Gardener people passing. Human gardener - Faaskar or Dragonborn storyline - Quests - Article catalog - Skyrim. Walkthrough of "Skyrim Dragonborn": preparation

Apocrypha

Start reading Nchardak's Black Book, Epistolary Acumen, and you will immediately be transported to Apocrypha, the realm of Hermaeus Mora. The prince himself will appear to you, greet you and offer to quench your thirst for knowledge in the endless repositories of his library. He will also tell you that if you get tired of searching, you should read the book again to return to mortal life.

Your task in Apocrypha: by reading all the new chapters of the book, get to a copy of the “Sharp Pen” in this kingdom, so you can master the secret knowledge contained in the volume. Activating magic balls (Scrye) helps you move around the kingdom; mana and stamina reserves can be replenished from appropriate sources; you should not neglect local chests called Vessels or cocoons (Pod). Despite the warm welcome of the owner, the local population - Seekers and Lurkers - greets him unkindly, even from the viscous slurry tentacles stretch out, ready to whip at the adventurer who does not have time to dodge.

Activate the ball and go into a dark moving tunnel, the walls of which seem to be made of books and scrolls. Reach the end, jump out, activate another ball and run again. “Drive” to the open book, you will see the inscription “Chapter II”. Read it and you will be transported to a new place.

Walk a little and you will find yourself in a large hall, although you are not alone. Deal with your enemies, look around for loot (local chests). Please note: when you are transported to a new place, there is always a double book with the same chapter, which takes you back to where you were. Now activate the new ball, a door will open, giving access to Chapter III of the book.


You will be transported to a hall with stairs, go to the very top and again dive into the gut corridor, activate the ball along the way and continue moving. Following the corridors, activating the balls, opening the gates and simultaneously overcoming the resistance of the local inhabitants, we reach chapter IV.


We activate the last ball and the path to the coveted double of the Black Book is open. Hermaeus Mora welcomes you again and congratulates you on your success. It seems the prince has become fed up with Miraak's desire to be freed from his influence and wishes to acquire a new servant/protector. The Prince will teach you the second Mind Word of the Bend Will Shout, which allows you to control people and animals. However, he notes that without the last Word you cannot defeat Miraak, and in exchange for this knowledge he wants to receive others - “secrets of the Skaals.” We'll have to agree to an exchange.


The prince disappears, and you can master another secret - the one that this Black Book hid. Choose from three abilities: Dragonborn Force, Dragonborn Flame, or Dragonborn Frost. Read the book again and you will be transported back to Solstheim.

Nchardak

Your story will somewhat surprise Neloth, especially the prince’s demand to give him “the secrets of the Skaal,” and the Telvanni, with his characteristic causticity, will remark: “What kind of secrets can they hide from old Mora? Yes, that would be a deal. Hermaeus Mora will learn a stunning new way to skin a horker ". However, it's time for you to go to the Skaal village to Storn. Leave the Dwemer ruins and get ready to fight the named dragon.


Skaal Village

Talk to Storn. If you have not yet purified the sacred stones, Storn will say that he is still too weak to meet with Mora, it is necessary to free the stones from corruption so that the shaman can restore his connection with the All-Creator. If the sacred stones are cleansed, then Storn will agree to help, noting that the "secrets of the Skaal" are ancient wisdom that is passed down from shaman to shaman. How to talk to the wind, how to listen to the earth, nothing about strength and power, but the “demon of knowledge” simply collects secrets, their value does not matter to him.

Storn will take the book from you and go to the center of the village to read it. Hermaeus Mora will kill the shaman in his quest to absorb the secrets of the Skaal, but will still teach you the final Word of Shout, Bend Will. You are now able to tame dragons.

After reading the Black Book in Nchardak, you will be transported to Apocrypha in the usual way. And this time the meeting is prepared appropriately - upon entering, none other than Hermaeus Mora himself will greet you. If in Skyrim you were able to complete his quest and obtained Ogma Infinium, then he will greet you as his champion, colorfully describing the boundless knowledge with which his world is filled and how generously he rewards those who seek.


After the Daedra leaves, activate the questionable flower-like contraption with tentacles to lower a bridge over the grim-looking dark green goo. It is better to postpone water procedures until returning to Tamriel, since contact with the local analogue of water will inevitably lead to an accident. However, death in this world is not so dangerous, since you will simply be thrown back to the book you read in order to be transported here. Jump into the bending passage to reach the island with the switch from the second bridge, which can be reached when the flexible passage is in the far right position. After the bridge is lowered, follow it the same way to the pedestal with the book and move to Chapter 2.

Help the Seekers find the exit and climb the stairs up towards the next curving tunnel. You can jump from it to the platform on the left and chat a little more with the natives in order to inherit something valuable from their property, or you can simply activate the tentacle appendage at the end of this tunnel and open a passage further, cutting a path to Chapter 4 in the ranks of the already fed up Daedra .


