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Tips for creating a superhero (no cheats). Skyrim Elders scrolls 5 skyrim walkthrough

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Walkthrough Skyrim

As usual in The Elder Scrolls, the game begins in the conclusion. So now, as soon as you get into the game, you immediately find yourself in a crowd of prisoners led to execution.

Walkthrough Skyrim - Unleashed

While you are being taken in a cart to be executed, it turns out from the conversation of other arrested people that an armed uprising is taking place in Skyrim, led by the Storm Brothers. The Imperials thought that you were part of their ranks, and therefore they decided to execute you.

As soon as you arrive, you will have a character editor at your disposal - it gives you the opportunity to change the appearance of the character to your liking.

Walkthrough Skyrim - Important:

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  1. confirmation, a field will appear that is intended for entering the name of the character
  2. it is recommended to write the name of the character in Latin

You see the execution of one prisoner, and the worst thing is that you should be next. At that moment, when your head is on the chopping block, a dragon flies into the city and panic begins.

Despite the fact that there will be fuss and panic around, there is no need to despair, just follow the compass and signs above the NPC. You will have the opportunity to make a choice - to follow the people who checked you on the lists or follow your neighbor from the wagon. Then there is no difference in the choice. If you follow the prisoner, then all the people you meet on your way will be enemies. But if you find yourself in the ranks of the Imperials, then in the numerous corridors and rooms you will meet only allies, you cannot beat them. And if you still hit one of them, then they will attack you, in this case, remove the weapon, and the attack will stop.

After you follow your partner, you will find chests with equipment, learn how to pick locks, shoot from cover, etc. The task "Freedom" is a tutorial, it will end as soon as you exit the cave. After that, the world of Skyrim will open before you.

Walkthrough Skyrim - Before the Storm

Immediately after leaving the cave, a new task “Before the Storm” begins, it is difficult in this task that the partner will say that you need to split up, but in fact you don’t need to go after him. On the way, he will point you to the stones of power, after you activate one of them (mage, thief, warrior), the corresponding skills will start pumping more quickly.

Continuing your journey with your partner, you will reach Riverwood - this is a small village. The partner will bring you to his house, where food and lodging will be offered. In a conversation, you will learn that you need to go to Whiterun and tell about what happened in Helgen. But you don’t need to leave right away, Alvor, who is the head of the family, is a blacksmith, with the help of his side tasks you will learn the craft of a blacksmith.

There are other side quests in the village. To continue the main quest, head to Whiterun. When the guards approach you in Whiterun, you should say that you are from Riverwood, you need a Jarl, then they will let you through. In the city, you need to find the Dragon's Limit building. Jarl is in the main hall on the throne. Need to talk to him.

Walkthrough Skyrim - Windy Peak

In a conversation with the Jarl, after you tell him everything, he will lead you to Farengar. HE is a magician and alchemist who has long been involved in dragons.

He will give you a task - to go to Windy Peak and find the Dragon Stone there.

Windy Peak is a temple located on a high cliff. On the way you will meet two groups of bandits. When you find the temple, go inside. At the beginning of the path you will meet bandits, but the farther, the more dangerous the opponents.

Windy Peak has two puzzles. The first one is to arrange figures made of stone, they rotate. After you arrange them correctly, pull the lever, the door will open.

Move on killing spiders and draugs. There will be a lot of web on your way, to pass through it you need to shoot it down with a weapon. There is a bandit in the room where the big spider is located. He has what you need a dragon claw. Kill him, and if he runs away, catch up, and see his corpse, search, take the dragon's claw.

In the second puzzle, you need to place three circles correctly. You will find a clue on the back of the dragon's claw.

Go until you find a large room, in its center is a circle in which a text is written in dragon language. Read the passage. While you're reading, the Draug Master will appear behind you. After defeating him, you need to take the Dragon Stone, it is on his corpse, then follow the exit.

Exit to Skyrim. Now you need to open the map and fast travel to the Dragon's Reach. Go to Farengar and give him the stone.

Walkthrough Skyrim - Dragon in the sky

Follow Farengar. You will have the opportunity to hear the conversation, at the end of which, the guard who came running will say that the watchtower was attacked by a dragon. Now you need to follow the woman Ariylet. At the watchtower, your first fight with the dragon will take place.

Walkthrough Skyrim - Path of the Voice

You need to come to the Greybeards, they live on a high cliff, east of Whiterun.

Important: Follow the road to the east, it will lead to the temple. On the way you will meet two trolls, and another dragon, and you will also meet a saber-toothed tiger.

In boorish, you need to prove your ability to use your voice - use the Ruthless Force shout, you will also learn a new one - Rapid Dash, with which you can quickly move over short distances.

At the end of the course, you will receive an assignment.

Walkthrough Skyrim - Horn of Jurgen

The Greybeards will send you to the final test - to get the horn of Jurgen Bind the Wind, located in his tomb in Ustengrav, in the swamps of Hjaalmarch.

Look at the map and go to the tomb, there will be puzzles in it.

Riddle #1

You will run into a passage closed by three sections of gratings, in front of them are three magic stones, when you approach one of them, the grate rises - move away - falls.

You need to stand in front of the transition, in front of the stones, put on the active shout "Rapid dash", hold down Alt and start running to the exit, as soon as you are at the third stone it is activated, press Z, make a quick dash, after it you need to run a little.

Task number 2

In the end, it turns out that the horn was taken before you and left a note on the ship.

The search for the horn will fail.

We need to go to Riverwood, find a tavern, rent a room in the attic from Delphine. She will say that the room is occupied, but you still need to go there. When you enter the room that she says, Delphine will come for you, it turns out that she wrote the note. Then she will take you to a secret room, where she will say that you must help her.

Walkthrough Skyrim - Blade in the Dark

Delphine is the last of the blades, and she, too, will unravel why the dragons attacked Skyrim. She believes that dragons do not return, but are resurrected. To understand this you will go to Keen Grove.

When you arrive, you will see how the dragon brings another dragon to life, start the fight.

After you kill the dragon, Delphine will understand that you are a dragon and tell you about a new task.

Skyrim walkthrough - Horn of Jurgen (end)

Make a fast travel to High Hrothgar. Find the "master greybeard", then you need to give him the horn. You are recognized as a Dovahkiin, and you will also learn the Ruthless Force shout and a new word.

Walkthrough Skyrim - Diplomatic Immunity

When you return to Riverwood, talk to Delphine. She will say that you need to get into the Thalmor embassy and find out everything about the dragon from them. But ut Delfina will do everything for you. You only need to go to Solitude and meet Malborn there.

In order for you to survive, Malborn will bring you some items. During a conversation with him, there is an important point in Skyrim, you can transfer items to companions (R key). Give Malborn the weapon.

Then go to Delphine. She will give you formal clothes, and give her weapons and armor to keep. Then you will be on holiday.

Approach the guard and give the invitation. In order for Malborn to lead you to the kitchen, you need to somehow distract the vacationers. I need to get him a drink.

After Roselan starts making noise, the door to the kitchen will open, there will be a chest in which your things. You need a door next to the chest. From now on, you can start killing everyone.

You need to clear one task, then kill everyone in the courtyard, then do the same in the torture building and rob two chests, then the indicators will disappear. We must ask the way of the one who was tortured. He will point to the hatch, in order to go through it you need to kill the guards, then remove the key from one of them. Then exit through the dungeon to Dolphin.

Skyrim Walkthrough - Cornered Rat

We need to return to Riverwood and tell Delphine all about dragons, then find Esbern. Go to Riften and find Brynjolf, he is the head of the thieves guild. You need to complete one of his tasks related to theft.

When you do this, go down to the dungeon under Riften, it has several levels.

Walkthrough Skyrim - Alduin's Wall

The old man packs his things and wants to leave, but the Thalmor agents prevent him from doing so. It turns out the old man is a good magician and can deal with enemies.

After getting out of the dungeon, go to the Delphine. The second task is the passage to Alduin's Wall.

There are three riddles on the way to the passage

Riddle #1

To pass this stage, you need to lower the bridge, for this you need to turn the stone figures, as shown in the screenshot.

Riddle #2

There is a fire trap in the room, and plates that react to steps. It is only necessary to step on the plates denoting the Dovakin. When you reach the fiery installation, you need to pull the lever, the trap will turn off.

Now you need to go back to the gray-beards.

Walkthrough Skyrim - Throat of the World

Return to the grey-beards. Find their leader and start a dialogue. After it, you will learn a new cry, and you will know the way.

The whole road is in fog, but with the shout you've learned, this fog can be driven forward, so you will advance to the main greybeard.

Walkthrough Skyrim - Ancient Knowledge

In the task, you can choose who to contact - the gray beards or Esbern. If you choose the Esbern option, you will need to go back to the wall and tell him about the scroll.

He will say that the help of magicians is required, and will send you to the College of Winterhold, which is located at the end of the world. At the entrance it turns out that in order to enter you must become a member of the guild. To become one, one must show the ability to use magic. Then you will be shown into the building. Find the main Urag gro-Shuba in it. Talk to him about the scroll, then he will give the task - "Shalidor's Robots".

Walkthrough Skyrim - Shalidor's Robots

It is necessary to find the records of the scientist in the dungeon. There will be a familiar puzzle with a lever that rotates the statues. Hint about which statue to rotate on the opposite wall.

Then you will meet a dead man who comes to life after each kill. But there is nothing complicated here, kill him several times in a row and that's it. Take the notes and return to the College of Winterhold.

Meet Urag gro-Shuba and give him the notes. It seems that it will take time to decipher. In a few days everything will be ready, there will be a book on the table, it must be read. Then, after talking with Urag gro-Shuba, you will receive a task.

Walkthrough Skyrim - Beyond the Ordinary

You need to find a scientist who was interested in the Draemer, who subsequently went north and got lost. A point in the north will be marked, you must follow there.

After you find the scientist, you will receive two items - a dremer cube and a ball, a point on the map will also be marked. There will be giant dungeons.

There is one locked door with a lever, here is the most difficult way to find the lever.

The grate is at the bottom, and the lever that opens it at the top.

At the end you will reach a room with a complex device. You need to find the "control panel" there and install the cube. Then you need to learn how to play this instrument.

Walkthrough Skyrim - Curse of Alduin

Ahead of the battle with Alduin, but first, the cry of Dragonbreaker will be at your disposal.

Alduin does not land, you need to shoot him down with a dragon slayer, then fight him with a dragon slayer.

When you defeat him, he will say that he is immortal and fly away.

Walkthrough Skyrim - Fallen

After the victory, talk to the parthurnax. He will tell about his plan, the final slaying of the dragon. But Jarl's help will be needed, go to him.

Walkthrough Skyrim - Endless Bye

Discuss with the Jarl the dragon and the end of the world. He will help you, but only after the end of the war in Skyrim. Now you have an almost impossible task before you - to reconcile the two sides who absolutely do not want this.

Go to the greybeards, talk to Arpgeir, ask him to declare peace.

Then go to the Imperials, talk to Tullius, convince him to negotiate.

Go to the rebels, talk to them, convince them to negotiate.

Return to the greybeards, there will be a meeting, the blades will also be there, after long negotiations, convince them to sign a temporary peace.

After making peace, you will complete the task. Then a dolphin will come and say that the parturnax must die.

Walkthrough Skyrim - Fallen (continued)

After the conclusion of a temporary peace, it is necessary to make a trap for Odahviing. To do this, return to the Dragon's Reach and talk to the Jarl. He will say that everyone is ready and waiting for your answer.

Say you are ready to start and follow him. In order to summon and catch Odahviing go to the balcony, use the "Summon Dragon" shout. Then a dragon will fly in, shoot it down with a dragon slayer, then retreat into the depths of the balcony, using a dragon slayer so that it cannot fly away. He will follow you and be trapped.

Walkthrough Skyrim - House of the World Eater

I need to talk to Odahviing. Let him go. To do this, go upstairs and talk to the guards.

Then, wait until he comes to the edge of the balcony, talk to him again, then ride the dragon to Skuldafn.

You need to clear the dungeon. There will be more mysteries.

The first of them is connected with movable plates, the first position opens the right grate, the second - the left one, along which you continue to explore the dungeon.

The second riddle is also related to the plates, which are located in different places.

The third riddle is connected with the door and the rings that do not stop spinning, there is a draug in front of it, kill him and remove the “Diamond Claw” from him, you will find a hint on its back.

After that, go outside, but do not immediately teleport, next to you will be a strong creature from the underworld - Nakrin. After you kill him, remove his mask and staff, you need it in order to start the portal again.

Walkthrough Skyrim - Sovngarde

You are in the realm of the dead. Follow the arrow, meet with Tsun, pass the test and get into the hall of the ancients.

Walkthrough Skyrim - Dragonslayer

You are at the very end. There is nothing complicated here. Just remember, to disperse the fog, use the cry "Clear Sky".

After you win, you will need to talk to Tunes in order to return to the mortal world.

No matter how trivial it is, but the whole plot is tied to prophecy. It so happened that the events preceding and occurring at the time 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 pitch-black Armazdian will come.

Concerning events proving the entry into force of the prophecy, then this is nothing more than Civil War that began between the Empire and the Stormcloaks. So call themselves all driven Ulfric Stormcloak, who by the way killed the previous king of Skyrim - Toruga. After that, 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 passage of quests were slightly rendered, that is, they were made simpler and more understandable for a larger number of the public. It has become quite easy to work with tasks that even a child can handle, with the exception, perhaps, of a couple of three quests. All you need is open magazine ("J" key default), then click By the right task and close this interface.

After these manipulations top of the screen, where the icons of the cardinal directions and the nearest settlements, including dungeons, are displayed, you will see marker in the form of a triangle with a rhombus 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 choosing in the journal multiple tasks, you will also get several markers, which is not so convenient in some cases.

Passage of quests

During passing main questline 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, a series of games The Elder Scrolls one gets the impression that in order to save the world, it is necessary to 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 action of the game starts in a wagon where you are with others prisoners Imperials. From the dialogue with fellow sufferers, you will learn that you are being taken straight on the chopping block. What, any control functions are not yet available, except for the rotation of the camera, so you have no choice but to look around and enjoy the beauties of the game.

After arriving at the place of execution, one of the Imperials will contact you, the dialogue with which will turn into character Creation. The editor presents quite a few options for choosing the appearance Main character(heroines), so you can hang out 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, then all the attempts to create a character would crumble under the executioner’s ax, but by a funny coincidence, the Main character is saved from inevitable death by a suddenly appeared the Dragon.

So the timely arrived reptile begins destroy the village, after which, of course, it is no longer up to the execution of prisoners. Taking advantage of the turmoil, you need to leave this place that is not friendly to the Hero. There is nothing complicated here, for starters, just follow the character with marker overhead to the nearest tower. Continue up the stairs, and then jump over to 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 should not immediately run wherever your eyes look, wait out the dragon's attack and follow the imperial.

After a short flight from the dragon's attacks, you will have the choice to go to the tower for Hogwarts(Imperial soldier), or Ralof(Brother Storm).

  • Followed the Stormcloak- 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 descend into cave, after wandering a little along which with your companion you will finally get to freedom. On this cheerful note, this quest will end.

The quest “Before the Storm” is bad news for Jarl 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 lies in delivering news of the dragon's attack to Jarl 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 in the northeast of your location. However, first you need to go to riverbank to the northwest and choose a sign for yourself - a thief, magician or warrior. This will allow you to learn the relevant skill groups twenty percent faster. After this manipulation, you can safely continue the journey and head to Riverwood.

Upon arrival in Riverwood, proceed to the house:

  • Blacksmith Alvor, if Imperial Soldier is chosen Hogwarts, you will find his house in the northern part of the village.
  • move and Gerdun, if you chose Stormcloak Ralof, you will find their house in the southeastern part of the village.

On this action, the non-linearity of the main story quest will end. Both NPCs will send you to Jarlu of Whiterun, you will find this city to the north of Riverwood. At the entrance to Whiterun, a guard will meet you, tell him that you must inform the Jarl of an important news about the dragon attack and he will let you inside.

Once in Whiterun, head northeast to Dragonreach and inform the jarl about the dragon's attack, after which you will complete this quest.

Windy Peak - Search for Dragonstone in an ancient Nordic temple

After you inform Jarl Balgruuf the Elder, about the dragon attack, he conferred with his advisers will take you to Farengar Secret Fire, a local magician at court. The latter will ask you to find some dragon stone. According to Farengar, this stone is located in an ancient Nordic ruin called windy peak.

Windy peak you will find on southwest from whiterun, just follow the direction marker at the top of the screen. I would like to note that if you did the side quest “ golden claw“, which can be obtained in Riverwood and explored the Windy Peak to the end, then most likely you will already have the Dragon Stone, in this case, just 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.

Reaching the aforementioned nordic ruins, move into their depths, simultaneously destroying the enemies who 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 farther into the forest ...".

Check locations carefully collect everything of value, at the initial stage of the game, money will be very useful to you.

First puzzle on your way there will be an uncomplicated mechanism in the form three revolving pedestals and a locked cage with a lever in front of it. If you look closely at the puzzle room, you will see that over the cage the same patterns are located as on the pedestals, though one of the stones with a similar pattern collapsed, but still you can see what was knocked out there. Remembering the order of the patterns, turn rotating pedestals in the same position and pull the lever, if you did everything right, then the grate will open.

Keep pushing deep windy peak and soon you will stumble upon a web that blocks the way further, just chop it up, or destroy with a spell. After that, immediately prepare for battle, you will be attacked huge spider, after defeating which, you need to free the bandit who got caught in the web, you will see him immediately behind the defeated spider. You should not relax, the bandit will immediately begin scoot from you, so do not hesitate and finish him off, along the way taking from his lifeless body golden claw. If the bandit is still ran away do not be discouraged, having gone a little further, you find his corpse.

Continue your journey into the depths of the ruins. After defeating many draugs, you will stumble upon arch type door, in the center of which are embedded three stone circles with drawings. Each of the circles can be rotated. Open inventory, click on the Golden Claw and scroll with the mouse wheel, in the palm of the golden claw you will see the order in which the patterns on the door should be. After that, click on the circle in the middle of the door and it will open.

Move on until you find a huge burial hall, and there is a wall with By the word of power. Approach it and study the corresponding word, by doing this you will witness how from the sarcophagus Draug breaks out, defeating the last take away from him dragon stone.

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

The task “Dragon in the sky” is the beginning of the formation of Dovakin

After talking with Farengar you will witness how the Huskal of the Jarl of Whiterun will inform the court magician that there was dragon spotted. Airileth, that is the name of the Khuskala girl, will ask you to follow her and discuss the plan of further actions with the jarl. Well, it would be said. Follow Airileth to Balgruuf.

For a long time to discuss what the top of Whiterun will not do with this dragon. You will be sent along with the aforementioned Airilet 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 the Khuskala Airileth there.

When you arrive, you will find ruined tower who was attacked by a dragon. Airileth will order everyone to spread out and explore the area. 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 not about talking anymore. Deal with the flying lizard, by the way legendary level the complexity of doing it will not be so easy. Main avoid dragon attacks, and attack yourself at a time when it is occupied by guards and you will succeed.

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

Having dealt with all the difficulties, go to whiterun to jarl and report on the work done, thereby completing the quest " dragon in the sky". Balgruuf will give you the title of Thane, and he will also reward you with his own huskal, Lydia.

"The Way of the Voice" - 7000 steps on the way to the top of the world

After defeating your first dragon and entering Vaytra, you will hear a loud voice saying “Dovakin” - this is nothing more than call of the Greybeards. Speak to the Jarl 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.

Way in High Hrothgar lies through the village Ivarstead where you need to go. The road is not close, so stock up on the necessary potions and supplies. Before Ivarstead you will see a stone bridge, passing through which you will enter the path of 7000 steps - the road to High Hrothgar.

Traveling through the expanses of Skyrim, collect all the ingredients you see, so you will most quickly pump your alchemy skill

Moving along this ladder, you will meet many enemies on your way, the variety of which depends on your level. Having reached the 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 studied cry on him, and the check will end there.

After a short briefing, you will be taught the second level of shouting. juggernaut. Having learned the wisdom of this thuum, you will have to pass a short exam. To do this, activate the shout, on the three illusions created by the Greybeards. Focus on what you need hold down a key in charge of screaming until he recharge and then let her go.

After demonstrating your skill, go for Greybeard Borri to the courtyard of High Hrothgar, where you teach a new cry, entitled " Whirlwind, swift dash". After that, you must pass another exam, where you must show how you mastered the new thuum. All that is needed is to have time to activate the word of power, while open gate, it will not be difficult, so I think you will easily pass the test.

Having overcome these two exams, talk to Arngeirmo, thereby you complete the walkthrough quest "The Way of the Voice" and get the next task.

Skyrim passage of the quest “Horn of Jurgen”

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

Ustenegrev is located in the northwestern part of the map. If you haven't been to those places yet, use fast travel to Whiterun, and from there on a wagon 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 at all. The fact is that on the way you will come across some kind of puzzle, which is three magic stones and gratings behind them. As you pass the stones, you will notice that the gates open, but as soon as you pass the last stone, they almost immediately close. Required in mode sprint(key alt by default) run past the stones, and then immediately activate the word of power called “ dash”, thus you will move behind the bars and they will no longer close.

