Dawnguard. Completing side quests for the Dawnguard

The task can be obtained from a soul named Jiub. Old-timers of the Elder Scrolls universe will undoubtedly remember this Dunmer from the game Morrowind (he was the first one he saw main character games, waking up on a ship sailing to Seyda Neen). As it turns out, Saint Jiub wrote an autobiographical opus, the pages of which are scattered throughout the Cairn of Souls. Find all the pages of the first volume and return them to the owner. You can find Jiub in the southeast of the Burying Ground. As a reward, you will receive a unique copy of Saint Jiub's Opus and the Jiub Amulet (increases your strength reserve and carry weight by 50 units).

Page 1 - In the massive wall dividing the Soul Cairn approximately in half, find a passage in the middle. Facing him, turn right, southeast and go up the stairs. Climbing up it, you will see a page.

Page 2 - To the left of the entrance to the Burial Ground (where Valerika lives) there will be a small building with a broken Wall with the words of Power. This is the same building on which Dornevir sits. You will see a chest near the wall, and to the right of it - a page from the opus.

Page 3 - Before passing through the wall separating the Soul Cairn, turn left. You will see a tower that consists of just one chamber with a chest. Exit the cell on the other side and you will notice a building with a soul stone. After going up the stairs, you will find the opus page on the roof of the building next to the chest.

Page 4 - Face the entrance to the Burying Ground and walk around it to the right along the wall until you reach the annex. Go up the steps, turn left and go up again towards the chest. The page lies next to the chest.

Page 5 - South of where Jiub sits by his fire, there is a stone ledge. On it, near the energy source, you can find a page and other objects.

Page 6 - From the entrance to the Shower Cairn from the stairs, head southwest until you see a small tower. The page is inside, in the corner, next to the chest.

Page 7 - From where you found the fourth page, go east to the edge of the map until you see an altar. On the altar there will be a book called Call of the Foggy One. The seventh page and a bag of coins lie on the ground at the base of the pedestal.

Page 8 - From the entrance to the Shower Cairn, go immediately to the right until you see a building with a grate. To enter, use a spell or shoot an arrow. Page inside.

Page 9 - Go west from the entrance to the Boneyard until you see a building with a huge floating soul stone. Look for a portal in the building that will take you to the top floor. The page is next to the chest, under the stone. In order to go down, you will have to jump - there are no stairs in the building.

Page 10 - The last page of the opus can be found near the wall near the merchant Morven Stroud. The desired leaf lies on the barrel.

Assignment given by: Jonna
Requirements: None.
Reward: 750+1200 gold, the right to claim the title of Thane of Morthal.

Heading to Morthal:



We pass by the jarl's house and see some kind of meeting (Only the first visit to the city). We head to the tavern, talk to Jonna, learn about the burnt house, she directs us to the jarl:



We go to the High Moon Hall, talk to the jarl, offer our help.



She offers to investigate the fire. We go to the burnt house, we see a ghost girl there, we talk to her.



The burnt house is located here:



The girl asks us to play with her and find her at night. We wait until the night (To be sure wait until 10 at night. Wait T(E) by default).



As soon as it gets dark, we head out to find Helga.

You can wander around Morthal all night if you don’t know where to look. Therefore, we head to the cemetery, which is located east of the burnt house.

There's a vampire waiting for us there.



As soon as we approach the vampire, she will attack us.

We kill her, open the children's coffin.



After which the husband of the dead vampire comes running to us and speaks to us:



We find out that the culprit is Alva.

Let's go to Alva's house.

Be careful: firstly, the house is closed and we will have to break into it, and secondly, Alva herself may be inside, which can cause problems.

After we have dealt with the enemies in the house, we go down to the basement and take the diary from the basement.



We return to the jarl and give her the diary. For the completed investigation, she pays us 750 gold, but asks for one more favor. We agree.

We leave the jarl's house and see an interesting picture:



Militia raised against vampires. We speak with Tonnir, after which we follow this group.

As soon as we arrive at the cave, our entire militia dissolves. Only Tonnir remains.

It’s up to you whether to take him with you or not, but I think that he won’t provide serious support, and maybe he’ll die.

Location "Movart's Lair":



Vampires are naturally very strong, especially in the numbers in which they are found in the cave.

Plus, they use magic, which is difficult to find protection for (Always different).

Let's go inside and deal with everything that moves. At the end the boss awaits us:



The boss is very strong. He has very good support: several vampires attacking from a distance from above, and Movart himself is very tenacious.

