Options for the Fallen quest in Skyrim. Walkthrough of the main story of The Elder Scrolls V: Skyrim

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. In case something goes wrong, here's the magic command 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 Thalmor men. 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, 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 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, Ethereality 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 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.

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". 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.

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. 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.

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 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.

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.

Fallen
Job SourcePaarthurnax
RewardProgress through the story
PreviousEndless time
NextHouse of the World Eater
LocationDragon's Reach
ComplexityComplex
IDMQ301
We catch the dragon Odaving to find out where Alduin disappeared.

Brief walkthrough

  • Talk to Paarthurnax or Arngeir or Esbern.
  • Talk to the Earl of Whiterun.
  • Get the Greybeards' help in conducting peace negotiations.
  • Learn the shout to summon Odahviing.
  • Prepare a trap for Odahviing.
  • Summon Odahviing to Dragonsreach.
  • Defeat and capture Odahviing.
  • Interrogate Odahviing.

Detailed walkthrough

Now, after completing the quest “Endless Time”, you can begin completing the quest “Fallen”.

During the previous quest, we learned that you can use shouts to summon dragons, since the words of power are the names of dragons. The Blades revealed the name of the dragon Odahviing, who had recently been awakened by Alduin. We will automatically learn the cry to summon Odahviing, you can also learn it from Paarthurnax.

We go to Dragon's Reach, where Jarl Balgruuf has already prepared a trap to capture the dragon. It is located behind the throne room, on a huge terrace. When we are ready, we tell the jarl to begin and use the shout to summon Odahviing. The dragon will begin to attack us, we fight it by moving closer to the doors, and finally a trap will be triggered that will press it to the ground, after which it will begin to speak.

Now we can interrogate the dragon about where Alduin is hiding, it turns out he fled east to the abandoned temple of the dragon cult Skuldafn. After talking with Odahviing a little more, we learn that it is impossible to get into this temple without wings, but he can help us and become our wings for a while if we let him go. Before you go with Odahviing to Skuldafn, make sure that you have everything you need for a long mission, since it will be possible to return back only after completing the task.

No matter how trivial it may be, the whole plot is tied to prophecy. It so happened that the events preceding and occurring at the moment of the appearance of the Main character in the world Skyrim, almost completely coincide with this very prophecy. The latter says that the greatest of dragons will soon appear - Alduin, after which all those who were not lucky enough to be born a dragon will have to become dead, and in general a complete Armazdian will come.

Concerning events, proving the entry into force of the prophecy, then this is nothing more than Civil War, which began between the Empire and the Stormcloaks. This is what all movables call themselves Ulfric Stormcloak, who, by the way, killed the previous king of Skyrim - Toruga. After which full-scale hostilities began between these two factions.

An introductory course on quests and working with the Skyrim magazine

In the fifth part of the scrolls, the mechanics of the journal and the completion of quests were slightly improved, that is, they were made simpler and more understandable for a larger number of people. Working with tasks has become so easy that even a child can cope, with the exception, perhaps, of a couple of quests. All you need is open magazine ("J" key default), then click By the required task and close this interface.

After these manipulations in top of the screen, where the icons of the cardinal directions and nearby settlements including dungeons are displayed, you will see marker in the form of a triangle with a diamond at the top. This is the direction in which you need to move in order to complete the selected quest. You will see the same marker when you open the map ( "M" key default). It is worth noting that when selecting in the magazine several tasks, you will accordingly receive several markers, which is not so convenient in some cases.

Passing quests

During passing main quest line you will go from simple prisoner before savior of the world, destroy more than a dozen dragons, and also get one of them as a means of transportation. In general, according to the series of games The Elder Scrolls one gets the impression that in order to save the world, you must be a prisoner, but oh well.

Skyrim has difficulty level adjustment, which you can find in the game settings.

Quest “Freedom!” – acquaintance with the harsh Skyrim

The game begins in a carriage where you are with others prisoners Imperials. From the dialogue with your fellow sufferers you will learn that you are being taken straight on the chopping block. Well, any control functions There are no options yet, except for camera rotation, so you have no choice but to look around and enjoy the beauty of the game.

After arriving at the execution site, one of the Imperials will contact you, the dialogue with whom will turn into character Creation. The editor provides quite a lot of options for choosing appearance Main character(heroines), so you can hang here for a long time. Having decided on the appearance of the savior of the world, you are invited to go straight to the chopping block, here all the efforts of creating a character would crumble under the executioner’s ax, but by a funny coincidence the Main character is saved from certain death by a suddenly appearing the Dragon.