In the fourth chapter, hidden inside a giant flower, there is a huge book, after reading which you will summon Hermaeus Mora. He will teach you the second word of the cry "Bend Will" and tell you that it is impossible to defeat Miraak without knowing this cry in its entirety. The Prince of Forbidden Knowledge, of course, could teach you it, but doing something just like that is somewhat disgraceful for the reputation of the Daedra. Therefore, he will offer you a deal - the Skaal shamans hid their knowledge from him for many years (which is a crime in itself), and in exchange for it, Hermaeus Mora will gladly teach you the last word of the cry


After reading the book again, you will have the opportunity to choose one of the permanent abilities for yourself - the ability to summon a fiery serpent from the bodies of enemies killed by the “Fire Breath” shout, turn enemies to dust with the “Ruthless Force” shout, or freeze them with the “Ice Breath”. Once your choice is made, you will be transported back to Tamriel. Discuss what happened with Neloth and, having reasoned that the secret of the secret method of cutting up horkers is not such a high price to pay for defeating Miraak, go straight to the Skaal village, to Storn. At the exit from Nchardak you will be greeted by a dragon, which comes in handy here - it will help activate the second word of “Submission of Will”.

After reading the Black Book: The Sharp Pen, the hero will find himself in Apocrypha, the plane of Hermaeus Mora. The Daedric Prince of Knowledge will appear as a cloud floating in the sky, consisting of eyeballs and tentacles. He will attract you with the wealth of knowledge contained in the Apocrypha. Activating the sprout in the center of the platform will set in motion a bridge that passes through the dangerous swamp slurry of the plane. The goal is to cross the bridge without losing your balance or falling into the water. You should also be wary of tentacles coming out of the water and painfully hitting the unwary character. After jumping to the second platform, the hero will need to activate another sprout to lower the bridge. Finally, you will have to use the moving platform to get to the pedestal with Chapter II and read this part of the book.

Here you need to activate another sprout by walking along a narrow corridor. This will lower the walls and give you more room to fight the lurker and a couple of seekers. When they are defeated, you need to activate the next sprout to open the large gate, and then go through it. Behind them there will be a book with Chapter III, which you need to read.

Here, having expelled the seekers from the room, you can move forward. On the left side there is a source of magic surrounded by a pool of poisonous water that can restore your magic supply; another source is located on the landing up the steps. Next you need to enter the moving passage-bridge. If you exit on the nearest platform, the hero will have to fight a lurker and two seekers, and then go down below after activating the sprout to return to the starting platform. On the last and farthest platform there will be two seekers, different loot and a source of magic on each side.

You don't need to jump on platforms to reach Chapter IV. Instead, you can activate the sprout at the end of the moving bridge passage to open the gate. After destroying two seekers, the hero can continue moving until he meets the lurkers. At the end of the path, you need to activate another sprout to open the gate. Here, with the help of springs, you can restore your strength and move on, avoiding the tentacles that will stick out of the water. The hero will also meet a couple of seekers here. Chapter IV will also be located here.

Chapter III will be located under the platform where the hero ends up. You need to activate the sprout and you can go to the Black Book: Sharp Feather and read it to summon Hermaeus Mora. He will congratulate the protagonist and teach him the second word of the shout, “Bend Will.” He will continue to argue that a hero cannot hope to surpass Miraak without a final word from power. He is ready to help Dovahkiin teach this word, but as payment he asks the Skaal shaman Storn the Mountain Wanderer to tell the secret, exchanging knowledge for knowledge. Once the conversation is completed, the hero will be able to choose one of three branches of power emanating from the Black Book:

Flame of the Dragonborn - After killing an enemy with the Fire Breath shout, a fiery serpent appears from his corpse and fights on your side for 60 seconds.
Strength of the Dragonborn - The "Ruthless Force" shout deals more damage and can disintegrate the enemy.
Dragonborn's Frost - The "Frost Breath" shout encases the enemy in ice.

You can only use one ability at a time. To return to Solstheim, you need to use the “Black Book” lying on the pedestal, or read it from your inventory.

Secrets of the Skaal

Gardener people
Rewardthe last two words of the cry "Submission of the Will"
PreviousPath of knowledge
NextAt the top of Apocrypha
LocationApocrypha
Skaal Village
ComplexityAverage
IDDLC2MQ05
After reading the Black Book, you will find yourself in the dimension of Hermaeus Mora - the lord of the treasures of knowledge and memory.

Chapter I

Get ready for an unusual adventure. Run through the moving tunnels to the second chapter of the book.

Chapter II

After activating the book, you will find yourself in a tunnel made of paper sheets, get ready for a fight with the lurker and two more Guardians. When you deal with the enemy, activate the switch and run into the open passage to the third book.

Chapter III

In the following tunnels you will also meet Guardians and Lurkers. this time the number of the latter was much larger.

Chapter IV

At the very beginning you will see the Black Book of Epistolary Insight. By activating it, Hermaeus Mora will speak to you. He will teach you the second word of the will command cry, but to teach you the third word of power he will ask you for a favor. The Prince wants to know the "secrets of the Skaal"

Select your knowledge:

  • Flame of the Dragonborn- After killing an enemy with the Fire Breath Shout, a fiery serpent appears from his corpse and fights on your side for 60 seconds.
  • Frost of the Dragonborn- Scream Frost Breath encases opponents in ice.
  • Power of the Dragonborn- The Ruthless Force Shout deals more damage and can tear apart opponents.
You can only choose one ability. Then return to Solsheim.

