Esbern's door does not open. Walking through the quest with Esbern in Skyrim

This is a unique character world of Skyrim, willful and unshakable. You cannot play as him, but at certain stages this Nord becomes a good companion for the user.

In ordinary life, he keeps chronicles; in the game world, he becomes a unique character, capable of performing various actions to help the player. In one of the tasks the NPC does not open the door, this bug was present both in pirated versions, and in official ones, including fully Russified. What to do in this situation? Sometimes it helps to save several times and re-enter the game, however, this will not always work. At a certain stage, it will be possible to communicate with him using telepathy. If this doesn’t work, try to act more simply, appealing to his own intelligence. In later versions, the bug was successfully fixed by the developers; problems should not appear just like that.

It's worth talking to Esbern in Skyrim, as he can reveal a lot useful information, necessary for the player to successful completion many important tasks in the game world. Fixing bugs on your own is not possible, other than downloading the official patch. Users all over the world tried to find the appropriate console commands in order to skip this difficult place in the game.

In itself, completing the quest with Esbern in Skyrim takes very little time if you completely follow all the whims and instructions of this companion. Only in this case can a certain effect occur after some period. If Esbern does not speak and remains silent, then all that remains is to look for patches that eliminate this shortcoming. In the licensed Russian version, Esbern's voice acting in Skyrim still leaves behind many questions; many gamers mark it as unsatisfactory. What do localizers themselves say? In fact, nothing. It is believed that this character is not the key one, so very little was given to the voice acting.

In such a situation, the easiest way is to master the original English version, there simply won’t be any questions with the passages. After the quest, you should return to Esbern to report on the work done. If you urgently need to find it, you should use the indications on the map; it is very useful to place beacons to find the right place in the game world in the shortest possible time. There is a glitch with Esbern in the official version, but only until the user installs licensed patches that can eliminate any shortcomings as quickly as possible. Working with this partner is very interesting and exciting, the most important thing is not to consider him the savior of any situation. The success of most decisions made by the user will still not depend on the NPC, and it is useless to say otherwise.

Also, the combat skills and abilities of this Nord are useful during large-scale battles, when the main character’s blade alone will clearly not be enough to withstand a huge armada of opponents. Interaction with this character is very important in certain moments games.

From the stolen documents it follows that the Thalmor are not involved in the resurrection of reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We need to find him before the Thalmor. Delphine will provide us with a code phrase that should convince Esbern of the purity of our intentions, and will send us to Riften to ask a certain Brynjolf if he has heard anything about the Esberns hiding in the area.

THIS IS A BUG: Thanks to the disappearing voice acting of Esbern himself, the quest “A Rat Driven into a Corner” is, one might say, one big bug. Just in case something goes wrong, here's the magic command you can use to skip the entire quest: "Setstage MQ203 5".

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

Esbern is hiding in the sewers, in an area called the Ant Hill. He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will meet several Thalmor soldiers. At first Esbern will not want to open the door. Just for this case, you were given a code phrase.

THIS IS A BUG: If you can't hear Esbern's words and turn on the subtitles and see them appear for a split second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is a very small cause for concern compared to the stuck door-opening script that bogs down the plot. To try to get past the bug, press “use” often while pointing at the stubborn NPC. You can try to do the same by becoming incorporeal ( console command"tcl") and flying into his room. Going to another location and returning may or may not work. If everything is really bad, skip the entire quest following the recipe above. You won't lose anything.

Alduin's Wall

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

When you finally get Esbern to open the door, talk to him about dragons and lead him out of the dungeon. Along the way, you'll be warmly greeted by a couple more Thalmors. The old man must be brought to the Blades headquarters in Riverwood. But you don’t need to literally lead him through half of Skyrim - you can use fast travel.

Our next stop is the Skyhaven Temple, the old fortress of the Blades. The hero, in company with Delphine and Esbern, is looking for the wall of Alduin, where the prophecy is inscribed. Go to Kartspire Cave. Along the way you will have to fight a dragon and a crowd of Forsworn.

THIS IS A BUG: if you have already been to those places, do not use fast travel under any circumstances - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will definitely get stuck, and only the console command will save you "setstage MQ203 280", skipping the entire quest.

Inside the cave, after destroying several more Outcasts, we will stumble upon a raised bridge. You can lower it by turning all three columns so that they have the symbol of a two-faced dragon. There is a dangerous trap behind the bridge. Every time we step on the “wrong” slab on the floor, the hero flies fire ball. Need I say that the “correct” slabs are marked with the same dragon symbol?

