Dragonborn. Passage of the storyline

This page contains a walkthrough of side quests that can be obtained in the vastness of Solstheim (in Dragonborn, an add-on for Skyrim).

Glove of Kagrumez

You can complete this quest only if you have four so-called Kagrumez resonator stones. Given that two of them are located in Kagrumez itself, you can start the quest with just a couple of stones.

Location of resonator stones:

So, if you have already found the two stones you need in Nchardak, Falbtarz or bought from the Dunmer, then you can safely go to Kagrumez. At the entrance, you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Raleth Eldrie's diary. It contains a reasonable suggestion that the clues to the successful passage of the ruins should be sought on the gate, which is somehow connected to the console.

Look at the drawing marked on the gate and put the resonators in the order indicated there. Dwemer things will attack you from different sides - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to be your companion. Better leave him here for the future, Kagrumez's trials may be too harsh for him.

In the next room is another satellite - a Dwemer sphere.

And again, a similar procedure awaits you, except that Dwemer traps will be added to the opponents, and you will need to use a resonator more. Having dealt with the difficulties, follow the last room. Here you will need all four resonators.

In the last room you will find the Dwemer Black Bow of Doom, which has an interesting ability to absorb with a 50% chance of 25 damage. arbitrary attribute (health, magic, endurance).

Cold Moon Invitation

Geldis Sadri, owner of a tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to go to Icy Moon Crag (NNE of Raven Rock) and talk to the hunters. The Nord hunters you find on this cliff are not really hunters at all, but the most werewolves out there.

If you yourself are not a lycanthrope, then nothing good will be said to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader Majni will be very welcome and ready to sell four unique rings that enhance the form of a wolf. In wolf form, you can only wear one ring, so you do not need to buy all four, unless you are, of course, an avid collector.

werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

  • Ring of Bloodlust allows you to deal and receive 50% more damage.
  • Ring of the Moon increases howl duration by 25%.
  • Ring of the Hunt grants regeneration while in Werewolf form.
  • Ring of Instinct slows the world for 20 seconds while in werewolf form.

Excavations

Meeting in Kolbjorn

To the northeast of Atiya Farm is Kolbjorn Mound. In the barrow you will meet a Dunmer named Ralis Sedaris. He came from Mournhold itself (the former capital of Morrowind) to excavate on behalf of a representative person. However, as it turned out, it turned out to be almost impossible to carry out excavations: the entrance turned out to be walled up too deep, and the earth fills the hole back faster than it can be dug. Dunmer needs a reliable partner who is ready to sponsor this adventure and share the profits in half.

Wouldn't you turn down one of Dragonborn's most not so interesting as complex side quests for some miserable wad of cash? Give Ralis 1000 gold and wait for the note.

There will be many such expectations in the process of completing this task. Therefore, if you are not eager to waste time in vain, or if you want the task to harmoniously fit into the planned scenario, you should go to the excavations as soon as you see a messenger with a note.

First visit

After receiving the note, head to the mound. As you will notice, the Dunmer spent the money for a reason: the entrance to Kolbjorn was found, but the draugr, disturbed by the work of the diggers, awakened and killed all the workers. Only Ralis survived, and the passage further is completely closed - the help of a "specialist" is required.

Go down and destroy every single Draugr. Then remove the skull from the table in the lower hall. He will open a passage to a new hall, in which, in the most prominent place, you will find Ahzidal's boots of walking on water. Now you can go back to Ralis. He will demand 2000 Septims from you for further excavations: now there are fewer people who want to work here. There is nothing to do - agree.

Second visit

After receiving the second note, you will find out that something happened again. When you arrive at the excavation site, you will find out that two workers are missing, the rest are dead.

Climb down and deal with a bunch of draugrs that have flooded the ruins. Return to the place where you found Ahzidal's boots and then down into the central tunnel. Along the way, you will find the body of one of the workers. The entrance to the left opens with chains. Reach the door with four handles and pull the second one on top and bottom. When you find the body of the second missing, you will be attacked by a cluster of draugrs. After that, go to the left: the handle below will open a secret room with Ahzidal's Ring of Necromancy. Go back to Ralis. The Dunmer are now asking you for 3000 Septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, further work is hindered by draugrs. Take diary #22 from Ralis's desk, in which the Dunmer complains that the diggers are too clumsy to run properly over some tiles.

After descending into the tomb, deal with the undead that filled it. In the central hall with a column, climb to the second tier and follow towards the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Ahzidal's Gloves of Warding, which allow you to absorb spells. Go back to the chain room and open the other door. A new batch of Draugr will attack you. Deal with them, clear the cave and return to Ralis.