Solsheim

When leaving the Dwemer ruins, you will meet the dragon Krosulhakh, who was sent by Miraak to kill you. After you deal with him, go to Storn Salolaz in the Skaal village and tell him what Hermaeus asked you to do. If you have not yet completed the quest to cleanse the stones, Storn will refuse to go with you, citing the fact that he is still too weak to meet the Daedric Prince.

After Storn reads the book, Hermus will take possession of the Skaal secrets and kill the unfortunate man. In return, you will learn the last third word of the cry Submission of the will and be ready to meet yourself

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

First acquaintance with the Skyrim Dragonborn expansion. How to start the quest?

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

Walkthrough of "Skyrim Dragonborn": preparation

When planning to plunge headlong into investigating Miraak's crimes, you need to think about the things that the hero will fill his inventory with before heading to the island. Solstheim, of course, has its own shops and artisans, but the selection of goods they provide is rather poor compared to the mainland. The flora is not diverse enough, so you should purchase potions in advance, because completing the game “Skyrim Dragonborn” is not an easy task. It is advisable to take with you the best equipment currently available and several soul stones if the character uses an enchanted weapon. The main thing is not to take anything extra; the hero will not get his own home on the island soon.

Dragonborn

The passage of Skyrim Dragonborn begins with a surprise attack on the character by a group of mercenaries in strange masks, accusing him of being a false Dovahkiin. Having repelled the attack and searched the bodies, you can find a note on one of them, which says that the hero was ordered by an unknown person who signed Miraak, and the mercenaries came to the mainland from the island of Solstheim.

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

Temple of Mirak

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

This is not the only dungeon in the game Skyrim Dragonborn. Quests will more than once force you to immerse yourself in the enchanting atmosphere of unexplored ruins. The Temple is full of Miraak fanatics, revived draurgs and never-before-seen enemies - the seekers. The location itself is quite large, but overall it is perceived and traversed quite easily.

Shrine of Miraak

After searching the first part of the temple, the heroes find Miraak's Sanctuary. Below is a Word Wall, allowing Dovahkiin to learn the word of power “Dragon Incarnate”. It is used according to the same rules as talent, that is, no more than once a day. is important in the Dragonborn expansion; completing the quest line is impossible without it. Using the ability, the hero receives increased blow power, durable armor and powerful screams. As soon as he studies the Word, sarcophagi will open behind him, from which several drurgs of varying complexity will emerge, among others there will be a particularly strong one - the keeper of the key. They can open a secret door hidden in the guardian's sarcophagus.

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

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

The fate of the rocks

It only becomes more interesting to play Skyrim Dragonborn. “The Black Book: Awakening Dreams,” the passage of which almost killed the hero, arouses Storn’s interest. He makes the assumption that Miraak can only be defeated with the help of the knowledge possessed by the first Dragonborn. The character needs to go to Syringa Outpost and learn the “Bend Will” shout, with which you can free the Wind Stone.

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

Cleansing stones

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

Path of knowledge

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

Having reached Tel Mithryn, one of the island’s settlements, the hero must head to the main tower, where Neloth lives. He will tell you that he knows where the “Black Book” that interests Dovahkiin is located, which he has already visited before, but did not have the opportunity to fully explore.

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

To do this, Dovahkiin, together with Neloth, will have to solve many puzzles.

Gardener people

The addition is almost completed. How to start the quest "Dragonborn: Gardener of Men"? To do this, you need to solve Nchardak's puzzles and read the Black Book. In Apocrypha, Dovahkiin will be met by the Daedric prince himself, who will invite him to quench his thirst for knowledge and use a huge library. The Daedra was tired of Miraak's desire to escape from his control, so he decided to help the hero cope with the first Dragonborn.

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

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

At the top of Apocrypha

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

The first chapter of the book does not raise questions, but in the second everything is much more confusing. You need to climb the steps and take the book “Endless Limbs” from the pedestal, and only after that proceed to the third chapter. If you miss this small detail, you can get stuck in the chapter for a long time. The environment is becoming more and more like a labyrinth. As you progress through the level, it is important not to miss the books: “Submerging Claws” and “Peeping Spheres.”

Moving on to the fourth chapter, the hero must go down the steps. In one of the corridors an unexpected meeting with local inhabitants awaits him; after their death, another corridor will appear. While exploring it, you should not lose sight of the last book, “Toothed Blades.” Now you can safely move on to the fifth chapter without fear of not picking up important items.

In the huge hall, Dovahkiin will meet four pedestals decorated with drawings. It is on them that you need to place the previously selected books. “Submerging claws” to the corresponding cartoon. “Peeping Spheres” for the drawing of the eye, “Blades” for the image of the mouth open in a grin, and the last one for the symbol of the tentacles. A book will appear in the center, sending the hero to the sixth chapter.

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

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

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

Related articles: