Walkthrough of the main story. Walkthrough of The Elder Scrolls V: Skyrim Skyrim storyline walkthrough

The Elder Scrolls 5, Skyrim. rTPIPTSDEOOYE

TEGEOYS, PVЪPT, CHREYUBFMEOYS ZEKNETB AT THE 10th MEFOIN UFBTSE
bChFPT TAG: lMAECH n ..11.2011

ABOUT US: The Elder Scrolls V: Skyrim
tTBTBVPFUYL: Bethesda Game Studios
yЪDBFEMSH: Bethesda Softworks
cBOT: RPG
rMBFZhPTNSCH: PC, PS3, Xbox360
dBFB CHSHCHIPDB: 11 OPSVTS 2011 ZPDB
pJYGYBMSHOSCHK UBKF: http://www.elderscrolls.com/

The Elder Scrolls V: Skyrim (DPUMPCHOP: dTECHOIE UCHYFLY 5: ULBKTYN) - LPNRSHAFETOBS TPMECHBS YZTB, RSFBS YUBUFSH CH UETYY The Elder Scrolls.

uPVSCHFYS OPCHPK YZTSH YY UETYY Elder Scrolls RTPYUIPDSF URKHUFS 200 MEF RPUME UPVSCHFYK Oblivion.

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Http://ru.wikipedia.org/wiki/Skyrim

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REKUBTSY ULBCTYNB

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ABOUT RTYENE X STMB

CHUFKHRMEOYE CH ZYMSHDA VBTDPCH

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pDETSDB BTIINBZB

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th OEF PF OYI URBUEOYS

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UELUB X OBU OEF!

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oENOPZP LFPFYLY OE RPNEYBEF

PUOPCHOPK UACEF THMYF

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vYFCHB ЪB chBKFTBO

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tHYOSCH DCHENETPCH

th RPD ENMEK EUFSH TSYOSH

lPUFSOPK DTBLPO Y LPNRBOYS

Let's go, let's go, let's go, let's go!

OBD THYOBNY DCHENETULPZP (ZOPNSHEZP) ZPTPDB. Choi'kh VHDEF OE RTPUFP. LUFBFY, CH LFK UETYYYZT
ZOPNSCH, LBL KHFCHETTSDBAF LOYZY, TEDLPUFOSHCH ULPFSCH... VSHMY.


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REKUBTSY ULBKTYNB... VTT. th RPYENH NSH OE CH FTPRILBI?!

dYBMPZ, LBLYI CH YZTE NOPTSEUFChP

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The Elder Scrolls 5, Skyrim. rTPIPTSDEOOYE

In this article we will talk about.

Walkthrough of Skyrim

As is customary in The Elder Scrolls, the game begins in prison. So now, as soon as you get into the game, you immediately find yourself in a crowd of prisoners being led to execution.

Skyrim Walkthrough - Unleashed

While you are being taken to execution in a cart, from the conversation of other arrestees it turns out that an armed uprising is taking place in Skyrim, led by the Stormcloaks. It seemed to the Imperials that you were part of their ranks, and so they decided to execute you.

As soon as you arrive, you will have a character editor at your disposal - it gives you the opportunity to change the character's appearance to your liking.

Walkthrough of Skyrim - Important:

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  1. confirmation, a field will appear for entering the character's name
  2. It is recommended to write the character's name in Latin

You see one prisoner executed, and the worst thing is that you should be next. The moment your head is on the chopping block, a dragon flies into the city and panic begins.

Despite the fact that there will be bustle and panic all around, there is no need to despair, just follow the compass and signs above the NPC. You will have the opportunity to make a choice - to follow the people who checked you on the lists or follow your neighbor from the cart. Then there is no difference in the choice. If you follow the prisoner, then all the people you meet on your way will be enemies. But if you find yourself in the ranks of the Imperials, then in numerous corridors and rooms you will only meet allies, you cannot beat them. And if you do hit one of them, then they will attack you, in this case, remove the weapon and the attack will stop.

After following your partner, you will discover chests with equipment, learn how to pick locks, snipe, etc. The "Freedom" quest is educational and will end as soon as you leave the cave. After this, the world of Skyrim will open before you.

Skyrim Walkthrough - Before the Storm

Immediately after leaving the cave, a new task “Before the Storm” begins; the difficult thing about this task is that your partner will say that you need to split up, but in fact you don’t need to do this, follow him. On the way, he will point you to power stones, after you activate one of them (mage, thief, warrior), the corresponding skills will begin to upgrade more quickly.

Continuing your journey with your partner you will reach Riverwood - this is a small village. Your partner will take you to his home, where you will be offered food and lodging for the night. In the conversation, you will learn that you need to go to Whiterun and talk about what happened in Helgen. But you don’t need to leave right away, Alvor, who is the head of the family, is a blacksmith, with the help of his side quests you will learn the craft of a blacksmith.

There are other side quests in the village. To continue the main quest, go to Whiterun. When the guards approach you in Whiterun, you should say that you are from Riverwood, you need a Jarl, then they will let you through. In the city you need to find the Dragon's Reach building. The jarl is in the main hall on the throne. We need to talk to him.

Walkthrough Skyrim - Windy Peak

In a conversation with the Jarl, after you tell him everything, he will lead you to Farengar. HE is a magician and alchemist who has been working with dragons for a long time.

He will give you a task - to go to Windy Peak and find the Dragon Stone there.

Windy Peak is a temple located on a high cliff. On the road you will meet two groups of bandits. When you find the temple, go inside. At the beginning of the journey you will meet bandits, but the further you go, the more dangerous the opponents.

Windy Peak has two puzzles. First, you need to place the stone figures, they rotate. After you place them correctly, pull the lever and the door will open.

Continue on, killing spiders and draugs. There will be a lot of cobwebs on your way; to get through it you need to knock it down with a weapon. In the room where the big spider is located there is a bandit. He has what you need dragon claw. Kill him, and if he runs away, catch up with him and see his corpse, search it, take the dragon's claw.