This is what I found on his corpse:



I don't know if it's a random item, but even if it's a random item, expect to find an item of the same level there. (Write in the comments what you found from him).

Dungeon map:



After killing him, we return to the jarl and receive another 1200 gold.

The task is completed.

P.S.

After this task, you can claim the title of Thane of the city. Talk to the jarl about this.

I really liked the task. Intriguing and exciting, in the style of a detective story.

“City of the Sun” is an educational center whose main task is to acquire, accumulate and disseminate knowledge about unique features and general features of the original cultures of the peoples of the world. Our Educational Center has existed since September 2003. Its founder and leader is philosopher, cultural scientist and art historian Galina Prokofyevna Zubets.

The name of our Educational Center comes from the title of the work of the Italian philosopher Tommaso Campanella “City of the Sun”. But it is not only the title that unites us with this philosophical treatise. There is also a deeper connection. On the one hand, it was Italian culture and our deep interest in it that led to the creation of the “City of the Sun”. On the other hand, from the very beginning we were aware of a certain proximity and consonance of our own ideas with the many ideas expounded by Campanella in his famous work.

The study of culture in the “City of the Sun” is multifaceted in content (history, philosophy, art, religion, science, everyday life) and diverse in form (travel to cities and countries, excursions in museums and outdoors, viewing and production of documentaries and feature films, visiting theaters and staging plays, performing and watching dances, studying foreign languages, preparing reports, exhibitions, concerts, publishing books).

The activities of the “City of the Sun” are quite dynamic. Initially it was the only club - the Italian one, but over time others began to appear. Now some clubs and studios exist permanently (Moscow Connoisseurs Club, Club of Lovers of the Russian Province, Theater Club and Theater Studio, Cinema Museum, Club artistic creativity, Publishing Center). Other clubs arise periodically to increase the intensity of studying the culture of a particular country (Italian, German, Chinese, Czech, Brazilian, Uzbek, Spanish, Polish, Bulgarian, Turkish, Indian, Vietnamese, Laotian and others). What clubs will appear in the future? - time will tell.

During its existence, the “City of the Sun” has organized and carried out dozens of trips to many countries in both hemispheres. The purpose of these expeditions is not only personal acquaintance with the original culture of various peoples, but also the collection of material for subsequent educational activities. In the vast majority of cases, these are not template trips organized by tour operators for the mass consumer, but full-fledged unique trips independently prepared by the members of the “City of the Sun”. As a rule, within several months before the start of the planned trip, the route and logistics are carefully developed, the advantages and disadvantages of the transport system of the intended region, and possible travel patterns are identified. In addition, climatic and geographical features, attractions that are planned to be visited are studied, and the peculiarities of the worldview, life and creativity of ordinary and world-famous representatives of the peoples inhabiting the region planned for travel are studied. Upon returning, expedition members prepare illustrated stands, photo reports, and organize evenings where everyone can hear stories about the trip, receive valuable advice, watch photographs and films, listen to music and even taste national cuisine.

No less interesting are walks around Moscow, trips to the cities of the Russian province or searches for traces of abandoned estates.

The theater club helps students purchase free (or inexpensive) tickets to the best theater productions in Moscow.

The Cinema Museum displays films that are masterpieces of both domestic and foreign cinema; documentaries about the cities and countries that members of the City of the Sun plan to visit, as well as those that were filmed during their travels.

The Publishing Center “Cities of the Sun” published: 1) a collection of poems and prose by a collective of professional and non-professional writers, “A Breath of Oxygen”; 2) an investigative guidebook “Walking along Pirogovka” by Galina Zubets; 3) collection of poems “Eclecticism” by Alexander Komkov; 4) guidebook “Familiar and Unfamiliar Alatyr” by Anna Ilyinova; 5) The book “Lomonosov Places in Moscow” by Galina Zubets.

The Educational Center continuously collects and disseminates information about the most exciting events in the cultural life of Moscow (exhibitions, festivals, tours).

The “City of the Sun” exists not only to improve education and expand horizons. This is a school of a creative, open attitude to life, in which “Gorodosolntsevtsev” have the opportunity to realize their talents, learn to set new goals, look for ways to achieve them, overcome difficulties, support each other, make independent decisions and take responsibility for their choices. The City of the Sun is a school of philosophy of life.