So the reptile that arrives on time begins destroy a village, after which, naturally, there is no time for executing prisoners. Taking advantage of the turmoil, you need to leave this place, which is not friendly for the Hero. There is nothing complicated here, to get started, just follow the character with marker over your head to the nearest tower. Continue up the stairs, and then jump into the nearest building through the hole in the wall made by the dragon. At the exit from this building you will meet an already familiar Imperial soldier, you shouldn’t run away right away, wait out the dragon’s attack and follow the Imperial.

After a short escape from the dragon's attacks, you will be faced with the choice of going to the tower for Hogwart(Imperial soldier), or Ralof(Storm Brother).

  • Followed the Stormbrother- In the tower you will be attacked by Imperial soldiers, and after escaping you will need to proceed to Riverwood to Ralof's sister.
  • Followed the Imperial Soldier- In the tower you will be attacked by the Stormcloaks, and after escaping you need to proceed to Riverwood to the blacksmith Hadvart.

From the dungeons of the tower you will go down to cave, after wandering around for a bit, you and your companion will finally get to freedom. On this cheerful note, this quest will end.

Quest “Before the Storm” – bad news for the Jarl of Whiterun

After you and your companion leave the cave, an entry will appear in the diary that will mark a new task entitled " Before the storm“. Its essence is to deliver news of the dragon attack to the Jarl of Whiterun.

Directly at the exit from the cave, Hogwart or Ralof, depending on who entered the fortress, will advise you to visit a village called Riverwood. It is located northeast of your location. However, first you need to go to riverbank to the northwest and choose your sign - thief, magician or warrior. This will allow you to learn the relevant skill groups twenty percent faster. After this manipulation, you can safely continue your journey and head to Riverwood.

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvor, if you chose an Imperial soldier Hogwart, you will find his house in the northern part of the village.
  • Hoda and Gerdun, if you chose Storm Brother Ralofa, their house can be found in the southeastern part of the village.

With this action, the non-linearity of the main plot quest will end. Both NPCs will send you to Jarl of Whiterun, you will find this town north of Riverwood. At the entrance to Whiterun you will be met by a guard, tell him that you must tell the Jarl something important news about the dragon attack and he will let you in.

Once in Whiterun, head northeast to Dragonsreach and inform the Jarl about the dragon attack, after which you will complete this quest.

“Windy Peak” – search for the Dragonstone in an ancient Nordic temple

After you report Earl Balgruuf the Elder, about the dragon attack, he consulted with his advisors will take you to Farengar Secret Fire, a local magician at court. The latter will ask you to find a certain Dragon stone. According to Farengar, this stone is located in the ancient Nordic ruins called Windy Peak.

You will find Windy Peak on southwest from Whiterun, just follow the direction marker at the top of the screen. I would like to note that if you completed the side quest “ golden claw“, which can be obtained in Riverwood and you have fully explored Windy Peak, then most likely you will already have the Dragon Stone, in this case, simply give it to Farengar and complete the task, but if you have not done such manipulations, then you are welcome to proceed to Windy Peak.

Having reached the above Nordic ruins, move into their depths, simultaneously destroying the enemies who have encroached on your life. At the first levels Windy Peak you will only meet bandits, however, as you go deeper you will encounter spiders and draugs. In general, everything is according to the standard of the genre, “the further into the forest...”.

Carefully inspect the locations and collect everything valuable, at the initial stage of the game, money will be very useful to you.

First puzzle a simple mechanism in the form of three rotating stands and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that above the cage the same patterns are located as on the pedestals, although one of the stones with a similar pattern has collapsed, but you can still see what was carved there. Remembering the order of the patterns, turn rotating tables in the same position and pull the lever, if you did everything correctly, then the grille will open.

Keep moving deeper Windy Peak and soon you will stumble upon a web that blocks the path further, just cut it down, or destroy with a spell. After this, immediately prepare for battle, you will be attacked huge spider, having defeated which you need to free the bandit who has fallen into the web, you will see him immediately behind the defeated spider. There is no need to relax, the bandit will start immediately scoot from you, so don’t hesitate and finish him off, simultaneously taking him from his lifeless body golden claw. If the bandit is still ran away don't be discouraged, after going a little further, you you will find his corpse.

Continue your way deeper into the ruins. After defeating many draugs, you will come across arched door, in the center of which are built three stone circles with drawings. Each of the circles can be rotated. Open your inventory, click on the Golden Claw and roll the mouse wheel, on the palm of the Golden Claw you will see in what order the patterns on the door should appear. After that, click on the circle in the middle of the door and it will open.