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

Going further into the depths of the temple, you will stumble upon trap in the form of floors emitted fiery jets. Here again, the “Dash” cry will help you, using which you can 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 is no horn, 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 found note, you will learn that Jurgen, who is ahead of you in search of the horn, is waiting for the Main character in Riverwood, or to be more precise in the tavern " sleeping giant". Go there and talk to Dolphin, saying at the same time that you want to rent a room in the attic. Delfina will answer that they do not have a room in the attic, but she understands what is the matter. After talking to 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 shout juggernaut and proclaim Dovahkiin, after which the quest will end.


Quest “Blade in the Darkness” – acquaintance with the secret Order of Blades

Exercise starts after the Sleeping Giant in the Riverwood Tavern, Dolphin will give the Protagonist the Horn of Jurgen.

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

Keengrove is located south of Windhelm, if you haven't discovered those lands yet, do fast travel before whiterun, and from there on a wagon go to Windhelm. When you arrive at the meeting point, a girl named Iddrit will run up to you and tell you that a dragon has just attacked their settlement. After talking to the terrified woman, head northeast from Kynesgrove to dragon burial place. When you get there, you will witness how Alduin raises his fellow dragon from the dead Saloknira.

After the heroic victory over Saloknir talk to Delphine to complete the quest " Blade in the dark».

"Diplomatic immunity" - all about the plans of the Thalmor

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

Delphine's Blades agent offers to meet her at Riverwood where you need to go. You will find the 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 also need to move to Solitude and in the tavern "Laughing Rat" to find an ally of Delfina - Malborn.

After handing the equipment to Malborn and listening to his offer of help, give him necessary things that you will need at the embassy. Malborn will return this ammunition when you get to the Thalmor and meet with him. next step there will be a meeting with Delphine, who is already on 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 from her smart clothes And dressy boots. Done, now you can safely move to the Thalmor embassy and find out what they are up to.

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

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

  • Perhaps the most simple and affordable way is to take it from Malborn or from any maid booze and then give it away redgar razelan. The latter, having received alcohol, will distract the public with his behavior and you can calmly leave reception.
  • The second way is no less easy. Talk with Erikur, after which it will start approach the maid, which will give him a lapel-turn. Offer Erikur your help in seducing the maid who refused him. However, you will not be able to convince the maid of any connection with Erikur. But do not 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 the quest Ondolemar "" in the city of Markarth Search and arrest", That Ondolemar will agree to help you in diverting everyone's attention to yourself, and you can leave the reception unnoticed.
  • East Empire Company employee Orth Endario will help you if you have completed his task " The sun rises in the east».
  • Elisiv the Fair will respond to your request for help if you hold the title Thana 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 quietly leave the reception.

After distracting guests follow Malborn to the pantry and pick up the things that he was supposed to bring to the reception. Next, go to the door against the chest and then, as your heart desires, you can bring down everyone, or you can play a spy. However, the goal is still the same - search what the Thalmor know about dragons.

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

After receiving the key, go to thalmor embassy dungeons, the entrance is in Elven's Private Quarters. In the torture chambers you will find a captured Breton Etienne, talk to him and find out what he knows. The prisoner will tell you that the Thalmor do not possess no information about the appearance of dragons, however, they are looking for Blade by name Esbern, which you can find in Riften.

It's time to leave the inhospitable Thalmor, freeing Etienne you will witness how in the dungeon guards break 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 hatch key from the body of one of them, with which you can leave this casemates.

After leaving the Thalmor embassy, ​​travel to riverwood and talk to Dolphin. Tell her that the Thalmor are looking for a certain Esbern, after which you complete the walkthrough quest "Diplomatic Immunity".

"A Cornered Rat" - Esbern's Quest

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

You can start the task several ways.

  • Go to Riften and look for a character by name Brynjolf who is in the tavern" Rampant Flask", or in the tavern" bee and sting", on either market square and ask 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 learn from Kirava in the Bee and Sting inn, or with members of the Thieves Guild, in the Ragged 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 the door located on the lower levels of the city, almost at the very water. The dungeon can be divided into four levels.

  • On the first there are robbers and several Goldrats - feel free to get rid of them.
  • On the second level are members of the Thieves Guild. Here you need to talk to Weskel the Warrior and find out from him exactly where Esbern is.
  • On the third level, you will be met by agents of the Thalmor, you can also not stand on ceremony with them.
  • On the fourth level you will find Esbern.

After you get to 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 talking to the hidden agent of the Blades, you will complete this quest.

Skyrim passage of the quest “Alduin's Wall”

The quest begins after you talk to Esbern about what this Blades agent knows about dragons. Next you need take Esbern to Riverwood, the Sleeping Giant Inn. It is worth mentioning that at the exit from Esbern's room in the Rat Hole, you the Thalmor will attack, the battle with which, in other matters, should not be any particular problem.

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

When you reach the indicated place, you will encounter many Outcasts, who have set up camp here and whom you will certainly have to deal with. After that, on the way you will come across two puzzles.

  • First puzzle consists of three rotating stone pedestals that need to be rotated so that everyone can see Dovakin's sign, you will see it in the screenshot. After that, the bridge should fall and open the way for you further.
  • Second puzzle these are floors with push tiles. Stepping on the wrong slabs will activate fire trap. To prevent this from happening, step on the plates with the sign of Dovakin. After reaching the end of the room, pull the ring and turn off the trap.

After overcoming the puzzles, you will enter the hall with Blood Seal, which can only be activated by the blood of a dragonborn. Once again proving that you rightfully call yourself Dovakin 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 "Dragonbane".

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

Quest “The Throat of the World” - a conversation with the elder of the Greybeards

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

Arriving at the guardians of the doctrine of the voice, talk to Arngeir and find out about a scream that can defeat an opponent as strong as Alduin. It is important to tell Arngeir the truth about how you learned this way of fighting the dragon - the Time Eater.

To your dismay, Arngeir confesses to teaching you the necessary word of power they 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 take into yourself all the anger that those who created it experienced back in the days of the persecution of the cult of dragons, therefore the Greybeards do not use it.

Ask Master Arngeir more about Dragonboy, 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 to the courtyard of High Hrothgar, where he teach I'm crying out to you Clear sky". With this tuum you dispel ice storms blocking the path to Paarthurnax and you will be able to meet him.

Reaching the top" Throats of the World” Talk to Paarthurnax while observing all ancient customs. There is nothing complicated, the elder of the Greybeards himself will conduct a dialogue in the right direction. The end of the acquaintance will be the use of the cry “ fire breath". After that, it's time to ask a new friend about how to learn the shout "Draknoboy" you need. However, even here the Protagonist will fail - Paarthurnax does not know this thuum, but not everything is so bad. Friendly dragon offers will go to the past and learn Dragonbreaker at the same time that this thu'um was used to fight Alduin.

After talking with Paarthurnax, you can empower him with one of three shouts:

  • Fus- Ruthless force.
  • fime- Incorporeality.
  • Yol- Fire breath.

To travel back in time, you will need an Elder Scroll, which will help you find Greybeard Arngeir or Agent Blades Esbern.

"Ancient Knowledge" - in search of the scroll of the Ancients

Exercise starts after talking with Paarthurnax- by the elder of the Greybeards, who will tell you where the Main Character can learn the “Dragonbreaker” cry. According to Paarthurnax, the protagonist needs to find the Elder Scroll and use it to travel to the past, where the knowledge of the desired thu'um is still preserved. To find out more about ancient scroll you need to choose to speak with an agent of the Blades Esburn(at Alduin's Wall), or with Greybeard Argeir(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 pass a simple exam on, however, if you say that you are a Dragonborn, you will be let in after you demonstrate the use of any cry.

The task "Beyond the ordinary" is directly related to the completion of this quest.

Next, go to the library keeper - Orc Urag. Ask him about the Elder Scroll, the orc will share information only if you say that you are Dovakin. Having found the necessary books, Urga will put them on the table nearby, reading is called " " And " Impact of the Elder Scrolls". Read the book “Thinking of the Elder Scrolls”, after which the quest “Beyond the ordinary” will begin, during which you will find ancient scroll.

Skyrim passage of the quest “Beyond the ordinary”

After reading the book Meditation on the Elder Scrolls” ask Urag about this hard-to-read tome, after which Urag will talk about the author of the book by the name Septimius Segonius and where to find it. Head north from the Winterhold Mages Guild, Septimius is located in the Septimius Post of the same name.

Guided by the advice of Septimius, move to southwest from winterhold to ruins Alftand, then go down to Animatorium, and from there to Alftand Cathedral. Here you need to find the Dwemer Mechanism, by activating it, you will open a passage to Black Limit. Once inside Blackreach, look for the entrance to Mzark tower, the marker will not let you get lost.

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 in vocabulary stand- right stand. Now you need to right order press the remote control buttons, there are four of them in total, the middle rack is apparently something like a screen.

In order to receive scroll, click:

  • four times per third button- hear the click made by the dictionary stand
  • Twice per second- the first button will open
  • Once per first– a flask with an Elder 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 Dictionary of Septimius 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 the Post of Septimius, Hermaeus Moru himself will turn to the Hero and say that he will speak with the Main Hero again after completing the task of Septimius.

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

Quest "The Curse of Alduin" - the first battle with the strongest of the dragons

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

Open inventory and use ancient scroll, after which the main character will be transferred to the past. You will not be able to perform any actions with the game world there, so just watch. Upon returning to the present, a new shout will be added to you " dragon slayer”, as well as the problem in the form of Alduin who attacked the protagonist.

At battle with Aludin use your new thu'um on it dragon slayer, which will cause the dragon to land, Alduin himself does not mount the serpent. After you bring the enemy's health to a certain level, he will fly away, and you complete this quest.

"Fallen" - the captivity of the dragon and the world in Skyrim

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

First of all, you need to talk to choose:

  • With Paarthurnax- you will find it in Throat of the World.
  • With Arngeir- is in High Hrothkar.
  • 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 making peace between the warring sides of Skyrim, and this, as you probably already know Stormcloaks And Imperial Legion.

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

Quest "Endless Time"

Place for reconciliation warring parties will become High Hrothgar so the first thing you need to do is talk to Arngeir, who, having inflated his own worth a little, will agree with the role assigned to him.

After you deal with Greybeard, go:

  • To Solitude, here you need to find General Tulia, he leads the Imperial Legion's forces, and send 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 familiar Agents of the Blades Esbern and Delphine, as well as representative of the Thalmor Legion- Elenwen.

As soon as all the invitees and not very gather in High Hrothgart, talk to Arngeir and take your seat at the negotiating table. During the negotiations themselves, the Protagonist will have a lot of answers to the questions posed. However, whatever it is, the world will enclosed in any of the scenarios. The only difference is further factions to the protagonist, as well as what vestments will remain for the Empire, and which ones for the Stormcloaks.