City of the Sun - school of philosophy of life

“City of the Sun” is a small oasis in the completely advancing desert of mass culture, an island of relaxation from hard work and freedom from everyday routine. Anyone who is thirsty can freely come into it and find joy in communicating with those who understand him.

A list of all publicly accessible materials on this site can be found in the section

Skyrim is huge and there are a lot of things to do in it. There is a fight against dragons, a war for independence (or vice versa), and guilds that desperately need our help, and an abyss of side quests. In such a world, a detailed guide will not hurt. And he is in front of you.



Alduin rocks!And here comes Helgen. All our people have already gathered, the only thing missing is a dragon.

Here we will lay out in parts everything that is most useful for the traveler - the passage of both the main plot and everything else. We will pay special attention to important non-obvious details and secrets that are easy to overlook and miss.

FOR YOUR INFORMATION: Part of the guide will be devoted to bugs encountered in tasks. We will tell you what difficulties may arise, how to avoid them and, what is also very important, how to solve the problem if an evil bug still overtakes you.

Main plot

To freedom!

So, our hero was captured while crossing the border. We ran into an Imperial ambush, and now we are being taken to execution along with the rebels. On the cart next to us are the resistance leader Ulfric, his comrade Ralof and the horse thief Lokir who fell under the hot hand. After a long journey through the forest, the procession enters Helgen.

After the carts stop and Lokir plays the role of “third corpse from the left,” we will have the opportunity to choose the race, appearance, gender and name of the hero.

ADVICE: If you don't want to wait until the ride scene plays out every time you create a character, save right after you get off the cart.

And then the dragon Alduin will fly in and drive everyone out of the forest. Enjoy the show. When the game returns control, slowly walk into the tower. Everyone around will pretend to be in a hurry and panic, but don't worry - even if you get caught in a stream of flames, it won't cause much harm. Just do what Ralof says.



“Black Arrow, you have never let me down! Strike straight!”Which sword to use? And most importantly - who?

Climb the tower stairs, jump into the tavern and, under the guidance of Hadvar, slowly move through the entire Helgen to the dungeons. Then you will be offered a choice - to go down into the dungeon with the imperial Hadvar or with the rebel Ralof. This is not yet a choice of side in the conflict, so there is not much difference.

ADVICE: however, if you plan to become a blacksmith, it is better to choose Hadvar. Escorting him to Riverwood will give you free access to blacksmith supplies.

Now your hands are free and you are able to pick up things and help your companion in battle. Move through the dungeon, destroying enemies and collecting everything that is lying around.

ADVICE: Take every opportunity to gain an initial set of armor and weapons. Decide what exactly you need - light armor or heavy. Search all the bodies and chests. Don't rush - they won't start without you.

Together with your companion, you will go through the barracks (or tower), a warehouse, an interrogation room where you can equip a master key, and end up in a cave. The enemies there will be soldiers, spiders and a bear (you will be asked to quietly bypass him).

This is the end of the underground passage, and with it the quest.

Before the storm

And here comes Whiterun, best city Skyrim.

You can immediately go about your business, but it’s better not to leave your companion - go with him to Riverwood to meet new friends, the blacksmith Alvor or the mistress of the sawmill Gerdur. And don’t forget to choose a suitable guardian stone along the way.

Now that we know about the return to the world of dragons, it would be nice to go to Whiterun and tell the jarl there about it. Of course, there is no rush - this can be done in at least a year.

ADVICE: Even if you don’t plan to go through the main story, it’s better to still get through it to the dragons and voice magic in order to be able to absorb souls, study screams and accumulate valuable materials for forging armor.

The task is easy to complete - we cross the bridge, go up the road along the mountain and go over the hill. The city of Whiterun is already visible there. To enter, talk to the guards. The jarl lives on the top of the hill, in the castle of Dragonsreach.

FOR YOUR INFORMATION: Along the way, you will become acquainted with the Order of the Companions - the local equivalent of the fighters' guild. However, joining this order provides both some advantages and very serious disadvantages - namely lycanthropy, which, due to bugs, cannot be completely cured. So before you join the Companions, make sure you understand the risk: you risk walking around with hairy ears for the rest of your days.

Talk to the housecarl, and then to Jarl Balgruuf the Elder himself.

Windy Peak

The bandit Arvel beat and beat the spider, but didn’t finish it off. We'll have to finish off the creature with a slipper.

The jarl will direct you to a court magician named Farengar Secret Fire. The magician will ask you to find the Dragonstone tablet in the Windy Peak dungeon.