In the second puzzle you need to place three circles correctly. You will find a clue on the back of the dragon's claw.

Go until you find a large room, in its center there is a circle in which text is written in the dragon language. Read the passage. As you read, the Lord of the Draugs will appear behind you. After defeating him, you need to take the Dragon Stone, it is on his corpse, then follow the exit.

Exit to Skyrim. Now you need to open the map and fast travel to Dragon's Reach. Go to Farengar and give him the stone.

Skyrim Walkthrough - Dragon in the Sky

Follow Farengar. You will have the opportunity to hear a conversation, at the end of which a guard will come running and say that the watchtower was attacked by a dragon. Now we need to follow the woman Ariylet. Your first battle with the dragon will take place at the watchtower.

Skyrim Walkthrough - Path of the Voice

You need to come to the Graybeards, they live on a high cliff, east of Whiterun.

Important: Follow the road east, it will lead to the temple. On the road you will meet two trolls, and another dragon, and you will also meet a saber-toothed tiger.

In the boor you need to prove your ability to use your voice - use the cry Ruthless Force, you will also learn a new one - Swift Dash, with the help of which you can quickly move over short distances.

Upon completion of training you will receive an assignment.

Skyrim Walkthrough - Horn of Jurgen

The Greybeards will send you to the final test - to get the horn of Jurgen Binding the Winds, located in his tomb in Ustengrev, in the swamps of Hjaalmarch.

Look at the map and go to the tomb, there will be riddles in it.

Riddle No. 1

You will run into a passage closed by three sections of gratings, in front of them are three magic stones; when you approach one of them, the grate rises - move away - it lowers.

You need to stand opposite the transition, in front of the stones, set the active cry “Rapid Dash”, hold Alt and start running to the exit, as soon as you are at the third stone it is activated, press Z, make a quick dash, after which you need to run a little.

Task No. 2

In the end it turns out that they took the horn before you and left a note on the ship.

The search for the horn will fail.

You need to go to Riverwood, find a tavern, rent a room in the attic from Delphine. She will say that the room is occupied, but you still need to go there. When you go into the room she says, Delphine will come for you, it turns out that she wrote the note. Then she will take you to a secret room, where she will tell you that you must help her.

Walkthrough Skyrim - Blade in the Dark

Delphine is the last of the blades, and she, too, will figure out why the dragons attacked Skyrim. She believes that dragons do not return, but are resurrected. To understand this you will go to the Kin Grove.

When you arrive, you will see how the dragon brings another dragon back to life, start the battle.

After you kill the dragon, Delphine will understand that you are a Dovahkiin and will tell you about a new task.

Walkthrough of Skyrim - Horn of Jurgen (end)

Make a quick trip to High Hrothgar. Find the “chief greybeard”, then you need to give him the horn. You will be recognized as a Dovahkiin, and you will also learn the cry “Ruthless Force” and a new word.

Skyrim Walkthrough - Diplomatic Immunity

When you return to Riverwood, talk to Delphine. She will say that you need to get into the Thalmor embassy and find out everything about the dragon from them. But Dolphin's ut will do everything for you. All you have to do is go to Solitude and meet Malborn there.

To help you survive, Malborn will bring you some items. During a conversation with him, there is an important point in Skyrim, you can transfer items to companions (R key). Give Malborn the weapon.

Then go to Delphine. She will give you your formal clothes, and give your weapons and armor to her for safekeeping. Then you will find yourself at a party.

Approach the guard and convey the invitation. In order for Malborn to lead you to the kitchen, you need to somehow distract the vacationers. We need to get a drink from him.

After Roselan starts making noise, the door to the kitchen will open, there will be a chest containing your things. You need the door next to the chest. From now on you can start killing everyone.

You need to clear one task, then kill everyone in the courtyard, then do the same in the torture building and steal two chests, then the signs will disappear. You need to ask the one who was tortured for directions. He will point to a hatch; in order to go through it, you need to kill the guards, then remove the key from one of them. Then go through the dungeon to Delphine.

Skyrim Walkthrough - Cornered Rat

We need to return to Riverwood and tell Delphine everything about dragons, then find Esbern. Go to Riften and find Brynjolf, he is the head of the thieves guild. You need to complete one of his tasks related to theft.

When you do this, go down to the dungeon under Riften, it has several levels.

Skyrim Walkthrough - Alduin's Wall

The old man packs his things and wants to leave, but Thalmor agents prevent him from doing so. It turns out the old man is a good magician and can cope with his enemies.

After getting out of the dungeon, go to Delphine. The second task is the passage to Alduin's Wall.

There are three riddles on the way to the passage

Riddle No. 1

To complete this stage, you need to lower the bridge; to do this, you need to rotate the stone figures, as shown in the screenshot.

Riddle No. 2

There is a fire trap in the room, and plates that react to steps. You only need to step on the slabs representing Dovahkiin. When you reach the fire installation, you need to pull the lever, the trap will turn off.

Now we need to go to the graybeards again.

Walkthrough of Skyrim - Throat of the World

Return to the greybeards. Find their leader and start a dialogue. After it you will learn a new cry and learn the way.

The whole road is in fog, but with the help of the cry that you have learned, this fog can be driven forward, so you will advance to the main gray beard.

Skyrim Walkthrough - Ancient Knowledge

In the task you can choose who to contact - the graybeards or Esbern. If you choose the option with Esbern, you will need to go back to the wall and tell him about the scroll.

He will say that the help of magicians will be needed and will send you to the College of Winterhold, which is located at the end of the world. At the entrance you will find out that in order to enter you must become a member of the guild. To become one, you must show the ability to use magic. Then you will be escorted into the building. In it you will find the main Urag gro-Shub. Talk to him about the scroll, then he will give the task - “Robots of Shalidor”.

Walkthrough of Skyrim - Robots of Shalidor

We need to find the scientist’s notes in the dungeon. There will be a familiar puzzle with a lever that rotates the statues. A hint about which statue to rotate on the opposite wall.

Then you will meet a dead man who comes to life after each kill. But there is nothing complicated here, kill him several times in a row and that’s it. Take the notes and return to the College of Winterhold.