Ahzidal's Ring of Sorcery

Before returning, you can get Ahzidal's ring of magic, which will allow you to cast a couple of new spells: "freeze" and "ignite". This can be done either with the help of telekinesis, which is quite a difficult task, or with the help of tips in the diary. In this case, it makes sense to use the time dilation cry.

The new amount required by the restless Dunmer to continue the adventure is 5,000 Septims.

Fourth visit

Having handed over a new letter to you, the courier will warn you that it is the last one: he becomes ill near these excavations. When you arrive at Kolbjorn, you will see that absolutely everyone is dead this time: their guards, and ordinary workers. If you look into Ralis's tent and read his last diary, you will realize that he is crazy and is going to revive the ancient dragon mage Ahzidal.

After descending into the central hall of the mound, learn the new word for the shout "Cyclone", and then head to the hall in which Ahzidal's ring of magic was located. Deal with the Draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in a room behind bars, there is Ahzidal's Armor of Retribution. To open it, turn the obelisks "fish" in your direction and pull the lever. Then turn the obelisks "eagles" towards you and pull the lever again. A passage will open in the floor.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an artifact of Ahzidal's Helm of Insight. Set the obelisks "snakes" to you, pull the lever and you can take your helmet.

Dragon Priest Ahzidal
Screenshot: "UESPWiki"

After destroying Ahzidal, take his mask and decide the fate of Ralis, who killed all the workers in the barrow. He, nevertheless, sacredly swears that he committed murders under the influence of the beckoning call of Ahzidal and could not resist the will of the latter. If you leave Ralis alive, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not return your money.

The exit from the hall is in the southwest side. It leads to the sanctuary of Hermaeus Mora with the black book Filament and Filigree. This completes the quest.

Death Brand

In the vastness of Solstheim, you can stumble upon a book called "The Brand of Death." When you read it, a new marker will appear on the map - "Haknir's Shoal". The book can be read after finding one of the chests, for this it is enough to search the corpses of the killed adventurers.

This task involves searching for a set of special weapons and armor in various places on the island. It can be done along with other quests.

Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of bandits. Deal with them and get a helmet that allows you to breathe underwater and increase your armor rating when wearing a full set. There is also a pendant of the Eastern Imperial Company lying nearby. Grab him too.

Chest #2

Off the coast north of Raven Rock, you'll find a few bandits and a buried chest containing Haknir's Armor, which increases stamina with each piece of the Deathbrand set.

Chest #3

This chest is located next to the waterfall. It contains the Gloves of Haknir, which increase the damage of two-handed weapons for each piece of the set equipped.

Chest #4

The fourth chest can be found at Tel Mithrin: you need to go to the mouth of the river flowing nearby. Tucked away here are boots that increase your maximum carry weight for each piece of the set you're wearing. In the same chest you will find the key to the Gildenhul Mound.

Mound Gildenhul

Before you can recover in the indicated mound, you need to get an ancient Nordic pickaxe. This can be done by completing the quests Glover Mallory from Raven Rock or Deora from the Skaal Village.

With this pickaxe in the mound, you will dig open the stalhrim in one of the sarcophagi and open a passage for yourself further, where the legendary pirate Haknir will challenge you. As a result, you will receive two swords: the Bloody Scythe and the Strangler, which, when used mutually, weaken the enemy’s defense and absorb his vitality.

Ebony Warrior

A prerequisite for obtaining the task: the level of the hero is at least 80.

On your next visit to one of the cities of Skyrim, you will be visited by a huge warrior, fully dressed in ebony armor, and will say that only you can send him to rest in Sovngarde. He had no villains left to destroy, no tasks to complete. He challenges you to a duel in the Velothi Mountains region (a marker will appear on the map).

Obviously, this task is some kind of Easter egg for a player who has passed along and across the whole game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong aka god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebonite armor and tried to kill him. Very similar to a referral.

Ebony Warrior
Screenshot: "UESPWiki"

The Ebony Warrior is a difficult opponent. For level 80, of course, not that much of a problem, but still keep in mind that he has the thu'ums Ruthless Force and Disarm, and his equipment has resistance to all magical destructive effects.

After killing him and taking the armor, you will discover that the Ebony Warrior is a Redguard. Well, it's not for nothing that the Redguards are known as the strongest swordsmen.

Calling Karstaag

Before completing the task, you should make sure that you are able to deal with a strong opponent, because Karstag is exactly that.