Windy Peak is the same rock structure we saw on the way to Riverwood.

FOR YOUR INFORMATION: If you have already cleared Windy Peak on the quest of the Riverwood merchants and did not forget to take the Dragonstone there, you will be able to present it to Farengar without leaving the place.

Get to Windy Peak easiest from Riverwood. We cross the bridge, follow the path, turn left to a lonely tower. From it - to the right and through the pass. The entrance to the dungeon is guarded by bandits.

Inside, your enemies will also be bandits. If you do not attack immediately, but overhear their conversation, you will learn about the dark elf Arvel, who ran into the depths of the dungeon.

In the puzzle room, before pulling the lever, rotate the columns in a "snake, snake, whale" configuration.

After a fight with a flock of rats, get ready to repel the attack of a giant spider while the screams of that same Arvel hanging like a cocoon in the web. There is no need to stand on ceremony with him - he is not going to keep his promise. Kill him or wait for him to ask for trouble himself. Take the golden claw from his cold corpse.

In the following rooms you will learn to recognize draugr pretending to be dead in stone niches. The rule here is simple - if a draugr is wearing clothes (loin rags), it means he is pretending to be. You can shoot at him from afar. Here you will encounter traps - a door with spikes and swinging blades.

ADVICE: If your companion keeps running into the same trap and can't get through it, just leave him behind and move forward. He'll catch up on his own.

In the large room, you can knock down lamps hanging over puddles of oil, creating fiery barriers and traps for the draugr. In the room with the waterfall, open the grate and follow the flow into the depths of the caves. To open the door with a secret, look carefully at the Golden Claw and repeat the configuration of the pictograms - “bear, butterfly, owl”.

Now all you have to do is defeat the draugr who has risen from the grave and, approaching the wall with cuneiform writing, absorb the word of Power. The exit is on the left.

THIS IS A BUG: You must read the word of Strength on the wall while standing. If the hero is in stealth at this moment, you may be overtaken by an evil bug that prevents you from taking the Dragon Stone from the draugr’s body. If a bug does occur, try saving and loading.

Return to Farengar and don't forget to bring the Golden Claw to the merchants. As a reward, the jarl will allow you to buy a house in the city for five thousand gold. But not now, but only after the next quest is completed.

Dragon in the sky

“Dovahkiin! No!"

A guard runs into the room and says that a dragon has been spotted near the city. Go to the jarl and discuss the problem - he will order you to accompany the housecarl and soldiers to the watchtower in the role of an “expert on dragons” (after all, the hero has already met one and survived - why not an expert?).

The path to the tower will be long, but productive - a fire-breathing dragon named Mirmulnir has indeed appeared. Now your task is to stay alive. This fight is perhaps one of the most interesting, because Mirmulnir is really dangerous for an early-level hero. Mirmulnir “blazes with fire,” beats its tail and bites. It’s best to hit him from the side, or even better, from afar, preparing to dive into the tower at any moment to escape the flames.

FOR YOUR INFORMATION: however, in such battles it is better not to leave the dragons to the guards, but to inflict at least some damage - otherwise it may happen that the dragon will not share its soul

Before his death, the dragon curses loudly: they say, did I really run into Dovahkiin? The hero will consume his soul. Use the shout and the housecarl will order you to return to Whiterun. Walk to hear the distant cry of “Dovahkiin!” from a nearby mountain.

The jarl will tell you that the cry from the mountains is the call of the elders from the monastery of High Hrothgar. Time to visit the elderly. If you want, take Lydia with you - your new companion, your personal housecarl.

The Way of the Voice

And now the elder will teach us to run faster than a deer.

Getting to High Hrothgar is not easy. It is better to get around the mountain from the north, passing by the Honning meadery and the Waltheim tower. Follow the road without turning anywhere until you pass the Amol Fort. Behind it is a bridge at a wide waterfall and a fork. On it, take the mountain path and turn right again at the next fork. Move along the path higher and higher. If you come across a cave with a troll, then you have almost reached your first stop - the village of Ivarstead.

At the bridge, take the quest to deliver provisions to High Hrothgar. Climb the famous Seven Thousand Steps Road. On it, the main danger will be the ice troll in the middle of the path. If you feel that the hero is too weak to fight such a monster, just go around his cave.

ADVICE: You can also bring the troll with you to High Hrothgar - the elders will instantly scream him to death.

