House, design, renovation, decor.  Courtyard and garden.  With your own hands

House, design, renovation, decor. Courtyard and garden. With your own hands

» Elder Scrolls V: Skyrim, The. Storyline The throat of the world quest does not start

Elder Scrolls V: Skyrim, The. Storyline The throat of the world quest does not start

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 character - choose race, gender, appearance, etc. Having chosen the same name for our hero, we are led to execution, but the dragon that has arrived spoils the plans of the Imperials, as a result of which we are saved from this fate.

The character editor has improved markedly. You no longer have to delve 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 go up the stairs. Through the newly appeared break in the wall, we jump to the attic of the neighboring house, from where we go down to the ground and meet Khadvar. Together with him we are heading to the fortress, and, not paying attention to Ralof, we go inside. Khadvar frees our hands from the rope and invites us to rummage through the chests. We take everything that we find and follow him further along the dungeon, destroying the Stormcloaks along the way. Passing through the old pantry, we take away all the potions, after which we go down to the torture room. Having searched the bag on the table, we find the master keys in it. With their help, we break open the lock on the grate with the dead magician inside and take away valuable items from there. Following further along the cave, we leave to a large cluster of Brothers of the Storm. We destroy them, we pull the lever and we pass further along the bridge. There is no way back, you have to go along the stream, which will lead us straight to the spiders' den. Having dealt with the vile creatures, we go further along the cave, destroy the bear and go out to the vastness of Skyrim.

Before the Storm

Everything, we are free and free to do whatever our heart desires. Hadvar invites us to go to the neighboring village of Riverwood, where his uncle the blacksmith 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 invasion of the dragon, after which he offers to urgently inform the Jarl of Whiterun, so that he would send 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 willingly 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 Ayrilet, who will not like our impudence. We tell her everything as it is, after which we approach Balgruf the Elder. We inform him about the dragon, without mentioning about the Petrel and our uncompleted execution, he does not need to know about this. He will send a detachment for Riverwood, and we will give some assignment for his court magician.

If you haven't got goosebumps now, then I envy you.

Windy peak

We leave with the Jarl to Farengar. He offers us to get the Dragonstone from the Temple of Windfall Peak. We agree and go to the temple, which is located on the top of the mountain. If you have problems with climbing the mountain, then open the map, where you can clearly see where you can climb, and where it will not work. As a result, having climbed the mountain and having dealt with the guards, we penetrate into the temple. We destroy two bandits, overhearing the conversation of which you can get a secondary task, and follow further along the cave using a map of the area. We leave into a small hall, where we destroy the robber. It is not worth pulling immediately on the lever in front of us. 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 you switch the lever, poisonous arrows will not fly at us, but simply the way will open further. We turn left and go down spiral staircase way down. We pass a little forward, turn left, make our way through the cobweb and meet a huge frosty spider. Having dealt with him, we release the poor man who has fallen into the web, after which he escapes. We pass further, where we find that very fugitive dead - it serves him right. We take away the golden claw from him and follow on. We run through the blades and go down into the tomb, teeming with draugrs. We leave from it to a small river. We pull the chain near the lattice 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 Shrine of Windy Peak. Once inside, we pass the trap in the form of all the same blades, destroy three draugrs, go upstairs and pass along the bridge to 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 place 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 - owl. We rotate the claw, after which the door will open. We pass inside into the sanctuary. We approach the dragon slab with a sign and study a new ability, after which Draugr the Lord will come out on us. Having dealt with him, we take the Dragonstone from him, climb the path up, pull the handle to open a secret passage, and get out of the cave. We return to 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 unfortunately, a dragon was spotted nearby. Ayrilet calls us to Jarl Balgruf to discuss this event. We go up to the second floor, where we get a reward for the Dragonstone we found, as well as news in the form of buying houses in the city. But, the dragon will not wait, so we are heading for Airylet to the western watchtower, where the fire-breathing 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 delighted this event, we return to Balgruf and report on the completed assignment. We receive a reward in the form of the position of Thane Whiterun, our personal housecarl and the weapon of Balgruf himself.

As it turned out a little earlier, we are Dovahkiin. 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 leaving Dragon's Reach, we will meet our huscarl - a pretty girl named Lydia. We take her with us and go to the Greybeards. Crawling along endless slopes, we finally reach the village of Ivarstead. We pass the river over the bridge and climb the highest mountain of Skyrim - Hrothgar, where the Greybeards are. On the way, we will come across the Ice Troll, which is able to heal wounds and restore health. The best remedy fire is against him. As a result, having reached the top of the mountain, we go to the temple, where we meet Arngeira. He asks to demonstrate our voice. Well, we turn to face him and use the Scream, 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 strength on the floor and absorb it. Next, we absorb energy from Einart and demonstrate our increased Shout power on illusion mages three times in a row, while holding the voice key. Now you need to learn a new power from Master Borri. To do this, we follow him into the courtyard and stand on a sign on the ground. Having absorbed the power from Borri, we demonstrate to Arngeir the new ability "Swift Dash", as Wulfgar did. To fully complete the tutorial, you need to get the horn of Jurgen, the Windcaller. We take on this assignment.

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

Horn of Jurgen

This item is found in Arngeir's Tomb in Ustengrev in the Hjalmarch Marshes. It will take quite a long time to get there, so if you have already opened 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 are done with the local bandits and go into the tomb. Inside we see a clash of necromancers and bandits. The necromancers, having done their job of exterminating the bandits, will attack 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 to get out. As a result, we get to the door, which leads us into the depths of Ustengrev. 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 into a small cave. In due time, she will lead us into another huge open cave, at the bottom of which even fir trees could settle. By the way, it will also be possible to study the new Creek there. Nevertheless, we pass over the bridge and leave to the passage, which is closed by three bars. There are three stones directly in front of them, each of which opens its own grate. We stand in front of them, select the Scream "Rapid dash", run between the three stones and use the Scream to "fly" under the gratings until they have time to close. Also, this Scream will have to be used when we pass through the plates with fire traps. After them, we destroy the frosty spiders, break through the Putin and open 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 allegedly 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 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 the Dolphin, 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 and not to see. After waiting a little, Dolphin looks at us, who 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 assignment, let's complete the current one. We return to the mountain to the Greybeards and return 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 withstand the last test. This completes the task.

Dragon in natural environment habitat.