Move on until you find a huge one burial hall, and there is a wall with A word of power. Approach her and study the corresponding word, having done this you will witness how from the sarcophagus Draug breaks out, having defeated the last one, take it from him Dragon stone.

Taking the Dragon Stone Farengar and talking to Jarl of Whiterun You complete the quest and receive as a reward a random piece of armor and the opportunity to purchase house in Whiterun.

The task “Dragon in the Sky” - the beginning of the formation of Dovahkiin

After talking with Farengar you will witness how the huskal of Earl Whiterun will inform the court magician that there was a dragon spotted. Airilet, that’s the name of the huskal girl, will ask you to follow her and discuss a plan for further action with the jarl. Well, that would be said. Move for Irileth to Balgruuf.

There will be no long discussion about what the Whiterun leadership will do with this dragon. You will be sent along with the aforementioned Airileth to tower near the city, which is located on southwest from Whiterun. In general, the jarl will mention that this is a reconnaissance mission, but we know that. Go to the tower and find Huskal Airileth there.

When you arrive, you will find destroyed tower who was attacked by a dragon. Airileth will order everyone to disperse and explore the area. Let's go inside the tower, a guard will run out to meet you and say that the dragon is still somewhere nearby. After a short period of time the dragon will return. Now it's no longer a matter of talking. Deal with the flying lizard, by the way legendary level the complexity of doing this will not be so simple. Main avoid attacks the dragon, and attack yourself at a time when it is busy with guards and everything will work out for you.

Having defeated the dragon you consume his soul. Your first shout will be learned automatically, you just need to open the magic menu, go to the shouts section and select the appropriate one. Next, press the “ C” and you will see your new ability in action.

Having dealt with all the difficulties, go to Whiterun to the Jarl and report on the work done, thereby completing the quest " Dragon in the sky" Balgruuf will give you the title of thane, and will also reward you with his own huskal, Lydia.

“The Path of the Voice” – 7000 steps on the way to the top of the world

After defeating your first dragon and entering Waitra, you will hear a loud voice saying “Dovahkiin” - this is nothing more than call of the greybeards. Talk to the Earl of Whiterun Balgruuf, who will advise you to go straight to High Hrothgar, where you can begin to comprehend the teachings of the Greybeards on voice control.

Path to High Hrothgar lies through the village Ivarstead, where you need to go. The road ahead is not long, so stock up on the necessary potions and supplies. In front of Ivarstead you will see a stone bridge, crossing which you will enter the path of 7000 steps - the road to High Hrothgar.

While traveling through the expanses of Skyrim, collect all the ingredients you see, this is how you will quickly upgrade your alchemy skill

Moving along these stairs you will meet many enemies on your way, the type of which depends on your level. Having reached your cherished goal, enter inside Hrothgar, one of the Greybeards will come to meet you - Arngeir. He will ask you to prove that you are Dovahkiin, just activate the learned cry at him, and this will end the test.

After a short briefing, you will be taught the second level of screaming. Ruthless force. Having learned the wisdom of this tuum, you will have to pass a short exam. To do this, activate the scream on the three illusions created by the Greybeards. It is worth focusing on what is needed hold down a key responsible for screaming until he will charge, and only then let her go.

Having demonstrated your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you learn a new cry, entitled " Whirlwind, rapid rush" After this, you need to pass another exam, where you must show how you have mastered the new tuum. All you need is to have time to activate the word of power before the gate is open, it won’t be too difficult, so I think you’ll pass the test with ease.

After passing these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest “The Path of the Voice” and receive the next task.

Skyrim walkthrough of the quest “Horn of Jurgen”

After passing two exams, the elder of the Greybeards Arngeir will entrust you with the last - the third test. You need to go to the ancient Nordic ruins of Ustenegrev and get there Jurgen's horn.

Ustenegrev is located in the northwestern part of the map. If you have never been to those places, use fast travel to Whiterun, and from there on a cart go to Morphal, Ustenegrev is located near the northeast of this city. Once in the ruins, you will encounter necromancers, draugs and frost spiders, who naturally are not happy with you and will try with all their might to send you to the next world. However, they will not be the main obstacle. The fact is that on the way you will come across some kind of puzzle, which is three magic stones and bars behind them. As you pass the stones, you will notice that the bars open, but as soon as you pass the last stone, they close almost immediately. Required in mode sprint(key Alt by default) run past the stones, and then immediately activate the word of power called “ Jerk”, thereby you will move behind the bars and they will no longer close.

In the room with three stones that open bars, you will find a wall with a word of power.