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

After learning the desired thu'um, go to Dragonreach and talk to Jarl Balgruuf, you need him to start construction of a trap for the dragon.

After all preparations, head to Dragon's Limit Gallery and using the shout " Call of the Dragon” , summon Odahviing. It is clear that he will not fall into a trap by himself, 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 your questions.

Quest "House of the World Eater" - in pursuit of Alduin

Quest starts after the dragon Odahviing tells where Alduin fled. You need to ride a dragon to go to the temple of Skuldafn, and from there go to Sovngarde.

After talking with Odahviing, go up to the upper tier Galleries of Dragon's Reach 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 deal and will take The main character to the temple of the Cult of Dragons Skuldafn. After landing, the protagonist immediately expects a fight with draugs and dragon, so get ready for a grueling fight. The draugs methodically fire at the hero from the other side of the bridge, so it's more logical to deal with them first, and only then defeat the dragon.

On the way to the portal to Sovngarde, waiting for you 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 inspect this room, you will see that on the walls next to the extreme (left and right) cabinets, as well as above the two bars in the front of the room, patterns are inscribed. Just turn the end cabinets in according to patterns, and then, depending on which grate you need to open, and a 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 pedestals will be the same as in the screenshot.
  • Second puzzle waiting for you in a room with raised wooden bridge. With this task it is even easier, next to each rotating pedestal there will be a corresponding drawing, you only need to turn the pedestals in 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 is a door with three revolving stone rings. In front of her you will meet Draug - the lord, from whom you need to remove the Diamond Claw. Then look at the pattern on the palm of the received 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.

Entering the room with the word of power " Storm, Thunder Call”, move along the corridor on the left and leave the Temple. Then turn left and go up to the portal to Sovngarde. Upon reaching it, you will witness how the Dragon Priest Nakrin takes the Staff needed to activate the portal. Defeat the priest and take the staff. Then insert it where Nakrin took it from and jump into the portal. After you get to Sovngarde, the quest "House of the World Eater" will end.

Skyrim passage of the task “Sovngarde”

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

Sovngarde is a receptacle of souls, where those who are worthy feast in an eternal feast in the Hall of Valor, waiting for the moment when they will be called by the god Shor to the final battle. This quest is not difficult, you can call it one of the simplest quests in the main storyline. Your only obstacle will be shield-bearer of the god Shor– Tsun required win, so that the Protagonist gains access to the Hall of Valor. Shor can be found at the Whalebone Bridge, just follow the path from where you spawned and you will definitely run into him.

The fog of Sovngarde can be dispelled with the Clear Sky thuum.

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

Dragonslayer - Alduin's final showdown

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

You need leave the Hall of Valor and move to the place where your associates are waiting for you - Ysgramor, Hakon And Felldir. Uniting with them your cry " 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 himself and here the usual fight with the dragon awaits you. Yuzayte " dragon slayer” and beat Alduin with everything that comes to hand.

After defeating the main antagonist of the main storyline, you can learn a new thu'um from Tsun " Call of Valor». Leave Sovngarde You can again, after talking with Tsun.

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

This section contains the entire passage of Skyrim quests in the game Skyrim 5

In The Elder Scrolls series, the passage of Skyrim traditionally begins among the prisoners who are on their way to execution. Sitting in the wagon, we cannot speak, but no one bothers us to listen to what other prisoners are saying. And we learn that there is an uprising in the province, organized by the Storm Brothers, and the imperials decided that our hero is a rebel and he is being taken to Helen in order to be executed.

Arriving at the place, the character editor will appear, with the help of it we will be able to choose the race, appearance and name of the character as you like. There are 10 races in the game, but you can always add new ones using mods and each race has its own appearance, bonuses and some features. All races except orcs will have one racial spell, which will be available immediately after the creation of the georoy. It is better to indicate the name of your hero in Latin, so that there would be no problems with the name written in Cyrillic when completing quests.

After creating the hero, you look at the execution of prisoners and you are next, you are led to the ischafot, and they put your head on the deck, the executioner swings and a huge dragon flies to the outpost, which begins to destroy it, you run around panic and from that moment Skyrim quests can be completed.

Around continuous destruction the dragon rampages, but you better not fuss look at the compass and system tips and follow the NPC. You need to decide who to go for - the imperial who wanted to execute you or the storm brother. You will pass in the caves under the fortress following your guide, along the way there will be chests, monsters, weak enemies, on this you will be able to practice and get used to management, as well as understand which way to develop the character. This quest is essentially a tutorial and will end when your hero exits the cave. Everything in front of you is a huge world of Skyrim, go wherever you want, no one limits you, but still I advise you to start passing Skyrim quests. This will open up the amazing world of Skyrim!

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YZTHYLB OBJYOBEF YBFSZYCHBFSH FPMSHLP YUETE RBTH-FTPKLH DOK YZTSCH, LPZDB RETUPOBTS HCE 6-7 HTPCHOS Y RPMHYUBEFUS TBUUNNPFTEFSH Y RTPYUKHCHUFCHPCHBFSH VPMSHYE YZTPCHSC AND NPNEOPCH, RTYNEOYFSH ABOUT RTBLFILE VPECHCHE HNEOYS Y HCHYDEFSH VPMSHIE YZTPCHSCHI CHPNPTSOPUFEK. yZTB TBULTSCCHBEFUUS RPUFEREOOP. ffp y rmau y nyokhu.

OE UNPFTS ABOUT UCHPA RYUOPUFSH, YMY ULPTEE YЪ-B UCHPEK YUETEENETOPK OBCHPTPUEOOPUFY YZTB YЪPVYMHEF ZMALBNY Y VBZBNY. NOE, OBRTYNET, DPCHEMPUSH HCHYDEFSH RBDBAEYI U OEVEU NBNPOFPCH, CHYUSEEE CH OEVE PTHTSIE, YUYUEEBAEII FTPMMEK Y RTPRBDBAEYI CHEMYLBOPCH. NPK RETUPOBTS TECHP VEZBEF RP PFCHEUOSCHN ZPTOSCHN ULMPOBN, B CHUFTEYUBAEUS BLKGSCH HVEZBAF PF OEZP ULCHPSH LBNEOOSHCH ZMSCHVSHCH.
pDOB TSEOEYOB RTPUOHMBUSH, CHUFBMB U RPUFEMY IECHOHMB Y MEZMB TSDPN U RPUFEMSHA ... ABOUT CHPDHI. uOPCHB EE TBVKHDYM, POB YuFP-FP RTPVVPTNPFBMB Y CHETOKHMBUSH CH LTPCHBFSH.

rPZMPEEOYE DHY RETCHPZP HVYFPZP DTBLPOB. fBLPE OE BEFUUS!

UREGZHGELFCH CH YZTE RTEDPUFBFPYUOP

OBBD H RTPYMPE ... Y UNPFTYN LBL OPTDSCH RPVEDYMY bMDHYOB 1000 MEF OBBD

PI HTS LFB RYUOPUFSH. yZTB PZTPNOB! pYUEOSH PZTPNOB. y CH UYMH LFPZP ЪB VPTFPN PUFBEFUS DPVTBS EE RPMPCHYOB, FPMSHLP RPFPNKh, UFP NOPZYE LCHEUFSHCHOE PYUECHIDOSCH Y PUFBAFUS OE OBKDEOOOSCHNY. zYZBOFULPE LPMYUEUFCHP LCHEUFCH YZTPL OE OBIPDYF Y DBTSE OE RPDPTECHBEF PV YI UHEUFCHPCHBOY. NOPZYE RTYENSCH HRTBCHMEOYS OE PUECHIDOSCH Y FPTS PUFBAFUS OE OBKDEOOOSCHNY, UFP PZTBOYUYCHBEF CHPNPTSOPUFY YZTPLB Y DEMBEF YZTH OE FBLPK YOFETEUOPK LBLPK EE BDKHNBMY TBTBVPFUYLY. pFUHFUFCHYE PVCYUBAEZP CHUFHRMEOYS RETED YZTPK - UETSHOEOBS PYVLB.

MPYBDSH NPTsOP LKhRYFSH, NPTsOP HLTBUFSH (LTBDEOOBS HVEZBEF, LBL FPMSHLP CHSHCH U OEE UMEFE). b CHPF URHFOILY CHUEZDB REYLPN. rTBCHDB TEZHMSTOP VSHCHUFTP RETENEEEBFSHUS Y PDOK YUBUFY LBTFSCH H DTHZHA OE RPMHYUYFUS F.L. NBMP RHOLFCH RETECHPLY. b FEMERPTFPCH Y CHCHUE OEF (?). EUFSH! VOLUME CHPNPTSOPUFSH VSHCHUFTP RETENEEBFSHUS RP LBTFE, RTPKDS FTEFSH YZTSCH))). fBL CHPF, EUFSH ChPЪNPTSOPUFSH FEMERPTFIITCHBFSHUS U RPNPESH LBTFShch. lPZDB ABOUT LBTFE PVPJOBYUBEFUS PFLTSCHFBS MPLBGYS YMYY PVYAELF, NPTsOP OBTSBCH ABOUT OBYUEL PVYAELFB LHTUPTPN, RETENEUFIYFSHUS FHDB.

B CHPF MPYBDSH IPFSh Y TECHP VEZBEF RP PFCHEUOSCHN UFEOBN, OE CHUEZDB HDPVOB. POBOE CHED RTPMBYF CHUYMH UCHPYI ZBVBTYFCH. pF MPYBDY PFLBBMUS, RETECHPYUYLBNY RPMShЪPCHBMUS FPMSHLP H OBYUBME YZTSCH (RPLB MPLBGYY ABOUT LBTFE OE PFLTSCHFShch).

b URCHFOILY CHUEZDB REYLPN

mHYUYBS VTPOS CH YZTE - "vTPOS LMYOLPC", BOE VPOYFPCHBS (LBL PVSCHUOP). yVPOYFPCHHA OBIPDYN CHNEUFE UP TsTEGPN vPFIY (LCHEUF). UFELMSOOPK VTPOY CH YZTE OEF, B TsBMSh ...

yVPOYFPCHBS VTPOSHLB, B X OBRBTOYGSCH UFELMSOOSCHK NEYU. obrbtoylpch nptsop chpptkhtsbfsh, neossush u oyny ptkhtsyen y dpureibny

BFNPUZHETB ABOUT CHSHCHUPFE, TPNBOFILB Y OPUFBMShZYS ABOUT HTPCHOE. NPTsOP OSHTSFSH, OP RPD CHPDPK OYUEZP GEOOPZP OEF. chTBZY HDYCHMSAF UCHPEK FHRPUFSHA. NPTsOP RPMShЪPCHBFSHUS HNEOYEN "LTYLY", ABOUT RTPDCHYOHFSHCHI HTPCHOSI LFP PYUEOSH NPEOPE PTHTSYE. pUPVEOOP "pZOEOOPE DSCHIBOIE".