Meet Urag gro-Shuba and give him the notes. He says it will take time to decipher. In a few days everything will be ready, there will be a book on the table, you need to read it. Then, after talking with Urag gro-Shuba, you will receive a task.

Skyrim Walkthrough - Beyond the Ordinary

You need to find a scientist who was interested in the Dremers, who subsequently went north and got lost. A point will be marked in the north, you need to follow there.

After you find the scientist, you will receive two items - a Dremer cube and a ball, and a point on the map will also be marked. There will be giant dungeons.

There is one locked door with a lever, this is the most difficult way to find the lever.

The grille is located at the bottom, and the lever that opens it is at the top.

At the end you will reach a room with a complex device. You need to find the “control panel” there and install the cube. Then you need to learn to play this instrument.

Skyrim Walkthrough - Alduin's Curse

There is a battle with Alduin ahead, but first you will have the Dragonkiller cry at your disposal.

Alduin doesn't land, you need to knock him down with the dragon slayer, then fight him with the dragon slayer.

When you defeat him, he will say that he is immortal and fly away.

Walkthrough Skyrim - The Fallen

After the victory, talk to Paarthurnax. He will tell you about his plan to finally kill the dragon. But you will need the Jarl's help, go to him.

Walkthrough of Skyrim - Endless for now

Discuss the dragon and the end of the world with the Jarl. He will help you, but only after the end of the war in Skyrim. Now you have an almost impossible task - to reconcile two sides that absolutely do not want this.

Go to the greybeards, talk to Arpgeir, ask him to declare peace.

Then go to the imperials, talk to Tullius, convince him to negotiate.

Go to the rebels, talk to them, convince them to negotiate.

Return to the graybeards, there will be a meeting, the blades will also be present there, after long negotiations, convince them to sign a temporary peace.

By making peace, you will complete the task. Then the dolphin will come and say that Paarthurnax must die.

Walkthrough of Skyrim - The Fallen (continued)

After concluding a temporary peace, you need to make a trap for Odahviing. To do this, return to Dragon's Reach and talk to the Jarl. He will say that everyone is ready and waiting for your answer.

Say you're ready to start and follow him. In order to summon and catch Odahviing, go out onto the balcony and use the “Summon Dragon” shout. Then a dragon will fly in, shoot it down with the dragon slayer, then retreat deeper into the balcony, using the dragon slayer so that it cannot fly away. He will follow you and end up in a trap.

Walkthrough of Skyrim - House of the World Eater

We need to talk to Odahviing. Let him go. To do this, go upstairs and talk to the guards.

Then, wait until he comes out to the edge of the balcony, talk to him again, then ride the dragon to Skuldafn.

We need to clear the dungeon area. There will also be new mysteries.

The first of them is connected with movable plates, the first position opens the right grate, the second - the left one, along which you continue to explore the dungeon.

The second mystery also relates to the slabs, which are located in different places.

The third riddle is related to the door and the rings that spin without stopping, in front of it is a draugr, kill him and remove the “Diamond Claw” from him, you will find a clue on its back side.

After this, go outside, but you don’t need to teleport right away; next to you will be a strong creature from the underworld - Nakrin. After you kill him, remove his mask and staff, it is needed to launch the portal again.

Walkthrough Skyrim - Sovngarde

You are in the abode of the dead. Follow the arrow, meet Tsun, pass the test and end up in the hall of the ancients.

Walkthrough of Skyrim - Dragon Slayer

You are at the very end. There is nothing complicated here. Just remember, to disperse the fog, use the cry “Clear Sky”.

After you win, you will need to talk to Toons to return to the mortal world.

> Is it worth going through the main storyline of Skyrim?

Is it worth going through the main storyline of Skyrim?

The main storyline of any computer role-playing game has a special status. In some projects, almost the entire game plot is concentrated in it, and side quests look very lackluster. In Skyrim, the quest system is very strong and the role of the main storyline is greatly reduced in relation to guild missions and random quests. But even in this case, the special position of the story about evil dragons has not disappeared.

The main storyline of the computer game The Elder Scrolls 5: Skyrim is associated with the awakening of the legendary dragons, which legends associate with the imminent death of the whole world. The recent war and the crisis of Oblivion, which old-timers still remember, contribute to the belief in these legends. It was this story that was most actively discussed before the release of Skyrim in November 2011, so it is not worth mentioning once again the importance of this plot for the entire history of the Elder Scrolls. This has already been discussed on the site in various articles; the articles are available in the Skyrim section. The technical side of the issue is also present, but to a much lesser extent.

It is the main storyline that will teach Dovahkiin to use his own power, dragon cries, however, you can find words of power on your own.. By the way, one of the words of power is guarded by skeletons not far from the starting village of Helgen, where the main character was almost executed. However, technical acquaintance with dragons will end after completing the task dragon rising, so there is no need to complete all 17-18 tasks. Just high time requirements may discourage you from completing the main quest of the game. You can estimate this by the size of the Skyrim passage on the site, and you don’t even need to read it carefully. I can recommend reading the articles if you do not have the opportunity to complete the entire main task of this computer game, since this story is important within the entire gaming universe.

Despite all, I recommend going through the main storyline of Skyrim at least once, however, there is little point or interest in going through it again. At times it will be boring to complete tasks, especially when we are once again sent for a new magical artifact of unprecedented power and rarity. You can also feel some protractedness of the campaign upon closer inspection, and dragons are not so strong and terrible, if you look closely. But the main quest is not only will tell the main story of Skyrim, but will also introduce you to the main game systems, guilds, and cities. This quest line can confidently be called a guide to the fifth part of the Ancient Scrolls. And this world is huge, which implies the need to spend several tens of hours getting to know it.

However, The main storyline tasks cannot be called the most interesting and original in TES 5, there are more interesting stories hidden in Skyrim, and not so long and pretentious. After all, another salvation of another fictional world, as well as stories about the chosenness of the main character, are all unoriginal aspects. Dragons have also already set many people on edge, although in Skyrim they look moderately fresh and fit well into the game world.

