Passage of tasks Companions The Elder Scrolls V: Skyrim. Companions - the passage of Skyrim The end of the quest companions

The Companions are a caste of Skyrim warriors that have existed for five thousand years since their founding by the legendary Ysgramor. A base called Jorrvaskr was built next to Heavenly Forge, giving the weapon forged in it "heavenly" power. A whole city was soon founded around Jorrvaskr - Whiterun.

You can meet the Companions fighting the giant at the Pelagio Farm near Whiterun, right on the road from Riverwood to Whiterun.
About the introduction, you need to talk inside Jorrvaskr with Kodlak Whitemane.

To arms
Before joining, you will be checked for professional suitability. Go out into the yard after Vilkas. Hit his shield, that's the whole test. You will immediately be used as an errand boy. Head up to the Skyforge and speak with Jorlund Greymane to give him Vilkas's sword to sharpen. Yorlund himself will ask you to carry the shield for Aela. After that, Farkas will show you the dormitory.

Bully on call
Farkas will send you to deal with Skulvar Blackhandle at the Whiterun stables. Defeat him in a fist fight. Report to Farkas on success.

Trial of Valor You need to talk to Skjor. First major assignment. He wants you to retrieve a piece of Wuuthrad, Ysgramor's Axe, from the Ancient Cairn dungeon. Talk to Farkas and go to the place. Awakened Draugr await you inside. In one of the rooms, next to the throne room, there will be a lever on the table (if you see the lever on the wall of the corridor, then you have already missed the room). He will close the bars behind you, and outside Farkas will be attacked by the people of the "Silver Hand". A very "woolly" skeleton will open in the closet of the Companions. This is probably why the Silverarms have silver weapons. They will continue to meet you. You must reach the Ancient Crypt. There, the battle between the draugr and the "silver hands" is already in full swing. The key to the iron door is in the same room, in a chest on a pedestal. Next will be rats, and then frost spiders. Finally, you will reach the hall with a new word of power and the desired fragment. Draugr will not like his kidnapping very much, there are several dozen of them. Absolutely insane fight. You can return to Jorrvaskr. You are already waiting in the yard. You are now officially one of the Companions.

An entry will appear in the MISCELLANEOUS section: Talk to Companion leaders about quests.
There are four to choose from:

Skjor: family heirlooms
Thieves have stolen a heirloom from a family in Falkreath. It's hard to say for sure how random this quest is. I was sent to the Divided Gorge to retrieve the ebony sword. It is possible that you will be sent to another place and for something else. The cave will be inhabited by mages. The sword was found in a chest next to the wall with a new word of power. And on the table is one of the Stones of Barenziah! Return to Skjor and hand over the heirloom.

Vilkas: Rescue of the kidnapped

You will be sent to find the kidnapped people. Location and names are likely to change. I was sent to the Retreat of Rannveig for Alem. There, ghosts were waiting for me, forced to fight against their will. If you joyfully rush for a new word of power, you may not notice a trap on the floor with a funny action. You can do smarter - go down through the passage on the left. Kill the kidnapper. On the table you can find one of the Stones of Barenziah! Talk to the victim of the kidnapping, now she will follow you to the city. Say goodbye to her and report to Vilkas. Ayla

Aela the Huntress: Pest control

You need to clear one cave from living creatures. In my case, it was Pine Peak Cave and a cave bear. Return to Aela.

Farkas: Bully on call

You need to beat a particularly violent visitor to the tavern. Just select the "fight" option in the dialogue. In my case, the "lucky one" was Stenwar of Windhelm. After the victory, return to Farkas.

Now you need to talk to Skjor about work. Any other character will still send you to him.

Silver Hand

Skjor wants to meet you at the Underforge, which is located directly below the Skyforge. At night, find him on the stairs at the entrance. After Aela passes, talk to Skjor and you can enter. So, you have to become a werewolf. Drink from the Underforge Chalice.
Now you are a real werewolf! However, despite the fact that the whole city is attacking you, there is no point in killing all the characters. Of course, it's up to you. You just need to hold out for a few minutes, since your speed allows you not to get hit by arrows. You will wake up somewhere in the forest, completely naked, but you have all your belongings with you, get dressed. Aela will tell you that you are on your way to hunt down the werewolf-haters, the Silver Hand, who have camped at Fort Gallows Rock. Judging by the bodies of the werewolves, these hunters are not as mediocre as they seemed at first meeting. In the end, you will have to kill Krev the Skinner, who brought a lot of trouble. Unfortunately, you will find Skjor dead.