B CHPF ЪB OEHDBYuOSCHK "LTYL" CH ZPTPDE UFTTBTSB ЪBIPYUEF ChBU HVYFSH. OP RP TB'YLH LTYLOHFSH CH LBTsDPN OBUEMEOOPN RHOLFE - RPME'OP. rPUME FBLYI LTYLPCH "DTHZ" RTYUSCHMBEF PYUETEDOPE RYUSHNP U HLBBOYEN OPCHPZP NEUFB UYMSCH ABOUT LBTFE. bHVYKUFCHP CH ZPTPDE VETHF YFTBZH 1000 NPOEF YMY FATSHNB, ZDE RPOYTSBAFUS OBCHSHLY.

xVYCHBEN PTSYCHYEZP DTBLPOB. ChBTSOSHCHK UATSEFOSHCHK NPNEOF CH RETCHPK FTEFY YZTSCH, B CHPF UBNB VYFCHB MEZLBS



LTBUOSCHE RSFOB ABOUT ULTYOE - LTPCHSH ZETPS. y YUEN VPMSHIE TBOEOYK, FEN VPMSHIE RSFEO RP LLTBOH


CHYD PF RETCHPZP MYGB

RTPIPDYFSH YZTH UPCHEFHA PF RETCHPZP MYGB (EUFSH RETELMAYUEOYE PF RETCHPZP/PF FTEFSHEZP) Y U OPTNBMSHOPK ZTPNLPUFSHHA YCHHLB. FP RPCHPMYF RPMKHYUYFSH VPMEE, ULBTSEN FBL, LBYUEUFCHEOOOSCHE CHEYUBFMEOYS Y RTPOILOKHFSHUS BFNPUZHETPK. nOPZP CHTBZHR, NOPZP TBOSCHI-RTETBOSCHI NPOUFTCH. LHYUB IPTPYI LCHEUFCH Y NOPZP LCHEUFCH RPZBOEOSHLYI YMY ABOUT MAVIFEMS. yZTBEN.

h YZTE X RETUPOBTSB BDEKUFCHPCHBOSH PVE THLY. chTBZB NPTsOP RPDTSEYUSH U PDOK THLY Y DPMVBOHFSH IOETZYEK U DTKhZPK. sFP EUMY ChSCH NBZ, B FBL RBTH LMYOLPC CH RPNPESH YMY NEYUSH Y EIF, YMY DCHHTHYUOIL, YMY NEYUSH Y RPUPI - CHBTYBOFCH Y PTHTSYS NOPZP

UOETSOSCHK FTPMMSH PFVEZBMUS. LFY CHETAZY UBNSHE PRBUOSCHE ABOUT RPCHETIOPUFY ULBKTYNB

mHYUYEE PTHTSIE - LPOEYUOP DBDTYYUEULPE, RPMHYUBEN EZP RPUME CHSHCHRPMOEOIS UPPFCHEFUFCHHAEYI LCHEUFCH.

rekbtsy ulbktynb

zYZBOFSHCH CHEUSHNB LPMPTYFOSHCH Y DPCHPMSHOP PRBUOSCH CH OBYUBME YZTSCH, RPLB RETUPOBTS OE RTPLBYUBO LBL UMEDHEF. piPFB OB CHEMILBOPC NPTSEF UFBFSH OBUFPSEIN IPVVY Y MElbTUFCHPN PF ULKHLY

OP LPZDB S CHUFTEFYM ZYZBOFB CH RPDENOPN ZPTPDE DCHENETCH, LHDB Y NOE-FP RTPMEFSH RTPVMENB. VSHCHM UMEZLB HDYCHMEO.

NBZYS CH YZTE PRTBCHDSCCHBEF UEVS FPMSHLP ABOUT RPUMEDOYI HTPCHOSI NBUFETUFCHB. h LPOGE YZTSCH - LFP PYUEOSH NPEOPE PTHTSIE. OP FPMShLP CH LPOGE YZTSCH, CH PUFBMSHOPE CHTENS NEYU (B MHYUYE DBDTYUEULBS LBFBOB Y RPDENEMSHS chBKFTBOB) - MHYuYK DTHZ.
at CHPTCHUFCHPN FBL YOE TBBPVTBMUS, BMIYNYS - VEURPMEOB. lTBUOPTEYUYE Y LHOEYUOPE DEMP - PYUEOSH RPMEOSCHE GENERAL.

ABOUT RTYENE X STMB

CHUFHRMEOYE CH ZYMSHDYA VBTDPHR

vTPOS PHENOPZP VTBFUFCHB

PDECDB BTIYNBZB

dTBLPOSC OBRBDBAF CHUEZDB OEEPTSYDBOOP

VYFCHSC U DTBLPOBNY - TBVBCHMSAF TBNETEOOSCHK Y CH PVEEN PDOPPVTBOBOSCHK, B RPFPNH ULHYUOPCHBFSCHK IPD YZTSCHK. OE CHUEZDB VSCCHBEYSH ZPFCH L LFPNH. OE TS UFTTBTSOYLY PE CHUEI ZPTPDBI RPCHFPTSAF: "UNPFTY CH OEVP Y VKHDSH ABOUT UFPTPTS".
YOFETEUOP VSCCHBEF EUMY CH VPK CHNEYCHBAFUS RTPIPTSIE UFTTBTSOYLY. yMY ZPTTSBOE, EUMY DTBLPO UBMEFBEF CH OBUEMEOOSCHK RHOLF. rPNOA RPUME PDOPZP FBLPZP VPS (ZDE DTBLPOB, LUFBFY, BCHBMYMY YULMAYUYFEMSHOP YFBFULYE) CHEUSH RPUEMPL UPVTBMUS PLPMP HVYFPZP NOUFTB Y DP CHEYUETB OBRETEVPK PVUHTsDBMY HCHY DEOOPE. tbpymyush htse bfphenop.

b NSC ENH RP NPTDE YUBKOILPN! CHBMYN DTBLPOB LTYLPN "VETsBMPUFOBS UYMB" (Y PTHTSIE OE OKHTSOP)

th OEF PF OJI URBUEOIS

LTSCHMShS X CHETAZ UNEEOSCHE. lBL FBLBS OEVPMSHYBS RMPULPUFSH RPDOINBEF CH CHPIDHI FBLHA FHYH? fPMSHLP EUMY UBN DTBLPO OE FTSEMEE YuEMPCHELB...

OE CHUE DTBLPOSH OBRBDBAF, EUFSH FBLIE, U LEN NPTsOP OPTNBMSHOP RPPVEBFSHUS

RPFPN VKhDEF LCHEUF ABOUT HVYKUFCHP RPTFHTOBLUB. OE BOBA PUOPCHOPK FFP LCHEUF YMY RPVPYUOSCHK. eUMMY RPVPYUOSCHK, FP OBI EZP FFPF LCHEUF, rPTTFHTOBLU HCE YULKHRIM UCHPA CHYOKH.

uCHBDSHVB

EEE PYO YOFETEUOSCHK YZTPCHPK LCHEUF - UCHBDSHVB. lPZDB RPUME UPVMADEOYS CHUEI HUMPCHYK RETUPOBTS RPMHYUBEF TSEOH. fFP RTPUFP. rPZPCHPTYN H TYZHFEOE U nBTBNBMPN H FBCHETOE. rPFPN CH ITBNE nBTSCH H OEZP CE LHRYN BNHMEF NBTSC, OBDEOEN FFPF BNHMEF Y CHKHBMS - YDEN YULBFSH TSEOH. eUMMY CH DYBMPZE EUFSH UFTPYULB "s FEVE OTBCHMAUSH" (Yoru OE PUPVP UFTBYEO) - NPTsOP Y UZMBUIFSHUS. rPUME DPTPZBS RPMPCHYOLB RPUEMSEFUS CH DPNE ZETPS, (EUMY DPN LHRMEO) YMY PVB TSYCHHF X OEE.

uCHBDSHVB CH ITBNE nBTSC CH TYZHFEOE

dPNB TSEOB NPTSEF Y RPLPTNYFSH

Y ABOUT LFPN CHUE. y OILBLPC YTPFYLY, LBL UEKYUBU NPDOP-RTYOSFP CH "RTPDCHYOKHFSHCHI YZTHYLBI". rTBChDB MENEOFSCH LTPFYLY CHUE TS RTPUMETSYCHBAFUS CH PDETSDE OELPFPTSCHI RTEDUFBCHYFEMEK OBUEMEOYS ULBCTYNB (Y LBL YN OE IPMPDOP CH UCHETOPK UFTBOE JNPK FBL PDECHBFSHUS).

pVSCHUOBS PDETSDB SUCCESSFUL. pWTBFIFE CHOYNBOYE, WEMPE

UELUB X OBU OEF !

OEUNPFTS ABOUT NPDOHA YZTPCHHA FEODEOGYA CH ULBKTYNE CHUE RTYUFPKOP Y ULHYUOEOSHLP FBL CH HTPFYUEULPN RMBOIE. OP UFTBOB UHTPCHBS UCHETOBS Y, UBNY RPOINBEFE, DEUSH OE DP TBCHMEYUEOYK. rTBChDB ABOUT ZETPS ЪBRTPUFP NPTSEF OBRBUFSH RPMHZPMBS UECHETOBS FEFLB. ChPF FPMSHLP RTY LFPN OBNETEOSHS X FEFLY UPCHUEN OE FE, LBLIE EK RP UVBFHUH RPMBZBAFUS.

oENOPZP FFPFILY OE RPNEYBEF

PUOPCHOPK WACEF THMYF

Y LPZDB OBDPEDBEF PDOPPVTBBYE RPVPYUOSCHI LCHEUFCH, RETELMAYUBENUS ABOUT PUOPCHOKHA UATSEFOHA MOYA CH OBDETSDE, UFP OBU TBCHMELHF. obnopzp YOFETEUOEEE, LPZDB L DEKUFCHYA RPDLMAYUBAFUS oru Y RTYCHOPUSF DYOBNYLY Y TSYCHPUFY CH YZTH. b FBL ULHYUOPCHBFP PDOPNH RP ULBKTYNULYN UCHETOSHCHN ENMSN YBFBFSHUS. bB URHFOYLBNY NPTsOP RPOBVMADBFSH Y U OYNY CHUEMEEE.