At the entrance to the monastery, throw the provisions into the chest (then do not forget to return to the village for your reward). The elders will meet you inside. They will ask you to shout at them, and then teach you the second syllable of Ruthless Force and the first syllable of Swift Charge.

After the hero successfully passes through the quickly opening and closing gates, you will be given new quest- find the horn of Jurgen the Windcaller. The horn lies in the Ustengrev tomb.

FOR YOUR INFORMATION: If you read all ten signs by the road on the way to Hrothgar, then wild animals will not attack you for 24 hours.

Horn of Jurgen

The same cuneiform where we will study the word “ghostly shape”. Pay attention to the waterfall on the left - there is a secret.

To find Jurgen's Horn, you need to go through the vast Ustengrev dungeon, which is near the city of Morthal. I advise you to take a companion with you to make it more fun.

The dungeon is a mound, next to which there is a bandit camp (most likely, when you arrive, bandits and magicians will fight there). To enter, you need to go down the spiral staircase. Inside are magicians, their zombies and draugr.

Clear the first hall, turn left and move along the corridors. When you encounter draugr fighting necromancers, help the weaker ones and finish off the survivors.

Clean out the rooms with large urns, and in the next large hall, deal with the draugr crawling out of the sarcophagi. After this, the corridors will lead you to Ustengrev Depths.

To go down into the huge cave, you need to go through the dining room. When you see the lamps above the oil, get ready to use them to tame the new draugr crawling out of their “sleeping places.” To look into the room with the pentagram of souls, activate two handles - one next to the bars, and the other on the right on the wall, next to the sarcophagus.

Now you are in a large cave. There's a lot of interesting stuff here:

  • Down by the lake is the word of Power: Ethereality (don't miss the chest nearby).
  • Behind the waterfall, right next to it, there is a secret chest and a secret draugr guarding it.
  • A secret area that can be reached by dashing between columns over destroyed bridges.
  • A fire trap that will most likely catch a skeleton.
  • A skeleton sitting on a throne pretending to be dead.

Behind the bridge is a puzzle. Three stones with motion sensors open three grates in one corridor. To pass through the corridor, you need to stand at the stone closest to the bridge and with a two-syllable Swift dash jump through the bars, activating two other stones along the way.

Jurgen's horn returned to its rightful place, and the hero received a reward free soul dragon.

Next, fire traps and frost spiders await us, including one giant one. Then you will need to crucify the web blocking the road. And finally we find ourselves in the hall where the horn should be. But he is not there - instead there is a note. An unknown person is waiting for the hero in the attic of the Sleeping Giant tavern in Riverwood. Which is odd since this place doesn't have an attic.

The hero became sad, but there was nothing to do. Coming to the surface, go to the tavern and ask the owner named Delphine for a room in the attic - this will serve as a password for identification. After a serious conversation, the hero receives the horn and can now safely take it to High Hrothgar.

FOR YOUR INFORMATION: if after visiting the monastery you return Jurgen's horn to the dungeon and place it on the same pedestal where you took the note, you will receive a free dragon soul.

It is not necessary to go to the monastery right away, you can do another one first story quest, "Blade in the Dark." But it is still recommended to visit Hrothgar, because there they will not only recognize us as the Dragonborn, but will also give us the last syllable of Ruthless Force.

FOR YOUR INFORMATION: Now you can ask the elders where you can get more spell syllables - sometimes they will mark potentially “fishy” places on the map.

Blade in the Dark

Another dragon has risen from the mound. Now we will extract the skeleton from it.

Through complex mathematical calculations, Delphine found out in which place in Skyrim a new dragon would emerge from the grave. This is Kin Grove. Let's go there.

A village woman will meet us at the foot of the hill next to the Wooden Lace inn. She is in a panic - a dragon has appeared on the hill. But this is not our dragon yet, but Alduin, who is engaged in its resurrection. To avoid jumping on the rocks, use the path behind the stone, near the far corner of the tavern.

There is no use shooting at Alduin - he will finish his job. Having cursed the hero dirty, the dragon will resurrect his dead brother Saloknir, and he himself will fly away.

FOR YOUR INFORMATION: Now from time to time you will come across not just dragons, but Alduin, reviving dragons before our eyes.

The sooner you attack the resurrected dragon, the better - it will not have time to acquire flesh and gain strength. But even the battle with the skeletal Saloknir will not be easy for a weak hero. He spits fire, and there is no tower nearby to hide. If you are not confident in your abilities, let the lady (Delphine) go ahead. If, of course, you took her with you.