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

After a short scene, we will find ourselves in the temple itself and can easily find Alduin’s wall. Explore it and don’t forget to clean out the temple - you will find a signature Akaviri katana, “sharpened” for fighting dragons.

Throat of the world

The troll wanders among the magical wind and feels great. No problem, we'll fix it quickly.

The quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the Throat of the World mountain, talk to their main dragon named Paarthurnax. So that the hero can get through the magical blizzard, the elders will teach him the cry “Clear Sky”, which disperses the clouds. Shouting at the snowstorm, we can easily walk along the path to the very top.

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

Paarthurnax himself will meet us there. The conversation will be casual. The dragon will teach you a fiery cry, and then ask you to use this cry in order to make sure that “The Force is strong in you, young Dovahkiin.”

The dragon will tell us about Alduin's return and send us on a quest for the Ancient Scroll.

FOR YOUR INFORMATION: From now on we can return to Paarthurnax to enhance one of three shouts: Relentless Force, Ethereal or Fire Breath.

Ancient knowledge

Dwarven worker spiders are the weakest of the mechanical guards.

Before taking on this task, it makes sense to upgrade your weapon, stock up on potions, find a smart companion and empty your duffel bag. You will have to go down to very deep places, where you will have to fight with Dwemer centurions, and in some respects they are even more dangerous than dragons.

Where to look for the Ancient Scroll? If you have already completed the Beyond the Ordinary quest, then you have it. If not, we will look. To begin with, on the advice of Esbern or the elders, let’s take a look at the College of Magicians of Winterhold. In order not to perform starting quest, you can tell the elf on the bridge that we are on urgent Dovakin business and shout something to confirm the words.

The orc librarian will post all the books on the Elder Scrolls. Read them.

THIS IS A BUG: if the orc does not want to give books, this is most likely due to the fact that we are already completing quests for the college of magicians. There are two options: either finish the line of quests and only then return to the orc, or enter “ setstage MQ205 80"(but then, probably, the guide marks on the map will disappear and you will have to go further “by touch”).

When we study both books, the orc will tell you where to find the main local expert on these matters - Septimius Segonius. His cave is far out to sea, where ice floes float. Septimius will give you the quest “Beyond the Ordinary”, provide you with quest items (dictionary, guiding ball) and tell you that you need to start your search from the Dwemer ruins of Alftand.

The correct entrance is marked "Alftand - Ice Ruins". Passing through the winding ice cave, we will find ourselves in a Dwemer dungeon - also very winding, and through it - again into the cave. You will have to fight both mechanical guards and bandits who came here in search of profit.

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

Falmers will start coming across here. Let’s not forget to look under the pipes in the first hall, where behind the fence the stone is sprinkled with blood. There will be the remains of a less successful treasure hunter and his note.

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

We open the exit to a large cave with a lever and go down along the inclined slabs into the neighboring tower. The entrance to it is a dead end, you will have to jump straight onto the remains of another unlucky treasure hunter. You can walk along the slabs to the chest - where the piston works. But the road leads down and down, through hordes of Falmer, past a “paw” trap and a stream of fire shooting from the ceiling, into rooms with Falmer dwellings. If you want, use the oil spilled on the floor to make the fight with the inhabitants of these places easier. But beware of fire nozzles that turn on and off periodically.

ADVICE: go into the elevator marked "Alftand - Ice Ruins" to open the grate that was previously blocking the path. Now, if you decide to return to Alftand, you can shorten almost the entire path using this elevator.

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

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

At the top of the stairs two bandits are arguing. These are no longer centurions - they are easy to deal with. Open the door to the elevator with the key taken from the fallen centurion. Now you can return from the surface directly to the cathedral.

The Dwemer mechanism at the top of the stairs is the path to the Blackreach. This place is vast, beautiful, and I could talk about it for a long time. If you want, explore it completely, or, after searching Sinderion's field laboratory, follow the sign straight to the observatory - to the Mzark tower. Of course, if you are not confident in your abilities, bypass all noticed centurions on the tenth road.

In the tower, go up to the control levers and place the cube dictionary in the stand. There is a puzzle to be solved. I cannot give an exact solution, conditions change. But there are no difficulties with it - you just need to press the buttons and, through trial and error, ensure that the lights on them light up and do not go out. If everything is done correctly, the mechanism will open the Ancient Scroll to us. Take it and don't forget to pick up the completed dictionary from the stand.