In the Ice Cave in the north of Solstheim, you will find a rickling lair. Defeat them and take the skull of Karstaag at the back of the cave. With this skull, you need to go to the ruins of Karstag Castle. After wandering through the caves there or picking the master level lock, go to the back of the courtyard. Approach the throne and activate it with the skull.

Spirit of Karstaag
Screenshot: "UESPWiki"

And now, as they say, "load a saved game in order to restore the course of fate, or live on in the damn world that you yourself created." A giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstaag, you will be able to summon him three times in an open area.

Mzund's Insight

This job does not appear in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are full of ricklings, which you will have to deal with in order to proceed further. On the remote with ten buttons, select the bottom second button from the right, otherwise you will have to fight off the attacks of crawling Dwemer spiders or endure the action of gnome traps.

Ruins of Falbtarz
Screenshot: "UESPWiki"

Next, you will find locations filled with spiders. Please note that the resonator locks open with a blow. One of them is hidden by cobwebs. Jumping on the gears, you must penetrate into Gallery of Falbtarz, activate the lever and valve there, and then again go through the gears to the steam engines of Falbtarz.

In the end, you will "run into" another riddle, poring over the solution of which, a couple of adventurers have already failed. There is no secret here - just try to activate the resonators and watch the result. This way you will arrive at the correct sequence.

In the large hall, you need to activate the lever on the right. The platforms that appear will open access to the center of the hall, where you will activate another resonator. The southern part of the hall leads to The Great Hall of Falbtarz, where you will need to use two Centurion Cores. If there were none at hand, do not worry - the developers carefully placed two steam centurions next to them, which can be awakened.

Grab a resonator stone if you need it for the Gauntlet of Kagrumez quest, and a unique Dwarven helmet that allows you to breathe steam on enemies at the expense of your own stamina, and away at will.

The main plot of the Dragonborn add-on is tied to the study of events taking place on the island of Solstheim and the confrontation with the first dragonborn - Miraak.


Dragonborn

To start this quest, you just need to walk somewhere and wait for the cultists to approach you.

They approached me immediately upon arrival at Winterhold:

After talking to them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which the marker will point to) take and read the note Orders to the cultists (Cultists' Orders):

After that, the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund the Sea Wolf (Gjalund Salt-Sage), and we say that we need to get to Solstheim:

He just doesn’t want to go there, so he will either have to pay (500 gold), or convince or scare.

One way or another, we go to the island, upon arrival, the task marker will point us to the next point (in parallel, communicate with everyone who will approach you):

On the spot, Neloth will come up to us and start a conversation, after the conversation, the task marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the task will end and the next one will begin.

Temple of Miraak

Now you need to talk to Freya (Frea) (if she does not appear - press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is right there, on the stairs leading down (at first glance, the descent may seem imperceptible). Freya will accompany you.

There are no special mysteries in the dungeon itself. Few traps, few levers to use (but they are all in prominent places). Of the opponents, you will meet cultists, draugrs and skeletons.

The only thing that gave me trouble is this door, next to which you learn a new dragon cry:

The key to the door is in one of the draugr you kill nearby.

We go deep into the Temple of Miraak Sanctrum until we find a rack with the Black Book:

We read it, and we are transported to another plane, where we meet with the first dragonborn:

We will be completely in his power, and we will not even be able to move. If you've already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate it and add that he would have done the same if he had such a goal.

Remaining still, we see how Mirak flies away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

We follow Freya, she will lead you out of the dungeon, and take you to her father, the shaman Storn Crag-Strider in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to purify the All-Maker Stones, and this can only be done with the help of the dragon cry Bend Will.

We go to the Word of Power and study the new dragon cry there:

If you run out of dragon souls, you will have to return to Skyrim, because. Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And use a new cry on the stone:

It will be destroyed, and Lurker will immediately appear and attack people. Kill him:

Then we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

We talk with him until The Fate of the Skaal quest is completed and two new ones start: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple - you need to clear the four All-Maker Stones marked on the map:

Come, use the shout Bend Will on the stone, kill the Lurkers that appear and go to the next one:

As soon as you clear all 4 stones, the task will end automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:

After the conversation, alone or with Neloth, go to the Dwemer ruins of Nchardak:

An important point - only Neloth can open the door, so if you, like me, got to the ruins alone, just scroll for one hour near the entrance - and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside you will find a big puzzle.

What is the point: at the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 Dwemer cubes in the right racks at the lowest levels. And to get to these racks, you will need to sweat a lot:

We follow Neloth, to the lever that teleports you to the lower level:

The principle here is as follows - place the cube on the rack - the water level drops. Take it down and the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe each step, because there will be a lot of them. The main thing is to understand the meaning, turn on your ingenuity and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, after which you raise the water again, and swim:

The other large room is more interesting... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first rack, then the third.

When you reach the room with 4 pillars, the finish line is close (but you will need to go to another room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you up, and return to the beginning. It remains only to activate the last rack, and the Black Book will become available:

This is where the task ends.

The Gardener of Men

In this task there will be a little less puzzles than in the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plane:

We talk with Hermaeus Mora and proceed to solve the local puzzles. The essence of their solution is reduced to two principles:

The first is that Scrye (like flowers) activate some part of the environment, for example, a bridge appears, or something like that:

The second is “living corridors” crawling back and forth. In which you can jump in one place, and get off in another (or pass through them):

We read, we talk with Hermaeus Mora and he will teach us the second word in the dragon cry Bend Will:

We return, go to Skaal Village and talk to Storn Crag-Strider. After that, a small scene awaits us, the essence of which I will not reveal, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The last task of the Dragonborn main storyline has begun.

Unlock (using dragon souls) the last two words in the Bend Will shout:

And we read the book Black Book: Waking Dreams, it will take us to the Hermaeus Mora plan:

A little ahead there will be a rack with the book Chapter I - we read and we will be teleported to a new location:

In general, we explore the location, take the books found, activate Scrye, teleport to new zones through Chapter, etc.

In general, after completing the previous two tasks, there should not be any difficulties in this.

I will describe in detail only one moment (out of many), how the door in the room with Lurker opens:

There is a Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, we activate another Scrye there, after which the door opens:

It’s almost impossible to figure it out on your own here, because. certain books need to be placed on certain racks. Each of the racks has a symbol on it, and here's how to arrange the books:

The Eye - Prying Orbs
"Fangs" - Gnashing Blades
Tentacles - Boneless Limbs
Remaining Stance - Delving Pincers

Once all 4 books are correctly positioned, the racks will turn green:

We approach the central one and read:

We are transported to another new location. We study a new cry, after which a dragon will appear, which you do not need to fight, but you need to use the Bend Will cry on it. Thus, we will force him to obey us:

Press "E" to climb on it and go flying. During the flight, the dragon will engage in combat with Lurker and Seekers. Since he will be fighting them for a very long time, just press "E" and he will leave them.

And will take you to Miraak. Ahead is the final battle!

In the battle itself, as it turned out, there are no tricks - by removing his health to low values, he will disappear, and he will “come out” of the black manure in the center already healthy. You just need to “bring down” his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

It remains to listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading the Black Book: Waking Dreams, return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after the first reading of the book in the center, green ability icons will appear around you - with the help of them you can reset the abilities of a particular branch and spend them again. Resetting requires one dragon soul.


When returning, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

In conclusion, about the complexity. Passed by a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

In general it was easy, only some high cultists and Miraak forced to drink health pots.

But if your characteristics are much lower, and you decide to pass also on master difficulty, be prepared for difficult battles.

The plot takes place in the usual form (not in a vampire and not in a werewolf), without companions.

The events of the add-on begin at the very moment when the Greybeards officially proclaim the player as Dragonborn during the quest "The Way of the Voice" from the main Skyrim quest. Two extravagantly dressed cultists will find you and try to convince you that you are not a real dragonborn, backing up their arguments with spells from the school of destruction. When you catch your breath and search the bodies of the unfortunate wranglers, you will find a note that clears up this whole embarrassing situation a little - a certain Miraak would be happy if an accident happened to you. The trail of the cultists leads to the island of Solsheim, which is at the northern tip of the province of Morrowind. To get there and discuss on the spot with Miraak and his colleagues the inadmissibility of such behavior against law-abiding citizens of the Empire, who narrowly escaped the scaffold, go to Windhelm to the captain of the ship "Northern Maiden", an orc named Gjalund (Gjalund Salt-Sage). By threats, exhortations, or banal bribery, convince him to take you to Solsheim. In fact, you can not wait for the cultists to attack, but immediately go to Captain Gjalund and sail straight to Solsheim (for only 250 coins, instead of 500), but then there is a chance to skip some dialogues - it's up to you.