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Find out answers to others questions about The Elder Scrolls 5


tanks - bonus codes - FAQ - mods

We are starting a game that in itself can become the first in any of its similar genres. A game that is ready to outdo almost any competitor. A game that once again amazes our imagination with its scope. However, if you play The Elder Scrolls V: Skyrim, then you must have heard about its predecessors - Oblivion and Morrowind. However, even if you haven’t heard, you will soon be completely convinced that the game is epic. You have to participate in writing a new story and become an integral part of it. What could be more worthy?..

According to a long and firmly established tradition, you will not be able to start the game as a free citizen who is absolutely free in his decisions. You are... in custody, let's call it that. Therefore, you will have to act according to the situation. Together with the captured jarl, the leader of the uprising, Ulfric Stormcloak, you are being taken to execution. Yes exactly. Soon destined to die. On the way in the cart, you will listen to the conversation between the captured Nord and the thief from Rorikstead. Considering that you haven't created your character yet, listen carefully to everything. I really liked what Ralof says and the way he says it, so the scales at the beginning of Skyrim swung towards the Nords... So much so that I even thought about creating a Nord for myself. But... More on that later.

For now, you will simply drive forward, watching the interaction between the absolutely calm Nord before his death and this very thief. However, this is not the first time for us to simply observe. At the entrance to the village where your life should end, you will see a general communicating with a high elf (in this game, a High Elf is a race, not a height). It seems like a small thing, but in the future there will be a very interesting development. And in general, don’t overlook a single little thing, don’t do anything that could damage your reputation, otherwise you can harm the passage of Skyrim. Remember - you live in this world, so don’t spoil your home.

But now the festive carriage has arrived at its destination and the imperials call you one by one. They name him and send him to the place of future execution. As is the case in The Elder Scrolls games, you will only now be able to create your character. And I advise you to stay longer on this page, because after the start of the game you will no longer be able to change anything. So here we go.

Preferred race in Skyrim walkthrough

First, you have to decide on your race. We will dwell on each of them in more detail so that you have an idea not only from what is described in the game, but also from the experience of the person playing. Let's start in order.

Argonian is an upright walking reptile. The main trump card of this race is resistance to poisons. Also, during long swims, they can spend longer under water. Yes, and they can heal quickly. True, this is where their advantages of completing Skyrim for this race end. I can only say that potions help with resistance to poisons, magic and elixirs help with treatment, and you can simply swim competently.

Breton- a magician and an anti-magician rolled into one. Magic will practically not work against you, and you can be a very dangerous opponent to any enemy. The unique feature of the race allows you to almost completely resist enemy magic in the passage of Skyrim. An ideal option for a person who wants to move a lot and come up with sophisticated combinations of spells to win.

High Elf- the most powerful magicians. If you are an experienced player and prefer to kill enemies from a distance using only the power of your mind, this race is simply made for you.

Imperial- one of the most interesting races. Thanks to their innate abilities, Imperials make the best traders. But they also have the ability to use magic and use weapons, because you cannot leave your goods defenseless. The racial ability will help calm down enemies, and then immediately deal with them. Vile but effective in the passage of Skyrim

Khajiit- erect walking cats. Like all felines, Khajiit have ideal flexibility and are very dexterous. It is the Khajiit who will make the best thieves in the game. They cause the most damage in unarmed combat. They are the ones who see in the dark. In general, fans of thieving skills must choose the Khajiit.

Forest Elf- the best archer. The colossal damage that they will inflict with their arrows cannot be compared with any of the races. Although you can develop shooting skills for anyone, it is most correct and appropriate for a forest elf. And he has good inclinations for theft. Of course, the Wood Elves are inferior to the Khajiit in their ability to steal, but this race is a very worthy choice. And animals tamed by forest elves can provide invaluable assistance in battle and even save lives during the passage of Skyri.

North- people of the north who, in light of their natural talent, perfectly resist the magic of cold. All spells from this branch will only deal a quarter of their damage. They specialize in axes and with their war cries and fearlessness are ready to put almost any enemy to flight.

Orc- the best blacksmiths who are able to repair any armor in the field. They wear exclusively heavy armor and heavy weapons. If you're looking for agility, don't go with the Orc. But if you are used to going ahead, then equip it to the maximum and you will have no equal on the battlefield. If an orc falls into a berserk state, not a single enemy will survive a meeting with him in the vastness of Skyrim.

Redguard- You won't find better fighters in the empire. The feeling that they are born with weapons and even in the mother’s womb show their fighting qualities. Their better physique makes them very tenacious, and poisons practically do not harm them. If you like variety in weapons, then choose the Redguard. His fury of battle will also add to the weapon the uncontrollability of the owner.

Dark Elf- the last of the races available to us. An interesting combination of magic and stealth. You can hit your opponent without him even realizing he's dying. Since ancient times, dark elves have been immune to the fire school of magic, so in Skyrim they can be very appropriate, given who we have to fight. But we won’t set you up for something specific in advance...

So, the choice is made. It's time to start creating the character's appearance and choosing a name. I’ll tell you a secret that I completed all the games in The Elder Scrolls series as a Redguard. Therefore, Skyrim will be no exception. By the way, pay special attention to the appearance of the character, since you will very often carry out the final blows, which can be quite beautiful. And the main character should always please you with his appearance. However, we continue...

When everything becomes clear on the lists of the Imperials, they will still decide to execute you, so as not to mess around. Proceeding into the circle, you will listen to the general’s speech, designed to denigrate Ulfric. But the speech will be interrupted by a strange noise, vaguely similar to the roar of an animal. However, this noise will not interrupt the ceremony of cutting off heads. The first execution will be carried out, you are next in line. The roar will repeat again, but you are already being forced to your knees, and the executioner raised his ax to strike. You're waiting for the last second of your life, but the source of the strange noise finally appears above the tower at the beginning of Skyrim. The dragon came to burn the village. Yes, they have not been heard of for many years, many considered them a fairy tale, but today the fairy tale has come to life, giving you hope, albeit illusory, for salvation.