It is done! Return with the Scroll to Paarthurnax.

Alduin's Curse

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

Paarthurnax sends us back in time so that we can overhear the “anti-aircraft anti-dragon” cry of the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords defeated Alduin in the distant past.

THIS IS A BUG: a scene from the past may stall. They will save the team's situation " Setstage mq206 70" And " Setstage mq206 100"- enter them one after another, and the scene will be skipped, and the hero will acquire the necessary scream. Don't take companions on a mission - they might get stuck in the past, turning Skyrim into Back to the Future.

But, by the way, Alduin himself is already in the present. It has wings and is invulnerable in flight, but we know the Dragon Slayer cry, with which you can knock it out of the sky.

Having taken aim, shout at Alduin (don’t confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take away his health.

Try not to let Alduin fly up again - tie him up with the Dragon Slayer in time. Eventually the dragon will get cold feet and fly away.

Endless time

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

This task is unique in its kind. It looks like an ordinary conversational quest, in which you don’t even need to make decisions - any will do. But the bugs here are so big that it’s impossible to tell in a fairy tale or describe them with a pen. But we'll try anyway.

So we need to catch the dragon. Whiterun Castle - Dragon's Reach - is well suited for this. But Jarl Balgruuf demands that before the experiments begin, the empire and the rebels conclude a truce (this is provided that the war is still going on).

What is required of us? Talk to Arngeir, offer to arrange negotiations in High Hrothgar. Go to Ulfric and General Tullius, convince them to sit down at the table. In the monastery, the parties will decide whether to stop the war in order to fight the dragons and if so, on what conditions? Our hero acts as the referee. No matter what decisions the player makes, a truce will take place, so we can play along with the side that we like the most.

Now about the bad:

If the hero is already completing quests for one of the parties, the task may become firmly stuck - we simply will not be able to tell one of the parties about future negotiations. Start civil war quests before " Of endless time"It is highly not recommended - and if you have already started, bring the war to the end to skip the quest entirely.

When Esbern takes the floor during negotiations, the dialogue may stop due to his “vow of silence.” At the same time, the hero is glued to the chair and can no longer approach the old man and kick him so that he comes to his senses. To try to cure him, save and then load.

Sometimes negotiators don't come to the table. You can also try saving and loading here.

Seven troubles - one answer: “ Setstage MQ302 300».

Paarthurnax

Esbern insists that Paarthurnax must be killed because the Blades have always killed dragons.

This is a small optional quest that we will receive either at the beginning of the Fallen quest, or before if we talk to Esbern or Delphine. The Blades found out that Paarthurnax is a dragon, and, like the old enemies of dragons, they want to kill him. And the Blades don’t give a damn that without Paarthurnax we would not be able to defeat Alduin, that he is one of a kind and that killing him would mean a major quarrel with High Hrothgar. These guys didn’t even have a meaningful reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that there are almost none left.

The choice is small - either kill Paarthurnax, or give up on the quest (it cannot be cancelled). If you complete the task, the ability to increase the scream will disappear, and the elders will stop talking to you. But the Blades will love you, but there’s no point in it.

If the dragon is not touched, the status quo will remain. The blades will look askance, but we will somehow survive this.

Fallen

The dragon Odahviing, who arrived at the call, immediately began to rage.

Now we know (and if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented feature to summon Odahviing to Dragon's Reach and capture him.

Talk to Jarl Balgruuf and begin. Going out onto the balcony of the large “hangar”, call Odahviing, “plant” him with the Dragonkiller shout and carefully destroy his health, luring the dragon into the depths of the hall, towards the doors.

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

House of the World Eater

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

At Skuldafn you will be warmly greeted by strong draugr and dragons. The portal is located outside the temple, but to get there you will have to look inside. There are plenty of draugr there too. There are also simple puzzles. The first one opens two doors. If you look at the columns from the lever side, the right door opens with the combination “bird, bird, bird,” and the left door with the combination “bird, snake, bird.”

The second puzzle will occur after the corridors with spiders. The column in the left niche should be a “whale”, in the right - a “bird”. The column in the center of the hall is a “snake”. By pulling the lever, you will pass through another large hall, go up the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, having defeated a particularly large draugr, open the door with a diamond claw and the “wolf, butterfly, dragon” combination.

All that remains is to study the word of Power and defeat several draugr, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Don't forget to take the mask from the fallen priest.