Proceeding further into the temple you will come across trap in the form of floors emitted fiery jets. Here the “Dash” shout will help you again, using which you will easily overcome this difficulty that has arisen on your way.

In Jurgen's tomb itself, only disappointment awaits you, because what you are looking for there's no horn there, and instead you will find a note. In addition, this quest will go to the failed section, but don’t be alarmed, everything is as intended. After reading the note you found, you will learn that the one who beat you in search of Jurgen's horn is waiting for the Main Character in Riverwood, or to be more precise in the tavern " Sleeping giant" Go there and talk to Delphine, saying that you want to rent a room in the attic. Delphine will answer that they don’t have a room in the attic, but she understands what’s going on. After talking with her, move to the room located on the side of the entrance to the tavern (northwest part of the building). Delphine will follow you and give you Horn of Jurgen, then you need to return it to Arngeir in High Hrothkar.

Having received Horn of Jurgen The Greybeards will teach you the third word of the cry Ruthless force and proclaim Dovahkiin, after which the quest will end.


Quest “Blade in the Dark” – introduction to the secret Order of Blades

Exercise begins after the Sleeping Giant in Riverwood Tavern, Delphine will give the Horn of Jurgen to the Main Character.

Follow Delphine in her secret room, where she will tell you that she has been looking for the Dragonborn for a long time, since only people endowed with this rare gift are given the ability to completely kill dragons, absorbing their soul. Having explained to the Main Character what they want from him, Delphine will ask to show in practice how the protagonist absorbs dragon souls and will make an appointment in Grove Keen.

Kin Grove is located south of Windhelm, if you have not yet discovered those lands, do so. fast travel before Whiterun, and from there go by cart to Windhelm. When you arrive at the meeting place, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After speaking with the frightened woman, head northeast from Kin Grove to dragon burial site. Once you get there, you will witness Alduin raising his fellow dragon from the dead. Saloknira.

After the heroic victory over Saloknir talk to Delphine, thereby you will complete the task " Blade in the Dark».

“Diplomatic immunity” – all about the Thalmor plans

You start this is the task after you defeat the dragon Saloknira and talk to Delphine. The latter believes that they are responsible for everything that happens Thalmor who pursue their own goals.

Agent Delphine's Blades offers to meet her at Riverwood, where you need to go. You will find Dolphin in the tavern “ Sleeping giant“. According to her, she found a way to get into the Thalmor embassy and find out more about their plans. You need to move to Solitude and in the Laughing Rat tavern find Delphine’s ally - Malborna.

After giving Malborn the equipment and listening to his offer of help, give him necessary things, which you will need at the embassy. Malborne will return this ammunition when you get to the Thalmor and meet with him. Next step will be a meeting with Delphine, who is already at the Katla farm, located not far southwest of Solitude. Give Delphine the rest of your equipment, which can only be picked up after end of the quest. Then take it from her smart clothes And dressy shoes. Done, now you can safely move to the Thalmor embassy and find out what they are up to.

Upon arrival, hand over to the embassy guard invitation and head inside where a high elf will approach you Elven and will start asking questions, however, Malborn will distract the curious woman and you can calmly go to the reception. Next you need to somehow distract guests, in order to quietly leave this Thalmor party and continue to carry out his plan.

Depending on what interventions you have already made in the game world, there will be ways of distraction attention.

  • Perhaps the easiest and most affordable way is to take it from Malborn or any maid booze and then give it away Redgar Razelan. The last person who receives alcohol will distract the public with his behavior and you can calmly leave the reception.
  • The second is no less easy way. Talk with Ericur, after which he will begin pester the maid, which will give him a turn-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connections with Erikur. But don't despair, go back to Erikur and say that the maid agrees and waits. As soon as Erikur approaches the maid and begins to harass her again, go to Malborn and quietly leave the reception.
  • If you completed Ondolemar's quest "" in the city of Markarth Search and arrest", That Ondolemar will agree to help you divert everyone's attention to yourself, and you will be able to leave the reception unnoticed.
  • Eastern Imperial Company employee Ort Endario will help you if you have completed his task " The sun rises in the east».
  • Elisive the Beautiful will respond to your request for help if you have a title thana of Haafingara.
  • Having a well developed eloquence skill Talk with Vittoria Vici and ask her to distract the attention of the guests, after which she will put on a small performance, and you will discreetly leave the reception.

After distracting the guests' attention follow Malborn to the pantry and take away the things that he was supposed to bring to the reception. Next, go through the door opposite the chest and here, as your heart desires, you can kill everyone, or you can play spy. However, the goal is still the same - search what the Thalmor know about dragons.

