Story line. Storyline Dragon in the Sky

The Elder Scrolls are in a wagon with three other criminals and security front and rear
When the carts stop and prepare for death

Now we must we will meet with the Imperial Hadvar, he will help to get to the main tower of the fortress. Then there is a small fork in the plot - we go either with Ralof (killing the Imperials along the way), or with Hadvar (killing the rebels, respectively).

Before the storm

Travel to Whiterun. The guards will not let you through at first, but when they find out that you are from Riverwood, they will open the gate. Having reached the palace, which is referred to as "Dragon's Reach", you must report to Jarl Balgruuf the Elder about the incident in Helgen. He will send a detachment to Riverwood, give an imperial cuirass and an assignment to help Farengar in the study of dragons.

windy peak

Farengar will ask you to bring a dragon stone for a detailed study of dragons.

The walkthrough for this quest is written for the quest

dragon in the sky

After giving the dragon stone to Farengar, Airileth will call you both. Approaching the jarl, you will find out what happened, namely the dragon attack on the watchtower. You, along with the guards, need to inspect the tower. Together with the guards you get to the tower, after inspecting the tower you will hear the dragon's roar - he has returned.

You need to defeat the dragon, the fight will be long and exhausting. By killing the dragon, you will get its soul and unlock the scream, you can even try it out. Having taken all the most valuable thing that the dragon had, you must return and report to the jarl about what happened. As it turns out, the prophecy was true - the dragons have returned, and you are Dovakin - a man in whose veins the dragon's blood flows.

After reporting to the Jarl of Whiterun, you will receive the title of Thane, the opportunity to buy a personal house in Whiterun, and the Huscarl Lydia.

The path of the voice

The Greybeards will call you to their temple, High Hrothgar, on the slope of the Throat of the World.

If you think you'll get there quickly, you're wrong. Your main task is to get to the town of Ivarstead, from which the famous 7000 steps to High Hrothgar begin. Getting there directly is almost impossible, you have to go up the stairs and beware of enemies, which will be in abundance here.

Soon you will reach the temple, Arngeir will meet you inside. He will ask you to demonstrate the "Unrelenting Force" shout. After you confirm that you are Dovakin, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you another word of power.

Horn of Jurgen

But below you will run into a passage that 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 grate falls.

Your task is to prepare and activate the "Rapid Rush" shout in time, running at the last to the passage of the magic stone, activate the shout, and you will find yourself behind iron bars.

A hot welcome awaits you ahead: the slabs that you step on when touched release fiery jets. Ahead of you will also expect plates, as well as spiders, among them one is very large, and these same plates will help you deal with it.

Having reached the town, go into the tavern and ask Delphine, she will say that she does not have such a room and will offer another one. Entering the room she says, Delfina will follow you and say that she left you a note, and offer to follow her. She will take you to her secret room, located in the wardrobe, and tell you that she needs you.

Realizing that you are exactly the one who is needed, she will tell you about the blades that have guarded the dragonborn for many centuries and tell her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeards, you must go through the rite of greeting Dovahkiin. You will also be taught the third word of the Unrelenting Force shout.

Blade in darkness

Having given the horn to Delphine, she will tell you that the dragon should wake up now, you should follow to the Keen Grove.

When you kill a dragon, you will absorb its soul. Seeing this, Delphine will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges the defeat in the last war and wants to weaken the Empire with the help of dragons. But to be completely sure of this, she talks about her new plan: sneak into the Thalmor embassy.

Diplomatic immunity

In the tavern we find a nervous Malborn, to whom it will be possible to give all the necessary equipment, everything that you give him, he will carry into the ambassador's mansion. Having received an invitation, we leave the city and go to the stables, where Delphine is waiting for us, with clothes for the reception. She will also take all your equipment, she will hide it in her hideout. We climb on the wagon and go to the reception.

Take the brandy from Malborn or the serving maid. Approach the tipsy Razelan, he will not mind drinking, but in return ask him for a favor - to make a small commotion.

In this house, we will first need to delve into the documents in the room on the second floor, after which you will need a key that unlocks the door leading to the basement. The key can be taken from the chest.

Having opened the door with a key or master keys, we get into the basement, there you will see one guard and Rulindir, if you did not kill him earlier. Having dealt with the opponents, search the chest and save the prisoner - Etienne Rornis, he will tell you everything he knows.

As soon as you save Etienne, the guards will suddenly enter, which will bring Malborn for interrogation. After killing the guards, take the hatch key from them. The hatch leads to a cave where an ice troll lives, the easiest way to kill him is using fire.

From our trip to the embassy, ​​we learned that the Thalmor has nothing to do with dragons - they are also trying to figure out why the dragons suddenly began to come to life. And they have one lead - an old member of the Blades named Esbern, who is rumored to be hiding somewhere in Riften. With this information, we return to Delphine in Riverwood and get the next task - to find Esbern. Do not forget to take all your belongings from Delphine's chest.

A rat cornered

Delfina believes that Brynjolf, a member of the Thieves Guild, can help you. You can find it in the Ragged Flask or in the Market Square.

Brynjolf will not tell you anything, but you can also interrogate Vekel the Warrior. He will say that a certain old man, similar in description to Esbern, lives in the Anthill, but some elves are also interested in him.

Alduin's Wall

After Esbern is ready, he will be ready to follow you to Riverwood, to the Delphine. But before reuniting, you will have to break through the Thalmor soldiers who are already standing near the door. Get out to the surface and head to the Sleeping Giant.

Your path leads to Sky Haven Temple, but your path will take you through Karthspire, a camp full of warlike outcasts. It is not necessary to make your way through the entire camp, you can simply enter the temple itself.

To go further, you need to spill your blood - the blood of the dragonborn on the seal in the center of the circle. After that, you can go to the Sky Haven Temple. Follow Esbern as he learns about the Akaviri art. Climbing up the stairs, you will see Alduin's Wall. Hear everything Esbern has to say as he reads the ancient prophecy.

Throat of the World

Delphine will be against your meeting with the greybeards, but there is no other choice, and you will again have to climb High Hrothgar. When you reach the monastery, find Arngeir there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he remembers his true purpose.

You, along with the rest of the gray-beards, proceed to the Courtyard, where they will explain to you that only the wisest of the gray-beards, Paarthurnax, knows the cry "Dragonbreaker". But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear Sky", which the greybeards will teach you.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. After reaching the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he won't be able to teach you the Dragonbreaker Shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will let you learn the cry "Fire Breath", he will ask you to try out the cry on him in order to comprehend the power of the Dragonborn's voice.

ancient knowledge

The elder of the Greybeards, the dragon Paarthurnax does not know the whereabouts of the scroll. For this reason, you will need to contact Arngeir in High Hrothgar, or Esbern, who is located in Sky Haven Temple.

In any case, you will be sent to the College of Winterhold. There you will need to talk with the keeper of books and scrolls - Urag gro-Shub, he himself cannot help much, but will give several books on this topic. In one of them you will find Urag says that it was written by Septimius Segonius, who is currently somewhere in the north.

Beyond the ordinary

You need to find shelter Septimius "The Fast of Septimius Segonius", you will find Septimius himself, he will be a little out of his mind, but still he will tell you about the ruins where the Scroll should be , also it will give you sphere and cube of the Dwemer.

Your path lies in Alftand Mzark

After a while you Umanu and Sulla Trebatia. dwemer mechanism, you can get in to Blackreach.

Blackreach Sinderion Scarlet Nirnroot . But your goal is an ancient scroll, in order to take it you need to cope with the mechanism Towers of Mzark.

First you need to place the dictionary received from Septimius in a special stand, then you need to press the first two buttons to open the next one. After some manipulations with the last fourth button, you will be able to pick up ANCIENT SCROLL.

