquer, so that the Main character gains access to the Hall of Valor. You will find Shore at the Whale Bone Bridge, just follow the path from where you appeared and you will certainly come across it.

The Sovngarde fog can be dispersed with the Clear Sky Tum.

After entering the Hall of Valor, speak first with Ysgramorand then with Hakon One-eyed, Felldir the Old and Gormlate Golden Handle... After the protagonist listens to their plan, this quest will end.

Dragonslayer - last fight with Alduin

The task begins after the protagonist discusses with the three heroes of the past battle plan against Alduin.

You need leave the hall of valorand move to the place where your companions are waiting for you - Ysgramor, Hakon and Felldir... Combining with them your cry “ Clear sky”, Develop the fog sent by Alduin, this must be done three times, as the wicked dragon sends it over and over again. After he gets tired of doing this, Alduin will fly by himself and here you will find the usual fight with the dragon. Use “ Dragon Slayer”And hit Alduin with everything that comes to hand.

After defeating the main antagonist of the main storyline, you can learn from Tsun a new tu'um " Call of Valor». Leave Sovngarde you can again by talking to Tsun.

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

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