Exit to the courtyard of the Embassy and follow Elwen's private quarters. Upon entering the building you will be attacked by two guards, one of them will have key to the interrogation chamber, take it, by the way, exactly the same one is inside the chest in the northwestern part of the building.

After receiving the key, go to dungeons of the Thalmor embassy, the entrance is located in Elven's Personal Chambers. In the torture chambers you will find a captive Breton Etienne, talk to him and find out what he knows. The prisoner will tell you that the Thalmor don't have no information about the appearance of dragons, but they are looking for Blade by name Esbern, which you can find in Riften.

The time has come to leave the inhospitable Thalmor, freeing Etienne you will witness how in the dungeon the guards will burst in, it turns out they captured Malborn and demand that the Main Character surrender, but it’s too late to turn on the back. Calm down the guards and take the key to the hatch from the body of one of them, with which you can leave this casemate.

After leaving the Thalmor embassy, ​​go to Riverwood and talk to Delphine. Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough quest “Diplomatic immunity”.

“Rat cornered” – the search for Esbern

Quest will begin as soon as you tell Delphine what you learned at the Thalmor embassy. The main task for you in this quest will be to find another Blades agent - Esberna.

You can start completing the task several ways.

  • Travel to Riften and find a character named Brynjolf, which is located in the tavern " Wild Flask", or in the tavern " Bee and sting", on either market square and find out from him where to find Esbern. In this case, you need to complete the quest for joining the Thieves Guild.
  • If you have developed the skill of eloquence, then about Esbern you can ask Kirava at the Bee and Sting inn, or with members of the Thieves Guild, at the Wild Flask inn.
  • On one's own will go to the tunnels under Riften, the location is called " Rat hole", and find Esbern hiding there.

You can get into the “Rat Hole” through a door located on the lower levels of the city, almost right next to water. The dungeon can be divided into four levels.

  • On the first robbers and several Golden Rats live - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Veskel Warrior and find out from him exactly where Esbern is.
  • On the third level you will be met by Thalmor agents, you don’t have to stand on ceremony with them either.
  • On the fourth level you will find Esbern.

Once you reach the character you are looking for, tell him passphrase and he will open the door for you and then share the information he has. After speaking with the hidden Blades agent, you will complete this quest.

Skyrim walkthrough of the quest “Alduin’s Wall”

The quest begins after you talk to Esbern about what this Blade agent knows about dragons. Next you need take Esbern to Riverwood, Sleeping Giant Tavern. It's worth mentioning that upon exiting Esbern's room in the Rat Hole, you the Thalmor will attack, the battle with which otherwise should not pose any special problems.

Having overcome the troubles that arose along the way and back to Riverwood to Delphine, you will witness a meeting of old acquaintances and Esbern's long story about Alduin's Wall. A new acquaintance will also tell you that this wall can be found in Sky Haven Temple, where you immediately need to go.

Once you reach the indicated location, you will encounter many Outcasts, who set up camp here and with whom you will certainly have to deal. After this, you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that need to be turned so that everyone can see Dovahkiin sign, you will see it in the screenshot. After this, the bridge should lower and open the way for you further.
  • Second puzzle These are push tile floors. Stepping on the wrong slabs will activate fire trap. To prevent this from happening, step on the slabs with the sign of Dovahkiin. When you reach the end of the room, pull the ring and disable the trap.

Having overcome the puzzles you will find yourself in a room with Bloody Seal, which can only be activated by the blood of a dragonborn. Once again proving that you rightfully call yourself Dovahkiin activate printing and open the passage to Alduin's Wall.

In the room with Alduin's Wall you can find the Blades armor and the unique one-handed sword "Dragon Scourge".

Exercise will end after Esbern explains to you meaning of the message on the wall and subsequent conversation with Delphine.

Quest “Throat of the World” – conversation with the Greybeard elder

Quest begins after talking with Delphine in Sky Haven Temple. Having learned that Alduin can only be defeated with a special shout, the agent of the Blades will send you to High Hrothgar to the Greybeards.

Arriving at the guardians of the teaching of the voice, talk to Arngeir and find out about the cry that can defeat such a strong opponent as Alduin. It's important to tell Arngeir the truth about where you learned this method of fighting the dragon – the Time Eater.

To your disappointment, Arngeir admits that they will teach you the necessary word of power. can not, the cry, by the way, has a sonorous name “ Dragon Slayer" The fact is that in order to pronounce this tuum, you need to accept all the anger that those who created it experienced back in the days of the persecution of the dragon cult, which is why the Greybeards do not use it.