Curse of Alduin

you must go at the Throat of the World. see how the ancient heroes of the nords fought with Alduin, but not everything went smoothly, and Alduin was sent to the future, also you learn the cry "Dragonbreaker".

To counter the dragon most effectively, use Dragonbreaker, then try to deal as much damage as possible, but avoid the fiery flames that the dragon spews.

Fallen

After a hard fight Alduin, tail between his legs, flies away unknown direction. Paarthurnax

daving

"Dragonbreaker" and lure him into a trap. After the dragon will not be dangerous, and you can talk to him. He will tell you where Alduin is now.

Endless time

To negotiate. Your task is to notify the commanders of the two camps and come to the negotiations. You will find many political intrigues that you can influence. After negotiations, you can proceed to the main task.

House of the World Eater

  1. Bird
  2. Bird
  3. Bird
  1. Bird
  2. Bird
  1. Bird

  1. Fox
  2. Butterfly
  3. The Dragon

Putting a claw on the door will open it. And you will again be expected by draugrs, breaking through which you will find a way out. Now you need to go up to the portal and fight Nikrin, one of the dragon priests. From his body, you need to take the staff of the dragon priest, which is needed to open the portal. Only Sovngarde is ahead!

sovngarde

After proving his strength to him, he will let you pass. After crossing the bridge, you will be able to enter the Hall of Valor. There you will meet many famous heroes of Nordic legends. There you will meet the three who fought Alduin for the first time, they are eager to fight their worst enemy again. They will tell you a plan on how to kill Alduin, and again go into mortal combat.

Dragonslayer

Follow the heroes. They are ready to fight, but the fog will not give you the opportunity to fight, you have to dispel it using the "Clear Sky" shout along with the others. After doing this several times, you will see the World Eater himself. It must be knocked down using the "Dragonbreaker" shout. When he is on the ground, deal maximum damage to him. Soon you will be able to enjoy the victory. After that, you can be free and perform both different and non-story tasks.

Story line

To freedom!

As we are used to, in the games of the series The Elder Scrolls we begin our journey as a prisoner. We we are in a carriage with three other criminals and security front and rear . While we are driving, we should listen to a conversation about an incomprehensible situation in Skyrim. A few minutes later the convoy enters the fortress of Helgen , there we are waiting for the executioner and inevitable death.

When the carts stop , we and other prisoners will be checked according to the lists. When it's our turn, we can make the hero of our dreams. More than enough customization options. After creating the character, we are led to the chopping block. We kneel, put our heads on the block and prepare for death, when suddenly "rescue" - a huge dragon sits on a tower nearby. All this makes a stir as people run around and die in the sizzling dragon fire, we get up and take control of our body.

Now we must hide in the tower with the rebels Ralof and Ulfric. Then, going up the stairs, we will see a dragon destroying everything around. After that, we have to accelerate and jump into the hole formed by the dragon. Leaving the burning building and being on the street, we will meet with the Imperial Hadvar, he will help to get to the main tower of the fortress. Then there is a small fork in the plot - we go either with Ralof (killing the Imperials along the way), or with Hadvar (killing, respectively, the rebels).

Entering the inside of the tower, Ralof / Hadvar will cut the fetters and give the order to put on armor and take weapons.We kill opponents and take away the key to the castle from one of them.

From here, together with Ralof / Hadvar, we will make our way through a series of corridors . Kill half a dozen guards along the way, a few spiders and a bear (or you can walk past without being noticed). Thus, after a while we will get out of the caves outside. Having received the achievement "Free!" and our next task, we go to Riverwood to meet either Uncle Hadvar (choosing the side of the Imperials), or Ralof's sister (choosing the side of the Stormcloaks).

Before the storm

Travel to Whiterun. The guards won't let you through, but if they know you're from Riverwood, they'll let you through. Having reached the palace, called the Dragon's Reach, you must report to Jarl Balgruuf the Elder about the incident in Helgen. He will send a detachment to Riverwood, give an imperial cuirass and an assignment to help Faringar in the study of dragons.

windy peak

Faringar will ask you to bring a dragon stone for a detailed study of dragons.

The passage of this task is written for the task "Golden Claw".

dragon in the sky

After giving the dragon stone to Faringar, Airileth will call you both. Approaching the jarl, we find out what happened, namely the dragon's attack on the watchtower. Together with the guards, we need to inspect the tower. Together with the guards, we get to the tower, having examined the tower, we hear the roar of the dragon - he has returned.

We need to defeat the dragon, the fight will be long and exhausting. By killing the dragon, we will get his soul and unlock the cry, we can even try it out. Having taken all the most valuable thing that the dragon had, we must return and report to the jarl about what happened. As it turns out, the prophecy was true - the dragons have returned, and we are Dovakin - a man in whose veins the dragon's blood flows.

Reporting to the Jarl of Whiterun, he will thank you and give you the title of Thane, the opportunity to buy a personal house in Whiterun and partner Lydia.

The Greybeards will call you to their temple, High Hotgar, on the slopes of the Throat of the World.

If you think you'll get there quickly, you're wrong. Your main task: to get to the town of Ivarstead, it is from it that the famous 7000 steps to High Hotgar begin. Getting there directly is almost impossible, you have to go up the stairs and beware of enemies, which will be in abundance here.

Soon you will reach the temple, Arngeir will meet you inside. He will ask you to demonstrate "Ruthless Force", confirming that you are Dragonborn, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you another word of power.

After learning two more words from the Unrelenting Force shout, you must demonstrate your skill to the Greybeards, and three times. You must now follow Borri outside, where he will teach and show you the "Rapid Charge" shout. Having learned a new cry, you must use it in practice, having completed all these tests, you will be given a new task: to get the horn of Jurgen.

Horn of Jurgen

The Greybeards send you on a final test - to retrieve the horn of Jurgen Windcaller from his tomb in Ustengrav, in the swamps of Hjaalmarch.

Having reached the tomb, you will see bandits who did not share something with the magicians. Draugrs and skeletons await you inside, with only level 15, breaking through them is not difficult.

But below you will run into a passage that 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 grate falls.

Your task is to prepare and activate the “Swift Rush” shout in time, running at the last to the passage of the magic stone, activate the shout, and you will find yourself behind iron bars.

A hot welcome awaits you ahead: the slabs you step on when you touch them release fiery jets. Ahead of you will also expect plates and spiders, among them one is very large, and these same plates will help you deal with it.

Breaking through the web, you will find the door, going inside, you will not find the horn, instead of it there is a note on the pedestal, it says that you need to rent a room in the Sleeping Giant tavern in Riverwood, moreover, in the attic.

Having reached the town, go into the tavern and ask Delphine, she will say that she does not have such a room and will offer another one. Having entered the room into which she says, Delfina will follow you, and she will say that she left you a note, and will offer to follow her. She will take you to her secret room, located in the wardrobe, and tell you that she needs you.

Realizing that you are exactly who you need, she will tell you about the blades that have guarded the dragonborn for many centuries and tell her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeards, you must go through the rite of greeting Dovahkiin. You will also be taught the third word of the Unrelenting Force shout.

Blade in darkness

Having given the horn to you, Delphine will say that the dragon should wake up now, you should follow to the Keen Grove.

Having reached the grove with Delphine or alone, you will see Alduin, he brings back to life a buried dragon named Saloknir. You have to fight with him, avoid his blows and inflict the maximum possible damage.

After killing the dragon, do not forget to absorb his soul, seeing this, Delphine will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges the defeat in the last war and wants to weaken the Empire with the help of dragons. But just to be sure, she talks about her new plan to sneak into the Thalmor embassy.

Diplomatic immunity

To prove the involvement of the Thalmor in the invasion of dragons, you need to find incriminating information in their embassy. But first, you need to come up with a plan of action. Delphine will make an appointment for you in Riverwood, in her secret hideout, she will even give you the key to it.