Blade in the dark

We return to Dolphin to find out what she needs from us. We go into the room, close the door behind us and go down behind the Dolphin into the secret basement. She asks us to kill the dragon, which should be reborn soon. In return, she will give any information of interest to us. It's not a bad offer, and we don't know much about the Dragonborn. The dragon will appear in the Grove of Keene, we can go there ourselves, or we can together with Dolphin. Ultimately arriving at the place, Iddra meets us and says that the dragon has already been here and flew out of town. We head there and see how he hovers over the forest. Imperceptibly we sneak up to the stone together with Dolphin and see that this is the same black dragon that attacked Helgen when we were almost executed. He hovers in the air and summons another dragon, Saloknir, to life. We kill a freshly baked dragon and absorb his soul, after which Dolphin begins to completely believe us that we are Dovahkiin. We ask her about everything we want to know, and we learn 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 dragons of the same kind. Delphine suspects that the Thalmor are behind this, but for the information to be confirmed, you need to get to the Thalmor embassy. She gives us the key to her tavern and suggests waiting for her there to find out the further plan of our situation. Arriving at the place, we go down with Dolphin to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet her liaison elf named Malborn at Laughing Rat in Solitude. This city is quite far away, so we move to the good old Ustengrev and from there we follow to 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 the Katla farm, where we will later meet with Delphine. 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, tk. with their belongings are not allowed there. Now it's time to meet with Dolphin in the stable of the Katla farm. When we meet, she will give us a smart suit that we need to put on in order to go to a guest at the embassy. She also needs to give all our things. When everything is done, we sit in the cart and set off for the evening. Upon arrival at the place, we show the invitation to the Thalmor soldier and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malbourne and give a sign that it's time to run away from here. But first we need to do something that will distract 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 sits on a bench and waits for him to be served a drink. As a token of gratitude, he is ready to arrange a small rowdy that will help us escape unnoticed in the evening. We approach Malbourne and hide from the holiday. We pass to the kitchen, from where we wrap into the pantry and take 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, tk. Malbourne will stay for the evening. It is a matter of principle to sneak or not very much past the guards, the goal is still the same - to find Elenwen's room, where the information we need is located. To do this, go up to the second floor and go out into the courtyard. Here is Elenwen's private quarters. We penetrate inside, eliminate the security and search the box in the ambassador's office. We take from there the key and all the records that are there. After reading the note about dragons, we go downstairs and open the door to the dungeon with the key. We find there the second box, which contains the records of Esbern. After reading them, we destroy the soldiers and take the key from the hatch. We open the hatch and go down into the caves, where we go back into the vastness of Skyrim. We return to Riverwood to Dolphin and tell her that 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. Rat cornered

Brynjolf, the type who will help 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 we go inside. You don't need to have a lot of eloquence to convince a guard. Entering the city, we look at the market and find Brignolf. If he is not there, then you need to wait until the day. This greedy individual invites 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 jurisdictional case and let Brinjolf know. We wait until the people from the market crowd in front of him, and we ourselves imperceptibly sneak up to the shop window, here in the market, and, having broken the lock, we steal the ring. If we fail to break the lock, or they will notice us, 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 all the same Esbern, and for this we are heading to the "Rat hole", the entrance to which is located under the market. From there we make our way into the "Rampant Flask" and there is the bartender Vekela Voin. For a fee, he will tell you that Esbern can be found in the Rat Hole in the Anthill. We are heading towards him, 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 Dolphin, and to make him believe, we tell him her words “Remember the 30th Beginning of Frost”. 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 make the old man happy, because we are the Dragonborn and can stop Alduin.

Alduin's Wall

We need to escort Esbern to Dolphin. To do this, we give him time to collect his notes and hit the road. On the spot, we go down to the same basement of Dolphins and listen to the old man. He offers to consider the Wall of Alduin, which supposedly will help us find out weak spots dragon and defeat him. We wait for Dolphin and go to the wall, which is located in the Temple of Heavenly Harbor. If you don't want to go with Dolphina, you can immediately meet her with Esbern on the spot. We enter the temple, destroy the outcasts and go out to the raised bridge. To lower it, you need to unfold the three columns so that they have the same sign as on the far right. When the signs match, the bridge will drop. We pass along it and exit into a room with pressure plates. You can only step on the slabs with the sign that were on the three previous columns. Following only along them, we get to the chain and pull it. Now the trap is not terrible, you can safely walk on any slab, and besides, just in front of the bridge will descend. We go forward and go out 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, having examined the wall of Alduin, reports that the dragon can only be defeated with 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 Scream we need, but Paarthurnax, the leader of the Greybeards, does, and it is a great honor to meet him. But since we will be a stranger to him, we need to learn some Scream, thanks to which we will have the honor of seeing the leader. Follow Arngeir and explore the Clear Sky Creek. 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 vortex 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 Paarthurnax gives us, 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 Shout "Dragon Slayer". But to our troubles, and he does not know this Shout, however, the Ancient Scroll will help us in this. We need to discuss this with Esbern or Arngeir.

Ancient knowledge

The closest thing is 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 getting to the magicians is not so easy. 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 to this that we are Dragonborn, and by using the Shout at her, we prove it. The path to the magicians is open, we follow to the Hall of Elements, from where we go to the Arkaneum. There we find an orc named Urag gro-Shuv. We ask him about the scroll, and so that he becomes much friendlier with us, we tell him that we are Dovahkiin. The orc will agree to help us with information on finding the scroll. We give him a little time, after which he will put two books on the table. We read them and tell Urag 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 on the sea. This mad scientist is only ready to help us if we make some notes for him. We leave for Alftand and penetrate the ice caves. Following them, we go out to some kind of metallurgical shop. Destroying the Dwemer spiders and spheres, we follow the corridors, go up to the second floor and exit to the door leading to the Animatorium. We pass between the walls and go to the inclined rise, on which three small devices launching deadly traps. We step over them and go further to the closed lattice, behind which you can see the lever. We pull for it, after which the grate will go down. 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 falmers. After going downstairs, we go into the Alftand Cathedral. We jump over the mechanisms of launching traps on the floor and go out into the large hall. The path further to us 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 Reach. After getting into it and admiring the huge mushrooms, we follow to the Mzarka tower. Going up to the panels, we insert an empty dictionary into the dictionary stand and press four buttons in turn from right to left. True, for the third button to appear, you have to play with the first two right ones. We take away the Ancient Scroll and go back to Skyrim.

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

Curse of Alduin

We have the Ancient Scroll, now we need to read it on 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 are in the past when Alduin was exiled in our present time. Seeing and recognizing the Scream "Dragon Slayer" from the Nordic heroes, we return to our time and prepare for the battle with Alduin. With the help of the "Dragon Breaker" we studied, we bring down Alduin from the sky and begin to attack with all types of weapons or magic that we have. Paarthurnax will also help us in this. But no matter how hard we try, to destroy the dragon, alas, will not work. He soars into the sky and disappears into the horizon.

Fallen

We need to find where he is hiding. From Paarthurnax we learn that the palace of the Jarl of Whiterun was once a dungeon for dragons. You can catch any dragon and lock him up in a dungeon so that he gives out where Alduin is hiding. But, first you need to get permission from Jarl Whiterun, for this kind of activity. We go to him in 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 ends in peace. In this we can be helped by Arngeir, to whom we are heading. Now all that remains is to report this meeting to Ulfric Stormcloak and General Tullius. First, we go to the Brothers of the Storm, whose earl is 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 don't like running back and forth, so we tell him that if Tullius does not come to the truce, then he will show himself from the weak side. After a little 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 Dolphina and Esbern also come to it. There is nothing to do, you have to take them with you. We follow the Greybeards into the hall and sit down in a chair. Negotiations will be conducted 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, which gives Odawing's Call of Call. It's time to head to Whiterun and prepare a trap for this dragon. We give a signal to Balgruf that we are ready to start, and follow him to the gallery, where a trap has already been prepared. We go out onto the balcony, select the Dragon Summoning Shout, hold down 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, well, seriously! Where else can you see such beauty ?!

World Eater House

You need to get to Skuldafn, but you can only get there by air. We ask the Whiterun guard to free the dragon, after which we climb onto Odaving and fly to the habitat of all dragons. Arriving at the place, we begin to move towards the portal leading to Sovngarde. Making our way through the crowds of draugrs and dragons, we get to the temple. Having cleared his hall from half-dead mummies, we go out into the room with three columns and a lever. As in previous times, you need to turn the columns so that when you use the lever, open the left gate, because the right leads nowhere, except perhaps 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 that is at the top. On the lower column we put 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. We go up the steps, turn right into a narrow passage and go out to the bridge. We pass along it into a room with a spiral staircase. We go upstairs, where we face a closed lattice. 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 Creek and leave the temple. Going out into the light, we turn left, from where we exit to the ladder leading directly to the portal to Sovngarde. Without stopping for a second, we immediately jump on the portal, without getting involved in a skirmish with the local dragons.

Sovngarde

We are with Sovngarde, the city of souls. We go down the stairs and meet the Storm Brothers 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 are heading to the place where Tsun blocks the road at the entrance to the hall. Despite the fact that we are Dovahkiin, he will not want to let us pass until we prove to him that we are a strong contender. We prescribe the first number to him, so that he regretted that he had started all this at all. We cross the abyss along the bones of the dragon and enter the Hall of Valor. After talking with Ysgramor, we approach the three Nordic heroes whom we saw when we traveled back in time with the help of the Elder Scroll. Having teamed up with them, we go to Alduin. Dragon Slayer

Together with the heroes we go outside and follow them. With the help of the Shout "Clear Sky", 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 "Dragon Slayer", we force him to land, and we begin to attack. When Alduin is defeated, we approach Tsunu, who will return us back to Skyrim, as well as teach the Call of the Nord hero.

This completes the main plot, and we can do other unfinished business, and I'm sure there are many more.

From the stolen documents it follows that the Thalmor were not involved in the resurrection of the reptiles and that they are actively looking for a certain Esbern, a great connoisseur of dragon habits. We must find him before the Thalmor. Delphine 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 area.

THIS BAG: thanks to the disappearing voice acting of Esbern himself, the quest "The rat cornered" is, one might say, one big bug. In case something goes awry, here's a magic command to skip the entire quest: "Setstage MQ203 5".

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

Esbern is hiding in the sewers in an area called the Anthill. He sits behind a locked door, surrounded by completely demented neighbors. On your 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 passphrase.

THIS BAG: if you do not hear Esbern's words, and after turning on the subtitles, you see them appear for a split second, congratulations - you have stumbled upon an extremely common bug. But Esbern's "silence" is very little cause for concern when compared to the stuck door-opening script obscuring the plot. To try to skip the bug, often press "use" while hovering over the stubborn NPC. You can try to do the same by becoming ethereal ( console command"Tcl") and flying to his room. It may work (or not) go to another location and return. If everything is really bad, skip the entire quest according to the above recipe. You will not lose anything.

Alduin's Wall

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

When you do make Esbern open the door, talk to him about dragons and take him out of the dungeon. A couple of Thalmors will warmly greet you along the way. The old man must be brought to the Blades headquarters in Riverwood. But literally leading him through half of Skyrim is not necessary - you can use fast travel.

Our next stop is the Heavenly Haven Temple old fortress Blades. The hero, along with Delphine and Esbern, searches for Alduin's wall, where the prophecy is inscribed. Go to Kartspire Cave. On the way, you will have to fight a dragon and a crowd of Outcasts.

THIS BAG: 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, after exterminating several more Outcasts, 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. There is a dangerous trap behind the bridge. Every time we step on the "wrong" slab on the floor, a fireball flies at the hero. Needless to say, the "correct" slabs are marked with the same dragon symbol?

Do not forget to jerk the chain to disarm the trap. And try not to perish on the way to it from the stupidity of your own companions - explain to them that “don't go there, go here,” so that they, out of ignorance, do not step where they do not need to step.

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

Throat of the world

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

The quest is pretty simple. We need to go to High Hrothgar and, having climbed to the top of the Throat of the World Mountain, talk to their main - a dragon named Paarthurnax. In order for the hero to pass through a magical blizzard, the aksakals will teach him how to shout "Clear sky", which disperses the clouds. Shouting at the blizzard, we can easily walk along the path to the very top.

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

There we will be met by Paarthurnax himself. The conversation will be relaxed. The dragon will teach you a fire cry, and then ask you to use this cry in order to make sure that "The Force is strong in you, young Dovahkiin."

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 amplify one of three shouts: Merciless Force, Ethereal, or Fire Breath.

Ancient knowledge

Dwemer worker spiders are the weakest of the mechanical guardians.

Before undertaking this task, it makes sense to upgrade your weapon, stock up on potions, find an intelligent companion and clear your duffel bag. You will have to go down into 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 find the Elder Scroll? If you have already completed the quest "Beyond the Ordinary", then you have it. If not, we will search. To begin with, on the advice of Esbern or the elders, let's take a 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 Dovakin business and to shout something to confirm the words.

The Orc Librarian will lay out all the Elder Scrolls books. Read them.

THIS BAG: if the orc does not want to give books, this is most likely due to the fact that we are already doing the quests of the college of mages. There are two options: either finish the quest line and only then return to the orc, or enter " setstage MQ205 80"(But then the guiding signs on the map will probably disappear and you will have to go further" by touch ").