Ask Master Arngeir in more detail about the Dragon Slayer, and, after a short explanation, he will advise you to contact Elder of the Order of the Greybeards– Paarthurnax. After finishing the dialogue, follow Arngeir into the courtyard of High Hrothgar, where he will train I'm screaming at you Clear sky" With this help you dispel ice storms, blocking the path to Paarthurnax and you can meet him.

Having reached the top “ Throats of the World” talk to Paarthurnax, while observing all ancient customs. There is nothing complicated, Elder Greybeard himself will conduct the dialogue in the right direction. The end of the acquaintance will be the use of the cry “ Fire Breath" After this, it’s time to ask a new acquaintance about how to learn the cry “Dragon Slayer” you need. However, even here the Main Character will fail - Paarthurnax does not know this toum, but not everything is so bad. Friendly dragon offers will go back in time and learn the Dragonkiller at the moment when this thu'um was used to fight Alduin.

After talking with Paarthurnax, you can enhance one of his three shouts:

  • Fus- Ruthless force.
  • Faym- Ethereality.
  • Yule- Fire breath.

To travel through time you will need an Ancient Scroll, which will help you find it Greybeard Arngeir or Agent of the Blades Esbern.

“Ancient Knowledge” – in search of the scroll of the Ancients

Exercise begins after talking with Paarthurnax- the elder of the Greybeards, who will tell you where the Main Character can learn the cry “Dragon Slayer”. According to Paarthurnax, the protagonist needs to find the Ancient Scroll and use it to travel to the past, where the knowledge of the sought-after thu'um is still preserved. To find out more about ancient scroll you need to choose to talk to a Blades agent Esbern(at Alduin's Wall), or with Greybeard Argueir(High Hrothgar). In general, there is no difference, both NPCs will send you to College of Mages of Winterhold. To get inside the guild, talk to Faralda, who will offer to take a simple exam, however, if you say that you are Dovahkiin, then you will be allowed in after you demonstrate the use of any scream.

The task “Beyond the Ordinary” is directly related to the completion of this quest.

Next, go to the library keeper - Orku Uraga. Ask him about the Ancient Scroll, the orc will share information only if you say that you are Dovahkiin. Having found the necessary books, Urga will put them on the table nearby, the reading is called “ " And " Impact of the Elder Scrolls" Read the book “Reflections on the Elder Scrolls”, after which the task “Beyond the Ordinary” will begin, during which you will find Ancient scroll.

Skyrim walkthrough of the quest “Beyond the Ordinary”

After reading the book Reflections on the Elder Scrolls”ask Urag about this hard-to-read tome, after which Urag will tell you about the book’s author named Septimius Segonius and where to find it. Head north from the Winterhold Mages Guild, Septimius is located in the location of the same name “Septimius’s Post”.

Guided by the advice of Septimius, move to southwest from Winterhold to the ruins Alftand, then go down to Animatorium, and from there to Alftand Cathedral. Here you need to find the Dwemer Mechanism, activating which will open a passage to Black Reach. Once inside the Black Reach, find the entrance to Mzark Tower, the marker will prevent you from getting lost.

The Mzark Tower is a corridor, at the end of which there is a semi-spherical room with a huge mechanism. You need to go up to control panel this mechanism and insert the cube given to you by Septimius into Dictionary stand- right pillar. Now you need to in the right order press the buttons on the remote control, there are four of them in total, the middle stand is apparently something like a screen.

In order to get scroll, click:

  • Four times per third button– hear a click made by the dictionary stand
  • Twice on second– the first button will open
  • Once per first– a flask with an Ancient Scroll will appear

Having received Ancient scroll, You complete the quest “Ancient Knowledge”, however, to complete the task " Beyond the ordinary", which in principle is no longer so important, it is necessary pick up Septimius' Dictionary from the Vocabulary Stand and give it to the owner. Then Septimius will tell you that he is looking for the Daedric prince - Hermaeus Mora and will ask you to get the blood of the elves, one sample of each type. At the exit from Septimius's Post, Hermaeus Mora himself will contact the Hero and say that he will speak to the Main Character again after completing Septimius's task.

Having collected the blood, give it to Septimius, after some manipulation he will open the Dwemer cube located in his cave, in which you will find the book “ Ogma Infinium” and complete the quest “ Beyond the ordinary».

Quest “Curse of Alduin” - the first battle with the strongest of dragons

Exercise begins after you get to Mzark Tower Ancient scroll. You need to go to the Throat of the World location to Paarthurnax. The latter will indicate the place where you need to read the scroll.