She will tell you about the reception at the embassy, ​​which will take place the other day. It’s not possible to just get to a solemn reception - you need an invitation. But here you don’t need to bother too much - an invitation will be received by a friend of Dolphins, Malborn. We need to meet him in Solitude, in the Laughing Rat tavern.

In the tavern we find a nervous Malborn, to whom it will be possible to give all the necessary equipment, everything that you give him, he will carry into the ambassador's mansion. Having received an invitation, we leave the city and go to the stables, where Dolphin is waiting for us with clothes for the reception. She will also take all your equipment, she will hide it in her hideout. We climb on the wagon and go to the reception.

We pass through the security, along the way showing an invitation, and get into the house. In a conversation with the ambassador and other guests, try to behave more or less sanely. Malborn, standing behind the counter, will tell us to somehow distract the visitors so that we can leave unnoticed.

Take the brandy from Malborn or the maid serving food. Approach the tipsy Razelan, he will not mind drinking, but in return ask him for a favor - to make a small commotion.

While he draws attention to himself, you and Malborn should go into the kitchen past the grumpy Khajiit. In the pantry we can get the things that Malborn brought in for you. Next, you will see two guards talking to each other, they can be killed or passed using their stealth skills. On the second floor, you can see the magician, he can be killed or passed by.

Now you need to leave the mansion and get into another house, standing behind. Along the way, you will meet another guard, you can kill her again or try to slip through unnoticed.

In this house, we will first need to delve into the documents in the room on the second floor, after which you will need a key that unlocks the door leading to the basement. The key can be taken from the chest.

Having opened the door with a key or master keys, we get into the basement, there you will see one guard and Rulindir, if you did not kill him earlier. Having dealt with the opponents, search the chest and save the prisoner - Etienne Rornis, he will tell you everything he knows.

As soon as you save Etienne, the guards will suddenly enter, which will bring Malborn for interrogation. After killing the guards, take the hatch key from them. The hatch leads to a cave where an ice troll lives, the easiest way to kill him is using fire.

From our trip to the embassy, ​​we learned that the Thalmor has nothing to do with dragons - they are also trying to figure out why the dragons suddenly began to come to life. And they have one lead - an old member of the Blades named Esbern, who is rumored to be hiding somewhere in Riften. With this information, we return to Delphine in Riverwood and get the next task - to find Esbern. Don't forget to take all your belongings from Delphine's chest.

A rat cornered

Delphine will tell you to find the Blades archivist Esbern, but you are not the only one who needs him so much, the Thalmor also wants to get him. According to the assumptions of the Thalmor agents that you learned from the book, he is in Riften.

Delfina believes that Brynjolf, a member of the Thieves Guild, can help you. You can find it in the Ragged Flask or in the Marketplace.

Brynjolf will not tell you anything, but you can also interrogate Vekel the Warrior. He will say that a certain old man, similar in description to Esbern, lives in the Anthill, but some elves are also interested in him.

Several Thalmor are already waiting for you at the entrance, kill them and go to the anthill.

Esbern can be found behind a door with several locks at once, which is how the Blade Archivist warns himself against threats. In order for him to believe that you are not from the Thalmor, you can show your gift of persuasion or say the phrase that Delfina told us, namely: "Remember the 30th Beginning of Frosts."

After you convince him, he will open all the locks and let you into his humble abode. He will ask you to wait for him until he gets ready, and this task ends.

Alduin's Wall

After Esbern is ready, he will be ready to follow you to Riverwood to Dolphin. But before reuniting, you will have to break through the Thalmor soldiers who are already standing near the door. Get out to the surface and head to the Sleeping Giant.

Going inside, you can watch the scene of the meeting of two old acquaintances. Then Delphine will ask you to go down to her chambers, and there you will already hear the old man's incredible story about Alduin's Wall.

Your path leads to Sky Haven Temple, but your path will run through Karthspire, a camp full of warlike outcasts. It is not necessary to make your way through the entire camp, you can simply enter the temple itself.

Once in the temple, you will stand at three pedestals with Akaviri symbols, they must be placed with the Dovakin sign facing you, after which the bridge will lower. The next room will have pressure plates. You can also go through them by the sign of the Dragonborn. Then pull the ring, and your companions will also be able to go with you.

To go further, you need to spill your blood - the blood of the dragonborn on the seal in the center of the circle. After that, you can go to the Sky Haven Temple. Follow Esbern as he learns about the Akaviri art. Climbing up the stairs, you will see Alduin's Wall. Hear everything Esbern has to say as he reads the ancient prophecy.

Throat of the World

Delphine will be against your meeting with the greybeards, but there is no other choice, and you will again have to climb High Hrothgar. When you reach the monastery, find Arngeir there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he remembers his true purpose.

You, along with the rest of the gray-beards, proceed to the Courtyard, where they will explain to you that only the wisest of the gray-beards, Paarthurnax, knows the cry "Dragonbreaker". But to get to it, you need to climb the highest point in Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear Sky", which the greybeards will teach you.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. After reaching the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he won't be able to teach you the Dragonbreaker Shout, but he knows about an ancient scroll that can help you, but its location is unknown. But in return, he will let you learn the cry "Fire Breath", he will ask you to try out the cry on him in order to comprehend the power of the Dragonborn's voice.

ancient knowledge

The elder of the Greybeards, the dragon Paarthurnax, does not know the whereabouts of the scroll. For this reason, you will need to contact Arngeir in High Hrothgar, or Esbern, who is located in Sky Haven Temple.

In any case, you will be sent to the College of Winterhold. There you will need to talk with the keeper of books and scrolls - Urag gro-Shub, he himself cannot help much, but will give several books on this topic. In one of them you will find manuscripts, which makes reading the book impossible. Urag will say that it was written by Septimus Segonius, who is currently somewhere in the north.

Beyond the ordinary

You need to find shelter Septimus , it is located far to the north. Getting to"The Fast of Septimius Segonius" you will find Septimus himself, and he will be a little out of his mind, but still he will tell you about the ruins where the Scroll is supposed to be , also it will give you sphere and cube of the Dwemer.

Your path lies in Alftand , you will need to get to Mzark but. You have to break through working mechanisms and avoid traps.

In one place you will need to destroy the Dwemer centurion, if you are a mage or an archer, you will deal with it quickly. After you kill the centurion, take the key from the chest.

After a while you enter a gigantic cave inhabited by the Falmer ami. You will once again have to confront the enemies, at the end of the cave you will find the entrance Umanu and Sulla Trebatia. They will start fighting against each other and also against you. Using dwemer mechanism, you can get in to Blackreach.

Black Limit - a very beautiful and unusual place, the local flora and fauna is amazing. Here you can find the laboratory of the famous Cyrodiil Alchemist Sinderion and the subject of his new research - Scarlet Nirnroot . But your goal is an ancient scroll, in order to take it, you need to cope with the mechanism Towers of Mzark.

First you need to place the dictionary received from Septimus in a special stand, then you need to press the first two buttons to open the next one. After some manipulations with the last fourth button, you will be able to pick up ANCIENT SCROLL.

Curse of Alduin

After obtaining the Elder Scroll in Mzark Tower, you must go at the Throat of the World. Upon reaching the place, you must read the scroll, after which you see how the ancient heroes of the nords fought with Alduin, but not everything went smoothly and Alduin was sent to the future, so are you learn the cry "Dragonbreaker".

Alduin will feel the Elder Scroll and fly, you fight with Alduin. To counter the dragon most effectively, use Dragonslayer, then try to deal as much damage as possible, but avoid the fireball emitted by the dragon.

Fallen

After a hard fight Alduin, tail between his legs, flies away unknown direction. To find out how to catch Alduin, you can contact Esbern, Paarthurnax at or Arngate. After talking with one of them, you should send to Dragonreach. You need to persuade the jarl to use the fortress for its intended purpose.