As we study both books, the Orc will give you directions on where to find the main local expert on these matters, Septimius Segonia. His cave is far out in the sea, where ice floes float. Septimy will give out the quest "Beyond the Ordinary", provide quest items (dictionary, guide ball) and tell you that you need to start your search from the Dwemer ruins of Alftand.

The required 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 food.

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

Falmer will start to come across here. Let's not forget to look under the pipes in the first hall, where the stone is sprinkled with blood behind the fence. There you will find the remains of a less fortunate treasure hunter and his note.

Puzzle solved! Now the mechanism will give us an Ancient Scroll.

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 hunter. You can go along the slabs to the chest - to where the piston works. But the road leads down and down, through hordes of Falmer, past a "paw" trap and a stream of fire from the ceiling, into rooms with Falmer dwellings. Use spilled oil on the floor if you wish to make it easier to fight the denizens of the area. But beware of the fire nozzles that periodically turn on and off.

ADVICE: enter the elevator marked "Alftand - Ice Ruins" to open the grate that previously blocked the path. Now, if you decide to return to Alftand, you can take a shortcut almost all the way using this elevator.

Go back and continue to descend lower and lower, to the door to the cathedral. Just there, in addition to the usual set of enemies, a couple of Dwemer centurions will not wait for us. They will not attack immediately. First you need to open the grate leading to the stairs and disturb the huge guards.

ADVICE: you can try by opening the grate, poking a stick at the centurions from a distance, and then closing it, locking these monstrous robots on the stairs. After that, they can be fired at with spells or arrows with impunity.

At the top of the stairs, two bandits are arguing. 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 Gear at the top of the stairs has a path to the Black Reach. This place is vast, beautiful, and you can talk about it for a long time. If you want, explore it completely, or, after searching the field laboratory of Sinderion, follow the sign straight to the observatory - to the tower of Mzark. Of course, if you are not confident in your abilities, bypass all the centurions seen by the tenth road.

In the tower, go up to the control levers and place the cube dictionary in the stand. There is a puzzle to be solved. I cannot 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, ensure that the lights on them light up and do not go out. If done correctly, the mechanism will open the Elder Scroll to us. Take it and don't forget to grab the completed dictionary from the stand.

It is done! Return with the Scroll to Paarthurnax.

Curse of Alduin

We wrote down Dragon Slayer in a notebook - it's time to return to the present!

Paarthurnax sends us to the past so that we overheard the "anti-dragon anti-aircraft" cry from the heroes of antiquity. You just need to stand in the right place, unfold the scroll and watch how the Nords in the distant past defeat Alduin.

THIS BAG: a scene from the past may stall. Will save the team's situation " Setstage mq206 70" and " Setstage mq206 100"- enter them one by one, and the scene will be skipped, and the hero will get the required shout. Do not take companions on a mission - they can get stuck in the past, turning Skyrim into "Back to the Future".

By the way, Alduin himself is already in the present. He is winged and invulnerable in flight, but we know the cry of the Dragon Slayer, 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 away his health.

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

Endless time

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

This quest 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 bold that they cannot be described in a fairy tale or described with a pen. But we will try anyway.

So, we need to catch the dragon. Whiterun Castle - Dragon's Reach is well suited for this. But Jarl Balgruf demands that before the start of the experiments, the empire and the rebels conclude a truce (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 in order to fight the dragons, and if so, on what terms? Our hero acts as a referee. Whatever decisions the player makes, the truce will take place, so you can play along with the side that we like best.

Now about the bad:

If the hero is already completing quests for one of the parties, the task may become firmly stuck - we simply will not be able to tell one of the parties about future negotiations. It is highly discouraged to start civil war quests before the "Endless Time" - and if you have already started, bring the war to the end in order to skip the entire quest.

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

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

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 Dolphin. The Blades have learned that Paarthurnax is a dragon, and, like the old enemies of dragons, they want to kill him. And the Blades do not care that without Paarthurnax we could not have defeated Alduin, that he is one of a kind and that killing him would mean a complete quarrel with High Hrothgar. These guys didn't even have a sensible reward for the quest (partly because of bugs). If the Blades have such an approach to business, it is not surprising that they are almost gone.

The choice is small - either kill Paarthurnax, or spit on the quest (it cannot be canceled). If you complete the task, you will no longer be able to strengthen the cry, 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'll get over it somehow.

Fallen

The dragon Odaving, who had arrived at the call, immediately began to row.

We now know (and if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented trait to summon Odoaving to Dragon Reach and capture it.

Talk to Jarl Balgruf and begin. Going out to the balcony of the large "hangar", call on Odawing, "plant" him with a Dragon-Slayer shout and carefully take down his health, luring the dragon into the depths of the hall, to the door.

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

House of the Eater of the World

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

At Skuldafn you will be warmly greeted by strong draugrs and dragons. The portal is located outside the temple, but to get there, you have to look inside. There are enough draugr there too. There are also simple puzzles. The first 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 be found 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 a "snake". Pulling the lever, you will pass through another large hall, climb the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, after defeating 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 on the roof of Skuldafn defeat several draugrs, dragons and a priest named Nakrin. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Do not 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 kingdom of the Nords who fell in battle.

Sovngarde

"Stop! Face control!"

Then everything is simple. We walk through the fields and hills, shouting at the surrounding landscape with a clear sky to disperse the fog. On the bone bridge, measure your strength against Guardian Tsun and enter the Hall of Valor. Listen to Ysgramor and speak with three ancient heroes - Hakon One-Eyed, Feldir the Old, and Gormleyte the Golden Hand.

Dragon Slayer

The final fight is not difficult. Alduin is easily picked up with pieces of iron by our three heroes-assistants.

Together with three heroes, go out across the bridge to the foot of the cliff and start shouting in sync, dispelling the fog. After the third cry, Alduin himself will fly. The battle will begin. The task is to bind Alduin with a dragon-killing cry. The heroes will cope on their own, although the final blow should still be ours.

That's all. The world eater is dead. Return to Tamriel and watch the final scene. Now all Skyrim admires your feat. The cry of "Dragon's Call" now calls on Odawing for help. In addition, you have acquired a new shout, briefly summoning one of the three heroes of antiquity from Sovngarde.

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

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

Short walkthrough

  1. Talk to Arngeir.
  2. Explore the Clear Sky Creek.
  3. Use the Shout "Clear Sky" 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 Fire Breath Shout on Paarthurnax.
  7. Talk to Paarthurnax.

Passing

Dragon slayer

Having found out in the Temple of Heavenly Haven that Alduin was defeated by a certain Shout, the main character, on the advice of Esbern and Dolphina, must go to High Hrothgar to learn at least something about this mysterious mind of the Greybeards.