Open your inventory and use it Ancient scroll, after which the Main character will be transported to the past. You won’t be able to perform any actions with the game world there, so just watch. Upon returning to the present time, a new cry will be added to you " Dragon Slayer", as well as the problem in the form of Alduin attacking the protagonist.

At battle with Aludin use your new thu'um on him Dragon Slayer, which will make the dragon land, Alduin himself does not sit on the snake. After you bring the enemy's health to a certain level, he will fly away, and you complete this quest.

“Fallen” – capture of the dragon and peace in Skyrim

Exercise begins after your first time defeat Alduin in the location “Throat of the World”. You need to find out where the defeated dragon went.

The first thing you need to do is talk about the choice:

  • With Paarthurnax– you will find it in Throat of the World.
  • With Arngeir- is in High Khrotkar.
  • With Esbern– studies Alduin's Wall in Sky Haven Temple.

Any of the above NPCs will send you to Whiterun to Jarl Balgruuf the Elder, since it is in this city that there is an opportunity capture dragons, who probably know where to find Alduin.

Apparently for some political reasons, Jarl Balgruuf will refuse to help the Main Character until he achieves conclusion of peace between the warring sides of Skyrim, and this is as you probably already know Stormcloaks And Imperial Legion.

If you have already chosen your side and ended the war in Skyrim, then you can start capturing the dragon, more on that below, but if disagreements between the Empire and the Stormcloaks not settled, then first you need to complete the quest “ Endless time».

Quest “Endless Time”

A place for reconciliation there will be warring parties High Hrothgar, so the first thing you need to do is talk to Arngeir, who, having built up his worth a little, will agree with the role assigned to him.

After you negotiate with Greybeard, go to:

  • To Solitude, here you need to find General Tullius, he leads the Imperial Legion's forces, and sends him to the negotiating table.
  • To Windhelm, here you need to come to Ulfric Stormcloak, who dominates the Stormcloaks, and also send him to the negotiating table.

In addition to the Heads of the warring parties, already acquaintances will appear at the negotiations without an invitation Agents of the Blades Esbern and Delphine, as well as representative of the Thalmor Legion- Elenwen.

As soon as all the invited and not so invited have gathered in High Hrothgarth, talk to Arngeir and take your place at the table. During the negotiations themselves, the Main Character will have a lot of options for answering the questions posed. However, no matter how it is, the world will be enclosed in any from options for the development of events. The only difference is further factions to the protagonist, as well as in what plots will remain for the Empire, and which for the Stormcloaks.

After making peace, talk with Esbern who will teach you a new cry" Call of the Dragon", if before the start of the quest " Fallen", the civil war was over, then he will teach you how to scream Paarthurnax.

Having learned the necessary thu'um, go to Dragon's Reach and talk to Jarl Balgruuf, you need him to start construction of a trap for the dragon.

After all the preparations, head to Dragon's Reach gallery and using the cry “ Call of the Dragon” , summon Odahviing. It is clear that he will not fall into the trap on his own, so you will have to use a shout on him “ Dragon Slayer” and gradually retreat deeper into the Gallery. Once Odahviing gets close enough, the trap will slam shut, and you can calmly discuss with the dragon all the questions that interest you.

Quest “House of the World Eater” – in pursuit of Alduin

Quest begins after the dragon Odaving tells where Alduin fled. You need to ride a dragon to the Skuldafn temple, and from there get to Sovngarde.

After talking with Odahviing, go up to the upper tier Dragonsreach Galleries And release captured dragon, you can pull the lever yourself, or you can ask the guard. Then speak again with Odahviing, who will keep the agreement and will take you The main character to the temple of the Dragon Cult Skuldafn. After landing, the protagonist immediately faces a fight with draugs and dragon, so be prepared for a grueling battle. The draugs methodically fire at the hero from the other side of the bridge, so it is logical to first deal with them, and only then defeat the dragon.

On the way to the portal to Sovngarde, a three puzzles:

  • WITH first puzzle you will encounter in the second room of the Skuldafn Temple. She represents herself three rotating cabinets and a lever behind them. If you carefully examine this room, you will see that on the walls next to the outermost (left and right) cabinets, as well as above the two grates in the front of the room, patterns are drawn. Simply turn the end tables to according to patterns, and then, depending on which grille needs to be opened and the cabinet in the middle. Since the path leading to the portal lies through the grate on the left, the order of the patterns on the tables will be the same as in the screenshot.
  • Second puzzle waiting for you in the room with raised wooden bridge. This task is even easier, next to each rotating cabinet there will be a corresponding picture, you just need to turn the cabinets in in the right order, and then pull the lever on the top level of this room and the bridge will lower. From left to right: Fish, Snake, Bird.
  • Third puzzle this is a door that has three revolving stone rings. In front of it you will meet Draug, the overlord from whom you need to remove the Diamond Claw. Then look at the pattern on the palm of the resulting Diamond Claw and turn the spinning circles according to the prompt. Top down: Wolf, Butterfly, The Dragon. Next, press the button in the middle of the door and it will open.