The jarl, of course, wants to deal with the dragons, but first you need to know how to lure him to the Dragonreach, Esbern will help you with this. He will teach you how to call the dragon Oh daving but. After talking with the jarl, he will prepare a trap for the dragon, your task, using a cry, is to call him to battle.

As soon as the dragon arrives, use"Dragonbreaker" and lure him into a trap. After the dragon will not be dangerous and you can talk to him. He will tell you where Alduin is now.

Endless time

If you have not finished the civil war, then the Jarl of Whiterun will be worried about the situation in the country and will not help you while the war is going on.Only the Greybeards can help you stop the war. Travel to High Hrothgar and speak with Arngeir. He reluctantly but still agrees to negotiate. Your task: to notify the commanders of the two camps and come to the negotiations. You will find many political intrigues that you can influence. After negotiations, you can proceed to the main task.

House of the World Eater

Odahviing will agree to tell everything he knows, namely that Alduin went to Skuldafn in order to get into Sovngarde. But the fact is that you can only get to Skuldafn if you know how to fly, you have to trust the dragon and go on a journey on his shoulders.

Once in place, you will find yourself involved in the battle with the dragon and draugr. After killing them, head to the temple. Draugrs will be waiting for you inside again, as well as a riddle.

To open the right door, you need to turn the stones in the sequence:

  1. Bird
  2. Bird
  3. Bird

To open the left door, you need to turn the stones in the sequence:

  1. Bird
  2. Bird

Ahead of you is a meeting with spiders and another riddle, which is again guarded by draugrs. In order to go further, again you need to turn the stones in the desired sequence:

  1. Bird

After the bridge will fall, you can continue your journey. You have to break through another level of the temple. In the hall of fame, you have to kill the warlord draugr and take the diamond claw from his body. To open the door, you need to turn the circles in the correct combination:

  1. Fox
  2. Butterfly
  3. The Dragon

Putting a claw on the door will open it. And the draugr will be waiting for you again, breaking through which, you will find a way out. Now you need to go up to the portal and fight Nikrin, one of the dragon priests. From his body, you need to take the staff of the dragon priest, which is needed to open the portal. Only Sovngarde is ahead!

sovngarde

Your path is hidden in the fog. In order to pass, you must use the cry "Clear Sky". You will meet Tsun, since he has not seen living people for a long time, he will first want to test you in battle, since only the worthy can enter the Shor Hall.

After proving his strength to him, he will let you pass. After crossing the bridge, you will be able to enter the Hall of Valor. There you will meet many famous heroes of Nordic legends. There you will meet the three who fought Alduin for the first time, they are eager to fight their worst enemy again. They will tell you a plan on how to kill Alduin, and again go into mortal combat.

Dragonslayer

Follow the heroes. They are ready to fight, but the fog will not give you the opportunity to fight, you have to dispel it using the "Clear Sky" shout along with the others. After doing this several times, you will see the World Eater himself. It must be knocked down using the "Dragonbreaker" shout. When he is on the ground, deal maximum damage to him. And soon you will be able to enjoy the victory.

This passage concerns only the main storyline.

Start

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

The character editor has been noticeably improved. You no longer have to dig into it for hours to create a sane man, or a beautiful girl.

To freedom

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

Before the Storm

Everything, we are free and free to do whatever our heart desires. Hadvar invites us to go to the nearby village of Riverwood, where his blacksmith uncle can help us with something. We go there, following the map of the world. Uncle is in the forge, his name is Alvor. We tell him about the dragon's invasion, after which he offers to urgently inform the Jarl of Whiterun about this so that he sends soldiers to guard Riverwood. We leave for the city, but the local guard will not want to let us inside. We tell him that we have come to ask for help for Riverwood, after which he will gladly let us inside. The Jarl is located in the Dragon's Reach, this is the main building of Whiterun, it will not be difficult to find him. On the way, we will be blocked by Airileth, who will not like our arrogance. We tell her everything as it is, after which we approach Balgruuf the Elder. We inform him about the dragon, without mentioning the Petrel and our uncompleted execution, he does not need to know about it. He will send a detachment for Riverwood, and we will give some assignment for his court magician.

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

windy peak

We leave with the jarl to Farengar. He offers us to get the Dragon Stone from the Temple of the Windy Peak. We agree and head to the temple, which is located on top of the mountain. If there are problems with climbing the mountain, then open the map, where you can clearly see where you can climb and where you can’t. As a result, having climbed the mountain and dealt with the guards, we penetrate into the temple. We destroy two bandits, eavesdropping on the conversation of which you can get a secondary task, and follow further through the cave using the map of the area. We leave into a small hall, where we destroy the robber. It is not worth pulling the lever in front of us right away. First you need to put the columns with signs on the left in the right order. We expose the following signs from left to right: snake - snake - fish. If we do everything right, then when the lever is switched, poisonous arrows will not fly at us, but simply the path will open further. Turn left and go down the spiral staircase. We pass a little forward, turn left, make our way through the web and meet a huge frosty spider. Having dealt with him, we free the poor fellow who got into the web, after which he runs away. We pass further, where we find that very fugitive dead, - rightly so. We take away the golden claw from him and follow on. We run through the blades and go down into the tomb, teeming with draugr. We leave it to a small river. We pull the chain near the grate and follow along the river through the cave. We turn right, go through the crack in the ceiling of the cave and go out to the door to the Sanctuary of Windy Peak. Once inside, we pass a trap in the form of all the same blades, destroy three draugrs, go upstairs and go across the bridge to the iron door, opening which we find ourselves in an unusual corridor, at the end of which there is a door with signs. To open the door, you need to arrange the rings in the correct order, after which you need to insert a golden claw into the center of the door and turn it. We put the signs in the following order from top to bottom: bear - moth - eagle owl. We turn the claw, after which the door will open. We go inside the sanctuary. We approach the dragon plate with a sign and study a new ability, after which Draugr the Lord will crawl out on us. Having dealt with him, we take the Dragon Stone from him, climb the path up, pull the handle to open the secret passage, and get out of the cave. We return to the Dragon's Reach with the help of fast travel, give the stone to Farengar, after which he proceeds to decipher it.

dragon in the sky

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

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

Traveling in the campaign of two pretty ladies is a separate joy.

Horn of Jurgen

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

Dragon in natural habitat.

Blade in the dark

We return to Delphine to find out what she needs from us. We go into the room, close the door behind us and go down after Delphine to the secret basement. She asks us to kill the dragon, which should soon be reborn. In return, she will give any information of interest to us. The offer is not bad, besides, we just know little about the Dragonborn. The dragon will appear in the Keen Grove, we can go there ourselves, or we can go with Delphine. In the end, having arrived at the place, Iddra meets us and conveys that the dragon has already been here and flew out of the city. We head there and see how it soars above the forest. We quietly sneak up to the stone with Delphine and see that this is the same black dragon that attacked Helgen when we were almost executed. He hangs in the air and calls to life another dragon, Saloknir. We kill a freshly baked dragon and absorb its soul, after which Delphine begins to fully believe us that we are Dovakin. We ask her about everything we want to know, and find out that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