If the priest managed to close the portal, take the staff and open it again. Your path lies in Sovngarde, the kingdom of the Nords who fell in battle.

Sovngarde

"Stop! Face control!"

Then everything is simple. We walk through fields and hills, shouting at the surrounding landscape Clear skies to disperse the fog. On the bone bridge, measure your strength with the guard Tsun and go to the Hall of Valor. Listen to Ysgramor and talk with three ancient heroes - Hakon One-Eye, Felldir the Old and Gormlaith the Golden Handle.

Dragonslayer

The final battle cannot be called difficult. Alduin can easily be pinned down by our three heroic assistants.

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

That's all. The world eater is dead. Return to Tamriel and watch the final scene. Now all of Skyrim admires your feat. The "Dragon's Call" shout now summons Odahviing to help. In addition, you have a new shout that briefly summons one of the three ancient heroes from Sovngarde.

FOR YOUR INFORMATION: Dragons continue to appear throughout the world as a valuable source of bones, skins, and souls for the study of screams.

In the game Skyrim great amount quests and tasks both in the main plot and in side quests. Sometimes it happens that a quest cannot be completed because bugs prevent you from doing a certain thing. Of course, developers constantly release patches that fix most bugs, but this is not enough. And even modders who make unofficial mods that fix bugs are not able to cope with the task. But there will always be a solution.

Most often, beginners have problems opening doors to the dungeon, behind which treasures are hidden. Skyrim is a vast game with a lot of mechanics that are not always clear or simple. But not every beginner reads useful information before playing.

Let's take a closer look at how to open doors in Skyrim using a claw or other tricks.

How to open a door in Skyrim with a claw

The first dungeon for the main quest is Windy Peak. It is at the end of it that there is a door that must be opened by choosing the correct code. By the time you get to her, you should have something called the Golden Claw.

If you don’t want to spend a long time selecting the code on the door, going through heaps of options, then just open your inventory, find the claw, and use the mouse to rotate it so that you see 3 signs on the paw. These signs indicate the code sequence that will open the door. Then you just need to turn the circles on the door and set the correct code. The door will open.

Skyrim has a huge number of dungeons, and many of them have doors that cannot be opened without a claw. You can find claws either through quests or simply in random places. If you find a door in a dungeon, but there is no claw, then do not despair. You will return to it later when you have the necessary thing with you. Well, typing the code on the door and opening it won’t be so difficult if you dealt with the first door in Windy Peak.

But not all doors open easily. Sometimes some bug prevents you from opening the treasured door on the way to completing the quest. For example, consider the quest with the magician Esbern. How to open such a door in Skyrim?

How to open Esbern's door

One of the troubles in Skyrim is a bug when Esbern does not open the door during the quest. In the Russian version of the game it is called "Rat cornered." The quest requires you to find Elder Esbern, who is based in the city of Riften. It is not difficult to find him in a deep dungeon under the city. There you need to find the door at the waterfall, where the old magician is hiding.

To open the door, the quest requires you to talk to the magician and say the code word. However, unpleasant bugs often occur in this place. For example, Esbern does not open the door or does not speak at all. Because of this, the quest cannot be completed.

In the first case, you can reboot and repeat the conversation with the magician. It may not work the first time, but it still often helps.

If this does not help or the bug manifests itself in the second option, then the solution may be to download files English voice acting for this quest. In most cases, this fixes the problem.

Esbern may not open the door or speak if you haven't completed Brynjolf's ring toss quest. Try to go through it first, and then talk to Esbern again. Sometimes after completing this simple quest, the magician will start talking to you.

Well, if you are an experienced gamer who understands moderating, then you can download the BSAUnpack utility and extract the contents from the VoicesExtra.bsa file into the game Data folder. After this, you can go into the game and complete the quest.

Preface

While progressing through the game, you may stumble upon bugs that will serve as an obstacle to further progress in the plot. In this guide you will find solutions to the most common problems and get tips on completing the main plot of the game.

Beware, spoilers.

If you are playing through the game for the first time, I recommend reading sections of this guide as problems arise.

"Rat Cornered"


From the stolen documents it follows that the Thalmor are not involved in the resurrection of reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We need to find him before the Thalmor. Delphine will provide us with a code phrase that should convince Esbern of the purity of our intentions, and will send us to Riften to ask a certain Brynjolf if he has heard anything about the Esberns hiding in the area.