Walking into a room with a word of power " Storm, Storm Call", move along the corridor on the left and leave the Temple. Then turn left and go up to the portal to Sovngarde. Having reached it, you will witness how the Dragon Priest Nakrin takes the Staff necessary to activate the portal. Destroy the priest and take the staff. Then put it back where Nakrin took it from and jump into the portal. Once you get to Sovngarde, the quest “Home of the World Eater” will be completed.

Skyrim walkthrough of the Sovngarde quest

Quest begins after you go through the portal to Sovngarde. You need to login Hall of Valor and together with three heroes of past years, develop plan to destroy Alduin.

Sovngarde represents a certain receptacle of souls, where those who are worthy feast at an eternal festival in the Hall of Valor, waiting for the moment when the god Shor will call them to the last battle. This quest is not complicated; you can call it one of the simplest quests in the main storyline. The only obstacle for you will be shield bearer of the god Shor– Tsun, which is necessary win, so that the Main Character gains access to the Hall of Valor. You will find Shor at the Whalebone Bridge, just follow the path from where you appeared and you will certainly encounter him.

The fog of Sovngarde can be dispersed using the Clear Sky thu'um.

Upon entering the Hall of Valor, first talk to Ysgramor, and then with Hakon One-Eye, Felldir the Old And Gormlaith Golden Hilt. After the protagonist listens to their plan, this quest will end.

“Dragon Slayer” – the last fight with Alduin

Exercise begins after the protagonist discusses the past with three heroes battle plan against Alduin.

You need leave the Hall of Valor and move to the place where your comrades are waiting for you - Ysgramor, Hakon And Felldir. Uniting your cry with them “ Clear sky“, dispel the fog sent by Alduin, this must be done three times, since the evil dragon sends it again and again. After he gets tired of doing this, Alduin will fly in on his own and then the usual fight with the dragon awaits you. Use “ Dragon Slayer” and hit Alduin with everything you can get your hands on.

After defeating the main antagonist of the main storyline, you can learn a new thu’um from Tsuna “ Call of Valor». Leave Sovngarde You can again by talking to Tsun.

On this cheerful note and ends main storyline of the game The Elder Scrolls V: Skyrim.

Now, after everything that happened, we need to talk with Paarthurnax, Esbern, and Arngeir.
These three will tell you a lot about the Dragon's Reach in Whiterun and will tell you that you can capture one of the dragons in this place, which was done long ago by the former ruler of those lands. The goal of all this is to lure the dragon to his side, after which he will be able to deliver our hero to the world of Alduin and we can finally kill him.

"Endless Time"

As quickly as possible, we go to Whiterun and talk with his jarl about everything that interests us. The jarl will tell you that there is now a war between the kingdom and the rebels and he cannot agree to our request at the moment. The jarl further says that it is better to use the help of the Greybeard council. They will invite representatives from each side and help resolve their differences. Only if this measure is successful will the jarl agree to capture the dragon. At this moment, the quest ends and the next one begins - “Endless Time”. We need to at least temporarily reconcile both sides in order to obtain consent to use the Dragon's Reach, without which we will not be able to get into the world of Alduin. The council will be very tense, so you need to be careful when choosing options for both answers.

Capture and talk to the dragon Odahviing

Upon successful completion of the council, our hero gets the opportunity to learn a new cry, the words of which can be learned from Esbern. Now we need to return back to Whiterun to talk with the jarl. He agrees to the event and now we need to go to the Dragon's Reach gallery and summon the dragon Odahviing. He is the only dragon you can talk to after he is captured. And only he can agree to a crazy request - to deliver our hero to the world of Alduin. As soon as he arrives, we need to drive him inside the gallery using the cry “Dragon Slayer”. To this end, you need to gradually move further and further inside, and in the end the dragon will be chained and you can start a conversation with him in order to obtain all the information of interest
Now we will have the opportunity to resolve the issue regarding the Greybeard dragon - kill him by order of the blades or leave him alive. Choosing the second option will fail

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