Things are getting worse and worse. Dragons can not only be reborn, but also resurrect other such dragons. Delphine suspects that the Thalmor are behind this, but in order for the information to be confirmed, you need to get to the Thalmor embassy. She gives us the key to her tavern and offers to wait for her there to figure out a further plan for our situation. Arriving at the place, we go down together with Delphine to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet with her elf contact named Malborn at the Laughing Rat in Solitude. This city is quite far away, so we move to the good old Ustengrav and from there we follow the city on our own two feet. The main entrance from it can be found by following the road up from the warehouse of the Eastern Imperial Company to Katla's farm, where we will meet with Delphine later. Once in the city and looking at the execution, we go into the tavern and meet Malborn. We give him the weapon, which he will carry to the embassy in order to give it to us there, because. They are not allowed in with their belongings. Now it's time to meet with Delphine in the stable of the same Katla farm. At the meeting, she will give us a smart suit that we need to wear in order to get off as a guest at the embassy. She also needs to give all our things. When everything is done, we sit in the wagon and set off for the evening. Upon arrival at the place, we show the invitation to the Talmor soldier and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malborn and give a sign that it's time to run away from here. But first we need to do something that will divert everyone's attention and let us escape from here unnoticed. To do this, we approach Brelance, which distributes drinks. We take a drink from her and give it to Razelan, who is sitting on a bench and waiting to be served a drink. As a token of gratitude, he is ready to arrange a small brawler who will help us escape unnoticed from the evening. We approach Malborn and hide from the holiday. We pass into the kitchen, from where we wrap it in the pantry and pick up our things that we gave to the elf. Now you need to find information about dragons, but you will have to rely only on yourself, because. Malborn will stay at the party. Sneaking secretly or not very past the guards is a matter of principle, the goal is still the same - to find Elenwen's room, where the information we need is located. To do this, we rise to the second floor and exit into the courtyard. Elenwen's private quarters are also located here. We penetrate inside, eliminate the guards and search the box in the ambassador's office. We take away the key and all the records that are there. After reading the note about dragons, we go down and open the door to the dungeon with the key. We find there the second box, in which there are records about Esbern. After reading them, we destroy the soldiers and take the key to the hatch. We open the hatch and go down into the caves, where we go back to the expanses of Skyrim. We return to Riverwood to Delphine and tell her that the Thalmor knows nothing about dragons, but is looking for Esbern. We need to find him, but before we go in search, we take our things from the chest. A rat cornered

Brynjolf, the type that will help you find Esbern, is in Riften, you need to get to him before the Thalmor. If you have not been to this city before, then at the entrance to it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and go inside. You don't need much eloquence to convince a guard. Entering the city, we look at the market and find Brynjolf. If he is not in place, then you need to wait for the day. This help-hungry individual offers us to steal a ring for him, in return for which he will agree to help in the search for Esbern. We agree to this court case and let Brynjolf know. We wait until the people from the market crowd in front of him, and we ourselves quietly sneak up to the shop window, here in the market, and, breaking the lock, steal the ring. If the lock cannot be broken, or we are noticed, then nothing terrible will happen, we just pay a fine and return to Brynjolf. Disappointed in our abilities, he will still offer us to work for him. But our task is far from this, we need to find the same Esbern, and for this we head to the Rat Hole, the entrance to which is located under the market. From there we make our way to the "Rampant Flask" and there is a bartender Vekela Warrior. For a fee, he will tell you that Esbern can be found in the Rat Hole in the Ant Hill. We head towards it, destroying the Thalmor soldiers along the way. Having found the door to Esbern's room, we knock on it and tell the old man that we came from Delfina, and so that he believes, we tell him her words "Remember the 30th Beginning of Frosts." After that, he will willingly let us in and tell us that the same black dragon that was in Helgen is called Alduin and is the Eater of the World, and that if he is not stopped, the end of the world will come. Fortunately, we will please the old man, because. we are the Dragonborn and we can stop Alduin.

Alduin's Wall

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

We return to High Hrothgar and find Arngeir. Unfortunately, he does not know the Shout we need, but Paarthurnax, the leader of the Greybeards, knows him, and it would be a great honor to meet him. But since we will be a stranger to him, we need to learn some Shout, thanks to which we will have the honor of seeing the leader. We follow Arngeir and study the Clear Sky Shout. Thanks to him, we will be able to climb to the very top of the mountain, where Paarthurnax is located. To do this, simply aim at the ice whirlwind and use Clear Sky on it. Climbing the mountain, we meet Paarthurnax, who, in fact, is a dragon. Getting down to business right away would not be a very nice act, therefore, first you need to greet each other. We study the Shout "Fire Breath", which gives us Paarthurnax, and use it on the dragon. After that, he is ready to listen to us completely. We tell him that we want to learn the Dragonfight Shout. But for our troubles, he does not know this Cry, however, the Ancient Scroll will help us with this. We need to discuss this with Esbern or Arngeir.

ancient knowledge

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

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

Curse of Alduin

We have the Ancient Scroll, now we need to read it at the time gap in the Throat of the World. We stand at the place of the gap, which can be detected by the curved air, go to the interface, in the "books" section, take the scroll and read it. We have traveled back in time when Alduin was banished to our present time. Having seen and learned the Shout "Dragonbreaker" from the heroes of the Nords, we return to our time and prepare for the battle with Alduin. With the help of the "Dragonbreaker" we studied, we knock Alduin out of the sky and begin to attack with all kinds of weapons or magic that we have. Also, Paarthurnax will help us with this. But no matter how hard we try, destroying the dragon, alas, will not work. It soars into the sky and hides on the horizon.

Fallen

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

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

House of the World Eater

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

sovngarde

We are from Sovngarde, the city of souls. We go down the stairs and meet a Stormcloak soldier. According to him, Alduin is hiding in this fog, and in order to defeat him, you need to go to the Hall of Valor and unite with other heroes. We head to the place where Tsun blocks the way for us at the entrance to the hall. Despite the fact that we are Dovakin, he will not want to let us through until we prove to him that we are a strong opponent. We prescribe him the first number so that he regrets that he started all this at all. On the bones of the dragon we cross the abyss and go into the Hall of Valor. After talking with Ysgramor, we approach the three Nord heroes that we saw when we moved into the past with the help of the Elder Scroll. Having united with them, we act on Alduin. Dragonslayer

Together with the heroes we go outside and follow them. With the help of the Clear Sky Shout, we help the heroes get rid of the fog, but it will turn out like this from the third time. When the fog clears, Alduin himself will fly to us. Using the "Dragonboy", we force him to land, and begin to attack. When Alduin is defeated, we approach Tsun, who will return us back to Skyrim, and also teach the Nord Hero Summon Cry.

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

Throat of the World(orig. The Throat of the World) — quest of the main storyline in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Talk to Arngeir.
  2. Learn the Clear Sky Shout.
  3. Use the "Clear Sky" Shout to clear the way to the top of the Throat of the World.
  4. Talk to Paarthurnax.
  5. Learn the Word of Power from Paarthurnax.
  6. Use the Breath of Fire Shout against Paarthurnax.
  7. Talk to Paarthurnax.

Walkthrough

dragon slayer

Having found out in the Temple of Sky Haven that Alduin was slain by a certain Shout, the protagonist, on the advice of Esbern and Delphine, must go to High Hrothgar to find out at least something about this mysterious thu "mind from the Greybeards.

When, upon arrival, the protagonist tells Arngeir that he needs to study the Scream, which once defeated Alduin, the elderly monk will be completely shocked and ask how Dovakin knows about this. If, knowing of the differences between the Blades and the Greybeards, the protagonist decides not to tell Arngeir the truth, the monk will refuse to help. Dovahkiin can tell what he learned about the Scream from Alduin's Wall or openly admit to collaborating with the Blades. In any case, Arngeir will be very offended, so you should not provoke him with impudent answers, but rather try to choose your words carefully to calm the old man.

At the end of the stormy scene, Master Einart will reason with Arngeir, reminding him of his duty: “ Arngeir. Rock / Rek los Dovakin, Strundu "ul. Rock / Rek fen tinvak Paarthurnax ". Arngeir will hasten to apologize to the Dragonborn and tell that he cannot teach the necessary Shout, which is called "Dragonbreaker", because the Greybeards themselves do not know his Words of Power and do not regret this loss, since "Dragonbreaker" has no place in the Way of the Voice. Knowledge of this Creek was lost in prehistoric times, and perhaps only its creators knew it.

If you ask Arngeir why Dragonbreaker is so bad, he will explain that the Scream was created during the cruelest tyranny of the dragon cult of Alduin and therefore is the embodiment of hatred, anger and rage directed at dragons. Since, when studying new Shouts, Dovahkiin takes them into his nature, in order to study the "Dragonbreaker", he will have to take evil into himself. Arngeir will also say that only Paarthurnax, Master of the Order of the Greybeards, can tell you how to defeat Alduin if he wants to. To get answers to questions, the hero will have to climb to the top of the Throat of the World, since Paarthurnax lives in seclusion there.

Arngeir will offer to go to the inner courtyard of the monastery so that the Greybeards can teach Dovakin the Shout, which will open the way to Paarthurnax - "Clear Sky". Having obtained the necessary knowledge, the hero will be ready to climb to the top of the mountain, the path to which is blocked by the strongest ice storms, freezing to death in a matter of seconds, even with cold resistance. To dispel these storms, the just studied Shout will come in handy. In addition, along the way you will meet leveled monsters like ice ghosts and no less ice trolls.

Paarthurnax

After the protagonist reaches the top, a dragon will approach him! However, the hero should be cool and resist the temptation to take on the mighty reptile. The dragon will land nearby and turn to Dovakin with the words: “ Drem Yol Lok. Greetings, wundunik. I am Paarthurnax. Who are you? What brings you to my stringma... my mountain?» Having received an explanation from the protagonist, Paarthurnax will answer: Drem. Patience. There are formalities that must be observed at the first meeting of two dows. First you need to introduce yourself. Zin. Have. Test your that "mind, compare it with mine, Dovakin! According to a long tradition, the oldest speaks first. Listen to my Tu" mind! Feel it in your bones. Fight him if you are Dragonborn!» After these words, Paarthurnax with the help of Shout unlocks one of the Words of Power "Fire Breath" on the destroyed Wall of Words and offers to go to "tinvak", to the conversation.

After the hero learns a new Word of Power, Paarthurnax will share his knowledge of it, saying: Gift, Dovakin. Yol. Understand Fire as the Dovs understand it. Now show yourself. Greet me not as a mortal, but as a dove!» Dovahkiin must use Fire Breath against Paarthurnax. Feeling the power of the guest, the dragon will say: “ Ah-ah-ah-ah ... yes! Soshsedov los mules. You have strong Dragon blood. I haven't had a chance to talk to a relative for a long time.". He will agree to answer the questions of the protagonist.

With the formalities done, the hero can ask Paarthurnax about the Dragonslayer. The dragon confesses that he was expecting this question, since " Alduin and Dovahkiin get back together". Although Paarthurnax does not know the Scream, he will suggest that it can be studied by going back in time to the time when the ancient Tongues used this mind to defeat Alduin. This can be done by bringing "Kel", the Elder Scroll, to "Theed -Aran, "Temporal gap, at the Throat of the World, through which the ancient Nords sent Alduin into the streams of time. Unfortunately, Paarthurnax has no idea where to look for the Elder Scroll. He will offer to contact Arngeir or Esbern with this question.

Notes

  • If the Elder Scroll was found earlier during the quest "Beyond the Ordinary", Paarthurnax will immediately call the hero to the Temporal Rift, and the quest "Alduin's Curse" will begin.
  • The Ethereal Shout can be used to overcome ice storms, with the exception of the first storm, which still requires Clear Sky to dispel.
  • If one of the "Fire Breath" Shout Power Words was learned before talking to Paarthurnax, he will teach the second one. If two Words have been learned, the dragon will teach the third.
  • Paarthurnax will say that he is teaching the protagonist the Word "Yol", regardless of which Word is actually displayed on the Wall.
  • There is a useful bug that allows you to get two Words of Power from Paarthurnax at once. To do this, immediately after studying the Word from the Wall, activate it with the soul of the dragon, then Paarthurnax will immediately open the next Word.
  • Paarthurnax and the protagonist's companion can be hostile to each other. In addition to the fact that this can lead to the death of a companion, it will also prevent you from starting a normal dialogue with the dragon. As a rule, this situation can be avoided by sheathing the weapon in advance on the approaches to the top of the mountain.
  • If, immediately after Paarthurnax's greeting, you do not use "Fire Breath" against him, but leave the Throat of the World (with an entry in the quest log " Use the Breath of Fire Shout against Paarthurnax”), then the cooldown between Shouts will be very short. For example, the ability to cast Fire Breath again will be restored in just a few seconds.
  • After talking with Paarthurnax, an additional dialogue will open in which the main character can say: “ I want to meditate on the Word of Power". The dragon will answer: Which of them calls to you, Dovakin? Fus, Faim or Yol?» Depending on the choice, a permanent special ability will be obtained.

These abilities empower their respective Shouts. There is only one ability to choose from, but it can always be changed to another by talking to Paarthurnax again.

Bugs

  • The cry "Clear Sky" is impossible to study.
    • Solution 1: The bug was fixed in the official patch version 1.9.26.0.8.
    • Solution 2: Loading a save before talking to Arngeir before he offers to go into the courtyard to explore the Scream usually works around this bug. Sometimes you need to follow visually where Arngeir directs that "mind" to see the appearance of the Words of Power.
  • After starting a conversation, Paarthurnax can fly high above the mountain and start circling. The dialogue with him will not be interrupted, but it will be difficult to hear him, so you will have to turn on subtitles. The bug does not affect the passage of the quest.
  • If, after Arngeir asks you to follow him to study the Clear Sky Shout, if you fast travel to another location, markers pointing to Words of Power may appear in inaccessible places. Proof?
  • Using an offensive Destruction magic spell (such as Fireball) or shooting an ice storm at the gate leading to the top of the Throat of the World will cause the player character to stagger just as if they were trying to pass through the storm. Proof?

Quest stages

To go to a certain stage of the quest, enter in the console:

Setstage MQ204 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Throat of the World (ID: MQ204)
StageDiary entry
10 With Esbern's help, I was able to understand what was depicted on Alduin's Wall in Sky Haven Temple. It turned out that in ancient times, Alduin was defeated by a certain Scream. Perhaps the Greybeards will teach me this Shout, or at least tell me how to learn it.
(Goal 10): Talk to Arngeir.
60 With Esbern's help, I was able to understand what was depicted on Alduin's Wall in Sky Haven Temple. It turned out that in ancient times, Alduin was defeated by a certain Scream. Arngeir knew the Shout's name, "Dragonbreaker," but he couldn't teach it to me. However, he agreed to show me how to get to Paarthurnax, head of the Greybeards, who dwells at the top of the Throat of the World. Arngeir says that Paarthurnax is the only one who can know the Dragonslayer's Cry.
70 (Goal 20): Learn the Clear Sky Shout.
83 (Goal 25): Use the "Clear Sky" Shout to clear the passage.
90 (Goal 30): Talk to Paarthurnax.
100 With Esbern's help, I was able to understand what was depicted on Alduin's Wall in Sky Haven Temple. It turned out that in ancient times, Alduin was defeated by a certain Scream. Arngeir sent me to speak with Paarthurnax, the only one who might know Dragonbreaker's Cry. It turned out that this Paarthurnax was actually a dragon.
120 (Goal 40): Learn the Word of Power from Paarthurnax.
135 (Target 50): Use the Fire Breath Shout against Paarthurnax.
140 (Goal 60): Talk to Paarthurnax.
200 With Esbern's help, I was able to understand what was depicted on Alduin's Wall in Sky Haven Temple. It turned out that in ancient times, Alduin was defeated by a certain Scream. Arngeir sent me to speak with Paarthurnax, head of the Greybeards, who turned out to be a dragon. Paarthurnax does not know Dragonslayer, but he believes that he can be learned from the heroes of old, who defeated Alduin with the help of this Shout.
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.
The following steps have been omitted because they have no description or meaning: 0, 1, 20, 30, 35, 40, 50, 55, 65, 66, 67, 71, 72, 80, 81, 82, 85, 86, 95 , 110, 125, 130, 150, 180, 190, 195, 205, 210, 220.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.