In any case, upon arrival at the docks of Raven Rock, you will be met by Andril Arano, Deputy Councilor in charge of order in this settlement. If you ask him about Miraak, then although he recognizes the name, he cannot remember anything more significant than the fact that it is somehow connected with the Earth Stone. There is nothing to do, even such a clue is a clue, and, perhaps, you can also walk to this Stone, especially since it is very close to the docks - an ominous greenish glow distinguishes it from the background of the Red Mountain erupting on the horizon. Near the Earth Stone, you will meet with a certain Neloth - a somewhat eccentric Telvanni wizard, who will be so surprised that the Stone does not affect your mental health and behavior in any way that he will even share some information about the purpose of your trip and offer to visit the Temple of Miraak . Alternatively, you can talk to other residents of Raven Rock, but you still won’t learn anything fundamentally new - everyone behaves the same way as Andril Arano: the name is remembered, sometimes it is associated with the Earth Stone or the Temple of Miraak, but nothing more.


The path to the Temple lies east of Raven Rock, towards the center of Solsheim. As you approach it, you will encounter skeletons of slain dragons gloomily scattered around, which in itself leads to certain thoughts. Well, the people involved in the restoration of the institution complete the sad picture - judging by their appearance, they are unlikely to be paid extra for the harmfulness of work carried out in a state of deep (and it does not seem to be voluntary) near-religious trance. However, the fact of your existence is equally indifferent to both dead dragons and somnambulistic slaves, which cannot be said about the cultists, who will certainly make themselves felt if you suddenly decide to stop in the vicinity of the construction site for the night. Once you get to the Tree Stone in the center of the temple, the first quest will end and start

Dragonborn.

Dragonborn- the first quest in the storyline of this add-on. We will receive this quest after visiting the Greybeards. We leave the temple or teleport to any city. The cultists will approach you and after the conversation they will attack you. Kill them or watch the guards do it, and then search the bodies. One of them will have a note.

After reading it, go to Windhelm Harbor and take a boat to Saltsheim. Upon arrival on the island, the dark elf Adril Arano will approach you and ask about the purpose of your arrival. If you ask him about Miraak, he will complain that he knows this name, but cannot remember where. Such a problem with the memory of all the inhabitants of the island. However, we will be directed to Neloth, who may know something. We go to him and find out that Mirak has been dead for a thousand years, but there is his temple on the island, to which all sorts of workers flock and diligently try to complete the temple. Upon arrival at the temple, you will complete the quest and receive the next one.

Temple of Miraak.

Temple of Miraak- the second quest in the storyline of this add-on. Upon arrival at the temple, you will meet Freya - a female Nord, which is quite logical for the name, right? She will reveal that Miraak is guilty of all the imprisonments of her humble clan and that she has come to kick ass. We can help her with this. Cultists are waiting for us at the approaches to the temple. We do what we do best. We kill, split, burn, and kill again. This temple is very confusing, but it is still impossible to get lost. After you get there, don't forget to learn the shout on the wall of words, and wait for the collapse. After it, draugrs will pop out, kill them and take the key to the door. We open them and get into the dining room, go into the next one and pull the handle, then go down to the lower level.

At the end of this temple, one of the "Black Books" is waiting for us.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

After reading it, we are transported to Apocrypha - the local realm of Hermaeus Mora, a very slippery type that could be found in Skyrim. Miraak notices the stranger and immediately brings us to our knees and begins to brag about his achievements. After that, he flies away, and his minions, with the help of some kind of waves, send us back to Saltsheim. This is where the quest ends.

The fate of the Skaal.

The fate of the Skaal- the third quest in the storyline of this add-on. After walking around the temple, Freya will invite us to tea in her village. It's a joke, but we'll still visit the village. There we will get acquainted with the local shaman Storn.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

From a conversation with him, it becomes clear that we need to learn a new cry and we have a new mark on the map: "Saering's Outpost". We go there and fight with the dragon and draugr, two trolls can drop into the light, so good luck. After killing the dragon, Miraak appears and absorbs his soul, and we are left with nothing. We learn the first word of the cry and go to break the first stone. After its destruction, we defeat the Lurker and return to the shaman with good news.

Stone Cleansing.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

Cleansing the Stones- the fourth quest in the storyline of this add-on. The shaman will ask us to purify the rest of the stones, there are four of them: the stone of water, earth, sun and beast. The scheme is simple. We arrive at the place, use the cry, kill the lurker and go to the next stone.

Path of Knowledge.