Strike to the heart

It's not the time to grieve, it's the time to take revenge. You need to go to the cave of Orotheim, which is located near the waterfall, in order to kill the Leader of the "Silver Hand". Return to Aela.

Until you have accepted a new task from her, you can complete one of the Companions left by other employers, described above.
Blood and Honor
Talk to Aela. She will say that Kodlak Whitemane wants to see you. Sit on the chair opposite him. At the end of the dialogue, he will ask you to kill the Glenmoril witches and bring their heads to him. Go to Glenmoril Coven. One head is enough, but (optionally) you can kill all the witches in the cave.
Return to Jorrvaskr, which was attacked by the Silverhands. Vilkas will meet you inside and say that Kodlak was killed and all the fragments were stolen.

cleansing revenge
Travel with Vilkas to Fort Driftsteid to retrieve the Wuuthrad Shards and avenge the attack. Additionally, you can kill all the representatives of the "Silver Hand". There are a lot of soldiers in Driftstein. You need to go down to the basement. From the basement, through another door, go upstairs. You will find the wreckage on the table. Return to Whiterun.

Last debt
You need to attend the funeral of Kodlak Whitemane, which will take place near the Skyforge. Jorlund will take the wreckage of Wuuthrad from you. And he will also ask to bring the last fragment that Kodlak kept in his chambers in Jorrvaskr. Also on the coffee table you will find Kodlak's diary. Return to Jorlund and hand over the last fragment. Now go to the Lower Forge. Decided to go to Ysgramor's Tomb. You will be given a reforged two-handed ax Wuuthrad, which is the key to the tomb. The place can be easily reached from Winterhold if you go under the bridge. Vilkas, Farkas and Eila are waiting for you inside. Activate the statue to set up the ax in its rightful place. The road inside will open, Eira and Farkas go with you. You are greeted by the ghosts of those who are buried with Ysgramor. When spiders loom ahead, Farkas will refuse to continue on his way. Gradually, the ghosts will become more and more powerful. At the end, talk to the ghost of Kodlak. Activate the Flame of the Harbinger to throw the witch's head into the fire. Looks like it's not in vain that you've been dragging decaying and stinking remains for so long. The Wolf Spirit of Kodlak will appear, the same one that he saw in a dream (you will understand what it is about if you read his diary), and which you must overcome. Talk to the rescued Kodlak.
TNow, in order to recover from lecanthropy and stop being a werewolf, you can throw the head of a Glenmoril witch into the Harbinger's Flame and defeat your wolf spirit.
In the chest, if you climb a little higher, there will be the Shield of Ysgramor. Also at the exit you can pick up Wuutrad if you suddenly need it.
You can also find an additional way out of the tomb. Climbing up the stairs, you will learn a new word of power.

Now in the Sky Forge there will be new opportunities for forging. All members of the Companions can become your companions. The Harbinger's Room (the one Kodlak lived in) is yours. And finally, you can complete the tasks of the three remaining members of the Circle.

After completing several tasks for the Companions, you will be able to receive personal tasks from them.
In search of a dragon
Vilkas wants to kill the dragon. You should go with him and fight the flying creature. You can also complete a similar task from Farkas.


cleansing

When you have the head of the Glenmoril Witch with you, talk to Vilkas. Vilkas wants to be cleansed of lycanthropy. You will need another head of the Glenmoril Witch. Travel with Vilkas to Ysgramor's Tomb. Throw your head into the same Harbinger Flame and fight the Wolf Spirit. Then talk to Vilkas.
You can also complete a similar task from Farkas.

P.S. If, after killing the Wolf Spirit, the follower does not start a dialogue, enter "setstage CR13 100" in the console, case-sensitive and without quotes.

Companions- a group of mercenaries, soldiers and fighters who enter into private and public contracts with the people of Skyrim. They supposedly continue the tradition of the Five Hundred Companions of Ysgamore. Companions fulfill the same role as the Fighters Guild in other parts of Tamriel. The stronghold of this group is located in Whiterun, in the hall of Jorvaskr. The most privileged members are part of the so-called "Circle of Jorvasskr", and their leader is known as the Harbinger, the "harbinger of all of us" is the only true leader of the Companions. Each subsequent leader is chosen after the death of the previous one.

Jorrvaskr

Jorrvaskr- the main sanctuary and home of the Companions is located near the Dragon's Reach, in the upper part of Whiterun. This is a very ancient and revered hall, where several generations of Companions have changed. According to local legend, Jorrvaskr is the oldest building in Whiterun. It stood alone on a mountain while the city was built around it for centuries. Jorrvaskr consists of a main hall where the Companions eat and lower levels where recruits and members of the Jorrvaskr Circle live.

Outside, we can see the training ground, and nearby the Upper Forge, where all weapons are forged. A huge, ancient forge, guarded on a mountain, reaches for the sky. Beneath it is the ceremonial hall, also known as the Lower Forge, which is not open with rare exceptions.

Introduction

In order to join the Companions, you need to speak with Kodlak Greymane, who is located in the main hall of Jorrvaskr.

Companion Quests

  • To arms- Introduction to the Companions.
  • Trial of Valor- Participate in your own initiative.
  • Silver hand- It is necessary to massacre the werewolf killers.
  • Blood Honor- Get the Heads of the Glenmoril Witches.
  • cleansing revenge-Get the Wuthrad Fragments.
  • glory of the dead- Fight the final spirit.

Advantages

  • Trainers-Masters in Blacksmithing, Heavy Armor and Two-Handed Weapons.
  • Expert Trainers in One-Handed Weapons, Blocking and Archery.
  • Possibility of becoming a Werewolf.
  • Access to Skyforge iron weapons and Wolf Armor.
  • The ability to upgrade the Upper Forge to forge Ancient Nordic Armor and Nordic Hero Weapons.
  • Several Companions will become possible companions after completing the quest line.
  • Fellow trainers train for free.
  • Ability to obtain Shield of Ysgramor and Wuuthrad.
  • Endless provisions for completing quests.
  • Becoming a faction leader
  • Once you complete the questline, you will become a Harbinger in place of the deceased Cadlak Greymane. This will give you the ability to control most of the Companions, and you will also be able to forge Ancient Nordic Armor and Nordic Hero Weapons at the Upper Forge.

Fighters Guilds do not exist in Skyrim, but they are replaced by the Companions. Companions are valiant warriors who are ready to give their lives for honor. Some of these valiant warriors have a special "gift" that gives them great strength, thanks to which they can kill crowds of enemies alone.

According to legend, the first Companion was himself Ysgramor, who then gathered an entire army of five hundred associates and after the fall of Saarthal and killed thousands of elves. And from that time begins the history of the great Companions, who do special work for money, kill various animals, look for escaped prisoners and protect people.

How and where to find Companions in Skyrim

You can find allies in Whiterun. Their "headquarters" is located near the sky forge, and this festive hall is called "Yorrvaskr". There the Companions train, feast, and live. Every associate is unique warrior, and most importantly, the Companions do not have any leaders. There is only a harbinger who can only give advice on what to do. How they managed to hold out for so long without leaders is unknown.

And so, in order to join the ranks of the Companions, you need to send them to their headquarters and go down to the harbinger room. After that, you should talk with the harbinger, pass a test of strength and strength, that is, fight with a respected member of the comrades-in-arms, after which perform various tasks, which will be given by experienced associates.

family heirlooms(orig. Family Heirloom) - Companions faction quest in the game The Elder Scrolls V: Skyrim.

Brief walkthrough

  1. Talk to Skjor;
  2. Get to the location and pick up the necessary thing;
  3. Return to Skjor for your reward.

Description

  • Steel Warhammer, Glimmermist Cavern, Kagrenzel;
  • Iron Sword, Serpent's Bluff Bulwark;
  • Glass sword, Ansilvund;
  • Iron Axe, Cold Wind Pond;
  • Glass Mace, Fellglow Keep;
  • Steel Sword, Frost Beacon;
  • Steel Axe, Honey Cave, Brokenhelm Hollow.

Notes

  • If the location was cleared before taking the quest, then you will either have to wait 30 in-game days from the moment the location was cleared, or use console commands. To update the interior of a location with all items and creatures, use the resetinterior [location code] command. Location codes can be found in articles about them.
  • If Skjor is already dead, this quest goes to Vilkas.

Quest stages

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

Setstage CR06 stage

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

Heirlooms (ID: CR06)
StageDiary entry
10 One family living on the property valuable item was stolen. They think the thieves took her to their lair ). I need to return it to them.
(Quest updated):: you need to pick up the stolen from there ( )
20 I managed to return the stolen item ( ) to a noble family living in the possession .
(Quest updated):waiting for me with a reward
200
250
The stage marked in green corresponds to the successful completion of the quest, and in red - to its failure.
The following stages have been omitted as they have no description or meaning: 0, 1, 100.

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.

passage

Companion Quests
Main plot Talk to the leader of the Companions To Arms Trial of Valor
Silver Hand Blood and Honor Cleansing Vengeance Last Duty
Radiant quests

In their free time, the Companions fight each other. Beat your own so that strangers are afraid!

Brave men, warriors, desperate slashers and biters - this is how the Companions appear before us. They are tough but friendly. They live in Jorrvaskr's longhouse in Whiterun, but perform missions throughout Skyrim. They are great fighters and have a lot to teach us. For them, the best blacksmith in the entire province makes weapons and armor. However, the Companions keep aloof from the public, and for good reason - the "inner circle" of the Companions is completely "gifted" with lycanthropy. Shaggy and toothy beasts - this is not the most common guild of warriors.

Quests for the Companions are not just a chain of tasks, like, for example, mages. To receive each subsequent task, the hero must first complete one random one generated by the Radiant Story system. This approach diversifies the game, but opens the way for unpleasant bugs that can tightly shut up the line of Companions. Therefore, playing for this team, make it a rule to save at least after each story quest. If a random quest turns out to be impossible - boot up and take another one.

THIS IS A BUG: also note that you probably won't be able to fully recover from the acquired lycanthropy from the Companions. The hero's ears will remain hairy, and the wolf's grin until the end of his days. If you don't want to constantly listen to the guards' comments about the hair on the ears and the smell of the dog, think twice before starting the quest "Silver Hand" (it just gives lycanthropy).

Most likely, you will learn about the Companions by completing the quest "Before the Storm" from the main storyline. In the suburbs of Whiterun, at the Pelagio farm, you will meet a group of warriors kicking a giant. They will tell you that there are such Companions and they live on that hill, in the “long house” of Jorrvaskr.

ADVICE: it's best to get rid of the companion before going to Jorrvaskr. There will be satellites there, and the likelihood of unpleasant scripting bugs will be much less.

To arms

"I am not afraid of you!"

Upon entering Jorrvaskr for the first time, you will witness a fistfight between two of its inhabitants. After clarifying the relationship, the Companions will unanimously send the hero to the basement, to the Harbinger (as the elder is called here) Kodlak. He, in turn, will offer you to arrange a fight with Vilkas to find out if we have enough strength.

The fight itself is not difficult, since it is designed for a hero of early levels. Magic cannot be used in it (enchanted weapons are also undesirable). It is important for a strong hero to balance the blows so as not to inadvertently hit Vilkas when he has already given up - in this case, trouble awaits you.

After the battle, we will be sent with a postal quest to a nearby cliff, to the Sky Forge to Eorlund Gray-Mane, and then back with another postal quest. Farkas will show the bunk where you can now rest, and this will complete the task.

Trial of Valor

Skjor is looking for us with a task - to look into the Ancient Cairn and find a fragment of Vugluskr there ... that is, excuse me, Wuthrad - the legendary ax owned by Ysgramor, the ancient leader of the Nords who came from beyond the sea. Our companion will be Farkas, a fighter with a two-handed sword (his companion, if any, will have to be released for a while).

FOR YOUR INFORMATION: if you started the quest at a high level, be prepared for difficulties. The enemies will be strong and Farkas will be weak. Do not let him forward, guard and try not to hurt him.

The unexpected will happen very quickly - the hero will be locked in a trap, and Farkas will have to reincarnate in order to help him out, thereby revealing the secret of the Companions' lycanthropy.

When you get to the Ancient Crypt, things will take an interesting turn. First, you will encounter an original hunter, standing in a sarcophagus with crossed arms and representing a draugr. Secondly, you will find a huge hall (the key to the entrance is in a chest near the door), and there is the word of power "Fire Breath" and a fragment of Wuuthrad.

Of course, one has only to take a piece, as the inhabitants of the sarcophagi, led by a strong leader, will begin to press on us. It is best to fight them off standing on the table where you took the fragment - this way it will be more difficult for the draugr to reach you.

The exit from the cairn is behind the stairs, from where the undead came running. Upon our return, we will have a conversation with Vilkas and a solemn ceremony of admission to the Companions.

Silver hand

In the role of an honorary donor - the huntress Eila.

And again, you will have to complete a random task. Having made it, return to Jorrvaskr. Skjor is looking for us again, but now he offers to meet under the cover of darkness at the foot of the Forge. Yes, you guessed it right - we are waiting for the rite of passage into werewolves, the Trial of Blood. Until the hero agrees to him, he will not see a career in the Companions.

After the huntress Eila becomes a werewolf blood donor for us, it is undesirable to run around the city - the public and the guards will not appreciate it. You can return to the Lower Forge and escape through the second exit, or simply wait until the effect wears off.