From the stolen documents it appears that the Thalmor are not involved in the resurrection of the reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We must find him before the Thalmor. Delfina will provide us with a code phrase that should convince Esbern of the purity of our intentions, and will send us to Riften to ask a certain Brynjolf if he has heard anything about the Esberns hiding in the district.

THIS IS A BUG: thanks to the disappearing voice acting of Esbern himself, the cornered rat quest can be said to be one big bug. Just in case something went wrong, here is the magic command to skip the entire quest: Setstage MQ203 5.

If you approach Brynjolf with questions (and if you are not yet a member of the thieves guild), he will first ask you for a small favor: while Brynjolf distracts the audience, the hero must quietly open the box behind Madesi's counter, steal her silver ring and plant Brand- neck. If it's against your principles, throw away the stolen ring, saying you lost it, or just wait until Brynjolf gets tired of entertaining the audience. In order not to touch this quest at all (and this is the first quest in the quest chain from the thieves guild), you can ask the lizards from the Bee and Sting tavern, pull the sleeves of the thieves from the Ragged Flask in the sewers, or explore the catacombs on your own without using anyone's advice .

Esbern hides in the sewers, in an area called "Anthill". He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will encounter several Thalmor soldiers. Esbern won't want to open the door at first. Just for this case, you were given a code phrase.

THIS IS A BUG: if you don't hear Esbern's words, and turn on the subtitles and see them appear for a fraction of a second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is very little to worry about compared to a stuck door-opening script shutting down the plot. To try and skip the bug, hit "use" frequently while hovering over the stubborn NPC. You can try to do the same by becoming incorporeal (console command "tcl") and flying to his room. It may or may not work to move to another location and return. If everything is really bad, skip the quest entirely according to the above recipe. You won't lose anything.

Alduin's Wall

Alduin's wall will tell us what to do with the dragons.

When you do force Esbern to open the door, talk to him about the dragons and take him out of the dungeon. Along the way, you'll be greeted warmly by a couple more Thalmor. The old man must be brought to the headquarters of the Blades in Riverwood. But literally you don’t need to lead it through half of Skyrim - you can use fast travel.

Our next stop is Sky Haven Temple, the old Blade Keep. The hero, in company with Delphine and Esbern, is looking for Alduin's wall, where the prophecy is inscribed. Go to the Karthspire Cave. Along the way, you will have to fight a dragon and a crowd of Outcasts.

THIS IS A BUG: if you have already been to those places, in no case use fast travel - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will stick for sure, and only the console command will save you setstage MQ203 280 skipping the entire quest.

Inside the cave, having exterminated a few more Forsworn, we will stumble upon a raised bridge. You can lower it by turning all three columns so that they have the symbol of a two-faced dragon on them. Behind the bridge is a dangerous trap. Every time we step on the "wrong" slab on the floor, a fireball flies at the hero. Is it necessary to say that the "correct" slabs are marked with the same dragon symbol?

Don't forget to pull the chain to disable the trap. And try not to die on the way to it from the stupidity of your own companions - explain to them that “don’t go there, go here”, so that out of ignorance they don’t step where they shouldn’t step.

After a short scene, we will find ourselves in the temple itself and easily find Alduin's wall. Explore it and do not forget to loot the temple - you will find a branded Akaviri katana, "sharpened" for fighting dragons.

Throat of the world

The troll roams among the magical wind and feels great. Nothing, we'll fix it quickly.

Quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the mountain Throat of the World, talk with their main dragon named Paarthurnax. In order for the hero to pass through the magical blizzard, the aksakals will teach him the cry “Clear Sky”, which disperses the clouds. Shouting at the blizzard, we will easily follow the path to the very top.

FOR YOUR INFORMATION: On the way to the top you have to fight. It turns out that the magical wind does not interfere not only with ice ghosts, but also with more mundane creatures - wolves and ice trolls.

Paarthurnax himself will meet us there. The conversation will be casual. The dragon will teach you a fiery cry, and then ask you to use this cry in order to make sure that "The Force is strong in you, young Dovakin."

The dragon will tell us about the return of Alduin and send us on a campaign for the Elder Scroll.

FOR YOUR INFORMATION: From now on, we can return to Paarthurnax to empower one of three shouts: Unrelenting Force, Ethereal, or Fire Breath.

ancient knowledge

Dwarven spider workers are the weakest of the mechanical guardians.

Before taking on this quest, it makes sense to upgrade your weapons, stock up on potions, find a smart companion, and empty your duffel bag. You will have to go down to very deep places, there you will have to fight with the Dwemer centurions, and in some respects they are even more dangerous than dragons.

Where to look for the Elder Scroll? If you have already completed the quest "Beyond the ordinary", then you have it. If not, we'll look for it. To begin with, on the advice of Esbern or the elders, let's look at the college of mages of Winterhold. In order not to complete the starting quest, you can tell the elf on the bridge that we are on an urgent Dovahkin case and shout something to confirm the words.

The orc librarian will lay out all the books on the Elder Scrolls. Read them.

THIS IS A BUG: if the orc doesn't want to give out the books, it's most likely because we're already doing mage college quests. There are two options: either finish the quest line and only then return to the orc, or enter " setstage MQ205 80" (but then, probably, the guiding signs on the map will disappear and you will have to go further "by touch").

When we study both books, the orc will tell you where to find the main local expert on these matters - Septimius Segonius. His cave is far out to sea, where ice floes float. Septimius will issue the quest "Beyond the ordinary", provide quest items (dictionary, guiding ball) and tell you that you need to start searching from the Dwemer ruins of Alftand.

The desired entrance is marked as "Alftand - Ice Ruins". After passing through a winding ice cave, we will find ourselves in a Dwemer dungeon - also very winding, and through it - again into the cave. You will have to fight both with mechanical guards and with bandits who came here in search of booty.

Soon the corridors will lead us into a hall with pistons rising and falling. On them you can reach the chest on a high ledge. Then, along the bypass corridors, we will get into the same hall, but already a level higher, and the pistons will push careless travelers down. Carefully go around the hall in a circle and get into the Animatorium.

This is where the Falmer will start to appear. Let's not forget to look under the pipes in the first room, where the stone is sprinkled with blood behind the fence. There are the remains of a less fortunate treasure hunter and his note.

Puzzle solved! Now the mechanism will give us the Ancient Scroll in our hands.

We use the lever to open the exit to a large cave and go down the inclined slabs to the neighboring tower. The entrance to it is a dead end, you will have to jump right on the remains of another unlucky treasure seeker. You can go through the slabs to the chest - where the piston works. But the road leads down and down, through the Falmer hordes, past the paw trap and the fiery stream that shoots from the ceiling, into the rooms with the Falmer dwellings. If you want, use the oil spilled on the floor to make it easier to fight the inhabitants of these places. But watch out for fire nozzles that turn on and off intermittently.

ADVICE: enter the elevator marked "Alftand - Ice Ruins" to open the grate that was previously blocking the path. Now, if you decide to return to Alftand, you can cut almost the whole way using this elevator.

Go back and keep going down and down to the door to the cathedral. Just there, in addition to the usual set of enemies, a couple of Dwemer centurions are waiting for us. They don't attack right away. First you need to open the grate leading to the stairs and disturb the huge guards.

ADVICE: you can try by opening the grate, poke a centurion with a wand from afar, and then close it by locking these monstrous robots on the stairs. After that, they can be fired at with impunity by spells or arrows.

Two bandits are arguing at the top of the stairs. These are no longer centurions - they are easy to deal with. Open the door to the elevator with the key taken from the fallen centurion. Now you can return from the surface directly to the cathedral.

The Dwemer mechanism at the top of the stairs is the path to Blackreach. The place is vast, beautiful, and you can talk about it for a long time. If you want, explore it completely, or, after searching Sinderion's field laboratory, follow the sign straight to the observatory - to the Mzark tower. Of course, if you are not confident in your abilities, go around all the centurions you see on the tenth road.