The Path of Knowledge is the fifth quest in the storyline of this expansion. The shaman will send us to Neloth for advice on the Black Books. We leave for Tel - Mithrin, it will appear on your map, and ask about the Black Books. Neloth will tell you everything he knows, and also tell you that there is one book in the Dwemer ruins of Nchardak, and he just has the key to these ruins. You will have to take it with you.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

There are local robbers near the ruins, which will not pose any particular problems. After the fight, we wait until Neloth opens the door, and we go into the ruins. Inside, a short and informative course of history about these ruins awaits us. Listen, yes. In order to get a book, you need to distribute the pressure inside the temple, and for this you need to pull the lever, and for this you need to lower the water, and to lower the water you need to put 4 cubes at once and pull the lever. That's it. You will find cubes after solving simple puzzles. After that, return to the main room, arrange the cubes and pull the lever. Fight the Dwemer guard and pull the lever. After that, return to the starting location and read the next Black Book. After reading, you will complete this quest and start the next one.

Gardener of the human race.

gardener of the human race- the sixth quest in the storyline of this add-on. After reading the "Black Book" in the ruins of Nchardak, we move to the Daedric realm - Apocrypha, where one of the Daedric princes - Hermaeus Mora rules. We make our way throughout the Apocrypha through the lurkers and the rest of the minions. After that, we will get to the "interview" to Hermaeus More. He will say that he can help in the fight against Miraak and teach us the last word with which to control the dragons, but for this he needs something in return. For example, the knowledge of the Skaal. We promise we'll talk to Skorn about it. After that, choose one of the three skills in the book. Having chosen, we find ourselves in the ruins of Nchardak, speak with Neloth and go to the Skaal village for a very important conversation. The old man agrees with all our arguments and then Hermaeus Mora appears - he kills the old man, since he cannot stand the transfer of knowledge, or maybe it was intended, who knows? And he teaches our Dovakin the right word.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

At the top of Apocrypha.

On top of Apocrypha- the seventh and final quest in the storyline of this add-on. Remember that book we received at Miraak's temple. We read it and mentally prepare for the battle. We kill the lurkers and the rest of the evil spirits in the Apocrypha, after that we get into a room with a puzzle. There are pedestals in it and you need to put books on them. The easiest puzzle ever. We put the book with tentacles on a pedestal with tentacles and so on. After that, we go further and kill two minions and fight with the arrived dragon. When he has little health left, use a shout to tame the dragon. We sit on it and fly to Mirak. Arriving at Mirak, we start a fight, although I thought there would be a conversation, but apparently, our patient does not particularly like to talk. The fight with Mirak takes place in three stages. After depleting ¼ of his health bar, he summons a dragon and consumes its soul. We beat him again, and he again calls the dragon and absorbs his soul. Now the third stage, we remove most of his health and then Hermaeus Mora appears and completes our work. We remove from Mirak his armor and an excellent sword. Now you can return to your world and accept congratulations from the Skaal, and also be glad that you are the only dragonborn in this world, or maybe not.

Dragonborn. Passage of the storyline


Dragonborn. Passage of the storyline

In May 2013, Russian-speaking fans of the TES series saw an addition to the fifth part of the game - Skyrim Dragonborn. In it, the developers offer to visit the island of Solstheim, get acquainted with new flora and fauna, explore many dungeons, and, of course, get involved in a dangerous and exciting adventure, the outcome of which will determine the fate of this place.

The first acquaintance with the add-on "Skyrim Dragonborn". How to start a quest?

When launching the game launcher, you need to make sure that there is a checkmark next to the name of the add-on in a small window. Without it, Dragonborn will not work. The further pace of development of events depends on how far the passage of the Skyrim game has gone. If the Greybeards have recognized the character as Dragonborn, he can safely continue to run, solving his problems and completing tasks. In the nearest settlement, he will be attacked, from which the quest line will begin. If the Path of the Voice quest is not completed, the hero can also enter the island, but the central plot of the expansion will not put the character in a vice until he receives the title of Dragonborn "officially".

Passage "Skyrim Dragonborn": preparation

If you are going to plunge headlong into the investigation of Miraak's crimes, you need to think about the things that the hero will fill the inventory with before being sent to the island. Solstheim, of course, has its own shops and artisans, but the choice of goods they provide is quite poor compared to the mainland. The flora is not diverse enough, so potions should be purchased in advance, because the passage of the Skyrim Dragonborn game is not an easy task. It is advisable to take with you the best equipment currently available and a few soul stones if the character uses enchanted weapons. The main thing is not to take anything superfluous, the hero will not receive his own house on the island soon.

Dragonborn

The passage of "Skyrim Dragonborn" begins with an unexpected attack on the character of a group of mercenaries in strange masks, throwing him in the face with the accusation that he is a false Dovakin. After repulsing the attack and searching the bodies, you can find a note on one of them, which says that the hero was ordered by an unknown person who signed Miraak, and the mercenaries came to the mainland from the island of Solstheim.

In the port of Windhelm there is a ship under the control of Gjalund. The hero must convince him to go to the island. Immediately after arriving at Raven Rock, Adril Arano will come out to meet you, inquiring about the purposes of the Dragonborn's visit to Solstheim. If you ask him about Miraak, the advisor will not be able to give a clear answer, but will only direct the character to the Earth Stone. In the indicated place, a bunch of local residents will be found, immersed in work and not noticing anything around. The elf Neloth will come out to meet Dovakin, who will send him to the temple of Miraak. There the hero will find even more enchanted inhabitants.

Temple of Miraak

From this moment on, the passage of Skyrim Dragonborn begins to gain momentum. In the courtyard of the Temple of Miraak, among the zombified workers is a woman, Freya. She makes futile attempts to convince her friends to stop building. Freya escaped Miraak's spell with a magical amulet, and her father, a Skaal shaman, protects the remaining tribesmen by maintaining a magical barrier. Together with a new acquaintance, the hero goes inside the temple.

This is not the only dungeon in Skyrim Dragonborn. Quests will make you immerse yourself in the enchanting atmosphere of unexplored ruins more than once. The Temple is filled with Miraak zealots, resurrected draurgs, and never-before-seen foes, Seekers. The location itself is rather large, but in general it is perceived and passed quite easily.

Shrine of Miraak

After searching the first part of the temple, the heroes find the Shrine of Miraak. Below is the Wall of Words, allowing Dovahkiin to learn the word of power "Dragon Incarnation". It is used according to the same rules as the talent, that is, no more than once a day. is essential in the Dragonborn expansion, completing the quest line without it is impossible. Using the ability, the hero gains increased hitting power, strong armor and powerful screams. As soon as he studies the Word, sarcophagi will open behind him, from which several draurgs of varying complexity will crawl out, among others there will be a particularly strong one - the keeper of the key. They can open a secret door hidden in the keeper's sarcophagus.

The further passage of the location is no different from the usual dungeon exactly until the moment when the heroes enter a round room, in the middle of which there is a pedestal with a huge and strange "Black Book". As soon as Dovakin reads it, he will be forcibly drawn into another dimension called Apocrypha, or in other words, the realm of the ancient Daedric prince Hermaeus Mora. Miraak will be waiting for him there. No matter how much the character wants to fight him, now he will be pinned to the floor by a powerful force, unable to move. The enemy will make a long speech, at the end of which he will kindly demonstrate all three Words of the previously studied cry, summon the dragon and fly away on it, leaving his minions to finish off Dovakin. Having experienced terrible torment, the hero will return to the room with the book, where an excited Freya will be waiting for him.

She will tell that the character was both in the hall and not at the same time, it was possible to look both at him and through the hero. The completion of the quest will be sending to the Skaal village, to the woman's father.

The fate of the rocks

It only becomes more interesting to play Skyrim Dragonborn. "The Black Book: Awakening Dreams", the passage of which almost killed the hero, arouses Storn's interest. He makes the assumption that Miraak can only be defeated with the knowledge that the first Dragonborn possesses. The character needs to go to Syring's Outpost and learn the "Bend Will" shout, which can be used to release the Wind Stone.

Before removing the curse, it is worth preparing for the battle. After using the shout on the Wind Stone, a new and very vile enemy will appear, called a lurker. Enslaved Skaal will get rid of the spell and go home, and the elder of the settlement will tell you how to find and defeat Miraak.

Cleansing stones

Further passage of Skyrim Dragonborn is impossible without completing this simple, but very annoying quest. The essence of the task is to purify other sacred stones existing on the island: Earth, Water, Sun and Beast. The algorithm of actions is the same as in the case of the Wind Stone.

path of knowledge

The only way to defeat the first Dragonborn is to get the secret knowledge hidden in the pages of the Black Books. One wizard from the Telvani settlement, Neloth, was just interested in them. This time, the Skyrim game will surprise you in a very pleasant way. The passage of this quest promises an exciting adventure in the sunken city of the Dwemer.

Having reached Tel Mithrin, one of the settlements of the island, the hero must head to the main tower, where Neloth lives. He will tell that he knows where the “Black Book” that interests Dovakin is located, in which he had already been before, but did not have the opportunity to explore completely.