After the conversation, Delphine will assume that the Aldmeri Dominion is involved in the resurrection of the dragons. To find out if this is so, you need to visit the Thalmor embassy.

Diplomatic immunity

What things should I give to the elf “smuggler”? Yes, everything at once!

Delphine sets a task: to get into the Thalmor embassy. First, you need to meet with the Bosmer Malborn - our man (that is, an elf) embedded in the embassy. The occasion will be a gala reception hosted by Ambassador Elenwen.

Malborn is waiting for us at the Laughing Rat tavern in Solitude. He demands that you give him everything that needs to be brought to the embassy.

FOR YOUR INFORMATION: For camouflage at the embassy, ​​it’s a good idea to stock up on Thalmor robes with a hood. But these clothes will only help those who do not have tails, fangs or scales.

You can give Malborn the entire contents of the duffel bag, even the clothes. This is convenient, because then you can take everything on the spot, at the embassy. Delphine will provide us with new clothes and an invitation, with whom we meet at the stables, next to the city gates. There we get into the carriage and go to the embassy. We present the invitation to the guard.

Elenwen herself will meet us inside. Malborn is right there - he's the bartender. In order for the elf to lead us through the kitchen to the “security” part of the embassy, ​​the public needs to be distracted. There are several ways to do this, but the easiest way is to directly ask Redguard Razelan to entertain the people. Give him a drink and when the show starts, go with Malborn to the kitchen. Along the way, take your things from the chest.

Then there are two options - either break into Elenwen’s personal chambers with a saber drawn, or sneak there. The second is more difficult. First you need to wait for the chatting guards to leave, then sneak behind the magician’s back on the second floor. There are also guards on duty in the courtyard between the embassy and the solarium, but the most difficult thing is to lure him away from the wizard, who is leaning his back against the desired door.

It will be easier to play hide and seek in Elenwen's private quarters. Search the chest - you will find a report on dragons, a couple of dossiers and a key to the basement.

FOR YOUR INFORMATION: in one of the bedrooms on the second floor there is an “Unusual Stone”. If you don’t take it, you won’t be able to complete the “thieves’” quest to collect Barenziah’s stones (the game simply won’t let you into the embassy a second time).

Now go down to the basement, where the Thalmor are torturing a prisoner - a thief named Etienne. Kill the executioners without delay while the prisoner is still alive.

Almost out! The ice troll is knocked out - all that remains is to take a step out of the cave into the fresh air.

As soon as you exchange a few words with Etienne, a second prisoner will appear in the basement - our old friend Malborn. His cover has been blown, and a couple of Thalmors promise to kill Malborn if the hero does not show up. It is advisable to attack the Thalmor as quickly and vigorously as possible so that Malborn survives and can join.

The key to the hatch is on one of the Thalmor. An ice troll is hiding in a small cave under the solarium. There are three of us, so the balance seems to be in favor of the forces of good. But if you don’t want to fight, you can run away and immediately go with a report to Riverwood.

basic information


Requirements

Arrive in Arknthamz for the first time

Quest giver

Etherium Crown or Etherium Shield or Etherium Staff. Marshmallow (optional)

Walkthrough


In the ruins of Arkntamz you can meet the ghost of Katria, an adventurer who died during the collapse that occurred here. Talking to her will start the task. It turns out that during her lifetime Katria managed to get close to solving one of the greatest mysteries of the Dwemer - the location of the forge of etherium, an extremely rare mineral with unique properties. Katria conducted a whole study on this topic, more details about her findings can be found in her diary and the book “Wars for Etherium”, which can be found on her body. The body itself lies in the same room where her conversation with the hero took place, on a cliff in the middle of the abyss. Since the only way to get to the other side is through the cliff, it is impossible to miss the body. Above the abyss at the end of the log lies Zephyr's bow. If desired, Katria will join the protagonist, helping quite well with both tips and accurate archery. If someone is already traveling with the main character, don’t worry - he will also remain on the team.

Arkntamz

After reading the diary and the book, it becomes clear that the forge was hidden from prying eyes, and you can only get into it using a certain special key, which is divided into four parts, the location of which is indicated in the diary. One of them is kept in Arkntamza. Next, you have to make a difficult path to the very top of the ruins (since Arkntamz was built inside a mountain (apparently an extinct volcano), and its tiers do not go deep into the earth, but up to the top). This path leads to the heart of the ruins - the center of etherium research. To enter it, you will have to figure out the correct order of activation of the five locks that lock the gate. The clue is on the last page of Katria's diary or, if the diary was not picked up, on a piece of paper that can be found on the body of the nameless adventurer lying next to the gate.