To freedom!

This will begin the first task in the game, in which we simply have to survive. And despite the fact that at first you just need to get to the fortress by following Ralof, then it will develop very rapidly. Ralof will offer to hide through the tower, but the dragon plans a little differently - the tower is broken, you cannot go up in the Skyrim walkthrough. Ralof will advise you to jump onto the roof of the inn and run. Look at the top of the screen, there is something like a mini-map. It’s easy to determine the direction from it, so you won’t be able to get confused. Just run where you are directed. Now, unfortunately, there will be nothing to profit from. Jump from the attic to the ground and move in the indicated direction.

Now you will have your first choice - follow Ralof or follow Hadvar. In principle, the difference will be insignificant. You will still have to follow Ralof further, especially when you get out. Only in this case will the imperial warriors be hostile. Although this cannot be said that this is bad, since additional equipment during the passage of Skyrim will not hurt us.

Enter the fortress. I chose Ralof because the Imperial equipment is better and will allow me to immediately dress my Redguard as expected. You can choose the second path - the result will still be the same. In the fortress, a new stage of the quest “Freedom!” awaits us, which forces us to escape from Helgen. In the hall you will first learn how to search bodies and use equipment. Take everything from Gunyar and equip yourself. Now you have your first encounter with the Imperials. I won’t describe how to kill them - just fight, there won’t be any problems. Search the bodies and get the key that we so lacked for freedom in the passage of Skyrim.

As one might guess, this is the same key that will open the doors and allow you to move on, following Ralof. You will have to follow him, but you can periodically turn the wrong way, searching the rooms and getting additional loot. Go down the stairs, picking up cabbage along the way, which is needed in the passage of The Elder Scrolls V Skyrim to restore health and nutrition. The dragon will again destroy the passage, so you will have to go even deeper underground to get out of the village.

In the next room there are a couple more Imperials waiting for you, who you will have to kill if you followed Ralof. You find yourself in a storage room that needs to be searched for potions and other loot. Remember what a barrel looks like, which you can climb into, and take potions out of it. Got enough? You can go further by first taking all the meat and seasonings. For what? It's simple. You will prepare food from them during your Skyrim playthrough, which will have a beneficial effect on your character.

We move after Ralof. In the next room where we stop, you have to pick the lock of the cage. It's easy to do. The question is solely about the shaking of the master key. Rotate the master key with the mouse to the desired position and press the default "A" button. Press and release quickly. If the pick shakes, do the same procedure after turning the pick. In general, this is how locks open. In the cage, remove his clothes from the magician’s body, which you can sell at a profit or put on yourself. I advise you to hack all the cells, as this will give you a couple of hacking skill points.

Along the way, in the next corridor there will be two doors on the right and left - pick the locks on them too to increase your hacking skill in the passage of The Elder Scrolls V Skyrim. Ralof will meet his friends, who will help you in further battles before leaving the dungeon. This room should also be searched. Next you will find more Imperials who need to be killed. And search, of course. Your companions will cope on their own, but it is better to kill everyone yourself, as this will give you additional experience points in handling the chosen weapon.

Ralof will open the way, but immediately behind you the passage will be blocked with stones. Therefore, you will again have to move only together. Going down, Ralof will lead us straight. And you can turn left, where there is some more loot. When you collect it, follow your companion. Carefully! In the next room there is a crowd of spiders interfering with our passage of Skyrim! As always, search them and continue moving.

After reaching the next cave, immediately climb onto the ledge on the left - there is a health potion and a couple of things there. Now deal with the bear. She is a dangerous opponent, but practically incapable of killing. Another simulator to raise your level. That's it, the dungeons are over. Run a couple more hundred meters and the task “To Freedom!” will end!

Before the storm

So, do not forget that there is a small error here, either in the translation or in the developers. Ralof will tell you that you need to split up, but at the same time he will strongly encourage you to follow him. Our goal is to get to Riverwood, where Gerdur, Ralof's sister, lives. She will help us a little. Basically, I advise you to get to Riverwood, collecting all the flowers and ingredients along the way, and then start acting on your own - either simply traveling around the world, or completing all the tasks in a row. But first, let's go to Riverwood. You need to follow Ralof along the road, periodically listening to his comments on our upcoming passage of Skyrim. Basically, you will encounter only one interesting thing on the way - three stones that allow you to choose a specialization. You can choose from the skills of a warrior, thief or magician. The amount of experience you gain from these directions will depend on the choice you make.

When you reach Riverwood, immediately follow Ralof to the left, where you will have a conversation with Gerdur. She will send her son to guard the high road so that the Imperials do not get close undetected. You will hear a lot of interesting things from the conversation between Ralof and Gerdur, after which you should communicate with Gerdur yourself, which should be done regularly in the passage of Skyrim. She will ask you to go to the local jarl who lives in Whiterun to inform him about the dragon attack. The mission "Before the Storm" has been continued. Now we can move straight to Whiterun, or we can complete one interesting task that you will receive at the trading post.

Head to the Riverwood Merchant, where selling out is vital. It is with him that you can begin the task “Golden Claw”. It should be noted that this task is a side task, therefore, in principle, it is not necessary to complete it. But I see no reason to refuse it, as well as any task in the passage of Skyrim.

In addition, you can go to the northeastern house of Fendal. If you wait until evening, the owner of the house himself will come and may offer you a task. It consists in the following. Fendal and Sven fight for Camilla's favor. And Fendal decided to forge a letter from Sven so that Camilla would give up the very idea of ​​​​being with Sven. You can take the letter to Camilla, or you can give it to Sven. In the second case, Sven will write his letter on behalf of Fendal, which can also be attributed to Camilla. In the end, depending on your actions, Camilla will prefer either Sven or Fendal. And the one who wins can become your assistant. Choose for yourself who you prefer - the archer Fendal or the bard Sven. Personally, I chose Fendal because he is very useful as a shooter in Skyrim.