Thanks to the disappearing voice acting of Esbern himself, the quest “A Rat Driven into a Corner” is, one might say, one big bug. Just in case something goes wrong, here's the magic command you can use to skip the entire quest: "Setstage MQ203 5".

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

Esbern is hiding in the sewers, in an area called the Ant Hill. He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will meet several Thalmor soldiers. At first Esbern will not want to open the door. Just for this case, you were given a code phrase.

If you can't hear Esbern's words and turn on the subtitles and see them appear for a split second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is a very small cause for concern compared to the stuck door-opening script that bogs down the plot. To try to get past the bug, press “use” often while pointing at the stubborn NPC. You can try to do the same by becoming incorporeal (console command “tcl”) and flying into his room. Going to another location and returning may or may not work. If everything is really bad, skip the entire quest following the recipe above. You won't lose anything.

"Alduin's Wall"

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

When you finally get Esbern to open the door, talk to him about dragons and lead him out of the dungeon. Along the way, you'll be warmly greeted by a couple more Thalmors. The old man must be brought to the Blades headquarters in Riverwood. But you don’t need to literally lead him through half of Skyrim - you can use fast travel.

If the stubborn old man does not want to move with you, order him to stop, and then follow him again.

Our next stop is the Skyhaven Temple, the old fortress of the Blades. The hero, in company with Delphine and Esbern, is looking for the wall of Alduin, where the prophecy is inscribed. Go to Kartspire Cave. Along the way you will have to fight a dragon and a crowd of Forsworn.

If you have already been to those places, do not use fast travel under any circumstances - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will definitely get stuck, and only the console command will save you, skipping the entire quest: "setstage MQ203 280".

Inside the cave, after destroying several more Outcasts, we will stumble upon a raised bridge. You can lower it by turning all three columns so that they have the symbol of a two-faced dragon. There is a dangerous trap behind the bridge. Every time we step on the “wrong” slab on the floor, a fireball flies at the hero. Need I say that the “correct” slabs are marked with the same dragon symbol?

Don't forget to pull the chain to disarm the trap. And try not to die on the way to it from the stupidity of your own companions - explain to them that “don’t go there, go here,” so that they, out of ignorance, step where they shouldn’t step.

After a short scene, we will find ourselves in the temple itself and can easily find Alduin’s wall. Explore it and don’t forget to clean out the temple - you will find a signature Akaviri katana, “sharpened” for fighting dragons.

If Esbern continues to “speak silently”, it’s okay. Of course, this way we won’t know what exactly he wanted to tell us, but it won’t interfere with the quest.

"Throat of the World"

The quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the Throat of the World mountain, talk to their main dragon named Paarthurnax. So that the hero can get through the magical blizzard, the elders will teach him the cry “Clear Sky”, which disperses the clouds. Shouting at the snowstorm, we can easily walk along the path to the very top.

You will have to fight on your way to the top. It turns out that the magical wind does not interfere not only with ice ghosts, but also with more mundane creatures - wolves and ice trolls.

Paarthurnax himself will meet us there. The conversation will be casual. The dragon will teach you a fiery cry, and then ask you to use this cry in order to make sure that “The Force is strong in you, young Dovahkiin.”
The dragon will tell us about Alduin's return and send us on a quest for the Ancient Scroll.
And from now on we can return to Paarthurnax to enhance one of three shouts: Ruthless Force, Ethereality or Fire Breath.

When completing the task, it is better to leave your companions somewhere safe so that they do not inadvertently attack Paarthurnax.

« Ancient knowledge»

Before taking on this task, it makes sense to upgrade your weapon, stock up on potions, find a smart companion and empty your duffel bag. You will have to go down to very deep places, where you will have to fight with Dwemer centurions, and in some respects they are even more dangerous than dragons.

Where to look for the Ancient Scroll? If you have already completed the Beyond the Ordinary quest, then you have it. If not, we will look. To begin with, on the advice of Esbern or the elders, let’s take a look at the College of Magicians of Winterhold. In order not to complete the starting quest, you can tell the elf on the bridge that we are on urgent Dovahkiin business and shout something to confirm the words.

The orc librarian will post all the books on the Elder Scrolls. Read them.

If the orc does not want to give books, this is most likely due to the fact that we are already completing quests for the college of magicians. There are two options: either finish the line of quests and only then return to the orc, or enter the command: "setstage MQ205 80"(but then the guide signs on the map will probably disappear and you will have to go further “by touch”).