Clue:

  1. Bottom left.
  2. Bottom right.
  3. Top left.
  4. Top right.
  5. Bottom center.

After everything has worked out, you can pick up the first part of the key - the etherium fragment. Katria, after a short conversation, will leave the protagonist and go in search of other fragments. Dovahkiin should also do this. The order in which the fragments are collected does not matter, but below is a description of increasing difficulty.

Crossing of the Deep People

Everything is simple here. There are no enemies in the location. The only, and even minor, difficulty is in finding a local fragment (if the quest is not marked as active in the quest log and there is no map marker). The fragment is located behind the Dwemer bridge, behind the octagonal pedestal. After the protagonist picks it up, Katria will appear and praise him for his efficiency.

Mzulft

There are no difficulties here either. There is no need to go to Mzulft itself. The fragment is located in a separate building on the territory of the above-ground part of the city - the gnomes' storeroom. If this location has not yet been visited, then a pleasant addition to the fragment awaits you - great amount Dwemer metal and other valuables. The main difficulties are to cope with three locks of the warehouse departments (two levels “Apprentice” and one “Expert”), and take away all the trophies. Katria will already be here and reprimand you for your sluggishness.

Raldbthar

This is the only place where obtaining a fragment involves risk. The fact is that it is located at the very end of the dungeon, next to the exit from it and the local entrance to the Black Reach. Therefore, if these ruins have not been cleared earlier and access to the Black Reach has not yet been gained, you will have to fight your way through the entire Raldbthar. If any of the above has already been done, then you can enter directly into the last room of the city through the Black Reach or from the surface by taking the elevator. One way or another, here you will find a small room, at the far end of which, near the stand with the fragment, Katria is already waiting. However, the passage to it is blocked by a Dwemer sphere and a spider. It is unclear how they were going to contain the ghost; apparently, their program simply did not provide for such a situation. Either way, she and Katria don't attack each other. After destroying this small obstacle, you can pick up the fragment. Katria will be relieved that everything is finished and will ask if all the parts of the key have been collected.
It doesn't matter which part is found last. After she is found, and after the obligatory phrase (see above), Katria will inform you that everything is now ready to enter the forge, and will offer to meet there, after which, as usual, she will disappear.
Aetherium Forge

The forge itself is located in the ruins of Btalft. It's southeast of Ivarstead. The ruins themselves are home to several bandits, and there is also a metal structure clearly of Dwemer workmanship in the form of a sphere with an arrow. The pedestal on which it is installed has a recess of a characteristic shape. You need to insert the found fragments into it, and they will merge together, turning into an “ethereal emblem”. After this, the elevator to the forge will open. Behind the waterfall there is a chest locked with an “Adept” level lock, and not far from the waterfall, at the bottom, lies great stone shower. Next, you have to close two valves responsible for the supply of steam, which interferes with the passage. On the approaches to the forge, a fight with many Dwemer spiders and spheres awaits, and to top it all off, a huge centurion, the Master Blacksmith, will appear, attacking with fire. Having dealt with everyone, you can start inspecting the chests and collecting trophies, and then head to the forge, to activate which you need to use the etherium symbol. Now all that remains is to choose a reward.
What about Katria? Her strongest desire, to receive confirmation of her theories and proof of the existence of the forge, is finally fulfilled, and she again leaves the main character, now forever...

Using the Swift Dash or Ethereal Shout, you can reach the chest on the other side of the lava lake. Also visible from the side of the lava lake are two hidden gates. You can get to them the same way as to get to the chest. Behind them you can find several Dwemer parts, scrap metal and chests.

Reward

Only one item can be created at the forge:

  1. The Etherium Crown is a hoop that makes it possible to activate two Guardian Stones at the same time.
  2. Etherium staff - summons a Dwemer sphere or a spider (who exactly appears is chosen at random).
  3. The etherium shield is heavy armor; when it hits an enemy, it dematerializes him for 15 seconds, which can be useful in battles against a group.

Note: after completing the quest, the hero will meet Taron Dreth and his mercenaries. He will ask how the main character was able to forge this item (crown, shield or staff). In any case, he will say that the protagonist knows too much, and the gang will attack Dovahkiin.

Checkers