UPCHEEBOYE ​​CH ZPTPDE YNRETGECH

UPCHEEBOYE ​​CH ZPTPDE RPCHUFBOGECH

CHSHCHUPLYK iTPFZBT. pDIO Y LMAYUECHSHI NPNEOPHR YZTSCH - RETENYTYE

YuFPVSCH RTPKFY FFPF LCHEUF Y DPVIFSHUS BLMAYUEOYS RETENYTYS OHTSOP RTPUFP RP PYUETEDY YDFY ABOUT HUFHRLY CHTBTSDHAEYN UFPTPOBN.

fBCHETOSHCH, MBZETS, THYOSCH Y DPNB

CHUE TSYMSHE RPNEEEOYS Y UFPSOLY CH YZTE HOYLBMSHOSHCH. CHUFTEYUBEFUS OENOPPZP LMPOCH NBMSCHI PVYAELFCH (LHUFSH L RTYNETH), OP CHUE LTHROSCHE UPPTHTSEOIS KHOILBMSHOSHCH Y LPMPTYFOSHCH LBTsDPE RP UCHPENKH.

CHPTCHULPK RTYFPO CH TYZHFEOE - LBOBMYYBGYS

fBCHETOB H TYCHETCHDE

h FBCHETOE NPZHF REUEOLH UREFSh ..

..B NPZKhF Y NPTDH OBYUYUFYFSH.

eEE CH FBCHETOBI, DBOE FPMSHLP CHOYI, CHUFTEYUBAFUS FBLIE NIMSHCHE RETUPOBTSY

bm

rTYENOBS STMB H hBKFTBOE

nBZBYOYUYL BMIYNYLB. EMSHS, YOZTYDYEOFSHCH Y RTPYUBS OEPVIPDYNBS ETHODB

mbzetsh tbvpkoilpch

MBZETSH PIPFOYLPCH

lPNRBOYS RP PVYAEDYOEOYA ULBKTYNB

RPNYNP PUOPCHOPK LCHEUFPPK MYOEKLY CH YZTE EUFSH CHFPTBS LPNRBOIS. ffp - pvyaedyooye ulbktynb. lPZDB OBN OHTSOP UDEMBFSH CHSHVPT b LBLHA Y ChTBTSDHAEYI UFPTPO NSC VKHDEN YZTBFSH Y RTPKFY RP UACEFH CHUE LCHEUFSH ABOUT LFH FENKH. yMY CHSH IB NSFETSOYLPCH - CHSCHOPUYFE YNRETGECH YMY OBPVPTPF. BDBOIS RTY CHSHVPTE FPK YMY YOPK UFPTPOSCHOE NEOSAPHUS, NEOSAPHUS FPMSHLP CHTBZY. fBL, UFP OE CHBTsOP BL LPZP YZTBFSH. lCHEUFSHCH LFY H VPMSHYOUFCHE UCHPEN ZTHRRPCHSHCHE - LFP LPZDB CHNEUFE U ZMBCHOSCHN ZETPEN CHTBZPCH CHSCHOPUYF FPMRB UPYUKHCHUFCHHAEYI RPNPEOILPC.

VYFCHB BL ChBKFTBO

zhYOBMSHOBS VYFCHB BL CHYODIMSHN. NYUYS YB YNRETGECH

TBVPFBFSH H LPNRBOY CHUEZDB YOFETEUOE Y LPNH-FP LFPF LPMMELFYCHOSCHK LCHEUF NPCEF RPOTBCHYFSHUS DBTSE VPMSHIE YUEN LCHEUFSH PUOPCHOPK UATSEFOPC MYOYY.

THYOSCH DCHENETCH

th RPD ЪENMEK EUFSH TSJOSH

lPUFSOPK DTBLPO Y LPNRBOYS

rTYYEM, HCHYDEM, UTSES CHUEI OBITEO!

OBD THYOBNY DCHENETULPZP (ZOPNSHEZP) ZPTPDB. CHOYEKH VKHDEF OE RTPUFP. LUFBFY, CH FFK UETYY YZT
ZOPNSCH, LBL HFCHETSDBAF LOIZY, TEDLPUFOSHCHE ULPFSCH ... VSCHMY.


at RPUPIPN nBZOKHUB ABOUT RPDUFKHRBI L LPMMEZYY NBZPCH H CHYOFETIPMDE. VE RSFY NYOHF BTIINBZ

dCHENETULYK GEOFKHTYPO (TPVPF). UYMSHOSHCHK IBTBB Y HUFPKYUYCHSHCHKK

REKBTSY ULBKTYNB... VTT. th RPYENH NSCH OE CH FTPRYLBI?!

DYBMPZ, LBLYI CH YZTE NOPTSEUFCHP

UCHETOBS VBYOS, CHYD ABOUT FBKZH ...

rPDENEMSHS ULBKTYNB. dTBHZT U NBZYUEULYNY HNEOYSNNY - PYUEOSH PRBUOSCHK RTPFICHOYL

FENOSCHK (yuETOSCHK) rTEDEM

CHUEN YJCHEUFOP, UFP UFP UCHPY ZPTPDB ZOPNSCH (DCHENETSHCH) UFTPIMY RPD ENMEK. fBL CHPF FENOSCHK rTEDEM, FFP ZPTPD-MPLBGYS RPD ZPTPDBNY DCHENETCH. FP PYUEOSH ZMHVPLP RPD ENMEK, LFP MPLBGYS, LHDB NPTsOP RPRBUFSH YJ MAVPZP DCHENETULPZP ZPTPDB Y LPFPTBS RTPUFYTBEFUS RPD CHUEN ULBKTYNPN Y YNEEF RPIPTSIE TBNETSHCH. YuUMEDPCHBFSH FENOSCHK rTEDEM RB PYO TB OEMSHЪS, OHTSOP PVSEBFEMSHOP RTYIPDYFSH FHDB Y TBOSCHI DCHENETULYI ZPTPDCH. h FFPN UMHYUBE PFLTSCHCHBAFUS CHUE OPCHSHCHE ODPUFHROSCHE YMY OE BLNEYUEOOOSCHE LHULY PHENOPZP rTEDEMB.

UBNBS ЪBZBDPUOBS MPLBGYS CH YZTE - yuETOSCHK RTEDEM (LFP RPDENEMSHE). eUMY RTY CHIPDE UTBYH BLFICHYTPCHBFSH TSCHUBZ UMECHB, NPTsOP PDOIN CHSHCHUFTEMPN YU UFTEMPNEFB BBCHBMYFSH DCHENETULHA UZHETH

ZMBCHOBS WACEFOBS MYOYS

UFEOB bMDHYOB, FFP OBBL, UFP DCHE FTEFY PUOPCHOPZP UATSEFB RTPKDEOSCH, PUFBMPUSH OENPZP. 'DEUSH FPTPRYFSHUS OE OHTSOP Y UFPYF RPFTBFIFSH CHTENS ABOUT RTPIPTSDEOYE RPVPYUOSCHI LCHEUFCH. NPTsOP ЪBOSFSHUS ZTBTSDBOULPK CHPKOPK CH ULBKTYNE (EUMY EEE OE ЪBOINBMYUSH) YMY ЪBDBOISNY ZYMSHDYK.

b FFP uFEOB bMDHYOB

zhYOBMSHOBS LCHEUFPCHBS MYOEKLB

CHUE DP PDHTY RTPUFP - OHTSOP OBKFY Y ZTPIOHFSH ZMBCHOPZP UMPCTEDB. ABOUT VPMSHIE ZHBOFBYY TBTBVPCH OE ICHBFIMP. b VSCHMB MY ZHBOFBYS. dBCHOP UFBM ЪBNEYUBFSH, UFP ЪB CHOEYOYOK LTBUFPK Y RTPDKHNBOOPUFSHHA DYBKOB OE OBVMADBEFUS DYBKOB UACEFOPZP. pFUEZP UFBOPCHYFUS ULHYUOP Y RPUME RTPIPTsDEOYS YZTSCH PUFBEFUUS UFTBOOSCHK PUBDPL ... chTPDE CHUE OERMPIPUMERMEOP, OP CHPF RPYUENKh-FP ffp OE TBDHEF.

MBDOP, UNPFTYN ЪBCHETYBAEYE LBTFYOLY. uFPR! with ULBBM ЪBCHETYBAEYE? OYYUEZP RPDPVOPZP, RPFPNKh, UFP RPUME "ZHYOBMSHOPZP" RPEDYOLB NPTsOP (OHTsOP) CHETOHFSHUS CH ULBKTYIN Y RTPDPMTSYFSH UCHPE FBN UKHEEUFCHPCHBOYE. bZMSOHFSH L UVBTSCHN OBLPNSCHN (RPUMHYBFSH YI ICHBMEVOHA Y RPHYuYFEMSHOHA VPMFPCHHOA) Y RPFIIPOSHLH BLPOYUYFSH CHUE OEEBCHETEOOOSCHE DEMB. th DBCE RPUME LFPZP OILFP OE RTPZPOSEF. TsYCHY - OE IPYUKH!

cDEN Y RTYNBOYCHBEN DTBLPOB, YUFPVSCH RPMHYUYFSH YOZHPTNBGYA P NEUFPOBIPTSDEOYY bMDHYOB ...

rPVEDYMY, RPKNBMY Y... PFRHULBEN U HUMPCHYEN, UFP ЪCHETAZB RTYCHEEF OBU L bMDHYOH

rTYEIBMY, RTPEBENUS, DTBLPOH DBMSHYE OYS. b OBN? b OBN FPMShLP FKDB Y OHTSOP. CHUA YZTH L LFPNH UFTENIMYUSH.

b CHPF Y LPNYFEF RP CHUFTEYUE

tBPVTBMYUSH U CHUFTEYUBAENYY (I TsBMSh URHFOYGSHCH TSDPN OEF) Y NPTsOP RPMAVPCHBFSHUS NEUFOSHCHNY LTBUPFBNY

rPUME OEPPMSHYPK UFSHCHULY U RTYCHTBFOILPN OBU RTPRHULPHA CH "ZMBCHOKHA UFPMPCHHA OBZTPVOPZP NYTB". rPUMEDOSS MPLBGYS - ЪBZTPVOSHCHK NYT, EUMY CHSH OE ЪBNEFYMY

b PPF Y zMBCHOBS UFPMPCHBS. uFP-FP FIRB BUZBTDB X CHYLYOZCH. fBN GEMSHE VSCHLY OB CHETFEMBI TSBTSFUS, FPMSHLP PF UADB YI OE CHIDOP

RPDLTERYMYUSH, ЪBTHYUYMYUSH RPDDETSLPK FTPKLY UBNSCHI CHPYOUFCHEOOOSCHI DHIPCH + RTYVMHDOSHK URHFOYL = OB HTS RSFETP. NPCOP Y CH VPK. OBIPDYN Y CHBMYN CHETEOSCHYB. LUFBFY, CHETEOSCHY - UBNSCHK UVBTSCHK Y DTBLPOSHEZP TPDB. NPTsOP ULBBFSH MEZEODB. OP RMPIPE RPCHEDEOYE EZP UZKHVIMP. eUMY EZP CHPPVEE NPTsOP HVYFSH...