Let me remind you that we have the task “Before the Storm”. Considering further events, I advise you not to get the golden claw now, but to go to the Jarl of Whiterun. Go north, Whiterun is indicated on the map. I advise you to go straight north, regardless of the difficulties with the road. This should be done in order to go through the Pelagio farm south of Whiterun, where you can kill the giant and get directions to the Companions in Arms guild. However, it will be possible to get there anyway. But additional experience during the passage of Skyrim will not hurt us.

Approach the gates of Whiterun and talk to the guard. Say you have important news and they will let you in for free. Once you enter the city, chat with blacksmith Adriana Avenici, who will teach you the basics of blacksmithing, armor crafting, and sharpening. Plus, she will ask you to take the sword to her father, who will present this sword to the Jarl’s eldest son. Agree, of course.

If you go to Greymane's house, you can take on the quest "Missing in Action", which requires you to find the missing member of the Greymane clan, Thorald. Immediately talk to Avulstein, who will ask you to find evidence that Thorald is alive in the house of the Sons of Battle. Walkthrough Skyrim will take you there. Right there in the house, read the book “Lost Legends”, which will give you the task “Forbidden Legend”.

Enter the house of the Sons of Battle and go to the far closet on the first floor. There is a book on the table that needs to be picked up. It is better to do this when no one is in the house, otherwise the book will have to be stolen. However, see for yourself, completing The Elder Scrolls V Skyrim gives you ample opportunities. This book will tell us about the fate of Thorald. Take her and go to Gray Mane’s house to Avulstein. He tried to go and free his brother by force, but I decided that I would do everything myself. But we'll deal with this later. Now it's time to go to the jarl on the mission "Before the Storm."

After the conversation, the Jarl will send troops to Riverwood and decide to give you another task. In order to understand its essence, you need to talk with the court sorcerer. He is in the next room, where you need to go after the Jarl. Farengar will send you to Windy Peak. If you remember, we needed to go there on the “Golden Claw” mission. Well, agree and move forward, having first questioned Farengar.

Well, is it time to move to Windy Peak? Be careful, when you approach it, you will be greeted by three unfriendly bandits. Kill them, collect trophies and go inside. Inside there will be two more enemies and a locked chest containing some loot. Well, it's time for us to go down. I warn you right away - there will be a lot of cobwebs, so be careful, don’t be scared. Fortunately, there is only one way, you can't go wrong. After walking a little way, you will find several lockers. There is fabric there, but you don't really need it. Around the next turn, more bandits are waiting for you, so you can shoot them right away. Well, or kill in close combat.

In front of you will be a gate with three symbols visible above it. Or rather, there are only two symbols, and the piece between them fell out and lies near the lever. The secret is to line up the same order of symbols on the left wall as above the gate. These are the snake, the snake and the fish. Otherwise, you will take damage when using the lever. Climb up the stairs - there is a hidden healing potion waiting for you. That's it, now you can safely go through the opened gates. Three rats cannot be considered opponents. Collect loot from the niche and go down the spiral staircase.

The next room is completely covered in cobwebs. It should be said that the hint is very transparent. Well, okay, we are no strangers to killing all sorts of nasty things. Moreover, you will begin to hear a voice coming from the corridor. And this voice will tearfully beg for help. Go down a little lower and get ready - around the corner a huge spider is waiting for you, which will descend from the ceiling. It is better to shoot him with a bow, since he will not squeeze through the arch. But if you are a fan of close combat, then now is the time to show your prowess. After the death of the spider, you will see a man in the web, who begged for help. Free him after getting as much information as possible about the claw, and be prepared to kill him, because he won’t just leave. In the next room, collect the trophies and move forward. Considering that embalming tools were lying here, the quests “Golden Claw” and “Windy Peak” led us to a very interesting place.

Be careful, as you go down you will begin to encounter the mummified remains of people who are very aggressive. Now be careful - after three draugs there is a circle on the floor, stepping on which you will activate the trap. It hits very painfully, but you can take advantage of this by moving the draugs in a circle. As long as the trap doesn't hit you later. In the next room there will be a drag mage who fights very painfully. But there shouldn't be any problems with it either. Half a flight of stairs below you will also meet three draugs. And another corridor with a trap. You can run through these swinging axes, but they won't be able to kill you. The main thing is that it doesn’t kill your companion.

And we are going lower and lower. I wonder where our search will take us? You are waiting for the next draugr, who die from a couple of shots or blows, some loot and rise a little upward. Then - a room with a waterfall and another draugr. There is also a chest with another share of the loot. We have only one way - along the movement of water. Pull the ring that will open the gate and move forward. The waterfall flows down, but we don’t need to jump from a sharp cliff. Near the chest, turn right and go down below. We will have a choice - to go down to the place where the waterfall falls, to the chest, or just go straight. Of course, the first option is preferable, since it is more profitable.

It is clear that the dungeons are man-made, but very neglected. There are roots, landslides everywhere... And there are quite a few monsters. Another enemy awaits us - a restless draugr. More serious than ordinary draugs, but still just as weak. He guards the passage to the sanctuary, where we will go as soon as we open the chest to the right of the exit.

It will be a long walk to the next corridor with traps, but you won’t encounter anything interesting on the way. But after the traps, three draugs will be waiting for you - one immediately near the entrance and two above. Collect trophies and go up to the floor. There, after passing through the bridge and opening the iron door, you will come to a door that should also be opened using the correct sequence of images. If you take it from the bottom up, then there should be an Owl, a butterfly and a bear. Lined up? Move on. A large cave awaits you, at the end of which there is a strange slab with a strange image. Be sure to save before going there. And then boldly come close to it and use it - you will learn your first dragon cry. And that’s great, but for now you won’t be able to use it. Therefore, just turn around and kill the drauga overlord who appears behind you. A very strong opponent, but he leaves behind an interesting axe, a slab that needs to be taken to the jarl, and other loot. In short, you will need everything. That's it, it's time to go out. Climb up the stairs and use the pedestal at the top. Search the next chest and exit to Skyrim. That's it, the tasks are finished and it's time for us to return to the Jarl and Riverwood to turn in the tasks.