When, upon arrival, the protagonist tells Arngeir that he needs to study the Creek, with which Alduin was once defeated, the elderly monk will be completely shocked and ask how Dovahkiin knows about this. If, knowing about the disagreements between the Blades and the Greybeards, the main character decides not to tell Arngeir the truth, the monk will refuse to help. Dragonborn can tell what he learned about the Scream from Alduin's Wall or openly admit his collaboration with the Blades. In any case, Arngeir will be very offended, so you should not provoke him with impudent answers, but rather try to carefully select words 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 will tell you that he cannot teach the necessary Shout, which is called "Dragon Slayer", because the Greybeards themselves do not know his Words of Power and do not regret this loss, since "Dragon Slayer" has no place in the Way of the Voice. The knowledge of this Scream was lost in prehistoric times, and perhaps only its creators knew it.

If you ask Arngeir why Dragon Slayer is so bad, he will explain that the Shout was created during the most cruel tyranny of the dragon cult of Alduin and therefore is the embodiment of hatred, anger and rage directed at dragons. Since, when studying new Screams, Dovahkiin takes them into his nature, in order to study the "Dragon Slayer", he will have to accept evil in 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 get answers to questions, the hero will have to climb to the top of the Throat of the World, since Paarthurnax lives there in seclusion.

Arngeir will offer to go to the courtyard of the monastery so that the Greybeards can teach Dovahkiin Shout, which will open the way to Paarthurnax - "Clear Sky". Having received 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 if there is resistance to cold. The Scream you just learned will come in handy to dispel these storms. 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! Nevertheless, the hero should show composure and resist the temptation to engage in a fight with a powerful reptile. The dragon will land nearby and turn to Dovahkiin with the words: “ Dream Yol Lok. Greetings, geek. I am Paarthurnax. Who are you? What brings you to my string ... my mountain?"Having received an explanation from the protagonist, Paarthurnax will answer:" Dream. Patience. There are formalities that must be followed at the first meeting of two dovs. First you need to introduce yourself. Zin. Have. Test your that "mind, compare it with mine, Dovahkiin! According to a long tradition, the oldest speaks first. Listen to my Tu" mind! Feel it with your bones. Fight him if you are Dovahkiin!"After these words, Paarthurnax, with the help of a Shout, unlocks one of the Words of Power of" Fire Breath "on the destroyed Wall of Words and offers to go to" tinvak ", to a conversation.

After the hero learns a new Word of Power, Paarthurnax will share his knowledge about it, saying: “ Gift, Dovahkiin. Yol. Understand Fire as Dov understands it. Now - show yourself. Greet me, not as a mortal, but as a dov!"Dovahkiin must use" Fire Breath "against Paarthurnax. Feeling the power of the guest, the dragon will say: “ Ah-ah-ah-ah ... yes! Soschsedov los mule... The blood of the Dragon is strong in you. It has been a long time since I spoke with a relative". He will agree to answer the questions of the protagonist.

Having finished with the formalities, the hero can ask Paarthurnax about "Dragon Slayer". The dragon admits that he was expecting this question, since “ Alduin and Dovahkiin return together". Although Paarthurnax does not know the Creek, he will speculate that it can be learned 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 ", the Time Gap, on 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 address this question to Arngeir or Esbern.

Notes (edit)

  • If the Elder Scroll was found earlier during the quest "Beyond the Boundary", Paarthurnax will immediately call the hero to the Time Break, and the quest "Curse of Alduin" will begin.
  • To overcome ice storms, you can use the Shout "Ethereal", with the exception of the first storm, to dispel which you still need to use "Clear Sky".
  • If one of the Fire Breath Shout Power Words has been learned prior to speaking with Paarthurnax, he will teach the second. If two Words have been learned, the dragon will teach the third.
  • Paarthurnax will say that he teaches 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 a dragon, then Paarthurnax will immediately open the next Word.
  • Paarthurnax and the main character'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 greeting Paarthurnax, you do not use "Fire Breath" against him, but leave the Throat of the World (with an entry in the quest log " Use the Fire Breath Shout against Paarthurnax"), The cooldown between Shouts will be very short. For example, the ability to use Fire Breath again will recover in just a few seconds.
  • After the conversation 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 reply: “ Which one of them calls out to you, Dovahkiin? Foos, Faym or Yol?»Depending on the choice, a permanent special ability will be obtained.

These abilities enhance the corresponding Shouts. There is only one ability to choose from, but it can always be changed to another by talking with Paarthurnax again.

Bugs

  • The cry of "Clear Sky" is impossible to learn.
    • Solution 1: the bug is 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 to the courtyard to study the Creek usually helps to work around this bug. Sometimes it is necessary to trace visually where Arngeir directs that "mind to see the appearance of the Words of Power.
  • Having started 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 the subtitles. The bug does not affect the passage of the quest.
  • If, after Arngeir asks to follow him to study the Cry of Clear Skies, travel to another location using Fast Travel, markers pointing to the Words of Power may appear in inaccessible places. Proof?
  • If you use the attack spell of the school of magic "Destruction" (for example, "Fireball") or shoot into an ice storm at the gate leading to the top of the Throat of the World, the player's character will stagger just as if he was trying to pass through this storm. Proof?

Quest stages

To go to a specific 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 captured on Alduin's Wall in the Temple of Heavenly Haven. It turned out that in ancient times, Alduin was defeated by a certain Shout. Perhaps the Greybeards will teach me this Scream, or at least tell me how to learn it.
(Goal 10): Talk to Arngeir.
60 With the help of Esbern, I was able to understand what is captured on Alduin's Wall in the Temple of Heavenly Haven. It turned out that in ancient times, Alduin was defeated by a certain Shout. Arngeir knew the name of Crick - "Dragon Slayer", but he could not teach it to me. However, he agreed to show me how to get to Paarthurnax, the 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 Scream Dragon Slayer.
70 (Goal 20): Explore the Clear Sky Creek.
83 (Goal 25): Use the Clear Sky Shout to clear the way.
90 (Goal 30): Talk to Paarthurnax.
100 With Esbern's help, I was able to understand what was captured on Alduin's Wall in the Temple of Heavenly Haven. It turned out that in ancient times, Alduin was defeated by a certain Shout. Arngeir sent me to speak with Paarthurnax, the only one who can know the Dragon Slayer Cry. It turned out that in fact this Paarthurnax is a dragon.
120 (Goal 40): Learn the Word of Power from Paarthurnax.
135 (Target 50): Use the Fire Breath Shout on Paarthurnax.
140 (Goal 60): Talk to Paarthurnax.
200 With the help of Esbern, I was able to understand what is captured on Alduin's Wall in the Temple of Heavenly Haven. It turned out that in ancient times, Alduin was defeated by a certain Shout. Arngeir sent me to speak with Paarthurnax, the head of the Greybeards, who turned out to be a dragon. Paarthurnax does not know Dragon Slayer, but believes that he can be recognized from the heroes of antiquity, who, with the help of this Shout, defeated Alduin.
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 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 (edit)

  • Not all quest stages can be displayed in the quest log. Which of them will appear and which will not depend on how you complete the quest.
  • The stages are not always displayed sequentially. As a rule, this happens if the quest has several possible endings, as well as if some of the stages of the quest can be completed in any order.
  • If the stage is marked in green, that is, as the final quest, then this means that the quest disappears from the list of active tasks in the journal, but new entries related to the quest may still be displayed in the task journal.