CHSHCHUPLYK iTPFZBT. PUOPCHOBS WACEFOBS MYOYS RTPKDEOB. eUMY EUFSH TSEMBOYE, NPTsOP RPVTPDYFSH RP YZTPCHPNH NYTH EEE...

HCHETEO, PUFBMPUSHOE RTPKDEOOSHCHN RTPGEOPCHN 50 YZTSCH Y LHYUB LCHEUFCH OE OBKDEOP YOE CHSHCHRPMOEOOP. ffp hce pyivlb tbtbvpfyuylpch... ymy bdhnlb?

yZTB ЪBLPOYUMBUSH... TH YUE?!

RPDCHEDEN YFPZY

uFP X OBU RMPIPZP:

JZTPCHSCHE OBUFTPCLY
1. eUMMY RETEOBOBBYUYFSH LMBCHYY RP HNPMYUBOYA, OELPFPTSHCHE JKHOLGYY CH YZTE UFBOPCHSFUS OEDPUFKHROSCH. rTYIPDYFUS ABOUT CHTENS CHPЪCHTBEBFSH OBUFTPKLY RP HNPMYUBOYA.

YZTPCHPK RTPGEUU
1. pFUHFUFCHYE NYOY-LBTFSCH DEMBEF RTPIPTSDEOYE OEHDPVOSCHN.
2. oELPFPTSHCHE PVYAELFSHCH, PFNEYUEOOOSCHE ABOUT LBTFE, OCHPЪNPTSOP OBKFY ABOUT NEUFOPUFY. FP YMY ZMAL YMY NPS OECHOYNBFEMSHOPUFSH. fBL SOE UNPZ OBKFY NEDCHETSSH REEETH Y NEUFP ZDE UPVYTBEFUS bNHMEF zPMDHTB.
3. pFUHFUFCHYE LKHLMSHCH RETUPOBTSB CH YOFETZHEKUE UIMSHOP PZPTYuYMP. VE OBZMSDOPUFY PDETSDSCH Y HNEOYK RETUPOBTsB HNEOSHYBEFUS BYOFETEUPCHBOOPUFSH YZTPK.
4. pFUHFUFCHYE PVCYUBAEZP CHCHEDEOYS CH YZTH RTYCHPDYF L FPNH, UFP RPMPCHYOB YZTSCH PUFBEFUS OERTPKDEOOOPK NOPZYNY YZTPLBNY.
5. RTPIPTSDEOYE YZTSCHOE CH FPN RPTSDLE, LBLPC ЪBDKHNBO TBTBVPFUYLBNY DEMBEF YZTH NEOEE YOFETEUOPK. OP FBL RTPIPDSF PYUEOSH NOPZYE.
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The Elder Scrolls 5, Skyrim. rTPIPTSDEOYE

We are starting a game that in itself is capable of becoming the first in any of its own genres. A game that is ready to surpass almost any competitor. A game that strikes our imagination for the umpteenth time with its scope. However, if you play The Elder Scrolls V: Skyrim, then you must have heard about its predecessors - Oblivion and Morrowind. However, even if you haven't heard it, you will soon be fully convinced that the game is epic. You have to participate in writing a new story and become an integral part of it. What could be more worthy?..

According to a long and well-established tradition, you will not be able to start the game as a free citizen who is absolutely free in his decisions. You are…in custody, let's call it that. Therefore, you will have to act according to the situation. Together with the captive Jarl, the leader of the uprising, Ulfric Stormcloak, you are being taken to your execution. Yes exactly. Destined to die soon. On the way in the cart, you will listen to the conversation of the captive Nord and the thieves from Rorikstead. Given that you haven't created your character yet, listen to everything carefully. What Ralof says, and the way he says it, I really liked, because the scales of the beginning of the passage of Skyrim swung towards the Nords ... So much so that I even thought about creating a Nord for myself. But… More on that later.

In the meantime, you will just go ahead, watching the communication of Nord, who is absolutely calm before his death, and this very thief. However, we are not the first time just to observe. At the entrance to the village where your life should end, you will see a general communicating with a high elf (in this game, a high elf is a race, not a height). It seems a trifle, but in the future there will be a very interesting development. And in general, do not let a single little thing pass you by, do not do anything that could damage your reputation, otherwise you can harm the passage of Skyrim. Remember - you live in this world, therefore do not spoil your house.

But now the festive carriage has arrived at its destination and the Imperials are calling you one by one. They call the name, send to the place of the future execution. As is the case with The Elder Scrolls games, you're only now able to create your character. And I advise you to stay longer on this page, because after the start of the game you will not be able to change anything. So we start.

Preferred race in the passage of Skyrim

First you have to decide on the race. We will dwell on each of them in more detail, so that you have an idea not only from what is described in the game, but also from the experience of the person playing. Let's start in order.

Argonian is an upright reptile. The main trump card of this race is resistance to poisons. Also, with long voyages, they can spend longer under water. Yes, they can heal quickly. True, this is where their advantages of passing Skyrim for this race end. I can only say that potions cope with resistance to poisons, magic and elixirs cope with treatment, and you can simply swim competently.

Breton- magician and anti-magician in one person. Magic will practically not work against you, and you can be a very dangerous opponent to any enemy. The unique feature of the race allows you to almost completely resist enemy magic in the passage of Skyrim. Ideal for a person who wants to move a lot and come up with sophisticated combinations of spells to win.

high elf- the most powerful mages. If you are an experienced player and prefer to kill the enemy from a distance, using only the power of thought, this race is just made for you.

imperial- one of the most interesting races. Due to their innate abilities, Imperials make the best merchants. But they also have the ability to use magic and weapons, because you can not leave your goods defenseless. The racial ability will help calm the enemies, and then immediately deal with them. Mean but effective in the passage of Skyrim

Khajiit- upright cat-like. Like all felines, Khajiit have perfect flexibility and are very agile. It is from the Khajiit that the best thieves in the game will turn out. They are the ones that do the most damage in unarmed combat. They are the ones who see in the dark. In general, fans of thieving skills should choose a Khajiit.

Forest Elf- the best archer. The colossal damage that they will inflict with their arrows cannot be compared with any of the races. Although you can develop shooting to anyone, it will be most correct and appropriate for a wood elf. Yes, and he has a good tendency to steal. Of course, the wood elves are inferior to the Khajiit in the ability to steal, but this race is a very worthy choice. And the animals tamed by the forest elves can provide invaluable assistance in battle and even save lives in the passage of Skyri.

North- people of the north, who, in the light of their natural talent, perfectly resist the magic of cold. All spells from this branch will deal only a quarter of their damage. They specialize in axes, and with their war cries and fearlessness, they are ready to turn almost any enemy into flight.

Orc- the best blacksmiths who are able to repair any armor in the field. They carry exceptionally heavy armor and heavy weapons. If you're looking for agility, don't choose an orc. But if you are used to go ahead, then equip it to the maximum and you will not be equal on the battlefield. If the orc falls into a berserk state, not a single enemy will survive meeting with him in the vastness of Skyrim.

redguard- You won't find the best fighters in the empire. The feeling that they are born with weapons and even in the womb show their fighting qualities. Better physique makes them very tenacious, and poisons practically do not harm them. If you like diversity in weapons, then choose a redguard. His same battle fury will add to the weapon the unstoppable owner.

Dark Elf- the last of the races available to us. An interesting combination of magic and stealth. You can hit the enemy so that he does not even realize that he is dying. Dark elves have been immune to the fiery school of magic since ancient times, so in Skyrim they can be very appropriate, given who we have to fight. But we will not set you up in advance for something specific ...

So, the choice is made. It's time to start creating the appearance of the character and choosing a name. I’ll tell you a secret that I went through all the games in The Elder Scrolls series as a Redguard. Because Skyrim will not be an exception. By the way, pay special attention to the appearance of the character, as you will very often carry out final blows, which can be very beautiful. And the main character should always please you with his appearance. However, we continue...

When everything becomes clear in the lists of the Imperials, they will still decide to execute you so as not to mess around. After proceeding into the circle, you will listen to the general's speech, designed to denigrate Ulfric. But the speech will be interrupted by a strange noise, vaguely similar to the roar of an animal. However, this noise will not interrupt the ceremony of chopping off heads. The first execution will be done, you are next in line. The roar will repeat again, but you are already being brought to your knees, and the executioner raised the ax to strike. You're waiting for the last second of your life, but a strange noise finally appears above the tower at the start of Skyrim's playthrough. The dragon has come to burn down the village. Yes, they have not been heard about for many years, many considered them a fairy tale, but today the fairy tale has come to life, giving you hope, albeit illusory, for salvation.

To freedom!

So the first task in the game will begin, in which we just have to survive. And despite the fact that at first you just need to get to the fortress, following Ralof, then it will develop very rapidly. Ralof will offer to hide through the tower, but the dragon plans a little differently - the tower is broken, you cannot climb up in the passage of Skyrim. Ralof will advise you to jump on the roof of the tavern and run. Look at the top of the screen, there is a semblance of a mini-map. It is elementary to determine the direction along it, so you cannot get confused. Just run where you are directed. Now, unfortunately, there will be nothing to profit from. Jump from the attic to the ground and move in the indicated direction.

Now you will have the first choice - follow Ralof or follow Hadvar. In principle, the difference will be insignificant. You still have to follow Ralof, especially when you get outside. Only in this case, the imperial warriors will be hostile. Although it cannot be said that this is bad, since additional equipment during the passage of Skyrim will not interfere with us.

Enter the fortress. I chose Ralof because the Imperials are better equipped and will allow me to immediately dress my Redguard properly. You can choose the second way - the result will still be the same. In the fortress, we are waiting for a new stage of the task "Freedom!", which forces us to escape from Helgen. In the lobby, for the first time, you will learn how to search bodies and use equipment. Take everything from Gunyar and equip yourself. Now you have your first encounter with the Imperials. I will not describe how to kill them - just fight, there will be no problems. Search the bodies and get the key that we so lacked for freedom in the passage of Skyrim.

As you might guess, this is the same key that will open the doors and allow you to go further, following Ralof. You will have to move after him, but you may well periodically turn the wrong way, searching the rooms and getting additional loot. Go down the stairs, picking up the cabbage along the way, which is needed in the passage of The Elder Scrolls V Skyrim to restore health and nutrition. The dragon will destroy the passage again, so you have to go even deeper underground to get out of the village.

There are a couple more Imperials waiting for you in the next room, which you will have to kill if you followed Ralof. You are in a pantry that needs to be searched for potions and other loot. Remember what the barrel looks like, which you can climb into, and get the potions out of it. Got it? You can go further, after taking all the meat and seasonings. For what? Everything is simple. You will cook your own food from them during the Skyrim passage, which has a beneficial effect on your character.