Together with the wizard, the hero will go to the ruins of the city of Nchardak. It was built by the ancient and, unfortunately, extinct civilization of the Skyrim game. The passage of the location begins with the attack of the robbers who have chosen the surface of the ruins. Dovakin's companion, fortunately, fights very well. After the battle is over, you should go to the building with the dome. Entrance to it is impossible without a special cube, but Neloth had already visited the city before, so he took one with him. By placing the artifact on the pedestal, you can continue the adventure. The first room that the satellites enter will be the reading room, in the middle of which, under the glass, the desired book is located. But it is impossible to get it at this stage of the game. The wizard assures that it will be possible to get the artifact if the steam boilers are activated.

To do this, Dovakin, along with Neloth, will have to solve many puzzles.

gardener people

The extension is almost complete. How to start the quest "Dragonborn: gardener of people"? To do this, you need to cope with the puzzles of Nchardak and read the Black Book. In the Apocrypha, Dovahkin will be met by the Daedric prince himself, he will offer him to quench his thirst for knowledge and use the huge library. The Daedra was fed up with Miraak's desire to escape from his control, so he decided to help the hero deal with the first Dragonborn.

Such locations have never been seen in the game "Skyrim". The passage of the "Black Book" is carried out by moving from one chapter to another, the process itself is simple puzzles and a battle with the local inhabitants, despite the permission of Hermaeus Mora, who are extremely hostile to the character.

Having reached the last book, Dovakin again meets the prince of deceit and knowledge, he forces him to make a deal - the second word of the “Submission of the will” cry, without which it is impossible to defeat Miraak, in exchange for the secret knowledge of the Skaal. Storn will only agree to help if the hero has completed the Purification of Stones quest. The shaman will take the Black Book from the character's hands and read it, before throwing the phrase that there is nothing special in this knowledge, but the ancestors carefully passed it on from one generation to another, and the curious Hermaeus Mora, who devoted his life to collecting various information, could not endure this. The Daedric Prince will kill Storn in the process of absorbing knowledge, but in return will reveal to Dovakin the last word of the Scream, granting him the ability to subdue the dragons.

On top of Apocrypha

This is the last task in addition to the game "Skyrim". The passage of the quest begins after reading the Black Book "Awakening Dreams". As in the previous task, the hero will have to move through the location, solving puzzles and fighting lurkers and seekers.

The first chapter of the book raises no questions, but in the second, everything is much more complicated. You need to climb the stairs and take the book "Infinite Limbs" from the pedestal, and only after that go to the third chapter. If you miss this small detail, you can get stuck in the passage of the chapter for a long time. The environment is more like a labyrinth. Passing through the level, it is important not to miss the books: "Plunging Claws" and "Peeping Spheres".

Moving on to the fourth chapter, the hero must go down the stairs. In one of the corridors, an unexpected meeting with local residents awaits him; after their death, another corridor will appear. Exploring it, one must not lose sight of the latest book, Toothy Blades. Now you can safely move on to the fifth chapter without fear of not picking up important items.

In a huge hall, Dovakin will meet four pedestals decorated with drawings. On them, you need to place the previously selected books. "Plunging pincers" to the corresponding cartoon. "Peeping spheres" for the drawing of the eye, "Blades" for the image of the mouth open in a grin, and the last one for the symbol of tentacles. A book will appear in the center, sending the hero to the sixth chapter.

Dovahkiin can only be subdued with help and immediately learn how to ride a winged monster. In the game, the lesson will be shown only once, so you should carefully remember the dragon control buttons. The hero will have to fight with several seekers, this can be done on the back of a reptile. After that, Sarotar will take the Dragonborn to Mirak, who has prepared for battle. The enemy enlisted the support of two dragons, but in the battle they will have a very mediocre participation.

Each time the enemy is close to defeat, he gains invulnerability, during which he restores health by absorbing the souls of reptiles, first those that he summoned himself, and then Sarator. When there is no one to sacrifice, you can safely increase the pressure. This time, after Miraak's health drops to a critical level, Hermaeus Mora himself will appear, wishing to personally get even with his former subordinate. Before dying, the first Dragonborn will wish the hero a repeat of his fate.

This episode puts an end to the Skyrim Dragonborn add-on. The passage of the quests of the central storyline is completed. However, this is not all the surprises of the island. Walking around Solstheim, you can find many interesting tasks, as well as Black Books, the reading of which will bring Dovakin many useful abilities. In the Raven Wing, you can start investigating a crime. At first glance, an innocent and quick quest turns into a series of intricate incidents that the hero will have to face. As a reward, he will receive a house on the island and a quarrel with the Dark Brotherhood of Morrowind. Many dungeons will please with generous treasures and new Shouts.