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

Now we must we will meet with the imperial Khadvar, 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 Khadvar (killing the rebels, respectively).

Before the storm

Travel to Whiterun. The guards will not let you through at first, but upon learning 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 Balgruf the Elder about the incident in Helgen. He will send a squad to Riverwood, give an Imperial cuirass and a mission to help Farengar study dragons.

Windy peak

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

The walkthrough of this quest is written for the quest

Dragon in the sky

After giving the dragonstone to Farengar, you both will be summoned by Ayrilet. Approaching the jarl, you will find out what happened, namely the attack of the dragon on the watchtower. You, together with the guards, need to inspect the tower. Together with the guards, you reach the tower, after examining the tower you will hear the roar of a dragon - he has returned.

You need to defeat the dragon, the battle will be long and exhausting. By killing a dragon, you will get its soul and unlock a shout, you can even try it out. After taking all the most valuable 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 the Dragonborn - a man in whose veins the blood of a dragon 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 housecarl to Lydia.

The way 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 will get there quickly, you are wrong. Your main task is to get to the town of Ivarstead, from which the famous 7000 steps to High Hrothgar begin. It is almost impossible to get there directly, you have to go up the steps and beware of enemies, which there will be plenty of them.

Soon you will reach the temple, inside you will be greeted by Arngeir. He will ask you to demonstrate the shout "Ruthless Force". After you confirm that you are Dovahkiin, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you one more word of power.

Horn of Jurgen

But below you will run into the passage, which is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate goes down.

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

A hot reception awaits you ahead: the plates on which you step, when touched, release fiery jets. There will also be plates ahead of you, as well as spiders, among them one is very large, and the same plates will help you cope with it.

Having reached the town, go to the tavern and ask Dolphin, she will say that she does not have such a room and will offer another. Entering the room that she says, Dolphin will follow you and say that it was she who 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 the one who is needed, she will tell you about the blades that have guarded the dragonborn for long centuries and tell you her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeard, you must go through the Dovahkiin greeting ceremony. You will also be taught the third word of the "Ruthless Force" shout.

Blade through the darkness

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

By killing a dragon, you will consume his soul. Seeing this, Dolphin will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges his 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: to sneak into the Thalmor embassy.

Diplomatic immunity

In the tavern we find a nervous Malborne, to whom you can give all the necessary equipment, everything that you give him, he will carry to the ambassador's mansion. Having received the 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 onto the cart and go to the reception.

Take the brandy from Malbourne or the food delivery maid. Approach the tipsy Razelan, he will not mind a drink, but in return ask him for a favor - to make a little 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 in the chest.

Having opened the door with a key or master keys, we fall 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, suddenly the guards will come in, which will lead Malbourne for interrogation. After interrupting the guards, take the key to the hatch from them. The trapdoor leads into a cave where the 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 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 Dolphin in Riverwood and receive the next task - to find Esbern. Do not forget to take all your property from Dolphina's chest.

Rat cornered

Delphine thinks Brinjolf, a member of the Thieves Guild, can help you. You can find him in the Ragged Flask or in the marketplace.

Brinjolf won't tell you anything, but you can also interrogate Vekel the Warrior. He will say that an old man, similar in descriptions to Esbern, lives in the "Anthill", but some elves are also interested in him.

Alduin's Wall

After Esbern is assembled, he will be ready to follow you to Riverwood, to Dolphin. But before the reunification, 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 will take you to the Temple of Heavenly Haven, but your path will take you through Kartspire, a camp full of warlike outcasts. You don't have to fight your way through the entire camp, you can just enter the temple itself.

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

Throat of the World

Dolphin will be against your meeting with the graybeards, but there is no other choice, and you again have to climb High Hrothgar. When you reach the monastery, find Arngeira there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he recalls his true destiny.

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-bearded, Paarthurnax, knows the cry of "Dragon-Slayer". But to get to it, you need to climb the highest point of Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear sky", which you will be taught by the gray beards.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. Once you reach the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he will not be able to teach you how to shout the Dragon Slayer, but he knows about an ancient scroll that can help you, but his location is unknown. But in return he will let you study the Fire Breath shout, he will ask you to test the shout on it in order to comprehend the power of the Dragonborn's voice.

Ancient knowledge

Elder 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, which is located in the Temple of Heavenly Haven.

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

Beyond the ordinary

You need to find refuge Septimius "Fasting Septimius Segonia", you will find Septimius himself, he will be a little out of his mind, but still he will tell you about the ruins in which the Scroll should be , also he will give you a sphere and a cube of the Dwemer.

Your path lies in Alftand Mzark

After a while you Uman and Sulla Trebatia. Dwemer mechanism, you can get to the Black Reach.

Sinderion's Black Reach Scarlet Root Nirn ... But your goal is an ancient scroll, in order to take it you need to cope with the mechanism Mzark Towers.

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 a short manipulation of the last fourth button, you will be able to pick up the Elder Scroll.

Curse of Alduin

you should go to the Throat of the World. see how ancient Nord heroes fought Alduin, but not everything went smoothly, and Alduin was sent to the future, so did you study the shout "Dragon Slayer".

To most effectively resist the dragon, use the Dragon Slayer, then try to inflict as much damage as possible, but avoid the fiery flame that the dragon spews out.

Fallen

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

dawing

"Dragon Slayer" and trap him. After that, 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 appear for negotiations. Many political intrigues await you, which 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

Placing a claw on the door, it will open. And again draugras will be waiting for you, breaking through which you will find an exit. Now you need to go up to the portal and fight with Nikrin - one of the dragon priests. From his body it is necessary 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 can enter the Hall of Valor. There you will meet many famous heroes of the Nordic legends. There you will meet the three who fought with Alduin for the first time, they are eager to fight again with their worst enemy. They will tell you a plan on how to kill Alduin, and they will once again go into mortal combat.