We move after Ralof. In the next room, where our stop will be, you have to break the cage lock. This is easy to do. The question is exclusively in the trembling of the master key. Rotate the lockpick with the mouse to the desired position and press the "A" button by default. Press and quickly release. If the pick is shaking, follow the same procedure after turning the pick. In general, this is how locks open. In the cage, remove from the body of the magician his clothes, which can be profitably sold or put on yourself. I advise you to hack all the cells, as this will give you a couple of hacking skill points.

Along the way, there will be two doors on the right and left in the next corridor - pick the locks on them too to increase the lockpicking skill in The Elder Scrolls V Skyrim. Ralof will meet with his friends who will help you in further battles before leaving the dungeon. This room should also be searched. Next you are waiting for the next Imperials, who need to be killed. And search, of course. Your companions will manage on their own, but it's better to kill everyone yourself, as this will give you additional experience points in handling the selected weapon.

Ralof will open the way, but immediately behind you the passage will fill up with stones. Therefore, you will again have to move only the two of you. Going down, Ralof will lead us straight. And you can turn left, where there is some more loot. When you collect - follow your companion. Carefully! In the next room, a crowd of spiders, interfering with our passage of Skyrim! As always - search them and keep moving.

After going to the next cave, immediately climb onto the ledge on the left - there is a health potion and a couple of things. Now deal with the bear. She is a dangerous enemy, but she is practically unable to kill. Another trainer to level up. All the dungeons are over. Run another couple of hundred meters and the task "Freedom!" will end!

Before the storm

So, do not forget that there is a small mistake, either translation, or developers. Ralof will tell you to split up, but at the same time he will urge you to follow him. Our goal is to get to Riverwood, where Gerdur, Ralof's sister, lives. She will help us a little. In principle, I advise you to get to Riverwood, collecting all the flowers and ingredients along the way, and then start acting on your own - either just traveling around the world, or completing all the tasks in a row. But first, let's go to Riverwood. You need to move along the road behind Ralof, periodically listening to his comments on our upcoming passage of Skyrim. In principle, on the way you will meet only one interesting thing - three stones that allow you to choose a specialization. The choice is given the skills of a warrior, thief or mage. The amount of experience gained from these directions will depend on what choice you make.

When you get to Riverwood, immediately turn left after Ralof, where you will have a conversation with Gerdur. She would send her son to guard the high road so the Imperials wouldn't get in unnoticed. You will hear a lot of interesting things from the conversation between Ralof and Gerdur, after which you should talk to Gerdur on your own, which you need to do regularly in the passage of Skyrim. She will ask you to go to the local Jarl, who lives in Whiterun, to inform him about the dragon attack. The task "Before the Storm" was continued. Now we can move directly to Whiterun, or we can complete one interesting task that you will receive in the trading shop.

Head to the Riverwood Merchant, where it's vital to sell out. It is from him that you can start the task "The Golden Claw". It should be noted that this task is a side one, therefore, in principle, it is not necessary to complete it. But I see no reason to refuse it, as well as from any task in the passage of Skyrim.

In addition, you can go to the northeastern house of Fendal. If you wait for the evening, then the owner of the house himself will come and can offer you a task. It consists in the following. Fendal and Sven fight for Camille's favor. And Fendal decided to forge a letter from Sven so that Camille would give up the very idea of ​​​​being with Sven. You can take the letter to Camille, or you can give it to Sven. In the second case, Sven will write his letter on behalf of Fendal, which can also be taken to Camille. As a result, depending on your actions, Camille will prefer either Sven or Fendal. And the one who wins can become your assistant. Choose for yourself who you prefer - the archer Fendal or the bard Sven. Personally, I chose Fendal, as he is quite useful as a shooter in the passage of Skyrim.

Let me remind you that we have the task "Before the Storm". Considering further events, I advise you not to get the golden claw now, but to go to the Jarl of Whiterun. Go north, Whiterun is indicated on the map. I advise you to go clearly to the north, regardless of the difficulties with the road. This should be done in order to pass through the Pelagio farm south of Whiterun, where you can kill the giant and get a direction to the Companions in Arms Guild. However, you can still get there. But additional experience during the passage of Skyrim will not hurt us.

Approach the gates of Whiterun and talk to the guard. Say that you have important news and they will let you in for free. As soon as you enter the city, chat with blacksmith Adriana Avenici, who will teach you the basics of blacksmithing, armor making, and sharpening. Plus, she will ask you to take the sword to her father, who will present this sword to the eldest son of Jarl. Agree, of course.

If you enter Grizzly Mane's house, you can take the quest "Missing in Action", in which you need to find the missing member of the Grizzly Mane clan, Torald. Immediately talk to Avulstein, who will ask you to find evidence that Torald is alive in the house of the Sons of the Battle. The passage of Skyrim will take you there. Right there in the house, read the book "Lost Legends", which will give you the task "Forbidden Legend".

Enter the house of the Sons of Battle and go to the back closet on the first floor. There is a book on the table that needs to be picked up. It is better to do this when there is no one in the house, otherwise the book will have to be stolen. However, see for yourself, the passage of The Elder Scrolls V Skyrim gives you ample opportunities. This book will tell us about the fate of Thorald. Take her and go to the house of the Gray Mane to Avulstein. He tried to go and free his brother by force, but I decided that I would do everything myself. But we'll deal with that later. Now it's time to go to the Jarl on the quest "Before the Storm".

After the conversation, the Jarl will send troops to Riverwood and decide to give you another task. In order to understand its essence, you need to talk with the court sorcerer. He is in the next room, where you need to go after the Jarl. Farengar will send you to Windy Peak. If you remember, we had to go there on the assignment "Golden Claw". Well, agree and move forward, after asking Farengar.

Well, is it time to move to Windy Peak? Be careful, when you approach him, you will be met by three unfriendly bandits. Kill them, collect trophies and go inside. Inside there will be two more enemies and a closed chest containing some loot. Well, it's time for us to go down. I warn you right away - there will be a lot of cobwebs, so be careful, do not be afraid. Fortunately, there is only one way, you can't go wrong. After walking a little way, you will find several lockers. There is a cloth there, but you don't really need it. Behind the next turn, the next bandits are waiting for you, so you can immediately shoot them. Well, or kill in close combat.

In front of you will be a gate with three symbols above it. Rather, there are only two symbols, and a piece between them fell out and lies near the lever. The secret is to line up the same order of symbols on the left wall as above the gate. This is a snake, a snake and a fish. Otherwise, when using the lever, you will receive damage. Climb up the stairs - there you will find a hidden healing potion. Everything, now you can safely go to the opened gate. Three rats cannot be considered opponents. Collect loot from the niche and go down the spiral staircase.

The next room is completely covered in cobwebs. It should be said that the hint is very transparent. Oh well, we are no strangers to killing all sorts of dirty tricks. Especially since you will begin to hear a voice coming from the corridor. And this voice will tearfully beg for help. Get down a little lower and get ready - around the corner you will find a huge spider that will come down from the ceiling. It is better to shoot him with a bow, as he will not squeeze through the arch. But if you are a melee lover, then now is the time to show your prowess. After the death of the spider, you will see a man in the web, who begged for help. Free him after getting as much information about the claw as possible, and be prepared to kill him, because he won't just leave. In the next room, collect trophies and move forward. Considering that there were embalming tools here, the tasks "Golden Claw" and "Wind Peak" led us to a very interesting place.

Carefully, going downstairs, you will begin to encounter the mummified remains of people who are very aggressive. Now carefully - after three draugs on the floor there is a circle, stepping on which you activate the trap. It hits quite hard, but you can take advantage of this by circling the draugs. If only then the trap did not hit you. In the next room there will be a draug mage who fights quite painfully. But it shouldn't be a problem either. On the floor of the flight of stairs below, you will also meet three draugs. And another corridor with a trap. These swinging axes can be run through, they won't be able to kill you. The main thing is not to kill your companion.

And we're going down and down. I wonder where our search will take us? You are waiting for the next draugs who die from a couple of shots or blows, some loot and climb a little up. Then - a room with a waterfall and another draug. Immediately there is a chest in which the next share of the booty. We have only one way - along the movement of water. Pull the ring that will open the gate and move forward. The waterfall flows down, but we do not need to jump from a sharp cliff. Near the chest, turn right and go down below. We will have a choice - go down to the place where the waterfall falls, to the chest, or just go straight ahead. Of course, the first option is preferable, since it is more profitable.

It can be seen that the dungeons are man-made, but very neglected. Everywhere roots, landslides ... Yes, and decently monsters. Another enemy is waiting for us - a restless draug. More serious than ordinary draugs, but still just as weak. He guards the passage to the sanctuary, where we will go as soon as we open the chest to the right of the exit.

It will take a decent amount of time to get to the next corridor with traps, but you will not encounter anything interesting on the way. But after the traps, three draugs will be waiting for you - one right next to the entrance and two from above. Collect trophies and go up to the floor above. There, after passing through the bridge and opening the iron door, you will get to the door, which should also be opened using the correct sequence of images. If you take it from the bottom up, then there should be an Owl, a butterfly and a bear. Lined up? Move on. A large cave awaits you, at the end of which there is a strange plate with a strange image. Be sure to save before going there. And then boldly come close to it and use it - you will learn your first dragon cry. And it's great, but so far they will not be able to use it. Therefore, just turn around and kill the overlord dragug that has arisen behind your back. A very strong opponent, but after him there remains an interesting ax, a slab that needs to be taken to the jarl, and other loot. In short, you will need everything. Everyone, it's time to go. Climb up the stairs and use the pedestal at the top. Search the next chest and go to Skyrim. That's it, the tasks are finished and it's time for us to return to the jarl and to Riverwood to turn in the tasks.

For turning in the Golden Claw quest, you will receive 400 coins. And after going to the Dragon Limit to hand over the task to Farengar. He will send you to the Jarl for a reward and a new task. It turns out that a dragon was seen nearby. You will be sent along with Airileth on a dragon hunt. And they will give out a helmet as a reward for the last task, which I personally did not wear, but sent for sale. In addition, you will be allowed to buy houses in Whiterun.

dragon in the sky

So, things do not wait, and we urgently need to follow Airileth to confront the dragon. It's time to get out of the Dragon's Limit and go to the Watchtower. Sell ​​unwanted trophies and exit the city. We need to get to the Western Watchtower, where Airileth is already waiting for us. Upon arrival, you will not see anyone, but approaching the tower itself, you will hear a command to go to cover and not waste arrows. Well, great idea. However, it will not be possible to sit out for a long time - either shoot the dragon that has landed on the ground, or kill it in hand-to-hand combat. But be aware - it can be painful. And if you do not use additional means of protection, hand-to-hand poking around is scary.

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