When we study both books, the orc will tell you where to find the main local expert on these matters - Septimius Segonius. His cave is far out to sea, where ice floes float. Septimius will give you the quest “Beyond the Ordinary”, provide you with quest items (dictionary, guiding ball) and tell you that you need to start your search from the Dwemer ruins of Alftand.

The correct entrance is marked "Alftand - Ice Ruins". Having passed through the winding ice cave, we will find ourselves in a Dwemer dungeon - also very winding, and through it - again into the cave. You will have to fight both mechanical guards and bandits who came here in search of profit.

Soon the corridors will lead us into a hall with rising and falling pistons. You can follow them to reach a chest on a high ledge. Then, along the bypass corridors, we will find ourselves in the same hall, but at a higher level, and the pistons will push unwary travelers down. Let's carefully go around the hall in a circle and get to the Animatorium. Falmers will start coming across here. Let’s not forget to look under the pipes in the first hall, where behind the fence the stone is sprinkled with blood. There will be the remains of a less successful treasure hunter and his note.

We open the exit to a large cave with a lever and go down along the inclined slabs into the neighboring tower. The entrance to it is a dead end, you will have to jump straight onto the remains of another unlucky treasure hunter. You can walk along the slabs to the chest - where the piston works. But the road leads down and down, through hordes of Falmer, past a “paw” trap and a stream of fire shooting from the ceiling, into rooms with Falmer dwellings. If you want, use the oil spilled on the floor to make the fight with the inhabitants of these places easier. But beware of fire nozzles that turn on and off periodically.

Advice: go into the elevator marked "Alftand - Ice Ruins" to open the grate that was previously blocking the path. Now, if you decide to return to Alftand, you can shorten almost the entire path using this elevator.

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

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

At the top of the stairs two bandits are arguing. These are no longer centurions - they are easy to deal with. Open the door to the elevator with the key taken from the fallen centurion. Now you can return from the surface directly to the cathedral.

Dwemer mechanism
At the top of the stairs there is a path to the Blackreach. This place is vast, beautiful, and I could talk about it for a long time. If you want, explore it completely, or, after searching Sinderion's field laboratory, follow the sign straight to the observatory - to the Mzark tower. Of course, if you are not confident in your abilities, bypass all noticed centurions on the tenth road.

In the tower, go up to the control levers and place the cube dictionary in the stand. There is a puzzle to be solved.
I cannot give an exact solution, conditions change. But there are no difficulties with it - you just need to press the buttons and, through trial and error, ensure that the lights on them light up and do not go out. If everything is done correctly, the mechanism will open the Ancient Scroll to us. Take it and return to Paarthurnax. Oh yeah, don't forget to grab your completed dictionary from the stand.

"Curse of Alduin"


Paarthurnax sends us back in time so that we can overhear the “anti-aircraft anti-dragon” cry of the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords defeated Alduin in the distant past.

A scene from the past may stall. Save the team's situation:
"Setstage MQ206 70" And "Setstage MQ206 100".
Enter them one after another, and the scene will be skipped, and the hero will get the necessary cry. Don't take companions on a mission - they might get stuck in the past, turning Skyrim into Back to the Future.

But, by the way, Alduin himself is already in the present. It has wings and is invulnerable in flight, but we know the Dragon Slayer cry, with which you can knock it out of the sky.

Do not attack Alduin until he finishes his speech, otherwise the dragon may remain invulnerable. It’s also not worth saving and loading while making a speech - Alduin may freeze, and with him the whole quest.

Having taken aim, shout at Alduin (don’t confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take away his health.

Paarthurnax may go into a state of prostration if you accidentally use Dragonbreaker on him.

Try not to let Alduin fly up again - tie him up with the Dragon Slayer in time. Eventually the dragon will get cold feet and fly away.

Since the number of bugs in this seemingly simple mission is off the charts, here is a chain of commands, just in case, that immediately sends us to the finale:
"Setstage MQ206 70", "Setstage MQ206 100", "Setstage MQ206 220".

"Endless Time"

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

This task is unique in its kind. It looks like an ordinary conversational quest, in which you don’t even need to make decisions - any will do. But the bugs here are so big that it’s impossible to tell in a fairy tale or describe them with a pen. But we'll try anyway.

So we need to catch the dragon. Whiterun Castle - Dragon's Reach - is well suited for this. But Jarl Balgruuf demands that before the experiments begin, the empire and the rebels conclude a truce (this is provided that the war is still going on).