Dragon Slayer

Follow the heroes. They are ready for battle, but the fog will not give you the opportunity to fight, you have to dispel it using the "Clear Sky" shout along with the rest. After doing this several times, you will see the World Eater himself. It must be knocked down using the "Dragon Slayer" shout. When he is on the ground, deal maximum damage to him. You will soon be able to enjoy the victory. After which you can be free and complete both different and non-plot tasks.

Story line

To freedom!

As we are already accustomed to, in the games of the series The elder scrolls we begin our journey as a prisoner. We we are in a cart with three other criminals and security front and rear ... While we are driving, we must listen to a conversation about an incomprehensible situation in Skyrim. A few minutes later the convoy enters the Helgen fortress , there the executioner and imminent death await us.

When the carts stop , we and other prisoners will begin to check the lists. When it comes to us, we can make the hero of our dreams. There are more than enough customization options. After creating the character, we are led to the chopping block. We kneel down, put our heads on the block and preparing for death, when suddenly "salvation" - a huge dragon sits on a tower nearby. All this makes a commotion, while people around are running and dying in the incinerating flame of the dragon, we get up and take control of our bodies.

Now we must hide in the tower with the rebels Ralof and Ulfric. Then, going up the stairs, we will see the dragon, crushing everything around. After that, we have to accelerate and jump into the hole formed by the dragon. Coming out of the burning building and out on the street we will meet with the imperial Khadvar, 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 Khadvar (killing the rebels, respectively).

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

From here we, together with Ralof / Hadvar, will make our way through a series of corridors ... After killing half a dozen guards along the way, several spiders and a bear (or you can pass by without being noticed). Thus, after a while we will get out of the caves outside. Having received the achievement "To Freedom!" and our next assignment, we go to Riverwood to meet either Hadvar's uncle (choosing the side of the Imperials), or Ralof's sister (choosing the Stormcloaks side).

Before the storm

Travel to Whiterun. The guards will not let you in, but when they find out that you are from Riverwood, they will let you in. When you reach the palace called Dragonsreach, you must report the incident in Helgen to Jarl Balgruf the Elder. 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 quest was written for the quest "The Golden Claw".

Dragon in the sky

Having given the dragonstone to Faringar, you both will be called by Ayrilet. Approaching the jarl, we find out what happened, namely the attack of the dragon, on the watchtower. Together with the guards, we need to inspect the tower. Together with the guards, we reach the tower, having examined the tower, we hear the roar of the dragon - he has returned.

We need to defeat the dragon, the battle will be long and exhausting. By killing the dragon, we get his soul and unlock the shout, we can even try it out. Having taken all the most valuable 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 Dragonborn - a man in whose veins the blood of a dragon flows.

Having reported 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 will get there quickly, you are wrong. Your main task: to get to the town of Ivarstead, it is from here that the famous 7000 steps to High Hotgar begin. It is almost impossible to get there directly, you have to go up the steps and beware of enemies, which there will be plenty of them.

Soon you will reach the temple, inside you will be greeted by Arngeir. He will ask you to demonstrate "Ruthless Force", confirming that you are Dovahkiin, he will begin to tell you about the screams and the power of the voice, after which he will ask Einart to teach you one more word of power.

After learning two more words from the shout "Ruthless Force", you must demonstrate your skill to the Greybeard, and three times. You must now follow Borri to the street, where he will teach and show you the "Rush Dash" shout. Having learned a new shout, you must use it in practice, after completing all these tests, you will be given a new task: to get Jurgen's horn.

Horn of Jurgen

The Greybeards send you to the final test - to retrieve the horn of Jurgen the Windcaller from his tomb in Ustengrev, in the swamps of Hjalmarch.

After reaching the tomb, you will see the bandits who have not shared something with the magicians. Inside you are waiting for draugrs and skeletons, having only level 15, it is not difficult to break through them.

But below you will run into a passage, which is closed by three sections of gratings, and in front of them there are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate goes down.

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

A hot reception awaits you ahead: the plates you step on when touched release fiery jets. Slabs and spiders will also await you ahead of you, among them one is very large, and the same slabs will help you cope with it.

Having made your way through the web, you will find a door, going inside, you will not find a 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, and in the attic.

Having reached the town, go to the tavern and ask Dolphin, she will say that she does not have such a room and will offer another. Entering the room to which she says, Dolphin will follow you, and will say that it was she who 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 are needed, she will tell you about the blades that have guarded the dragonborn for many centuries and tell you her guess about the awakening of dragons. She will also give you Jurgen's horn. Having returned the horn to the Greybeard, you must go through the Dovahkiin greeting ceremony. You will also be taught the third word of the "Ruthless Force" shout.

Blade through the darkness

Having given the horn to you, Dolphin will tell you that the dragon should wake up now, you should follow to the Keene grove.

Having reached the grove with Dolphin 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 do the maximum possible damage.

After killing the dragon, do not forget to absorb his soul, seeing this, Dolphin will definitely believe you and tell you about her guesses, she believes that the Thalmor is to blame for everything, he avenges his defeat in the last war and wants to weaken the Empire with the help of dragons. But to be fully convinced of this, 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, it is necessary to find incriminating information in their embassy. But first you need to think over a plan of action. Delphine will make an appointment for you in Riverwood, in her secret hideout, she will even give you a key to it.

She will tell you about the gala reception at the embassy, ​​which will be held the other day. You won't be able to get to the reception just like that - you need an invitation. But there is no need to bother especially here - the invitation will get the Dolphin's acquaintance, Malborne. We need to meet with him in Solitude, in the "Laughing Rat" tavern.

In the tavern we find a nervous Malborne, to whom you can give all the necessary equipment, everything that you give him, he will carry to the ambassador's mansion. Having received the 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 onto the cart and go to the reception.

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

Take the brandy from Malbourne or the food delivery maid. Approach the tipsy Razelan, he will not mind a drink, but in return ask him for a favor - to make a little commotion.

While he distracts attention on himself, you and Malbourne must walk into the kitchen past the grumpy Khajiit. In the pantry, we can take the things Malbourne brought for you. Next, you will see two guards talking to each other, they can be killed or passed using your stealth skills. On the second floor you can see a magician, you can kill him or walk by.

Now you need to leave the mansion and get into another house, standing behind. On the way, you will meet another guard, you can kill it 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 in the chest.

Having opened the door with a key or master keys, we fall 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, suddenly the guards will come in, which will lead Malbourne for interrogation. After interrupting the guards, take the key to the hatch from them. Luke leads into a cave where the 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 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 Dolphin in Riverwood and receive the next task - to find Esbern. Don't forget to collect all your belongings from Dolphin's chest.