For completing the "Golden Claw" quest you will receive 400 coins. And having gone to the Dragon's Reach to submit the task to Farengar. He will send you to the Jarl for a reward and a new task. It turns out that a dragon was seen nearby. You will be sent along with Airilet to hunt for the dragon. And as a reward for the previous task, they will give me a helmet, which I personally did not wear, but sent for sale. In addition, you will be allowed to buy houses in Whiterun.

Dragon in the sky

So, things can’t wait, and we urgently need to follow Irileth to confront the dragon. It's time to leave Dragon's Reach and head to the Watchtower. Sell ​​your unwanted trophies and leave the city. We need to get to the Western Watchtower, where Airileth is already waiting for us. Upon arrival, you will not see anyone, but when you approach the tower itself, you will hear a command to go to cover and not waste arrows. Well, that's a great idea. However, you won’t be able to sit out for long - either shoot the dragon that has sat on the ground, or kill it hand-to-hand. But keep in mind - it may hurt. And if you don’t use additional means of protection, it’s scary to get into hand-to-hand combat.

Cheat codes

This walkthrough concerns only the main storyline.

Start

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

The character appearance editor has noticeably improved. You no longer have to spend hours delving into it to create a sane man or a beautiful girl.

To freedom

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

Before the Storm

That's it, 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 world map. The uncle is in the forge, his name is Alvor. We tell him about the dragon’s invasion, after which he suggests urgently informing the Earl of Whiterun about this so that he can send soldiers to guard Riverwood. We go to the city, but the local guard will not want to let us inside. We tell him that we came to ask for help for Riverwood, after which he will willingly let us inside. The jarl is located in Dragon's Reach, this is the main building of Whiterun, it will not be difficult to find him. On the way, we will be blocked by Airileth, who will not like our unceremoniousness. We tell her everything as it is, after which we approach Balgruuf the Elder. We inform him about the dragon, without mentioning the Petrel and our uncompleted execution; he doesn’t need to know about it. He will send a detachment for Riverwood, and he will give us some instructions for his court magician.

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

Windy Peak

We go with the jarl to Farengar. He suggests that we get the Dragon Stone from the Windy Peak Temple. We agree and head to the temple, which is located on the top of the mountain. If you have problems climbing a mountain, then open a map where you can clearly see where you can climb and where you can’t. As a result, having climbed the mountain and dealt with the guards, we penetrate into the temple. We destroy two bandits, by overhearing whose conversation you can get a secondary task, and follow further through the cave using a map of the area. We go out into a small hall, where we destroy the robber. There is no point in immediately pulling the lever that is in front of us. First you need to arrange the columns with the signs on the left in the desired order. We display the following signs from left to right: snake – snake – fish. If we do everything correctly, then when we switch the lever, poisonous arrows will not fly at us, but the path further will simply open up. We turn left and go down the spiral staircase. We go a little forward, turn left, break through the web and meet a huge frosty spider. Having dealt with him, we free the poor fellow caught in the web, after which he escapes. We go further, where we find that same fugitive dead, which serves him right. We take the golden claw from him and move on. We run through the blades and go down into the tomb infested with draugr. We leave it to a small river. We pull the chain near the grate and follow the river along the cave. We turn right, go through the crack in the ceiling of the cave and go out to the door to the Windy Peak Sanctuary. Once inside, we go through a trap in the form of the same blades, destroy three draugr, go upstairs and cross the bridge to the iron door, opening which we find ourselves in an unusual corridor, at the end of which there is a door with signs. To open the door, you need to arrange the rings in the correct order, after which you need to insert a golden claw into the center of the door and turn it. We put the signs in the following order from top to bottom: bear - moth - eagle owl. We turn the claw, after which the door will open. We go inside to the sanctuary. We approach the dragon slab with the sign and study the new ability, after which the Draugr Overlord will come out at us. Having dealt with him, we take the Dragon Stone from him, go up the path, pull the handle to open the secret passage, and get out of the cave. We return to Dragon's Reach using fast travel, give Farengar the stone, after which he begins to decipher it.

Dragon in the sky

But unfortunately for us, a dragon was spotted nearby. Airileth calls us to Jarl Balgruuf to discuss this event. We go up to the second floor, where we receive a reward for the Dragon Stone we found, as well as news in the form of buying houses in the city. But the dragon won’t wait, so we head beyond Irileth to the western watchtower, where the fire-breather was spotted. On the spot we find a surviving guard who notices the approaching dragon. We arm ourselves with more powerful weapons and begin the battle with the winged demon. When he is defeated, we search him and absorb his soul, thereby studying the Scream. We select it from the magic menu and try it out. Having rejoiced at this event, we return to Balgruuf and report on the completed task. We receive a reward in the form of the position of Thane of Whiterun, our personal housecarl and the weapon of Balgruuf 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 the Dragon's Reach we will meet our housecarl - 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 cross the river bridge and climb the highest mountain in Skyrim - Hrothgar, where the Greybeards are located. Along the way we will come across an Ice Troll who can heal wounds and restore health. The best remedy against it is fire. Finally, having reached the top of the mountain, we go into the temple, where we meet Arngeir. He asks us to demonstrate our voice. Well, we turn to face him and use Scream, which almost knocks the old man off his feet. We listen to him and agree to study. To develop our Scream and make it stronger, we turn to Einart, who is behind us. We stand on the emblem of power on the floor and absorb it. Next, we absorb energy from Einart and demonstrate our increased Scream power on illusionary magicians three times in a row, holding down the voice key. Now you need to learn a new power from Master Borri. To do this, follow him into the courtyard and stand on the sign on the ground. Having absorbed the power from Borri, we demonstrate to Arngeir the new ability “Rapid Dash”, as Wulfgar did. To fully complete the training, you need to get the horn of Jurgen, the Wind Caller. Let's take on this assignment.

Traveling in the company of two pretty ladies is a special joy.