In the tower, go up to the controls and place the cube dictionary in the stand. There is a puzzle to be solved. I can not give an exact solution, the conditions are changing. But there are no difficulties with it - you just need to press the buttons and by trial and error to ensure that the lights on them light up and do not go out. If everything is done correctly, the mechanism will open the Ancient Scroll to us. Take it and do not forget to pick up the completed dictionary from the stand.

It is done! Return with the Scroll to Paarthurnax.

Curse of Alduin

Wrote Dragonboy in a notebook - it's time to return to the present!

Paarthurnax sends us back in time to listen to the "anti-aircraft anti-dragon" cry from the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords in the distant past defeat Alduin.

THIS IS A BUG: a scene from the past can stall. Save the team's position Setstage mq206 70" And " Setstage mq206 100- enter them one by one, and the scene will be skipped, and the hero will get the right shout. Do not take companions on a mission - they can get stuck in the past, turning Skyrim into Back to the Future.

But, by the way, Alduin himself is already in the present. He is winged and invulnerable in flight, but we know the cry of Dragonbreaker, with which you can knock him out of the sky.

After aiming, shout at Alduin (do not confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take down his health.

Try not to let Alduin take off again - tie him up with the Dragonbreaker in time. In the end, the dragon will chicken out and fly away.

Endless time

Everyone took their places at the stone table - the negotiations began!

This assignment is unique in its kind. It looks like an ordinary conversational quest, in which you don’t even need to make decisions - anyone will do. But the bugs here are so fat that they can’t be said in a fairy tale or described with a pen. But we'll still try.

So, we need to catch the dragon. For this, Whiterun's castle - Dragon's Limit - is well suited. But Jarl Balgruuf demands that the empire and the rebels conclude a truce before starting the experiments (this is provided that the war is still going on).

What is required of us? Talk to Arngeir, offer to arrange negotiations in High Hrothgar Go to Ulfric and General Tullius, convince them to sit down at the table. In the monastery, the parties will decide whether to stop the war for the sake of fighting dragons, and if so, on what terms? Our hero acts as a referee. Whatever decisions the player makes, the truce will take place, so that you can play along with the side that we like the most.

Now for the bad:

If the hero is already doing quests for one of the parties, the task can stick firmly - we simply won’t be able to tell one of the parties about future negotiations. Starting civil war quests before the Endless Time is highly discouraged - and if you already started, bring the war to the end to skip the quest entirely.

When Esbern takes the floor during the negotiations, the dialogue may stop because of his "vow of silence." At the same time, the hero is glued to a chair and can no longer approach the old man and kick him so that he comes to his senses. To try to cure it, save and immediately load.

Sometimes negotiators do not sit down at the table. Here you can also try saving and loading.

Seven troubles - one answer: " Setstage MQ302 300».

Paarthurnax

Esbern insists that Paarthurnax must be killed because the Blades have always killed dragons.

This is a small optional quest that we will receive either at the beginning of the Fallen quest, or before, if we talk to Esbern or Delphine. The Blades have learned that Paarthurnax is a dragon, and, like old enemies of dragons, they want to kill him. And the Blades don’t give a damn that without Paarthurnax we could not have defeated Alduin, that he is the only one of his kind and that killing him means a major quarrel with High Hrothgar. These guys didn't even have a decent reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that there are almost no of them left.

The choice is small - either kill Paarthurnax, or spit on the quest (it cannot be canceled). If you complete the task, the ability to increase the cry will disappear, and the elders will stop talking to you. But the Blades will love you, but there's no point in it.

If the dragon is not touched, the status quo will remain. The blades will look askance, but we will survive this somehow.

Fallen

The dragon Odahviing, who arrived at the call, immediately began to rage.

Now we know (and if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented feature to summon Odahviing to Dragonreach and capture him.

Talk to Jarl Balgruuf and get started. Going out to the balcony of a large hangar, call Odahviing, "plant" him with the cry of Dragonslayer and carefully demolish his health, luring the dragon into the depths of the hall, to the doors.

Odahviing has fallen into a trap and is ready to answer our questions - and not only answer, but also take him by air to the temple of Skuldafn, where Alduin is hiding. Order the guard to release the dragon and sit on the beast astride.

House of the World Eater

Here it is - the path to the realm of the dead, to the wonderful Sovngarde, where heroes feast.

At Skuldafn you will be warmly welcomed by strong draugrs and dragons. The portal is located outside the temple, but to get there, you have to look inside. There are plenty of draugrs out there too. There are also easy puzzles. The first one opens two doors. If you look at the columns from the side of the lever, then the right door opens with the combination "bird, bird, bird", and the left one - "bird, snake, bird".

The second puzzle will meet after the corridors with spiders. The column in the left niche should be a "whale", in the right - a "bird". The column in the center of the hall is the "snake". By pulling the lever, you will go through another large hall, climb the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, having defeated a particularly large draugr, open the door with a diamond claw and a wolf, butterfly, dragon combination.

It remains only to study the word of Power and defeat several draugrs, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Don't forget to take the mask from the fallen priest.

If the priest managed to close the portal, take the staff and open it again. Your path lies in Sovngarde, the realm of the Nords who fell in battle.

sovngarde

"Stop! Face control!"

Then everything is simple. We go through the fields and hills, shouting at the surrounding landscape with Clear Sky to disperse the fog. On the bone bridge, measure your strength with the guardian Tsun and step into the Hall of Valor. Listen to Ysgramor and talk to the three heroes of antiquity - Hakon One-Eye, Felldir the Old, and Gormlith Goldenhandle.

Dragonslayer

The final fight is not difficult. Alduin is easily covered with pieces of iron by our three helper heroes.

Together with three heroes, go across the bridge to the foot of the cliff and start screaming in sync, dispersing the fog. After the third cry, Alduin himself will fly in. The fight will start. The task is to bind Alduin with a dragon-killing cry. The heroes will manage on their own, although the final blow must still be ours.

That's all. The World Eater is dead. Return to Tamriel and look at the final scene. Now all of Skyrim admires your feat. Dragon Call now calls Odahviing for help. In addition, you have acquired a new shout that briefly summons one of the three ancient heroes from Sovngarde.

FOR YOUR INFORMATION: dragons continue to appear in the world as a valuable source of bones, skins, and souls to study screams.

According to Esbern's story, it becomes clear that Alduin was defeated by some special cry of the Dragonslayers.

Delfina will report that now our hero must go to the Greybeards in order to find out from them everything to the smallest detail. After talking with Arngeir, you need to make the way with our whole company to High Hrothgar, to the Greybeards and the gate that leads to the very top of the mountain, to Paarthurnax, the leader of the Greybeards. To do this, we need to learn another new cry, called "Clear Sky". Arngeir can teach us this cry. In order for the gates to open before us, our hero must use a new cry, be sure to shout all three words in full

Conversation with Paarthurnax

Now we have to climb to the top of the mountain, using the new shout regularly. It will dispel the fog that damages our hero and hides the path.
As soon as we get to the very top, a dragon flying at us will appear to our eyes, but it will not harm us. This dragon is Paarthurnax. He asks to greet him by means of a cry of power and teach our hero another new cry. Now we need to hone the shout on Paarthurnax, after which we can discuss all the issues of interest with him. Talk

promises to be very long and extremely serious, because the dragon turns out to be very talkative and able to provide a huge amount of interesting information about the history and life of Skyrim.
However, we learn that the scream that can defeat Alduin is unknown to the dragon. And yet he will help us to recognize him, because he has data on the whereabouts of this information.

To learn this powerful new cry, our hero must seek help from its ancient creator, who has long since died. Therefore, we have to overcome time and space. At this point, the quest will be successfully completed.