The elder scrolls v skyrim quests dragonborn. Dragonborn

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

Dragonborn

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

They approached me immediately upon arrival in Winterhold:

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

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

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

On the spot we find Gjalund Salt-Sage, and we talk about how we need to get to Solstheim:

He just won’t want to sail there, so he’ll either have to pay (500 gold), or convince or scare him.

In one way or another, we go to the island; upon arrival, the task marker will point us to the next point (at the same time, communicate with everyone who approaches you):

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

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

The Temple of Miraak

Now you need to talk to Freya (if she doesn't appear, press "E" on the stone in the center):

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

There are no special mysteries in the dungeon itself. There are a few traps, a few levers to use (but they are all in visible places). Among the opponents you will encounter cultists, draugr and skeletons.

The only moment that caused me difficulties was this door, next to which you learn the new dragon cry:



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

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

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

We will be completely at his mercy, and we will not even be able to move. If you have already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate this, and will add that he would do the same if he had such a goal.

Remaining motionless, we see Mirak flying away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

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

Talk to him:

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

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



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

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

And we use a new cry on the stone:

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

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

We talk with him until task The Fate of the Skaal will not be completed, and two new ones will not begin: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

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




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



Once you clear all 4 stones, the task will complete automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:


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

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

But inside there is a big puzzle waiting for you.

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

Follow Neloth to the lever that teleports you to the lower level:

The principle here is the following: place the cube on a stand and the water level drops. If you remove it, the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe every step, because there will be a lot of them. The main thing is to understand the meaning, use your wits and try.

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



In another large room it’s more interesting... there are 3 activated racks, and 3 bridges:

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

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

We install Dwemer cubes on all racks and move on. We find the lever that teleports you upstairs and return to the beginning. All that remains is to activate the last stand, and the Black Book will become available:

This completes the task.

The Gardener of Men

This task will have slightly fewer puzzles than the previous one, but the thrill is guaranteed.

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

We talk with Hermaeus Mora and begin to solve the local puzzles. The essence of their decision comes down to two principles:

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

The second is “living corridors” crawling back and forth. Which you can jump into in one place and get off in another (or walk through them):



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

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

At the Summit of Apocrypha

The last main task has begun storyline Dragonborn

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

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


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

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

In general, after completing the two previous tasks, this should not be difficult.

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

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



It’s almost impossible to figure it out on your own, because... Certain racks require certain books to be placed on them. Each of the racks has a symbol on it, and this is how the books should be arranged:

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

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

We approach the central one and read:

We are transported to another new location. We learn a new shout, after which a dragon will appear, you don’t need to fight it, but you need to use the Bend Will shout on it. Thus we will force him to obey us:



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

And it will take you to Miraak. The final battle is ahead!

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

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

Important! ability to reset talents

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

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

P.S.

Finally, a word about complexity. I played as a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

Overall it was easy, only some high cultists and Miraak forced us to drink health cans.

But if your characteristics are significantly lower, and you also decided to go through the master difficulty, be prepared for difficult battles.

The plot is played out in the usual form (not a vampire or a werewolf), without companions.

When you launch Skyrim Launcher, make sure that Dragonborn is checked. If at this point the Greybeards have already called you and called you Dragonborn, go to some populated area and expect an attack. If The Way of the Voice quest is not completed, you will still be able to get to Solstheim, but the main quest of the expansion will not begin until you are "officially" recognized as Dovahkiin.

Dragonborn takes place on the island of Solstheim, familiar to those who played the Bloodmoon addon for TES 3: Morrowind. You will be able to return to Skyrim and travel to Solstheim, an island near Vvardenfell, any time you want. What to take with you to start? Please note that although Solstheim has its own retail outlets, the selection is not as rich as on the mainland, and the flora is sparse. Take it good armor and weapons, a certain supply of “healers” and soul stones for recharging weapons, but nothing extra - you won’t have your own home there right away. The main thing is to get rid of the heavy Ancient Scrolls if they remain after completing Dawnguard add-ons(hand them over to the priest of the Ancestor Moth, you will find him in Fort Dawnguard near Riften, and to the orc, the keeper of the library at the College of Winterhold).

You are suddenly attacked by a group of strangely dressed masked comrades, shouting that you are not the real Dragonborn. Fight off the attack and search the bodies of the unlucky killers. On one of them there will be a note from which you will learn that you were “ordered” by a certain Miraak, and his followers arrived from the island of Solstheim on the ship “Maid of the North,” which is docked in Windhelm.

Go to Windhelm and find Captain Gjalund in the port. Use any available method (persuasion, threats, money) to convince him to take you to Solstheim. Sit back and enjoy the view of the surroundings.

There is no need to wait for an attack; you can immediately go to the port of Windhelm and sail to Solstheim.

Upon arrival at Raven Rock, you will be greeted by second advisor Adril Arano. Ask him about Miraak. This name is familiar to him, but the adviser cannot remember why exactly, unless it is somehow connected with the Earth Stone.

You can ask other residents of the town. Everyone knows about Miraak, but no one can say anything definitive. Go to the outskirts of Raven Rock, there you will see the Earth Stone and people working on the construction of the sanctuary. A friend will approach you passing TES III is a dark elf named Neloth, who will note that you are not like the others and will direct you to the Temple of Miraak.

Go to the very center of the island, climb up the mountain along steps literally strewn with skeletons of dragons. There you will find even more bewitched people working on the construction site near the Tree Stone. This is the Temple of Miraak, be prepared for an attack by his followers.


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


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


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

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

Kagrumez's Glove

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

Location of resonator stones:

So, if you have already found the two necessary stones in Nchardak, Falbtarz, or bought them from the Dunmer, then you can safely go to Kagrumez. At the entrance you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Ralet Eldrie’s diary. It makes a reasonable assumption that the clues for successful completion The ruins should be looked for on the gate, which is somehow connected to the console.

Take a look at the picture marked on the gate and insert the resonators in the order indicated there. Dwemer things will attack you from different sides - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to become your companion. It’s better to leave him here for the future; Kagrumez’s trials may be too severe for him.

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

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

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

Cold Moon Invitation

Geldis Sadri, owner of the tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to head to the Bluff Cold Moon(north-northeast of Raven Rock) and talk to the hunters. The Nord hunters you will find on this cliff are not really hunters at all, but werewolves.

If you yourself are not a lycanthrope, then they will not say anything good to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader of Majni will be very welcoming and ready to sell four unique rings that enhance the form of a wolf. You can only equip one ring in wolf form, so you don't need to buy all four unless you're an avid collector.

Werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

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

Excavations

Meeting in Kolbjorn

To the northeast of Atia Farm is the Kolbjorn Mound. In the mound you will meet a Dunmer named Ralis Sedaris. He arrived from Mournhold itself (the former capital of Morrowind) to conduct excavations commissioned by a representative person. However, as it turned out, it turned out to be almost impossible to carry out excavations: the entrance was walled up too deep, and the earth was filling the hole back faster than it could be dug out. Dunmer needs a reliable partner who is ready to sponsor this adventure and divide the profits in half.

You won’t refuse to go through one of the most not so interesting, but complex side Dragonborn quests over some measly wad of money? Give Ralis 1000 gold and wait for the note.

Similar expectations in the process of passing of this assignment there will be a lot. Therefore, if you are not eager to waste time, or want the task to fit harmoniously into the planned scenario, you should go to the excavation as soon as you see a messenger with a note.

First visit

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

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

Second visit

Having received the second note, you find out that something happened again. When you arrive at the excavation site, you find out that two workers are missing and the rest are dead.

Go down and deal with a bunch of draugr that have infested the ruins. Go back to where you found Azidal's boots and then down into the central tunnel. Along the way you will find the body of one of the workers. The entrance to the left is opened by chains. Go to the door with four handles and pull the second one from the top and the bottom one. When you discover the body of the second missing woman, you will be attacked by a cluster of draugr. After that, go left: the handle at the bottom will open a secret room with Azidal's Ring of Necromancy. Return back to Ralis. Now the Dunmer are asking you for 3000 septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, the draugr interfere with further work. Take diary No. 22 from Ralis's desk, in which the Dunmer complain that the diggers are too clumsy to run properly on some tiles.

After going down into the tomb, deal with the undead that have filled it. In the central hall with a column, go up to the second tier and follow the direction of the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Azidal's amulet gloves, which allow you to absorb spells. Return to the room with the chain and open the other door. A new batch of draugr will attack you. Deal with them, clear the cave and return to Ralis.

Azidal's ring of magic

Before returning, you can get Azidal's ring of magic, which will allow you to cast a couple of new spells: “freeze” and “ignite”. This can be done either using telekinesis, which is quite challenging task, or using prompts in the diary. In this case, it makes sense to use the time dilation scream.

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

Fourth visit

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

After going down to the central hall of the mound, learn a new word of the cry “Cyclone”, and then head to the hall in which Azidal’s ring of magic was located. Deal with the draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in the room behind the bars, there is Azidal's armor of retribution. To open it, turn the obelisks “fish” in your direction and pull the lever. Then turn the obelisks “eagles” towards you and pull the lever again. A passage in the floor will open.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an Azidal artifact, the helmet of insight. Place the obelisks with the “snakes” facing you, pull the lever and you can take your helmet.

Dragon Priest Azidal
Screenshot: "UESPWiki"

After destroying Azidal, take his mask and decide the fate of Ralis, who killed all the workers in the mound. He, however, sacredly swears that he committed murders under the influence of the alluring call of Azidal and could not resist the will of the latter. If you let Ralis live, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not get your money back.

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

Brand of Death

In the vastness of Solstheim, you can stumble upon a book called “The Mark of Death.” When you read it, a new marker will appear on the map - “Haknir Shoal”. The book can be read after discovering one of the chests; to do this, it is enough to search the corpses of the murdered adventurers.

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

Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of robbers. Deal with them and pick up a helmet that allows you to breathe underwater and increases your armor rating when wearing a full set. A pendant from the Eastern Imperial Company lies nearby. Take him too.

Chest #2

Off the coast north of Raven Rock you will find several bandits and a buried chest containing Haknir's armor, which increases stamina with each new piece of the Death Brand set.

Chest #3

This chest is located next to the waterfall. It houses Haknir's Gloves, which increase damage from two-handed weapons for each item of the set equipped.

Chest #4

The fourth chest can be found near Tel Mithryn: you need to go out to the mouth of the river flowing nearby. Hidden here are boots that increase the maximum weight you can carry for each item of the set you wear. In the same chest you will find the key to the Gyldenhull Barrow.

Gyldenhull Mound

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

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

Ebony Warrior

Required condition for receiving the task: the hero's level is at least 80.

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

Obviously, this task is a kind of Easter egg for the player who has gone through the entire game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong like god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebony armor and tried to kill him. Looks a lot like a reference.

Ebony Warrior
Screenshot: "UESPWiki"

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

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

Call of Karstag

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

IN Ice cave in the north of Solstheim you will find a Riekling lair. Destroy them and grab Karstag's skull at the back of the cave. With this skull you need to go to the ruins of Karstag Castle. After wandering around the caves there or opening the master-level lock, go out to the back of the courtyard. Approach the throne and activate it with the skull.

Spirit of Karstag
Screenshot: "UESPWiki"

And now, as they say, “load your saved game to restore the course of fate, or continue to live in the damned world that you yourself created.” The giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstag, you will be able to summon him three times in open areas.

Mzunda Insight

This task is not shown in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are filled with Rieklings, which you will have to deal with to proceed further. On a remote control with ten buttons, select the bottom second button from the right, otherwise you will have to repel the attacks of crawling Dwemer spiders or endure the effects of dwarf traps.

Ruins of Falbtarz
Screenshot: "UESPWiki"

Next you will find locations filled with spiders. Please note that resonator locks are opened by striking. One of them is hidden by cobwebs. By jumping on gears, you must penetrate Falbtarz's gallery, activate the lever and valve there, and then again use the gears to get to Falbtarz's steam engines.

Ultimately, you will run into another riddle, a couple of adventurers who have already failed while trying to solve it. There is no secret here - just try activating the resonators and observe the result. This way you will arrive at the correct sequence.

In the large hall you need to activate the lever on the right. The platforms that appear will provide access to the center of the hall, where you will activate the next resonator. The southern part of the hall leads to The Great Hall of Falbtarz, in which you will need to use two Centurion Cores. If you don’t have any at hand, don’t worry - the developers have carefully placed two steam centurions nearby that can be awakened.

Grab the resonator stone, if you need it to complete the quest “The Glove of Kagrumez,” and the unique Dwemer helmet, which allows you to breathe steam on enemies at the expense of your own reserve of strength, and go free.

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 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 near future locality 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. After using the ability, the hero receives increased strength blows, strong armor and powerful screams. As soon as he studies the Word, sarcophagi will open behind him, from which several draurgs will emerge of varying complexity, 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 Dark Brotherhood Morrowind. Many dungeons will delight you with generous treasures and new Shouts.

Burkozel