What is required of us? Talk to Arngeir, offer to arrange negotiations in High Hrothgar. Go to Ulfric and General Tullius, convince them to sit down at the table. In the monastery, the parties will decide whether to stop the war in order to fight the dragons and if so, on what conditions? Our hero acts as the referee. No matter what decisions the player makes, a truce will take place, so we can play along with the side that we like the most.

Now about the bad:

  • If the hero is already completing quests for one of the parties, the task may become firmly stuck and we simply will not be able to tell one of the parties about future negotiations. It is highly not recommended to start civil war quests before the Endless Time - and if you have already started, bring the war to the end to skip the quest entirely.
  • When Esbern takes the floor during negotiations, the dialogue may stop due to his “vow of silence.” At the same time, the hero is glued to the chair and can no longer approach the old man and kick him so that he comes to his senses. To try to cure him, save and then load.
  • Sometimes negotiators don't come to the table. You can also try saving and loading here.
Seven troubles - one answer: "Setstage MQ302 300".

"Paarthurnax"


Esbern insists that Paarthurnax must be killed because the Blades have always killed dragons.

This is a small optional quest that we will receive either at the beginning of the Fallen quest, or before if we talk to Esbern or Delphine. The Blades found out that Paarthurnax is a dragon, and, like the old enemies of dragons, they want to kill him. And the Blades don’t give a damn that without Paarthurnax we would not be able to defeat Alduin, that he is one of a kind and that killing him would mean a major quarrel with High Hrothgar. These guys didn’t even have a meaningful reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that there are almost none left.

The choice is small - either kill Paarthurnax, or give up on the quest (it cannot be cancelled). If you complete the task, the ability to increase the scream will disappear, and the elders will stop talking to you. But the Blades will love you, but there’s no point in it.

If the dragon is not touched, the status quo will remain. The blades will look askance, but we will somehow survive this.
If you decide to kill the dragon, do it before completing the main quest - then it will become immortal.

"Fallen"

Now we know (if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented feature to summon Odahviing to Dragon's Reach and capture him.

Talk to Jarl Balgruuf and begin. Going out onto the balcony of the large “hangar”, call Odahviing, “plant” him with the Dragonkiller shout and carefully destroy his health, luring the dragon into the depths of the hall, towards the doors.

If the city has changed power, the quest may get stuck. This is easy to fix - you need to load the saved file where you have not yet started summoning the dragon, and do a couple of quests for the Companions to bring the key NPC out of hibernation.

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

It is important: The final part of the game begins. Before you mount the dragon, make sure you have enough supplies, space in your duffel bag, and heroic strength - you won’t return to civilization until the end of the story.

"House of the World Eater"

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

At Skuldafn you will be warmly greeted by strong draugr and dragons. The portal is located outside the temple, but to get there you will have to look inside. There are plenty of draugr there too.

There are also simple puzzles.
The first one opens two doors. If you look at the columns from the lever side, the right door opens with the combination “bird, bird, bird,” and the left door with the combination “bird, snake, bird.”
The second puzzle will occur after the corridors with spiders. The column in the left niche should be a “whale”, in the right - a “bird”. The column in the center of the hall is a “snake”. By pulling the lever, you will pass through another large hall, go up the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, having defeated a particularly large draugr, open the door with a diamond claw and the “wolf, butterfly, dragon” combination.
All that remains is to study the word of Power and defeat several draugr, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Don't forget to take the mask from the fallen priest.

If the priest managed to close the portal, take the staff and open it again. Your path lies in Sovngarde, the kingdom of the Nords who fell in battle.

"Sovngarde"


Then everything is simple. We walk through fields and hills, shouting Clear Sky at the surrounding landscape to disperse the fog. On the bone bridge, measure your strength with the guard Tsun and go to the Hall of Valor. Listen to Ysgramor and talk with three ancient heroes - Hakon One-Eye, Felldir the Old and Gormlaith the Golden Handle.

"Dragon Slayer"


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

That's all. The world eater is dead. Return to Tamriel and watch the final scene. Now all of Skyrim admires your feat. The "Dragon's Call" shout now summons Odahviing to help. In addition, you have a new shout that briefly summons one of the three ancient heroes from Sovngarde.

For your information: Dragons continue to appear throughout the world as a valuable source of bones, skins, and souls for the study of screams.

Solitaire Solitaire