FOR YOUR INFORMATION: Lycanthropy grants strength, speed, agility, and powerful strikes. However, the effect of turning into a beast ends quickly if not lengthened by devouring corpses. You can flip once a day. Ring of Hircine (quest from the Daedra Lord of the same name) gives you the ability to transform twice. In the form of a werewolf, a duffel bag does not work, you cannot use weapons and spells. Everyone hates the Beast, but this will not hurt the reputation of the hero, unless he transforms in front of everyone.

The hero again loses consciousness and wakes up far from Whiterun, at the Gallows Rock, where the same Aela incites him to the Silver Hand fortress. Inside are the hunters and the werewolves they captured. It is undesirable to free the captive werewolves - they will attack us.

The leader of the hunters is Krev the Skinner. Kill her and advance on a new random quest from Aela.

FOR YOUR INFORMATION: now, to take the next story task, you need to do two random quests.

Blood and Honor

Witch of Glenmoril. Already with feathers and claws, but not yet flying.

Once again, Harbinger Kodlak calls us. He found a way to cure the lycanthropy that the Glenmoril witches had given to the Companions three hundred years ago. The secret is in the witches' heads. They must be collected and brought.

Witches live in the Glenmoril coven. It is arranged simply - one entrance and five branches. In each - one witch (technically, these are soothsayers). Some witches are guarded by trolls, others wander the cave on their own.

THIS IS A BUG: if you want to heal yourself, you need two witch heads. If you want to cure all the werewolves - four. It is very important not to take extra heads “on board”, because then you will not be able to throw them out of your duffel bag, and carrying unused heads with you forever is a pleasure for an amateur.

Returning to Jorrvaskr, we will find that the headquarters of the Companions was attacked. Vilkas will fill us in on the details (Kodlak is dead, all the wreckage of Wuuthrad has been stolen) and will immediately issue the next quest.

THIS IS A BUG: the end of the quest is very dangerous for stuck scripts, so save before heading back to Whiterun. Most reliably, the plot can shut up if the hero takes the quest to find the helmet of Winterhold from the jarl there. Make sure you don't have this quest (it's already very buggy, by the way).

cleansing revenge

"Silver Hand" at the sight of a werewolf says: "Rrraarr!" What else can you say?

The fallen leader must be avenged. Together with Vilkas, we go to Driftshade, which is far to the north, and we clean it from the Silver Hand in order to take pieces of the legendary ax from the table at the end of a long journey.

FOR YOUR INFORMATION: Vilkas is also rather weak at high levels - moreover, to such an extent that a single blow can lead him to the state of "I'm lying, and I'm not feeling well."

Our enemies here will, of course, be the hunters of the Silver Hand, and only they.

Last debt

So the wide furnace of the forge came in handy.

The first part of the quest is farewell to Kodlak. It will be solemnly burnt on the blacksmith's furnace. After the ceremony, the blacksmith Eorlund will catch us and ask us to bring the last fragment of Wuthrad from the room of the former Harbinger in order to try to reforge it. After that, he sends us to the Lower Forge.

There is a dispute about whether it is possible and necessary to fulfill the last will of Kodlak and heal his soul from lycanthropy so that it can enter the banqueting halls of Sovngarde. The result will be disappointing: in order to try to cleanse the soul of the leader, you need to look into the tomb of Ysgramor, and the key to it - that same ax of Wuthrad - is broken.

“But no!” - says the blacksmith and enters the room with an ax at the ready. He still managed to reforge it, and now everyone goes to the tomb, which is on an island northwest of Winterhold. Inside, give Wuuthrad into the hands of Ysgramor (then you can pick it up and use it) and step into the interior.

In addition to the rats and spiders common to moldy tombs, we will be greeted by the ghosts of the deceased Companions. They will not greatly annoy us, because they are not enemies to us, but simply want to test our strength. Partners can easily deal with them.

At the end of the path, you will find Kodlak and after a conversation, throwing the witch's head into the blue flame, you will defeat the ghostly wolf that jumped out, thereby sending the old Companion to Sovngarde. The focus can be repeated by healing yourself, Farkas and Vilkas. To do this, they must be assigned as satellites and brought to the blue flame. Eila is useless to drive - she likes to be a werewolf. Before leaving the dungeon, don't forget to take Ysgramor's shield from the chest.


The deed is done - the reforged Wuuthrad ax can be taken and used.

You are now the Harbinger of the Companions. Their random quests are open to you, you can take them along as companions and even take them as husbands and wives. In the Sky Forge, you can forge new weapons and armor. Weapons will appear in the new "draugr" section, and armor - in the Daedric one (and forging it will require the ability to handle steel).