Horn of Jurgen

This item is located in the tomb of Arngeir in Ustengrev, in the swamps of Hjaalmarch. 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. Having arrived at the place, we deal with the local bandits and go into the tomb. Inside we see a clash between necromancers and bandits. The necromancers, having done their job of exterminating the bandits, will attack us. It is better not to touch the illusionary wolves; they will disappear on their own after the magicians die, so you should attack them 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 find your way out. As a result, we reach a door that leads us into the depths of Ustengrev. We follow the path, jump over the fire trap, go out into some kind of dining room, where we find a bridge along which we go from the dining room to a small cave. In due time, she will lead us to another huge open cave, at the bottom of which even fir trees could be located. By the way, you can also study the new Scream there. However, we cross the bridge and come out to a passage that is closed by three gratings. Directly in front of them there are three stones, each of which opens its own grate. We stand in front of them, select the “Rapid Dash” Shout, run between the three stones and use the Shout to “fly” under the bars before they have time to close. We will also have to use this Scream when we walk across slabs with fire traps. After them, we destroy the frosty spiders, break through the path and open the wooden door. We pull the chain and go out into the hall in which we should have found Jurgen's horn, but instead we find a note. It says that the horn was 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 in order to meet the stranger. There is nothing to do, you will have to fulfill the will of the “friend”. We go forward and open the wooden door. We get out of the depths, follow the corridor and open the secret passage with a lever. Following the map of the area, we get out of the tomb and move to Riverwood. We go into the tavern and find Delphine, from whom we rent a room in the attic, which is not there at all. However, there is a room on the left, which we enter. But our friend is nowhere to be seen. After waiting a little, Delphine looks in, who turns out to be the messenger of the note. She gives us the horn and asks us to go into the room with her to discuss some matters. But, before we go on a new task, let’s complete the current one. We return to the mountain to the Greybeards and give Arngeir the horn of Jurgen. Wulfgar will teach us the last word of power, after which all we have to do is stand between the Greybeards and pass the final test. This will complete the task.

Dragon in its natural habitat.

Blade in the Dark

We return to Delphine to find out what she needs from us. We go into the room, close the door behind us and follow Delphine into the secret basement. She asks us to kill the dragon, which should soon be reborn. In return, she will give any information that interests us. The offer is not bad, and besides, we don’t know much about the Dragonborn. The dragon will appear in Kin Grove, we can go there ourselves, or we can go with Delphine. Finally arriving at the place, Iddra meets us and tells us that the dragon has already been here and has flown out of town. We head there and see him hovering over the forest. We quietly creep up to the stone together with Delphine 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 the freshly baked dragon and absorb its soul, after which Delphine begins to completely believe in us that we are Dovahkiin. We ask her about everything we want to know and find out that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

Things are getting worse and worse. Dragons can not only be reborn, but also resurrect other similar dragons. Delphine suspects that the Thalmor are behind this, but for the information to be confirmed, she needs to get to the Thalmor embassy. She gives us the key to her tavern and invites us to wait for her there to find out the further plan of our situation. Having arrived at the place, we go down with Delphine to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet her elf contact named Malborn at the Laughing Rat in Solitude. This city is quite far away, so we move to good old Ustengrev and from there we proceed to the city on our own two feet. The main entrance from it can be found by following the road up from the eastern imperial company warehouse to the Katla farm, where we will later meet with Delphine. Once in the city and after watching the execution, we go into the tavern and meet Malborn. We give him the weapon, which he will take to the embassy so that he can give it to us there, because... You are not allowed there with your belongings. Now it’s time to meet with Delphine in the stables of that same Katla farm. When we meet, she will give us an elegant suit that we need to wear to meet the guest at the embassy. We also need to give her all our things. When everything is done, we get into the carriage and head out for the evening. Upon arrival at the place, we show the Thalmor soldier the invitation and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malborn and give a sign that it is time to escape from here. But first we need to do something that will distract everyone's attention and allow us to escape from here unnoticed. To do this, we approach Brelans, who is serving drinks. We take the drink from her and give it to Razelan, who is sitting on a bench and waiting to be served a drink. As a token of gratitude, he is ready to create a little brawl that will help us escape unnoticed from the evening. We approach Malborn and disappear from the holiday. We go into the kitchen, from where we go into the pantry and pick up our things that we gave to the elf. Now you need to find information about dragons, but you will have to rely only on yourself, because... Malborn will stay for the evening. Getting past the guards secretly or not is a matter of principle; the goal is still the same - to find Elenwen’s room, where the information we need is located. To do this, we go up to the second floor and go out into the courtyard. Elenwen's personal chambers are also located here. We get inside, eliminate the guards and search the box in the ambassador's office. We take the key from there 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 a second box there, which contains notes about Esbern. After reading them, we destroy the soldiers and take the key to the hatch. We open the hatch and go down into the caves, where we go back into the vastness of Skyrim. We return to Riverwood to Delphine and tell her that the Thalmor know nothing about dragons, but are looking for Esbern. This is what we need to find, but before we go searching, we take our things from the chest. Rat cornered

Brynjolf, the guy 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 when entering it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and go inside. You don't need much eloquence to convince a guard. Entering the city, we look into the market and find Brynjolf. If he is not there, then you need to wait until the day. This individual, greedy for help, invites us to steal the ring for him, in exchange for which he will agree to help in the search for Esbern. We agree to this jurisdictional matter and let Brynjolf know. We wait until the people from the market crowd in front of him, and we quietly sneak up to the display case, right here in the market, and, breaking the lock, steal the ring. If we can’t break the lock, or we are noticed, then nothing bad will happen, we just pay the fine and return to Brynjolf. Disappointed in our abilities, he will still invite us to work for him. But our task is far from this, we need to find the same Esbern, and for this we head to the “Rat Hole”, the entrance to which is located under the market. From there we make our way to the Wild Flask and the bartender, Vekel the Warrior, is located. For a fee, he will tell you that Esbern can be found in the “Rat Hole” in the “Anthill”. We head towards it, destroying 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 Delphine, and in order for him to 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 Devourer 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 we can stop Alduin.

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