Rat cornered

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

Delphine thinks Brinjolf, a member of the Thieves Guild, can help you. You can find him in the Ragged Flask or in the marketplace.

Brinjolf won't tell you anything, but you can also interrogate Vekel the Warrior. He will say that an old man, similar in description to Esbern, lives in the "Anthill", but some elves are also interested in him.

At the entrance, several Thalmor are already waiting for you, kill them and go into the anthill.

You can find Esbern behind the door, in which there are several locks at once, this is how the archivist of blades warns himself against threats. To make him believe that you are not from the Thalmor, you can show your gift of persuasion or say the phrase that Dolphin told us, namely: "Remember the 30th Beginning of Frost."

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 while he gets together, this is where the task ends.

Alduin's Wall

After Esbern is assembled, he will be ready to follow you to Riverwood to Dolphin. But before the reunification, 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".

Once inside, you will be able to observe the scene of the meeting of two old acquaintances. Then Dolphin will ask you to go down to her chambers, and there you will already hear the incredible story of the old man about the Wall of Alduin.

Your path will take you to the Temple of Heavenly Haven, but your path will take you through Kartspire, a camp full of militant outcasts. You don't have to fight your way through the entire camp, you can just enter the temple itself.

Once in the temple, you will stand at three pedestals with Akaviri symbols, they must be placed with the sign of Dovahkiin facing you, after which the bridge will lower. The next room will have pressure plates. You can also walk along 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 shed your blood - the blood of a dragonborn on the seal in the center of the circle. After that, you can go to the Heavenly Haven Temple. Follow Esbern as he learns about Akaviri art. After going up the stairs, you will see Alduin's Wall. Hear everything Esbern has to say as you read the ancient prophecy.

Throat of the World

Dolphin will be against your meeting with the graybeards, but there is no other choice, and you again have to climb High Hrothgar. When you reach the monastery, find Arngeira there. You will have a difficult conversation with him, but nevertheless, with the help of Einart, he recalls his true destiny.

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-bearded, Paarthurnax, knows the cry of "Dragon-Slayer". But to get to it, you need to climb the highest point of Skyrim - the Throat of the World. But in order to climb there, you need to know the cry "Clear sky", which you will be taught by the gray beards.

On the way you will meet ice ghosts and trolls, they are vulnerable to fire. Once you reach the Throat of the World, you will finally find Paarthurnax. He will tell you about Alduin, but he will not be able to teach you how to shout the Dragon Slayer, but he knows about an ancient scroll that can help you, but his location is unknown. But in return he will let you study the Fire Breath shout, he will ask you to test the shout on it 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 location of the scroll. For this reason, you will need to contact Arngeir in High Hrothgar, or Esbern, which is located in the Temple of Heavenly Haven.

Either way, you will be sent to the College of Winterhold. There you will need to talk to the keeper of the nig and scrolls - Urag gro-Shub, he himself cannot help much with it, but he will give several books dedicated to this topic. In one of them you will find the manuscript, making it impossible to read the book. Hurrag will say that it was written by Septimus Segonius, who is currently somewhere in the north.

Beyond the ordinary

You need to find refuge Septimus , it is in the far north. Reaching"Fasting Septimius Segonia", you will find Septimus himself, and he will be a little crazy, but still he will tell you about the ruins in which the Scroll should be , also he will give you a sphere and a cube of the Dwemer.

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

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

After a while you you will find yourself in a giant cave inhabited by f almer amy. You will have to confront enemies extraordinary times, at the end of the cave you will find an entrance Uman and Sulla Trebatia. They will start a fight against each other, as well as against you. Using Dwemer mechanism, you can get to the Black Reach.

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

First, you need to put the dictionary received from Septimus in a special stand, then you need to press the first two buttons to open the next one. After a short manipulation of the last fourth button, you will be able to pick up the Elder Scroll.

Curse of Alduin

After receiving the Elder Scroll at the Tower of Mzark, you should go to the Throat of the World. Upon reaching the location, you must read the scroll, after which you see how ancient Nord heroes fought Alduin, but not everything went smoothly and Alduin was sent to the future, so did you study the shout "Dragon Slayer".

Alduin will feel the Elder Scroll and will fly to you there will be a battle with Alduin. To most effectively resist the dragon, use the Dragon Slayer, then try to inflict as much damage as possible, but avoid the fire emitted by the dragon.

Fallen

After a hard fight Alduin, tail between his legs, flies into unknown direction. To find out how to catch Alduin, you can contact Esbern, Paarthurnax y or Arngeit. After talking with one of them, you must send to Dragon's Reach. 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 must know how to lure him into Dragon's Reach, Esbern will help you with this. He will teach you how to call the dragon Oh dawing but. After talking with the jarl, he will prepare a trap for the dragon, your task is, using a shout, to challenge him to battle.

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

Endless time

If you haven't finished 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 agrees. to negotiate. Your task: to notify the commanders of the two camps and appear for negotiations. Many political intrigues await you, which you can influence. After negotiations, you can proceed to the main task.

House of the World Eater

Odawing agrees to tell everything he knows, namely that Alduin went to Skuldafn in order to get to Sovngarde. But the fact is that you can get to Skuldafn only by knowing 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 a battle with a dragon and draugr. After interrupting them, head to the temple. Inside you will again be awaited by draugras, 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 awaits a meeting with spiders and another riddle, which is again guarded by draugrs. In order to go further, you must again turn the stones in the required sequence:

  1. Bird

Then the bridge will fall, and you can continue your journey. You have to break through one more level of the temple. In the hall of fame, you have to kill the draugr warlord 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

Placing a claw on the door, it will open. And again draugras will be waiting for you, breaking through which, you will find a way out. Now you need to go up to the portal and fight with Nikrin - one of the dragon priests. From his body it is necessary 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 fog. In order to pass, you must use the shout "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 Shore Hall.

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

Dragon Slayer

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

From Esbern's account, it becomes clear that Alduin was defeated by some sort of Dragon Slayer's cry.

Dolphin 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 all our company to High Hrothgar, to the Greybeards and those gates that lead 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 in front of us, our hero must use a new shout, be sure to shout all three words in full

Conversation with Paarthurnax

We must now climb to the top of the mountain using a new shout regularly. He will dispel the fog that inflicts damage on our hero and hides the path.
As soon as we get to the very top, a dragon flying at us will appear in our eyes, but it will not harm us. This dragon is Paarthurnax. He asks to greet him by means of a cry of strength and will teach our hero another new cry. Now we need to hone the cry on Paarthurnax, after which it will be possible to discuss with him all the questions of interest. Talk

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

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